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See also: General Encounter

A Location Encounter is a specific type of Encounter the player might gain during a game of Eldritch Horror. The investigator draws an encounter card matching his space's artwork or from the General Encounter deck. He resolves the effect that matches his current space, then discards the card. For a specific area's Location Encounter card, each Location Encounter card is split into three sections, each for one area in its color group; the investigator only resolves the encounter for the area that they are in. For the General Encounter card, each is also split into three sections: City City, Sea Wilderness, and Sea Sea.

Unlike the General Encounter, a specific area's Location Encounter will likely trigger a specific effect written just below the location name, usually through a skill check, but may be obtained automatically without it. Thus, a player who wants that effect to happen should head to that location and undertake an encounter there.

If located on a City City space, Darrell Simmons Darrell Simmons rolls 1 additional die when resolving a test during a Location Encounter.

America Encounters[]

Americas Encounter

Arkham small Arkham[]

Arkham Location Encounters have a high probability of giving Incantation Spells.

ID # Set Encounter
1
01Core
In the restricted section of Miskatonic University's library, you study an esoteric tome. Gain 1 Incantation Spell. You try to decode a note written in the margin (Lore). If you fail, the words put strange visions into your mind; gain a Hallucinations Condition.
2
01Core
During the night, you have a nightmare about the old witch, Keziah Mason. In the dream, she shares her power with you; gain 1 Incantation Spell. When you wake up, you fear that the old witch will someday ask you for a favor in return (Will+1). If you fail, gain a Paranoia Condition.
3
01Core
The Silver Twilight Lodge members ask you several riddles to prove your knowledge (Lore+1). If you pass, they instruct you in their ways; gain 1 Spell.
4
01Core
An anonymous patient in the asylum pleads with you to share what you've learned. You may spend Clue 1 Clue to share what you know. If you spend the Clue, the man begins chanting in a long-dead language; gain 1 Incantation Spell.
5
01Core
Some ritual had been performed in the Black Cave, but the cultists are long gone.[1] You look around for anything they may have left behind (Observation). If you pass, you find a scrap of parchment and gain 1 Incantation Spell. If you fail, lose Health 1 Health as you stumble around in the dark.
6
01Core
Inside Ye Olde Magick Shoppe, Miriam Beecher talks to you about the finer points of the occult (Lore). If you pass, you impress her with your acumen, and she gives you a rare text; gain 1 Incantation Spell. If you fail, you lose track of time and can't seem to remember when you departed; gain an Amnesia Condition.
7
01Core
The administrators of Arkham's Historical Society take great pains to show you their extensive collection of historical documents. You may become Delayed to gain 2 Spells.
8
01Core
A fortune teller in Independence Square warns you of dire events.[2] You try to interpret her words (Lore). If you pass, you discern that you ultimately survive; gain a Blessed Condition. If you fail, you fear an inevitable doom; gain a Paranoia Condition.
9 02
Forsaken Lore
Ma Mathison shows you a journal left behind by one of the lodgers at her boarding house.[3] The text makes several oblique references to the occult, but you think you can decipher its meaning (Lore-1). If you pass, you determine the lodger's true intent; gain 1 Incantation Spell and and spawn Clue 1 Clue.
10 02
Forsaken Lore
You try to gain access to an experiment at the University's Science Building (Influence-1). If you pass, the experiment provides knowledge of worlds beyond; gain a Plumb the Void Spell. If you fail, you sneak in but get caught in the experiment; gain a Lost in Time and Space Condition.
11 02
Forsaken Lore
One of the stained glass windows in the South Church features an angel reading strange runes from a scroll. The runes look familiar to you (Lore). If you pass, gain 1 Incantation Spell. If you fail, you cannot interpret the runes, but the angel's face has a more inhuman aspect now; lose Sanity 2 Sanity.
12 02
Forsaken Lore
Arcane rituals take place regularly in the nearby woods. You hope to uncover secrets left behind by the cult (Observation). If you pass, gain 1 Incantation Spell. If you fail, you trigger a protective ward; a Monster ambushes you!
13 02
Forsaken Lore
The Arkham Advertiser ran an exposé on cult activity. You hope to stealthily look through the reporter's notes (Observation). If you pass, you spot a repeated arcane phrase; gain 1 Incantation Spell. If you fail, you are roughly kicked out to the streets; lose Health 1 Health and gain a Back Injury.
14 02
Forsaken Lore
As Oliver Thomas is unwrapping a new acquisition for his Curiositie Shoppe, you spot a bit of writing on the wrapping paper.[3] You attempt to decipher the strange runic figures (Lore-2). If you pass, gain 1 Incantation Spell.
15 02
Forsaken Lore
You are suddenly confronted on Meadow Hill by an unnamable presence![4] The sight of the creature horrifies you beyond description (Will). If you pass, it imparts strange knowledge to you; gain 1 Incantation Spell. If you fail, you awake some time later with strange bruises; lose Sanity 1 Sanity and gain a Back Injury Condition.
16 02
Forsaken Lore
The police ask you to examine a book they seized in a recent arrest (Lore). If you pass, gain 1 Incantation Spell. If you fail, the text proves to be an indecipherable mess of disturbing images; lose Sanity 1 Sanity and gain a Hallucinations Condition.
17 03
Mountains of Madness
At Miskatonic University's Administration Building, you tell your story to the school's head librarian (Influence-1). If you pass, he agrees to help you; gain the Professor Armitage Unique Asset. If you fail, you are forcefully escorted off campus; lose Health 1 Health.
18 03
Mountains of Madness
Amid the cacophony of the train station, you hear the faint sound of an arcane chant. You may spend Focus 1 Focus to follow the sound to its source. If you spend the Focus, you find the speaker has gone but has left behind a scrap of paper; gain 1 Incantation Spell.
19 03
Mountains of Madness
A patron at Ma's Diner left behind an odd book. Gain 1 Old Journal Unique Asset. A series of strange sigils are written on its pages (Lore-1). If you pass, you decode the symbols; gain 1 Incantation Spell. If you fail, you fear the owner will return to reclaim the book; gain 1 Pursuit Condition.
20 03
Mountains of Madness
A patient at St. Mary's Hospital asked for you, but his body is so diseased that your instinct is to run (Will). If you pass, he begs you for a favor; gain 1 Task Unique Asset. If you fail, he grabs your arm to keep you in the room; lose Sanity 1 Sanity and gain an Infection Condition.
21 04
Strange Remnants
A strange man at the bank is unable to pay his mortgage. He is willing to sell you an antique book of magic (Influence-1). If you pass, the book proves highly illuminating; gain 1 non-Ritual Spell and 1 random Tome Asset from the deck. If you fail, he lashes out; a Cultist Monster ambushes you!
22 04
Strange Remnants
You try to board a burning cargo ship at the docks to find survivors (Strength)! If you pass, you interrupt one of the sailors starting to burn an ancient scroll; gain 1 non-Ritual Spell. If you fail, you inhale too much smoke; gain an Internal Injury Condition
23 04
Strange Remnants
On a small isle, a mysterious figure grants you powerful magic. Gain 1 non-Ritual Spell. Suddenly the figure attacks (Strength)! If you pass, the Dark Man is impressed by your might and offers you more power[5]; you may gain an Agreement Condition to gain 1 Boon Condition. If you fail, lose Health 1 Health.
24 04
Strange Remnants
A guitarist at Hibb's who sold his soul teaches you a song.[1] Gain 1 non-Ritual Spell. You try to banish the beast he owes (Lore-1). If you pass, 1 Monster on a space of your choice loses Health 2 Health. If you fail, you too owe a debt; gain a Paranoia Condition.
25 05
Under the Pyramids
You find arcane symbols at the Miskatonic University Administration Building. Gain 1 non-Ritual Spell. The Dean fears that they portend disaster, and you try to ritually remove them (Lore-1). If you fail, you suffer their dire results; impair Observation and Strength.
26 05
Under the Pyramids
The special at Velma's Diner reinvigorates you.[1] Recover Health 1 Health. Velma asks you about an occult book that was left as a tip (Lore-1). If you pass, you grasp its true importance; gain 1 Tome Unique Asset. If you fail, the text unsettles you; gain a Despair Condition.
27 05
Under the Pyramids
The shopkeeper at the General Store offers to sell you old papers from the Silver Twilight Lodge[1] (Influence). If you pass, you find guides for mastering magic; gain 1 non-Ritual Spell. If you fail, he sells your name to the Lodge; gain 1 Bane Condition.
28 05
Under the Pyramids
An old man accosts you in the streets, claiming to have stolen one of the treasures from the museum's "Legacy of the Pharaohs" exhibit. He offers it to you at a price. You may gain a Dark Pact Condition to gain Clue 1 Clue and 1 Relic Unique Asset.
29 06
Signs of Carcosa
At 607 Water St. in Kingsport you discover an arcane treasure within.[6] Gain 1 random Magical Asset from the deck. A terrible old man glares at you (Will-1). If you pass, he deems you worthy; gain 1 Incantation Spell. If you fail, he clouds your thoughts; impair Lore.
30 06
Signs of Carcosa
The Silver Twilight Lodge will trade secrets for political favor. Gain 1 Incantation Spell. You speak to a senator (Influence-1). If you pass, you are rewarded; gain 1 random Magical Asset from the deck. If you fail, the Lodge is furious; gain 1 Pursuit Condition.
31 06
Signs of Carcosa
You get caught robbing the Esoteric Order of Dagon in Innsmouth. You claim innocence (Influence). If you pass, you walk away with stolen loot; gain 1 non-Ritual Spell and 1 random Magical Asset from the deck. If you fail, the High Priest hexes you; gain a Blight Condition.
32 06
Signs of Carcosa
While you are visiting nearby Dunwich, the Dark Man[5] of the Wizard's Hill[7] makes you an offer. You may spawn 2 Gates to gain 1 non-Ritual Spell, 1 random Magical Asset from the deck, and a Promise of Power Condition.
33 07
The Dreamlands
A collector of ancient wonders has turned up in Arkham's asylum. You devise a plan to pose as a patient in the madhouse and learn the secrets of his collection. You may gain 2 Madness Conditions to gain 1 Incantation Spell and 1 random Magical Asset from the deck.
34 07
The Dreamlands
At North Point, the White Ship calls to you (Will-1). If you pass, the crew shows you arcane wonders; gain 1 Incantation Spell and 1 random Magical Asset from the deck. If you fail, you dream of an eternity of restless travels; lose Sanity 2 Sanity unless you spend Focus 1 Focus.
35 07
The Dreamlands
You find a treasure in Darke's Hall of Mirrors.[8] Gain 1 random Magical Asset from the deck. You try to find your way through the maze (Observation). If you pass, the mirrors reveal a secret; gain 1 non-Ritual Spell. If you fail, you vanish into thin air; gain a Lost in Time and Space Condition.
36 07
The Dreamlands
You ask Gilman House Hotel staff in Innsmouth for help[9] (Influence). If you pass, the cleric shows you the lost and found; gain 1 random Magical Asset from the deck. If you fail, their silence and large, bulbous eyes haunt your dreams; gain 1 Madness Condition.
37 08
Cities in Ruin
You find an odd object at the ruined Whateley farm.[10] Gain 1 random Magical Asset from the deck. Shredded notes litter the site (Lore-1). If you pass, you decode an arcane formula from the scraps; gain 1 Incantation Spell. If you fail, the writing is gibberish; lose Sanity 1 Sanity.
38 08
Cities in Ruin
A sailor at the Rope and Anchor in Kingsport provides his help.[11] Gain 1 non-Ritual Spell. You offer what pay you can (Influence). If you pass, he thanks you; gain 1 random Magical Asset from the deck. If you fail, he mutters arcane words that disturb you; lose Sanity 2 Sanity.
39 08
Cities in Ruin
You try to convince the manager of the First Bank of Arkham to give you access to a particular safety deposit box[1] (Influence-1). If you pass, you find a legendary treasure; gain 1 Magical Artifact. If you fail, the manager calls over a security guard; gain a Detained Condition.
40 08
Cities in Ruin
They say that strange creatures perform ancient rituals on Devil Reef off the coast of Innsmouth, but to witness them, you have to know when to go and where to hide.[9] You may spend Clue 1 Clue to gain 1 Incantation Spell and 1 non-Ritual Spell.
41 09
Masks of Nyarlathotep
The Lurker at the Threshold shares arcane secrets. Gain 1 Incantation Spell. You bargain with the entity (Influence-1). If you pass, it grants you a gift; gain 1 random Magical Asset from the deck. If you fail, it binds you to its will; gain a Corruption Condition.
42 09
Masks of Nyarlathotep
Miskatonic University has a variety of expeditions planned and will gratefully trade any assistance you offer for access to their archives. You may spend Resource 1 Resource to gain 1 random Magical Asset from the deck and 1 Incantation Spell.
43 09
Masks of Nyarlathotep
An elderly Egyptian man tells you that he is the Messenger and offers you a gift. Gain 1 random Magical Asset from the deck. You try to thank him with the proper respect (Influence-1). If you fail, he whispers in a dead language; gain 1 Bane Condition.
44 09
Masks of Nyarlathotep
You ask the locals in Dunwich to tell you about Wilbur Whateley (Influence-1). If you pass, they guide you to the ruins of his shack; gain 1 Magical Artifact and 1 non-Ritual Spell. If you fail, the town's farmers have you arrested; gain a Detained Condition.
45 09
Masks of Nyarlathotep
Pretending to be "One of the Thousand," you convince these cultists to share the secrets of the Black Goat. But participating in their rites begins to change you. You may gain a Corruption Condition to gain 1 Magical Artifact and 1 Incantation Spell.
46 09
Masks of Nyarlathotep
Atop Kingsport's Causeway, a hermit teaches you magic.[12] Gain 1 non-Ritual Spell. You politely try to leave (Influence-1). If you pass, you depart with a gift; gain 1 random Magical Asset from the deck. If you fail, you hear horrors outside; lose Sanity 1 Sanity.
47 09
Masks of Nyarlathotep
The citizens of Innsmouth roam the night, hunting for you[9] (Observation)! If you pass, you hide in a decrepit house and find old keepsakes; gain 1 random Magical Asset from the deck and 1 Incantation Spell. If you fail, you barely escape; gain an Injury Condition.
48 09
Masks of Nyarlathotep
An advertisement for a production of the King in Yellow features powerful arcane symbols. Gain 1 non-Ritual Spell. The posters seem to be everywhere, slowly eroding your mind (Will). If you fail, you offer praise to Hastur; gain a Madness Condition.
  1. 1.0 1.1 1.2 1.3 1.4 A location first appeared in the game Arkham Horror 2nd Ed. 
  2. Refer to Anna Kaslow, a character first appeared in the game Arkham Horror 2nd Ed. 
  3. 3.0 3.1 A character first appeared in the game Arkham Horror 2nd Ed.'s The King in Yellow expansion. 
  4. For more information about this, see the The Unnamable (short story) page on Lovecraft icon The H.P. Lovecraft Wiki.
  5. 5.0 5.1 For more information about this, see the Black Man page on Lovecraft icon The H.P. Lovecraft Wiki.
  6. The address of the Terrible Old Man's house in the game Arkham Horror 2nd Ed.'s Kingsport Horror expansion. For more information about this, see the The Terrible Old Man page on Lovecraft icon The H.P. Lovecraft Wiki.
  7. A location first appeared in the role-playing game Call of Cthulhu's Return to Dunwich supplement. 
  8. A game in Darke's Carnival, a place first appeared in the game Arkham Horror 2nd Ed.'s Dunwich Horror expansion. 
  9. 9.0 9.1 9.2 For more information about this, see the Shadows over Innsmouth page on Lovecraft icon The H.P. Lovecraft Wiki.
  10. For more information about this, see the The Dunwich Horror page on Lovecraft icon The H.P. Lovecraft Wiki.
  11. A location first appeared in the game Arkham Horror 2nd Ed.'s Kingsport Horror expansion. 
  12. For more information about this, see the The Strange High House in the Mist page on Lovecraft icon The H.P. Lovecraft Wiki.

San Francisco small San Francisco[]

San Francisco Location Encounters have a high probability of improving Observation.

ID # Set Encounter
1
01Core
Inspector Jack Manion is looking for information about the Tongs in Chinatown. If you can help him, he'll teach you the basics of police work in exchange. You may spend Clue 1 Clue to improve Observation.
2
01Core
You find the husk of a squid-like creature in a tunnel. Just seeing it terrifies you (Observation-1). If you pass, you identify the cthonian; improve 1 skill of your choice as scientists clamor to contribute to its study. If you fail, you run headlong through the tunnel; gain a Leg Injury Condition.
3
01Core
You meet Hammett, a former Pinkerton Agent, on the street car and try to convince him to teach you how to be a detective (Influence). If you pass, he agrees; improve Observation. If you fail, he's too distracted by his financial woes; gain a Debt Condition while helping to support his family.
4
01Core
You speak to a military prisoner on Alcatraz Island. He tells you his story of deserting after encountering a horrific creature (Will). If you pass, he thanks you for believing him and blesses your name; gain a Blessed Condition. If you fail, the story throws you into a hysterical fit, and the guards arrest you; gain a Detained Condition.
5
01Core
You are invited to the Hearst Castle and find yourself surrounded by the best and brightest. You may become Delayed to stay for a few days. If you become Delayed, you pick up some amazing talents; improve 1 skill of your choice.
6
01Core
While patrolling in Chinatown, you become adept at spotting signs of cult activity. Improve Observation. You find their temple, but must dispel a hex on the door to enter (Lore). If you fail, lose Health 1 Health and Sanity 1 Sanity as the hex saps your life away.
7
01Core
The Examiner hires you to spend a night in the Winchester Mystery House. They provide you with experts in detecting the supernatural. Improve Observation. The odd architecture and the building's history threaten to unhinge your mind as the evening passes (Will-1). If you fail, lose Sanity 2 Sanity.
8
01Core
A pulp author named Smith invites you to read his work. The stories disturb you (Will). If you pass, you gain insight into how the invisible world remains hidden; improve Observation. If you fail, the tale chills you to the bone; gain a Madness Condition.
9 02
Forsaken Lore
A private investigator prepares you to help him on a case. Improve Observation. He's looking for a strangely shaped skull that's gone missing after being recovered from a file. Your investigation reveals Atlantean symbols including the one for "resurrection" (Lore-1). If you fail, you do not notice the symbol for "curse;" gain a Cursed Condition.
10 02
Forsaken Lore
You study a fascinating book entitled Megapolisomancy which describes how to use the energy of large cities to manipulate the future (Lore).If you pass, you gain keen insight into future events; improve Observation. If you fail, a horrific, paranormal creature manifests in your room; lose Health 1 Health and Sanity 1 Sanity.
11 02
Forsaken Lore
A tall, gaunt man with a bald, skull-like head introduces himself as Surama and offers to teach you the secrets of Atlantis.[1] However, you can sense he is trying to manipulate you as he speaks. You may gain Dark Pact Condition to improve Observation and 1 other skill of your choice.
12 02
Forsaken Lore
At the Tlaxcala Mining Company, you find strange records of a man who could transport himself across tremendous distances.[2] The idea sounds absurd, but some elements of his story ring familiar. You may spend Sanity 2 Sanity to move to a space of your choice.
13 02
Forsaken Lore
You hear of a powerful wizard in Chinatown named Lang-Fu, who will help you if you can afford his fee[3] (Influence-1). If you pass, he uses his sorcery to transform you; improve 1 skill of your choice. If you fail, he deems you unworthy, and several deep ones attack you; lose Health 1 Health and Sanity 1 Sanity.
14 02
Forsaken Lore
The fabric of reality is weak in the seedy Tenderloin district. As a result, many here suffer from the Black Madness. Very little of what they say can be understood (Lore-1). If you pass, you learn much; improve 1 skill of your choice. If you fail, they drag you with them into the unknown; gain a Lost in Time and Space Condition.
15 02
Forsaken Lore
You are asked to examine a corpse. Working with the mortician, you learn some basic forensic skills. Improve Observation. The body has a strange wire hood over its head and seems to have been electrocuted. It's a grisly sight (Will-1). If you fail, the image haunts your nightmares; lose Sanity 2 Sanity.
16 02
Forsaken Lore
As a stranger bumps into you, a small needle pierces your skin, infecting you with the black fever. Dr. Miller oversees your recovery (Strength). If you pass, you recover, and Miller teaches you to be alert to such tactics in the future; improve Observation. If you fail, the fever stays with you; gain a Poisoned Condition and a Paranoia Condition.
17 03
Mountains of Madness
You meet a lot of eccentric patrons at Izzy's saloon, including journalists from across the country. Improve Observation. You may spend Focus 1 Focus to speak with them at length. If you spend the Focus, you stay until the early morning and find someone's abandoned notes; gain 1 Old Journal Unique Asset.
18 03
Mountains of Madness
The Academy of Sciences asks you to study a strange corpse. The creature is vile, and you see why the academy scientists have avoided it (Will). If you pass, your work merits a grant; gain a Funding Condition. If you fail, lose Health 1 Health and Sanity 1 Sanity.
19 03
Mountains of Madness
The mechanical face inside a fortune-telling machine at Playland at the Beach seems to scare off most patrons (Will). If you pass, you steel yourself and seek your fortune; gain 1 Task Unique Asset. If you fail, the destiny you fled continues to seek you out; lose Sanity 1 Sanity and gain 1 Pursuit Condition.
20 03
Mountains of Madness
You talk to a resourceful, young boy who moved here from New York. You think you can gain his trust (Influence-1). If you pass, he offers to help; gain the Esteban Herrero Unique Asset. If you fail, you find out later that he robbed you; discard 1 Item Asset and gain a Paranoia Condition.
21 04
Strange Remnants
A Chochenyo man named Kaknu challenges you to a fight (Strength-1). If you pass, he says grandfather Coyote is pleased, improve 1 skill of your choice. If you fail, you have been tricked by a clever illusion; gain a Hallucinations Condition and a Paranoia Condition.
22 04
Strange Remnants
While consulting a tarot reader, you see a card depicting a white bear and a red moon. She says it represents great rewards for hard work. You may spend Sanity 1 Sanity and gain an Agreement Condition to improve Observation and 1 other skill of your choice.
23 04
Strange Remnants
The police share what they know about a bomb in a church. Improve Observation. You scramble to find the device (Observation-2). If you pass, you disarm it, and the priest prays for you; gain 1 Boon Condition. If you fail, the bomb goes off; lose Health 2 Health.
24 04
Strange Remnants
Elephants have escaped from the Golden Gate Park. You offer to help subdue them (Strength). If you pass, the grateful keepers share stories about hunting and tracking; improve Observation. If you fail, the pachyderms knock you senseless; gain a Head Injury Condition.
25 05
Under the Pyramids
You ask occultist John Carnby for help[4] (Influence). If you pass, his vast knowledge allows you to enhance your abilities; improve 1 skill of your choice. If you fail, you are horrified to learn the next day that he was torn to pieces; gain a Despair Condition.
26 05
Under the Pyramids
A blind man challenges you to a game of chess and wins easily. You ask him to share his secret (Influence). If you pass, his knowledge of the Infinite Tapestry enhances your senses, improve Observation. If you fail, he warns you of a dire future; gain 1 Bane Condition.
27 05
Under the Pyramids
You find an occult book in a crumbling mansion. Gain 1 Tome Unique Asset. Strange gongs begin to sound and dark spirits appear (Will). If you pass, your senses become sharper; improve Observation. If you fail, your screams alert the police; gain a Detained Condition.
28 05
Under the Pyramids
A poison is slowly killing African explorer Julius Marsden[5]. You ask him to tell you what he knows (Influence). If you pass, he shares his experience; improve 1 skill of your choice. If you fail, an idol seems to glare at you as leave; impair Lore and Will.
29 06
Signs of Carcosa
You try to earn the trust of the local director of New World Incorporated[6] (Influence). If you pass, he provides you specialized training; gain 1 Talent Condition and improve Observation. If you fail, he turns the world against you; lose Sanity 1 Sanity and gain 1 Pursuit Condition.
30 06
Signs of Carcosa
The city's Vigilance Committee shows you how it watches the city. Improve Observation. You try to convince them that the occult exists (Influence-1). If you pass, they offer to teach you what they know; gain 1 Talent Condition. If you fail, you begin to doubt yourself; impair Will.
31 06
Signs of Carcosa
Philo Farnsworth sends you instructive visions through a network of dreamers. Gain 1 Talent Condition. The dreams grow sinister (Will-1). If you pass, you gain a keen intuition; improve Observation. If you fail, you stop sleeping; impair 1 skill of your choice.
32 06
Signs of Carcosa
You read disturbing occult tomes from the Zebulon Pharr collection[7] (Will). If you pass, you unlock hidden abilities within yourself; gain 1 Talent Condition. If you fail, the monstrous words unhinge your mind; gain 1 Madness Condition.
33 07
The Dreamlands
You find Sarah Winchester's journal on her boat. Her words expand your mind. Improve Observation. Suddenly, the craft catches fire (Strength-1)! If you pass, you rescue other enlightening texts; gain 1 Talent Condition. If you fail, you are accused of arson; gain a Detained Condition.
34 07
The Dreamlands
You dream of a native man dressed in bearskin. He speaks an odd language (Lore). If you pass, his words guide you; gain 1 Talent Condition and improve 1 skill of your choice. If you fail, you fall into a shimmering whirlpool; gain a Lost in Time and Space Condition.
35 07
The Dreamlands
You visit the Bohemian Club (Influence-1). If you pass, the artists and journalists provide you with an education; improve Observation and gain 1 Talent Condition. If you fail, you lose track of how many days you have been in the club with hardly a bite to eat; lose Health 2 Health unless you spend Focus 1 Focus.
36 07
The Dreamlands
Several Wobblies ask for your help to evade the Committee of Vigilance (Observation). If you pass, they share many useful trade secrets with you in return; gain 1 Talent Condition. If you fail, they form a mob and beat you to within an inch of your life; gain 1 Injury Condition.
37 08
Cities in Ruin
Herbert Fleishhacker arranges specialized training for you. Gain 1 Talent Condition. You ask him about the 1906 earthquake (Influence). If you pass, he explains how animals predict disasters; improve Observation. If you fail, the stories traumatize you; gain 1 Madness Condition.
38 08
Cities in Ruin
The Cliff House has been closed down, but you may know a way to commune with a ghost that haunts the famous restaurant and discover the secrets of the dead. You may spend Clue 1 Clue to improve Observation, and gain 1 Talent Condition.
39 08
Cities in Ruin
Your search leads you to an abandoned temple of Cthugha. The profane altar abruptly catches fire (Strength). If you pass, you find journals that describe how the cultists stay hidden; improve Observation. If you fail, the smoke and flames overwhelm you; lose Health 1 Health.
40 08
Cities in Ruin
From deep below the ground, a cthonian contacts you telepathically (Will-1). If you pass, its meddling unlocks parts of your mind and you resist its dark commands; improve 1 skill of your choice and gain 1 Talent Condition. If you fail, your mind snaps before the invading presence; lose Sanity 1 Sanity.
41 09
Masks of Nyarlathotep
You visit the Tin How Temple and leave an offering for Mazu (Influence). If you pass, you are offered a seafood dish that awakens your senses; gain 1 Talent Condition and improve Observation. If you fail, a storm shuts down the city; you become Delayed.
42 09
Masks of Nyarlathotep
You excavate a large shell mound (Lore). If you pass, you find Costanoan pottery that depicts the secrets of their hunting prowess; gain 1 Talent Condition and improve Observation. If you fail, you fear ancient spirits have been angered; gain a Cursed Condition.
43 09
Masks of Nyarlathotep
You ask Captain Nathaniel Timmons if he knows any local legends.[7] He grins and says, 'Aye." Timmons then tells you several stories about monstrous beings and teaches you a few tricks to help you survive against such horrors. Gain 1 Talent Condition.
44 09
Masks of Nyarlathotep
Standing atop Strawberry Hill, you hear disembodied voices crying out in distress (Will). If you pass, you speak with these voices and learn lost secrets of Atlantis; gain 1 Talent Condition. If you fail, you inadvertently help them open a portal; spawn a Gate.[8]
45 09
Masks of Nyarlathotep
You play pai gow in a Chinatown gambling parlor (Influence). If you pass, you agree to have your winning paid in training; gain 1 Talent Condition and improve Observation. If you fail, you owe the house a small fortune; gain a Debt Condition.
46 09
Masks of Nyarlathotep
At a bar called Dark Eyes you see a vision of infernal rituals (Will). If you pass, the figures from this ritual say that they are from future and have much to teach; gain 1 Talent Condition and improve Observation. If you fail, the ritual changes you; gain a Corruption Condition.
47 09
Masks of Nyarlathotep
A member of the Kung Tow shares their secrets of stealth.[9] Improve Observation. You question him more (Influence). If you pass, he reveals Shugeron's dark lessons; gain 1 Talent Condition. If you fail, he implies that you will soon die; gain a Paranoia Condition.
48 09
Masks of Nyarlathotep
The street magician Wan Lo asks you for a few simple items.[7] If you agree, he vanishes with them, leaving behind a scroll that teaches you the disciplines of an ancient overlord. You may spend Resource 1 Resource to improve 1 skill of your choice.
  1. A character from the story A Sacrifice to Science by Adolphe de Castro, later revised as The Last Test by H.P. Lovecraft. 
  2. A character from the story The Automatic Executioner by Adolphe de Castro, later revised as The Electric Executioner by H.P. Lovecraft. 
  3. A character first appeared in the role-playing game Call of Cthulhu's The Fungi from Yuggoth campaign. 
  4. A character in the story The Return of the Sorcerer by Clark Ashton Smith. For more information about this, see the The Return of the Sorcerer page on Lovecraft icon The H.P. Lovecraft Wiki.
  5. A character in the story The Venus of Azombeii by Clark Ashton Smith. 
  6. A corporation first appeared in the role-playing game Call of Cthulhu's The Fungi from Yuggoth campaign. 
  7. 7.0 7.1 7.2 A character from the role-playing game Call of Cthulhu's Secrets of San Francisco supplement. 
  8. There's an interdimentional gate atop Strawberry Hill connecting with a temple in Atlantis that is believed to open at certain times of the year. Information taken from the role-playing game Call of Cthulhu's Secrets of San Francisco supplement. 
  9. An association worshipping Shugoran (Shugeron), an avatar of Nyarlathotep, from the role-playing game Call of Cthulhu's Secrets of San Francisco supplement. 

Buenos Aires small Buenos Aires[]

Buenos Aires Location Encounters have a high probability of giving Ritual Spells.

ID # Set Encounter
1
01Core
In an ancient underground chamber, you study strange scientific and magic paraphernalia once used by the Serpent Men (Lore). If you pass, you manipulate the devices to transform yourself and gain a Blessed Condition. If you fail, the devices remain utterly alien; lose Sanity 2 Sanity.
2
01Core
You sneak into the temple and overhear the rough croaking of deep ones chanting. You recognize familiar elements to the words they are intoning (Lore). If you pass, gain 1 Ritual Spell. If you fail, it's nothing more than horrific noise; lose Sanity 1 Sanity.
3
01Core
The museum's curator shows you a unique golden jewel that was recovered from the sea. You believe that the symbols on it indicate that something is hidden inside (Lore+1). If you pass, you reveal a small scroll; gain 1 Spell. If you fail, you damage the jewel and must pay for the repairs; gain a Debt Condition.
4
01Core
A student has been studying the university's copy of the Necronomicon and is eager to share what he's learned in exchange for hearing what you know. You may spend Clue 1 Clue to share what you know and gain 1 Ritual Spell.
5
01Core
You sneak aboard a ship loaded with stolen antiquities, including an ancient stone table. Reading it, you gain 1 Ritual Spell. Memorizing the words, you feel yourself slipping into a trance (Will). If you fail, you wake up imprisoned for theft; gain a Detained Condition.
6
01Core
An old woman warns you that you've angered Yig and teaches you a protective chant. Gain 1 Ritual Spell. Concerned that she may be right, you learn all you can about Yig (Lore). If you fail, you learn nothing; gain a Paranoia Condition.
7
01Core
At the hospital you find a bald, old man with leathery skin and a flat face. He speaks very slowly, but his story is fascinating. You may become Delayed to gain 2 Spells as he recounts all the details of his time worshiping the Father of Serpents.
8
01Core
A copy of the Necronomicon is kept at the University of Buenos Aires, but the librarian tells you that it's not available for viewing at this time. You try to convince him of the book's importance (Influence). If you pass, he relents and allows you a brief look at the book; gain 1 Ritual Spell.
9 02
Forsaken Lore
The subway car stops, and you hear the sound of hissing voices in the dark (Observation-1). If you pass, you discern the phrases being whispered; gain 1 Ritual Spell. If you fail, the voices haunt you even after the lights are restored; gain a Hallucinations Condition.
10 02
Forsaken Lore
You visit the University's former librarian and find that he owns many ancient parchments and scrolls (Lore-1). If you pass, gain 2 Spells. If you fail, you discover a terrible set of runes; discard half of your Spells.
11 02
Forsaken Lore
A well-dressed man is browsing for antique books. Something about him seems strange (Observation). If you pass, you see that he's one of the serpent people in disguise; lose Sanity 1 Sanity and gain Clue 1 Clue. If you fail, his identity remains a mystery; lose Sanity 1 Sanity and gain a Paranoia Condition.
12 02
Forsaken Lore
The King in Yellow is being performed at the Cervantes Theatre. The play seems to infect your mind (Will). If you pass, you commit a key passage of the script to memory; gain 1 Ritual Spell. If you fail, madness seizes you; lose Sanity 1 Sanity and gain a Paranoia Condition.
13 02
Forsaken Lore
You hear the sad tale of Rufina who died after her beloved was unfaithful. Riddled with guilt, her lover used dark magic to bring her back from death. You search for signs of the spell he used (Observation-1). If you pass, gain a Healing Words Spell. If you fail, you hear her voice from beyond; lose Sanity 1 Sanity.
14 02
Forsaken Lore
You discover a dying serpent person. There's evidence that deep ones interrogated it. The creature repeats a strange phrase (Lore-1). If you pass, gain Clue 1 Clue and 1 Ritual Spell. If you fail, the creature's dying words hinder your thoughts; lose Sanity 1 Sanity and discard 1 Spell.
15 02
Forsaken Lore
You find a hidden altar to Dagon. The police are eager to destroy the shrine, so you quickly study the sigils before they're removed (Lore). If you pass, gain 1 Ritual Spell. If you fail, you have a sudden, terrible vision of drowning; lose Sanity 2 Sanity.
16 02
Forsaken Lore
The cult left their sacrifice to die in a pit of scorpions. You may gain a Poisoned Condition to save him. If you gain the Condition, he recalls the ritual in detail; gain a Poison Mist Spell. If you do not gain the Condition, he is buried under the crawling mass; lose Sanity 2 Sanity.
17 03
Mountains of Madness
You try to interpret a legend about a Mapuche wise woman who used magic to save her starving village (Lore). If you pass, you decipher an ancient rite; gain 1 Ritual Spell. If you fail, you suffer an insatiable hunger; lose Health 1 Health and gain a Hunger Condition.
18 03
Mountains of Madness
An old gaucho has settled in at the bar, drinking and threatening to slice up other patrons with his facón. You try to convince him to leave quietly (Influence). If you pass, he agrees in exchange for a favor; gain 1 Task Unique Asset. If you fail, a brawl erupts; lose Health 2 Health.
19 03
Mountains of Madness
You are horrified to find several blasphemous sculptures on display at the university (Will-1). If you pass, the sculptor approaches you; gain the Henry Wilcox Unique Asset. If you fail, the vile images infect your dreams; lose Sanity 1 Sanity and gain 1 Madness Condition.
20 03
Mountains of Madness
You have the opportunity to listen to Jorge Luis Borges read some of his poetry. You may spend Focus 1 Focus to ask him questions and study the unreal elements of his work in depth. If you spend the Focus, he gives you a book; gain 1 Old Journal Unique Asset and 1 Ritual Spell.
21 04
Strange Remnants
You see hidden arcane sigils in one of the city's murals. You ask the artist to share his knowledge (Influence). If you pass, he teaches you his methods; gain 1 non-Incantation Spell. If you fail, he steals your memories, lose Sanity 1 Sanity and gain an Amnesia Condition.
22 04
Strange Remnants
A mansion in Villa del Parque is adorned with gargoyles. One of them flies at you (Strength)! If you pass, it shatters on the ground, and you see runes on the remains; gain 1 non-Incantation Spell. If you fail, you suffer a heavy blow to the head; gain a Head Injury Condition.
23 04
Strange Remnants
You discuss magic with an immigrant named Shmakov.[1] Gain 1 non-Incantation Spell. You hear people trapped in the cellar, and he attacks (Strength-1)! If you pass, you free his victims, and one of them blesses your name; gain 1 Boon Condition. If you fail, gain 1 Injury Condition.
24 04
Strange Remnants
A beggar is chanting. Gain 1 non-Incantation Spell. He asks for your help with a particular magic quest. Gain an Agreement Condition or test Lore-2. If you pass or gain the Condition, he rewards you; gain 1 Relic Unique Asset. If you fail, lose Sanity 1 Sanity and gain 1 Bane Condition.
25 05
Under the Pyramids
Xul Solar is both an accomplished artist and a skilled occultist. You try to strike up a friendship with him (Influence). If you pass, he teaches you ancient arcane words; gain 1 non-Incantation Spell. If you fail, he teaches you a fictitious language instead; gain a Paranoia Condition and impair Lore.
26 05
Under the Pyramids
You hear an old man in the Plaza de la Republica chanting in Coptic. Gain 1 non-Incantation Spell. You act quickly to stop him, fearing he may open a portal (Influence-1). If you fail, you see a terrifying vision of an obelisk in the plaza; gain a Despair Condition.
27 05
Under the Pyramids
Pedro Astete wrote about a vision of Masma, a city beneath the Andes.[2] You try to determine the dream's true meaning (Lore). If you pass, you discern the serpent people's magic; gain 1 non-Incantation Spell. If you fail, you have nightmares; lose Sanity 1 Sanity unless you impair Will.
28 05
Under the Pyramids
One of the Whateleys is lurking near the University.[3] You tackle him and find magical ingredients. Gain 1 non-Incantation Spell. You also find a book written in a forgotten language (Lore-1). If you pass, you translate the text; gain 1 Tome Unique Asset. If you fail, the text baffles you; impair Observation.
29 06
Signs of Carcosa
Diseased beggars offer you a gift in exchange for your help. Gain 1 random Trinket Asset from the deck. Helping them requires a large investment (Influence-1). If you pass, they gratefully share a secret; gain 1 Ritual Spell. If you fail, they steal what they need; discard 1 Item possession.
30 06
Signs of Carcosa
Watching Dante the Magician, you see genuine magic. Gain 1 non-Incantation Spell. You ask for his help (Influence-1). If you pass, he offers you a gift; gain 1 random Trinket Asset from the deck. If you fail, he alerts the authorities; gain 1 Pursuit Condition.
31 06
Signs of Carcosa
As you listen to tangos on the radio, the announcer walks into your room and asks if you have seen the Yellow Sign. You may spend Sanity 2 Sanity and gain a Blight Condition to gain 1 Ritual Spell, 1 random Trinket Asset from the deck, and 1 Talent Condition.
32 06
Signs of Carcosa
Anarchists have bombed a museum, revealing an arcane book. Gain 1 Ritual Spell. You explore the rubble (Observation—1). If you pass, you find a small treasure; gain 1 random Trinket Asset from the deck. If you fail, another bomb explodes; gain 1 Injury Condition.
33 07
The Dreamlands
A wekufe lures you into another world with a gift. Gain 1 random Trinket Asset from the deck. You ask the spirit for help (Influence). If you pass, it agrees; gain 1 non-Incantation Spell. If you fail, you remain trapped; gain a Lost in Time and Space Condition.
34 07
The Dreamlands
A mob pressures you to join their pilgrimage to a shrine in Mercedes (Will-1). If you pass, they leave you small gifts from "Gauchito Gil"; gain 1 Ritual Spell and 1 random Trinket Asset from the deck. If you fail, the journey suffers many setbacks and takes several days; become Delayed.
35 07
The Dreamlands
The writer Victoria Ocampo loves to debate with others who possess an alert, intellectual mind. You try to keep up with her wit in hopes that she will share her merchant connections throughout the city. You may spend Focus 1 Focus to gain 1 random Trinket Asset from the deck.
36 07
The Dreamlands
You ask illusionist David Bamberg to teach you real magic (Influence-1). If you pass, he is happy to help; gain 1 Ritual Spell and 1 random Trinket Asset from the deck. If you fail, he claims that Fu Manchu's power is everywhere; discard all cards in the reserve.
37 08
Cities in Ruin
A member of the Lautaro Lodge tells you about their arcane studies. Gain 1 Ritual Spell. You ask to join them (Influence). If you pass, you are inducted with a gift; gain 1 random Trinket Asset from the deck. If you fail, you must pay a fee; gain 1 Debt Condition.
38 08
Cities in Ruin
After the floodwater subsides, the deluge has left behind strange books and curios, though searching for something worthwhile would be time-consuming. You may become Delayed to gain 1 Ritual Spell and 1 random Trinket Asset from the deck.
39 08
Cities in Ruin
The Santa Rosa storm threatens to flood the city. You try to get those trapped by the waters to safety (Strength). If you pass, an elderly man rewards your heroism; gain 1 random Trinket Asset from the deck. If you fail, the flooding nearly drowns you; lose Health 1 Health.
40 08
Cities in Ruin
You try to interpret the legend of a hidden statue that calms storms (Lore-1). If you pass, you find the object in a small church and it grants you immense arcane power; gain 1 Ritual Spell and 1 non-Incantation Spell. If you fail, you dream of dying in a typhoon; lose Sanity 1 Sanity.
41 09
Masks of Nyarlathotep
You visit la peña in the basement of Café Tortoni and find the artists there offer small gifts in exchange for your inspirational stories. Gain 1 Trinket Asset of your choice from the reserve or 1 random Trinket Asset from the deck.
42 09
Masks of Nyarlathotep
You ask to see where an impossibly old skull was found (Influence). If you pass, you are given a useful object and find arcane words carved in bone; gain 1 random Trinket Asset from the deck and 1 Ritual Spell. If you fail, you are arrested for trespassing; gain a Detained Condition.
43 09
Masks of Nyarlathotep
Farmers claim a werecat hunts by night. You put up protective wards (Lore). If you pass, the locals give you a gift and teach you an old song; gain 1 random Trinket Asset from the deck and 1 Ritual Spell. If you fail, the werecat finds you; lose Health 1 Health.
44 09
Masks of Nyarlathotep
You receive brief access to the Necronomicon. Gain 1 non-Incantation Spell. In return, the library would like a donation (Influence-1). If you pass, you receive a gift; gain 1 random Trinket Asset from the deck. If you fail, you cannot afford it; gain a Debt Condition.
45 09
Masks of Nyarlathotep
According to The Standard, an eccentric collector has vanished (Observation). If you pass, you find him dazed but intact and he rewards you; gain 1 random Trinket Asset from the deck and 1 Ritual Spell. If you fail, the search takes days; you become Delayed.
46 09
Masks of Nyarlathotep
You find a kalku's lair and his arcane secrets. Gain 1 Ritual Spell. A ghostly wekufe appears and speaks to you (Influence-1). If you pass, it grants you a gift; gain 1 random Trinket Asset from the deck. If you fail, it steals your thoughts; gain an Amnesia Condition.
47 09
Masks of Nyarlathotep
A local insane asylum desperately needs supplies. For your donations, they will exchange the arcane possessions of famed magician Frizzo who died there. You may spend Resource 1 Resource to gain 1 random Trinket Asset from the deck and 1 Ritual Spell.
48 09
Masks of Nyarlathotep
You are transported to an odd ship flying over Villa Urquiza. There, mi-go perform experiments (Will). If you pass, you endure their tests and unlock parts of your mind; gain 1 non-Incantation Spell. If you fail, their work changes you; gain a Corruption Condition.
  1. Possibly Vladimir Alekseevich Shmakov, occultist, author of The Holy Book of Thoth: The Great Arcana of the Tarot and Fundamentals of Pneumatology
  2. A real life Peruvian esoterist who in 1905 dreamt of a huge subterranean hall filled with ancient scrolls containing the knowledge of the most Ancient Ones and heard a voice repeating the name "Masma". 
  3. A family in the story The Dunwich Horror by H.P. Lovecraft. For more information about this, see the The Dunwich Horror page on Lovecraft icon The H.P. Lovecraft Wiki.

Europe Encounters[]

Europe Encounter

London small London[]

London Location Encounters have a high probability of spawning Clue Clues.

ID # Set Encounter
1
01Core
The Silver Twilight Lodge is locked up tight. You look over the old building for a possible entrance (Observation). If you pass, the Lodge members are delighted by your ingenuity and offer their favor; gain a Blessed Condition. If you fail, you waste fruitless hours searching and become Delayed.
2
01Core
Inside the Herefordshire Asylum, a patient asks you if you've seen the Yellow Sign. You listen to his story of the King in Yellow (Observation). If you pass, spawn Clue 2 Clues. If you fail, his gibberish imprints itself onto your subconscious; gain a Hallucinations Condition.
3
01Core
You peruse The Scoop, a tabloid paper that specializes in strange and lurid stories (Observation-1). If you pass, gain Clue 1 Clue as you find a vital bit of information.
4
01Core
In exchange for a generous donation, the Penhew Foundation will happily show the results of its global explorations.[1] You may gain a Debt Condition to gain Clue 2 Clues.
5
01Core
Impulsively, you look through the inspector's files while his back is turned. Spawn Clue 1 Clue on a space of your choice. Unfortunately, he sees you, and you'll need to fight your way out of Scotland Yard (Strength). If you fail, gain a Detained Condition as there is no shortage of police to arrest you.
6
01Core
You meet an eccentric painter in Soho who offers to show you his work. Amid his bizarre, alien landscapes, you notice some familiar details (Observation). If you pass, spawn Clue 1 Clue on a space of your choice. If you fail, you see nothing but horrors; lose Sanity 1 Sanity.
7
01Core
At the lecture of a noted archaeologist, he reveals startling information! Spawn Clue 2 Clues. During the presentation, a stranger tries to sneak a scarab into your pocket (Observation). It is inscribed with words, "Cursed be he who moves my body. To him shall come fire, water, and pestilence."[2] If you fail, gain an Internal Injury Condition.
8
01Core
You are invited to journey down to Oxford to examine John Dee's translation of the Necronomicon. You may become Delayed to spawn Clue 2 Clues.
9 02
Forsaken Lore
Sir Arthur Conan Doyle tells you of his interest in spiritualism around the world. His stories sound dubious but somehow familiar (Lore-1). If you pass, you discern which tales are genuine; spawn Clue 2 Clues. If you fail, you get sidetracked pursuing false leads; become Delayed.
10 02
Forsaken Lore
You try to schedule a meeting with D. G. Hogarth, President of the Royal Geographical Society (Influence). If you pass, the distinguished explorer shares his fascinating tales; spawn Clue 2 Clues. If you fail, he doesn't understand the significance of your recent find; advance Doom Doom by 1.
11 02
Forsaken Lore
The famous author Agatha Christie has disappeared! You suspect cult involvement and look into the case (Observation-1). If you pass, you find messages sent by the author from another world; spawn Clue 1 Clue on each space containing a Gate. If you fail, your investigation runs cold; lose Sanity 1 Sanity.
12 02
Forsaken Lore
You interrupt a group of cultists about to sacrifice a large muscular man. A Cultist Monster ambushes you! If you defeat it, the man you rescued introduces himself as "Bulldog" Drummond and tells you of his adventures; spawn Clue 1 Clue.
13 02
Forsaken Lore
At the new Reptile House, you try to recapture a snake (Strength-1). If you pass, the herpetologists gratefully tell you about the snake's homeland; gain Clue 1 Clue and spawn 1 Clue on a Sea Wilderness space of your choice. If you fail, the snake bites you and disappears; gain a Poisoned Condition.
14 02
Forsaken Lore
Thomas Carnacki offers to teach you some of his ghost-hunting techniques (Lore). If you pass, you learn how to build an electric pentacle; each Monster on a space containing a Clue Clue loses Health 1 Health. If you fail, the poorly built device attracts bad luck; gain a Cursed Condition.
15 02
Forsaken Lore
You search for the arcane symbols that permeate the city's architecture (Observation). If you pass, you use the city as a magical beacon; move up to Clue 2 Clues on the game board to London. If you fail, the city's layout propels you into realms beyond; gain a Lost in Time and Space Condition.
16 02
Forsaken Lore
The SIS detain you on charges of espionage and interrogate you at length (Will). If you pass, you pick up some information they let slip, and they encourage you to leave England; spawn Clue 1 Clue and gain Ship Ticket 1 Ship Ticket. If you fail, lose Sanity 1 Sanity and gain a Detained Condition.
17 03
Mountains of Madness
An archaeologist asks you to find information about the de la Poer family[3] (Observation-1). If you pass, he offers you his help; gain the Sir William Brinton Unique Asset. If you fail, you begin to hear sounds in the walls; gain a Hunted Condition.
18 03
Mountains of Madness
A Catholic priest named Father Brown offers his assistance with the mysteries you face. You may spend Focus 1 Focus to share your story with him. If you spend the Focus, he shares his personal journal with you, and his insights prove invaluable; gain 1 Old Journal Unique Asset and spawn Clue 2 Clues.
19 03
Mountains of Madness
You spend a charming evening at the Kit Cat Club in Haymarket making friends (Influence) If you pass, a wealthy patron takes interest in your struggles; gain a Funding Condition. If you fail, you feel alienated and alone; lose Sanity 1 Sanity and gain a Paranoia Condition.
20 03
Mountains of Madness
H. G. Wells shows you items from the future, after the Ancient Ones have destroyed humanity. You cannot bear to look at them (Will). If you pass, you see a way to avoid that future; gain 1 Task Unique Asset. If you fail, lose Sanity 1 Sanity and gain 1 Madness Condition.
21 04
Strange Remnants
Vernon Kell wants you to work for MI5. You may gain an Agreement Condition to gain 1 Task Unique Asset and interrogate a captured Deep One (Will). If you pass, you learn the blessing of Dagon; gain 1 Boon Condition. If you fail, the experience horrifies you; lose Sanity 1 Sanity.
22 04
Strange Remnants
Dion Fortune's books are filled with occult insight. You try to gain her help against the ancient one (Influence). If you pass, she sends you on a quest; gain 1 Task Unique Asset. If you fail, you are seen as a threat and attacked psychically; lose Sanity 1 Sanity.
23 04
Strange Remnants
Members of the Magic Circle will share their secrets if you fool them with sleight-of-hand (Observation) If you pass, they tell you esoteric legends; spawn Clue 2 Clues and gain 1 Task Unique Asset. If you fail, they hypnotize you; gain an Amnesia Condition.
24 04
Strange Remnants
You acquire several leads assisting the British Museum sort crates of books. Spawn Clue 2 Clues. You wonder who donated these tomes (Observation). If you pass, you find a name; gain Clue 1 Clue. If you fail, the question haunts you; gain a Paranoia Condition.
25 05
Under the Pyramids
Paul Tregardis shares occult wisdom he gained using a strange crystal.[4] Spawn Clue 1 Clue. You stare into the stone and see ancient glyphs (Lore-1). If you pass, you find a prophecy; gain 1 Task Unique Asset. If you fail, your identity is lost; gain an Amnesia Condition.
26 05
Under the Pyramids
Rumors abound that Dr. Black has killed his wife, so you ask him where she is (Influence). If you pass, you find that he has turned her into a demonic creature that demands a favor[5]; gain 1 Task Unique Asset. If you fail, the man casts magic against you; gain 1 Bane Condition.
27 05
Under the Pyramids
You learn much from studying a stranger's collection of statuary. Gain Clue 1 Clue. You have to ask him to let you leave (Influence-1). If you pass, you depart with a gift; gain 1 Treasure Map Unique Asset. If you fail, a friend is turned to stone; discard 1 Ally Asset.
28 05
Under the Pyramids
Professor Paterson died before completing his life's work. His spirit now torments his brother, Maurice. His brother will pay for your travel if you take on this burden. You may gain a Haunted Condition to gain 2 Task Unique Asset, then discard 1 of them and gain Ship Ticket 1 Ship Ticket.
29 06
Signs of Carcosa
Harry Price tells you of an arcane legend. Gain 1 Task Unique Asset. He asks for help investigating the effects of the Yellow Sign (Observation). If you pass, you learn its insidious effects; spawn Clue 2 Clues. If you fail, you acquire an aura of decay; impair Influence.
30 06
Signs of Carcosa
The Cuming Museum is protected by powerful magic, but a stranger asks you to steal an exhibit, promising a great reward in return. You may gain a Cursed Condition to spawn Clue 1 Clue on a space of your choice and gain a Promise of Power Condition.
31 06
Signs of Carcosa
You try to gain access to socialites who have fallen under the influence of Hastur (Influence). If you pass, you gain their trust and learn about Hastur's avatars; gain Clue 1 Clue. If you fail, you end up spending more money than you have; gain a Debt Condition.
32 06
Signs of Carcosa
Ronald True knows dark secrets, but Ronald Trew framed him for murder. Spawn Clue 1 Clue. You ask Trew to confess (Influence). If you pass, Trew asks a favor in return; gain 1 Task Unique Asset. If you fail, Trew sets people on your trail; gain 1 Pursuit Condition.
33 07
The Dreamlands
The famed medium Meurig Morris allows you to speak with spirits (Influence). If you pass, the voices have need of your help; gain 1 Task Unique Asset and spawn Clue 1 Clue. If you fail, they trick you into entering the void; gain a Lost in Time and Space Condition.
34 07
The Dreamlands
You are warned not to open the box of prophecies left behind by Joanna Southcott, but knowledge of the future is a tempting prize. You may gain a Cursed Condition to gain 2 Task Unique Assets and spawn Clue 3 Clues.
35 07
The Dreamlands
The leader of The Cloister has been caught. He tells you about the cult's worship of Dagon. Gain Clue 1 Clue. You ask him how to discipline your mind (Influence-1). If you pass, he helps you; gain Focus 1 Focus. If you fail, his teaching leaves you vulnerable; lose Health 1 Health.
36 07
The Dreamlands
A patient suffering from the sleepy sickness wakes up and begins to tell you of her dreams. Gain Clue 1 Clue. You try to ascribe a deeper meaning to the things she describes (Lore). If you fail, the disturbing images haunt you and ruin your sleep; lose Health 1 Health and Sanity 1 Sanity.
37 08
Cities in Ruin
A seminar from a visiting professor reveals dark truths. Spawn Clue 1 Clue. You try to meet with him (Influence). If you pass, he is pleased to speak with you and asks for help; gain the Professor Morgan Unique Asset. If you fail, he thinks you mean him harm and attacks you; lose Health 2 Health.
38 08
Cities in Ruin
A priest at St. Swithin's claims the London Stone has revealed your fate. Gain 1 Task Unique Asset. You listen to voices coming from the stone (Observation). If you pass, they reveal dark secrets; spawn Clue 1 Clue. If you fail, the whispers terrify you; lose Sanity 1 Sanity.
39 08
Cities in Ruin
The leads you have been hoping to question are in danger of becoming trapped in the underground railway for the duration of a vicious blizzard. You wish to question them, but worry that you will become stranded in the snowstorm as well. You may become Delayed to gain Clue 2 Clues.
40 08
Cities in Ruin
The Thames is flooding and Westminster Hall needs help saving documents from the floodwaters (Strength). If you pass, you swim out to save several important documents before they float away; spawn Clue 2 Clues. If you fail, the powerful currents carry you downstream; lose Health 1 Health.
41 09
Masks of Nyarlathotep
Oliver Lodge tells you occult rumors from around the world. Spawn Clue 1 Clue. He arranges a séance where you speak to a spirit (Influence). If you pass, the lost soul has a request of you; gain 1 Task Unique Asset. If you fail, the spirit tells you horrible secrets; lose Sanity 1 Sanity.
42 09
Masks of Nyarlathotep
The Professor of Anglo-Saxon at Pembroke offers you a quest.[6] Gain 1 Task Unique Asset. In exchange he shows you highly esoteric research he has done on the name "Nodens" (Lore). If you fail, the research clouds your dreams; gain 1 Madness Condition.
43 09
Masks of Nyarlathotep
Sir Morimer Wheeler has unearthed a Roman temple at Lydney Park in Gloucestershire. You believe helping him with his excavations will reveal the secrets of Rome's global influence. You may spend Resource 1 Resource to gain Clue 1 Clue and spawn Clue 1 Clue.
44 09
Masks of Nyarlathotep
You hire Professor Julian Smith to give a lecture about hauntings around the globe (Influence). If you pass, he enthusiastically speaks at length; gain Clue 1 Clue. If you fail, his presentation is brief and costs more than you anticipated; gain a Debt Condition.
45 09
Masks of Nyarlathotep
You search for a man that you saw get pulled into a fog (Observation). If you pass, you free him from the mist's ghostly limbs and he shares useful information; gain 1 Task Unique Asset and spawn Clue 1 Clue. If you fail, the fog grabs you as well; lose Health 1 Health.
46 09
Masks of Nyarlathotep
You ask mad Lord Northam about his travels (Influence). If you pass, he calms down and tells you of his strange journeys; gain 1 Task Unique Asset and spawn Clue 1 Clue. If you fail, he recites a chant he found in the Nameless City; gain a Corruption Condition.
47 09
Masks of Nyarlathotep
You trade stories of world travels and exotic cocktails with Harry Craddock, bartender at the American Bar at the Savoy Hotel. He agrees to make some travel arrangements on your behalf. Spawn Clue 1 Clue. Then gain Ship Ticket 1 Ship Ticket or Train Ticket 1 Train Ticket.
48 09
Masks of Nyarlathotep
Ghosts haunting Borley Rectory subject you to a night of spectral horror (Will-1). If you pass, the spirits share their secrets and ask you for your help; gain 1 Task Unique Asset and Clue 1 Clue. If you fail, terror overwhelms you; gain 1 Madness Condition.
  1. An organization first appeared in the role-playing game Call of Cthulhu's Masks of Nyarlathotep supplement. 
  2. An inscription on a scarab bracelet supposedly found inside King Tutankhamen's tomb in real life. 
  3. A family in the story The Rats in the Walls by H.P. Lovecraft. For more information about this, see the The Rats in the Walls page on Lovecraft icon The H.P. Lovecraft Wiki.
  4. A character in the story Ubbo-Sathla by Clark Ashton Smith. For more information about this, see the Ubbo-Sathla (short story) page on Lovecraft icon The H.P. Lovecraft Wiki.
  5. These characters and events are of the story The Inmost Light by Arthur Machen. 
  6. Refer to Tolkien, author of the famed fantasy works The Hobbit and The Lords of the Rings, who held the position from 1925 to 1945. For more information about this, see the J. R. R. Tolkien page on Wikipedia icon Wikipedia.

Rome small Rome[]

Rome Location Encounters have a high probability of improving Will.

ID # Set Encounter
1
01Core
The Vatican Library is so vast! You ask a librarian for a recommendation (Influence). If you pass, he leads you to a codex that recounts how worshipers of Shub-Niggurath were driven out of Rome, and the story renews your confidence; improve Will.
2
01Core
You have an inspirational dream in which you are a proud Roman quaestor. Improve Will. Your reverie is interrupted by a band of small, primitive men running wild outside. You try to negotiate with this lost tribe of Miri Nigri (Influence). If you fail, lose Health 1 Health and Sanity 1 Sanity as they continue their pursuit of some ancient grudge.
3
01Core
You speak to a number of Vatican authorities about your investigations. They carefully consider your story (Influence-1). If you pass, you are thanked for doing good work; gain a Blessed Condition. If you fail, you are demoralized by their rejection; lose Sanity 1 Sanity and discard a Blessed Condition.
4
01Core
You discover a hidden shrine to Cybele in an ancient catacomb. It will be a long process to excavate the find, but removing such a blight from Rome's foundations will grant you a higher reward. You may become Delayed to gain a Blessed Condition.
5
01Core
Ever since arriving in Rome, you've had nightmares about being betrayed. You try to assure yourself that they are only dreams (Will). If you pass, the nightmare stops; improve Will. If you fail, the nightmares continue; lose Sanity 1 Sanity.
6
01Core
A group of Blackshirts are interrogating an old priest, and you try to intervene (Influence). If you pass, they let the priest go, and he is eternally grateful; gain a Blessed Condition. If you fail, you are shoved against a wall and arrested; gain a Detained Condition.
7
01Core
A witch cult must have used this villa to conduct their rituals. They've left behind a number of small potions. You may drink one to improve 1 skill of your choice. If you improve a skill, you must resist the ill effects of the elixir (Will). If you fail, gain a Cursed Condition.
8
01Core
You are invigorated by a visit to a magnificent cathedral. Improve Will. In the basement, you find a mosaic depicting robed men bowing before a great fire. To your horror, it is surrounded by scorch marks that resemble human silhouettes (Will-1). If you fail, gain a Paranoia Condition.
9 02
Forsaken Lore
In a hidden room beneath the Colosseum, you find an ancient creature that once fought gladiators. Somehow, the terrible beast has survived and attacks you on sight (Strength)! If you fail, you are incapacitated by your wounds, and the monstrosity escapes; lose Health 1 Health and gain a Leg Injury Condition.
10 02
Forsaken Lore
The Sistine Chapel is temporarily closed, but you attempt to sneak inside (Observation). If you pass, the breathtaking paintings and tapestries inside inspire you; improve Will. If you fail, you are caught and arrested; gain a Detained Condition.
11 02
Forsaken Lore
You attend a lecture by a physics professor named Enrico Fermi about the incredible power contained in atoms. You do your best to follow his theories (Lore-1). If you pass, you see a new potential for overcoming the threats to this world; gain Clue 1 Clue and improve Will. If you fail, you grow even more disheartened; lose Sanity 1 Sanity.
12 02
Forsaken Lore
You discover the ancient recipe to create Mithridate, a powerful concoction to protect you from harm. Interpreting it as best you can, you assemble the ingredients (Lore-1). If you pass, the Mithridate works; gain a Blessed Condition. If you fail, the foul brew makes you sick; gain a Poisoned Condition.
13 02
Forsaken Lore
You closely examine the ancient writing on the obelisk in the Piazza del Popolo and implore the ancient pharaohs to watch over you. Gain a Blessed Condition. The presence of the relic entrances you (Will-1). If you fail, you step through the obelisk into another reality; gain a Lost in Time and Space Condition.
14 02
Forsaken Lore
A raggedy-looking man offers to trade an old coin for one of your belongings. He claims that throwing the coin into the Trevi Fountain will ensure that you will safely return to Rome. You may discard 1 Item possession. If you discard the possession, the knowledge strengthens your resolve, improve Will.
15 02
Forsaken Lore
In the Capuchin Crypt, you are surrounded by the bones of thousands of dead monks, arranged in strange patterns. The sight forces you to confront your own impending death. You may spend Sanity 2 Sanity to face your fears and discover a new sense of destiny. If you spend the Sanity, gain a Blessed Condition.
16 02
Forsaken Lore
After an unsuccessful attempt on the life of Benito Mussolini, you observe the interrogation of the would-be assassin (Observation). If you pass, you learn much about resisting intense coercion; improve Will. If you fail, their tactics are horrible to behold; lose Sanity 1 Sanity and gain a Paranoia Condition.
17 03
Mountains of Madness
You may spend Focus 1 Focus to ascend the steps of the Scala Sancta on your knees in contemplation and prayer. If you spend the Focus, a sense of divine providence overwhelms you when you reach the top; gain a Blessed Condition.
18 03
Mountains of Madness
The monstrous statues in the Bosco dei Mostri are whispering. You try to speak to the overgrown sculptures (Influence). If you pass, they foretell good fortune; improve Will. If you fail, they grow angry and cast a spell; lose Sanity 1 Sanity and gain a Hunger Condition.
19 03
Mountains of Madness
An ancient spirit has possessed the body of a leper. You negotiate with the creature to leave (Influence). If you pass, the spirit does so in exchange for a favor; gain 1 Task Unique Asset. If you fail, the leper attacks you; lose Health 1 Health and gain an Infection Condition.
20 03
Mountains of Madness
You ask an American priest to tell you the reason for his visit (Influence-1). If you pass, he talks about the Starry Wisdom Church; gain the Father Merluzzo Unique Asset. If you fail, he leaves, and the room grows dark; gain a Cursed Condition.
21 04
Strange Remnants
The statue of St. Michael atop the Castel Sant'Angelo inspires you. Improve Will. Inside, you meet Count Cagliostro, who died over 100 years ago (Will-1). If you pass, he shares a quest; gain 1 Task Unique Asset. If you fail, he hexes you; gain a Bane Condition.
22 04
Strange Remnants
Neighborhood children are attacked by a strix! You try to defend them from the strange four-legged bird (Strength). If you pass, the grateful families share their knowledge with you; improve 1 skill of your choice. If you fail, you fall down some stairs while fighting; gain a Head Injury Condition.
23 04
Strange Remnants
The Purgatory Museum is free, but you can agree to be a patron. You may gain an Agreement Condition to gain 1 Boon Condition. You ask about the secret exhibits (Influence-1) If you pass, gain 1 Relic Unique Asset. If you fail, you find yourself far from the museum with no memory of how you got there; gain an Amnesia Condition.
24 04
Strange Remnants
The ground opens before you at the Lacus Curtius. A voice from the depths asks if you are worthy of its sacrifice. You argue that you are (Influence). If you pass, the pit closes and you feel invigorated; gain 1 Boon Condition. If you fail, you are pulled into the depths of the dark pit; lose Health 1 Health and Sanity 1 Sanity.
25 05
Under the Pyramids
The police ask you about a book that Arturo Reghini gave you. Gain 1 Tome Unique Asset. When you deny having it, they use force (Strength-1). If you pass, you feel more confident than ever, improve Will. If you fail, you're left in agony; gain 1 Injury Condition.
26 05
Under the Pyramids
The staff at Sapienza ask you to provide a lecture for their students (Lore). If you pass, the grateful teachers offer you classes in any topic you choose, improve 1 skill of your choice. If you fail, your poorly-received lesson erodes your spirit; impair Will.
27 05
Under the Pyramids
You study the city's feral cats (Observation). If you pass, the cats lead you to a priestess of Bast who offers you the favor of her goddess; improve Will and gain 1 Boon Condition. If you fail, your night spent in the cold is bad for your health; gain a Diseased Condition.
28 05
Under the Pyramids
A bishop asks you to uncover agents of the Italian Social Republic posing as priests (Observation. If you pass, he gratefully offers you sanctuary and prays for your spirit; improve Will and recover Health 1 Health and Sanity 1 Sanity. If you fail, the agents spot you; gain a Detained Condition.
29 06
Signs of Carcosa
During Carnevale, wearing a mask emboldens you. Improve Will. You try to charm the other revelers (Influence-1). If you pass, they offer you training; gain 1 Talent Condition. If you fail, a masked figure stalks you through the alleys; gain 1 Pursuit Condition.
30 06
Signs of Carcosa
Light shines down on you through the Pantheon's oculus. Gain a Blessed Condition. You leave what cash you can to thank the gods (Influence-1). If you pass, you exit the temple feeling no fear; improve Will. If you fail, you are overcome by exhaustion; impair Strength.
31 06
Signs of Carcosa
A stranger wants to sell you an unknown painting by Salvator Rosa (Influence). If you pass, the image of overcoming horrors inspires you; improve Will and 1 other skill of your choice. If you fail, the stranger marks you with red paint; gain a Blight Condition.
32 06
Signs of Carcosa
The Vatican informs you that Bonet de Lattes foresaw beneficial aspects to certain constellations. If the Omen is Blue Omen blue, the stars predict your ultimate success; gain 1 Boon Condition. if the Omen is Red Omen red, this knowledge helps you focus while you train; improve 1 skill of your choice.
33 07
The Dreamlands
Count Vito Fantari fortifies your spirit with fine dining and good company.[1] Improve Will. He insists that you relax with him on his luxurious yacht, but you politely decline (Influence-1). If you fail, your nights at sea are plagued by dreams of Father Dagon; gain 1 Madness Condition.
34 07
The Dreamlands
A man is about to take his own life after reading La Verita Scoperta.[2] You try to stop him (Influence-1). If you pass, he shares the book's power with you; gain a Blessed Condition and improve Will. If you fail, he uses the power of the words against you; gain a Lost in Time and Space Condition.
35 07
The Dreamlands
The fortune teller Madame L'Enigme offers a gift.[3] Gain the Four of Cups Unique Asset. She says she is the Duchess Mareno and that she is hiding from assassins. By visiting her you have placed yourself in grave danger. Lose Health 2 Health unless you gain 1 Injury Condition.
36 07
The Dreamlands
A man with an eyepatch invites you to join the ranks of the Custus Notitiae.[4] He warns you beforehand that the sect's hidden knowledge comes at a terrible cost. You may gain a Dark Pact Condition to improve Will and 1 other skill of your choice.
37 08
Cities in Ruin
Men from Naples ask you to interpret ancient objects that they pulled from a city beneath the waves (Lore). If you pass, you uncover the story of a past civilization that defeated a cosmic entity; improve Will. If you fail, you can only decipher that there was a great and terrible loss, lose Sanity 1 Sanity.
38 08
Cities in Ruin
As you examine the Porta Alchemica, a strange being reaches out to you through the portal. Gain 1 Boon Condition. You speak with the being through the portal (Influence-1). If you pass, it praises your integrity; improve Will. If you fail, your mind corrodes; gain 2 Madness Conditions.
39 08
Cities in Ruin
You attempt to purchase one of the objects at the Museum of the Souls of Purgatory (Influence-1). If you pass, voices of the dead guide you; improve Will and 1 other skill of your choice. If you fail, you feel the hand of a lost soul grip your heart; lose Sanity 1 Sanity.
40 08
Cities in Ruin
A volcano vent opens in the middle of the street! You jump across a stream of lava to rescue a crying child (Strength). If you pass, the child's grateful parents are instructors who share their knowledge; improve 1 skill of your choice. If you fail, you get hurt badly; gain 1 Injury Condition.
41 09
Masks of Nyarlathotep
A priest requests your help in an exorcism. You invoke otherworldly powers to drive the dark forces out of the small child (Lore). If you pass, your faith is invigorated; improve Will. If you fail, you feel yourself changing; gain a Corruption Condition.
42 09
Masks of Nyarlathotep
You may spend Resource 1 Resource to give alms to a beggar. If you spend the Resource, he reveals himself as a priest in the Order of St. Jerome and he recruits you[5]; gain 1 Boon Condition and improve Will. If you do not spend the Resource, you fear that you will never be worthy; lose Sanity 1 Sanity.
43 09
Masks of Nyarlathotep
You read poems posted to the statue of Pasquino that restore your faith. Improve Will. You post your own writing (Influence-1). If you pass, you inspire others to share their wisdom; improve 1 skill of your choice. If you fail, your writing is too bleak; lose Sanity 1 Sanity.
44 09
Masks of Nyarlathotep
You are encouraged by the Vatican's purge of ghouls from the city's graveyards. Improve Will. You ask the church to show you their methods (Influence-1). If you pass, they teach you; improve 1 skill of your choice. If you fail, they test you; a Monster ambushes you!
45 09
Masks of Nyarlathotep
An old man calls you Sadalbari, the lucky star. Gain a Blessed Condition. You arrange access for him inside the Vatican Observatory (Influence-1). If you pass, he says destiny smiles on you; improve Will. If you fail, his access requires a bribe; gain a Debt Condition.
46 09
Masks of Nyarlathotep
Someone has written, "Thou shalt not suffer a witch to live" in blood at a Temple of Cybele. You search for the culprit (Observation). If you pass, you catch a madman and make the world safer; improve Will. If you fail, you are accused of the crime; gain a Detained Condition.
47 09
Masks of Nyarlathotep
A stranger stands outside dining a storm at night. He invites you to pledge yourself to Summanus to receive the god's gifts when the day breaks. You may gain a Dark Pact Condition to gain 1 Boon Condition and improve Will and 1 other skill of your choice.
48 09
Masks of Nyarlathotep
You try to get help from a group called Justice and Liberty who are anti-fascists working in secret (Influence). If you pass, they teach you how they have survived; improve 1 skill of your choice. If you fail, the blackshirts attack you; lose Health 1 Health.
  1. A character from the role-playing game Call of Cthulh's Songs of Fantari campaign. 
  2. Probably reference to the book La verità scoperta ne' tre santuari della città di Assisi, la basilica di San Francesco, la Porziuncola e Rivotorto by Pompeo Bini. 
  3. For more information about this, see the One Night in Rome page on Wikipedia icon Wikipedia.
  4. A cult in the role-playing game Call of Cthulhu's Cthulhu Invictus campaign. 
  5. Not to be confuse with the real-life Order of St. Jerome, the Order of the Sword of Saint Jerome is a secret cult first appeared in the role-playing game Call of Cthulhu's The Keeper's Companion supplement. 

Istanbul small Istanbul[]

Istanbul Location Encounters have a high probability of improving Influence.

ID # Set Encounter
1
01Core
Inside the loud hustle and bustle of the Grand Bazaar, you negotiate to find a skilled instructor to tutor you (Influence-1). If you pass, improve 1 skill of your choice. If you fail, the instructor teaches you nothing; gain a Debt Condition to pay for his lessons.
2
01Core
People from every walk of life can be found enjoying the cleansing steam of the Turkish baths. Inside, you'll eventually find an expert in any give field. You may become Delayed to improve 1 skill of your choice.
3
01Core
Professor Azap at the Topkapi Museum is not easily impressed.[1] Only serious scholars can earn his respect (Lore). If you pass, he offers you any help the institute can provide; improve Influence.
4
01Core
You see a horrid apparition slowly ascending the stairs and have the immediate impulse to run away (Will). If you pass, you discover that it wants only to take revenge on the murderous cultists for all of their victims; improve Influence. If you fail, you are overcome by terror; gain a Madness Condition.
5
01Core
The British Ambassador, Sir Douglas Rutherford, begs for your help. His child has been abducted by the Brothers of the Skin. You may spend Clue 1 Clue to find the cultists and recover the boy. If you do, improve Influence.
6
01Core
Members of the Turkish parliament offer you help in exchange for clearing a group of cultists out of the Shunned Mosque.[2] Improve Influence. Inside, you interrupt a ritual and must resist the effect of its magical energies (Will). If you fail, lose Health 2 Health as your skin writhes across your body.
7
01Core
A secret group of scholars has taken an interest in you. Improve Lore. They show you a shocking, ancient text written by Theodorus Philetas regarding his translation of the Necronomicon. His words deeply disturb you (Will). If you fail, lose Sanity 2 Sanity.
8
01Core
You suspect that you are being followed. You use a reflective window to watch the people walking behind you (Observation). If you pass, you spot someone stalking you and escape into a mosque, and the imam there prays for your safety; gain a Blessed Condition. If you fail, the assassin finds you first; gain a Back Injury Condition.
9 02
Forsaken Lore
You decide to look into rumors of a conspiracy and soon uncover a plot to assassinate Mustafa Kemal. You gather evidence to make your case (Observation-1). If you pass, the government is extremely grateful; improve Influence. If you fail, the conspirators catch you and attack; gain a Leg Injury Condition.
10 02
Forsaken Lore
Experts from all over the world pour into the city from the Orient Express. At the station, you look for a tutor willing to help you (Influence-1). If you pass, you find the ideal teacher; improve 1 skill of your choice. If you fail, your time is wasted; become Delayed.
11 02
Forsaken Lore
As you sleep, your path to the Dreamlands is blocked by nightmarish visions (Will-1). If you pass, you dream of living out your entire life; improve 1 skill of your choice. If you fail, you step off the path; gain a Lost in Time and Space Condition.
12 02
Forsaken Lore
You defend a young scribe being attacked by an angry mob (Strength). If you pass, the man offers to introduce you to many important politicians; improve Influence. If you fail, the mob beats you quite badly; lose Health 1 Health and gain an Internal Injury Condition.
13 02
Forsaken Lore
Sweeping changes to the recently formed Republic of Turkey's educational system are taking place. In exchange for your specialized knowledge, you can be taught any number of topics. You may spend Clue 1 Clue to improve 1 skill of your choice.
14 02
Forsaken Lore
A stolen treasure was hidden under the city during the Crusades. Using your knowledge of the area, you think you can find it (Lore-1). If you pass, you discover a lost fortune; improve Influence. If you fail, toxic fumes in the tunnels overpower you; gain a Poisoned Condition.
15 02
Forsaken Lore
You find a crude carvings of a worm-like creature in a nearby cave. The image seems familiar (Lore). If you pass, you identify it as Shudde-M'ell, gain Clue 1 Clue. If you fail, the disturbing image haunts your thoughts; lose Sanity 1 Sanity and gain a Paranoid Condition.
16 02
Forsaken Lore
You search crates of antique books until you are exhausted (Will). If you pass, you find the Oracle of Leo the Wise, a priceless collection of prophecies; improve Influence. If you fail, you lose something of yours in one of the crates; discard 1 Item or Trinket possession.
17 03
Mountains of Madness
You hoped to find help at the Stella Club, but the drinks and jazz distract you (Will). If you pass, the owner, Frederick Bruce Thomas, takes an interest; gain a Funding Condition. If you fail, you have too much to drink; gain a Detained Condition.
18 03
Mountains of Madness
On a winter night, the karakoncolos lures victims to an icy death by mimicking their loved ones. You fight to resist (Will-1). If you pass, the spirits speak to you, and you know what you must do to calm them; gain 1 Task Unique Asset. If you fail, gain a Hypothermia Condition.
19 03
Mountains of Madness
An eerie presence stalks you through ancient alleys (Will-1). If you pass, you find sanctuary with an English woman selling antique armor; gain the Constance Hawberk Unique Asset. If you fail, the presence remains, gain 1 Pursuit Condition.
20 03
Mountains of Madness
A dying man admits that he was loyal to the Sultanate and hid his wealth in Ottoman lira. He explains how to find the money, but dies before you can take notes. You may spend Focus 1 Focus to remember what he said. If you spend the Focus, you discover the hidden funds; improve Influence.
21 04
Strange Remnants
At the Serpent Column, you find a collapsed figure, bitten on the wrist by a snake. As you suck out the venom, it begins affecting your mind (Will-1). If you pass, you save a life; gain 1 Character Unique Asset. If you fail, gain 1 Madness Condition.
22 04
Strange Remnants
The light from Maiden's Tower reveals a storm-tossed ship. You dive into the water to search for survivors (Strength). If you pass, you rescue a drowning sailor; gain 1 random Ally Asset from the deck. If you fail, you are thrown against the rocks; gain a Head Injury Condition.
23 04
Strange Remnants
The police pay you generously for information about a local crime lord. Improve Influence. His men retaliate by drugging you (Will-1). If you pass, you feel spiritually enhanced, gain 1 Boon Condition. If you fail, gain a Hallucinations Condition.
24 04
Strange Remnants
The police have rounded up suspected political threats. You can perform a service in exchange for a friend's freedom. You may gain an Agreement Condition to gain 1 random Ally Asset from the deck and 1 Task Unique Asset.
25 05
Under the Pyramids
Students at the Darülfünûnu can attend lectures, but they aren't open to outsiders. You try to sneak in (Observation). If you pass, the lecture is instructive; improve 1 skill of your choice.If you fail, you must pay a fine; impair Influence unless you gain a Debt Condition.
26 05
Under the Pyramids
One of the other guests at the Pera Palace asks for your protection. Gain 1 random Ally Asset from the deck. Not long afterwards, you must defend your new friend from would-be kidnappers (Strength-1). If you fail, your fight leaves you badly hurt; lose Health 1 Health.
27 05
Under the Pyramids
An investor advises you well. Improve Influence. He says the Sphere of Destiny shows him the past and future. You stare into it (Lore-1). If you pass, you see lost relics; gain 1 Treasure Map Unique Asset. If you fail, eyes are looking back; gain a Haunted Condition.
28 05
Under the Pyramids
Winds threaten to throw a stranger off the Galata Bridge. Despite your fear, you attempt a rescue (Will). If you pass, you bring the grateful stranger ashore, gain 1 Character Unique Asset. If you fail, the person disappears into the water; gain a Despair Condition.
29 06
Signs of Carcosa
Legend says that Hecate granted the city wealth and protection. In an ancient underground chamber, you find a statue of the goddess. You may gain a Dark Pact Condition to gain a Promise of Power Condition and improve Influence.
30 06
Signs of Carcosa
You receive a bribe to help a person escape from Sultanahme Jail. Improve Influence. To do so, you must endure time in the prison (Will-1). If you pass, you succeed; gain 1 random Ally Asset from the deck. If you fail, your sentence dulls your senses; impair Observation.
31 06
Signs of Carcosa
A stranger suffers from a strange plague with terrifying symptoms (Will-1). If you pass, you help the stranger make a full recovery; gain 1 Character Unique Asset and improve Influence. If you fail, you neglect safety procedures; gain a Blight Condition.
32 06
Signs of Carcosa
A stranger joins you. Gain 1 random Ally Asset from the deck. This person wants to find a book called The Hidden Pearl[3] (Observation-1). If you pass, the text alters you; improve 1 skill of your choice. If you fail, the search gets noticed; gain 1 Pursuit Condition.
33 07
The Dreamlands
A member of the Varangian Guard trains you. Improve 1 skill of your choice. The secretive order then puts you through a terrifying initiation ritual (Will-1). If you pass, you become a full member; improve Influence. If you fail, you struggle to escape captivity; gain a Detained Condition.
34 07
The Dreamlands
You struggle to find the nerve to escape the Sons of the Hands that Feed[4] (Will-1). If you pass, you free yourself and another prisoner; gain 1 random Ally Asset from the deck and improve Influence. If you fail, you never truly escape the eyes of the Sons; gain a Paranoia Condition.
35 07
The Dreamlands
The moon-horse carries you across a terrifying void (Will). If you pass, it helps you rescue a stranded stranger; gain 1 random Ally Asset from the deck and improve Influence. If you fail, you become separated from the majestic beast; gain a Lost in Time and Space Condition.
36 07
The Dreamlands
You find a card clutched in a dead man's hand. Gain the Five of Pentacles Unique Asset. You find evidence that he was a member of the Esoteric Order of Dagon. Now the Order is looking for you. Escape will require some bribery. Lose Health 2 Health unless you gain a Debt Condition.
37 08
Cities in Ruin
You are hired to rescue people that are trapped in a part of the city that was ruined by tremors. Improve Influence. Digging amid the rubble takes a toll on your body (Strength-1). If you pass, you find a survivor; gain 1 Character Unique Asset. If you fail, the work is too much for you; lose Health 2 Health.
38 08
Cities in Ruin
Thieves rob a stranger at Sirkeci Terminal, but you vow to track them down. Gain 1 random Ally Asset from the deck. You follow the thieves to their hideout (Observation). If you pass, you recover a small fortune; improve Influence. If you fail, they fight you off; lose Health 1 Health.
39 08
Cities in Ruin
You endure murky depths of Lake Küçükçekmece in search of gold (Will-1). If you pass, experts from a variety of fields are eager to discuss the treasures you have found; improve Influence and 1 other skill of your choice. If you fail, the dark waters fill you with despair; lose Sanity 2 Sanity.
40 08
Cities in Ruin
You study Helena Blavatsky to learn which places she visited while in Istanbul (Lore). If you pass, you find the same esoteric masters she learned from; improve 1 skill of your choice. If you fail, spirits of the departed haunt your travels; gain 1 Madness Condition.
41 09
Masks of Nyarlathotep
The popular singer Safiye Ayla is scheduled for a performance, but needs help transporting her band's equipment to her venue. If you help her, she thanks you personally during the concert. You may spend Resource 1 Resource to improve Influence.
42 09
Masks of Nyarlathotep
A stranger offers you aid. Gain 1 random Ally Asset from the deck. This new friend suggests you search a dark winding cave (Will-1). If you pass, you find where the late outlaw Hekimoğlu stored his wealth; improve Influence. If you fail, you lose your nerve; lose Sanity 1 Sanity.
43 09
Masks of Nyarlathotep
A signal from the Beyazıt Tower warns you that part of the city is on fire (Strength). If you pass, you rescue a fellow traveler and gain notoriety for your valor; gain 1 random Ally Asset from the deck and improve Influence. If you fail, you collapse; gain an Injury Condition.
44 09
Masks of Nyarlathotep
You find a hidden chamber at the base of the Burnt Pillar filled with valuable items. Improve Influence. You then see a fiery figure atop the tower (Will-1). If you pass, his fire purifies you; improve 1 skill of your choice. If you fail, you are burned; lose Health 1 Health.
45 09
Masks of Nyarlathotep
Exiled Leon Trotsky offers you his support. Improve Influence. The Turkish police are spying on your meeting (Observation-1). If you pass, Trotsky introduces you to someone; gain 1 random Ally Asset from the deck. If you fail, you are arrested; gain a Detained Condition.
46 09
Masks of Nyarlathotep
Dark magic reshapes your flesh (Will). If you pass, you overcome the Brotherhood of the Skin's spells and save other victims; gain 1 random Ally Asset from the deck and improve Influence. If you fail, the changes endure; gain a Corruption Condition.
47 09
Masks of Nyarlathotep
You dream of a jinn who offers you wealth and power. You may gain a Corruption Condition to agree to the proposal. If you gain the Condition, you awake to find yourself a very different person, improve Influence and 1 other skill of your choice.
48 09
Masks of Nyarlathotep
You get into an argument at a coffeehouse about arcane elements of ancient history (Lore-1). If you pass, your acumen has impressed an eavesdropper; gain 1 Character Unique Asset. If you fail, the argument drags on endlessly; you become Delayed.
  1. A character appeared in the role-playing game Call of Cthulhu's Horror on the Orient Express campaign 
  2. A place mentioned in the role-playing game Call of Cthulhu's Horror on the Orient Express campaign 
  3. For more information about this, see the Dürr-i Meknûn page on Wikipedia icon Wikipedia.
  4. A cult of Y'golonac first appeared in the Cthulhu Mythos Encyclopedia by Daniel Harms and then was briefly mentioned in some Call of Cthulhu campaigns. 

Asia/Australia Encounters[]

Asia-Australia Encounter

Shanghai small Shanghai[]

Shanghai Location Encounters have a high probability of improving Lore.

ID # Set Encounter
1
01Core
You search through old copies of The Shanghai Courier to find strange or unexplained stories (Observation). If you pass, you discover a pattern of arcane activity in the city; improve Lore. If you fail, lose Sanity 1 Sanity as no pattern emerges from all this horror.
2
01Core
If you can convince Chu Min to help, he will use New China's vast resources to provide you with any sort of instruction you require (Influence). If you pass, improve 1 skill of your choice. If you fail, lose Health 1 Health as his men force you out onto the street.
3
01Core
The shrine holds an abundance of ancient relics. Improve Lore. Your eye catches strange figures written on the ceiling. You find it hard to look away (Will). If you fail, the writing seems to move on its own; gain a Hallucinations Condition.
4
01Core
The Shanghai Museum recommends you speak to Mu Hsien, a preeminent scholar of the occult. You send him a message that you hope will convince him to help (Influence). If you pass, improve Lore as he shares his wealth of knowledge.
5
01Core
The decadent crime lord, Lin Tang-Yu, offers, you access to his library of occult treasures in exchange for information. You may spend Clue 1 Clue to improve Lore.
6
01Core
You break into a warehouse filled with ancient wonders and learn much by studying its content. Improve Lore. You must remain silent to avoid being caught (Observation). If you fail, they question you for days; become Delayed.
7
01Core
The old man offers to make tea for you. You see him mix in a strange, green powder that he calls "tyuk". You may become Delayed to wait for it to brew. If you become Delayed, the tyuk seems to heighten all of your senses; improve 1 skill of your choice.
8
01Core
You spot an odd, fish-like man pull a young monk underwater![1] You dive in to rescue him, holding your breath as long as you can (Strength). If you pass, the grateful monk prays over you; gain a Blessed Condition. If you fail, you are implicated in his disappearance; gain a Detained Condition.
9 02
Forsaken Lore
You try to persuade a collector of Chinese antiquities to let you see the Seven Cryptical Books of Hsan (Influence). If you pass, the scrolls prove instructive; improve Lore. If you fail, the collector tricks you; discard 1 Artifact or 1 Trinket Asset.
10 02
Forsaken Lore
The Green Gang has hidden 200-years worth of stolen treasures in a vault. Despite the risk, you try to break in (Observation). If you pass, you discover several magical texts; improve Lore. If you fail, you are caught and punished without mercy; lose Health 1 Health and gain an Internal Injury Condition.
11 02
Forsaken Lore
A Taoist priest teaches you his esoteric skills; improve Lore. He requests that in return, you help him combat the jiangshi (Strength-2). If you pass, you return the hopping corpses to their graves; recover Sanity 2 Sanity. If you fail, they steal some of your life force; lose Health 1 Health and Sanity 1 Sanity.
12 02
Forsaken Lore
The Shanghai Museum asks for your help in cataloging a recent donation. You may become Delayed to help them. If you become Delayed, you find lost chapters from the book Zi Bu Yu that provide you with many stories of the supernatural[2]; improve Lore.
13 02
Forsaken Lore
A man with a loudly ticking watch offers to help you in exchange for spying on the Communist Party. You may gain a Dark Pact Condition to improve 1 skill of your choice. If you do not gain the Condition, the well-dressed man warns you that he's always watching; gain a Paranoia Condition.
14 02
Forsaken Lore
An old man offers to tattoo a symbol on the palm of your hand for good luck. You accept, but the pain is overwhelming (Will-1). If you pass, improve 1 skill of your choice. If you fail, you pass out and lose your memories; lose Health 1 Health and gain an Amnesia Condition.
15 02
Forsaken Lore
As you sleep, you are drawn into the realm of dreams by the Monkey King. He tells you that a fish demon has trapped him there. You must focus to return to your body (Will-1). If you pass, the Monkey King gives you a gift; improve 1 skill of your choice. If you fail, you cannot return home; gain a Lost in Time and Space Condition.
16 02
Forsaken Lore
Investigating an altar to the great dragon Yinglong, you are attacked by serpent people. The only way to defend against them is to perform a powerful magical sacrifice. Lose Health 1 Health and gain a Poisoned Condition unless you discard 1 Spell.
17 03
Mountains of Madness
A historian visiting from New England shows you a profane golden jewel. Just the sight of it disturbs you (Will-1). If you pass, your fortitude impresses her; gain the Anna Tilton Unique Asset. If you fail, something about the jewel haunts you; lose Sanity 1 Sanity and gain 1 Madness Condition.
18 03
Mountains of Madness
The librarian at St. John's University fears that a cult is trying to steal one of his rare books. You may spend Focus 1 Focus to look through his collection. If you spend the Focus, you find the book and promise to keep it safe; gain 1 Old Journal Unique Asset and improve Lore.
19 03
Mountains of Madness
You travel to a strange star-shaped tower. As you ascend the ancient ladder, you are overcome by vertigo (Will). If you pass, you find the writing of the elder things at the top; improve Lore. If you fail, you lose your grip and fall to the stone floor; lose Health 1 Health and gain a Leg Injury Condition.
20 03
Mountains of Madness
You awake in the middle of the night to hungry ghosts trying to devour your soul (Will). If you pass, they stop and beg you to perform a service to set them free; gain 1 Task Unique Asset. If you fail, you grow more like them; lose Sanity 1 Sanity and gain a Hunger Condition.
21 04
Strange Remnants
A pilgrimage to a hidden grotto said to house the legendary Jade Books is taking place. You can join them only if you accept certain conditions. You may gain an Agreement Condition to accept the offer. If you gain the Condition, you find many extremely rare texts, gain 1 Tome Artifact.
22 04
Strange Remnants
A collector of occult texts is inside the exclusive Shanghai Club. You try to enter (Influence). If you pass, he gladly loans you a book; gain 1 random Tome Asset from the deck. If you fail, you are arrested for trespassing; gain a Detained Condition.
23 04
Strange Remnants
Stage magician Zhang Huichong offers you a gift. Gain 1 random Tome Asset from the deck. He asks you to help create a new illusion (Lore-1). If you pass, you are able to create a new use of magic; gain 1 Glamour Spell. If you fail, he casts a spell to protect his secrets; gain an Amnesia Condition.
24 04
Strange Remnants
You peel an apple by a mirror at midnight to call a ghost (Will-1). If you pass, the ghost tells you arcane secrets and gives you a quest; improve Lore and gain 1 Task Unique Asset. If you fail, the peel breaks and the ghost attacks; lose Sanity 2 Sanity.
25 05
Under the Pyramids
The Buddhist monk Chao Kung is actually a con man. For a bribe, he'll get his fellow monks to help you (Influence). If you pass, they guide your studies; improve 1 skill of your choice. If you fail, you take the fall for his crimes; gain a Detained Condition.
26 05
Under the Pyramids
You try to sneak into the magician Ching Lung Soo's dressing room[3] (Observation-1). If you pass, you find a book of magic and other arts; gain 1 random Tome Asset from the deck and improve 1 skill of your choice. If you fail, he hexes your spirit; impair Will.
27 05
Under the Pyramids
In the heart of the cult of Lan-Shi[4], you discover a shambler from the stars! You fight to escape (Strength)! If you pass, you push past the creature into a hidden library; gain 1 Tome Artifact. If you fail, it drains your blood; lose Health 1 Health.
28 05
Under the Pyramids
A Taoist wizard gives you liao, a drug that can project your mind through time if your spirit is strong[5] (Will). If you pass, you uncover the location of an ancient text; gain 1 Tome Unique Asset. If you fail, your mind breaks; gain 1 Madness Condition.
29 06
Signs of Carcosa
The government wants to close Shanghai University, but you negotiate to stop them (Influence). If you pass, you receive classes in return; gain 1 Talent Condition and improve Lore. If you fail, Chiang Kai-shek arranges a dire fate for you; gain a Blight Condition.
30 06
Signs of Carcosa
An Ashkenazi refugee smuggled an ancient book into Shanghai. Gain 1 random Tome Asset from the deck. He tells you what he knows of the occult (Will-1). If you pass, you learn much; improve Lore. If you fail, you cannot bear to listen; gain 1 Madness Condition.
31 06
Signs of Carcosa
Steve Costigan starts a fight at the Three Dragons Saloon (Strength-1). If you pass, he admits defeat and offers you a book he has found; gain 1 Tome Artifact and improve Lore. If you fail, he hits you so hard that your ears will not stop ringing; lose Health 1 Health and impair Observation.
32 06
Signs of Carcosa
You offer the notorious criminal Du Yuesheng a bribe to help you (Influence). If you pass, he arranges a specialist to tutor you; improve 1 skill of your choice. If you fail, he makes a profit from the forces that want to track you down; gain 1 Pursuit Condition.
33 07
The Dreamlands
An old beggar teaches you to cast jiaobei blocks to foretell your future. Improve Lore. He asks for a modest payment in return for his help (Influence-1). If you fail, he tells you that he will funnel the arcane power out of your mind as punishment for your avarice; lose Sanity 2 Sanity unless you discard 1 Spell.
34 07
The Dreamlands
You dream of searching the Moon for the goddess Chang'e (Observation). If you pass, she grants you many fine gifts when you return to the waking world; gain 1 random Tome Asset from the deck and improve Lore. If you fail, you vanish into the void; gain a Lost in Time and Space Condition.
35 07
The Dreamlands
The cult of Madam Yi lures you into their lair with a hypnotic song (Will-1). If you pass, you escape the compound with several volumes from their library; gain 1 Tome Artifact and improve Lore. If you fail, you are forced to witness the Mother of Woe feasting on her victims; lose Sanity 2 Sanity.
36 07
The Dreamlands
In your dreams, the Duke of Zhou tests the tenacity of your spirit. You may spend Focus 1 Focus to improve Lore and 1 other skill of your choice. If you do not spend the Focus, he sends a living nightmare to punish you; spawn 1 Monster on your space and immediately encounter it.
37 08
Cities in Ruin
You study with a monk at the Jing'an Temple. Improve Lore. You argue with him about the necessity of your fight against evil (Influence). If you pass, he helps you; gain 1 random Tome Asset from the deck. If you fail, you fear your work is futile; gain 1 Madness Condition.
38 08
Cities in Ruin
The Shanghai Library is flooding, and the books are floating away. Gain 1 random Tome Asset from the deck. You try to save as many as you can (Strength). If you pass, you rescue many of the waterlogged texts; improve Lore. If you fail, your body strains from the effort; gain 1 Injury Condition.
39 08
Cities in Ruin
The Royal Asiatic Society caught you taking a book. You try to explain (Influence-1). If you pass, the society members let you go with a warning; gain 1 Tome Artifact. If you fail, you are turned over to the police and must pay damages to the Society; gain a Debt Condition and a Detained Condition.
40 08
Cities in Ruin
You bravely visit plague victims in the Shanghai General Hospital (Will-1). If you pass, they share their life stories; improve Lore and 1 other skill of your choice. If you fail, you cannot stop washing your hands; lose Sanity 1 Sanity and gain 1 Madness Condition.
41 09
Masks of Nyarlathotep
You try to arrange a screening of the latest installment of The Burning of the Red Lotus Temple (Influence). If you pass, the martial arts fantasy is filled with arcane secrets, improve Lore. If you fail, you are shown a film of unspeakable horrors; lose Sanity 1 Sanity.
42 09
Masks of Nyarlathotep
Cheng Xiaoqing shows you his new book, an occult mystery. Improve Lore. He asks if you see the solution (Observation-1). If you pass, he gives you his research; gain 1 random Tome Asset from the deck. If you fail, you see mysteries everywhere; gain a Paranoia Condition.
43 09
Masks of Nyarlathotep
Political groups want to arrest Li Jinhui's troupe of singers (Influence). If you pass, he shares rare books he acquired in Beijing; gain 1 random Tome Asset from the deck and improve Lore. If you fail, you are deemed a threat to morality; gain a Detained Condition.
44 09
Masks of Nyarlathotep
French Jesuits in Xujiahui need supplies for their orphanages and are willing to provide you with specialized tutoring in exchange for your help. You may spend Resource 1 Resource to improve Lore and 1 other skill of your choice.
45 09
Masks of Nyarlathotep
For the right price, you can gain access to dangerous texts from the forbidden library Siku Jinshu (Influence). If you pass, you learn lost ancient wisdom; improve Lore. If you fail, you are given a book that destroys those who read it; gain 1 Bane Condition.
46 09
Masks of Nyarlathotep
A monk tells you of Hundun, the primordial chaos. Improve Lore. As he speaks, a shan tries to possess you (Will-1)! If you pass, your resistance sharpens your mind; improve 1 skill of your choice. If you fail, you forget what happened; gain an Amnesia Condition.
47 09
Masks of Nyarlathotep
You place a wager on a game of Go against young Wu Qingyuan (Lore). If you pass, he acknowledges your superior play with a book; gain 1 Tome Artifact. If you fail, you pay for his future career in Japan; gain a Debt Condition.
48 09
Masks of Nyarlathotep
Wenchang Wang's priest brings you a gift. Gain 1 random Tome Asset from the deck. He asks you to speak of your troubles (Will-1). If you pass, he reveals what these trials have taught you; improve Lore. If you fail, you cannot endure the memories; lose Sanity 1 Sanity.
  1. This fish-like man is a Deep One Hybrid
  2. For more information about this, see the What the Master Would Not Discuss page on Wikipedia icon Wikipedia.
  3. A character in the role-playing game Call of Cthulhu's The Vanishing Conjurer campaign. 
  4. A cult in the role-playing game Call of Cthulhu's The Vanishing Conjurer campaign. 
  5. A drug in the story The Hounds of Tindalos by Frank Belknap Long. For more information about this, see the The Hounds of Tindalos page on Lovecraft icon The H.P. Lovecraft Wiki.

Tokyo small Tokyo[]

Tokyo Location Encounters have a high probability of killing or injuring Monsters.

ID # Set Encounter
1
01Core
You ask the enigmatic Dragon Lords to rid the world of potential threats to Japan (Influence). If you pass, each Monster on a space of your choice loses Health 2 Health as the mysterious group casts their spells. If you fail, the Dragon Lords lash out at you; gain a Back Injury Condition.
2
01Core
You may become Delayed to explore some submerged pyramids off the coast of Okinawa. If you do, you discover ancient writing that claims to "harm one's enemies;" 1 Monster of your choice on any space loses Health 3 Health.
3
01Core
You find a gem bearing the symbol of the Emerald Lama.[1] In its facets, you see the image of some horrible beast. Suddenly, the creature is right next to you! Choose 1 non-Epic Monster on any space and move it to your space, then encounter it.
4
01Core
The reigning Emperor has been plagued by nightmares. His advisors ask your opinion and you assure them that these horrors are real (Influence). If you pass, they act immediately; 1 Monster of your choice on any space loses Health 2 Health. If you fail, gain a Detained Condition.
5
01Core
Captain Isoge Taro of the Imperial Japanese Navy takes particular interest in your investigations.[2] You describe the threats that the world is facing (Influence-1). If you pass, you convince him to help you; 1 Monster of your choice on any space loses Health 3 Health. If you fail, he is convinced that you are a dangerous menace; gain a Detained Condition.
6
01Core
The Brotherhood of the Black Lotus has poisoned you! You fall into a coma and confront your greatest fears (Will). If you pass, you awake and feel transformed; gain a Blessed Condition. If you fail, the nightmares follow you into the waking world; gain a Hallucinations Condition.
7
01Core
A strange man dressed in the charred robes of a monk offers you help in exchange for knowledge. You may spend Clue 1 Clue to convince the Black Monk to assist you and discard 1 Monster of your choice from any space.[3]
8
01Core
A translation of The Tao of Immortality is kept in the Tokyo University Library. If you are deemed trustworthy, you are granted access to the ancient text (Influence). If you pass, you can use the arcane manual to move 1 Monster of your choice from any space to another space of your choice.
9 02
Forsaken Lore
The University allows you access to the Jigoku Zoshi, the Scroll of the Hells. If you pass, you are able to cast a dark spell on your enemies; 1 Monster of your choice on any space loses Health 2 Health. If you fail, the horrible descriptions overpower your senses; lose Sanity 2 Sanity.
10 02
Forsaken Lore
Your hotel room is haunted by a yūrei. You are terrified as the white-clad woman howls and passes through you (Will). If you fail, her lingering presence is a blight on your soul; lose Sanity 1 Sanity and gain a Cursed Condition.
11 02
Forsaken Lore
An old sailor struggles to remember a chant he once used to drive off a chthonian in 1923. As he mumbles, you try to identify the phrases (Lore-2). If you pass, you recognize the Vach-Viraj incantation[4]; 1 Monster of your choice on any space loses Health 2 Health.
12 02
Forsaken Lore
You are placed on trial for violating the Peace Protection Laws (Influence). If you pass, you prove your innocence, and the government takes immediate action; discard all Monsters with 1 toughness from the game board. If you fail, you are declared guilty; gain a Detained Condition.
13 02
Forsaken Lore
You track down a shrine to the yato-no-kami, the gods who rule over snakes. You implore them to help you (Influence-2). If you pass, a serpent army aids you; each Monster on a space of your choice loses Health 2 Health. If you fail, your presumptuous request earns you a snake bite; gain a Poisoned Condition.
14 02
Forsaken Lore
You have the opportunity to display your mastery of the martial arts before karate master Gichin Funakoshi (Strength-2). If you pass, he is impressed and will instruct his students to help your cause; 1 Monster of your choice on any space loses Health 2 Health.
15 02
Forsaken Lore
You study the writings of Princess Takiyasha, hoping to master her sorcerous power (Lore-1). If you pass, you are able to summon an avenging skeleton to carry out your commands; 1 Monster of your choice on any space loses Health 2 Health. If you fail, you mistakenly summon a skeleton that attacks you; lose Health 1 Health and Sanity 1 Sanity.
16 02
Forsaken Lore
Japanese scientists have struck a bargain with the mi-go. You try to break into one of their laboratories (Observation). If you pass, you find a radio that can control monstrous beings; discard 1 Monster of your choice with toughness 3 or less from any space. If you fail, a bright light flashes and an alarm rings; gain a Lost in Time and Space Condition.
17 03
Mountains of Madness
Yuzuru Hiraga has engineered a fleet of ships to fight unnatural horrors. If you can navigate the naval bureaucracy to reach him, he will help. You may spend Focus 1 Focus to choose 1 Monster on any space; the chosen Monster loses Health 2 Health.
18 03
Mountains of Madness
You hope to convince Gotō Shinpei, the Minister of Home Affairs, that occult forces endanger Tokyo (Influence). If you pass, he'll do anything to help; gain a Funding Condition. If you fail, he sees you as a saboteur; gain a Detained Condition.
19 03
Mountains of Madness
You pull some strings with the Silver Twilight Lodge to help detective Kogoro Akechi solve a case (Influence-1). If you pass, he is impressed and offers you his case files in exchange for your help on another matter; gain 1 Old Journal Unique Asset and 1 Task Unique Asset.
20 03
Mountains of Madness
An American is using mathematics to travel between dimensions. As you try to find him, a dark figure offers you help (Observation-2); you may gain a Dark Pact Condition to roll 3 additional dice. If you pass, gain the Dr. Hiram Upham Unique Asset. If you fail, the search leaves you exhausted; lose Sanity 1 Sanity.
21 04
Strange Remnants
You search for the Black Ocean Society (Observation). If you pass, they offer their occult aid; 1 Monster on a space of your choice loses Health Health equal to half the number of Gates on the game board. If you fail, you become their target; gain 1 Bane Condition.
22 04
Strange Remnants
The ghosts of the hitobashiia rise to help you! A Monster on a space of your choice loses Health 2 Health. You question one of these protective spirits (Influence-1). If you pass, it asks a favor; gain 1 Task Unique Asset. If you fail, the spirit is angered by your inquisition; lose Sanity 2 Sanity.
23 04
Strange Remnants
Azuma Namio and his soldiers strike![5] Discard 1 Monster on any space with toughness 2 or less. If you prove to be worthy, Namio shares Lion Island's secrets (Strength-1). If you pass, gain 1 Boon Condition. If you fail, you take a blow to the head while sparring; gain a Head Injury Condition.
24 04
Strange Remnants
Brilliant physicist Hantaro Nagaoka offers you a deal, saying that he can use spatial disruptions as a weapon. You may gain an Agreement Condition to discard 1 Monster on any space with toughness equal to or less than the number of Gates on the game board.
25 05
Under the Pyramids
You learn that the original sword Kusanagi-no-Tsurugi was lost. You search historical texts to locate it (Lore). If you pass, you find a lead; gain 1 Treasure Map Unique Asset. If you fail, your work costs more than you can afford; gain a Debt Condition.
26 05
Under the Pyramids
The Ueno Park area near the Kan'ei-ji Temple is called the "devil's gate." Strange whispers here fill your thoughts (Will). If you pass, the voices tell you to dig, gain 1 Relic Unique Asset. If you fail, the voices stay with you; gain a Haunted Condition.
27 05
Under the Pyramids
After Mori Ogai's death, you see notes he took while translating an arcane book. Gain a Wrack Spell. You search his library for the original text (Observation. If you pass, you find it; gain 1 Tome Unique Asset. If you fail, you are caught; gain a Detained Condition.
28 05
Under the Pyramids
Tonight, Nurarihyon leads a parade of monsters through the streets. If you prove your might, he will grant you a favor. A Monster ambushes you! For each success you roll on the Strength test, 1 Monster of your choice on any space loses Health 1 Health.
29 06
Signs of Carcosa
A monk in tattered green robes teaches you to draw the emerald mandala. You can use it to ward off evil or to speak to the Emerald Lama. Choose one: 1 Monster of your choice loses Health 2 Health; or advance Doom Doom by 2 and gain a Promise of Power Condition.
30 06
Signs of Carcosa
Yoshiko Kawashima offers you her help. Gain 1 random Service Asset from the deck. In return, vou tell her your story (Influence-1). If you pass, she fights for you; 1 [[Monster] of your choice loses Health 3 Health. If you fail, she alerts the police; gain 1 Pursuit Condition.
31 06
Signs of Carcosa
The Double Leaf Society deploys armed men to help you. A Monster of your choice loses Health 2 Health. In return, they want money (Influence). If you pass, you offer plenty; gain 1 random Service Asset from the deck. If you fail, they

steal what cash you have; impair Influence.

32 06
Signs of Carcosa
Spies arc sabotaging Tanaka Giichi's political career. The more you protect him, the more he helps you (Influence+2). Choose one: discard 1 Monster of your choice with toughness equal to or less than your test result; or gain 1 random Service Asset from the deck.
33 07
The Dreamlands
The Ainu offer their help. Gain 1 random Service Asset from the deck. You tell them your tale (Influence). If you pass, they speak to the spirits on your behalf; 1 Monster of your choice on any space loses Health 3 Health. If you fail, you are plagued by dreams of a giant bear; lose Health 1 Health and discard 1 Ally Asset.
34 07
The Dreamlands
A politician sees your courage in his dreams and offers to help. Gain 1 random Service Asset from the deck. He teaches you to invoke the baku, a beast that eats nightmares. You may discard any number of possessions to cause 1 Monster of your choice on any space to lose an equal amount of Health Health.
35 07
The Dreamlands
You pray to Susanoo for a mighty storm. A Monster of your choice on any space loses Health 2 Health. You leave a donation at the sea god's temple (Influence-1). If you pass, the priests are pleased; gain 1 random Service Asset from the deck. If you fail, you get caught in a sudden and violent squall; lose Health 2 Health.
36 07
The Dreamlands
A warlord beseeches you to look into the void within a hooded helmet.[6] In return, he will devote his resources to your cause. You may gain a Lost in Time and Space Condition to gain 1 random Service Asset from the deck and discard 1 Monster of your choice on any space.
37 08
Cities in Ruin
You seek proof that a beast on Izu Ōshima causes tremors (Observation). If you pass, scientists everywhere offer you help; gain 1 random Service Asset from the deck and 1 Monster of your choice on any space loses Health 2 Health. If you fail, you search for days without rest; lose Health 2 Health.
38 08
Cities in Ruin
A Shizoku with typhoid offers you a deal. Gain 1 random Service Asset from the deck. You help care for him as he recovers, but risk being infected yourself (Strength-1). If you pass, he aids your cause; 1 Monster of your choice on any space loses Health 2 Health. If you fail, you get sick; lose Health 1 Health.
39 08
Cities in Ruin
A beggar asks for coins as a sacrifice to Namazu (Influence-1). If you pass, he says the god is pleased with your offering; gain 1 random Service Asset from the deck and 1 Monster of your choice on any space loses Health 3 Health. If you fail, you live in fear of the god's wrath; lose Sanity 2 Sanity.
40 08
Cities in Ruin
A museum curator asks you to be his guest. Gain 1 random Service Asset from the deck. You buy a print of The Great Wave (Influence-1). If you pass, he reveals its true power; discard 1 Monster of your choice on any space. If you fail, it costs you; gain a Debt Condition.
41 09
Masks of Nyarlathotep
You may spend Resource 1 Resource to donate to Matsutarō Shōriki's baseball team. If you spend the Resource, his newspaper helps you and reveals your enemies; gain 1 random Service Asset from the deck and 1 Monster of your choice on any space loses Health 2 Health.
42 09
Masks of Nyarlathotep
You hire the Iwai Private Detective Agency to help fight your war (Influence). If you pass, their agents go to work; gain 1 random Service Asset from the deck and 1 Monster of your choice on any space loses Health 2 Health. If you fail, they throw you out; lose Health 1 Health.
43 09
Masks of Nyarlathotep
The Imperial Navy asks about the beast Gazira[7] (Lore). If you pass, they trade their help for your knowledge; gain 1 random Service Asset from the deck and 1 Monster of your choice on any space loses Health 2 Health. If you fail, the name chills your blood, lose Sanity 1 Sanity.
44 09
Masks of Nyarlathotep
The 3rd Infantry offers you help. Gain 1 random Service Asset from the deck. You fund an illegal attack (Influence-1). If you pass, they destroy your foe; discard 1 Monster of your choice on any space. If you fail, you get caught; gain a Detained Condition.
45 09
Masks of Nyarlathotep
The Tokkō takes action! A Monster of your choice on any space loses Health 2 Health. The thought police then question you (Will-1). If you pass, they offer you help; gain 1 random Service Asset from the deck. If you fail, your mind breaks; gain an Amnesia Condition.
46 09
Masks of Nyarlathotep
You infiltrate Nisshō Inoue's hand of assassins (Influence). If you pass, the zaibatsu reward you; gain 1 random Service Asset from the deck and 1 Monster of your choice on any space loses Health 2 Health. If you fail, Inoue shoots you; gain an Internal Injury Condition.
47 09
Masks of Nyarlathotep
The demon Mara tempts you with power.[8] You may gain a Corruption Condition. If you gained the Condition, the Dweller keeps its word; gain 1 random Service Asset from the deck and 1 Monster of your choice on any space loses Health 3 Health.
48 09
Masks of Nyarlathotep
Edogawa Ranpo identifies the culprit! Discard 1 Monster of your choice with toughness 2 or less. You ask him for more help (Influence-1). If you pass, he does so ably; each Monster on a space of your choice loses Health 2 Health. If you fail, you despair; lose Sanity 1 Sanity.
  1. An avatar of Hastur in the role-playing game Call of Cthulhu's Secrets of Japan supplement. 
  2. A character in the role-playing game Call of Cthulhu's Masks of Nyarlathotep expansion. 
  3. A follower of the Emerald Lama in the role-playing game Call of Cthulhu's Secrets of Japan supplement. 
  4. An incantation used as part of a ritual to banish Nyogtha. For more information about this, see the The Salem Horror page on Lovecraft icon The H.P. Lovecraft Wiki.
  5. A character in the series Nichibei Miraisen by Miyazaki Ichiu. 
  6. For more information about this, see the Aku-Shin Kage page on Lovecraft icon The H.P. Lovecraft Wiki.
  7. A parody of the monster Gojira, first appeared in the role-playing game Call of Cthulhu's Secrets of Japan supplement. 
  8. Mara, also known as The Dweller on the Threshold, is an avatar of Yog-Sothoth first appeared in the role-playing game Call of Cthulhu's Secrets of Japan supplement. 

Sydney small Sydney[]

Sydney Location Encounters have a high probability of improving Strength.

ID # Set Encounter
1
01Core
You dream of crossing a vast desert hunted by an enormous winged creature. In the dream, you turn to face your fears (Will). If you pass, you wake up feeling more alive than ever; improve Strength. If you fail, the fear lingers; lose Sanity 1 Sanity.
2
01Core
A group of hunters provide you with the skills to track down a bunyip. Improve Strength. When you find the massive four-legged creature, your weapons cannot pierce its leathery hide. You try to protect yourself from the beast's terrible claws and teeth (Strength-1). If you fail, lose Health 2 Health
3
01Core
Your money and passport have been stolen! You work on the Sydney Harbor Bridge to pay the bills. Improve Strength as you meet the job's rigorous demands. When your passport is found at the scene of a crime, you need to prove your innocence (Influence). If you fail, gain a Detained Condition.
4
01Core
Several passengers on an underground train have been trapped by a tunnel collapse. The dark and claustrophobic climb through the rubble is terrifying (Will). If you pass, your nerves hold out enough to help dig a clear path for the survivors; improve Strength. If you fail, lose Sanity 1 Sanity.
5
01Core
The Theosophical Society is excited to hear what knowledge you have gained during your travels. You may spend Clue 1 Clue. If you do, they gratefully provide you with an exercise and diet regimen that fortifies your vitality; improve Strength.
6
01Core
Due to a city-wide shortage of supplies, shopkeepers won't even show you their wares unless you prove that you can pay top dollar (Influence-1). If you pass, gain 1 random Weapon Asset from the deck. If you fail, you are roped into a devious scheme; gain a Debt Condition.
7
01Core
An old, aboriginal man is on trial for a murder that you know he didn't commit. You agree to testify to prove his innocence (Influence). If you pass, he speaks to the spirits on your behalf; gain a Blessed Condition. If you fail, you are accused of perjury; gain a Detained Condition.
8
01Core
The constable sees you admire the abandoned weapon. "Give it a bit to see if anyone claims it," he says. "If not, you can help yourself." You may become Delayed to gain 1 random Weapon Asset from the deck.
9 02
Forsaken Lore
Charles Hopkins hires you to restore the suburb of Bungarribee. At night, you feel hands grab your throat (Will)! If you pass, you return to the work in the morning and grow stronger; improve Strength. If you fail, you run away in terror; lose Sanity 1 Sanity and gain a Hallucinations Condition.
10 02
Forsaken Lore
In a game of cards, the stakes are raised and you bet a prized possession. You watch the other players carefully for any tells (Observation-1). If you pass, you call a bluff; gain 1 random Weapon Asset from the deck. If you fail, another player outwits you and claims your prize; discard 1 Item or Trinket possession.
11 02
Forsaken Lore
Late at night, dark young wander into the city from the surrounding wilderness. You struggle to escape from the creatures (Strength). If you fail, the attack leaves you badly wounded; lose Health 2 Health and gain a Back Injury Condition.
12 02
Forsaken Lore
You've been caught in a bushfire. You try to find a safe path through the smoke and flames (Observation-1). If you pass, you find previously unknown speed and strength in yourself; improve Strength. If you fail, you need time to recover; become Delayed.
13 02
Forsaken Lore
An armed man asks you strange questions. You suspect that he is possessed by an alien being. You may spend Clue 1 Clue to answer his questions. If you spend the Clue, he regains his senses and surrenders his weapon; gain 1 random Weapon Asset from the deck.
14 02
Forsaken Lore
In the dream world, you are attacked by the arkaroo, sorcerers who resemble snakes. You use warding symbols to protect yourself (Lore). If you pass, you wake invigorated; improve Strength. If you fail, you wake feeling weak; lose Sanity 1 Sanity and gain a Poisoned Condition.
15 02
Forsaken Lore
A young aboriginal football player named Douglas offers to teach you how to play. You may become Delayed to train with him. If you become Delayed, improve Strength.
16 02
Forsaken Lore
A prisoner has stolen a weapon and escaped into the bush. You hope to track him down (Observation-1). If you pass, you arrest him and secure his weapon; gain 1 random Weapon Asset from the deck. If you fail, he gets the drop on you and escapes; lose Health 1 Health and gain a Leg Injury Condition.
17 03
Mountains of Madness
You hide in an alley as two razor gangs fight to the death. You can't bear the grisly sight (Will). If you pass, you spot a lost weapon; gain 1 random Weapon Asset from the deck. If you fail, the brawl leaves you shaken; lose Sanity 2 Sanity.
18 03
Mountains of Madness
You join Sir Hubert Wilkins on a bumpy flight in preparation for his arctic explorations. The trip makes you queasy (Will). If you pass, Wilkins mentions one quest that he cannot accomplish; gain 1 Task Unique Asset. If you fail, nausea gets the better of you; lose Health 1 Health and Sanity 1 Sanity.
19 03
Mountains of Madness
Zombies surround a muscular man. You try to summon the courage to rescue him (Will-1). If you pass, the Irish boxer is eternally grateful; gain the Kid O'Brien Unique Asset. If you fail, you run away but not alone; lose Sanity 1 Sanity and gain 1 Pursuit Condition.
20 03
Mountains of Madness
A small demon known as a yara-ma-yha-who tries to eat you. You may spend Focus 1 Focus to stay calm and not run away. If you spend the Focus, the beast swallows you whole, and when it spits you out later, your skin has turned red and you are stronger; improve Strength.
21 04
Strange Remnants
You grow obsessed with finding Lewis Lasseter's lost gold (Will-1). If you pass, your body and soul become stronger for the experience; improve Strength and gain 1 Boon Condition. If you fail, you think of nothing but gold; lose Sanity 2 Sanity.
22 04
Strange Remnants
A student named Errol Flynn loves to hear your stories. He tells you to ask his teachers for help (Influence). If you pass, they are glad to assist; improve 1 skill of your choice. If you fail, you get blamed for Flynn's antics and arrested; gain a Detained Condition.
23 04
Strange Remnants
The notorious criminal Kate Leigh has acquired a bizarre item and is looking for a buyer. She thinks no amount of money can equal someone like you owing her a favor. You may gain an Agreement Condition to gain 1 Weapon Artifact.
24 04
Strange Remnants
Mi-go abduct you and experiment on your brain. Improve 1 skill of your choice. You try to decipher their technology (Lore-2). If you pass, you escape with a prize; gain 1 Relic Unique Asset. If you fail, there are cruel side effects; gain 1 Bane Condition.
25 05
Under the Pyramids
A stranger on the ferry Greycliffe entrusts you with a powerful item. Gain 1 Weapon Unique Asset. Then the ferry is cut in half by a collision with the steamship Tahiti. The cold dark water terrifies you (Will-1) If you fail, you nearly drown; lose Health 1 Health and Sanity 1 Sanity.
26 05
Under the Pyramids
Legends tell of a powerful object that will appear when the stars are right. You use the observatory to find it (Observation-1). If you pass, the stars guide you well; gain 1 Weapon Artifact. If you fail, your search ends in an attack; a Monster ambushes you!
27 05
Under the Pyramids
Searching the graves under the town hall, you find a scrap of paper. Gain 1 Treasure Map Unique Asset. You try to identify the bodies (Lore-1). If you pass, the city thanks you; improve 1 skill of your choice. If you fail, the spirits linger; gain a Haunted Condition.
28 05
Under the Pyramids
The lighthouse near Shark Island has gone out during a storm. You search for it in the dark to repair it (Observation. If you pass, the sailors you save share their skills; improve 1 skill of your choice. If you fail, the cold water leaves you sick; gain 1 Illness Condition.
29 06
Signs of Carcosa
The Great Theodore places you in a hypnotic trance and gives you false memories[1] (Will). If you pass, you awake with new gifts and a resistance to pain; gain 1 Talent Condition and improve Strength. If you fail, you cannot handle the strain; gain 2 Madness Conditions.
30 06
Signs of Carcosa
You discuss military tactics with Harold Hardwick. Gain the Martial Prowess Condition. You then ask the former Olympic athlete to train you (Influence-1). If you pass, you learn quickly; improve Strength. If you fail, you try to train alone; gain 1 Injury Condition.
31 06
Signs of Carcosa
Acrobats from the Wirth Bros Hippodrome help you grow stronger. Improve Strength. When the circus closes, other performers need help (Influence-1). If you pass, they teach you more; improve 1 skill of your choice. If you fail, you doubt you can help anyone; impair Will.
32 06
Signs of Carcosa
The city is overrun by ghouls. You offer the mayor help (Influence-1). If you pass, he offers training and an odd object; gain 1 Weapon Artifact and improve Strength. If you fail, the ghouls and their plague follow you; gain a Blight Condition and 1 Pursuit Condition.
33 07
The Dreamlands
The snake-like Arkaroo visit your dreams to ask about the waking world (Influence). If you pass, they share their secrets with you as well; improve Strength and 1 other skill of your choice. If you fail, they leave you stranded in the dream realm; gain a Lost in Time and Space Condition.
34 07
The Dreamlands
An imprisoned fortune teller bribes you with a curious gift to help secure her freedom. Gain the Ace of Swords Unique Asset. You work around the clock with little rest to get her released (Will). If you fail, she holds you responsible for her continued imprisonment; gain a Cursed Condition.
35 07
The Dreamlands
Night alter night, you fight the devil-dingo Kurpannga in your dreams. You fight with reckless abandon, knowing that to win is to claim the power needed to overcome your enemies. You may spend Health 2 Health to gain 1 random Weapon Asset from the deck and improve Strength.
36 07
The Dreamlands
The Australian Light Horse Regiment has acquired a strange and powerful object. You ask to borrow it or a time (Influence-1). If you pass, they acquiesce; gain 1 Weapon Artifact and improve Strength. If you fail, they exact a thief's punishment upon you for your insolence; gain 2 Injury Conditions.
37 08
Cities in Ruin
Spearfishers teach you proper diving technique. Improve Strength. You explore some of the harbor's many shipwrecks (Observation). If you pass, you find a useful object; gain 1 random Weapon Asset from the deck. If you fail, you push yourself too hard; gain 1 Injury Condition.
38 08
Cities in Ruin
You dream of Birrahgnooloo, wife of the Sky Father, Baiame. You speak to her of the floods she has brought. If you can prove that you understand her reasons for destruction, she will reward you. You may spend Clue 1 Clue to gain 1 Weapon Artifact and improve Strength.
39 08
Cities in Ruin
A heatwave forces you to become leaner. Improve Strength. You can buy a device to cool the air in your room (Influence-1). If you pass, people flock to you and share their stories; improve 1 skill of your choice. If you fail, the oppressive heat drives you mad; lose Sanity 2 Sanity.
40 08
Cities in Ruin
Surrounded by an inferno, you attempt to fight the bushfire (Will-1). If you pass, a grateful city feeds and cares for you; improve Strength and 1 other skill of your choice. If you fail, you still see flames everywhere; lose Sanity 1 Sanity and gain 1 Madness Condition.
41 09
Masks of Nyarlathotep
You pay a local guide to show you sharks in the Georges River (Influence). If you pass, he teaches you how to overpower the creatures; improve Strength. If you fail, the guide is distracted and you get bitten; gain a Leg Injury Condition.
42 09
Masks of Nyarlathotep
A man working on the railway in Hyde Park asks you to help find his hammer (Observation-1). If you pass, you find a lost item and an invigorating hot spring; gain 1 Weapon Artifact and improve Strength. If you fail, you pay for new tools; gain a Debt Condition.
43 09
Masks of Nyarlathotep
Your sanity slips away as you attend a production of The King in Yellow at the Criterion Theatre (Will). If you pass, you retain your reason but find yourself physically stronger; improve Strength. If you fail, you end up with a role in the play; lose Sanity 1 Sanity.
44 09
Masks of Nyarlathotep
Don Bradman perfects your cricket game. Improve Strength. You try to get the press to give the athlete some privacy (Influence-1). If you pass, he tells other experts about you; improve 1 skill of your choice. If you fail, you punch a reporter; gain a Detained Condition.
45 09
Masks of Nyarlathotep
A hospitalized veteran dubbed "George Brown" with no memory has been speaking an ancient language[2] (Influence). If you pass, you learn the secrets of warfare left in his mind by Yithians; improve Strength. If you fail, he attacks you; gain 1 Injury Condition.
46 09
Masks of Nyarlathotep
Jim Smith teaches you to box. Improve Strength. He tells you of a man selling smuggled goods (Influence-1). If you pass, Reginald Holmes sells you a weapon; gain 1 random Weapon Asset from the deck. If you fail, he throws you to the sharks; gain 1 Injury Condition.[3]
47 09
Masks of Nyarlathotep
The Father of Bats descends upon you, and you stare into its three-lobed eye[4] (Will)! If you pass, you steal some of the creature's arcane power; improve cosi? and 1 other skill of your choice. If you fail, it floods your soul with horrors; gain 1 Bane Condition.
48 09
Masks of Nyarlathotep
You see an ad in the Saturday edition of the Sydney Morning Herald offering to teach survival skills in exchange for donating camping equipment. You may spend Resource 1 Resource to improve Strength and 1 other skill of your choice.
  1. For more information about this, see the Theodore page on Magic in Sydney
  2. Inspired by the real-life case of Australian veteran George Thomas McQuay. 
  3. For more information about this, see the Shark Arm case page on Wikipedia icon Wikipedia.
  4. Haunter of the Dark (Monster) 

Outpost Encounters[]

Outpost Encounter

Miskatonic Outpost small Miskatonic Outpost[]

According to statistics, Miskatonic Outpost Location Encounters can likely give Unique Assets.

ID # Set Encounter
1 03
Mountains of Madness
The university has hired a cold-weather survival specialist. He'll join your cause for the right price (Influence). If you pass, gain 1 Antarctic Guide Unique Asset. If you fail, you get lost without him; lose Health 1 Health and move to Snowy Mountains.
2 03
Mountains of Madness
You try to determine what's upsetting the dogs (Lore-1). If you pass, you remove the carved stones found in the area and calm the dogs; gain 1 Dog Sled Unique Asset. If you fail, their barking makes sleep impossible; lose Sanity 1 Sanity.
3 03
Mountains of Madness
You reassure the team leader that you'll stop any other explorations of this area (Influence-1). If you pass, he's eager to help you; gain the William Dyer Unique Asset. If you fail, you suspect he's not telling you everything; lose Sanity 1 Sanity and gain a Paranoia Condition.
4 03
Mountains of Madness
You tell Captain Douglas to send more medical supplies from the ship[1] (Influence). If you pass, recover Health 1 Health and Sanity 1 Sanity or discard a Hypothermia Condition. If you fail, your wounds fester; lose Health 1 Health and gain an Infection Condition.
5 03
Mountains of Madness
You overhear talk about the Necronomicon and find some of the descriptions significant (Lore). If you pass, you know what you must do; gain 1 Task Unique Asset. If you fail, the imagery haunts your dreams; lose Sanity 1 Sanity and gain 1 Madness Condition.
6 03
Mountains of Madness
You think you hear an inhuman voice outside your tent (Will). If you pass, you stay calm and get some rest; recover Health 1 Health and Sanity 1 Sanity or discard a Hypothermia Condition. If you fail, it senses your fear; lose Sanity 1 Sanity and gain a Hunted Condition.
7 03
Mountains of Madness
The other pilots won't fly in this weather, but Ropes owes someone a lot of money[1]. If you cover this debt, he'll take you up. You may gain a Debt Condition to move to Snowy Mountains. If you move, draw and resolve a Mountains Encounter.
8 03
Mountains of Madness
The barque Miskatonic is leaving soon, heading to warmer places. If you're ready on short notice, you can catch a ride. You may spend Focus 1 Focus to get back to the ship before it departs. If you spend the Focus, you may move to Buenos Aires or Sydney.
9 03
Mountains of Madness
You spot someone stealing one of Dyer's books. The thief attacks you (Strength). If you pass, you recover Arthur Gordon Pym's journal[2]; gain 1 Old Journal Unique Asset. If you fail, you get beaten soundly; lose Health 2 Health.
10 03
Mountains of Madness
You recognize an occult threat based on Professor Lake's last broadcast (Lore). If you pass, you explain the threat to the others and ask for some protection; gain 1 random Weapon Asset from the deck. If you fail, you cannot say what it is you fear; lose Sanity 2 Sanity.
11 03
Mountains of Madness
Sherman takes you up in a plane to show you the structures on the mountainsides[1]. Spawn Clue 1 Clue on Snowy Mountains. Beyond the peaks, you see the mind-shattering silhouette of some monstrous thing (Will). If you fail, lose Sanity 2 Sanity.
12 03
Mountains of Madness
To pass the hours, some of the workers invite you to play cards with them. You think you can tell when they're bluffing (Observation-1). If you pass, you collect your winnings; gain 1 random Item Asset from the deck. If you fail, they read your tells better than you can read theirs; gain a Debt Condition.
13 03
Mountains of Madness
You lead a search for a group who got lost traveling from the brig Arkham (Observation-1). If you pass, you rescue a survivor; gain 1 random Ally Asset from the deck. If you ail, you find nothing but the cold; gain a Hypothermia Condition.
14 03
Mountains of Madness
You search through mislabeled supply crates, hoping to find vital provisions (Observation-1). If you pass, you discover all the food you need and more; gain 1 random Item Asset from the deck. If you fail, you become ravenous with hunger; lose Sanity 1 Sanity and gain a Hunger Condition.
15 03
Mountains of Madness
After hours of listening to static on the wireless, your mind begins to play tricks on you (Will). If you fail, you begin to hear strange voices, even after turning off the radio; lose Sanity 1 Sanity and gain a Hallucinations Condition.
16 03
Mountains of Madness
A fierce storm descends and you struggle to put up a tent to shelter the camp's supplies (Strength-1). If you pass, the expedition's food stores are saved; gain 1 Provisions Unique Asset. If you fail, hunger becomes a problem; lose Health 1 Health and gain a Hunger Condition.

Note: There is no text indicating the common effect of the enounter here, however the effect above is more likely to happen according to statistics.

  1. 1.0 1.1 1.2 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.
  2. A novel by Edgar Allan Poe and a source of inspiration when H.P. Lovecraft wrote At the Mountains of Madness. For more information about this, see the The Narrative of Arthur Gordon Pym of Nantucket page on Wikipedia icon Wikipedia.

Lake Camp small Lake Camp[]

According to statistics, Lake Camp Location Encounters can likely give Unique Assets.

ID # Set Encounter
1 03
Mountains of Madness
You study the corpses of elder things found under star-shaped mounds. Their vile nature distracts you and makes you prone to mistakes (Will). If you fail, your skin makes contact with a dark green ooze; gain an Infection Condition.
2 03
Mountains of Madness
A man enters the camp, having been guided around the world by visions. You discuss the true meaning of his dreams (Lore). If you pass, gain 1 Antarctic Guide Unique Asset. If you fail, he calls you a wendigo trickster; lose Sanity 1 Sanity and gain a Hunger Condition.
3 03
Mountains of Madness
Most of the dogs were killed, but some prints lead away from their pen. You search for survivors (Observation). If you pass, you find a few dogs, hungry but alive; gain 1 Dog Sled Unique Asset. If you fail, you find the dogs too late; lose Sanity 1 Sanity.
4 03
Mountains of Madness
A graduate student compares the beasts that Professor Lake found to those in an occult text. It sounds familiar to you (Lore-1). If you pass, you gain the student's trust; gain the Danforth Unique Asset. If you fail, his words horrify you; lose Sanity 2 Sanity.
5 03
Mountains of Madness
Someone has sabotaged the expedition. You search the pit where the drilling equipment was thrown (Observation-1). If you pass, you find something useful; gain 1 random Item Asset from the deck. If you fail, you fall to the bottom of the pit; lose Health 1 Health and gain a Back Injury Condition.
6 03
Mountains of Madness
You try to decode the dots you've found on the star-shaped mounds (Lore). If you pass, you translate a quest the creature buried there left incomplete; gain 1 Task Unique Asset. If you fail, the effort drains your mental strength; lose Sanity 1 Sanity.
7 03
Mountains of Madness
You spend hours digging out the buried tents (Strength-1). If you pass, you recover an intact first aid kit; recover Health 1 Health and Sanity 1 Sanity or discard a Hypothermia Condition. If you fail, you overtax yourself; lose Health 1 Health.
8 03
Mountains of Madness
You catch one of the men hoarding supplies. He calls you a liar and starts a brawl (Strength-1). If you pass, you divide the loot equally; gain 1 random Item Asset from the deck and 1 Provisions Unique Asset. If you fail, he leaves you badly wounded; lose Health 1 Health and gain 1 Injury Condition.
9 03
Mountains of Madness
You try to determine what's wrong with one of the furnaces (Observation-1). If you pass, you get to rest where it's warm; recover Health 1 Health and Sanity 1 Sanity or discard a Hypothermia Condition. If you fail, it malfunctions and burns you; lose Health 1 Health.
10 03
Mountains of Madness
Gedney is the only member of Professor Lake's party unaccounted for.[1] If he's still alive, he'll need medical attention. You may move to Frozen Waste to search for him. If you move, draw and resolve another Outpost Encounter.
11 03
Mountains of Madness
You scrape and dig to free the planes from the ice and snow (Strength-1). If you pass, one of them can be salvaged; you may move up to 2 spaces on this side board. If you fail, the cold overwhelms you; lose Health 1 Health and gain a Hypothermia Condition.
12 03
Mountains of Madness
Inside the dissection tent, you find Professor Lake. To your horror, he's been carved into several pieces (Will). If you pass, you find his notes; gain 1 Old Journal Unique Asset. If you fail, you flee the scene screaming; lose Sanity 2 Sanity and gain 1 Madness Condition.
13 03
Mountains of Madness
The horror of the camp drives one of the pilots mad, and he draws a weapon. You try to calm him down (Influence). If you pass, he relents and you disarm him; gain 1 random Weapon Asset from the deck. If you fail, he attacks; lose Health 1 Health and gain a Leg Injury Condition.
14 03
Mountains of Madness
McTighe finds a map showing Professor Lake's plan to find more specimens.[1] You ask him to share it despite his fears (Influence). If you pass, he gives you the map; spawn Clue 1 Clue on Frozen Waste. If you fail, he lashes out; lose Health 1 Health.
15 03
Mountains of Madness
After digging up the alien bodies, you summon the courage to examine the foul remains (Will-1). If you pass, you find something lodged in the corpse; gain 1 random Item Asset from the deck. If you fail, the fetid body horrifies you; lose Sanity 1 Sanity.
16 03
Mountains of Madness
Professor Lake's radio broadcasts have brought another plane to investigate the wreckage. You may discard Clue 1 Clue to share vital information with the newcomer. If you spend the Clue, gain 1 random Ally Asset from the deck.

Note: There is no text indicating the common effect of the enounter here, however the effect above is more likely to happen according to statistics.

  1. 1.0 1.1 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.

Frozen Waste small Frozen Waste[]

According to statistics, Frozen Waste Location Encounters can likely give diverse Assets.

ID # Expansion Encounter
1 03
Mountains of Madness
You hear a voice, but all you see is endless snow. You struggle to follow the sound (Observation-1). If you pass, you rescue a lost soul; gain 1 random Ally Asset from the deck. If you fail, your search yields no results and the voice goes quiet; lose Sanity 1 Sanity.
2 03
Mountains of Madness
You're lost and exhausted, but you might not survive if you stop to rest. You use the last of your strength to build a shelter (Strength). If you fail, you collapse before protecting yourself from the elements; lose Health 1 Health and gain a Hypothermia Condition.
3 03
Mountains of Madness
You saw an elder thing! You search the aurora australis above you to find it again (Observation). If you pass, you see the creature control the swirling colors; gain Clue 1 Clue. If you fail, your senses begin to falter; lose Sanity 1 Sanity and gain a Hallucinations Condition.
4 03
Mountains of Madness
The constant white glare temporarily blinds you. You may spend Focus 1 Focus to travel using your other senses. If you spend the Focus, your senses become even keener when your sight returns; improve Observation. If you do not spend the Focus, your journey takes you in circles; become Delayed.
5 03
Mountains of Madness
You use the radio to share your fears about the elder things with the world (Influence). If you pass, Miskatonic University takes it seriously; gain a Funding Condition. If you fail, they doubt and alienate you; lose Sanity 1 Sanity and gain a Paranoia Condition.
6 03
Mountains of Madness
You dig up a star-shaped mound, similar to those at the base camp (Influence-1). If you pass, you find the body of an elder thing buried with a strange item; gain 1 Artifact. If you fail, you strain your back while digging; lose Health 1 Health and gain a Back Injury Condition.
7 03
Mountains of Madness
You've never seen such a storm. The winds tear at you, freezing you to your core. Gain a Hypothermia Condition. Despair threatens to crush your spirit (Will). If you pass, you find a renewed sense of purpose when the storm clears; gain a Boon Condition.
8 03
Mountains of Madness
You see the corpse of an elder thing that appears to have something beneath it. A foul ichor is oozing out of the body. You may gain 1 Illness Condition to move the body. If you gain the Condition, you find a rare treasure; gain 1 Artifact.
9 03
Mountains of Madness
A pilot is starving out here alone. You assure him you have enough food for the both of you (Influence). If you pass, he tells you about an elder thing he saw; gain Clue 1 Clue. If you fail, he runs off with your food, and your hunger becomes unbearable in the following days; gain a Hunger Condition.
10 03
Mountains of Madness
You rescue a lost geologist who argues with you about where to put up the tent (Influence-1). If you pass, he humbly offers you a gift; gain 1 random Item Asset from the deck. If you fail, the tent is torn to shreds by the storm; gain a Hypothermia Condition.
11 03
Mountains of Madness
The snow here is too deep to walk without snowshoes. Even wearing them, you struggle to make your way across the drifts (Strength). If you fail, you sink into the snow and twist your leg; lose Health 1 Health and gain a Leg Injury Condition.
12 03
Mountains of Madness
The relentless cold and solitude is all you can think of or remember. Your body and mind are freezing, and numbness erodes the core of your identity (Will). If you fail, all that you had once been is gone; lose Sanity 2 Sanity.
13 03
Mountains of Madness
You find a blood-stained book written by hand in a complex code (Lore). If you pass, you decipher Gedney's diary;[1] gain 1 Old Journal Unique Asset. If you fail, the impenetrable mystery feeds your own fears; lose Sanity 1 Sanity and gain a Hallucinations Condition.
14 03
Mountains of Madness
You search the wreckage of a plane that went off course (Observation). If you pass, you find a compartment used for smuggling arms; gain 1 random Weapon Asset from the deck. If you fail, the cabin collapses before you find anything; lose Health 2 Health.
15 03
Mountains of Madness
You discover a small piece of carved soapstone. You try to translate the strange dots written on it (Lore). If you pass, you learn about the elder things; gain Clue 1 Clue. If you fail, the stone brings you misfortune; gain a Bane Condition.
16 03
Mountains of Madness
A preserved body lies in the snow and you salvage some of his gear. Gain 1 random Item Asset from the deck. You've gone so long without eating that you're tempted to use the corpse as food (Will). If you fail, recover Health 1 Health and gain a Hunger Condition.

Note: There is no text indicating the common effect of the enounter here, however the effect above is more likely to happen according to statistics.

  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.

Mountain Encounters[]

Mountain Encounter

Snowy Mountains small Snowy Mountains[]

According to statistics, Snowy Mountains Location Encounters can likely give Clue Clues.

ID # Set Encounter
1 03
Mountains of Madness
Flying elder things surround your plane. The other passengers panic, but you force yourself to remain calm (Will). If you pass, you get a close look at the creatures; gain Clue 1 Clue. If you fail, your fears get the better of you; lose Sanity 2 Sanity.
2 03
Mountains of Madness
You study the blocks and openings on the mountain side as your plane flies over (Observation-1). If you pass, you obtain insight into the engineering of the elder things; gain Clue 1 Clue. If you fail, you cannot grasp the meaning of these designs; lose Sanity 1 Sanity.
3 03
Mountains of Madness
The pilot hit his head during some turbulence, and you must take over. You listen to a man on the radio telling you how to fly the plane (Observation). If you pass, it sharpens your mind; gain Focus 1 Focus. If you fail, you brace yourself for a crash landing; lose Health 1 Health and gain a Leg Injury Condition.
4 03
Mountains of Madness
One of the passengers points to a looming shadow beyond the mountains and begins to gibber madly. You may spend Sanity 2 Sanity to take a closer look. If you spend the Sanity, you see the hazy silhouette of the Dark God, and it floods your mind with knowledge; gain 1 Spell.
5 03
Mountains of Madness
The pilot demands hazard pay for such a dangerous flight. You tell him you can arrange more funds (Influence). If you pass, he provides a smooth, restful flight; gain Focus 1 Focus. If you fail, you'll need a loan; gain a Debt Condition.
6 03
Mountains of Madness
As the plane flies over a star-shaped terrace, you try to interpret the dots carved there (Lore). If you pass, you learn more of this language; gain Clue 1 Clue. If you fail, you've been seen; spawn 1 Elder Thing Monster on the City of the Elder Things.
7 03
Mountains of Madness
You try to stay calm as the winds threaten to toss your plane against the mountains (Will). If you pass, you get a close view of the blocks and ramparts on the mountain's face; gain Clue 1 Clue. If you fail, you fall victim to airsickness; lose Health 1 Health and Sanity 1 Sanity.
8 03
Mountains of Madness
An elder thing's tentacles burst through the plane's window and wrap around your throat. An Elder Thing Monster ambushes you! If you pass the Strength test, you obtain a sample of the creature to study; improve Lore.
9 03
Mountains of Madness
You emphasize the importance of these mountains over the radio (Influence-1). If you pass, many institutions take notice; gain a Funding Condition. If you fail, the only ones who believe you want to kill you; gain a Pursuit Condition.
10 03
Mountains of Madness
The plane's radio picks up a strange language. You try to interpret the bizarre sounds (Lore). If you pass, you learn a secret of the elder things; gain 1 Spell. If you fail, the alien words slowly erase your memories; lose Sanity 1 Sanity and gain an Amnesia Condition.
11 03
Mountains of Madness
You find a satchel of undelivered mail at the back of the plane (Observation). If you pass, the bag contains a handwritten book; gain 1 Old Journal Unique Asset. If you fail, you imagine hidden meaning in the letters; lose Sanity 1 Sanity and gain a Paranoia Condition.
12 03
Mountains of Madness
The pilot spots an elder thing and says a weapon is under the back seat. You race to retrieve it before the other passengers can (Strength). If you pass, gain 1 random Weapon Asset from the deck. If you fail, you injure yourself in the rush; lose Health 1 Health and gain 1 Injury Condition.
13 03
Mountains of Madness
The plane veers as an elder thing flies at it. You tumble out, but hold on to a hatch (Strength-1). If you pass, the beast returns, and you grab the item it was holding; gain 1 Artifact. If you fail, you cannot handle the strain; lose Health 2 Health.
14 03
Mountains of Madness
The plane is too heavy to make it over the pass between the peaks. As things are being thrown out, you notice something worth keeping. You may spend Focus 1 Focus to gain 1 random Item Asset from the deck.
15 03
Mountains of Madness
A passenger on the plane has a violent fit after seeing something horrific. You try to be reassuring (Influence-1). If you pass, the person relaxes and bonds with you; gain 1 random Ally Asset from the deck. If you fail, you get kicked; lose Health 1 Health.
16 03
Mountains of Madness
Aspects of the peaks remind you of something you've studied (Lore-1). If you pass, the similarity to the art of Nicholas Roerich answers many questions about the area; gain Clue 1 Clue and Focus 1 Focus. If you fail, the sense of deja vu eats at you; lose Sanity 1 Sanity.

Note: There is no text indicating the common effect of the enounter here, however the effect above is more likely to happen according to statistics.

City of the Elder Things small City of the Elder Things[]

According to statistics, City of the Elder Things Location Encounters can likely give Artifacts.

ID # Set Encounter
1 03
Mountains of Madness
At the edge of your vision, a member of the crew is being careless with a glass jar of dark ooze (Observation). If you pass, you examine the substance; gain Clue 1 Clue. If you fail, the glass shatters, and the ooze overwhelms the victim; a Proto-Shoggoth Monster ambushes you!
2 03
Mountains of Madness
You follow the sounds that you hope are voices echoing through the halls. You end up in the rookery of monstrous birds. A Giant Penguin Monster ambushes you! If you defeat it, you find a relic among their eggs; gain 1 Artifact.
3 03
Mountains of Madness
The murals depict a battle against the mi-go. You study the strange glyphs under the images (Lore-1). If you pass, they lead you to a hidden cache of items stolen from the mi-go; gain the Alien Device Artifact. If you fail, you set off a trap; lose Health 2 Health.
4 03
Mountains of Madness
As your hunger grows, you find recently-killed albino penguins covered in protoplasmic slime. You may recover Health 2 Health to eat them. If you recover the Health, the protoplasm changes you; gain a Hunger Condition. If you do not recover the Health, your hunger is tiring; lose Sanity 2 Sanity.
5 03
Mountains of Madness
A traumatized member of your team is repeating gibberish. You attempt to calm him (Influence-1). If you pass, he manages to tell you of the shoggoth he saw; gain Clue 2 Clues. If you fail, his words warp your mind; lose Sanity 1 Sanity and gain a Hallucinations Condition.
6 03
Mountains of Madness
You find a strange crystal, but an elder thing descends from the ceiling and fights to keep it out of you hands. An Elder Thing Monster ambushes you! If you defeat it, gain the Crystal of the Elder Things Artifact. If you do not defeat it, gain an Internal Injury Condition.
7 03
Mountains of Madness
You find the horrific, mangled bodies of Gedney and the missing dog[1] (Will-1). If you pass, you stay calm and notice his corpse is clutching a strange object; gain 1 Artifact. If you fail, you run, stumbling on the icy floors; lose Health 1 Health and Sanity 1 Sanity.
8 03
Mountains of Madness
A man in your party finds a journal. He shouts and sets it on fire. You attempt to calm him (Influence). If you pass, he puts out the flames, and you see drawings made by elder things; gain 1 Old Journal Unique Asset. If you fail, you burn yourself trying to save the book; lose Health 1 Health.
9 03
Mountains of Madness
Beneath the city, the murals are more crudely painted. You try to understand the reason (Lore). If you pass, you realize the elder things are slowly degenerating; retreat Doom Doom by 1. If you fail, the crude images repulse you; lose Sanity 2 Sanity.
10 03
Mountains of Madness
A thick fog masks your presence from the shoggoths surrounding you (Will-1). If you pass, you hide in the fog and examine a mural that depicts the binding of a god; advance the active Mystery Mystery by 1. If you fail, the fog is unnerving, and you scream; a Shoggoth Monster ambushes you!
11 03
Mountains of Madness
You push against an enormous stone door that bears the image of Cthulhu (Strength-1). If you pass, you enter a chamber with walls depicting the elder sign; advance the active Mystery Mystery by 1. If you fail, you are unable to open the door and collapse exhausted; lose Health 1 Health and gain a Back Injury Condition.
12 03
Mountains of Madness
You try to write a message for the elder things using their own strange language (Lore). If you pass, they understand your meaning when they find it later; retreat Doom Doom by 1. If you fail, they see you as a threat; gain a Hunted Condition.
13 03
Mountains of Madness
You find a series of murals, but most of them are buried under ice. You dig to reveal more (Strength). If you pass, the history of the elder things is revealed; improve Lore. If you fail, digging through the frozen ice burdens you; lose Health 1 Health and gain a Hypothermia Condition.
14 03
Mountains of Madness
As you head even deeper beneath the city, it becomes very easy to lose your way and become unable to get back to the surface (Observation). If you pass, your resolve holds until you find your way out; improve Will. If you fail, you are trapped there long after your supplies run out; lose Health 1 Health and gain a Hunger Condition.
15 03
Mountains of Madness
A mass of iridescent ooze barrels toward you. You look for a place to hide until the shoggoth moves on (Observation-1). If you pass, you discover a narrow corridor with carved murals; gain Clue 2 Clues. If you fail, the creature drags you along its path; lose Sanity 1 Sanity and gain 2 Injury Conditions.
16 03
Mountains of Madness
You find the headless corpse of an elder thing. Examining the hideous scene threatens to unhinge your mind (Will). If you pass, you see it was the result of a shoggoth; gain Clue 1 Clue. If you fail, you run as fast as you can; lose Sanity 2 Sanity.

Note: There is no text indicating the common effect of the enounter here, however the effect above is more likely to happen according to statistics.

  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.

Plateau of Leng small Plateau of Leng[]

According to statistics, Plateau of Leng Location Encounters can likely close Gates.

ID # Set Encounter
1 03
Mountains of Madness
A massive lighthouse shines its beacon into the sky. You study it, hoping to discern its purpose (Lore). If you pass, you see it is a beacon to attract dark beings and harness its power; close the nearest Gate. If you fail, it attracts darkness to you; gain a Bane Condition.
2 03
Mountains of Madness
A cult of corpse eaters viciously attack. You struggle to defend yourself from their disease-riddled bites (Strength). If you fail, they maul you badly before you can escape; lose Health 1 Health and gain an Infection Condition.
3 03
Mountains of Madness
You see the night sky, but the wrong stars are overhead. You discover you've traveled across the world. Move to a space of your choice containing a Gate and encounter that Gate. If you close that Gate, you are able to contain the tear in the fabric of reality; you may move to Plateau of Leng.
4 03
Mountains of Madness
This may all be a dream, and you struggle to wake yourself. You awake in America and resume your normal life. Since you awoke, something has seemed strange (Observation). If you pass, you realize you're still sleeping; gain Clue 1 Clue. If you fail, the dream become reality; gain a Hallucinations Condition.
5 03
Mountains of Madness
A hound of Tindalos manifests and attacks, dragging you through other worlds. Choose 1 Gate on any space and encounter it. If you close that Gate, you may move to that space. If you do not close that Gate, you are unable to return to where you came from; move to that space.
6 03
Mountains of Madness
The sky and landscape shift like water. You've wandered from your own world into another. Draw and resolve an Other World Encounter. If the effect allows you to "close this Gate," close 1 Gate of your choice, and you may move to that space.
7 03
Mountains of Madness
The bluish light emitted by the tower of Pharos terrifies you (Will-1). If you pass, you walk into the light, and it fills you with knowledge; advance the active Mystery Mystery by 1. If you fail, you flee and become lost in the Dreamlands; spawn 1 Gate.
8 03
Mountains of Madness
A giant scaly bird grabs you. You try to compel the shantak to obey your commands (Will-1). If you pass, you learn much about controlling other creatures; improve 1 skill of your choice. If you fail, you cannot remember how you escaped the beast; lose Sanity 1 Sanity and gain an Amnesia Condition.
9 03
Mountains of Madness
You see a dark shape through the snow and try to reach it (Observation). If you pass, you emerge from the storm on an arid plateau in the Dreamlands and learn much on your journey home; gain Clue 1 Clue. If you fail, you get lost in the cold; lose Health 1 Health and gain a Hypothermia Condition.
10 03
Mountains of Madness
You look through your binoculars and see yourself. Lose Sanity 1 Sanity. You must retain your grip on reality (Will). If you pass, you navigate the Dreamlands for years; gain Focus 1 Focus and improve 1 skill of your choice. If you fail, your mind shatters; lose Sanity 1 Sanity and gain 1 Madness Condition.
11 03
Mountains of Madness
One of the men of Leng claims you stole rubies from him. You protest his accusations (Influence). If you pass, you reach an agreement; you may discard 1 Item or Trinket Asset to gain 1 Artifact. If you fail, the humanoid thing insists that you owe him; gain a Debt Condition.
12 03
Mountains of Madness
Inside a stone monastery, a masked high priest in yellow silk asks you impossible riddles (Lore-1). If you pass, you understand the true relevance of his questions; gain Clue 2 Clues. If you fail, he removes his mask; gain 1 Bane Condition.
13 03
Mountains of Madness
You find thick spider webs inside a cave. You search the area cautiously (Observation-1). If you pass, you find a book next to a desiccated corpse; gain 1 Tome Artifact. If you fail, giant purple spiders descend on you; lose Health 1 Health and Sanity 1 Sanity.
14 03
Mountains of Madness
A tall, hooded man wants to trade (Influence-1). If you pass, he accepts and gives you a relic; gain 1 Magical Artifact. If you fail, he shows the goat horns on his head and casts a hex, crippling you with hunger; gain a Hunger Condition.
15 03
Mountains of Madness
A hooded figure tells you black lotus tea grants wisdom. The tea is also poisonous, lethal to the weak (Strength-1). If you pass, you see revelatory visions; gain Clue 2 Clues. If you fail, you succumb to the pain; lose Health 1 Health and gain 1 Illness Condition.
16 03
Mountains of Madness
You take a jade amulet from a monstrous corpse. If you know how, you can use it to command dark powers (Lore-1). If you pass, advance the active Mystery Mystery by 1. If you fail, its magic turns against you; gain a Cursed Condition.

Note: There is no text indicating the common effect of the enounter here, however the effect above is more likely to happen according to statistics.


Egypt Encounters[]

Egypt Encounter

Alexandria small Alexandria[]

Alexandria Location Encounters have a high probability of giving Glamour Spells.

ID # Set Encounter
1 05
Under the Pyramids
You meet a lunatic ranting about the Dark Pharaoh. You try to earn his trust with your knowledge (Lore). If you pass, he shares his secrets; gain 1 Glamour Spell, and if Nephren-Ka is the Ancient One, gain Clue 1 Clue. If you fail, he lashes out; gain 1 Injury Condition.
2 05
Under the Pyramids
You hear chanting in the harbor. Gain 1 non-Ritual Spell. You ask the port authority for permission to search the ships (Influence-1). If you pass, you find a lost treasure; gain 1 Tome Unique Asset. If you fail, you are held for questioning; gain a Detained Condition.
3 05
Under the Pyramids
You find magical glyphs marking the streets. Gain 1 Glamour Spell. You search the city to remove these marks (Observation-1). If you pass, you prevent an outbreak; gain 1 Boon Condition. If you fail, plague strikes the city; gain 1 Illness Condition.
4 05
Under the Pyramids
You find a map carved into stone that was once part of the Pharos of Alexandria. Gain 1 Treasure Map Unique Asset. Ancient runes line its edges (Lore-1). If you pass, you learn the arcane words; gain 1 non-Ritual Spell. If you fail, the symbols disturb you; lose Sanity 1 Sanity.
5 05
Under the Pyramids
At the Athenios, a man at the next table is making coins disappear and reappear. It looks like real magic, and you ask for his secret (Influence). If you pass, he teaches you a trick; gain 1 Glamour Spell. If you fail, the man robs you; discard 1 Item possession.
6 05
Under the Pyramids
Leprous beggars chant in a forgotten language as they surround you. You try to fight your way to freedom (Strength). If you pass, you escape and later recall their chant; gain 1 Glamour Spell. If you fail, their sickness takes you; gain 1 Illness Condition.
7 05
Under the Pyramids
After visiting Pompey's Pillar, you see the sphinxes again in your dreams. They ask you a riddle (Lore). If you pass, they teach you arcane knowledge; gain 1 non-Incantation Spell. If you fail, they attack, and you wake up in agony; gain an Internal Injury Condition.
8 05
Under the Pyramids
You find a rare book with a curse inscribed on its cover. Gain 1 random Tome Asset from the deck. You ask for access to the Greco-Roman Museum to find help (Influence-1). If you pass, you learn a great deal; improve Lore. If you fail, the hex remains; gain 1 Bane Condition.
9 05
Under the Pyramids
You attend a production of The King in Yellow at the Teatro Mohamed Ali. The blasphemous text erodes your thoughts (Will). If you pass, the play alters your mind; gain 1 Glamour Spell. If you fail, you succumb to the play's chaos; gain 1 Madness Condition.
10 05
Under the Pyramids
You scrutinize all of the existing facts regarding the location of Alexander the Great's tomb (Lore-1). If you pass, you find a rare text buried with him; gain 1 Tome Artifact. If you fail, the wild goose chase harms your reputation; impair Influence.
11 05
Under the Pyramids
A book collector plans to sell an antique text to the Black Brotherhood. You ask him to sell it to you instead (Influence). If you pass, he agrees; gain 1 random Tome Asset from the deck. If you fail, he requires a bribe to not sell the book; gain a Debt Condition.
12 05
Under the Pyramids
You receive an invitation to a banquet. On the back, you find arcane writing. Gain 1 Glamour Spell. You may gain a Haunted Condition to accept the invitation and dine with the dead in the catacombs. If you gain the Condition, you receive their gifts; gain 1 Tome Unique Asset.
13 05
Under the Pyramids
A prophecy written inside the Catacombs of Kom el Shoqafa refers to Nephren-Ka. Gain Clue 1 Clue. You try to interpret the words (Lore-1). If you pass, you see your path; gain 1 Task Unique Asset. If you fail, the words fill you with dread; gain a Despair Condition.
14 05
Under the Pyramids
The police ask for your help with a series of cult-related murders (Observation). If you pass, you lead them to the Black Brotherhood's lair and their occult library; improve Lore. If you fail, the Brotherhood attacks your friends; discard 1 Ally Asset.
15 05
Under the Pyramids
You find a mirror that shows the past. Looking into it, you feel an aura of evil (Will). If you pass, you see Alexandria's library; gain 1 Glamour Spell, and if Nephren-Ka is the Ancient One, improve Lore. If you fail, the evil stays with you; gain 1 Bane Condition.
16 05
Under the Pyramids
An ancient man in the Rhacotis quarter suffers from a wasting disease. He teaches you old magic. Gain 1 non-Incantation Spell. If you spend time with him, he will teach you more. You may gain 1 Illness Condition to improve Lore.

The Bent Pyramid small The Bent Pyramid[]

The Bent Pyramid Location Encounters have a high probability of giving Artifacts.

ID # Set Encounter
1 05
Under the Pyramids
To explore the area thoroughly, you try to bribe the soldiers who are guarding the pyramid (Influence-1). If you pass, you find an entrance to a hidden chamber; gain 1 Magical Artifact. If you fail, the soldiers place you under arrest; gain a Detained Condition.
2 05
Under the Pyramids
You try to recollect reading the book Life as a God which described the Dark Pharaoh's throne room[1] (Lore-1). If you pass, you locate a hidden treasure; gain 1 Relic Artifact. If you fail, a trap catches you by surprise; gain 1 Injury Condition.
3 05
Under the Pyramids
Your hand brushes against the Dark Pharaoh's throne, and centuries of evil fill your mind (Will). If you fail, his thoughts dominate yours; gain an Amnesia Condition, and if Nephren-Ka is the Ancient One, gain 1 Bane Condition.
4 05
Under the Pyramids
Sneferu's funerary chamber appears empty, but you search the area (Observation-1). If you pass, you discover a hidden panel; gain 1 Artifact. If you fail, you are suddenly aware that this room no longer has an exit, and you must dig to freedom; gain a Back Injury Condition.
5 05
Under the Pyramids
You hear a voice crying for help in the middle of a sandstorm! You push through the abrasive winds (Strength-1). If you pass, no one is there, but you do find a strange object; gain 1 Artifact. If you fail, something attacks you in the storm; a Sand Dweller Monster ambushes you!
6 05
Under the Pyramids
A voice offers you a glimpse of the future, and you witness a terrifying vision of your own death (Will-1). If you pass, you keep your cool and find a powerful object deeper in the pyramid; gain 1 Relic Artifact. If you fail, you believe that this is your inescapable fate; gain a Despair Condition.
7 05
Under the Pyramids
The Black Brotherhood has gathered outside the pyramid to perform a ritual! You try to avoid being seen by them (Observation-1). If you pass, you sneak in later to steal from them; gain the Book of the Dead Artifact. If you fail, they resurrect the dead to deal with you; a Mummy Monster ambushes you!
8 05
Under the Pyramids
Something is trying to free itself from a sarcophagus, but you have not yet finished your search of the chamber. You may continue searching to gain Clue 1 Clue. If you gain the Clue, the mummy of a long-dead wizard attacks you; a Mummy Monster ambushes you!
9 05
Under the Pyramids
Small hieroglyphics are inscribed throughout the pyramid. You try to find them all (Observation). If you pass, they direct you to a lost treasure; gain 1 Relic Unique Asset. If you fail, you start to see these symbols everywhere you go; gain a Paranoia Condition.
10 05
Under the Pyramids
One of your friends begins to speak with the voice of Nephren-Ka and then tries to kill you (Strength)! If you pass, your friend recovers and has gained new insight; gain Clue 1 Clue. If you fail, you must resort to extreme measures; lose Sanity 1 Sanity and discard 1 Ally Asset.
11 05
Under the Pyramids
Five gems rest on pillars, but a sixth pillar sits empty. You search the room for a missing stone (Observation). If you pass, the gems grant you a vision of the future; gain 1 Task Unique Asset. If you fail, the other gems steal your life away; lose Health 1 Health and Sanity 1 Sanity.
12 05
Under the Pyramids
Hunting horrors appear to defend the Pharaoh's throne room (Strength). If you pass, you find the treasure they were defending; gain 1 Relic Unique Asset. If you fail, their bite becomes infected; lose Health 1 Health and gain 1 Illness Condition.
13 05
Under the Pyramids
You search the area for anything to help in your fight (Observation). If you pass, you find an ancient message inside the Red Pyramid; gain Clue 1 Clue. If you fail, you grow exhausted and experience mirages; lose Health 1 Health and gain a Hallucinations Condition.
14 05
Under the Pyramids
Your lantern reveals a corpse trapped at the bottom of a deep pit. You climb down to investigate (Strength). If you pass, you find the remains of a treasure hunter; gain 1 Treasure Map Unique Asset. If you fail, you fall and need rescuing; gain a Leg Injury Condition.
15 05
Under the Pyramids
You step through an archway into the distant past, when Nephren-Ka ruled. The Dark Pharaoh proposes a bargain. You may gain a Dark Pact Condition to retreat Doom Doom by 1. If you do not gain the Condition, a sacrifice must be made; lose Sanity 1 Sanity and discard 1 Ally Asset.
16 05
Under the Pyramids
You study a mural of the moon and the sun (Lore). If you pass, you can benefit from an impending eclipse; move the Omen to any space of the Omen track without advancing Doom. If you fail, you can no longer see, discard Clue 1 Clue and impair Observation.
  1. A book in the role-playing game Call of Cthulhu's Masks of Nyarlathotep campaign. 

Cairo small Cairo[]

Cairo Location Encounters have a high probability of rewarding with Relic Unique Assets.

ID # Set Encounter
1 05
Under the Pyramids
The Black Brotherhood attacks the head of the local British Secret Service (Strength)! If you pass, he sees you disarm the cult; improve Influence, and if Nephren-Ka is the Ancient One, gain 1 Relic Unique Asset. If you fail, your interference costs you; lose Health 1 Health.
2 05
Under the Pyramids
In a chamber beneath the Sphinx, cultists are using an ancient object to restore life to Queen Nitocris. Stealing this object will stop the ritual. You may gain a Cursed Condition to gain 1 Relic Unique Asset. If you do not gain the Condition, a Mummy Monster ambushes you!
3 05
Under the Pyramids
In a chamber beneath the desert, a beast emerges from the dark. It resembles the Sphinx, but its face is horrific (Will). If you pass, you see an object that drives the beast away; gain 1 Relic Unique Asset. If you fail, its claws strike; gain 1 Injury Condition.
4 05
Under the Pyramids
The columns in the Church of Abu Serga were taken from ancient crypts. Evil whispers speak to you from these columns, tempting you with promises of power. You may gain a Dark Pact Condition to gain 1 Task Unique Asset and improve 1 skill of your choice.
5 05
Under the Pyramids
In the Cairo Citadel, you see a terrifying vision of ancient Saladin reading from Al-Azif[1] (Will). If you pass, you see where he hid his treasures; gain 1 random Relic Asset from the deck. If you fail, the vision shatters your mind; gain 1 Madness Condition.
6 05
Under the Pyramids
You spend hours at the Bazaar of Khan El-Khalili, searching for something of value (Observation). If you pass, you discover a powerful object; gain 1 Relic Unique Asset. If you fail, you do not notice being pickpocketed; discard 1 Item possession.
7 05
Under the Pyramids
Achmed Zehavi[2] oversees the storage of arcane objects at the Mosque of Ibn Tulun. You try to convince him to help you (Influence). If you pass, he grants you a gift; gain 1 Relic Unique Asset. If you fail, his rejection weakens your resolve; impair Lore.
8 05
Under the Pyramids
Legend tells of a treasure at the bottom of a pool beneath the Sphinx, but the story features a cryptic warning (Lore). If you pass, you use a pole to retrieve the object; gain 1 Relic Unique Asset. If you fail, leeches in the water drain your blood; impair Strength.
9 05
Under the Pyramids
You dream of Nodens, the enemy of Nyarlathotep. In the dream, you pray to him for help (Influence). If you pass you awake to find a gift, gain 1 random Relic Asset from the deck. If you fail, you cannot tell dreams from reality; gain a Hallucinations Condition.
10 05
Under the Pyramids
People leave small gifts at a temple of Bast. Gain 1 random Trinket Asset from the deck. In gratitude, you search for cats (Observation-1). If you pass, feeding these cats pleases Bast; gain 1 Boon Condition. If you fail, a panther attacks you; lose Health 1 Health.
11 05
Under the Pyramids
A grave robber sells you a strange object. Gain 1 Relic Unique Asset. He wants a large sum of money in return (Influence-1). If you pass, he is impressed by you and offers some information; gain Clue 1 Clue. If you fail, you need more money; gain a Debt Condition.
12 05
Under the Pyramids
The Sons of Mamluk help all who know their ways (Lore). If you pass, they are pleased; gain 1 random Trinket Asset from the deck, and if Nephren-Ka is the Ancient One, improve 1 skill of your choice. If you fail, they cannot protect you; gain 1 Bane Condition.
13 05
Under the Pyramids
At Groppi's, you hope to charm your fellow diners with your tales (Influence). If you pass, you win over a new friend; gain 1 random Ally Asset from the deck. If you fail, the staff find you boorish and serve you spoiled food; gain 1 Illness Condition.
14 05
Under the Pyramids
An American spy trades you secrets for the rescue of people held in quarantine. Gain Clue 1 Clue. You search them for symptoms (Observation-1). If you pass, you make a friend; gain 1 random Ally Asset from the deck. If you fail, you fall sick; gain 1 Illness Condition.
15 05
Under the Pyramids
An explorer gives up on treasure seeking. Gain 1 Treasure Map Unique Asset. You try to get this lost soul to try again (Influence-2). If you pass, your words are convincing; gain 1 Character Unique Asset. If you fail, your hope dies; gain a Despair Condition.
16 05
Under the Pyramids
You meet important people at a production of Aida at the Khedivial Opera House. Improve Influence. The show hints at the location of a lost treasure (Lore-1). If you pass, you find it; gain 1 Relic Unique Asset. If you fail, the exhausting search is fruitless, lose Health 1 Health.
  1. Kitab Al-Azif is the original Arabic title of the Necronomicon
  2. A character in the game Call of Cthulhu's Masks of Nyarlathotep campaign. 

Africa Encounters[]

Africa Encounter

The Sahara Desert small The Sahara Desert[]

The Sahara Desert Location Encounters have a high probability of improving skills.

ID # Set Encounter
1 05
Under the Pyramids
You search for the legendary petroglyphs at the oasis at Jebel Uweinat (Observation). If you pass, the images of beasts are near a refreshing spring that invigorates you; improve 1 skill of your choice. If you fail, you hear animals running but see nothing; gain a Paranoia Condition.
2 05
Under the Pyramids
As you dine with a group of Bedouins, they offer you the fried eyes of a sheep (Will). If you pass, they are pleased to teach you how to survive in the desert; improve Observation. If you fail, you offend your hosts and must offer a gift as an apology; discard 1 Item or Trinket possession.
3 05
Under the Pyramids
Sand dwellers come out at night to steal your friends! You fight to drive the creatures away. A Sand Dweller Monster ambushes you! If you fail the Observation test, those unfortunate souls who are taken are never heard from again; gain a Despair Condition.
4 05
Under the Pyramids
The desert heat plays tricks on your eyes. You believe that you are in the midst of an oasis (Will). If you pass, you overcome the mirage and scorching heat; improve 1 skill of your choice. If you fail, your body and mind crumble as you succumb to the illusion of food and water; lose Health 1 Health and Sanity 1 Sanity.
5 05
Under the Pyramids
Jackals are tracking a stranger across the desert. Gain 1 random Ally Asset from the deck. You try to drive the beasts off (Strength-1). If you pass, they run before they get the stranger's backpack; gain 1 Relic Unique Asset. If you fail, you get hurt instead; lose Health 1 Health.
6 05
Under the Pyramids
A scorching wind blinds you with sand. You search for shelter (Observation-1). If you pass, you discover a hidden cave and buried treasure; gain 1 Relic Unique Asset and improve Influence. If you fail, the wind buries you in sand and you must dig your way to freedom; lose Health 1 Health.
7 05
Under the Pyramids
A pit opens in the sand beneath your feet and you land in a long-abandoned Temple of Set. You scramble in the dark to find a way out (Observation+1). If you fail, something has been waiting here in the dark for you; a Mummy Monster ambushes you!
8 05
Under the Pyramids
The Brethren of Set attack a Bedouin camp! You try to defend the desert nomads (Strength). If you pass, the Bedouin are grateful for your protection and offer you what help they can; improve 1 skill of your choice. If you fail, the Brethren beat you mercilessly; lose Health 1 Health and gain 1 Injury Condition.
9 05
Under the Pyramids
You follow the tracks of someone who got lost in the desert, pushing yourself despite the intense heat (Will). If you pass, you rescue a new friend; gain 1 random Ally Asset from the deck. If you fail, the sun leaves you exhausted and dazed; lose Health 1 Health and Sanity 1 Sanity.
10 05
Under the Pyramids
Scorpion venom is coursing through your veins, causing you excruciating pain (Will). If you pass, your recovery leaves you stronger than ever, improve Strength. If you fail, the pain continues and you never fully recover; gain 1 Illness Condition.
11 05
Under the Pyramids
You discover the lost city of Zerzura! You search the ruined white walls (Observation). If you pass, you find a strange object within the rubble; gain 1 Relic Unique Asset. If you fail, you awake to find both the city and your memories gone; gain an Amnesia Condition.
12 05
Under the Pyramids
You have not had food for days (Strength). If you pass, this unplanned fast brings clarity and a vision of powerful magic; improve Lore, and if Nephren-Ka is the Ancient One, gain 1 Relic Artifact. If you fail, your body suffers; gain an Internal Injury Condition.
13 05
Under the Pyramids
You try to navigate by the stars at night to avoid the blistering heat of the sun (Lore). If you pass, you see Bast among the stars, and the goddess guides you to safety; improve 1 skill of your choice. If you fail, you must travel by day and develop heat stroke; loseHealth 1 Health and gain a Hallucinations Condition.
14 05
Under the Pyramids
At the Temple of Amun in Siwa, the Berbers tell you to pray to the sun (Influence). If you pass, you receive the gifts of Amun; improve Will, and if Nephren-Ka is the Ancient One, gain 1 Artifact. If you fail, Amun smites you with pestilence; gain 1 Illness Condition.
15 05
Under the Pyramids
A small group of nomads offer to help prepare you for the desert, but the water at the nearest oasis is filled with disease. You may gain 1 Illness Condition to stay with the nomads and learn their ways. If you gain the Condition, improve 1 skill of your choice.
16 05
Under the Pyramids
You encounter Ahmed Hassanein as he explores the desert. He would happily share the results of his travels in exchange for hearing what you have learned in yours. You may spend Clue 1 Clue to gain 1 Treasure Map Unique Asset and improve 1 skill of your choice.

Tel el-Amarna small Tel el-Amarna[]

Tel el-Amarna Location Encounters have a high probability of giving Clue Clues.

ID # Set Encounter
1 05
Under the Pyramids
In the valley of Hadoth[1], you are horrified by a vision of Yakthoob and his pupil, Abdul Alhazred (Will). If you pass, you learn about the origins of the Al-Azif[2]; gain Clue 1 Clue. If you fail, their abominable words lay waste to your mind; gain 1 Madness Condition.
2 05
Under the Pyramids
You assist Henri Frankfort examine the city's murals (Observation). If you pass, you determine that Akenaten worshiped Azathoth and his dark messenger rather than the sun; gain Clue 1 Clue. If you fail, Henri spreads rumors that harm your reputation; impair Influence.
3 05
Under the Pyramids
Akenaten arranged stelae around the city as part of an occult formation. You try to find a way to disrupt their horrific influence (Lore). If you fail, you feel the city's arcane power being focused by the stelae; gain a Cursed Condition.
4 05
Under the Pyramids
You attempt to translate cuneiform tablets that you discovered beneath the sands (Lore). If you pass, you learn about the resurrection of Nephren-Ka by Akenaten; gain Clue 1 Clue. If you fail, you feel ancient spirits surrounding you; gain a Haunted Condition.
5 05
Under the Pyramids
A ghoul crawls out of the catacombs and approaches. You are unsure if it will attack you or try to speak (Influence). If you pass, it tells you of its former life and what it knows of death; gain Clue 1 Clue. If you fail, it advances, clawing and biting; lose Health 1 Health.
6 05
Under the Pyramids
You try to navigate the catacombs beneath Hadoth (Lore). If you pass, you find the Dark Pharaoh's treasures; gain 1 Relic Unique Asset. If you fail, you are lost; gain a Despair Condition, and if Nephren-Ka is the Ancient One, gain 1 Bane Condition.
7 05
Under the Pyramids
The dead buried in the Labyrinth of Kish begin to rise! You struggle to escape their clutches. A Mummy Monster ambushes you! If you pass the Will test, you recognize the symbols on their tattered robes; gain Clue 1 Clue.
8 05
Under the Pyramids
You explore an unfinished chamber in the Royal Tomb (Observation). If you pass, you find a doorway to a room with a large map on the wall; gain 1 Treasure Map Unique Asset. If you fail, those who disturb this tomb must pay a price; a Mummy Monster ambushes you!
9 05
Under the Pyramids
Within the Labyrinth of Kish, an ancient voice whispers in your ear, tempting you with promises of power. You may gain a Dark Pact Condition to advance the active Mystery Mystery by 1. If you do not gain the Condition, the voice will not relent; gain 1 Madness Condition.
10 05
Under the Pyramids
Sand dwellers attack during the night. A Sand Dweller Monster ambushes you! If you pass the Strength test, you force them to leave behind the strange bits of pottery they have stolen from throughout the desert; gain Clue 1 Clue and spawn 1 Clue on The Sahara Desert.
11 05
Under the Pyramids
A felucca rests on the riverbank. Inside, you find strange symbols carved into the wood (Lore). If you pass, you read the journey of a madman as he travels up the river; gain Clue 1 Clue and spawn 1 Clue on The Nile River. If you fail, what you can read disturbs you; lose Sanity 1 Sanity.
12 05
Under the Pyramids
The Black Brotherhood is sacrificing a ram on the desert altar near the Northern Tombs (Observation). If you pass, you hear them pray to the Dark Pharaoh in Dashur; spawn Clue 1 Clue on The Bent Pyramid. If you fail, they notice you and send a monstrous creature; a Spawn of Sebak Monster ambushes you!
13 05
Under the Pyramids
Among the sculptures of Thutmose, you find a plaster face that looks familiar (Observation). If you pass, you have seen that man giving tours of the Sphinx; gain Clue 1 Clue and spawn 1 Clue on Cairo. If you fail, you start to see the face everywhere; gain a Paranoia Condition.
14 05
Under the Pyramids
A group of workers are in the midst of an excavation, but something about them seems suspicious (Observation). If you fail, you do not realize that these men are part of the Black Brotherhood, and they resurrect a guardian; spawn 1 Mummy Monster, then move it to Tel el-Amarna.
15 05
Under the Pyramids
You try to find the caretaker for the South Tombs (Observation). If you pass, he grants you access and speaks at length about his relatives to the north; gain Clue 1 Clue and spawn 1 Clue on Alexandria. If you fail, you try to break in but get caught; gain a Detained Condition.
16 05
Under the Pyramids
You search the foundation of Akenaten's castle (Observation). If you pass, you find a stone chest hidden just beneath the ground; gain Clue 1 Clue and 1 Relic Unique Asset. If you fail, you feel as if you are being watched; gain a Paranoia Condition.
  1. A place mention in the story The Outsider by H.P. Lovecraft. For more information about this, see the The Outsider page on Lovecraft icon The H.P. Lovecraft Wiki.
  2. Kitab Al-Azif is the original Arabic title of the Necronomicon

The Nile River small The Nile River[]

The The Nile River Location Encounters have a high probability of recovering Health Health and Sanity Sanity.

ID # Set Encounter
1 05
Under the Pyramids
You wake up inside a sarcophagus that has been thrown into the water. You struggle to pry open the lid (Strength). If you fail, your rescuers tell you that you were dead briefly, and something followed you to the land of the living; gain a Haunted Condition.
2 05
Under the Pyramids
A crocodile overturns your felucca and tries to drag you underwater. A Spawn of Sebak Monster ambushes you; roll 3 additional dice when resolving the Strength test. Afterward, you crawl to a house on the riverbank and get help from the family within; you may discard any number of your Conditions.
3 05
Under the Pyramids
Police search the passenger steamer, looking for stolen archaeological finds. You look for a hiding place (Observation). If you pass, they do not notice you, and your journey is relaxing; recover Sanity 2 Sanity. If you fail, you must pay a bribe or go to jail; gain a Detained Condition unless you gain a Debt Condition.
4 05
Under the Pyramids
A priest on a steamer falls ill and offers you his ticket. Gain Ship Ticket 1 Ship Ticket. You search for a hospital (Observation). If you pass, he provides spiritual solace; recover Sanity 2 Sanity or discard 1 Madness Condition. If you fail, you get sick; gain 1 Illness Condition.
5 05
Under the Pyramids
The river runs red with blood, and fire rains down from the skies! The Dark Pharaoh has brought the ancient plagues to fill you with dread (Will+1)! If you fail, you fear the power of Nephren-Ka; gain a Despair Condition.
6 05
Under the Pyramids
An old woman named Nyiti has a horribly disfigured face. It is unnerving to speak to her (Will). If you pass, she provides care and medicine; recover Health 2 Health or discard 1 Injury or Illness Condition. If you fail, the memory of her gives you nightmares; lose Sanity 1 Sanity.
7 05
Under the Pyramids
You gaze into the stars reflected in the river and see a doorway to another world opening! You try to recite a charm quickly enough to close it (Lore). If you fail, a creature steps through before the portal vanishes; spawn 1 Spawn of Sebak Monster on The Nile River.
8 05
Under the Pyramids
A local man questions you about your knowledge of Egyptian gods (Lore). If you pass, he reveals that he is a priest of Sobek; recover Health 2 Health or discard 1 Injury Or Illness Condition. If you fail, a crocodile eats your equipment; discard 1 Item possession.
9 05
Under the Pyramids
A wealthy traveler on the train has been robbed! You search the cars for the culprit (Observation). If you pass, the traveler spares no expense to help your recovery; discard 1 Impairment token. If you fail, you get robbed as well; discard 1 Item possession.
10 05
Under the Pyramids
A tourist's camel has run off with his belongings. You try to track the beast (Observation). If you pass, the man pays for your room and board for the evening; recover Health 1 Health and Sanity 1 Sanity. If you fail, a friend gets lost during the search; discard 1 Ally Asset.
11 05
Under the Pyramids
Traveling by steamer, you win a gambler's return ticket in a game of cards. Gain Ship Ticket 1 Ship Ticket. You try to stay awake while he boasts for hours about his travels (Will). If you pass, spawn Clue 1 Clue. If you fail, a thief visits you in your sleep; discard 1 Item possession.
12 05
Under the Pyramids
Looking into the water, you see your reflection turn into a mummy (Will)! If you pass, the image fades and a glow surrounds you; recover Health 1 Health and Sanity 1 Sanity, and if Nephren-Ka is the Ancient One, gain 1 Boon Condition. If you fail, the image fools you; gain a Hallucinations Condition.
13 05
Under the Pyramids
An old man begs you to take his curse upon yourself. You may gain a Cursed Condition to accept. If you gain the Condition, it restores your capacity to suffer; recover Health 2 Health and Sanity 2 Sanity and discard any number of Impairment tokens and/or non-Bane Conditions.
14 05
Under the Pyramids
You fall into a deep sleep along the banks of the river and dream of Thoth testing your knowledge. You may spend Clue 1 Clue to answer his questions. If you spend the Clue, you awake to find he has restored your body and spirit; recover Health 2 Health and Sanity 2 Sanity or discard 2 Impairment tokens.
15 05
Under the Pyramids
You stop in a small town for a meal and some sleep, but the rooms are very expensive (Influence). If you pass, the hospitality restores your spirit; recover Sanity 2 Sanity or discard 1 Madness Condition. If you fail, you are distracted by your exhaustion; impair Observation.
16 05
Under the Pyramids
An unsuccessful archaeologist needs your help to pay for his trip home (Influence). If you pass, he shares what he knows about the ancient wonders; gain 1 Treasure Map Unique Asset. If you fail, his bad luck makes you doubt yourself; gain a Despair Condition.


Dreamlands Encounters[]

Dreamlands Encounter

Celephaïs small Celephaïs[]

Celephaïs Location Encounters have a high probability of giving Task Unique Assets.

ID # Set Encounter
1 07
The Dreamlands
You find an abbey beyond the eastern gate and study the books in its library for anything helpful (Lore-1). If you pass, you discover a rare text; gain 1 Tome Artifact. If you fail, you read a tragic tale about a drug addict; lose Sanity 2 Sanity.
2 07
The Dreamlands
You greet a new dreamer in the Tanarian Hills (Influence). If you pass, she tells you of an important mission; gain 1 Task Unique Asset. If you fail, she does not trust you and attacks; gain 1 Injury Condition.
3 07
The Dreamlands
A red bird sings you a song of healing. Recover Health 1 Health. You ask it to sing to you about a heroic quest (Influence-1). If you pass, the song inspires you; gain 1 Task Unique Asset. If you fail, it steals an object and flies away; discard 1 Trinket possession.
4 07
The Dreamlands
King Kuranes asks you for news of the outside world. You try to make a good impression (Influence). If you pass, you have won his admiration with your tales and he offers his help; recover Health 2 Health or discard 1 Illness or 1 Injury Condition.
5 07
The Dreamlands
The knights who serve King Kuranes challenge you to trial by combat (Strength). If you pass, you prove that you are worthy of a quest; gain 1 Task Unique Asset. If you fail, your loss leaves you battered and bruised; gain 1 Injury Condition.
6 07
The Dreamlands
You hear about a reclusive scholar of the arcane in Serranian.[1] You may visit the island in the clouds to gain 1 Glamour Spell. If you gain the Spell, the pale magus asks you a riddle (Lore). If you fail, he appears gravely forlorn; advance the Omen by 1.
7 07
The Dreamlands
You pray to Nath-Horthath to save the crew of the White Ship (Influence-1). If you pass, your wish is granted; gain the Basil Elton Unique Asset. If you fail, you join the crew beyond the Basalt Pillars of the West; gain a Lost in Time and Space Condition.
8 07
The Dreamlands
Time stands still. As the decades pass, it is difficult to keep your thoughts sharp (Will). If you pass, you spend your time in study; gain 1 Task Unique Asset. If you fail, your mind grows undisciplined; lose Sanity 2 Sanity unless you gain 1 Madness Condition.
9 07
The Dreamlands
Captain Athib will sail to unknown places, but only if you navigate[2] (Observation-1). If you pass, your travels are revelatory; gain Clue 1 Clue. If you fail, your long journey ends among the men from Leng; move to Dylath-Leen and become Delayed.
10 07
The Dreamlands
Two young dreamers boast of their travels. You grow bored (Will). If you pass, you notice a pattern to their tales; gain 1 Walking the Ley Lines Unique Asset. If you fail, their story held dire significance; spawn 1 Gate unless you advance Doom Doom by 1.
11 07
The Dreamlands
You try to hire a ship to take you to the city in the clouds (Influence). If you pass, the people of Serannian have a mission for you; gain 1 Task Unique Asset. If you fail, you try to climb the golden ladder but fall to a balcony below; gain 1 Injury Condition.
12 07
The Dreamlands
Over time, you learn how to alter your physical form here in the Dreamlands. Recover Health 2 Health. The Lord of Sleep is pleased by your manipulation of the dream reality. If Hypnos is the Ancient One, you may spend Focus 1 Focus to gain 1 Task Unique Asset.
13 07
The Dreamlands
You spot a Leng spider and try to warn the city's knights (Influence-1). If you pass, the knights reward you; gain 1 Task Unique Asset. If Atlach-Nacha is the Ancient One, the knights look like spiders to you; lose Sanity 3 Sanity unless you discard 1 Task Asset.
14 07
The Dreamlands
You meet in secret with one of the veiled high priests to speak about King Kuranes. He offers you an exchange. You may gain a Dark Pact Condition to gain 1 Task Unique Asset and recover all of your Health Health.
15 07
The Dreamlands
The people of Celephaïs tend to your every need. Recover Health 2 Health. The people around you want to stay here forever. It will take a lot of convincing to change their minds (Influence). If you fail, they intend to stay for all time; discard 1 Ally Asset.
16 07
The Dreamlands
You sit next to an ice sculpture on Mount Aran. Recover Health 1 Health. Soon, you find that you cannot move (Will-1). If you pass, you leave with a vision of work you must do; gain 1 Task Unique Asset. If you fail, you spend eons there; lose Sanity 2 Sanity.
  1. A variance of the name Serannian, the floating city near Celephaïs. 
  2. A character in the story Celephaïs by H.P. Lovecraft. For more information about this, see the Celephaïs page on Lovecraft icon The H.P. Lovecraft Wiki.

Dylath-Leen small Dylath-Leen[]

Dylath-Leen Location Encounters have a high probability of giving Assets.

ID # Set Encounter
1 07
The Dreamlands
If you are nimble enough, you can steal something from one of the merchants (Observation). If you pass, no one sees your theft; gain 1 random Trinket Asset from the deck. If you fail, the men from Leng arrest you; gain a Detained Condition.
2 07
The Dreamlands
You sneak aboard a black galley and later must fight your way back to the dock (Strength). If you pass, you leave with a treasure from the hold; gain 1 Weapon Artifact. If you fail, the men from Leng treat thieves harshly; gain a Cursed Condition.
3 07
The Dreamlands
A dreamer tells you to avoid the men of Leng. You ask him to guide you through the Dreamlands (Influence-1). If you pass, he agrees; gain the Randolph Carter Unique Asset. If you fail, he tells you the truth about the rubies sold here[1]; lose Sanity 2 Sanity.
4 07
The Dreamlands
You meet a man who eats hexes. You may discard a Cursed Condition. He shows you a text written in gibberish (Lore). If you pass, the words make sense; gain 1 random Tome Asset from the deck. If you fail, you start speaking gibberish; lose Sanity 1 Sanity.
5 07
The Dreamlands
The Lord of Sleep has noticed you and changes your form to a more pleasing image. You may discard 1 Condition. If Hypnos is the Ancient One, you may gain a Lost in Time and Space Condition to gain 1 random Magical Artifact from the deck.
6 07
The Dreamlands
A dreamer falls overboard into the Southern Sea. You take a deep breath and dive into the water (Will). If you pass, the dreamer is saved; gain 1 random Ally Asset from the deck. If you fail, you see horrors in the depths; gain 1 Madness Condition.
7 07
The Dreamlands
A victim is being fed to a caged Leng spider. You attempt a rescue (Will). If you pass, you free the victim who graciously joins you; gain 1 random Ally Asset from the deck. If Atlach-Nacha is the Ancient One, a sacrifice is required; spawn 1 Gate unless you discard 1 Ally Asset.
8 07
The Dreamlands
Another dreamer has been accused of theft, which is punishable by death. You argue to spare his life (Influence. If you pass, he vows to repay you; gain 1 random Service Asset from the deck. If you fail, his death is gruesome; gain 1 Madness Condition.
9 07
The Dreamlands
You try to haggle over the price of a piece of weaponry (Influence). If you pass, the price is reasonable; gain 1 random Weapon Asset from the deck. If you fail, your offer is considered rude and you are chased out to the street; lose Health 1 Health.
10 07
The Dreamlands
A bandit tries to steal a ruby you just acquired from the men from Leng (Strength). If you pass, you disarm the thief; gain 1 random Weapon Asset from the deck. If you fail, you fear that losing the ruby is a bad omen; gain a Cursed Condition.
11 07
The Dreamlands
You meet a dreamer intent on going to the Moon, and you try to talk him out of it (Influence). If you pass, he offers you a gift for your warning; gain 1 random Item Asset from the deck. If you fail, you cannot stop worrying about his fate; lose Sanity 1 Sanity.
12 07
The Dreamlands
You dress as one of the men of Leng and a stranger tries to sell you a captive (Influence-1). If you pass, your ruse works; gain Clue 1 Clue and random Ally Asset from the deck. If you fail, your disguise does not work; a Cultist Monster ambushes you!
13 07
The Dreamlands
You are lured into a dark alley away from the merchant area. You quickly grab something useful from the refuse. Gain 1 random Weapon Asset from the deck and improve Strength. A Moon-beast Monster ambushes you!
14 07
The Dreamlands
You play a game of cards and attempt to bluff your opponents (Influence). If you pass, your gamble pays off: gain 1 random Weapon Asset from the deck. If you fail, the other players are not fooled; discard 1 Item possession.
15 07
The Dreamlands
You offer to pay the nwn of Leng if they release a prisoner (Influence). If you pass, the freed captive joins you; gain 1 random Ally Asset from the deck. If you fail, the abductors beat you for your unhealthy interest in their business; lose Health 1 Health.
16 07
The Dreamlands
Another dreamer is willing to strike a bargain with you, although you have no idea who the person is in the waking world. You may gain a Debt Condition to discard 1 non-Deal Condition and gain 1 random Service Asset from the deck.
  1. The rubies are used to enslave the people of Dylath-Leen to an entity known as the Fly-the-Light in the story The Clock of Dreams by Brian Lumley. For more information about this, see the The Clock of Dreams page on Lovecraft icon The H.P. Lovecraft Wiki.

Ulthar small Ulthar[]

Ulthar Location Encounters have a high probability of giving Talent Conditions.

ID # Set Encounter
1 07
The Dreamlands
As you cross a stone bridge, you feel a serene presence. Recover Sanity 1 Sanity. A voice speaks in an old dialect (Lore-1). If you pass, it teaches you; gain 1 Talent Condition. If you fail, the dead man's voice horrifies you; gain 1 Madness Condition.
2 07
The Dreamlands
The High Priest Atal lets you examine the notes of his former master Barzai (Lore-1). If you pass, the notes lead you to a treasure on Mount Hatheg-Kla; gain 1 Magical Artifact. If you fail, the words have a malignant effect; gain 1 Bane Condition.
3 07
The Dreamlands
The cats have captured a zoog, and you offer to question it (Influence-1). If you pass, the cats reward your success; gain 1 Talent Condition and improve Observation. If you fail, the prisoner attacks you; a Zoog Monster ambushes you!
4 07
The Dreamlands
You ask the locals for treatment for a spider bite (Influence). If you pass, the balm has an unusual effect; gain 1 Talent Condition. If Atlach-Nacha is the Ancient One, the venom is too strong; lose Health 3 Health unless you discard 1 Talent Condition.
5 07
The Dreamlands
The Temple of the Elder Ones is a healing sanctuary. Recover Sanity 1 Sanity. You pray that the gods look upon you with favor (Influence-1). If you pass, gain a Blessed Condition. If you fail, the gods' wrath strikes you down; gain 1 Injury Condition.
6 07
The Dreamlands
The ghost of a boy is looking for something. You ask him to speak (Influence). If you pass, he calls to his cat and their reunion restores you; recover Sanity 2 Sanity or discard 1 Madness Condition. If you fail, his loss becomes yours; discard 1 Improvement token.
7 07
The Dreamlands
You share a conversation with a man wearing a strange horned headdress (Influence). If you pass, he uses occult methods to teach you; gain 1 Talent Condition. If you fail, he peers into your mind and steals what you have learned; discard Clue 1 Clue.
8 07
The Dreamlands
You pass the time scratching a cat's ears and chin. Recover Sanity 2 Sanity. You attempt to speak the feline language (Lore). If you fail, the cat leaves and the creature that had been stalking you has a chance to attack; a Zoog Monster ambushes you!
9 07
The Dreamlands
You search the grounds of a vacant cottage (Observation). If you pass, you find a journal that teaches the mastery of a particular art; gain 1 Talent Condition. If you fail, you fall into a pit hidden by dark trees; gain a Lost in Time and Space Condition.
10 07
The Dreamlands
As you read the temple's copy of the Pnakotic Manuscripts, you start to go mad (Will). If you pass, you learn valuable lessons; gain 1 Talent Condition. If you fail, you run away without one of your belongings; discard 1 Item possession.
11 07
The Dreamlands
This village soothes your spirits. Recover Sanity 2 Sanity. Seeing that this dream is pleasing, the Lord of Sleep offers to improve it in exchange for a year of your life. If Hypnos is the Ancient One, you may spend half of your Health Health to gain a Blessed Condition.
12 07
The Dreamlands
You try to secretly follow the cats at night (Observation). If you pass, you learn the methods they use in their war against the zoogs; gain 1 Talent Condition. If you fail, the cats catch you and suspect you of spying for the zoogs; lose Health 2 Health.
13 07
The Dreamlands
You ask Ulthar's denizens to help you learn a trade (Influence). If you pass, you become an apprentice; gain 1 Talent Condition. If you fail, your labors are time-consuming and dangerous; become Delayed unless you gain 1 Injury Condition.
14 07
The Dreamlands
A majestic feline regards you with an air of condescending disapproval verging on homicide. You may spawn 1 Gate to entertain the self-proclaimed empress of cats. If you spawn the Gate, she climbs onto your shoulder but only after making it clear that she does not need you; gain the Miss Doyle Unique Asset.
15 07
The Dreamlands
A fortune teller offers you tea. Recover Sanity 1 Sanity. You offer to hire him as a tutor (Influence). If you pass, he agrees; gain 1 Talent Condition. If you fail, you discover why fortune tellers are feared and respected in Ulthar; gain a Cursed Condition.
16 07
The Dreamlands
You try to stop someone from lashing out in anger at one of the cats (Strength). If you pass, the priests reward your respect for their laws; gain 1 Talent Condition. If you fail, the culprit must be punished; discard 1 Ally Asset.
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