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Shub-Niggurath small.png
Research Encounters for Shub-Niggurath

City.png City Encounters

ID # Set Encounter
1
01Core
You search for insight into what the Order of the Death's Head was doing before they left the city (Observation). If you pass, you find notes about a creature; gain this Clue Clue and discard 1 Monster of your choice. If you fail; advance Doom Doom by 1.
2
01Core
You've captured one of the Brotherhood's knights. These assassins are rarely captured alive, and this may be your only chance of interrogate one (Observation). If you pass, you question him briefly before he swallows a poison capsule; gain this Clue Clue. If you fail, he struggles and escapes; lose Health 2 Health.
3
01Core
A midnight break-in at the museum has left several guards dead. Based on descriptions of the stolen items, you try to identify what was taken (Observation). If you pass, you recognize the items as the legendary Furnace of Yeb and Torch of Nug; gain this Clue Clue.
4
01Core
In your nightmare, the chanting of the Cult of the Black Goat threatens your sanity (Will). If you pass, you remember the words when you wake up; gain this Clue Clue. If you fail, you find yourself in an open field the next morning; move to the nearest Sea Wilderness space and gain an Amnesia Condition.
5
01Core
You search an underground temple dedicated to a fertility goddess (Observation-1). If you pass, you find a hidden tunnel that connects the temple to a cemetery; gain this Clue Clue and 1 additional Clue. If you fail, mold and spores get into your lungs; gain an Internal Injury Condition.
6
01Core
Blood begins to drip from your ears, nose, and mouth. A witch is casting a hex against you, and you must resist it (Will)! If you pass, you are able to send the hex somewhere else; gain this Clue Clue and 1 Monster of your choice loses Health 2 Health. If you fail, gain a Cursed Condition.
7
01Core
You identify an important member of the local government as a worshiper of the Black Goat and try to persuade him into revealing the cult's secrets (Influence). If you pass, he answers your questions; gain this Clue Clue and 1 additional Clue. If you fail, he frames you for a crime; gain a Detained Condition.
8
01Core
As he lie dying, the bleeding priest begs you to guard the sword. He tells you Brother Tristam and his Order will stop at nothing. If you make a solemn vow, he will give you his ancient blade. You may gain a Dark Pact Condition to gain this Clue Clue and the Sword of Saint Jerome Artifact.
9 02
Forsaken Lore
The Order of the Death's Head is engaged in a ritual. You must swear an oath of allegiance to prove that you are one of them. You may gain a Dark Pact Condition to gain this Clue Clue. If you do not gain the Condition, the ritual takes place, uninterrupted; spawn 2 Monsters each on a random space.
10 02
Forsaken Lore
The zoo's night watchman shows you around after cult activity was reported there during a full moon. He soon reveals his true loyalty. A Cultist Monster ambushes you! If you defeat it, you search his apartment and find information about the local servants of the Black Goat; gain this Clue Clue.
11 02
Forsaken Lore
You attend a production of The King in Yellow that features extremely intricate props (Lore-1). If you pass, you recognize a powerful relic and sneak in after the show to steal it; gain the Pallid Mask Artifact. If you fail, a knight of the Order attacks you after the show; lose Health 3 Health.
12 02
Forsaken Lore
You do your best to convince the police that the mayor is a warlock (Influence-1). If you pass, they investigate and discover the necessary evidence to arrest him; gain this Clue Clue. If you fail, the mayor arranges for you to have an "accident;" gain a Back Injury Condition.
13 02
Forsaken Lore
According to the newspaper, the accused murderer spoke a strange phrase in French when he was arrested (Lore). If you pass, you recognize the passage from Cultes de Goules; gain this Clue Clue. If you fail, his message reached his fellow cult members without being detected; advance Doom Doom by 1.
14 02
Forsaken Lore
Brother Tristam's knights are about to perform a ritual sacrifice. He tells you that he'd be willing to let the victims go, if you agree to his bargain. You may gain a Dark Pact Condition to gain this Clue Clue. If you do not gain the Condition, the ritual proceeds; each Monster on the game board recovers all Health Health.
15 02
Forsaken Lore
A woman with goat-like features is standing over a badly wounded policeman. Spawn a Goat Spawn Monster on your space and encounter it. If you pass the Will test, the policeman is able to tell you what he was investigating before he dies; gain this Clue Clue.
16 02
Forsaken Lore
Something about this old boarding house and its proprietor seems strange (Observation-1). If you pass, you spot small glyphs carved into the woodwork throughout your room; gain this Clue Clue. If you fail, you suffer a witch's hex and wake up in agony; lose Health 1 Health and Sanity 1 Sanity.
17 02
Forsaken Lore
Someone drank the milk of Shub-Niggurath. Spawn a Goat Spawn Monster on your space. To your horror, you used the same cup (Will-1). If you pass, you resist its effect; gain this Clue Clue. If you fail, the substance affects your consciousness; gain an Amnesia Condition and become Delayed.
18 02
Forsaken Lore
A noted scholar has been taken by the Order of the Death's Head, but they are willing to release him if you agree to their terms. You may gain a Dark Pact Condition to free him from their ritual. If you gain the Condition; discard this Clue Clue and retreat Doom Doom by 1.
19 02
Forsaken Lore
You warn the museum's curator about the thieves (Influence-1). If you pass, he adds security and share his knowledge; gain this Clue Clue. If you fail, you patrol the grounds yourself but are struck by poisoned darts; gain a Poisoned Condition and move this Clue to the nearest Sea Wilderness space.
20 02
Forsaken Lore
You race your car through traffic, speeding after the cultists. They try to lose you on back streets (Observation). If you pass, you catch up to them; gain this Clue Clue. If you fail, your car spins out of control; lose Health 2 Health and gain a Back Injury Condition.
21 02
Forsaken Lore
You intercept the delivery of a package containing a ritual dagger and confront the intended recipient. A Cultist Monster ambushes you! If you defeat it, you find evidence in his home that a new branch of the cult of the Black Goat is being established here; gain this Clue Clue.
22 02
Forsaken Lore
An elderly couple asks you to guard their antique books. You're certain that you can find a hiding place that won't be discovered (Observation-1). If you pass, you're free to examine their books; gain this Clue Clue. If you fail, the Order of the Death's Head eventually finds you; a Cultist Monster ambushes you!
23 02
Forsaken Lore
The police tell you about elixirs that were used during cult rituals. You try to sneak into the police station to steal them (Observation-1). If you pass, you sample an elixir; improve Strength. If you fail, the police capture you by force; lose Health 1 Health and gain a Detained Condition.
24 02
Forsaken Lore
You are being hunted by Brother Tristam's knights. You keep an eye out for anyone who could be working with the Order of Death's Head (Observation). If you fail, they find you and take your notes by force; lose Health 2 Health and discard Clue 2 Clues.

Wilderness.png Wilderness Encounters

ID # Set Encounter
1
01Core
The moon is full, and a satyr-like creature pulls itself from an undulating mass of sludge. A Goat Spawn ambushes you! If you defeat it, gain this Clue Clue and 1 additional Clue. If you fail, you wake up the next morning with no memory of how you survived; gain an Amnesia Condition.
2
01Core
The cultists weave through the trees, making it hard to follow them (Observation-1). If you pass, you watch their ritual; gain this Clue Clue. If you fail, you get lost in the forest; spawn a Dark Young Monster (or a random Monster if the Dark Young Monster is on the game board) on your space and encounter it.
3
01Core
The faces of the robed figures are hidden behind wooden goat masks. Their chanting corrupts your thoughts. You may gain a Dark Pact to gain this Clue Clue and improve Strength. If you do not gain the Condition, you find yourself alone, unsure if the cultist were really there; gain a Paranoia Condition.
4
01Core
This area has been prepared for a sacrifice. You keep an eye out for the Cult to return (Observation-1). If you pass, you watch them sacrifice a goat to Shub-Niggurath; gain this Clue Clue and 1 additional Clue. If you fail, they surprise you in the night; discard 1 Ally Asset and lose Sanity 2 Sanity.
5
01Core
The hooded figure hands you a chalice, but you are suspicious of its content (Observation-1). If you pass, you pour the foul substance on the ground and study the effect; gain this Clue Clue and 1 additional Clue. If you fail, you drink the milk of Shub-Niggurath; a Dark Young Monster ambushes you!
6
01Core
The Cult of the Black Goat has chosen you as the target of their ritual hunt. You try to cover your tracks and evade all of their traps (Observation). If you pass, you escape with your knowledge of the Cult intact; gain this Clue Clue. If you fail, they capture you and stone you in a cage until their next ritual; gain a Detained Condition.
7
01Core
A group of cultists have been eviscerated by some creature they summoned but could not control. You think you know a way to send the abomination back where it belongs (Lore-1). If you pass, you banish the beast; gain this Clue Clue and retreat Doom Doom by 1. If you fail, it throws you into a rock wall; gain a Back Injury Condition.
8
01Core
The locals in a small village are celebrating an ancient pagan holiday. Some of the songs and traditions seem to have occult significance (Lore-1). If you pass, you recognize the influence of The Black Goat and stay away from the festival; gain this Clue Clue. If you fail, a Goat Spawn Monster ambushes you.
9 02
Forsaken Lore
A hermit will help you if you find the rare plants he needs (Observation). If you pass, he cuts your hand and applies a homemade salve to the wound that causes you to feel a connection with all creatures; you may spend Health 2 Health to choose a space. If you spend the Health, each Monster on the chosen space loses Health 1 Health
10 02
Forsaken Lore
The cultists around the bonfire wear wooden masks that resemble some creature. You try to grab a mask in the confusion (Observation). If you pass, you throw the mask into the fire; 1 Monster of your choice loses Health 2 Health. If you fail, the cultists descend upon you in a frenzy; lose Health 2 Health.
11 02
Forsaken Lore
You discover a familiar face with goat-like features. Discard 1 defeated investigator token from the game board, then a Goat Spawn Monster ambushes you! If you defeat it, you shudder to think what ritual caused this changed; lose Sanity 1 Sanity and gain this Clue Clue. If you do not defeat it, advanced Doom Doom by 1.
12 02
Forsaken Lore
You examine the odd, moonlit lenses (Lore). If you pass, you understand their purpose; gain this Clue Clue. If you fail, an abomination appears, and one of your associates is absorbed into its horrid form; discard 1 Ally Asset and a Goat Spawn Monster ambushes you!
13 02
Forsaken Lore
The last person to ask about cults died out here. When you reach the spot indicated by the police, you find his remains. Gain this Clue Clue, then spawn a Dark Young Monster on your space and encounter it. If you defeat the Monster, gain 1 additional Clue.
14 02
Forsaken Lore
You find the Cult of the Black Goat holding their ritual right where you suspected. However, you did not anticipate the creature they summoned. A Monster ambushes you! If you defeat it, gain this Clue Clue. If you do not defeat it, the victory in ritual combat feeds the strength of Shub-Niggurath; advance Doom Doom by 1.
15 02
Forsaken Lore
In the middle of the night, the cult of the Black Goat surrounds you and invites you to become One of the Thousand in exchange for their help. You may gain a Dark Pact Condition to gain this Clue Clue. If you gain the Condition, 1 Monster of your choice on any space lose Health 2 Health.
16 02
Forsaken Lore
You hear the pounding of hooves. If you have a Dark Pact Condition, the Black Goat has come to collect; flip that card. You glimpse the horrifying beast pouring from the wild like fog (Will). If you pass, gain this Clue Clue. If you fail, lose Sanity 3 Sanity.
17 02
Forsaken Lore
In an abandoned graveyard, you see the silhouette of a feasting monstrosity. A Ghoul Monster ambushes you! If you defeat it, the beast begs for mercy and swears to perform a service for you; gain this Clue Clue and 1 Monster of your choice on any space lose Health 2 Health.
18 02
Forsaken Lore
A robed figure is drinking a foul-smelling substance from a ceremonial goblet. A Cultist Monster ambushes you! If you defeat it, you examine the goblet; gain this Clue Clue. If you do not defeat it, he suddenly undergoes a hideous transformation; a Dark Young Monster ambushes you!
19 02
Forsaken Lore
A fluid oozes out of the rocks. You search for a place to safety collect a sample (Observation-2). If you pass, you fill a bottle with the substance; gain this Clue Clue and the Milk of Shub-Niggurath Artifact. If you fail, you slip and fall into the ooze; gain a Poisoned Condition unless you discard 1 Ally Asset.
20 02
Forsaken Lore
You hear strange animal sounds you've never heard before. Spawn 2 Monsters on your space. As the creatures approach, you sense a great presence that offers you power. You may gain a Dark Pact Condition to gain this Clue Clue and defeat all Monsters on your space. If you do not gain the Condition, resolve a Combat Encounter against each Monster on your space in the order of your choice.
21 02
Forsaken Lore
Inside this Roman temple, a strange item sits on the dust-covered altar. Gain 1 Weapon Artifact. As soon as you touch the item, you hear a thunderous noise. A Dark Young Monster ambushes you! If you defeat it, you have a chance to explore the temple; gain this Clue Clue.
22 02
Forsaken Lore
A gypsy is selling medicinal draughts out of a horse-drawn carriage. For his special mixes, he doesn't accept money. You may gain a Dark Pact Condition to gain this Clue Clue and 1 Elixir Artifact. If you do not gain the Condition, he is angered and hexes you; gain a Cursed Condition.
23 02
Forsaken Lore
For centuries, no one approached the area around the old Roman temple. Exploring the temple, you find an alter to the Black Goat. Gain this Clue Clue. However, you are not alone in the temple. A Dark Young Monster ambushes you! If you defeat it, the land is no longer forsaken; retreat Doom Doom by 1.
24 02
Forsaken Lore
As the cultists carve your skin with their daggers, you sense the presence of Shub-Niggurath. You could strike a bargain with the ancient horror. You may spend Health 2 Health or gain a Dark Pact Condition to gain this Clue Clue. If you gain the Condition, 1 Monster of your choice on any space loses Health 3 Health.

Sea.png Sea Encounters

ID # Set Encounter
1
01Core
You search the ship for a creature that's been attacking the crew (Observation-1). If you pass, you find the beast asleep in the cargo hold and easily overpower it; gain this Clue Clue and 1 additional Clue. If you fail, it finds you; a Monster ambushes you!
2
01Core
You negotiate with the crew to fight on your behalf (Influence-1). If you pass, they eagerly offer their help; gain this Clue Clue and discard 1 Monster of your choice.
3
01Core
One of the crew secretly worships the Black Goat, and he has set the ship on fire. You race to fight the flames (Strength-1). If you pass, you question the cultist; gain this Clue Clue and 1 additional Clue. If you fail, you have to abandon ship; move to the nearest Sea Wilderness space and you become Delayed.
4
01Core
You stop to examine a ship that has run aground (Observation-1). If you pass, the captain's journal describes a creature that was kept in the cargo hold; gain this Clue Clue and 1 additional Clue. If you fail, you find nothing useful; move this Clue to the nearest Sea Wilderness space.
5
01Core
Under the full moon, the sailor turns into a beast. You lock him in his cabin and brace the door (Strength-1). If you pass, he's normal gain in the morning and tells you of his experience; gain this Clue Clue. If you fail, he escapes and dives overboard; move this Clue to the nearest Sea Wilderness space.
6
01Core
One of the sailors tells you that you've been marked and must be purified by fire. He brands your skin. Lose Health 2 Health. You feel the pain break the dark influences that cling to you; gain this Clue Clue and you may discard a Cursed or Dark Pact Condition.
7
01Core
The crew is gone, and all of the navigational equipment has been destroyed. You decided to search a nearby island (Observation). If you pass, you find evidence of cult activity when you arrive; gain this Clue Clue. If you fail, you wait for a rescue; become Delayed.
8
01Core
You can't shake the feeling that something is hunting you. You stay awake all night to watch for the threat (Observation). If you pass, you find strange tracks on the deck of the ship; gain this Clue Clue. If you fail, a Monster ambushes you!
9 02
Forsaken Lore
You discover that a Pinkerton Agent who had escorted a cultist to face trial has been lured into becoming One of the Thousand. A Cultist Monster ambushes you! If you defeat it, you turn them both over to the police; gain this Clue Clue.
10 02
Forsaken Lore
The men with you on this island prove to be knights of the Order of the Death's Head. Now they hunt you like an animal (Observation). If you pass, you return to the ship and find papers they left behind; gain this Clue Clue. If you fail, there is no escape; lose Health 2 Health and gain an Internal Injury Condition.
11 02
Forsaken Lore
You board a ship that seems intact, but there's no crew. You search for an explanation (Observation-1). If you pass, you find the cargo manifest contains something unspecified but labeled as highly dangerous; gain this Clue Clue. If you fail, a Monster ambushes you!
12 02
Forsaken Lore
You find some jewelry made of human bones on the ship. Somewhere, there's a Tcho-Tcho on board (Observation)! If you pass, you find the creature hiding in the engine room; gain this Clue Clue. If you fail, it attacks you in the night; lose Health 1 Health
13 02
Forsaken Lore
In the ship's cargo hold, you find a small carving of a horrible creature. Lose Sanity 1 Sanity. You feel a terrible connection to the beast, a bond that threatens to kill you both. If you have a Dark Pact Condition, you and 1 Monster of your choice on any space each lose Health 3 Health.
14 02
Forsaken Lore
Inside the cargo hold you find a monstrosity that was being transported to an exclusive island for a hunting expedition, but now the thing has gotten loose. A Monster ambushes you! If you defeat it, you check the shipping manifest; gain this Clue Clue.
15 02
Forsaken Lore
Storm clouds loom, but you want the captain to keep moving forward (Influence-1). If you pass, you find a yacht moored to the island; gain this Clue Clue. If you fail, you try to proceed on your own, but your small boat capsizes; move this Clue to the nearest Sea Wilderness space.
16 02
Forsaken Lore
A nightgaunt has carried a ghoul onto the deck of the ship to find you. A Ghoul Monster ambushes you! If you defeat it, the ghoul offers help in exchange for its life; gain this Clue Clue and 1 investigator of your choice may discard a Cursed Condition.
17 02
Forsaken Lore
While the mi-go on the island worship Shub-Niggurath, you hope to grab the cylinder they've set aside (Observation-1). If you pass, gain the Mi-go Braincase Artifact. If you fail, the mi-go pick you up and start flying; lose Sanity 2 Sanity, move to a random space, and become Delayed.
18 02
Forsaken Lore
You approach a fellow passenger who wanted to speak to you alone on deck (Observation-1). If you pass, you notice his ring identifies him as a member of the Order of the Death's Head; gain this Clue Clue. If you fail, he shoves you overboard; gain a Leg Injury Condition and a Paranoia Condition.
19 02
Forsaken Lore
A stench is coming out of one of the cabins. You watch the cabin, waiting for it to be empty (Observation-1). If you pass, you find a caged ghoul inside; gain this Clue Clue. If you fail, you are stabbed by a cultist before he and his prisoner disappear; lose Health 1 Health and move this Clue to the nearest Sea Wilderness space.
20 02
Forsaken Lore
On the beach, you find the gnawed remains of gulls and fish. You are attacked as you examine the grisly scene. A Ghoul Monster ambushes you! If you defeat it, you discover the assailant had once been human; gain this Clue Clue.
21 02
Forsaken Lore
Legends say that those marked by the gods will hear the voice of Cybele on this island. If you have a Dark Pact Condition, you find Latin phrases written on the walls, and the mother goddess speaks to you; gain this Clue Clue and lose Sanity 3 Sanity.
22 02
Forsaken Lore
Legends say a primitive form of humanity used to live on this island. You search for any evidence of these creatures (Observation-1). If you pass, you find clay pottery and stone weapons; gain this Clue Clue. If you fail, rocks are thrown at you from unseen assailants; gain a Back Injury Condition.
23 02
Forsaken Lore
You thought you saw someone or something floating in the water (Observation-1). If you pass, you find the drowned corpse of a mi-go that was carrying a satchel full of documents; gain this Clue Clue. If you fail, a fellow passenger figures out what you've seen and attacks; a Cultist Monster ambushes you!
24 02
Forsaken Lore
Returning to your cabin, you see scratches around the latch (Observation). If you pass, you spot the trap that was set for you, and as you disarm it, you gain a sense of who built it; gain this Clue Clue. If you fail, pushing the door open causes a fiery explosion; lose Health 2 Health and gain a Back Injury Condition.

References

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