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We're Getting Mutants in the MCU - The Loop
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Map
West Africa is a place on the World Map. It corresponds to space 10 on the map. It is connected to The Sahara Desert on the Egypt Side Board if playing with the Under the Pyramids expansion.
Encounters
Wilderness Encounters
As Space 10 is a Wilderness space, an investigator can resolve a General Encounter here.
ID # | Set | Encounter |
---|---|---|
1 | The remains of a long-dead explorer lie before you. Some of his gear still seems salvageable, and he won't miss it. You dig through the dead man's pockets; gain 1 random Item Asset from the deck and lose ![]() | |
2 | Far from any road or village, you find a shallow grave marked only with an arcane symbol. As you dig, a growing dread weakens your resolve (![]() ![]() ![]() | |
3 | You scrape away year of moss and lichen from the stone altar, uncovering a series of prehistoric symbols. You think you can interpret the carvings (![]() ![]() | |
4 | The terrain ahead of you looks impassable, but going around would take too long. You'll need to find some way to move forward (![]() ![]() | |
5 | The ground slopes upward so uniformly that you suspect a structure exists underneath. You search for a buried entrance to claim the treasures found inside. You may spend ![]() | |
6 | You help a young woman search the countryside for her uncle (![]() | |
7 | Your map is gone, and you must navigate based on your own observations (![]() | |
8 | Past where your campfire allows you to see, you hear voices chanting. You try to draw a protective sigil in the ground (![]() ![]() ![]() | |
9 | In the middle of the night, a feral beast rips apart your camp and attacks you (![]() ![]() ![]() | |
10 | Extreme conditions have left you fevered and delirious. You force yourself to keep moving, putting a terrible strain on your body (![]() | |
11 | According to your map, you can make a detour to visit a lake purported to have restorative powers. You may become Delayed to recover ![]() | |
12 | You find a primitive painting on the wall of a cave and decide to explore the subterranean depths that lie beyond. The dark, constricting passages create a terrible sense of claustrophobia (![]() ![]() | |
13 | You find an injured priest who needs to be carried over difficult terrain (![]() | |
14 | You notice a highly venomous spider crawling up your arm. You try to gently brush it away, but your fear threatens to break your calm (![]() ![]() | |
15 | You discover a shrine with a natural spring that you do not remember from your maps (![]() | |
16 | Your food has gone bad and there's no place nearby to purchase more supplies. If you want to eat, you'll have to hunt for your meal (![]() ![]() | |
17 | A ruined cabin is overrun by moss, mold, and animal waste. You search quickly for abandoned treasures (![]() | |
18 | The wind shifts direction briefly, and you catch the scent of something that's been tracking you. You look for a way to throw whatever it is off your trail (![]() ![]() | |
19 | The winds turn bitterly cold and a storm descends upon you before you can build a shelter. The ordeal pushes your endurance to the limit (![]() ![]() | |
20 | You are terrified to see a nightgaunt descend from the night sky (![]() ![]() | |
21 | Someone is lost out here. Local guides will not help unless you offer a bribe (![]() | |
22 | You catch sight of something that has been tracking you and decide to cover your tracks and find a hiding place (![]() | |
23 | Stones are arranged in a pattern that leads you to a cave. Inside, you carefully try to avoid falling down pits (![]() | |
24 | At a ring of toadstools, you choose a gift to leave for the strange creatures that live here (![]() | |
25 | Fetid vegetation hides a forgotten graveyard. You try to interpret the writing on the stones (![]() | |
26 | In the night, a creature made of living shadow attacks you! You struggle to throw it in the campfire before it can hurt you (![]() ![]() | |
27 | You hear shouting from inside a crypt and try to move the stone door (![]() | |
28 | The farmers do not like strangers, but you try to earn their trust (![]() ![]() | |
29 | You search through a series of labyrinthine tunnels to find a legendary lost treasure (![]() ![]() | |
30 | You try to kick open the door of an abandoned shack (![]() ![]() | |
31 | A tall figure wearing a crown of antlers stands silhouetted against the moon.[1] It wants you to let its children enter your lands. You may gain a Promise of Power Condition. If you gain the Condition, spawn 1 Monster on each named ![]() | |
32 | A hermit offers to guide you on a spiritual journey of fasting and meditation (![]() ![]() | |
33 | Nothing grows in this dusty, gray landscape, and the air makes you sick to your stomach (![]() | |
34 | A family of cannibals traps you in their ramshackle hut (![]() | |
35 | Being away from the city offers you a chance to practice meditation techniques in peace and quiet. You find that calming your mind awakens things within you that you never knew you were capable of. You may spend ![]() | |
36 | You find a mass grave and hear the voices of the dead in your head (![]() ![]() | |
37 | You search the ruins of a small village to discern what happened (![]() ![]() ![]() | |
38 | A man fasting in the wild is confused by his visions. You try to help him understand what he sees (![]() ![]() | |
39 | An old hermit asks you to help out with some chores. It proves to be backbreaking work (![]() ![]() | |
40 | An unwary traveler was buried under a rockslide. You try to move the stones (![]() ![]() |
Other Encounters
- An
Eldritch token may be placed on this space as part of Rituals in the Wild, Exploring the Caverns or Renewing the Seal Mysteries, thus it can be encountered.
- A
Rumor token may be placed on this location through Drawn to Our World Mythos card; it can therefore be encountered.
Real World Location
West Africa's space could be any number of countries and wilderness spaces, but it seems close to Dakar, the capital of Senegal.
References
- ↑ Possibly the King in Yellow.