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