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The Sandman Will Keep You Awake - The Loop
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Map
The Bermuda Triangle is a place on the World Map. It corresponds to Space 8.
Encounters
Sea Encounters
As Space 8 is a Sea space, an investigator can resolve a General Encounter here.
ID # | Set | Encounter |
---|---|---|
1 | You find the floating detritus of some sunken ship and search for any survivors or salvageable objects (![]() | |
2 | Your ship becomes lost in a dense fog bank, terrifying the superstitious crew. When the mist finally clears, you've somehow traveled hundreds of miles. Move 1 space and lose ![]() | |
3 | One of the sailors is singing an old sea shanty about a woman searching for her dead husband. The story seems familiar to you (![]() ![]() ![]() | |
4 | You discover a signal fire on a small island, but don't find any people. You search the beach for signs of life (![]() ![]() | |
5 | The captain tells you that you are passing over the site of a famous shipwreck. You can use this ship's deep-sea diving equipment to explore the wreckage. You may become Delayed to gain 1 Artifact. | |
6 | The ship ahead of you seemed abandoned, but now you see that it is crewed entirely by ghostly figures. You try to discern what ship this had once been and what happened to it (![]() ![]() ![]() | |
7 | A sudden storm descends upon you and strong winds whip around your vessel. Huge waves toss your ship around like a toy, and you are thrown to the deck repeatedly. Lose ![]() | |
8 | You find a terrified stowaway aboard the ship. You attempt to comfort him and coax him into telling you his story (![]() ![]() | |
9 | The captain of the ship invites you to dine with him. You have the feeling that he's had some experience with unearthly creatures and try to convince him to share his story (![]() ![]() | |
10 | You're awakened in the night by gunfire. Deep ones have climbed aboard the ship and are trying to sabotage the engine. You do your best to help the crew fight them (![]() | |
11 | One of the sailors speaks in a strange, ancient dialect. You try to communicate with the man based on obscure languages you have studied (![]() | |
12 | A large wave washes across the deck, and a prized possession slips from your fingers. You dive into the water, holding your breath as long as you can to recover the object before it sinks out of reach (![]() | |
13 | The ship's cargo hold is taking on water. The crew asks for your help in repairing the hull (![]() ![]() | |
14 | The crew knows a legend about gold coins lost in this area. The story reminds you of an obscure shipwreck you've study (![]() ![]() | |
15 | During a flash of lightning in the night, you see an enormous creature silhouetted against the sky. The image chills you to the core (![]() ![]() | |
16 | A school of dolphins has surrounded your ship, trying to keep you here. You may become Delayed to spend the night in this spot. If you become Delayed, the Elder God Nodens visits your dreams, and you wake with profound new insights; spawn ![]() | |
17 | Someone has sabotaged your ship's fuel and rations. If you hope to survive until rescue arrives, you'll have to search for food on a nearby island (![]() ![]() | |
18 | A sailor talks to you about a risky opportunity. If you can convince him you're up to the challenge, he'll share what he knows (![]() | |
19 | In the middle of the night, you're horrified to see the ghost of a sailor who died in your cabin (![]() ![]() | |
20 | Several members of the crew have been quarantined, suffering from some unidentified affliction. For the duration of the trip you pay careful attention to avoid any risk of exposure (![]() ![]() | |
21 | The captain keeps a locked trunk covered in arcane runes in his cabin. While he's distracted, you try to pry it open (![]() ![]() | |
22 | You capture an unnaturally strong stowaway. You question him about what he knows and the source of his strength (![]() ![]() ![]() | |
23 | The crew plans to bury a dead sailor at sea in the morning. The man had arcane words tattooed all over his skin, and you spend the night studying them (![]() ![]() | |
24 | A sailor with a pale complexion and bulbous features holds up an odd item. His malformed hands can barely hold it, but he is willing to offer it to you as part of a bargain. You may gain an Agreement Condition to gain 1 Artifact. | |
25 | A passenger goes mad and tries to jump overboard with a large book. You try to pull him back (![]() | |
26 | Your ship's crew rescues a lost fishing trawler. You notice large misshapen fish on board (![]() ![]() | |
27 | You find a man adrift on a lifeboat. Your captain suspects he was abandoned due to plague. You examine the survivor for any signs of sickness before allowing him on board (![]() | |
28 | A stranger falls overboard. You dive in, but the waves are overwhelming (![]() | |
29 | You spend hours with the sailors, sharing stories and life lessons. Gain 1 Talent Condition. Most of their stories are tall tales. You try to discern the truth (![]() ![]() ![]() | |
30 | The navigator describes his terrifying dreams. You try to interpret them (![]() | |
31 | Thugs interrogate you about a passenger who is in hiding (![]() | |
32 | In the middle of the night, an enormous byakhee lands on deck. It has an offer from Carcosa. However, you know that such a bargain weakens the walls between worlds. You may spawn 1 Gate to gain a Promise of Power Condition. | |
33 | You dream about sailing on a magnificent White Ship for a many lifetimes, mastering fantastic new abilities. Gain 1 Talent Condition. Eventually you realize that you must find a way to jolt yourself out of your dream, or you fear that you may never wake. Lose ![]() ![]() | |
34 | You try to convince the first mate to help you steal a treasure from the hold (![]() ![]() ![]() | |
35 | Fever has broken out among the passengers, and you begin to hallucinate (![]() ![]() ![]() | |
36 | Some captives on a prison boat recruit you to help them escape (![]() ![]() | |
37 | The captain has vanished, and you try to decode his encrypted journal (![]() | |
38 | During a storm, you hear a voice coming from a blue glow atop the mast. You brave the weather to stay on deck to listen (![]() ![]() | |
39 | Supplies are scarce due to rats in the hold. You forgo food so a fellow passenger can eat (![]() ![]() | |
40 | You signal to a naval craft and demand to speak to the captain (![]() ![]() |
Mystic Ruins Encounters
If playing with Masks of Nyarlathotep expansion, Mystic Ruins Encounters could take place here, referring to Atlantis. However, most mythological sources paint Atlantis as either in the Atlantic Ocean or Mediterranean Sea, not in the Caribbean.
Other Encounters
- If playing with
Masks of Nyarlathotep expansion, a
red Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
- An
Eldritch token may be placed on this space as part of Time Immemorial Mystery, thus it can be encountered.
- A
Rumor token may be placed on this location through Growing Madness Mythos card; it can therefore be encountered.
- Hydra Epic Monster may spawn on this space and can be encountered.
Real World Location
There are many islands in the Caribbean Sea that could correspond to the location, such as The Bahamas or Trinidad.