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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 Sea space, an investigator can resolve a General Encounter here.

ID # Set Encounter
1
01Core
You find the floating detritus of some sunken ship and search for any survivors or salvageable objects (Observation). If you pass, you discover a floating trunk; gain 1 Artifact. If you fail, you waste hours without result; become Delayed.
2
01Core
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 Sanity 1 Sanity.
3
01Core
One of the sailors is singing an old sea shanty about a woman searching for her dead husband. The story seems familiar to you (Lore-1). If you pass, you recognize it as the story of Isis, and sailor teaches you the song; gain a Blessed Condition and recover Health 1 Health and Sanity 1 Sanity.
4
01Core
You discover a signal fire on a small island, but don't find any people. You search the beach for signs of life (Observation). If you pass, you spot a person hiding behind large stones; gain Clue 1 Clue and 1 random Ally Asset from the deck. If you fail, the mystery remains unsolved; gain a Paranoia Condition.
5
01Core
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
01Core
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 (Lore). If you pass, the spectral captain grants you aid; gain Clue 1 Clue or improve Will. If you fail, gain a Cursed Condition.
7
01Core
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 Sanity 1 Sanity and gain a Back Injury Condition.
8
01Core
You find a terrified stowaway aboard the ship. You attempt to comfort him and coax him into telling you his story (Influence). If you pass, he tells you about horrifying beasts and unbelievable worlds; gain Clue 1 Clue.
9
01Core
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 (Influence). If you pass, his tale includes highly-significant details; spawn Clue 1 Clue.
10
01Core
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 (Strength). If you fail, the engine is destroyed before you finish off the sea creatures, and you must wait to be rescued; become Delayed.
11
01Core
One of the sailors speaks in a strange, ancient dialect. You try to communicate with the man based on obscure languages you have studied (Lore). If you pass, the peculiar man teaches you a chant; gain 1 Spell. If you fail, he growls an unintelligible phrase; gain a Cursed Condition.
12
01Core
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 (Will). If you fail, discard 1 Item possession.
13 02
Forsaken Lore
The ship's cargo hold is taking on water. The crew asks for your help in repairing the hull (Strength). If you pass, you spot something useful among the crates; gain 1 random Item Asset from the deck. If you fail, the effort is too much for you; lose Health 2 Health.
14 02
Forsaken Lore
The crew knows a legend about gold coins lost in this area. The story reminds you of an obscure shipwreck you've study (Lore). If you pass, you find the treasure and split the profit; improve Influence. If you fail, the crew claims you owe them; discard 2 Item and Trinket possessions.
15 02
Forsaken Lore
During a flash of lightning in the night, you see an enormous creature silhouetted against the sky. The image chills you to the core (Will). If you fail, lose Sanity 1 Sanity and gain a Paranoia Condition.
16 02
Forsaken Lore
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 Clue 2 Clues.
17 03
Mountains of Madness
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 (Observation). If you fail, you are attacked by the wildlife on the island; lose Health 1 Health and gain a Leg Injury Condition.
18 03
Mountains of Madness
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 (Influence—1). If you pass, he gives you the details; gain 1 Task Unique Asset. If you fail, his distrust in your ability shakes your confidence; discard 1 Improvement token.
19 03
Mountains of Madness
In the middle of the night, you're horrified to see the ghost of a sailor who died in your cabin (Will). If you pass, the spirit shows you a loose board in the floor; gain 1 Old Journal Unique Asset. If you fail, you run from the room in terror; lose Sanity 2 Sanity.
20 03
Mountains of Madness
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 (Observation). If you fail, you come down with the sickness yourself; lose Sanity 1 Sanity and gain 1 Illness Condition.
21 04
Strange Remnants
The captain keeps a locked trunk covered in arcane runes in his cabin. While he's distracted, you try to pry it open (Strength). If you pass, gain 1 Relic Unique Asset. If you fail, the captain catches you; move to the nearest City City space and gain a Detained Condition.
22 04
Strange Remnants
You capture an unnaturally strong stowaway. You question him about what he knows and the source of his strength (Influence) If you pass, gain Clue 1 Clue or improve Strength. If you fail, he breaks his bonds and attacks; gain a Head Injury Condition.
23 04
Strange Remnants
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 (Will). If you pass, gain 1 Glamour Spell. If you fail, he begins talking to you; lose Sanity 1 Sanity.
24 04
Strange Remnants
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 05
Under the Pyramids
A passenger goes mad and tries to jump overboard with a large book. You try to pull him back (Strength). If you pass, he is clearly insane and begs you to take the book; gain 1 Tome Unique Asset. If you fail, his death disheartens you; gain a Despair Condition.
26 05
Under the Pyramids
Your ship's crew rescues a lost fishing trawler. You notice large misshapen fish on board (Observation-1). If you pass, you spot an odd object among them; gain 1 Relic Artifact. If you fail, their grotesque appearance disturbs you; impair Will.
27 05
Under the Pyramids
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 (Observation). If you fail, his malady spreads; gain a Diseased Condition.
28 05
Under the Pyramids
A stranger falls overboard. You dive in, but the waves are overwhelming (Will). If you pass, you save a life and make a friend; gain 1 Character Unique Asset. If you fail, you get dragged out of the water, cold and wet; gain 1 Illness Condition.
29 06
Signs of Carcosa
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 (Observation-1). If you pass, gain Clue 1 Clue. If you fail, you believe their lies; impair Lore.
30 06
Signs of Carcosa
The navigator describes his terrifying dreams. You try to interpret them (Lore-1). If you pass, you guide the ship to a lost treasure; gain 1 Magical Artifact. If you fail, you begin to experience his nightmares while you are awake; gain 1 Bane Condition.
31 06
Signs of Carcosa
Thugs interrogate you about a passenger who is in hiding (Will-1). If you pass, you say nothing and the intended victim joins you; gain 1 Character Unique Asset. If you fail, witnesses claim you aided the attackers; gain a Wanted Condition.
32 06
Signs of Carcosa
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 07
The Dreamlands
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 Sanity 2 Sanity unless you discard Focus 1 Focus.
34 07
The Dreamlands
You try to convince the first mate to help you steal a treasure from the hold (Influence-1). If you pass, he gives you his key; gain 1 Artifact. If you fail, he kicks you off at the next port and spreads word to the other ships of your dishonesty; move to the nearest City City space and discard all of your Ship Ticket Ship Tickets.
35 07
The Dreamlands
Fever has broken out among the passengers, and you begin to hallucinate (Will). If you pass, your visions prove useful once you recover; gain Clue 1 Clue. If you fail, your mind is never truly the same after the sickness passes; lose Sanity 2 Sanity unless you gain a Hallucinations Condition.
36 07
The Dreamlands
Some captives on a prison boat recruit you to help them escape (Strength-1). If you pass, one of the prisoners joins you; gain 1 Character Unique Asset. If you fail, the guards catch you and deliver a sound beating before you can free any prisoners; lose Health 1 Health and gain 1 Injury Condition.
37 08
Cities in Ruin
The captain has vanished, and you try to decode his encrypted journal (Lore). If you pass, you uncover his lifelong pursuit; gain 1 Task Unique Asset. If you fail, your frustrated efforts take a toll on your mind; gain 1 Madness Condition.
38 08
Cities in Ruin
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 (Will). If you pass, the voice teaches you to unlock your potential; gain 1 Talent Condition. If you fail, seasickness drives you below deck; lose Health 1 Health.
39 08
Cities in Ruin
Supplies are scarce due to rats in the hold. You forgo food so a fellow passenger can eat (Strength). If you pass, you earn a lifelong friend; gain 1 Character Unique Asset. If you fail, you give in to hunger as the other person starves; lose Sanity 2 Sanity.
40 08
Cities in Ruin
You signal to a naval craft and demand to speak to the captain (Influence). If you pass, he believes your story; gain 1 Agency Secrets Unique Asset. If you fail, he thinks you are dangerous; move to the nearest City City space and gain a Detained Condition.

Mystic Ruins Encounters

If playing with Masks of Nyarlathotep 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

Real World Location

There are many islands in the Caribbean Sea that could correspond to the location, such as The Bahamas or Trinidad.

References

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