Eldritch Horror Wiki
Mystery token.png
Please help improve this article or section by expanding it with: missing Other World Encounter cards.

Card Overview

Name: The Past
Card Type: Other World Encounter
Test Required: Yes
Clue Required: No
Choice Allowed: Yes
Variants: 8

Encounter Details

ID # Set Initial Text Pass Effect Fail Effect
Through the slits in the closet door you see yourself as a small child, sitting up in bed. "Who's there?" ask a frightened voice. You try to calmly persuade your younger self that you're a friend (Influence-1). The child calms down, but eyes you suspiciously. "Listen carefully to what I say," you tell yourself. "It might save your life..." You may become Delayed to gain Clue 2 Clues. Whether you become Delayed or not, close this Gate. The child screams out for help, and a man bursts into your bedroom. Your father aims his shotgun at your chest, and you attempt to wrestle it away (Strength). If you fail, you are peppered with buckshot; lose Health 6 Health.
You find yourself standing in front of antique scientific equipment. According to the papers the year is 1771. You read through the notes and try to interpret the nature of the experiments (Lore). Joseph Curwen was using this lab to revive dead wizards from their ashes and interrogate them for arcane knowledge. Using his notes, you close this Gate. The rest of his results may also prove useful. You may become Delayed to gain 1 Spell. These notes make no sense to you. Your reading is interrupted by a terrible moaning sound, and you find malformed creatures trapped in deep wells under the stone floor. The sight of them tears at your mind (Will). If you fail, lose Sanity 3 Sanity.
26 02
Forsaken Lore
Through the shifting sands of the desert, you spot a deranged-looking man. You try to follow him, but he abruptly disappears. You search the wind-swept landscape for any sign of him (Observation). You find the man inside a cave, examining a mural. You think you recognize Abdul Alhazred and the Nameless City (Lore-1). If you pass, the Mad Arab returns you to your home; close this Gate. If you fail, you leave the cave, forsaken; gain a Cursed Condition. You wander in the unrelenting heat of the desert, forcing yourself to keep going (Will-1). If you pass, you eventually find an object in the sands; gain 1 Artifact. If you fail, you collapse in despair; lose Health 2 Health and gain a Hallucinations Condition.
48 05
Under the Pyramids
You find yourself in Providence, Rhode Island over sixty years ago. The police have surrounded what looks like a church. Resolve the pass effect to help the police; or resolve the fail effect to protect the church. After the police arrest the cult's leader, he demands to speak to you about arcane secrets (Lore-1). If you pass, he deems you worthy; gain the Enoch Bowen Unique Asset. If you fail, you are disheartened by your own weakness, impair Will. You fight to drive away the police (Strength-1). If you pass, you gain the gratitude of the Church of Starry Wisdom; gain the Enoch Bowen Unique Asset. If you fail, they throw you in prison; gain a Detained Condition.