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Map[]

Tokyo is one of the 9 named City City spaces on the World Map. It is connected to:

Encounters[]

Asia/Australia Encounters[]

Tokyo Location Encounters have a high probability of killing or injuring Monsters.

ID # Set Encounter
1
01Core
You ask the enigmatic Dragon Lords to rid the world of potential threats to Japan (Influence). If you pass, each Monster on a space of your choice loses Health 2 Health as the mysterious group casts their spells. If you fail, the Dragon Lords lash out at you; gain a Back Injury Condition.
2
01Core
You may become Delayed to explore some submerged pyramids off the coast of Okinawa. If you do, you discover ancient writing that claims to "harm one's enemies;" 1 Monster of your choice on any space loses Health 3 Health.
3
01Core
You find a gem bearing the symbol of the Emerald Lama.[1] In its facets, you see the image of some horrible beast. Suddenly, the creature is right next to you! Choose 1 non-Epic Monster on any space and move it to your space, then encounter it.
4
01Core
The reigning Emperor has been plagued by nightmares. His advisors ask your opinion and you assure them that these horrors are real (Influence). If you pass, they act immediately; 1 Monster of your choice on any space loses Health 2 Health. If you fail, gain a Detained Condition.
5
01Core
Captain Isoge Taro of the Imperial Japanese Navy takes particular interest in your investigations.[2] You describe the threats that the world is facing (Influence-1). If you pass, you convince him to help you; 1 Monster of your choice on any space loses Health 3 Health. If you fail, he is convinced that you are a dangerous menace; gain a Detained Condition.
6
01Core
The Brotherhood of the Black Lotus has poisoned you! You fall into a coma and confront your greatest fears (Will). If you pass, you awake and feel transformed; gain a Blessed Condition. If you fail, the nightmares follow you into the waking world; gain a Hallucinations Condition.
7
01Core
A strange man dressed in the charred robes of a monk offers you help in exchange for knowledge. You may spend Clue 1 Clue to convince the Black Monk to assist you and discard 1 Monster of your choice from any space.[3]
8
01Core
A translation of The Tao of Immortality is kept in the Tokyo University Library. If you are deemed trustworthy, you are granted access to the ancient text (Influence). If you pass, you can use the arcane manual to move 1 Monster of your choice from any space to another space of your choice.
9 02
Forsaken Lore
The University allows you access to the Jigoku Zoshi, the Scroll of the Hells. If you pass, you are able to cast a dark spell on your enemies; 1 Monster of your choice on any space loses Health 2 Health. If you fail, the horrible descriptions overpower your senses; lose Sanity 2 Sanity.
10 02
Forsaken Lore
Your hotel room is haunted by a yūrei. You are terrified as the white-clad woman howls and passes through you (Will). If you fail, her lingering presence is a blight on your soul; lose Sanity 1 Sanity and gain a Cursed Condition.
11 02
Forsaken Lore
An old sailor struggles to remember a chant he once used to drive off a chthonian in 1923. As he mumbles, you try to identify the phrases (Lore-2). If you pass, you recognize the Vach-Viraj incantation[4]; 1 Monster of your choice on any space loses Health 2 Health.
12 02
Forsaken Lore
You are placed on trial for violating the Peace Protection Laws (Influence). If you pass, you prove your innocence, and the government takes immediate action; discard all Monsters with 1 toughness from the game board. If you fail, you are declared guilty; gain a Detained Condition.
13 02
Forsaken Lore
You track down a shrine to the yato-no-kami, the gods who rule over snakes. You implore them to help you (Influence-2). If you pass, a serpent army aids you; each Monster on a space of your choice loses Health 2 Health. If you fail, your presumptuous request earns you a snake bite; gain a Poisoned Condition.
14 02
Forsaken Lore
You have the opportunity to display your mastery of the martial arts before karate master Gichin Funakoshi (Strength-2). If you pass, he is impressed and will instruct his students to help your cause; 1 Monster of your choice on any space loses Health 2 Health.
15 02
Forsaken Lore
You study the writings of Princess Takiyasha, hoping to master her sorcerous power (Lore-1). If you pass, you are able to summon an avenging skeleton to carry out your commands; 1 Monster of your choice on any space loses Health 2 Health. If you fail, you mistakenly summon a skeleton that attacks you; lose Health 1 Health and Sanity 1 Sanity.
16 02
Forsaken Lore
Japanese scientists have struck a bargain with the mi-go. You try to break into one of their laboratories (Observation). If you pass, you find a radio that can control monstrous beings; discard 1 Monster of your choice with toughness 3 or less from any space. If you fail, a bright light flashes and an alarm rings; gain a Lost in Time and Space Condition.
17 03
Mountains of Madness
Yuzuru Hiraga has engineered a fleet of ships to fight unnatural horrors. If you can navigate the naval bureaucracy to reach him, he will help. You may spend Focus 1 Focus to choose 1 Monster on any space; the chosen Monster loses Health 2 Health.
18 03
Mountains of Madness
You hope to convince Gotō Shinpei, the Minister of Home Affairs, that occult forces endanger Tokyo (Influence). If you pass, he'll do anything to help; gain a Funding Condition. If you fail, he sees you as a saboteur; gain a Detained Condition.
19 03
Mountains of Madness
You pull some strings with the Silver Twilight Lodge to help detective Kogoro Akechi solve a case (Influence-1). If you pass, he is impressed and offers you his case files in exchange for your help on another matter; gain 1 Old Journal Unique Asset and 1 Task Unique Asset.
20 03
Mountains of Madness
An American is using mathematics to travel between dimensions. As you try to find him, a dark figure offers you help (Observation-2); you may gain a Dark Pact Condition to roll 3 additional dice. If you pass, gain the Dr. Hiram Upham Unique Asset. If you fail, the search leaves you exhausted; lose Sanity 1 Sanity.
21 04
Strange Remnants
You search for the Black Ocean Society (Observation). If you pass, they offer their occult aid; 1 Monster on a space of your choice loses Health Health equal to half the number of Gates on the game board. If you fail, you become their target; gain 1 Bane Condition.
22 04
Strange Remnants
The ghosts of the hitobashiia rise to help you! A Monster on a space of your choice loses Health 2 Health. You question one of these protective spirits (Influence-1). If you pass, it asks a favor; gain 1 Task Unique Asset. If you fail, the spirit is angered by your inquisition; lose Sanity 2 Sanity.
23 04
Strange Remnants
Azuma Namio and his soldiers strike![5] Discard 1 Monster on any space with toughness 2 or less. If you prove to be worthy, Namio shares Lion Island's secrets (Strength-1). If you pass, gain 1 Boon Condition. If you fail, you take a blow to the head while sparring; gain a Head Injury Condition.
24 04
Strange Remnants
Brilliant physicist Hantaro Nagaoka offers you a deal, saying that he can use spatial disruptions as a weapon. You may gain an Agreement Condition to discard 1 Monster on any space with toughness equal to or less than the number of Gates on the game board.
25 05
Under the Pyramids
You learn that the original sword Kusanagi-no-Tsurugi was lost. You search historical texts to locate it (Lore). If you pass, you find a lead; gain 1 Treasure Map Unique Asset. If you fail, your work costs more than you can afford; gain a Debt Condition.
26 05
Under the Pyramids
The Ueno Park area near the Kan'ei-ji Temple is called the "devil's gate." Strange whispers here fill your thoughts (Will). If you pass, the voices tell you to dig, gain 1 Relic Unique Asset. If you fail, the voices stay with you; gain a Haunted Condition.
27 05
Under the Pyramids
After Mori Ogai's death, you see notes he took while translating an arcane book. Gain a Wrack Spell. You search his library for the original text (Observation. If you pass, you find it; gain 1 Tome Unique Asset. If you fail, you are caught; gain a Detained Condition.
28 05
Under the Pyramids
Tonight, Nurarihyon leads a parade of monsters through the streets. If you prove your might, he will grant you a favor. A Monster ambushes you! For each success you roll on the Strength test, 1 Monster of your choice on any space loses Health 1 Health.
29 06
Signs of Carcosa
A monk in tattered green robes teaches you to draw the emerald mandala. You can use it to ward off evil or to speak to the Emerald Lama. Choose one: 1 Monster of your choice loses Health 2 Health; or advance Doom Doom by 2 and gain a Promise of Power Condition.
30 06
Signs of Carcosa
Yoshiko Kawashima offers you her help. Gain 1 random Service Asset from the deck. In return, vou tell her your story (Influence-1). If you pass, she fights for you; 1 [[Monster] of your choice loses Health 3 Health. If you fail, she alerts the police; gain 1 Pursuit Condition.
31 06
Signs of Carcosa
The Double Leaf Society deploys armed men to help you. A Monster of your choice loses Health 2 Health. In return, they want money (Influence). If you pass, you offer plenty; gain 1 random Service Asset from the deck. If you fail, they

steal what cash you have; impair Influence.

32 06
Signs of Carcosa
Spies arc sabotaging Tanaka Giichi's political career. The more you protect him, the more he helps you (Influence+2). Choose one: discard 1 Monster of your choice with toughness equal to or less than your test result; or gain 1 random Service Asset from the deck.
33 07
The Dreamlands
The Ainu offer their help. Gain 1 random Service Asset from the deck. You tell them your tale (Influence). If you pass, they speak to the spirits on your behalf; 1 Monster of your choice on any space loses Health 3 Health. If you fail, you are plagued by dreams of a giant bear; lose Health 1 Health and discard 1 Ally Asset.
34 07
The Dreamlands
A politician sees your courage in his dreams and offers to help. Gain 1 random Service Asset from the deck. He teaches you to invoke the baku, a beast that eats nightmares. You may discard any number of possessions to cause 1 Monster of your choice on any space to lose an equal amount of Health Health.
35 07
The Dreamlands
You pray to Susanoo for a mighty storm. A Monster of your choice on any space loses Health 2 Health. You leave a donation at the sea god's temple (Influence-1). If you pass, the priests are pleased; gain 1 random Service Asset from the deck. If you fail, you get caught in a sudden and violent squall; lose Health 2 Health.
36 07
The Dreamlands
A warlord beseeches you to look into the void within a hooded helmet.[6] In return, he will devote his resources to your cause. You may gain a Lost in Time and Space Condition to gain 1 random Service Asset from the deck and discard 1 Monster of your choice on any space.
37 08
Cities in Ruin
You seek proof that a beast on Izu Ōshima causes tremors (Observation). If you pass, scientists everywhere offer you help; gain 1 random Service Asset from the deck and 1 Monster of your choice on any space loses Health 2 Health. If you fail, you search for days without rest; lose Health 2 Health.
38 08
Cities in Ruin
A Shizoku with typhoid offers you a deal. Gain 1 random Service Asset from the deck. You help care for him as he recovers, but risk being infected yourself (Strength-1). If you pass, he aids your cause; 1 Monster of your choice on any space loses Health 2 Health. If you fail, you get sick; lose Health 1 Health.
39 08
Cities in Ruin
A beggar asks for coins as a sacrifice to Namazu (Influence-1). If you pass, he says the god is pleased with your offering; gain 1 random Service Asset from the deck and 1 Monster of your choice on any space loses Health 3 Health. If you fail, you live in fear of the god's wrath; lose Sanity 2 Sanity.
40 08
Cities in Ruin
A museum curator asks you to be his guest. Gain 1 random Service Asset from the deck. You buy a print of The Great Wave (Influence-1). If you pass, he reveals its true power; discard 1 Monster of your choice on any space. If you fail, it costs you; gain a Debt Condition.
41 09
Masks of Nyarlathotep
You may spend Resource 1 Resource to donate to Matsutarō Shōriki's baseball team. If you spend the Resource, his newspaper helps you and reveals your enemies; gain 1 random Service Asset from the deck and 1 Monster of your choice on any space loses Health 2 Health.
42 09
Masks of Nyarlathotep
You hire the Iwai Private Detective Agency to help fight your war (Influence). If you pass, their agents go to work; gain 1 random Service Asset from the deck and 1 Monster of your choice on any space loses Health 2 Health. If you fail, they throw you out; lose Health 1 Health.
43 09
Masks of Nyarlathotep
The Imperial Navy asks about the beast Gazira[7] (Lore). If you pass, they trade their help for your knowledge; gain 1 random Service Asset from the deck and 1 Monster of your choice on any space loses Health 2 Health. If you fail, the name chills your blood, lose Sanity 1 Sanity.
44 09
Masks of Nyarlathotep
The 3rd Infantry offers you help. Gain 1 random Service Asset from the deck. You fund an illegal attack (Influence-1). If you pass, they destroy your foe; discard 1 Monster of your choice on any space. If you fail, you get caught; gain a Detained Condition.
45 09
Masks of Nyarlathotep
The Tokkō takes action! A Monster of your choice on any space loses Health 2 Health. The thought police then question you (Will-1). If you pass, they offer you help; gain 1 random Service Asset from the deck. If you fail, your mind breaks; gain an Amnesia Condition.
46 09
Masks of Nyarlathotep
You infiltrate Nisshō Inoue's hand of assassins (Influence). If you pass, the zaibatsu reward you; gain 1 random Service Asset from the deck and 1 Monster of your choice on any space loses Health 2 Health. If you fail, Inoue shoots you; gain an Internal Injury Condition.
47 09
Masks of Nyarlathotep
The demon Mara tempts you with power.[8] You may gain a Corruption Condition. If you gained the Condition, the Dweller keeps its word; gain 1 random Service Asset from the deck and 1 Monster of your choice on any space loses Health 3 Health.
48 09
Masks of Nyarlathotep
Edogawa Ranpo identifies the culprit! Discard 1 Monster of your choice with toughness 2 or less. You ask him for more help (Influence-1). If you pass, he does so ably; each Monster on a space of your choice loses Health 2 Health. If you fail, you despair; lose Sanity 1 Sanity.

City Encounters[]

As Tokyo is a City space, an investigator can resolve a General Encounter here.

ID # Set Encounter
1
01Core
You make sure no one is watching before sneaking out of the shop with your stolen goods (Observation). 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
01Core
Corrupt members of the police force pressure you for a bribe. You speak to some people you know to take care of the problem (Influence). If you pass, the police are apologetic and share their leads with you; spawn Clue 1 Clue. If you fail, gain a Debt Condition to pay the bribe.
3
01Core
The shop is robbed while you are browsing! You attempt to fend off the thieves (Strength). 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 Health 1 Health and discard 1 Item possession.
4
01Core
A group of intimidating Syndicate member demand you pay them for protection. You offer the well-dressed men what you can afford (Influence). If you fail, they make sure you meet with an accident; gain a Leg Injury Condition.
5
01Core
A shady figure offers to sell you a weapon, no questions asked. You speak with him to determine his motives (Influence). If you pass, gain 1 random Weapon Asset from the deck. If you fail, the undercover policeman arrests you; gain a Detained Condition.
6
01Core
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 (Lore-1). If you pass, you're able to track down a hidden gem; gain 1 Tome Artifact.
7
01Core
A friendly game of cards ends with a very high-stakes hand (Influence). 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
01Core
A night of drinking and good cheer helps raise your spirits. Recover Sanity 2 Sanity. While you are celebrating, you hardly notice that you are being robbed (Observation). If you fail, discard 1 Item possession.
9
01Core
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 (Strength)! If you pass, you defeat the creature and rescue its hostage; gain 1 random Ally Asset from the deck. If you fail, lose Health 1 Health from the struggle.
10
01Core
The police ask for your help investigating a series of ritual killings. The grisly crime scenes threaten to overwhelm you with chills and nausea (Will). If you pass, you manage to examine the scene and find significant information; spawn Clue 1 Clue. If you fail, you can't endure the horror; lose Sanity 2 Sanity.
11
01Core
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 (Will). If you pass, the spirit gratefully fades from view; recover Sanity 2 Sanity. If you fail, his desperate voice echoes in your mind; gain a Paranoia Condition.
12
01Core
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 (Influence). If you pass, gain 1 Service Asset from the reserve or 1 random Service Asset from the deck.
13 02
Forsaken Lore
A night watchman tells you that a crate of weapons has "gone missing" from his warehouse. You offer him some money to learn more (Influence). 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 Health 1 Health and gain a Leg Injury Condition.
14 02
Forsaken Lore
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 (Influence-1). If you pass, the other members will graciously help you with your future travel plans; gain Ship Ticket 1 Ship Ticket and Train Ticket 1 Train Ticket.
15 02
Forsaken Lore
Grifters have chosen you to be their next mark. You plan on turning the tables with a few tricks of your own (Observation-1). If you pass, you end up with the money and an impressive reputation; improve Influence. If you fail, they swindle you; discard 1 Item possession and 1 Trinket possession.
16 02
Forsaken Lore
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 (Lore-2). If you pass, gain 1 Tome Artifact. If you fail, the frustrating search leaves you unsettled; lose Sanity 2 Sanity.
17 03
Mountains of Madness
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
Mountains of Madness
At an estate sale, you bid on a box of a historian's books (Influence-1). If you pass, you obtain a number of informative texts including his personal diary; gain Clue 1 Clue and 1 Old Journal Unique Asset. If you fail, someone takes note of your interest; gain 1 Pursuit Condition.
19 03
Mountains of Madness
To find the city's legendary magic shop requires knowledge of ley lines (Lore-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
Mountains of Madness
You step forward to protect an innocent bystander from a gang of thugs (Strength-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 Health 1 Health and gain an Internal Injury Condition.
21 04
Strange Remnants
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
Strange Remnants
You see a street magician use real magic in his act. Gain 1 Glamour Spell. During his show, he locks you in a safe (Will-1). If you pass, you stay calm and emerge to thunderous applause; recover Sanity 2 Sanity. If you fail, you panic; gain a Paranoia Condition.
23 04
Strange Remnants
A mob blames famed occultist Etienne-Laurent de Marigny for several strange deaths. You intervene to prevent his arrest (Influence-1). If you pass, gain the Etienne Laurent Unique Asset. If you fail, you get blamed instead; gain a Detained Condition.
24 04
Strange Remnants
A rich heir wants someone to fulfill his father's dying wish. He will not trust anyone who does not come highly recommended (Influence). If you pass, gain 1 Task Unique Asset. If you fail, his thugs treat you poorly; gain a Head Injury Condition.
25 05
Under the Pyramids
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 (Influence). If you fail, they beat you mercilessly; gain 1 Injury Condition and impair Strength.
26 05
Under the Pyramids
You try to convince a notorious grifter to teach you some tricks (Influence). If you pass, he takes a liking to you and shows you how to deceive and avoid being deceived; improve Observation. If you fail, he takes your money and ruins your reputation; impair Influence.
27 05
Under the Pyramids
A man called Joey "The Rat" offers you the secret of a hidden treasure.[9] You haggle over the price (Influence). 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 Influence.
28 05
Under the Pyramids
A flood has destroyed the library. You look through the sludge for valuable items (Observation). 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
Signs of Carcosa
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
Signs of Carcosa
This city is having a festival. Recover Health 1 Health and Sanity 1 Sanity. It ends with a masked dance that disturbs you (Will). 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
Signs of Carcosa
You attend night classes hoping to learn a new skill (Will). If you pass, you master the lessons and acquire insights into the occult world; gain 1 Talent Condition and Clue 1 Clue. If you fail, the loss of sleep takes a toll on your stability; impair Will.
32 06
Signs of Carcosa
You see a man throw away his papers to evade the police. Gain Ship Ticket 1 Ship Ticket or Train Ticket 1 Train Ticket. You ask him for help (Influence). 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 Dreamlands
The noise and filth of the city is making it impossible to sleep, and insomnia takes a toll on your body (Strength). 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 Health 1 Health.
34 07
The Dreamlands
You believe a that a municipal judge belongs to the Order of the Silver Tivilight. You ask him for help (Influence). 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 Dreamlands
The city fines you for damages caused by your investigation (Influence-1). If you pass, the payment earns you a lot of goodwill and the mayor offers to mentor you; gain Focus 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
The Dreamlands
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
Cities in Ruin
You get caught in a gunfight between the police and thieves (Observation). 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
Cities in Ruin
You spot your face on a wanted poster. You speak with a federal agent to proclaim your innocence (Influence). 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
Cities in Ruin
A man has borrowed money to pursue his obsessive quest. You ask him to share the details with you (Influence). 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
Cities in Ruin
You do what you can to alleviate the city's widespread poverty (Influence). 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 Sanity 1 Sanity.
41 09
Masks of Nyarlathotep
A gravestone has been defaced with strange symbols (Lore). If you pass, the symbols lead you to buried treasure; gain 1 random Magical Asset from the deck. If you fail, you begin to see the symbols everywhere; gain a Paranoia Condition.
42 09
Masks of Nyarlathotep
The hospital is in desperate need of funds (Influence). If you pass, one of the patients is deeply moved by your generosity; gain 1 random Ally Asset from the deck. If you fail, you cannot help and the suffering begets evil; a Monster ambushes you!
43 09
Masks of Nyarlathotep
An old radio in your room begins to emit strange words from its speakers (Lore). If you pass, you translate instructions to better yourself; improve 1 skill of your choice. If you fail, the sounds have an unhealthy effect; gain a Corruption Condition.
44 09
Masks of Nyarlathotep
You unlock a warehouse filled with crates. Gain Resource 1 Resource. Later you tell the police the boxes were yours (Influence). If you pass, they bring you another; gain 1 random Item Asset from the deck. If you fail, they arrest you; gain a Detained Condition.
45 09
Masks of Nyarlathotep
A local festival gives you a chance to speak with the city's denizens (Influence). If you pass, they are delighted by you and want to share what they know; gain 1 Talent Condition. If you fail, they see you as dangerous; gain a Detained Condition.
46 09
Masks of Nyarlathotep
This idyllic city is invigorating but expensive. Recover Health 1 Health and Sanity 1 Sanity. You ask the locals about finding bargains (Influence). If you pass, they provide discounts; gain Resource 1 Resource. If you fail, everything costs dearly; gain a Debt Condition.
47 09
Masks of Nyarlathotep
A stranger at the bank owes a large sum. You offer to help (Influence-1). If you pass, the grateful stranger vows to aid in your struggles; gain 1 Character Unique Asset. If you fail, you cannot afford the price on your own; gain a Debt Condition.
48 09
Masks of Nyarlathotep
The hotel's security informs you a guest has been abducted (Observation). If you pass, you track down the kidnappers and rescue their victim; gain 1 random Ally Asset from the deck. If you fail, you read of the victim's death in the news; lose Sanity 1 Sanity.

Expedition Encounters[]

Expedition Encounters can be encountered if playing with the Under the Pyramids Under the Pyramids expansion.

ID # Set Initial Text Pass Effect Fail Effect
1 05
Under the Pyramids
Just outside the Imperial Palace, you have discovered concrete covering the entrance to an underground chamber. It must have been part of the Edo Castle that once stood here. You struggle to break the concrete apart (Strength). You find a severed hand holding an object. Gain 1 random Trinket Asset from the deck. You cannot breathe due to smoke in the chamber (Will). If you pass, you find a temple of Cthugha; advance the active Mystery Mystery by 1. If you fail, you inhale; gain 1 Illness Condition. The palace guard interrupt you and demand to know who you are (Influence). If you pass, they apologize and vow to explore the chamber on your behalf, retreat Doom Doom by 1. If you fail, they do not believe your story; gain 1 Detained Condition.
2 05
Under the Pyramids
A derelict building is inhabited by vagrants that the locals call "hinin" You believe a treasure s hidden somewhere inside. Resolve the pass effect to fight your way through the hinin; or resolve the fail effect to sneak past them. The people inside are revealed to be monstrous creatures! They try to tear you apart (Strength). If you pass, you find what they were protecting; gain 1 Relic Artifact. If you fail, you barely escape with your life; lose Health 2 Health. You quietly sneak into the house (Observation). If you pass, you find what the hinin were guarding; gain 1 Relic Artifact. If you fail, you are discovered by monstrous creatures! They terrorize you and chase you out of the house; lose Sanity 2 Sanity.

Devastation Encounters[]

If playing with the Cities in Ruin Cities in Ruin expansion, Tokyo may be devastated, thus Devastation Encounters can be resolved here.

ID # Set Initial Text Pass Effect Fail Effect
1 08
Cities in Ruin
A friend of yours says he knows where an important treasure was hidden before the tragedy. Resolve the pass effect to send your friend to retrieve the object; or resolve the fail effect to look for it yourself. You impress on your friend how important this treasure would be to your cause (Influence-1). If you pass, your friend returns successfully; gain 1 Artifact. If you fail, your friend absconds with the treasure and is never seen again; discard 1 Ally Asset. You search the area (Observation-1). If you pass, you find that the treasure was destroyed, but its fragment can still be used to ward off evil; retreat Doom Doom by 1. If you fail, you search the desolate wasteland fruitlessly; lose Sanity 1 Sanity and gain 1 Madness Condition.
2 08
Cities in Ruin
A cult has established itself in the ruins of the city and is terrorizing those survivors who remain. Resolve the pass effect to convince the survivors to defend themselves; or resolve the fail effect to infiltrate the cult. You gather the survivors and make an impassioned speech (Influence-1). If you pass, their resistance is a worldwide inspiration; retreat Doom Doom by 1. If you fail, they all eventually succumb to the cult; lose Sanity 3 Sanity. The cult will not accept you unless you establish your arcane knowledge (Lore-1). If you pass, you sabotage the cultists and steal one of their prize possessions; gain 1 Artifact. If you fail, they attack you; lose Health 2 Health.
3 08
Cities in Ruin
You know that survivors are in desperate need of resources, but conspicuous signs of wealth make you a target for thieves. Resolve the pass effect to bring extra food and supplies with you; or resolve the fail effect to bring only basic equipment. The survivors are overjoyed to see you. You try to enlist their help (Influence). If you pass, one survivor in particular comes to your aid; gain 1 random Ally Asset from the deck. If you fail, you despair when it seems that their fears cannot be overcome; lose Sanity 2 Sanity. You are caught off-guard by the awful conditions of the city and worry that you are woefully unprepared (Will). If you pass, you become adept at hiding from the bandits that dwell within the city limits; improve Observation. If you fail, you begin to grow unhinged; lose Sanity 1 Sanity.
4 08
Cities in Ruin
Part of the building you are exploring collapses, trapping you inside. Resolve the pass effect to search the basement for a tunnel that connects to another building; or resolve the fail effect to try to dig your way out. You search the shadowy basement halls (Observation). If you pass, you find both an exit and important documents that you were left behind; gain Clue 1 Clue. If you fail, you spend endless hours feeling your ways around in the dark; gain 1 Madness Condition. You do your best to dig through the rubble (Strength). If you pass, your efforts attract the attention of a survivor who offers to help you; gain 1 random Ally Asset from the deck. If you fail, working alone is a tremendous strain on your body; gain 1 Injury Condition.
5 08
Cities in Ruin
Rescue effort have stopped due to wild animal attacks. Resolve the pass effect to try convincing authorities to renew their attempts to reach survivors; or resolve the fail effect to enter the ruined city alone. You beg for help rescuing survivors (Influence). If you pass, a talented stranger agrees to assist you; gain 1 random Ally Asset from the deck. If you fail, those who lend their help only attract more animal attacks, despite their best intentions; lose Health 1 Health and gain 1 Injury Condition. You try to sneak through the rubble (Observation). If you pass, the people you have saved thank you with what little they have to offer; gain 1 random Item Asset from the deck. If you fail, the beasts catch your scent; gain 1 Injury Condition.
6 08
Cities in Ruin
You know that someone is stalking you through the debris, but you aren't sure of the person's intentions. Resolve the pass effect to try to catch the one who has been following you; or resolve the fail effect to call out the person. You try to turn the tables on your pursuer (Observation). If you pass, the person flees, leaving behind a useful object; gain 1 random Item Asset from the deck. If you fail, you are overwhelmed; lose Health 1 Health and gain 1 Injury Condition. You offer a bribe to your pursuer (Influence). If you pass, the stranger steps out of the shadows to join you; gain 1 random Ally Asset from the deck. If you fail, your voice draws the attention of a truly nightmarish creature; gain 1 Madness Condition.
7 08
Cities in Ruin
Several survivors have fallen under a trance and are walking slowly towards dark fissures in the ground. You deduce that they are being summoned by the telepathic call of a cthonian. Resolve the pass effect to try to stop them; or resolve the fail effect to follow them. The cthonian's thoughts invade your mind (Will). If you pass, the creature's arcane presence only serves to make you more powerful; improve Strength. If you fail, you eventually awaken and find that one of your friends is missing; discard 1 Ally Asset. You track the survivors through the endless tunnels (Observation). If you pass, you find them before they are consumed and they reward you for your efforts; gain 1 random Item Asset from the deck. If you fail, you stumble through the tunnels in the dark; lose Health 1 Health.
8 08
Cities in Ruin
You try to lead a group of survivors to safety, but additional tremors have turned the road you used to enter the city into an impassable wall of rubble. Resolve the pass effect to coordinate an attempt to clear a path; or resolve the fail effect to stay where you are. You try to organize the survivors' efforts to clear the rubble (Influence). If you pass, you all reach safety and they gratefully reward you; gain 1 random Item Asset from the deck. If you fail, you end up doing most of the work yourself; lose Health 1 Health. As you learn about the survivors, you learn they have much to teach you if you are willing to invest the time and effort to learn. You may become Delayed to gain 1 Talent Condition.
9 08
Cities in Ruin
You and your companion desperately need to find a source of fresh water. Resolve the pass effect to start digging a well; or resolve the fail effect to search for a way to restore the city's water supply. You need to dig much deeper than you anticipated to reach a fresh source of water (Strength). If you fail, your efforts take too long and one of your companion succumbs to dehydration; discard 1 Ally Asset. You scrutinize the city's water distribution system, looking for intact pipes (Observation). If you fail, your only hope for survival is to use some of your equipment to patch those places where the pipes have been broken; discard 1 Item possession.
10 08
Cities in Ruin
Unscrupulous profiteers are stealing from homes that were left unprotected when the city was abandoned. Resolve the pass effect to patrol the ruined city yourself; or resolve the fail effect to convince one of your companions to do so. You keep a vigilant watch over the city to put an end to the thefts (Observation). If you fail, one of the profiteers manages to sneak past you and steals something of yours; discard 1 Item possession. You insist that one of your associates protect these homes from thieves (Influence). If you fail, your companion does not agree that such work is important and reacts poorly to being ordered to do it; discard 1 Ally Asset.
11 08
Cities in Ruin
An enormous fire rages throughout what little remains of the city. You run yourself ragged running back and forth, gathering as much sand and water as you can in an effort to extinguish the raging inferno before it consumes all (Strength-1). Once the fire has died down you search the charred remains of the city (Observation). If you pass, you find a peculiar arcane object that managed to survive; gain 1 Artifact. If you fail, the lingering smoke overwhelms you; lose Health 3 Health. As the fire grows, you hear people shouting from a burning building. You try to summon the courage to save them (Will). If you pass, they offer you a reward; gain 1 random Item Asset from the deck. If you fail, their screams haunt you; lose Sanity 2 Sanity.
12 08
Cities in Ruin
The survivors have vanished, leaving behind strange symbols. Setting up a search party would take weeks. You may become Delayed to resolve the pass effect. If you do not become Delayed, you study the symbols; resolve the fail effect. You attempt to cover the expenses necessary to organize a search party (Influence). If you pass, your effort was worthwhile and you rescue thousands of people; retreat Doom Doom by 1. If you fail, you achieve nothing but exhausting yourself; lose Health 2 Health. You scrutinize the arcane symbols that the survivors left behind (Lore). If you pass, you grasp the message they gave their lives to convey; gain Clue 1 Clue. If you fail, the mystery haunts your conscience; lose Sanity 2 Sanity.
13 08
Cities in Ruin
The military has been sent in to protect survivors. After encountering the voracious creatures that prowl through the night, however, the soldiers are anxious to leave. You try to convince them to stay and fight (Influence). You lead the soldiers against the vicious beasts that prowl the city (Strength). If you pass, you rescue a survivor who gratefully joins you; gain 1 random Ally Asset from the deck. If you fail, you lose something important as you retreat; discard 1 Item possession. You promise not to abandon the survivors even after the soldiers leave. Each night you hear the terrifying sounds of the beasts (Will). If you pass, you use your time to hone your abilities; gain 1 Talent Condition. If you fail, you flee from your duty; lose Sanity 1 Sanity.
14 08
Cities in Ruin
Disease runs rampant through those still trapped within the city's ruins. Soon you begin suffering from the same fever and skin lesions as others who have already lost their life to the affliction. You struggle to fight off the disease (Strength) You search for a qualified doctor to use your blood to create a cure (Observation). If you pass, those who recover offer you a reward; gain 1 random Item Asset from the deck. If you fail, the inexperienced doctor draws too much of your blood; lose Health 2 Health. You offer a reward to anyone who will care for you (Influence). If you pass, a stranger is sympathetic to your plight; gain 1 random Ally Asset from the deck. If you fail, no one helps you and you slip into a debilitating delirium; lose Sanity 1 Sanity and gain 1 Madness Condition.
15 08
Cities in Ruin
Hiding in the ruins of a store, you hear the sniffing and growling of some enormous creature just outside. As the sounds grow louder, you are certain it has caught your scent. The beast howls, signaling to others, and you struggle to resist blind panic (Will). You remain calm and well-hidden but some of your companions insist that running away is the only way to survive. You try to convince them to stay hidden (Influence). If you fail, one of them makes a break for it and is immediately pounced upon; discard 1 Ally Asset. You run as fast as you can through the night, blindly stumbling over the uneven terrain as you make your escape (Observation). If you fail, you trip and your possessions go skittering across the ground; discard 1 Item possession.
16 08
Cities in Ruin
Some entropic power seems to pervade the remains of this city, causing everything to fall apart or breakdown. You have to keep a careful watch on your equipment to keep all of it in working order (Observation). You discover one of your belonging requires repair. Using limited tools and your own incomplete knowledge, you attempt to restore the object to working order (Lore). If you fail, the thing is beyond repair; discard 1 Item possession. Your equipment breaks and one of your friends is injured as a result. Some of your belongings will require days to repair and your companion will need time to heal. Discard 1 Ally Asset and 1 Item possession unless you become Delayed.

Other Encounters[]

Lore[]

Mentioned Residents from Other Fictional Works[]

  • Azuma Namio
  • Kogoro Akechi

Real World Location[]

Tokyo[10], formerly Edo, is the capital of Japan.

References[]

  1. An avatar of Hastur in the role-playing game Call of Cthulhu's Secrets of Japan supplement. 
  2. A character in the role-playing game Call of Cthulhu's Masks of Nyarlathotep expansion. 
  3. A follower of the Emerald Lama in the role-playing game Call of Cthulhu's Secrets of Japan supplement. 
  4. An incantation used as part of a ritual to banish Nyogtha. For more information about this, see the The Salem Horror page on Lovecraft icon The H.P. Lovecraft Wiki.
  5. A character in the series Nichibei Miraisen by Miyazaki Ichiu. 
  6. For more information about this, see the Aku-Shin Kage page on Lovecraft icon The H.P. Lovecraft Wiki.
  7. A parody of the monster Gojira, first appeared in the role-playing game Call of Cthulhu's Secrets of Japan supplement. 
  8. Mara, also known as The Dweller on the Threshold, is an avatar of Yog-Sothoth first appeared in the role-playing game Call of Cthulhu's Secrets of Japan supplement. 
  9. A character first appeared in the game Arkham Horror 2nd Ed.'s The King in Yellow expansion. 
  10. See Tokyo location on Maps icon Google Maps.
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