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Map[]

Tunguska is a Sea Wilderness Expedition space on the World Map. It is connected to:

Encounters[]

Expedition Encounters[]

Tunguska is one of the 6 main spaces for Expedition Encounters.

ID # Set Initial Text Pass Effect Fail Effect
1
01Core
A strange color that you've never seen before permeates the air. It crawls like a phosphorescent mist along every surface. You can feel its corrosive effect on your skin, and you struggle to escape the area (Strength). Behind you, the color flies up into space. You try to interpret what you've seen (Lore). If you pass, you're sure the threat has passed; retreat Doom Doom by 1. If you fail, your mind cannot accept what you've seen; gain an Amnesia Condition. The ground shakes and you are knocked off your feet. Lose Health 1 Health and gain a Leg Injury Condition. Gray dust fills the air, but you think you see a light (Observation-1). If you pass, you see the color fly up into the air; retreat Doom Doom by 1.
2
01Core
A small piece of the stone you are standing on crumbles away, revealing a hollowed-out chamber beneath you. You look for a safe way to get inside (Observation). You find a temple with scorched humans remains. You try to resist the urge to run away (Will). If you pass, you uncover a long-buried treasure; gain 1 Artifact. If you fail, the symbols of Cthugha compel you to run away in a mad panic; gain a Paranoia Condition. The ground beneath your feet collapses, and you scramble to avoid being trapped (Strength-1). If you pass, you find a mural of Cthugha; gain Clue 2 Clues. If you fail, a boulder falls on you; gain a Back Injury Condition.
3
01Core
As you approach the crater described in Rasputin's notes, toxic fumes pour out of a fissure in the earth. You struggle to stay conscious and continue your descent (Strength). You find the remains of the monk's camp; gain 1 Artifact. You then search the crater (Observation-1). If you pass, you find traces of the comet; gain Clue 1 Clue. If you fail, the shattered landscape is difficult to look at; lose Sanity 1 Sanity. The fumes burn your lungs and you cough up blood. Gain an Internal Injury Condition. You try to convince your guides to help (Influence). If you pass, they rescue you and recover Rasputin's possessions; gain 1 Artifact. If you fail, lose Health 2 Health crawling out on your own.
4 02
Forsaken Lore
You encounter a group of Russian monks fleeing persecution. Something about them seems out of place, and you keep a watchful eye on them as you pass (Observation). Seeing their singed robes, you recognize them as Nestarians.[1] You are suddenly surrounded by flames and must jump through the fire to stop them (Will-1). If you pass, their ritual is interrupted; retreat Doom Doom by 1. If you fail, you witness their horrific profane rites; lose Sanity 1 Sanity. You don't suspect anything until they offer you water. You take a drink and begin suffering the effects of their poison (Strength-1). If you pass, the monks run away in fear; retreat Doom Doom by 1. If you fail, your mind and body suffer terribly; lose Sanity 2 Sanity and gain a Poisoned Condition.
5 05
Under the Pyramids
A gaunt, sickly stranger sees you and runs into a cloud of gray dust. Resolve the pass effect to call after him; or resolve the fail effect to run into the cloud to try to find the man. You call after the stranger, telling him you mean no harm (Influence). If you pass, the man emerges and dies holding a strange object; gain 1 Artifact. If you fail, a grotesque, over-sized beast rams you; gain an Internal Injury Condition. You run into the cloud looking for the man (Observation). If you pass, you quickly find his corpse and a strange object; gain 1 Artifact. If you fail, you spend too long in the gray dust; gain 1 Illness Condition.
6 06
Signs of Carcosa
You encounter a craft built for traveling through space, but the radiation in the area seems to have killed most of the mi-go inside. You look through their equipment, but being in the area makes you feel sick (Strength). You find a map that shows occult events. Gain Clue 1 Clue. You look for more maps (Observation). If you pass, you use them to coordinate your fight; advance the active Mystery by 1. If you fail, a mi-go uses a device to disrupt your language skills; impair Influence. Your illness takes a toll. Lose Health 1 Health. Before you escape, you speak to a dying mi-go (Influence). If you pass, it shares its secrets; retreat Doom Doom by 1. If you fail, it transmits a message about you to mi-go everywhere; gain 1 Pursuit Condition.

Wilderness Encounters[]

As Tunguska is a Wilderness space, an investigator can resolve a General Encounter here.

ID # Set Encounter
1
01Core
The remains of a long-dead explorer lie before you. Some of his gear still seems salvageable, and he won't miss it. You dig through the dead man's pockets; gain 1 random Item Asset from the deck and lose Sanity 1 Sanity.
2
01Core
Far from any road or village, you find a shallow grave marked only with an arcane symbol. As you dig, a growing dread weakens your resolve (Will). If you pass, you find a charred corpse clutching a journal; gain Clue 1 Clue or improve Lore. If you fail, you run from the area; gain a Cursed Condition.
3
01Core
You scrape away year of moss and lichen from the stone altar, uncovering a series of prehistoric symbols. You think you can interpret the carvings (Lore). If you pass, gain Clue 1 Clue or 1 Spell.
4
01Core
The terrain ahead of you looks impassable, but going around would take too long. You'll need to find some way to move forward (Observation). If you pass, you discover a path; move 1 space. If you fail, you trip over the uneven ground; lose Health 1 Health and gain a Leg Injury Condition.
5
01Core
The ground slopes upward so uniformly that you suspect a structure exists underneath. You search for a buried entrance to claim the treasures found inside. You may spend Clue 1 Clue to gain 1 Artifact.
6
01Core
You help a young woman search the countryside for her uncle (Observation). If you pass, you find the eccentric, old man, and he gives you a gift for helping his niece; gain 1 Tome Artifact from the deck.
7
01Core
Your map is gone, and you must navigate based on your own observations (Observation). If you pass, you confidently progress on your journey; move 1 space. If you fail, you travel in circles; you become Delayed and gain a Madness Condition.
8
01Core
Past where your campfire allows you to see, you hear voices chanting. You try to draw a protective sigil in the ground (Lore). If you pass, the next morning you find evidence of cult activity that you can use to identify the cult members; gain Clue 1 Clue or improve Influence. If you fail, gain a Cursed Condition.
9
01Core
In the middle of the night, a feral beast rips apart your camp and attacks you (Strength)! if you pass, you feel invincible; improve Will. If you fail, lose Health 1 Health and gain a Leg Injury Condition.
10
01Core
Extreme conditions have left you fevered and delirious. You force yourself to keep moving, putting a terrible strain on your body (Strength). If you fail, the fever grows worse and you begin seeing things; gain a Hallucinations Condition.
11
01Core
According to your map, you can make a detour to visit a lake purported to have restorative powers. You may become Delayed to recover Sanity 3 Sanity or discard a Madness Condition.
12
01Core
You find a primitive painting on the wall of a cave and decide to explore the subterranean depths that lie beyond. The dark, constricting passages create a terrible sense of claustrophobia (Will-1). If you pass, gain 1 Artifact left by an ancient civilization. If you fail, lose Sanity 2 Sanity.
13 02
Forsaken Lore
You find an injured priest who needs to be carried over difficult terrain (Strength-1). If you pass, he is reunited with his parish, and he prays on your behalf. If you fail, you soon require assistance yourself; gain a Back Injury Condition.
14 02
Forsaken Lore
You notice a highly venomous spider crawling up your arm. You try to gently brush it away, but your fear threatens to break your calm (Will). If you fail, you move too clumsily, and the spider bites you; lose Sanity 1 Sanity and gain a Poisoned Condition.
15 02
Forsaken Lore
You discover a shrine with a natural spring that you do not remember from your maps (Lore-2). If you pass, you recall an old story about a well of life; gain 1 Elixir Artifact. If you fail, you don't notice native wildlife making off with your gear as you search your maps; discard 1 Trinket possession.
16 02
Forsaken Lore
Your food has gone bad and there's no place nearby to purchase more supplies. If you want to eat, you'll have to hunt for your meal (Observation-1). If you pass, the meal invigorates you; recover Health 2 Health. If you fail, you have to make due with the rancid food; gain a Poisoned Condition.
17 03
Mountains of Madness
A ruined cabin is overrun by moss, mold, and animal waste. You search quickly for abandoned treasures (Observation-1). If you pass, you find a book intact; gain 1 Old Journal Unique Asset. If you fail, the ceiling crumbles, showering you in black mold; gain an Infection Condition.
18 03
Mountains of Madness
The wind shifts direction briefly, and you catch the scent of something that's been tracking you. You look for a way to throw whatever it is off your trail (Observation). If you fail, it continues to pursue you; lose Sanity 1 Sanity and gain a Hunted Condition.
19 03
Mountains of Madness
The winds turn bitterly cold and a storm descends upon you before you can build a shelter. The ordeal pushes your endurance to the limit (Strength). If you fail, you collapse, and the elements take their toll; lose Health 1 Health and gain a Hypothermia Condition.
20 03
Mountains of Madness
You are terrified to see a nightgaunt descend from the night sky (Will). If you pass, you stay calm and it delivers a gift from Nodens; gain 1 random Magical Asset from the deck. If you fail, it abducts you; lose Sanity 1 Sanity and move to the nearest space containing a Gate.
21 04
Strange Remnants
Someone is lost out here. Local guides will not help unless you offer a bribe (Influence). If you pass, you find the missing person; gain 1 Character Unique Asset. If you fail, you fear that you are just as lost and just as abandoned; gain a Paranoia Condition.
22 04
Strange Remnants
You catch sight of something that has been tracking you and decide to cover your tracks and find a hiding place (Observation). If you fail, it finds you; a Monster ambushes you!
23 04
Strange Remnants
Stones are arranged in a pattern that leads you to a cave. Inside, you carefully try to avoid falling down pits (Observation). If you pass, you find a skeleton cradling an object; gain 1 Relic Unique Asset. If you fail, you trip; gain a Head Injury Condition.
24 04
Strange Remnants
At a ring of toadstools, you choose a gift to leave for the strange creatures that live here (Lore). If you pass, they visit you in your dreams; gain 1 Glamour Spell. If you fail, they do not like your gift; gain a Hallucinations Condition.
25 05
Under the Pyramids
Fetid vegetation hides a forgotten graveyard. You try to interpret the writing on the stones (Lore-1). If you pass, you find the stone that marks a treasure; gain 1 Relic Artifact. If you fail, there is an evil here that stays with you; gain a Haunted Condition.
26 05
Under the Pyramids
In the night, a creature made of living shadow attacks you! You struggle to throw it in the campfire before it can hurt you (Strength). If you fail, it leaves you bloodied and bruised; gain 1 Injury Condition unless you impair Strength.
27 05
Under the Pyramids
You hear shouting from inside a crypt and try to move the stone door (Strength-1). If you pass, you save an archaeologist as mist appears in the room's corners; gain the Halpin Chalmers Unique Asset. If you fail, you cannot save him; gain a Despair Condition.
28 05
Under the Pyramids
The farmers do not like strangers, but you try to earn their trust (Influence). If you pass, they share tales from generations ago; gain 1 Treasure Map Unique Asset and 1 Task Unique Asset. If you fail, the tales they tell you are nothing but lies that hinder your investigation; impair 1 Observation.
29 06
Signs of Carcosa
You search through a series of labyrinthine tunnels to find a legendary lost treasure (Observation-1). If you pass, you discover it within a subterranean chamber; gain 1 Artifact. If you fail, noxious gases in the cave damage your lungs; impair Strength.
30 06
Signs of Carcosa
You try to kick open the door of an abandoned shack (Strength). If you pass, the lock breaks and inside you find something useful; gain 1 random Item Asset from the deck. If you fail, the long night without shelter fills you with dread; impair Will.
31 06
Signs of Carcosa
A tall figure wearing a crown of antlers stands silhouetted against the moon.[2] It wants you to let its children enter your lands. You may gain a Promise of Power Condition. If you gain the Condition, spawn 1 Monster on each named City City space.
32 06
Signs of Carcosa
A hermit offers to guide you on a spiritual journey of fasting and meditation (Will). If you pass, you unlock new skills; gain 1 Talent Condition. If you fail, you cannot adhere to the old man's regimen, leaving you malnourished; impair Strength.
33 07
The Dreamlands
Nothing grows in this dusty, gray landscape, and the air makes you sick to your stomach (Strength-1). If you pass, you find a strange object in a crater; gain 1 Artifact. If you fail, you feel an unnatural change take hold within you as the corrupted air infects your body; gain a Cursed Condition.
34 07
The Dreamlands
A family of cannibals traps you in their ramshackle hut (Strength). If you pass, you break free and leave with an item that belonged to one of their previous victims; gain 1 random Magical Asset from the deck. If you fail, you hide for days waiting for a chance to escape; become Delayed.
35 07
The Dreamlands
Being away from the city offers you a chance to practice meditation techniques in peace and quiet. You find that calming your mind awakens things within you that you never knew you were capable of. You may spend Focus 1 Focus to improve 1 skill of your choice.
36 07
The Dreamlands
You find a mass grave and hear the voices of the dead in your head (Will). If you pass, they share what they know so that you might avoid a similar fate; gain 1 Talent Condition. If you fail, knowing the manner of their deaths is too much for you to bear; lose Sanity 1 Sanity.
37 08
Cities in Ruin
You search the ruins of a small village to discern what happened (Observation). If you pass, you find a journal that describes the disasters that befell the town; gain Clue 1 Clue and spawn 1 Clue. If you fail, the tragedy of whatever happened to the ill-fated town fills you with dread; lose Sanity 1 Sanity.
38 08
Cities in Ruin
A man fasting in the wild is confused by his visions. You try to help him understand what he sees (Lore). If you pass, his visions describe a quest that he was meant to pass on to you, gain 1 Task Unique Asset. If you fall, his words horrify you; lose Sanity 1 Sanity.
39 08
Cities in Ruin
An old hermit asks you to help out with some chores. It proves to be backbreaking work (Strength). If you pass, the old man teaches you important lessons in return; gain 1 Talent Condition. If you fail, the work proves too demanding; lose Health 1 Health.
40 08
Cities in Ruin
An unwary traveler was buried under a rockslide. You try to move the stones (Strength). If you pass, you find that though he did not survive, his possessions did; gain 1 Artifact. If you fail, you cause another rockslide; lose Health 2 Health and gain 1 Injury Condition.
41 09
Masks of Nyarlathotep
You discover an empty campsite and try to track down the missing campers (Observation). If you pass, you find a woman who kindly shares her knowledge and supplies; gain Clue 1 Clue and Resource 1 Resource. If you fail, the long search exhausts you; lose Health 1 Health.
42 09
Masks of Nyarlathotep
You examine totems of monstrous figures and try to interpret their purpose (Lore-1). If you pass, you determine they are watching over a buried treasure; gain 1 Artifact. If you fail, the carvings have a dark effect on you; gain a Corruption Condition.
43 09
Masks of Nyarlathotep
The local villagers tell you that a lost treasure is hidden within a cave. You explore the dark caverns in search of the legendary object (Observation). If you pass, you find it; gain 1 Relic Unique Asset. If you fail, you awaken a horror; a Monster ambushes you!
44 09
Masks of Nyarlathotep
Your intended route has been blocked by falling rocks. You try to dig your way through (Strength). If you pass, you uncover a rare object as you dig; gain 1 Relic Unique Asset. If you fail, you must take a longer path; you become Delayed.
45 09
Masks of Nyarlathotep
Some garbage was left here by a previous traveler. You search through the piles of refuse (Observation). If you pass, you find something useful; gain 1 random Item Asset from the deck. If you fail, you do not feel well after your fruitless search; lose Health 1 Health.
46 09
Masks of Nyarlathotep
Human traffickers hope to capture you alive (Strength). If you pass, you overpower them instead and learn their methods; gain 1 Talent Condition. If you fail, you get dragged off in chains; move to nearest City City space and gain a Detained Condition.
47 09
Masks of Nyarlathotep
The terrible isolation of this area is making it hard for you to sleep (Will). If you pass, a good night's rest leaves you feeling better than you ever have; improve 1 skill of your choice. If you fail, the insomnia leaves you on edge; lose Sanity 1 Sanity.
48 09
Masks of Nyarlathotep
A sinkhole has opened in the ground nearby, revealing the topmost corner of a tomb buried by some ancient civilization. Uncovering the rest of the tomb will require supplies. You may spend Resource 1 Resource to gain 1 Artifact.

Other Encounters[]

Lore[]

Real World Location[]

Tunguska's comes from the Podkamennaya (Stony) Tunguska River[3], located in Krasnoyarsk Krai in Siberia.

Note[]

Tunguska is best known in modern parlance for the Tunguska event, a fiery explosion in 1908 that exploded on the taiga. It was the largest meteor impact in recorded history.

References[]

  1. Followers of cults of Nestar, a Zoroastrian heretic who lived in 6th century Persia. They worship Cthugha and can use fire-related spells. They appeared in the role-playing game Call of Cthulhu's This Fire Shall Kill campaign. 
  2. Possibly the King in Yellow. 
  3. See the Podkamennaya Tunguska River location on Maps icon Google Maps.
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