Eldritch Horror Wiki
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Initial Text Pass Effect Fail Effect
A hurricane rages about the city and voices like needles can be heard upon the wind. If you have a Dark Pact Condition, resolve the fail effect. You encounter a group of cultists huddled together in the storm and attempt to infiltrate their ranks and learn of their plans (Influence-1). The men mistake you for a friend and question whether you have carried out the plan (Lore-1); you may spend any number of Clues to add 1 success to your test result for each Clue spent. If your test result is 3 or greater, place 1 Eldritch token on the Ancient One sheet. Otherwise, they realize their mistake and use their magic to whisk you away; move to The Pyramids. The men immediately recognize you as an interloper and begin screaming in tongues unknown, faces red with anger. The last thing you see if a colossal, reptilian foot falling down upon you from above.

You are devoured.

Fire rains down upon the city, and green lightning streaks across the sky, illuminating black spires that were not there only moments before. As the city begins to fade into Carcosa, you prepare a ritual that will bring you face to face with the Unspeakable One (Lore-1). The void envelops you, and you know with certainty that you have been drawn into Hastur's prison. You sense his being nearby, and attempt to struggle with it for the fate of the city (Will-1). If you pass, you may gain a Blight Condition to place 1 Eldritch token on the Ancient One sheet. If you fail or do not gain the Condition, the city is lost; advance Doom by 1. A sudden darkness smothers the fire and lightning, and black stars blanket the sky from horizon to horizon. You realize with horror that your ritual has not taken you to Hastur, is has brought Hastur to you.

You are devoured.

As agents of Hastur prepare the city to be swallowed by Lost Carcosa, you issue a final, fleeting plea to anyone that will listen, begging for help in your time of great need. To your surprise and horror, a slithering, nefarious presence begin to worm its way into your troubled mind (Will-1). The dark presence is amused by your resistance, and it offers to give you the power you need, if you can afford enough of your soul to become its vessel (Influence-1). If you pass, you may gain a Dark Pact Condition to place 1 Eldritch token on the Ancient One sheet. If you fail or do not gain the Condition, the presence departs, taking your mind with it; lose 3 Sanity. The dark presence manifests itself in your thoughts as a pharaoh with a golden headdress and piercing, black eyes. A black sun rises behind the pharaoh, and by the time it has reached its zenith, you have been unmade.

You are devoured.

You stand on the border between Earth and Carcosa. Much of the city has already been lost, but you are determined to let it go no further. A golden light shimmers in the distance as the Tattered King sends forth dark armies from Carcosa, and you tremble, fighting the urge to despair (Will-1). You and your companions and strong against the onslaught, hoping for an opportunity to strike at the king (Strength-1). If you pass, you may discard 1 Ally Asset to place 1 Eldritch token on the Ancient One sheet. If you fail or do not discard the Asset, you are overrun by the Yellow King's armies; lose 3 Health. Losing all hope, you cower in the dirt, feeling it shift before you as it becomes Carcosa. You shut your eyes tightly, even that fails to dim the golden-green brilliance of the King in Tatters.

You are devoured.

Cloud waves begin to roll through the city, as though the city lay upon the shores of Lake Hali itself. You beg the citizens to evacuate, lest they be drawn along with the city into Carcosa, but they are dubious of your motives, believing the clouds to be naught but a morning fog (Influence1-). You and your companions work tirelessly to evacuate as many people as you can (Will); roll 1 additional die for each Ally Asset you have. If your test result is 3 of greater, you manage to evacuate the city; place 1 Eldritch token on the Ancient One sheet. Otherwise, you succumb to exhaustion before your work is complete; gain 1 Injury Condition and 1 Madness Condition. Too long you plead with the stubborn people of the city, and you fail to save even yourself. Too late, they realize their folly, and all around you, the black spires of Carcosa begin to rise from the Earth.

You are devoured.

Agents of Hastur are all around you, rioting in the city streets, breaking windows, setting fires, and attacking all who oppose their swath of destruction. You try to slip by them unnoticed and reach an untouched section of the city (Observation-1). You discover members of a local gang holed up and attempt to incite them to action (Influence-1); roll 2 additional dice for each Deal Condition you have. If your test result is 3 or greater, they rally behind your ability to do what needs to be done; place 1 Eldritch token on the Ancient One sheet. Otherwise, they do nothing; advance the Omen by 1. Your journey goes not go unnoticed and the cultists drag you, kicking and screaming before their leader, who bestows upon you the blessing of Hastur. Gain a Blight Condition, 1 Madness Condition and impair Will.
There is a sudden heaviness in the air, and you realize your darkest nightmare has come true. Hastur, the Unspeakable One, has escaped his prison. If you have a Blight Condition, resolve the fail effect. Your companions despair, but you try to rally them to face their fears (Influence-1). Together, you formulate a plan to save the city from Hastur, oftentimes going days without sleep (Observation); you may spend any number of Sanity to roll 1 additional die for each Sanity spent. If your test result is 3 or greater, place 1 Eldritch token on the Ancient One sheet. Otherwise the city falls to Hastur and you blame yourself; gain a Cursed Condition. Unwilling to risk of the rest of their likely brief existences, your companions abandon you. They teach you what they know before they depart. If you survive this, you will be forever indebted to them. Gain 2 Talent Conditions and a Dark Pact Condition.
All around you, the city is dying. You know this will be your last chance. Every day of your life has led to this moment, and if you fail, all your hard work will have been of nothing. You focus all of your behind into the magic that will keep the city from fading away into Carcosa (Lore-1). As the power within you grows, it threatens to destroy you. You cry out to the souls of those you have lost of succor (Will); roll 1 additional die for each investigator that has been defeated or devoured. If your test result is 3 or greater, a familiar warmth fills your soul; place 1 Eldritch token on the Ancient One sheet. Otherwise resolve the fail effect. The ritual fizzles out, and the magic dissipates. Completely drained, the failure has left you an empty husk of the creature you once were. Discard all of your Clues and impair each of your skills.
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