Research Encounters for Yig |
City Encounters[]
ID # | Set | Encounter |
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1 | You search for the snake responsible for the victim's bite so an antivenom can be created (-1). If you pass, you track down the creature and save the man's life; gain this Clue. If you fail, the snake escapes and its victim wastes away; lose 1 Sanity and move this Clue to the nearest Expedition space. | |
2 | You feel an alien mind trying to dominate your thoughts (-1). If you pass, you resist the serpent people and see a vision of their lair; gain this Clue. If you fail, false memories are implanted in your mind; gain a Hallucinations Condition. | |
3 | A snake is placed in your room as you sleep (-1). If you pass, you wake up before it strikes and find the culprit who sent the creature; gain this Clue. If you fail, you're bitten several times; lose 1 Health and gain a Poisoned Condition. | |
4 | While you're searching for a missing person, you discover that he's been transformed by Yig's curse. A Cultist Monster ambushes you! If you defeat it, you have a chance to examine the creature; gain this Clue. | |
5 | You question a herpetologist about snake behavior (-1). If you pass, she tells you a migration of snakes has started; gain this Clue. If you fail, she leads you on and wastes your time while the snakes evacuate; move this Clue to the nearest Expedition space. | |
6 | A Wichita shaman teaches you a protective chant but warns you that objects of power attract Yig (). Roll 2 less dice for each Artifact you have. If you pass, gain a Blessed Condition. If you fail, you succumb to Yig's wrath; lose 2 Health and gain a Poisoned Condition. | |
7 | You find one of the serpent people still dormant in its long hibernation. The creature is willing to bargain for its life. You may gain a Dark Pact Condition to use the serpent people's magic. If you gain the Condition, gain this Clue and 1 investigator of your choice may discard a Cursed Condition. | |
8 | You use the Ssathaat Scriptures to locate an ancient stronghold of the serpent people (-1). If you pass, you discover a hidden wealth of antiquities; gain this Clue and 1 Weapon Artifact. If you fail, the text has an insidious effect on your; lose 2 Sanity and gain a Poisoned Condition. | |
9 | As you speak to a doctor who has studied the victim of Yig's curse, one of his former subjects bursts through the window. A Cultist Monster ambushes you! If you defeat it, the doctor explains the biological origins of the creatures, making them seem less unearthly; gain this Clue and improve . | |
10 | A local crime lord has gone missing, and his thugs pressure you into finding him (-2). If you pass, you find that their boss was transformed by Yig's curse; gain this Clue and 1 additional Clue. If you fail, they blame you for his disappearance; lose 1 Health and gain a Leg Injury Condition. | |
11 | Every snake in this city has been killed, and you fear Yig's wrath. You notice the chant that you hope will placate the snake god (-2). If you pass, Yig looks upon you favorably; gain this Clue and 1 additional Clue. If you fail, Yig will have his revenge; advance Doom by 1 unless you gain a Cursed Condition. | |
12 | The power to your room is cut, and snakes slither in every corner. You try to reach an exit in the dark (-1). If you pass, you find out who tampered with your wiring; gain this Clue. If you fail, a snake bites you; gain a Poisoned Condition. | |
13 | A man has been bitten by so many snakes in a short amount of time that the venom causes him to burst open after he dies. The sight is horrifying (). If you pass, you capture the snakes for study; gain this Clue. If you fail, you run away as fast as you can; lose 2 Sanity and gain a Paranoia Condition. | |
14 | You catch the man's reflection and see him for what he is, one of the serpent people! You try to covertly follow him to his lair (-1). If you pass, you reach the creature's laboratory; gain this Clue. If you fail, he leads you through a rotting mill that collapse around you; gain a Leg Injury Condition. | |
15 | The city is being controlled by the Crown of Serpents. You can use this connection against Yig. You may spend 1 Improvement token to weaken Yig's magic. If you spend the token, 1 investigator of your choice may discard a Cursed Condition. If you do not spend the token, the mayor has you arrested; gain a Detained Condition. | |
16 | A trusted ally has been in disguise all along. Discard 1 Ally Asset, then a Serpent People Monster ambushes you! If you fail the test, he uses your secrets against you; gain a Cursed Condition. If you defeat the Monster, you question the creature aggressively; gain this Clue. | |
17 | You try to translate the odd language of an old, crazed amputee (-1). If you pass, the man claims to have found something important in K'n-yan; gain 1 Tome Artifact. If you fail, he grows frustrated and shouts some phrase you don't recognize; gain a Cursed Condition. | |
18 | You find a lair of the serpent people hidden in an abandoned refinery. Gain this Clue. As you investigate, one of the creatures discovers you. A Serpent People Monster ambushes you! If you lose Health from the test, gain a Poisoned Condition. | |
19 | The museum has a strange relic used for snake worship by a local indigenous culture. You break into the gallery at night to steal the object (-1). If you pass, you learn all about the history of Yig in the area; gain this Clue. If you fail, the guards catch you; gain a Detained Condition. | |
20 | A doctor offers you an antitoxin. Unfortunately, he's one of the serpent people in disguise. If you have a Poisoned Condition, gain a Cursed Condition. Afterwards, you try to track him down (-1). If you pass, you find evidence of where he was living; gain this Clue. | |
21 | You pose as an inmate to find a particular patient at this asylum (). You may spend 2 Sanity to reroll up to 2 dice. If you pass, you examine a child of Yig; gain this Clue. If you fail, you are subdued with drugs; gain an Amnesia Condition, a Hallucinations Condition, and a Paranoia Condition. | |
22 | You've tracked the creature to its home, where it's been masquerading as a human. A Serpent People Monster ambushes you! If you defeat it, you force your new prisoner to tell you how to protect yourself and others from Yig; gain this Clue and 1 investigator of your choice may discard a Cursed Condition. | |
23 | One of the children of Yig has been tracking you. You suspect the best way to catch the creature is to let it catch you before it leaves the city. You may spend 2 Health to allow yourself to be captured. If you spend the Health, you overpower the creature; gain this Clue. If you do not spend the Health, move this Clue to the nearest Expedition space. | |
24 | Someone is hidden nearby, waiting to ambush you (). If you pass, you find out that he has mistaken you for a child of Yig; gain this Clue. If you fail, you are brutally attacked with an axe; lose 2 Health and gain a Leg Injury Condition. |
Wilderness Encounters[]
ID # | Set | Encounter |
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1 | The descent into this cavern is quite steep (-1). Roll 2 less dice if you are on an Expedition space. If you pass, you find an abandoned lair of serpent people; gain this Clue and 1 additional Clue. If you fail, you plunge into the darkness; lose 2 Health and gain a Back Injury Condition. | |
2 | In a dead man's journal, you find strange writing from Yoth (-1).[1] If you pass, you learn about the lost home of the serpent people; gain this Clue and 1 investigator of your choice may discard a Cursed Condition. If you fail, the venom-infused pages take effect; lose 2 Health and gain a Poisoned Condition. | |
3 | Dozens of Yig's children are asleep around a gigantic snake den. Gain this Clue. You try to sneak inside to find the source of this horror (-2). If you pass, you find a relic on a pedestal in the center of the cave; gain the Cursed Sphere Artifact. If you fail, Yig's children awake and use a strange relic against you; gain a Cursed Condition. | |
4 | You are attacked by bandits wearing peculiar snake charms. You can feel the charms react with any poison in your blood (). Roll 2 less dice if you have a Poisoned Condition. If you pass, you take the charm for further study; gain this Clue. If you fail, they leave you with nothing; lose 1 Health and discard 2 Item possessions. | |
5 | Legions of snakes slither past you. If you are on an Expedition space, you cannot escape them; gain a Poisoned Condition. You look for a particular serpent (-2). If you pass, you find a snake with a crescent on its head; gain this Clue and 1 additional Clue. | |
6 | A group of natives invite you to their fire ritual. You may spend 2 Health to walk across burning coals. If you spend the Health, you see an image of Yig; gain this Clue and 1 investigator of your choice may discard a Cursed Condition. If Yig has awoken, the fire comes alive and bites you; lose 2 Health. | |
7 | A victim of Yig's curse has made a small shrine in the wilderness. As you examine it, you're attacked. A Cultist Monster ambushes you! Then, if you do not have a Poisoned Condition, you are able to finish your examination of the altar; gain this Clue. | |
8 | The first step in communing with Yig is to let a snake bite you. You may gain a Poisoned Condition to gain this Clue. If you do not gain the Condition, Yig will not relent without claiming a victim; discard this Clue and 1 Ally Asset. | |
9 | You find a small fossil and suspect a thorough search of the area may reveal more (-2). If you pass, you find the remains of crawling lizards with the features of a fish; gain this Clue and 1 additional Clue. If you are on an Expedition space, snakes are everywhere as you search; lose 2 Health. | |
10 | A village of secret Yig worshipers hope to receive his curse. If you have a Poisoned Condition, they secretly use some of your blood for a ritual; advance Doom by 1. You suspect something is wrong (-1). If you pass, you see their true nature; gain this Clue. | |
11 | Lost in the caverns, you feel you've been here before in your dreams. You try to find your way out (). If you pass, you know this passage leads to the Dreamlands; gain this Clue. If you fail, you fall into the void; gain a Lost in Time and Space Condition. | |
12 | You sneak into a small church that practices snake handling (). If you pass, you see a snake sleeping on a trap door; you may spend 2 Health to open it. If you spend the Health, you find a link to ancient Ophites; gain this Clue. If you fail or do not spend the Health, your heresy is punished; gain a Cursed Condition. | |
13 | Since leaving the city, your nightmares have gotten worse (-1). Roll 1 less die if you have a Poisoned Condition. If you pass, you finally confront your fears and feel like yourself again; recover 2 Sanity. If you fail, nightmares overwhelm your thoughts; gain a Paranoia Condition. | |
14 | You find an unconscious man whose skin is covered in writing that you don't recognize (). If you pass, you realize the tattoos are to contain a curse that Yig has placed on him; gain this Clue. If you fail, you begin to feel weak as you examine the man; gain a Cursed Condition. | |
15 | One of the oldest high priests of the serpent people catches you unprepared. A Serpent People Monster ambushes you! If you defeat it, gain this Clue and retreat Doom by 1. If you do not defeat it, gain a Poisoned Condition. | |
16 | You suspect that you're being followed (-1). If you pass, you realize one of the serpent people has been stalking you, but it runs away, leaving behind a small scroll; gain this Clue and 1 Spell. If you fail, you fall victim to the powerful illusions of the serpent people; gain a Hallucinations Condition. | |
17 | You interrupt one of the serpent people in the middle of a ritual. A Serpent People Monster ambushes you! If you pass the or test, you catch a glimpse of the ritual's components; gain this Clue. If you pass both tests, you explore the cave thoroughly; gain 1 additional Clue. | |
18 | You wake up to find your camp surrounded by police. One of the serpent people has performed ritual sacrifices disguised as you. You insist that you're innocent (-1). If you pass, they tell you about the rituals; gain this Clue. If you fail, move to the nearest City space and gain a Detained Condition. | |
19 | After accidentally killing a snake, you seek out a shaman and ask for his help (-1). If you pass, you are instructed in negotiating with Yig; gain this Clue and 1 investigator of your choice may discard a Cursed Condition. If you fail, you are shunned by all who see you; gain a Cursed Condition. | |
20 | You explore the abandoned home of a farmer who became afflicted by Yig's curse. Gain this Clue. At first, nothing seems unusual (-2). If you pass, you see a trap door that leads to a snake pit; gain 1 additional Clue. If you fail, a snake catches you unawares as you search; gain a Poisoned Condition. | |
21 | You encounter one of the serpent people that worships Ghatanothoa rather than Yig. He offers you a deal. You may gain a Dark Pact Condition and discard this Clue to gain the Serpent Crown Artifact. If you do not gain the Condition, he kills your friends; lose 2 Sanity and discard 2 Ally Assets. | |
22 | The constant sound of drums has stopped, and you are surrounded by snakes. You need to find a path through the serpents to escape (-1). If you pass, you briefly study the creatures; gain this Clue and 1 additional Clue. If you fail, they strike; gain a Poisoned Condition and a Cursed Condition. | |
23 | You find an object in a large den of snakes. You reach to retrieve it without upsetting the venomous serpents (-2). If you pass, gain the Elixir of Life Artifact. If you fail, sharp fangs pierce your skin; gain a Poisoned Condition. | |
24 | Taking a deep drink from the stream, you realize the water is having a strange effect on you. If you have a Poisoned Condition, lose 1 Health and 1 Sanity. You search the area (-1). If you pass, you discover a stone statue of Yig submerged just beneath the water's surface; gain this Clue. |
Sea Encounters[]
ID # | Set | Encounter |
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1 | You find a primitive statue of a snake on the island and search the area for more signs of civilization (-1). If you pass, you find pottery engraved with details of the ancient religion; gain this Clue. If you fail, you cut yourself on some pottery shards; gain a Poisoned Condition. | |
2 | An archaeologist on an island asks you to recover a lost item (-1). If you pass, you find a Yig worshiper has stolen a ring made from lagh, a rare metal; gain this Clue. If you fail, the thief erases your memories; gain an Amnesia Condition and move this Clue to the nearest Expedition space. | |
3 | One of the serpent people has been set adrift on a lifeboat. He offers you a deal in return for saving him. You may spend 2 Sanity and gain a Dark Pact Condition to improve 2 skills of your choice. | |
4 | The captain has a world map that includes a lost continent. You think you've seen a reference to it in a book (). If you pass, you recall that Mu was once the home of the serpent people; gain this Clue. If you fail, the captain is never revealed as one of the serpent people; advance Doom by 1. | |
5 | You believe one of the serpent people is hidden among the crew. You try to get each person to say, "Ka nama kaa lajerama" (-1).[2] If you pass, the navigator stutters, proving that he is one of them; gain this Clue. If you fail, the crew doesn't like your strange words; gain 1 Injury Condition. | |
6 | The captain has invited you to dine with him. Something about the food seems wrong (-1). If you pass, you identify poison in the food, and the captain discovers the cook is a worshiper of Yig; gain this Clue. If you fail, you don't notice the cook's sabotage; gain a Poisoned Condition. | |
7 | You notice that one of the sailors has elaborate snake tattoos all across his arms and chest. As your journey continues, his appearance grows more snake-like. A Cultist Monster ambushes you! If you defeat it, you look through his belongings; gain this Clue. | |
8 | A man claims that he was blinded by a cobra bite, but he can now sense magic. You coax him into telling you about the snake (-1). If you pass, he talks for hours about how the snakes are drawn toward objects of power; gain this Clue. If you have at least 1 Artifact, you grow fearful; lose 1 Sanity and gain a Paranoia Condition. | |
9 | The crew found a corpse and stone tablets with odd writing that you try to identify (-2). If you pass, you learn about the lost continent of Mu; gain the Zanthu Tablets Artifact. If you fail, you begin to hear the dead man's whispers; gain an Hallucinations Condition. | |
10 | On this island, it's harder to spot snakes in the grass than it is among the rocks (-1). You may spend 2 Health to reroll up to 2 dice. If you pass, you reach the ancient statues; gain this Clue. If you fail, the venom burns in your brain; lose 2 Sanity and gain a Poisoned Condition. | |
11 | The police have kept a fugitive locked in his cabin, but he breaks free and overpowers his captors. A Cultist Monster ambushes you! If you defeat it, the police tell you all about him; gain this Clue. If you do not defeat it, he jumps overboard and escapes; move this Clue to the nearest Expedition space. | |
12 | As you cling to your life jacket and watch the ship sink, one of the serpent people telepathically offers to help you for a price. You may gain a Dark Pact Condition to gain this Clue. If you do not gain the Condition, you are not rescued for days; discard this Clue and become Delayed. | |
13 | Someone familiar has followed you onto the ship. Discard 1 defeated investigator token from the game board, then a Serpent People Monster ambushes you! If you defeat it, the horrid masquerade claws at your mind; lose 1 Sanity and gain this Clue. If you do not defeat it, advance Doom by 1. | |
14 | You examine the corpses of deep ones on the reef (-1). If you pass, you recognize the work of the serpent people; gain this Clue and 1 additional Clue. If you fail, one of the deep ones still lives, and it lashes out at you; lose 2 Health and 2 Sanity. | |
15 | Divers recovered a sarcophagus from the ocean. Sealed inside, one of the serpent people awakens. A Serpent People Monster ambushes you! If you pass the test, it talks about its past; gain this Clue. If you lose Health from the test, the creature bites you; gain a Poisoned Condition. | |
16 | The storm passes, and moonlight reveals the deck is covered in snake (-1). If you pass, the illusion quickly fades, but you find a crescent carved onto the railing; gain this Clue. If you fail, you dive overboard and need to be rescued; gain a Back Injury Condition. | |
17 | Yig grants you a vision of a location as it was eons ago when the serpent people ruled. You study this brief image closely (-1). If you pass, you see vital details; gain this Clue. If you fail, Yig punishes you; gain a Hallucinations Condition and move this Clue to the nearest Expedition space. | |
18 | On an island, you find two dead serpent people and look for what killed them (-1). If you pass, you believe they were killed by their nemeses, the deep ones; retreat Doom by 1. If you fail, you fear that you will be the next victim; lose 1 Sanity and gain a Paranoia Condition. | |
19 | In your dreams, you are visited by serpent people who claim to want to help. You are suspicious and study them carefully (-1). If you pass, you see they worship Tsathoggua and fear Yig; gain this Clue. If you fail, you cannot return on your own; gain a Lost in Time and Space Condition. | |
20 | Snake bites have left the crew sick of dying, but you have a hard time finding the snake aboard the ship (-1). If you pass, you find the cobra asleep; gain this Clue. If you fail, the cobra finds you first and leaves you with a nasty bite; lose 1 Health and gain a Poisoned Condition. | |
21 | You search the ship for some living creature that escaped from its crate (). If you pass, you find a boa constrictor and the crewman who freed it; gain this Clue. If you fail, the snake attacks, crushing you in its powerful coils; lose 2 Health and gain an Internal Injury Condition. | |
22 | Each night on the ship, you've had nightmares about snakes. You search your cabin for something that might be causing the dreams (). If you pass, you find a leather bag filled with snake skins; gain this Clue. If you fail, the nightmares continue; lose 2 Sanity and gain a Hallucinations Condition. | |
23 | The crew have captured a wounded deep one, and you ask the captain to let you study the creature (-1). If you pass, you see it has a talisman to protect it from Yig; you may gain this Clue or discard a Cursed Condition. If you fail, the crew keeps you away by force; lose 1 Health. | |
24 | As punishment for worshiping Ghatanothoa, Yig reduced the serpent people on the island to vicious lizards (-1). Roll 2 less dice if Yig has awoken. If you pass, you study the transformation; gain this Clue and 1 additional Clue. If you fail, you are also changed; discard all Improvement tokens. |