Black Cave
From Arkham Horror Wiki
The Black Cave is an Arkham location in the Rivertown neighborhood. It first appeared in the Arkham Horror board game.
Encounters
Encounter | Skill check | Expansion |
---|---|---|
A cave-in blocks the path you came in! Your only hope is to find another way out. Stay here next turn. | ||
A collapsed side passage looks like it was once a smugglers' hideout. Make a Fight (-2) check. If you pass, search the Common Item deck and take the first item with a list price of $4 or more. | Fight -2 | |
A gate and a monster appear! | ||
A gate and a monster appear! | ||
A monster appears! | ||
A monster appears! | ||
A monster appears! | ||
A monster surprises you! After the battle, if you passed a Horror Check, draw Spells equal to the monster's Horror damage. If you failed a Horror check, you emerge with resolve: You may search the Skill deck for the Bravery card and take it. | ||
As you trudge through the darkness, your eye catches a strange glint of blue-black. Steeping closer, you can make out a familiar rune engraved in the protruding rock. You place your hand on it and try to remember how to break the ward. Make a Lore (-2) check. If you pass, draw a Spell. If you fail, you are delayed and lose 1 Stamina. | Lore -2 | |
Bats! Hundreds of them! Pass a Speed (-1) check to get out of the cave safely. If you fail, lose 1 Stamina. | Speed -1 | |
If you have a Lantern, you notice a deep pit in the floor ahead. Looking down into it, you discover an unusual item. Draw 1 Unique Item. If you do not have a lantern, you must pass a Luck (-2) check or fall into the pit in the darkness. If you fall, draw 1 Injury. | Luck -2 | |
In the darkness you happen upon the remains of a previous spelunker. Make a Luck (+0) check and consult the chart below:
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Luck +0 | |
Make a Lore (+0) check to decipher the writings on the wall and consult the chart below:
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Lore +0 | |
Outside the cave, someone hung a package from a tree, presumably to keep it safe from curious wildlife. Make a Luck (-2) check to see if the contents have been left alone. If you pass, gain 1 Common Item. | Luck -2 | |
Rocks shift in the strange light. If you have a Lantern, you may move to the first area of any Other World of your choice. Otherwise, if you fail to pass a Luck (-2) check you are lost in time and space. | Luck -2 | |
The moaning winds in the cave whisper your name. Lose 1 Sanity. | ||
The shopkeeper at the General Store thinks that transients living in the caves are scaring his customers. He asks you to chase them off. Make a Fight (-1) check to intimidate them. If you pass, the shopkeeper gives you a free Common Item. If you fail, they pelt you with rocks, and you lose 1 Stamina. | Fight -1 | |
There's a growling behind you. Quickening your pace, you fail to notice a gaping pit obscured by the darkness. If you fail to pass a Luck (-1) check, draw the top gate marker, move to the first area of the Other World shown, and discard the gate marker, a process which causes you to be delayed. | Luck -1 | |
This is a mystic place, where meditation may have strange effects. If you wish to try to meditate, make a Will (+0) check. if you pass, draw 1 Spell. If you fail, lose 1 Sanity and take the Tainted card. | Will +0 | |
Within the cave, you find the remains of a fire, candles, and other signs that a ritual has been attempted here. Whoever it was left some handwritten notes. Make a Lore (+0) [2] check. If you pass, gain 1 Spell. | Lore +0 [2] | |
You agree to map out the caves for the local land grant office. Pass a Speed (-2) check to find a cache of stolen goods. Draw 2 Common Items. | Speed -2 | |
You are attacked by a shadowy being, but a large man leaps out of the darkness and drives it off. He introduces himself as Tom "Mountain" Murphy. Make a Luck (-2) check, or discard a Whiskey card to pass it automatically. If you pass, he joins your investigation. Take his Ally card if it's available, otherwise he gives you something to protect yourself with. Search the Common Item deck and take the first Weapon you find. If you fail, nothing happens. | Luck -2 | |
You are attacked by a shadowy being, but a large man leaps out of the darkness and drives it off. He introduces himself as Tom "Mountain" Murphy. Make a Luck (-2) check, or discard a Whiskey card to pass it automatically. If you pass, he joins your investigation. Take his Ally card if it's available, otherwise he gives you something to protect yourself with. Search the Common Item deck and take the first Weapon you find. If you fail, nothing happens. | Luck -2 | |
You are attacked by a shadowy being, but a large man leaps out of the darkness and drives it off. He introduces himself as Tom "Mountain" Murphy. Make a Luck (-2) check, or discard a Whiskey card to pass it automatically. If you pass, he joins your investigation. Take his Ally card if it's available. If it is not, he gives you something to protect yourself with. Take the first Weapon from the Common Item deck. If you fail, nothing happens. | Luck -2 | |
You are attacked by a shadowy being, but a large man leaps out of the darkness and drives it off. He introduces himself as Tom "Mountain" Murphy. Make a Luck (-2) check, or discard a Whiskey card to pass it automatically. If you pass, he joins your investigation. Take his Ally card if it's available. If it is not, he gives you something to protect yourself with. Take the first Weapon from the Common Item deck. If you fail, nothing happens. | Luck -2 | |
You are in a maze of twisty passages, all alike. Pass a Lore (-2) check or become lost. If you fail, lose 1 Stamina and stay here next turn. | Lore -2 | |
You are in a maze of twisty passages, all alike. Pass a Lore (-2) check or become lost. If you fail, lose 1 Stamina and stay here next turn. | Lore -2 | |
You come across an old brass lantern, lying on its side deep within the cave. Miraculously, it is unbroken. You may search the Common Item deck and take a Lantern card. | ||
You come upon the ashes of an old fire. Someone camped here and scrawled runes with the ashes. Pass a Lore (-2) check to decipher them and draw 1 Spell. If you fail, a monster appears! | Lore -2 | |
You feel the darkness pulling at your very soul. Resist the effects by passing a Will (-1) check or draw a Corruption card. | Will -1 | |
You find an old book. If you read it, make a Lore (+0) check and consult the chart below:
|
Lore +0 | |
You find the remains of a fire where someone attempted to burn incriminating evidence, but didn't finish the job. You may search the Common Item deck for the Research Materials card and take it. | ||
You hear a child's cries for help from deep within the cave. If you ignore them, a witness recalls seeing you in the area where the youngster disappeared. Place a Patrol marker on the street area of Rivertown. If you try to rescue the child, make a Luck (-1) check. If you pass, you find her in a chamber covered with strange occult inscriptions and may draw 2 Spells. If you fail, you are lost in time and space. | Luck -1 | |
You hear a child's cries for help from deep within the cave. If you ignore them, the guilt haunts you whenever you are nearby, and you are Barred from Rivertown. If you try to rescue the child, make a Luck (-1) check. If you pass, you find her in a chamber covered with strange occult inscriptions, and may draw 2 Spells. If you fail, you are lost in space and time. | Luck -1 | |
You hope, desperately, that the creature pursuing you is afraid of sunlight. Make a Speed (-2) check. If you fail, a monster appears. If you pass, nothing happens. | Speed -2 | |
You see runes carved on the cave wall, but then... is it a trick of the light, or are the walls dripping silver? Make a Speed (-2) check to copy the runes in time. If you pass, draw a number of Spells equal to the number of successes rolled. You may keep one, and must discard the rest. | Speed -2 | |
You stumble upon a pocket of bad air. Coughing, you struggle to stagger free. Make a Will (-1) check. If you pass, nothing happens. If you fail, lose 3 Stamina. | Will -1 | |
You've gone so far into the cave, you fear it will take you a long time to find your way back. There's a small, difficult-to-navigate passage that may be faster. Make a Fight (-2) check to squeeze through the smaller cave. If you fail, stay here next turn while you go back the long way. | Fight -2 | |
You've stumbled upon the Cult of the Black Goat! You may join them if you wish. To do so, you must discard at least 2 toughness worth of monster trophies, lose 3 Stamina, or an ally. Take a "One of the Thousand" Membership Card. If you cannot or choose not to join, pass a Speed (-2) check or lose 2 Stamina. | Speed -2 | |
Your presence has upset a large number of bats. As they fly about you, make a Will (-2) check. If you fail, you run blindly through the dark and lose 1 Stamina as you knock into the cave walls. | Will -2 |