Other (encounters)
From Arkham Horror Wiki
Encounters
Encounter | Skill check | Edition |
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"I am demoiselle Jeanne d'Ys," she says, her beautiful eyes and charming accent piercing your heart. If you stay with her, gain 1 Stamina and 1 Sanity, but you are delayed. If you leave her, pass a Luck (-1) check or lose 1 Stamina and 1 Sanity. | Luck -1 | |
"Is that you, Camilla?" a voice calls to you in the darkness. If you flee, lose 1 Stamina. If you answer, pass a Will (-2) check or lose 2 Sanity. | Will -2 | |
"It is not too late," whispers the voice in the darkness. If the terror level is less than 6, draw a Spell. | ||
"Mr. Skin's the name, investigatin's my game," he says, with a friendly smile. But there's something about him that makes you feel like a helpless child before a ravenous beast. If you agree to let him come along, his form and face seem to shift... you may take any Ally of your choice, but you lose 2 Stamina and 2 Sanity. | ||
A crazed, half-dead explorer attacks you. Pass a Fight (+2) check to overcome him. If you succeed, take 1 Common Item and lose 1 Sanity as you contemplate this poor soul's fate. If you fail, lose 1 Stamina. | Fight +2 | |
A dark ocean laps at your feet, and you see gables of old-fashioned buildings across the water. Could this be Innsmouth? Your Luck slider is reset to the lowest possible number, but you gain 1 Clue token. | ||
A distant drumming can be heard. Strangely, it gives you a sense of security and protection, as if it were warding away some evil. Gain 1 Sanity. | ||
A foul-smelling ichor covers the ground. Pass a Will (-1) check or lose 1 Stamina as the odor overwhelms you. | Will -1 | |
A ghastly monster appears! | ||
A ghostly ship captain offers you passage home, for a price. Return to Arkham, but you are Cursed. | ||
A glimmer of gold catches your eye. Gain $2. | ||
A glimpse of home gives you hope. Gain 1 Sanity. | ||
A hideous monster appears! | ||
A hideous monster appears! | ||
A hideous monster appears! | ||
A horrendous monster appears! | ||
A horrible shadow falls across you. Roll a die. On a 1, either lose 5 Clue tokens or you are devoured. | ||
A large dog lopes alongside you for a time, warding you from harm. No encounter. | ||
A large mirror stands before you. Your reflection bears an unfamiliar mark upon its forehead. Make a Will (+0) check. If you pass, the mark fades from the reflection. If you fail, it remains and you are Cursed. | Will +0 | |
A lurking monster appears! | ||
A man in a coat and hat takes your arm, and you find yourself leading the shadowy presence forward. All the reward you seem to need is his reassurance... perhaps you are being mystically controlled, but it's hard to care. Gain 1 Sanity, but take the Local Guide card. | ||
A monster appears! | ||
A monster appears! | ||
A monster appears! | ||
A monster appears! | ||
A monster appears! | ||
A monster appears! | ||
A monster appears! | ||
A monster appears! | ||
A monster appears! | ||
A monster appears! | ||
A monster appears! | ||
A monster appears from the shadows! | ||
A monster appears, taking shape from the angle's curve! | ||
A mysterious woman warns you that you would be able to see all that you need to know if your mind were not clouded by the unnatural. Discard 2 Spells to gain 5 Clue tokens. If you can't or choose not to, gain 1 Sanity. | ||
A nightmarish monster appears! | ||
A powerful force is attempting to tear its way through the realities! Make a Lore (+0) [2] check to slow it down. If you pass, remove 1 Dunwich Horror token from the board. | Lore +0 [2] | |
A revolting monster appears! | ||
A ripple in the air passes over you. Pass a Lore (-1) check or lose 1 Spell of your choice as it is burned from your mind. | Lore -1 | |
A row of vaguely humanoid sculptures lines your path. As you walk past them, you cannot help but think that some malevolent force is watching you through their stone eyes. Lose 1 Sanity. | ||
A scrap of paper flutters into your hands, with the words, "this world was inhabited at one time by another race who, in practicing black magic, lost their foothold and were expelled from the allegorical garden..." Lose up to 2 Clue tokens due to this misleading information, if able. | ||
A strange being pays you a visit, and test you. Make a Will (-2) check. If you fail, you lose 1 Sanity and 1 Stamina. If you pass, you gain 3 Clue tokens. | Will -2 | |
A strange euphoria begins to overtake you. You are irrationally certain things will be okay. Gain 1 Sanity. Then make a Luck (-1) check. If you fail, overconfidence leads you astray and you are delayed. | Luck -1 | |
A strange rash has appeared on your skin, and you've developed a harsh, rattling cough. Lose 1 Stamina. | ||
A strange serpent-face person in a hooded robe speaks at you in an ancient tongue. Make a Lore (-2) check to decipher his words and gain 1 Clue token. If you fail, he bites you, disgusted, and leaves. Lose 1 Stamina. | Lore -2 | |
A strange song conjures up images of a life you could have lived. Gain Clue tokens equal to your focus. | ||
A strangely-dressed man claiming to be a doctor offers to trade valuable information for an item he purports to need. You may discard any item that is not a Weapon and then gain 3 Clue tokens. | ||
A terrible monster appears! | ||
A terrible monster appears! | ||
A terrible monster appears! | ||
A terrifying monster appears! | ||
A thick pollen is infecting the air. You need to keep moving or you're going to pass out from breathing it in. Pass a Speed (-1) check or you are delayed here. | Speed -1 | |
A tree, covered in blood and waving in the wind, stands before you. If you pass a Luck (-1) check, it is just a tree. If you fail, it attacks you! Lose 1 Sanity and 2 Stamina. | Luck -1 | |
A vortex sweeps you off your feet and into oblivion. Pass a Fight (+0) check or you are lost in space and time. | Fight +0 | |
A web of light surrounds the object on the pedestal. You may draw a Unique Item, but if you do, every other investigator loses 1 Sanity and 1 Stamina. | ||
A window floats by, looking out on.. can it be Home? Pass a Luck (-1) check to return to Arkham. | Luck -1 | |
A wounded beast snarls at you, but it can't move. You don't think it's going to live much longer. If you want to wait around, you are delayed, but you may draw a monster from the cup and take it as a monster trophy, even if it has the Endless ability. | ||
Along the shore, the cloud waves break. Pass a Fight (+1) check to gain 1 Stamina. | Fight +1 | |
Although you believe that you've found a way home, the path looks perilous. You may roll 3 dice, losing 1 Stamina for each failure you roll. If you are not reduced to 0 Stamina, you may return to Arkham. | ||
Although you try your best, you are unable to hang on any longer. If you are in the second area of this Other World, move to its first area. If you are in its first area, you are lost in time and space. | ||
Although your journey has been perilous, you've found a possible way to get home. Pass a Luck (-1) check to return to Arkham. | Luck -1 | |
An enigmatic traveler sympathizes with your cause and offers some good advice. Gain 1 Clue token. Then make a Luck (-2) check. If you pass, you are Blessed. | Luck -2 | |
An enormous stone marker covered with arcane markings stands before you. Its true purpose is unclear, but you think you may be able to translate a small portion. Pass a Lore (-1) check to gain 1 Spell. | Lore -1 | |
An unspeakable monster appears! | ||
At some point in your other-worldly travels, you began suffering from a fever. Lose 1 Stamina. Then make a Will (-1) check to glean useful insights from your delirious dreams. If you pass, gain 1 Clue token. | Will -1 | |
At the top of the hill is an old stone well. You may toss $1 inside and pass a Luck (-2) check to be Blessed. If you fail, nothing happens. | Luck -2 | |
Black stars shine upon you, and reality is reversed. If you were Cursed, you are now Blessed. If you were Blessed, you are now Cursed. | ||
Carefully, you avoid the gaze of a gigantic eye watching an alter. You may try to pass a Sneak (-1) check to steal a scroll from the dais. Draw 1 Spell. If you fail, you are racked by pain and lose 3 Sanity. | Sneak -1 | |
Certainly frail mortal creatures like you were not meant to see and hear such things. Lose 1 Sanity. | ||
Crushing tentacles pursue you! Pass a Speed (-1) check or you are reduced to 1 Stamina. | Speed -1 | |
Dark tendrils grasp you! Pass a Luck (-1) check or be delayed. | Luck -1 | |
Discard this card and draw again. | ||
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Eerie purple lights begin wending their way towards you. Pass a Will (+0) check or you are drawn to them and delayed. | Will +0 | |
Excellent! There seems to be a narrow passage leading back. Return to Arkham. | ||
Exhausted, you lay down and sleep for a while. You are delayed. | ||
For once, fortune is with you. No encounter. | ||
Fortune favors everyone, each according to his station. If you are Cursed, discard all of your items. If you are Blessed, draw a Unique Item. | ||
From living blackness, a monster appears! | ||
Have you seen the Yellow Sign? Pass a Speed (+0) check to avert your eyes. If you fail, you are reduced to 1 Sanity. | Speed +0 | |
Ho there, what's this? Pass a Luck (-1) check to gain a Common Item. | Luck -1 | |
Hurry! You must choose the correct crystal soon, or the gate will open and release a terrible creature. Pass a Luck (-2) check or a monster appears! | Luck -2 | |
If violence is all it understands, then violence it shall have! Pass a Fight (-1) check to take a Clue token | Fight -1 | |
If you have a Unique Item, nothing happens this turn. If you do not have one, the winds seem to taunt you, mocking your helplessness. Lose 2 Sanity. | ||
In a quiet corner removed from every place and no place at once, you snatch a moment of respite, and have no encounter. | ||
In each facet of the gem is a monstrosity waiting to be born. Make a Luck (+0) check. If you fail, a monster appears! | Luck +0 | |
In some alternate history, you see a United States plunged into dictatorship. Suicide chambers are erected in city parks. This could be the shape of things to come. Gain 2 Clue tokens and lose 1 Sanity. | ||
In the dark, you stumble into a deep hole. Looking up, you see a gravestone bearing your name. Pass a Speed (-2) check to scramble out or lose 2 Sanity and be delayed. | Speed -2 | |
In this place, it's a stroke of good fortune when nothing terrible happens to you. No encounter. | ||
In this place, where all minds converge, you may trade Clue tokens with other investigators until the end of this phase. | ||
It seems as though you've run out of options for now, so you must bide your time. Stay here next turn. | ||
It seems that no matter where you go, there are always thieves waiting to prey upon the unwary. Lose $2. | ||
It seems that you are not the first to have come here. Gain 1 Clue token and $2. | ||
It takes you a moment to realize that the horrible screeching noise consists of English words spoken by something monstrous! Lose 1 Sanity, but gain 1 Clue token. | ||
It was a diabolical trap, you suddenly realize... now that you're inside it! Make a Lore (-1) check or you are delayed. | Lore -1 | |
It's a dead end. You are delayed as you must retrace your path and try something different. | ||
It's a door! You must have walked by the other side of that door a hundred times back home. Gain 1 Sanity. Then make a Fight (-2) check to break the lock. If you pass, return to Arkham. | Fight -2 | |
Knowledge is power, but more importantly, it is hope and endurance in this prison where you find yourself. Lose 3 Stamina and 3 Sanity, but you reduce this loss by 1 Stamina and 1 Sanity for each Clue token you discard (to a maximuum of three). | ||
Looking at the vast distances you still have to cross, you feel as though all is lost. Lose 1 Sanity. | ||
Luck is with you. You stumble on a cache of supplies. Draw 1 Common Item. | ||
Magic seems to inherently manipulate your environment in unpredictable ways. If you have 3 or more Spells, this world rejects you completely and you are lost in time and space. | ||
Make a Fight (+0) or Will (+0) check. If you pass, you push through the walls of fatigue and confusion and realize what must be done. You may seal the gate through which you entered, but only by sacrificing yourself. If you choose to seal the gate, you are devoured. | Fight +0
Or Will +0 |
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Make a Fight (-2) check to scale that sheer cliff. If you succeed, the view from the top grants you 1 Clue token. If you fail, lose 1 Stamina. | Fight -2 | |
Make a Luck (+0) check and consult the chart below.
Successes: |
Luck +0 | |
Make a Luck (-1) check. If you fail, a monster appears! If you pass, you may draw 2 monsters from the cup and choose which one appears. | Luck -1 | |
Make a Luck (-2) check to come across a Unique Item! | Luck -2 | |
Make a Luck (-2) check to make it through the twisted forest. If you pass, you find $3 worth of precious baubles! If you fail, you are delayed. | Luck -2 | |
Make a Speed (-1) check to run for safety and return to Arkham. If you fail, you are caught and are delayed. | Speed -1 | |
Monsters lurk everywhere. Pass a Sneak (-2) check or stay here next turn. | Sneak -2 | |
Muttering a quick prayer, you hope that the grate is weak enough to remove, since it's the only way forward that you've found so far. Pass a Luck (-1) check or stay here next turn. | Luck -1 | |
Nephren-Ka places your soul upon the Balance of Thoth, and finds you lacking. First discard Stamina or Sanity, whichever is higher, until your Stamina and Sanity are equal. Then you are surprised by a monster. If you defeat it, you may draw 1 Exhibit Item. | ||
Nothing but emptiness. No encounter. | ||
On the horizon, you see the hazy silhouette of the Ancient One. Pass a Will (-2) check or lose all your Sanity. | Will -2 | |
One glimpse at the sky and things fall into place for you. Gain 1 Clue token. | ||
Pass a Fight (-1) check to hang on to your prize despite the wind. Draw 1 Spell. | Fight -1 | |
Pass a Fight (-2) check to lever back the lid of the stone chest. Inside, you find $8. If you fail, lose 1 Stamina. | Fight -2 | |
Pass a Fight (-2) check to pry open a grate you find built into the wall. Inside, you find something fascinating. Draw 1 Unique Item. | Fight -2 | |
Pass a Luck (-1) check to discover a cache of ancient papers containing valuable information about the Mythos. Gain 1 Clue token for every success you rolled on your Luck check. | Luck -1 | |
Pass a Luck (-1) check to discover a useful object in your wanderings. Draw 1 Unique Item. | Luck -1 | |
Pass a Luck (-1) check to discover a vital document. Gain 2 Clue tokens. | Luck -1 | |
Pass a Luck (-1) check to find a quiet spot to rest. Gain 2 Stamina and 2 Sanity. | Luck -1 | |
Pass a Luck (-1) check to find something of use among the devastation. Draw 1 Common Item. | Luck -1 | |
Pass a Luck (-1) check to find something to defend yourself with. Take the first Weapon from the Common Item deck. | Luck -1 | |
Pass a Luck (-1) check to find the gate back. If so, immediately return to Arkham. | Luck -1 | |
Pass a Luck (-2) check to stumble across a valuable item. Take the first Unique Item with a list price of at least $4 from the Unique Item deck. | Luck -2 | |
Pass a Speed (-1) check to grab the carving before it falls. Draw 1 Spell. | Speed -1 | |
Pass a Speed (-2) check to jump the fissure. If you fail, lose 1 Stamina and you are delayed. | Speed -2 | |
Perhaps there's something of use here? Pass a Luck (-1) check to either draw 1 Unique Item or draw 1 Common Item and gain $2. If you fail the check, nothing happens. | Luck -1 | |
Placing your hand on the ancient cave painting, you have a vision. Gain 1 Clue token. | ||
Riding a spear of light, you flash through a thousand times and places. Pass a Luck (-1) [2] check to return to Arkham. Any monsters in the location you return to are automatically defeated and collected as trophies. | Luck -1 [2] | |
Silence and warmth, for a change. Gain 1 Sanity. | ||
Small, but precious stones are embedded into the wall. Gain $3. | ||
Someone has drawn a crude map of the terrain ahead of you. Make a Lore (-1) check to interpret it. If you pass, return to Arkham. If you fail, you are lost in time and space. | Lore -1 | |
Something followed you here... if there are any monsters in the same location as the gate you entered, they appear. If they are not defeated, they remain in their original location. | ||
Something small scurries away from you, carrying 1 of your Common Items with it. | ||
Stairs wind upward, yet descend downward- ascend, or fall? Pass a Luck (-1) check or you are lost in time and space. | Luck -1 | |
Stinging insects swarm about you! Make a Speed (-1) check to find shelter. If you fail, lose 1 Stamina. | Speed -1 | |
Strength- and knowledge?- in numbers. Take a Clue token for every investigator, including you, currently in an Other World. | ||
Struggling to hold your breath, you cannot seem to find the surface of the mysterious sea. Lose 1 Sanity and 1 Stamina. | ||
Suddenly, the things you've seen make sense! Gain 1 Clue token. | ||
Suddenly you notice something that you had previously missed. Gain 1 Clue token. | ||
Ten thousand worlds lie arrayed before you; you are delayed. | ||
The air here is too noxious. You don't think you can make it. Pass a Speed (-1) check or lose 1 Stamina. | Speed -1 | |
The air here tastes sour and burns your lungs. Pass a Fight (-1) check or lose 1 Stamina. | Fight -1 | |
The Black Man lays his book before you. If you wish to open the book, pass a Luck (-2) check to gain 5 Clue tokens. if you fail, you are devoured. | Luck -2 | |
The Bloated Woman makes you an offer. Lose 1 Sanity, then you may discard any amount of money, all at once, then draw a number of cards from the Unique Item deck equal to the total amount of money discarded. You may take one card from among those drawn with a value equal to or less than the amount of money discarded, then discard the rest. | ||
The bruising winds make movement difficult. Lose 1 Stamina. | ||
The chess game with the strange serpent seems to go on for days. Pass a Lore (+2) check to gain $1 for each success you roll. If you fail, you are delayed. | Lore +2 | |
The colors are blinding. Pass a Lore (-1) check or stay here next turn. | Lore -1 | |
The creature demands a toll. Discard a Tome or lose all of your Clue tokens and you are delayed. | ||
The creature waves its hand at you. "Blessings upon you." If you have a Curse card, you may discard it. | ||
The cultists thrust you forward, and the God of the Bloody Tongue surprises you! You gain a +1 to all skill checks against this monster for each Unique Item or Exhibit Item you have. | ||
The door slams shut behind you. You are in total blackness. Pass a Luck (-2) check, otherwise you are delayed. | Luck -2 | |
The endless forest refuses to give up its mysteries. No encounter. | ||
The environment here adamently refuses to conform to logic or reason. For each Clue token you have, roll a die. If the result is a "1", discard that Clue token. | ||
The floor is crumbling beneath you! Make a Speed (-1) check or be lost in time and space. | Speed -1 | |
The fumes overcome you at last, causing you to sink into a dreamless sleep. Stay here next turn. | ||
The ground is giving way! Pass a Speed (-1) check to escape; otherwise you are delayed. | Speed -1 | |
The ground shifts under you feet, sending you tumbling head over heels. Lose 1 Stamina. | ||
The humidity and heat is exhausting. Lose 1 Stamina. | ||
The insanity of this place finally hits you. Lose 1 Sanity. | ||
The journey proves fruitful. Draw 1 Spell. | ||
The landscape around you begins to shift and reshape itself. Make a Lore (-2) check. If you pass, you recognize this place and may move to the first area of any Other World and gain 1 Clue token. | Lore -2 | |
The mad scientist cackles as he pulls down on the lever of his machine. Pass a Speed (+1) check to reach the giant gem that powers it in time and gain $4. If you fail, you are thrown through a portal. Draw a Gate card, move to the Other World listed first, and have another encounter there. | Speed +1 | |
The monster's corpse lies before you, and to your horror, you find your mouth watering. If you consum it, make a Fight (-2) check. If you fail, lose Stamina equal to the number of dice rolled. If you pass, gain Stamina equal to the number of dice rolled. | Fight -2 | |
The mystic energies of this place seem to have the power to rejuvenate you. You may discard 1 Spell or 1 Unique Item to restore your Stamina to full | ||
The obsidian door refuses to open. Pass a Fight (-1) check or stay here next turn, struggling with it. | Fight -1 | |
The only way forward now is a terrifying leap off a cliff. Pass a Will (-2) check or stay here next turn. | Will -2 | |
The pinkish rays nearly get you. Pass a Sneak (+0) check or lose 2 Stamina. | Sneak +0 | |
The rope seems to extend upwards forever, but it's the only way out of the crevasse you find yourself in. Pass a Fight (-1) check to climb it and return to Arkham. If you fail, you fall, losing 2 Stamina and staying here next turn. | Fight -1 | |
The shadows of men's thoughts lengthen in the afternoon. Pass a Lore (-2) check to gain Clue tokens equal to the number of successes you roll. | Lore -2 | |
The shadowy entity gives up the chase. Lose 1 Stamina from exhaustion. | ||
The sky is spinning. Pass a Will (-2) check or pass out and stay here next turn. | Will -2 | |
The stench of fecundity and blood surrounds you. A monster appears! If you do not evade it or defeat it on the first round of combat, it replicates, and you must evade or defeat a second one! | ||
The strain is too much for your mind. Lose 1 Sanity. | ||
The sucking mouths drain enough of your blood to leave you dizzy. Lose 1 Stamina. | ||
The tides of time and space collide. You meet your future self, and learn what is in store. Gain 1 Clue token, the pass a Will (+0) check or lose 1 Sanity. | Will +0 | |
The time you have spent in this alien landscape is altering your perceptions. New, strange knowledge is burning itself into your mind. Lose 1 Sanity. Then, if you are still sane, gain 1 Spell. | ||
The unending blackness terrifies you. Pass a Will (-1) check or lose 1 Sanity and 1 Stamina from fear and exhaustion. | Will -1 | |
The way is shut, and more doors close with each passing eon. If there are four or more elder sign tokens in play, take this card. While you have it, during Upkeep, you must discard a Clue token or 1 Item, if you have either. (errata: the following was not printed in the English version, but was in the French and German versions) Put a Clue on that card for each Item or Clue you discarded. Put that card back in the box when there are 3 Clues on it. | ||
The weight of eons bears down with a literal force. Pass a Luck (-1) check or discard all of your Clue tokens and become lost in time and space. | Luck -1 | |
The weight of the world presses down on you. Lose 1 Stamina. | ||
There are two flasks here. You may drink one to gain 1 Sanity and lose 1 Stamina or drink the other to gain 1 Stamina and lose 1 Sanity. | ||
There are two paths for you to choose between. One of them leads home, while the other could lead anywhere. Pass a Luck (-1) check to return to Arkham. | Luck -1 | |
These loathsome beings are certainly not friendly. Make a Sneak (-1) check to avoid them and gain 1 Clue token. If you fail, lose 1 Sanity and 1 Stamina as you flee! | Sneak -1 | |
There is nothing here but barren wastes. No encounter. | ||
This area is filled with discarded antiques from Earth. Most of it is junk, but some of it might be worth something. Gain $3. | ||
Those lands outside the time and space known to men strip king and peasant equally. Discard all of your items, except those for which you either discard a Clue token or pay $3. | ||
Time and space bend around you. Make a Luck (-1) check. If you pass, return to Arkham. If you fail, stay here next turn. | Luck -1 | |
To pass the time you have been having a conversation with yourself out loud. You are alarmed when you respond to you own questions in a language you have never heard before. Make a Lore (-1) check to interpet what you just said. If you pass, gain 1 Spell. If you fail, lose 1 Sanity. | ||
Try as you might, you are too tired to go on. Stay here next turn. | ||
Water begins to flood your immediate environment! Make a Fight (-1) check to prevent yourself from being swept away by the waves. If you fail, choose any aquatic location, move there, and do not take an explored marker. | Fight -1 | |
Wedged beneath a fallen stone is a scroll. Draw 1 Spell. | ||
What luck! There's a way home here that you almost overlooked. Return to Arkham. | ||
What was that? Lose 1 Sanity. | ||
What was that!? Make a Sneak (+3) check or you will find out as you are devoured by it. | Sneak +3 | |
What's that? Another Gate? Hurry! Make a Speed (-1) check. If you fail, you are lost in time and space. If you pass with 1 success, nothing happens. If you pass with 2 or more successes, return to Arkham. | Speed -1 | |
What's that behind you!? A monster appears. | ||
Yes! You think you have a use for this item. Draw 1 Common Item. | ||
You approach a tunnel only to feel a terrible tromping shake the ground from below... and then an unearthly screech rends the sky. Make a Sneak (-1) check. If you pass, 1 monster appears! If you fail, 2 monsters appear! | Sneak -1 | |
You are beginning to understand the strange creatures here. Gain 1 Clue token. | ||
You are lost in a labyrinth of high walls. Pass a Lore (-1) check or stay here next turn. | Lore -1 | |
You are not safe here. A monster appears! | ||
You are not safe here. A monster appears! | ||
You are suddenly plagued by a vision of yourself inside a cell at the asylum hallucinating a journey to another world. Make a Luck (+1) check. If you fail, move immediately to Arkham Asylum and draw a Madness card. | ||
You are unsure if you are back in Arkham or not. Make a Will (-2) check. If you succeed, return to Arkham. If not, lose 2 Sanity as the landscape twists and warps in a nightmarish way. | Will -2 | |
You can barely see anything in the dim lighting, but you can hear something large and threatening nearby. Make a Sneak (+0) check. If you fail, the creature pounces. Draw an Injury card. | Sneak +0 | |
You can hear it breathing... make a Will (-1) check. If you fail, you scream in terror, giving yourself away. Lose 1 Sanity and 2 Stamina. | Will -1 | |
You come across a slaughtered creature. Pass a Luck (-1) check to claim a monster trophy from the cup (even if it is Endless) and gain 2 Clue tokens. | Luck -1 | |
You come across a sleeping horror with a tentacle draped across a small gold idol. Silence is of the essence as you attempt to gently ease the idol out from under the creature's pseudopod. Make a Sneak (-1) check. If you pass, gain $3. If you fail, lose 2 Stamina. | Sneak -1 | |
You come upon a cavern filled with human brains. If you were to eat them, maybe you could also consume the knowledge they contain! Make a Lore (-1) check. If you pass, you may lose Sanity to take Clue tokens, at a rate of 2 Sanity each. | Lore -1 | |
You discover a complex series of glass tubing, flasks, and beakers. You may choose to sample one of the chemicals flwoing through this array. If you do, make a Luck (-2) check. If you pass, the concoction strangely changes you. Gain 1 Skill. If you fail, lose 1 Stamina. | Luck -2 | |
You discover a dimensional rift, bleeding macabre energies into your home world. Choose 1 open rift. You must then either discard 3 Clue tokens and close the rift or move to the rift's current location, without gaining an "explored" marker. If no rifts are open, return to Arkham. | ||
You discover you are able to hear the thoughts of an individual in Arkham. Roll a die and consult the following table:
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You encounter a stranger who looks like a much older version of yourself. You are told, "Press on, you will succeed." Gain 2 Sanity. | ||
You feel a powerful pulse of malevolent intelligence. It wants to tell you secrets. For each point of Sanity you sacrifice, you may gain 1 Clue token. | ||
You feel an outside intelligence trying to take over your body, replacing your identity with its own. You fight it off with great difficulty. Make a Will (-2) check. If you pass, you gain a specialized knowledge from that intelligence. Draw 1 Skill. If you fail, you lose part of yourself in the struggle. Discard all of your Clue tokens. | Will -2 | |
You find a $5 bill on the ground here, with no possible explanation for its presence. Gain $5. | ||
You find a fresh water source that replenishes you. Gain 1 Stamina. | ||
You find a number of old barrels, lost from some bygone century. Make a Luck (-1) check. If you pass, you discover something worthwhile. Gain a Common Item. If you fail, the barrels' rotten contents nauseate you. Lose 1 Stamina. | Luck -1 | |
You find a quiet spot to rest and recuperate. Gain 1 Stamina. | ||
You find a scattered pile of familiar objects, each one something you have lost at some point in your life. Some of them may prove usefull now. Make a Luck (-1) check. If you pass, you may look at the bottom of the Common Item deck and then draw 1 Common Item from either the top or the bottom of the deck. | Luck -1 | |
You find a sheltered area, a veritable oasis in this strange place. You may take the opportunity to rest. If you do, you are delayed and gain 1 Sanity and 1 Stamina. | ||
You find a small gem that you plan on selling when you get the chance. Gain $3. | ||
You find a tiny corner of placidity, and remain there for a moment. Gain 1 Stamina and 1 Sanity. | ||
You find some valuable items that you can sell back in Arkham. Gain $3. | ||
You find something that looks to be valuable, broken into many small pieces. If you wish, draw a Unique Item and stay here next turn as you reassemble it. | ||
You find the body of a long-dead explorer. Make a Luck (-2) check. For each success, you may draw and keep one card from the Common Item deck. | Luck -2 | |
You find this place is corrosive to your belongings. Metal rusts, wood rots, and cloth grows thin. For each Common Item you have, roll a die. If the result is a 1, discard the item. | ||
You grasp at the thing, but sense that even if you are unable to hold it, the reaching itself will teach you. Make a Luck (-2) check. If you pass, draw a Unique Item. If you fail, take a Clue token. | Luck -2 | |
You hear the call of a hunting creature in the sky above. Pass a Sneak (-2) check or you become its prey and lose 1 Stamina. | Sneak -2 | |
You inadvertently summon the Haunter of the Dark to carry you through the void. You must lose Sanity equal to your current Stamina, or Stamina equal to your current Sanity, but gain 2 Clue tokens for each monster in the Sky. | ||
You pass the night in animated conversation with an old man sucking on a clay pipe. When you awaken, the man is gone without a trace, but you do gain 1 Clue token from his wisdom. | ||
You pick up a chestnut, and it begins to writhe in your hands. Pass a Speed (-1) check to fling it away. If you fail, the grub inside bursts forth, grows to impossible size, and attacks you. A monster appears! | Speed -1 | |
You pick up a shock-white feather from the cracked ground, sensing something strange about it. Keep this card. You may discard it to prevent any investigator from losing up to 3 Sanity or Stamina. | ||
You push yourself to the limit. Roll one die for each point of Stamina you have. Lose 1 Stamina for each die that does not roll a success. If you do not fall unconscious, gain 1 Clue token for each die that rolled a success. | ||
You reach out and touch a great pillar of darkness, anchoring your lost allies. If there are any investigators lost in time and space, you return to Arkham and they are moved to the street location nearest you. | ||
You recognize an odd object tucked inside a bird's nest. Make a Sneak (-2) check to remove the object without attracting the attention of any of the large birds nearby. If you pass, gain 1 Common Item. | Sneak -2 | |
You recognize this landscape from a painting you saw recently. Mkae a Lore (-2) check to remember the details of the artwork. If you pass you recall a strange object depicted and can find that location. Gain 1 Unique Item. | Lore -2 | |
You see a reflection of yourself and realize how much your experiences have changed you. You believe the knowledge you've gained is worth the sacrifices you've made. If your Sanity is at full, you may discard 3 Clue tokens to be Blessed. Otherwise, if you are not at full Sanity, for each Clue token you discard, gain 1 Sanity | ||
You sleep, fitfully, and awaken to the sound of your own voice, chanting something. Make a Lore (-2) check. If you pass, you are able to retain what you are saying. Draw 1 Spell and gain 2 Clue tokens. If you fail, the chant attracts something unsavory. A monster appears! | Lore -2 | |
You stare into the face of madness. Roll 1 die for each point of Sanity you have. Lose 1 Sanity for each die that does not roll a success. If you do not go insane, gain 1 Clue token for each die that rolled a success. | ||
You suspect you would travel more quickly if you weren't carrying so many things. Discard 1 item or you are delayed. | ||
You take careful notes of all of your experiences. You are certain they will come in handy later. Gain 1 Clue token. | ||
You wrestle shadows for what seems like days, only to emerge into a plain of blinding light. Lose either 1 Stamina or 1 Sanity. | ||
You've completed your task, but now you must escape before the portal closes! Pass a Speed (-2) check to return to Arkham. If you fail, you are lost in time and space. In either event, you automatically close the gate you entered through. | Speed -2 | |
You've never seen nor experienced anything so awful. Roll four dice. For each die that is not a success, lose 1 Sanity or 1 Stamina (your choice). | ||
Your feet begin to sink into a repulsive goo. Pass a Fight (-2) check to pull yourself out. If you fail, you are sucked into the unknown and are lost in time and space. | Fight -2 | |
Your focus alone will see you through times of confusion. Pass a Will (-2) check or you are delayed. | Will -2 | |
Your mind is flooded with knowledge. Make a Lore (-2) check. If you pass it, draw 1 Spell, but lose 1 Sanity. | Lore -2 | |
Your path ends at two identical doors. Make a Luck (+0) check. If you succeed, return to Arkham. If not, you are lost in time and space. | Luck +0 | |
Your terrible thirst has finally convinced you to try drinking some of the water here. Make a Luck (-1) check and consult the following chart:
Successes: |
Luck -1 | |
Your travels are endless, packed tight into the space of but a moment. Lose 1 Stamina. |