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Expedition Token

The Expedition Encounter is a type of encounter that the player can undertake in Eldritch Horror. The location is determined by the postcard image on the back of the top-most Expedition Encounter card, and the Active Expedition token is always placed on that space. An investigator may only encounter the Active Expedition.

The Expedition Encounter is a multi-step process, and the player resolves all of the steps in order. Typically, a skill check is resolved, and then another skill check is resolved whether or not the player passes or fails it. Sometimes, however, the player may choose which of the two effects to resolve. Unlike an Other World Encounter, any board effects or Assets not specific to Encounters may apply to an Expedition.

The Pyramids Encounter

Back of an Expedition Encounter card (The Pyramids here)

The reward for a successful Expedition is usually an Artifact. This can be an effective way to gain the items needed for certain Mysteries, as mysteries that require artifacts often allow the player to gain that specific artifact in its place. Other rewards include advancing the Mystery or retreating Doom Doom.

After resolving an Expedition Encounter, the investigator moves the Active Expedition token to the space that matches the newly-revealed top card of the Expedition Encounter deck.

An Active Expedition space refers to the space the Active Expedition token is currently on. An Expedition space, on the other hand, refers to spaces with an illustration and name presented as a polaroid photograph.

Strange Remnants Strange Remnants adds the Mystic Ruins Encounter deck, which is functionally similar to an Expedition Encounter deck. Any bonus the player might have to a Mystic Ruins Encounter will also apply to an Expedition.

Effects on Expeditions[]

List of Expedition Encounters[]

The Amazon small The Amazon[]

ID # Set Initial Text Pass Effect Fail Effect
1
01Core
You see the vine-covered temple ahead of you, but you're going to have to fight your way through a thick tangle of venomous snakes between yourself and the entrance (Strength). You enter the Temple of Yig. Retreat Doom Doom by 1. Strange runes are inscribed on the wall in a serpentine design. You must interpret their meaning to avoid their hypnotic effect (Lore). If you fail, gain an Amnesia Condition. You've been bit! Lose Health 1 Health and gain an Internal Injury Condition. Something about the snakes is odd. You try to identify what makes them unique (Observation-1). If you pass, you notice a crescent on the snake's head; retreat Doom Doom by 1.
2
01Core
As you slip into a deep trance and touch the odd stone, the jungle around you subtle changes in appearance. You look for hints regarding this new jungle terrain (Observation). You are in some other dimension. You use your arcane skills to return home (Lore). If you pass, you wake up back in the jungle next to a strange item; gain 1 Artifact. If you fail, the journey back unsettles you; lose Sanity 2 Sanity. A towering, larva-like thing grabs you with its tendrils. You struggle fiercely to break free (Strength-1). If you pass, you retrieve a sample of the creature; gain Clue 2 Clues. If you fail, it throws you high into the air; gain a Back Injury Condition.
3
01Core
You've heard rumors that a particular secret of the ancients is visible from the top of a hill. You find that climbing the hillside is not an easy task (Strength). You find a lost treasure. Gain 1 Artifact. From this height, you can survey the land for miles (Observation-1). If you pass, you see drawings that are hundreds of feet across; gain Clue 1 Clue. If you fail, vertigo sets in; lose Sanity 1 Sanity. You take too long climbing and you stumble around in the dark. Gain 1 Leg Injury Condition. You yell for help (Influence). If you pass, the rescue party's flashlights reveal what you tripped over; gain 1 Artifact. If you fail, you return to your camp alone in the cold and dark; lose Health 2 Health.
4 02
Forsaken Lore
Lieutenant Colonel Percy Fawcett disappeared in this area of the jungle searching for the Lost City of Z. You search for any signs of the expedition or the legendary city (Observation-1). You discover a young Kuikuro boy who requires convincing before he'll help you (Influence). If you pass, he brings you to an ancient city where Fawcett has left behind his journal; gain Clue 2 Clues. If you fail, the boy demands payment and disappears; discard 1 Item possession. A mosquito bite leaves you sick and feverish (Strength-1). If you pass, you recover quickly, feeling better than before; discard 1 Illness or Injury Condition. If you fail, your symptoms grow worse; lose Health 1 Health and gain a Poisoned Condition.
5 05
Under the Pyramids
Legends say that the Mapinguari was once a powerful shaman. You search the jungle for any sign of this large, sloth-like beast so that you can track it back to its lair (Observation). You find the Mapinguari and learn it still retains its intelligence. Gain Clue 1 Clue. You ask it for help (Influence). If you pass, it reveals its secrets; advance the active Mystery by 1. If you fail, it takes a sacrifice; discard 1 Item possession. The beast finds you first, attacking you with powerful claws (Strength). If you pass, the creature speaks, revealing powerful arcane knowledge; retreat Doom Doom by 1. If you fail, the beast claws at your legs; gain a Leg Injury Condition.
6 06
Signs of Carcosa
This part of the jungle is home to the legendary sorcerer tree known as the lupuna. Resolve the pass effect to try and find it; or resolve the fail effect to leave a small gift for the jungle spirits. You search for the largest, oldest tree in the area (Observation-1). If you pass, you find an ancient treasure hidden among the roots; gain 1 Artifact. If you fail, you exhaust yourself with a fruitless search; lose Health 2 Health. It seems as if your gift was rejected! A fever leaves you incapacitated (Strength-1). If you pass, you find a treasure next to you when you awake; gain 1 Artifact. If you fail, your vision never fully recover; impair Observation.

Antarctica small Antarctica[]

ID # Set Initial Text Pass Effect Fail Effect
1
01Core
Flying over the area, you see evidence of an ancient stone city.[1] You land your plane as close as you can and climb across the ice to reach the strange architecture (Strength). The murals inside the city tell the story of the elder things. Retreat Doom Doom by 1. However, your studies take a toll on your mind (Will). If you fail, you block everything you've learned from your mind; gain an Amnesia Condition. You fall through the ice into a stone chamber. Lose Health 1 Health and gain a Back Injury Condition. You search the dark chamber (Observation-1). If you pass, you find the husk of an elder thing for study; retreat Doom Doom by 1.
2
01Core
You hear a faint sound echoing up from the caves that lead down in to the darkness.[1] You listen carefully to discern the sound's origin (Observation). You identify the sound of shoggoths. You escape, but can barely keep yourself conscious waiting for a rescue (Will). If you pass, you spot something on the cave floor; gain 1 Artifact. If you fail, you pass out and hear the sounds of shoggoths everywhere you go; gain a Hallucinations Condition. "Tekeli-li! Tekeli-li!" You recognize it too late. The shoggoths overwhelm you (Strength-1). If you pass, you overcome the threat; gain Clue 2 Clues. If you fail, you escape by jumping off a ledge; gain a Leg Injury Condition.
3
01Core
You find what you believe to be star-shaped burial mounds in the snow.[1] It is physically exhausting, but you try to dig the bodies out of the ice and snow (Strength). An odd relic lies next to the creature's corpse. Gain 1 Artifact. Then you examine the body (Observation-1). If you fail, you lose Sanity 1 Sanity staring too long to this alien horror. Chipping through the ice, you slip and injure yourself. Gain a Leg Injury Condition. The rest of the expedition crew is too terrified to approach and you beg them for help (Influence). If you pass, they spot something buried in the ice; gain 1 Artifact. If you fail, lose Health 2 Health as you crawl back to the camp.
4 02
Forsaken Lore
As you approach the dark tower, the landscape suddenly transforms around you, as if you were witnessing thousands of years passing in an instant.[2] The effect passes quickly but overwhelms your senses (Will). You realize that you've seen the future. In this vision, a being of unthinkable power escapes from this tower, unless you have the knowledge to prevent it (Lore). If you pass, you restore the seals on the tower; retreat Doom Doom by 1. If you fail, nothing can be done; lose Sanity 1 Sanity and gain a Paranoia Condition. You see your own severed head, connected to other heads by a strange, fibrous network. Lose Sanity 1 Sanity and gain a Hallucinations Condition. You hear many voices in your head, but one struggles to be heard over the others (Observation-1). If you pass, this voice teaches you the arcane arts; gain 1 Spell.
5 05
Under the Pyramids
You find the foundation of some ancient structure, but a snowstorm is on its way.[2] Resolve the pass effect to set up your tent and wait out the storm; or resolve the fail effect to try and fig up the foundation before the blizzard starts. The terrifying winds and cold last throughout the night (Will). If you pass, you excavate the area the next day and discover a lost treasure; gain 1 Artifact. If you fail, you run away as soon as you can; gain a Despair Condition. You quickly pull away the ancient stones (Strength). If you pass, you uncover a lost wonder; gain 1 Artifact. If you fail, the storm descends forcing you to set up your tent in the bitter cold; gain 1 Illness Condition.
6 06
Signs of Carcosa
The weather seems strangely warm and ashes are raining down from the sky.[2] You struggle to find your way through the burning white embers that fill the air (Observation). You discover arcane letters written on a cave wall. Gain Clue Clues. An imposing shrouded figure appears behind you (Will). If you pass, it nods and fades into the mist; advance the active Mystery by 1. If you fail, its icy touch steals your strength; impair Strength. You trip, hurting yourself badly as you fall into a milky white river. Gain 1 Injury Condition. You struggle to stay afloat (Strength). If you pass, the river takes you to an island sanctuary; retreat Doom Doom by 1. If you fail, you nearly drown; lose Health 2 Health.

Arkham small Arkham[]

Available only with Mountains of Madness Mountains of Madness expansion.

ID # Set Initial Text Pass Effect Fail Effect
1 03
Mountains of Madness
You descend into a series of tunnels hidden beneath Arkham's old cemetery. The stonework indicates these twisting passageways are as old as the city itself. You search the dark halls, looking for some indication of their purpose (Observation). You find papers, linking the city's founders to witchcraft. Gain 1 Incantation Spell. The documents hint at a coming doom (Lore-1). If you pass, advance the active Mystery Mystery by 1. If you fail, you feel lost and afraid; lose Sanity 1 Sanity and gain a Paranoia Condition. You wander for hours in the dark corridors. Lose Sanity 1 Sanity. You find a ghoul who was once one of Arkham's founders and ask for his help (Influence). If you pass, he likes you and aids your cause; retreat Doom Doom by 1. If you fail, he attacks; lose Health 2 Health.
2 03
Mountains of Madness
You use the strange angles in the old house to travel to another dimension. A man waits for you there with a strange relic. Resolve the pass effect to negotiate with the man or resolve the fail effect to try to steal the relic. You offer the man much in exchange for the relic (Influence). If you pass, the Dark Man agrees enigmatically; gain 1 Artifact. If you fail, you end up owing the Dark Man; gain a Debt Condition. Stealing the relic and escaping requires navigating the strange spaces between this world and your own (Observation). If you pass, your theft succeeds; gain 1 Artifact. If you fail, the Dark Man stops you and is very angry; gain 1 Bane Condition.

Buenos Aires small Buenos Aires[]

Available only with Under the Pyramids Under the Pyramids expansion.

ID # Set Initial Text Pass Effect Fail Effect
1 05
Under the Pyramids
While digging a new tunnel for the city's subway, engineers uncovered a cave once used to worship Gualichu. Inside the cave you find an altar that exudes an aura of evil. You grab a hammer and attempt to destroy it (Strength). You find glyphs under the altar. Gain 1 Ritual Spell. You search the cave walls (Observation). If you pass, you find a prophetic mural; advance the active Mystery Mystery. If you fail, the dank air gets to you; gain 1 Illness Condition. A dark power fills your mind, threatening to overpower you (Will). If you pass, you drive the evil away; retreat Doom Doom by 1. If you fail, the spirit of Gualichu embeds itself in your mind; gain a Haunted Condition.
2 05
Under the Pyramids
You travel to a collection of towering wooden statues left by the Mapuche. Resolve the pass effect to disturb the chemamull and dig up the ground; or resolve the fail effect to leave an offering for the dead. The large statues attack you (Strength)! If you pass, you reduce them to splinters and find treasure buried in the ground; gain 1 Magical Artifact. If you fail, your unconscious body is dragged back to the city; gain 1 Injury Condition. A peaceful wind picks up and you think you hear a voice (Observation). If you pass, the voice guides you to a reward; gain 1 Magical Artifact. If you fail, the voices stay with you, even after you leave the chemamull; gain a Haunted Condition.

The Heart of Africa small The Heart of Africa[]

ID # Set Initial Text Pass Effect Fail Effect
1
01Core
The whole jungle shakes, and the ground splits beneath your feet. You fall through the crevice into a vast subterranean tunnel (Strength). You follow the tunnel to the ancient city of G'harne. Retreat Doom Doom by 1. If you have read about G'harne, you know to leave quickly (Lore). If you fail, you wake up in the jungle with no memory; gain an Amnesia Condition. You land painfully on your spine. Lose Health 1 Health and gain a Back Injury Condition. While you're stuck here, you examine this tunnel (Observation-1). If you pass, you see that it was dug out by a large creature; retreat Doom Doom by 1.
2
01Core
The old N'bangu man's map to the gray city of the white god relies on landmarks that are now overgrown by the dense jungle.[3] You search carefully to recognize anything familiar (Observation). You find the remains of a white ape and study the bones (Lore). If you pass, you find a hastily drawn map that leads you to a hidden treasure; gain 1 Artifact. If you fail, something about this creature make you doubt your own humanity; gain a Hallucinations Condition. Stumbling across a copper mine, you are immediately accused of being a thief or a saboteur. You fight to escape into the jungle (Strength-1). If you pass, you find the gray city; gain Clue 2 Clues. If you fail, gain a Detained Condition.
3
01Core
Suddenly, you are surrounded by leopard men! They quickly capture you, tie you up, and take you back to their village. On the way, you try to free yourself from the ropes that bind you (Strength). At their village, you spot a rare item sitting on an altar. Gain 1 Artifact. You escape and flee from the village as quickly as possible without watching where you are going (Observation-1). If you fail, you collide with a statue of Tsathoggua; lose Sanity 1 Sanity. Your escape attempt does more harm than good. Gain a Leg Injury Condition. You try to convince the leopard men that you are a messenger from their god (Influence). If you pass, they let you go; gain 1 Artifact. If you fail, the leopard men attack you with primitive weapons as you escape; lose Health 2 Health.
4 02
Forsaken Lore
In a part of the jungle avoided by all of the local tribes, you find a stone covered with strange dot patterns. You attempt to identify the origin of the shard and interpret the meaning of the patterns (Lore-1). You identify it as a missing piece of the G'harne Fragments that leads you to a long-forgotten cave. Inside, you search through the ruins of an abandoned lair of elder things (Observation-1). If you pass, you find a lost treasure; gain 1 Artifact. Your failure hurts your reputation among your peers. Discard all Influence Improvement tokens. Soon, a rival expedition tries to steal the fragment (Strength). If you pass, you escape with the other expedition's notes; gain Clue 2 Clues. If you fail, they leave you wounded; lose Health 2 Health.
5 05
Under the Pyramids
Cutting your way through the jungle, you stumble upon a narrow tunnel beneath a towering carving of Cthulhu. The sculpture terrifies you, and you have a hard time making yourself continue (Will). The tunnel leads to a valley adorned with shrines to the Great Old Ones. Gain Clue 1 Clue. These altars are protected by zombies (Strength)! If you pass, you study the shrines; advance the active Mystery by 1. If you fail, you are wounded; lose Health 2 Health. Terrified, you fall into a catatonic state and suffer strange dreams. You try to interpret your vision (Lore). If you pass, you understand the history of the area, retreat Doom Doom by 1. If you fail, you do not know what is real; gain a Hallucinations Condition.
6 06
Signs of Carcosa
You consider your options for gaining access to the legendary cantons of Ituri-kendi. Resolve the pass effect to take the Ituri river into the canton; or resolve the fail effect to approach through the jungle. The powerful current threatens to pull you under (Strength-1). If you pass, you find a strange object waiting for you on the shore; gain 1 Artifact. If you fail, you are attacked by giant leeches under the water; lose Health 2 Health. You try to follow an ancient map to an abandoned city in the canton walls (Lore-1). If you pass, you find a strange item in a prehistoric chamber; gain 1 Artifact. If you fail, wandering in the jungle breaks your body; gain 1 Injury Condition.

The Himalayas small The Himalayas[]

ID # Set Initial Text Pass Effect Fail Effect
1
01Core
A horrifying beast suddenly attacks you, almost as if it had stepped right out of your nightmares. Spawn a Monster on your space and immediately encounter it. If you defeat it, resolve the pass effect. If you do not defeat it, resolve the fail effect. The creature from your dreams is defeated; retreat Doom Doom by 1. You look into local legends to find the link between this area and the Dreamlands (Lore). If you fail, lose Sanity 2 Sanity as your uncertainty unhinges your mind. Unable to overcome the threat, you run away and look for a place to hide (Observation). If you pass, discard the Monster and retreat Doom Doom by 1. If you fail, lose Sanity 1 Sanity as you cower in fear.
2
01Core
You duck into a cave to find shelter from the deadly snowstorm. Inside, the tunnels twist and turn in the dark, making it almost impossible to navigate (Observation). Inside a well-lit laboratory, you find a human brain inside a cylinder. You can speak to the brain, but it disturbs you to do so (Will). If you pass, it tells you where the mi-go store their equipment; gain 1 Artifact. If you fail, you retreat from all human contact; gain a Paranoia Condition. Large, winged, crab-like beings surround you. You're going to have to fight if you want to escape (Strength-1). If you pass, you subdue the mi-go for study; gain Clue 2 Clues. If you fail the creatures inject you with a glowing serum; gain an Internal Injury Condition.
3
01Core
The gnoph-keh summons a terrible blizzard to destroy you and your expedition. You'll have to survive the storm before you can continue (Strength). You weather the storm in a cave and find a statue of a three-eyed horror, surrounded by odd relics. Gain 1 Artifact. You try to determine the statue's origins (Lore-1). If you fail, you do not recognize Rhan-Tegoth, and the icon remains a mystery that haunts your dreams; lose Sanity 2 Sanity. Trapped by the storm, the other members of your expedition panic. You try to calm them (Influence). If you pass, they are willing to continue, and you make a discovery; gain 1 Artifact. if you fail, their refusal fills you with doubts; gain a Paranoia Condition.
4 02
Forsaken Lore
The Order of the Death's Head has arranged for a mass sacrifice of monks to call forth the Ogress of Ra-Sa.[4] You attack the Order's soldiers to free their prisoners. (Strength). The Order abandons the ritual, and you rescue the monks. One of them gratefully gives you a scroll that you attempt to interpret (Lore-1). If you pass, you acquire arcane knowledge; gain 2 Spells. If you fail, the scroll's strange poetry bleeds into reality; gain a Hallucinations Condition. The fight leaves you wounded. Gain a Leg Injury Condition. The commander of the Order continues chanting, and the sound unnerves you (Will-1). If you pass, you steal the book he is reading from; gain Clue 2 Clues. If you fail, the commander hexes you; gain a Cursed Condition.
5 05
Under the Pyramids
At last you stand at the gates of Shambhala. The monks demand you meditate for a week before entering. Resolve the pass effect to try to sneak in; or resolve the fail effect to begin your meditation. You walk away from the gate and try to sneak into the city later (Observation). If you pass, you enter their temple unseen and discover a lost treasure; gain 1 Artifact. If you fail, the monks discover you and forcibly drag you out; gain 1 Injury Condition. You try to keep yourself in a state of quiet contemplation (Will). If you pass, the monks deem you worthy and offer you a gift; gain 1 Artifact. If you fail, your meditation is plagued by doubts and fears; gain 1 Madness Condition.
6 06
Signs of Carcosa
In a remote temple, you stand in front of an odd window with strangely tinted glass. You hear scratching and howling coming from the other side. As you stare through the window, a hideous image appears before you (Will). You see images of Carcosa. Gain 1 Clue. The sight drives one of the monks mad, and he attacks (Strength). If you pass, the others pray for your cause, advance the active Mystery by 1. If you fail, you are no match for his skill; gain 1 Injury Condition. The image burns into your mind and you never think clearly again. Impair Lore. The glass shows you other worlds (Observation). If you pass, you see a way to stop your enemy; retreat Doom Doom by 1. If you fail, you gaze into chaos; gain 1 Madness Condition.

Istanbul small Istanbul[]

Available only with Under the Pyramids Under the Pyramids expansion.

ID # Set Initial Text Pass Effect Fail Effect
1 05
Under the Pyramids
On a high hill, you find a large flat stone carved with images of constellations. Locals claim these were left by the astrologer, Epigenes. You search the area for more of these carved stones (Observation). The discovery makes you famous. Improve Influence. You study the stars to read Epigenes' message (Lore). If you pass, you decipher a warning; advance the active Mystery Mystery by 1. If you fail, the stars seem oppressive; gain a Despair Condition. Your search is interrupted when worshipers of Daoloth attack you (Strength). If you pass, you defeat them and discover their knowledge of the future; retreat Doom Doom by 1. If you fail, you are stabbed repeatedly; lose Health 2 Health.
2 05
Under the Pyramids
While exploring the bottom of the Bosphorus, a team of divers lost one of their crew. Resolve the pass effect to search from the water's surface; or resolve the fail effect to use diving equipment to search the bottom. You search for bubbles on the water's surface or dirt that has been kicked up (Observation). If you pass, you pull the grateful diver; gain 1 Character Unique Asset. If you fail, you overexert yourself searching, gain a Back Injury Condition. You try not to panic in the cold, dark depths of the water (Will). If you pass, you rescue the lost diver; gain 1 Character Unique Asset. If you fail, you begin seeing images in the dark; gain a Hallucinations Condition.

London small London[]

Available only with Cities in Ruin Cities in Ruin expansion.

ID # Set Initial Text Pass Effect Fail Effect
1 08
Cities in Ruin
An ancient threat has taken root in Fleet River, a subterranean waterway that has been bricked up for nearly two hundred years. You try to convince the city officials to open the chamber (Influence). You trade a favor for access to the sealed area. Gain 1 Task Unique Asset. You search the murky river (Observation). If you pass, you find a vile statue and destroy it; advance the active Mystery Mystery by 1. If you fail, the foul water sickens you; lose Health 2 Health. Breaking in at night, you find the water teeming with serpents. Gain 1 Madness Condition. You try to summon the courage to remove the snakes (Will). If you pass, you clear the area; retreat Doom Doom by 1. If you fail, you scream and run; lose Sanity 1 Sanity.
2 08
Cities in Ruin
You learn that a powerful occult object is being held in the Black Museum at Scotland Yard. Resolve the pass effect to convince the police to give you access; or resolve the fail effect to break in at night. You attempt to convince the police of your credentials (Influence-1). If you pass, you are given free access to the museum's notorious exhibits; gain 1 Artifact. If you fail, you are arrested on the spot; gain a Detained Condition. Your incursion goes smoothly until you reach a locked door inside the museum. (Strength-1). If you pass, you are free to search the items on display; gain 1 Artifact. If you fail, your effort leaves you bruised; lose Health 2 Health.

The Pyramids small The Pyramids[]

ID # Set Initial Text Pass Effect Fail Effect
1
01Core
Bandits tie your hands and blindfold you. They lower you into catacombs deep under the pyramids and leave you there to die. You try to free yourself from your bonds (Strength). You see now that you are in the Temple of the Sphinx. Retreat Doom Doom by 1. You use your knowledge of Egyptology to find an exit (Lore). If you fail, you wake up with no memory of how you escaped; gain an Amnesia Condition. While struggling with your bonds, you feel undead hands tearing at you. Lose Health 1 Health and gain an Internal Injury Condition. You gaze into the darkness (Observation-1). If you pass, you identify mummies with the heads of animals; retreat Doom Doom by 1.
2
01Core
Inside the pyramid, you find a hidden passage leading to an undiscovered throne room. You explore the room for indications of its history (Observation). You see a star map adjacent to a world map on the wall. You use the star map to determine a location on the world map (Lore). If you pass, you discover a hidden cabinet built into the wall; gain 1 Artifact. If you fail, the maps remain a mystery; you lose Sanity 2 Sanity. As you search, Nephren-Ka appears! With a wave of his hand, you are overcome by pain (Strength-1). If you pass, you crawl away; gain Clue 2 Clues. If you fail, lose Health 1 Health and gain an Internal Injury Condition.
3
01Core
You reach for the ancient relic when a small white cat jumps in front of you. To your horror, the cat transforms into a demonic, feline creature and attacks (Strength). The demon shrivels down to a husk, leaving the relic unguarded. Gain 1 Artifact. Examining the item, you may be too distracted to notice the warning hieroglyph (Observation-1). If you fail, you aren't prepared to evade the poisoned barb; lose Health 1 Health. The creature leaves you badly wounded. Gain a Leg Injury Condition. You cry out for help (Influence). If you pass, the men who come to find you distract the beast, allowing you to procure the relic; gain 1 Artifact. If you fail, lose Health 2 Health as you have to walk without receiving medical attention.
4 02
Forsaken Lore
Once you reach Dashur, you begin digging through the rubble that had once been the White Pyramid, hoping to excavate the ancient burial chambers (Strength-1). You uncover a vast labyrinth of underground tunnels. You only hope of navigating is to translate the hieroglyphs on the wall (Lore). If you pass, you find your way to the royal treasury; gain 1 Artifact. If you fail, you slowly find your way back to the exit; become Delayed. You exhaust yourself working into the night without result. Lose Health 1 Health. That night, a snake-eyed man dressed like a bedouin approaches you and offers you a deal. You may gain a Dark Pact to improve 1 skill of your choice.
5 05
Under the Pyramids
An Australian veteran of the Great War has a room in the Mena House Hotel. You hear rumors that over the years he has stolen several objects from inside the pyramids. When you confront him on the issue, he starts a fight with you (Strength). Humbled, the soldier tells you about murals within the pyramid. Gain Clue 1 Clue. You search for them (Observation). If you pass, you find a secret painting; advance the active Mystery by 1. If you fail, the foul air takes a toll; gain 1 Illness Condition. The soldier leaves you unconscious in a chamber in the pyramids. You wake up terrified in the dark (Will). If you pass, you hear the whispers of long dead pharaohs; retreat Doom Doom by 1. If you fail, you run as fast as you can; gain a Despair Condition.
6 06
Signs of Carcosa
Inside a hidden chamber, you find a funerary boat large enough for you to board. Resolve the pass effect to stand on the deck of the boat; or resolve the fail effect to try to get the boat out of the chamber. The boat begins to drift through time. It requires arcane knowledge to steer (Lore-1). If you pass, you return to an era when this room hid a treasure; gain 1 Artifact. If you fail, your mind reels as you look into eternity; gain 1 Madness Condition. As you move the boat, a hidden pressure plate activates a trap (Observation-1). If you pass, you avoid the trap and find a treasure beneath the pressure plate; gain 1 Artifact. If you fail, you are sprayed by a strange gas that fills you with dread; impair Will.

Rome small Rome[]

Available only with Mountains of Madness Mountains of Madness expansion.

ID # Set Initial Text Pass Effect Fail Effect
1 03
Mountains of Madness
You're granted access to the Passetto di Borgo, the passage that connects Vatican City to Castel Sant'Angelo. You carefully examine the walls of the secret walkway to find access to hidden chambers (Observation). You find a door to a cell covered in magic writing. Gain Clue 1 Clue. You ask the priests about the purpose for the cell (Influence-1). If you pass, they say a wizard was imprisoned there; advance the active Mystery Mystery by 1. If you fail, the prison horrifies you; lose Sanity 1 Sanity. You don't see where the robed cultists came from, but you fight to overpower them (Strength). If you pass, the Vatican guards escort you the rest of the way, and the experience strengths your resolve; improve Will. If you fail, gain 1 Back Injury Condition.
2 03
Mountains of Madness
Legends tell of arcane treasurers possessed by the ancient Romans that were hidden in the city's aqueducts. Resolve the pass effect to bribe some of the locals to guide you or resolve the fail effect to search the underground passageways on your own. You negotiate with a group of delinquents to take you into the underground (Influence). If you pass, they tell you which waterways are safe, and you find an important relic; gain 1 Artifact. If you fail, you're forced to pay for more than you can afford and find nothing or your trouble; gain a Debt Condition. You explore the waterways, checking every alcove for secrets (Observation). If you pass, you find a strange object; gain 1 Artifact. If you fail, deep ones emerge from the water all around you; lose Health 1 Health and Sanity 1 Sanity.

San Francisco small San Francisco[]

Available only with Cities in Ruin Cities in Ruin expansion.

ID # Set Initial Text Pass Effect Fail Effect
1 08
Cities in Ruin
Due to city ordinance, the Odd Fellows Cemetery is obliged to move its bodies to a new location. You try to warn the authorities about cults that would take advantage of the situation to steal corpses (Influence). You receive training to watch for occult activity. Improve Observation. When the cult arrives to steal the cadavers, you attack their leader (Strength). If you pass, you catch him; advance the Active Mystery Mystery by 1. If you fail, you are badly hurt; lose Health 2 Health. You spend the night alone in the cemetery. Lose Sanity 1 Sanity. The cult arrives, and you follow them (Observation). If you pass, you tell the police of their lair; retreat Doom Doom by 1. If you fail, you are blamed for the theft; gain a Detained Condition.
2 08
Cities in Ruin
An important treasure was buried beneath the ground in the hull of a decommissioned ship. resolve the pass effect to hire a guide to find the lost ship; or resolve the fail effect to dig up old vessels until you find it. You hire a local historian (Influence-1). If you pass, he takes you through a passage to the ship you seek; gain 1 Artifact. If you fail, he abandons you in a vast maze of pitch black tunnels; gain 1 Injury Condition and 1 Madness Condition. Using your own loose knowledge of the ship's final location, you spend day and night digging (Strength-1). If you pass, you uncover the craft; gain 1 Artifact. If you fail, the effort is too much for your body to withstand; lose Health 2 Health.

Shanghai small Shanghai[]

Available only with Cities in Ruin Cities in Ruin expansion.

ID # Set Initial Text Pass Effect Fail Effect
1 08
Cities in Ruin
Visiting the Longhua Temple, you are horrified to encounter the spirits of thousands of victims who have been imprisoned and executed on this site. They cry out to you in a ghastly cacophony (Will). You listen to their stories and learn of their deaths. Improve Lore. They beg you to find their bodies (Observation). If you pass, the grateful spirits aid you in your case; advance the active Mystery Mystery by 1. If you fail, they inflict their wounds upon you; lose Health 2 Health. You collapse in a panic. Lose Sanity 1 Sanity. You beg the spirits to have mercy (Influence). If you pass, the ghosts see the good within you and relent; retreat Doom Doom by 1. If you fail, they terrorize you until you snap; gain 2 Madness Condition.
2 08
Cities in Ruin
A wealthy antiquities dealer's safe was dropped into a deep river. Resolve the pass effect to open the safe under the water's surface; or resolve the fail effect to try to get the safe back on dry land. You do your best to crack the combination lock while submerged (Observation-1). If you pass, the door springs open revealing an important treasure; gain 1 Artifact. If you fail, you lose something while fumbling about in the water; discard 1 Item possession. The safe is extremely heavy and difficult to recover (Strength-1). If you pass, you push it up onto a sidewalk and open it easily; gain 1 Artifact. If you fail, you nearly drown yourself struggling against its tremendous weight; lose Health 2 Health.

Sydney small Sydney[]

Available only with Mountains of Madness Mountains of Madness expansion.

ID # Set Initial Text Pass Effect Fail Effect
1 03
Mountains of Madness
A group of aborigines are planning a journey to Uluru. Once there, they will speak to the ancient spirits known as the Tjukurpa about the doom that threatens the world. You carefully follow them, trying to stay hidden (Observation). The journey is difficult, requiring both strength and stamina. Improve Strength. One of the spirits speaks to you (Influence-1). If you pass, the spirit grants you its wisdom; advance the active Mystery Mystery by 1. If you fail, it punishes you; gain a Cursed Condition. The aborigines sense your presence and force your mind into the Dreaming. Gain a Hallucinations Condition. The spirits of animals attack you (Strength). If you pass, the spirits are pleased with you and will help your cause; retreat Doom Doom by 1.
2 03
Mountains of Madness
A group of men tell you they've uncovered a hidden city in the desert but lack the financial means to explore it properly. Resolve the pass effect to help them secure funding or resolve the fail effect to travel to the city on your own. The necessary equipment proves more expensive than you anticipated (Influence). If you pass, you and your team explore the city and make a discovery; gain 1 Artifact. If you fail, you attempt the exploration without the proper gear and find a flying polyp; lose Health 2 Health. You travel to the lost city alone, running out of rations on the way. Exploring the city in your desperate state puts a strain on your body (Strength). If you pass, you press on and find a rare treasure; gain 1 Artifact. If you fail, gain a Hunger Condition.

Tokyo small Tokyo[]

Available only with Under the Pyramids Under the Pyramids expansion.

ID # Set Initial Text Pass Effect Fail Effect
1 05
Under the Pyramids
Just outside the Imperial Palace, you have discovered concrete covering the entrance to an underground chamber. It must have been part of the Edo Castle that once stood here. You struggle to break the concrete apart (Strength). You find a severed hand holding an object. Gain 1 random Trinket Asset from the deck. You cannot breathe due to smoke in the chamber (Will). If you pass, you find a temple of Cthugha; advance the active Mystery Mystery by 1. If you fail, you inhale; gain 1 Illness Condition. The palace guard interrupt you and demand to know who you are (Influence). If you pass, they apologize and vow to explore the chamber on your behalf, retreat Doom Doom by 1. If you fail, they do not believe your story; gain 1 Detained Condition.
2 05
Under the Pyramids
A derelict building is inhabited by vagrants that the locals call "hinin" You believe a treasure s hidden somewhere inside. Resolve the pass effect to fight your way through the hinin; or resolve the fail effect to sneak past them. The people inside are revealed to be monstrous creatures! They try to tear you apart (Strength). If you pass, you find what they were protecting; gain 1 Relic Artifact. If you fail, you barely escape with your life; lose Health 2 Health. You quietly sneak into the house (Observation). If you pass, you find what the hinin were guarding; gain 1 Relic Artifact. If you fail, you are discovered by monstrous creatures! They terrorize you and chase you out of the house; lose Sanity 2 Sanity.

Tunguska small Tunguska[]

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.[5] 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.

References[]

  1. 1.0 1.1 1.2 For more information about this, see the At the Mountains of Madness page on Lovecraft icon The H.P. Lovecraft Wiki.
  2. 2.0 2.1 2.2 For more information about this, see the role-playing game Call of Cthulhu's Beyond the Mountains of Madness supplement. 
  3. These are the elements of the story Facts Concerning the Late Arthur Jermyn and His Family by H.P. Lovecraft. For more information about this, see the Facts Concerning the Late Arthur Jermyn and His Family page on Lovecraft icon The H.P. Lovecraft Wiki.
  4. An original creation for the game Eldritch Horror, not much is known of the Order of the Death's Head besides they specialized in capturing monsters. Source: https://imgur.com/a/ew26MCN 
  5. 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. 
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