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Istanbul is one of the 9 named City City spaces on the World Map. It is connected to:

Encounters[]

Europe Encounters[]

Istanbul Location Encounters have a high probability of improving Influence.

ID # Set Encounter
1
01Core
Inside the loud hustle and bustle of the Grand Bazaar, you negotiate to find a skilled instructor to tutor you (Influence-1). If you pass, improve 1 skill of your choice. If you fail, the instructor teaches you nothing; gain a Debt Condition to pay for his lessons.
2
01Core
People from every walk of life can be found enjoying the cleansing steam of the Turkish baths. Inside, you'll eventually find an expert in any give field. You may become Delayed to improve 1 skill of your choice.
3
01Core
Professor Azap at the Topkapi Museum is not easily impressed.[1] Only serious scholars can earn his respect (Lore). If you pass, he offers you any help the institute can provide; improve Influence.
4
01Core
You see a horrid apparition slowly ascending the stairs and have the immediate impulse to run away (Will). If you pass, you discover that it wants only to take revenge on the murderous cultists for all of their victims; improve Influence. If you fail, you are overcome by terror; gain a Madness Condition.
5
01Core
The British Ambassador, Sir Douglas Rutherford, begs for your help. His child has been abducted by the Brothers of the Skin. You may spend Clue 1 Clue to find the cultists and recover the boy. If you do, improve Influence.
6
01Core
Members of the Turkish parliament offer you help in exchange for clearing a group of cultists out of the Shunned Mosque.[2] Improve Influence. Inside, you interrupt a ritual and must resist the effect of its magical energies (Will). If you fail, lose Health 2 Health as your skin writhes across your body.
7
01Core
A secret group of scholars has taken an interest in you. Improve Lore. They show you a shocking, ancient text written by Theodorus Philetas regarding his translation of the Necronomicon. His words deeply disturb you (Will). If you fail, lose Sanity 2 Sanity.
8
01Core
You suspect that you are being followed. You use a reflective window to watch the people walking behind you (Observation). If you pass, you spot someone stalking you and escape into a mosque, and the imam there prays for your safety; gain a Blessed Condition. If you fail, the assassin finds you first; gain a Back Injury Condition.
9 02
Forsaken Lore
You decide to look into rumors of a conspiracy and soon uncover a plot to assassinate Mustafa Kemal. You gather evidence to make your case (Observation-1). If you pass, the government is extremely grateful; improve Influence. If you fail, the conspirators catch you and attack; gain a Leg Injury Condition.
10 02
Forsaken Lore
Experts from all over the world pour into the city from the Orient Express. At the station, you look for a tutor willing to help you (Influence-1). If you pass, you find the ideal teacher; improve 1 skill of your choice. If you fail, your time is wasted; become Delayed.
11 02
Forsaken Lore
As you sleep, your path to the Dreamlands is blocked by nightmarish visions (Will-1). If you pass, you dream of living out your entire life; improve 1 skill of your choice. If you fail, you step off the path; gain a Lost in Time and Space Condition.
12 02
Forsaken Lore
You defend a young scribe being attacked by an angry mob (Strength). If you pass, the man offers to introduce you to many important politicians; improve Influence. If you fail, the mob beats you quite badly; lose Health 1 Health and gain an Internal Injury Condition.
13 02
Forsaken Lore
Sweeping changes to the recently formed Republic of Turkey's educational system are taking place. In exchange for your specialized knowledge, you can be taught any number of topics. You may spend Clue 1 Clue to improve 1 skill of your choice.
14 02
Forsaken Lore
A stolen treasure was hidden under the city during the Crusades. Using your knowledge of the area, you think you can find it (Lore-1). If you pass, you discover a lost fortune; improve Influence. If you fail, toxic fumes in the tunnels overpower you; gain a Poisoned Condition.
15 02
Forsaken Lore
You find a crude carvings of a worm-like creature in a nearby cave. The image seems familiar (Lore). If you pass, you identify it as Shudde-M'ell, gain Clue 1 Clue. If you fail, the disturbing image haunts your thoughts; lose Sanity 1 Sanity and gain a Paranoid Condition.
16 02
Forsaken Lore
You search crates of antique books until you are exhausted (Will). If you pass, you find the Oracle of Leo the Wise, a priceless collection of prophecies; improve Influence. If you fail, you lose something of yours in one of the crates; discard 1 Item or Trinket possession.
17 03
Mountains of Madness
You hoped to find help at the Stella Club, but the drinks and jazz distract you (Will). If you pass, the owner, Frederick Bruce Thomas, takes an interest; gain a Funding Condition. If you fail, you have too much to drink; gain a Detained Condition.
18 03
Mountains of Madness
On a winter night, the karakoncolos lures victims to an icy death by mimicking their loved ones. You fight to resist (Will-1). If you pass, the spirits speak to you, and you know what you must do to calm them; gain 1 Task Unique Asset. If you fail, gain a Hypothermia Condition.
19 03
Mountains of Madness
An eerie presence stalks you through ancient alleys (Will-1). If you pass, you find sanctuary with an English woman selling antique armor; gain the Constance Hawberk Unique Asset. If you fail, the presence remains, gain 1 Pursuit Condition.
20 03
Mountains of Madness
A dying man admits that he was loyal to the Sultanate and hid his wealth in Ottoman lira. He explains how to find the money, but dies before you can take notes. You may spend Focus 1 Focus to remember what he said. If you spend the Focus, you discover the hidden funds; improve Influence.
21 04
Strange Remnants
At the Serpent Column, you find a collapsed figure, bitten on the wrist by a snake. As you suck out the venom, it begins affecting your mind (Will-1). If you pass, you save a life; gain 1 Character Unique Asset. If you fail, gain 1 Madness Condition.
22 04
Strange Remnants
The light from Maiden's Tower reveals a storm-tossed ship. You dive into the water to search for survivors (Strength). If you pass, you rescue a drowning sailor; gain 1 random Ally Asset from the deck. If you fail, you are thrown against the rocks; gain a Head Injury Condition.
23 04
Strange Remnants
The police pay you generously for information about a local crime lord. Improve Influence. His men retaliate by drugging you (Will-1). If you pass, you feel spiritually enhanced, gain 1 Boon Condition. If you fail, gain a Hallucinations Condition.
24 04
Strange Remnants
The police have rounded up suspected political threats. You can perform a service in exchange for a friend's freedom. You may gain an Agreement Condition to gain 1 random Ally Asset from the deck and 1 Task Unique Asset.
25 05
Under the Pyramids
Students at the Darülfünûnu can attend lectures, but they aren't open to outsiders. You try to sneak in (Observation). If you pass, the lecture is instructive; improve 1 skill of your choice.If you fail, you must pay a fine; impair Influence unless you gain a Debt Condition.
26 05
Under the Pyramids
One of the other guests at the Pera Palace asks for your protection. Gain 1 random Ally Asset from the deck. Not long afterwards, you must defend your new friend from would-be kidnappers (Strength-1). If you fail, your fight leaves you badly hurt; lose Health 1 Health.
27 05
Under the Pyramids
An investor advises you well. Improve Influence. He says the Sphere of Destiny shows him the past and future. You stare into it (Lore-1). If you pass, you see lost relics; gain 1 Treasure Map Unique Asset. If you fail, eyes are looking back; gain a Haunted Condition.
28 05
Under the Pyramids
Winds threaten to throw a stranger off the Galata Bridge. Despite your fear, you attempt a rescue (Will). If you pass, you bring the grateful stranger ashore, gain 1 Character Unique Asset. If you fail, the person disappears into the water; gain a Despair Condition.
29 06
Signs of Carcosa
Legend says that Hecate granted the city wealth and protection. In an ancient underground chamber, you find a statue of the goddess. You may gain a Dark Pact Condition to gain a Promise of Power Condition and improve Influence.
30 06
Signs of Carcosa
You receive a bribe to help a person escape from Sultanahme Jail. Improve Influence. To do so, you must endure time in the prison (Will-1). If you pass, you succeed; gain 1 random Ally Asset from the deck. If you fail, your sentence dulls your senses; impair Observation.
31 06
Signs of Carcosa
A stranger suffers from a strange plague with terrifying symptoms (Will-1). If you pass, you help the stranger make a full recovery; gain 1 Character Unique Asset and improve Influence. If you fail, you neglect safety procedures; gain a Blight Condition.
32 06
Signs of Carcosa
A stranger joins you. Gain 1 random Ally Asset from the deck. This person wants to find a book called The Hidden Pearl[3] (Observation-1). If you pass, the text alters you; improve 1 skill of your choice. If you fail, the search gets noticed; gain 1 Pursuit Condition.
33 07
The Dreamlands
A member of the Varangian Guard trains you. Improve 1 skill of your choice. The secretive order then puts you through a terrifying initiation ritual (Will-1). If you pass, you become a full member; improve Influence. If you fail, you struggle to escape captivity; gain a Detained Condition.
34 07
The Dreamlands
You struggle to find the nerve to escape the Sons of the Hands that Feed[4] (Will-1). If you pass, you free yourself and another prisoner; gain 1 random Ally Asset from the deck and improve Influence. If you fail, you never truly escape the eyes of the Sons; gain a Paranoia Condition.
35 07
The Dreamlands
The moon-horse carries you across a terrifying void (Will). If you pass, it helps you rescue a stranded stranger; gain 1 random Ally Asset from the deck and improve Influence. If you fail, you become separated from the majestic beast; gain a Lost in Time and Space Condition.
36 07
The Dreamlands
You find a card clutched in a dead man's hand. Gain the Five of Pentacles Unique Asset. You find evidence that he was a member of the Esoteric Order of Dagon. Now the Order is looking for you. Escape will require some bribery. Lose Health 2 Health unless you gain a Debt Condition.
37 08
Cities in Ruin
You are hired to rescue people that are trapped in a part of the city that was ruined by tremors. Improve Influence. Digging amid the rubble takes a toll on your body (Strength-1). If you pass, you find a survivor; gain 1 Character Unique Asset. If you fail, the work is too much for you; lose Health 2 Health.
38 08
Cities in Ruin
Thieves rob a stranger at Sirkeci Terminal, but you vow to track them down. Gain 1 random Ally Asset from the deck. You follow the thieves to their hideout (Observation). If you pass, you recover a small fortune; improve Influence. If you fail, they fight you off; lose Health 1 Health.
39 08
Cities in Ruin
You endure murky depths of Lake Küçükçekmece in search of gold (Will-1). If you pass, experts from a variety of fields are eager to discuss the treasures you have found; improve Influence and 1 other skill of your choice. If you fail, the dark waters fill you with despair; lose Sanity 2 Sanity.
40 08
Cities in Ruin
You study Helena Blavatsky to learn which places she visited while in Istanbul (Lore). If you pass, you find the same esoteric masters she learned from; improve 1 skill of your choice. If you fail, spirits of the departed haunt your travels; gain 1 Madness Condition.
41 09
Masks of Nyarlathotep
The popular singer Safiye Ayla is scheduled for a performance, but needs help transporting her band's equipment to her venue. If you help her, she thanks you personally during the concert. You may spend Resource 1 Resource to improve Influence.
42 09
Masks of Nyarlathotep
A stranger offers you aid. Gain 1 random Ally Asset from the deck. This new friend suggests you search a dark winding cave (Will-1). If you pass, you find where the late outlaw Hekimoğlu stored his wealth; improve Influence. If you fail, you lose your nerve; lose Sanity 1 Sanity.
43 09
Masks of Nyarlathotep
A signal from the Beyazıt Tower warns you that part of the city is on fire (Strength). If you pass, you rescue a fellow traveler and gain notoriety for your valor; gain 1 random Ally Asset from the deck and improve Influence. If you fail, you collapse; gain an Injury Condition.
44 09
Masks of Nyarlathotep
You find a hidden chamber at the base of the Burnt Pillar filled with valuable items. Improve Influence. You then see a fiery figure atop the tower (Will-1). If you pass, his fire purifies you; improve 1 skill of your choice. If you fail, you are burned; lose Health 1 Health.
45 09
Masks of Nyarlathotep
Exiled Leon Trotsky offers you his support. Improve Influence. The Turkish police are spying on your meeting (Observation-1). If you pass, Trotsky introduces you to someone; gain 1 random Ally Asset from the deck. If you fail, you are arrested; gain a Detained Condition.
46 09
Masks of Nyarlathotep
Dark magic reshapes your flesh (Will). If you pass, you overcome the Brotherhood of the Skin's spells and save other victims; gain 1 random Ally Asset from the deck and improve Influence. If you fail, the changes endure; gain a Corruption Condition.
47 09
Masks of Nyarlathotep
You dream of a jinn who offers you wealth and power. You may gain a Corruption Condition to agree to the proposal. If you gain the Condition, you awake to find yourself a very different person, improve Influence and 1 other skill of your choice.
48 09
Masks of Nyarlathotep
You get into an argument at a coffeehouse about arcane elements of ancient history (Lore-1). If you pass, your acumen has impressed an eavesdropper; gain 1 Character Unique Asset. If you fail, the argument drags on endlessly; you become Delayed.

City Encounters[]

As Istanbul is a City space, an investigator can resolve a General Encounter here.

ID # Set Encounter
1
01Core
You make sure no one is watching before sneaking out of the shop with your stolen goods (Observation). If you pass, gain 1 Item Asset from the reserve or 1 random Item Asset from the deck. If you fail, you are caught by the store owner and arrested; gain a Detained Condition.
2
01Core
Corrupt members of the police force pressure you for a bribe. You speak to some people you know to take care of the problem (Influence). If you pass, the police are apologetic and share their leads with you; spawn Clue 1 Clue. If you fail, gain a Debt Condition to pay the bribe.
3
01Core
The shop is robbed while you are browsing! You attempt to fend off the thieves (Strength). If you pass, the store owner is very gracious; gain 1 Item Asset from the reserve or 1 random Item Asset from the deck. If you fail, lose Health 1 Health and discard 1 Item possession.
4
01Core
A group of intimidating Syndicate member demand you pay them for protection. You offer the well-dressed men what you can afford (Influence). If you fail, they make sure you meet with an accident; gain a Leg Injury Condition.
5
01Core
A shady figure offers to sell you a weapon, no questions asked. You speak with him to determine his motives (Influence). If you pass, gain 1 random Weapon Asset from the deck. If you fail, the undercover policeman arrests you; gain a Detained Condition.
6
01Core
You wander through the aisles of an antique book store. Although many extremely rare books can be found here, the organizational system is almost impossible to decipher (Lore-1). If you pass, you're able to track down a hidden gem; gain 1 Tome Artifact.
7
01Core
A friendly game of cards ends with a very high-stakes hand (Influence). If you pass, you amaze everyone watching and find a new friend; gain 1 random Ally Asset from the deck. If you fail, gain a Debt Condition to cover the loss.
8
01Core
A night of drinking and good cheer helps raise your spirits. Recover Sanity 2 Sanity. While you are celebrating, you hardly notice that you are being robbed (Observation). If you fail, discard 1 Item possession.
9
01Core
The police report that people are being abducted by a monster dwelling in the sewer system. Wandering through the underground tunnels you are suddenly attacked by a deep one (Strength)! If you pass, you defeat the creature and rescue its hostage; gain 1 random Ally Asset from the deck. If you fail, lose Health 1 Health from the struggle.
10
01Core
The police ask for your help investigating a series of ritual killings. The grisly crime scenes threaten to overwhelm you with chills and nausea (Will). If you pass, you manage to examine the scene and find significant information; spawn Clue 1 Clue. If you fail, you can't endure the horror; lose Sanity 2 Sanity.
11
01Core
Legends say that this cemetery is haunted. Exploring the headstones, you encounter an angry specter, eager to share his story. The experience is nerve-wracking, but you try to listen (Will). If you pass, the spirit gratefully fades from view; recover Sanity 2 Sanity. If you fail, his desperate voice echoes in your mind; gain a Paranoia Condition.
12
01Core
The Syndicate is engaged in a gang war with local thugs and is under intense legal scrutiny. You try to trade your political clout for assistance (Influence). If you pass, gain 1 Service Asset from the reserve or 1 random Service Asset from the deck.
13 02
Forsaken Lore
A night watchman tells you that a crate of weapons has "gone missing" from his warehouse. You offer him some money to learn more (Influence). If you pass, he sends you to an alley; gain 1 random Weapon Asset from the deck. If you fail, he sends you into a trap; lose Health 1 Health and gain a Leg Injury Condition.
14 02
Forsaken Lore
This city is home to an exclusive club for world travelers. You try to convince them that granting you a membership would be a prestigious feather in their cap (Influence-1). If you pass, the other members will graciously help you with your future travel plans; gain Ship Ticket 1 Ship Ticket and Train Ticket 1 Train Ticket.
15 02
Forsaken Lore
Grifters have chosen you to be their next mark. You plan on turning the tables with a few tricks of your own (Observation-1). If you pass, you end up with the money and an impressive reputation; improve Influence. If you fail, they swindle you; discard 1 Item possession and 1 Trinket possession.
16 02
Forsaken Lore
A shop in the old part of town is reputed to have an amazing collection of rare books, but the shop cannot always be found. You research the legend and do your best to find it (Lore-2). If you pass, gain 1 Tome Artifact. If you fail, the frustrating search leaves you unsettled; lose Sanity 2 Sanity.
17 03
Mountains of Madness
A notorious crime boss offers to sell you valuable information. However, his asking price is more than you can afford. You may gain a Debt Condition. If you gain the Condition, he shares what he knows; gain 1 Task Unique Asset.
18 03
Mountains of Madness
At an estate sale, you bid on a box of a historian's books (Influence-1). If you pass, you obtain a number of informative texts including his personal diary; gain Clue 1 Clue and 1 Old Journal Unique Asset. If you fail, someone takes note of your interest; gain 1 Pursuit Condition.
19 03
Mountains of Madness
To find the city's legendary magic shop requires knowledge of ley lines (Lore-1). If you pass, the owner will sell you only a single curio; gain 1 random Magical Asset from the deck. If you fail, your search seems to have led you through another world; move to a random space.
20 03
Mountains of Madness
You step forward to protect an innocent bystander from a gang of thugs (Strength-1). If you pass, you believe you recognize the victim; gain 1 Character Unique Asset. If you fail, the gang delivers a beating to you as well; lose Health 1 Health and gain an Internal Injury Condition.
21 04
Strange Remnants
The local Silver Twilight Lodge is under investigation by the police. The Lodge members will gladly contribute their magic to your cause in exchange for a favor. You may gain an Agreement Condition to gain 1 Boon Condition.
22 04
Strange Remnants
You see a street magician use real magic in his act. Gain 1 Glamour Spell. During his show, he locks you in a safe (Will-1). If you pass, you stay calm and emerge to thunderous applause; recover Sanity 2 Sanity. If you fail, you panic; gain a Paranoia Condition.
23 04
Strange Remnants
A mob blames famed occultist Etienne-Laurent de Marigny for several strange deaths. You intervene to prevent his arrest (Influence-1). If you pass, gain the Etienne Laurent Unique Asset. If you fail, you get blamed instead; gain a Detained Condition.
24 04
Strange Remnants
A rich heir wants someone to fulfill his father's dying wish. He will not trust anyone who does not come highly recommended (Influence). If you pass, gain 1 Task Unique Asset. If you fail, his thugs treat you poorly; gain a Head Injury Condition.
25 05
Under the Pyramids
A local politician blames you for several murders and kidnappings. People have been convinced to find and punish you. You try to reason with them (Influence). If you fail, they beat you mercilessly; gain 1 Injury Condition and impair Strength.
26 05
Under the Pyramids
You try to convince a notorious grifter to teach you some tricks (Influence). If you pass, he takes a liking to you and shows you how to deceive and avoid being deceived; improve Observation. If you fail, he takes your money and ruins your reputation; impair Influence.
27 05
Under the Pyramids
A man called Joey "The Rat" offers you the secret of a hidden treasure.[5] You haggle over the price (Influence). If you pass, he sells you an old drawing, gain 1 Treasure Map Unique Asset. If you fail, he slanders your name and destroys your good reputation; impair Influence.
28 05
Under the Pyramids
A flood has destroyed the library. You look through the sludge for valuable items (Observation). If you pass, you make an important find; gain 1 Tome Unique Asset and 1 Spell. If you fail, the mildew overpowers you; gain a Diseased Condition.
29 06
Signs of Carcosa
A secret society made up of the city's wealthiest elites contacts you with an invitation. They would like to initiate you into their inner circle. You may gain a Dark Pact Condition to gain a Promise of Power Condition.
30 06
Signs of Carcosa
This city is having a festival. Recover Health 1 Health and Sanity 1 Sanity. It ends with a masked dance that disturbs you (Will). If you pass, it clears your mind; you may discard 1 Madness Condition. If you fail, you cannot recall what happened; gain an Amnesia Condition.
31 06
Signs of Carcosa
You attend night classes hoping to learn a new skill (Will). If you pass, you master the lessons and acquire insights into the occult world; gain 1 Talent Condition and Clue 1 Clue. If you fail, the loss of sleep takes a toll on your stability; impair Will.
32 06
Signs of Carcosa
You see a man throw away his papers to evade the police. Gain Ship Ticket 1 Ship Ticket or Train Ticket 1 Train Ticket. You ask him for help (Influence). If you pass, gain 1 random Service Asset from the deck. If you fail, he frames you for his crimes; gain a Wanted Condition.
33 07
The Dreamlands
The noise and filth of the city is making it impossible to sleep, and insomnia takes a toll on your body (Strength). If you pass, you use the extra time to practice a newly learned craft; gain 1 Talent Condition. If you fail, your exhaustion gives way to sickness; lose Health 1 Health.
34 07
The Dreamlands
You believe a that a municipal judge belongs to the Order of the Silver Tivilight. You ask him for help (Influence). If you pass, his magic sends you where you are needed most; move to any space containing a Gate. If you fail, he has you arrested for libel; gain a Detained Condition.
35 07
The Dreamlands
The city fines you for damages caused by your investigation (Influence-1). If you pass, the payment earns you a lot of goodwill and the mayor offers to mentor you; gain Focus 1 Focus and 1 Talent Condition. If you fail, a mob conies to exact a heftier sum; gain 1 Injury Condition and become Delayed.
36 07
The Dreamlands
You dream of Mnomquah, an abhorrent creature living beneath the moon's surface. You sense that it wants to make an exchange, and it entices you with a mysterious rarity in exchange for its freedom. You may advance the Omen by 1 to gain The Moon XVIII Unique Asset.
37 08
Cities in Ruin
You get caught in a gunfight between the police and thieves (Observation). If you pass, you emerge safely once the smoke clears and find some loot that was left behind; gain 1 random Item Asset from the deck. If you fail, the police mistake you for one of the thieves; gain a Detained Condition.
38 08
Cities in Ruin
You spot your face on a wanted poster. You speak with a federal agent to proclaim your innocence (Influence). If you pass, the agent becomes a valuable friend; gain the Agent Callahan Unique Asset. If you fail, the agent arrests you on the spot; gain a Detained Condition.
39 08
Cities in Ruin
A man has borrowed money to pursue his obsessive quest. You ask him to share the details with you (Influence). If you pass, he trusts you to help; gain 1 Task Unique Asset. If you fail, he convinces you to cover what he owes; gain a Debt Condition.
40 08
Cities in Ruin
You do what you can to alleviate the city's widespread poverty (Influence). If you pass, the citizens gratefully offer to share their knowledge; gain 1 Talent Condition. If you fail, the suffering tears at your heart; lose Sanity 1 Sanity.
41 09
Masks of Nyarlathotep
A gravestone has been defaced with strange symbols (Lore). If you pass, the symbols lead you to buried treasure; gain 1 random Magical Asset from the deck. If you fail, you begin to see the symbols everywhere; gain a Paranoia Condition.
42 09
Masks of Nyarlathotep
The hospital is in desperate need of funds (Influence). If you pass, one of the patients is deeply moved by your generosity; gain 1 random Ally Asset from the deck. If you fail, you cannot help and the suffering begets evil; a Monster ambushes you!
43 09
Masks of Nyarlathotep
An old radio in your room begins to emit strange words from its speakers (Lore). If you pass, you translate instructions to better yourself; improve 1 skill of your choice. If you fail, the sounds have an unhealthy effect; gain a Corruption Condition.
44 09
Masks of Nyarlathotep
You unlock a warehouse filled with crates. Gain Resource 1 Resource. Later you tell the police the boxes were yours (Influence). If you pass, they bring you another; gain 1 random Item Asset from the deck. If you fail, they arrest you; gain a Detained Condition.
45 09
Masks of Nyarlathotep
A local festival gives you a chance to speak with the city's denizens (Influence). If you pass, they are delighted by you and want to share what they know; gain 1 Talent Condition. If you fail, they see you as dangerous; gain a Detained Condition.
46 09
Masks of Nyarlathotep
This idyllic city is invigorating but expensive. Recover Health 1 Health and Sanity 1 Sanity. You ask the locals about finding bargains (Influence). If you pass, they provide discounts; gain Resource 1 Resource. If you fail, everything costs dearly; gain a Debt Condition.
47 09
Masks of Nyarlathotep
A stranger at the bank owes a large sum. You offer to help (Influence-1). If you pass, the grateful stranger vows to aid in your struggles; gain 1 Character Unique Asset. If you fail, you cannot afford the price on your own; gain a Debt Condition.
48 09
Masks of Nyarlathotep
The hotel's security informs you a guest has been abducted (Observation). If you pass, you track down the kidnappers and rescue their victim; gain 1 random Ally Asset from the deck. If you fail, you read of the victim's death in the news; lose Sanity 1 Sanity.

Expedition Encounters[]

Expedition Encounters can be encountered if playing with the 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.

Devastation Encounters[]

If playing with the Cities in Ruin Cities in Ruin expansion, Istanbul may be devastated, thus Devastation Encounters can be resolved here.

ID # Set Initial Text Pass Effect Fail Effect
1 08
Cities in Ruin
A friend of yours says he knows where an important treasure was hidden before the tragedy. Resolve the pass effect to send your friend to retrieve the object; or resolve the fail effect to look for it yourself. You impress on your friend how important this treasure would be to your cause (Influence-1). If you pass, your friend returns successfully; gain 1 Artifact. If you fail, your friend absconds with the treasure and is never seen again; discard 1 Ally Asset. You search the area (Observation-1). If you pass, you find that the treasure was destroyed, but its fragment can still be used to ward off evil; retreat Doom Doom by 1. If you fail, you search the desolate wasteland fruitlessly; lose Sanity 1 Sanity and gain 1 Madness Condition.
2 08
Cities in Ruin
A cult has established itself in the ruins of the city and is terrorizing those survivors who remain. Resolve the pass effect to convince the survivors to defend themselves; or resolve the fail effect to infiltrate the cult. You gather the survivors and make an impassioned speech (Influence-1). If you pass, their resistance is a worldwide inspiration; retreat Doom Doom by 1. If you fail, they all eventually succumb to the cult; lose Sanity 3 Sanity. The cult will not accept you unless you establish your arcane knowledge (Lore-1). If you pass, you sabotage the cultists and steal one of their prize possessions; gain 1 Artifact. If you fail, they attack you; lose Health 2 Health.
3 08
Cities in Ruin
You know that survivors are in desperate need of resources, but conspicuous signs of wealth make you a target for thieves. Resolve the pass effect to bring extra food and supplies with you; or resolve the fail effect to bring only basic equipment. The survivors are overjoyed to see you. You try to enlist their help (Influence). If you pass, one survivor in particular comes to your aid; gain 1 random Ally Asset from the deck. If you fail, you despair when it seems that their fears cannot be overcome; lose Sanity 2 Sanity. You are caught off-guard by the awful conditions of the city and worry that you are woefully unprepared (Will). If you pass, you become adept at hiding from the bandits that dwell within the city limits; improve Observation. If you fail, you begin to grow unhinged; lose Sanity 1 Sanity.
4 08
Cities in Ruin
Part of the building you are exploring collapses, trapping you inside. Resolve the pass effect to search the basement for a tunnel that connects to another building; or resolve the fail effect to try to dig your way out. You search the shadowy basement halls (Observation). If you pass, you find both an exit and important documents that you were left behind; gain Clue 1 Clue. If you fail, you spend endless hours feeling your ways around in the dark; gain 1 Madness Condition. You do your best to dig through the rubble (Strength). If you pass, your efforts attract the attention of a survivor who offers to help you; gain 1 random Ally Asset from the deck. If you fail, working alone is a tremendous strain on your body; gain 1 Injury Condition.
5 08
Cities in Ruin
Rescue effort have stopped due to wild animal attacks. Resolve the pass effect to try convincing authorities to renew their attempts to reach survivors; or resolve the fail effect to enter the ruined city alone. You beg for help rescuing survivors (Influence). If you pass, a talented stranger agrees to assist you; gain 1 random Ally Asset from the deck. If you fail, those who lend their help only attract more animal attacks, despite their best intentions; lose Health 1 Health and gain 1 Injury Condition. You try to sneak through the rubble (Observation). If you pass, the people you have saved thank you with what little they have to offer; gain 1 random Item Asset from the deck. If you fail, the beasts catch your scent; gain 1 Injury Condition.
6 08
Cities in Ruin
You know that someone is stalking you through the debris, but you aren't sure of the person's intentions. Resolve the pass effect to try to catch the one who has been following you; or resolve the fail effect to call out the person. You try to turn the tables on your pursuer (Observation). If you pass, the person flees, leaving behind a useful object; gain 1 random Item Asset from the deck. If you fail, you are overwhelmed; lose Health 1 Health and gain 1 Injury Condition. You offer a bribe to your pursuer (Influence). If you pass, the stranger steps out of the shadows to join you; gain 1 random Ally Asset from the deck. If you fail, your voice draws the attention of a truly nightmarish creature; gain 1 Madness Condition.
7 08
Cities in Ruin
Several survivors have fallen under a trance and are walking slowly towards dark fissures in the ground. You deduce that they are being summoned by the telepathic call of a cthonian. Resolve the pass effect to try to stop them; or resolve the fail effect to follow them. The cthonian's thoughts invade your mind (Will). If you pass, the creature's arcane presence only serves to make you more powerful; improve Strength. If you fail, you eventually awaken and find that one of your friends is missing; discard 1 Ally Asset. You track the survivors through the endless tunnels (Observation). If you pass, you find them before they are consumed and they reward you for your efforts; gain 1 random Item Asset from the deck. If you fail, you stumble through the tunnels in the dark; lose Health 1 Health.
8 08
Cities in Ruin
You try to lead a group of survivors to safety, but additional tremors have turned the road you used to enter the city into an impassable wall of rubble. Resolve the pass effect to coordinate an attempt to clear a path; or resolve the fail effect to stay where you are. You try to organize the survivors' efforts to clear the rubble (Influence). If you pass, you all reach safety and they gratefully reward you; gain 1 random Item Asset from the deck. If you fail, you end up doing most of the work yourself; lose Health 1 Health. As you learn about the survivors, you learn they have much to teach you if you are willing to invest the time and effort to learn. You may become Delayed to gain 1 Talent Condition.
9 08
Cities in Ruin
You and your companion desperately need to find a source of fresh water. Resolve the pass effect to start digging a well; or resolve the fail effect to search for a way to restore the city's water supply. You need to dig much deeper than you anticipated to reach a fresh source of water (Strength). If you fail, your efforts take too long and one of your companion succumbs to dehydration; discard 1 Ally Asset. You scrutinize the city's water distribution system, looking for intact pipes (Observation). If you fail, your only hope for survival is to use some of your equipment to patch those places where the pipes have been broken; discard 1 Item possession.
10 08
Cities in Ruin
Unscrupulous profiteers are stealing from homes that were left unprotected when the city was abandoned. Resolve the pass effect to patrol the ruined city yourself; or resolve the fail effect to convince one of your companions to do so. You keep a vigilant watch over the city to put an end to the thefts (Observation). If you fail, one of the profiteers manages to sneak past you and steals something of yours; discard 1 Item possession. You insist that one of your associates protect these homes from thieves (Influence). If you fail, your companion does not agree that such work is important and reacts poorly to being ordered to do it; discard 1 Ally Asset.
11 08
Cities in Ruin
An enormous fire rages throughout what little remains of the city. You run yourself ragged running back and forth, gathering as much sand and water as you can in an effort to extinguish the raging inferno before it consumes all (Strength-1). Once the fire has died down you search the charred remains of the city (Observation). If you pass, you find a peculiar arcane object that managed to survive; gain 1 Artifact. If you fail, the lingering smoke overwhelms you; lose Health 3 Health. As the fire grows, you hear people shouting from a burning building. You try to summon the courage to save them (Will). If you pass, they offer you a reward; gain 1 random Item Asset from the deck. If you fail, their screams haunt you; lose Sanity 2 Sanity.
12 08
Cities in Ruin
The survivors have vanished, leaving behind strange symbols. Setting up a search party would take weeks. You may become Delayed to resolve the pass effect. If you do not become Delayed, you study the symbols; resolve the fail effect. You attempt to cover the expenses necessary to organize a search party (Influence). If you pass, your effort was worthwhile and you rescue thousands of people; retreat Doom Doom by 1. If you fail, you achieve nothing but exhausting yourself; lose Health 2 Health. You scrutinize the arcane symbols that the survivors left behind (Lore). If you pass, you grasp the message they gave their lives to convey; gain Clue 1 Clue. If you fail, the mystery haunts your conscience; lose Sanity 2 Sanity.
13 08
Cities in Ruin
The military has been sent in to protect survivors. After encountering the voracious creatures that prowl through the night, however, the soldiers are anxious to leave. You try to convince them to stay and fight (Influence). You lead the soldiers against the vicious beasts that prowl the city (Strength). If you pass, you rescue a survivor who gratefully joins you; gain 1 random Ally Asset from the deck. If you fail, you lose something important as you retreat; discard 1 Item possession. You promise not to abandon the survivors even after the soldiers leave. Each night you hear the terrifying sounds of the beasts (Will). If you pass, you use your time to hone your abilities; gain 1 Talent Condition. If you fail, you flee from your duty; lose Sanity 1 Sanity.
14 08
Cities in Ruin
Disease runs rampant through those still trapped within the city's ruins. Soon you begin suffering from the same fever and skin lesions as others who have already lost their life to the affliction. You struggle to fight off the disease (Strength) You search for a qualified doctor to use your blood to create a cure (Observation). If you pass, those who recover offer you a reward; gain 1 random Item Asset from the deck. If you fail, the inexperienced doctor draws too much of your blood; lose Health 2 Health. You offer a reward to anyone who will care for you (Influence). If you pass, a stranger is sympathetic to your plight; gain 1 random Ally Asset from the deck. If you fail, no one helps you and you slip into a debilitating delirium; lose Sanity 1 Sanity and gain 1 Madness Condition.
15 08
Cities in Ruin
Hiding in the ruins of a store, you hear the sniffing and growling of some enormous creature just outside. As the sounds grow louder, you are certain it has caught your scent. The beast howls, signaling to others, and you struggle to resist blind panic (Will). You remain calm and well-hidden but some of your companions insist that running away is the only way to survive. You try to convince them to stay hidden (Influence). If you fail, one of them makes a break for it and is immediately pounced upon; discard 1 Ally Asset. You run as fast as you can through the night, blindly stumbling over the uneven terrain as you make your escape (Observation). If you fail, you trip and your possessions go skittering across the ground; discard 1 Item possession.
16 08
Cities in Ruin
Some entropic power seems to pervade the remains of this city, causing everything to fall apart or breakdown. You have to keep a careful watch on your equipment to keep all of it in working order (Observation). You discover one of your belonging requires repair. Using limited tools and your own incomplete knowledge, you attempt to restore the object to working order (Lore). If you fail, the thing is beyond repair; discard 1 Item possession. Your equipment breaks and one of your friends is injured as a result. Some of your belongings will require days to repair and your companion will need time to heal. Discard 1 Ally Asset and 1 Item possession unless you become Delayed.

Other Encounters[]

  • A Green Omengreen Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
  • A Rumor Rumor token may be placed on this location through The Contagion Mythos card; it can therefore be encountered.

Lore[]

Real World Location[]

Istanbul[6] is a large city in Turkey. It was formerly Constantinople, the capital of the Eastern Roman Empire.

References[]

  1. A character appeared in the role-playing game Call of Cthulhu's Horror on the Orient Express campaign 
  2. A place mentioned in the role-playing game Call of Cthulhu's Horror on the Orient Express campaign 
  3. For more information about this, see the Dürr-i Meknûn page on Wikipedia icon Wikipedia.
  4. A cult of Y'golonac first appeared in the Cthulhu Mythos Encyclopedia by Daniel Harms and then was briefly mentioned in some Call of Cthulhu campaigns. 
  5. A character first appeared in the game Arkham Horror 2nd Ed.'s The King in Yellow expansion. 
  6. See Istanbul location on Maps icon Google Maps.
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