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Map[]

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

Encounters[]

Europe Encounters[]

London Location Encounters have a high probability of spawning Clue Clues.

ID # Set Encounter
1
01Core
The Silver Twilight Lodge is locked up tight. You look over the old building for a possible entrance (Observation). If you pass, the Lodge members are delighted by your ingenuity and offer their favor; gain a Blessed Condition. If you fail, you waste fruitless hours searching and become Delayed.
2
01Core
Inside the Herefordshire Asylum, a patient asks you if you've seen the Yellow Sign. You listen to his story of the King in Yellow (Observation). If you pass, spawn Clue 2 Clues. If you fail, his gibberish imprints itself onto your subconscious; gain a Hallucinations Condition.
3
01Core
You peruse The Scoop, a tabloid paper that specializes in strange and lurid stories (Observation-1). If you pass, gain Clue 1 Clue as you find a vital bit of information.
4
01Core
In exchange for a generous donation, the Penhew Foundation will happily show the results of its global explorations.[1] You may gain a Debt Condition to gain Clue 2 Clues.
5
01Core
Impulsively, you look through the inspector's files while his back is turned. Spawn Clue 1 Clue on a space of your choice. Unfortunately, he sees you, and you'll need to fight your way out of Scotland Yard (Strength). If you fail, gain a Detained Condition as there is no shortage of police to arrest you.
6
01Core
You meet an eccentric painter in Soho who offers to show you his work. Amid his bizarre, alien landscapes, you notice some familiar details (Observation). If you pass, spawn Clue 1 Clue on a space of your choice. If you fail, you see nothing but horrors; lose Sanity 1 Sanity.
7
01Core
At the lecture of a noted archaeologist, he reveals startling information! Spawn Clue 2 Clues. During the presentation, a stranger tries to sneak a scarab into your pocket (Observation). It is inscribed with words, "Cursed be he who moves my body. To him shall come fire, water, and pestilence."[2] If you fail, gain an Internal Injury Condition.
8
01Core
You are invited to journey down to Oxford to examine John Dee's translation of the Necronomicon. You may become Delayed to spawn Clue 2 Clues.
9 02
Forsaken Lore
Sir Arthur Conan Doyle tells you of his interest in spiritualism around the world. His stories sound dubious but somehow familiar (Lore-1). If you pass, you discern which tales are genuine; spawn Clue 2 Clues. If you fail, you get sidetracked pursuing false leads; become Delayed.
10 02
Forsaken Lore
You try to schedule a meeting with D. G. Hogarth, President of the Royal Geographical Society (Influence). If you pass, the distinguished explorer shares his fascinating tales; spawn Clue 2 Clues. If you fail, he doesn't understand the significance of your recent find; advance Doom Doom by 1.
11 02
Forsaken Lore
The famous author Agatha Christie has disappeared! You suspect cult involvement and look into the case (Observation-1). If you pass, you find messages sent by the author from another world; spawn Clue 1 Clue on each space containing a Gate. If you fail, your investigation runs cold; lose Sanity 1 Sanity.
12 02
Forsaken Lore
You interrupt a group of cultists about to sacrifice a large muscular man. A Cultist Monster ambushes you! If you defeat it, the man you rescued introduces himself as "Bulldog" Drummond and tells you of his adventures; spawn Clue 1 Clue.
13 02
Forsaken Lore
At the new Reptile House, you try to recapture a snake (Strength-1). If you pass, the herpetologists gratefully tell you about the snake's homeland; gain Clue 1 Clue and spawn 1 Clue on a Sea Wilderness space of your choice. If you fail, the snake bites you and disappears; gain a Poisoned Condition.
14 02
Forsaken Lore
Thomas Carnacki offers to teach you some of his ghost-hunting techniques (Lore). If you pass, you learn how to build an electric pentacle; each Monster on a space containing a Clue Clue loses Health 1 Health. If you fail, the poorly built device attracts bad luck; gain a Cursed Condition.
15 02
Forsaken Lore
You search for the arcane symbols that permeate the city's architecture (Observation). If you pass, you use the city as a magical beacon; move up to Clue 2 Clues on the game board to London. If you fail, the city's layout propels you into realms beyond; gain a Lost in Time and Space Condition.
16 02
Forsaken Lore
The SIS detain you on charges of espionage and interrogate you at length (Will). If you pass, you pick up some information they let slip, and they encourage you to leave England; spawn Clue 1 Clue and gain Ship Ticket 1 Ship Ticket. If you fail, lose Sanity 1 Sanity and gain a Detained Condition.
17 03
Mountains of Madness
An archaeologist asks you to find information about the de la Poer family[3] (Observation-1). If you pass, he offers you his help; gain the Sir William Brinton Unique Asset. If you fail, you begin to hear sounds in the walls; gain a Hunted Condition.
18 03
Mountains of Madness
A Catholic priest named Father Brown offers his assistance with the mysteries you face. You may spend Focus 1 Focus to share your story with him. If you spend the Focus, he shares his personal journal with you, and his insights prove invaluable; gain 1 Old Journal Unique Asset and spawn Clue 2 Clues.
19 03
Mountains of Madness
You spend a charming evening at the Kit Cat Club in Haymarket making friends (Influence) If you pass, a wealthy patron takes interest in your struggles; gain a Funding Condition. If you fail, you feel alienated and alone; lose Sanity 1 Sanity and gain a Paranoia Condition.
20 03
Mountains of Madness
H. G. Wells shows you items from the future, after the Ancient Ones have destroyed humanity. You cannot bear to look at them (Will). If you pass, you see a way to avoid that future; gain 1 Task Unique Asset. If you fail, lose Sanity 1 Sanity and gain 1 Madness Condition.
21 04
Strange Remnants
Vernon Kell wants you to work for MI5. You may gain an Agreement Condition to gain 1 Task Unique Asset and interrogate a captured Deep One (Will). If you pass, you learn the blessing of Dagon; gain 1 Boon Condition. If you fail, the experience horrifies you; lose Sanity 1 Sanity.
22 04
Strange Remnants
Dion Fortune's books are filled with occult insight. You try to gain her help against the ancient one (Influence). If you pass, she sends you on a quest; gain 1 Task Unique Asset. If you fail, you are seen as a threat and attacked psychically; lose Sanity 1 Sanity.
23 04
Strange Remnants
Members of the Magic Circle will share their secrets if you fool them with sleight-of-hand (Observation) If you pass, they tell you esoteric legends; spawn Clue 2 Clues and gain 1 Task Unique Asset. If you fail, they hypnotize you; gain an Amnesia Condition.
24 04
Strange Remnants
You acquire several leads assisting the British Museum sort crates of books. Spawn Clue 2 Clues. You wonder who donated these tomes (Observation). If you pass, you find a name; gain Clue 1 Clue. If you fail, the question haunts you; gain a Paranoia Condition.
25 05
Under the Pyramids
Paul Tregardis shares occult wisdom he gained using a strange crystal.[4] Spawn Clue 1 Clue. You stare into the stone and see ancient glyphs (Lore-1). If you pass, you find a prophecy; gain 1 Task Unique Asset. If you fail, your identity is lost; gain an Amnesia Condition.
26 05
Under the Pyramids
Rumors abound that Dr. Black has killed his wife, so you ask him where she is (Influence). If you pass, you find that he has turned her into a demonic creature that demands a favor[5]; gain 1 Task Unique Asset. If you fail, the man casts magic against you; gain 1 Bane Condition.
27 05
Under the Pyramids
You learn much from studying a stranger's collection of statuary. Gain Clue 1 Clue. You have to ask him to let you leave (Influence-1). If you pass, you depart with a gift; gain 1 Treasure Map Unique Asset. If you fail, a friend is turned to stone; discard 1 Ally Asset.
28 05
Under the Pyramids
Professor Paterson died before completing his life's work. His spirit now torments his brother, Maurice. His brother will pay for your travel if you take on this burden. You may gain a Haunted Condition to gain 2 Task Unique Asset, then discard 1 of them and gain Ship Ticket 1 Ship Ticket.
29 06
Signs of Carcosa
Harry Price tells you of an arcane legend. Gain 1 Task Unique Asset. He asks for help investigating the effects of the Yellow Sign (Observation). If you pass, you learn its insidious effects; spawn Clue 2 Clues. If you fail, you acquire an aura of decay; impair Influence.
30 06
Signs of Carcosa
The Cuming Museum is protected by powerful magic, but a stranger asks you to steal an exhibit, promising a great reward in return. You may gain a Cursed Condition to spawn Clue 1 Clue on a space of your choice and gain a Promise of Power Condition.
31 06
Signs of Carcosa
You try to gain access to socialites who have fallen under the influence of Hastur (Influence). If you pass, you gain their trust and learn about Hastur's avatars; gain Clue 1 Clue. If you fail, you end up spending more money than you have; gain a Debt Condition.
32 06
Signs of Carcosa
Ronald True knows dark secrets, but Ronald Trew framed him for murder. Spawn Clue 1 Clue. You ask Trew to confess (Influence). If you pass, Trew asks a favor in return; gain 1 Task Unique Asset. If you fail, Trew sets people on your trail; gain 1 Pursuit Condition.
33 07
The Dreamlands
The famed medium Meurig Morris allows you to speak with spirits (Influence). If you pass, the voices have need of your help; gain 1 Task Unique Asset and spawn Clue 1 Clue. If you fail, they trick you into entering the void; gain a Lost in Time and Space Condition.
34 07
The Dreamlands
You are warned not to open the box of prophecies left behind by Joanna Southcott, but knowledge of the future is a tempting prize. You may gain a Cursed Condition to gain 2 Task Unique Assets and spawn Clue 3 Clues.
35 07
The Dreamlands
The leader of The Cloister has been caught. He tells you about the cult's worship of Dagon. Gain Clue 1 Clue. You ask him how to discipline your mind (Influence-1). If you pass, he helps you; gain Focus 1 Focus. If you fail, his teaching leaves you vulnerable; lose Health 1 Health.
36 07
The Dreamlands
A patient suffering from the sleepy sickness wakes up and begins to tell you of her dreams. Gain Clue 1 Clue. You try to ascribe a deeper meaning to the things she describes (Lore). If you fail, the disturbing images haunt you and ruin your sleep; lose Health 1 Health and Sanity 1 Sanity.
37 08
Cities in Ruin
A seminar from a visiting professor reveals dark truths. Spawn Clue 1 Clue. You try to meet with him (Influence). If you pass, he is pleased to speak with you and asks for help; gain the Professor Morgan Unique Asset. If you fail, he thinks you mean him harm and attacks you; lose Health 2 Health.
38 08
Cities in Ruin
A priest at St. Swithin's claims the London Stone has revealed your fate. Gain 1 Task Unique Asset. You listen to voices coming from the stone (Observation). If you pass, they reveal dark secrets; spawn Clue 1 Clue. If you fail, the whispers terrify you; lose Sanity 1 Sanity.
39 08
Cities in Ruin
The leads you have been hoping to question are in danger of becoming trapped in the underground railway for the duration of a vicious blizzard. You wish to question them, but worry that you will become stranded in the snowstorm as well. You may become Delayed to gain Clue 2 Clues.
40 08
Cities in Ruin
The Thames is flooding and Westminster Hall needs help saving documents from the floodwaters (Strength). If you pass, you swim out to save several important documents before they float away; spawn Clue 2 Clues. If you fail, the powerful currents carry you downstream; lose Health 1 Health.
41 09
Masks of Nyarlathotep
Oliver Lodge tells you occult rumors from around the world. Spawn Clue 1 Clue. He arranges a séance where you speak to a spirit (Influence). If you pass, the lost soul has a request of you; gain 1 Task Unique Asset. If you fail, the spirit tells you horrible secrets; lose Sanity 1 Sanity.
42 09
Masks of Nyarlathotep
The Professor of Anglo-Saxon at Pembroke offers you a quest.[6] Gain 1 Task Unique Asset. In exchange he shows you highly esoteric research he has done on the name "Nodens" (Lore). If you fail, the research clouds your dreams; gain 1 Madness Condition.
43 09
Masks of Nyarlathotep
Sir Morimer Wheeler has unearthed a Roman temple at Lydney Park in Gloucestershire. You believe helping him with his excavations will reveal the secrets of Rome's global influence. You may spend Resource 1 Resource to gain Clue 1 Clue and spawn Clue 1 Clue.
44 09
Masks of Nyarlathotep
You hire Professor Julian Smith to give a lecture about hauntings around the globe (Influence). If you pass, he enthusiastically speaks at length; gain Clue 1 Clue. If you fail, his presentation is brief and costs more than you anticipated; gain a Debt Condition.
45 09
Masks of Nyarlathotep
You search for a man that you saw get pulled into a fog (Observation). If you pass, you free him from the mist's ghostly limbs and he shares useful information; gain 1 Task Unique Asset and spawn Clue 1 Clue. If you fail, the fog grabs you as well; lose Health 1 Health.
46 09
Masks of Nyarlathotep
You ask mad Lord Northam about his travels (Influence). If you pass, he calms down and tells you of his strange journeys; gain 1 Task Unique Asset and spawn Clue 1 Clue. If you fail, he recites a chant he found in the Nameless City; gain a Corruption Condition.
47 09
Masks of Nyarlathotep
You trade stories of world travels and exotic cocktails with Harry Craddock, bartender at the American Bar at the Savoy Hotel. He agrees to make some travel arrangements on your behalf. Spawn Clue 1 Clue. Then gain Ship Ticket 1 Ship Ticket or Train Ticket 1 Train Ticket.
48 09
Masks of Nyarlathotep
Ghosts haunting Borley Rectory subject you to a night of spectral horror (Will-1). If you pass, the spirits share their secrets and ask you for your help; gain 1 Task Unique Asset and Clue 1 Clue. If you fail, terror overwhelms you; gain 1 Madness Condition.

City Encounters[]

As London 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.[7] 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 will take place here if using the 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.

Mystic Ruins Encounters[]

If playing with Strange Remnants Strange Remnants expansion, Mystic Ruins Encounters can take place here, referring to Stonehenge.

ID # Set Initial Text Pass Effect Fail Effect
1 04
Strange Remnants
A man and a woman are arguing over the stones' occult significance. He claims they open doorways to other worlds. She says they measure the stars. Resolve the pass effect to agree with the man; or resolve the fail effect to agree with the woman. Exasperated, the woman leaves. You ask the man to tell you more about these portals (Influence-1). If you pass, he helps you control them; close 1 Gate of your choice on any space. If you fail, he reveals that he is a warlock and casts a hex on you; gain 1 Bane Condition. The man storms off. The woman tries to show you certain stars (Observation-1). If you pass, you can see their effects on fate; move the Omen to any space of the track without advancing Doom. If you fail, she reveals that she is a witch and uses the stars against you; lose Sanity 2 Sanity.
2 04
Strange Remnants
Cultists have been here enacting some ritual. You think you can undo the effects of their work by analyzing the items they left behind and the symbols they drew (Lore). That which they have opened, you can shut. Close 1 Gate of your choice on any space. While you are undoing the ritual, the police arrive and accuse you of vandalizing the area. You try to escape (Observation). If you fail, gain a Detained Condition. A storm begins and the winds threaten to sweep you away. You fight to complete your task (Strength). If you pass, you undo the ritual; close 1 Gate of your choice on any space. If you fail, the wind carries you away; gain a Head Injury Condition.
3 04
Strange Remnants
According to one legend, the wizard Merlin moved the stones here magically from Ireland to honor knights that fell in battle and to protect a powerful treasure that he had acquired. You search the area for any sign of this lost item (Observation). You make a discovery! Gain 1 Relic Unique Asset. Taking the item, your thoughts are flooded with lost arcana (Will-1). If you pass, you retain this knowledge; gain 1 Glamour Spell. If you fail, it overwhelms you; gain 2 Madness Conditions. A long dead knight protects what you seek. Lose Sanity 1 Sanity. You try to identify him by his heraldry (Lore). If you pass, you order him to surrender what he is guarding; gain 1 Relic Unique Asset. If you fail, the dead knight attacks; gain 1 Injury Condition.
4 04
Strange Remnants
Long before these stones were used by the servants of Yog-Sothoth, they were part of a larger structure built by the elder things to trap creatures from other worlds. You try to contact any being still imprisoned here (Lore-1). You awaken a servitor of the outer gods! It is weakened, but it tries to overpower you Strength. If you pass, it bargains for its freedom; move the Omen to any space of the track without advancing Doom. If you fail, gain 1 Injury Condition. Something invades your thoughts. You try to talk to this alien mind (Influence). If you pass, you convince the alien to help; you may move the Omen counterclockwise by 1 without advancing Doom. If you fail, it takes over your mind; gain an Amnesia Condition.
5 04
Strange Remnants
Cultists in robes and hoods are in the middle of a ritual to invoke Yog-Sothoth! You try to approach without being seen to interrupt their work (Observation-1). You steal an item used in the ritual. Gain 1 Relic Unique Asset. Yog-Sothoth fills your mind (Will-1). If you pass, gain vital insight; you may move the Omen counterclockwise by 1 without advancing Doom. If you fail, lose Sanity 2 Sanity. The cultists bind you with an enchanted chain. You try to undo their magic (Lore-1). If you pass, you escape and steal something vital to the ritual; gain 1 Relic Unique Asset. If you fail, they force you to take part in their ritual; gain an Amnesia Condition.

Devastation Encounters[]

If playing with the Cities in Ruin Cities in Ruin expansion, London 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[]

Lore[]

Mentioned Residents from Other Fictional Works[]

  • Dr. Black[5]
  • Father Brown
  • "Bulldog" Drummond
  • Thomas Carnacki

Real World Location[]

London[8] is the capital city of the United Kingdom.

References[]

  1. An organization first appeared in the role-playing game Call of Cthulhu's Masks of Nyarlathotep supplement. 
  2. An inscription on a scarab bracelet supposedly found inside King Tutankhamen's tomb in real life. 
  3. A family in the story The Rats in the Walls by H.P. Lovecraft. For more information about this, see the The Rats in the Walls page on Lovecraft icon The H.P. Lovecraft Wiki.
  4. A character in the story Ubbo-Sathla by Clark Ashton Smith. For more information about this, see the Ubbo-Sathla (short story) page on Lovecraft icon The H.P. Lovecraft Wiki.
  5. 5.0 5.1 These characters and events are of the story The Inmost Light by Arthur Machen. 
  6. Refer to Tolkien, author of the famed fantasy works The Hobbit and The Lords of the Rings, who held the position from 1925 to 1945. For more information about this, see the J. R. R. Tolkien page on Wikipedia icon Wikipedia.
  7. A character first appeared in the game Arkham Horror 2nd Ed.'s The King in Yellow expansion. 
  8. See London location on Maps icon Google Maps.
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