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

Encounters[]

Europe Encounters[]

Rome Location Encounters have a high probability of improving Will.

ID # Set Encounter
1
01Core
The Vatican Library is so vast! You ask a librarian for a recommendation (Influence). If you pass, he leads you to a codex that recounts how worshipers of Shub-Niggurath were driven out of Rome, and the story renews your confidence; improve Will.
2
01Core
You have an inspirational dream in which you are a proud Roman quaestor. Improve Will. Your reverie is interrupted by a band of small, primitive men running wild outside. You try to negotiate with this lost tribe of Miri Nigri (Influence). If you fail, lose Health 1 Health and Sanity 1 Sanity as they continue their pursuit of some ancient grudge.
3
01Core
You speak to a number of Vatican authorities about your investigations. They carefully consider your story (Influence-1). If you pass, you are thanked for doing good work; gain a Blessed Condition. If you fail, you are demoralized by their rejection; lose Sanity 1 Sanity and discard a Blessed Condition.
4
01Core
You discover a hidden shrine to Cybele in an ancient catacomb. It will be a long process to excavate the find, but removing such a blight from Rome's foundations will grant you a higher reward. You may become Delayed to gain a Blessed Condition.
5
01Core
Ever since arriving in Rome, you've had nightmares about being betrayed. You try to assure yourself that they are only dreams (Will). If you pass, the nightmare stops; improve Will. If you fail, the nightmares continue; lose Sanity 1 Sanity.
6
01Core
A group of Blackshirts are interrogating an old priest, and you try to intervene (Influence). If you pass, they let the priest go, and he is eternally grateful; gain a Blessed Condition. If you fail, you are shoved against a wall and arrested; gain a Detained Condition.
7
01Core
A witch cult must have used this villa to conduct their rituals. They've left behind a number of small potions. You may drink one to improve 1 skill of your choice. If you improve a skill, you must resist the ill effects of the elixir (Will). If you fail, gain a Cursed Condition.
8
01Core
You are invigorated by a visit to a magnificent cathedral. Improve Will. In the basement, you find a mosaic depicting robed men bowing before a great fire. To your horror, it is surrounded by scorch marks that resemble human silhouettes (Will-1). If you fail, gain a Paranoia Condition.
9 02
Forsaken Lore
In a hidden room beneath the Colosseum, you find an ancient creature that once fought gladiators. Somehow, the terrible beast has survived and attacks you on sight (Strength)! If you fail, you are incapacitated by your wounds, and the monstrosity escapes; lose Health 1 Health and gain a Leg Injury Condition.
10 02
Forsaken Lore
The Sistine Chapel is temporarily closed, but you attempt to sneak inside (Observation). If you pass, the breathtaking paintings and tapestries inside inspire you; improve Will. If you fail, you are caught and arrested; gain a Detained Condition.
11 02
Forsaken Lore
You attend a lecture by a physics professor named Enrico Fermi about the incredible power contained in atoms. You do your best to follow his theories (Lore-1). If you pass, you see a new potential for overcoming the threats to this world; gain Clue 1 Clue and improve Will. If you fail, you grow even more disheartened; lose Sanity 1 Sanity.
12 02
Forsaken Lore
You discover the ancient recipe to create Mithridate, a powerful concoction to protect you from harm. Interpreting it as best you can, you assemble the ingredients (Lore-1). If you pass, the Mithridate works; gain a Blessed Condition. If you fail, the foul brew makes you sick; gain a Poisoned Condition.
13 02
Forsaken Lore
You closely examine the ancient writing on the obelisk in the Piazza del Popolo and implore the ancient pharaohs to watch over you. Gain a Blessed Condition. The presence of the relic entrances you (Will-1). If you fail, you step through the obelisk into another reality; gain a Lost in Time and Space Condition.
14 02
Forsaken Lore
A raggedy-looking man offers to trade an old coin for one of your belongings. He claims that throwing the coin into the Trevi Fountain will ensure that you will safely return to Rome. You may discard 1 Item possession. If you discard the possession, the knowledge strengthens your resolve, improve Will.
15 02
Forsaken Lore
In the Capuchin Crypt, you are surrounded by the bones of thousands of dead monks, arranged in strange patterns. The sight forces you to confront your own impending death. You may spend Sanity 2 Sanity to face your fears and discover a new sense of destiny. If you spend the Sanity, gain a Blessed Condition.
16 02
Forsaken Lore
After an unsuccessful attempt on the life of Benito Mussolini, you observe the interrogation of the would-be assassin (Observation). If you pass, you learn much about resisting intense coercion; improve Will. If you fail, their tactics are horrible to behold; lose Sanity 1 Sanity and gain a Paranoia Condition.
17 03
Mountains of Madness
You may spend Focus 1 Focus to ascend the steps of the Scala Sancta on your knees in contemplation and prayer. If you spend the Focus, a sense of divine providence overwhelms you when you reach the top; gain a Blessed Condition.
18 03
Mountains of Madness
The monstrous statues in the Bosco dei Mostri are whispering. You try to speak to the overgrown sculptures (Influence). If you pass, they foretell good fortune; improve Will. If you fail, they grow angry and cast a spell; lose Sanity 1 Sanity and gain a Hunger Condition.
19 03
Mountains of Madness
An ancient spirit has possessed the body of a leper. You negotiate with the creature to leave (Influence). If you pass, the spirit does so in exchange for a favor; gain 1 Task Unique Asset. If you fail, the leper attacks you; lose Health 1 Health and gain an Infection Condition.
20 03
Mountains of Madness
You ask an American priest to tell you the reason for his visit (Influence-1). If you pass, he talks about the Starry Wisdom Church; gain the Father Merluzzo Unique Asset. If you fail, he leaves, and the room grows dark; gain a Cursed Condition.
21 04
Strange Remnants
The statue of St. Michael atop the Castel Sant'Angelo inspires you. Improve Will. Inside, you meet Count Cagliostro, who died over 100 years ago (Will-1). If you pass, he shares a quest; gain 1 Task Unique Asset. If you fail, he hexes you; gain a Bane Condition.
22 04
Strange Remnants
Neighborhood children are attacked by a strix! You try to defend them from the strange four-legged bird (Strength). If you pass, the grateful families share their knowledge with you; improve 1 skill of your choice. If you fail, you fall down some stairs while fighting; gain a Head Injury Condition.
23 04
Strange Remnants
The Purgatory Museum is free, but you can agree to be a patron. You may gain an Agreement Condition to gain 1 Boon Condition. You ask about the secret exhibits (Influence-1) If you pass, gain 1 Relic Unique Asset. If you fail, you find yourself far from the museum with no memory of how you got there; gain an Amnesia Condition.
24 04
Strange Remnants
The ground opens before you at the Lacus Curtius. A voice from the depths asks if you are worthy of its sacrifice. You argue that you are (Influence). If you pass, the pit closes and you feel invigorated; gain 1 Boon Condition. If you fail, you are pulled into the depths of the dark pit; lose Health 1 Health and Sanity 1 Sanity.
25 05
Under the Pyramids
The police ask you about a book that Arturo Reghini gave you. Gain 1 Tome Unique Asset. When you deny having it, they use force (Strength-1). If you pass, you feel more confident than ever, improve Will. If you fail, you're left in agony; gain 1 Injury Condition.
26 05
Under the Pyramids
The staff at Sapienza ask you to provide a lecture for their students (Lore). If you pass, the grateful teachers offer you classes in any topic you choose, improve 1 skill of your choice. If you fail, your poorly-received lesson erodes your spirit; impair Will.
27 05
Under the Pyramids
You study the city's feral cats (Observation). If you pass, the cats lead you to a priestess of Bast who offers you the favor of her goddess; improve Will and gain 1 Boon Condition. If you fail, your night spent in the cold is bad for your health; gain a Diseased Condition.
28 05
Under the Pyramids
A bishop asks you to uncover agents of the Italian Social Republic posing as priests (Observation. If you pass, he gratefully offers you sanctuary and prays for your spirit; improve Will and recover Health 1 Health and Sanity 1 Sanity. If you fail, the agents spot you; gain a Detained Condition.
29 06
Signs of Carcosa
During Carnevale, wearing a mask emboldens you. Improve Will. You try to charm the other revelers (Influence-1). If you pass, they offer you training; gain 1 Talent Condition. If you fail, a masked figure stalks you through the alleys; gain 1 Pursuit Condition.
30 06
Signs of Carcosa
Light shines down on you through the Pantheon's oculus. Gain a Blessed Condition. You leave what cash you can to thank the gods (Influence-1). If you pass, you exit the temple feeling no fear; improve Will. If you fail, you are overcome by exhaustion; impair Strength.
31 06
Signs of Carcosa
A stranger wants to sell you an unknown painting by Salvator Rosa (Influence). If you pass, the image of overcoming horrors inspires you; improve Will and 1 other skill of your choice. If you fail, the stranger marks you with red paint; gain a Blight Condition.
32 06
Signs of Carcosa
The Vatican informs you that Bonet de Lattes foresaw beneficial aspects to certain constellations. If the Omen is Blue Omen blue, the stars predict your ultimate success; gain 1 Boon Condition. if the Omen is Red Omen red, this knowledge helps you focus while you train; improve 1 skill of your choice.
33 07
The Dreamlands
Count Vito Fantari fortifies your spirit with fine dining and good company.[1] Improve Will. He insists that you relax with him on his luxurious yacht, but you politely decline (Influence-1). If you fail, your nights at sea are plagued by dreams of Father Dagon; gain 1 Madness Condition.
34 07
The Dreamlands
A man is about to take his own life after reading La Verita Scoperta.[2] You try to stop him (Influence-1). If you pass, he shares the book's power with you; gain a Blessed Condition and improve Will. If you fail, he uses the power of the words against you; gain a Lost in Time and Space Condition.
35 07
The Dreamlands
The fortune teller Madame L'Enigme offers a gift.[3] Gain the Four of Cups Unique Asset. She says she is the Duchess Mareno and that she is hiding from assassins. By visiting her you have placed yourself in grave danger. Lose Health 2 Health unless you gain 1 Injury Condition.
36 07
The Dreamlands
A man with an eyepatch invites you to join the ranks of the Custus Notitiae.[4] He warns you beforehand that the sect's hidden knowledge comes at a terrible cost. You may gain a Dark Pact Condition to improve Will and 1 other skill of your choice.
37 08
Cities in Ruin
Men from Naples ask you to interpret ancient objects that they pulled from a city beneath the waves (Lore). If you pass, you uncover the story of a past civilization that defeated a cosmic entity; improve Will. If you fail, you can only decipher that there was a great and terrible loss, lose Sanity 1 Sanity.
38 08
Cities in Ruin
As you examine the Porta Alchemica, a strange being reaches out to you through the portal. Gain 1 Boon Condition. You speak with the being through the portal (Influence-1). If you pass, it praises your integrity; improve Will. If you fail, your mind corrodes; gain 2 Madness Conditions.
39 08
Cities in Ruin
You attempt to purchase one of the objects at the Museum of the Souls of Purgatory (Influence-1). If you pass, voices of the dead guide you; improve Will and 1 other skill of your choice. If you fail, you feel the hand of a lost soul grip your heart; lose Sanity 1 Sanity.
40 08
Cities in Ruin
A volcano vent opens in the middle of the street! You jump across a stream of lava to rescue a crying child (Strength). If you pass, the child's grateful parents are instructors who share their knowledge; improve 1 skill of your choice. If you fail, you get hurt badly; gain 1 Injury Condition.
41 09
Masks of Nyarlathotep
A priest requests your help in an exorcism. You invoke otherworldly powers to drive the dark forces out of the small child (Lore). If you pass, your faith is invigorated; improve Will. If you fail, you feel yourself changing; gain a Corruption Condition.
42 09
Masks of Nyarlathotep
You may spend Resource 1 Resource to give alms to a beggar. If you spend the Resource, he reveals himself as a priest in the Order of St. Jerome and he recruits you[5]; gain 1 Boon Condition and improve Will. If you do not spend the Resource, you fear that you will never be worthy; lose Sanity 1 Sanity.
43 09
Masks of Nyarlathotep
You read poems posted to the statue of Pasquino that restore your faith. Improve Will. You post your own writing (Influence-1). If you pass, you inspire others to share their wisdom; improve 1 skill of your choice. If you fail, your writing is too bleak; lose Sanity 1 Sanity.
44 09
Masks of Nyarlathotep
You are encouraged by the Vatican's purge of ghouls from the city's graveyards. Improve Will. You ask the church to show you their methods (Influence-1). If you pass, they teach you; improve 1 skill of your choice. If you fail, they test you; a Monster ambushes you!
45 09
Masks of Nyarlathotep
An old man calls you Sadalbari, the lucky star. Gain a Blessed Condition. You arrange access for him inside the Vatican Observatory (Influence-1). If you pass, he says destiny smiles on you; improve Will. If you fail, his access requires a bribe; gain a Debt Condition.
46 09
Masks of Nyarlathotep
Someone has written, "Thou shalt not suffer a witch to live" in blood at a Temple of Cybele. You search for the culprit (Observation). If you pass, you catch a madman and make the world safer; improve Will. If you fail, you are accused of the crime; gain a Detained Condition.
47 09
Masks of Nyarlathotep
A stranger stands outside dining a storm at night. He invites you to pledge yourself to Summanus to receive the god's gifts when the day breaks. You may gain a Dark Pact Condition to gain 1 Boon Condition and improve Will and 1 other skill of your choice.
48 09
Masks of Nyarlathotep
You try to get help from a group called Justice and Liberty who are anti-fascists working in secret (Influence). If you pass, they teach you how they have survived; improve 1 skill of your choice. If you fail, the blackshirts attack you; lose Health 1 Health.

City Encounters[]

As Rome 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.[6] 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 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.

Devastation Encounters[]

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

  • Madame L'Enigme, fortune teller[3]

Real Life Location[]

Rome[7] is the capital of Italy. It was formerly the head of the Roman Empire.

References[]

  1. A character from the role-playing game Call of Cthulh's Songs of Fantari campaign. 
  2. Probably reference to the book La verità scoperta ne' tre santuari della città di Assisi, la basilica di San Francesco, la Porziuncola e Rivotorto by Pompeo Bini. 
  3. 3.0 3.1 For more information about this, see the One Night in Rome page on Wikipedia icon Wikipedia.
  4. A cult in the role-playing game Call of Cthulhu's Cthulhu Invictus campaign. 
  5. Not to be confuse with the real-life Order of St. Jerome, the Order of the Sword of Saint Jerome is a secret cult first appeared in the role-playing game Call of Cthulhu's The Keeper's Companion supplement. 
  6. A character first appeared in the game Arkham Horror 2nd Ed.'s The King in Yellow expansion. 
  7. See Rome location on Maps icon Google Maps.
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