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Card Overview

Name: Stonehenge
Card Type: Mystic Ruins Encounter
Location: London
Variants: 5

Encounter Details

ID # Initial Encounter Pass Encounter Fail Encounter
1 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 2 Sanity.
2 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 According to one legend, the wizard Merlin moved the stones here magically from Ireland to honor knights that afell 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 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 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 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 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.

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