Other (encounters)

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Encounters

Encounter Skill check Edition
"I am demoiselle Jeanne d'Ys," she says, her beautiful eyes and charming accent piercing your heart. If you stay with her, gain 1 Stamina and 1 Sanity, but you are delayed. If you leave her, pass a Luck (-1) check or lose 1 Stamina and 1 Sanity. Luck -1 3The King in Yellow
"Is that you, Camilla?" a voice calls to you in the darkness. If you flee, lose 1 Stamina. If you answer, pass a Will (-2) check or lose 2 Sanity. Will -2 3The King in Yellow
"It is not too late," whispers the voice in the darkness. If the terror level is less than 6, draw a Spell. 4Kingsport Horror
"Mr. Skin's the name, investigatin's my game," he says, with a friendly smile. But there's something about him that makes you feel like a helpless child before a ravenous beast. If you agree to let him come along, his form and face seem to shift... you may take any Ally of your choice, but you lose 2 Stamina and 2 Sanity. 1Curse of the Dark Pharaoh
A crazed, half-dead explorer attacks you. Pass a Fight (+2) check to overcome him. If you succeed, take 1 Common Item and lose 1 Sanity as you contemplate this poor soul's fate. If you fail, lose 1 Stamina. Fight +2 5The Black Goat of the Woods
A dark ocean laps at your feet, and you see gables of old-fashioned buildings across the water. Could this be Innsmouth? Your Luck slider is reset to the lowest possible number, but you gain 1 Clue token. 1Curse of the Dark Pharaoh
A distant drumming can be heard. Strangely, it gives you a sense of security and protection, as if it were warding away some evil. Gain 1 Sanity. 12Miskatonic Horror: Kingsport Horror component
A foul-smelling ichor covers the ground. Pass a Will (-1) check or lose 1 Stamina as the odor overwhelms you. Will -1 12Miskatonic Horror: Kingsport Horror component
A ghastly monster appears! 5The Black Goat of the Woods
A ghostly ship captain offers you passage home, for a price. Return to Arkham, but you are Cursed. 5The Black Goat of the Woods
A glimmer of gold catches your eye. Gain $2.
A glimpse of home gives you hope. Gain 1 Sanity.
A hideous monster appears!
A hideous monster appears! 2Dunwich Horror
A hideous monster appears! 10Miskatonic Horror: Dunwich Horror component12Miskatonic Horror: Kingsport Horror component
A horrendous monster appears! 4Kingsport Horror
A horrible shadow falls across you. Roll a die. On a 1, either lose 5 Clue tokens or you are devoured. 3The King in Yellow
A large dog lopes alongside you for a time, warding you from harm. No encounter. 3The King in Yellow
A large mirror stands before you. Your reflection bears an unfamiliar mark upon its forehead. Make a Will (+0) check. If you pass, the mark fades from the reflection. If you fail, it remains and you are Cursed. Will +0 10Miskatonic Horror: Dunwich Horror component
A lurking monster appears!
A man in a coat and hat takes your arm, and you find yourself leading the shadowy presence forward. All the reward you seem to need is his reassurance... perhaps you are being mystically controlled, but it's hard to care. Gain 1 Sanity, but take the Local Guide card. 1Curse of the Dark Pharaoh
A monster appears!
A monster appears!
A monster appears! 1Curse of the Dark Pharaoh
A monster appears! 1Curse of the Dark Pharaoh
A monster appears! 1Curse of the Dark Pharaoh
A monster appears! 1Curse of the Dark Pharaoh
A monster appears! 2Dunwich Horror
A monster appears! 2Dunwich Horror
A monster appears! 2Dunwich Horror
A monster appears! 3The King in Yellow
A monster appears! 3The King in Yellow
A monster appears from the shadows!
A monster appears, taking shape from the angle's curve! 4Kingsport Horror
A mysterious woman warns you that you would be able to see all that you need to know if your mind were not clouded by the unnatural. Discard 2 Spells to gain 5 Clue tokens. If you can't or choose not to, gain 1 Sanity. 5The Black Goat of the Woods
A nightmarish monster appears! 4Kingsport Horror
A powerful force is attempting to tear its way through the realities! Make a Lore (+0) [2] check to slow it down. If you pass, remove 1 Dunwich Horror token from the board. Lore +0 [2] 10Miskatonic Horror: Dunwich Horror component
A revolting monster appears! 5The Black Goat of the Woods
A ripple in the air passes over you. Pass a Lore (-1) check or lose 1 Spell of your choice as it is burned from your mind. Lore -1
A row of vaguely humanoid sculptures lines your path. As you walk past them, you cannot help but think that some malevolent force is watching you through their stone eyes. Lose 1 Sanity. 10Miskatonic Horror: Dunwich Horror component
A scrap of paper flutters into your hands, with the words, "this world was inhabited at one time by another race who, in practicing black magic, lost their foothold and were expelled from the allegorical garden..." Lose up to 2 Clue tokens due to this misleading information, if able. 1Curse of the Dark Pharaoh
A strange being pays you a visit, and test you. Make a Will (-2) check. If you fail, you lose 1 Sanity and 1 Stamina. If you pass, you gain 3 Clue tokens. Will -2 3The King in Yellow
A strange euphoria begins to overtake you. You are irrationally certain things will be okay. Gain 1 Sanity. Then make a Luck (-1) check. If you fail, overconfidence leads you astray and you are delayed. Luck -1 10Miskatonic Horror: Dunwich Horror component12Miskatonic Horror: Kingsport Horror component
A strange rash has appeared on your skin, and you've developed a harsh, rattling cough. Lose 1 Stamina. 5The Black Goat of the Woods
A strange serpent-face person in a hooded robe speaks at you in an ancient tongue. Make a Lore (-2) check to decipher his words and gain 1 Clue token. If you fail, he bites you, disgusted, and leaves. Lose 1 Stamina. Lore -2 7The Lurker at the Threshold
A strange song conjures up images of a life you could have lived. Gain Clue tokens equal to your focus. 1Curse of the Dark Pharaoh
A strangely-dressed man claiming to be a doctor offers to trade valuable information for an item he purports to need. You may discard any item that is not a Weapon and then gain 3 Clue tokens. 10Miskatonic Horror: Dunwich Horror component
A terrible monster appears! 2Dunwich Horror
A terrible monster appears! 5The Black Goat of the Woods
A terrible monster appears! 10Miskatonic Horror: Dunwich Horror component
A terrifying monster appears! 7The Lurker at the Threshold
A thick pollen is infecting the air. You need to keep moving or you're going to pass out from breathing it in. Pass a Speed (-1) check or you are delayed here. Speed -1 12Miskatonic Horror: Kingsport Horror component
A tree, covered in blood and waving in the wind, stands before you. If you pass a Luck (-1) check, it is just a tree. If you fail, it attacks you! Lose 1 Sanity and 2 Stamina. Luck -1 3The King in Yellow
A vortex sweeps you off your feet and into oblivion. Pass a Fight (+0) check or you are lost in space and time. Fight +0 3The King in Yellow
A web of light surrounds the object on the pedestal. You may draw a Unique Item, but if you do, every other investigator loses 1 Sanity and 1 Stamina. 4Kingsport Horror
A window floats by, looking out on.. can it be Home? Pass a Luck (-1) check to return to Arkham. Luck -1 4Kingsport Horror
A wounded beast snarls at you, but it can't move. You don't think it's going to live much longer. If you want to wait around, you are delayed, but you may draw a monster from the cup and take it as a monster trophy, even if it has the Endless ability. 5The Black Goat of the Woods
Along the shore, the cloud waves break. Pass a Fight (+1) check to gain 1 Stamina. Fight +1 3The King in Yellow
Although you believe that you've found a way home, the path looks perilous. You may roll 3 dice, losing 1 Stamina for each failure you roll. If you are not reduced to 0 Stamina, you may return to Arkham. 2Dunwich Horror
Although you try your best, you are unable to hang on any longer. If you are in the second area of this Other World, move to its first area. If you are in its first area, you are lost in time and space. 2Dunwich Horror
Although your journey has been perilous, you've found a possible way to get home. Pass a Luck (-1) check to return to Arkham. Luck -1 2Dunwich Horror
An enigmatic traveler sympathizes with your cause and offers some good advice. Gain 1 Clue token. Then make a Luck (-2) check. If you pass, you are Blessed. Luck -2 12Miskatonic Horror: Kingsport Horror component
An enormous stone marker covered with arcane markings stands before you. Its true purpose is unclear, but you think you may be able to translate a small portion. Pass a Lore (-1) check to gain 1 Spell. Lore -1 5The Black Goat of the Woods
An unspeakable monster appears! 4Kingsport Horror
At some point in your other-worldly travels, you began suffering from a fever. Lose 1 Stamina. Then make a Will (-1) check to glean useful insights from your delirious dreams. If you pass, gain 1 Clue token. Will -1 10Miskatonic Horror: Dunwich Horror component12Miskatonic Horror: Kingsport Horror component
At the top of the hill is an old stone well. You may toss $1 inside and pass a Luck (-2) check to be Blessed. If you fail, nothing happens. Luck -2 5The Black Goat of the Woods
Black stars shine upon you, and reality is reversed. If you were Cursed, you are now Blessed. If you were Blessed, you are now Cursed. 3The King in Yellow
Carefully, you avoid the gaze of a gigantic eye watching an alter. You may try to pass a Sneak (-1) check to steal a scroll from the dais. Draw 1 Spell. If you fail, you are racked by pain and lose 3 Sanity. Sneak -1
Certainly frail mortal creatures like you were not meant to see and hear such things. Lose 1 Sanity. 4Kingsport Horror
Crushing tentacles pursue you! Pass a Speed (-1) check or you are reduced to 1 Stamina. Speed -1 4Kingsport Horror
Dark tendrils grasp you! Pass a Luck (-1) check or be delayed. Luck -1 4Kingsport Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 6Innsmouth Horror
Discard this card and draw again. 9Miskatonic Horror: Curse of the Dark Pharaoh component10Miskatonic Horror: Dunwich Horror component
Discard this card and draw again. 9Miskatonic Horror: Curse of the Dark Pharaoh component10Miskatonic Horror: Dunwich Horror component
Discard this card and draw again. 9Miskatonic Horror: Curse of the Dark Pharaoh component12Miskatonic Horror: Kingsport Horror component
Discard this card and draw again. 9Miskatonic Horror: Curse of the Dark Pharaoh component12Miskatonic Horror: Kingsport Horror component
Discard this card and draw again. 11Miskatonic Horror: King in Yellow component10Miskatonic Horror: Dunwich Horror component
Discard this card and draw again. 11Miskatonic Horror: King in Yellow component10Miskatonic Horror: Dunwich Horror component
Discard this card and draw again. 11Miskatonic Horror: King in Yellow component12Miskatonic Horror: Kingsport Horror component
Discard this card and draw again. 11Miskatonic Horror: King in Yellow component12Miskatonic Horror: Kingsport Horror component
Discard this card and draw again. 13Miskatonic Horror: Black Goat of the Woods component10Miskatonic Horror: Dunwich Horror component
Discard this card and draw again. 13Miskatonic Horror: Black Goat of the Woods component10Miskatonic Horror: Dunwich Horror component
Discard this card and draw again. 13Miskatonic Horror: Black Goat of the Woods component12Miskatonic Horror: Kingsport Horror component
Discard this card and draw again. 13Miskatonic Horror: Black Goat of the Woods component12Miskatonic Horror: Kingsport Horror component
Discard this card and draw again. 15Miskatonic Horror: Lurker at the Threshold component10Miskatonic Horror: Dunwich Horror component
Discard this card and draw again. 15Miskatonic Horror: Lurker at the Threshold component10Miskatonic Horror: Dunwich Horror component
Discard this card and draw again. 15Miskatonic Horror: Lurker at the Threshold component12Miskatonic Horror: Kingsport Horror component
Discard this card and draw again. 15Miskatonic Horror: Lurker at the Threshold component12Miskatonic Horror: Kingsport Horror component
Eerie purple lights begin wending their way towards you. Pass a Will (+0) check or you are drawn to them and delayed. Will +0 3The King in Yellow
Excellent! There seems to be a narrow passage leading back. Return to Arkham. 2Dunwich Horror
Exhausted, you lay down and sleep for a while. You are delayed. 3The King in Yellow
For once, fortune is with you. No encounter. 3The King in Yellow
Fortune favors everyone, each according to his station. If you are Cursed, discard all of your items. If you are Blessed, draw a Unique Item. 4Kingsport Horror
From living blackness, a monster appears! 4Kingsport Horror
Have you seen the Yellow Sign? Pass a Speed (+0) check to avert your eyes. If you fail, you are reduced to 1 Sanity. Speed +0 3The King in Yellow
Ho there, what's this? Pass a Luck (-1) check to gain a Common Item. Luck -1 4Kingsport Horror
Hurry! You must choose the correct crystal soon, or the gate will open and release a terrible creature. Pass a Luck (-2) check or a monster appears! Luck -2 2Dunwich Horror
If violence is all it understands, then violence it shall have! Pass a Fight (-1) check to take a Clue token Fight -1 4Kingsport Horror
If you have a Unique Item, nothing happens this turn. If you do not have one, the winds seem to taunt you, mocking your helplessness. Lose 2 Sanity. 3The King in Yellow
In a quiet corner removed from every place and no place at once, you snatch a moment of respite, and have no encounter. 4Kingsport Horror
In each facet of the gem is a monstrosity waiting to be born. Make a Luck (+0) check. If you fail, a monster appears! Luck +0 3The King in Yellow
In some alternate history, you see a United States plunged into dictatorship. Suicide chambers are erected in city parks. This could be the shape of things to come. Gain 2 Clue tokens and lose 1 Sanity. 3The King in Yellow
In the dark, you stumble into a deep hole. Looking up, you see a gravestone bearing your name. Pass a Speed (-2) check to scramble out or lose 2 Sanity and be delayed. Speed -2 5The Black Goat of the Woods
In this place, it's a stroke of good fortune when nothing terrible happens to you. No encounter. 2Dunwich Horror
In this place, where all minds converge, you may trade Clue tokens with other investigators until the end of this phase. 4Kingsport Horror
It seems as though you've run out of options for now, so you must bide your time. Stay here next turn. 2Dunwich Horror
It seems that no matter where you go, there are always thieves waiting to prey upon the unwary. Lose $2. 2Dunwich Horror
It seems that you are not the first to have come here. Gain 1 Clue token and $2. 2Dunwich Horror
It takes you a moment to realize that the horrible screeching noise consists of English words spoken by something monstrous! Lose 1 Sanity, but gain 1 Clue token. 7The Lurker at the Threshold
It was a diabolical trap, you suddenly realize... now that you're inside it! Make a Lore (-1) check or you are delayed. Lore -1 1Curse of the Dark Pharaoh
It's a dead end. You are delayed as you must retrace your path and try something different. 5The Black Goat of the Woods
It's a door! You must have walked by the other side of that door a hundred times back home. Gain 1 Sanity. Then make a Fight (-2) check to break the lock. If you pass, return to Arkham. Fight -2 10Miskatonic Horror: Dunwich Horror component
Knowledge is power, but more importantly, it is hope and endurance in this prison where you find yourself. Lose 3 Stamina and 3 Sanity, but you reduce this loss by 1 Stamina and 1 Sanity for each Clue token you discard (to a maximuum of three). 4Kingsport Horror
Looking at the vast distances you still have to cross, you feel as though all is lost. Lose 1 Sanity. 2Dunwich Horror
Luck is with you. You stumble on a cache of supplies. Draw 1 Common Item.
Magic seems to inherently manipulate your environment in unpredictable ways. If you have 3 or more Spells, this world rejects you completely and you are lost in time and space. 12Miskatonic Horror: Kingsport Horror component
Make a Fight (+0) or Will (+0) check. If you pass, you push through the walls of fatigue and confusion and realize what must be done. You may seal the gate through which you entered, but only by sacrificing yourself. If you choose to seal the gate, you are devoured. Fight +0

Or Will +0

1Curse of the Dark Pharaoh
Make a Fight (-2) check to scale that sheer cliff. If you succeed, the view from the top grants you 1 Clue token. If you fail, lose 1 Stamina. Fight -2 7The Lurker at the Threshold
Make a Luck (+0) check and consult the chart below.

Successes:

0-1) Thousands of minute creatures! Lose 1 Stamina
2) You find $2 worth of gold ingots
3+) Anywhere is better than here. Return to Arkham
Luck +0 7The Lurker at the Threshold
Make a Luck (-1) check. If you fail, a monster appears! If you pass, you may draw 2 monsters from the cup and choose which one appears. Luck -1 1Curse of the Dark Pharaoh
Make a Luck (-2) check to come across a Unique Item! Luck -2 7The Lurker at the Threshold
Make a Luck (-2) check to make it through the twisted forest. If you pass, you find $3 worth of precious baubles! If you fail, you are delayed. Luck -2 7The Lurker at the Threshold
Make a Speed (-1) check to run for safety and return to Arkham. If you fail, you are caught and are delayed. Speed -1 7The Lurker at the Threshold
Monsters lurk everywhere. Pass a Sneak (-2) check or stay here next turn. Sneak -2
Muttering a quick prayer, you hope that the grate is weak enough to remove, since it's the only way forward that you've found so far. Pass a Luck (-1) check or stay here next turn. Luck -1 2Dunwich Horror
Nephren-Ka places your soul upon the Balance of Thoth, and finds you lacking. First discard Stamina or Sanity, whichever is higher, until your Stamina and Sanity are equal. Then you are surprised by a monster. If you defeat it, you may draw 1 Exhibit Item. 1Curse of the Dark Pharaoh
Nothing but emptiness. No encounter. 7The Lurker at the Threshold
On the horizon, you see the hazy silhouette of the Ancient One. Pass a Will (-2) check or lose all your Sanity. Will -2 5The Black Goat of the Woods
One glimpse at the sky and things fall into place for you. Gain 1 Clue token. 7The Lurker at the Threshold
Pass a Fight (-1) check to hang on to your prize despite the wind. Draw 1 Spell. Fight -1
Pass a Fight (-2) check to lever back the lid of the stone chest. Inside, you find $8. If you fail, lose 1 Stamina. Fight -2
Pass a Fight (-2) check to pry open a grate you find built into the wall. Inside, you find something fascinating. Draw 1 Unique Item. Fight -2
Pass a Luck (-1) check to discover a cache of ancient papers containing valuable information about the Mythos. Gain 1 Clue token for every success you rolled on your Luck check. Luck -1
Pass a Luck (-1) check to discover a useful object in your wanderings. Draw 1 Unique Item. Luck -1
Pass a Luck (-1) check to discover a vital document. Gain 2 Clue tokens. Luck -1
Pass a Luck (-1) check to find a quiet spot to rest. Gain 2 Stamina and 2 Sanity. Luck -1
Pass a Luck (-1) check to find something of use among the devastation. Draw 1 Common Item. Luck -1 2Dunwich Horror
Pass a Luck (-1) check to find something to defend yourself with. Take the first Weapon from the Common Item deck. Luck -1
Pass a Luck (-1) check to find the gate back. If so, immediately return to Arkham. Luck -1
Pass a Luck (-2) check to stumble across a valuable item. Take the first Unique Item with a list price of at least $4 from the Unique Item deck. Luck -2 2Dunwich Horror
Pass a Speed (-1) check to grab the carving before it falls. Draw 1 Spell. Speed -1
Pass a Speed (-2) check to jump the fissure. If you fail, lose 1 Stamina and you are delayed. Speed -2 1Curse of the Dark Pharaoh
Perhaps there's something of use here? Pass a Luck (-1) check to either draw 1 Unique Item or draw 1 Common Item and gain $2. If you fail the check, nothing happens. Luck -1 2Dunwich Horror
Placing your hand on the ancient cave painting, you have a vision. Gain 1 Clue token. 2Dunwich Horror
Riding a spear of light, you flash through a thousand times and places. Pass a Luck (-1) [2] check to return to Arkham. Any monsters in the location you return to are automatically defeated and collected as trophies. Luck -1 [2] 4Kingsport Horror
Silence and warmth, for a change. Gain 1 Sanity. 7The Lurker at the Threshold
Small, but precious stones are embedded into the wall. Gain $3. 12Miskatonic Horror: Kingsport Horror component
Someone has drawn a crude map of the terrain ahead of you. Make a Lore (-1) check to interpret it. If you pass, return to Arkham. If you fail, you are lost in time and space. Lore -1 10Miskatonic Horror: Dunwich Horror component
Something followed you here... if there are any monsters in the same location as the gate you entered, they appear. If they are not defeated, they remain in their original location. 1Curse of the Dark Pharaoh
Something small scurries away from you, carrying 1 of your Common Items with it. 7The Lurker at the Threshold
Stairs wind upward, yet descend downward- ascend, or fall? Pass a Luck (-1) check or you are lost in time and space. Luck -1 4Kingsport Horror
Stinging insects swarm about you! Make a Speed (-1) check to find shelter. If you fail, lose 1 Stamina. Speed -1 12Miskatonic Horror: Kingsport Horror component
Strength- and knowledge?- in numbers. Take a Clue token for every investigator, including you, currently in an Other World. 4Kingsport Horror
Struggling to hold your breath, you cannot seem to find the surface of the mysterious sea. Lose 1 Sanity and 1 Stamina. 2Dunwich Horror
Suddenly, the things you've seen make sense! Gain 1 Clue token.
Suddenly you notice something that you had previously missed. Gain 1 Clue token.
Ten thousand worlds lie arrayed before you; you are delayed. 4Kingsport Horror
The air here is too noxious. You don't think you can make it. Pass a Speed (-1) check or lose 1 Stamina. Speed -1 5The Black Goat of the Woods
The air here tastes sour and burns your lungs. Pass a Fight (-1) check or lose 1 Stamina. Fight -1 12Miskatonic Horror: Kingsport Horror component
The Black Man lays his book before you. If you wish to open the book, pass a Luck (-2) check to gain 5 Clue tokens. if you fail, you are devoured. Luck -2 1Curse of the Dark Pharaoh
The Bloated Woman makes you an offer. Lose 1 Sanity, then you may discard any amount of money, all at once, then draw a number of cards from the Unique Item deck equal to the total amount of money discarded. You may take one card from among those drawn with a value equal to or less than the amount of money discarded, then discard the rest. 1Curse of the Dark Pharaoh
The bruising winds make movement difficult. Lose 1 Stamina. 7The Lurker at the Threshold
The chess game with the strange serpent seems to go on for days. Pass a Lore (+2) check to gain $1 for each success you roll. If you fail, you are delayed. Lore +2 1Curse of the Dark Pharaoh
The colors are blinding. Pass a Lore (-1) check or stay here next turn. Lore -1
The creature demands a toll. Discard a Tome or lose all of your Clue tokens and you are delayed. 3The King in Yellow
The creature waves its hand at you. "Blessings upon you." If you have a Curse card, you may discard it. 2Dunwich Horror
The cultists thrust you forward, and the God of the Bloody Tongue surprises you! You gain a +1 to all skill checks against this monster for each Unique Item or Exhibit Item you have. 1Curse of the Dark Pharaoh
The door slams shut behind you. You are in total blackness. Pass a Luck (-2) check, otherwise you are delayed. Luck -2 7The Lurker at the Threshold
The endless forest refuses to give up its mysteries. No encounter. 2Dunwich Horror
The environment here adamently refuses to conform to logic or reason. For each Clue token you have, roll a die. If the result is a "1", discard that Clue token. 12Miskatonic Horror: Kingsport Horror component
The floor is crumbling beneath you! Make a Speed (-1) check or be lost in time and space. Speed -1 7The Lurker at the Threshold
The fumes overcome you at last, causing you to sink into a dreamless sleep. Stay here next turn. 2Dunwich Horror
The ground is giving way! Pass a Speed (-1) check to escape; otherwise you are delayed. Speed -1 7The Lurker at the Threshold
The ground shifts under you feet, sending you tumbling head over heels. Lose 1 Stamina. 2Dunwich Horror
The humidity and heat is exhausting. Lose 1 Stamina.
The insanity of this place finally hits you. Lose 1 Sanity.
The journey proves fruitful. Draw 1 Spell. 2Dunwich Horror
The landscape around you begins to shift and reshape itself. Make a Lore (-2) check. If you pass, you recognize this place and may move to the first area of any Other World and gain 1 Clue token. Lore -2 12Miskatonic Horror: Kingsport Horror component
The mad scientist cackles as he pulls down on the lever of his machine. Pass a Speed (+1) check to reach the giant gem that powers it in time and gain $4. If you fail, you are thrown through a portal. Draw a Gate card, move to the Other World listed first, and have another encounter there. Speed +1 1Curse of the Dark Pharaoh
The monster's corpse lies before you, and to your horror, you find your mouth watering. If you consum it, make a Fight (-2) check. If you fail, lose Stamina equal to the number of dice rolled. If you pass, gain Stamina equal to the number of dice rolled. Fight -2 1Curse of the Dark Pharaoh
The mystic energies of this place seem to have the power to rejuvenate you. You may discard 1 Spell or 1 Unique Item to restore your Stamina to full 10Miskatonic Horror: Dunwich Horror component
The obsidian door refuses to open. Pass a Fight (-1) check or stay here next turn, struggling with it. Fight -1
The only way forward now is a terrifying leap off a cliff. Pass a Will (-2) check or stay here next turn. Will -2 2Dunwich Horror
The pinkish rays nearly get you. Pass a Sneak (+0) check or lose 2 Stamina. Sneak +0
The rope seems to extend upwards forever, but it's the only way out of the crevasse you find yourself in. Pass a Fight (-1) check to climb it and return to Arkham. If you fail, you fall, losing 2 Stamina and staying here next turn. Fight -1
The shadows of men's thoughts lengthen in the afternoon. Pass a Lore (-2) check to gain Clue tokens equal to the number of successes you roll. Lore -2 3The King in Yellow
The shadowy entity gives up the chase. Lose 1 Stamina from exhaustion.
The sky is spinning. Pass a Will (-2) check or pass out and stay here next turn. Will -2
The stench of fecundity and blood surrounds you. A monster appears! If you do not evade it or defeat it on the first round of combat, it replicates, and you must evade or defeat a second one! 1Curse of the Dark Pharaoh
The strain is too much for your mind. Lose 1 Sanity.
The sucking mouths drain enough of your blood to leave you dizzy. Lose 1 Stamina. 2Dunwich Horror
The tides of time and space collide. You meet your future self, and learn what is in store. Gain 1 Clue token, the pass a Will (+0) check or lose 1 Sanity. Will +0 3The King in Yellow
The time you have spent in this alien landscape is altering your perceptions. New, strange knowledge is burning itself into your mind. Lose 1 Sanity. Then, if you are still sane, gain 1 Spell. 10Miskatonic Horror: Dunwich Horror component
The unending blackness terrifies you. Pass a Will (-1) check or lose 1 Sanity and 1 Stamina from fear and exhaustion. Will -1
The way is shut, and more doors close with each passing eon. If there are four or more elder sign tokens in play, take this card. While you have it, during Upkeep, you must discard a Clue token or 1 Item, if you have either. (errata: the following was not printed in the English version, but was in the French and German versions) Put a Clue on that card for each Item or Clue you discarded. Put that card back in the box when there are 3 Clues on it. 4Kingsport Horror
The weight of eons bears down with a literal force. Pass a Luck (-1) check or discard all of your Clue tokens and become lost in time and space. Luck -1 4Kingsport Horror
The weight of the world presses down on you. Lose 1 Stamina. 4Kingsport Horror
There are two flasks here. You may drink one to gain 1 Sanity and lose 1 Stamina or drink the other to gain 1 Stamina and lose 1 Sanity. 7The Lurker at the Threshold
There are two paths for you to choose between. One of them leads home, while the other could lead anywhere. Pass a Luck (-1) check to return to Arkham. Luck -1 2Dunwich Horror
These loathsome beings are certainly not friendly. Make a Sneak (-1) check to avoid them and gain 1 Clue token. If you fail, lose 1 Sanity and 1 Stamina as you flee! Sneak -1 7The Lurker at the Threshold
There is nothing here but barren wastes. No encounter.
This area is filled with discarded antiques from Earth. Most of it is junk, but some of it might be worth something. Gain $3. 5The Black Goat of the Woods
Those lands outside the time and space known to men strip king and peasant equally. Discard all of your items, except those for which you either discard a Clue token or pay $3. 4Kingsport Horror
Time and space bend around you. Make a Luck (-1) check. If you pass, return to Arkham. If you fail, stay here next turn. Luck -1
To pass the time you have been having a conversation with yourself out loud. You are alarmed when you respond to you own questions in a language you have never heard before. Make a Lore (-1) check to interpet what you just said. If you pass, gain 1 Spell. If you fail, lose 1 Sanity. 10Miskatonic Horror: Dunwich Horror component12Miskatonic Horror: Kingsport Horror component
Try as you might, you are too tired to go on. Stay here next turn. 2Dunwich Horror
Water begins to flood your immediate environment! Make a Fight (-1) check to prevent yourself from being swept away by the waves. If you fail, choose any aquatic location, move there, and do not take an explored marker. Fight -1 10Miskatonic Horror: Dunwich Horror component12Miskatonic Horror: Kingsport Horror component
Wedged beneath a fallen stone is a scroll. Draw 1 Spell.
What luck! There's a way home here that you almost overlooked. Return to Arkham. 2Dunwich Horror
What was that? Lose 1 Sanity. 7The Lurker at the Threshold
What was that!? Make a Sneak (+3) check or you will find out as you are devoured by it. Sneak +3 1Curse of the Dark Pharaoh
What's that? Another Gate? Hurry! Make a Speed (-1) check. If you fail, you are lost in time and space. If you pass with 1 success, nothing happens. If you pass with 2 or more successes, return to Arkham. Speed -1 7The Lurker at the Threshold
What's that behind you!? A monster appears. 7The Lurker at the Threshold
Yes! You think you have a use for this item. Draw 1 Common Item. 2Dunwich Horror
You approach a tunnel only to feel a terrible tromping shake the ground from below... and then an unearthly screech rends the sky. Make a Sneak (-1) check. If you pass, 1 monster appears! If you fail, 2 monsters appear! Sneak -1 1Curse of the Dark Pharaoh
You are beginning to understand the strange creatures here. Gain 1 Clue token.
You are lost in a labyrinth of high walls. Pass a Lore (-1) check or stay here next turn. Lore -1
You are not safe here. A monster appears!
You are not safe here. A monster appears! 5The Black Goat of the Woods
You are suddenly plagued by a vision of yourself inside a cell at the asylum hallucinating a journey to another world. Make a Luck (+1) check. If you fail, move immediately to Arkham Asylum and draw a Madness card. 10Miskatonic Horror: Dunwich Horror component
You are unsure if you are back in Arkham or not. Make a Will (-2) check. If you succeed, return to Arkham. If not, lose 2 Sanity as the landscape twists and warps in a nightmarish way. Will -2 5The Black Goat of the Woods
You can barely see anything in the dim lighting, but you can hear something large and threatening nearby. Make a Sneak (+0) check. If you fail, the creature pounces. Draw an Injury card. Sneak +0 10Miskatonic Horror: Dunwich Horror component
You can hear it breathing... make a Will (-1) check. If you fail, you scream in terror, giving yourself away. Lose 1 Sanity and 2 Stamina. Will -1 1Curse of the Dark Pharaoh
You come across a slaughtered creature. Pass a Luck (-1) check to claim a monster trophy from the cup (even if it is Endless) and gain 2 Clue tokens. Luck -1
You come across a sleeping horror with a tentacle draped across a small gold idol. Silence is of the essence as you attempt to gently ease the idol out from under the creature's pseudopod. Make a Sneak (-1) check. If you pass, gain $3. If you fail, lose 2 Stamina. Sneak -1
You come upon a cavern filled with human brains. If you were to eat them, maybe you could also consume the knowledge they contain! Make a Lore (-1) check. If you pass, you may lose Sanity to take Clue tokens, at a rate of 2 Sanity each. Lore -1 4Kingsport Horror
You discover a complex series of glass tubing, flasks, and beakers. You may choose to sample one of the chemicals flwoing through this array. If you do, make a Luck (-2) check. If you pass, the concoction strangely changes you. Gain 1 Skill. If you fail, lose 1 Stamina. Luck -2 12Miskatonic Horror: Kingsport Horror component
You discover a dimensional rift, bleeding macabre energies into your home world. Choose 1 open rift. You must then either discard 3 Clue tokens and close the rift or move to the rift's current location, without gaining an "explored" marker. If no rifts are open, return to Arkham. 10Miskatonic Horror: Dunwich Horror component12Miskatonic Horror: Kingsport Horror component
You discover you are able to hear the thoughts of an individual in Arkham. Roll a die and consult the following table:
1) These are not the thoughts of a human being. Lose 1 Sanity.
2-3) The thoughts are preoccupied with trivial matters. No effect.
4-5) You discover something vital! Gain 1 Clue token.
6) These are thoughts of a powerful wizard. Gain 1 Spell.
10Miskatonic Horror: Dunwich Horror component
You encounter a stranger who looks like a much older version of yourself. You are told, "Press on, you will succeed." Gain 2 Sanity. 5The Black Goat of the Woods
You feel a powerful pulse of malevolent intelligence. It wants to tell you secrets. For each point of Sanity you sacrifice, you may gain 1 Clue token. 5The Black Goat of the Woods
You feel an outside intelligence trying to take over your body, replacing your identity with its own. You fight it off with great difficulty. Make a Will (-2) check. If you pass, you gain a specialized knowledge from that intelligence. Draw 1 Skill. If you fail, you lose part of yourself in the struggle. Discard all of your Clue tokens. Will -2 12Miskatonic Horror: Kingsport Horror component
You find a $5 bill on the ground here, with no possible explanation for its presence. Gain $5. 7The Lurker at the Threshold
You find a fresh water source that replenishes you. Gain 1 Stamina. 5The Black Goat of the Woods
You find a number of old barrels, lost from some bygone century. Make a Luck (-1) check. If you pass, you discover something worthwhile. Gain a Common Item. If you fail, the barrels' rotten contents nauseate you. Lose 1 Stamina. Luck -1 10Miskatonic Horror: Dunwich Horror component
You find a quiet spot to rest and recuperate. Gain 1 Stamina.
You find a scattered pile of familiar objects, each one something you have lost at some point in your life. Some of them may prove usefull now. Make a Luck (-1) check. If you pass, you may look at the bottom of the Common Item deck and then draw 1 Common Item from either the top or the bottom of the deck. Luck -1 12Miskatonic Horror: Kingsport Horror component
You find a sheltered area, a veritable oasis in this strange place. You may take the opportunity to rest. If you do, you are delayed and gain 1 Sanity and 1 Stamina. 10Miskatonic Horror: Dunwich Horror component
You find a small gem that you plan on selling when you get the chance. Gain $3. 5The Black Goat of the Woods
You find a tiny corner of placidity, and remain there for a moment. Gain 1 Stamina and 1 Sanity. 4Kingsport Horror
You find some valuable items that you can sell back in Arkham. Gain $3.
You find something that looks to be valuable, broken into many small pieces. If you wish, draw a Unique Item and stay here next turn as you reassemble it. 10Miskatonic Horror: Dunwich Horror component
You find the body of a long-dead explorer. Make a Luck (-2) check. For each success, you may draw and keep one card from the Common Item deck. Luck -2 1Curse of the Dark Pharaoh
You find this place is corrosive to your belongings. Metal rusts, wood rots, and cloth grows thin. For each Common Item you have, roll a die. If the result is a 1, discard the item. 10Miskatonic Horror: Dunwich Horror component12Miskatonic Horror: Kingsport Horror component
You grasp at the thing, but sense that even if you are unable to hold it, the reaching itself will teach you. Make a Luck (-2) check. If you pass, draw a Unique Item. If you fail, take a Clue token. Luck -2 4Kingsport Horror
You hear the call of a hunting creature in the sky above. Pass a Sneak (-2) check or you become its prey and lose 1 Stamina. Sneak -2 3The King in Yellow
You inadvertently summon the Haunter of the Dark to carry you through the void. You must lose Sanity equal to your current Stamina, or Stamina equal to your current Sanity, but gain 2 Clue tokens for each monster in the Sky. 1Curse of the Dark Pharaoh
You pass the night in animated conversation with an old man sucking on a clay pipe. When you awaken, the man is gone without a trace, but you do gain 1 Clue token from his wisdom. 7The Lurker at the Threshold
You pick up a chestnut, and it begins to writhe in your hands. Pass a Speed (-1) check to fling it away. If you fail, the grub inside bursts forth, grows to impossible size, and attacks you. A monster appears! Speed -1 3The King in Yellow
You pick up a shock-white feather from the cracked ground, sensing something strange about it. Keep this card. You may discard it to prevent any investigator from losing up to 3 Sanity or Stamina. 4Kingsport Horror
You push yourself to the limit. Roll one die for each point of Stamina you have. Lose 1 Stamina for each die that does not roll a success. If you do not fall unconscious, gain 1 Clue token for each die that rolled a success.
You reach out and touch a great pillar of darkness, anchoring your lost allies. If there are any investigators lost in time and space, you return to Arkham and they are moved to the street location nearest you. 4Kingsport Horror
You recognize an odd object tucked inside a bird's nest. Make a Sneak (-2) check to remove the object without attracting the attention of any of the large birds nearby. If you pass, gain 1 Common Item. Sneak -2 12Miskatonic Horror: Kingsport Horror component
You recognize this landscape from a painting you saw recently. Mkae a Lore (-2) check to remember the details of the artwork. If you pass you recall a strange object depicted and can find that location. Gain 1 Unique Item. Lore -2 10Miskatonic Horror: Dunwich Horror component12Miskatonic Horror: Kingsport Horror component
You see a reflection of yourself and realize how much your experiences have changed you. You believe the knowledge you've gained is worth the sacrifices you've made. If your Sanity is at full, you may discard 3 Clue tokens to be Blessed. Otherwise, if you are not at full Sanity, for each Clue token you discard, gain 1 Sanity 10Miskatonic Horror: Dunwich Horror component
You sleep, fitfully, and awaken to the sound of your own voice, chanting something. Make a Lore (-2) check. If you pass, you are able to retain what you are saying. Draw 1 Spell and gain 2 Clue tokens. If you fail, the chant attracts something unsavory. A monster appears! Lore -2
You stare into the face of madness. Roll 1 die for each point of Sanity you have. Lose 1 Sanity for each die that does not roll a success. If you do not go insane, gain 1 Clue token for each die that rolled a success.
You suspect you would travel more quickly if you weren't carrying so many things. Discard 1 item or you are delayed. 12Miskatonic Horror: Kingsport Horror component
You take careful notes of all of your experiences. You are certain they will come in handy later. Gain 1 Clue token. 5The Black Goat of the Woods
You wrestle shadows for what seems like days, only to emerge into a plain of blinding light. Lose either 1 Stamina or 1 Sanity. 3The King in Yellow
You've completed your task, but now you must escape before the portal closes! Pass a Speed (-2) check to return to Arkham. If you fail, you are lost in time and space. In either event, you automatically close the gate you entered through. Speed -2
You've never seen nor experienced anything so awful. Roll four dice. For each die that is not a success, lose 1 Sanity or 1 Stamina (your choice). 7The Lurker at the Threshold
Your feet begin to sink into a repulsive goo. Pass a Fight (-2) check to pull yourself out. If you fail, you are sucked into the unknown and are lost in time and space. Fight -2 5The Black Goat of the Woods
Your focus alone will see you through times of confusion. Pass a Will (-2) check or you are delayed. Will -2 4Kingsport Horror
Your mind is flooded with knowledge. Make a Lore (-2) check. If you pass it, draw 1 Spell, but lose 1 Sanity. Lore -2
Your path ends at two identical doors. Make a Luck (+0) check. If you succeed, return to Arkham. If not, you are lost in time and space. Luck +0 5The Black Goat of the Woods
Your terrible thirst has finally convinced you to try drinking some of the water here. Make a Luck (-1) check and consult the following chart:

Successes:

0) Lose 1 Stamina.
1) No effect.
2) Gain 1 Stamina.
3+) Gain 1 Stamina and draw 1 Spell.
Luck -1 12Miskatonic Horror: Kingsport Horror component
Your travels are endless, packed tight into the space of but a moment. Lose 1 Stamina. 4Kingsport Horror