R'lyeh (encounters)

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Encounters

Encounter Skill check Edition
"Ia! Ia! Cthulhu Fhtagn!" Where is that chanting coming from? Make a Luck (-2) check. If you succeed, gain 2 Clue tokens as you follow the robed figures. If you fail, lose 2 Sanity and 2 Stamina. Luck -2 7The Lurker at the Threshold
A foul wind tears through the great stone monoliths. Make a Fight (+0) check. If you fail, choose 1 item to discard as the wind carries it off into the darkness. Fight +0 10Miskatonic Horror: Dunwich Horror component
A horrible visage captures your gaze. Pass a Will (+0) check to look away or lose 1 Stamina and stay here next turn. Will +0
A large cavernous entrance into the citadel is masked in shadow. But you gaze too long and see something gargantuan beginning to exit. Make a Will (-1) check. If you pass, lose 1 Sanity. If you fail, draw a Madness card. Will -1 10Miskatonic Horror: Dunwich Horror component
A massive wave crashes over you and washes one of your items out to sea. Choose 1 of your Common or Unique Items and discard it. If you have none, nothing happens. 5The Black Goat of the Woods
A miracle! A boat appears, hailing from the nearby island of Ponape. Pass a Will (-3) check to convince them to take you back to the normal world. If you pass, immediately return to Arkham. Will -3 1Curse of the Dark Pharaoh
A slimy monster appears!
A steamer ship looms out of the fog. If you jump on board, return to Arkham on the gate you entered and place an explored marker on it. Then make a Luck (-3) check. If you fail, they end up being pirates, and you lose all of your money and items. Luck -3 3The King in Yellow
As you stare out across the waters, a monster appears! 5The Black Goat of the Woods
As you stumble across this inhuman isle, you feel a rumbling beneath your feet. It has begun to sink beneath the waves! Pass a Speed (-2) check or you are lost in time and space. If you pass, immediately return to Arkham. Speed -2 1Curse of the Dark Pharaoh
As you turn a corner, a leering idol startles you. Pass a Will (-2) check or jump back and fall down a steep slope. If you fail, you lose 2 Stamina and are delayed. Will -2 7The Lurker at the Threshold
Backing up against the cliff, you must either face the horrible creature in front of you or leap into the choppy waters below.

If you face the monster, draw a monster from the cup. If it has less than 3 toughness, return it to the cup and draw again until you either draw a monster with at least 3 toughness or you have drawn 5 times, in which case you fight whatever monster you've drawn, regardless of it's toughness.

If you jump, roll a die. On a success, you return to Arkham. On a failure, you are devoured.

6Innsmouth Horror
Finding a small, rusted mirror lying on the shore, you can sense immense power within it. If you want, you may gaze into the mirror. If you do so, draw 1 Madness card and become Blessed. If you do not gaze into the mirror, nothing happens. 2Dunwich Horror
Flight! You throw all behind you, lest all be lost!Discard a Spell and a Weapon or lose 3 Stamina. 4Kingsport Horror
Great Cthulhu spares the faithful. If you wish, you may attempt a Lore (-3) check. If you fail, you are devoured. If you pass, take this card. Discard this card the next time you would be devoured to instead be reduced to 1 Sanity and 1 Stamina. Lore -3 3The King in Yellow
Hurricane winds smash you against the cyclopean stones. Pass a Fight (-1) check or lose 3 Stamina. Fight -1
If Cthulhu is the Ancient One, then a green, flabby arm reaches out of the shadows towards you. Pass a Speed (+1) [3] check or you are devoured. If Cthulhu is not the Ancient One, nothing happens. Speed +1 [3] 2Dunwich Horror
Of what use, in such a place, is but a single thread, to suspend such a vital thing as your lucid thinking? Better to surrender than to dangle in such a precarious state. If you have only 1 Sanity, you are devoured. 4Kingsport Horror
One of the silhouetted forms on the horizon begins to move. A monster appears! 12Miskatonic Horror: Kingsport Horror component
Only brute strength will get you out of this stone trap. Make a Fight (-2) check or you are delayed. Fight -2 7The Lurker at the Threshold
Pass a Speed (-1) check or you slip and slide down a barnacled surface, slashing your skin to ribbons. Lose 3 Stamina. Speed -1
Slip on wet stones and slide into a pit. Pass a Luck (+0) check to climb out. If you fail, lose 1 Sanity and stay here next turn. Luck +0
Something horrid and vast, a creature all of green and tentacles yet horribly human, lies in state in the mausoleum before you. Creatures cast from the same mold, yet merely man-sized, swarm over it in the hundreds. Gain 2 Clue tokens and lose 2 Sanity, then pass a Sneak (-1) check. If you fail, a monster appears! Sneak -1 1Curse of the Dark Pharaoh
Terrible stone edifices loom above you, horrifying in their non-Euclidean splendor. Make a Will (-1) check and lose 2 Sanity, less 1 for every success. Will -1 7The Lurker at the Threshold
That is not dead which can eternal lie, and with strange eons even death may die!

You must immediately fight Cthulhu! Since there is only one player in this combat, you need one success to remove a doom token. If you reach 0 Sanity or 0 Stamina, you are devoured. If you defeat Cthulhu, he retreats back into slumber and you may escape to Arkham immediately. The gate to R'lyeh is sealed behind you, and you may take it as a trophy.

If Cthulhu is the Ancient One in play, do not fill up his doom track before this combat; also, successes allow you to temporarily flip over the doom tokens to their elder sign sides instead of removing them. Once the battle is over, regardless of the outcome, flip all of the tokens on Cthulhu's doom track back to their doom token side and continue play.

1Curse of the Dark Pharaoh
The bodies of the drowned clutch at your ankles. Make a Speed (-2) check or lose 1 Stamina. Speed -2 1Curse of the Dark Pharaoh
The child is wracked with pain and begins to mutate. Pass a Speed (-1) check to gain Sanity equal to the number of successes rolled. If you fail, a monster surprises you and you suffer a -2 to all Horror checks against it! Speed -1 1Curse of the Dark Pharaoh
The city is filled with unnerving alien angles. Pass a Speed (-1) check to avoid touching them or lose 1 Sanity. Speed -1
The earth shakes-- is the city sinking? Make a Luck (-1) [2] check to escape. If you fail, you are lost in time and space. Luck -1 [2] 7The Lurker at the Threshold
The island has begun to sink back beneath the waves. If you do not hurry, the ocean will swallow you as well! Pass a Speed (-2) check or you are reduced to 0 Stamina. Speed -2 2Dunwich Horror
The mottled green stone that the city is carved from seems to whisper to you of the vastness of space and the horror of the things that live therein. Lose 1 Sanity. 2Dunwich Horror
The night stars change and the brazen temple doors open, pouring forth a vast, black corpulence. Roll a die and lose that much Sanity.
The sea laps at the island's shore, reflecting strange stars above. You can make out a constellation beneath the waves. Pass a Lore (-1) check to gain 1 Clue token. Lore -1 3The King in Yellow
The shadow tries to force its way between your lips. Pass a Fight (-2) check or lose 2 Stamina and stay here next turn. Fight -2
The sonorous wind of a sleeping leviathan echoes around you. You rest, but you do not rest easy. Gain 1 Stamina, but lose 1 Sanity. 7The Lurker at the Threshold
The stink of this place is unbearable. Pass a Will (-1) check or lose 1 Stamina, 1 Sanity, and your lunch. Will -1
Though your mind's eye closes to that material blackness, your weak flesh yet succumbs. If you have only 1 Stamina, you are devoured. 4Kingsport Horror
To your horror, the unearthly geometry of the place is starting to make sense. Take a number of Clue tokens equal to the difference between your current Sanity score and your maximum. 5The Black Goat of the Woods
Too slow- too slow!- is the fleeing mind encumbered by the thoughts that sane men think in such places! Pass a Speed (-1) check or immediately draw and resolve a mythos card. Speed -1 4Kingsport Horror
You become tangled in the damp seaweed. Pass a Luck (-1) check to pull free before something finds you while you're helpless. If you fail, roll a die and lose that much Stamina. Luck -1
You discover a series of heiroglyphics, barely visible afters eons of ocean water washing across the stone face. Upon examination, they begin to make sense to you. You may choose to lose 2 Sanity to make a Lore (+1) check. Gain 1 Clue token for each success. Lore +1 12Miskatonic Horror: Kingsport Horror component
You find a body floating upon the waves. Can you revive it? Pass a Lore (-2) [2] check to draw a random Ally. Lore -2 [2] 3The King in Yellow
You find a human corpse... which then sits up! Make a Lore (+1) check. If you fail, lose 2 Sanity. If you pass, you realize that it is a zombie and may draw an Ally. Place tokens on it equal to the number of successes rolled. Discard 1 token from it during each Upkeep Phase. If it has no tokens at the beginning of the Upkeep Phase, discard the Ally instead. Lore +1 1Curse of the Dark Pharaoh
You hear a monstrous roar behind you and a voice within tells you to run and not look back. Pass a Will (-2) check to do exactly that. Otherwise you give into temptation and glance back at the creature. losing 2 Sanity and becoming lost in time and space. Will -2 5The Black Goat of the Woods
You hear distant chants. You feel you may learn more if you stop to listen. If you wish, you may gain 1 Spell, but you will be delayed. 5The Black Goat of the Woods
You plunge into the icy waters. Even drowning is better than seeing that terrible form again. If your Stamina is 3 or less, you are lost in time and space. 3The King in Yellow
You run for the boat. Pass a Speed (-1) [2] check to reach it in time. If you do, you escape with vital information. Gain 5 Clue tokens. If you fail, stay here next turn, hiding from your pursuer. Speed -1 [2]
You stand before the massive citadel and feel baleful forces inspecting you. Make a Lore (-2) check. If you roll no successes you have been Cursed! Lore -2 5The Black Goat of the Woods
You tread water, looking for any sign of land, when something brushes against your leg. Spend 1 gate trophy, 5 toughness worth of monster trophies, or 3 Clue tokens. If you cannot, you are devoured. 3The King in Yellow
You trip over a stone outcropping that shouldn't be there. Pass a Speed (-1) check or you are lost in time and space. Speed -1
Your captor subjects you to a terrifying array of mental and physical tortures for his own amusement. You are reduced to 1 Sanity and 1 Stamina. In addition, your maximum Sanity and Stamina are each reduced by 1. Keep this card to remind you.

However, you have discovered an inner reserve of strength and willpower as a result of the torture. Gain 3 Clue tokens gain 1 Skill, and increase your Focus by 1.

6Innsmouth Horror