Map[]
Celephaïs is one of the 3 named City spaces on the Dreamlands Side Board from The Dreamlands expansion. It is connected to:
- Dylath-Leen by a Ship path.
- Unknown Kadath by a Ship path.
Encounters[]
Dreamland Encounters[]
Celephaïs Location Encounters have a high probability of giving Task Unique Assets.
ID # | Set | Encounter |
---|---|---|
1 | You find an abbey beyond the eastern gate and study the books in its library for anything helpful (-1). If you pass, you discover a rare text; gain 1 Tome Artifact. If you fail, you read a tragic tale about a drug addict; lose 2 Sanity. | |
2 | You greet a new dreamer in the Tanarian Hills (). If you pass, she tells you of an important mission; gain 1 Task Unique Asset. If you fail, she does not trust you and attacks; gain 1 Injury Condition. | |
3 | A red bird sings you a song of healing. Recover 1 Health. You ask it to sing to you about a heroic quest (-1). If you pass, the song inspires you; gain 1 Task Unique Asset. If you fail, it steals an object and flies away; discard 1 Trinket possession. | |
4 | King Kuranes asks you for news of the outside world. You try to make a good impression (). If you pass, you have won his admiration with your tales and he offers his help; recover 2 Health or discard 1 Illness or 1 Injury Condition. | |
5 | The knights who serve King Kuranes challenge you to trial by combat (). If you pass, you prove that you are worthy of a quest; gain 1 Task Unique Asset. If you fail, your loss leaves you battered and bruised; gain 1 Injury Condition. | |
6 | You hear about a reclusive scholar of the arcane in Serranian.[1] You may visit the island in the clouds to gain 1 Glamour Spell. If you gain the Spell, the pale magus asks you a riddle (). If you fail, he appears gravely forlorn; advance the Omen by 1. | |
7 | You pray to Nath-Horthath to save the crew of the White Ship (-1). If you pass, your wish is granted; gain the Basil Elton Unique Asset. If you fail, you join the crew beyond the Basalt Pillars of the West; gain a Lost in Time and Space Condition. | |
8 | Time stands still. As the decades pass, it is difficult to keep your thoughts sharp (). If you pass, you spend your time in study; gain 1 Task Unique Asset. If you fail, your mind grows undisciplined; lose 2 Sanity unless you gain 1 Madness Condition. | |
9 | Captain Athib will sail to unknown places, but only if you navigate[2] (-1). If you pass, your travels are revelatory; gain 1 Clue. If you fail, your long journey ends among the men from Leng; move to Dylath-Leen and become Delayed. | |
10 | Two young dreamers boast of their travels. You grow bored (). If you pass, you notice a pattern to their tales; gain 1 Walking the Ley Lines Unique Asset. If you fail, their story held dire significance; spawn 1 Gate unless you advance Doom by 1. | |
11 | You try to hire a ship to take you to the city in the clouds (). If you pass, the people of Serannian have a mission for you; gain 1 Task Unique Asset. If you fail, you try to climb the golden ladder but fall to a balcony below; gain 1 Injury Condition. | |
12 | Over time, you learn how to alter your physical form here in the Dreamlands. Recover 2 Health. The Lord of Sleep is pleased by your manipulation of the dream reality. If Hypnos is the Ancient One, you may spend 1 Focus to gain 1 Task Unique Asset. | |
13 | You spot a Leng spider and try to warn the city's knights (-1). If you pass, the knights reward you; gain 1 Task Unique Asset. If Atlach-Nacha is the Ancient One, the knights look like spiders to you; lose 3 Sanity unless you discard 1 Task Asset. | |
14 | You meet in secret with one of the veiled high priests to speak about King Kuranes. He offers you an exchange. You may gain a Dark Pact Condition to gain 1 Task Unique Asset and recover all of your Health. | |
15 | The people of Celephaïs tend to your every need. Recover 2 Health. The people around you want to stay here forever. It will take a lot of convincing to change their minds (). If you fail, they intend to stay for all time; discard 1 Ally Asset. | |
16 | You sit next to an ice sculpture on Mount Aran. Recover 1 Health. Soon, you find that you cannot move (-1). If you pass, you leave with a vision of work you must do; gain 1 Task Unique Asset. If you fail, you spend eons there; lose 2 Sanity. |
City Encounters[]
As Celephaïs is a City space, an investigator can resolve a General Encounter here.
ID # | Set | Encounter |
---|---|---|
1 | You make sure no one is watching before sneaking out of the shop with your stolen goods (). 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 | Corrupt members of the police force pressure you for a bribe. You speak to some people you know to take care of the problem (). If you pass, the police are apologetic and share their leads with you; spawn 1 Clue. If you fail, gain a Debt Condition to pay the bribe. | |
3 | The shop is robbed while you are browsing! You attempt to fend off the thieves (). 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 1 Health and discard 1 Item possession. | |
4 | A group of intimidating Syndicate member demand you pay them for protection. You offer the well-dressed men what you can afford (). If you fail, they make sure you meet with an accident; gain a Leg Injury Condition. | |
5 | A shady figure offers to sell you a weapon, no questions asked. You speak with him to determine his motives (). If you pass, gain 1 random Weapon Asset from the deck. If you fail, the undercover policeman arrests you; gain a Detained Condition. | |
6 | 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 (-1). If you pass, you're able to track down a hidden gem; gain 1 Tome Artifact. | |
7 | A friendly game of cards ends with a very high-stakes hand (). 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 | A night of drinking and good cheer helps raise your spirits. Recover 2 Sanity. While you are celebrating, you hardly notice that you are being robbed (). If you fail, discard 1 Item possession. | |
9 | 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 ()! If you pass, you defeat the creature and rescue its hostage; gain 1 random Ally Asset from the deck. If you fail, lose 1 Health from the struggle. | |
10 | The police ask for your help investigating a series of ritual killings. The grisly crime scenes threaten to overwhelm you with chills and nausea (). If you pass, you manage to examine the scene and find significant information; spawn 1 Clue. If you fail, you can't endure the horror; lose 2 Sanity. | |
11 | 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 (). If you pass, the spirit gratefully fades from view; recover 2 Sanity. If you fail, his desperate voice echoes in your mind; gain a Paranoia Condition. | |
12 | 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 (). If you pass, gain 1 Service Asset from the reserve or 1 random Service Asset from the deck. | |
13 | A night watchman tells you that a crate of weapons has "gone missing" from his warehouse. You offer him some money to learn more (). 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 1 Health and gain a Leg Injury Condition. | |
14 | 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 (-1). If you pass, the other members will graciously help you with your future travel plans; gain 1 Ship Ticket and 1 Train Ticket. | |
15 | Grifters have chosen you to be their next mark. You plan on turning the tables with a few tricks of your own (-1). If you pass, you end up with the money and an impressive reputation; improve . If you fail, they swindle you; discard 1 Item possession and 1 Trinket possession. | |
16 | 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 (-2). If you pass, gain 1 Tome Artifact. If you fail, the frustrating search leaves you unsettled; lose 2 Sanity. | |
17 | 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 | At an estate sale, you bid on a box of a historian's books (-1). If you pass, you obtain a number of informative texts including his personal diary; gain 1 Clue and 1 Old Journal Unique Asset. If you fail, someone takes note of your interest; gain 1 Pursuit Condition. | |
19 | To find the city's legendary magic shop requires knowledge of ley lines (-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 | You step forward to protect an innocent bystander from a gang of thugs (-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 1 Health and gain an Internal Injury Condition. | |
21 | 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 | You see a street magician use real magic in his act. Gain 1 Glamour Spell. During his show, he locks you in a safe (-1). If you pass, you stay calm and emerge to thunderous applause; recover 2 Sanity. If you fail, you panic; gain a Paranoia Condition. | |
23 | A mob blames famed occultist Etienne-Laurent de Marigny for several strange deaths. You intervene to prevent his arrest (-1). If you pass, gain the Etienne Laurent Unique Asset. If you fail, you get blamed instead; gain a Detained Condition. | |
24 | A rich heir wants someone to fulfill his father's dying wish. He will not trust anyone who does not come highly recommended (). If you pass, gain 1 Task Unique Asset. If you fail, his thugs treat you poorly; gain a Head Injury Condition. | |
25 | 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 (). If you fail, they beat you mercilessly; gain 1 Injury Condition and impair . | |
26 | You try to convince a notorious grifter to teach you some tricks (). If you pass, he takes a liking to you and shows you how to deceive and avoid being deceived; improve . If you fail, he takes your money and ruins your reputation; impair . | |
27 | A man called Joey "The Rat" offers you the secret of a hidden treasure.[3] You haggle over the price (). 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 . | |
28 | A flood has destroyed the library. You look through the sludge for valuable items (). 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 | 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 | This city is having a festival. Recover 1 Health and 1 Sanity. It ends with a masked dance that disturbs you (). 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 | You attend night classes hoping to learn a new skill (). If you pass, you master the lessons and acquire insights into the occult world; gain 1 Talent Condition and 1 Clue. If you fail, the loss of sleep takes a toll on your stability; impair . | |
32 | You see a man throw away his papers to evade the police. Gain 1 Ship Ticket or 1 Train Ticket. You ask him for help (). 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 | The noise and filth of the city is making it impossible to sleep, and insomnia takes a toll on your body (). 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 1 Health. | |
34 | You believe a that a municipal judge belongs to the Order of the Silver Tivilight. You ask him for help (). 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 | The city fines you for damages caused by your investigation (-1). If you pass, the payment earns you a lot of goodwill and the mayor offers to mentor you; gain 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 | 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 | You get caught in a gunfight between the police and thieves (). 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 | You spot your face on a wanted poster. You speak with a federal agent to proclaim your innocence (). 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 | A man has borrowed money to pursue his obsessive quest. You ask him to share the details with you (). 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 | You do what you can to alleviate the city's widespread poverty (). 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 1 Sanity. | |
41 | A gravestone has been defaced with strange symbols (). 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 | The hospital is in desperate need of funds (). 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 | An old radio in your room begins to emit strange words from its speakers (). 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 | You unlock a warehouse filled with crates. Gain 1 Resource. Later you tell the police the boxes were yours (). 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 | A local festival gives you a chance to speak with the city's denizens (). 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 | This idyllic city is invigorating but expensive. Recover 1 Health and 1 Sanity. You ask the locals about finding bargains (). If you pass, they provide discounts; gain 1 Resource. If you fail, everything costs dearly; gain a Debt Condition. | |
47 | A stranger at the bank owes a large sum. You offer to help (-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 | The hotel's security informs you a guest has been abducted (). 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 1 Sanity. |
Other Encounters[]
- A blue Gate may spawn on this location, so an investigator can undertake an Other World Encounter here.
- An Adventure token may be placed on Celephaïs and can be encountered as part of King Kuranes of Celephaïs Adventure.
Lore[]
Description[]
Celephaïs is a fictional location. It was a port city in Earth's Dreamlands in HP Lovecraft's short stories Celephaïs and The Dream Quest of Unknown Kadath.
The city is the manifestation of the dreams of its king Kuranes. At some point in its existence it resembles Cornwall. It appears not to be affected by the passage of time. Randolph Carter travels to the city in The Dream Quest of Unknown Kadath.
References[]
- ↑ A variance of the name Serannian, the floating city near Celephaïs.
- ↑ A character in the story Celephaïs by H.P. Lovecraft. For more information about this, see the Celephaïs page on The H.P. Lovecraft Wiki.
- ↑ A character first appeared in the game Arkham Horror 2nd Ed.'s The King in Yellow expansion.