Eldritch Horror Wiki
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Initial Text Pass Effect Fail Effect
You narrowly avoid being stepped on as the gargantuan dreamer gleefully stomps on village houses, sending tiny people fleeing in every direction. Resolve the pass effect to attempt to climb the dreamer; or resolve the fail effect to try to return yourself to your actual height. You spot a ledge from which you might be able to leap onto the dreamer's coat (Observation-1). If you pass, you climb the coat to the dreamer's head and stab him in the eye, bringing the dream to an end; place this Clue on the active Mystery. If you fail, you plummet to the ground, hitting several protruding outcroppings as you fall; lose 1 Health and gain 1 Injury Condition. You recall the words that will return you to your normal size (Lore-1). If you pass, you become large again and subdue the surprisingly diminutive dreamer; place this Clue on the active Mystery. If you fail, your body contorts painfully; lose 2 Health.
The dreamer sits before you in a blood-red dress, comfortably leaning against one arm of a large armchair and smoking a cigarette. You are struck by a sense of imminent danger. Resolve the pass effect to gird yourself for an attack; or resolve the fail effect to conjure up an improvised ward. The dream begins to bend and tear, nightmares pouring in from every crack as the dreamer begins her assault (Will-1). If you pass, you weather the onslaught and wrest control of the nightmares, turning them against her; place this Clue on the active Mystery. If you fail, she breaks you and steals a piece of your mind; lose 1 Sanity and gain 1 Madness Condition. You hastily speak the arcane words (Lore-1). If you pass, you reflect the dreamer's witchcraft, incapacitating her and ending the dream; place this Clue on the active Mystery. If you fail, your insides crack and rupture as she hexes you; gain 2 Injury Conditions.
You enter the dream in the depths of a dark and quiet forest, but the dreamer is nowhere to be seen. You spot a leg-hold trap, and your stomach sinks as you realize that you are being hunted. Resolve the pass effect to use magic to gain the upper hand; or resolve the fail effect to confront the huntress directly. You perform a ritual to send a warning to the huntress (Lore-1). If you pass, you are able to impart a message to her before she finds you and she begrudgingly brings the dream to an end; place this Clue on the active Mystery. If you fail, the arcane energy fizzles and gives you away, making you an easy target for her rifle' lose 1 Health and gain 1 Injury Condition. You run headfirst into the huntress, and for a brief moment, she is startled (Strength-1). If you pass, you manage to tackle her before she shoots; place this Clue on the active Mystery. If you fail, you scramble away and she pursues you for hours; become Delayed.
You find yourself seated in a magnificent stadium amongst a cheering crowd. Below you, gladiators are gathering for the opening ceremony, the dreamer amongst them. Resolve the pass effect to enter the competition; or resolve the fail effect to reason with the dreamer. When it comes time to face the dreamer, you find him to be skilled and dangerous adversary, if only in his dreams (Strength-1). If you pass, you manage to subdue him without harming him, and the stadium dissolves around you; place this Clue on the active Mystery. If you fail, he wounds you severely; lose 1 Health and gain 1 Injury Condition. He listens to your explanation, though he does not wish to believe it (Influence-1). If you pass, disappointment is clear on his face and the dream dissipates; place this Clue on the active Mystery. If you fail, he directs the crowd to remove you; lose 2 Health.
The dreamer is perched atop a gilded velvet throne, ordering servants to and fro at the slightest whim. Resolve the pass effect to come before him as he subject and open a petition; or resolve the fail effect to go to the kitchen and concoct a debilitating poison to slip into his next meal. The dreamer listens to your plea to end the dream with bemusement (Influence-1). If you pass, he removes his crown and steps down from the throne, gazing one final time across the palace grounds as the dream unravels around him; place this Clue on the active Mystery. If you fail, he orders you to be thrown into the dungeon and tortured; lose 2 Health. You try to mix a poison of the proper potency (Lore-1). If you pass, the dreamer passes out after the first bite and the dreams ends; place this Clue on the active Mystery. If you fail, the dream becomes a nightmarish fever dream; lose 1 Health and 1 Sanity.
You manifest on the perimeter of a peaceful, golden field where a young woman is picking flowers. She becomes suddenly alert, and you realize with surprise that she must have sensed your arrival. Resolve the pass effect to try and conceal yourself; or resolve the fail effect to greet her. You dive into the tall wheat and try to remain still (Observation-1). If you pass, the woman goes about her business and you are able to get close enough to startle her out of the dream; place this Clue on the active Mystery. If you fail, she spots you and turns the dream against you, causing the field of wheat to transform into a pit of striking serpents; lose 2 Health. You smile and wave (Influence-1). If you pass, she tells you that she has always been able to control her dreams and leaves; place this Clue on the active Mystery. If you fail, you are forcefully ejected from her dream; gain 2 Madness Conditions.
You peer through a cottage window and see the dreamer at a table with his family, sharing a meal, smiling and laughing together in familiar comfort. Resolve the pass effect to join them at the table; or resolve the fail effect to leave them be and exert your own power to end the dream. You eat supper with the happy family, but when it is over, you pull the dreamer aside (Influence-1). If you pass, you discover that his family passed away long ago and that he had simply wanted to spend an evening with them; place this Clue on the active Mystery. If you fail, the dreamer ejects you forcefully from his delusion; gain a Lost in Time and Space Condition. You focus on dispelling the illusion (Will-1). If you pass, the dream ceases to be; place this Clue on the active Mystery. If you fail, the dream becomes hellish and a gaping maw devours the family as they dine; lose 1 Sanity and gain 1 Madness Condition.
Lifting a creaky wooden hatch, you find yourself descending into a dusty but neatly organized laboratory where a middle-aged man is diligently mixing several neon-colored liquids. Resolve the pass effect to pose as his lab assistant; or resolve the fail effect to appeal to his sense of reason. As you approach, the dreamer demands that you hand him a particular vial (Lore-1). If you pass, he seems satisfied with your selection and you hit him over the head as he returns to his work; place this Clue on the active Mystery. If you fail, he accuses you of being an intruder and throws a fiery flowing liquid in your face, igniting your flesh; lose 2 Health. You explain that the laboratory is but a dream (Influence-1). If you pass, the man agrees, noting that he has no idea what he is doing; place this Clue on the active Mystery. If you fail, he tells you the one who is dreaming is you; gain 2 Madness Conditions.
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