The Sandman Will Keep You Awake - The Loop
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For the Dreamlands expansion, see The Dreamlands.
|Card Type:||Other World Encounter|
|ID #||Set||Initial Text||Pass Effect||Fail Effect|
|7||In the cavern of flame, the bearded priests Nasht and Kaman-Thah warn you that it is too dangerous to continue. You insist that you possess the knowledge you need and are resolved to enter the Dreamlands (-1). Roll 1 additional die for each Clue you have.||After gaining access to the Dreamlands, you find yourself fighting moonbeasts on a black galley sailing to the moon (). If you pass, you steal their treasure and area able to barter with it; close this Gate. If you fail, you become lost in a forest on the moon; lose 2 Health and become Delayed.||The gods of dreams exile you back to the waking world and punish you for your overreaching ambition. Your dream and the waking world become indistinguishable. Become Delayed and gain a Hallucinations Condition.|
|21||You are strictly admonished that in the city of Ulthar, no man may kill a cat. As a result, you see the city is filled with cats. If you know the language, you can communicate with these highly intelligent creatures ().||The cats are pleased to chat and share useful secrets. Gain 1 Clue. When the topic of food is brought up, dozens of cats take an interest. A crowd of hungry felines surround you. Become Delayed unless you spend 1 Health. If you spend the Health, you feed the cats your rations and go hungry yourself; close this Gate.||The cats flee from you, making the people of Ulthar suspicious and they force you into the Enchanted Wood. Lose 1 Health. While you're out there, you must keep a careful watch to prevent the zoogs from stealing your belongings (). If you fail, discard 1 Item possession.|
|25||02||In Dylath-Leen, a suspicious-looking thug in a dark robe offers you his help. However, he warns you that he's a fugitive being hunted by the prince's agents and will require your protection ( - 2).||You defend the man from his assailants, and he gratefully invites you aboard his galley to return you to the waking world. Close this Gate. As you speak to him, it is clear he knows many forgotten truths. You may become Delayed to improve .||The Eyes of Dylath-Leen capture you and sell you as a slave. You try to persuade the other slaves to fight back (). If you pass, the former slaves gratefully help you; close this Gate. If you fail, you are banished as punishment; gain a Lost in Time and Space Condition.|
|40||04||A student of the occult has gotten lost in the Dreamlands. The young man introduces himself as Edward Derby. He has a ritual for returning home, but he needs your help to interpret it (-1).||His ritual works. Close this Gate. Derby's grateful wife wants to help you, but something about her fills you with dread (-1). If you pass, the fear fades; gain the Asenath Waite Unique Asset. If you fail, you cannot be near her; lose 2 Sanity and gain a Paranoia Condition.||The ritual twists your body and knocks out Derby. Gain 1 Injury Condition. You try to carry him home safely (). If you pass, his grateful wife offers to help you; gain the Asenath Waite Unique Asset. If you fail, you cannot endure it; lose 2 Health.|