Szene. Stage 1

Mythos
Clues: –
Die Tür führt dich aus deinem eigenen Traum zu einer steinernen Treppe. Tausende verschiedene Treppen laufen hier zusammen und bilden ein nicht erfassbares Geflecht aus Stufen, wo Welten und Geschichten aufeinandertreffen. Und genau dort führt eine einzelne Wendeltreppe tiefer und tiefer in das Land der Träume hinab.

Ziehe während der Mythosphase keine Karten vom Begegnungsdeck.

Ermittlungsziel - Falls ein Ermittler die Kaverne der Flamme betritt, rücke sofort vor.

Julian Kok
Die Traumfresser #41. Hinter den Toren des Schlafes #3.

Priester der Traumlande - Back

Szene
In der Mitte der Kaverne ragt eine Flammensäule auf. Daneben stehen zwei bärtige, in Roben gehüllte Männer. Du erinnerst dich an die Szene aus der Erzählung von Virgil Gray. Die Priester, die Kaverne: Alles ist so, wie er es beschrieben hat. Entweder bist du in dasselbe Traumreich gelangt oder du teilst seine Wahnvorstellungen. „Du musst auf die Probe gestellt werden”, sagt einer der Männer geheimnisvoll. „Deine Aufgabe wird groß werden wie auch deine Mühsal.”

Jeder Ermittler verliert alle seine Hinweise.

Bringe die beiseitegelegten Gegner Nasht und Kaman-Thah in der Kaverne der Flamme ins Spiel.

Du verfällst in tieferen Schlummer. Füge dem Chaosbeutel für den Rest der Kampagne 1 -Marker hinzu.

Ankunft in den Traumlanden
Ankunft in den Traumlanden

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Reviews

At the start of this scenario, the chaos bag has no in it. This act, along with each of the next two, permanently adds a to the chaos bag upon its completion. By my reading (tell me if it's wrong), this means that if the investigators are defeated before advancing a single act, they'll play the rest of the campaign without any in their chaos bag. Yes, you'll take a trauma from the defeat, and you'll miss out on 10 or 12 experience... but maybe this isn't a totally incorrect option?

Pros:

  • Three tokens which, on Hard/Expert, ramp up to -6 or even worse in the next three scenarios, are excluded from the bag. You can almost think of it as three Permanent versions of Protective Incantation
  • Cards which particularly want to avoid the , such as Baseball Bat, Old Hunting Rifle, and "Hit me!" can be used with nigh-impunity
  • Mental bandwidth requirement of first scenario reduced to zero

Cons:

  • Up to 12 potential XP left on the table
  • Jim Culver's passive ability loses its effect on the chaos bag
  • Song of the Dead can no longer deal bonus damage
  • Fun of first scenario also reduced to zero

Notes:

  • William Yorick can get 1 XP by burying his Graveyard Ghouls or another Weakness enemy
  • You can avoid adding another negative token to the chaos bag of this campaign in Interlude III: The Great Ones, by either playing it as a standalone campaign, or by winning scenario I-B while choosing to leave Dr. Maheswaran with her patients, or by resigning or losing that same scenario. If you take the doctor with you and then win, whether she survives or not you will find that "The dreamers grow weaker" which results in the additional negative token.
zigludo · 3
But also most of the time the skull starts often soft during a scenario and gets harder. So it might be better idea to be included. — Tharzax · 1
Generally, I prefer having more tokens in the bag as opposed to less. The more you have, the less likely you draw the autofail, and as the campaign goes on you tend to be able to more reliably pass tests with respect to any modifier you see on these tokens. This is complicated by the symbol tokens having effects not dependent on failure, especially on hard or expert, but generally more skulls gets you away from the really bad effects you’re likely to draw from the other three tokens. — StyxTBeuford · 12985