Сцена. Stage 1

Миф
Улики: –
Дверь, ведущая из вашего первого сна, выводит вас на каменную лестницу. Здесь соединяются тысячи лестничных пролётов, образуя непостижимое средоточие ступеней, где миры и истории сливаются в одно целое. В месте соединения ступени образуют единый спиральный спуск, ведущий глубже в Мир грёз.

Не берите карты из колоды контактов во время фазы Мифа.

Цель — Если сыщик вошёл в «Пещеру огня», продвиньтесь.

Julian Kok
Пожиратели снов #41. За вратами сна #3.

Жрецы Мира грёз - Оборот

Сцена
В центре пещеры возвышается столб огня, по бокам которого несут стражу две бородатые фигуры в мантиях. Вы узнаёте эту сцену из рассказа Вёрджила Грея. Жрецы, пещера — всё, как он описывал. Вы либо оказались в том же самом сне, либо просто разделили его психоз. «Вы подвергнетесь проверке, — загадочно произносит один из жрецов. — Перед вами стоит великая цель, посему велики будут и ваши испытания».

Каждый сыщик теряет все свои улики.

Введите отложенных врагов «Нашт» и «Каман-Та» в игру в «Пещеру огня».

Ваш сон становится крепче. Добавьте в мешок хаоса 1 жетон до конца кампании.

Входя в Мир грёз
Входя в Мир грёз

FAQs

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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