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The Moon Encounter

Back of a Dream-Quest Encounter card (The Moon here)

A Dream-Quest Encounter is a complex encounter an investigator may have when on a space with the Dream-Quest Token. It is only used when Hypnos Hypnos is the Ancient One or when the Otherworldly Dreams Adventure is used.

Just like with an Expedition Encounter or Mystic Ruins Encounter, the Dream-Quest deck is shuffled, and the token placed on the space printed on the top-most card. As an encounter, the investigator draws the card and follows its effects, moving the token to the space on the next card if it displays a different space.

The Corona Borealis Final Mystery requires the player to interact with the Dream-Quest Encounter space. However, a player instead resolves the Final Mystery by drawing the Special Encounter card, rather than the Dream-Quest.

Encounters on the Dream-Quest Encounter space have differing effects, but they can usually seal a Gate on any space, gain Artifacts, or gain Talents and Tasks that are abundant in the expansion.

An encounter can take place on any of the following Dream-Quest space: The Enchanted Wood The Enchanted Wood, The Moon The Moon, The Underworld The Underworld, or Unknown Kadath Unknown Kadath.

List of Dream-Quest Encounters[]

The Enchanted Wood small The Enchanted Wood Encounters[]

ID # Set Initial Text Pass Effect Fail Effect
1 07
The Dreamlands
You stare into the bright waters of a shimmering pool and see a reflection of yourself back in the waking world. Resolve the pass effect to see what lies beneath the surface; or resolve the fail effect to converse with your reflection about the state of the world. You sense the pool is a living thing, and you try to communicate with it (Lore-1). If you pass, it understands you and offers a gift that was lost within its depths; gain 1 Artifact. If you fail, it calls for help; a Zoog Monster ambushes you! Your reflection winks at you, and you initiate a conversation (Influence-1). If you pass, the other you repairs a tear in reality; close 1 Gate of your choice. If you fail, the reflection steals aspects of your persona; discard 1 Talent Condition.
2 07
The Dreamlands
You see three stunningly beautiful individuals some distance off the path. They are sitting around a large stone table drinking wine, and you feel compelled to join them despite your better judgment (Will-1). You force yourself to look away, examining the ground instead (Observation). If you pass, you see a treasure discarded by some lost dreamer; gain 1 Artifact. If you fail, keeping your eyes pointed down slows your progress; become Delayed. These three seem to follow very obscure rules of etiquette (Lore). If you pass, they reward your manners and send you on your way; gain 1 Artifact. If you fail, your rudeness is punished; gain a Lost in Time and Space Condition.
3 07
The Dreamlands
A zoog cautiously approaches you. Using what little knowledge of the creature's language you possess, you ask permission to speak to the Council of Zoogs (Lore-1). The Council of Zoogs agrees to help you. Close 1 Gate of your choice on any space. The zoogs seem to be trying to keep you distracted (Will). If you fail, you wake up in the forest missing important memories; gain an Amnesia Condition and discard Clue 1 Clue. The zoog runs away. You chase it, passing portals to other worlds (Observation). If you pass, you see one that is familiar; close 1 Gate of your choice on any space. If you fail, you stumble through a portal; gain a Lost in Time and Space Condition.
4 07
The Dreamlands
You watch carefully to see which mushroom the zoogs eat. Desperate for food, you sample some of them, but find that their effects make it difficult to keep your thoughts in order (Will-1). You mind is subtly altered by the mushrooms. Gain 1 Talent Condition. You now see arcane symbols in the forest (Lore-1). If you pass, they lead you to a treasure; gain 1 Artifact. If you fail, you wander the forest in a stupor; lose Sanity 2 Sanity and gain 1 Madness Condition. Strange illusions pass before your eyes (Observation). If you pass, the images prove instructive; gain 1 Talent Condition. If you fail, you see no difference between lunacy and destiny; gain 3 Madness Conditions unless you advance the Omen by 1.
5 07
The Dreamlands
A zoog has gotten itself stuck in the frame of a large stone door embedded into the floor of the forest. You try to open the door enough for the zoog to get free (Strength-1). The stone door shifts, and a strange mist emerges, altering your mind. Gain 1 Talent Condition. You ask the zoog for help (Influence-1). If you pass, it shares what it knows; gain 1 Task Unique Asset. If you fail, it attacks; a Zoog Monster ambushes you! An enormous arm pulls the zoog through the opening. Lose Sanity 1 Sanity. You briefly see the Symbol of Koth beyond the door (Will). If you pass, a new part of your mind is unlocked; gain 1 Talent Condition. If you fail, pain overwhelms you; lose Health 2 Health.

The Moon small The Moon Encounters[]

ID # Set Initial Text Pass Effect Fail Effect
1 07
The Dreamlands
In one of the moon's shadowy forests, a moon-beast has you cornered. Resolve the pass effect to pray to Nodens to bestow a gift; or resolve the fail effect to banish the creature to another dimension. A nightgaunt descends and scoops you into the sky. You find it difficult to navigate while riding this strange creature (Observation-1). If you pass, you land next to a rare treasure; gain 1 Artifact. If you fail, you become hopelessly lost; gain a Lost in Time and Space Condition. A Moon-beast monster ambushes you! If you pass the Will test, it is momentarily confused and you order it to obey you in the name of Nyarlathotep; close 1 Gate of your choice on any space.
2 07
The Dreamlands
You follow a dark winding cavern down to the inky black waters known as the Lake of Ubboth. There you recite an ancient chant to invoke the power of Mnomquah (Lore). The tremendous lizard like creature emerges from the water. It is terrible to behold (Will). If you pass, it grants you a favor; gain 1 Artifact. If you fail, the monstrous sight shatters your mind; gain 1 Madness Condition. The Lord of the Black Lake does not appear, but the cavern begins to collapse (Strength). If you pass, the tremors uncover a treasure, gain 1 Artifact. If you fail, the falling stones leave you badly hurt; lose Health 2 Health and gain 1 Injury Condition.
3 07
The Dreamlands
You find a hidden shrine to Azathoth, whose worship is strictly forbidden among the moon-beasts and is punishable by death. You believe you can use the altar to enact a powerful ritual (Lore-1). You invoke Azathoth to close a bridge between worlds. Close 1 Gate of your choice on any space. The outer god's power begins to drive you to self-destruction (Will-1). If you fail, you carve ritualistic symbols into your flesh; lose Health 1 Health and Sanity 1 Sanity. You report the shrine to the men of Leng (Influence). If you pass, they reward your diligence; close 1 Gate of your choice on any space. If you fail, they do not believe you and strip you of your belongings as punishment for lying; discard 2 Item possession.
4 07
The Dreamlands
You have found your way into the Tower of Nyarlathotep. The unsettling knowledge that the Crawling Chaos himself lurks somewhere in these halls shakes your resolve (Will-1). The tower contains books on every topic. Gain 1 Talent Condition. You discern an occult pattern to the layout of the tower (Lore-1). If you pass, you find your way to the top; gain 1 Artifact. If you fail, you find yourself outside; a Moon-beast Monster ambushes you! You search desperately for an exit (Observation). If you pass, you escape with alien voices in your head; gain 1 Talent Condition. If you fail, Nyarlathotep finds you and offers to spare your mind for a price; lose Sanity 2 Sanity unless you spawn 1 Gate.
5 07
The Dreamlands
An enormous black galley sails across the dark sky and eventually comes to rest in the Great Lunar Sea. The men of Leng use this ships to transport their cargo. You attempt to sneak on board the ship (Observation-1). You find strange rubies that whisper secrets. Gain 1 Talent Condition. You ask a guard to unlock the ship's safe (Influence-1). If you pass, you find a map; gain 1 Task Unique Asset. If you fail, the guard demands a bribe; discard 1 Item possession. You are forced to hide next to a corpse. Lose Sanity 1 Sanity. The dead man left behind an encrypted journal (Lore). If you pass, you have an epiphany while reading the unusual text; gain 1 Talent Condition. If you fail, the journal becomes red-hot and burns you; lose Health 1 Health.

The Underworld small The Underworld Encounters[]

ID # Set Initial Text Pass Effect Fail Effect
1 07
The Dreamlands
You hear the familiar voice of a friend calling to you from the darkness. Resolve the pass effect to go toward the sound; or resolve the fail effect to convince the person to come to you. The voice draws you into the Vale of Pnath (Will-1). If you pass, the see that your friend is now a ghoul, but he offers you a gift; gain 1 Artifact. If you fail, you are paralyzed with fear as a dhole devours your friends; lose Sanity 1 Sanity and discard 1 Ally Asset. You call out through the darkness (Influence-1). If you pass, you see he is now a ghoul but he can help you; close 1 Gate of your choice on any space. If you fail, your friend tells you horrors that shake you to your core; lose Sanity 2 Sanity unless you discard 1 Talent Condition.
2 07
The Dreamlands
As you ascend the Peaks of Thok, you hear gurgling voices ahead of you. You are certain that there are ghouls nearby and it takes all of your resolve to keep moving forward (Will). A decrepit form lunges toward you. A Ghoul Monster ambushes you! If you pass the Strength test, you steal an object that the ghoul kept in a moldy canvas bag; gain 1 Artifact. If you fail the Strength test, the ghoul claims a nearby victim; discard 1 Ally Asset. You descend into the Vale of Pnath. Among the bones and refuse you determine what might be of worth (Lore-1). If you pass, you find a treasure; gain 1 Artifact. If you fail, you should not have disturbed these remains; gain 1 Bane Condition.
3 07
The Dreamlands
You are surrounded by gugs. The monstrous giants will most certainly kill you if you cannot get help. Desperate to escape, you hope that Nodens' servants will respond to your mystic summons (Lore-1). A nightgaunt flies you away and helps you fix the tears in reality. Close 1 Gate of your choice on any space. The flight through the cosmos overwhelms your mind (Will). If you fail, you pass out; gain a Lost in Time and Space Condition. The abyssal creature heeds your call. A Nightgaunt Monster ambushes you! If you pass the Strength test, you climb onto it and fly away; close 1 Gate of your choice on any space. If you fail the Strength test, you never fully recover; discard all of your Improvement tokens.
4 07
The Dreamlands
The vaults of Zin are a winding maze of tunnels. The endless twists and turns, as well as the constant attacks by ghasts, push you to the brink of complete and utter despair (Will-1). The ordeal has made you stronger. Gain 1 Talent Condition. You attempt to follow a map (Lore-1). If you pass, you find a rare treasure; gain 1 Artifact. If you fail, the ghasts leave you bleeding; lose Health 2 Health and gain 1 Injury Condition. Your mind is slipping. Gain 1 Madness Condition. You try to capture a lost ghoul (Strength). If you pass, it tells you what you want to know; gain 1 Talent Condition. If you fail, it warns the entire Underworld about you; advance Doom by 1.
5 07
The Dreamlands
You walk among a series of strange monoliths, a graveyard for the creature who were the forebears of the gugs. You try to decipher the strange symbols and images carved into the stone (Lore-1). The carvings open your mind to a new way of thinking. Gain 1 Talent Condition. You leave a small offering (Influence-1). If you pass, a panel in the stone opens, revealing a map; gain 1 Task Unique Asset. If you fail, the earth begins to shake; lose Sanity 2 Sanity. The stones are abhorrent to look at. Lose Sanity 1 Sanity. You see a ghoul living among the stones (Observation). If you pass, you can imitate its expertise; gain 1 Talent Condition. If you fail, you watch until the ghoul devours a carcass; lose Sanity 2 Sanity.

Unknown Kadath small Unknown Kadath Encounters[]

ID # Set Initial Text Pass Effect Fail Effect
1 07
The Dreamlands
The great god Karakal will hear your plea only if you cross the stones that burn eternally. Resolve the pass effect to leap across the lava; or resolve the fail effect to harness the magical power of Kadath. You leap as far as you can (Strength-1). If you pass, you land safely on the other side and the god rewards you; gain 1 Artifact. If you fail, you fall short and suffer grievous wounds; gain 2 Injury Conditions. The room crackles with arcane energy (Lore-1). If you pass, you magically appear on the other side and the gods rewards you; close 1 Gate of your choice on any space. If you fail, you simply vanish; gain a Lost in Time and Space Condition.
2 07
The Dreamlands
You invoke the power of those who dwell beyond Kadath. After employing the necessary angles and formulae you call forth those who dwell in Yr and Nhhngr. Their forms are truly repulsive (Will). Once summoned, these beings must be bound (Lore). If you pass, they grant you the help you seek; gain 1 Artifact. If you fail, your binding fails and they punish you for your impudence; lose Health 2 Health. Helpless, you beg for mercy (Influence-1). If you pass, they accept your abasement and reward it; gain 1 Artifact. If you fail, these horrors give you an ultimatum; lose Health 2 Health and Sanity 2 Sanity unless you gain a Dark Pact Condition.
3 07
The Dreamlands
In the Cold Waste, you find a band of explorers convinced that they are in the Antarctic. You believe there is some magic in the area that can be used to manipulate time and space (Lore-1). You return the men home and seal a breach between worlds. Close 1 Gate of your choice on any space. Using such power requires a strong mind (Will). If you fail, it takes a terrible toll; gain 1 Injury Condition and 1 Madness Condition. You try to retrace the men's path (Observation). If you pass, you find the doorway and seal it after the men return to Earth; close 1 Gate of your choice on any space. If you fail, your soul is scarred by the death of the men; gain 1 Bane Condition.
4 07
The Dreamlands
Armed servants surround a man in pharaoh's garb on all sides. Regal and terrifying, the man cries out "Bow down to me!" You feel compelled to do so along with his followers (Will-1). You escape into the castle and find books that enhance your abilities. Gain 1 Talent Condition. You suspect there is a secret chamber (Lore-1). If you pass, you find it; gain 1 Artifact. If you fail, you are caught; a Cultist Monster ambushes you! As you kneel, the servant Yogash challenges you to combat (Strength). If you pass, you are rewarded; gain 1 Talent Condition. If you fail, you beg for mercy; lose Health 3 Health unless you gain a Dark Pact Condition.
5 07
The Dreamlands
Desperate for water, you drink deeply from the Fountain of Alath-Zann. The surface of the water begins to show you images of potential futures, including truly horrific possibilities (Will-1). You forsee learning new abilities. Gain 1 Talent Condition. You toss coins into the water (Influence-1). If you pass, you see a worthy future; gain 1 Task Unique Asset. If you fail, you foresee losing an important book; lose Sanity 1 Sanity and discard 1 Tome possession. Gain 1 Madness Condition. You irrationally lunge into the water, almost drowning (Strength). If you pass, you emerge with the wisdom of your own future; gain 1 Talent Condition. If you fail, your splashing attracts attention; a Cultist Monster ambushes you!
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