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The Enchanted Wood is one of the 4 Sea Wilderness Dream-Quest spaces on the Dreamlands Side Board from The Dreamlands The Dreamlands expansion. It is connected to:

The Enchanted Wood allows one way travel from any other board. When an investigator that is not on the Dreamlands side board performs a Rest action, he may spend Clue 1 Clue or test Will-1. If he passes or spends the Clue, he moves to The Enchanted Wood.

Encounters[]

Dream-Quest Encounters[]

Investigators at this location may have a Dream-Quest Encounter if the Dream-Quest token is present.

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.

Wilderness Encounters[]

As The Enchanted Wood is a Wilderness space, an investigator can resolve a General Encounter here.

ID # Set Encounter
1
01Core
The remains of a long-dead explorer lie before you. Some of his gear still seems salvageable, and he won't miss it. You dig through the dead man's pockets; gain 1 random Item Asset from the deck and lose Sanity 1 Sanity.
2
01Core
Far from any road or village, you find a shallow grave marked only with an arcane symbol. As you dig, a growing dread weakens your resolve (Will). If you pass, you find a charred corpse clutching a journal; gain Clue 1 Clue or improve Lore. If you fail, you run from the area; gain a Cursed Condition.
3
01Core
You scrape away year of moss and lichen from the stone altar, uncovering a series of prehistoric symbols. You think you can interpret the carvings (Lore). If you pass, gain Clue 1 Clue or 1 Spell.
4
01Core
The terrain ahead of you looks impassable, but going around would take too long. You'll need to find some way to move forward (Observation). If you pass, you discover a path; move 1 space. If you fail, you trip over the uneven ground; lose Health 1 Health and gain a Leg Injury Condition.
5
01Core
The ground slopes upward so uniformly that you suspect a structure exists underneath. You search for a buried entrance to claim the treasures found inside. You may spend Clue 1 Clue to gain 1 Artifact.
6
01Core
You help a young woman search the countryside for her uncle (Observation). If you pass, you find the eccentric, old man, and he gives you a gift for helping his niece; gain 1 Tome Artifact from the deck.
7
01Core
Your map is gone, and you must navigate based on your own observations (Observation). If you pass, you confidently progress on your journey; move 1 space. If you fail, you travel in circles; you become Delayed and gain a Madness Condition.
8
01Core
Past where your campfire allows you to see, you hear voices chanting. You try to draw a protective sigil in the ground (Lore). If you pass, the next morning you find evidence of cult activity that you can use to identify the cult members; gain Clue 1 Clue or improve Influence. If you fail, gain a Cursed Condition.
9
01Core
In the middle of the night, a feral beast rips apart your camp and attacks you (Strength)! if you pass, you feel invincible; improve Will. If you fail, lose Health 1 Health and gain a Leg Injury Condition.
10
01Core
Extreme conditions have left you fevered and delirious. You force yourself to keep moving, putting a terrible strain on your body (Strength). If you fail, the fever grows worse and you begin seeing things; gain a Hallucinations Condition.
11
01Core
According to your map, you can make a detour to visit a lake purported to have restorative powers. You may become Delayed to recover Sanity 3 Sanity or discard a Madness Condition.
12
01Core
You find a primitive painting on the wall of a cave and decide to explore the subterranean depths that lie beyond. The dark, constricting passages create a terrible sense of claustrophobia (Will-1). If you pass, gain 1 Artifact left by an ancient civilization. If you fail, lose Sanity 2 Sanity.
13 02
Forsaken Lore
You find an injured priest who needs to be carried over difficult terrain (Strength-1). If you pass, he is reunited with his parish, and he prays on your behalf. If you fail, you soon require assistance yourself; gain a Back Injury Condition.
14 02
Forsaken Lore
You notice a highly venomous spider crawling up your arm. You try to gently brush it away, but your fear threatens to break your calm (Will). If you fail, you move too clumsily, and the spider bites you; lose Sanity 1 Sanity and gain a Poisoned Condition.
15 02
Forsaken Lore
You discover a shrine with a natural spring that you do not remember from your maps (Lore-2). If you pass, you recall an old story about a well of life; gain 1 Elixir Artifact. If you fail, you don't notice native wildlife making off with your gear as you search your maps; discard 1 Trinket possession.
16 02
Forsaken Lore
Your food has gone bad and there's no place nearby to purchase more supplies. If you want to eat, you'll have to hunt for your meal (Observation-1). If you pass, the meal invigorates you; recover Health 2 Health. If you fail, you have to make due with the rancid food; gain a Poisoned Condition.
17 03
Mountains of Madness
A ruined cabin is overrun by moss, mold, and animal waste. You search quickly for abandoned treasures (Observation-1). If you pass, you find a book intact; gain 1 Old Journal Unique Asset. If you fail, the ceiling crumbles, showering you in black mold; gain an Infection Condition.
18 03
Mountains of Madness
The wind shifts direction briefly, and you catch the scent of something that's been tracking you. You look for a way to throw whatever it is off your trail (Observation). If you fail, it continues to pursue you; lose Sanity 1 Sanity and gain a Hunted Condition.
19 03
Mountains of Madness
The winds turn bitterly cold and a storm descends upon you before you can build a shelter. The ordeal pushes your endurance to the limit (Strength). If you fail, you collapse, and the elements take their toll; lose Health 1 Health and gain a Hypothermia Condition.
20 03
Mountains of Madness
You are terrified to see a nightgaunt descend from the night sky (Will). If you pass, you stay calm and it delivers a gift from Nodens; gain 1 random Magical Asset from the deck. If you fail, it abducts you; lose Sanity 1 Sanity and move to the nearest space containing a Gate.
21 04
Strange Remnants
Someone is lost out here. Local guides will not help unless you offer a bribe (Influence). If you pass, you find the missing person; gain 1 Character Unique Asset. If you fail, you fear that you are just as lost and just as abandoned; gain a Paranoia Condition.
22 04
Strange Remnants
You catch sight of something that has been tracking you and decide to cover your tracks and find a hiding place (Observation). If you fail, it finds you; a Monster ambushes you!
23 04
Strange Remnants
Stones are arranged in a pattern that leads you to a cave. Inside, you carefully try to avoid falling down pits (Observation). If you pass, you find a skeleton cradling an object; gain 1 Relic Unique Asset. If you fail, you trip; gain a Head Injury Condition.
24 04
Strange Remnants
At a ring of toadstools, you choose a gift to leave for the strange creatures that live here (Lore). If you pass, they visit you in your dreams; gain 1 Glamour Spell. If you fail, they do not like your gift; gain a Hallucinations Condition.
25 05
Under the Pyramids
Fetid vegetation hides a forgotten graveyard. You try to interpret the writing on the stones (Lore-1). If you pass, you find the stone that marks a treasure; gain 1 Relic Artifact. If you fail, there is an evil here that stays with you; gain a Haunted Condition.
26 05
Under the Pyramids
In the night, a creature made of living shadow attacks you! You struggle to throw it in the campfire before it can hurt you (Strength). If you fail, it leaves you bloodied and bruised; gain 1 Injury Condition unless you impair Strength.
27 05
Under the Pyramids
You hear shouting from inside a crypt and try to move the stone door (Strength-1). If you pass, you save an archaeologist as mist appears in the room's corners; gain the Halpin Chalmers Unique Asset. If you fail, you cannot save him; gain a Despair Condition.
28 05
Under the Pyramids
The farmers do not like strangers, but you try to earn their trust (Influence). If you pass, they share tales from generations ago; gain 1 Treasure Map Unique Asset and 1 Task Unique Asset. If you fail, the tales they tell you are nothing but lies that hinder your investigation; impair 1 Observation.
29 06
Signs of Carcosa
You search through a series of labyrinthine tunnels to find a legendary lost treasure (Observation-1). If you pass, you discover it within a subterranean chamber; gain 1 Artifact. If you fail, noxious gases in the cave damage your lungs; impair Strength.
30 06
Signs of Carcosa
You try to kick open the door of an abandoned shack (Strength). If you pass, the lock breaks and inside you find something useful; gain 1 random Item Asset from the deck. If you fail, the long night without shelter fills you with dread; impair Will.
31 06
Signs of Carcosa
A tall figure wearing a crown of antlers stands silhouetted against the moon.[1] It wants you to let its children enter your lands. You may gain a Promise of Power Condition. If you gain the Condition, spawn 1 Monster on each named City City space.
32 06
Signs of Carcosa
A hermit offers to guide you on a spiritual journey of fasting and meditation (Will). If you pass, you unlock new skills; gain 1 Talent Condition. If you fail, you cannot adhere to the old man's regimen, leaving you malnourished; impair Strength.
33 07
The Dreamlands
Nothing grows in this dusty, gray landscape, and the air makes you sick to your stomach (Strength-1). If you pass, you find a strange object in a crater; gain 1 Artifact. If you fail, you feel an unnatural change take hold within you as the corrupted air infects your body; gain a Cursed Condition.
34 07
The Dreamlands
A family of cannibals traps you in their ramshackle hut (Strength). If you pass, you break free and leave with an item that belonged to one of their previous victims; gain 1 random Magical Asset from the deck. If you fail, you hide for days waiting for a chance to escape; become Delayed.
35 07
The Dreamlands
Being away from the city offers you a chance to practice meditation techniques in peace and quiet. You find that calming your mind awakens things within you that you never knew you were capable of. You may spend Focus 1 Focus to improve 1 skill of your choice.
36 07
The Dreamlands
You find a mass grave and hear the voices of the dead in your head (Will). If you pass, they share what they know so that you might avoid a similar fate; gain 1 Talent Condition. If you fail, knowing the manner of their deaths is too much for you to bear; lose Sanity 1 Sanity.
37 08
Cities in Ruin
You search the ruins of a small village to discern what happened (Observation). If you pass, you find a journal that describes the disasters that befell the town; gain Clue 1 Clue and spawn 1 Clue. If you fail, the tragedy of whatever happened to the ill-fated town fills you with dread; lose Sanity 1 Sanity.
38 08
Cities in Ruin
A man fasting in the wild is confused by his visions. You try to help him understand what he sees (Lore). If you pass, his visions describe a quest that he was meant to pass on to you, gain 1 Task Unique Asset. If you fall, his words horrify you; lose Sanity 1 Sanity.
39 08
Cities in Ruin
An old hermit asks you to help out with some chores. It proves to be backbreaking work (Strength). If you pass, the old man teaches you important lessons in return; gain 1 Talent Condition. If you fail, the work proves too demanding; lose Health 1 Health.
40 08
Cities in Ruin
An unwary traveler was buried under a rockslide. You try to move the stones (Strength). If you pass, you find that though he did not survive, his possessions did; gain 1 Artifact. If you fail, you cause another rockslide; lose Health 2 Health and gain 1 Injury Condition.
41 09
Masks of Nyarlathotep
You discover an empty campsite and try to track down the missing campers (Observation). If you pass, you find a woman who kindly shares her knowledge and supplies; gain Clue 1 Clue and Resource 1 Resource. If you fail, the long search exhausts you; lose Health 1 Health.
42 09
Masks of Nyarlathotep
You examine totems of monstrous figures and try to interpret their purpose (Lore-1). If you pass, you determine they are watching over a buried treasure; gain 1 Artifact. If you fail, the carvings have a dark effect on you; gain a Corruption Condition.
43 09
Masks of Nyarlathotep
The local villagers tell you that a lost treasure is hidden within a cave. You explore the dark caverns in search of the legendary object (Observation). If you pass, you find it; gain 1 Relic Unique Asset. If you fail, you awaken a horror; a Monster ambushes you!
44 09
Masks of Nyarlathotep
Your intended route has been blocked by falling rocks. You try to dig your way through (Strength). If you pass, you uncover a rare object as you dig; gain 1 Relic Unique Asset. If you fail, you must take a longer path; you become Delayed.
45 09
Masks of Nyarlathotep
Some garbage was left here by a previous traveler. You search through the piles of refuse (Observation). If you pass, you find something useful; gain 1 random Item Asset from the deck. If you fail, you do not feel well after your fruitless search; lose Health 1 Health.
46 09
Masks of Nyarlathotep
Human traffickers hope to capture you alive (Strength). If you pass, you overpower them instead and learn their methods; gain 1 Talent Condition. If you fail, you get dragged off in chains; move to nearest City City space and gain a Detained Condition.
47 09
Masks of Nyarlathotep
The terrible isolation of this area is making it hard for you to sleep (Will). If you pass, a good night's rest leaves you feeling better than you ever have; improve 1 skill of your choice. If you fail, the insomnia leaves you on edge; lose Sanity 1 Sanity.
48 09
Masks of Nyarlathotep
A sinkhole has opened in the ground nearby, revealing the topmost corner of a tomb buried by some ancient civilization. Uncovering the rest of the tomb will require supplies. You may spend Resource 1 Resource to gain 1 Artifact.

Other Encounters[]

An Doom Adventure token may be placed on the Enchanted Wood and can be encountered as part of Beyond the River Skai Adventure.

Description[]

The Enchanted Wood is a fictional location. It was a forest in Earth's Dreamlands in HP Lovecraft's short story The Dream Quest of Unknown Kadath.

The forest is inhabited by Zoogs. In Lovecraft's story it is connected to The Underworld through a trap door.

References[]

  1. Possibly the King in Yellow. 
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