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All Rules in Nightmare Dreamscapes

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Goal of a Nightmare

Source Horror Adventures pg. 163
Each nightmare dreamscape has a particular action that can be completed to allow the dreamer to escape the nightmare. This goal may or may not be immediately obvious. If the dreamer is unable to complete the goal in a reasonable period of time (as determined by the GM), the nightmare is considered to have bested the dreamer. The dreamer suffers no ill effects when defeated by a naturally occurring nightmare; however, there might be penalties if the dreamer fails to achieve a supernatural nightmare’s goal. The GM can choose a goal or determine one randomly using the table below.

d%Nightmare Goal
1-35Reach a creature
36-80Reach a location
81-100Take a test


Reach a Creature: The nightmare ends once the dreamer reaches or catches a creature. The creature might actively flee, or could lead the dreamer on a specific path.

Reach a Location: The nightmare ends once the dreamer reaches a particular place.

Take a Test: The nightmare ends once the dreamer completes a test. The nature of the test varies: a cleric might have to endure a test of faith, while a fighter might have to perform difficult combat drills. The GM chooses three to five skill checks or ability checks to represent different aspects of the test, of which the character must succeed at a minimum of half, or devises a series of more complicated encounters, if she desires.