Perchance to Dream (Traitor)

Perchance to Dream is Haunt 13. **This page is for the Traitor.**

> *"Your body has entered a new place—a very, very bad place—but a place where, you discover with a thrill of anticipation, you have a measure of control! This is your chance to change everything. The thought seeps up from the back of your mind. Take a break; rest for a while. Why not lie down and take a little nap? It’s such a nice bed . . . The eyes of your fleshy cage close, and for the first time, your subconscious eyes open! Time to set your dreams free. Let the screaming begin.”*
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## Right Now

* Tip your explorer’s figure over in the room it’s in when the haunt is revealed. Your body is asleep. You can’t move or take any actions. Drop all your items. Set aside the Dog, the Girl, or the Madman cards if you possess them and adjust your traits accordingly. You cannot be killed by this adjustment; reduce the affected trait to its lowest value above the skull symbol.
* Put a number of small purple monster tokens equal to the number of players (representing Nightmares) into the room with your sleeping body.
* Secretly count the number of **escape rooms** in the house. Some escape rooms have outsidefacing windows (Grand Staircase, Master Bedroom, Bedroom, Chapel, and Dining Room). As well, the Conservatory, Entrance Hall, Gardens, Graveyard, Patio, Tower, and Balcony open to the outside and count as escape rooms. If a room is set up so that the window is false (faces another wall), it still counts as an escape room. If the number of escape rooms is lower than the number of players, go through the room stack and add rooms from those listed above to any appropriate fl oor until the number of escape rooms equals the number of players. Then shuffl e that stack. Write down the number of escape rooms, keeping it secret from the other players.
* Set aside a number of **escape tokens** equal to the number of escape rooms in the house. (Any distinctive set of tokens, such as item tokens, will do.)

## What You Know About the Heroes

They’re trying to wake your physical body.

## You Win When...

…a number of Nightmares escape equal to the number of escape rooms in the house when the haunt was revealed. When this happens, show the heroes the number you’ve written down.

## How Nightmares Escape

* A Nightmare in an escape room escapes from the house by using 1 space of movement.
* Once a Nightmare escapes from any given room, no more Nightmares can escape from that room. Put an escape token in the room to show that it has been used. If new escape rooms are discovered, Nightmares can use them to escape, but they do not add to the total number of escapes you need.
* Whenever a Nightmare is killed or escapes the house, you can unleash another Nightmare. Put a Nightmare token into the room with your figure. (Reuse tokens as needed.)

## Special Attack Rules

* Nightmares can attack explorers with Might but inflict mental damage instead of physical damage.
* If a hero attacks a Nightmare and defeats it, the Nightmare is killed instead of being stunned. If it is defeated while attacking, it is stunned as normal.

## If You Win

> *You look into the eyes of your body, but from the outside. With horror, that fleshy cage recognizes its own subconscious. It tries to scream, but the sound is muffled by living nightmares.*
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