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Dreamscapes
The Definitive Guide to Worlds Beyond Sleep
Graphic Design and Layout
Gareth-Michael Skarka
Lead Designer and Writer
Joseph Miller
Artwork
appears courtesy of Jupiter Media Corporation
Additional Design and Writing
Tim Hitchcock
Playtesters
J.R. Bluett, Joseph Browning, Brian Byers,
Chris Clinkenbeard, Samuel Crecelius,
Victoria French, Jason Fultz, James King,
Adam Martin, Noah Nadeau, William E. May
II, Michelle Muenzler, Chris Peterson, Eric
Stark, Suzi Yee
Editor
Tim Hitchcock
Additional Design Concepts
Adam Martin, Nathan Miller
ALL GAME TEXT WITHIN THIS PRODUCT IS 100% OPEN CONTENT
2
A Dream Within a Dream
of topics GMs should take into account when deciding upon what
characteristics they want to portray in their particular version of a
Dream Plane.
There are many themes and concepts explored in this book
all of which are meant to provide players and GMs with options
rather than set-in-stone rules. One of the predominate themes of
this book is the surrealistic quality of adventuring within a Dream
Plane. Portraying surrealism can be a difficult task, especially to
do so in a balanced manner, therefore a wide variety of options
are presented to tailor the detail and labor required from GMs
as they design their own Dream Planes. Players too will have
to adjust to adventures in a Dream Plane. They will need to
deal with strange predicaments and amazing environments,
all the while exploring their own newfound abilities to do the
improbable and even the seemingly impossible. Another facet
of the surreal nature of a Dream Plane is the overt contrasts and
subtle allusions that populate such a world. After all, dreams
range from stark black and white episodes to colorful and
confusing affairs, and GMs must have a deft eye to know when
each is called for and when something in between is best.
Using the guidelines set forth in the rest of this book GMs
will discover a pool of possibilities that Dream Planes offer them.
Such planes grant the power to bring more color, richness, and
depth to campaigns through the exploration of the subconscious
mind and its imaginings. This can be an exciting and daunting
prospect for GMs, but well worth the sacrifice of time and energy
when it brings expressions of wonderment or dread upon a
player’s face as the world he thought he knew turns out to be a
horse of a different color.
“Take this kiss upon the brow!
And, in parting from you now,
Thus much let me avow-
You are not wrong, who deem
That my days have been a dream;
Yet if hope has flown away
In a night, or in a day,
In a vision, or in none,
Is it therefore the less gone?
All that we see or seem
Is but a dream within a dream.
I stand amid the roar
Of a surf-tormented shore,
And I hold within my hand
Grains of the golden sand-
How few! yet how they creep
Through my fingers to the deep,
While I weep-while I weep!
O God! can I not grasp
Them with a tighter clasp?
O God! can I not save
One from the pitiless wave?
Is all that we see or seem
But a dream within a dream?”
––Edgar Allen Poe,
A Dream Within A Dream
Dreamscapes
provides rules to help GMs create exotic
and unique Dream Planes for their players to experience and
explore. It presents a generic baseline of rules for designing and
campaigning within a Dream Plane and is supplemented with a
number of variants in order to allow GMs to accentuate whatever
facet of the Dream Plane they prefer. It also considers a variety
3
What Dreams Lie Within?
Appendices:
Appendix A—Monsters under the Bed:
Contains guidelines
for altering and creating monsters for a Dream Plane.
Appendix B–– Alternative Dream Abilities:
This appendix
provides GMs with alternative rules for racial dream traits,
surreal class features, skills, and feats that are not based upon the
Dream Point System.
Dreamscapes
is a book intended for people who wish to add
a surrealistic quality to their fantasy roleplaying games with
a minimum of new rules to read through and learn. This book
expands upon the material presented within the PHB, DMG, and
MM; from character races, classes, skills, feats, equipment, and
spells to how to run a surrealistic campaign and what monsters
might lurk within a Dream Plane. Experienced players and
GMs will find the information laid out in a manner familiar to
them, while beginners should have time to digest the rules and
terminology within the PHB before attempting to add the rules
found herein to their campaign. The flowing is a brief breakdown
of what lies within the chapters of
Dreamscapes
:
Adventuring in Dreams
The rules presented within this tome allow for a variety of
adventures from a complex and surreal campaign to a simple
side-trek into a stereotypical dungeon with melodramatic villains
and damsel in distress. Dream adventures can be anything a GM
wants them to be. They can range from simple black and white
episodes of good versus evil to devious affairs in which nothing
and no one is as it seems. The effects of an adventure within a
Dream Plane can be as contained or far-reaching as a GM desires,
depending upon what planar and dreamer traits they choose.
What one does within a dream may have no ramification upon
the real world, but if a GM so chooses it can have an immanent
effect. The possibilities for adventure in a Dream Plane are
bounded only by a GMs imagination.
As will be seen throughout
Dreamscapes
, adventures within
the Dream Plane allow both martial and non-martial characters
to make significant contributions. Races, classes, skills, and feats
are all given additional abilities within the Dream Plane and as
such they can result in fantastic conclusions to most any combat
or non-combat encounter.
Part I: Facets of the Dream Plane
Chapter 1––Sleep Hath Its Own World:
Provides GMs
a plethora of possible planar traits a Dream Plane might have
and details the effects each trait has on both the inhabitants and
lands of a Dream Plane. It also introduces six example Dream
Planes for inspiration and quick use in adventures and campaigns.
Finally, the Dream Point System is presented as the standard
method of indicating and balancing a character’s ability to
exaggerate their abilities in the Dream Plane and even influence
the reality of the Dream Plane itself.
Chapter 2––To Sleep! Perchance to Dream:
Introduces the
various types of dreamers that might be found within a Dream
Plane and discusses issues from how dreamers enter or depart the
plane to how they live or die in a dream. Each of the six example
Dream Planes are also discussed here to give GMs an idea of how
the various dreamer types work within specific Dream Planes.
Standard templates for each dreamer type are also included for
ease of use within a Dream Plane campaign that assumes the
standard dreamer rules presented in this chapter. This chapter
also includes information on the standard racial dream traits and
surreal class features, which are used to embellish characters
within a Dream Plane. At the end of the chapter is a section of
alternative racial dream traits and surreal class features GMs can
use if they are not using the Dream Point System.
Chapter 3––Why Not?:
Details the new and incredible dream
uses for skills that allow for everything from balancing on thin
air to swimming up a waterfall. It describes the dream benefits a
character gains when he has access to a particular feat within the
Dream Plane. Dream items are also discussed from what they are
made of to their symbolism. Interspersed throughout each section
are new skills, feats, and equipment made specifically for use in a
dream-based campaign, thus allowing GMs and players to create
characters that are more focused on adventuring in the Dream
Plane.
Chapter 4––Boldness has Genius:
Contains information
upon how magic and magic items might be affected or altered
within a Dream Plane. It presents a number of possible dream
spells that characters might be able to use while in a dream world
and includes information on spell templates and how they interact
with spellcasting in the Dream Plane. This
chapter also delves into the question of whether
intelligent items dream and provides a number of
new dream-oriented magic items for use in the
Dream Plane.
4
Sleep Hath Its Own World
of a variety of overarching traits that a Dream Plane might have
as they relate to the planar rules set forth within the DMG (see
Adventuring in Other Planes). As such the following chapter will
discuss in detail the consequences and effects each particular
planar trait might have on a Dream Plane and its natives. By the
end of the chapter GMs should have a working understanding
of the planar characteristics a Dream Plane might possess and
the implications of those traits. Accordingly, GMs should be
able to customize the Dream Planes they create to fit their own
interpretation of what characteristics such a plane would have.
“Our life is two-fold: Sleep hath its own world,
A boundary between the things misnamed
Death and existence: Sleep hath its own world,
And a wide realm of wild reality,
And dreams in their development have breath,
And tears, and tortures, and the touch of joy;
They leave a weight upon our waking thoughts,
They take a weight from off our waking toils,
They do divide our being; they become
A portion of ourselves as of time,
And look like heralds of eternity;
They pass like spirits of the past––they speak
Like sybils of the future; they have power––
The tyranny of pleasure and of pain;
They make us what we were not––what they will,
And shake us with the vision that’s gone by,
The dread of vanished shadows––Are they so?
Is not the past all shadow?––What are they?
Creations of the mind? ––The mind can make
Substance, and people planets of its own
With beings brighter than have been, and give
A breath to forms which can outlive all flesh.
I would recall a vision I dreamed
Perchance in sleep––for in itself a thought,
A slumbering thought, is capable of years,
And curdles a long life into one hour.”
––Lord Byron,
The Dream.
What Type of Plane?
There are five types of planes presented in the DMG: the
Material Plane, Transitive Planes, the Inner Planes, the Outer
Planes, and the Demiplanes. Of these planar types the Material
Plane can be disregarded since the Dream Plane most definitely
deviates from this standard reality that is represented by the
Material Plane’s planar traits. This leaves us with four possible
planar types to consider.
Transitive
The Dream Plane is a conduit for traveling to other
planes. The two primary categories for transitive planes are
encompassing and coexistent. An encompassing
plane shares its borders with every known plane
consequently becoming a pathway to anywhere
in the cosmos. Coexistent planes are two planes
that simply overlap each other facilitating travel
5
The conception of a Dream Plane can be as varied as the stars
and to attempt to encapsulate all the possible permutations within
this tome would be folly, but what can be done is a elucidation
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