Crothian
First Post
“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; "
––Lord Byron, The Dream.
Take your d20 characters to adventure in worlds beyond sleep! Dreamscapes provides rules to help GMs create exotic and unique Dream Planes for their players to experience and explore. It presents a 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.
This 157-page PDF, written by Joseph Miller, is packed full of rules for expanding your d20 fantasy campaigns into the Dream realm: Have your characters journey to these planes on an epic quest, or even set your entire campaign in a Dream Realm that would make Morpheus proud.
The flowing is a brief breakdown of what lies within the chapters of Dreamscapes:
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.
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.
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.
THIS PRODUCT IS 100% OPEN CONTENT.
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; "
––Lord Byron, The Dream.
Take your d20 characters to adventure in worlds beyond sleep! Dreamscapes provides rules to help GMs create exotic and unique Dream Planes for their players to experience and explore. It presents a 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.
This 157-page PDF, written by Joseph Miller, is packed full of rules for expanding your d20 fantasy campaigns into the Dream realm: Have your characters journey to these planes on an epic quest, or even set your entire campaign in a Dream Realm that would make Morpheus proud.
The flowing is a brief breakdown of what lies within the chapters of Dreamscapes:
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.
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.
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.
THIS PRODUCT IS 100% OPEN CONTENT.


