From Dreams

Treechaser

First Post
Our dreams can be an interesting and richly bizarre source of inspiration. In the past, I have used several things from my dreams in my campaign. I was just wondering if anyone else has exported any ideas from their dreams to their campaigns. Here are some of the ideas that i have translated from dreams into campaign ideas and material.
While swimming, a pc climbs a tree on a nearby hill to try a dive. The pc accidently uproots the old dead tree. The hill screams in pain! Turns out the hill was a long slumbering elemental creature. It cursed the pc who hurt it, causing the pc's dex to drop by half and preventing him from moving fasting then his base movement rate.
A carniverous plant takes root outside of a small town. It has vine-like roots that are fast growing burrowers. The plant sends out the roots to use it tremorsense ability to sense targets on the surface. The targets are grabbed and constricted. Once dead, the body is dragged back (underground) to the main plant to be consumed.
Anyone else have any dreams they have converted to use in a campaign?
 

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I created an adventure where the PCs were asked to travel into the dreams of a coma-bound boy. This boy was a budding psionicist (2nd Edition -- dreamscape stuff) and his personality had been split into two parts (good and evil, like Kirk in that transporter accident). His dreamscape had a "nightmare" side and a "faerie tale" side, and the PCs had to bring the boy's two halves together and get them to accept each other. I used it as a springboard for my first Planescape campaign. I have some of the details of the adventure and a map here:

http://webpages.charter.net/ericnoah/noahrpg/dreamland.htm
 

Very cool, Eric!

There are some interesting dream-related rules in Atlas' Occult Lore (for 3.0). They cover interacting and manipulating dreams via "lucid dreaming", even entering those of others, and some monsters, templates, and items. I think they added more dream monsters in their monster book.
 

Actually, I just finished writing up a 350+ page book upon how to run a campaign inside a dreamscape.

It includes 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 example Dream Planes for inspiration and quick use in adventures and campaigns. Presents a system for balancing a character's ability to exaggerate their abilities in the Dream Plane and even influence the reality of the Dream Plane itself.

It examines 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. It also includes information on the standard racial dream traits and surreal class features, which are used to embellish characters within a Dream Plane.

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. Introduces 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.

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.

It also includes a sample Dreamscape campaign setting with new an unique planar traits and introduces a new currency system, weapons, armors, and alchemical items. It provides information on the unique rules that govern spellcasting within the world and new spells. Provides information on the various races, flora, and fauna, which inhabit the world. It also presents information upon the deities and organizations, which influence the comings and goings of the setting and the prestige classes associated with them. Contains a brief history and timeline of the people and events, which have shaped world's past. Provides a map of the dreamscape and offers information upon the current events, rulers, life and culture, and major landmarks of the various domains and realms within the world.

It also includes appendices on alternative rules, monsters, and quick reference sheets.

I'm hoping it'll come out in the 4th quarter 2004, though I've not hammered out all the details yet... When I do ENWorld will probably be the first place to know ;-)
 

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