The Dreamscape, part 2 – Adventuring


Welcome to our second foray into the Dreamscape. The first covered background and cosmology and introduced the plane. This part covers the effects and experience of adventuring there. What follows is my take on previous sources’ attempts to mechanise the strange behaviour of the dreamscape mixed with my own ideas. All are experimental and I recommend altering them in play where you see fit. Some Dream-based sources suggest using Wisdom or Intelligence as a guide to ability within the Plane of Dreams. Where possible I have avoided this. For one, it disadvantages characters with low scores in those statistics. Two, I’m not sure there is an obvious connection between intelligence or wisdom and the strength of dreams or the ability to manipulate them. Intelligent dreamers can still experience uncontrollable nightmares or strange unruly dreams. A variety of texts on dreams served as inspiration for parts of these posts, which I have added to Personal Appendix N.

The other parts of the articles relating to the dreamscape are listed below and will be linked when they are complete:

Adventuring in the Dreamscape

Jorge Jacinto – Abandoned

The Dreamscape is not just unusual locations, creatures and people. The very environment itself can be an unnerving or transcendent experience for adventurers. Outlined below are rules, suggestions and guidance on making adventuring in the dreamscape feel unique. Players should be left with an impression of a unique, strange and wondrous world. However, they should not feel like everything was beyond their control. Player agency is of vital importance, so if the rules interfere with that feel free to change them.

Dreamself vs Physical adventuring.

PCs may use Dream Passage to enter the Dreamscape, appearing there as a tangible but phantom projection of themselves. Alternatively, they may arrive physically via a portal on the material plane or through magical transit. Each of these methods of transit can be found in Part 1. In some of the following sections, a distinction is drawn between the two forms of entrance. Rules may apply to one, the other or both and some behave differently depending on how a traveller accesses the Dreamscape. Regardless of how a PC enters the plane they retain all abilities, items and their current HP etc. If entering through sleep they do not gain the benefits of a long rest before entering the dreamscape, nor when they return. Cautious travellers would be advised to fully rest before attempting to transit through the passages of sleep.

Willpool – Optional Rule

Willpool is a measure of resistance to and strength to shape the dreamscape’s energies. Willpool can be spent and replenished only whilst in the dreamscape. When first entering the Dreamscape, a PC gains Willpool points equal to one of the following, chosen by the DM:

  • Proficiency score
  • Number of Hit dice divided by two
  • Wisdom and Intelligence bonuses added together (minimum of 1)

Whilst the DM may introduce additional methods, Willpool points can be spent in the following ways:

  • Add a d4 to a skill check or saving throw.
    • A PC who spends sufficient time in the Dreamscape may become more proficient in controlling its energies. At the DM’s discretion, a PC may increase their Willpool dice to d6.
  • Cast one of the following spells (point cost in brackets): Thaumaturgy (1), Minor Illusion (1), Silent Image (2), Disguise Self (2).
  • Attempt to prevent or create a local Dream Shift
  • Reduce Travel Time between locations or reduce the chances of a random encounter during travel
  • When rolling hit dice for healing, you may re-roll each dice once.
  • Become temporarily unaffected by one of the current Effects of the Plane

Willpool replenishes slowly at a rate of one point per day spent on the Dreamscape. If a PC wishes, they may expend hit dice during a short rest to gain back Willpool, up to their maximum value.

Effects of the Plane

The dreamscape is perfidious, its ground rules and logic twist and shift under its inhabitants feet. Whilst permanent locations maintain some semblance of continuity, other areas are unpredictable and wild. As such, you may wish to implement changes to rules, mechanics or abilities in order to make the dreamscape different or out of step with ‘normal’ play. Before an adventure, decide on two to three such effects, suggestions can be found below. When the PCs arrive, or beforehand through augury etc., you should ‘hint’ as to what these changes are. When the PCs return to the dreamscape, or after significant time spent there, you may change one effect. Note: Do not change all the effects at once or too regularly. This will create too much randomness and prevent the PCs strategising appropriately. Willpool may be expended to ignore or revert any of these changes for one round.

1Damage Swap: Two damage types are swapped. An effect that causes one now causes the other.
2Alacrity/Lethargy: Movement is slowed down or sped up. All creatures movement is increased or decreased by 10 feet.
3Ill-being/ Well-being: The dice size of healing abilities, spells, items etc. is reduced or increased by 1 size e.g. a d8 becomes a d6 or a d4 becomes a d6.
4Glide: All inhabitants of the dreamscape hover a few inches off the ground during their movement. At the end of their turn they must be above solid ground as they will return to rest periodically.
5Deep Haze. The world is obscured by a deep fog and shimmering distortions. Sight distance is halved in enclosed areas and severely limited to the immediate surroundings in open spaces. Things beyond sight range are heavily obscured.
6Passionate Sentiment: Emotions are heightened and somewhat uncontrollable. Charisma, Intelligence and Wisdom saves are made with a -2 penalty or with disadvantage for a simpler, stronger effect.
7Garbled Speech: Communication is difficult, words are muddled. Attempts at influence and persuasion are made with disadvantage.
8Where did I put that?: Items have a habit of not being there when you need them. When a PC seeks to use an item not currently in their hands, there is a 1/10 chance it is not there. The item reappears in one round if in combat or one hour if not in combat.
9Fragility: All creatures HP maximums are reduced by 10 to a minimum of 1 HP.
10Forgettable: Any ability checks that rely on memory are made with disadvantage.
11Herculean: Any ability checks that rely on physical prowess are made with advantage.
12All consuming darkness: nightvision ceases to function. In addition, or instead, creatures not in an area of at least dim light take 1 HP of damage at the end of their turn.

“You are aware that the rite is unpredictable. You may wander long and become lost during your search for the faint texts of the future. However, you must take this risk. Findings are too important and we have means to soothe your mind upon your return. Our cures are generally successful…but you should make your peace regardless.”

Dobhlain, High Notary of the Temple of the Scribe

Wanderlost – Optional Rule

Odilon Redon – Reflection (1900-1905)

Spending too much time in the dreamscape can be dangerous to one’s mind. The Wanderlost suffer a form of psychic capture and attachment to the dreamscape and are often unwilling to leave its boundaries. The effect of Wanderlost ranges from slight ennui when in the material plane to catatonia, madness or a complete refusal to leave the dreamscape. Fae creatures and Divine entities are particularly susceptible to the beguiling pull of the Dreamscape. Certain locations, such as Vanikarukam, prevent Wanderlost whilst others, such as the Soft Estate, magnify it.

Wanderlost functions similarly to exhaustion. Various effects can cause a PC to gain one or more levels of wanderlost. The effects of each level are cumulative adding to those of the previous ones. The DM may rule that a saving throw be taken to try and avoid gaining a point of Wanderlust. Examples of effects that cause Wanderlost are as follows:

  • Spending your last point of Willpool gives one level of Wanderlost
  • When taking a long rest, a creature should make a Wisdom Save DC 10 or gain one level of Wanderlost. A creature cannot gain more than one level of Wanderlost per week in this way.
  • When affected by the Frightened or Charmed condition a PC gains one level of Wanderlost
  • When suffering Psychic Damage a creature should make a Wisdom Save DC 10 or gain one level of Wanderlost

Levels of Wanderlost can be removed by anything that cures exhaustion, e.g. Greater Restoration. Long rests outside of towns and cities of the Dreamscape do not reduce Wanderlost. If the PC has a specifically prepared material memento tied to the waking world, they can meditate on it once per day for 1 hour to remove one level of Wanderlost.

Level of WanderlostEffect
1Disadvantage on ability checks when not in the Dreamscape.
2Afflicted by a Long-term Madness (DMG p. 260) when leaving the Dreamscape.
3Fact and fiction blur together. Saves against spells from the Illusion school and those that cause the Frightened or Charmed effect are made with disadvantage in and out of the Dreamscape.
4Increase Willpool by 1 point and the dice size to d6. They gain disadvantage on WIS and INT saves when not in the Dreamscape.
5Increase Willpool by 1 point and the dice size to d8. Afflicted by an Indefinite Madness (DMG p. 260) when leaving the Dreamscape.
6When not on the Dreamscape the PC is catatonic. The PC is unplayable until it recovers to a lower level of Wanderlost. If the PC is in the dreamscape, they refuse to leave under any circumstances, becoming catatonic if forced to.

Injury and Death

“When we dream of death, we awake to do deeds like our ancestors. When we die in a dream we are forbidden from meeting them.”

Controversial translation of Analect 6.3.27 from Rune Songs and Sayings of Talask-Mul
Paul Falconer Poole – Sketch, (?Ophelia) (N.D.)

Death of an adventurer’s dreamself usually results in awakening unharmed, much like that of a regular dream. However, some injuries can be carried into the waking world. Psychic Damage and the abilities of some creatures can affect a dreamer’s physical body. In addition, the DM may decide that death of a dreamself is more traumatic than death in a regular dream. If so, they should choose one of the following consequences:

  • The PC loses half their current HP and does not receive the benefits of a long rest
  • The PC suffers a Permanent Effect of the Dreamscape
  • The PC gains a point of exhaustion and does not benefit from a long rest

When physically travelling in the dreamscape, death there is very real and permanent. Resurrection magic does not work as it does on the material plane, the soul being partially absorbed into the dreamweave and redistributed through the plane. Those who wish to recapture and resurrect such a dispersed soul will have to travel to many lands and endure many trials and tribulations. Alternatively, the DM may rule that if a PC is resurrected in the Dreamscape, they suffer from wanderlost or, if not using those rules, an indefinite madness (DMG p.260).

Problems of Recall – Optional Rule

Memory interacts strangely with the dreamscape. When in the dreamscape adventurers may not remember their waking or material life. When they return from the dreamscape they may not remember all that they did there. Only those trained or safeguarded against it are immune. A material memento can also help safe guard against such disruptions of memory. This requires some buy in from the players in regard to role-play. Consider providing a brief list of the things PCs remember from the material or when they return to it. However, you may also wish to do the following:

  • When attempting to utilise information from their life on the material plane, PCs must make a WIS check DC 12
  • When PCs role-play their loss of memory or its fragmentary nature, award Inspiration
  • When the PCs re-enter the material plane they have wounds they don’t remember suffering, changes in clothing, a small amount of missing gold or even a companion they don’t recall meeting.
  • Call for Wisdom checks after they return from the dreamscape. On a success, feed them a snippet of something that happened in the dreamscape that they have just remembered. This should not be prescriptive but rather a choice of action e.g. ‘You remember a …What did you do?” Multiple PCs could be involved in such flash backs.

A good option for this style of play is to make them rediscover things they have done in the dreamscape previously when they visit for what they believe is the first time. For example, the PCs wake with a dreamscape object in their possession. They must re-enter the dreamscape to learn what they did there. Some NPCs will remember them but they will not remember the PCs. Allow them to gradually relearn what they did. Be concrete only about the general aspects, players can fill in the exact details. You should not be prescriptive or behave as though the PCs did something their players would not wish them to do.

Magic in the Dreamscape

“So what? We been round the field a few times… that’s why you sought us out in the first place. Right, well if you must know, it was a dreamscape job. Our witch over there…don’t point! She don’t like that. Anyway, she done her swirly hands before monsters explode in flames thing…except in that place that ain’t what happened…yadda yadda yadda explosion of flowers and perfume, she has three arms and I only has one. It’s the same number total, you want us for the job or what? “

Overheard conversation in The Taught String Pub, Stok.

Magic generally functions as intended in the Dreamscape, however the raw materials of the plane can produce unusual effects. Divine casters experience a slight estrangement from their gods whilst those attuned to nature experience vertiginous communes with the land, flora and fauna. DMs and Players should free to describe unusual visual changes to spells in keeping with the dreamscape’s somewhat surreal nature. If you wish, you may implement the more impactful changes suggested below:

  • Sleep – If targeting a dreamself, you may forgo the spell’s normal effects. If you do, this spell instead causes psychic damage spread evenly between creatures in its area of effect equal to the HP rolled.
  • Dream – Whilst on the plane of dreams, this spell allows for communication with the Material plane. The spell functions similarly but may target a creature on the material plane.
  • Etherealness, and other spells that interact with the ethereal plane, do not work on the dreamscape. The plane is not in close enough proximity to the ethereal plane.
  • Spells that target the dead, such as Speak With Dead, or interact with, prevent or undo death are unreliable in the Dreamscape. Their caster must make an Intelligence (Arcana) check DC 15 or the spell slot is consumed and the spell has no effect.
  • Once per day, casting Divination or Transmutation magic has a chance of one of the following effects:
    • Returning a lower level spell
    • Providing a point of Inspiration
    • Removing the penalty from multiple casts of divination spells
  • Illusion magic may be much less or much more effective, most creatures in the Dreamscape experience strange effects regularly.
  • Magic and spells are wont to go awry. When casting requires a saving throw or hit roll, a natural 1 creates an unusual side-effect in addition to the spell’s normal effect. The caster, or DM, should roll on a Wild Magic Table, such as that found in the Player’s Handbook (p.103).
    • Before the result is announced, a PC may expend Willpool to control the surge and prevent it from taking effect. You may wish to hint at the effects before they decide.
  • Due to the altered appearances of spells they may be harder to identify with Arcana Checks

Permanent Effects of the Dreamscape – Optional Rule

At your discretion, a PC may suffer additional effects from being in the Dreamscape. Perhaps they stayed too long, were affected by a high level of Wanderlost, suffered the death of their dreamself or encountered an unnerving inhabitant. Such effects rarely go away, even if subsequently cured of Wanderlost.

d20Permanent Effects
1Your eyes change colour regularly, unnervingly shifting hue. They faintly glistening in moon light.
2You become easily forgettable, those you have not seen in some time take time to remember you.
3Narcoleptic attacks occasionally cause you to fall asleep with little warning, you wake up from them screaming.
4The reality you experience is unstable, you are beset by unreliable visions. Strange whispers buffet the mind, occasionally providing insights but more often leading you astray. Once per day you may gain advantage on a roll of your choice but the DM may also cause one roll per day to have disadvantage. These cannot be the same roll.
5You resonate in sympathy with fiction and fable, blurring the line between reality and myth. Creatures have disadvantage on saves against illusions you create but you gain disadvantage against illusions created by others.
6Your words are inspirational but cryptic forming a poetic but fragmentary, rolling prose.
7You require absolute silence to sleep and dream, you often go to extreme lengths to seclude yourself at night. If you do not, others who sleep near you are beset by horrific nightmares.
8Food becomes less sustaining. In its place you hunger strange experiences, drugs, colours and knowledge.
9Upon waking you must spent 1 hour religiously copying out every fragment of your dreams in an ever growing journal. You permit no others to ever look at its contents and are convinced that within it lie powerful secrets.
10For one hour after you wake, illusory images follow you around. Some are frightening to children.
11You are convinced you were born and raised in the Dreamscape and that your waking life is a lie. You take a new name and fashion a new history for yourself destroying all your mundane belongings.
12You are convinced that all divination magic is evil and the result of speaking to nightmares. You will not abide it in your presence nor cast any such spells yourself.
13You frequently wake with blood in your mouth and teeth on your pillow. Your teeth gradually and painfully grow back.
14Dreamweave exudes from your body like sweat. It leaves a shimmering, distorted haze as you pass by.
15Your blood is tainted, when wounded, it is as likely to drip to the ground as it is to turn into butterflies and soar on the wind.
16Your mind is inexorably shifted. You lose proficiency in a random skill and gain proficiency in a different random skill.
17Memories of the Black Sun haunt your waking life. You gain sensitivity to sunlight.
18You are able to summon a Dreamguide to the waking world. The Dreamguide functions as the Find Familiar spell with the following modifications: It cannot deliver a spell you cast, nor can you see through its eyes or communicate with it telepathically. It is however invisible and can talk to you telepathically, which is disconcerting when you talk to it with others present.
19You cease to age naturally when awake. This slows your ageing to 1/3 of normal.
20When someone else sees your reflection they do not see you but rather someone else familiar to them.

The Dream Habitat


Weather in the dreamscape does not follow the regular seasonal logic of the material plane. It is just as likely for extreme heat to follow snow as for gentle rain to precede clear skies. Experienced dreamscape travellers learn to predict the weather through tell-tale signs of change in the dreamweave. Provided below are some examples of gentler, cosmetic, dreamscape weather. More dangerous hazards, such as melt rain, are outlined in the hazards section of Part 3- Journeys, Environs and Hazards. Try not to use strange weather too often or it will lose its impact.

d20Unusual Weather
1Rain: Falls into the sky rather than out of it
2Rain: Paint pigments fall from multicoloured clouds. As they dry, they leave no stains.
3Rain: The rain is literally sideways, falling parallel to the ground
4Rain: Huge globs of rain the size of fists batter down from the heavens
5Rain: The rain is comprised of tiny objects: coins, tiny feathers, buttons, leaves etc.
6Rain: The rain falls in perfectly circular areas 15 feet across that move out of the way when moved towards
7Wind: The wind draws strange geometric patterns in the dust and grass
8Wind: The wind blow simultaneously in many directions
9Snow: Purely visual, effectively an illusion but blocks vision
10Snow: The snow is actually comprised of perfect crystals that reflect the light in prismatic beams
11Snow: As the snow is moved through it disconcertingly squeaks in pain or giggles every so often
12Temperature: Objects appear to freeze or burst into flames, the effect is purely cosmetic
13Humidity: The density of the air is palpable, pushing through it leaves faint trails of colour and visual echoes
14Fog: A haze of purple fog clusters around the ground like a thin blanket of amethyst dust
15Fog: The fog hovers ten feet into the air obscuring vision of the sky. It collects inside buildings and twinkles with ruby light
16Hail: Tiny, multicolour crystalline shards drop from the sky. They shatter into harmless sprays of glistening rainbow dust.
17Rainbow: The sky is covered in arcing rainbows of singular colours. Black and white arcs cut through them at periodic intervals.
18Storm: A ravenous storm arises in the blink of an eye. It soaks everything, rattles the earth with wind and dissipates just as quickly.
19Thunder and Lightning: Flashes of darkness rather than light, thunder swallows sound briefly creating absolute silence
20Thunder and Lightning: The sound of drums rolls in the sky, flashes of spiralling thunder curves in beautiful arcs


Clouds on the dreamscape are shaped and carved but the unconscious thoughts of material beings. Alongside the regular plethora of shapes, travellers often encounter portentous or unusual ones:

1The sky is saturated in a deep blanket of formless cloud. Occasionally, the clouds ripple in unnerving oscillatory patterns.
2A fleet of cloud ships sails gracefully overhead leaving a wake of fluctus cloud formations like rolling waves in the sky.
3A slow scene of animals hunting plays out in the heavens: Wolves stalk sheep, a spider catches a fly, a spearman brings down a wildebeest.
4The clouds streak across the sky as if propelled by super sonic winds, all below is still and calm.
5Inverted pyramids of cloud point down from the sky in clusters of various sizes. They rotate gently like spinning tops.
6The clouds drift together, forming letters and words that gently dissolve before their meaning can be construed.
7The clouds take the shape of a monster previously fought by the party. It slowly stalks them, following their path.
8Structures, buildings and geological formations from the PC’s past or home form and then slowly decay to ruin.
9A gigantic front of rolling clouds moves slowly towards the party. Always coming closer but never reaching them.
10The clouds form strange intertwining spirals and geometric patterns that constantly mutate.

Bright Moon, Black Sun

Odilon Redon – ?Silence (?)

No true sun warms the dreamscape. Occasionally, hues of red poke through the ephemeral skies, the faint gaze of Lonrualain heaven light deflected by strange cosmology. Instead, the Bright Moon shines at day and at night the Black Sun bathes the land in darkness. Understanding of these faux-celestial bodies is fragmentary but most scholars agree that they represent different aspects of the Moon. When the Bright Moon is full, the Fae realm is in closest conjunction with the dreamscape and encircled by a faint green corona. When the Black Sun, the moon’s ill-lit reverse, shines strongest, the power of shadow and nightmare grows strongest. The wax, wane cycle of these bodies is irregular and tempestuous, despite their impact on the material and connection to its fae moon.

Wax and Wane – Optional Rule

The shifting phases of the Bright Moon and Dark Sun saturate the dreamscape with strange empyrean energies. The Bright Moon lazily grows from minimum to maximum while the Black Sun shifts from calm absence to breathing its full anti-light across a terrified plane. Occasionally, they conjoin in events such as the rare Weeping Eclipse or Month of Dusk. Suggested effects for the different phases of these peculiar celestial bodies are found below:

Phases of the Bright Moon

PhaseDescriptionEffect on the Dreamscape
Winter Wane / MinimumThe barrier between the Dreamscape and the Astral grows weak. The Bright Moon shrinks in the heavens.Divine creatures are empowered and can walk more safely across the plane. Premonition and augury are closer to the truth.
EquilibrialShining clear and true, as true as anything in the plane of dreams can be.No effect.
Blazing / MaximumThe exaggerated churning of the Sea of Emotion saturates the air with the saline scent of sentiment. Fae creatures walk freely over the land.Fae creatures and Lycanthropes are empowered. The wild flora of the plane becomes more dangerous and spreads widely.
FlareThe land is suffused in periodically pulsing light. Strange ozone scents assail the nostrils and magic users feel queasy and ill at ease.The chances of Wild Magic Surges increase. Spells have a 50% chance of increasing in power or affecting an additional random target.
Month of DuskThe Bright Moon and Black Sun appear together in the sky. A heavy grey light suffuses the landscape refusing to fall into night or lift up to day.There is no night, there is no day. Outside, everything is only dim light.

Phases of the Black Sun

PhaseDescriptionEffect on the Dreamscape
NewThe tearing horror of the deepest night is a faint memory. Dwellers on the material plane enjoy restful sleep full of soothing reminiscence. Creatures have advantage on saving throws against being frightened. Transit to and from the material becomes easier.
Wax / WaneA good calm night, neither piercing in intensity nor lit too bright for comfort and solace.No effect.
FullThe Black Sun beats down unearthly rays of night, dark and terror. If not indoors or undercover from its rays, a creeping horror seeps into the mind of exposed creatures. Nightmares proliferate in the material plane and some who experience them never awaken. The gates of the Dead Cities of Valnoth swing open, allowing out their dreadful contents.Creatures have disadvantage on saving throws against being frightened. Traditional portals to the plane lock shut to keep the horrors in.
Weeping EclipseThe conjunction occurs slowly over several days or weeks. The faint emerald haze of the Bright Moon drips like blood or the tears of a god. Fae creatures howl and wail in grief from some unknowable loss. The landscape rumbles, shifts and becomes unstable. Travel hazards are more common.


“It is true that I look young, not unlike a tadling with new and glistening limbs. Yet there are ancient Ngoka, grown superlative in size and horn, that cannot match the aeons I have lived in dream. The wisest of elders pay me respect, you would do well to do likewise.”

Yorunta ‘Closed Eye’ Dwenchalla, Chief Seer of The Wideglade

Time is irregular and somewhat elastic in the Dreamscape. A day may last a few minutes or a few weeks and not all areas of the dreamscape experience the ‘same’ time. Furthermore, time passed in the dreamscape may not be mirrored in the material plane. Weeks might pass adventuring in the dreamscape only for returning adventurers to find that material time has stood still or centuries have drifted by.

Irregular time can add to the surreal nature of the dreamscape, however do not make time arbitrary. Adding time pressure is good, having the PCs miss the action or lose control of their plans is bad. Generally, time should pass slower in the material and the PCs should return not long after they left. Alternatively, decide how much time will pass during the PCs’ absence and allow them to take as long as they need in the dreamscape. This makes it easier to plan what, if anything, has happened in their absence.

The following table can be used to determine the relationship between time on the material and time in the dreamscape. Only roll once for each excursion into the dreamscape. Note: rolling a higher die increases the potential for more extreme results:

d4-12Dreamscape vs Material time
1 – 2Time is equivalent between both planes
3Times is closely matched but unequal between both planes
43 to 1, 1 day to 8 hours
56 to 1, 2 days to 8 hours
612 to 1, 4 days to 8 hours
78 hours is a week
88 hours is a month
9Weeks pass in a night
10Months pass in a night
11Many years pass over the course of one night
12Entire Aeons may pass before the new sun rises and the cockerel crows its ascent

Time Irregularities

“I once watched the Bandren track and lure Hlandrells onto the great Plains of Kermesan. I was sure they would lose their speedy prey to the infinite flatness of those parts. Even the mean pace of the Bandren’s Chetrach packs could not match the Hlandrells’ multi-limbed gait. I imagined that the hunt was lost but instead it was a trap. As the Hlandrells scattered, several hit pockets of glistening air I had not noted before. Time within that air seemed slowed, their speedy flight reduced to a sluggish pace. They became easy pickings for the quick bows of Bandren and the sharp teeth of their Chetrach cats.”

Tor Dentih, chronicler of the Maidstone Court

Below are some suggested time anomalies that can add character in areas of the dreamscape where time flows unusually. Time distortions do not have to affect all PCs, Creatures, objects etc. evenly.

  • The duration of spells, abilities are halved or doubled outside of combat.
  • Hair and nails grow faster, food spoils quicker and thirst, hunger and exhaustion occur more rapidly.
  • Arrows take longer to fly, making aiming difficult. Dropped objects fall slowly, reaction times are improved.
  • Speech is laborious and low pitched as if being played back from a tape machine too slowly.
  • Time speeds up during travel leaving only a montage of memories. Brief blurry snapshots of events and places.
  • Wounds heal faster or slower.
  • Clothing and hairstyles change, scars appear without inciting incidents and supplies vanish.
  • Pockets of terrain 40feet wide are affected as if by the Slow or Haste spells. This effect cannot be removed by Dispel Magic or other abilities.

Hunger, Thirst and Ageing – Optional Rule

You may rule that the PCs are not affected by hunger, thirst or ageing whilst in the dreamscape. This is particularly apt in the case of dream passage. Creatures in the dreamscape generally age but some are functionally immortal, ignoring the vicissitudes of time. Creatures, in general, hunger and thirst but not always for food or drink familiar to those on the material planes. You may rules that sustenance can only provided in such ways – drinking tears shed in anguish, eating the In addition, you may rule that hunger, thirst and ageing catch up with PCs when they return to the material plane. However, this should not generally be used to significantly harm the PCs or at the very least they should be aware of it in advance.


There we go, some rules and advice for making adventuring in the dreamscape more flavourful. I think there is more to be mined here and some playtesting needed to improve the ideas in practice but for now its good. I may never get the time to revise all this stuff so it will have to be. I would be very interested to know what people think or if they have suggestions for improving on this outline. In particular will pool and wanderlost that I think are key mechanics that could probably be implemented differently.

Next up we will be looking at Journeys, Environs and Hazards in the Dreamscape. Considering how long each part seems to be taking I imagine it will be at least two weeks before that part is complete. Hopefully, you have enough to chew on for now. See yaz.

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