The Dreamscape, part 3 – Journeys, Environs and hazards

Introduction

Welcome to our third foray into the Dreamscape. The last part covered adventuring on the plane and making it a flavourful experience. This part covers travel and the environment. There was some thinking about and nailing down ideas about travel mechanics and how random encounters work or are generated. That stuff will feature in its own separate post since it doesn’t concern the dreamscape and this post was getting unwieldy. Partly as a result, I will be making a new final part to the series…eventually. It will contain the various extra elements and tables not included or that doesn’t fit elsewhere.

As per the previous entries in this series, there is a distinction drawn between entering the plane through dreams and physically entering the plane. Some elements apply more to one rather than the other but you can also make your own judgements. A variety of texts on dreams and other inspiration have been 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:



Travel through the Lands Between

Max Ernst – Europe after Rain (1940-1942)

The permanent locations in the Dreamscape serve as outposts of constancy in an otherwise shifting landscape. Expecting to navigate the dreamscape as one would the material plane is a fool’s errand. Distances are flexible and changing, directions and direction may make little sense to those used to the material plane’s rules. An adventurer may travel in a straight line for miles only to see the town they set off from arise from the horizon in front of them. No one who travels the dreamscape arrives at their destination simply from following a path. A traveller must wish to get there, try hard in the travel and be certain they will arrive, no matter how easy, hard or endless the route may seem.

Travel in the dreamscape should be a somewhat disorienting and esoteric experience. Geography, distance and movement don’t tend to operate in a consistent and predictable manner. You may decide to hand wave travel if that is what you normally do in your campaign. This is, of course, fine. However, travel in the dreamscape is another opportunity for encountering some of the weirder and wondrous elements of the plane. At the least, consider having some encounters that are flavourful in between locations or utilise the descriptive elements when narrating the travel montage. The Dungeon Master’s Guide (pp. 108-112 etc.) provides some travel guidance and rules that you can use to supplement those provided below if you wish.

Travel

If you desire to have a mechanical way of handling travel, a skill check system works well. A skill challenge is set for each journey through or exploration of the Lands Between. Due to the unusual nature of the landscape and environments and PCs unfamiliarity with them, you may wish to increase the DCs for tasks that would otherwise be easier on the material plane. Being accompanied by a Dreamguide should improve the party’s chances, either through providing an automatic success or providing advantage on appropriate checks.

As well as the usual consequences or those specified by the DM, failures during a Travel Skill Challenge may additionally result in:

  • The party gaining a point of wanderlost
  • The party losing a point of willpool

Dreamscape specific rewards for completing the Travel Skill Challenge might include:

  • A point of Willpool
  • Losing a point of Wanderlost
  • A Dreamscape Trinket

Journeying through the Lands Between is best served as a type of point crawl. However, Distances/Durations of journeys between locations are flexible and determined during the journey. The Dreamscape Map, included in part 4, utilises the Duration and Danger rules here. Each route has a Duration and Danger rating displayed as (x/x) beside the route. The first value, duration produces a randomised length that takes into account the shifting landscapes of the dreamscape. The following additional factors may influence the Duration and Danger of a route:

  • Dreamguide accompanying the party – May reduce Duration by up to half, rounding down, and Danger by 1.
  • Dreamscape Map – Reduces Duration by d4/d6/d8 depending on its power.
  • Willpool – Willpool can be spent to reduce Duration of a journey by d4 or reduce Danger by 1.
  • Onieric Compass tuned to the destination – Reduces Duration by half.

Finally, you may consider adding a final step to the Travel Procedure:

  • (Optional) Each PC gains a point of Wanderlost (no more than 1 per week), a saving throw may be allowed.

You can also create a lower level point crawl that slots between two permanent locations of the Dreamscape. This might include different choices of routes, short encounters, discoveries or adventures laid out almost like a dungeon map. This can be particularly effective if you wish to make the area between two of those locations a larger part of your adventure rather than visit many permanent locations.

Optional Rule – Dreamself Travel

When navigating the dreamscape as your dreamself movement is more flexible. Travel may be fast forwarded in a blur of images or PCs may float or fly with enough mental effort. However, such motion does not have to be allowed in all cases. Certain encounters or locations may enforce a more ‘material’ interaction with time, space and motion. If you rule it appropriate, PCs may cast the Fly spell once per day and reduce travel time by half.

Leaving the Dreamscape

When a PC attempts to transit their dreamself to another plane (except the one their sleeping body is on), they must pass a Charisma Save DC 25. If they succeed, their dreamself transits into the new plane in a ghostly, spectral form. If they fail, they are prevented from crossing the planar boundaries for 24 hours and suffer 3d10 Psychic Damage. Their spectral form is unable to interact with objects on the new plane but may communicate and observe. When a PC attempts to transit their dreamself to the plane their sleeping body is on they simply awaken.

A PC who wishes to return to their own body by awaking, rather than via a portal or other means, must pass a CHA check DC 15, which can be attempted once per hour. Some forces and locations in the dreamscape may make waking difficult or prevent it entirely. Alternatively, a PC may attempt to reduce their dreamself’s HP to zero bearing in mind any penalties ruled by the DM. If a PC’s physical, sleeping body takes damage they will wake automatically, returning to their body.

Maps, Routes and Means of Travel

“You ever seen a dream map?! They make ’bout as much sense as the rest the bloody place. Sure, it might tell yer what’s next to what but it won’t tell yer the distance, route or the bloody direction. Better off askin’ the locals in my opinion, askin’ them real nice like…so they don’t eat you.”

Tekah Deep-sound-echo, Neren explorer and scholar

Maps of the dreamscape generally show relational, vague connections and potential paths. A more precise map is impossible without magical cartography that can adapt to the plane’s inconstancy. The plane’s borders with the Astral and Fae realms remain fixed but things between are in constant flux. Many inexperienced travellers become wanderlost or find it impossible to find a return route. The plane’s inhabitants often understand routes to the nearest locations but sensible travellers seek out an Onieric Compass, utilise a Dreamguide or seek passage with a Trade Caravan. A lucky few may have access to a Dreamway powerful or ancient enough to wind across the plane. At the port of Vanikarukam one may seek passage on a ship, perhaps even the fabled Dreamstalker that plies its route between the sea of emotion and the material plane. Ships also transit the waterways and skies of the dreamscape to reach other locations. In Part 4 – Locations, a generic map is provided that suggests connections between permanent locations, as well as their rough Duration and Danger.

Unusual Routes

Travel across the Dreamscape sometimes requires utilising unusual and esoteric routes. The geography of the plane is as much psychic as physical and direction, geometry and other factors are often moot. Such routes are rarely discoverable by accident and require an inhabitant of the dreamscape, a hidden text or arcane knowledge to uncover. Occasionally, such travel defies normal logic as illustrated below:

  • Swim to the bottom of a lake to reach the hills beyond.
  • Climb and fall from the highest peak, blow a whistle just before you hit the ground.
  • Take only left turns, when you arrive where you began, take only right turns to arrive where you should go.
  • Collect four leaves and seeds of different trees, plant them in the soil and climb the giant tree that grows there.
  • Find the door in the middle of nowhere, step through twice once in each direction.
  • Reach half way and then refuse to move for three nights. When you exit your dwelling on the third morning you will arrive.
  • When you glimpse your destination on the horizon, turn back for three days and you will arrive there.
  • Travel only at night, travel during the day will make you lost or undo your progress.

Means of Travel

Odilon Redon – The eye like a strange ballon goes to infinity (1882)

Various means of travel are potentially available to travellers. Some provide safety, others speed and yet more provide potential adventure hooks:

  • Path Sounders – Mercenary guides with carts, litters or carriages that traverse the Lands Between. They use magic songs and sounds to tune in to the resonances between locales, often with the aid of strange musical instruments. Not all are reliable and some who have made use of their services have not been seen again.
  • Uktoma Trade Caravans – Unswerving passage across the planes is a hallmark of these traders. Only through passage in their caravans can one find and access their Still Forts, small oasis of continuity in a shifting landscape.
  • Feathered sails, water wheels, mirror hulls and shadow ships – Various strange ships ply their wares or raid along the shores of the Sea of Emotion. Some are open to passengers, for a fee or service. Ships improve travel times but the seas are not without their own dangers, including other ships.
  • Sky Eye Balloons – The people of the Land of Hsiun harness Sky Eyes to float on the Scenic Winds that carve the dreamscape’s vistas. Their hermetic and reclusive life style does not make them predisposed to travel companions, although those that congregate in the ports of great cities are often more amenable.
  • Strange Steeds – As well as ordinary animals of transit such as the horse, many mounts are available to those with means or the guts to master them. Winged Flargans, spined Daom, many limbed Hlandrell and mesmerising Shimmeraks to name but a few.
  • Troupes of Wanderlost – Some artists, actors, craftsmen and musicians, such as Ikonu’s Players or the Stonesingers, have reputations and routes that take them between the great cosmopolises. Being Wanderlost, travel with such groups may risk sanity or succumbing to Wanderlost your self.
  • Winding Waters of Slumber and Reverie – Permanent rivers snake through some parts of the Dreamscape. Many are monitored or guarded and require tolls to pass along. All are plied by riverboats and tugs that maintain the trade and news between the regions.
  • The Andavalach – The great river that runs through realms and when the weave is right connects the the Astral and Fae realms via its transit through the Dreamscape. Several dangerous tributaries flow to and from the ethereal edges of the plane. The river can only be travelled upon by telling great stories and singing great dreamsongs otherwise vessel will be becalmed. Fae waysingers provide most of the boatmen but some wanderlost astral beings are also known to guide travellers.
  • Shanfukowa – The great burrower moves through the soils and stone of the dreamscape. Inside its belly lies the city of Ra-Shing, swallowed in a rage millennia ago. The nocturnal juggernaut is believed to only surface when the Black Sun is full, sating its hunger by devouring wild nightmares.

Dreamguides

“By the fifth day, we had lost our way and nearly our minds. A figure strode over the deep horizon. It bore a small griffon in its arms and band of light around its head. It was my father, it was Vitkan’s dead brother, it was Modru’s overbearing mother. . . It pointed and we followed. It took us to the edge of the city we had sought and then it left again without a word.”

Dechok Manir, he who commited Valdemar Nightbone to final and permanent death

There are many physical and intangible guides in the dreamscape. Some voluntarily attach to travellers whilst others must be coerced or paid for their services. A Dreamguide’s form is often linked to the cultures and origins of those they guide. However, they rarely appear ‘normal’ and are likely to have unusual characteristics beyond the material form they emulate. Some dreamguides even appear differently to each onlooker. Normally, a Dreamguide stays with travellers until a specific task, objective or location is reached, at which point they bid their farewell or simply disappear. Whether such creatures are ‘real’ or not is a bone of contention amongst scholars.

If the PCs wish to summon a dreamguide, you should attach an appropriate cost in service, spellslots, temporary HP reduction, gold or a quest. However, Dreamguides need not be summoned voluntarily but may appear or result from an encountered creature attaching itself to the party. Dreamguides can also be a Metaphorical Manifestation, representing something about a PC’s character or the state of the world. Classes with totemic relations, such as the Barbarian’s Path of the Totem Warrior, may suggest their own Dreamguide Forms.

A party with a Dreamguide should gain benefits of planar knowledge, easier travel etc. They might foreshadow upcoming events, provide guidance as to how to approach a problem or provide small temporary boons to the party. They may also provide prophetic hints at things in the material or that will occur upon the party’s return there. The dreamguide is an independent entity, may deliver information cryptically and it should not become a crutch for the party. A dreamguide generally doesn’t intervene in combat and simply observes.

d6Dreamguide’s Form
1An animal mundane or fantastical – a luminous carp, a wise owlbear, mouse, hawk, muskrat, wren, wolf, auroch, chimera.
2A figure from the dream traveller’s current or past life – a mentor, sibling, parent, childhood friend, enemy etc.
3A permanent inhabitant of the dreamscape – an NPC the party haven’t met yet, a wanderlost fae creature, a Kanvupalka, a Zhozhin or an Akue.
4A ghost-like conglomeration of emotion, colour and unconscious thought or a strange fusion of each of the PCs.
5An historical figure: a general, warlord, priest, martyr, saint, scholar
6A swarm of insects – dragonfly, locust, beetles, scarabs, moths, flys, bees etc.

The Environment

Max Ernst – The Eye of Silence (1943)
Max Ernst – Solitary Tree and Married Trees (1940)

During dreamself travel, the dreamscape often appears as though veiled or shrouded in an obfuscating mist. Background elements blur whilst only key elements of the foreground are revealed. Depth of field and sight over distance contract and expand seemingly at will. Entire vistas may be nothing more than a swirling haze of colours with only vague shapes of land or land mark. When physically present a clearer, and more dangerous, true dreamscape is revealed.

Metaphorical Manifestations and Correlative Cosmology

“You must, on your return, record all that you saw, smelled, heard, tasted and felt. Here, threads pulled taught may remain unseen but there the resonances may be glimpsed. We seek to see the tapestry as it is woven.”

Dobhlain, High Notary of the Temple of the Scribe

Powerful desires and actions of mortal creatures can manifest in the dreamscape as objects and forces. Fear forms dark creatures bent on pursuit, greed becomes a cold, sealed fortress, love a travelling herd of rainbows and so forth. Dangers and apocalyptic conditions in the material plane are particularly powerful catalysts of such manifestation. Dreamseers often scour the dreamscape for tell tale signs of a coming doom manifested in weather, geologic disturbances and nightmare armies. Metaphorical manifestations regularly appear to dreamself travellers but appear less frequently to those physically present. The permanent inhabitants of the true dreamscape keep it anchored and shielded but in the Lands Between their presence is not enough.

You can use powerful, consequential or influential NPCs as the catalyst for manifestations. Large scale events in the background of your campaign are also good candidates. The meaning of such appearances may not be obvious to the party and could require the seeking out of experienced Oneiromancers, scholars or shamans. If the origin of a manifestation is important, appropriate skill checks may be used to interpret it. Example metaphorical manifestations are provided below.

Dreamscape manifestations can also be shaped by associative qualities, chains of connection, correlation and resonance between concepts and the physical. Examples of correlative cosmological interactions are also provided. In their simplest form, manifestations may just be pathetic fallacies such as a storm representing anger. Feel free to use descriptive, anthropomorphic language such as: The clouds are angry, the earth is full of sorrow, the buildings yearn for a better year.

Example Metaphorical Manifestations

  • King Midbar’s power hungry, warmongering manifests as a plate-clad, gluttonous beast devouring all in its path.
  • The anxiety and fear of the people of Barrowton, threatened by Urak Grimscar’s war band, manifest as rain and wind that whispers their worries.
  • The sorrow of a bereavement creates a roaring flood of tears that drowns all in its path in sadness.
  • The wild imagination of a sculptor creates twisting prismatic stone columns born each day and collapsing each night.
  • The fury of an NPC manifests as stampeding aurochs flattening everything in their path.
  • The fracturing of an alliance creates cracks and fissures across the landscape.
  • Something is not as it should be: dream fruit is bitter, stream water is salty, the Bright Moon brings cold instead of warmth.
  • The repeated appearance of a weary, gold antlered elk in the dreamscape foretells end of the golden age.

Example Correlative Cosmological interactions

  • A bloody assassination attempt – blood – red – the sun – heat – fire.
  • Orc raiders stealing sheep – cattle – cows – beef – feast – banquet halls.
  • A vampire lord rises – teeth – bone – grave – flowers – bees.
  • A powerful item is lost – found – learned – books – library.

Terrain

Remedios Varo – Valley of the Moon (1908-1963)

“The wind, water, earth and fire, all dream as we do.”

Sarutae, priest-lord of the Tenchuwha of Eastern Tiroeth

There is no guarantee that landscapes progress naturally one to the next in the Lands Between. Where as you might expect mountains to give way to hills then to plains then to the sea this is not true there. You are just as likely to see lava flows side by side with a river, forests growing in the desert and so forth. When the party travels, roll a d10 on the following table to ascertain the landscape that greets them around a corner, over a hill, at the edge of a forest clearing. You may also consider rolling after the party rests or loses sight of the terrain:

d10Landscape Type
1Body of Water: a river, lake, sea, thousands of ponds, a swamp, waterfall, inland sea, there may be islands or a coastal archipelago.
2Grassland: verdant and alive, barren brush, fields of flowers miles long, tumbling grass, farmland.
3Tundra or arctic plains, snow, ice, crevasses and ice walls or simple barren snowfields.
4Dangerous hellscape: fields of lava replete with exploding geysers, boiling mineral lakes and superheated steam clouds, barren cracked desert with scything glass storms.
5Arboreal: deep dark forest, lively woods, copse and thicket, steaming tropical jungle, miles of carefully laid out orchards, sparse and this patches of trees on another landscape type.
6Desert: stoney, sandy, cactus scattered, heaped sand dunes, harsh scrubland, salt flats.
7Cracked land: valleys, crevices, fractured stone, Karsts, canyons.
8Volcanic: volcanos, ash clouds, craters, hexagonal stone pathways, hot springs.
9Elevation: rolling hills, cutting mountains, cliff sides, sheer Olympic heights, grim stoney hills, volcano range.
10Unusual: sprawling miles of thorn bush mazes sculpted by a long vanished gardener, a gigantic abandoned palace stretching to the horizon, a perfectly semicircular crater, small clods of earth a few feet across separated by wind and nothingness, deep magma chasms crossed by high land bridges made from hard ice.

Landscape Quirks

Max Ernst – Forest and Sun (1927)

‘Normal’ terrain is unusual in the dreamscape, many areas have some unusual twist or quirk. You can use the table below to help inspire twists that you might add to the landscape the party is travelling through.

d12Landscape Quirks
1As the party crosses it, the landscape sings a melodious, haunting song. It stops when the party stops moving.
2Familiar ghostly faces and creatures cover the landscape like moving, earthen tattoos.
3Shimmering light periodically pulses from the ground.
4Plants are unusually coloured and fade slowly to translucence before returning just as strangely.
5Landmarks from the waking world appear at regular intervals. They appear confusingly, upside down, broken into pieces, missing parts or hovering in the air.
6Rocks form into flowers, form interwoven branches of trees, are animated as though a shadow play. They change shape with no logic as if moulded and pulled apart by unseen hands.
7A strange haze blocks the ground from being looked at clearly.
8The ground pushes past under foot as if it travels in a different direction than you do. Like watching waves come in past your feet.
9Far away landmarks and features are still small when arrived at, large, close items remain giant when moved away from. The perspective of distance is warped and warping all of the time.
10Things are only distinct when in close proximity, otherwise they are indistinct, like thick oil paint smeared across the canvas.
11The landscape is gargantuan, the party are mere insects in comparison. Rumbling footsteps of giant inhabitants shake the earth.
12Flora and Fauna are mixed and matched in nonsensical combinations of types of physical character. Rainforest plants inhabited by polar bears and artic foxes, lakes filled with cattle while fish swim in the air, chimeric creatures overrun the landscape.

Hazards

Remedios Varo – Lunar Reflection (1908-1963)

“In the Lands Between the only constant is change. Predict the unpredictable. Safe travel means danger soon. “

Klax Orkolrodak, Five Ring Oneiromancer of the Hidden Moon

As well as hazards of the material plane, such as storms, rainfall, mudslides or avalanches, the dreamscape has many unique and unusual hazards of its own. Creatures who inhabit areas where such hazards are frequent usually have adaptations or strategies to predict, avoid or survive their effects. Natives to the area gain advantage on saves and skill checks involving these hazards. The hazards outlined below can be used during travel, to enhance a combat or for narrative purposes. Each hazard usually lasts for d4 hours, unless it is a permanent feature of the landscape.

d12Terrain Hazard
1Fear Bog – A heavy fog, bleak rain and strange pools of water emitting anti-light manifest in the area. Visibility is reduced to 30feet. At the beginning of their turn, creatures in the area must make a DC 10 WIS save or be Frightened and immediately seek shelter. Travel through fear soup takes an extra day.
2Endless Route – An endless descent, climb, set of stairs or road besets the party. A phantom carriage or griffon rider offers them passage for 1/4 of their current gold. The endless route is illusory and can be noticed by an Investigation or Perception Check DC 15. A Dispel Magic spell can dissipate the Endless Route. If the PCs do not notice the illusion, each creature travelling the endless route must make an Athletics check DC 10 or suffer one point of exhaustion. After this the route dissipates returning the party to the regular landscape.
3Dreams of Idle Flames – The air shimmers, the landscape quivers, intense heat saturates everything. The light shifts from red to blue to dusty grey. Smoke and ash particles waft on the air. Each hour, uncovered travellers and those without protection from heat suffer 2d6 fire damage on a failed Constitution Save DC 12.
4Psychic ‘Quicksand’ and Memory Sinkholes – These hazards are difficult to spot but create unusual surfaces in the ground, off-colour grass, slight depressions, faint echoing voices etc. Psychic Quicksand slowly overwhelms the mind of the unwary whilst Memory Sinkholes trap creatures in reliving powerful memories. Players should be encouraged to relate the role-play the relived memory and awarded inspiration if they do so.
Each patch averages 20′ in diameter and requires a DC 10 Survival check to spot (15 if the creature dashed). On a failure the creature plunges into the hazard and is restrained in addition to any other effects. Attempting to exit the hazard requires a DC 15 Wisdom Save and use of an action. Another creature within 30feet can use their action to give the trapped creature advantage. Roll d4 to ascertain the effect:
Psychic Quicksand:
1. Regret – Whispers to nearby creatures of unfulfilled love, a broken promise, harsh words spoken in anger. At the end of each turn, the creature suffers 2d10 Psychic Damage (non-lethal).
2. Malaise – Struck by a heavy sense of pointlessness. The creature cannot take a bonus action.
3. Avarice – Grows intensely attached to items in their possession. They will not part with anything for 2d6 days, anything else that enters the quicksand is considered theirs.
4. Paranoia – Who are these people and what are they after?! On a roll of a 1 on a d6, the creature targets its nearest ally instead of its intended target.
Memory Sinkhole:
1: Nostalgic – The PC gains a point of Wanderlost or
2: Painful – At the end of each turn, the creature suffers 2d10 Psychic Damage (non-lethal).
3: Childhood – What are all these adult things, you want toys and food. Discard one magic item in your possession and 1d3 rations. The magic item is left in the sinkhole even if you exit it. The creature will not voluntarily retrieve the item themselves. Once the item leaves the Sinkhole the PC can use it again freely.
4: Content – Filled with an enormous sense of wellbeing. The creature cannot take any action that would damage another creature.
5Material Gravity Well – The material plane pulls hard on this location. Faint glimmers of locations on the material plane are visible. Travelling through the area risks being pulled back there. Fighting to remain on the dreamscape is exhausting. Travellers suffer 1 point of exhaustion for every 24 hours spent in the Gravity Wells area of effect.
6Dangerous Weather Front, roll a d4:
1. Scenic Wind – The wind blows through changing the landscape as it passes. Roll on appropriate landscape tables for the change. The wind moves at a speed of 1d6x10+50 feet per round (80 feet per round). Perception DC 12 notices and identifies the incoming land front. PCs standing on an area of changing ground must make a DC 15 Dex save or suffer 2d10 bludgeoning damage.
2. Melt Rain – Dream solvent rains from the heavens. The landscape drips like thin paint, dissolving into a primal soup. Creatures outside, uncovered suffer 1d6 Acid Damage each round. On a roll of 1 for this damage a piece of mundane equipment bears the brunt, becoming useless.
3. Unstorm – This silent, blue maelstrom of psychic energy is the inverse of a storm on the material plane. Air is pulled from lungs and the environment, water evaporates instead of falling from the sky, objects are frozen in place rather than buffeted by winds. Creatures caught in the storm are Suffocating and take 1d6 fire damage per round. Objects in the storm require Strength (Athletics) Checks to move.
4. Reverie Spirals – Appearing from a distance like dust devils, it is unknown if Reverie Spirals are intelligent. The picked up dust forms constantly shifting images as they spin. If caught inside one you are trapped in a raging flash of dream imagery and moved along with it. Can dangerously separate from your companions. If takes enough damage it will dissipate or a wind spell. DEX Save to avoid, Strength (Athletics) Check DC 15 to escape. can carry some one off for several miles.
7Knitting Dreamweave – Occasional spontaneous solidification of the Dreamweave forming unusual ribbon-like knots of light, often caused by strong rays of light from the Bright Moon. Knots form spheres 1d10 x 10 feet in diameter. Creatures within line of sight must make a WIS save DC 15 or use their movement to move towards the knot. A creature that ends their turn within 10 feet of the knot is stunned at the beginning of their turn and is drained of one spell slot of the lowest level they have remaining.
8Field of Doors – Doors and portals to who knows where dot the landscape. Some connect to each other but others connect to far off locations on the dreamscape. Many of the doors are not easily visible, when moving more than 10 feet a round, DC 10 Perception to notice or accidentally step through one. When entering a door roll a d20 to see what spell it functions similarly to (the desination is always random): 1-8 Misty Step, 9-15 Thunder Step, 16-17 Dimension Door, 18-19 Teleport, 20 Plane Shift.
9Floral Infestation – An unusual plant makes crossing this area dangerous. You can generate it here.
10Horrorscape – Land filled with haunting images, nightmares and torments. Restless dreams mean no long rests. Each PC loses 1d6 rations as they become infested with beetles, centipedes and spiders. Danger level of the route increases by 1.
11Dreamquake – The very reality and fabric of the Dreamscape shudders and realigns. Change one of the Permanent Effects of the plane. After shock of the dreamquake unmoor the terrain, collapsing walls, causing trees to hover into the air or rocks to burst into flames. At the beginning of each round roll a d6, on a 1 or 2 an 50′ line of terrain is affected. Creatures in the area must make a DC 15 Dex save or be knocked prone, taking 2d10 bludgeoning force damage. Creatures who succeed are not knocked prone but take half damage. The line of effect is considered difficult terrain.
12Dissociative Landscape – Passing through this area results a loss of self, the mind is unmoored, merging with the collective thoughts of the dreamscape. For each hour spent here a creature must make an Intelligence Save DC 12 or gain a point of wanderlost. Alternatively, they gain a short or long term madness until they leave the area. In addition, they gain a point of willpool or inspiration. Creatures in a dissociative landscape have disadvantage on INT saves.

Conclusion

So that brings this part to a close. Travel and the environment are always slightly difficult to wrap one’s head around as a Dm and hopefully this proves useful. The next part should cover locations in the dreamscape, as well as the main areas or regions. A rough map of the routes between them should also make an appearance, once I work out how it should look. I hope you find this part useful and inspirational. Please let me know if you have any feedback, play testing or if you just enjoyed the material.


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