To Dream: We all dream. Dreams entertain the mind, and help organize the
day’s events. At some time in your dreams, you will come across a huge
cavern leading enticingly downwards. If you follow it past the Seventy
Steps of Light Sleep, it leads to the Cavern of Flame. There dwell two
hoary Priests Nasht and Kamen-Thah, who judge all dreamers and, if they
find them worthy, admit them to the Dreamlands. The door opens, and all
the world beyond is a dream. There is much unearthly beauty, and cosmic
great terror. If you live here long enough, and gain sufficient skill,
you can learn to create new objects, new life, and a new reality.
THE DREAMLANDS:
This book provides everything needed by the Keeper to run Dreamlands
adventures. The Dream Journeys section contains six scenarios including
To Sleep Perchance to Dream, Captives of Two Worlds, Pickman’s Student,
Season of the Witch, Lemon Sails, and The Land of Lost Dreams. Also
included is a map of the Dreamlands. A version of this map in included
in the handouts, to be given to the players after their first trip to
the Dreamlands.
Finally, the Handouts are items to be given to
the players during the scenarios. As a bonus, a variant of the Cthulhu
character sheet is also provided which includes the new skills required
for dream travel. You are permitted to photocopy this sheet for personal
use.
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Friday, September 19, 2025
H. P. Lovecraft's Dreamlands (2ndedition) (1986) - second copy
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