TEXT: 1
  THe Dweller  
  in Dreams
  SH 1 - An adventure for 
  0th and 1st level heroes
  Scott
  Hill
  
  2
  Author
  Scott Hill
  Development
  Daniel J. Bishop, Mark Gedak
  Editing
  Daniel J. Bishop, Perry Fehr, Mark 
  Gedak, Scott Hill
  Cover Image
  Brett Neufeld
  Porphyra Logo
  Rick Hershey
  Internal Art
  Matt Morrow, Keith Curtis, Rick 
  Hershey
  Layout
  Mark Gedak
  Publisher
  Purple Duck Games
  Playtesters
  Deanna Hill, Monty Platz, Pat McKin-
  ney, Paul Whitaker
  SH 1- The Dweller in Dreams is a Dungeon Crawl Classics adventure for 12-
  16, 0 to 1st level characters. The adventure takes place within a dreamscape 
  created by the Dweller of Dreams. All the player characters appear as chil-
  dren in this adventure and only return to their true form with the help of a 
  witch. Then they must defeat the Dweller in Dreams.
  DCC Patreons: Rompcat, John Michael Hess, Jim Dovey, Geoff Forcella, 
  Maxwell Spann, Daniel J. Bishop, Terry Olson, Michael Jones, Lorne Coo-
  per, Stewart Wilson, Diogo Nogueira, Jeff Scifert, M Woolsey, Patrick Pil-
  grim, Keith Nelson, Troy Warrington, Tony Hogard, Wes Fournier
  Our DCC Patreon Campaign
  Publisher’s Choice Quality Stock Art © Rick Hershey/Fat Goblin Games
  Some artwork copyright William McAusland, used with permission
  The Dweller in Dreams
  
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  4
  The Dweller in Dreams
   
   
   
  And all my days are trances, 
   
   
   
  And all my nightly dreams 
   
   
   
  Are where thy grey eye glances, 
   
   
   
  And where thy footstep gleams— 
   
   
   
  In what ethereal dances, 
   
   
   
  By what eternal streams. 
  -from To One in Paradise, 
  Edgar Allen Poe
  Introduction
  The Dweller in Dreams has created a dreamscape within an impenetrable 
  black fog surrounding the village of Ravenhollow and outlying areas. The 
  PCs are trapped in memories of their childhoods, and must find the cause 
  and deal with the nasty things that lurk in the dark. Along the way the PCs 
  receive clues from an unlikely ally.
  The Dweller in Dreams is a zero-to-first level adventure for 12-16 charac-
  ters. The first part of the adventure takes place in the village of Ravenhol-
  low. Part Two takes place in the Ebonwood Forest where the PCs must seek 
  aid from the witch that lives there. Completing a task for the witch allows 
  her to lift the veil of the dreamscape; the PCs will no longer be children. 
  The characters then get a chance to pick a class and become level one 
  characters. Part Three begins with the player characters finding the entrance 
  to the haunted house of Silas Grimm, where they confront the Dweller in 
  Dreams.
  Background
  Silas Grimm, who owns a large manor house in the heart of the Ebon-
  wood, sought a supernatural patron, and the Dweller in Dreams answered 
  whilst he slept. The Dweller is a demon that enters the mortal world from 
  the Dark Places Beyond to feed on the fears and nightmares of children. 
  A deal was struck. While Silas gained some amount of power as a wizard, 
  the Dweller in Dreams twisted that power to its own ends. Forcing Silas to 
  delve deep into secrets best left alone, the demon unlocked the means to 
  
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  feed on adult dreamers as well as children. 
  Silas was a mere husk of his former self when the Dweller was finally done 
  with him.  To add to his suffering, the Dweller then captured the man’s only 
  daughter and then trapped Silas in a dreamscape from which he could not 
  wake. The Dweller in Dreams has returned to Ravenhollow seeking new 
  victims. Fortunately, Silas has figured out how to manipulate some of the 
  dreamscape himself and has pulled some villagers into the dream with him. 
  He hopes to use them to get his revenge, free himself and hopefully find his 
  daughter…but the Dweller in Dreams has tastier uses for the characters, and 
  has transformed their sleeping forms into those of children.
  Judge Notes
  Once each encounter is resolved, a note from Silas Grimm drifts down from 
  above, or is found in the immediate area.
  Within the Dream, the PCs do not have any of their starting gear or occupa-
  tions. They are kids.
  Some parts of the village are familiar, but homes, shops, inn, etc. are missing.
  Rules of the Dream
  The following rules are all active during the dream.
  • 
  The PCs believe they are children. They gain a +1 bonus to AC and Re-
  flex saves being small and dexterous.
  • 
  The Dream itself cannot be changed by characters.
  • 
  Struck with fear. Any missed save moves PC to bottom of initiative. 
  Monsters do not suffer from this problem.
  • 
  PCs are stuck within the boundaries of the black fog. If PCs attempt to 
  cross this boundary the Dweller is Dreams lurks within. He attacks for 
  one round with his net and then disappears. The PCs will be back at the 
  edge where they started (see Area 4 for stats).
  These events take place within a single night, but seems to take far longer.
  PCs that die in the dream world do not actually die, they just don’t ever wake 
  up in the mortal world. Some of them may die from lack of care and feeding. 
  Some may awaken when their player requires a replacement character.
  
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  Judge Options
  To reflect the fact that the PCs start out as children, the Judge may have them 
  roll 1d16 for attacks and STR checks, along with the already adjusted +1 AC 
  and +1 Ref save. If you take this option also reduce the AC of monsters by 4. 
  This adds to the adventure’s atmosphere without adding to its overall diffi-
  culty.
  Though the children do not have an occupation or any associated skills the 
  Judge may allow them to roll on the table below to give some personality to 
  the kids in terms of their hobbies- or let them pick!
  D10
  Hobby
  Benefit
  1
  Loose Tooth
  +1 to Luck checks
  2
  Fighting
  +1 to melee
  3
  Playing Ball
  +1 to ranged combat
  4
  Hide and Seek
  +1 to initiative
  5
  Nursery Rhymes
  +1 to Will saves
  6
  Stealing Cookies
  +1 hit point
  7
  Eating Bugs
  +1 to Fortitude saves
  8
  Berry-picking
  Herbs and alchemy skill
  9
  Reading Stories
  +1 to Int checks
  10
  Bully
  None
  Encounter Table
  Area
  Type
  Encounter
  1-Chapel
  C
  Monster In the Closet/Monster Under 
  the Bed
  2-Stable
  C
  Alice, Wooden Marionette Giant Spider
  3-Constable
  C
  Angry Dolls
  4-Blacksmith
  C
  Dweller In Dreams (in Silas Grimm 
  form)
  5-Farm
  C
  Murder of Crows/ Scarecrow               
  9-Hellhound Den
  C
  Hellhounds
  10-Fallen Log Bridge
  C
  Demon monkeys
  11-Plague Doctors 
  Camp
  C
  Plague doctors
  
  7
  12-Graveyard
  C
  Un-rested zombies
  13-Haunted house porch T
  Pit
  Within the House
  3-Kitchen
  C
  Crawling Hands
  4-Foyer
  C
  Purple Horrors
  5-Library
  C
  Arcane Bookmark
  6-Bedroom
  C
  Purple Horrors
  10-Bedroom
  C
  Rag Dolls
  13-Attic
  C
  Dweller in Dreams, Purple Horrors
  Part 1: Ravenhollow
  The player characters start this adventure by “waking up” in Ravenhollow as 
  children.
  Area 1 - Chapel
  You wake from a fitful sleep. As you lay in your beds, shadows dance 
  across the ceiling and the creeping fingers of gnarled trees tap at the win-
  dow. Outside, a thick black fog is creeping into the village spreading dark-
  ness and smothering all light. As you huddle with your small companions 
  at the window, you watch as the blacksmith’s shop, the windmill, and the 
  stables disappear in the gloom. It seems just hours ago you were all run-
  ning and playing in Ravenhollow’s village square enjoying the sun. Now 
  darkness has come, smothering everything in its path.
  Once the players have gotten their bearings and asked questions, continue 
  below.
  You take in more of your surroundings. The ancient reliquary and musty 
  faded tapestries tell the tale of a long abandoned chapel to an unknown 
  god, which now serves as a makeshift orphanage. Several beds and blan-
  kets have been pushed together for your sleeping area. 
  There are two doors along one wall and a wardrobe on opposite wall. At the 
  far end of the room is another door. If the PCs open the wardrobe at the end 
  of the room it appears empty.
  
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  1a
  1
  1b
  
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  Area 1a – Kitchen
  You open the door to a kitchen that has seen better days. Rotten fruit and 
  vegetables hang from the pantry’s shelves.  Dented pots and pans hang 
  from hooks on the wall. Anything of value was taken long ago. 
  On the shelves, in the cabinets and drawers can be found a rusty meat cleaver, 
  2 kitchen knives, a large ladle and a tinder box with flint & steel.  Against the 
  wall is a broom. 
  The utensils and broom do 1d3 damage as improvised weapons.
  Area 1b – Study
  Beyond the door is a small room. The only furniture is a chair and desk 
  made of dark wood, and a broken bookshelf in the corner. 
  There is a lantern and 2 oil flasks on the desk and a letter opener. A large 
  candlestick lies on the floor near the bookshelf. The letter opener and candle-
  stick do 1d3 damage as improvised weapons.
  Returning to the Main Chapel Area
  Once the party has searched both rooms Kitchen and Study, read the follow-
  ing when they go back to Area 1.
  You hear a thumping noise from inside the wardrobe at the end of the 
  room. The door creaks opens, and a hulking dark purple figure erupts 
  from the darkness!
  The Monster from the Closet gains a surprise attack against the PC with 
  worst Luck.
  The Monster in the Closet and the Monster Under the Bed are two of the 
  prime manifestations from the Dreamlands, bound as minions of the Dweller 
  in Dreams. They enter into the real world through the dark places to terrorize 
  humanoids in their waking hours and in dreams. They are guardians to the 
  land of dreams and reside equally in the real world and in dreams.
  Monster in the Closet: Init +1; Atk claw +2 melee (1d4); AC 13; HP 
  12; MV 30’; Act 1d20; SP cause fear aura (DC 9 Will save or para-
  
  10
  lyzed for 1 round); SV Fort +3; Ref +1; Will 0 AL N. 
  A dark purple hulk with large head, 4 large bulbous yellow eyes, lanky 
  muscular arms and very large clawed hands. Explodes into shadows if 
  defeated.
  While the battle with the Monster in the Closet is going on, the Monster 
  Under the Bed awakens in 1d3 rounds. 
  Whispers ring in your mind. A deep red glow radiates from under the bed 
  as shadowy tentacles, flail out from under the bed reaching for your legs.
  Monster Under the Bed: Init +2; Atk tentacle grab +2 melee (1d3); 
  AC 13; HP 8; MV 30’; Act 1d20; SP drag under bed DC 8 Ref save 
  to avoid tentacle (one chance to get free, DC 8 Fort save or be pulled 
  under the bed and trapped in a pocket dimension for 1d4 rounds); 
  SV Fort +3; Ref +1; Will 0 AL N. 
  There is one tentacle for each player. Anyone touching the floor gets attacked. 
  PCs getting on a bed will keep it at bay. 
  When/if the Monsters are defeated a small scrap of paper drifts down to the 
  floor. It reads: “My Amelia. Save my Amelia.”
  If the closet is searched again there is a claw (which can be used as a weapon 
  causing 1d3 damage) from the monster.
  Exit: 
  As you step out into the darkness, you can barely make out the shapes 
  of other buildings across the way. The houses of Ravenhollow seem to be 
  gone… All light seems suppressed by the gloom surrounding you. You 
  know to your right is a large barn for the animals and past the village 
  well is the blacksmith. Beyond that is a small farm field.
  Area 1C – Village Well
  The well appears to be normal, but it is bottomless. No sound will come from 
  below if anything is dropped into the well.
  
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  Area 2 – Barn
  A squat building with a short stone foundation emerges from the gloom. 
  Beyond that, you can see a stone building with the sword-and-shield sign 
  of the constable. A thick wooden beam laid across iron brackets bars the 
  door of the barn.  A broken lantern hangs from a hook. Animal dung and 
  a hint of wet hay finds your nose.
   
  One of the children must make a successful DC 10 STR check to lift the 
  wooden beam. While inside the barn the PCs hear various ghostly animal 
  noises. A horse neighs, pigs squeal, the faint clucking of chickens. Inside the 
  barn are four animal stalls along the wall and a large hay stack on the far 
  end.  There is a pitchfork (1d8 damage) stuck in the hay. There is a ladder 
  with broken rungs up to a loft. A length of rope and a feedsack are draped 
  over one of the stalls. The back of the barn is open to the air. In the fenced in 
  barnyard there are two decrepit covered wagons, one sitting on the ground 
  with no wheels, and the other leaning over with only three wheels, and a 
  wooden crate. 
  If any of the PCs even touch the ladder, they draw the attention of Alice, the 
  wooden marionette giant spider that lurks in the loft amidst her webs.
   
  “Come closer my pretties. Let Alice see you better” A giant marionette 
  spider clatters down from the loft. “Just lie down my sweets, and it will all 
  be over soon.”
  Alice is a giant spider that was pulled into the dreamscape by the Dweller in 
  Dreams. She is trapped in the form of a wooden puppet. She will defend her 
  webs, but would like to escape.
  Alice, Wooden Marionette Giant Spider: Init +2; Atk bite +2 melee 
  (1d4+ turn to wood); AC 12; HP 14; MV 30’; Act 1d20; SP turn 
  to wood (DC 6 Fort save or paralyzed for 1d3 rounds), takes double 
  damage from fire; SV Fort +2; Ref +2; Will +0 AL N. 
  A talking wooden giant spider marionette, made of a dark wood and 
  painted on eyes.
  Any PC killed by Alice is turned to wood. Roll 1d6: 1- ash, 2-oak, 3- pine, 
  4- walnut, 5- hickory, 6- maple. Alice is connected to strings in the loft, but 
  
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  it is not apparent who is controlling her… If a PC gets a natural 16 with a 
  slashing weapon, they will sever one of the eight strings. Each leg that is freed 
  instantly appears normal instead of wooden. The strings can be a target after 
  that, with an AC of 18. If by chance she is freed of each of the strings holding 
  her, she will offer a gift, and then slink away into the darkness. The gift is a 
  silver key that fits into a hidden spot in the haunted house (see Area 11)
  Once Alice is defeated, a page from Silas Grimm’s book can be found flutter-
  ing in the webs.
  The note reads, “I’m trapped. I can’t wake from this dream.”
  In the loft among Alice’s webs is a skeleton in padded armor, a short sword, 
  and a few scattered coins (10 gp) and gems (30 gp). In the barnyard that is 
  fenced in there are two decrepit covered wagons, broken wheels, ripped can-
  vas, etc. In one of the wagons, is a set of moldy leather armor (AC of normal 
  leather armor). A pile of crates near the fence contains a small bag of healing 
  herbs, 1d3 doses for 1d3 HP healed.
   
   
  Area 3 – Constable’s House
  As you enter this stone building, you hear a racket from inside. Shards of 
  broken glass and wooden splinters crunch under your feet. You see several 
  small figures seemingly ransacking the house scamper into the shadows as 
  you bring your light source to bear. Over-turned chests, cooking pots and 
  pans are thrown about. Rotten food litters the floor. A small cot has been 
  shredded. Other furniture in the room has been broken and piled up in 
  the center.
  The several small figures are Angry Dolls, remnants of emotion left behind in 
  previous dreamscapes. They are rag dolls with mismatched limbs, headless, 
  armless, or no legs, rough sewn patches of cloth, some with stitches coming 
  apart, and eyes stuck in the wrong places. They attack if the light goes out. 
  Angry Dolls (6): Init +1; Atk bite +1 melee (1 point); AC 10; HP 1; 
  MV 15’; Act 1d20; SV Fort +0, Ref +1, Will +1; Al C. 
  A group of raggedly patchwork dolls, with missing parts and pieces.
  The dolls are searching for an old journal to deliver to the Dweller in Dreams. 
  
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  It details several events surrounding Silas Grimm’s house, which is believed to 
  be haunted, and the dealings with the Dweller in Dreams. The musty leather-
  bound journal  is hidden under a loose floorboard, requiring careful searching 
  or a successful DC 8 Int check to discover it. It was written by Rannok Grox, 
  the constable.
  Constable’s Journal entries: 
  “I had to stop it. Those kids, the old man. They kicked him when he fell 
  down trying to escape their taunts. He may be a mean old bastard, and 
  can’t say he might deserve it, but not from the likes of them. They had no 
  reason to do that.”
  “He’s gone can’t find him anywhere, the old coot must packed up and lit 
  out. I’ll bet it won’t be long before the local folk notice he’s gone and pay 
  a visit to his house out in the Ebonwood, past the mill. Out of concern or 
  ill, I’ll think of something.”
  “Markete passed by the old house last evening at dusk. Thought she had 
  seen a ghost.”
  “Others saw the ghost too, and it tried to spea…”
  “That’s it, I’ll have Hodgins board it up tomorrow morning.”
  Area 4 - Smithy
  Through the black fog you can just make out the single story dark stone 
  building. You believe that to be the smithy. Along one whole side of the 
  building is a cyclopean stone chimney reaching up into the darkness. 
  Here the heavy timbers of the roof are covered in soot. The other end of 
  the building is open to the air. In the middle, the once glowing embers of 
  the forge have long gone cold. Past it, nearly at the edge of the forest, and 
  close to the forest-path’s entrance, are the raggedly reaching arms of the old 
  windmill.  Out of the corner of your eye a dark tall skinny figure darts 
  behind you and disappears into the dark fog. And again, in quick flashes 
  from left to right, then right to left, taunting you. Then a mad cackling 
  from above, as the figure appears behind you chanting, “In the net you go! 
  Till the Dweller in Dreams comes for your soul!”
  
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  The Dweller in Dreams like Silas Grimm, a tall slender figure with pale skin 
  the color of a corpse and long crooked nose, dressed in a black long coat and 
  top hat.
  PCs must successfully roll a DC 10 Will save or fear moves them to last in 
  initiative order. Out of those that fail, the one with lowest Luck is attacked 
  first.
  The Dweller in Dreams fights for 1d4 rounds OR until he snares at least one 
  PC in his net, before disappearing again into the fog.
  Dweller in Dreams: Init +2; Atk net +3 melee (1d3 + trapped in net 
  pocket dimension); AC 15; HP 30; MV 40’; Act 1d20; SP cause fear 
  aura (DC 10 Will save or become afraid, -10’ movement, must run 
  away for 2 turns); SV Fort +2; Ref +1; Will+4 AL C.
  Anyone caught in the net sees nothing but darkness and hears only the echoes 
  of their own voice and breathing. They will be found later trapped in the 
  haunted house, Area 8.
  Once the Dweller disappears a small note appears on the ground. It reads. 
  “Find the witch out in the Ebonwood.”
  Various items are scattered about the smithy. A smith’s hammer (1d4 dam-
  age), a file, musty padded armor, an unfinished short sword, the lid of the 
  quenching barrel (can be used as a shield), tongs and an anvil.
  Area 5 – Farm
  Peering through the black fog, you find yourself at the edge of a corn field 
  beside a dark forest. The stalks droop with the weight of crows whose 
  countless red eyes follow your every move. The largest of the crows are 
  perched on a post in the center of the field that once held a scarecrow. As 
  you get closer the Murder of Crows swarm out of the field pecking at you.
   
  In the field there are the scattered parts of the scarecrow that must be assem-
  bled to stop the swarm of crows; weapons do not hurt them, and they will 
  chase the party no matter where they go. The scarecrows parts consist of one 
  pumpkin head, body, two legs and two arms. A successful DC 10 Int will de-
  tects the pieces. Each PC can make one check per round, in addition to using 
  
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  his Action Die. A PC who takes no other actions can make two checks. As-
  sembling the parts and placing them on the post is not difficult, but requires 
  7 separate DC 8 Agility checks (any number of PCs can participate). Each of 
  these checks takes a PC an entire round to perform.
  Once the scarecrow is built and put on the post it animates, and the crows 
  disappear. They do not return when the scarecrow is defeated.
  The scarecrow’s pumpkin head wobbles on its thin shoulders and it turns 
  toward you. It cackles and the crows disperse to the edges of the field. The 
  scarecrow’s body jerks to life and it hops down from the post. Its awkward 
  movements defy its speed as it draws a scythe from the air and attacks.
  The Scarecrow is all that remains of the constable, forced to relive his last days 
  in the dreamscape. Once animated the shabby thing will keep saying “Thank 
  you, O’ thank you, for putting me together!” in a high-pitched giggle.  The 
  Scarecrow’s body collapses into parts again if it is defeated. 
  Scarecrow (1): Init +2; Atk scythe +1 melee (1d6); AC 13; HD 2d8; 
  hp 12; MV 20’; Act 1d20; vulnerable to fire attacks (-4 to all related 
  saves and +1d on the damage die) SV Fort +2, Ref +1, Will +1; AL C.
  Murder of Crows (1): Init +5; Atk swarming peck attacks all within a 
  20’ cube, +1 melee (1pt); AC 10; HD 1d10; hp (Causing 4 hit points 
  will disperse the flock for 1d5 rounds; MV fly 30 ft; Act 1d20; SV 
  Fort +0, Ref +4, Will –2; AL N.
  Among the Scarecrow’s remains is a suit of studded leather armor, a short 
  sword, and an old leather bag of coins holding 10 gp. 
  As the scarecrow falls, a small scrap of paper drifts down on the wind. It 
  reads: “The Dweller in Dreams comes for us all.”
  Area 6 - Windmill
  A slight breeze creaks the blades of the windmill as you approach. The 
  mill is made of massive stones and dark wood beams that support a walk-
  way going all the way around. There is a sturdy door on the ground level.
  
  17
  The mill wheel is broken into several pieces. There is a table and storage 
  shelves and bins. The whole place smells of dust and mold. There are a few 
  things that can be of use here, a pitchfork, large wooden hammer (1d4 dam-
  age each), 2 large sacks, a leather bag of herbs (heal 1d3 HP, 1d3 uses) a rusty 
  dagger, and a suit of padded armor. A note is stuck to the back of the door. It 
  reads: “Too much hate. I called upon the Dreamer, now she is lost.”
  Once all of the areas in the dream-village have been visited, the PCs should 
  go immediately into the Ebonwood to find the house mentioned in the notes. 
  Should they tarry or waste time, the Judge should send a dream-storm, or 
  have the Dweller in Dreams chase them into the woods.
  Part 2: The Ebonwood and Witch
  When the players leave Ravenhollow, they must venture into the Ebonwood.
  Area 7 – Path to the Woods
  The Ebonwood Forest has always been a dark place even without the ac-
  cursed fog. Now the gnarled trees draw closer as you follow the Old Road 
  down into the valley leaving the village behind. The tree line to the north 
  side of the road eventually, cuts to the left, and you can make out a path 
  turning and leaving the road. The road itself is lost in the black fog.
  Any PC within the woods with a background or skill in herbs or alchemy can 
  find a variety of plants with various effects. 1) Hallucinogenic effect for 1d3 
  turns, 2) heal 1d6 HP, 3) low-light vision for 1d3 hours. Each of these plants 
  can be found only once.
   
   
  Area 8 – Witch House
  The path winds north into a small clearing. In the center is a circular 
  wall built with ancient stones. A heavy iron-gate creaks open.
   “Come along. Move your feet. We haven’t got all night.” croaks an old 
  voice.
  As you get closer, dim light from a lantern barely illuminates a hand 
  beckoning you inside.
  
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  19
  The witch who resides here, Esmerelda, has one foot in the dream world and 
  one in reality, but she is trapped. She cannot pass beyond the iron-gate. If 
  questioned, she will insist that she can’t leave, but if the PCs come inside she 
  will be able to lift the veil and allow them to see what is real, including their 
  true selves. The witch says she can help them. She will do no harm unless she 
  is attacked.
  “That’s it now. Come inside,” she beckons. The old crone’s house lies 
  beyond the wall. The house is made of the same ancient stone as the wall 
  and the roof thatched and covered with moss. 
  Once the PCs are inside the wall, she will close the gate: 
  “Now I’m sure you have questions. I will do my best to answer. Just know 
  you are safe here. You may rest.”
  Bits of information that the witch knows:
  • 
  Silas Grimm was a wizard, who lost his daughter.
  • 
  The Dweller in Dreams has Silas Grimm trapped in his own house.
  • 
  Silas Grimm called to her for help.
  • 
  The wizard’s corruption turned him into the apparition of a crotchety old 
  man.
  • 
  They say the house is haunted.
  • 
  The house is down the Old Road and across the bridge.
  If the PCs do not go inside: “Come now. I mean you no harm.” And “‘If you 
  should change your mind. You know where to find me.”
  The witch will still welcome them in if they come back later. In either case, 
  the witch offers to cast a spell that will lift the veil and turn the PCs back into 
  adults. However, she needs one spell component that she hasn’t been able to 
  get; a vial of Hellhound saliva. Fortunately, there is a Hellhound den to the 
  south of the witch’s house. (Area 10). She will give the PCs a vial to hold the 
  saliva.
  If players agree to help, read this: “There is a cave near here. Up in the foothills 
  of the mountain. Fair warning. There is a pair that roams. Watch your backs and 
  safe travels.”
  
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  If /when the PCs return with the Hellhound saliva. The witch adds it into her 
  cauldron, creating a power spell similar to as sleep spell. 
  Once the spell is cast, the players fall into a deep sleep, again, but when they 
  wake they will be in the witch’s house and may advance to level one and 
  choose a class for the PCs. In effect, the PCs are now dreaming versions of 
  the characters they were before they fell asleep and have their full capabilities.
  Esmerelda, Witch: Init -2; Atk claw, -2 melee (1d4-1) or curse (DC 
  16 Will save; see below) or spell; AC 9; HD 3d6; MV 20’; Act 1d20; 
  SP familiar, curse, spellcasting (+8 spell check); SV Fort +4, Ref +0, 
  Will +8; AL C.  
  An old lady that is stooped over but still moves well for her age. She 
  wears a dark brown dress with tattered sleeves. She has wrinkled pale 
  skin. Long white hair and crooked nose.
  Esmerelda knows the following spells: charm person, chill touch, detect good, 
  forget, demon summoning, sleep, ray of enfeeblement, darkness, paralysis, second 
  sight.
  She always has her familiar, Willhelm, nearby; a large black rat that has 4 HP, 
  AC 14, and a +2 attack that does 1d3 damage. If Esmerelda is killed while 
  the familiar still lives, her soul flees to the familiar’s body, which runs away to 
  restore its power to fight another day.
  The witch’s house consists of a single cramped room. The only light inside is 
  from the fireplace that takes up quite a bit of the space. Above the fire a stew 
  pot boils. Almost every inch of wall is covered with various hanging plants 
  and herbs of all shapes and sizes. Esmerelda will give the PCs a small bag of 
  healing herbs if they wish, 1d3 uses and heals 1d3 HP.
  From this point on, the Dweller in Dreams will begin to actively hunt the 
  PCs. This starts as a taunting, calling voice, then glimpses of a shadow, then 
  the figure of the Dweller seen at a distance, etc.
  Area 9 – Hellhound Den
  South of the road the forest slopes up towards the foothills of the moun-
  tains. The trees here begin to thin out. The ground has a peculiar crunch 
  
  21
  to it. The wind from the slope carries with it a hint of burnt wood and 
  ash. As you proceed, several trees have been reduced to smoldering stumps. 
  Up ahead in the distance, you hear a howl. The forest here is silent now 
  save for your footsteps.
  Beneath a jagged outcropping, there is a cave. The inside reflects an orange 
  glow.
   
  The hounds move silently once intruders are detected. They attempt to take 
  the PCs by surprise.
  
  22
  Hellhound (2): Init +2; Atk bite, +4 melee (1d6+2) or breath weap-
  on (2d6); AC 12; HD 2d6; MV 40’; Act 1d20; SP immune to dam-
  age from fire or heat, avoid breath weapon DC 12 Ref save; SV Fort 
  +1, Ref +2, Will +1; AL L.
  Hellhounds are large, lean red-furred dogs with a smell of brimstone about 
  them. Their fiery breath weapon is a cone 5’ wide at end and 30’ in length.
  Inside the den are bones from all sorts of creatures, among them is a charred 
  suit of chainmail armor, and a longsword. There is also a bone club (1d3) and 
  a chewed up leather bag with two gems (worth 20 gp) inside.
  Area 10 – Fallen Log Bridge
  The old road winds down to the edge of a deep ravine. A rushing water-
  fall drowns out most sounds. Above the other side of the ravine a steep cliff 
  rises. There is a large moss-covered tree trunk used for a bridge. The log is 
  damp with the spray from torrents of water plunging into the ravine far 
  below.
  The bridge is somewhat stable, and one person at a time will be fine. Any 
  more than that and a DC 10 Agility check must be made to keep one’s foot-
  ing. If a PC fails, then a second chance to catch a branch DC 9 Luck check or 
  fall fifty feet below for 5d6 damage. One more DC 9 Luck check is allowed 
  to land in a pool of water for no damage. As the first two PCs get across the 
  bridge: 
  From above, there is a screeching and flapping of wings. Several flying 
  monkeys swoop down and attack.
  The monkeys will swoop in and try to grab an item at random or knock a PC 
  off the log into the ravine, (Reflex save, DC 9 + damage taken, avoids) before 
  flying off. If they miss, they swing back around and attack with claws. 
  Demon Monkey (6): Init +2; Atk claw, +3 melee (1d3-1); AC 13; 
  HD 1d6; MV 30’; Act 1d20; SP fly 20’; SV Fort +1, Ref +3, Will +0; 
  AL C.  
  A small dark red monkey with bat wings, glowing purple eyes and a 
  long tail.
  
  23
  In a nook in the jagged outcropping beyond the bridge, the monkeys have 
  stashed a collection of items. There is 20 gp in loose coin, 4 gems (50 gp 
  each), and 2 vials of purple liquid (drinking it will grant the ability to under-
  stand all languages, but not speak any intelligibly, for 1d3 hours).
  A DC 16 Strength or Agility check is required to climb to the nook, which 
  can be seen as the nesting place of the demon monkeys during their attack. 
  Thieves gain their Climb Sheer Surfaces bonus to this roll.
  Area 11 – Plague Doctor Camp
  The Old Road takes a turn, continuing on to the south. Through the 
  darkness you can just make out the dim yellowish glow of a bonfire. The 
  flames lick upward into the sky, firelight clinging to the twisted trees 
  around a camp. A covered wagon is parked close to the road. Around the 
  bonfire are three iron cages hanging from wooden beams. From the looks 
  of things, the cages once held victims, or perhaps still do.
  Any noise here will alert the camp. All PCs Must make a DC12 Agility or 
  Sneak Silently/Stealth check to avoid. The three cages are all connected to a 
  single sturdy chain keeping them in the air. Once the camp is alerted read 
  this: 
  The fire stirs and yellow embers rise into the air. Cries of dread ring out. 
  You hear a chain slide on metal. The iron cages rattle and sway. Three tall 
  hooded figures in long dark cloaks bearing torches, emerge from the dark-
  ness, the bird beak masks they wear glint in the yellow fire light. The deep 
  hollow eyes of the mask look toward the cages.
  If the plague doctors are avoided, they will actively hunt the PCs, looking for 
  victims. The plague doctors, who are able to move between Dreamlands and 
  the waking world, are testing the effects of their terrible concoction, “yellow 
  plaguefire” on humanoid victims in the iron cages. They are slowly lowering 
  the cages into the fire, taking 1d4 rounds to do so. Roll 1d20 on the table 
  below if any PC or victim enters the supernatural fire.
  Plague Doctors (3): Init +3; Atk short sword, +3 melee (1d6) plague-
  fire torch (1d3) or bomb vial +2 range (1d3); AC 12; HD 2d6; MV 
  40’; Act 1d20; SP immune to noxious fumes with mask; SV Fort +2, 
  Ref +2, Will +3; AL C. 
  
  24
  
  25
  A tall hooded figure with a pale colored bird beak mask, and a long cloak. 
  Under the mask is a blank face.
  One plague doctor will control the chain while the other two attack. One will 
  first try to burn a PC with a plaguefire torch and one will throw a vial before 
  attacking. If things are go badly for them, one will purposefully thrust his 
  hand into the fire and accept a corruption of the yellow plaguefire. If attacked 
  directly, the doctor holding the chain releases it, causing all of the cages to fall 
  into the fire. 
  During the battle, one of the Plague Doctors will set the wagon on fire. The 
  alchemy lab within explodes in 1d4 rounds. Roll twice on table below for the 
  unluckiest PC(s) near the explosion, and apply both plaguefire mutations. 
  Roll on the table below for corruption for the two victims in the cages, if they 
  are dropped into the fire. The third one is instantly killed.
   
  D20
  Plaguefire mutations (Mutations last 1d6 turns)
  1
  Spiked tail – 1d4 damage.
  2
  Horns- 1d3 damage.
  3
  Get 3rd eye in forehead - +1 Int
  4
  Gibbering Babble- forked tongue
  5
  Spines up back- DC 10 + Str to grapple them.
  6
  Legs and arms turn rubbery (-10 movement, +1 Agi)
  7
  One arm is changed into a crab claw- 1d6 damage
  8
  Hunched over, second head pops out – Gains a 1d16 Action Die 
  and knows 3 random 1st level spells (cleric or wizard).
  9
  Build muscle- muscles bulk up +1 Str
  10
  Quickening - +1 Agi
  11
  Body is reduced to half its normal size.
  12
  Bug antennae- +1 Per
  13
  Wings like bat- +20’ move leaps
  14
  Fangs- 1d3 damage
  15
  Leaper- sprout cricket legs, +20’ jump height
  16
  One arm grows into tentacle- 1d3 unarmed damage
  17
  Growl projects 1d4 damage
  18
  Emit spores from fingers – 1d3 damage 10’ cone
  
  26
  19
  Skin hardens +1 AC
  20
  Vigor +2 Sta
  Some items can be salvaged from the ashes of the plague doctor’s wagon: An 
  iron chest containing 100 gp and 50 sp, a silver ring (50 gp), 2 vials of plague 
  doctor bombs, and a light crossbow with 15 bolts. If any of the three victims, 
  strangers drawn into the Dreamlands, survive, they can be replacement char-
  acters, or simply run off screaming into the woods.
  As the PCs search the camp a small scrap of paper drifts down on the wind. 
  It reads, “You have come far. Look for me in the vile manse that was my home.” 
  There is a strange symbol scrawled below the writing. It can be found again in 
  Area 7 within the Haunted House.
  Area 12 – Graveyard
  A low rock wall surrounds this small decrepit grave yard and a distorted 
  iron gate hangs open. Some of the ancient grave stones are broken and 
  toppled; others jut from the ground at odd angles. Several graves do 
  not even have stones, but the dirt is fresh and damp. The branches of a 
  gnarled, black tree hang low above the graves like twisted hands seeking 
  to pluck ancient relatives from their restful sleep. The soft dirt begins to 
  ripple and move as several erratic rotten arms reach up and grab at your 
  legs. 
  Intruding player characters must make a DC 11 Reflex save to avoid being 
  pulled underground. PCs will smother in 1d4 rounds if they aren’t saved or 
  unable to break free. A successful DC 12 Strength check breaks free, and any 
  PC helping a trapped PC gives a +1 bonus. Once one or more of the PCs are 
  trapped, the Unrested Ones rise: 
  There is a crack of bone and tendons snapping as figures covered in rotting 
  flesh and grave mold, claw their way up through the dirt. 
  The Unrested Ones are zombies, the lost unfortunate shells of persons left to 
  die in a dreamscape created by the dweller in dreams.
  Unrested Ones (3): Init -4; Atk +0 bite (1d3), or spell; AC 9; HD 
  2d8; hp 12; MV 20’; Act 1d20; SP undead, spellcasting, touch of cold, 
  
  27
  SV Fort +4, Ref -4, Will +2; AL C.   
  Humanoids with rotten pallid flesh, in various stages of decay. One 
  zombie is a wizard that remembers a spell (choking cloud), one is a 
  walking corpse with no special abilities, and the third is covered in 
  frost with touch of cold ability (+1d3 damage).
  One of the fresh open graves has a studded leather armor covered in grave 
  mold, a mace, and a holy symbol that appears to be partially melted.
  Area 13 – Haunted House
  The black fog clings to the upper stories of this large house. Its dark weath-
  ered wood is pitted and rotten in several places. A dark tower rises above 
  the lower floors. You realize this must be the creepy old man Silas Grimm’s 
  house. Nearly the whole bottom floor is covered in black crawling vines. 
  You’ve never gotten this close before. All the windows on the first floor 
  have been boarded up. A dim light appears to be coming from under the 
  heavy wooden front door. What was that? Did something just move in the 
  upper window? 
  One of the steps on the porch is broken, but easily avoided. Once the first 
  PC steps onto the porch and moves toward the front door, a pit trap opens 
  beneath him (Ref DC 15 save to avoid). The pit is ten feet deep (1d6 dam-
  age) and there is a secret door in the wall of the pit that leads to the basement 
  (DC 18 Int check to discover the secret door). Any PCs managing to get to 
  the front door find it locked; it is impossible to pick the lock in the dream-
  scape. Around the back of the house is a small fenced-in garden. There is an 
  external cellar door, covered almost entirely with the black crawling vines. A 
  single PC must make a successful DC 15 STR check to remove the vines, but 
  a concerted effort by the party will always be successful.
  
  28
  
  29
  
  30
  PART 3: Within the Haunted House
  D10
  Eerie Sounds (roll 1d10 each time PCs enter an area.)
  1
  Thump from above
  2
  Thump from below
  3
  Child giggling
  4
  Footsteps 
  5
  Door creaking
  6
  Cat screech
  7
  Something moving behind the walls
  8
  Dripping water
  9
  Rocking chair creaking
  10
  Whispers
  Area 1 – Basement Door
  After the black crawling vines are stripped away, you see a stout cellar 
  door. It is secured with a rusty lock. 
  The lock can be picked (DC 13) or broken (DC 11 Str) to allow entry.
  As you descend the rough stone steps into darkness, you are assaulted by 
  the smell of mold and wet wood. The floor here is bare earth with small 
  water puddles. Wooden stairs lead upward to the first floor. There is a 
  door here, and in fact the entire wall, is covered in the same black crawl-
  ing vines from outside the house. Also, in the far corner of the basement 
  are the arcane markings of a summoning circle. In the dirt there are 
  burnt candles and splatters of old blood.
  A successful DC 15 Str check will remove the vines; if PCs fail and persist, 
  the judge should warn them that they will take 1 pt. of damage from dirty 
  thorns if they try again and fail. 
  If anyone fell into the pit at the front door, Area 13, this is where the secret 
  door would lead.
  A lantern hangs from a hook and a small barrel of oil sits under the steps.
   
  
  31
  Area 2 – Basement Alchemy Lab
  The floor of this room the floor is bare earth, with several standing pools 
  of water. Beyond the door are the remains of an alchemy lab that has been 
  overrun by the black vines. There is broken glass from various implements. 
  On the floor and shelves, fine powders are strewn about, some melting 
  into the black vines. There seems to be nothing else of value here. 
  A PC knowledgable in alchemy might be able to salvage 1d3 vials of powder, 
  the effects of which must to be determined by the judge.
   
  Area 3 – Kitchen/Dining Room
  You climb the wooden stairs from the basement into a small room. There 
  is a wood burning stove, a water barrel, and a stack of fire wood in the 
  corner. Several pots and pans hang from racks on the wall. A simple table 
  and chair is against the far wall. From under the table there is a thump. 
  On the floor, a pale severed hand, crawls forth, its bony fingers pulling it 
  forward. The hand scampers into the next room and disappears.
  There are six un-dead crawling hands in this room, deliberately created by the 
  Dweller to provoke fear in humanoids. There is a torch in the stove.
  Crawling hands (12): Init +0; Atk claw, +1 melee (1d3); AC 13; HD 
  1d4; MV 15’; Act 1d20; SP un-dead; SV Fort +1, Ref +3, Will +0; 
  AL C.  
  A hand severed at the wrist with pale skin, gnarled, crooked fingers 
  and dirty broken finger nails.
  An archway connects a large dining room to the kitchen. A long table 
  and several chairs almost fill the room. As you enter the room, you hear 
  a slight thumping as crawling hands are crawling down the table toward 
  you. A chair topples over as more of them crawl toward you on the floor. 
  There is another group of six crawling hands that will drop onto the unlucki-
  est PCs once the melee begins.
   
  
  32
  Area 4 – Foyer 
  At the far end of the foyer, a set of stairs winds up to the second floor. A 
  large brazier beside the stairs is lit with a bright green fire casting shadows 
  throughout the room. There are two doors here on the wall opposite the 
  kitchen. 
  You hear a clicking sound from the shadows. Two squat humanoids with 
  deep purple skin, and four yellow bulbous eyes emerge. They click their 
  teeth, gaping maws spread wide, and hisses as they attack.
  Purple horrors: (2): Init +2; Atk claw, +3 melee (1d4); AC 15; HD 
  2d6; HP 12; MV 30’; Act 1d20; SV Fort +1, Ref +3, Will +0; AL C.  
  A squat humanoid with deep purple skin, 4 bulbous yellow eyes, a 
  large gaping maw with nasty pointy teeth, lanky arms, but over-sized 
  hands with claws.
  Area 5 – Library
  This room has three large bookshelves that sag with wood rot and mold. A 
  large over-stuffed chair sits opposite one shelf. In the center, a thick tome 
  sits atop a pedestal, its yellowed pages open to reveal strange writing. 
  The tome has an arcane bookmark. When anyone that is not the owner of the 
  tome tries to read it, black tentacles shoot forth, sticking to their neck and 
  head, and try to pull them into its gaping maw. PCs must make a DC 16 Ref 
  save to avoid or a DC 10 Str check to break free.
  Arcane bookmark: Init +3; Atk bite, +4 melee (1d6+2) or tentacle 
  grab; AC 10; HD 2d6; MV 40’; Act 1d20; SP tentacle grab pulled in 
  and bitten (DC 16 Ref save to avoid; DC 10 Str check to break free),  
  vulnerable to fire; SV Fort +1, Ref +0, Will+2; AL N.  
  An arcane bookmark, used mainly by wizards, is inserted into a book 
  at times when a wizard cannot, take his book with him, to protect the 
  wizard’s knowledge from would-be spell thieves. The bookmark can 
  be removed by the owner of the book without difficulting; otherwise 
  to remove it you must destroy creature within it must be destroyed, 
  and doing so has a 75% chance that the book will be ruined.
  
  33
  There is only one salvageable book, Beyond the Walls of Dreams. A day’s study 
  of this tome will allow a spell caster to learn one new spell or prayer of unique 
  power (roll as appropriate). There is also one book that has a folded-up map 
  that leads to further adventures, as the Judge sees fit.
  Area 6 – Dressing Room
  When this door is opened:
  A large shimmering liquid mirror on the wall hangs directly across from 
  the door. Black tentacles burst through the walls and a gleaming red eye 
  stares back at you from the mirror.
   
  Anyone who looks into the mirror must make a DC 13 Will save or be struck 
  with fear and unable to move for 1d3 rounds.  The door swings shut. If the 
  door is opened again: 
  The mirror fades to black. The outer wall of this room is covered in black 
  crawling vines growing through the holes punctured in the window and 
  wall. The floor here is buckled from vines twisting under and in between 
  the floor boards. There is a small table and chairs and an overturned 
  couch in the corner. Two squat humanoids with deep purple skin, and 
  four yellow bulbous eyes lurk in the shadows. They click their teeth and 
  hiss. Their gaping maws spread wide with nasty pointy teeth.
  Purple horror: (2) Init +2; Atk claw, +3 melee (1d4); AC 15; HD 
  2d6; HP 12; MV 30’; Act 1d20; SV Fort +1, Ref +3, Will +0; AL C.  
  A squat humanoid with deep purple skin, 4 bulbous yellow eyes, a large 
  gaping maw with nasty pointy teeth, lanky arms, but over-sized hands with 
  claws.)
  Area 7 – Master Bedroom
  The door to this room is marked with a glowing arcane symbol. If the door is 
  touched, a slight humming sound is heard. The door is not locked. 
  This room is a large bedroom. On the bed a man with long white hair 
  lies, sleeping, though his body seems contorted in pain. There is a ward-
  robe along one wall and a locked iron-bound chest at the foot of the bed.
  The symbol will be recognized from the last note from Silas. Silas is sleep-
  
  34
  ing, but nothing the party does will affect or awaken him, nor can he even 
  be touched; attempting to do so generates a sparkling black aura that pushes 
  hands, weapons and spells away. The chest is locked (DC 17 Pick Lock check 
  to open); trying to break the chest open proves ineffective.
  Area 8 – Guest Bedroom
  The door to this room is not locked. There is no furniture in this room, 
  but (the PC that was taken when the Dweller in Dreams attacked the 
  first time) is curled up in a large bird cage in the middle of the floor.
  They will have no memory of what happened after being taken, but otherwise 
  are in good health, though somewhat confused.
  Area 9 – Sealed Bedroom
  The door to this room has swollen, jamming it shut. Black crawling vines 
  curl up through cracks in the walls, passing up into the ceiling, and disap-
  pearing into the attic. You guess that the room might be completely full of 
  the black vines.
  Area 10 – Children’s Bedroom
  This is a small bedroom with a single bed and dresser. Several rag dolls 
  and stuffed animals are arranged on the bed as if they were sleeping. This 
  appears to be a little girl’s room.
  This is the bedroom of Silas Grimm’s daughter, Amelia, though she is no-
  where to be found. The dolls will attack if investigated.
  Rag Dolls (6):Init +1; Atk bite +1 melee (1 point); AC 10; HP 1; 
  MV 15’; Act 1d20; SV Fort +0, Ref +1, Will +1; Al C. 
  A group of patchwork dolls
  Area 11 – Gargoyle Statue Alcove
  In this alcove on the second floor there is a large stone statue of a faceless 
  gargoyle facing the interior. Its grim visage crouches under outstretched 
  wings. The floor around the statue sags with each of your steps.
  
  35
  
  36
  If examined carefully (or DC 12 INT check) there is a small keyhole in the 
  jaw of the statue. The silver key from Alice fits (Area 2). When the key is 
  turned, the gargoyle’s mouth opens. Inside is a large red gem worth 200 gp. 
  (Judge’s option to replace this with an item specific to their campaign.)
  Area 12 - Stairs to the Attic
  In the alcove there is a small narrow door. You hear a far-off whistling- or 
  is it weeping?, coming from behind the door. You suspect the door leads to 
  the staircase up into the attic.
  Area 13 – The Dweller in Dreams 
  When the PCs reach the top of the steps: 
  The unfinished attic is strewn with the discarded bits of a single widower’s 
  life, spent chasing obscure knowledge.  It is not empty…“Come now my 
  pretty little things. I can smell your fear.” a voice booms inside your head, 
  wavering between a deep voice and a high pitched mad cackle. A tall 
  slender figure, with pale skin the color of a corpse, and a long crooked nose 
  lurks at the far end of the attic. He is dressed in a black grave-digger’s coat 
  and top hat. He turns to face you, brandishing his black net. Black motes 
  of energy swirl in the air, forming into two purple horrors which appear 
  with a popping sound. They move to attack.
  Purple horrors (2): Init +2; Atk claw, +3 melee (1d4); AC 15; HD 
  2d6; HP 12; MV 30’; Act 1d20; SV Fort +1, Ref +3, Will +0; AL C.  
  A squat humanoid with deep purple skin, 4 bulbous yellow eyes, a large 
  gaping maw with nasty pointy teeth, lanky arms, but over-sized hands with 
  claws.
  Dweller in Dreams (Silas Grimm form): Init +2; Atk claws +3 melee 
  (1d3); AC 15; HP 30; MV 40’; Act 1d20; SP cause fear aura, (DC 10 
  Will save or be Feared -10’ movement, must run away for 2 turns), 
  summon purple horrors; SV Fort +2; Ref +1; Will+4 AL C. 
  The Dweller in Dreams appears as Silas Grimm: a tall, slender figure with 
  pale skin the color of a corpse and a long crooked nose, is dressed in a black 
  grave-digger’s coat and top hat.
  
  37
  When the Dweller in Dreams is 
  Reduced to Half Health
  The Dweller in Dreams shakes violently, dropping the net and clawing at 
  his skin. Black pools of vile stinking liquid disgorge from the figure and 
  the skin and clothing drop to the ground with a wet splat. Before you 
  now is a purple and black pulsating mass that floats on motes of black, 
  sparkling energy. Numerous black tentacles constantly undulate back and 
  forth from this mass. You hear noises in your head like a thousand voices 
  screaming all at once.  A voice speaks above the noise, and a red eye ap-
  pears in the center of the mass. “The Dweller in Dreams has come. Give 
  us a taste of your fear!”
  The Dweller in Dreams (true form): Init +3; Atk void bite, +6 melee 
  (1d6) or tentacle grapple or spell, +7 spell check; AC 15; HD 6d10; 
  HP 60; MV 40’; Act 1d20; SP tentacle grab seized and cannot attack, 
  DC 16 Str check each turn to break free or take 1 point damage and 
  minor corruption, Spells; SV Fort +4, Ref +2, Will+4; AL C.  
  A purple and black pulsating mass that floats on motes of blackened energy. 
  Numerous black tentacles are constantly undulating back and forth. When it 
  speaks there is a central eye that appears in the center of the mass.
  The Dweller in Dreams knows the following spells: cantrip, charm person, 
  magic shield, magic missile, scare and summon purple horror.
  If the Dweller in Dreams is reduced to 0 hp, it explodes in a shockwave that 
  knocks everyone down. Nothing is left of it. If there are any purple horrors 
  still alive will disappear with their master. The Dweller in Dreams is not dead 
  – it may return in a later adventure, and can act as a patron to PCs or NPCs 
  alike (see Appendix A).
  With the Dweller in Dreams now gone, the darkness fades away. As you 
  leave the attic, dawn breaks through the trees. It’s a new day. Although the 
  dream world has faded away, you can almost sense it, still lurking beyond 
  the threshold of the waking world. Shall you ever venture there again? 
  Although the Dweller in Dreams is gone, you cannot even be certain that 
  it was truly destroyed….
  
  38
  CONCLUDING THE ADVENTURE
  Silas Grimm awakens and is extremely grateful. He offers up rewards from his 
  chest. Each PC will receive 100 gp. The group as a whole will receive 10 gems 
  worth 50 gp each, and a wizard scroll of a first level spell (randomly rolled or 
  chosen by the judge.) 
  Grimm wants to know if the PCs have seen his daughter, Amelia, while in 
  the dreamscape. He will offer further reward if the party will find her and will 
  give them a special locket of hers to help them with their quest. Once ev-
  eryone has left the house, he will burn it down and retire to parts unknown, 
  unless the PCs choose to seek his daughter.
  FURTHER ADVENTURES
  1. In Area 5 - Library there is the map found in a book that could lead to 
  any number of quests (perhaps a map to CE 6 - The Crimson Void).
  2. The PCs may be enticed to find out what happened to Amelia (Silas 
  Grimm’s daughter)
  3. The PCs may try to find a way back into the dream world to rescue the 
  PCs that had died but are still sleeping in the real world. Perhaps Es-
  merelda can help with this?
  4. The PCs may with to pursue the Dweller in Dreams to its home plane. 
  Again perhaps Esmerelda can help?
  
  39
  APPENDIX A: NEW PATRON
  The Dweller in Dreams
  The Dweller in Dreams is a demon from the Dreamlands. It feasts on fear created 
  in dreams and nightmares of children and adults. The Dweller forges dreamscapes 
  where it enters through the dark places of the real world striking fear into the 
  hearts of all who dream. It revels in capturing dreamers so it may feed on their 
  fears until there is none left. Followers of the Dweller in Dreams are tasked with 
  delving the depths of ancient knowledge to discover methods to invoke fear and 
  dreams.
  Invoke patron check results:
  12-13
  Darkness. For the next turn the caster is shrouded in darkness. 
  +1 AC. Hide in Shadows +20%
  14-17
  The Dark Places. The caster and any allies within 20’ may tele-
  port to the nearest shadow within 100’.
  18-19
  Sleep. An enemy of the caster must make a DC10 Will save or 
  fall into a deep sleep for the next 1d4 hours.
  20-23
  Consume Fear. The caster is consumed with an extreme need 
  to cause fear and panic. Cause fear in 1d3 creatures for 1d3+CL 
  rounds, they must make a DC 10+CL Will save or flee in fear.  
  Each round will add that many bonus HPs to the caster.
  24-27
  Transform. As result 20-23, but caster is also aided by 1d6 Purple 
  Horrors. 
  28-29
  Purple Horror horde. The Dweller in Dreams opens a swirling 
  black portal where 1d12 Purple Horrors spew forth. They will aid 
  the caster for 1d6 turns. 
  30-31
  Portal to Dreamlands. The Dweller in Dreams opens a portal 
  where the caster and any allies may walk among the Dreamlands.
  32+
  Envoke Dreamscape. A black mist surrounds an area of the cast-
  ers choosing (100’ wide), all targets within fall into a deep sleep 
  unable to be awakened by any normal means. They will be pulled 
  into a dreamscape controlled by the caster for one night.
  
  40
  Patron Traint
  1
  Fearful. The caster becomes “jumpy” at even the slightest noise. Before 
  casting any spell the caster must successfully roll a DC 10 Will save to get 
  over their fear. This effect lasts 1d3 days. If this effect is rolled again, the 
  DC goes up +2 and the number of days advances one dice type.
  2
  Afraid of the Dark. The caster must successfully roll a DC 12 Will save to 
  enter an area or room with darkness or large shadows. If this effect is rolled 
  again, the darkness follows the caster. If the effect is rolled a third time, 
  darkness surrounds the caster and they must successfully roll a DC 15 Int 
  check or fall into a deep sleep for 1d3 days.
  3
  Quest. The caster is sent on an errand to retrieve an item. Judge’s choice, 
  within 1d6 days of travel. If this effect is rolled again the difficulty and 
  days of travel increases as the judge sees fit.
  4
  Friend or Foe. Any allies near the caster appear to them as monster(s) 
  from their worst nightmares. The caster must successfully roll a DC 12 
  Will save or flee in terror for 1d3 rounds. If this result is rolled again, the 
  DC goes up +1, and the duration goes up one die step.
  5
  Haunted. The caster constantly sees black tendrils of shadow writhing 
  at the edges of their vision. The caster must successfully roll a DC13 Int 
  check to concentrate before casting any that requires a target. If this effect 
  is rolled again, the difficulty goes up +1 each time and the caster also be-
  gins to hear voices in their head.
  6
  No Sleep. The caster is unable to get a decent night’s sleep because of night 
  terrors. The caster will be unable to rest well enough to recover any hit 
  points. This effect lasts 1d5 days. If this effect is rolled again, the caster will 
  temporarily lose 1 Stamina. If the effect is rolled a third time, the caster 
  will lose 1 Stamina permanently.
  Patron Spellburn
  1
  Drained. Black tendrils sprout from the ground attaching to the caster’s 
  head and neck draining the amount of spellburn.
  2
  The Hard Way. Purple Horrors appear and rip flesh from the casters legs 
  and arms doing the amount of spellburn in damage. Must be healed nor-
  mally.
  3
  Scared to Death. Sees a vision of their death. The caster’s hair turns white 
  and for each point of spellburn the caster ages 10 years. Spellburn as nor-
  mal.
  4
  Face the Fear. The caster peers into his own nightmares resulting in ex-
  haustion hence, stat loss the amount of the spellburn.
  
  41
  Summon Purple Horror 
  This spell allows the caster summon and control a purple horror minion of 
  the Dweller in Dreams. They are fierce loyal servants that delight in causing 
  fear much like their master. A Purple Horror appears as a squat humanoid 
  with deep purple skin, four bulbous yellow eyes, a large gaping maw with 
  nasty pointy teeth, lanky arms, but over-sized hands with claws.
  Level: 1 
   
   
  Range: 30’ 
  Duration: Varies
  Casting time: 1 round  
  Save: None
  Manifestation: Roll 1d4: (1) a purple and black geyser erupts from the 
  ground, then a purple horror crawls out; (2) a purple blob forms on the 
  ground, then a purple horror claws it way out; (3) a vertical swirling purple 
  and black portal opens and a purple horror steps out; (4) the caster throws a 
  purple ball of light that explodes into a purple horror.
  Corruption: Roll 1d6: (1-3) minor corruption; (4-5) major corruption; (6) 
  caster becomes a purple horror under the judge’s control for 1d3 rounds.
  1
  Lost, failure, and patron taint.
  2-11
  Lost, and failure. 
  12-23
  The caster may summon one purple horror to a point within 30’ 
  to serve them for 1 round. 
  24-31
  The caster may summon 1d3 purple horrors to a point within 30’ 
  to serve them for 1d3 rounds. 
  32+
  The caster may summon 1d6 purple horrors to a point within 30’ 
  to serve them for 1d3 turns. 
  
  42
  Nightmare Visage 
  This spell allows the caster to transform into a thing of nightmares. The 
  caster’s body will bend, twist, and mutilate into a monstrous form, of jag-
  ged bones, bulging eyes, and slack jawed mouths with vicious teeth dripping 
  ooze. For the caster there is also a certain amount of pain after the spell ends. 
  Fear caused with the Nightmare Visage spell gains favor with the Dweller in 
  Dreams.
  Level:  2 
   
   
  Range:  30’              Duration: Varies               
  Casting time: 1 round           Save: Will
  Manifestation: Roll 1d4: (1) black veins crawl under the casters skin explod-
  ing into the nightmare form; (2) giant worms wriggling under the casters skin 
  chewing their way out; (3) the caster is surrounded by swirling black motes 
  of energy; (4) the caster is drawn into a pool of shadow on the ground and 
  crawls out in nightmare form.
  Corruption: Roll 1d6: (1-3) minor corruption; (4-5) major corruption; (6) 
  caster becomes a purple horror under the judge’s control for 1d3 rounds.
  1
  Lost, failure, and patron taint.
  2-11
  Lost, and failure. 
  12-23
  Allows the caster to change physical form into the twisted stuff of 
  nightmares. One victim then must successfully roll a DC12 Will 
  save or be frozen in terror. Duration of the spell is 1 round.
  24-31
  Allows the caster to change physical form into the twisted stuff 
  of nightmares. This affects 1d3 victims that must successfully roll 
  a DC15 Will save or be frozen in terror. Duration of the spell is 
  1d3 rounds.
  32+
  Allows the caster to change physical form into the twisted stuff 
  of nightmares. This affects 1d6 victims that must successfully roll 
  a DC18 Will save or be frozen in terror. Duration of the spell is 
  1d5 rounds.
  
  43
  Portal to the Dreamlands
  This spell allows the caster to open a portal to the dreamlands, the home 
  plane of the Dweller in Dreams.  The caster will be able to travel into the 
  Dreamlands while in the waking world, unlike others that get pulled into the 
  Dreamlands, or enter it willingly. 
     The Dreamlands territories connect to other planes and dimensions, from 
  the most peaceful to the very dangerous, provided the caster can get past its 
  guardians. The Dreamlands have connections to the physical world in the 
  darkest places wherein the caster may exit the Dreamlands and re-enter the 
  physical world.
  Level:  3 
  Range:  30’              Duration: Varies               
  Casting time: 1 round          Save: None
  Manifestation: Roll 1d4: (1) a swirling black vertical circle; (2) a door or 
  window nearby glows red; (3) a pool of purple and black water 5’ from caster; 
  (4) a deep shadow on the ground pulls the caster into it.
  Corruption: Roll 1d6: (1-3) minor corruption; (4-5) major corruption; (6) 
  caster becomes a purple horror under the judge’s control for 1d3 rounds.
  1
  Lost, failure, and patron taint.
  2-11
  Lost, and failure. 
  12-23
  The caster may open a portal to the Dreamlands. Only the caster 
  may enter the portal. It will stay open for 1d3 hours. 
  24-31
  The caster may open a portal to the Dreamlands. The caster and 
  1d3 allies within 20’ may enter the portal. It will stay open for 1d3 
  hours. 
  32+
  The caster may open a portal to the Dreamlands. The caster and 
  any allies within 20’ may enter the portal. It will stay open for 1d5 
  days. 
  
  44
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  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson.
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  SH1 - The Dweller in Dreams © 2018, Purple Duck Games; Author Scott Hill.
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