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Display a Printer Friendly Version

Dreamland
[comments:(14), views:(10903), rating:(9.4)]

Author: Eric Noah
Homepage: http://members.home.net/noahrpg/
System: D&D Planescape
Type: Scenario
Category: Fantasy
Requirements:


PCs must travel into the dreams of a young coma-bound boy whose dreamscape is growing into a full-fledged universe, protect his spirit from faction-members from Sigil who variously want to keep him prisoner or destroy him, and find a way to return the boy's soul to the real world.

Graphic: Deamlands

Summary:  PCs must travel into the dreams of a young coma-bound boy whose dreamscape is growing into a full-fledged universe, protect his spirit from faction-members from Sigil who variously want to keep him prisoner or destroy him, and find a way to return the boy's soul to the real world.

Introduction:  "Dreamland" is an AD&D PLANESCAPE adventure for 1st to 4th-level characters of good alignment.  Its opening chapters take place in any town or city in any Prime Material world, and it is a perfect way for the Dungeon Master to transport player characters to Sigil, the Outlands, or just about any other plane, and introduce them to important basic concepts from the PLANESCAPE Boxed Set that are at work in this adventure.

Adventure Background:  Simon seems to be a typical eleven-year-old boy.  He loves his mother, he plays outside and occasionally gets hurt, he attends a school run by a local church in his hometown (whatever town the DM decides), he has hopes, fears and dreams.  And while some might see the deck as stacked against him -- he's got no father around, he and his mother are poor, he's rather small for his age -- he also has a number of things going for him:  he's bright, mature, and has a vivid imagination.  Simon's mother calls him a "deep one:"  someone who is thoughtful, aware of what is going on around him, slow to anger, and very much in touch with his own feelings.

In the past year, Simon has noticed some changes in himself -- besides the usual growing-up changes.  His dreams have begun to manifest themselves very vividly, almost taking on a life of their own.  They've grown clearer, easier to remember, and are filled with rich colors and detail.  And they've grown longer, too, some seeming to last from the first moment of sleep until his mother roused him in the morning.  It wasn't too long before Simon was convinced that his dreamworld was as real as the world of the awake.

Not that all of the dreams were good ones, though -- far from it.  Many of his dreams featured horrid monsters, or twisted and brutal parodies of his mother or schoolmates.  But for every nightmare, it seemed, Simon was also blessed with a good dream:  a re-enactment of a faerie story he'd heard from a bard, or a fantasy in which the normally frail Simon was a robust knight in polished mail.

Many of his dreams -- good and bad -- featured his father, who died when Simon was nine.  The boy still has clear memories of his father strapping on a sword and kissing his mother good-bye; that was the last time anyone saw him.  Simon's mother insisted he was killed in a war or crusade of some sort, but Simon occasionally wondered if he hadn't just left them.  In dreamland, Simon's dad played many roles:  sometimes his father was a gigantic hero; other times he was a nasty, cruel tyrant; and in still others, he was an animate rotting corpse.

While Simon was a little afraid of his new vivid dreams, he was also intrigued.  And in order to continue his nightly adventures, he felt it necessary to keep this new dimension of his life a secret from his mother.

Two weeks ago, Simon's mother noticed it was becoming harder and harder to get Simon awake and ready for classes.  For the next week, Simon spent the better part of each day in a daze, unable to pay attention to folk around him, barely able to eat.  Then one morning last week, Simon's mother was unable to wake him.  She contacted clerics and doctors from her town, but to no avail.  No one could rouse him or explain why he slept.

Just as she began to despair of any cure, Azir, a mentalist from a nearby city came to call, at the request of a colleague in town.  After a few hours in a deep trance, he was certain that Simon was trapped in his dreamworld and needed a guide to rescue him.  If, the mentalist explained, they could find someone brave enough to enter a boy's dreams, Azir himself would provide the gateway between Simon's dreamworld and reality.

DM's Information:  Simon is not just bright -- he's a genius, and a budding psionic wild talent.  Over the past year, Simon has been "tuning in" to a new power -- the power of the Dreamscape, a Psychoportive Science that is similar to Dream Travel (see The Complete Psionics Handbook, pp 70-72) --  except that it permits the character the ability to travel from one plane of existence to another through his dreams.  When fully developed, this skill will give Simon the power to roam the multiverse . . . that is, if he survives his current situation.

The Dreamscape power develops in several distinct phases.  The first phase is the solidifying of the dreamworld.  In this phase, the dreamworld becomes a semi-tangible place that will eventually open portals to other planes.  Simon has accomplished this, for his dreams are as easy to remember and as detail-rich as life, and the characters in them have a semi-existence even when Simon isn't dreaming.  The second phase is for Simon to confront and conquer the fears he finds in his dreams.  This stage usually takes years to accomplish, and requires of the Dreamer the wisdom that comes with experience and maturity.  Simon has barely started on this part of the Dreamscape.  The third and fourth phases (controlling what appears in the dreamworld, and learning to enter and exit it physically) are things Simon won't be able to tackle for a long time.

Simon's dreamworld, then, has formed its own mini-universe; it is this new "demi-plane" which will be the jumping-off point to other planes once the power is fully developed.  But here's the trouble:  this new universe, complete with semi-solid terrain and independently-thinking characters, has damaged itself by intersecting -- sort of "crashing into" -- another plane.  Along the border of Simon's dreams are two rifts that open into Sigil, the major city of what clueless Primes (folks from the rather isolated Prime Material Plane) call the Concordant Opposition, and what its inhabitants simply call The Outlands.  It is a place of neutrality -- that is to say, good and evil in mostly equal portions.  Though they look like tears in the fabric of Simon's dreams from the dreamworld side, the rifts appear as glowing portals to the natives of Sigil.  And while glowing portals aren't too unusual there, two new ones are certainly worth investigating.

The thing about Sigil -- and the Outer Planes in general -- is that nobody is just an explorer.  They're all philosophers, too.  Everyone has a theory -- big or small -- about why things are the way they are.  Folks with similar philosophies form factions, and these factions try to steer things their way most of the time.

Within the space of a few short days, members of several factions had entered into one or the other of these portals that led to Simon's Dreamland:
 

  • A delighted member of The Sign of One has joined forces with a Believer of the Source to make sure that the dreamer -- whoever it might be -- keeps on dreaming.
  • Two grim and humorless soldiers of the Doomguard have traveled in to stop this new universe from spreading and to destroy it utterly if possible.
  • Guvner and a Hardhead have scouted a ways into the Dreamland, looking to bring a criminal to justice.

The other trouble, of course, is that Simon is stuck in his Dreamland.  The intersection of his Dreamland with the Outlands has slightly damaged his psyche.  This is what caused his need to sleep for long periods; if the Sigil faction-members hadn't entered his Dreamland, he would have eventually cured himself.  In fact, this psychic damage has split Simon into two independently-thinking beings who now exist in Dreamland.

One half is called Sir Simon.  He is a classic knight in shining armor, possessing all of the charm, honesty and bravery of the Real Simon.  Unfortunately, he's a little on the dim side.  Sir Simon tends to see things as either black or white, and act without considering the consequences.  This knight roams the Realm of Hope in the Dreamland, fighting dragons and rescuing maidens.  He has been captured by Sigil faction members Una (Sign of One) and Kythorne (Believers in the Source) and is held in Daern's Instant Fortress.

The other half of Simon calls himself Sly Simon.  He might be considered Simon's "darker side."  Sly Simon is weak and fearful, but also cunning, careful and far-sighted.  He constantly calculates the odds, keeps out of danger, and trusts no one.  He appears as a scrawny, dirty, savage version of the Real Simon, and can be found imprisoned in the Deep Dank Dungeon by the Doomguard members who are trying to decide what to do with him.

The PCs' job is to rescue Sir Simon and Sly Simon from captivity, and force them to face and accept each other as parts of the real Simon.  Only then will Simon be able to patch the rifts to Sigil and exit his Dreamland.

Expected Order of Play:  This adventure might end up like this:
 1)  PCs are summoned to travel into Simon's dreams.  Once in Simon's Dreamland, they swim through the waters of Simon's subconscious until they reach the shore of his conscious awareness.
 2)  PCs travel about, looking for Simon.  Along the way, they meet up with many characters from his dreams:  his mother, his father, bullies from class, and characters from stories.  These characters lend insight into Simon's nature, and some may be convinced to come along and help find this "lost boy."  They may even find a search party, including two people from Sigil, out hunting for Sir Simon.  They also discover that wizard and priest spells and magical items don't work the same here.  They may discover spell keys and power keys through various means.
 3)  PCs may discover the Deep Dank Dungeon, where Sly Simon is held hostage by Doomguard members, one of which entered the Dreamland gate to flee the long arm of the law.
 4)  PCs eventually find the Instant Fortress, where Sir Simon is guarded by the long arm of the law.  These two from Sigil won't turn Sir Simon over to PCs until the Tol, a Doomguard member accused of murder, is brought to them.
 5)  If the two halves of Simon are brought together, "they" are still trapped in Simon's Dreamland until they can accept each other as important aspects of Simon in order to return to the Prime Material.  Only together can they patch the rifts to the Oulands and leave the Dreamland -- as one person.
 6)  The adventure can conclude with either of two possible endings:  the PCs and Simon return to the>


Transfer interrupted!

mon's Dreamland are patched up; or Simon inadvertently strands PCs in Dreamland -- and if they want to survive, they must race for the closing rifts to Sigil and pass through.  The first ending keeps PCs in the Prime Material Plane; the second is a perfect gateway to the PLANESCAPE setting.

The Adventure Begins:  How PCs learn of Simon's illness is up to the DM.  The ideal way would be to make him a distant relative of one of the PCs.  The DM may need to change some of the details of the story to make this option fit.  Otherwise, the PCs will only hear of the problem if one of them has a reputation for being especially kind-hearted.  If a PC party needs an additional incentive to help Simon, Azir offers his services as a mentalist.  He has several skills that PCs might one day find useful -- powers to cure wounds or diseases, teleport people great distances, etc.  Greedy PCs should be reminded that these sorts of services can cost tens of thousands of gold coins if purchased from a wizard or priest.

Assuming PCs learn of Simon's illness and proceed to his home to investigate, the adventure begins.  Read or paraphrase the following:

Kerynn, Simon's mother, is a tall blond woman who looks older than she probably is.  Her eyes are bloodshot and weary-looking.  As she leads you out of the cold night air into the small, clean house, she turns to you.  "I'm pleased you agreed to help us.  I can't say I've much hope, though.  So many others have tried and failed.  You, and Azir, are my last chance . . . Simon's last chance."

Simon's room is tiny, but decorated brightly.  In one corner slouches, as if in a drunken stupor, a rag doll in a suit of armor made from scrap metal.  A small wooden shelf is crammed with old, tattered storybooks.  You can make out some of the titles:  "Dirk Steals a Sting," "The Legend of Avariel," "Seven Kuo-Toan Brothers," "Animal Fables."  Tacked to a wall is a charcoal drawing of a handsome man brandishing a sword.

"That's Simon's father.  He drew it from memory."  Kerynn looks as if she might weep.  "Gods, I can barely remember what he looked like half the time, and he only died two years ago.  But Simon's got a good memory, and a lot of talent.  I only hope . . ."  Her eyes glisten, and she turns away quickly.

In the center of the room is a bed piled thick with quilts, and nestled within is a good-looking, straw-haired boy of about eleven in a deep sleep.  A gaunt, dusky-skinned man with sparkling black eyes sits cross-legged on the floor next to the bed.   He speaks, in an accent that is as foreign as the turban wrapped around his head:  "Time is short.  We must discuss the situation immediately if Simon's life is to be saved."  He looks very grim.  "It may already be too late."

 The mentalist introduces himself and gets right to business.  Between the two of them, Azir and Kerynn can relate the information about Simon's strange sleep patterns over the past two weeks.  Azir has further information, which should be read or paraphrased:

"Much of what I am about to tell you must be accepted on faith.  I know that the powers of the minds are not as commonplace as those of wizards' magic or priests' prayers, but I assure you they are real, and in this case much more pertinent, because this young boy possesses a great deal of natural -- or wild -- mental talent.  It is this talent which is at the root of his condition.  If he is cured, he could go on to be one of the most powerful mentalists ever known.

"When a normal person sleeps, he often dreams.  For most of us, these dreams are memories of things of the past, visions of present worries, or images of future aspirations or fears.  Without dreams, we would quickly go insane.

"To put it simply, Simon is stranded in his dreams.  I have voyaged a short ways into his psyche, and know this to be true.  Simon's dreams are not merely insubstantial, hazy visions; they have actually coalesced into a semi-tangible realm.  I believe that Simon will eventually be able to physically enter his dreamworld and use it to travel great distances -- once he has control of what happens there.  But for now, it is as if his very dreams -- and nightmares -- have come to life for him.

"Simon is physically still with us.  His body rests in this very room.  Only his spirit has made this voyage into the world of his dreams.  His spirit must be rescued.

"I have a skill which will allow you to physically enter Simon's dreamworld.  Once you are there, I will act as the bridge between this world and his.  I will need to spend all of my concentration on keeping that bridge intact.  Once you are in, you will be on your own."

PCs at this point can ask questions of Azir or Kerynn.  Simon's mother can answer general questions about Simon's personality, but knows nothing of his dreaming.  Azir only has theories about what Simon's dreamworld will be like, and what will be required to rescue Simon once they have arrived.

Once PCs are satisfied, Kerynn brings some blankets into Simon's room, and Azir asks them to lie down with whatever equipment they wish to take with them.  Kerynn dims the lights in the room, and Azir begins chanting in a droning, steady, quiet voice.  PCs who fight this non-magical form of hypnotism are not affected, but everyone else quickly falls asleep.

And the dreaming begins.

Into Dreamland

(View the map of Dreamland)

It is vital to keep in mind that while the PCs travel to the dream universe in their physical bodies (as do the faction-member NPCs), the Dreamland itself is only semi-solid.  That means that the creatures there do less damage when they attack, have less effective armoring, and are more easily hurt when they encounter the PCs; the terrain is somewhat mutable; and food and water made of "dreamstuff" is only partially satisfying to those from the physical realm.  In addition, Simon's Dreamland is considered to be a part of the Outer Planes for the purposes of psionics, spell-casting and magical item use.  Below are specifics.

Natives of Dreamland:  There are four types of folk that the PCs can encounter in the Dreamland:  characters from stories, including adventurous characters found in the Realm of Hope and nightmare creatures in the Forest of Nightmares; dream-versions of real people Simon knows (like his mother, father, and bullies from school); NPC faction-members from Sigil who are involved in various activites; and the two versions of Simon.

For all NPCs and monsters native to Simon's dreams, stats and abilities reflect the fact that they are "less solid" than the PCs.  Yet if these NPCs fight among themselves, they seem -- to each other -- to be quite solid.  So for every NPC and monster described in this adventure, "normal" stats are listed (as if they were normal, solid creatures), with their "reduced" stats presented in parentheses.  In general, dream-opponents have half normal hit points, do half damage from either melee or spell attacks which cause damage, and have an armor class reflecting half of the distance from AC 10 (so an AC 6, which is four points from AC 10, becomes AC 8 -- two points from AC 10).  Experience point values are also recalculated to reflect these changes.  All of this has been taken into account in the statistics presented, but these rules can be used to introduce other dream creatures into the Dreamland.

When a native of the dream world is killed, it and all of its personal belongings dissolve into a gray mist which seeps into the ground.  The deceased will form again in 24 hours, picking up where it left off.

While the dream folk have personalities as diverse as life itself, they share one common characteristic:  they are utterly incapable of believing they are a part of someone else's dreams.  They perceive themselves as "real," and while the Dreamland may not make sense to the PCs, it makes all the sense in the world to its inhabitants.

Objects and Terrain:  Because the material that makes up the Dreamland is somewhat malleable, PCs have some options and restrictions while traveling there.

First, PCs can handle dream-objects, but any strenuous use of one (i.e., a PC wields a dream-sword, or climbs up a dream-rope) can result in it breaking or otherwise coming apart.  The DM will have to adjudicate many instances, but for combat assume this simple rule:  any time a PC causes maximum damage with a dream weapon, the weapon breaks and fades away like mist.  Dream items make their saving throws at half their normal chance if the damaging force (the fire, the acid, the "crushing blow," etc.) is of the Prime Material Plane.

Food and drink made of dreamstuff will be adequate for most PCs, but it always leaves them a little hungry or thirsty, never fully satisfied.

In most cases, PCs won't have trouble walking on the dream ground or climbing dream trees.  Unless otherwise stated, movement is at normal rates.  If a PC thinks of it, the DM can allow a burrowing speed of 2' per round through earth or wood, and 1' per round through stone or metal -- even with bare hands.

Any magical or natural talent that determines direction in terms of the compass is useless -- these concepts are irrelevant in Simon's Dreamland.

The wall at the border of the Dreamland is smooth, black, featureless, and stretches forever.  It is utterly impermiable and indestructable as far as puny mortals are concerned.

Wizard Spells in Dreamland:  Because Simon's dream universe is not a part of the Prime Material Plane, PC wizards have difficulty casting spells here.  In fact, they'll need spell keys if they want their magic to work normally.

A wizard will quickly discover that Simon's Dreamland is much like the Ethereal Plane with regards to alterations to different schools of magic:  Abjurations are diminished (as if cast at one level lower); Conjuration/Summoning spells only call forth dream-creatures and dream-materials from the Dreamland;  Illusions are enhanced (they last without concentration, then gradually fade away, though there is a 5% chance that an illusionary being becomes a semi-solid dream creature and permanent resident of Dreamland, no longer under the control of the spellcaster); and Divinations are nullified completely.  These changes only affect wizard spells, not their priestly equivalents.

A wizard can get around the problems with Divinations, Illusions and Abjurations if he has a spell key for this plane (see p. 13 of A DM Guide to the Planes from the PLANESCAPE Boxed Set) -- in this case, an action, not an object.  Before every Divination, Illusion or Abjuration spell cast, the wizard must briefly summarize aloud one embarrassing or frightening dream he's had.  This increases the casting time by 1, but allows the spell to be cast normally.  PCs can learn about spell keys from faction members and certain dream NPCs.

Priest Spells in Dreamland:  Priests also have trouble casting spells in Simon's Dreamland because of their distance from their deities, but calculating the distance can be a little tricky.  Since the Dreamland has intersected Sigil, in the Outlands, and yet also is made up of Ether, treat Simon's realm as the best of both planes:  only one plane away from most of the Outer Planes (as if in the Outlands), and only one plane away from the Inner Planes (as if in the Ethereal Plane).  Either way, unless the PC priest worships a power that resides in a really strange place, the priest is treated as one level lower for purposes of spell-casting (including
numbers of spells memorized and spell effects).

The PC priest can get around this problem by means of a power key (see p. 15 of A DM Guide to the Planes from the PLANESCAPE Boxed Set) -- again, an action rather than an object.  Since Simon is effectively "lord of the realm," he can grant permission for priests to reach out of his realm to contact powers.  He does this on a subconscious level, though.  Every time a PC priest aids or kindly greets any of the good-aligned dream-creatures or dream-NPCs, the priest gains full access to one of her spheres of spells, randomly selected.  A well-mannered priest can have her full spell-casting abilities restored in a very short period.  Simon's subconscious only grants this special form of power key to good-aligned priests.  PC priests can learn about power keys from faction-members or select dream-NPCs.

Magical Items:  Enchanted weapons and armor lose one "plus" while the PCs explore Simon's Dreamland. In addition, any magical item that duplicates a spell from one of the schools listed as troublesome for wizards is affected accordingly.  Priest spells cast from scrolls are unaffected by the priest restrictions listed above.  There are no power keys or spell keys that permit magical items to work normally; either they do, or they don't.

Psionics:  Most psionics rules work normally in the Dreamland.  The only trouble PC psionicists may run into is with the natives:  since they are an outgrowth of Simon's mind, their own minds are quite alien.  As a consequence, natives of the Dreamland cannot be Contacted.  Any attempt at using the Contact devotion automatically fails, and the Dreamfolk are immune to psionic attacks, making it impossible to establish tangents with them.
 

Encounters and Adventure Layout

Encounters in this adventure are handled by means of a keyed map and encounter menus.  Some encounters are linked to specific locations and are required if characters reach those areas; some are to be placed by the DM at a strategic time and are required; and some are more for flavor or added excitement and are optional.  Part I describes encounter areas, and required and optional encounters for the Subconscious Lake.  Part II describes encounters for the Forest of Nightmares, Part III details the Realm of Hope, and Parts V and VI are concerned with the climax and resolution of the adventure.  Concluding are guidelines for awarding experience points and hints for beefing up this adventure for more experienced characters.


Part I:  Arrival

(Encounter Areas 1-3; Required Encounter A; Optional Encounter A)
Only when all PCs have fallen asleep in Simon's room will Azir initiate the power that allows him to open a gateway into Simon's dreams.  The DM should proceed directly to the Encounter Areas for Part I for a description of the lake and its environs.

Encounter Areas
1.  Lake of the Subconscious.  Though it feels like a dream, the sleeping characters quickly realize that they are no longer in Simon's room.  They seem to be floating in a murky gray fluid.  All about them are shadowy shapes and shimmering, indistinct lights.  It takes a few moments for the waking characters to get oriented; in the meantime, they discover that they can't breathe.  PCs with the swimming proficiency are able to swim to the surface without difficulty; heavily encumbered PCs who don't know how to swim must jettison one or two heavy items or risk drowning (these items return to Simon's room for the duration of the adventure).  Once at the surface, the characters can see that they are in the middle of what appears to be a perfectly circular lake (Area 1 on the map), surrounded by tall, sharp mountains.  Overhead the sky is overcast with misty gray clouds.

The PCs have just swum up through a physical representation of Simon's subconscious mind.  This Subconscious Lake is full of things that he hasn't quite thought of yet, or things he'd rather forget.  Some of these things occasionally rise up out of the murky water, take a shape, and make their way into Simon's dreams.

Characters who swim for the sandy shore will discover that the water and the things in it actually help push them toward the edges of the lake.  Even if they don't swim, they'll find themselves drifting toward shore.

2.  Shore.  The shoreline of the lake is sandy and barren.  Characters who are close to either of the passes through the mountains (Area 3a or 3b) can see faint foot prints in the sand leading from the water toward the passes.  These are traces of subconscious ideas which transformed into Dreamland characters and proceeded to enter either the Forest of Nightmares or the Realm of Hope.

When characters leave the waters of the Subconscious Lake, they find that they are perfectly dry.  At this point, the DM should emphasize the "hazy" nature of the things around them:  the ground seems as if it is shrouded in the barest layer of mist, the water seems a little foggy, the mountains are almost translucent.

3.  Mountains.  This ring of mountains is really nothing more than an outgrowth of Simon's mind, which naturally tries to keep his subconscious blocked off from the rest of his mind.  The mountains are gigantic, sheer cliffs of misty, featurless gray stone which are as smooth as glass.  No thief can climb them, no mountaineer can scale them.  Even magical spells such as spider climb are not sufficient.  Of course, the subconscious frequently encroaches on the conscious mind, and these gaps in defense take the form of two mountain passes, one leading to the realms where Simon's healthy fantasies reside (the Realm of Hope), and one leading toward unhealthy phobias and obsessions (the Forest of Nightmares).  But even these passes are guarded against intrusion.

3a.  Pass to the Forest of Nightmares.  Simon has subconsciously placed a mental guard to block out hope and goodness from his nightmare realm.  This takes the form of a Black Knight who watches over the long, narrow canyon:

In this shadowy gap between two sharp pinnacles of stone stands a dark figure in spiked, black armor.  From within the full helmet comes a deep bass voice:  "I am the guardian of this pass.  Let none who bring light or hope enter into this realm."  Though he appears to be massively built, he seems to be veiled by a thin layer of gray mist.  Behind the knight, only a gloomy blackness is visible.

The Black Knight can detect alignment at a range of 50', and will attack any good aligned characters who enter the pass.  The Knight is not entirely trustworthy, and so can be bribed with a gift of gold or gems.  Neither is he particularly perceptive.  He can be fooled into letting PCs pass by any reasonable attempt at disguise or trickery.  Threats of violence will not convince him to answer any questions, but a well-thought out ruse or a charm spell could work.  Unlike most dream characters, he reforms within one turn of being slain, instead of the normal 24 hours.

The Knight has never left this pass, so cannot answer any questions about the surrounding lands.  He knows Simon -- "a pretty normal boy" -- but hasn't seen him for a couple of weeks.  He has, however, seen a "dirty, wretched savage boy" as recently as a few days ago.  This child was last seen heading into the Forest of Nightmares.  The Black Knight has also seen some "strange beings" like the PCs recently -- folk who seemed to be "more solid" than he.  He can describe the two members of the Doomguard in detail, and remembers that they asked him about the lands around the pass and wanted to know who was in charge.    He also tried -- and failed -- to stop "a satyr and an elf" from entering the Forest of Nightmares.  This information will only come to light under careful questioning on the part of the PCs.

Black Knight:  AC 2 (6); MV 9; LV F2; hp 14 (7); THAC0 18 (includes Strength bonus); #AT 1; D footman's mace at 1-6+2 (1-3+1) (includes Strength bonus); AL LE; ML n/a; XP 35 (15) for defeating in combat or 35 (35) for tricking or bribing.  Wears plate mail, carries a shield and a footman's mace.  Stats in parentheses are those which are affected by the semi-material nature of the Dreamland.

 3b.  Pass to the Realm of Hope.  Unlike the other pass, this pass has no permanent guardian to protect it from infestation from fear and doubt.  Instead, natives of the Realm of Hope take turns doing guard duty here.  Even the creatures who play villains in the Realm of Hope put aside their differences with the heroes in order to keep watch.  When PCs first approach, the pass is guarded by Avariel, the first of the Winged Elves (from "The Legend of Avariel"), and Grinder, the Wyvern from "Dirk Steals the Sting."  (See sidebar for summaries of referenced stories).  Read or paraphrase the following as PCs approach the pass:

Before you is a gap in the sheer stone cliffs which surround the lake.  Beyond this gap, in the distance, is a beautiful valley filled with green trees and flower-speckled meadows.  A blue brook twinkles under a clearing sky.

Suddenly, a shadow passes over you.  Circling above -- and descending -- are two flying forms, one dragon-like with a long snaky tail, the other some kind of winged humanoid with a long bow and a nocked arrow.

Within seconds, Avariel and Grinder land, one on each side of the party, defending themselves if necessary.  Avariel addresses the PCs if they make no move to attack:

"We are the guardians of this pass.  Let none bring darkness or dispair into the Realm of Hope."

Neither of the guardians of this pass can detect alignment as the Black Knight can, but when they take on this duty, they can detect lies told to them .  They use this power as they question the PCs carefully about their identities and motives for being here.  Once they are convinced the PCs are honorable and good, Avariel will answer any questions put to either of them (Grinder can't speak, but does nod or shake his head if necessary).

They know Simon, and describe him as a "fine lad with a heart of gold."  He is well-known in the Realm of Hope for performing heroic deeds time and time again.   They have seen Sir Simon as recently as yesterday; he was heading off to fight a dragon (the wyvern grunts and shakes his head at this).  They don't know that Sir Simon is just a part of the Real Simon, and they haven't encountered Sly Simon.  Within the past few days they have encountered two other "strange creatures" like the PCs:  the wandering member of the Transcendent Order and his Sensate companion.  These two were very curious and wanted to meet everyone they could.  They asked all sorts of  suspicious questions ("Are you real?" and "What is it like to be part of someone's dreams?") but they seemed kind enough.  The odd pair was last seen bothering folks at the Central Festhall.

The DM should not award XPs for fighting these guardians; 50-100 points can be awarded for asking them good questions, however (at the DM's discretion, of course).

Avariel (Winged Elf):  AC 8 (9); MV 9, Fl 18; LV F3; hp 24 (12); THAC0 17; #AT 2 arrows or 1 sword; D 1-6/1-6 (1-3/1-3) arrows or 1-8 (1-4) longsword; SA Wing buffet, air attack; SD excellent eyesight; ML 15; AL CG; XP none.  This beautiful elf with snowy white wings carries a longbow, 20 arrows, and a longsword.  She typically attacks from the air, but must land if she loses over 50% of her hit points. Avariel is the legendary first of her kind (see The Complete Book of Elves for more on Winged Elves).  She is adventurous and especially favors those who show great bravery.  Because her wings are very susceptible to fire, she will automatically distrust anyone employing a fire-based attack.

Grinder the wyvern:  AC 3 (7); MV 6, Fl 24; HD 7+7; hp 50 (25); THAC0 13; #AT 2; D 2-16 (1-8) bite; SA Air attack; AL N; ML 14; XP none.  Though normally wyverns have a poisonous stinger, this attribute is missing in Grinder due to a trick played on him by a wily rogue named Dirk.  Grinder is smarter than a housecat, but not by much.  He can understand speech but cannot himself speak.

Required Encounter for Part I:

A.  "The Face of Azir"
When/Where:  Anytime between entering the Dreamland via the Subconscious Lake and exiting through either of the passes (Areas 3a or 3b).
What:  A ghostly face about 10' in diameter appears before the party.  It is Azir the mentalist, attempting to contact them.  He can barely see what happens in the Dreamland, and wants to see if he can communicate with the party.  He asks them if it seems safe for them to be there, and wants to know what their plans are.  The face unexpectedly winks out in the middle of any response the PCs give.
Why:  To give PCs the notion that Azir is monitoring them, but that this is a risky venture not even he can control.

Optional Encounter for Part I:

A.  "Subconscious Subversion"
When/Where:  On the shore, shortly after PCs leave the water.
What:  One of the shimmering lights in the murky water becomes brighter and floats out of the water all together, growing and expanding to take on a vague man-shape.  As this light makes its way toward the Black Knight's pass (3a), leaving foot prints as it walks, each PC must save vs. spell or become entranced. Hypnotized PCs follow the glowing light through the pass (unmolested by the Black Knight) and into the Forest of Nightmares, where it promptly shimmers (breaking the hypnotic effect) and turns into a ghoul.  If unobstructed, it shambles towards The Churchyard. Anyone not affected by the hypnosis can attempt to wake up one dazed PC per round by slapping or shaking them.  This effectively gives the PC another saving throw.  PCs who fail this second save cannot be snapped out of the trance.  The light is entirely insubstantial and cannot be affected by attacks.  The ghoul, on the other hand, can be attacked.
Why:  To lead PCs into the more challenging and frightening part of the adventure; to demonstrate how the nightmare side of the Dreamland becomes populated.

Ghoul:  AC 6 (8); MV 9; HD 2; hp 12 (6); THAC0 19; # AT 3; D 1-3(1)/1-3(1)/1-6(1-3); SA Paralysis; SD spell immunities; AL CE; ML 11; XP 175 (120).


Part II.  The Forest of Nightmares

(Encounter Areas 4-8; Required Encounters  B&C; Optional Encounters B-E)

This half of the Dreamland is populated by Simon's darker side.  It is populated by characters from frightening tales, sinister versions of folk he knows from real life, and the cowardly, selfish half of himself known as Sly Simon.  It is always night here; the sky is always a hazy black with no stars or moon.  Howls of wolves can be heard in the distance, and bats flutter about almost constantly.  These are standard nightmare trappings for Simon.

Straying from the set paths in this realm is almost certain to get characters lost.  Lost characters will wander for 2-12 turns before finding the path again.  The DM might want to use Optional Encounter C to lure PCs back onto the right track, or one of the more dangerous encounters to create suspense.

Encounter Areas for Part II

4.  The Churchyard.  As PCs approach this area through the forest, read or paraphrase the following:

Through the gnarled trees of this dark forest you see a source of light.  As you grow closer, you can see the flames of two hazy torches, one on either side of an opening in a tall, black iron fence which surrounds a graveyard.  The tombstones are cracked and weathered, the grounds are choked with weeds, and a grim stone building squats in the center as if keeping watch.  Two more torches light the entrance to the building.

Simon is often drawn to this area during nightmares, for it is the place where he lives out his fears of death and his horrific fascination with tales of the undead.

Until PCs enter the mausoleum, they can explore the grounds without incident.  Each gravemarker bears Simon's name.

Inside the mausoleum is a single stone casket.  As soon as anyone enters, the casket's lid swings open, and a musty, linen-wrapped corpse sits up.  Any PC who tries to flee at this point must save vs. spells in order to do so; all who fail the save freeze in place for the next round, during which it uncovers its face.  Though shriveled and rotted, the face is clearly the same as that in the picture of Simon's father.  The corpse then moves to attack.

Though Simon thinks of this creature as a type of mummy, he has heard all sorts of rumors about the powers of the undead and has a confused idea of what a mummy is supposed to be.  Simon's father's corpse is slow and clumsy, and like a zombie strikes last in every round.  It constantly moans, "Simon . . . Simon!"   This "mummy" cannot be turned by a priest, though holy water will affect it.  It will flee from any light brighter than torchlight.  A sure way to drive it off is to shout in a commanding voice, "You're not my father!"  Its other powers are outlined below.

Simon's Dead Father (modified Mummy):  AC 3(6); MV 6; HD 6+3; hp 39(20); THAC0 13; # AT 1; D 2-8 (1-4); SD Immune to mind-controlling magic; SW strikes last in each round; ML 15; XP 650.

The casket holds a rune-covered sword which can cast the following spells each twice per day:  Free Action, Cure Light Wounds, Neutralize Poison, and Detect Magic; it communicates its abilities and its Lawful Good alignment telepathically.  This sword functions normally in Simon's Dreamland, but like all Dreamland objects, cannot exist outside this universe.

As PCs exit the mausoleum, they discover that a few details of the churchyard have changed.  First, the gap in the wrought iron fence has disappeared, as has the path that leads out of the graveyard.  PCs who try to climb over the fence must spend two rounds and make a Strength check in order to succeed (thieves can use a normal Climb Walls check).  Second, there are now several venom-spitting zombies lurking behind gravestones -- one per PC.  Again, Simon has constructed these creatures from his inaccurate knowledge of the undead.  They pursue PCs to the fence, gaining free attacks while PCs attempt to climb it, but do not leave the churchyard.

Spitting Zombies (one per PC):  AC 8(9); MV 6; HD 2; hp 10 (5) each; #AT 1; D 1-8 (1-4); SA Spit venom (range is 5', requires successful THAC0 roll at -4 to hit Called Shot to the eyes, victim must save vs. poison or be blinded for 1-4 turns); SD Immune to mind-influencing spells; ML Special; XP 65.  These zombies are quite agile, and gain normal initiative in combat.  They tend to fall apart quite grotesquely when destroyed.

5.  The Swamp.  There are two paths that lead to this cold, murky, smelly swamp.
Unlike the forest, which is pitch dark nearly everywhere, the swamp is lit by an eerie, greenish light that hovers just over the misty surface.  The swamp is where Simon experiences his fears about the unknown -- things that go bump in the night, slimy creatures never fully seen, boogey-men, and so forth.  The swamp creates illusions or sounds to draw Simon in, then assaults him with horrific creatures.

While still at a distance from the swamp's edge, the PCs hear the sound of a woman
calling for help.  It sounds like Kerynn, Simon's mother.  Her voice grows louder as the party grows nearer the swamp.  This, of course, is a lure to trick Simon.

As PCs approach the edge of the swamp, they also hear a disgusting squishing sound coming from it, which suddenly stops if PCs head toward it.  If PCs turn back immediately, they can avoid the source of the sound; otherwise they are attacked by it:

Shambling Mound:  AC 0(5); MV 6; THAC0 13; HD 8; hp 48 (24); #AT 2; D 2-16/2-16 (1-8/1-8); SA Suffocation (if victim is hit with both attacks in the same round, he suffocates to death in 4d4 rounds); surprise; SD Immune to blunt weapons, half damage from piercing and slashing weapons; immune to fire, half or no damage from cold, lightning causes growth; immune to decapitation; ML 18; XP 2,000; MM/293 (Plant, Intelligent).

The waters of the swamp are usually about 3' deep.  Foolish characters who enter the swamp are in for trouble.  First, the swamp is filled with giant leeches.  There is a cumulative 10% chance per turn of partial immersion that each PC is attacked by a one of these creatures. For each successful attack, there is only a 1% chance that the victim notices while in the waters of the swamp.  They cannot pass on any sort of disease to their victims.

Second are the Swamp Octopi.  Simon knows, of course, that the octopus lives in the ocean, but in his Dreamland there are also octopi living in the swamp.  They attack if the PCs get more than a half mile into the swamp.

Giant Leeches:  AC 9(9); MV 3, Sw 3; HD 2; hp 10(5) each; THAC0 19; #AT 1; D 1-4(1-2); SA Drain blood; SD attack only 1% likely to be noticed while in water; ML 7; XP 65; MM/219 (Leech).

Swamp Octopi (8):  AC 7(8); MV 3, Sw 12; HD 3; hp 15(8) each; THAC0 17; #AT 7; D 1-2 (x7)/1-6 (1 [x7]/1-3); SA Constriction; SD Ink, color change; ML 13; XP 270; MM/271 (Octopus, Giant) -- Modified.

6.  The Deep, Dark Wood.  This especially dense part of the Forest of Nightmares is where characters from scary stories live and operate.  Bats, wolf howls, and misty ground are standard trappings in this area.  This area of twisting paths is a good place to stage many of the required or optional encounters.

7.  A Rift into Sigil.  As PCs approach this location, read or paraphrase the following:

Through the trees and inky blackness, you can barely make out something big.  As you get closer, you see that it isn't something big -- it's something huge.  Something that boggles the mind.

The world has come to a stopping point and raised a simple, slick, black wall that stretches forever.  But something has ripped a jagged hole, one man across and three high, into this seemingly impossible wall.  Through that hole isn't blackness; it's nothing, a featureless, colorless, empty void.  And though the rough edges of the rip are uneven and raw, there is something undeniably perfect about the Void.

This is one of the two portals from Sigil that were created when Simon's Dreamland intersected with the Outlands.  Characters cannot pass through it without a gate key.  The key is a piece of Sigil itself (a brick from any building in Sigil, a sprig of Sigil-grown razorvine, etc.).  On the Dreamland side, Simon's permission or order to pass through the gate can also act as a gate key.

Characters who carefully check the ground around the portal may notice, at the DM's discretion, tracks:  one set of humanoid boot prints, and one deep set of prints that might belong to a big sheep or goat.  They are the tracks of the two Doomguard soldiers who passed into Simon's Dreamland.  If followed, the tracks lead into the depths of the wood, then either gradually disappear or lead to Required Encounter C.

Where the portal opens on the Sigil side is entirely up to the DM.  DMs planning on using this adventure as a gateway to Sigil should pick a spot that will instantly get PCs into trouble or force them to meet an important NPC.

8.  Signpost.  Read or paraphrase the following:

The path you are treading splits into three trails, each leading into more of the same dark, gloomy forest.  Though the light here is dim, you can barely make out a wooden signpost at the intersection.  One sign points left and says, "Swamp,"  another points ahead and bears the word, "Churchyard."  The third points off to the right and reads, "Deep Dank Dungeon."  None of the trails look especially appealing.  In the distance, you hear the howl a lonely wolf -- or perhaps, a hungry wolf.

The DM may have to alter this description, depending on which way the PCs approach the intersection.  This is another good place to stage a Required or Optional Encounter.

9.  Deep Dank Dungeon.  Read or paraphrase the following:

The path you are treading takes an up-hill turn, becoming quite steep in a very short time.  Eventually you top a crest and see that this trail leads to a small dark fortress.

The fortress consists of several towers and sections of stone wall forming a rough semicircle.  One wall is pierced by a grate-covered passageway.  Behind the semi-circle is a high jagged wall of the same smooth glassy rock found surrounding the pool.  A hastily scrawled wooden sign along the path proclaims this to be the "Deep Dank Dungeon."

9A.  Towers, Entry and Walls.  As PCs get closer, they can see a few man-sized figures moving about along the battlements.  These are the Seven Kuo-Toan Brothers, convinced by Tol and Gorana (for the moment) to guard the Deep Dank Dungeon.  They've been instructed by the Doomguard members to keep everyone out, and to throw captives into the well (area B).  The Brothers are getting restless, and they will leave this guard duty if given the bribes specified.

Kuo-Toan Brothers: INT High; AL NE; AC 4 (7); MV 9; HD see below; hp see below; THAC0 19; #AT 1; Dmg 1-3 (1) (dagger) or 1-6 (1-3) (harpoon); SA Spells; SD Spells, 60' infravision, wide vision, sense vibrations 10' away, surprised only on a 1 in 10, skin secretions prevent grappling, shields can stick weapons (25% chance per blow that misses); SW cannot detect motionless creatures; SZ M; ML 13; XP see below; MM/215; each has a dagger and other weapons as noted.

Rainbow Trout:  Pr 6; hp 42 (21); special spell (once per day): Color Spray.  He also has access to the following priest spells:  Darkness, Cause Fear, Putrefy Food and Drink; Hold Person (x3); Cause Disease (x2).  Rainbow Trout looks like a large, shiny, rainbow-colored fish.  XP 420.  Wants:  the Crown the from the Cloud Dragon's Hoard.  Rainbow Trout is the undisputed leader.  He has a harpoon and a dagger.

Swordfish:  F5; hp 40 (20); special ability:  Can parry with sword-like snout in the same round as an attack.  This gives him an effective armor class of 1 (5).  XP 270.  Wants:  the sword from the Churchyard Crypt.  He looks like a large lean blue fish with a dramatic head fin and a long pointed nose.  He has a crossbow, which he fires twice from the top of his tower before rushing downstairs to fight.

Sunfish:  F5; hp 40 (20); special spell (once per day): Light, usually cast right on someone's eyes.  XP 270.  Wants:  a bright-colored gem from the Mine.  He looks like a bright yellow and orange fish with a flat, broad body.   He also has a
crossbow (D 1-2 to PCs).

Smelt:  Pr 3/Th 3; hp 18 (9); special spell (once per day): Stinking Cloud .  He also has access to the following priest spells:  Darkness, Cause Fear, and Putrefy Food and Drink.  Smelt looks like a tiny, skinny silver fish.  XP 270.  Wants:  any good-smelling flowers from the Realm of Hope (available in any meadow or at the flower box of the Central Festhall).  Note:  Red Herring and Smelt can join hands and create a bolt of lightning for 12 (6) hp damage, half if save is made, strikes only one person within two feet of the priests.

Red Herring:  Pr 3/Th 3; hp 18 (9); special spell (once per day): Audible Glamer (creates the auditory illusion of a dozen squishy-sounding footsteps approaching the group from behind).  He also has access to the following priest spells:  Darkness, Cause Fear, and Putrefy Food and Drink.  Red Herring looks like fat red fish.  XP 270.  Wants:  an apple from a "talking tree" of the Sylvan Forest.  Note:  Red Herring and Smelt can join hands and create a bolt of lightning for 12 (6) hp damage, half if save is made, strikes only one person within two feet of the priests.

Flying Fish: F3; hp 18 (9); special spells: Jump (at will) and Feather Fall (always active).  He attacks with a harpoon.  He looks like a long, slender yellow fish with big wing-like fins.  He uses his Jump spell to get behind or away from attackers.  XP 120.  Wants:  A feather from the pretty winged elf.

Puffer Fish:  F2; hp 12 (6); special spell (once per day): Enlarge (double size, double damage, up to 10r duration).  Attacks with a dagger.  Looks like a bloated, spine-covered fish when puffed up.  XP 120.  Wants:  a golden egg from the Farmhouse.

The interiors of the towers are completely void of furnishings or even distinguishing marks.

9B.  The Well.  This old dryed up stone well is 30' deep.  At the bottom are some gruesom looking bones.  They're just props in Simon's nightmares.  A careful search of the walls at the bottom reveals a  few loose stones that can be removed, opening a passageway into the Dungeon.

9B1.  Along this dank corridor are more bones.  At about the halfway point, three skeletons rise up to attack with bony claws.

Skeletons: INT Non; AL NE; AC 6 (8); MV 9; HD 1; hp 4 (2) each; THAC0 20; #AT 1; Dmg 1-3 (1)(claws); SD  imune to mind-control, half damage from P or S weapons; SW double damage from fire; SZ M; ML special; XP 35.

In this pile are some Dreamland treasures that can only operate in this universe:  a wand of fire with 8 charges, a ring of knocking with 4 charges, and a brass genie lamp.  The lamp calls forth a djinn that looks just like Simon's dad.  He will grant the PCs one very limited wish -- a simple service, or a magical effect duplicating any 1st-5th wizard or priest spell.  He disappears after this, and so does the lamp.

9C.  The Dungeon:
C1.  Guarding this passageway are two suits of animated armor:  AC 2 (6); MV 6; HD 2; hp 12 (6) each; THACO 19; #AT 1; D 1-6 (1-3) (short sword) or 1-10 (1-5) (halberd); SD not affected by mind-influencing spells; XP 35.  Fighting with them creates quite a racket.  The armor bears the logo of the Deep Dank Dungeon (three letter Ds with a white skull superimposed over them).

C2.  Tapestry with DDD logo.  If PCs made a racket, Tol is hiding in shadows and moving silently near the eastern door.  If he thinks he can get away with it, he'll try to backstab one of the PCs and then go alert Gorana, resting to the northeast.

C3.  Cursed Temple.  A man in typical priest garb lurks suspiciously under the balcony of this room.  He offers healing, but changes to his real form when PCs approach:.

Heucuva:  AC 3 (7); THACO 19, hp 16 (8), D 1-6 (1-3) (fists) plus disease (save vs. poison or lose 1 point of St and CN per day; instantly wears off upon leaving the Dreamland), XP 175.

C4. Armory.  Several skeletal remains are on the ground, clutching weapons.  An animated dagger attacks anyone entering the room:  AC 5; hp 8 (4); D 1-3 (1); XP 35.

C5.  Library.  Shelves of dusty, blank books.  One wall has a secret door.

C6.  Torture Chamber.  Iron maiden, racks, tables with manacles, whips and chains and clubs and knives.  Nothing especially interesting.

C7.  Tomb.  Two stone coffins lie in the alcoves.  Each holds a body of a former member of a "royal family":  King Gustav and Queen Kerynn (they look just like Simon's mother and father).

C8.  Gorana and Tol (see NPC list at the end of the adventure) are here, and Simon is in the locked room.  Gorana has the key.  They are only interested in getting out of here alive, though if Simon's nature is brought to light she'll be interested in seeing that this universe does not survive.  Tol, on the other hand, only wants to escape prosecution by the Guvner and the Hardhead.

Required Encounters for Part II

B.  Wanderers and Bullies
Where/When:  In the Forest of Nightmares, preferably after the PCs have had a good scare or two, definitely before encountering the Deep Dank Dungeon.
What:  PCs encounter two wandering Planars as they are being tormented by a trio of Kuo-toan bullies.  Their companions are helping the Doomguard by keeping watch at the Dark Dank Dungeon.  The Kuo-Toans can be chased off easily, and the Wanderers can answer some questions (they know the spell and power keys, they heard the fish-men talking about their bosses, who had captured "the boy" and are holding him in the Deep Dank Dungeon, they can outline the general nature of the planes).  They want nothing more than to leave, and won't accompany PCs to the dungeon, though if assisted they'll offer assistance in the future if PCs ever get to the Outlands.
Zu:  Society of Sensation (female tiefling, chaotic good, priest level 5)  Honest, carefree, curious, communicative, open-minded.  Zu has shiny black skin, smoky blue hair, and a big smile.  She's a priestess of Chaos, and has access to the following spells:  Know Direction, Mistaken Missive, Personal Reading; Hold Person, Aura of Comfort, Dissension's Feast; Random Causality.  She's mastered the power keys and can cast spells normally. She weilds a wooden staff.  If rescued, she gratefully offers one of her two potions of extra-healing.
Qiron:  Transcendent Order (satyr, neutral, bard level 4)    Funny, impulsive, charming, bright, accepting, lusty.  He uses a spear in combat.  He can cast Jump, Mending, Dancing Lights, and Knock.  He has mastered the spell key, so he summarizes an embarassing or frightening dream before each spell.  He's easily startled, and always reacts with a blow with the butt of his spear (does 1-3 hp damage).  If rescued, he offers a scroll of Warp Sense to a wizard PC.
Kuo-Toan Brothers:  use the stats for Flying Fish, Puffer Fish, and Smelt from above.

Optional Encounters for Part II

B.  Mean Dad
When/Where:  Anytime in the Forest of Nightmares.  Especially effective if Sly Simon is with the PCs.
What:  An encounter with an evil version of Simon's father (a wolfwere), accompanied by a pair of wolves.  Sly Simon instantly mistrusts this appearance of his father, though he can't really explain why.
Why:  If Sly Simon is with the PCs, his reactions and explanations can help clarify many issues.  If not, the encounter with this twisted version of Simon's father still lends insight into Simon's character and the nature of the Nightmare side of the Dreamland.

C.  Angel to the Rescue
When/Where:  The first time PCs are in over their heads in the Forest of Nightmares.
What:  A beautiful, brightly-glowing angel with snowy white wings descends into the midst of any battle the DM wants to interupt.  She sends any dream-opponents scurrying into the night with a mere gesture.  When she turns to face the PCs, they recognize her as Kerynn, Simon's mother.  If Sly Simon is with the PCs, he seems unafraid and at peace in her presence.  The Angel, of course, isn't really Kerynn; she is one of Simon's mental constructs that keeps him from totally falling to his darker half.  She cannot be harmed by any of the dream-characters, and will not harm anyone.  The Angel never speaks, but smiles warmly at any wounded PCs and heals them .  If threatened, she promptly vanishes.  The Angel will not appear to the group again after her initial visit, but Optional Encounter D can be used instead.
Why:  To give PCs a second chance; to further develop Simon's character.
Angel:  AC 0; MV 24, FL 24; HD 5; hp 40; THAC0 n/a;  SD teleport at will; +1 or better to hit; AL NG; ML special; XP n/a.  She can cast heal and neutralize poison at will.

D.  Angel, Part II
When/Where:  After "Angel to the Rescue," when PCs are once again in trouble in the Forest of Nightmares.
What:  As before, a beautiful angel who looks like Kerynn descends and sends any villains scurrying into the night.  As she approaches the PC party, though, she peels the "Kerynn" mask off her face, revealing a cracked, cackling skull.  This revelation causes PCs to react as if she had cast a scare spell (for d4+4 rounds characters fall into a fit of trembling and have a -2 reaction adjustment, -1 to saves, drop held items, and can only fight at -1 if cornered; only elves, half-elves and priests can attempt a save to avoid these effects; Sly Simon is automatically affected if he's present).  The "angel" then attacks visciously with a flaming sword that appears out of nowhere.
Why:  To create additional suspense, to lend further insight into Simon's character.
Death Angel:  AC 0(5); MV 24, Fl 24; HD 5; hp 40 (20); THAC0 15;  #AT 1; D 1-8+1 (1-4+1)(flaming sword); SA scare; SD Immune to mind-controlling magic, cannot be turned; ML 20; XP 175.  The "angel" and her flaming sword disappear when she is destroyed.

E.  Another Visit from Azir
When/Where:  Anytime before PCs reach the Instant Fortress.  (Don't repeat if Optional Encounter G from Realm of Hope has already been used.)
What:  Very suddenly, an image of Azir (life-sized, this time) appears before the PCs.  Read or paraphrase the following:

Without warning, a rippling image appears before your very eyes.  It is Azir, the Mentalist!

"It is indeed fortunate that I have found you," he says in an eerie, echoing voice.  His eyes don't seem to be looking directly at you, but off in the distance over your shoulders.  "I may not be able to contact you again for some time.  I cannot see or hear you, so please listen carefully.

"I am having a great deal of trouble maintaining the link between the real world and that of Simon's dreams.  Something unexpected is blocking my mental energies.  It may be the same thing that is keeping Simon trapped inside his dreams.  If I cannot make a firmer link, you may have an even stronger incentive to find the boy -- and quickly! -- for he may be your only chance at escape."

Add the next section only if you think the PCs need some extra assistance:

"I have discovered one clue that might assist you.  Simon's psyche seems to have split into two distinct entities.  You may have to somehow join these entities in order to free him."

Conlcude the encounter with the following:

"One more thing. . . ."  The words suddenly become a garbled symphony, and then the image and sounds cease altogether.

Why:  To increase suspense; to motivate PCs to act quickly; to re-direct PCs who have been distracted from their true purpose; to provide an important clue if needed.


Part III. The Realm of Hope

Notes:  This half of the Dreamland is a little less fleshed out, mostly because all the beings here are peaceful and non-combative.  PCs searching here can eventually find Sir Simon, trapped in Daern's Instant Fortress; they can also find a number of objects that will be useful in bribing the Seven Kuo-Toan Brothers at the Deep Dank Dungeon.

Encounter Areas for Part III

10.  Farmhouse.  The Farmer's Wife and the Golden Goose are here.  She refuses to give any golden eggs unless her husband is rescued.  He's with the search party which is trapped in the Mine.

11.  Mine.  The six dwarves and Lily, along with other search-party members, are trapped here by poisonous gasses.  The only one around is the dopey bald halfling handyman, who has a map of the Mines if PCs think to ask for it.  The dwarves have a shiny gem.  Also, Una and Kythorne are here.

Details:  When PCs approach the mine opening, they see a sickly green gas seeping from the opening.  Then they hear some rocks moving -- it's Dopey, hiding.  He's virtually useless as assistance, but he has two important documents on him:  a map of the mine, and a recipe for herbal tea which will revive the poisoned victims.

To get the gas out of the mine, PCs will have to find a way to blow it out.  Giant eagles can be convinced to beat their wings, the dragon could be convinced to blow it away, etc.  Only one person is near the entrance -- Lily.  After being revived, she concludes that a cave-in must have occurred farther along.  She gives the PCs digging tools and has them search for the cave in to rescue the rest of the search party.  PCs can find the cave-in easily, and shortly have the search party rescued.  There could be some menaces in the mine, though:  giant fire beetles, a rust monster, and a cave fisher.

The search party consists of Una and Kythorne (see NPC list at end), Dirk, the Farmer, Jak's Mother, a wolf badly disguised as a sheep, and a Unicorn from the Sylvan Wood.

12.  Cloud Castle.  A cloud dragon named Cumulus lives in the cloud castle.  Jak from the Central Festhall can give PCs magic corn to grow a cornstalk that will bring PCs here, but he can only get the magic corn if PCs can find his cow, last seen in the Sylvan Wood.  He wants some amusement, or a new spell in exchange for his Crown.

13.  Sylvan Wood.  Some grumpy treants throw apples at intruders, but only if they are sufficiently irritated.  Also, Jak's cow is here wandering around.

14.  Central Festhall.  A number of characters from various stories are here:  giant eagles, a fox and a hen, some blind mice, Jak, Dorothy and Toto, etc.  Flowers can be found here, as well as a safe place to sleep and rest.

15.  Another Rift.  This is like the rift described in Encounter area 4 of Part II.  The only changes are that the rift is seen through trees on a lovely, clear afternoon rather than a dark night; and the tracks around the rift are those of some unidentifiable animals and a small humanoid.

16.  Instant Fortress.  Read or paraphrase the following.

Through the hazy greenery appears a much more solid-looking structure ahead.  It appears to be a square three-story tower made of seamless metal.  You can see a door at the tower's base.

This is Daern's Instant Fortress, as described in the DMG, and was brought here by the Guvner Burr Bloodhook (now in the shape of a short dabus) and the Harmonium member Light's Brother [see end of adventure for NPC stats].

A.  Grounds.  PCs who search carefully can see the footprints of a large human, a small humanoid, and some sort of animal.  The ground is soft enough for Prime Material characters to dig under the walls of the tower, though special precautions need to be taken to be quiet, and the wall extends 10' below the surface.
B.  Ground floor.  The door is wizard locked, though a knock spell will open it.  Sir Simon is cuffed and sitting in one corner.  Burr is telepathically interrogating him and not having much luck.  PCs who listen at the door hear an odd one-sided conversation that goes something like this:  "Of course.  I always tell the truth.  If you like.  Simon, Sir Simon, Defender of the Realm of Hope.  Yes, I guess I am in charge here.  At least, I always seem to be helping others.  Laws?  I should say so!  Let no one bring darkness or despair into the Realm of Hope!  No, there aren't any other laws.  Why, I don't know.  No.  A sheep-centaur?  I'm not quite sure I understand what you mean.  Ah, I see.  No, haven't seen her.  No, haven't seen him either..."
C.  2nd floor.  This area is where Light's Brother is resting when PCs first encounter him.  He quickly demands that PCs throw down their weapons and surrender for interrogation.  He then has Burr come up the ladder.  Burr proceeds to interrogate them, telepathically asking the following questions:  Name?  Origin?  Purpose for being here?  Have you seen anyone matching this description (hands them handout\wanted poster)?

Then, just as it seems like he's going to let PCs go, he accuses them of breaking and entering, threatens to have them imprisoned on Carceri for 2 years, then offers them a chance to give him a garnish of 50 gp.  Burr will outright refuse to let Sir Simon leave, though if Light's Brother can be caught alone, he can be convinced that it's right to do so, especially if it's made known that Sir Simon and everyone in Dreamland will die if he doesn't get to leave soon.  Use the reaction table based on PC charisma score if their arguments are only semi-compelling.

However, regardless of Light's Brother's position, Burr will only allow Sir Simon to go free if Tol is apprehended and brought to the Fortress.


Part IV:  Resolution

If Sly Simon is rescued from the Deep Dank Dungeon (possibly by bribing the Seven Kuo-Toan Brothers and confronting Tol and Gorana), and if Sir Simon is rescued from Daern's Instant Fortress (possibly by arresting Tol for the Harmonium guards), the PCs  can bring them together to try to convince the Simons to unite.  Play this one out -- Sir Simon thinks Sly Simon is a snivelling, sneaking coward; Sly Simon thinks Sir Simon is an arrogang, dumb jerk.  Only with compelling arguments about how they need each other, how you need your fears and weaknesses as well as your bravery and strength to be a complete person, will they join.  When they touch, they glow with unearthly light, and merge into one normal boy, Simon of the Prime Material.  Simon then disapears from the Dreamland, as he wakes up in his bed.

After this, the DM has two options:

Option 1:  PCs return home with Simon.

Option 2:  PCs are stuck and must exit through the mending rifts into Sigil or to another plane.  Simon's voice can be heard booming throughout the Dreamland:  "Run!  The gates are closing!"  His voice provides helpful directions if necessary.  PCs find whichever portal they run to and jump through just before it closes.


Sidebar:  Home, Home on the Prime

Kerynn is a zero-level human female, Neutral Good.

Azir is the equivalent of a 12th-level psionicist with appropriate abilities, especially in the areas of Psycoportation and Psychometabolism.

Simon (on the Prime Material Plane) is a zero-level human male, Neutral Good, with a budding psionic Wild Talent called Dreamscape.


Sidebar:  Alternate Faerie Tales

Any bard encountering characters or locales featured in any of these tales should make an Intelligence roll.  A success indicates that the bard has a vague knowledge of the relevant tale.

  • "Jak and the Cornstalk:"  growing corn takes Jak to a realm where giants live in a huge castle.
  • "Lily, the Six Bearded Gnomes, and the Mute, Bald Halfling:"  Lily the Miner helps a half-dozen handsome gnomes (and their silent handyman) hide from His Horrible Highness.
  • "Animal Fables:"  talking animals have trouble getting along.
  • "The Wizard of Ahs:"  a young girl and her dog are whisked away to a magical land filled with little people, apple-throwing trees, flying monkeys, and a wizard who lives in an emerald city.
  • "Legend of Avariel:"  the story of an elf who is rewarded for her services to her giant eagle friends with a pair of wings.  She is the mythical ancestress of her race.
  • "Dirk Steals the Sting:"  One in a series of tales about Dirk the Rogue, our hero tricks a dangerous wyvern into giving up his poisonous stinger for a copper piece.
  • "Seven Kuo-Toan Brothers:"  A rather frightening tale (translated from Drow) about seven fish-man brothers who manage to avoid being executed for their crimes against the Drow.


Sidebar:  Faction Action

The Doomguard Members

Gorana (Planar [Outlands] / Female Bariaur / Fighter 4 / Doomguard / N):  AC 6 (Pieces of chain mail, helm, ring of protection +2); MV 15; hp 30; THACO 17 (15 with halberd +2; 16 with short sword); #AT 1; D by weapon (+3 with halberd; +1 with short sword); ST 15, DX 8, CN 13, IN 16, WI 17, CH 15; SA gains +2 on all surprise rolls; specialized with halberd, +1 to hit and damage with any sword; SD +5 on saves vs. spell (includes ring bonus), +8 vs. mind-influencing spells (includes ring and WI bonsues); 60' infravision.  SW must fail a save vs. spell to benefit from curative magic.  Carries a short sword, 2 daggers, halberd +2 (becomes +1 in Dreamland), ring of protection +2, 2 beads of force, 3 torches, saddlebags, a 50' length of rope, a fire-starter, 1 day's worth of food, 2 gallons of weak ale, set of ivory dice (worth 20 gp), 34 silver coins and 6 gold ones, all minted in Sigil.  Faction Philosophy:  "Entropy is ecstasy; decay is divine.  The multiverse is supposed to fall apart.  We're just here to keep leatherheads from interfering" (Factol's Manifesto, p. 4).  Personal Philosophy:  Gorana tends to take the longer view on anihilation:  "Some creation now might aid destruction later."  She is at one with the "death" side of Nature's life-and-death cycle:  "Life is an unfortunate accident, but Nature in her near-perfection creates the ultimate solution in death."  She sees decay where ever she goes:  "I love to pick flowers -- it kills them."  Appearance:  Gorana looks like a burly sheep-centaur, her dirty gray wool dyed with strange symbols.  She wears hacked and battered pieces of armor and carries worn and stained weapons and saddlebags strapped to her haunches.  Background:  A weapons instructor at the Armory in Sigil, Gorana often takes leave to explore.  When the new gate opening into Simon's Dreamland was discovered, she volunteered to check it out.  She's unaware that Tol has been under surveilance by the Harmonium and the Fraternity of Order for some time.  She'll turn Tol over to them quicker than you can say "Doomguard," especially if it's the death penalty we're talking about.

Tol (Planar [Sigil] / Male Human / Thief [Assassin Kit] 3 / Doomguard / LE):  AC 5 (leather armor +1, DX bonus); MV 12; hp 15; THAC0 19; #AT 1; D by weapon +1 (ST bonus); SA backstab x2; SD thief skills (HS 50%, MS 40%, CW 65%); ST 16, DX 16, CN 12, IN 15, WI 7, CH 7.  Carries 6 throwing daggers, 1 day's worth of food, 2 gallons of bad wine, a set of thieves' picks, black leather armor +1, and a ring of spell storing holding levitate, invisibility, knock, darkness 15' radius, and unseen servantFaction Philosophy:  See entry for Gorana, above. Personal Philosophy:  Tol despises life (even his own) and wants to see it all end, but knows that random destruction can't prevail against organized "good."  He believes in careful planning and scheming; unfortunately, Tol's not much of a leader and has poor insight into what makes people tick, so he often attributes sinsiter motives to folks who are perfectly harmless.  Tol holds a well-known grudge against priests, especially druids, and will attack them first if given a chance.  Appearance:  Tol looks like death himself in his slick black leather armor emblazoned with the Doomguard's Deathshead symbol.  He is tall and lanky, with greasy black hair, bad teeth, and pale skin and dark eyes.  Background:  Because he is still trying to make a name for himself in Sigil and with the Doomguard, Tol volunteers for missions whenever possible.  This is especially true now that he's wanted for a murder by the Harmonium, though Tol think's he's given the Hardheads the laugh by accepting this mission.

Search Party Members

Una (Planar [Limbo] / Female Githzerai / Wizard [Illusionist] 5 / Sign of One / CN):  AC 5 (bracers and DX bonus); MV 12; hp 20; THAC0 19; #AT 1; D by weapon; SA Spells:  change self, charm person, sleep, color spray, detect magic (doesn't work); ESP (doesn't work), invisibility, warp sense; spectral force (x2).  Carries a backpack, spellbook (contains only the spells listed above), 2 day's worth of food, 1 gallon of clean water, spell components, fire-starter, bracers of defense AC 8, potions of healing and gaseous form, and a robe of useful items (modified:  holds 2 war dogs, 2 daggers, 2 lit torches*, 4 clay pots of oil, 1 50' length of silk rope with grapnel*, 1 10'deep pit, 1 2'x4' window, 1 10'x5' door, 1 12' rowboat*, a dozen caltrops [all on one patch], and a scroll of protection from posession; items marked with asterisks can be returned to the robe and stored for later use).  Faction Philosophy:  "The multiverse exists because the mind imagines it.  People -- it could be anyone -- create the multiverse through the power of thought."  Personal Philosophy:  Una thinks of life as a series of illusions, the biggest one of all being that she exists.  She prefaces every statement with a qualifier like, "I believe," or "I think," or "I perceive."  She is truly thrilled with the discovery of Simon's Dreamland, for it is living proof that at least part of her faction's philosophy is true.  She feels it's vital that Simon keep dreaming and let this universe solidify.  To her, the dream-inhabitants are as real (and have as many rights) as anyone else.  Appearance:  Una is a gaunt githzerai with skin the color of old parchment.  She wears a colorful robe that seems to shimmer.  Background:  It was Una's faction that first discovered that the new portals led to a "realm of dreams."  Use of divination spells convinced high-up Signers that Simon's Dreamland might  be key to finding the "one" who is dreaming the rest of the multiverse.  She remains interested in finding the "dreamer" only so long as it seems possible; otherwise she's quite fickle and easily distracted from any set purpose.

Kythorne (Prime [Toril] / Male Human / Paladin 2 / Believer of the Source / LG):  AC 3 (plate mail); MV 9; hp 18; THAC0 19; #AT 1; D by weapon; SD protection from evil in 10' radius, detect evil (60' range), +2 to all saves, immune to disease, cure 4 hp per day, cure 1 disease per week.  Carries a broad sword, dagger, backpack, 2 day's food, 2 gallons of water, prayer book, holy symbol, cloak, 2 potions of healing, and a clay pot with 3 applications of Keoghtom's OintmentFaction Philosophy:  "All beings have the potential to rise to godhood.  Each life is a testing ground, where success moves one further up the ladder for the next existence, and failure knocks you down in the next life."  Personal Philosophy:  Most cutters aren't even close to their potential; most are moral weaklings who need guidance by example.  Kythorne values the good of the many over the good of the individual.  Appearance:  A sour-faced young man with a wiry build and close-cropped blond hair, Kythorne projects an aura of disapointment with most people.  Background:  Kythorne is a follower of Torm, and has been in Sigil for only a few months.  At the request of his factol, the paladin joined forces with Una in order to check out this "person-centered universe" in hopes of discovering a mortal who was about to ascend to godhood.  If he discovers that Sir Simon has "shed" his "evil side," his overriding concern is to kill Sly Simon so that Sir Simon will be that much closer to perfection in his next life.
 

Wot's All This, Then?

Burr Bloodhook (Planar [Baator] / Baatezu / 3+3 HD / Fraternity of Order / LNe):  AC 4; MV 12; hp 21; THAC0 17; #AT 1; D 2d4 (bardiche); SA Spell-like powers:  Flame spikes (2 per round, THAC0 roll needed, range is 10/20/40 yards, does 1-3 hp damage ,clothes must save vs. magical fire or be destroyed, will only use when not disguised); Command (sleep, die, freeze); Produce Flame (40y range, 2-5 hp plus combustion); Scare (unable to attack for d4+10 r); Stinking Cloud (30y range, D 10r, save or nauseated and unable to attack for d4+1 rounds); SD Change Self at will (currently disguised as a short Dabus, changes to a Gnome if revealed).  Carries a bardiche (both the Dabus and Gnome forms look real funny weilding that, but Burr has sufficient strength to do so), some scrolls with the charges against the Human named Tol.  Faction Philosophy:  Everything has laws; most are dark.  Learn the laws of the multiverse and you can rule it.b Conformity must be required, often at swordpoint.  Some laws are better than others -- namely, Baator's laws must become supreme.  Sigil is nothing but a step in the direction of the all-encompassing supremacy of the Baatezu.  Appearance:  At first, looks like a 3-foot tall Dabus who stands on the ground rather than floating.  If revealed, changes to look like a rough Gnome with a stern appearance.  If this is revealed, his true form is a spine-covered devil with tattered wings.  Background:  Burr is in the Dreamland for one purpose -- to see that the criminal Tol of the Doomguard is captured.

Light's Brother (Planar [Arcadia] / Male Formian / 3+3 HD Warrior Caste / Harmonium / LNg):  AC 2 (natural, wears bronze helm); MV 12; hp 21; THAC0 17; #AT 4; D d4 (bite) / d6/d6 (claws) / 2d4 (stinger) plus poison -- save or suffer -2 on attacks for 6 turns.  Carries planar manacles and a potion of healing Faction Philosophy:  Peace and order are our goals.  But if it takes some head-bashing to achieve peace, then so be it.  There's only one right way -- the Harmonium way.  Personal Philosophy:  The Harmonium way happens to fit the Formian way, which is in reality the only true way.  Laws are created for reasons, and sometimes we need to blindly accept them because someone greater than us has created them.  Appearance:  A big bronze-colored ant-centaur with a big bronze helm. Background:  Light's Brother is pretty happy with his temporary assignment as Sigil policeman, but is starting to wonder about Burr's tactics.


Sidebar:  Rewards of Experience

  • Story Award:  400 XP each PC
  • Deducing Simon's dual nature without Azir's help:  add 100 XP to each, and 100XP extra to the first PC to state it
  • Rescuing Sir Simon without violence:  Same as if Jailers had been killed plus 20%
  • Getting into the Deep Dank Dungeon without attacking the Kuo-Toans: full value of all Kuo-Toans plus 20%


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