The Land of Lost Dreams
Author(s): Mark Morrison
Artist(s): (Kevin Ramos)
Setting: Dreamlands, in Anywhere, Any Year, in the days leading up to February 14 (Valentine's Day)
Appears in: H.P. Lovecraft's Dreamlands
When the investigators overhear a comatose drug-overdose patient in a hospital begins making references to the Dreamlands and speaking in strange languages, they quickly become embroiled in a mystery that can only be solved by finding the Land of Lost Dreams.
Spoilers - Keepers Eyes Only
Players should not read any further.
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A washed-up and disillusioned dilettante has taken a mysterious drug to escape from reality into Dream, and from there has fled on one of the unspeakable Green Galleons to Xura, Land of Unattainable Pleasures, where he has fallen under the power of a Dreamlands horror which will use the unconscious dreamer's body as a gateway into the Waking World. The investigators must make their way into the Dreamlands to stop this from happening.
Player Handouts: (reproduced in Handouts Appendice)
- Lost Dreams Papers #1 (diary entries)
- Eyes of Dylath-Leen (if the investigators are careless)
- Merchants from the Green Galleon (not hostile by default)
- Curious Monsters of the Green Galleon
- Ghouls (not hostile by default)
- The Neil-Thing
Tomes and Artifacts:
- Strange herbs (inspire Dreams of Dylath-Leen)
Campaigns / Scenarios: (none)
List dedication, trivia, images, anything else of note.
Comments to Keepers about this scenario; Possibly how to run it successfully. Keep general DISCUSSION on the talk page.
Special Notes: "A scenario for experienced investigators and keepers... this scenario makes strong demands on the narrative and descriptive powers of keeers... study this adventure carefully before you decide to present it." The scenario uses descriptions of Dreamlands locations which differ from those provided elsewhere in H.P. Lovecraft's Dreamlands; the scenario's author suggests this mutability as a quality of the Dreamlands experience. This scenario is very light on physical conflict and investigation, and by the time the investigators reach Xura the scenario has veered off into heavily symbolic, cerebral, and philosophical territory for the investigators to carefully navigate with potentially heavy demands to be made on each player's grasp on the investigator's characterization, motivation, and psychology; this sort of scenario isn't for everyone, and groups that prefer a lot of combat action to swashbuckle through or mysteries to investigate may be baffled by this one.