H. P. Lovecraft’s Dreamlands
2-6
13+
120+
In Dreamlands, players take the role of a member of a lost civilization. These civilizations were once great societies in their time, but some tragic event or circumstance caused their demise. Before their demise, these cultures were driven towards their destiny by their myths and stories which inspired their actions. The themes and images in the tales drove them towards becoming who they were. These cultural motivations are represented by the four traditional western elements in Dreamlands, and all the lost cultures held one of these as their core belief.
Roleplaying Beyond the Veil of SleepWe all dream . . . For some, dreams can become reality. H.P. Lovecraft's Dreamlands provides everything needed for Call of Cthulhu or Cthulhu Dark Ages investigators to travel down the seven hundred steps, through the Gates of Deeper Slumber, and into the realm of dreams. Includes a travelogue of the Dreamlands, a huge gazetteer, Dreamlands character creation rules, over thirty prominent NPC's, over 60 monsters dwelling within the Dreamlands, descriptions of the Dreamlands gods and their cults, six adventures to help jump start a Dreamlands campaign, and a fold-out map of the Dreamlands by Andy Hopp. Includes the adventures "Pickmans Student"; "The Lemon Sails";" To Sleep, Perchance to Dream"; "Season of the Witch"; "The Land of Lost Dreams"; "Captives of Two Worlds". By Chris Williams and Sandy Petersen. 8.5 x 11 perfect-bound paperback. 256 pages, illustrated, color fold-out map.
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