Recommended Levels: 1–3
Location: Foothills, half a day from civilized lands
Theme: Dreams, memory, fear, temptation
Tone: Quiet horror, eerie calm, sudden violence
Background
Njörun is a goddess of dreams, rest, and the quiet wisdom found between waking and sleep. Her priestesses once guided troubled souls through ritual dreaming, allowing nightmares to be drawn out and consumed by benevolent spirits known as Dreammaidens.
But the temple was abandoned generations ago. Pilgrims stopped coming. The Dreammaidens starved.
Now they linger, translucent and hollow-eyed, feeding on whatever scraps of fear or hope they can siphon from intruders. Their hunger has twisted them. What once healed now hunts.
Adventure Hooks
- A villager hasn’t slept in weeks—his dreams are walking away.
- A noble seeks prophetic dreams but hasn’t returned.
- A priest believes Njörun’s favor can still be restored.
- A PC begins having shared dreams with a Dreammaiden.
Using Dreams at the Table (Simple Rule)
Dreams want attention here. Ignoring them only makes them louder. Any time a character rests, meditates, or lingers quietly in the temple, roll 1d6.:
| d6 | Dream Effect |
|---|---|
| 1–2 | Uneasy whispers. No effect, but nerves fray. |
| 3–4 | Vivid dream: GM gives a cryptic vision or omen. |
| 5 | Nightmare surge: Save vs Spells or suffer –1 on next roll. |
| 6 | Profound dream: Gain advantage on one future roll or learn a secret of the temple. |
Keyed Locations
1. The Veiled Approach
A narrow trail winds through the foothills, choked with pale flowers that only bloom at dusk.
If a character sleeps here, they dream of standing inside the temple already.
- The air grows unnaturally quiet.
- Anyone who speaks loudly feels their voice muffled, as if wrapped in cloth.
- A stone arch stands half-buried, carved with closed eyes and runes of rest.
If a character sleeps here, they dream of standing inside the temple already.
2-4, 7. The Sleeping Cells
Three small chambers, each with a stone bed and shallow bowl.
- Names are carved above each bed—long-dead pilgrims.
- The bowls glow faintly when someone lies down.
- Sleeping here triggers immediate dream visions (GM choice).
Treasure:
Hidden under one bed: a Dream-Charm (once per day, reroll a failed save vs magic effects).
Danger:
Sleeping characters are prime targets for Dreammaidens.
5. The Shattered Sanctum
Collapsed stone and broken icons litter the floor.
- A cracked statue of Njörun sits headless.
- Blackened scorch marks suggest a violent final ritual.
- Dream-echoes replay fragments of chanting if silence falls.
Encounter:
2–3 Dreammaidens, actively hostile. They whisper promises of peace, sleep, forgiveness.
6. Njörun’s Altar
A small, domed chamber open to the sky.
- Moonlight pools on a stone altar carved with closed eyes.
- The air is thick with silver mist.
- This is the strongest dream-conduit in the temple.
Ritual Use:
If purified (holy water, prayer, sacrifice of treasure, or a full night’s vigil), the altar can:
- Remove a curse
- Heal all HP once (party-wide)
- Permanently banish the Dreammaidens
Failure:
A botched ritual summons the Matron of Hunger (see below).
Creatures
Dreammaiden
AC 7 | HD 1 | Att 1 touch (1d4 + drain) | MV 12 | ML 8 | AL Neutral (Twisted)
- Touch drains one vivid memory (–1 on next roll).
- Immune to sleep, charm, and fear.
- Vulnerable to holy symbols, bells, and fire.
Matron of Hunger (Optional Boss)
AC 6 | HD 3 | Att 2 touches (1d6) | MV 9 | ML 10 | AL Chaotic
- A bloated, half-formed spirit stitched together from devoured dreams.
- Each hit forces Save vs Spells or suffer a terrifying vision (lose next action).
- Destroyed only at the altar.
Ending the Adventure
If the altar is cleansed, the temple grows peaceful again. Characters leave rested… but changed. They may carry prophetic dreams for weeks.
If left unrestored, the Dreammaidens slowly spread outward, haunting nearby settlements.
Sleep, after all, is patient.


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