Dream actors and architects are capable of transitioning between dreams. The most natural means of transitioning between dreams occurs when two or more adjacent dreams are aligned in appearance. In this instance a dream actor or architect need only be aware of the adjacent dream and then move from the overlapping portion into the new dream. Provided the dreams continue to overlap, the passenger can continue to move between the dreams. Once the dreams no longer align, they cease connection.
Perceiving Near Adjacent Dreams
When dreams are close to aligning, a dream actor can attempt to perceive the nearby dream by using its action to make a DC 15 Intelligence check. On a successful check, the actor perceives the nearly adjacent dream as a shadowy overlay. A dream architect has advantage on this check.
On its own, perceiving other dreams does little. However, a skilled dream architect can use this knowledge to attempt to reshape the current dream to more precisely match the adjacent dream and align them to allow dream actors to transition between dreams. It is also possible for actors to attempt to manipulate a dreamer into dreaming the current dream to better match an adjacent one. Such efforts depend on the dreamer and resolving any interference between themes.
Alternately, a dream architect could manipulate the dream to become more divergent, severing any hope of connection between dreams. Likewise, manipulating the dreamer to alter the dream’s landscape and theme can also sever any potential alignment.
The Gray Void
One way of attempting to move between dreams involves breaching the boundaries of a dream and entering the very fabric of the Dreamscape. The area between dreams is called the Gray Void because it is exactly that – a featureless gray space that is seemingly endless.
Within the Gray Void, close-by dreams appear as shimmering, distorted images.
The Gray Void is avoided by most dream denizens and architects because it is a dangerous place due to its nature. It is sometimes referred to as the Nothingness for it is nothing. Within the Gray Void there are no structures, surfaces, or landmarks of any sort. It has no up or down and no sense of gravity.
Two major dangers exist within the Gray Void. The first and foremost is that a creature within it can become lost, possibly forever. When a creature roams the Nothingness without a nearby dream, it has no guidepost. Within the void a creature also has no sense of direction. It is plausible to wander in a circle and never realize it. An object dropped within the void will persist for up to 1 minute before the object melts into the fabric of the plane. The other major threat is falling into a hole to the plane of Limbo. Such holes are undetectable. When a creature is within 10 feet of a hole, it must make a DC 25 Wisdom saving throw. On a success, it feels the pull toward Limbo, but has no idea how large the hole is or where exactly it covers. One misstep can result in the creature falling into a random place within Limbo.
For a dreamer or a visitor to the Dreamscape, escape from the Gray Void only requires it to stop dreaming. However, a dreamer gains one level of exhaustion when it exits the Dreamscape from the Gray Void. For a denizen of the Dreamscape, however, its only escape is to enter a dream. A denizen is forced to wander the void until it stumbles upon the boundary of a dream. A hole to Limbo is fatal to a dream denizen since under normal circumstance, a dream denizen can’t exist outside the Dreamscape.
Once each hour when a creature wanders the expanse of the Gray Void roll 2d20. On a 40, roll 2d10 and consult the Gray Void Encounters table.
Gray Void Encounters
|2||The creature encounters a hole to Limbo, comprised of 1d100 x 1d10 5-foot cubes that must be contiguous but can have any arrangement. Each minute, up to 10% of the space shifts, changing its shape. A creature which enters the hole falls into a random location in Limbo unless it succeeds on a DC 25 Wisdom saving throw, in which case it returns to its previous space. The creature can choose to fail the save.|
|3-5||Over the horizon, a shimmering boundary of a dream can be seen. It is 300 + 3d10 x10 feet away. When any creature approaches within 200 feet of the boundary the dream and its boundary vanishes.|
|6-13||The creature enters the same place in the Gray Void it previously occupied within the last hour.|
|14-17||Over the horizon, a shimmering boundary of a dream can be seen. It is 300 + 3d10 x10 feet away. A creature can cross the boundary by using its action and passing a DC 10 Charisma check. If successful, the creature breaches the boundary and enters the dream. The dream boundary will persist for 5d6 minutes.|
|18-19||A shimmering dream boundary appears within 30 feet. A creature can cross the boundary by using its action and passing a DC 10 Charisma check. If successful, the creature breaches the boundary and enters the dream. The dream boundary will persist for 2d6 minutes.|
|20||1 (70%) or 1d6 (30%) creatures wandering the Gray Void are spotted 300 feet away. The creature is a dream actor (95%) or a storyteller (5%). Only one storyteller is present, and if it is part of a group, the storyteller escorts the other creatures. A storyteller can be persuaded to guide a lost group to a dream. In the presence of a storyteller, make a new encounter roll every 10 minutes and roll 5d4 instead of 2d10.|