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  PORTENTOUS DREAMING 
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  PORTENTOUS DREAMS 
  Fascinating	and	mysterious,	the	world	of	dreams	and	nightmare	are	rarely	trod	by	the	average	adventurer.	But	for	some,	dreams	are	a	
  potent	source	of	prophecy,	direction	and	warning.	Unlocking	and	interpreting	the	true	meaning	of	dreams	can	gift	an	adventurer	great	
  advantages	on	his	quest	and	provides	a	valuable	tool	for	a	GM	seeking	to	subtly	guide	his	PCs	on	their	quest.	
  	
  Portentous	Dreams	provides	the	tools	for	a	GM	to	craft	exciting	and	evocative	(but	maddeningly	vague)	dreams	to	guide	and/or	confound	
  the	PCs.	Also	provided	are	18	sample	dreams,	easily	customisable	for	immediate	inclusion	in	almost	any	campaign!	
  	
  C R E D I T S  
  Design:	Christian	Alipounarian	
  Development:	Creighton	Broadhurst	
  Art:	 Edward	 Burne	 Jones,	 William	 McAusland	 and	 Maciej	
  Zagorski	 (The	 Forge	 Studios).	 Some	 artwork	 copyright	
  William	McAusland,	used	with	permission.	
  C O N T E N T S  
  Dreams	.........................................................................................	2	
  Using	Dreams	in	a	Campaign	........................................................	3	
  Random	Dreaming	.......................................................................	4	
  Sample	Dreams	............................................................................	6	
  Support	Raging	Swan	Press	..........................................................	8	
  OGL	V1.0A	....................................................................................	8	
  	
  ©Raging	Swan	Press	2016.	
  	
  The	moral	right	of	Christian	Alipounarian	to	be	identified	as	the	
  author	 of	 this	 work	 has	 been	 asserted	 in	 accordance	 with	 the	
  Copyright	Designs	and	Patents	Act	1988.		
  	
  All	 rights	 reserved.	 No	 part	 of	 this	 publication	 may	 be	
  reproduced,	stored	in	a	retrieval	system	or	transmitted,	in	any	
  form	or	by	any	means,	without	the	prior	permission	in	writing	of	
  Raging	Swan	Press	or	as	expressly	permitted	by	law.	
  S Y S T E M  N E U T R A L  E D I T I O N  
  Welcome	 to	 this	 Raging	 Swan	 Press	 System	 Neutral	 Edition.	
  Herein	 you’ll	 find	 evocative,	 inspiring	 text	 designed	 to	 help	
  you—the	busy	GM—run	better,	quicker	and	easier	games.		
  	
  This	 book	 is	 compatible	 with	 most	 fantasy	 roleplaying	
  games.	 It’s	 impossible	 to	 create	 a	 truly	 system	 neutral	 book,	
  though,	and	some	generic	game	terms—wizard,	fighter,	human,	
  elf	 and	 so	 on—may	 yet	 lurk	 within.	 These	 generic	 terms	 are	
  easily	modified	to	the	GM’s	system	of	choice.			
  	
  If	you	enjoyed	this	book,	please	consider	leaving	a	review.	
  	
  If	you	didn’t	enjoy	this	book,	did	you	know	Raging	Swan	Press	
  offers	a	money	back	guarantee?	
  	
  	
  
  2	
  D R E A M S  
  Much	as	they	are	in	literature,	dreams	can	be	a	powerful	story-
  telling	 tool	 in	 a	 role-playing	 game.	 Dreams	 are	 brain	 activity	
  during	 sleep,	 taking	 a	 wide	 variety	 of	 forms—emotions,	
  sensations	and	so	on.	Everyone	in	the	real	world	dreams,	though	
  dreams	are	often	forgotten	upon	waking.	In	a	fantasy	setting,	it	
  is	safe	to	assume	all	living,	intelligent	creatures	that	sleep	also	
  dream,	 though	 a	 race	 known	 for	 wisdom	 and	 introspection,	
  divinatory	 ability	 and/or	 psionic	 activity	 might	 have	 developed	
  dream	 interpretation	 and	 lucid	 dreaming	 to	 higher	 levels.	 It	 is	
  also	 possible	 other	 intelligent	 beings	 might	 dream—a	 vampire	
  might	 be	 tortured	 by	 nightmares	 of	 the	 faces	 of	 her	 victims	
  through	 the	 ages,	 for	 instance.	 Most	 dreamers	 are	 passive	
  observers	 in	 their	 dreams,	 but	 rare	 individuals	 are	 lucid	
  dreamers,	giving	them	the	ability	to	actively	participate	in	and	
  exert	limited	control	over	a	dream’s	“script.”		
  	
  In	 general,	 dreams	 come	 in	 two	 types—dreams	 and	
  nightmares.	 Dreams	 are	 usually	 pleasant,	 or	 at	 least	 benign,	
  while	nightmares	are	universally	unpleasant	experiences.		
  D R E A M  S O U R C E S  
  Portentous	 dreams	 can	 have	 several	 different	 origins—
  essentially,	 who	 or	 what	 sent	 or	 caused	 the	 dream	 to	 occur.	
  These	origins	are	described	below.	
  	
  Arcane	Dreams:	The	arcane	source	of	dreaming	power	tends	
  to	be	parasitic	in	nature.	While	divine	dreams	come	from	a	deity	
  or	her	agents,	and	psionic	dreams	from	the	mind	of	the	psionic	
  herself,	arcane	dream	magic	tends	to	steal	its	energy	from	both	
  those	sources.	When	beings	dream,	they	free	themselves	from	
  the	 confines	 of	 reality.	 Literally	 anything	 is	 possible	 for	 a	
  dreaming	being;	thus,	in	a	very	real	way,	a	dreamer	becomes,	for	
  a	time	at	least,	a	god	in	her	own	dream	world.	This	power	bleeds	
  into	the	dreamer’s	real	world.	It	is	a	potentially	enormous	power	
  source,	but	exceptionally	difficult	to	trap	and	harness	for	arcane	
  casters.	Those	that	manage	to	do	so	have	found	it	often	causes	
  troubled	 dreams	 in	 others	 for	 miles	 around	 their	 domains,	
  particularly	when	harnessed	for	the	mightiest	of	spells.	
  	
  Divine	Dreams:	These	dreams	are	the	most	common.	Fiction	
  is	 filled	 with	 tales	 of	 god-fearing	 heroes	 receiving	 guidance,	
  instruction	and	warnings	through	dreams	sent	by	a	divine	agent	
  or	 even	 their	 god.	 Such	 dreams	 are	 sent	 almost	 exclusively	 to	
  advance	 a	 deity’s	 goals	 or	 objectives—though	 being	 a	 divine	
  power,	 a	 deity’s	 ultimate	 aims	 and	 reasons	 might	 remain	 an	
  enigma	to	the	dreamer	for	a	very	long	time.	
  	
  Servants	 dedicated	 to	 a	 divine	 power—clerics,	 druids	 and	
  paladins,	 and	 the	 most	 pious	 of	 other	 classes—are	 the	 most	
  likely	recipients	of	such	dreams.	They	are	also	the	most	likely	to	
  receive	 dire	 and	 ominous	 dreams	 should	 they	 stray	 from	 their	
  god’s	teachings	or	beliefs.	Foremost	amongst	such	dreamers	are	
  those	 clerics	 of	 a	 deity	 whose	 portfolio	 includes	 sleep	 and	
  dreams.	These	divine	servants	can	learn	to	enter	trance	states	
  and	“dream”	while	conscious.	The	burning	of	sacred	incense	and	
  resting	in	an	area	sanctified	to	the	deity	of	the	dreamer	might	
  lead	to	a	greater	chance	of	useful	dreams.	On	the	other	hand,	a	
  holy	priest	trying	to	rest	inside	a	damned	temple	might	find	her	
  dreams	to	be	unpleasant	ones	indeed…	
  	
  Psionic	Dreams:	These	dreams	are	part	and	parcel	of	psionic	
  creatures.	 With	 their	 increased	 and	 specialized	 brain	 activity,	
  many	psionic	creatures	have	regular,	vivid	dreams.	Many	psionic	
  creatures	 often	 make	 use	 of	 the	 “down	 time”	 sleep	 offers	 to	
  contemplate	important	subjects	and	organize	their	plans—some	
  of	the	most	fiendish	plots	of	psionic	villains	have	been	hatched	
  while	they	slept.	At	the	GM’s	option,	the	depth	of	sleep	and	the	
  amount	of	dream	activity	may	be	
  related	 to	 how	 much	 psionic	
  power	
  the	
  psionic	
  has	
  expended.	 A	 psionic	 who	 has	
  expended	 most	 or	 all	 of	 her	
  psychic	power	might	have	
  little	
  introspective	
  dreaming	 and	 “sleeps	
  like	 the	 dead”	 that	
  night—her	 mind	 is	
  simply	
  too	
  exhausted	
  to	
  engage	 in	 any	
  supplementary	
  activity.	
  
  3	
  U S I N G  D R E A M S  I N  A  C A M P A I G N  
  Use	these	notes	to	guide	your	use	of	dreams	as	a	foreshadowing	
  device	in	your	campaign.	
  G U I D E ,  D O N ’ T  E X P E C T  
  As	GM,	you	speak	for	all	the	campaign’s	NPCs,	including	the	gods	
  themselves.	And	while	all-powerful,	as	a	GM	you	cannot	predict	
  your	players’	actions.	All	GMs	learn	they	can’t	predict	what	their	
  players	will	do—don’t	base	the	dreams	around	something	you’re	
  expecting	your	players	to	do.	Instead,	guide	them	to	where	you	
  want	them	to	go	and	what	you	want	them	to	do.	
  	
  For	example,	the	characters	are	passing	by	ruins	that	hold	an	
  artifact	 of	 importance	 to	 your	 campaign	 you	 want	 them	 to	
  recover.	You’ve	had	several	PCs	dream	about	the	artifact	and	its	
  importance	to	the	world,	but	the	players	walk	right	by	the	ruins	
  and	don’t	go	in.	A	better	approach	would	be	to	have	a	dream	
  that	 attaches	 importance	 to	 the	 ruins—perhaps	 the	 dream	
  shows	 the	 city	 before	 it	 was	 ruined,	 but	 with	 some	 distinctive	
  feature	(say,	a	great	obelisk)	in	the	city	recognizable	by	the	PCs	
  when	 they	 pass	 the	 ruins.	 This	 allows	 them	 to	 make	 the	
  connection	and	acts	as	an	incentive	to	explore	the	ruins	further.	
  B E  V A G U E … B U T  N O T  T O O  V A G U E  
  As	mentioned	above,	a	GM	can’t	predict	what	players	will	do.	It’s	
  easy	 for	 your	 carefully	 constructed	 dream	 sequence	 to	 be	
  invalidated	by	players	doing	something	unexpected.	Always	keep	
  your	dreams	unclear,	with	multiple	possible	meanings	that	you	
  might	 utilize	 should	 your	 favoured	 result	 be	 invalidated	 by	
  unexpected	player	action.	
  	
  On	the	other	hand,	it’s	possible	to	make	the	meaning	of	your	
  dreams	so	murky	the	players	simply	shrug	their	shoulders	and	
  ignore	 it.	 This	 puts	 you	 in	 a	 difficult	 position.	 You	 could	 have	
  another	“clarifying”	dream,	but	this	might	make	the	players	feel	
  you’re	pushing	them	along	a	predetermined	track—and	you	are,	
  but	as	a	GM	you	should	avoid	making	the	players	feel,	or	even	
  recognize,	 you’re	 doing	 so.	 However,	 if	 you	 simply	 leave	 the	
  dream	not	understood,	the	players	are	less	likely	to	care	about	
  any	additional	dreams	you	sprinkle	into	the	campaign.	
  	
  Characters	with	divination	magic	can	be	a	boon	to	you	here;	
  they	can	cast	such	spells	to	ask	questions	about	the	dream	and	
  its	meaning.	If	the	dream	is	critical	to	the	plot,	and	the	players	
  haven’t	
  gleaned	
  its	
  importance,	
  consider	 being	 more	 generous	 than	
  normal	
  with	
  the	
  information	
  granted	 by	 the	 spell	 to	 better	
  frame	 your	 dream	 and	 its	
  significance	to	the	plot.	
  L E S S  I S  M O R E  
  Unless	 you	 are	 building	 a	 campaign	 around	 dreams,	 or	 your	
  campaign	is	a	truly	broad	and	epic	one,	dreams	should	be	used	
  sparingly.	As	noted	above,	too	many	dreams	lead	to	a	sense	that	
  the	players	are	being	“railroaded”	into	a	predetermined	course	
  of	 action	 (and	 most	 players	 hate	 being	 railroaded).	 Use	 them	
  only	 to	 guide	 critical	 plot	 points.	 A	 single	 dream	 might	 be	
  sufficient	for	a	small	campaign’s	story	arc,	while	in	a	grand	epic	
  more	might	be	appropriate.	As	an	example	of	the	latter,	assume	
  a	 campaign	 based	 around	 the	 recovery	 of	 four	 powerful	
  elemental	orbs.	A	dream	associated	with	each	leg	of	the	quest	
  would	be	appropriate,	assuming	they	are	being	done	in	a	specific	
  order.	 So	 Dream	 A	 leads	 to	 the	 water	 orb,	 then	 after	 its	
  recovery,	Dream	B	guides	to	the	fire	orb	and	so	on.	
  	
  Times	 might	 arise	 when	 you	 need	 to	 supplement	 a	 dream	
  with	a	second.	Perhaps	the	campaign’s	focus	shifts,	the	PCs	do	
  something	unexpected,	or	you	need	to	clarify	a	dream	that	was	
  too	vague.	For	example,	your	plot	involves	the	PCs	finding	a	lost	
  prince	 and	 putting	 him	 back	 on	 the	 throne	 as	 its	 rightful	 heir,	
  replacing	the	usurper	whose	rule	is	bringing	ruin	to	the	kingdom.	
  The	prince	was	taken	away	as	an	infant	as	he	has	no	idea	as	to	
  his	true	identity.	Thus,	one	of	the	PCs	has	the	following	dream:	
  “A	black	lion	sits	at	the	highest	point	in	his	den,	looking	down	
  upon	you	with	an	imperious	gaze.	All	around	him	and	below,	the	
  rest	of	the	pride	is	starving.”	
  The	PCs	find	the	prince	amongst	a	group	of	prisoners	they	free	
  from	 slavers,	 but	 they	 miss	 a	 critical	 clue	 or	 miss	 a	 detail	 and	
  don’t	 realize	 the	 young	 boy	 is	 the	 rightful	 heir	 to	 the	 throne.	
  Since	the	boy	was	a	baby	when	he	was	taken,	he	doesn’t	know	
  he’s	 the	 prince,	 either.	 Assuming	 that	 they	 have	 no	 divination	
  magic	available,	it’s	clear	that	the	dream	needs	a	second	part,	
  with	 a	 bit	 more	 specificity,	 to	 nudge	 the	 PCs	 in	 the	 right	
  direction.	So	the	next	dream	might	be:	
  	“The	black	lion	still	sits	at	the	highest	point	of	the	den,	but	now	
  casts	 his	 gaze	 down	 upon	 a	 white-furred	 cub	 not	 seen	 in	 your	
  first	 dream.	 Despite	 his	 age	 and	 strength,	 the	 cub’s	 presence	
  disturbs	him.”	
   
  
  4	
  R A N D O M  D R E A M I N G  
  The	 following	 tables	 enable	 a	 GM	 to	
  quickly	 generate	 the	 outlines	 of	 a	
  dream.	 Randomly	 generated	 dreams	
  might	 be	 useful	 when	 you	 are	 looking	
  for	a	red	herring	to	add	to	your	plot,	or	
  for	a	nightmare	a	character	might	have	
  that	 isn’t	 related	 directly	 to	 the	 plot.	
  And	 of	 course,	 the	 majority	 of	 dreams	
  are	 just	 random—after	 all,	 as	 Freud	
  noted,	 “Sometimes	 a	 cigar	 is	 just	 a	
  cigar.”	Note,	however,	if	you	choose	to	
  detail	 random	 dreams	 that	 have	 no	
  relevance	to	the	plot,	you	make	it	more	
  likely	 that	 your	 players	 might	 ignore	 a	
  portentous	 dream	 you	 wish	 to	 be	
  important	to	your	game.	
  	
  In	
  all	
  cases,	
  the	
  GM	
  should	
  substitute	 personal	 choice	 where	 a	
  random	result	makes	no	sense.	
  T A B L E  1 :  T O N E  
  Determine	 whether	 the	 dream	 is	 a	
  nightmare	or	not.	
  D10	
  	
  1-5	
  Benign	dream	
  6-10	
  Nightmare		
  	
  On	 this	 table,	 an	 odd-number	 roll	
  indicates	 a	 dream	 in	 colour,	 otherwise	
  the	dream	is	limited	to	shades	of	black,	
  white	 and	 grey.	 The	 latter	 result	
  removes	the	need	to	roll	on	Table	7.	
  T A B L E  2 :  L O C A L E  
  Determine	the	dream’s	general	setting.	
  D10	
  	
  1	
  Battlefield	
  2	
  Cave	or	monster	lair	
  3	
  Dungeon	
  4	
  Forest	
  5	
  Hill	
  6	
  Jungle	
  7	
  Mountain/pass	
  8	
  Plains/prairie	
  9	
  Vague	or	indeterminate	
  location	
  10	
  Urban	(Sub-table	I.)	
  T A B L E  2 . 1 :  U R B A N  
  In	an	urban	environment,	determine	the	
  type	of	structure	in	the	dream.	
  D10	
  	
  1	
  Alehouse/tavern	
  2	
  Bordello/feast-hall/other	
  place	of	pleasure	
  3	
  Castle/	palace	
  4	
  Catacombs/cemetery/	
  crypt/mausoleum	
  5	
  Inn	
  6	
  Library	
  7	
  Ruins	
  8	
  Sewer	
  9	
  Temple	
  10	
  Tower	
   
  T A B L E  3 :  E N V I R O N M E N T  
  Determine	 the	 weather;	 weather	 is	 an	
  important	indicator	of	mood	in	dreams.		
  D6	
  	
  1	
  Day,	bright	sun	
  2	
  Day,	overcast	
  3	
  Day,	rain	
  4	
  Day,	thunder/lightning	or	
  other	precipitation	type	
  (snow/sleet/hail)	
  5	
  Day,	dawn/dusk	
  6	
  Night	(roll	1d4;	1	=	full	
  moon,	2	=	waxing,	3	=	
  waning,	4-6	=	new	moon,	
  unseen,	or	obscured)	
   
  T A B L E  5 :  E V E N T  
  Determine	 what	 happens	 during	 the	
  dream.	
  D8	
  	
  1	
  A	warning	
  2	
  An	injury	
  3	
  A	betrayal	
  4	
  A	revelation	
  5	
  A	reversal	
  6	
  A	death	
  7	
  A	birth	
  8	
  A	change	
  T A B L E  4 :  S U B J E C T  
  Determine	the	dream’s	subject.		
  D20	
  	
  1	
  PC	(trapped	in	other	
  body)	
  2	
  PC	(dreamer)	
  3	
  PC	(other)	
  4	
  NPC	(significant	to	
  dreamer	such	as	family,	
  romantic	interest,	rival,	
  etc.)	
  5	
  NPC	(stranger)	
  6	
  Creature—minor	(orc,	
  kobold,	goblin	etc.)	
  7	
  Creature—significant	
  (troll,	mummy,	ogre	etc.)	
  8	
  Creature—major	
  (beholder,	giant,	vampire	
  etc.)	
  9	
  Creature—awesome	
  (arch-devil,	deity,	demon	
  prince,	divine	avatar,	
  dragon	etc.)	
  10	
  Animal	
  11	
  Plant	(tree,	flower)	
  12	
  Landscape	
  13	
  A	political	event	(a	
  coronation,	election	or	
  speech)	
  14	
  A	social	event	(a	dance,	
  bal	or	play)	
  15	
  A	minor	past	historic	
  event	(a	skirmish	in	a	
  battle,	the	birth	of	a	
  future	king	etc.)	
  16	
  A	significant	past	historic	
  event	(a	significant	
  battle,	the	death	of	a	
  beloved	monarch	etc.)	
  17	
  A	major	past	historic	
  event	(a	battle	that	
  ended	a	war,	coronation	
  of	an	emperor	etc.)	
  18	
  A	seemingly	minor	future	
  event	that	has	great	
  repercussions	
  19	
  A	major	future	event	(a	
  battle,	hero’s	or	villain’s	
  death	etc.)	
  20	
  Roll	twice,	ignoring	
  further	20s	
  
  5	
  T A B L E  6 :  O B J E C T S  
  Often	dreams	focus	on	a	particular	type	
  of	 item.	 In	 this	 table,	 listed	 items	 are	
  merely	 suggestions;	 substitute	 other	
  suitable	items	as	desired.	
  D10	
  	
  1	
  Arcane	(spellbook,	staff,	
  wand)	
  2	
  Chivalric	(lance,	tabard,	
  warhorse)	
  3	
  Deceitful	(hooded	cloak,	
  mask,	envenomed	knife)	
  4	
  Divinatory	(crystal	ball,	
  revealed	code)	
  5	
  Martial	(armour,	bow,	
  shield,	sword)	
  6	
  Psionic	(head	circlet,	
  medallion	imprinted	with	
  the	likeness	of	a	psionic	
  creature	e.g.	couatl,	ki-
  rin,	etc.;	re-roll	if	you	do	
  not	use	psionics)	
  7	
  Revelatory	(box	being	
  opened,	curtains	being	
  opened)	
  8	
  Religious	(altar,	holy	
  symbol,	deity	statue)	
  9	
  Royal	(crown,	sceptre)	
  10	
  Social	(actors,	ball	gowns,	
  banquet/feast,	bard)	
  T A B L E  7 :  P R O M I N E N T  
  C O L O U R S  
  Only	use	this	table,	if	you	rolled	an	odd	
  number	on	Table	1.		
  	
  Colours	
  are	
  another	
  powerful	
  determiner	of	a	dream’s	mood.		
  	
  Black	and	grey	are	negative	colours	
  and	should	only	occur	in	nightmares	and	
  dreams	 dealing	 with	 sinister	 events	
  while	white	should	only	occur	in	dreams	
  of	positive	aspect.		
  D20	
  	
  1	
  Beige	(neutrality,	
  superficiality,	earth,	
  simplicity)	
  2	
  Black	(unknown,	death,	
  dark	feelings,	night)	
  3	
  Blue	(cold,	sky,	wisdom,	
  creativity)	
  4	
  Brown	(earth,	
  domesticity)	
  5	
  Burgundy	(riches,	
  commercial	power)	
  6	
  Gold	(spirituality,	
  material	wealth)	
  7	
  Grey	(illness,	despair,	
  fright)	
  8	
  Green	(growth,	forests,	
  fertility,	healing,	succour,	
  luck)	
  9	
  Orange	(friendliness,	
  hope,	autumn)	
  10	
  Purple	(devotion,	royalty)	
  11	
  Red	(war,	blood,	
  aggression,	flame,	
  power)	
  12	
  Silver	(law,	purity,	
  protection,	justice,	
  material	wealth)	
  13	
  White	(purity,	innocence,	
  cold)	
  14	
  Yellow	(energy,	sun,	
  harmony,	deceit,	
  cowardice,	jaundiced	
  sickness)	
  15	
  Two	colours,	disregard	
  further	rolls	of	15+	
  16-20	
  No	colours	of	
  prominence	
   
  
  6	
  S A M P L E  D R E A M S  
  Below	find	a	collection	of	sample	dreams,	divided	by	type.	The	
  dreams	 are	 deliberately	 general	 in	 nature,	 and	 the	 GM	 is	
  encouraged	to	customize	them	to	suit	his	players	and	campaign.		
  	
  B E T R A Y A L  
  § 
  You	sit	in	the	court	of	some	unknown	noble.	Before	you,	a	pair	
  of	 acrobats—a	 brother	 and	 sister—performs	 an	 elaborate	
  acrobatic	dance.	They	work	in	close	tandem	and	breath-taking	
  symmetry.	The	routine	is	punctuated	by	the	man	throwing	his	
  partner	skyward,	ever	higher,	catching	her	when	she	falls.	As	
  the	music	reaches	a	crescendo	he	throws	her	higher	than	ever	
  before	 but	 makes	 no	 attempt	 to	 catch	 her.	 She	 falls	 to	 the	
  ground	and	snaps	her	neck	on	the	hall’s	grey	flagstones.	Her	
  brother	walks	out	of	the	hall	and	does	not	look	back.	
  § 
  You	 find	 yourself	 in	 a	 swirling	 barroom	 brawl.	 You	 and	 a	
  trusted	 companion	 stand	 back-to-back,	 fighting	 the	 drunken	
  rowdies	attempting	to	overwhelm	you.	Punches	and	kicks	are	
  thrown,	mugs	are	hurled	and	even	a	small	cask	sails	out	of	the	
  melee.	You	are	laughing,	and	having	a	good	time,	until	you	feel	
  a	 searing	 pain	 in	 your	 back.	 You	 cast	 a	 glance	 over	 your	
  shoulder,	and	see	your	friend’s	dagger	buried	up	to	the	hilt	in	
  your	 back.	 You	 look	 for	 your	 enemy,	 but	 the	 hooligans	 have	
  disappeared,	and	you	and	your	friend	are	alone	in	the	empty	
  tavern.	He	eyes	you	curiously,	head	cocked,	as	you	fall	to	your	
  knees,	slipping	into	death’s	realm	
  B I R T H  &  R E N E W A L  
  § 
  You	are	watching	a	hunter	stalk	through	a	verdant	forest.	The	
  hunter	pauses	and	spies	a	buck.	The	animal	is	old,	with	white	
  fur	around	its	mouth	and	sips	from	a	clear,	flowing	stream.	The	
  hunter	 creeps	 closer,	 bow	 drawn.	 The	 animal	 turns	 its	 head	
  slowly,	 seeing	 him,	 but	 to	 the	 hunter’s	 surprise	 the	 animal	
  goes	back	to	drinking.	The	face	of	its	pursuer	softens,	and	he	
  returns	his	arrow	to	its	quiver.	The	animal	drinks	a	bit	longer	
  before	kneeling	in	the	grass,	closing	its	eyes	and	falling	over.	
  The	hunter	comes	forward,	and	as	he	does	he	sees	a	foal	stand	
  up	on	trembling	legs	from	behind	its	mother’s	body.	
  § 
  You	 are	 striding	 through	 a	 mountain	 pass.	 The	 snow	 creaks	
  under	 your	 footsteps	 but	 the	 sun’s	 glare,	 rather	 than	 being	
  blinding,	feels	warm	and	soothing.	Still,	the	trek	is	difficult.	You	
  stop	to	rest	and	catch	your	breath.	When	you	glance	over	your	
  shoulder,	you	are	surprised	to	see	that	each	one	of	your	boot	
  prints	has	melted	the	snow,	revealing	a	patch	of	thick,	lustrous	
  green	grass.	
  D E A T H  ( N A T U R A L )  
  § 
  The	 snake	 is	 old.	 Its	 eyes	 are	 milky	 and	 clouded,	 its	 teeth	
  blunted	 and	 yellowed.	 You	 see	 the	 animal	 begin	 to	 moult,	
  brushing	its	body	slowly	against	a	moss-covered	rock	to	slough	
  off	 dead	 scales.	 But	 as	 the	 old	 scales	 fall	 away,	 rather	 than	
  seeing	 fresh	 scales	 beneath,	 you	 see	 the	 snake’s	 delicate,	
  supple	rib	bones.	The	snake	becomes	ever	more	necrotic,	until	
  it	is	a	serpentine	skeleton	beside	a	pile	of	old	scales.	The	snake	
  ceases	to	move,	and	a	sense	of	calm	and	inevitability	settles	
  over	the	scene.	
  § 
  You	 are	 standing	 next	 to	 a	 bed	 within	 a	 small	 room	 whose	
  features	are	indistinct.	While	the	elderly	man	lying	in	your	bed	
  is	unfamiliar	to	you,	you	know	that	within	this	dream	he	is	a	
  beloved	family	member.	His	face	is	ashen,	and	his	breathing	
  laboured.	Still,	he	seems	peaceful	and	content.	He	motions	for	
  you	to	lean	forward,	and	whispers	something	in	your	ear.	The	
  words	are	too	faint	to	discern,	but	when	you	pull	away	you	see	
  he	has	passed	away	peacefully,	a	serene	smile	upon	his	face.	
  M U R D E R  
  § 
  Two	oak	trees	stand	alone	in	a	copse.	One	is	tall	and	powerful,	
  clearly	the	king	of	the	forest.	The	companion	tree	beside	it	is	
  twisted	and	stunted,	half	the	size	and	far	less	grandeur	than	
  the	 first.	 A	 great	 storm	 blows	 in,	 with	 peals	 of	 thunder	 and	
  flashes	of	lightning	illuminating	the	night	sky.	A	mist	becomes	
  drizzle,	 which	 becomes	 rain,	 which	 becomes	 a	 torrent.	 The	
  greater	tree	is	unmoved	by	the	tumult,	but	the	lesser	sways	
  and	rocks.	The	smaller	tree	finally	tears	loose	at	the	roots	and	
  topples	forward	to	smash	into	the	larger	one.	Unnaturally,	the	
  impact	 shatters	 the	 mighty	 giant	 at	 the	 thickest	 part	 of	 the	
  trunk	and	sends	it	down	with	a	crash.	The	smaller	tree	rocks	in	
  place,	settling	back	into	its	original	position,	now	alone.	
  § 
  A	 grand	 feast	 is	 the	 centre	 of	 the	 scene.	 At	 the	 head	 of	 the	
  table	sits	a	grizzled	old	lord;	surrounding	him	are	all	manner	of	
  gaily	 and	 regally	 dressed	 nobles.	 They	 are	 celebrating	 and	
  cheering	and	smashing	their	cups	down	on	the	table	in	time	to	
  a	merry	tune	played	by	a	bard.	The	bard	sings	and	capers,	and	
  as	 the	 flagons	 rise	 and	 fall	 some	 of	 the	 earthy	 brown	 beer	
  within	sloshes	onto	the	table.	The	song	ends,	and	a	new	one	
  begins.	But	this	time,	the	bard	is	playing	something	slow	and	
  ominous,	a	funeral	dirge.	As	he	plays,	the	faces	of	the	nobles	
  contort	and	turn	blue,	then	ashen.	Lord	and	lady	alike	topple	
  forward	 face-first	 onto	 the	 table,	 tongues	 lolling	 from	 their	
  bloated	faces.	Their	cups	fall	and	the	ale,	now	a	black,	viscous	
  fluid,	oozes	onto	the	floor.	The	bard	finishes	his	song,	but	no	
  one	remains	alive	to	applaud.	
  
  7	
  G O O D  F O R T U N E  
  § 
  You	stand	atop	a	mighty	alabaster	tower.	As	you	gaze	at	the	
  setting	 sun,	 you	 slip	 and	 fall.	 As	 you	 plummet	 towards	 your	
  seemingly	 inevitable	 death,	 you	 strike	 a	 series	 of	 green	
  hanging	banners	before	landing	in	a	cart	filled	with	soft	hay.	
  While	you	are	unharmed,	you	wince	in	discomfort	as	you	have	
  landed	on	something	hard	in	the	hay.	Brushing	away	the	hay,	
  you	discover	a	diamond	the	size	of	your	fist.	
  § 
  You	and	a	number	of	other	people	are	seated	around	a	round	
  table	 in	 a	 smoke-filled	 tavern.	 Each	 of	 you	 has	 a	 number	 of	
  face-down	cards	before	you	and	the	same	icy	calm	look	upon	
  your	face.	Slowly,	each	of	the	players	nods	to	you,	throws	in	
  their	 cards	 and	 pushes	 a	 stack	 of	 golden	 coins	 towards	 you.	
  The	last	player	takes	the	longest	to	do	so,	and	as	you	reach	
  forward	to	collect	your	winnings,	he	seizes	your	wrist.	When	
  he	does,	all	of	the	cards	flip	over	of	their	own	accord.	Every	
  single	 card	 of	 your	 opponents	 is	 an	 ace,	 while	 yours	 are	
  nothing	but	low	cards.	
  I L L  F O R T U N E  
  § 
  Your	 parents	 have	 passed	 away,	 and	 you	 have	 been	
  bequeathed	a	small	box.	It	is	a	lovely	thing	of	teak	with	a	clasp	
  and	 hinges	 made	 of	 silver.	 You	 open	 the	 box	 and	 find	 the	
  velvet-lined	interior	contains	a	knife.	The	blade’s	handle	is	of	
  silver	and	the	blade	is	obsidian.	This	relic	is	surely	enchanted	
  and	 worth	 a	 small	 fortune!	 As	 you	 admire	 the	 weapon,	 you	
  bobble	 the	 box	 in	 your	 hands.	 The	 weapon	 drops	 to	 the	
  ground	 point-down	 and	 you	 watch,	 horrified,	 as	 the	 blade	
  transfixes	your	foot.	The	sharp	but	delicate	blade	cracks	when	
  the	point	strikes	the	floor,	ruining	it.	
  § 
  You	are	in	a	great	city	with	a	wide,	but	empty,	avenue	lined	
  with	 shops	 and	 houses.	 A	 street	 urchin	 with	 tattered,	
  threadbare	 clothes	 is	 walking	 towards	 you.	 He	 stops	 and	
  glances	 down,	 and	 his	 eyes	 widen.	 In	 the	 street	 is	 a	 fat	
  platinum	coin.	His	face	bursts	into	a	wide	smile,	and	he	leans	
  down	 to	 pick	 it	 up.	 As	 he	 does,	 a	 dark	 carriage	 pulled	 by	 a	
  team	of	black	horses	thunders	down	the	avenue	and	crushes	
  him	beneath	its	wheels.	
  U P H E A V A L  
  § 
  The	anthill	is	a	perfect	cone,	and	the	ants	within	move	with	
  quiet	unification	and	organization.	The	workers	bring	food	into	
  the	nest	while	others	leave	to	find	more.	Time	passes	rapidly.	
  Torrential	rains	drive	the	ants	into	the	hill	but	do	not	topple	it.	
  Mighty	winds	bend	the	nearby	trees	nearly	to	breaking	but	do	
  not	bother	the	hill.	A	stroke	of	lightning	splits	a	tree	down	the	
  middle,	but	both	flaming	halves	fall	beside	the	hill,	not	striking	
  it.	It	is	then	a	scowling	child	stomps	by	and	with	a	single	cruel	
  kick	destroys	the	hill.	
  § 
  You	are	the	spectator	of	an	intense	game	of	chess	(or	some	
  similar	 game).	 You	 know	 these	 two	 players	 are	 the	 best	 for	
  generations.	 Each	 move	 is	 perfect,	 and	 each	 response	
  perfectly	counters	the	previous	move.	The	game	drags	on	for	
  hours,	with	each	player	a	perfect	foil	for	the	other.	Standing	
  beside	 the	 table	 is	 a	 figure	 in	 formal	 black	 and	 dark	 grey	
  clothing.	 Without	 warning	 or	 provocation,	 the	 figure	 bursts	
  into	motion,	face	contorted	in	rage	and	hate,	and	brings	his	fist	
  down	on	the	table	with	a	wood-splintering	crash.	The	elegant	
  board	and	the	perfectly	organized	pieces	fly	in	all	directions.	
  W A R  
  § 
  Two	children	play	in	a	village	square.	They	are	roughhousing,	
  and	 one	 becomes	 overzealous	 and	 strikes	 the	 other	 a	 blow	
  with	 her	 hand.	 The	 first	 child	 cries	 and	 carries	 on,	 bringing	
  their	parents.	An	argument	ensues	between	the	two	parents,	
  each	 blaming	 the	 other’s	 child,	 and	 before	 long	 the	 adults	
  come	to	blows.	Family	and	friends	of	each	come	to	aid	one	or	
  the	other	of	the	parents	and	before	long	the	village	square	has	
  become	a	great	swirling	melee.	The	two	children	can	be	seen	
  at	the	periphery	of	the	violence,	holding	each	other,	united	as	
  friends	in	their	mutual	fear	of	the	violence.	
  § 
  You	left	the	village	as	a	boy,	and	now	you	return	as	a	man.	You	
  have	seen	much,	travelled	the	world	and	learned	wisdom	at	
  the	 feet	 of	 great	 masters.	 You	 are	 ascending	 the	 final	 hill,	
  where	 you	 will	 look	 down	 on	 your	 beloved	 home.	 You	 are	
  eager	 to	 spin	 the	 tales	 of	 all	 you	 have	 seen	 and	 done,	 but	
  something	is	wrong.	A	foul	smell	hangs	in	the	air,	and	the	air	is	
  thick	with	smoke.	As	you	crest	the	hill,	you	see	your	home	is	in	
  ruins.	Thick	smoke	hangs	around	it,	and	most	of	the	structures	
  are	smashed.	Sitting	at	the	centre	of	the	ruins	is	a	small	army,	
  flying	a	blood-red	banner.	
  W A R N I N G  
  § 
  You	are	standing	at	the	wheel	of	a	crewless	ship	caught	in	the	
  middle	of	some	great	storm,	and	you	know	you	are	lost.	You	
  squint,	 your	 eyes	 trying	 to	 catch	 sight	 of	 something—
  anything—to	orient	you	in	the	black-on-black	of	the	dark	skies	
  and	furious	waves.	Abruptly,	a	single	white	beam	of	light	cuts	
  through	 the	 darkness,	 and	 you	 spy	 jagged	 rocks	 off	 your	
  starboard	side.	You	violently	wrench	the	wheel	away	with	such	
  force	your	shoulders	ache	from	the	effort.	You	narrowly	avoid	
  the	rocks,	and	catch	a	fleeting	glimpse	of	the	lighthouse	that	
  warned	you	before	the	darkness	engulfs	you	again.	
  § 
  You	 have	 been	 standing	 guard	 on	 the	 castle	 wall	 for	 hours,	
  bleary	eyes	straining	to	peer	through	the	darkness,	looking	for	
  the	approach	of	the	enemy	army.	You	are	fighting	hard	to	stay	
  awake.	 You	 first	 pinch	 yourself,	 and	 a	 while	 later	 poke	 your	
  palms	 with	 a	 dagger	 to	 rouse	 yourself.	 But	 finally,	 it	 is	 too	
  much,	and	your	chin	drops	to	your	chest.	A	moment	later,	the	
  wail	of	a	rooster	jolts	you	from	your	slumber.	The	cock-crow	
  has	come	just	in	time	for	you	to	see	the	enemy	army	reach	the	
  castle	walls.	
  	
  
  8	
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  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	
  the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
  1.	Definitions:	(a)"Contributors"	means	the	copyright	and/or	trademark	owners	who	have	
  contributed	Open	Game	Content;	(b)"Derivative	Material"	means	copyrighted	material	including	
  derivative	 works	 and	 translations	 (including	 into	 other	 computer	 languages),	 potation,	
  modification,	correction,	addition,	extension,	upgrade,	improvement,	compilation,	abridgment	or	
  other	form	in	which	an	existing	work	may	be	recast,	transformed	or	adapted;	(c)	"Distribute"	
  means	to	reproduce,	license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	otherwise	
  distribute;	 (d)"Open	 Game	 Content"	 means	 the	 game	 mechanic	 and	 includes	 the	 methods,	
  procedures,	processes	and	routines	to	the	extent	such	content	does	not	embody	the	Product	
  Identity	and	is	an	enhancement	over	the	prior	art	and	any	additional	content	clearly	identified	as	
  Open	Game	Content	by	the	Contributor,	and	means	any	work	covered	by	this	License,	including	
  translations	and	derivative	works	under	copyright	law,	but	specifically	excludes	Product	Identity.	
  (e)	 "Product	 Identity"	 means	 product	 and	 product	 line	 names,	 logos	 and	 identifying	 marks	
  including	trade	dress;	artifacts;	creatures	characters;	stories,	storylines,	plots,	thematic	elements,	
  dialogue,	incidents,	language,	artwork,	symbols,	designs,	depictions,	likenesses,	formats,	poses,	
  concepts,	themes	and	graphic,	photographic	and	other	visual	or	audio	representations;	names	
  and	descriptions	of	characters,	spells,	enchantments,	personalities,	teams,	personas,	likenesses	
  and	 special	 abilities;	 places,	 locations,	 environments,	 creatures,	 equipment,	 magical	 or	
  supernatural	abilities	or	effects,	logos,	symbols,	or	graphic	designs;	and	any	other	trademark	or	
  registered	trademark	clearly	identified	as	Product	identity	by	the	owner	of	the	Product	Identity,	
  and	 which	 specifically	 excludes	 the	 Open	 Game	 Content;	 (f)	 "Trademark"	 means	 the	 logos,	
  names,	mark,	sign,	motto,	designs	that	are	used	by	a	Contributor	to	identify	itself	or	its	products	
  or	the	associated	products	contributed	to	the	Open	Game	License	by	the	Contributor	(g)	"Use",	
  "Used"	or	"Using"	means	to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	otherwise	
  create	 Derivative	 Material	 of	 Open	 Game	 Content.	 (h)	 "You"	 or	 "Your"	 means	 the	 licensee	 in	
  terms	of	this	agreement.	
  	
  2.	 The	 License:	 This	 License	 applies	 to	 any	 Open	 Game	 Content	 that	 contains	 a	 notice	
  indicating	that	the	Open	Game	Content	may	only	be	Used	under	and	in	terms	of	this	License.	You	
  must	affix	such	a	notice	to	any	Open	Game	Content	that	you	Use.	No	terms	may	be	added	to	or	
  subtracted	 from	 this	 License	 except	 as	 described	 by	 the	 License	 itself.	 No	 other	 terms	 or	
  conditions	may	be	applied	to	any	Open	Game	Content	distributed	using	this	License.	
  	
  3.	Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	Your	acceptance	
  of	the	terms	of	this	License.	
  	
  4.	 Grant	 and	 Consideration:	 In	 consideration	 for	 agreeing	 to	 use	 this	 License,	 the	
  Contributors	grant	You	a	perpetual,	worldwide,	royalty-free,	non-exclusive	license	with	the	exact	
  terms	of	this	License	to	Use,	the	Open	Game	Content.	
  	
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	original	material	as	
  Open	Game	Content,	You	represent	that	Your	Contributions	are	Your	original	creation	and/or	
  You	have	sufficient	rights	to	grant	the	rights	conveyed	by	this	License.	
  	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	portion	of	this	
  License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	of	any	Open	Game	Content	You	are	
  copying,	 modifying	 or	 distributing,	 and	 You	 must	 add	 the	 title,	 the	 copyright	 date,	 and	 the	
  copyright	 holder's	 name	 to	 the	 COPYRIGHT	 NOTICE	 of	 any	 original	 Open	 Game	 Content	 you	
  Distribute.	
  	
  7.	 Use	 of	 Product	 Identity:	 You	 agree	 not	 to	 Use	 any	 Product	 Identity,	 including	 as	 an	
  indication	as	to	compatibility,	except	as	expressly	licensed	in	another,	independent	Agreement	
  with	the	owner	of	each	element	of	that	Product	Identity.	You	agree	not	to	indicate	compatibility	
  or	 co-adaptability	 with	 any	 Trademark	 or	 Registered	 Trademark	 in	 conjunction	 with	 a	 work	
  containing	Open	Game	Content	except	as	expressly	licensed	in	another,	independent	Agreement	
  with	the	owner	of	such	Trademark	or	Registered	Trademark.	The	use	of	any	Product	Identity	in	
  Open	Game	Content	does	not	constitute	a	challenge	to	the	ownership	of	that	Product	Identity.	
  The	owner	of	any	Product	Identity	used	in	Open	Game	Content	shall	retain	all	rights,	title	and	
  interest	in	and	to	that	Product	Identity.	
  	
  8.	 Identification:	 If	 you	 distribute	 Open	 Game	 Content	 You	 must	 clearly	 indicate	 which	
  portions	of	the	work	that	you	are	distributing	are	Open	Game	Content.	
  	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	updated	versions	of	
  this	License.	You	may	use	any	authorized	version	of	this	License	to	copy,	modify	and	distribute	
  any	Open	Game	Content	originally	distributed	under	any	version	of	this	License.	
  	
  10	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	every	copy	of	the	
  Open	Game	Content	You	Distribute.	
  	
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	Open	Game	Content	
  using	the	name	of	any	Contributor	unless	You	have	written	permission	from	the	Contributor	to	
  do	so.	
  	
  12	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	terms	of	this	
  License	with	respect	to	some	or	all	of	the	Open	Game	Content	due	to	statute,	judicial	order,	or	
  governmental	regulation	then	You	may	not	Use	any	Open	Game	Material	so	affected.	
  	
  13	 Termination:	 This	 License	 will	 terminate	 automatically	 if	 You	 fail	 to	 comply	 with	 all	
  terms	herein	and	fail	to	cure	such	breach	within	30	days	of	becoming	aware	of	the	breach.	All	
  sublicenses	shall	survive	the	termination	of	this	License.	
  	
  14	Reformation:	If	any	provision	of	this	License	is	held	to	be	unenforceable,	such	provision	
  shall	be	reformed	only	to	the	extent	necessary	to	make	it	enforceable.	
  	
  15	COPYRIGHT	NOTICE:	Open	Game	License	v	1.0	©2000,	Wizards	of	the	Coast,	Inc.	
  	
  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document:	©2000,	Wizards	of	the	Coast,	Inc.	Authors:	Jonathan	Tweet,	
  Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  Portentous	Dreams.	©Raging	Swan	Press	2016;	Author:	Christian	Alipounarian.	
  Product	 Identity:	 All	 trademarks,	 registered	 trademarks,	 proper	 names	 (characters,	 deities,	
  artefacts,	places	and	so	on),	dialogue,	plots,	storylines,	language,	incidents,	locations,	characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	Open	Game	License	version	1.0a,	
  Section	1(e)	and	are	not	Open	Content.	
  	
  Open	 Content:	 Except	 material	 designated	 as	 Product	 Identity,	 the	 contents	 of	 Portentous	
  Dreams	are	Open	Game	Content	as	defined	in	the	Open	Gaming	License	version	1.0a	Section	
  1(d).	No	portion	of	this	work	other	than	the	material	designated	as	Open	Game	Content	may	be	
  reproduced	in	any	form	without	written	permission.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	wizards.com/d20.	
  	
  	
  
  R A G I N G S W A N . C O M  
   EVERYTHING  
       is better with  
  tentacles 
  
  	
    
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
  ragingswan.com 
  
SOURCE: textdata/thevault/Old School Revival (OSR(ic))/[Adventure Design & Dungeoncraft]/Events & Encounters/Raging Swan Campaign Events/Raging Swan Portentous Dreaming SNE print.pdf