TEXT: The Dreamgate 
  By, 
  Cameron Wright 
   
  Party Level: Level 1 
  Duration: 2-3 hours 
   
  The information in italics is meant to be read aloud to the players. 
   
  Quick Overview 
  The dreamgate is a powerful fortune telling device owned by the Dreamgate Caravan. This 
  adventure is about saving members of the Dreamgate Caravan who were abducted in the night 
  by a vampire named Darian. As an act of revenge, Darian, a now sour customer, has kidnapped 
  some of the members and has hidden them in the nearby Frostwind Keep so he might turn 
  them into vampires, building his following and, in turn, enacting his revenge. Players should 
  stop the vampire before he harms others and save those he’s taken before they’re turned. 
   
  References 
  Please refer to the Monster Manual for the stats on the following creatures: 
  ●
  Giant Bat 
  ●
  Wolf 
   
  Please refer to the APPENDIX for stats on various characters and homebrew items. Some 
  references, like spells and other item descriptions, may require the Players Handbook or 
  Dungeon Master’s Guide for reference. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Characters in this Adventure 
  This section will detail the main characters in this adventure. Familiarize yourself with these 
  characters and their traits so you can better portray them to your players. There are other 
  minor characters in this adventure, such as the other half a dozen or so caravan members, but 
  they tend to stay to themselves and don’t play any sort of major role.  
   
  Hoff the Caravan Guard 
  Appearance​: Human male in his 40s. Short black hair. Scar across his right arm. Wears leather 
  armor and carries a fine steel spear. Walks with a limp and has a bandage covering part of his 
  right leg.  
  Personality Traits: ​Considerate. Intelligent. Leaderly.  
  Alignment: ​Neutral Good.  
  Motivation: ​He used to be in the military but retired. Took a job to protect the Caravan on their 
  way to Orrinshire to make extra money. Has an old family apple orchard outside Orrinshire and 
  plans to use the money he makes from this job to hire help and start selling apples with his 
  daughter.  
   
  Lucille, Hoff’s Daughter 
  Appearance: ​Human female teenager. Long black hair. Wearing a red shirt with an image of a 
  dog sewn on the front.  
  Personality Traits: ​Intelligent. Incorruptible. Forgiving.  
  Alignment: ​Neutral Good.  
  Motivation: ​Has been moving around with her dad taking odd jobs after her mother passed. 
  Excited to work at the family apple orchard in Orrinshire. Secretly wants to join the military 
  like her dad.  
   
  Frans, the Caravan Leader 
  Appearance​: Older male dwarf. Long red beard that has multiple braids. Wears a black suit and 
  scrunched top hat. Cracked knuckles from brawls.  
  Personality Traits​: Greedy. Dishonest. Stubborn.  
  Alignment​: Neutral Evil.  
  Motivation​: Purely in it for the money. Doesn’t care what the outcomes of the dreamgate are 
  on his customers. Pretends to care about people. Dreams of opening a casino. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Crelista, the Dreamgate Operator 
  Appearance​: Red female tiefling with two long tan horns that curl into a circle. Less than 5 feet 
  tall. Long black hair. Wears a black silk dress and a golden medallion of Beshaba. Carries a 
  crooked black wand.  
  Personality Traits​: Excitable, Blunt, Sly 
  Alignment​: Chaotic Neutral 
  Motivation​: She gets a cruel sense of satisfaction 
  knowing that she is instilling false confidence into 
  people using the dreamgate. At the same time, she 
  doesn’t feel that bad about it because some people 
  do go off to live better lives after using it. She is in 
  this for the thrills and the money.  
   
  Brownhoof, the Wizard 
  Appearance​: Elvish female. Short brown hair. Large 
  green eyes. Wears a purple dress and a black 
  wizards hat. Fair skin. Wears a green emerald 
  necklace. 
  Personality Traits​: Sincere, Cooperative, Devoted 
  Alignment​: Lawful Good 
  Motivation​: She is traveling to Orrinshire to follow 
  on a lead about some terrible Goblins that may be 
  trying to destroy the Great Tree in the Forest of 
  Greenspirit, her home. She just finished capturing a 
  nasty necromancer who was using forest animals to 
  harass villagers. Knows that the dreamgate is a 
  trick, but doesn’t know the harm it could cause so 
  she keeps it to herself.  
   
  Darian, the Vampire Spawn 
  Appearance​: Older male human turned vampire. Short patchy white hair that is combed over. 
  Red eyes. Very pale skin. Skin is scarred in multiple places. Wears a black leather jacket and big 
  black boots.  
  Personality Traits​: Walks with a limp. Narcissistic. Unforgiving. Resourceful.  
  Alignment: Chaotic Evil 
  Motivation​: Vows to turn the whole Dreamgate Caravan into vampires so they can experience 
  his pain. The dreamgate made Darian believe he could find a magic gem that could save his 
  sister, Caroline, who is trapped in the Feywild. After exploring several dangerous dungeons, 
  his last one ended with a vampire turning him into a vampire. He then realized that the 
  dreamgate was actually a scam and wants revenge.   
   
   
   
   
   
  
  How the Dreamgate Works 
  The dreamgate is a magical fortune telling machine that is transported on a large wooden and 
  golden canvass covered cart. This service cost 100 gold pieces to use. There isn’t much inside 
  the wagon tent except a multicolored cushioned surface for people to lie down on. Each person 
  that uses the machine is instructed to lie down for 10 minutes before the magic works. After the 
  10 minutes, they start to see visions of their future. The visions are so real, it feels as if they are 
  transported there briefly. These visions often show things that person desires and how to get 
  it. Some people see themselves rich. Some people see themselves bringing a family member 
  back to life. Some see themselves falling in love. The visions vary from person to person.  
   
  Actually, this is all a scam made up by Crelista and Frans. The dreamgate is not a fortune 
  telling machine at all, but a space for Crelista to use her illusory magic and trick people into 
  seeing what they want to see. When the participant lies down for 10 minutes, Crelista uses that 
  time to investigate the mind of the person and find out what they desire so she can craft a 
  realistic illusion. Frans leads the caravan and finds people to use the dreamgate and Crelista 
  uses the illusory magic that makes it work. The illusions are so real and so tailored to the 
  individual that most everyone believes the “fortune telling” to be real. 
   
  Darian the Vampire 
  Most people who use the dreamgate live life as if the fortune telling is real and even go on to 
  make their “fortunes” real while others fail hopelessly trying to pursue a future that may 
  never happen no matter how hard they try. For Darian, he paid to use the dreamgate and saw a 
  vision of a glowing green gem in a dungeon that he could use to save his sister. His sister was 
  sent to the Feywild by a powerful demon a few years ago. After the vision, he spent five years 
  with a hired crew searching many dangerous ruins and dungeons with no success.  
   
  In the last dungeon he searched, about a year 
  ago, some vampires ambushed his group and 
  turned them all into vampires. Since then he 
  has had to live a terrible life in darkness, and 
  in a new body that needs blood to stay strong. 
  He has fueled his new diet by feasting on 
  random wanderers. He is strong, so sunlight 
  does not harm him at his current stage. He 
  despises everything about his new self and has 
  vowed revenge on the Caravan after realizing 
  that the visions couldn’t possibly be real and 
  all that time spent searching had been wasted. 
   
  Darian has spent the last several weeks 
  tracking the caravan and has finally found a 
  spot to ambush them as they slept. One night, 
  he made his move and kidnapped Frans and 
  Lucille in the night. He has hidden his captors in an underground section of an old fortress 
  named Frostwind Keep deep in the woods. He plans on turning all the members of the caravan 
  into vampires so they can know the pain of the new life he has been forced to live. 
   
  
  Darian keeps a powerful magic item with him called the ​Staff of Harming​ (See Appendix) that 
  he found deep in a volcano dungeon that was being protected by a powerful dragon. The staff 
  has flames that emit on either end portraying faces of demons. These demons whisper in the 
  mind of the user and corrupt them into evil deeds. 
   
  Chapter 1 – Frans and Lucille are Missing 
   
  On the 16​th​ day of the month of Flamerule, the blazing sun of midday shines through the tall trees as 
  you walk down a muddy path with no clear destination in mind. Eventually you hear a string 
  instrument playing a sad and slow tune. You come to a clearing on the right side of the road where a 
  caravan of three wagons are parked in a semicircle around a large fire. There are a dozen people 
  sitting gloomily around the fire dressed in colorful show outfits, although stained from several days 
  of traveling.  
   
  When the players enter the camp, they will be approached by a cautious Hoff. He will be using 
  his spear as a walking stick to support his hurt leg but will aim it at them if threatened. After 
  talking a bit to the party, he will inform them that they have recently had two members of their 
  caravan taken and needs their help. He will inform the party that the caravan leader, Frans, 
  was taken as well as his daughter Lucille. He tried search in the nearby woods but fell and 
  injured his leg.  
   
  He pleads for the party to help him and says he promises to pay them 200 gold pieces for their 
  troubles. He asks the party to investigate the area and discover what happened to the missing 
  people. 
   
  Questioning the Caravan Members.  
  The players will be able to question the members of the Caravan to get as much information as 
  possible before heading into the woods. The members won’t reveal anything useful unless the 
  players pass a ​DC 15 Perception ​or ​DC 15 Intimidation ​check to extract information. Below is a 
  list of the caravan members and the useful information they know.  
   
  Hoff. ​He knows that Frans is a nasty and greedy guy and isn’t surprised that someone took 
  him. He has no idea why someone would take his daughter. A ​DC 20 Persuasion ​check will 
  convince Hoff to tell the party that he knows Crelista performs some magic on the dreamgate 
  every time it’s used.  
  Hoff has seen this sort of shady behavior from lycanthropes such as werewolves, 
  vampires, or other similar creatures when he was working in the military. He tells a story about 
  a band of werewolves that kidnapped part of his squad during the night when on patrol during 
  the Battle for Red Mountain, a vicious battle defending against a necromancer. 
   
  Crelista. ​She knows that the dreamgate is a fake but does not immediately reveal how it is fake 
  or how it actually works. If the players succeed in a ​DC 20 Persuasion ​or ​DC 20 Intimidation 
  check then she will reveal that she is the one who is casting the illusion magic on those who 
  enter the dreamgate and the operation is a scam for money.  
  
  If she is prodded into trying to remember any previous customer that stands out, she 
  will remember a man named Darian who told a story about trying to save his sister who is 
  trapped in the Feywild. He looked so sad. She spun an illusion that made him think if he found 
  a special green gem that he could bring her back. She feels slightly bad about that now, but he 
  looked so happy coming out of the dreamgate. 
   
  Brownhoof. ​She knows that the dreamgate is not inherently magical and must be activated by 
  some other illusory method. She doesn’t know who or what would be causing the illusions. She 
  will offer to come with the party if convinced. 
   
  Chapter 2 -The Wilderness Trek 
   
  This chapter will involve navigating through the dense and dark Tiverden Forest. Navigating 
  through this forest will require a series of checks that will have a certain consequence if not 
  met. The success of these challenges will be determined by the average of the rolls between all 
  the players. 
   
  Challenge 1 – Finding the tracks 
  First they must find tracks to follow. They can do this by succeeding on a DC 15 Nature check or 
  a DC 15 Survival Check. 
  [Success] – ​They find the tracks and proceed to Challenge 2. 
  [Failure]​ ​- ​They run into a hostile wolf before finding the tracks. 
   
  Challenge 2 – Crossing the Ravine 
  Players will need to make their way down a steep ravine and back up again. Players can do this 
  by succeeding on a group DC 15 Athletics Check. 
  [Success] – ​They make it safely across the Ravine and proceed to Challenge 3. 
  [Failure]​ – They trip on sharp rocks taking 1d4 piercing damage 
   
  Challenge 3 – Avoiding Danger 
  Players will need to navigate across a field without alerting the nearby howling wolves. Players 
  must succeed on a DC 15 Stealth check or alert the wolves.  
  [Success] – ​You pass by undetected and make it to the entrance of Frostwind keep. 
  [Failure] – ​A couple of wolves ambush the party. 
   
  After the three challenges, the players will make their way to the front of Frostwind Keep. The 
  part of Frostwind Keep that is above ground is barely standing. Only a few piles of rubble 
  remain and are very worn from the weather. Succeeding on a DC 15 Investigation check will 
  reveal the stairwell that leads to ​section 1 ​of the dungeon. Read below for the dungeon details. 
   
   
   
  
  Chapter 3 -Frostwind Keep 
   
  The following section details the interior of Frostwind Keep and the movements of Frans, 
  Lucille, and Darian. Be sure to read ahead and familiarize yourself with the keep and the 
  movements of the other characters before proceeding so you can better run the encounter.  
   
   
   
  Dungeon Description 
  Darian will secretly be following the party the entire time they are searching the dungeon. He 
  will only strike when they discover Frans in section 9. 
   
  Lucille escaped before being dragged into the keep. She stayed hidden until help arrived, then 
  rushed back to grab her father’s spear. If the players come into serious trouble, she will use the 
  spear and try to throw it at one of the vampires. See APENDIX for Lucille.  
   
  The only source of light in this dungeon are everburning candles that are spread in a circle 
  around the Dragon Burial Urns. The walls and ground are made of stone. The ceiling can reach 
  up to 20 feet tall in most spots. The keep smells of rusty metal and sewage. The sounds of 
  skittering rats and the flapping of bats wings can be heard. Occasionally one may hear the 
  moaning of spirits that reside here. The walls have carvings of human kings on crowns and 
  depictions of battles in vast fields against terrifying creatures.  
   
   
  Section 1. ​This long hallway has a couple
   
   
   
   
   
     
   
  skeletons lying on the floor, hands and feet
   
   
   
   
   
   
   
   
  stretched
  out.
  One
  of
  the skeletons is
   
   
   
   
   
   
   
  grasping a sapphire hidden from view but
     
   
   
   
   
   
  can be seen with a DC 15 Perception check.
   
   
   
     
   
   
   
   
  One of the skeletons has a satchel that
   
   
   
   
   
   
   
   
  
  contains Thieves Tools. Two unlit torches
   
   
   
   
   
   
  hang from the walls. 
   
  Section 2. ​This area has a collapsed table
   
   
   
   
     
   
   
  covered
  in
  spider
  webs.
  If the players
   
   
   
   
   
   
   
  approach
  this
  area,
  they will gain the
   
   
   
   
   
   
   
  attention of Ella the Sprite who has her leg
   
   
   
   
   
   
   
   
   
  pinned by a fallen torch. Players must
   
   
   
   
   
   
   
  succeed on a DC 15 Medicine check with a
   
     
   
   
   
   
     
  clean piece of cloth to wrap Ella’s injured
   
   
   
   
   
   
   
   
  leg. If freed, she will tell the party that she
   
   
   
   
   
   
   
   
   
   
  saw a pale man dragging a covered body
   
   
   
   
     
   
   
  towards section 4 where she also heard a
   
   
   
   
   
   
     
  heavy sliding door. Afterwards she will fly
   
   
   
   
   
   
   
  off. 
  There is a small locked wooden box
   
     
   
   
   
   
  that contains x2 Potions of Healing. This
   
   
   
   
   
   
   
  box can be open by prying forcing the lock
   
   
   
   
   
   
   
   
   
  open (DC 15 Strength) which will trigger a
   
   
   
   
   
   
     
  poison gas trap. When triggered, everyone
   
   
   
   
   
   
  must
  succeed on a DC 15 Constitution
   
   
   
   
   
   
   
  saving throw or take 1d4 poison damage.
   
   
   
   
   
   
   
  This is a gas that affects everyone in a
   
   
   
   
   
   
   
   
   
  10-foot radius around the box. Unlocking
   
   
   
   
   
   
  the box by Succeeding a DC 15 Dexterity
   
   
   
   
   
   
   
   
  check with thieves’ tools does not trigger
   
   
   
   
   
   
   
  the trap. 
   
  Section 3. ​This area has a large circle stone
   
   
   
   
     
   
   
   
  tablet, 10 feet in diameter, embedded in the
   
   
   
   
   
   
   
   
  floor with an image of a dragon carved into
   
   
   
   
     
   
   
   
  it. A DC 15 History check will reveal that this
     
   
   
   
   
   
   
   
   
  is a stone Dragon’s Burial Urn containing
     
   
   
   
   
   
  the remains of a dragon. A DC 15 Strength
   
   
     
   
   
   
   
   
  check with a blunt instrument can be used
   
     
   
   
   
   
   
  to break through the stone lid of this urn.
   
   
   
   
   
   
   
   
   
  Inside the urn is mostly ash except for a Hat
   
   
   
   
   
   
   
     
   
  of Disguise (Uncommon Magic Item).  
  Hanging above the urn hanging on
   
   
   
   
   
   
  the ceiling are x3 Giant Bats (CR ¼) that
   
   
   
   
   
   
   
   
   
  will attack if disturbed. Players can sneak
   
   
   
   
   
   
   
  past the bats by succeeding on a DC 15
   
   
   
   
   
   
   
   
   
  Stealth check, otherwise they will alert the
   
   
   
   
   
   
   
  bats. 
   
  Section 4. ​This area has many scattered
   
   
   
   
   
   
   
  books on the floor and two tall knights in
   
   
   
   
   
   
   
   
   
  armor standing against the eastern wall. If
   
   
   
   
   
   
   
  the
  players
  investigate
  the
  books,
  and
   
   
   
   
   
   
  succeed on a DC 15 Investigation check,
   
   
   
   
   
   
   
  they will find one of the books is hollowed
   
   
   
   
   
   
   
   
   
  out and has one of the Keys of Power
   
   
   
   
   
   
   
   
   
  (Copper) used to unlock the chest in section
   
   
   
   
   
   
   
   
  7. Succeeding on a DC 13 Investigation
   
   
   
   
   
   
   
  check will reveal a lever that will open the
   
   
     
   
   
   
   
   
  sliding stone door leading to section 5
   
   
   
   
   
   
   
  behind one of the knights in armor. 
  If the players search through the
   
   
   
   
   
   
  books, they can find a book titled “Undead
   
   
   
     
   
   
   
  Creatures”. This book will give advantage
   
   
   
   
   
   
  on a History check to discover information
     
   
   
   
   
   
  on the ​vampire weakness trait found in the
   
   
   
   
   
   
   
   
  APPENDIX in Darian’s stat bock. 
  There is a green and blue striped
   
   
   
   
   
   
   
  snake
  on
  the
  far
  east
  side
  wearing a
   
   
   
   
   
   
   
   
  sapphire ring with a gold band fit around
   
   
     
   
   
   
   
  the base of the snake’s tail. This is a Ring of
   
   
   
   
   
   
   
     
   
   
  Protection (Magic Item). Succeeding in a
   
   
   
   
   
   
  DC 15 Stealth check will allow one to get
   
   
   
   
   
   
   
   
   
  close enough to grab the ring, otherwise it
   
   
   
   
   
   
   
   
  will escape through a small hole in the wall. 
   
  Section 5. ​This room has a 3 feet tall green
   
   
   
   
       
   
   
   
  frog statue in the southwest corner of the
   
   
   
   
   
   
   
   
  room. This magic statue has its mouth
   
   
   
   
   
   
   
  open. Scattered on the floor are x6 Tiny
   
   
   
   
   
   
   
   
  Obsidian Bug Figurines. Feeding all six to
   
   
   
   
   
   
   
  the frog will cause it to temporarily come to
   
   
   
     
   
   
   
   
  life and spit out a Key of Power (Silver) and
   
   
   
     
   
   
   
   
   
  a
  brass
  key,
  with
  the
  word
  “dragon”
   
   
   
   
   
   
   
  written in Elvish, that unlocks the door to
   
   
   
   
   
   
   
   
  section 6. The door leading to section 6 is
   
   
   
   
   
   
   
   
   
  locked but a player can peer into it through
   
     
   
   
   
     
   
  the keyhole with a DC 15 Perception check.  
  The hallway to the south has a
   
   
   
   
   
   
   
  hidden pressure plate that runs the width
   
   
   
   
   
   
   
  of the hall. Players can notice the trap by
   
   
   
   
   
   
   
   
   
  succeeding a DC 20 Perception check. If
   
   
   
   
   
   
   
  activated, it will shoot darts out of small
   
   
   
   
   
   
   
   
  holes on the far south wall towards the
   
   
   
   
   
   
   
   
  players. Players must then succeed a DC 15
   
   
   
   
     
   
   
  Dexterity saving throw or take 1d4 piercing
   
   
   
   
   
   
   
  damage. The far south wall also has a
   
   
   
   
   
   
   
   
  skeleton sitting against it and holding a
   
   
   
   
   
   
   
  health potion. 
   
  
  Section 6. ​The door to this room is a locked
   
   
   
   
   
   
   
     
   
  iron door. This door has a keyhole that one
   
   
   
   
     
   
   
   
  can see through with a DC 15 Perception
   
   
   
   
   
   
   
   
  check.
  This
  room
  is
  lit
  with
  many
   
   
   
   
   
   
   
  everburning candles. Inside this room is
   
   
   
   
   
   
  another
  10-foot diameter stone Dragon
   
   
   
   
   
  Burial
  Urn
  along
  with
  dozens
  of
  old
   
   
   
   
   
   
   
  decorated
  pots
  with
  lids
  and
  dragon
   
   
   
   
   
   
  designs. Each pot is filled with smelly dark
   
   
   
   
   
   
   
   
  liquid.
  Players
  can
  learn
  that
  this
  is
   
   
   
   
   
   
   
  liquified dragon scales, used in potions, by
   
   
   
   
   
   
   
  succeeding on a DC 15 Nature or Medicine
   
     
   
   
   
   
   
  check.  
  Players can find the Key of Power
   
   
   
   
   
   
   
  (Gold) hidden in the liquid at the bottom of
   
   
   
   
   
   
   
   
   
  one of the pots. Breaking into the urn will
   
   
   
   
   
   
   
   
   
  require a DC 15 Strength check with a blunt
     
   
   
   
   
     
   
  instrument. Inside this urn, besides the ash
   
   
   
   
   
   
   
  of
  a
  dragon,
  is
  a
  sheathed
  Sword
  of
   
   
   
   
   
   
   
   
  Vengeance
  (Uncommon
  Cursed
  Magic
   
   
   
   
  Item).  
   
  Section 7. ​The metal door into this room is
   
   
   
   
   
   
   
   
   
  unlocked. This room has a statue of a man
   
   
   
     
   
     
   
  standing up and extending his arms out
   
   
   
   
   
   
   
  holding a stone chest that has three key
   
   
   
   
   
   
   
   
  holes. One is copper, one is silver, one is
   
   
   
   
   
   
   
   
   
  gold. This chest requires all three Keys of
   
   
   
   
   
   
   
   
  Power to unlock (Copper, Silver, Gold).
   
   
   
   
   
   
  Once opened, this reveals a sapphire ring
   
   
   
     
   
   
  with a carved silver band called the Ring of
     
   
   
   
   
   
   
   
  Frost Wind (Magic Ring) that can be used to
   
   
   
   
   
   
   
   
   
  cast the spell ​Ray of Frost as a cantrip. Also,
   
   
   
   
   
   
     
   
   
  while wearing this ring and holding a melee
   
   
   
   
   
     
   
  weapon, that weapon becomes enchanted
   
   
   
   
   
  with the effect of adding 1d6 cold damage.
   
   
   
   
   
   
   
   
  The weapon also sheds falling snowflakes. 
   
  Section 8. ​The entrance into this area is
   
   
   
   
   
   
   
   
  trapped with swinging blades. Players must
   
   
   
   
   
   
  succeed on a DC 15 Dexterity saving throw
   
     
   
   
   
   
   
  to jump past the blades or take 1d6 slashing
   
   
   
   
   
   
   
   
   
  damage. If the players use the Ring of Frost
   
   
   
   
   
   
   
   
   
  Wind to cast the spell ​Ray of Frost on the
   
   
   
   
   
   
   
   
   
   
  blades, causing them to start to freeze and
   
   
   
   
   
   
   
   
  slow down, the blades will freeze up and
   
   
   
   
   
   
   
   
  halt to a stop. 
   
  Section 9. ​The entrance to this area is
   
   
   
   
   
   
   
   
  obscured
  by
  a
  20-foot-long
  by
   
   
   
   
   
  10-foot-wide illusion of fallen rubble that
   
   
   
   
   
   
  stacks to the ceiling. Players who pass a DC
   
   
   
   
   
   
     
   
  15 Intelligence saving throw can recognize
   
   
   
   
   
   
  that it’s an illusion.  
  Players who succeed on a DC 20
   
   
   
   
   
   
   
  Perception
  check
  will
  hear whimpering
   
   
   
   
   
  further
  down
  the
  hall.
  This
  is
  the
   
   
   
   
   
   
   
  whimpering
  of
  Frans
  who
  is
  tied
  and
   
   
   
   
   
   
   
  bound. Sounds can be heard clearly through
   
   
   
   
   
   
   
  the illusion. Players who succeed on a DC 15
   
   
   
   
   
     
   
   
  Arcana check may recognize the illusion.
   
   
   
   
   
   
  Walking through the illusion does not harm
   
   
   
   
   
   
   
  the players. Frans,who is bound to the chair
   
   
   
   
   
   
   
   
  squirming with a bag over his head, is on
   
     
   
   
   
   
   
   
  the far west side on the other side of the
   
   
   
   
   
   
   
   
   
   
  illusion. His mouth is gagged to prevent
   
   
   
   
   
   
   
  him from yelling. The party can’t see that
   
   
   
   
   
   
   
   
  Frans has been bitten by Darian on his side
   
   
   
   
   
   
   
   
   
  and has been turned vampire and is under
   
   
   
   
   
   
   
   
  the control of Darian now. 
   
  When Frans is freed, he will thank them for
   
   
   
   
   
   
   
   
   
  freeing him, and act innocent until Darian
   
   
   
   
   
   
   
  is in position to flank the part and attack
   
   
   
   
   
   
   
   
   
  them. Then, Frans will show the party his
   
   
   
   
   
   
   
   
  fangs, and attack them. Frans will try to
   
   
   
   
   
   
   
   
  delay the attack until Darian is in position
   
   
   
   
   
   
   
   
  to attack them from behind.  
   
  Secret Room (s1). ​The only way to get into
   
   
   
   
   
   
   
   
   
  this room is to find the loose stone that sits
   
   
   
   
   
   
   
   
   
   
  snugly into the wall. The only way players
   
   
   
   
   
   
   
   
  might find this room is by actively looking
   
   
   
   
   
   
   
   
  for a secret passage in the wall and by
   
   
   
   
   
   
   
   
   
  succeeding on a DC 20 Investigation check.
   
     
   
   
   
   
  If the stone key is found, and it is removed
   
   
   
   
   
   
   
   
   
   
  from the wall, part of the wall will slide into
   
   
   
   
   
   
   
   
   
   
  the ground allowing access to the room.
   
   
   
   
   
   
   
  Inside the room is a pile of approximately
   
   
   
     
   
   
   
  1000 gold pieces and a Driftglobe buried
   
   
   
   
   
   
   
  under the coins (Magic Item). Players who
   
   
   
   
   
   
   
  succeed on a DC 15 Arcana check will know
   
     
   
   
   
   
   
   
  this item can be used to cast the daylight
   
   
   
   
   
   
   
   
   
  spel 
  
   
  APPENDIX 
   
  STAFF OF HARMING 
  Rare, Cursed Magic item, Staff 
   
  Effect: The Staff of Harming is a +1 Magic Staff. This staff has two charges that can be used to 
  cast ​Charm Person​ as an action. The spell save DC for this is 12 (Wisdom). These charges refill at 
  dawn.  
   
  Curse: This staff influences the user to perform Chaotic Evil acts. Once per day, a player 
  holding this staff must succeed on a DC 15 Wisdom Saving throw or change alignment to 
  Chaotic Evil for 12 hours. On a success, the player’s alignment stays the same.  
   
  Description: This staff emits a flaming head on either side that whisper into the mind of the 
  user and influence the user to perform Chaotic Evil deeds. 
   
   
   
   
   
   
  FRANS – VAMPIRE MINION 
   
  AC: 14 
  Hit Points: 27 (4d8+8) 
  Speed: 25 ft. 
   
  STR 14(+2)
  DEX 14(+2)
  CON 14(+2)
  INT 16(+3) 
  WIS 8(-1) 
  CHA 10(+0) 
   
  Skills: ​Perception +3, Stealth +4 
  Senses: ​Darkvision 120ft, Passive Perception 12 
  Languages: ​Common 
  Challenge: ​¼ 
   
  Vampire Weakness. ​The vampire can't enter a residence without an invitation from one 
  of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends 
  its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven 
  into the vampire's heart while the vampire is incapacitated in its resting place, the vampire 
  is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 
  radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on 
  attack rolls and ability checks. 
   
  
  Actions 
   
  Claw Attack. Melee Weapon Attack. +5 to hit, reach 5ft. Hit: 4 (1d6) Slashing damage.  
   
  Bite Attack. Melee Weapon Attack. +4 to hit, reach 5ft., one willing or grappled target. Hit: 2 
  (1d4) Piercing damage plus (1d4) necrotic damage. Regenerate health equal to damage dealt. 
  The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way 
  and then buried in the ground rises the following night as a vampire minion under the 
  vampire’s control. 
   
   
   
   
  LUCILLE 
   
  AC: 10 
  Hit Points: 6 (1d8+2) 
  Speed: 25 ft. 
   
  STR 12(+1)
  DEX 12(+1)
  CON 10(+0)
  INT 16(+3) 
  WIS 12(+1) 
  CHA 14(+2) 
   
  Actions 
   
  Spear Jab. ​Melee Weapon Attack​. +3 to hit, reach 10ft. ​Hit​: 6 (1d8+1) ​Piercing ​damage. 
   
  Spear Throw. ​Ranged Weapon Attack​. +3 to hit, range (30ft./60ft.). ​Hit​: 6 (1d8+1) ​Piercing 
  damage. 
   
   
   
  DARIAN – LESSER VAMPIRE 
   
  AC: 14 
  Hit Points: 38 (6d8+8) 
  Speed: 30 ft. 
   
  STR 14(+2)
  DEX 16(+3)
  CON 14(+2)
  INT 11(+0) 
  WIS 10(+0) 
  CHA 12(+1) 
   
  Skills: ​Perception +4, Stealth +5 
  Senses:​ Darkvision 120ft, Passive Perception 12 
  Languages:​ Common 
  Challenge: ​¼ 
   
  Vampire Weakness​. The vampire can't enter a residence without an invitation from one of the 
  occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in 
  running water. Stake to the Heart. If a piercing weapon made of wood is driven into the 
  
  vampire's heart while the vampire is incapacitated in its resting place, the vampire is 
  paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls 
  and ability checks. 
   
  Actions 
   
  Claw Attack. ​Melee Weapon Attack.​ +5 to hit, reach 5ft. ​Hit​: 4 (1d6) ​Slashing​ damage.  
   
  Bite Attack. ​Melee Weapon Attack​. +4 to hit, reach 5ft., one willing or grappled target. ​Hit​: 2 
  (1d4) ​Piercing ​damage plus (1d4) necrotic damage. Regenerate health equal to damage dealt. 
  The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way 
  and then buried in the ground rises the following night as a vampire minion under the 
  vampire’s control.  
   
   
   
  BROWNHOOF – Level 1 Wizard 
   
  AC: 12 
  Hit Points: 8 (1d8+1) 
  Speed: 25 ft. 
   
  STR 9(-1)
  DEX 14(+2)
  CON 11(+0)
  INT 17(+3) 
  WIS 12(+1) 
  CHA 11(+0) 
   
  Skills​: Arcana +5, History +5 
  Senses​: Passive Perception 13 
  Languages​: Common, Elvish 
   
  Spellcasting.​ This is a 4​th​ level spellcaster. The spellcasting ability is Intelligence (spell save DC 
  13, +5 to hit with spell attacks). This spellcaster has the following wizard spells prepared: 
   
  Cantrips (at-will): ​light 
  1​st​ Level (4 slots): ​Detect Magic, Magic Missile 
  2​nd​ level (3 slots): ​Invisibility. Detect Thoughts, Acid Arrow 
   
  Actions 
   
  Quarterstaff. ​Melee Weapon Attack​: +1 to hit, reach 5ft., one target. ​Hit​: 3 (1d8-1) bludgeoning 
  damage.  
   
   
   
   
  
  CONTEST WINNERS 
   
  The illustrations in this adventure were done by very talented contest winners of the 
  first DnD Adventures for Kids Art Contest.  
   
   
  The map that this dungeon’s map was based off of was done by Nolan, Age 11.  
   
   
   
  The Staff of Harming was illustrated by Katrina, Age 9, from Toronto, Canada. 
   
   
   
  
  The Wizard Brownhoof was illustrated by Ashlyn of Saskatchewan, Canada. 
   
   
   
   
   
   
   
  
   
   
   
   
  CONTRIBUTORS 
   
  A contributor is someone who has donated to DnD Adventures for Kids through 
  Paypal or Patreon. These people are what keep us alive. Thank you so much for 
  your contribution! 
   
   
  Amanda C 
  Angie Steltzer 
  Britney Robey 
  Dave Chua 
  Essie Ruth 
  Kendric Maxey 
  Kaleb Best 
  Robert Dobre 
  Raymond Maldonado 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
  Dear readers, 
   
  Thank you so much for reading and playing! I hope you enjoy! If you liked this 
  adventure please consider donating by going to my website and donating. It’s 
  your donations that make creating resources, like this adventure, possible! You 
  can find donation links at: 
   
  www.dndadventuresforkids.com/donations 
   
  Feel free to use any of the other resources at dndadventuresforkids.com.  
   
  If you know anyone that can benefit from these resources, please tell them to 
  join the “DnD Adventures for Kids” facebook group at: 
   
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  Also make sure to email me at ​dndadventuresforkids@gmail.com  
  so I can update you on the release of any new free resources. 
   
  Thank you! 
   
  Best, 
  Cameron Wright 
  
SOURCE: textdata/thevault/dndadventuresforkids.com/The Dreamgate Final.pdf