Session 72
THE DREAMS OF DANU
Session: The First Warning
Party: 4 characters, Level 6
Estimated Session Length: 4–5 hours
Starting Point: The Dream Speaker and Nightmare Manifestation have been defeated beneath Warehouse 17.
SESSION PURPOSE
This session should conclude the immediate rescue of Rowan and the other children while establishing the next major campaign arc.
By the end of the session, the party should understand:
- The children are not conventional prophets.
- Their dreams are warnings connected to an ancient network of wards.
- The wards were created or protected by ancient followers of Dannan.
- Each weakening ward creates new nightmare activity.
- The visions show possible futures, not inevitable ones.
- The cult is deliberately weakening the wards.
- The giant nightmare being may be the ultimate consequence of the wards failing—but it is not yet free.
- The party's actions can change what the children see.
The emotional payoff should be important.
The previous ritual ended in failure.
This session should give the party a chance to succeed.
They cannot change what happened.
But they can still save Rowan.
And in doing so, they become responsible for something much larger.
ACT 1 — THE SILENCE AFTER THE DREAM
Scene Setup
The Nightmare Manifestation has been destroyed.
The Dream Speaker has been defeated.
The cellar beneath Warehouse 17 is finally quiet.
Give the party a few minutes to search bodies, recover themselves, and investigate the room.
This is also an opportunity to establish that defeating the cultists has not ended the danger.
Read Aloud
The last fragments of the nightmare dissolve into the air.
For several seconds, darkness clings to the space where the creature stood.
Then it is gone.
The cellar is silent.
The blue candles have stopped burning sideways.
The shadows no longer crawl.
The shelves no longer groan.
What remains is somehow worse.
A room full of records.
Names.
Drawings.
Children's belongings.
And the unmistakable evidence that this place was never intended to be the end of their journey.
The cult did not bring the children here to hide them.
They brought them here to process them.
To identify them.
And then to send them somewhere else.
SEARCHING THE DREAM SPEAKER
The Dream Speaker carries:
- A ritual dagger marked with a symbol of a closed eye.
- A wooden key.
- A folded list of children.
- A black-glass vial filled with fine grey sand.
- A fragment of an underground map.
- A strip of parchment containing a sequence of symbols.
The symbols correspond to locations.
The party does not yet know this.
The List of Children
The list contains around twenty names.
Some are crossed out.
Some have been marked with different symbols.
The Categories
SILENT
Children who experienced no visions.
DREAMER
Children who repeatedly described visions.
ACTIVE
Children whose visions have changed or intensified.
LOST
Children who disappeared before the cult could retrieve them.
Rowan is marked:
DREAMER — PRIMARY RESONANCE
Three other children are marked:
ACTIVE
Investigation — DC 13
The party discovers that the Dream Speaker has written dates beside several names.
The dates correspond with unusual events.
A storm.
A sinkhole.
A landslide.
A sudden outbreak of nightmares.
In every case, a child's vision intensified shortly before the event.
This is the first suggestion that the dreams may be warnings.
ACT 2 — THE PASSAGE BELOW
The wooden key fits a concealed lock in the rear wall of the cellar.
The hidden door opens.
Read Aloud
The stone door resists at first.
Then something deep within the wall shifts.
A lock that has not been disturbed in centuries turns.
Cold air spills into the cellar.
It smells of wet stone.
Roots.
And rain.
Beyond the doorway, a stair descends into darkness.
Not a rough tunnel.
Not a mine.
Ancient architecture.
Deliberate.
Stone fitted against stone.
Older than Warehouse 17.
Older than the streets above.
Older, perhaps, than Danu itself.
THE DESCENT
The descent should take time.
This is not simply travel.
It is discovery.
As the party moves deeper, they encounter ancient carvings.
THE FIRST CARVING — DANNAN THE LISTENER
A figure kneels with one hand against the earth.
Roots rise around them.
Their head is bowed.
Their ear pressed to the ground.
Religion or History — DC 12
This is an ancient depiction of Dannan.
Not as the god of strength or nature.
But as the god who listens.
The keeper of knowledge buried beneath the world.
Inscription
The old script can be partially translated:
"The earth remembers what the living forget."
Further down:
"Listen, and the warning may yet be heard."
THE SECOND CARVING — THE ROOTS
A massive tree covers the wall.
Its roots stretch outward in every direction.
At the end of each root is a stone circle.
Each circle contains an eye.
Not open.
Closed.
Religion, Arcana or History — DC 15
The image represents a network.
The roots connect multiple locations.
The circles are not separate shrines.
They are connected.
Each is part of something larger.
Important Revelation
The cult's symbols of closed eyes are a corruption of this imagery.
The ancient followers of Dannan used the symbol to mean:
That which sleeps must be watched.
The cult has changed its meaning into:
That which sleeps must awaken.
ACT 3 — THE HALL OF ROOTS
Eventually, the stairs open into the vast underground cavern.
Read Aloud
The stairs end.
Your light disappears into darkness.
The cavern before you is vast enough that your eyes cannot immediately find its ceiling.
Roots descend through the darkness.
Some are thin as ropes.
Others are wider than houses.
They twist through stone.
They coil around ancient pillars.
Water drips somewhere in the distance.
Slowly.
Deliberately.
At the centre of the cavern stands a massive stone structure.
Not a building.
A doorway.
Two slabs of stone taller than the walls of Danu.
Roots have grown across them.
Not breaking them.
Holding them closed.
Carved above the doorway is an eye.
Closed.
Watching.
Waiting.
THE ANCIENT WARD
The party can investigate the structure.
Investigation — DC 14
The roots are not simply growing here.
They have been deliberately encouraged.
Guided.
They are part of the structure's function.
Arcana or Religion — DC 16
This is not a prison in the conventional sense.
The structure is part of a ward.
Its purpose is to maintain a boundary.
Something exists on the other side.
But the ward does not simply keep it contained.
It prevents contact.
It prevents perception.
The thing beyond cannot easily perceive the world.
And the world cannot easily perceive it.
The Important Distinction
The ward is not necessarily stopping something from breaking through.
It is stopping two realities from noticing one another.
The party should not yet fully understand this.
But it explains Rowan's words:
"It knows I'm dreaming."
The children are somehow looking through the ward.
And something is looking back.
ACT 4 — THE CHILDREN'S CHAMBER
The party hears voices.
Quiet.
Rhythmic.
Children speaking.
Not screaming.
Not crying.
Whispering.
The sound leads toward a smaller chamber.
Read Aloud
Roots have been woven together here.
Bent into walls.
Forced into arches.
Lanterns hang from them.
Dozens of small beds have been arranged around the chamber.
Children sit quietly on blankets.
Some draw.
Some stare into the darkness.
Some sleep.
One child is tracing the same shape into the dirt again and again.
A closed eye.
Then Rowan looks up.
For a moment, he simply stares.
Then his eyes widen.
"You're real."
He stands.
Hope flashes across his face.
Then disappears.
He takes a step back.
"You shouldn't be here."
ROLEPLAY — ROWAN
Rowan is relieved to see the party.
But he is frightened for them.
He has seen them before.
What Rowan Knows
He does not understand the visions.
But he has learned patterns.
"Some dreams happen."
"Some don't."
"The ones that don't..."
He looks at the party.
"Something changes."
The Important Question
If the party asks whether the giant nightmare being will come, Rowan answers:
"I don't know."
Then:
"It always used to."
A pause.
"But now the dreams are different."
This should immediately catch the party's attention.
THE CHANGED VISION
Rowan produces a new drawing.
The city is burning.
The army is coming.
The giant being stands beyond the walls.
But there is a difference.
Four figures stand between the army and the city.
The party.
Rowan
"You weren't there before."
He points to the figures.
"Then you started appearing."
Another pause.
"And every time you do something..."
He looks at the other children.
"The dreams change."
THE ACTIVE CHILDREN
The three children marked ACTIVE have each seen a different version of the future.
This is where you can begin establishing your future campaign.
CHILD ONE — MARA
Mara has seen:
A mountain split open.
Something beneath it breathing.
She draws a village buried beneath black roots.
CHILD TWO — JOREN
Joren has seen:
A great forest burning.
Creatures emerging from smoke.
A stone circle surrounded by dead trees.
CHILD THREE — LYSA
Lysa has seen:
A city.
Not Danu.
A coastal city.
A black ship entering the harbour.
Its sails are covered in eyes.
These are not necessarily the next adventures.
They are warnings.
Possible locations where the ward network is weakening.
ACT 5 — THE WARD REACTS
The cult's defeat has consequences.
The Dream Speaker was maintaining a ritual here.
When the children are moved, the ward reacts.
Read Aloud
The moment Rowan steps away from his blanket—
The roots move.
Every lantern extinguishes.
The cavern shakes.
Dust falls from the ceiling.
One of the children begins to cry.
Then another.
Then all of them stop.
At once.
Every child turns toward the great sealed doorway.
And speaks.
In the same voice.
"IT HEARD YOU."
Silence.
Then—
Something strikes the other side of the ward.
Once.
The entire cavern shakes.
THE ESCAPE ENCOUNTER
Instead of introducing another major combat after the Dream Speaker encounter, make this a dynamic rescue challenge.
The party must get the children safely through the Hall of Roots while the ward destabilises.
Run as 6 successes before 3 failures.
Possible Actions
Athletics
Hold falling stone.
Clear blocked passages.
Carry multiple children.
Arcana
Stabilise magical symbols.
Identify safe paths through the ward.
Religion
Invoke Dannan's ancient symbols correctly.
Nature
Calm or redirect the roots.
Persuasion
Keep terrified children moving.
Medicine
Help injured children.
Each Failure
Choose one:
- A child is separated.
- Falling stone causes damage.
- A character experiences a nightmare vision.
- Roots block the route.
- The thing beyond the ward briefly sees a character.
OPTIONAL COMPLICATION: THE VISION
On one failure, a character suddenly experiences:
The streets of Danu.
Burning.
The army coming.
The giant being approaching.
But this time—
The creature stops.
And looks directly at them.
The vision ends with a whisper:
"I SEE THE ROAD YOU CHOSE."
This is not necessarily the creature speaking.
It may be the ward translating something incomprehensible.
ACT 6 — THE OLD SHRINE
The party reaches a side chamber that was once a shrine to Dannan.
Here, the ancient network becomes clear.
Read Aloud
The passage opens into a circular chamber.
At its centre stands a stone table.
A map has been carved directly into its surface.
Not of the city.
Of the land.
Mountains.
Forests.
Coasts.
Rivers.
And throughout the map—
Stone circles.
Connected by roots carved beneath the surface.
Most of the circles are intact.
Several are cracked.
One is completely dark.
And three pulse faintly.
Revelation
The children recognise the locations.
Mara points to the mountains.
Joren points to the forest.
Lysa points to the coast.
The three places from their visions.
THE NEXT CAMPAIGN ARC
The party now understands:
There is a network of ancient wards.
Each ward protects the world from greater contact with the nightmare realm.
As wards weaken:
- Nightmare creatures appear.
- Strange events increase.
- The children's visions intensify.
- The possible future becomes more dangerous.
The cult is deliberately targeting the wards.
Not necessarily because they can immediately destroy them.
But because each weakened ward increases the chance that the nightmare future becomes real.
ACT 7 — RETURN TO THE SURFACE
The party can return to Danu with the children.
The immediate rescue has succeeded.
Give the players the emotional reward they did not receive during the previous ritual.
ELARA AND ROWAN
Read Aloud
Elara sees the children first.
She stops.
Searching.
Counting.
Then she sees Rowan.
For one heartbeat, she doesn't move.
Then she runs.
Rowan runs too.
The two collide.
Elara drops to her knees.
Holds him.
And for a moment—
The visions.
The cult.
The nightmare.
All of it feels very far away.
Rowan buries his face against her shoulder.
And whispers:
"I dreamed this part too."
Elara freezes.
Rowan looks past her.
At the party.
Then smiles.
"This time it happened."
ACT 8 — VENRIETH AND THE WARNING
The party returns to the Temple of Dannan.
Venrieth studies the evidence.
The drawings.
The ancient map.
The descriptions of the ward.
She listens to the children.
Then she is silent for a long time.
Venrieth's Interpretation
"Dannan teaches that knowledge without understanding is merely information."
She touches the carved map.
"And wisdom is knowing that a warning is not a command."
She looks toward the party.
"These children are not prophets."
"They are listeners."
She gestures downward.
"They hear the roots."
A pause.
"And the roots are telling us that something is wrong."
The Core Revelation
Venrieth believes the wards are part of an ancient network.
The dreams are not fixed visions.
They are possibilities.
Warnings generated by a world responding to danger.
The cult wants the children to believe otherwise.
Venrieth
"A prophecy tells you what will happen."
"A warning tells you what may."
She looks at Rowan's drawing.
The party figures.
"And apparently..."
A small, tired smile.
"You have already changed one."
FINAL SCENE — THE NEXT WARNING
That evening, Rowan begins another drawing.
The party may witness it.
He draws a mountain.
Split open.
Black roots crawling from within.
Then he stops.
His hand trembling.
The party can see that this drawing is different.
More detailed.
More immediate.
Rowan
"This one is closer."
He looks up.
"I think this one happens soon."
Then:
"Unless you go there."
End Session.
CAMPAIGN ARC: THE ROOTS OF THE WARNING
Core Structure
The campaign now becomes a series of interconnected adventures.
Each arc centres on:
- A weakened ward.
- A child's vision.
- Cult activity.
- A nightmare manifestation.
- A possible future.
The party's actions alter subsequent visions.
ARC ONE — THE MOUNTAIN THAT BREATHES
Mara's vision.
A mountain ward has weakened.
The cult is excavating beneath an ancient dwarven settlement.
Nightmare creatures emerge through newly opened caverns.
Possible Threat
The cult is attempting to destroy a wardstone buried deep within the mountain.
Possible Vision Change
If the party succeeds:
The mountain remains standing in future visions.
If they fail:
Mara's drawings begin showing a black fissure spreading across the region.
ARC TWO — THE ASHEN FOREST
Joren's vision.
An ancient forest is slowly dying.
Nightmares emerge through burned areas.
The ward is hidden inside a stone circle beneath the oldest trees.
Central Choice
The party may have to choose between:
- Saving a settlement from immediate danger.
- Protecting the ward.
Their choice changes what the children see.
ARC THREE — THE BLACK SAILS
Lysa's vision.
A coastal ward has been compromised.
A ship is bringing something—or someone—into the world.
The cult may not control what is aboard.
They may simply believe it is a herald.
Potential Twist
The ship arrives regardless.
But what the party does determines whether it arrives as:
- An invasion.
- A catastrophe.
- A warning.
- Or an unexpected ally.
THE LONG-TERM CAMPAIGN REVEAL
Eventually the party discovers that the wards were never intended to permanently imprison the nightmare realm.
They were intended to maintain distance.
A separation.
A boundary.
But the boundary is weakening.
The cult believes that this is destiny.
Venrieth believes it is a warning.
The children simply see possibilities.
And the party increasingly appears within those possibilities.
THE BEST LONG-TERM MECHANIC: CHANGING VISIONS
After every major arc, give the party an updated drawing.
Do not explain what changed.
Let them notice.
Examples:
- A tower that was previously burning is intact.
- A named NPC is now alive.
- A monster no longer appears.
- A new monster has appeared.
- The giant nightmare entity is closer.
- The party is positioned differently.
This creates a powerful campaign tool:
The players can literally see that their decisions matter.
But they can also see when their actions have unintended consequences.
DM NOTE — THE GIANT BEING
Do not identify the giant too soon.
For now, it should remain:
- The Veiled One.
- The Sleepless King.
- The Dream Behind Dreams.
- The Thing Beyond the Roots.
Different cultists should use different names.
The children should not agree on its shape.
The truth can be revealed gradually.
For now, the most important fact is simple:
It is not here.
It is not awake.
But it is getting easier for it to see.
And the party is now visible to it.