Wandering Dreams - MAR 2022-1
Wandering Dreams - MAR 2022-1
sleepysasquatch.itch.io/wandering-dreams
You play a Wanderer in this adventure. These persons come from all walks of life
outside the Dream, a mysterious and everchanging world that some believe gaps the
living world from the sleeping. Many make their way to the Dream to find answers
the answers they seek through the Old Ones, a race of arcane beings that control the
flow of space and time. The rituals required to gain access to the Dream are close
held secrets by cultists, witches, and scholars.
How to Play
Wandering Dreams is a solo journaling RPG where you are exploring an unknown
dream world. You will discover hidden villages, forgotten castles, arcane beasts,
eldritch horrors, silver swords, and otherworldly items. Your goal is to find a way
out of the Dream while telling a story about the adventure. Will your time in the
Dream leave a lasting change or will you become the prey to those inhabitants
within?
You are the dungeon master and keeper of rules in WANDERING DREAMS. This
experience is intended to be relaxing and at your own pace. Find your flow to enjoy
the writing process and experience. If anything make you uncomfortable or doesn’t
fit the vision you have for the experience change it up! You make the decisions here.
When you are finished with your character’s story take a look at the LEAVING A
LEGACY section in this zine. Here you can add new items, characters, and even
locations to the world that reflects the actions you took during you previous stories.
Think of it as a collective piece of reflection for past adventurers and their actions in
the world. This is optional but highly recommended.
2
What You Need
• Pencil and eraser (or computer/tablet if more comfortable)
• A 6 sided die
Setup
Separate your deck of cards into their suits (see below) and shuffle each of the 4
piles. Label each card pile with their suit and place each face down ready to draw.
Proceed to the next pages for an overview of the gameplay flow and creating your
character.
3
The Cards
Your cards will be in their suit piles; Hearts, clubs, spades, and diamonds. During
the game you will be drawing cards from the piles and looking up their values in the
card tables provided. The results will be interpreted by you and a journal entry will
be written.
Each of the categories, Locations, Events, Beings, and Things are represented by a
suit in a standard deck of cards. These are:
You will start the game with an Event card and Location card. This will set the scene
for where you are going from where you woke up in the Dream. Think about why are
you here and how long have you been asleep. Repeat the steps outlined in the Game
Flow section on the next page and keep following the cycle until the adventure ends.
4
Your Character
Before setting off into the Dream you need to create a character and backstory
portrays you in the game. Included on this page are some characters to get started
with. Templates for additional characters are included to use as you see fit on the
opposite page. You can make a character as strong or as weak as you choose to start.
Use the items lists provided on page 12 for starting items example, or use your own.
Who you represent in the game is entirely a personal decision and will differ across
multiple play sessions. Each trip into the Dream will leave a legacy rule that
transforms the world on your next playthroughs. These rules have also been included
to help further the storytelling across multiple wanderers or even a returning
Wanderer if they survive…
Starting Items: Scholar robes, serrated cane, radiant badge, blood vial
Starting Items: Dull knight armour, steel sword, blood vial, sack of belongings, bed roll
Starting Items: Wanderers attire, small lantern, pebbles, pouch of ash, Wanderers mark
Starting Items: Torn and bloodied attire, serrated cleaver, blood vial, medicine
Starting Items: Sweet smelling attire, gold pendant, poisoned daggers, blue potion
5
Background: Villager of the Sea
Starting Items: Dirty fishing attire, sea pebbles, empty coin purse, small knife
Background:
Starting Items:
Background:
Starting Items:
Background:
Starting Items:
Background:
Starting Items:
Background:
Starting Items:
Background:
Starting Items:
6
Game Flow
Each turn in Wandering Dreams follows the same game flow structure. You will
always begin with an Event to lead you into a Location. In the Location you will find
a Being, with Combat potentially happening. Before leaving the Location you will
find a Thing to aid you on your journey. It will then be time to move on, repeating
the cycle again.
Provided below is a quick breakdown of the key points for each step of the turn.
Roll die for result in the EVENT ♥ table Roll die for result in the BEINGS
♣ table
Compare your results on the EVENT ♥
table Compare your results on the BEINGS
♣ table
Roll die for type of EVENT ♥
Roll die for type of BEING ♣ (hostile,
Record your results neutral, friendly)
7
♥Events ♥
To move forward or begin with your story a six-sided die (1D6) is rolled and an
Event deck card pulled. Use the card’s value and resulting 1D6 roll to find the event
listed in the tables provided at the back of this zine. This is what happens on the way
to your Location.
Once an Event card is pulled, roll 1D6 and compare to the results below for the
difficulty of the event about to happen.
In your trusty journal, which happens to be on all wanderers in this dream world,
record the Events results as you see fit. Example:
“Approaching from where I woke I am surprised by a familiar location. This place reflects
somewhere I’ve been before, perhaps here in the Dream or in the real world. Maybe the two are
connected somehow…”
8
♠ Locations ♠
Draw a card from the Location deck, roll the D6 again, and finds the location listed
in the provided tables.
A good rule for exploring Locations is that you may roll the 1D6 once and draw
multiple times. This allows for traveling between sub -locations at a single world
location and can make story writing for your character much easier. Follow the same
flow of gameplay while doing this. If you choose to skip the repeating then just draw
and roll to move around the world faster.
For the example we continue with the event that already occurred and will see what
was revealed.
“Following the sound after pulling the lever I proceed through a now open, large gate. Dead grass
patterns through the open space with a few decaying trees reaching skywards.”
9
♣Beings ♣
You are not the only living thing in the Dream. Strange beasts prowl from location
to location, persons from outside wander in search of their own answers, and even
the unknown arcane are encountered through your ongoing travels. Things that are
friendly, neutral, or hostile are not always the same when you next encounter them.
To determine the attitude of the Being encountered roll 1D6 and compare:
Only a result of 1-2 the Being is HOSTILE and Combat is required. If the Being
description sounds a certain way you can override the rules above and approach in
your own creative manner. Example:
“As I continue to explore the Castle Grounds I heard a sharp howl from behind me. As I turn to
face the beast that made it, sword in hand, a pack of 3 wild dogs emerged from behind one of the
rotten and collapsing trees, roots hanging from the ground as if it had been torn. Each one showed
different discolouration, disease, and wounds. These dogs were hungry and I was the meal..”
10
Combat
The combat in Wandering Dreams is optional but highly recommended as it adds a
lot of tense moments and encounters with the denizens of the Dream.
Combat has been simplified down to a dice roll for results of what happens. You do
not need to track health points, actions, or equipment stats. All you need to know is
if you survived and by how much, the rest being the story you tell of your exploits.
Example:
Dice result: 3
“The dogs tore towards me, my sword swung forward, taking off the heads of 2 with ease. The third
dog got behind me and attacked my off-hand, biting down hard and drawing blood. The smell of the
beast was much worse up close, with dead eyes striking a sense of fear directly into me. I snapped
from it’s gaze and swiftly threw it off and finished it with a strong strike from my blade. The wound
suffered would be easier to recover from than the feeling of dread seen in these beasts.”
If you choose to not use Combat in your game, write a short description of the
events that transpire with the Being as if you had rolled but decided the outcome for
yourself. Perhaps you toppled the beast encountered with little more than a scratch,
or perhaps it tore you asunder and you awakened again back at the start of your
journey… The choice is yours and only limited to your imagination.
11
Exploration and ♦Things ♦
Things are encountered through the world as you explore. They can be drawn from
defeating Beings and Exploring. A Being will have a Thing on its possession when
rolling after defeating it in combat. You will also find a new Thing at a new
Location.
Both events use the following 1D6 results to award a found Thing or nothing at all:
Follow the results to draw the number of Things given and then roll the 1D6 to get
the result by comparing to the tables provided. Record the item you have in your
journal or ideally on a separate piece of paper or notepad so that you may use it as
you see fit. You are encouraged to use many items over adventure as there are always
more to find.
To use an Thing found the player will remove the item from their list of Things they
have and choose what the Thing does in the situation. Roll 1D6 to see the result of
what it is you were trying to do.
“My encounter with the dogs left me fearful of other beasts that may live in this world, so when I
saw a pack of large, grotesque rats, I immediately used my Firebottle to burn them before they saw
me. All the rats were slain and I proceeded further into the dream.”
12
Reshuffling Decks
Decks for Things should be reshuffled as soon as there are no cards left to draw.
You will be drawing more Things than any other deck during play.
Players can also reshuffle any other deck at any time to suit the length of play for
their session, or to refresh the available pool.
No matter what happens to your character during their time in the Dream they will
have left a mark on the world. Proceed to Leaving a Legacy upon finishing up your
session. This can be found on page 16 and 17.
13
Motivation Ideas
This game system aims to provide a simple mechanics while providing many ways to
experience the fun in developing your own story. Provided below are prompts to get
you started when exploring:
• You awaken and want to find a way out. Maybe a certain object will allow you to
do this?
• Never has anger or violence been in your wishes. You are here to observe from
afar and take notes of this interesting new dream world.
• A legacy could be established in a world such as this. Make your way through it
all and leave your mark for those that follow.
• After following instructions found in the waking world you awaken here, in the
dream.
• A special tool is spoken to exist in this world, a tool to fix your condition.
• As a blind person in the waking world you suddenly receive the gift of sight
upon entering the Dream.
• A relic of the past slipped through the cracks of time and now the Old Ones lay
claim to it. Find it and bring it back.
• Your family heirloom was stolen by a Being from the Dream. Find them and
recover it at any cost.
• You have been sent here by a cult to convince the inhabitant of this world to
join your cause in the waking world and bring damnation upon those who resist.
• The guild to which you belong believes this world to be inhabited by the Old
Ones. Bring proof of their existence.
• Strange arcane rituals brought you here and now you must find a new ritual to
bring you back.
• You awaken in an open grave, your possessions lay beside you in a bag.
• Locked away for years in prison you are chosen to be sent into the Dream to
retrieve materials and bring them back in penance for your crimes.
• Trinkets and baubles have been your obsession since childhood with new and
exotic pieces to find now within reach.
• Your experiments require materials from the Dream and you must enter alone to
recover them.
14
Leaving a Legacy
Leaving a legacy is an optional component to the game that provides lasting changes
to your game, making it wholly unique.
Choose an option from the below and use the rules found on the next page to
finalize the rules for it. All Legacy records can be recorded on page 22.
Weapons and tools of Wanderers are revered for their uniqueness and power to connect with the
Dream. Some of these weapons become 'blessed' by the Old Ones.
Give the weapon a name and record it. Replace an existing weapon in the
Things table with this.
The world shifts and shutters with the actions of the Wanderer. Nothing remains the same for all
that enter and live within.
Add a new named location that will replace an existing location in the
Location tables.
The Beings have reacted to new wanderers travelling through the world and their physical forms
reflect this.
Replace the ‘bestial’ Beings with a new type affix (example: octoploid,
humanoid, avian, etc.). Add a new Being to the tables replacing an existing
one.
They say a wanderer never escapes from the Dream once they arrive. It seems they were right.
Add your character to the list of possible Beings in the world and choose a
table result to replace.
The attire of a previous wanderer is said to now be kept by the worshippers of the Old Ones in the
hopes that they too can become something of importance.
Give your attire a name and record it. Replace an existing attire in the Things
table with this.
For some resourceful Wanderers the practice of crafting is the key to surviving and providing this
knowledge for those to come.
Create a new item and record it. Replace an existing item in the Things table
with this.
15
Creating a Legacy
Roll 1D6 and compare to the results below for the status of your legacy choice.
Cursed Things, Beings, and Locations provide a negative effect towards the
player. This can be a weapon that misses half the time, a cult of worshippers
occupying a Location, or a Being that freezes your mind on contact preventing
immediate death.
Blessed Things, Beings, and Locations are highly sought after for the player.
Weapons, tools, attire, and items will always work and bring you through the hardest
of times. Locations are safe, and offer boons for those who seek them out. Beings
can be of the 'good' nature and offer reprieve from the horrors inside the Dream.
16
♥Events (Hearts) ♥
1 - Physical 4 - Infliction
2 ♥ Door 2 ♥ Insanity
3 ♥ Lever pulled 3 ♥ Voices of the Old Ones
4 ♥ Roll barrels 4 ♥ Bleeding
5 ♥ Slippery floor 5 ♥ Nausea
6 ♥ Gate forced 6 ♥ Broken bone
7 ♥ Locked 7 ♥ Headache
8 ♥ Tight space 8 ♥ Paralyzing fear
9 ♥ Clear path 9 ♥ Phobia unleashed
10 ♥ Usable trap 10 ♥ Touched by the Old Ones
J ♥ Jump J ♥ Blurry vision
Q ♥ Climb Q ♥ Burning
K ♥ Crawl K ♥ Dizziness
A ♥ Force open A ♥ Poisoned
2 - Visual 5 - Surprise
2 ♥ Stacked boxes 2 ♥ Beings block the way
3 ♥ Chests 3 ♥ Hand from the shadows
4 ♥ Broken cages 4 ♥ Weapon scrapes floor
5 ♥ Carrying bags 5 ♥ Footsteps creep towards
6 ♥ Pitch black 6 ♥ Lever is pulled
7 ♥ Long way down 7 ♥ Loud roar
8 ♥ No way forward 8 ♥ Stalking predator
9 ♥ Cluttered 9 ♥ Trap door
10 ♥ Impassable debris 10 ♥ Wall collapses
J ♥ Shifting environment J ♥ Spotted by patrol
Q ♥ Signs of struggle Q ♥ Emerge from the fog
K ♥ Grooves to secret passage K ♥ Attacked from above
A ♥ Glowing dancing dust A ♥ Summoned
3 - Auditory 6 - Boons
2 ♥ Low chanting 2 ♥ A familiar place
3 ♥ Mechanical movement 3 ♥ Information found
4 ♥ Metal ringing 4 ♥ A gut feeling
5 ♥ Humming 5 ♥ Mind cleared
6 ♥ Silence 6 ♥ Fears removed
7 ♥ Cries 7 ♥ Pathway revealed
8 ♥ Chimes ringing 8 ♥ Strength surges
9 ♥ Explosion 9 ♥ The way is marked
10 ♥ Door creeks 10 ♥ Vision of the future
J ♥ Scratching J ♥ Meditation
Q ♥ Footsteps Q ♥ Secret found
K ♥ Howling K ♥ Help from beyond
A ♥ Whispers from the shadows A ♥ A friendly face
17
♠ Locations (Spades) ♠
1 - Hidden City 4 - Ancient College
2 ♠ Orphanage 2 ♠ Ransacked library
3 ♠ Overgrown rooftops 3 ♠ Private studies
4 ♠ Narrow alleyways 4 ♠ Gathering hall
5 ♠ Dead ends 5 ♠ Lecture theatre
6 ♠ Gathering plaza 6 ♠ Research rooms
7 ♠ Wagon gathering 7 ♠ Laboratory
8 ♠ Old city workshop 8 ♠ Storage rooms
9 ♠ Abandoned dry docks 9 ♠ Moon observatory
10 ♠ The Great Bridge 10 ♠ Relic museum
J ♠ Tight walkways J ♠ Sacrifice balcony
Q ♠ Sewers below Q ♠ Hidden bookshelf rooms
K ♠ Small graveyard K ♠ Grand fireplace
A ♠ Chapel above A ♠ Path below the college
18
♣Beings (Clubs) ♣
1 - Villagers 4 - Strange Beasts
2 ♣ Torch villager 2 ♣ Carrion crows
3 ♣ Pitchfork farmer 3 ♣ Sea touched servant
4 ♣ Shielded conscript 4 ♣ Silver coloured beast
5 ♣ Pack of dogs 5 ♣ Beast bitten hunter
6 ♣ Rifle huntsman 6 ♣ Infected rats
7 ♣ Afflicted beggar 7 ♣ Bestial patient
8 ♣ Old witch 8 ♣ Cloaked worshipper
9 ♣ Corrupted official 9 ♣ Transformed cleric
10 ♣ Axe lumberjack 10 ♣ Old Ones dark beast
J ♣ Abandoned little ones J ♣ Towering wolf
Q ♣ Wanderer stalker Q ♣ Burnt bloodied beast
K ♣ Parasitic infested villager K ♣ The Old Father
A ♣ Worshipper to the Old Ones A ♣ Blood hungry beast
2 - Denizens 5 - Wanderers
2 ♣ Gravedigger 2 ♣ Cloaked Wanderer
3 ♣ Living statue 3 ♣ The Bloodied Raven
4 ♣ Clinic doctor 4 ♣ Nameless One
5 ♣ Disgraced cleric 5 ♣ Beast crazed Wanderer
6 ♣ Lady of the night 6 ♣ Ash covered Wanderer
7 ♣ Old woman 7 ♣ Filth covered Wanderer
8 ♣ Hunter of beasts 8 ♣ Old Ones Wanderer
9 ♣ Wanderers ally 9 ♣ Silver Sword Wanderer
10 ♣ Boatman 10 ♣ One Eyed Wander
J ♣ Scholar of the First Ones J ♣ Kind Wanderer
Q ♣ Beckoner of Wanderers Q ♣ Nightmarish Wander
K ♣ Executioner K ♣ The Spider
A ♣ Foreign pilgrim A ♣ The First Wanderer
19
♦Things (Diamonds) ♦
1 - Consumables 4 - Attire
2 ♦ Pebbles 2 ♦ White church attire
3 ♦ Oil bottle 3 ♦ Ash covered attire
4 ♦ Firebomb bottle 4 ♦ Scorched attire
5 ♦ Blue potion 5 ♦ Foreigners attire
6 ♦ Blood vial 6 ♦ Dusty explorers attire
7 ♦ Antidote tablets 7 ♦ Madman's attire
8 ♦ Doctors refined potion 8 ♦ Sweet smelling attire
9 ♦ Sweet smelling potion 9 ♦ Shining knights attire
10 ♦ Sedation pills 10 ♦ Executioners gold trimmed attire
J ♦ Healing bandages J ♦ Crown of the Old Ones
Q ♦ Foul smelling pellet Q ♦ Black scholars attire
K ♦ Glowing vial K ♦ Raven feathered attire
A ♦ Poison vial A ♦ Old Wanderers attire
20
Legacy Card Table
Cursed
Card
Name Type Result or
Suit
Blessed
21
Quick Reference - Setup and Flow
Items to Play:
• 52 card deck (Jokers removed)
• Pen, pencil, other writing tool
• Paper, laptop (if no physical writing tool)
• 1D6 die
Setup:
Separate standard 52 card deck into suits, shuffle each pile
Create character
Prepare your die
Game Flow:
Draw EVENT ♥ card, roll die for result, record what happens
Draw LOCATION ♠ card, roll die for result, record location you are going to/
arrive at
Draw BEINGS ♣ card, roll die for result
COMBAT (if applicable)
Roll for THINGS ♦ found, roll for results, record
22
Wandering Dreams is a solo journaling RPG of beasts,
weapons, eldritch horror, and exploring the unknown. You
play a Wanderer who has awoken in the place known as the
Dream. Progressing through this world you will discover
many strange inhabitants, locations, and things that are
brought to life by your imagination and the prompts
provided.
Your reason for being here is decided by one of the many
backgrounds provided. Each person who enters the Dream
has a reason for doing so and you will decide how far you
must venture to finally escape.
Will you find a way out of the Dream or forever be lost,
wandering like many who have come before you…
Welcome to the Dream, Wanderer.