Dreamfire                                                  HP: Roll your class’s hit die (or take max) + CON
2025, Elancharan Gunasekaran                               modifier (lvl 1)
                                                           Armor Class (AC): 10 + DEX modifier (unless you
The town of Brookhollow rests quietly at the               journal armor)
crossroads of trade and rumor. Its heart beats             Equipment: One simple weapon (dagger,
strongest in The Drowsy Mug, a tavern where                shortsword, staff, club, etc.) + one personal trinket
merchants, mercenaries, and mystics alike share ale        tied to your Background
and tales. Tonight should have been no different —         Traits/Flaws/Bonds: Pick one each from your
mugs raised, dice clattering, songs spilling into the      Background
rafters.
                                                           This character sheet anchors your journaling
But above the merriment, hidden in the shadows of          choices.
a chandelier, something ancient and tender stirs: a
wyrmling of lavender scales, born from dreamfire.          Act I: The Tavern Prelude (d20 Encounters)
Its breath is no flame, but a haze of enchanted
slumber, spilling like smoke over the tavern floor.        You step into The Drowsy Mug, where warmth and
Patrons falter mid-laugh. Dice drop unrolled. A            ale blur into laughter and song. Yet something
strange heaviness creeps into the air.                     drifts in the rafters: a soft haze of drowsiness,
                                                           unnoticed by most. The wyrmling’s aura curls like
You are there when the dream begins. With your             smoke.
wits, will, and weapon — if you dare to use it —
you must decide whether to rouse the tavern, strike        How to Play:
at the wyrmling, or let yourself fall into its             Roll a d20 2–4 times.
dreaming flame.                                            Journal each scene from your character’s
                                                           perspective.
This is not just a battle. It is a story of sleep, fire,   Roll ability checks or saves if called for.
and choice — told through your journal.                    Let your background, traits, and flaws shape your
                                                           responses.
Step 1: Create Your Character (D&D Beyond
Style)                                                     D20 Tavern Encounters
Sketch your simplified sheet before play.                      1. A drunken brawl erupts beside you.
                                                                   Someone mistakes you for their rival. Do
Name: __________                                                   you fight, flee, or mediate?
Race (choose one): Human, Elf, Dwarf, Halfling,                2. A barmaid drops a tray of mugs. Ale
Half-Orc, Tiefling                                                 splashes your boots. Roll DEX save (DC
Class (Level 1): Fighter, Rogue, Bard, Cleric,                     12) to avoid slipping.
Wizard, or Barbarian                                           3. The lute player falters mid-song,
Background (choose one): Acolyte, Criminal, Folk                   overcome by drowsiness. Journal the eerie
Hero, Sage, Entertainer, Soldier, etc.                             unfinished tune.
Alignment: Any you like                                        4. A cloaked stranger whispers a dragon
                                                                   prophecy. Roll Insight (DC 13). On
Ability Scores (roll 4d6, drop the lowest, or assign:              success, you learn a clue before they
15, 14, 13, 12, 10, 8)                                             vanish.
                                                               5. A mysterious dream overtakes you —
STR: ___                                                           were you already asleep? Journal its
DEX: ___                                                           vision.
CON: ___                                                       6. A dice game ends suddenly as the players
INT: ___                                                           slump over. Coins scatter. Do you collect
WIS: ___                                                           them?
CHA: ___                                                       7. The hearth fire flickers out unnaturally,
                                                                   though no draft blows. Journal the silence.
    8. Someone collapses asleep in your lap.              6. Waking Stir – The wyrmling fixes on you;
         Who are they? Why might they matter?                  next round’s DCs are +2 harder.
    9. A mug bursts into froth as if enchanted.
         Roll CON save (DC 12) or choke and lose       Your Actions (choose one per round):
         1 HP.
    10. A local priest stumbles in, chanting a        Observe: Roll INT/WIS (DC 12). Learn a useful
         lullaby that resonates with the wyrmling’s    detail about wyrmling, tavern, or patrons.
         aura.
    11. A child wanders in, sleepy-eyed, pointing     Resist: Roll CON save (DC 12). Negate the aura’s
         at the rafters. Do you look up?               effect this round.
    12. Your weapon or trinket hums faintly in
         resistance to the magic. Journal its hidden   Rouse: Roll CHA (DC 13). Wake a patron who aids
         story.                                        you (+1 HP or advantage).
    13. A patron begins sleepwalking, muttering
         in Draconic. Journal where they wander.       Strike: Attack roll (d20 + STR/DEX vs AC 13). On
    14. The floorboards tremble slightly — was it     hit, deal 1d6 damage. The wyrmling flees after 10
         a snore or something beneath?                 total damage.
    15. Your drink tastes wrong, bitter and
         soporific. CON save (DC 12) or gain           Wyrmling Stats: HP 10 | AC 13 (modify as you
         disadvantage next round.                      wish)
    16. The tavern door slams shut on its own.
         Journal the patrons’ reaction.                Act III: Aftermath
    17. Someone calls your name, but no one
         familiar is there. Journal the voice.         When the wyrmling is driven off, when you fall to
    18. The chandeliers shake, dust and scales        its dream, or when you retreat, the story closes.
         raining down. Do you notice the source?       Journal the consequences.
    19. A dazed patron draws a weapon, striking
         at an imagined foe. Do you intervene?             ● At 0 HP: You collapse into the
    20. The wyrmling stirs — the prelude ends.               wyrmling’s dreamscape. Journal your final
         Proceed to Act II.                                   vision.
                                                           ● If the Wyrmling Flees: The tavern
Act II: The Dreamfire Wyrmling Battle                         cheers, but dreamfire lingers in town.
                                                              Journal how it changes daily life.
From the chandelier above, a wyrmling unfurls —            ● If You Retreat: Journal the tales spread
lavender scales shimmering like embers in                     about your absence — cowardice,
moonlight, eyes half-lidded, wings twitching in               wisdom, or myth.
dream. Its aura pulses: dreamfire.
                                                       Epilogue Prompts
Sleep Aura (roll 1d6 each round):
                                                           ● Which of your Background bonds or flaws
    1. Drowsy Fog – CON save (DC 12) or lose                 was tested tonight?
        1 HP.                                              ● Which patron’s fate was most altered by
    2. Deep Yawn – WIS save (DC 12) or roll                  dreamfire?
        with disadvantage this round.                      ● What rumor about you spreads with the
    3. Lucid Moment – Regain 1 HP or                         sunrise?
        auto-succeed your next action.                     ● What dream fragment still burns in your
    4. Shared Dream – INT save (DC 12). On                   memory?
        fail, lose 1 HP and journal the dream
                                                       Thank you for playing Dreamfire! Please
        fragment.
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    5. Snorequake – DEX save (DC 12). On fail,
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        lose your next action.