Item: Dream Hunter's Lodge
This miniature hunter's lodge fits comfortably into the palm of one's hand.
Activate–Expand Lodge 2 (concentrate)
Frequency once per day
Effect You set the lodge on the ground, where it expands into a structure 40 feet long, 20 feet wide, and 20 feet high. The lodge is well-built, with a sturdy stone foundation, thick timber walls, and a peaked roof shingled with scraps of bark. The lodge's ground floor contains a dining hall on one end and a sitting area with a hearth surrounded by comfortable chairs on the other. A staircase connects the hall to the lodge's second floor, which consists of four simply furnished bedrooms. The lodge is decorated throughout with taxidermic beasts native to the Dimension of Dreams. If a creature inside the lodge spends 10 minutes studying these trophies, they gain a +3 item bonus to the next skill check they make in the next 24 hours to Recall Knowledge about any creature with the dream trait. Furnishings or decorations removed from the lodge disappear but return to their original locations inside the lodge with the next activation.
You can Dismiss the dream hunter's lodge to return it to its miniature form.
Activate–Oneiric Expedition 10 minutes (concentrate)
Frequency once per day
Requirements The dream hunter's lodge has been expanded and you are inside
Effect Spend 1 Mythic Point. You and all creatures inside the lodge fall into a magical slumber, and the lodge disappears from existence. After 8 hours, the lodge reappears in the Dimension of Dreams (or in the Universe, if the lodge was already in the Dimension of Dreams), as if transported there by an Interplanar Teleport spell. Upon arrival, creatures inside the lodge awaken, fully rested (but this effect does not increase the number of times per day you can do your daily preparations).
Trait Effects
Dream: Creatures native to the Dimension of Dreams can possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always unholy and immune to that realm’s freezing temperatures.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Mythic: Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.
Structure: A spell, item activation, or ability with the structure trait creates a magical building or other structure. The structure must be created on a plot of land free of other structures. The structure adapts to the natural terrain, adopting the structural requirements for being built there. The structure adjusts around small features such as ponds or spires of rock, but it can't be created on water or other nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the structure's foundation (if any) reaches the solid ground. If the structure is on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC 3 flat check each day; on a failure, the structure begins to sink or collapse. The structure doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the structure when it's created ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the effect ends isn't harmed, and it lands harmlessly on the ground if it was on an upper level of the structure.
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