# Dream Pastries To create their magical power, dream pastries must be baked from the flesh of children with souls. When the hags first bring a child to the windmill, they prick the child’s finger with a needle. If the child howls in pain, the hags take this as evidence that the child has a soul, and harvest their victim to cook the pastry filling. If the child suffers the pain silently, the hags view the child as soulless, and use their bones to grind the pastry flour. These pastries look and taste like small mincemeat pies. A creature that eats one in its entirety must succeed on a DC 16 Constitution saving throw or fall into a trance that lasts for 1d4 + 4 hours, during which time the creature is incapacitated and has a speed of 0 feet. The trance ends if the affected creature takes any damage or if someone else uses an action to shake the creature out of its stupor. While in the trance, the creature dreams of being in some joyous place, far removed from the evils of the world. The places and characters in the dream are vivid and believable, and when the dream ends, the affected creature experiences a longing to return to the place. ## Addiction When a PC eats their first dream pastry, they feel a bit drowsy and pleasant. When they next take a long rest, that PC has wonderful, happy, vivid dreams. Any PC sleeping under the influence of a dream pastry sleeps a full eight hours and cannot be woken. When the PC awakes the next morning, they feel hollow and somewhat depressed. Each day a PC awakes after sleeping under the influence of a dream pastry, they must succeed on a DC 10 Constitution saving throw or consume an additional pastry. If the PC fails this saving throw and has no dream pastries easily accessible, they feel a strong craving for more and have disadvantage on all skill checks until they consume another pastry. An addicted PC that is unable to consume dream pastries has terrible nightmares when they attempt to sleep, and cannot gain the benefits of a long rest. The DC of this Constitution saving throw increases by 2 for each additional day that the PC consumes at least one dream pastry, up to a maximum DC of 26. The DC also decreases by 2 for each day that the PC goes without consuming any dream pastries, down to a minimum of 4. The only exception is the day after the PC consumes their first dream pastry; at noon, the PC may roll an additional DC 4 Constitution saving throw. On any day, if the PC succeeds when the DC for the saving throw is 4, the PC is no longer addicted to dream pastries. The first day an addicted PC fails to consume a dream pastry, they gain disadvantage on all saving throws. On the second day, the PC gains disadvantage on all skill checks and saving throws. On the third day and beyond, the PC has disadvantage on all skill checks, saving throws, and attack rolls until they consume a pastry or are no longer addicted. If a PC goes seven consecutive in-game days without eating dream pastries, they are no longer addicted. This happens regardless of their save DC and immediately alleviates any and all disadvantages they might have gained as a result of their addiction. Should a former addict ever eat a Dream Pastry again, their starting Constitution saving throw DC will be 15 instead of 10.