TEXT: 1
  Through The CoTillion of hours
  by Daniel J. Bishop
  PurPle DuCk games PresenTs...
  al  3
  
  2
  Through the 
  Cotillion of hours
  An adventure locale for any number of characters for any 
  level.  
  By Daniel J. Bishop • Cover Design by Scott Ackerman 
  • Cartography by Kristian Richards • Editing by Perry 
  Fehr • Interior Art by Scott Ackerman
  Playtesters: Peter Fairfield, Jacob Lester, Ms. Darcy 
  Quick, Kevin Radloff, Mike “Smitty” Smith
  All products in the Adventure Locale line present one or 
  more dungeons that can be quickly picked up and used 
  for a session of the Dungeon Crawl Classics Role Playing 
  Game. 
  Overview
  Sooner or later, characters are going to want to quest to 
  achieve some specific end – to raise a fallen comrade, 
  to regain lost ability points, to discover a new spell, to 
  find some new magic item…the possibilities are nearly 
  endless.  This scenario can occur at any time during the 
  course of overland travel, and gives characters the oppor-
  tunity to meet some of these goals.
  In this adventure, sleeping characters are invited to the 
  Cotillion of Somnos, the Dreaming God.  If they can 
  make their way past the entertainments at the Masked 
  Ball, they can petition the Dreaming God to fulfill some 
  request on their behalf.  This scenario offers no material 
  treasure – although most would agree that is treasure 
  enough!
  Although the adventure takes place in a dream world, 
  it can have severe consequences for characters that are 
  lost herein – they must make a Luck check, or their real 
  bodies enter a coma, never to awaken without divine 
  aid.  Even if they are somehow awakened, they suffer a 
  permanent point of Personality loss, as they forever yearn 
  for the dream world they left.  In addition, some crea-
  tures, although beings of dream, can cause real effects on 
  the character’s sleeping bodies or minds.
  Dream Analogues
  Characters will encounter analogues of themselves in 
  this adventure, warped by the fabric of dreamstuff.  Each 
  analogue has the same base statistics as the character it 
  represents, but may be changed by the mask it wears or 
  the area it is encountered in.
  Not all areas have dream analogues.  Where dream 
  analogues are present, they wear random masks (as well 
  as appropriate costumes).  Each time the characters leave 
  and re-enter a room that contains dream analogues, 
  they create new dream analogues of themselves in that 
  room, which are also wearing random masks.  If some of 
  the group leaves a room, the new analogues either just 
  appear when no one is looking (and, with dream logic, 
  the judge mentions them only as they become relevant), 
  or they enter through another doorway as the returning 
  characters enter (50% chance of each).  If all characters 
  leave and return, the new analogues are just there.  Even-
  tually, encounter areas may become quite crowded!  
  Bringing an analogue from one room to anther does not 
  create an analogue of the analogue, nor does it change 
  the nature of the analogue from the previous room.  If 
  an analogue leaves the room and is not in the company 
  of a character when it does so, it does not appear in the 
  far room, but is removed from the scenario (along with 
  anything it might have been carrying).  If another of 
  the same character’s analogues later appears wearing the 
  same mask, the judge may determine that some amount 
  of continuity exists between the analogues.  In any event, 
  a specific analogue may be reached using a contact spirit 
  spell, either within the dream world or otherwise.
  If a character removes the mask of an analogue, allow 
  the character to make a Luck check (DC 15 for his own 
  analogue, DC 10 for the analogues of others, increase 
  the DC by +4 if gender is reversed).  If the character suc-
  ceeds in this check, he “recognizes” the unmasked being 
  as an analogue of the character represented.  A character 
  who recognizes his own analogue can command it with a 
  DC 10 Personality check, effectively taking control of it.  
  Each additional analogue commanded increases the DC 
  by 2.  If any check is failed, the analogues are all freed, 
  and will attack the character immediately.
  The judge is encouraged to prepare cheat sheets of each 
  character’s basic (and possibly modified) statistics ahead 
  of time to make this easier.  In addition, it is not neces-
  sary to always determine which analogues are present.  
  When a character chooses to interact with an NPC, the 
  NPC always happens to be that character’s analogue.  
  The judge can therefore choose to roll only when an 
  actual interaction occurs.
  Use the analogues to create role-playing opportunities.  
  Unlike many adventures, splitting the party is actually 
  useful when presenting Through the Cotillion of Hours; 
  
  3
  some analogues and situations are designed to help the 
  judge split the group up between rooms.  If the ana-
  logues don’t get used strongly the first time you run this 
  adventure, don’t worry.  Through the Cotillion of Hours 
  is intended to be run several times over the course of a 
  campaign, as the characters gain levels, until it is solved.  
  It is, in effect, a recurrent dream.
  D14 Mask 
  Worn
  Analogue Change
  1
  Cat
  Desire:  This analogue is the reverse 
  gender of the character.  The character 
  finds himself strangely attracted to the 
  analogue, and must make a Will save 
  DC 10 to avoid her company, or to 
  leave her company once in it.
  2
  Fox
  Cunning:  The analogue can pick 
  pockets as a trained skill with a +4 
  bonus (on top of whatever bonus the 
  character already has) against a DC 
  equal to 10 + the character’s Luck 
  bonus.  He knows the character’s best 
  items, and will attempt to retrieve it 
  whenever the character speaks to the 
  analogue.  Failure is not noticed.  If 
  the analogue succeeds, he leaves the 
  room.  The item disappears only in the 
  dream world; the character still has 
  it when he awakens.  However, if the 
  item required a command word, the 
  character can no longer remember it 
  (although her companions may know, 
  and be able to restore that knowledge).
  3-4
  Green 
  Man
  Life:  Dancing with the analogue 
  restores any character 1 die of healing 
  equal to the character’s Hit Die type or 
  1 point of ability damage; the analogue 
  then leaves the room.
  5
  Harle-
  quin
  Reversal:  The analogue has the oppo-
  site gender of the character.  Each time 
  the character dances with his analogue, 
  their genders reverse.  After the first 
  dance, the harlequin analogue will 
  leave the room, and the character will 
  only notice after that her gender has 
  changed.  This only affects the dream 
  world; the character is her normal 
  gender when she awakens.
  6
  Jas-
  mine 
  Flow-
  ers
  Sweetness:  The analogue is Law-
  ful, kind, and helpful.  The analogue 
  is willing to help the characters with 
  advice or actual physical help.  Once 
  the analogue performs an important 
  service (judge determines), it leaves the 
  room.
  7
  Moon 
  (Full)
  Birth:  If the character is male, the 
  analogue is female.  If the character 
  is female, the analogue is also very 
  pregnant.  
  8
  Moon 
  (Half)
  Change:  Each time the analogue is 
  interacted with, roll 1d14.  The ana-
  logue takes on the characteristics of a 
  new mask, although her mask remains 
  a half moon.
  9
  Night 
  Sky
  Chaos:  The analogue is Chaotic.  
  Each time the analogue is interacted 
  with, roll on the Minor Corruption 
  chart; the analogue takes on character-
  istics of the result.
  
  4
  10
  Owl
  Wisdom:  If asked a question, this 
  analogue always answers truly (al-
  though the answer may be cryptic, at 
  the judge’s discretion).  The analogue 
  then leaves the room.
  11
  Raven
  Prophesy:  When any character 
  interacts with this analogue, it speaks 
  a brief and cryptic prophesy.  If in-
  teracted with by the character it is 
  an analogue of, that character gains 
  a permanent +1 bonus to Luck.  The 
  analogue’s prophesies  should be used 
  by the judge to point characters to-
  wards, or supply hints and clues about, 
  other adventures.  Once the analogue 
  has spoken to a character, it leaves the 
  room.
  12
  Star
  Divinity:  This analogue always bests 
  the character it represents in any op-
  posed check.
  13
  Sun
  Masculinity:  If the character is 
  female, the analogue is male.  If the 
  character is male, the analogue also has 
  +4 Strength.
  14
  Weasel
  Treachery:  If given the chance, the 
  analogue will attack his counterpart, 
  attempting to slay him and take his 
  place.  If successful, when the charac-
  ters awaken, the character is replaced 
  by his dream analogue (who has the 
  opposite alignment; or an equal chance 
  of being Lawful or Chaotic if the char-
  acter is Neutral).  If the judge desires, 
  the player may continue to play the 
  character.
  Use the analogues to create role-playing opportunities. 
  Unlike many adventures, splitting the party is actually 
  useful when presenting Through the Cotillion of Hours; 
  some analogues and situations are designed to help the 
  judge split the group up between rooms. If the analogues 
  don’t get used strongly the first time you run this ad-
  venture, don’t worry. Through the Cotillion of Hours 
  is intended to be run several times over the course of a 
  campaign, as the characters gain levels, until it is solved. 
  It is, in effect, a recurrent dream.
  Real Creatures
  Some real creatures can enter the dream world bodily.  
  Other creatures are “real” because they are made of 
  dreamstuff, and are given independent existence.  Char-
  acters can interact with real creatures normally, subject 
  to the rules of the dream world.  Creatures that are real 
  are listed as such.  
  Extras
  Any creature in the dream world which is not real, or is 
  not an analogue, is created by the mind of Somnos, the 
  Dreaming God.  As such it cannot actually be affected 
  by the PCs.  If attacked, these “extras” usually just fade 
  away.  They otherwise act and have abilities as described 
  in the encounter area.   Extras are often left as vague 
  impressions; they have no real detail unless a character 
  focuses on them.
  Time in the Dream World
  There is a time limit on this adventure.  The charac-
  ters have until the thirteenth chime rings to reach the 
  Dreaming God and make their requests.  When the thir-
  teenth chime rings, the characters wake up.  If they have 
  not made requests by then, they gain no further chance.
  Time in the dream world is not like real time, however.  
  The passage of the “hours” is based upon events in the 
  dream world.  A long period of actual game time can 
  pass without any chime ringing, or multiple chimes can 
  ring in quick succession.  There are even chances (in Ar-
  eas 7 and 10) to un-ring a chime, rolling back the dream 
  world’s subjective time, and thus increase the odds of 
  success.
  The judge should keep strict track of how many chimes 
  have rung.  An easy way to do this is by rotating the face 
  of a 12-sided die after the first chime has rung.  Keeping 
  this die in the open can create a sense of urgency as the 
  number of chimes increases.
  A chime rings every time a character or group of char-
  acters passes from one encounter area to another.  Char-
  acters in the same area can time passing through exits 
  so that they are able to reduce the number of chimes, 
  merely by leaving through various exits at exactly the 
  same time.  In addition, one or more chimes ring in sev-
  eral encounter areas when specific conditions are met.  
  Finally, the strange, subjective time of the dream world 
  affects the duration of spells cast here.  Ignore the stan-
  dard spell duration; instead roll 1d6 and consult the fol-
  lowing chart.  The judge may have to adjudicate strange 
  
  5
  spell durations, so that, for example, a magic missile that 
  lasts until the next chime rings seems to move through 
  the air like treacle, not striking its target until the end of 
  its duration, or a fireball hangs in the air, burning like a 
  rose of fire (and doing damage to anything that enters its 
  effect).
  1d6
  Spell Duration
  1
  The spell is over before it is cast; no effect 
  occurs.
  2
  The spell has an instantaneous duration.  
  3
  The spell lasts until the caster leaves the cur-
  rent room.
  4
  The spell lasts until the next chime rings.
  5
  The spell lasts until 1d6 chimes ring.
  6
  The spell lasts so long as the caster remains in 
  the dream world.
  The Dream World
  The judge should remember that the characters are 
  asleep and dreaming.  As such, he can and should 
  include images from past adventures whenever possible 
  – including in snatches of overheard conversation, in 
  details of mosaics or other decorations, and so on.  The 
  more dream-like and personal the judge can make the 
  adventure, the better it will be received.
  Hit Point Loss and Death:  Hit points lost in the dream 
  world do not cause corresponding damage in the real 
  world unless otherwise noted.  Unless otherwise noted, 
  character slain in the dream world must make a Luck 
  check, or their real bodies enter a coma, never to awaken 
  without divine aid.  Even if they are somehow awakened, 
  they suffer a permanent point of Personality loss, as they 
  forever yearn for the dream world they left.  Characters 
  who succeed in the Luck check awaken unrefreshed (i.e., 
  without the normal healing benefits of sleep), but are 
  otherwise unharmed, except for the effects of spellburn 
  and Luck used.
  Spellburn and Patrons:  Spellburn is metaphysical, and 
  carries over into the real world.  The physical indications 
  of spellburn may, or may not, carry over, depending 
  upon how they are described.  The judge should decide 
  on a case-by-case basis.  Certainly, any favours owed 
  patrons due to actions in the dream world are still owed 
  once the sleepers awaken.
  Luck:  Luck spent in the dream world is still spent in the 
  waking world.
  XP:  The judge should consider not only the apparent 
  difficulty and consequences of encounters when award-
  ing XP, but also their real consequences.  For example, 
  there are no negative consequences in Area 2, although 
  the players may well believe that there are, so no (or few) 
  XP should be awarded.  The judge is otherwise encour-
  aged to reward XP following the guidelines in the DCC 
  rulebook.
  Reusing the Adventure
  If the characters fail to reach Somnos before the 13th 
  chime, the judge can re-use the adventure exactly as 
  written, possibly after the characters have all gained a 
  level.  If the judge takes good notes, he can have some 
  things remain exactly as the characters left them – in-
  cluding any spells with ongoing effects (such as the 
  fireball described above).  
  If the judge chooses this option, he can have both uses 
  of the scenario count toward how many times characters 
  have entered Area 12 as well.  From the point of view of 
  the dream world, this is the same dream, although the 
  characters have left it and come back.  Such a viewpoint 
  could be made explicit by interactions with various 
  characters.
  Once the characters have entered the dream world 
  at least twice, the judge may consider moving rooms 
  around, changing descriptions, and/or adding new ele-
  ments.  Even once the adventure is solved, and Somnos 
  has been petitioned, the needs of one or more characters 
  may still drive them to Somnos’ Court.  Indeed, there 
  may come a time when Somnos summons them to do 
  him a favour in return for those the Dreaming God has 
  done the characters.
  Outside the Dream World
  Characters who are awakened during the adventure find 
  themselves back in their campsite.  Their companions are 
  asleep, and, so long as they remain in the dream world, 
  they cannot be roused.  
  Just outside the light of their fire, the dream-beast of 
  Somnos lurks, its eyes glittering green in the firelight.  It 
  is there to protect the sleeping guests of Somnos, and 
  will growl low in its throat if they are disturbed in any 
  way.  It will fight to the death to protect them from mo-
  lestation, but will not pursue those who flee unless they 
  have slain a sleeping guest.
  If the dream-beast, or a sleeper it is protecting, is killed, 
  the murderer will discover himself face-to-face with the 
  dream-beast each night.  He will be pursued throughout 
  his dreams, and unable to gain any benefit from sleep 
  
  6
  (including healing).  Each morning he awakes exhausted, 
  until he has found a way to make amends to Somnos, 
  has brokered the intervention of a more powerful deity, 
  or has found some other means to remove this curse.
  The dream-beast appears like a night-dark cross between 
  a bear and a crocodile, except that it is huge – nearly 30 
  feet long.  If neither sleeper nor beast is disturbed, there 
  is no evidence that it was actually there come the morn-
  ing.
  Dream-beast of Somnos (1):  Init +0; Atk bite +8 melee 
  (1d12) or claw +6 melee (2d8); AC 16; HD 10d8; HP 
  50; MV 30’; Act 2d20; SP regenerate 2 hp/round, dream 
  haunting; SV Fort +3, Ref -1, Will +10; AL N.
  Adventure Start
  You have barely fallen asleep before you are startled awake.  
  It seems that you have fallen asleep near a great jade palace, 
  heretofore unseen.  It is softly lit by muted lanterns, and rev-
  ellers in fancy dress and masks of various sort are gathering 
  on the well-manicured lawn.  Peacocks strut and fan, and 
  flamingos stand one-legged in a pond and nearby stream.  
  Suddenly, brazen trumpets call, and a voice rings out, “Wel-
  come guests, one and all, to the Cotillion of Somnos!”  The 
  revellers sweep towards a broad staircase that leads up into 
  the palace.
  One of the revellers, wearing a turquoise-studded mask 
  fashioned to appear like a one-horned demon, looks in your 
  direction.  “Come, fellow guests!” she calls to you.  “The Ball 
  of Hours is about to begin!”  She dances swiftly across the 
  lawn toward the jade palace.
  Players will probably have some questions.  If they 
  suspect that they are dreaming, and look back, they can 
  see their bodies lying in slumber behind them.  Even the 
  sentry (if a Player Character participating in this adven-
  ture) appears to have nodded off at his post.  Nothing 
  the characters can do at this point can awaken their real 
  selves; they must either go forward, or sleep forever.
  When they go toward the stairs, read or paraphrase the 
  following:
  
  7
  The wide steps lead upward to a double door, now thrown 
  wide, its light streaming onto the lawn.  One door is pan-
  elled in ivory, the other in horn.  Before the gates stand two 
  huge guardsmen with festive costumes but very serious-look-
  ing halberds.  The one to the right wears an azure mask that 
  resembles a rhinoceros.  The one to the left wears a lifelike 
  mask that looks like a hornbill.  As you approach, they cross 
  their halberds before the gate.
  “None may enter the Palace of Somnos this night without 
  wearing a mask,” declares the one on the right.
  “Therefore, choose what mask you would wear,” says the one 
  on the left, and the bird eyes on his mask blink.
  Each character must choose a mask, and the player may 
  choose anything the judge deems their characters might 
  have knowledge of.  As soon as the player chooses a 
  mask, it appears in the character’s hands, and cannot be 
  changed later, save in Area 8.  As soon as the characters 
  don their masks, the guardsmen step aside, allowing 
  them to enter.
  If the characters refuse to choose masks, or demand to 
  be wakened, they disappear from the dream world as 
  their bodies wake up.  It will be long before the Dream-
  ing God Somnos invites them to another festival!  Any 
  characters that choose to don a mask and go on, how-
  ever, may do so, climbing the wide stairs and entering 
  the Cotillion of Hours.
  Encounter Areas
  1.  Beyond the Gates of Ivory and Horn:  Beyond the 
  gates of ivory and horn, a 10-foot wide staircase of polished 
  coral and porphyry leads up into a chamber in which other 
  masked guests are mingling.  Flamingo-like creatures with 
  azure feathers and spindly feathered arms distribute golden 
  wine in silver cups.  Three ornate doors lead from the cham-
  ber, left, right, and straight ahead.
  As you look about, a soft but penetrating voice can be heard:  
  “Somnos, the Dreaming God, has heard the petitions of your 
  hearts, and has granted you this chance to come before Him 
  and make your requests.  You need but make your way to 
  the chamber where Somnos slumbers, and ask of him what 
  you would, before the thirteenth chime rings the end of this 
  Grand Ball, this Cotillion of Hours.”
  To each of you, the voice sounds like that of your mother, or 
  of some other loved one now far distant or gone.  The Cotil-
  lion of Hours has begun.
  If the characters examine the doors, the western door 
  is carved with a face surrounded by vines and tendrils.  
  Although they cannot identify the face, it seems vaguely 
  familiar.  Runes on this door read:  Fear Nothing, And 
  Pass Freely.  The door to the east is carved with a radiant 
  star shape, and runes which read Ask Freely, And Dream 
  Deeply.  The central door is carved with an image of a 
  central fountain surrounded by peacocks.  There are no 
  runes on this door.
  2.  The Dance of Nightmares:  In the chamber beyond 
  this door, masked couples dance to lively music provided by 
  fish-like and amphibian musicians.  These musicians stand 
  on four daises, two to the north and two to the south, built 
  into separate niches.  Their violins and flutes create an en-
  ergetic tune that elicits hopping steps and quick darts from 
  the dancers.  Overhead hang baskets of orchids, each paler 
  and more delicate than the last.  The far wall is a curtain of 
  orchids, roses, and sweetly-scented flowering vines.
  When characters reach any square marked with an “X” 
  (or, roughly halfway across the room if not using minia-
  tures), the aspect of the room transforms:
  Without warning, you find your feet sinking into the floor, 
  your movements become slow and heavy as in a nightmare.  
  The flowers in the hanging baskets writhe, the orchids form-
  ing fleshy sucking mouth-like apertures; the dangling roots 
  bursting forth in thorny groping tangles.  Tendrils part amid 
  the greenery on the far wall, revealing a daemonic face 
  carved in relief, whose huge black mouth gapes hungrily.  
  Like living ropes, the long vines reach towards you.
  The mouth sucks air into it, creating strong winds that 
  pull at the characters, while the vines (unaffected by the 
  dream wind) attempt to pull characters into the gaping 
  maw.  If attacked, the vines multiply more rapidly than 
  they are destroyed. 
  The judge should personalize the daemonic face to 
  represent an arch-nemesis or difficult foe of the charac-
  ters, either living or dead.  Once this event is triggered, 
  the judge may have the other dancers fade away, or be 
  sucked into the portal.  Whatever dancers are sucked 
  into the portal do not appear in Area 3 on the other side.
  Each round the characters remain in the room, they 
  must succeed in a DC 10 Reflexes save to avoid being 
  pulled into and through the daemonic face’s mouth.  
  The character’s Luck modifier is used in reverse on this 
  save: a Luck bonus is a penalty to the save, while a Luck 
  penalty is a bonus.  This is because the mouth is actu-
  ally the secret door represented on the map, and being 
  sucked through is lucky.  All characters being sucked 
  through on the same round is double lucky, as it only 
  triggers a single chime.  Characters who resist run the 
  
  8
  risk of missing the Infinite Passage (Area 3), becoming 
  separated from party members who pass through the 
  portal, or causing additional chimes to ring as they pass 
  through the portal at different times.
  Characters who correctly interpret the runes on the 
  chamber door may simply surrender themselves.
  3.  The Infinite Passage:  The description of this area as-
  sumes characters are entering from Areas 2 or 11; if they 
  are entering from Area 14, the description will need to 
  be modified.
  This area is a long passage with a floor of beaten gold and 
  walls of burnished bronze.  It seems to stretch infinitely 
  away from you, to the right and left.  
  There are never any dream analogues in this area.  If a 
  dream analogue enters with a PC, the analogue simply 
  disappears.
  Characters that choose to travel in either direction will 
  discover that it goes on forever.  Moreover, if they turn 
  around and head in the other direction, the place that 
  they started from has receded infinitely beyond sight.  
  The secret passage can be traversed, but there is a trick to 
  it.
  Characters that travel in one direction consistently until 
  a chime rings, and then turn around, discover that they 
  have arrived at the next significant stop in the corridor.  
  The significant stops are (1) south wall, (2) spyhole into 
  Area 9, (3) door into Area 11, and (4) north wall and 
  secret door.  If all characters are in the infinite passage, 
  the judge can simply describe the passage of time and 
  have the chimes ring.  
  Thus, a character that enters through the secret door 
  from Area 2 can travel north for one chime, turn south, 
  and find himself at the south wall.  A character who trav-
  els south from the same secret door for one chime, then 
  turns north, finds himself at the spyhole to Area 9.  
  Characters that begin at the south wall, walk north for 
  one chime, and then turn around find themselves facing 
  an infinite hallway.  If they turn around again, though, 
  they discover that they are at the north wall.  Likewise, 
  characters beginning at the north wall can head south for 
  one chime, turn around twice, and reach the south wall.
  The Spyhole:  A character can look through a hole in 
  this wall and see Area 9.  If no PCs are in the room, the 
  hall is dark and silent.  If a PC is in the room, a charac-
  ter watching from Area 3 can pull him into the Infinite 
  Passage merely by willing it.  There is no save.  Dream 
  analogues and extras cannot be pulled into Area 3.  A 
  character looking through the spyhole will know this 
  automatically.
  The Northern Secret Door:  When searched for, a DC 
  10 Personality check makes the secret door simply ap-
  pear in the wall, as though it were a door made of amber 
  sheets bound with iron and rare woods.  Once passed 
  through, the door disappears again.
  4.  The Hall of Sweeter Dreams:  The door opens onto an 
  opulent chamber of alabaster walls, airily-carved into pleas-
  ing forms representing long-forgotten pleasures that cannot 
  quite be brought to mind.  Cushions and pillows are strewn 
  about the marble floor, some occupied by dreamers and oth-
  ers by languid lovers whose soft cries of passion fill the air as 
  with distant music.  
  Dream analogues in this room are always of an appro-
  priate gender for an intimate liaison, and will languor-
  ously beckon their primaries on.  Such a liaison costs the 
  character(s) involved a chime.  Once the first chime has 
  rung, though, the character must make a Will save to 
  depart before a second chime rings.  If he fails, he must 
  make a Will save to depart before the first chime.  This 
  save begins at DC 10, but raises by 2 for each chime that 
  rings after the first save.
  The secret door is a panel marked with a radiant blue 
  star; any character looking for the star will notice it auto-
  matically.  The panel pushes open easily when touched.
  5.  The Cloakroom of Forgetfulness:  This room is filled 
  with racks of hanging cloaks, coats, and other garments of 
  costly make and antique fashion.  The smell of the hanging 
  clothing reminds you of the forgotten joys of childhood – the 
  tobacco smell of a father’s pipe, perhaps, or the tart smell of 
  sour apple tarts from a street vendor’s cart.  
  There are no dream analogues or extras here, unless the 
  characters bring them.
  Characters that enter this room become lost in thoughts 
  and memories.  Even slaves and orphans have some 
  memories of sharp joy, buried perhaps, but brought to 
  the surface by this room.  A character must succeed in a 
  DC 15 Will save to leave this room.  After the first save 
  is failed, the character is allowed one attempt per chime, 
  until he either succeeds or awakens.  Each save after the 
  first allows a +2 bonus on the roll.
  Sample memories include any of the following.  The 
  judge may roll, or may devise memories of his own that 
  match the character in question.
  
  9
  
  10
  D12
  Memory
  1
  The sight of a doe in a sun-dappled clearing, 
  long minutes before it is startled and springs 
  away.
  2
  A doll made of rags that you once slept with, 
  and then forgot.  It was called “Bearwan”.
  3
  Feeding ducks with your sisters.  Both you and 
  your older sister stinting your younger sister on 
  bread crumbs to feed the ducks with.
  4
  Letting a mouse escape from a cat, because it 
  was so tiny and frightened, but being too late.  
  Leaving it to die because you didn’t want to kill 
  the injured mouse yourself.
  5
  Milking cows in a sweet-smelling barn, the air 
  so hot it prickled your skin.
  6
  The taste of a campfire-broiled dove after a long 
  day helping collect firewood.
  7
  Your father saying “Well done” for the first 
  time.
  8
  A girl with raven-coloured ringlets that you 
  once knew, but were always too afraid to speak 
  to, and whose name you can no longer recall.
  9
  A childhood playmate, long forgotten, and 
  long left behind, but whose name or nickname 
  you can still remember – this may now be the 
  name of the character’s familiar, horse, child, 
  etc.
  10
  Skating on a pond, wearing skates made of cow 
  bones.  Later that year, a neighbouring boy 
  went through the ice and drowned, and your 
  parents wouldn’t let you go again.
  11
  Your first taste of honey fresh from the honey-
  comb, stolen from your uncle’s hives.
  12
  The feel of your grandmother’s soft-wrinkled 
  fingertips, soothing on your forehead when you 
  were fevered.
  These Aren’t My Memories:  Some players will insist 
  that their characters have no such recollections of child-
  hood.  That’s okay.  They still experience the memories 
  suggested herein, but, once they have made a successful 
  Will save (or have failed and awakened), they recognize 
  that the memories are not really theirs.  Perhaps the 
  cloakroom manufactured them out of whole cloth.  Per-
  haps they shared memories from their companions.  Or 
  perhaps they are the memories they would have had, in 
  an alternate lifetime.  Who can say?
  6.  The Oracle of Deeper Dreaming:  The hallway leads 
  into a chamber, its center lit by a floating blue star of many 
  points, whose shining rays do not illuminate the walls or 
  corners.  Unconscious figures in masks and robes lie on the 
  marble floor under the star, their eyes moving and limbs 
  twitching with their dreams.  The knowledge comes unbid-
  den to you all:  This is the Oracle of Deeper Dreaming.  You 
  may ask a question, if you will, but doing so will send you 
  into a deeper dream than the Cotillion of Hours, and your 
  companions will not be able to wake you.
  Anyone who asks a question of the Oracle instantly falls 
  asleep and cannot be awakened by any mortal means – 
  they dream within a dream. Those who do so will only 
  wake at the end of the adventure, unless they appear in 
  Somnos’ chamber first. 
  The Oracle offers a chance to “win” the scenario while 
  “losing”:  it can offer the answer to any one question in 
  the form of a dream, but that dream will encompass the 
  remaining time of the adventure.  For example, a wizard 
  might ask to learn a single spell, and dream enough to 
  do so, but he will not then come before Somnos in Area 
  13.
  A character who asks how to come before Somnos will 
  do so; but the judge should determine whether other 
  characters wish to consult the Oracle before revealing 
  this.  Such a character appears in Area 13 after the 12th 
  chime rings.
  7.  The Fountain of the Cats:  This great octagonal 
  chamber is open to the night sky.  A low wall of polished 
  jasper subdivides the area between a terrace of marble and 
  sardonyx and a jasmine-scented garden with a turquoise 
  fountain at its center.  Four half-doors allow access from 
  one area to the other.  The garden is filled with jasmine, 
  lavender, lilies, roses, and night-blooming moonflowers.  
  Four statues on basalt plinths grace the garden:  a cat to the 
  north, an owl to the south, to the east a night heron, and to 
  the west a great bat.  The costumed guests seem content to 
  make polite small talk along the terraced walk.  The moon 
  shines full and bright overhead, turning all to silver and 
  black.
  Examining the doors between terrace and fountain 
  reveals something scratched into the southeast door:  “I 
  dreamed in this place – Rand. Cart.”  From the inner 
  area, a similar graffiti can be found on the northwest 
  door:  “Here passed I en route to Unknown Kad., RC, 
  1927.”  If a character passes through these doors to 
  respectively enter and exit the fountain area, no chimes 
  ring.
  
  11
  If any character enters the inner area, a cat appears from 
  nowhere on the edge of the fountain, as though it had 
  leaped from on high.  In fact, the cat has just appeared 
  from the dark side of the moon, where it was meet-
  ing cousins and litter-kin, and is merely pausing in this 
  dream on its way back to the waking world.  If addressed 
  politely, it will not reveal its name – what cat ever did? – 
  but will offer the following:  “Mouse and moth; hare and 
  frog.  Name each to each, and turn time back.”  It then 
  leaps down from the fountain’s edge and disappears back 
  into waking lands.
  If a character touches the cat statue and says “Mouse”, 
  the bat and says “Moth”, the owl and says “Hare”, and 
  the heron and says “Frog”, they will hear the strange 
  sound of a chime ringing backwards, and gain an “hour” 
  in pursuit of their quest.  This will only work once.
  If a character returns to this room, another cat will be 
  here – it has a vague and menacing strangeness about it, 
  as though it were something else captured in feline form.  
  Characters should not be able to tell exactly what is 
  strange about it, but each will feel it.  This is a “cat” from 
  another plane or world within the campaign milieu’s so-
  lar system (Saturn, perhaps).  If addressed by characters, 
  it will attack.  Otherwise, after a short period, it will also 
  disappear, in pursuit of the terrestrial cat that was here 
  earlier.  If this second “cat” is slain, a chime also rings 
  backwards, giving the characters more time.
  Both cats are real within the dream world.
  Cat (1):  Init +6; Atk bite +0 melee (1); AC 13; HD 1 
  hp; HP 1; MV 20’; Act 1d20; SP low-light vision, disap-
  pear from dream world as action with DC 15 Will save; 
  SV Fort -2, Ref +6, Will +0; AL N.
  Alien Cat (1): Init +6; Atk bite +2 melee (1d2) or claw 
  +4 melee (1d4); AC 13; HD 2d4; HP 8; MV 20’; Act 
  2d20; SP low-light vision, phase through blows (50% 
  miss chance, always phases through first attack), disap-
  pear from dream world as action with DC 15 Will save; 
  SV Fort +0, Ref +4, Will +0; AL C.
  8.  The Grand Ballroom:  Beyond the door is a room filled 
  with music and masked figures engaged in a complex and 
  stately dance.  They move in couples and quartets, chang-
  ing partners frequently, and their steps take them across all 
  of the amber and ebony blocks of the ballroom floor.  The 
  vaulted ceiling is covered with mosaics of red flamingos, 
  while murals on the wall depict horned horses and great 
  aurochs the colour of ivory.  Another passage leads off to the 
  north.
  Reaching the passage to the north is difficult; characters 
  much match the steps of the grand ball to do so.  It takes 
  6 successful steps to get across the room, and each step 
  requires a DC 10 Agility check to perform properly.  
  Failure places the character in a bad position, requiring 
  an additional 1d3 steps to reach the passage.  A character 
  whose background reasonably includes dance rolls 1d20 
  on these checks; all others roll 1d10.  For every 10 steps 
  taken, a chime rings.
  If a character enters this room alone, he will notice after 
  1d6 rounds that he is completely naked, except for his 
  mask.  His equipment and clothing will not return when 
  he leaves this room.  This does not affect his real equip-
  ment outside of the dream world.
  9.  The Dance of the Goat-Footed Musicians:  The door 
  leads to a square dancing room, the floor of which is made 
  of alternating blocks of ebony wood and burnished teak.  
  Portraits of sleeping men, women, and creatures adorn 
  the walls.  In raised boxes to the left and right, goat-footed 
  musicians pipe a whirling skirl of music.  The dancers step 
  lively to the song, the men with swords drawn, and the 
  women dancing ever-faster between the flashing blades.  
  Crossing this dance floor is not easy.  For every square 
  that is to be crossed, a character must succeed in a 
  Reflex save or take 1d4 points of damage from a flash-
  ing blade.  The save DC starts at 10, and increases by +2 
  for each square traversed.  Remaining in a single square 
  prevents the DC from increasing, but the character must 
  still make a save each round or suffer damage.  A war-
  rior or dwarf may attempt a Deed to match swordplay, 
  obviating the need for that (or a different) character to 
  make saves for 1 round; the DC still increases as normal, 
  however.
  If a character has a dream analogue wearing a weasel 
  mask in this room, the DC for that character is increased 
  by +2, and damage is 1d6.  If the judge has not rolled 
  already, this is a 1 in 20 chance.
  Although the musicians are extras, a character can at-
  tempt to attack them to halt the music (AC 15, hp 6 
  each), but if a musician is slain or the music stops, all ex-
  tras and dream analogues become colourless and slowly 
  fade from view.  Whoever slays a musician awakens from 
  the dream world 1d6 rounds later, when the room’s oc-
  cupants have disappeared.
  The spyhole (see Area 3) is through the snoring mouth 
  of a sleeping giant; the portrait identifies this giant as 
  Grumbletump (see Area 12).  Other portraits of sleeping 
  figures include those of the unicorn Malicas, the Princess 
  
  12
  Snowdrop, Count Copper of Lesser Britain, and the troll 
  Illthrogg the Mighty.  Portrait titles cannot be read from 
  afar; a character must cross seven squares to read the title 
  on the giant’s portrait, and then cross seven squares to 
  return.  A character can cross up to six squares in a single 
  round, but must stop moving whenever damaged or take 
  3d6 more points of damage from the whirling blades.  
  The character may resume moving in the next round.
  10-A.  The Waltz of Years:  The double-doors that lead 
  into this room from the south are locked.  They can be 
  opened by the silver key from Area 12, or by a DC 25 
  open locks check.
  Dancers waltz here without aid of music.  Their masked 
  faces and costumes fail to hide the disparity of their ages, 
  varying from infancy to the hoariest of old ages.  They 
  appear from the east as newborn babes, already knowing 
  their steps, and dance to the west, where they break apart 
  and blow away into bones, then dust.  Two sets of stairs 
  lead upward, east and west, to a higher level whereupon a 
  great pagoda sits, made of jade and stone, within which is 
  a couch, upon which a dimly visible being rests.  Could this 
  be Somnos, the Dreaming God?
  Characters entering this room from the west and pro-
  ceeding west are safe; those who go the opposite direc-
  tion must make a Willpower save of suffer 1d5 points of 
  Personality damage as he hears the Music of Time strip-
  ping his years away.  The Willpower save DC is equal to 
  10 + the character’s level.  The first time a character does 
  this, a chime sounds backward (see Area 7).
  The eastern stairway is inlaid with arabesques of horn; 
  the western with a pattern of ivory.  A character that pro-
  gresses up the eastern stairway enters Area 13.  A charac-
  ter that passes up the western stairway wakes up.
  10-B.  Where Somnos Lies Dreaming:  This is a large 
  area, whose ceiling seems to disappear into infinity.  On da-
  ises on the far wall, two statues represent Sweet Dreams and 
  Nightmares in forms that are unique to each of you, repre-
  senting that which you desire and that which you fear.  Four 
  infinitely tall pillars surround a great jade pagoda chased 
  with gold.  Within the pagoda is a couch, upon which a 
  figure lies dreaming.  A voice speaks in your minds:  “Guests 
  of the Dreaming God, step forth and speak your wills.”
  The figure on the couch is Somnos.  The Dreaming God 
  can take on a number of appearances. Roll 1d7 and 
  consult the chart below.  The judge may have Somnos 
  appear the same to all PCs, or different to each, as he 
  desires.
  D7
  Appearance
  1
  A small child.
  2
  A giant with handsome features, 1d14+10 feet 
  tall.
  3
  A beautiful woman surrounded by roses.
  4
  A demonic being with a single eye, and a single 
  horn in the centre of its forehead.
  5
  A childhood toy, such as a rag doll or stuffed 
  bear.
  6
  A unicorn with a silver horn and hoofs.
  7
  The character’s mother, young again, with the 
  character as a babe suckling on her dreaming 
  breast.
  The judge should consider the requests made.  If a 
  character should be so foolish as to make an outlandish 
  request (“Overthrow the Kingdom of Lemuria!”), he 
  will be blasted by the Dreaming God.  Blasted characters 
  simply cease to exist, and are no longer present when the 
  other characters awaken.  Only the action of another god 
  can restore these characters.
  A character whose request is for his companions to be 
  present uses up his ability to make a request, but can 
  thereby summon any companions who are yet dream-
  ing in the Palace of Somnos.  Characters who have been 
  awakened or lost are not restored in this way.
  Most normal requests (up to and including the restora-
  tion of a slain, but not a blasted, companion) are not 
  fulfilled immediately, but the character has a dream 
  which supplies requested information 1d7 nights later, 
  or which tells the requestor what must be done to make 
  the request come true.  
  For instance, a character desiring the command word 
  to a magic item might have a dream in which the com-
  mand word is the name of a loved one.  Likewise, a 
  character who wishes a slain companion restored might 
  have a dream that she dredged his body from the Moon 
  Pool in the City of Prophyru under the full moon, and 
  by travelling to that place by the next full moon, discov-
  ers the renewed form of her companion alive in the pool.
  As an extreme example, a character might be told in a 
  dream to go to a city bridge at a particular time.  Going 
  there, he meets another traveller who speaks to him, and 
  tells him a dream which accurately describes the char-
  acter’s own home, and, in the dream, the traveller dug 
  beneath the character’s garden only to discover what the 
  character had requested.
  
  13
  The judge can become very creative in terms of these 
  dreams, and should consider using them as hooks to 
  further adventures.
  11.  Pallid Reflections:  The walls of this hallway are cov-
  ered with distorted mirrors, reflecting all within as warped 
  images of themselves.  The masked and costumed revellers 
  seem to be unaware that their reflections are monstrous.
  If the characters seek out their own reflections (and 
  asking about them is sufficient), monstrous versions of 
  themselves step out of the mirrors and attack.  For each 
  character, 1 pallid reflection attacks per character level 
  attained.  Extras and dream analogues become reflections 
  as long as a reflection is present outside of the mirrors.  
  When the reflections are slain, they again become reflec-
  tions, and the dream analogues and extras return.  The 
  pallid reflections appear to be bestial images of the char-
  acters involved, with a faded translucent sepia colour.
  Pallid Reflections (1 per Character Level):  Init +4; 
  Atk bite, claw, or weapon +4 melee (1d6); AC 12; HD 
  2d8; HP 8 each; MV 30’; Act 1d20; SP None; SV Fort 
  +8, Ref +5, Will +2; AL C.
  12.  The Banquet of Hours:  Within this chamber, a 
  great feast is ongoing.  Tables festooned with flowers and 
  greenery hold exotic foods – the smoking hearts of albino 
  peacocks, broiled unicorn livers, stewed dragon’s tail, fruits 
  from distant lands, and salads garnished with rare herbs 
  and pixie wings.  The air is full of scents, both sweet and 
  savoury.  The feast is led by an almost skeletally thin man 
  with a balding head.  A silver key hangs from an adaman-
  tine chain around his neck.
  Any character who partakes of the feast here gains a 
  permanent +1 bonus to Luck (which remains outside the 
  dream world), but causes a chime to ring.  Only a single 
  chime will ring, regardless of how many characters eat, 
  or how much.  
  Characters can look into Area 10 through adamantine 
  bars.  
  The Master of the Feast carries the silver key that can 
  open the double doors into Area 10.  He will cede this 
  key if the characters can answer him a riddle:  “What is 
  the name of the giant who sleeps?”  The answer can be 
  found in Area 9.  The Master of the Feast is an extra, and 
  
  14
  simply fades away if attacked, taking the silver key with 
  him.
  If the characters enter this chamber a third time, they 
  discover that a quartet of dream ghouls picking at the 
  scraps of the feast.  These appear to be skeletons sheathed 
  in translucent yellow flesh, through which bones, mus-
  cles, organs, and half-digested food (including a human 
  foot) can be seen.  The dream ghouls dress in worn and 
  out-dated finery stolen from graves.  If the judge is so 
  inclined, the gelid features of the ghouls resemble those 
  of PCs who died in earlier adventures.
  Feeding from the table scraps as they are, the ghouls so 
  not necessarily pose a threat to the characters; indeed, 
  it is possible for the players to gain news of the lands of 
  the dead from them.  The dream ghouls are knowledge-
  able about the dream lands, as well as about graves, who 
  has passed on, and what has happened to them beyond 
  death.  If the characters seek some ancient tomb, or 
  some spell that was known only to a dead and buried 
  sorcerer, the ghouls may be able to help.
  Woe to the characters who attack them, though, for 
  the ghouls are powerful foes in the dream world, and 
  any damage they do to the characters’ dreaming selves 
  is done also to their corporeal bodies.  If a dream ghoul 
  devours a character’s dream-self, that character’s body 
  actually disappears from the real world as it is consumed.
  Finally, should the characters enter a fifth time, the 
  scraps are all gone, and the ghouls automatically attack.
  Dream Ghouls (4):  Init +2; Atk bite +6 melee (1d6 
  + paralyzation) or claw +2 melee (1d5); AC 14; HD 
  4d8; HP 18, 22, 12, 16; MV 30’; Act 1d20; SP undead 
  traits, paralyzation (Will DC 14 or be paralyzed for 1d6 
  chimes), infravision 100’; SV Fort +2, Ref +1, Will +2; 
  AL C.
  13.  The Secret Courtyard:  This courtyard is cold and 
  dark, and swept by chill winds.  Two alcovers, to the right 
  and the left, adorn the room.  The southern alcove is deco-
  rated with a mosaic of ivory, while the northern alcove is 
  decorated with a mosaic of horn.  At the centre of the east 
  wall, steps lead up to an image of a jade face, like a green 
  face of a demon, its mouth open wide to reveal a blackness 
  darker than night.  The mouth is large enough for a man to 
  crawl through.
  The demon’s mouth is the key to the secret door; a 
  character who reaches within will discover a switch that 
  causes the whole demon’s face to pivot, allowing access 
  to Area 13.
  Characters that enter either alcove awaken.  Those who 
  enter the southern alcove lose 1 point of Luck, while 
  those who enter the northern alcove gain 1 point of 
  Luck.
  14.  Beyond the Walls of Sleep:  If the judge desires 
  the characters to have further adventures in the dream 
  world, this door can be opened.  If not, this door is 
  locked, and the lock cannot be picked.
  Steps lead down from this door into a warm, light room 
  that smells of apple blossoms and summer rain.  A pleas-
  ant breeze blows through this place.  To the left, there is an 
  alcove decorated with inlaid mosaics of carved horn.  To 
  the right, there is a similar alcove decorated with patters 
  of carved ivory.  The walls are covered with murals of lost 
  seasons, lingering desires, and just-visible monsters from 
  childhood nightmares.
  These alcoves are dream-gates, which can lead characters 
  to further adventures in various dream worlds.  The Gate 
  of Ivory (south) is the conduit from which misleading 
  dreams flow.  The Gate of Horn (north) leads to and 
  from the true dreamlands.  In practice, the judge may 
  run any adventure as though it took place in a dream 
  world through either Gate.
  somnos, 
  the Dreaming god 
  The Dreaming God, Somnos, takes an interest in mortal 
  affairs.  In addition to the events of Through the Cotil-
  lion of Hours, Somnos communicates through dreams, 
  and delights in the fancies of sleeping mortals.  He can 
  send both terrifying nightmares and pleasant visions 
  which make the world seem cold and colourless in com-
  parison.  He is also sometimes a supernatural patron to 
  wizards and elves.
  Somnos is described here using the simple entry format 
  used in the Core Rulebook for Yddgrrl, Obitu-Que, and 
  Ithha.  This listing includes only the results of an invoke 
  patron spell check, without example spells or taint de-
  scriptions.  Feel free to expand upon this listing for your 
  own games! 
  
  15
  Invoke Patron check results
  12-13
  Somnos weaves layers of dream-stuff around 
  the caster, improving his Armour Class by 
  +2, and making even a successful hit 25% 
  likely to strike where a figment of the caster 
  is manifesting rather than at his true location.  
  If this occurs, the caster still takes half dam-
  age through his psychic-dream connection to 
  the figment.  This lasts for 1d3+CL rounds.
  14-17
  The caster appears more dangerous, more 
  dashing, and in every way more imposing in 
  the minds of all who view him.  In effect, the 
  caster is swathed in images of his own dream-
  self.  Any who hear him speak must succeed 
  in a DC 10 Will save or be compelled to 
  obey.  Creatures must understand the caster, 
  and cannot be made to carry out obviously 
  suicidal commands or orders that are com-
  pletely against their nature.  This effect lasts 
  for 1d3+CL minutes.
  18-19
  Somnos grants the caster the power to in-
  duce sleep, but it is a strong power, and may 
  rebound upon the wielder.  Once each round, 
  for the next 2d6+CL rounds, the caster may 
  designate a target within 100’, which must 
  make a DC 20 Will save or fall into a deep 
  slumber.  This is a deep, but natural, slumber, 
  and a creature may be wakened in any way 
  that it could normally be awakened.  It will 
  otherwise sleep deeply for 1d6 hours, and 
  lightly for 1d3 hours thereafter.  If the crea-
  ture succeeds on its save, though, the power 
  rebounds on the caster, who must make a DC 
  10 Will save or fall asleep for 1d6 minutes.
  20-23
  The Dreaming God swathes the caster in a 
  deep enchanted slumber, during which no 
  enemy creature may locate or harm him.  
  During this sleep, the caster has the opportu-
  nity to consult with Somnos, who is will-
  ing to give brief answers to questions asked 
  by the caster.  The enchanted slumber lasts 
  for 2d6 hours, and for each hour of sleep, 
  the caster may ask one question that can be 
  answered with a short sentence of phrase.  
  When the caster awakens, he feels refreshed, 
  and has the normal benefits of a good night’s 
  sleep (i.e., spells lost are restored, and normal 
  healing has taken place).  This does not pre-
  vent him from gaining the benefits of another 
  night’s sleep when appropriate, even within 
  the same 24-hour span.
  24-27
  Somnos causes the Gates of Ivory and Horn 
  to appear before the caster, so that he and 
  up to 2d6+CL allied creatures may enter the 
  dreamlands in physical form.  It is possible 
  to pass through the dreamlands to any spot 
  on any plane where sleeping creatures dream, 
  but the farther the travellers would wish to 
  go, the more subjective time it takes, and the 
  more encounters the characters may suffer 
  in the dreamlands.  The prospective judge 
  should consider devising a full adventure 
  to account for any such travels, or adapt an 
  adventure with genre-bending or other usual 
  elements for this purpose.  The actual transit 
  time is 1d6 hours, no matter how short or 
  how far a distance the characters travel.  
  28-29
  1d3 dream analogues of the caster and his 
  allies (within 50’) manifest in the real world, 
  ready to aid the characters they are modelled 
  from.  These analogues remain for 2d4 x 10 
  minutes.  If the caster or any of his allies are 
  slain, the player may take over any surviving 
  analogue, which then becomes “real” within 
  the physical world, while the slain “real” char-
  acter becomes a dream and fades away (with 
  any equipment).  Likewise, if an analogue is 
  slain, or at the end of the duration, analogues 
  and their equipment fade away back into 
  dreamstuff.  There can never be more than 
  one of any character, or more than one of 
  any of that character’s equipment, remaining 
  when the dream fades.
  30-31
  All enemy figures within 100’ of the caster 
  must make a DC 20 Will save, or collapse 
  into an enchanted, nightmare-ridden sleep 
  that lasts 1d3 hours.  These creatures are 
  impervious to all mortal harm – as guests of 
  the dreams of Somnos, they are protected by 
  the Dreaming God.  However, they cannot 
  be awakened by any means until their dreams 
  come to an end, and at that time each crea-
  ture must succeed in a DC 15 Fort save or 
  it will never awaken again.  It is slain by the 
  force of its nightmares!
  32+
  The Dreaming God enfolds the caster and 
  his allies (within 50’), taking them bodily 
  through the dreamlands, to arrive anywhere 
  on any plane that the caster desires, so long as 
  sleeping creatures dream in that place.  Trans-
  port is instantaneous and safe.
   
  
  16
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  Designation of Open Content: All text on pages 2 
  through 15 are designated as Open Gaming Content.
  OPEN GAME LICENSE Version 1.0a
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  17
  in Open Game Content shall retain all rights, title and 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of 
  the Coast, Inc.
  System Rules Document Copyright 2000 Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax 
  and Dave Arneson.
  DCC RPG, copyright © 2012 Goodman Games, all 
  rights reserved, visit www.goodman-games.com or con-
  tact info@ goodman-games.com
  Adventure Locale: Through the Cotillion of Hours © 
  2012, Purple Duck Games; Author Daniel J. Bishop.
  This product is based on the Dungeon Crawl Classics 
  Role Playing Game, published by Goodman Games. 
  This product is published under license. Dungeon Crawl 
  Classics and DCC RPG are trademarks of Goodman 
  Games. All rights reserved. For additional information, 
  visit www.goodman-games.com or contact info@good-
  man-games.com.
  Playtesters: Peter Fairfield, Jacob Lester, Ms. Darcy 
  Quick, Kevin Radloff, Mike “Smitty” Smith 
  Some artwork copyright William McAusland, used with 
  permission.
  Also for the Dungeon Crawl 
  Classics Roleplaying Game
  Adventure Locale: Bone Hoard of the Dancing 
  Horror (PDF only)
  Adventure Locale: Sepulcher of the Mountain God 
  (PDF only)
  Coming Soon for the Dungeon 
  Crawl Classics Roleplaying Game
   
  Adventure Locale: Stars in the Darkness 
  (PDF; Print-On-Demand)
  
  18
  gm map for 
  Through The Cotillion of hours
  
  19
  Player map for 
  Through The Cotillion of hours
  
  20
  also 
  available 
  from 
  Purple Duck
   games
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/DCC - AL3 Through The Cotillion of Hours.pdf