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Page 1: The RPGAŽ Network proudly presents anthe-eye.eu/public/Books/rpg.rem.uz/Dungeons & Dragons/AD... · 2017-09-10 · eyes. The hard circus life has kept Jack in excellent physical
Page 2: The RPGAŽ Network proudly presents anthe-eye.eu/public/Books/rpg.rem.uz/Dungeons & Dragons/AD... · 2017-09-10 · eyes. The hard circus life has kept Jack in excellent physical
Page 3: The RPGAŽ Network proudly presents anthe-eye.eu/public/Books/rpg.rem.uz/Dungeons & Dragons/AD... · 2017-09-10 · eyes. The hard circus life has kept Jack in excellent physical

The RPGA� Network proudly presents anAD&D® 2nd Edition Official Game Accessory

INSIDE RAVENS BLUFF, THE LIVING CITY

The Mooney & Sons CircusWelcome to the Circus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

Circus Personalities � by Jean Rabe & Skip WilliamsJack Mooney . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Lockwood & Edan Mooney. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Silva Elkwood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

Midway GamesCollar the Beast � by Larry �Mac� Macabee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Dangar�s Dunk Tank � by Jim Lowder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Pick A Prize � by David Carl Argall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Arthur�s Archery � by Roger Anderson. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

Midway RidesFor the Byrdds � by Rob Nicholls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Tumble Tower � by Tim Beach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Whitewater � by Tim Beach. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Flight Into the Dragon�s Jaws � by Roger Anderson . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Leaping Lizards � by Larry �Mac� Macabee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Jaws of Death � by Tim Beach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Tarrontuttle�s Merry-Go-Round � by Wes Nicholson . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

VendorsFortune�s Lady � by Michael Tracey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Terrific Ts � by Tim Beach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Caricatures � by Tim Beach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26Glitz & Klax�s Potions & Elixers � by Joe Littrel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Portrait Balls � by Tim Beach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Starbright the Knight � by Roger Anderson. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30Living Tattoos � by Holly Riggenbach & Thayathas Schwartz. . . . . . . . . . . . . . . . . . . . . . 33Piper�s Song Pest Control � by Ben Pierce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35The Sandmen � by Joe Littrel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

The Big TopIsbeau Navarone � by John Kroech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39Doagar the Beholder Tamer � by Tim Beach, . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41Bjorn the Bear Wrestler � by Sean Scott . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42The Talking and Singing Owlbear � by Ralph Manson . . . . . . . . . . . . . . . . . . . . . . . . . . . 44Clowns � by Jay Tummelson . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46The Flying Ringken � by Harold Johnson & Bob Bigalow . . . . . . . . . . . . . . . . . . . . . . . . 48

Using the Circus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50Inside Ravens Bluff

Ravens Bluff and Environs � by Ed Greenwood. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51Party on Embassy Row � by Wes Nicholson. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56The Vulture � by Skip Williams &Jean Rabe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59Leaf In Root � by Allen J. Block . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60

Living City Writers Guidelines. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

Credits

Compiled by: Jean RabeEditors: Skip Williams & Jean Rabe

Interior Art: Jim HollowayCartography: Dave Conant

Cover Art: Kevin Ward Keylining: Paul Hanchette

Dedication: To present and future members of the RPGA Network; and to their creativity and enthusiasm, which make this and future Living City products possible.

ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN RELAMS, and RAVENS BLUFF are trademarks owned by TSR, Inc.

POLYHEDRON, ROLE-PLAYING GAME ASSOCIATION, and RPGA are service marks owned by TSR, inc. ©1990 TSR, Inc. All Rights Reserved.

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The Jack Mooney& Sons Circus

Hurry, hurry, step right up to the grandest,most glorious circus in Faerun!

The Jack Mooney & Sons Circus, whichwinters in Ravens Bluff, The Living City,travels throughout the Realms, bringingexcitement, thrills, and fun to all racesand all ages.

Meet Jack Mooney, the circus propri-etor and ringmaster. The dashing rangerpromises a circus unlike any other andguarantees a Big Top show that will beenjoyed by all.

Stroll down the midway and test yourcharacter�s luck at one of the dozens ofgames of chance. Try Pick A Prize, wherea tug on a string could yield a treasure.Take a toss at Collar the Beast, where themost dextrous succeed.

Stop at various vendor wagons whereyour character can have his portraitpainted on a tunic, acquire a moving tat-too, test his skill at archery, or attempt todunk an insulting half-orc.

And there�s more, because the funnever stops at the circus. Ride on theWhitewater, where the watery turns spelldanger. Jump on The Leaping Lizard, andsee if you�re man or woman enough tohang on. Take a Flight Into The Dragon’sJaws. Or relax on Tarontuttle’s Merry-Go-Round.

When the sun begins to set head over tothe Big Top where the action is just begin-ning. Decked out in his ringmaster garb,Jack Mooney introduces The Talking AndSinging Owlbear, Doagar The BeholderTamer, a cavorting clown duo, and more.

The characters who populate the circuswill serve as colorful NPCs in anyFORGOTTEN REALMS� campaignworld. They � and the great circus itself� can provide many adventures.

The circus, like the Living City, is ever-changing and will continue to grow. Morecircus acts, games, vendors, personalities,and adventures will appear in the pagesof the POLYHEDRON� Newszine. Ifyou want to add to the circus follow thewriters guidelines at the end of thismodule.

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There is no admission fee to enter thecircus grounds. Prices at games, rides,and vendor wagons range from one cop-per piece to many gold pieces.

Admission into the Big Top show is onecopper piece for children and three cop-per pieces for adults. Family passes forone silver piece can be purchased in manycities. Sometimes the circus puts on spe-cial shows, spotlighting unusual acts thatare only with the circus temporarily.These acts bring up the price of admis-sion.

The Jack Mooney & Sons Circus couldcharge much more for its Big Top show,but the ranger and his circus family wantto keep the price down so almost every-one can attend. They even look the otherway when urchins in tattered clothes wrig-gle under the circus tent flaps to sneak apeak at the acts inside. Some believe JackMooney makes sure the tent isn�t stakedtoo tightly to the ground to prevent thissort of activity.

So join us now, the show�s about to start.

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Jack Mooney

12th Level Male Human Ranger

STR: 17INT: 17WIS: 15DEX: 12CON: 16CHR: 17COM: 14AC Normal: -2AC Rear: -2Hit Points: 91Alignment: Chaotic GoodLanguages: Common, Elvish, Gnomish,Halfling, Dwarvish, Brownie, Centaur,Circus Jargon

Weapon Proficiencies: Long sword,lasso, dagger, long bow, spear, javelinNonweapon Proficiencies: Animal lore(17), animal handling (14), animal train-ing, horses (15), animal training, greatcats (15), animal training, elephants (15),riding, land-based (18), gaming (17),tracking (19)Ranger Abilities: Hide in shadows, 77%;Move silently, 94%Spells Memorized: Jack carries the fol-lowing spells daily: Animal friendship, locateanimals or plants, charm person or mammal,speak with animals, and hold animalMagic Items: Bracers of defense AC 0, cloakof protection +2, dagger +3, dagger +1,long sword of dancing, boots of elvenkind, ringof sustenance, ring of warmth, pouch of acces- sibility, stone of good luckFollowers: Raynock, a tiger: AL N; AC 6;MV 12; HD 5+5; hp 33; THAC0 15;#AT 3; D 2-5/2-5/1-10; SA Rear claws for2d4 each; SD Surprised only on a 1; S L(7� long). Stray, a leopard: AL N; AC 6;MV 15; HD 3+2; hp 18; THAC0 17;#AT 3; D 1-3/1-3/1-6; SA Rear claws for1-4 each; SD Surprised only on a 1; S M(4� long). Calliope, a cheetah: AL N; AC5; MV 15, sprint 45; HD 3; hp 20; #AT 3;1-2/1-2/1-8; SA Rear claws 1-2 each; SDSurprised only on a 1; S M (4� long)

Appearance: The renowned circus owneris 6� tall, has a well-muscled frame, andkeeps his dark brown hair, which is gray-ing at the temples, short and alwaysstyled. Jack is physically 45 years old,although he actually has lived 60 years.Potions of longevity he drank more than adecade ago renewed his body andincreased his vitality.

Jack�s skin is tanned and weatheredbecause of the decades he spent outdoorsas a ranger and later as a circus owner.The sun has added to the numerous deepwrinkles around his blue-flecked blackeyes. The hard circus life has kept Jack inexcellent physical shape, and his appear-ance, coupled with his overall ruggedgood looks, draws the admiration ofhuman and demi-human women in everytown the circus plays in. When travelingor when wintering in Ravens Bluff, he isoften seen in the company of one or moreof his great cat followers which heacquired during an adventure in the jun-gles of Chut.

Background: Jack is usually a happy-go-lucky man and is cheerful to his employ-ees, who he considers part of his family.He always has a kind word to say to all ofthe workers, and he is careful to see thatthe circus operation remains safe so noharm will befall them. His pleasant natureis because of his work � being able to owna respectable business and at the sametime travel wherever he pleases. His busi-ness is also responsible for his touch ofimmaturity, and he continues to hold hiscircus in a childlike wonder. Jack�s sonsspeculate that he never will grow up.Jack�s daughter knows he never will.

Jack is a native of Daggerdale. Likemany of the people who work at his cir-cus, he ran away from home while he wasin his early teens. With dreams of becom-ing a wealthy and famous adventurer tospeed him along, he found a ranger tostudy under and spent the next few yearstraveling throughout The Dales, Cormyr,and along The Sword Coast. DuringJack�s travels he fell in love with a beau-tiful gold elf named Sylvana; he was 17 atthe time, and he never bothered to askhow old she was. He tried to settle downwith her in a gold elf community � wherehe was the only human. However, aftertwo unhappy years he realized he was notthe kind of man who could live in oneplace for an extended amount of time.The brief marriage resulted in a daugh-ter, who was given to Jack when he left thecommunity. Sylvana decided it would bedifficult for a half-elven child to fit in witha wholly elven community.

Jack could not pronounce his daugh-ter�s elvish name, so he began to call herSilva in memory of his first wife, and heresumed his travels throughout the For-gotten Realms. Adventuring with aninfant proved difficult, and Jack often lefther at various goodly-aligned temples and

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with trusted friends.As Silva grew older he allowed her to

join him on some of his jaunts. But hisself-appointed missions continued tobecome increasingly hazardous, and heeventually left Silva at the Temple ofChauntea in Waterdeep. She was 12, butappeared much younger because of herelvish heritage. The clerics welcomed heras an acolyte � after admonishing Jackfor abandoning the duties of parenthood.Jack was 30 years old at the time, and theclerics � and Jack � knew the rangerwould be quite a bit older by the time hefound his way back to the temple.

Jack spent the next two years exploringthe lands between The High Moor andCalimport. He celebrated his 32nd birth-day in a raucous tavern in Zazesspur,where the ale flowed as quickly as theriver on the town�s southern edge. Ever agambler, Jack found himself in a game ofchance with roustabouts from the FullMoon Traveling Circus, which was play-ing in town. Jack was winning heavily, andthe circus owner, who had imbibed morethan Jack, stepped in to keep the rangerfrom cleaning out his hired help. Theevening wore on, and by the time Jack leftthe sun was coming up and he was theproud, but slightly confused, owner of theFull Moon Traveling Circus.

The circus was in financial straits, andJack considered it a challenge to make itsuccessful. There was a high turnover inhelp the first year under his ownership, asmany of the employees favored the pre-vious ringmaster. But Jack enjoyed thecompany of the circus people, who heconsidered much like himself � the typeof people not inclined to let grass growunder their feet. Eventually they acceptedhim, the operation began to click, unusualacts were added, the midway grew, andthe Jack Mooney Circus became a wel-come visitor to towns in the Realms. Goldstarted pouring in, and a contented Jackbegan to look around for female compan-ionship. He married a tightrope walkerwho was 10 years his junior and sched-uled a week-long stint in Waterdeep,where he planned to pick up his daughterSilva.

Silva, however, had become a cleric ofChauntea and had no desire to leave thetemple for the circus life. Jack was heart-broken. He blamed himself for neglectingSilva and pushing her into clerical studies.To cure his depression, he threw the cir-cus into a grueling schedule that tookthem across the country and eventually toRavens Bluff, The Living City. Jack�s two

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sons were born several years apart in thecity, where the circus had begun to makeits winter headquarters.

Jack�s second wife succumbed to theplague that swept the Living City water-front many years ago. The ranger,remembering his mistake with Silva,decided to raise his sons � Lockwood andEdan � on his own.

The circus continued to flourish overthe next decade and expanded its perfor-mance circuit. During one performancein Iriaebor a few years ago, Jack wasreunited with his daughter, Silva, whotearfully told him that her husband diedand she had nowhere to go. Jack beggedher to join him in the operation of thecircus, which was now called the Mooney& Sons Circus, and she happily accepted.Jack began to lavish attention on her tomake up for his poor behavior as a par-ent, and offered to put her name on thecircus banner. Silva told him she wantedto remain in the background anddeclined. However, Jack knows thatsomeday she will take her rightful place inthe circus� management, as he has statedin his will that she receive 50% ownershipof the circus.

Jack now considers himself settleddown, even though he continues to plotcircuits for circus performances. Despitehis love of traveling, he enjoys the fewmonths each year he spends in RavensBluff, and he revels in the attention thecity officials give him. He feels the respectis his due because the circus is one of thelargest employers in the city. Frequently iteven hires adventurers to capture exoticanimals or to act as guards when it travelsin dangerous lands.

Under Jack�s management the circuscontinues to grow. He and his sons con-tinually look for new acts to put under theBig Top and new rides, attractions, andgames to add to the midway. Jack fre-quently adds unnecessary personnel tothe circus, too, as he is loathe to turn awayorphans, runaways, and the misfortunate.

Jack acts as the circus ringmaster. Heclaims the position keeps him involved inevery aspect of the circus and keeps himin close contact with the circus workers.While this is true, Jack�s prime motivationfor being ringmaster is the attention. Theranger basks in the spotlight and thecheers of crowds.

Lockwood

Male Human Ranger/Enchanter Level 4/5

STR: 16INT: 17WIS: 16DEX: 12CON: 16CHA: 16AC Normal: 3AC Rear: 5Hit Points: 31Alignment: Neutral GoodLanguages: Common, Elvish, Gnomish,Halfling, Dwarvish, Brownie, Centaur,Circus JargonSpells/Day: 4 2 1 plus one enchantment/charm per spell level

Weapon Proficiencies: Long sword, dag-ger, spear, long bow, lassoNonweapon Proficiencies: Tracking(17), animal lore (17), riding, land (19),herbalism (17), direction sense (17)Ranger Abilities: Hide in Shadows, 25%;Move Silently, 33%Magic Items: Long sword +1, bracers ofdefense AC 5, boots of speed, wand of illumi-nation (31 charges)

Spell Books

Level 1 Spells

Charm Person*Sleep*Read Magic

Level 2 Spells

Can tripTaunt*Protection From Evil

Forget* Scare*Ray of Enfeeblement* KnockProtection From Cantrips* Shatter

Level 3 Spells

Suggestion* Hold Person*Dispel Magic Clairaudience

* Spell usually memorized daily

Appearance: Lockwood is tall, pale, andthin � 6�1� and 160 pounds. He has lightbrown hair, and wears it shoulder length,cut straight across at the neck and fore-head. Lockwood wears simple, functional

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clothes that often are dusty from circuswork or spattered with wax from his late-night studies. He is 27 years old.

Background: Lockwood was born inRavens Bluff just after the end of a suc-cessful circus season. He grew up as a cir-cus brat, spoiled by his father and byevery circus employee who was partial tochildren, or astute enough to be especiallynice to the boss�s kid. A few employees,and Lockwood�s mother, were toowrapped up in their own lives to pay himmuch attention. The birth of Lockwood�sbrother, Edan, and his mother�s deathtwo years later worked big changes in theyoung man�s life. Suddenly, he no longerwas everybody�s darling, and he no longerwas free to do what he pleased � now hefound himself co-responsible with hisfather for little Edan.

Lockwood has intense emotions, usu-ally kept tightly in check, and a strongsense of responsibility. At first, hedecided to follow in his father�s footstepsand become a ranger. However, he felt aneed to find something to challenge hismind as he got older. When he badlywrenched his shoulder while helpingsome roustabouts literally hold thingstogether during a windstorm, he decidedto study magic. Years of working withtemperamental performers and sopho-moric customers taught him the value ofmagical persuasion, and led him tochoose enchantments as a specialty.

In his younger years Lockwood was ashearty and tanned as his father, but morerecently he has adopted an austere lifes-tyle that is reflected in his complexion andframe.

Though he regards the circus employ-ees as family, just as his father and siblingsdo, he recently has begun to feel that allthe effort the staff puts into the circus is awaste of talent. He is certain there arebetter things to do than entertainingcrowds of thrill seekers and providingmostly honest livings to con artists likeLucien Shandor and Eadwyn Wylfora.When the circus is on the road, Lockwoodrestlessly patrols the grounds, trying toavert trouble and rushing to the site ofany problem or disturbance. When thecircus winters, however, Lockwood leavesto go adventuring, returning each springto help prepare for the next season.

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Edan

5th Level Male Human Fighter

STR: 17INT: 16WIS: 15DEX: 15CON: 15CHA: 17AC Normal: 2AC Rear: 3Hit Points: 34Alignment: Chaotic GoodLanguages: Common, Elvish, Gnomish,Halfling, Dwarvish, Brownie, Circus Jar-gon

Weapon Proficiencies: Long sword (spe-cialist), dagger, lasso, whipNonweapon Proficiencies: Tracking(15), etiquette (17), riding, land (16)Magic Items: Long sword +1, elven chainmail +2, gloves of missile snaring

Appearance: The 20-year-old Edan looksjust like his older brother, only better. Hislight brown hair is always smartlytrimmed and brushed; his clothing isclean and natty. His skin is well-tannedfrom the open-air life.

Background: Edan was born in RavensBluff one spring just before the circus wasready to hit the road for another season.Like his brother before him, he was thecircus darling until he grew too old to fillthe role. Unlike his brother, however, hetakes pains to be as friendly as possible (orpractical) with everybody on the grounds,from the roustabouts to the customers.He admires his father and older brother,but feels that he has found his own way ofdoing things. He firmly believes he is abetter fighter than his brother and is surethat he could beat Lockwood in a fight �if it weren�t for Lockwood�s magic he cer-tainly could.

Edan is a natural politician and looksforward to the day when his father retiresand leaves the circus to himself and hissiblings. He assumes each child willreceive equal ownership and that he�llreally be the person who runs things.When he learns his father�s real plans forbequeathing the circus he�ll get a nastyshock. Although he secretly resents Lock-wood�s view of the circus as somethingtrivial, he also is secretly overjoyed thathis brother might lose interest in runningit. He never misses a chance to make

Lockwood feel the circus can get alongwithout him.

Edan usually can be found near the big-gest crowd of people. He helps man thefront gate when there is a rush on admis-sions (this varies with the time and locale),and always is present in the Big Top forthe main show. There he assists his father,helps the roustabouts and performers,and even does a little announcing.

Silva Elkwood

6th Level Female Half Elf Cleric

STR: 10INT: 1 8WIS: 18DEX: 12CON: 11CHR: 17COM: 15AC Normal: 7AC Rear: 7Hit Points: 24Alignment: Neutral GoodLanguages: Common, Elvish, Gnomish,Halfling, Dwarvish, Orcish, Goblin,Gnoll, Circus Jargon

Weapon Proficiencies: Staff, mace, ham-merNonweapon Proficiencies: Astrology(18), reading/writing (19), ancient lan-guages (18)Magic Items: Ring of protection +2, cloak ofprotection +1, staff +1, periapt of proofagainst poisonSpells/day: 5 5 3 As a cleric of Chauntea,Silva has major access to the spheres ofAll, Healing, Plant, Sun, and Weather,and minor access to the spheres of Divi-nation and Protection.Spells Memorized: With few exceptions,Silva usually memorizes the followingspells each day: cure light wounds (x3), detectmagic (x2), resist fire/resist cold, augury, knowalignment, speak with animals (x2), plantgrowth, continual light, and starshine

Appearance: Silva is 42 years old, is 5�2�tall, has honey-blond hair, and blue-flecked black eyes. Her elvish heritage isnot always apparent, as she wears herlong hair loose about her face, inadvert-antly concealing her slim facial featuresand her slightly pointed ears. She dressesin dark reds, oranges, and brown; sheavoids colorful clothes that would drawattention to her.

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Background: Silva grew up resenting herfather because he left her with strangersand eventually with the temple ofChauntea. She swore to make a life forherself and was quick to rise in the ranksof Chauntea clerics; she spent most of hertime traveling to spread the word ofChauntea. During a stint at the temple inWaterdeep, however, she fell in love witha human worker at the temple, and thetwo were married in a simple ceremony.

Silva attempted to settle down, but aftertwo years she discovered that she couldn�tremain in one place for any great amountof time. Her husband didn�t understandand refused to let her travel. One night inanger she ran away from Waterdeep andher marriage, begging her husband in anote to not follow her. She began to travelthroughout the realms, and by coinci-dence eventually ran into her father dur-ing a performance of the circus.

Silva still resented him, but she neededa place to stay, and the traveling circusintrigued her. She told her father herhusband died, and Jack Mooney wasgrateful to take her in. He spent the nextseveral months lavishing attention andaffection on her. His cheerfulness erodedaway her bad feelings, and she grew tocare for her father and the circus.

Silva took to her half-brothers quickly,and to the rest of the circus employees.She is liked by all, and a few of the maleroustabouts hope to become more thanfriends with her.

Silva continues to worship Chaunteaand holds regular weekly services for thecircus workers she has converted toChauntea�s faith. She is quick to use herclerical abilities to help any of the circusworkers, particularly those hurt whilepracticing for their Big Top acts. Occa-sionally she is called upon to cast detectmagic during a performance to demon-strate to the audience that the circus is onthe up and up and no illusions are used inthe Big Top acts.

Silva plans to stay with the circus indef-initely. She has no desire to becomeinvolved with any of the circus workers;one bad relationship was enough for her.However, she occasionally flirts becauseshe enjoys the attention.

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Collar The Beast

Collar The Beast is one of the oldest attrac-tions at the Jack Mooney & Sons Circus, asevident by the chipped and fading painton the wooden rails that ring it. It sits inthe middle of the midway and continuesto draw crowds, despite the newer andflashier games springing up next to it.

The object of the game is to throw ringsaround the necks of clay statues designedto look like monsters.

To successfully collar a beast, the par-ticipant must hit AC 0; THAC0 is deter-mined as for normal missile attacks andincludes any Dexterity bonuses.

To play, a participant pays one copperpiece and receives three rings to throw atthe statues. He or she receives a prizetoken for each ring which circles a mon-ster�s neck. Tokens can be exchanged forprizes.

1 Token � Worthless trinkets: such asstrung beads, glass gems, pieces of candy,a paper flower2 Tokens � Items worth one to five cop-per pieces: such as small vases, woodendolls, wooden whistles, bouquets of paperflowers, coupons for cotton candy, smallsack of fruit3 Tokens � Items worth 1 silver piece:such as colored chalk sets, small stuffedanimals, handkerchiefs, small pieces ofpottery, candied fruit, hair ornaments,leather bracelets5 Tokens � Items worth two to five silverpieces: such as scarves, large stuffed ani-mals, bags of taffy, braided rugs, colorfulcaps, belts, cloth dolls, bags of marbles,bright sashes, mittens10 Tokens � Items worth one gold piece:such as leather gloves, decorative metalpins, cotton vests embroidered with �ICollared The Beast,� coupons for a mealat Embrol Sludge�s Eatery and ShellShoppe, pound of assorted nuts, bells,large belt pouches, small wooden chests(empty, of course), scented sealing wax,set of quills, wooden and metal pull-toys,cloth dolls with carved wooden faces, boxof imported candy

A sign at the booth states a player can-not win more than eight 10-token prizes aday.

The game�s proprietor, Lucien �Lucky�Shandor, doesn�t like to give away the bigprizes because it cuts down on his profits.He watches the players carefully, and if aplayer hits with all three rings in one set,Lucky will attempt to switch rings, giving

the player a set which has a slightlysmaller inside diameter. Lucky alsoattempts to switch rings when a playeraccumulates five tokens. His chance ofswitching the rings is 100% minus theplayer�s intelligence rating.

If Lucky successfully switches the rings,the player must then hit AC -2 to ring astatue. A player with these smaller ringshas a cummulative chance of 5% per setafter the first to notice a difference (max-imum of 25% chance). If a player hitsafter the rings have been switched,Lucky�s next tactic is to tilt the table. Thischanges the odds; a player with a regularring needs to hit AC -2, a player with asmaller diameter ring needs to hit AC -4.Lucky�s chance of tilting the table withoutbeing spotted is 100% minus the player�sintelligence rating. (A check should bemade for each player at the game.)

If Lucky is caught switching rings orchanging the tilt of the table, he yells,�Hey Rube!� to alert the other circusworkers, ducks out the back of the booth,and uses his ring of invisibility to escape tothe back lot until things calm down. Luckyruns a clean operation for the next severaldays after such an incident. Thus far, nosuch incident has come to Jack Mooney�sattention.

Lucien �Lucky� Shandor

7th Level Male Half Elf Thief

STR: 12INT: 12WIS: 9DEX: 16CON: 11CHR: 15COM: 16AC Normal: 5AC Rear: 7Hit Points: 29Alignment: Chaotic NeutralLanguages: Common, Elvish, Circus Jar-gon

Weapon Proficiencies: Dagger, dartshort swordNonweapon Proficiencies: Juggling (16),disguise (14), read lips (10), sleight ofhand (16)Magic Items: Boots of speed, ring of invisi-bility, ring of protection +3Thief Skills:PP OL FT MS HS DN CW RL95 35 40 50 60 45 95 20

6

Appearance: Lucky is tall for a half elf, at5�11 1/2�. He has short blond hair thatframes his boyish face, and piercing greeneyes that dance when children come to hisbooth with copper pieces held out to play.Lucky is 30 years old, and has spent aboutone-third of his life with the Jack Mooney& Sons Circus. He considers the circus hisfamily and does not cheat fellow employ-ees.

Background: Lucky is a loner who hasalways put his best interest first, and forLucky that means getting rich at his cus-tomers� expenses. Still, he is confident hisgame is not hurting anyone; he believesthe customers are being entertained, andtherefore their money isn�t being stolen.Despite his love of money, however, thehalf elf has no great plans for it. He enjoysthe circus life and doesn�t want to live any-where else. When he accumulates toomuch wealth to comfortably carry aroundon the road he spends it on fancy clothesand jewelry, the former of which he wearswhile tending his game.

Lucky is a talkative man, but only topeople paying money to play his game.He is a good source for rumors of what isgoing on in the city, as he hears quite a bitof gossip from his position in the midway.He likes to spread gossip, too. If adven-turers begin asking him too many ques-tions about the circus or the area he fab-ricates wild tales of monsters, riches, andtreasure maps.

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Dangar's Dunk Tank

Dangar Grunth

1st Level Male Half-Orc Thief

STR: 8INT: 12WIS: 16DEX: 14CON: 9CHA: 7AC Normal: 10AC Rear: 10Alignment: Chaotic Neutral (Good ten-dencies)Languages: Common, Orcish

Weapon Proficiencies: DaggerNonweapon Proficiencies: Gaming (7),Juggling (13), Tumbling (14)

Thief Skills:

PP OL FT MS HS DN CW RL30 25 5 10 35 15 60 0

Appearance: With his distinctive eye-patch and the cruel taunting calls he usesto lure customers to his sideshow attrac-tion, Dangar Grunth has carved himself acomfortable niche in the Mooney & SonsCircus. Though he is rather unattractive,with the piggish snout and beady eyes leftto him by his orcish father, he is well likedand has a few good friends in the side-show.

Background: Dangar Grunth is not ahappy fellow. It is difficult to miss hisorcish heritage � indeed, Dangar looksfar more like an orc than he does a human� and many humans, dwarves, and elvestreat him with scorn because of this. Fromthe time he was old enough to recognizethe prejudice, he fought it. He quicklylearned, however, that fighting insultsslung by narrow minds is far more diffi-cult than battling steel wielded by well-muscled sword arms.

Dangar�s childhood home was a smallvillage nestled in the foothills of Impil-tur�s Earthfast Mountains. He left there atage 10 and wandered around the InnerSea for a few years. It was during this timethat he picked up his meager thievingskills. Though he had to steal to survive �for no one seemed interested in hiringhim for honest work � Dangar felt guilty

about taking what wasn�t his.Then, on a visit to Ravens Bluff, he ran

across the Jack Mooney & Sons Circus.To Dangar�s amazement, the circus was

filled with people even he saw as misfits.Seeing a way out of his life of crime, hequickly signed on. Jack Mooney took animmediate liking to the hard-workinghalf-orc. (Perhaps he saw a little of hisown half-elf daughter in the boy.) Andsoon, Jack gave Dangar the opportunityto put together a sideshow attraction.

The half-orc came up with an attractionthat would prey upon people�s baserinstincts, especially their prejudices. Dan-gar built a dunk tank, in which he himselfwould be the �hapless� victim.

Each day and each night, Dangar sits inthe dunk tank and taunts passersby. Hisbarbs are very pointed; he is an astuteobserver of the people who frequent thesideshow, and can often pick out a per-son�s weak spot just by the way he or shedresses or walks. More than once he hasenraged potential customers enough forthem to want to draw a weapon, and helost his eye in a fight caused by one of hiscaustic comments.

After the taunts have drawn them in,Dangar offers humans, elves, halflings,and dwarves the opportunity to dunk anorc, at the price of one copper piece forthree tries. The less enlightened folk ofthe Inner Sea area rarely pass up thechance, and Dangar�s coffers are oftenfull at the end of each night � a fact thatfuels his pessimistic outlook on life.

The operation of the dunk tank is sim-ple. Dangar stands inside the large booth,drawing customers. When enough peopleare gathered, he takes money from some-one, gives them three waterlogged,softball-sized balls, and climbs onto a seatover a large tub of water. The customerthen takes aim at a target, shaped like anorc�s head and separated from Dangar bya wooden wall (so the customer can�tthrow the ball at him), and tries to hit it.

To determine whether a character hassuccessfully dunked Dangar requires acheck against both Dexterity andStrength. If the PC successfully rolls hisDexterity or lower on a d20, he or she hashit the target. The balls Dangar uses areold, waterlogged, and weighted unevenly,though this is hard to detect, so all checksagainst Dexterity are made at +2.

In addition to being hit, the orc�s headtarget must be struck hard enough torelease the seat, knocking Dangar into thedrink. A d20 check against Strength willtell the PC whether or not enough muscle

7

was behind the pitch to get the job done.Like many sideshow attractions, how-

ever, Dangar has fixed his so that he canmake it more difficult for obviously mus-cular characters to win. A little leverbehind the seat allows the half-orc tosecretly adjust the tension on the target. IfDangar chooses, he can add enough sup-port to the target that checks againstStrength are made at +1, +2, or +3 tothe roll.

For almost 15 years, Dangar has made agood living by relying on people�s desireto lash out at orcs and half-orcs. That factdoesn�t make him particularly happy, butit does keep him well-fed.

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Pick A Prize

This is one of the most often-playedgames on the Jack Mooney & Sons mid-way. The brightly colored booth fes-tooned with banners and ribbons beckonsto circus goers. A sign above the counteris an added incentive: All Players Win APrize.

This booth displays about 1,000 items,ranging in value from under a copperpiece to several gold pieces. Each item,displayed on shelves behind the counter,has a string tied to it, and each string goesthrough one of three small sleeves thatare affixed to the counter. The stringsexit the sleeves on the customers� side ofthe counter. Because there are so manystrings it is impossible to tell which onesare attached to which items.

The woman attending the booth,Aetheltheofa, will at a player�s requestpull on all the strings at once. This raisesall the items behind the counter, showingthat each is attached to a string.

To play Pick A Prize, the customerselects a string that exits one of the threesleeves. To pull a prize from Sleeve 1 costsone copper piece; from Sleeve 2, one sil-ver; and from Sleeve 3, one gold. A pullon each sleeve shows the possible treasureis in approximate proportion to moneyrisked. The player then selects a string,pulls, and wins the item that rises, which isalmost always less valuable than theamount he paid to play.

Aetheltheofa, a good-looking youngredhead, keeps up a continual line ofchatter pointing out that there is a winnerevery time. She often suggests to boyspassing by that they might win somethingnice for their girl. If they play, she con-gratulates them on their success, but isquite sympathetic if they seem disap-pointed with the prize. In any event, shesuggests they try again.

The booth is not quite as honest as itappears. The trick is that while all thestrings attached to prizes enter thesleeves, only the strings attached to infe-rior prizes exit to where the customer canpull them. Thus, there is no chance thecustomer will win the really valuable itemsdisplayed. A few winning strings are keptwhere the attendent can slip them to ashill when the crowd needs encourage-ment.

A player can purchase as many stringsas desired, but once 200 have beenselected during a business day, the atten-dant closes the booth for a few hours,

explaining that she has to restock. There-fore, even if a wealthy circus-goer boughta large number of pulls, he will gain nomajor prize. If the player tries to cheat,nearby circus strong-arms will have anunpleasant talk with the offender.

Use the table below to find what thecustomer has won.

D100 Prize01-40 small statue41-50 ring, obviously not magic51-65 cheap glass jewelry66-75 shoddy, nice-looking weapon76-90 small toy91-98 banner99 reroll, item is worth price paid00 reroll, item worth double the

price paid

Most prizes are worth about one-fourththe amount the customer paid to play.This should be obvious to most playersafter a round or two. As such, the prizesare also useless to use in trade elsewhere.

If a PC examines any small statue won,he sees a small paper edge sticking out ofthe statue. He must break the statue toexamine the paper.

The paper is clearly part of a map. IfAetheltheofa is asked about the paper,she explains that she has heard that avaluable treasure map was lost at theAcmeum Cheapus Statue Factory (true)and never found (true) and was believedto have become part of some of the statues(also true). However, the paper the playerhas is probably a fake put in by Acmeumto get people to break statues and buymore. Most people by now have caught onto the scam, so the player will not be ableto sell the map piece.

However, it is always possible an errorwas made and the player really could havea portion of a treasure map that wouldlead to an adventure.

Aetheltheofa Wilfora

0 L e v e l F e m a l e H u m a n

STR: 9INT: 6WIS: 6DEX: 13CON: 12CHA: 17AC Normal: 10AC Rear: 10Hit Points: 3Alignment: Neutral Good

8

Languages: Common, limited Dwarvish,limited Elvish

Weapon Proficiencies: DaggerNonweapon Proficiencies: None

Appearance: Aetheltheofa stands 5�10�tall, weighs 150 pounds, and has curly redhair and brown eyes. Her tan face has asmattering of freckles. While her normalmidway attire is colorful and not quiterevealing, it definitely fits her snugglyand loosely in just the right places toattract men to Pick A Prize.

Background: Born in the circus, the16-year-old Aetheltheofa is pleasant andkind-hearted. She is loyal to her mother,who has taught her a lot about circus life,and has finally given up asking about herfather, who she never met. Aethel lacksthe temper associated with her red hair.She likes encouraging people to do things(in particular to spend money at herbooth or on her). While completely unin-terested in adventuring, she will happilylisten to all adventuring stories � at leastwhile the talker is playing at the booth �and will appear to admire any player�sgreat accomplishments.

Aetheltheofa�s mother has warned herabout predatory males who are out for nogood. But those warnings have had theopposite effect on the young woman, andshe is overtly looking for some attractivefellow to sweep her off her feet. She israther disappointed the circus men shedates are such gentlemen. She does notknow they are so polite and keep theirhands to themselves because they fearAetheltheofa�s mother, Eadwyn. If aplayer character chooses to romanceAetheltheofa, there is a good chance Ead-wyn will attempt to force the adventurerinto a swordpoint wedding ceremony.

Actually, Aetheltheofa is a true inno-cent, trusting in everyone and unable tosee evil even in the most obvious threat.She also believes herself incapable of eviland would be shocked to learn she is run-ning a con game. (Her mother arrangesthe sleeves so the rubes cannot win. Shewisely doesn�t feel her daughter can betrusted to do it right.)

Her innocence is the main reason sheruns the booth so well. Athel is so openlyhonest the customers assume everythingshe is doing is honest.

She is not very observant. After run-ning the booth for more than a year, shehas yet to notice that no big prize is everwon, except by shills. Nor does she really

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understand what shills are. She merelyknows that if there is a good crowd that isnot buying, she is to make a certain signaland one of the circus folk, dressed like ahick, will come over. She is to give him acertain string. It certainly will not occur toher that the odd way she holds the sleeveis to disguise the transfer of the winningstring.

Eadwyn Wilfora

2nd Level Human Female Thief

STR: 8INT: 14WIS: 16DEX: 15CON: 6CHA: 10AC Normal: 9AC Rear: 10Hit Points: 2Alignment: NeutralLanguages: Common, Elvish, Dwarvish,Halfling

Weapon proficiencies: Dagger, shortbowNonweapon Proficiencies: Disguise (9),gaming (10), appraising (14)

Thief Skills:

PP OL FT MS HS DN CW RL60 25 5 25 20 15 60 --

Appearance: Eadwyn is 55 years old, butlooks considerably older. She is 5�8� tall,weighs 150 pounds, and has blue-grayeyes and wavey gray hair. She looks to be(and basically is) one of the commonworkers around the circus.

Background: Raised in an orphanagewith no knowledge of her parents, Ead-wyn left at the first opportunity andstarted working odd jobs in taverns andother service establishments. She livedthis way for nearly 30 years until her pick-pocketing of customers got too obviousand she found it progressively harder tofind work.

This development forced her to trulybe on her own. Eadwyn soon met a manwho said he was going to �invest� her con-siderable earnings and stealings in a cir-cus. She trusted him and gave him hersavings. He left the next day on a businesstrip to handle her money. She never sawhim again. He left her broke and preg-nant. With no place else to go, Eadwyn

wandered the streets looking for work.She eventually found a job with theMooney & Sons Circus, and has worked asa circus washerwoman and pickpocketever since. Her establishment, Pick APrize, opened about two years ago andwas funded by her ill-gotten gains.

Eadwyn is grim, highly cynical, and selfcentered. She assumes the worst of every-one, does no favors, and expects none.Honesty is not Eadwyn�s policy, althoughshe doesn�t actively try to hurt others. Heronly love is her daughter, Aetheltheofa,who she blindly loves and has overpro-tected all her life. Whatever sacrifice isneeded for Aethel�s good (which may notbe what Aethel wants) will be made. Who-ever is a �threat� to Aethel had best watchEadwyn.

Since Eadwyn deems it unlikely she willlive more than another five years, muchless be able to protect Aethel that long,she is searching for a substitute protector,preferably a wealthy husband. However,recalling her own troubles with men, sheis being very selective.

Eadwyn will encourage any PC whoappears to have some wealth and holdingsto court Aethel. The PC must seem will-ing to protect her. All others get run off atdagger point.

Eadwyn can be friendly if the situationseems to her advantage. In fact, if a cus-tomer were to have a yen for olderwomen, and has gold, Eadwyn wouldquickly warm up to him and seem verypleasant. However, she prefers pickingpockets to romance. If she is caught steal-ing, she�ll rely on claims of �just a mistake�and being a poor helpless old lady. Ifcaught, she�ll lay low until the circus getsto a new town, then start picking pocketsagain. She does not realize that JackMooney probably will turn her over to thelocal authorities if she is caught doinganything illegal. She believes thatMooney, being a circus promoter, is everybit as shady as she is.

Arthur's Archery

Arthur�s Archery is among the more pop-ular games of skill � especially amongadventurers and young men.

There are no games for children here.However, there is a special walled sectionwhere children can pay one copper pieceto shoot ten arrows at a target. The chil-dren�s bows are specially designed so theydo not require much strength to pull.

There are three levels of competition

9

open to youths and adults � Contestant,Bowman, and Archer.

Contestant is the least difficult level andis the one most commonly attempted.Each contestant pays one silver piece andis given three arrows. The bullseye hasthree valid target areas; the outer is equiv-alent to AC 6, and hitting it is worth 1point; the middle section is treated as AC4 and is worth 2 points; and the center istreated as AC 2 and is worth 4 points. If apatron scores six points with three arrows,he or she will be given a choice of a col-orful children�s toy bow, a tiny silver pinin the shape of an arrow, or a free pass touse at the Bowman level. The child�s toyand the pin are worth about 10 silverpieces each.

Bowman is the next highest degree ofdifficulty and costs five silver pieces toenter. The majority of the participantsusually do not have the skill to match theiregos, and is thus the largest money-makerfor the booth. As in the previous skilllevel, the target has three valid areas, butthey are smaller and the target is fartherfrom the shooter. Contestants can shootthree arrows � again, provided by thebooth. The outer area is AC 2 and isworth 1 point, the middle area is AC 1and is worth 2 points, and the center is AC0 and is worth 3 points. If a total of sixpoints are scored, the contestant canchoose from a pass to the Archer�s level, atiny gold pin in the shape of an arrow, ora silver pin in the shape of a drawn bow.The latter two prizes are worth 4 goldpieces each.

Archer is the top level and costs onegold piece to enter. It is not entered veryoften due to the high cost and the diffi-culty. However, when there are Archercontestants, there is usually a crowd. Inthis event, the contestant is given threearrows to fire at moving targets � six-inch tall glass figurines that swing backand forth on a thin cord. The contestantmust break all three figurines (AC -2) towin, and winners are given a choice of asmall silver arrow pin set with a tiny pearl(value 10 gold pieces) or a coupon goodfor a glass figurine (value to 10 goldpieces). It is unusual for many people towin at this level, so if the glassblowerreceives several coupons at a time forglass figurines, he comes to the booth tovalidate them.

Contestants who win three times at anylevel are turned away from the booth forthe remainder of the day.

The bows and arrows used at the boothare of good quality. The proprietors insist

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that all entrants use the booth�s equip-ment, as they do not want adventurerswith magic weapons improving theirodds.

pock Feldsong. The two became closef r i ends .

James enjoys his current carreer muchmore than his military past, even thoughhis former job made him a very eligiblebachelor in the social circles. He has noplans to leave the Mooney & Sons Circus.

Trenpock Feldsong

James Arthur 3rd Level Male Human Fighter

STR: 18/79INT: 11WIS: 12DEX: 15CON: 17C H R : 9COM: 9AC Normal: 9AC Rear: 10Hit Points: 31Alignment: Neutral GoodLanguages: Common, Circus Jargon

Weapon Proficiencies: Long sword,broad sword, pike, dagger, long bowNonweapon Proficiencies: Cooking (11),fishing (11), endurance (17), running (12)Magic Items: Five arrows +1

Appearance: Trenpock is a compact mus-cular figure at 5�6�. He is 35 years old, hasclose-cropped dark brown hair, and paleblue eyes. Although clean, Trenpockshaves infrequently, and it often looks likehe is attempting to grow a beard.Background: Trenpock lost his left handwhen his shield was ripped from his armin combat. He refused to give up the war-rior�s life, however, and had a doublemetal hook fashioned to replace his losthand. The hook allows him to continueusing a shield and a long bow without anypenalty.

He left the city�s militia three years agowhen he wounded a young urchin who hemistook for a common thief. Althoughthe urchin lived, Trenpock was forevermarked by the incident. It took little per-suading on James� part to get him to joinJack Mooney�s circus.

Trenpock does most of the manuallabor involved with Arthur�s Archery andoften helps out with nearby rides andother attractions.

10

The attraction has three proprietors �the owner, James Arthur, who used to bean archer in the Lord Mayor�s guard; anemployee, Trenpock Feldsong; and anapprentice, Rafance Bilfor.

5th Level Male Human Fighter

STR: 17INT: 14WIS: 12DEX: 18CON: 15CHR: 15COM: 15AC Normal: 5AC Rear: 9Hit Points: 34Alignment: Neutral GoodLanguages: Common

Weapon Proficiencies: Long bow, shortbow, crossbow, hand crossbow, longswordNonweapon Proficiencies: Bowyer/fletcher (18), hunting (11), fire- building(11)Magic Items: Long bow +1, long sword +1,ring of protection +1, and 20 arrows +1

Appearance: James is 6�3� tall, has a lean,but muscular build, and wears his longgray-streaked black hair tucked up undera bright green cap. Although 44 years old,James is in very good physical condition;he attributes it to the circus life and hisefforts to keep up his archery skills.

Background: After many successfulassignments, James left the Lord Mayor�semploy � in the company of Trenpock,an old army buddy � and came to workfor Jack Mooney. James said the changein career was to keep him from gettingbored. However, Lord Mayor CharlesOliver O�Kane jokingly contended it wasbecause James thought the circus mightbring back his youth. Inwardly, Jamesbelieves O�Kane might be correct.

James was a sergeant in charge of thearchery division. The position taught himhow to use a deep, commanding voicethat helps attract business to his booth.During one particulary dangerous assign-ment, his division was guarded by aninfantry platoon commanded by Tren-

Rafance Bilfor

0 Level Male Half Elf

STR: 15INT: 12WIS: 9DEX: 17CON: 15CHR: 13COM: 14AC Normal: 7AC Rear: 10Hit Points: 4Alignment: Lawful NeutralLanguages: Common, Circus Jargon

Weapon Proficiencies: Long bowNonweapon Proficiencies: Juggling (17)Magic Items: Two arrows +1

Appearance: Although Rafance is 17years old, he looks more like a human boyof 12. He stands 4�6� tall, weighs 108pounds, and has light blond hair and asmattering of freckles on his cheeks. Hismost unusual feature is his eyes � one isblue and the other is green.

Background: Rafance is fascinated byelves, even though he was raised in ahuman orphanage. He feels at home inthe circus because of his background.Many other circus employees are orphansor ran away from home. He was taken inby James and Trenpock, and he is hope-ful that between the two he can learn afew fighting skills. In the meantime, how-ever, he is content to work the booth anddo a little juggling on the side. He some-times fills in for sick clowns because of hisjuggling talent.

At Arthur�s Archery, Rafance is incharge of the children�s range and isresponsible for keeping the entire boothtidy. He is very good with children; per-haps they relate to him because of his size.He only calls for James if there are anyconfrontations with children�s parentswho do not believe their youngstersshould be playing with �dangerous weap-ons.�

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For The Byrrds

For the past five years the prize attractionof the Jack Mooney & Sons Circus hasbeen the flying galleon Ravenstar. Crowdsgape in awe at the breathtaking sight ofthe ornate airship floating above the topsof the circus tents. People line up by thescore to ride this magical wonder, which isoperated by the Byrrd twins, Ramen andReman.

The ride�s admission is two gold piecesfor adults, two silver for children. Remanand Ramen each take day-long turnsmanning the spelljammer helm. Whicheverof the twins is not occupied there runs theshow. Customers board the ship by meansof a gangplank dropped from the ship.Although some of the customers com-plain that the price is a bit steep, after athrilling flight through the clouds theyadmit that it was worth even more.

The Ravenstar only operates as a rideduring daylight hours. Customers aretreated to a lengthy ride around a city�senvirons and through several cloud-scapes. Occasionally the twins offer char-tered moonlight cruises, where the ship�srailings are dotted with continual lightsticks and a bard strolls along the deck,singing. These cruises cost 200 gp and areusually chartered by nobles, city officials,and wealthy adventurers.

When the mood strikes them, the twinsliven up the ride with illusionary spells ofa roc, dragon, or other terrible threatheading straight toward the ship. As thepassengers cringe in terror, the visionflies to the craft, then disappears.

In addition to serving as a ride, theRavenstar uses its large cargo hold totransport circus equipment and suppliesto each new location. If the traveling cir-cus is jeopardized by wandering monstersor other unfriendly forces, Ramen andReman use the ship as an aerial battleplatform.

Despite working with the ship for thepast five years, the twins do not know theRavenstar�s full capabilities, and they haveno idea they can use it to travel into space.The twins are simply happy to have theship and make money from its operation.The crew is made up of trustworthy sail-ors who consider themselves fortunate tobe on such a marvelous craft.

The Ravenstar is actually the brainchildof the twins� father, B�eeg Byrrd, aneccentric wizard. The wizard had learnedspace travel was possible, and contacted asecretive merchant who was capable of

constructing the galleon. Unknown toB�eeg, however, this merchant was amember of an alien race called the Arcane(see the Spelljammer boxed set, Lorebook ofthe Void).

B�eeg commissioned the constructionof the ship, using all of his wealth. TheRavenstar appears similar to other spell-jamming galleons, and it gains its ability tofly through the use of a major spelljamminghelm, which converts the magical power ofa seated individual into propulsion for theship. This special chair is hidden in thegalleon. The Ravenstar boasts one uniqueadditional feature. B�eeg ordered a magickeel that would allow the ship to automat-ically hover one meter above any surface.This means if the Ravenstar were to loseits spelljammer helm, the ship would notcrash as long as the keel was intact. Thekeel functions independently of the spell-jammer helm.

Ramen and Reman acquired theRavenstar after returning from an adven-turing stint to learn their father had beenlost at sea and was presumed dead. Theirgrief passed swiftly. What grieved themmore was news that their father had leftthem copperless. Searching the wizard�srecords, they found their father had sunkall of the family�s wealth into a ship thatcould fly through the air.

Actually, the wizard�s notes read�through space,� but Ramen and Remandismissed this as a delusion. Delivery ofthe craft was supposed to take place in afew days on a secluded mountain.

The twins kept the appointment,though neither of them expected any-thing to come of it. They believed theirfather had gone mad and was taken in bya con man. However, their thoughtsquickly changed when they saw theRavenstar drop from the sky. A hoodedfigure floated down from the craft andpresented the twins with a scroll that out-lined the ship and its functions. Then thehooded figure and his crew disappearedinto the night. The twins did not noticethe dark shape of a second ship that trans-ported the hooded man and crew away.

The Byrrd brothers now had the fabu-lous Ravenstar, but they weren�t surewhat to do with it. The thought of spend-ing years learning how it worked did notexcite them. The ship had obvious mili-tary and market value, but the pair didnot relish the idea of giving up the won-drous invention. As fate had it, theMooney & Sons Circus was returning toRavens Bluff for the winter. The twinsthought the circus would be a perfect

11

place for such a craft, and Jack Mooneydid not hesitate to accept them into thecircus family � especially after beingtreated to a brief ride.

Adventurers would be hard-pressed toconvince the twins there is more to theRavenstar. Persistent characters might beable to eventually get the twins to talkabout how they acquired the ship. How-ever, characters who act too pushy or whodoggedly pry will find themselves facing apair of annoyed Byrrd mages, a score ofangry sky sailors, and other circus work-ers who are just a �Hey Rube� away.

Ramen Byrrd

5th Level Male Human Wizard

STR: 13INT: 17WIS: 15DEX: 18CON: 12CHR: 14AC Normal: -1AC Rear: 3Hit Points: 16Alignment: Neutral GoodLanguages: Common, Elvish, Halfing

Weapon Proficiencies: DaggerNonweapon Proficiencies: Ancient lan-guages (17), engineering (14), reading/writing (18), spellcraft (15)Magic Items: Bracers of defense AC 3,dagger +2Spells/day: 4 2 1

Spell Books

Level 1 Spells

AlarmChange SelfFeather FallMagic Missile

Level 2 Spells

Audible GlamerDetect MagicHypnotismSpider Climb

Alter SelfDetect EvilInvisibilityMirror Image

Level 3 Spells

Continual LightFlaming SphereKnow AlignmentStinking Cloud

Clairaudience FireballGust of Wind Hold Person

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Reman Byrrd

5th Level Male Human Wizard

STR: 12INT: 18WIS: 14DEX: 18CON: 11CHR: 14AC Normal: -1AC Rear: 3Hit Points: 16Alignment: Neutral GoodLanguages: Common, Gnomish,Dwarvish

Weapon Proficiencies: Staff Nonweapon Proficiencies: Ancient lan-guages (18), herbalism (16), reading/writing (19), spellcraft (16)Magic Items: Bracers of defense AC 3, staffof strikingSpells/day: 4 2 1

Spell Books

Level 1 Spells

Burning Hands Charm PersonFeather Fall FriendsIdentify Phantasmal ForceSleep Unseen ServantVentriloquism Wizard Mark

Level 2 Spells

Blindness DeafnessDetect Invisibility ESPImproved Phantasmal Knock

Force Summon SwarmLevitate

Level 3 Spells

Clairvoyance Flame ArrowMelf’s Minute Meteors Secret PageSpectral Force Suggestion

Appearance: Ramen and Reman are 29years old, have willowy blond hair, andblue-green eyes. Ramen is 5�6� tall andweighs 145 pounds, while Reman is 5�6�tall and weighs 150 pounds. It is difficultto tell the two apart, even though theyalways wear contrasting clothes. Ramenprefers dark browns and blues, while

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Reman likes pale colors such as peach,beige, and ivory. The pair can wear eachother�s clothes, and will swap outfits toconfuse the sailors and other circus work-ers. Further, their speech patterns arealmost identical � some believe they workhard to sound alike.

Background: The sons of the oncewealthy wizard, B�eeg Byrrd, who lived onthe outskirts of Ravens Bluff, knew froman early age that they would study magic.Their mother left shortly after the boyswere born; B�eeg never told them why.B�eeg spent a great deal of time with theboys, and continually impressed uponthem that they had the right to choosetheir own professions. However, the lookin B�eeg�s eyes told them their choiceswere limited to wizards or frogs. Thetwins wisely opted for the former.

Ramen and Reman have a uniqueempathy between themselves; if one getsan idea the other is quick to pick up on it.They spend hours chatting about newroutes for the Ravenstar, unusual uses forspells, and speculating about Mooney�ssons� motives and work ethics. To facili-tate private conversation, they learned anobscure ancient tongue that apparentlyno other circus workers can understand.

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Tumble Tower

Tumble Tower is an impressive 60-foot-tall structure composed mostly of woodand rope. People who dare this ride climbto one of three levels and leap off thetower.

Despite numerous warning signs indi-cating otherwise, the jump is safe, due toits safety nets.

After paying the one copper pieceadmission fee, patrons climb a 10-footladder to the first level. At the top of theladder is a painted wooden sign whichreads, �The Halfling Hop.� Underneaththe title is smaller print reading �For asmall thrill with little chance of danger.�To prevent accidental falls, three sides ofthe platform are blocked by a rope fence.At the fourth side stands an attendantdressed in black clothes. He beckons thepatron forward, warns him not to divehead first, and rings a bell to signal otherattendants that someone is about to jump.Those looking over the edge of the plat-form see a very rough stone floor litteredwith sharp objects.

The floor is a permanent illusion and isjust above the safety net (see below). Boththe spell and the safety net have been posi-tioned in a wooden box with sides justover 10 feet long. The floor of the box islined with one foot of padding.

A jumper falls at normal speed until hehits the safety net effect and then falls gen-tly to the padding. When a jumpertouches bottom, a halfling hiding at a cor-ner in the box emits a strangled cry foreffect. Other people waiting to jump areheld back from the edge of the platform,�until the jumper can be removed.� Actu-ally, the individual who just jumped isguided out through a small door in theback of the reception box, exiting in anarea which cannot be seen by people wait-ing to climb the tower. After the patronexits, the halfling whistles to let the atten-dants know they can send another jumperdown.

If an individual tries to leap too farfrom the launch site, he is intercepted fivefeet out from the platform by a verticalsafety net which causes him to fall gentlystraight down.

Those brave enough to go beyond theHalfling Hop are instructed to climbanother 10-foot ladder to the next plat-form, where a sign which reads, �Only thetruly stout-hearted should climb to thenext level!� After another climb, daringjumpers reach the second jump level,

titled �The Paladin Plunge.� It is con-structed exactly like �The Halfling Hop�platform and offers the same safety pre-cautions. The only difference besides theheight is the attendant, who is dressed asa paladin. He nods to the jumpers andcommends them for their bravery. Hethen offers the same warning about div-ing head first and rings a bell to warnother attendants about the impendingjump.

If patrons choose to go still higherbefore leaping, they must climb anotherladder. On the 40-foot-high platform sitsa sign which reads, �The final level ofTumble Tower is not intended for use bymere mortals. Continue at your ownrisk!� The sign at the top of the ladderleading to the final level bears the title�Dragon Drop.� The attendant herewears a green sequined cloak to simulatedragon scales. He chuckles nastily andannounces, �a new victim takes the finalstep.�

The tower is tested periodically forsafety to make sure the safety nets are stillfunctioning. Approximately every hour,each attendant throws a small paintedpebble so that it hits the vertical safety net.If it does not fall correctly, an alarm issounded. If a painted pebble (or jumper)lands badly, the halfling sounds an alarm.

Tumble Tower breaks down easily fortravel. Component platforms fit easilyinto the reception box without damagingthe permanent illusion spell. Room is leftfor the two safety nets (one 100� long andone 200� long) and for the ladders andsupport poles. The whole ride packs intoa 10-foot cube which can be transportedby wagon.

New Magic Item

Safety Net: These magical ropes are wovenfrom giant spider or ettercap silk. Safetynets usually are found in lengths of 50,100, or 200 feet. When tied into loopsthey create semi-permanent feather falleffects. These can be placed over open-ings or suspended in the air.

A safety net can operate vertically, hori-zontally, or at an angle, eliminating iner-tia directed perpendicularly to it. Thus, avertical net would eliminate the horizontal(forward) inertia of an oncoming missile,but the missile would still fall downwardat the normal rate.

An object�s inertia is eliminated whenany part of the object touches the area ofeffect of the net, as long as the object�sweight does not exceed 200 pounds plus a

13

number of pounds equal to twice therope�s length in feet. For example, a 100-foot safety net can stop objects weighing upto 400 pounds. The net’s area of effect isas long and wide as the loop. The area iscentered within the loop and as deep asthe loop�s shortest dimension. For exam-ple, a 100� net could be formed into a 20�by 30� rectangle which would have anarea of effect 20� X 30� X 20�. The samenet could form a cylindrical area about 30�wide and 30� deep. Loops with total cir-cumferences less than the net’s length canbe formed with no ill effects. Two or morenets can be tied together to form largerloops with no ill effects, but such combi-nation nets have weight limits based on theshortest net in use.

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The Whitewater

The Whitewater is actually composed oftwo rides, a water slide and a raft ride,both made possible by a decanter of endlesswater and two captive water elementals.Customers access either ride by climbing a60-foot-tall stairway. The WhitewaterSlide costs one copper piece, and theWhitewater Raft Ride costs one silverpiece.

At the base of the tower, patrons of thewater slide are greeted by a sign and apermanent magic mouth, both of which saythe same thing in the Common tongue:�Please remove all armor, weapons, andbreakable objects from your person.These may be checked with the operatorat the base of the tower.� After these con-ditions have been met, the operators allowpatrons to climb the tower. At the 10-footlevel, a smaller sign and a quieter magicmouth carry a warning (also in the Com-mon tongue) : �The management is notresponsible for loss or breakage of per-sonal items, or for any injury which mayresult from actions of the customer.�

Patrons pay the admission price at thetop of the tower. Those who refuse to payare sent back down the ladders. Payingcustomers are allowed to step forwardand jump onto the slide. They experiencetwo small jumps, a downward spiral, andlarge curves along the path of the slide(approximately 150�). At the end, anothersmall jump vaults them from the end ofthe slide into a large tub filled with water,eight feet in diameter and 10 feet deep.Another worker waits here to aid custom-ers who have trouble making it to the sideof the tub. A tube drains excess water intoa reservoir under the ride, where it ispumped back to the top of the tower.

The slide is made of beaten steel whichhas been magically smoothed so custom-ers are not injured. The whole ride iscurved to hold water and avoid danger-ous angles. Near the corners, sides curvehigher than normal to keep patrons fromflying off the slide. The section of slideafter the final curve is completelyenclosed and kept in magical darkness toprovide an extra thrill.

Customers for the Whitewater RaftRide also climb the tower, but on separateladders. A sign and magic mouth at the baseof the raft side of the tower state, �Pleaseleave all weapons and breakables with anoperator at the tower�s base. You maywish to remove any armor for comfort.�The disclaimer about breakage and injury

is repeated on this side, again at the10-foot level.

At the top, customers pay admission (orare sent back down the ladders) and waitfor the next available raft. Up to six adulthumans or several smaller people can ridein any raft. After it is loaded, the raft isreleased to float serenely along its artifi-cial stream � for a short time.

The first curve usually causes theround raft to rotate. Shortly after leavingthe curve, the raft makes a small jump,splashing water on its passengers. Theraft then moves quickly through thesteeper and longer second curve, bump-ing off the sides and rotating. At the endof the curve, the raft meets a more levelsection of water, causing another splash.Soon afterward, it crosses underneath itsprevious path, ideally as another raftsplashes water over the sides from above.The rest of the ride is fairly calm, exceptfor continued rotation and collisions withsides. A large, rectangular, wooden tubwaits at the end to receive the raft. There,passengers are helped from the raft,which is then lifted back to the main plat-form to begin another circuit.

There are six rafts available for theride. They travel along an artificial streamcomposed of wood and reinforced withiron bands. This stream has a squaredbottom, and its sides are padded withleather and rattan bumpers. The receiv-ing tub at the end also has a drain pipe tothe recirculation reservoir.

Both rides begin at a large platform atthe top of the tower. It is described below,with references to the accompanying dia-gram.

1 The circle shown in this area is thehead of a vertical pipe that carries waterfrom the reservoir. The pumping actionis provided by two water elementals whouse their bodies to push water upwardfrom the reservoir. This area also holds adecanter of endless water, set to stream modewhen the ride is operating; this makes upfor water lost to spills, leakage, and evap-oration. The vast majority of the water isdirected into the stream of the Whitewa-ter Raft Ride, keeping a depth of abouttwo feet in the level sections. A smalleramount goes into the slide, keeping itslength wet and slippery.

Water ElementalsIntelligence: Low; Alignment: Neutral;AC: 2; Movement: 6, SW 18; Hit Dice: 12;hp 60 each; THAC0 9; No. Of Attacks: 1;Damage: 5-30 Special Defense: +2 orbetter weapon to hit; Size: L (12� tall)

14

2 Water moves through here, at about aquarter-inch depth, to the slide.

3 Customers may stand in the waterhere before entering the slide.

4 The slide begins its downward slanthere.

5 Here, patrons pay the admissionprice. The operator makes individualswait so they will not follow previous cus-tomers too closely.

6 These are the step platforms to theWhitewater Slide. Customers climb 10feet to a platform, move ahead three feet,and repeat the process until the top isreached. Platforms are wooden and lad-ders are steel.

7 These step platforms are constructedexactly like those in Area 6, but lead to theWhitewater Raft Ride.

8 Customers pay the admission price atthe top of the ladder leading here, thenwind about in line to the rafts. The lastpart of this platform sits above the waterwhich flows into the artificial stream. Anoperator waits here to help remove theraft from the chains which support theraft while it is moved into the stream. Healso helps passengers into the raft.

9 A raft ready for loading sits here.10 Water from area 1 flows through

here to reach the stream.11 The stream begins a slight down-

ward slant here.12 Here the raft moves from the stream

into the receiving tub.13 Passengers leave the raft here, at the

end of the stream. The three operatorshook the raft to chains from above, so thatit can be raised up to the main platform.

14 Three ride operators work here tohelp rafts complete the ride circuit. Aftera raft has been hooked to chains by theworkers below, the operators here usewinches (shown in the diagram) to lift it.The winches are then locked, and the raftis transferred to another set of chains,which are attached to wheels set in a scaf-folding above. The raft is pushed overuntil it is above the loading area. Thechains are then released and returned totheir starting positions, while one of theworkers holds the raft in place with a longpole.

15 This is an access platfrom at the topof a 60-foot ladder. The ride operatorsuse this to travel between levels of theride.

The ride is operated by a group of 12sturdy dwarves who joined the circusafter their copper mine folded. Justbefore joining the circus, they built atower for a wizard, who offered them a

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choice of payments. After looking overthe wizard�s horde, they chose a large,eight-sided device made from aquama-rine and platinum. They estimated that itsgem value alone was considerable (about15,000 gp). Unfortunately (for thedwarves), the device is a holding item,similar to a djinni bottle, for two mean-spirited water elementals. After spendingmost of their ready cash to have the itemanalyzed, they learned that the item couldnot be deactivated or disassembled with-out releasing its occupants, who wouldthen proceed to attack the nearest livingthing. Unwilling to spend any moremoney to get help with the elementals,they hit upon this scheme to safely makeuse of them. They are very suspicious ofany spell casters who loiter near the baseof the tower, as an errant dispel magicmight break their control over the ele-mentals. They are equally wary of oper-ating the ride in bad weather, especially

high winds, because they are afraid that abreak in the system also might release theelementals.

Although they are quite serious, thedwarves are talkative and always eager tohear adventuring stories. They take agreat deal of pride in Whitewater, whichthey constructed themselves. Thoughsturdily built, the ride may be disassem-bled or rebuilt in a couple of hours by theindustrious band. However, it takesalmost 18 hours with the decanter of endlesswater set to geyser to fill the ride with water.Once the ride is filled, the dwarves quietlyrelease the elementals into the reservoirand command them to start pumping.When the circus arrives at a new location,the dwarves look over the ground, mak-ing sure to find an area firm enough tosupport the ride. They also look for anearby place to dump the nearly 32,000gallons of water required to fill the rideand its recirculation system.

15

Each of the dwarves is a first levelfighter. During off-duty times, they asso-ciate with circus people and customersalike, and are always willing to talk aboutfeats of engineering. They are equallyinterested in acquiring another decanter(to decrease set up time) or a few magicalweapons (so they can deal with the ele-mentals and get their money out of thedevice). One or more of the dwarves (allof them when the circus is wintering inRavens Bluff) always are willing to under-take engineering, mining, or constructionwork for reputable PCs. If they find agroup of PCs to be especially trustworthy,they might offer to sell them the devicefor 25,000 gp, though they can be bar-gained down to 15,000 gp. Unsolicitedoffers to buy the device are met with ada-mant refusal, as the dwarves are sure suchoffers are attempts to exploit them andtheir general ignorance of the device andits workings.

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Flight Into TheDragon�s Jaws

Circus goers who are at least three feet tallfeel like they are flying when they pay acopper piece and enjoy Flight Into TheDragon’s Jaws.

The ride starts at the top of a 40� tallwooden platform. Riders climb up curvywooden stairs to get to the attraction, takehold of a set of dragon wings, and �fly�down a metal cable straight into the jawsof a fearsome red dragon.

Actually, the ride is a lot more compli-cated than that and requires regularmaintenance to keep it safe. At the top ofthe ride�s platform is a rope made ofstrong fibers woven with metal; it extendsdown and curves around tall, thick poles.The rope is secured to the poles with steelrings. The path of the rope looks like thecurved tail of a reptile and ends inside awooden structure painted to resemble thejaws of a big red dragon.

Riders at the top hold on to a metalequilateral triangle, which is 2� per side.At the top of the triangle is a pulley devicethat is looped around the main rope, andabove that is a metal decoration shapedlike dragon wings; these wings have holesdriven in them, and they emit ascreaming-whistling sound when therider is in motion. To make the ride safe,thick leather straps are tied around therider and secured to the triangle; if therider lets go of the triangle, he or shewon�t fall.

At the end of the ride a release hookdisconnects the triangle and deposits therider in a soft bed of straw and cloth.

One rider can go down the rope every10 seconds, and there is rarely a timewhen the ride is not busy. At the base ofthe ride is a red mark on one of the plat-form�s poles. The mark is exactly threefeet off the ground; patrons who areshorter than the mark are turned awayfrom the ride.

The proprietor and engineer of theride is Amos Polgate. His assistant is ayoung woman named Linda Grettich.

16

Amos Polgate

5th Level Male Human Wizard

STR: 9INT: 18WIS: 15DEX: 17CON: 10CHR: 14COM: 14AC Normal: 7AC Rear: 10Hit Points: 13Alignment: Chaotic GoodLanguages: Common, Elvish, Halfling,Dwarvish, Gnomish, Centaur, Orcish

Weapon Proficiencies: DaggerNonweapon Proficiencies: Engineering(17), spellcraft (16)Magic Items: Murlynd’s spoon, dagger +1,boots of levitationSpells/day: 4 2 1

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Spell books

Level 1 Spells

Change Self*Feather Fall*Identify

Charm PersonHypnotism

Jump*Mount Spider Climb*

Level 2 Spells

Alter Self*Locate Object

Deeppockets*Wizard Lock

Level 3 Spells

Fly* Secret Page

* Spells usually memorized Linda GrettichAppearance: Amos, a 6-foot-tall man witha thin build and thinning brown hair, wasa generalist wizard who gave up advanc-ing in the profession because his love ofengineering crowded out his spells. Hestill retains his ability as a fifth level wiz-ard, however, and sometimes uses hisspells and magic items to assist with hisride.

Amos weighs 165 pounds, has darkbrown eyes, and tanned skin from beingoutside so much. Although he is 45 yearsold, he acts very much like a child, alwaysgetting excited about new things andalways looking at the world with wonder.

Background: Amos�s childlike naturedrew him to the circus. A wealthy RavensBluff native, the wizard went to the circusnearly every day when it was wintering inthe city and often traveled out of town tosee the circus perform on the road. Sev-eral years ago Jack Mooney jokingly toldAmos he should join the circus; it wouldsave him money because he wouldn�t haveto pay to get in. Amos thought he wasserious and at once accepted his offer.

Amos engineered his own ride, whichhe believes is the most popular attraction� outside of the Big Top show, and he isresponsible for supervising the set up ofall large rides and complex structures atthe circus.

He makes sure each structure is safe.Even though he built many safety fea-tures into his own ride, he still memorizesfeather fall and other spells in the eventsomething might go wrong while a patronis riding. As another precaution, hedoesn�t let young children ride it � hencethe requirement that riders must be atleast three feet tall. This has drawn the ireof many gnomes and a few halflings who

0 Level Female Human

STR: 10INT: 14WIS: 10DEX: 13CON: 11CHR: 12COM: 15AC Normal: 10AC Rear: 10Hit Points: 3Alignment: Lawful NeutralLanguages: Common, Dwarvish

Weapon Proficiencies: NoneNonweapon Proficiencies: Cooking (14),rope use (13), animal handling (9)Magic Items: Ring of feather falling (a giftfrom Amos)

Appearance: Linda is Amos�s only assis-tant. She is 15 years old, is 5� tall, weighs100 pounds, and has honey-brown hairand light brown eyes.

Background: Linda has been with the cir-cus for less than a year, joining it on theroad when she ran away from home.Linda had a bad home life and was takenin by Amos, who considers her a daugh-ter.

Her job is to look over each patron get-ting off the ride to make sure they are nothurt, and to watch those getting on tomake sure they are not too short or arenot carrying weapons or other sharpobjects that could hurt them when theyland.

Although she does not share Amos�slove of the circus, she stays because thecircus employees are like a big family, and

17

cry discrimination. However, Amosstands by his red mark.

Amos enjoys his own ride and uses hischange self and alter self spells to take ondifferent appearances when he rides it afew times a week. In addition, after FlightInto The Dragon’s Jaws closes at dark(Amos claims it is for safety reasons) hewanders through the midway and ridesthe other attractions. The other rideoperators do not charge Amos, as heoften helps them solve mechanical prob-lems.

Adventurers encountering Amos willfind him giddy and pleasant. He occasion-ally hires adventurers to travel to farawayplaces in search of engineering tomes.

she is pleased to draw wages. When she isnot helping Amos she cleans up aroundthe animal cages. Linda is not sure whatshe wants to do with her life, and is notsure how much longer she wants to staywith the circus. She often dreams aboutbecoming an animal trainer.

The LeapingLizard

A sign at this ride�s ticket counter reads�ride at your own risk.� Many of the circuspatrons cannot read, however, and thosewho can usually elect to ride anyway.

The leaping lizard is a mechanical con-traption created by the ride�s proprietorArchibald �Archie� Meadeeze. The metalcreature, which looks vaguely like a smalldinosaur, is covered with the skin of ayoung green dragon to make it appearmore lifelike. A colorful leather saddlesits on the beast�s back.

Patrons pay two copper pieces to ride,and only one can ride at a time. Thepatron sits on the saddle and attempts tostay on the beast while three verbeeg whowork for Meadeeze operate it. The ridelasts five rounds or until the patron fallsoff, whichever comes first. If the patron isable to stay on the contraption until theride is over, he gets one copper pieceback.

The ride has three motions, each oper-ated by a verbeeg � vertical, or jumping,which is an up and down movement madepossible by a lever and a fulcrum; pitch, aforward and backward bucking motionthat works on a bell crank arrangement;and yaw, a side to side spinning move-ment operated by a rope and pulley.

To determine if a rider stays on theleaping lizard, average the rider�s Dexter-ity and Strength, dropping all fractions.The rider must roll under this number ona d20 for each of the ride�s five rounds. Ifthe customer has an airborne riding pro-ficiency he can use his proficiency num-ber if it is higher. The ride stops if therider falls off.

Because mounds of hay and shreddedcloth circle the contraption, injuries arerare and never have been serious.

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Archibald �Archie�Meadeeze

Male Gnome Mechanical Engineer

STR: 9INT: 18WIS: 10DEX: 15CON: 11CHR: 15COM: 11AC Normal: 9AC Rear: 10Hit Points: 20Alignment: Neutral (with Chaotic ten-dencies)Languages: Common, Gnomish,Dwarvish, Elvish, Verbeeg, Circus Jargon

Weapon Proficiencies: Dagger, brassknuckles, short sword, maceNonweapon Proficiencies: Engineering(15), drafting (16) reading/writing (19)Magic Items: Chain mail +2 (never worn)

Appearance: Archie is an unusually smallgnome at 2�6� tall and 48 pounds. He is 69years old, has light brown hair, hazel eyesthat twinkle when he is engineering a newdevice, and a pronounced cleft chin thatadds to his odd appearance. He usuallydresses in somber greens and grays, how-ever he always makes certain to add asplash of color such as a bright orangeneck scarf, a red satin belt, or a lemonyellow cap.

Background: Archie is a retired adven-turer. He traveled with a small band ofhalfling thieves more than a decade ago.He was the group�s only fighter and roseto third level before growing tired of risk-ing his life and not getting a full share ofthe profits. He was positive the halfingswere skimming treasure off the top ofevery take; but he could never prove it.Archie attempted to sign on with anotheradventuring group. However, he couldn�tfind one that would take a 2-½-tall fighterseriously.

Utterly depressed, the little gnomewent to Jack Mooney & Sons Circus,which was making a special appearance inWaterdeep. He was entranced by therides and attractions and immediatelybegan to scheme how to make his ownrides. He followed the circus to severaltowns before getting up the nerve to askMooney if he could sign on.

Mooney told Archie if he came up witha suitable ride, he was welcome. The

gnome spent several months pouringover designs and settled on The LeapingLizard, which would require a few large,strong people to operate. He spent mostof the treasure he had accumulated onparts and materials and advertised for atrio of strong laborers. The only taker wasa salty old adventurer who offered to sellArchie three verbeeg he had captured.Archie, desperate to join up with Jack,agreed, and acquired Logroller, Dark-puss, and Darkpuss. Getting the permitsto keep monsters inside of Ravens Bluffand a few other cities, however, took a fewweeks� work and assistance from JackMooney.

Archie and his giants have been withJack Mooney for the past two years. Thelittle gnome has never been happier.

Logroller

Verbeeg Foreman

Intelligence: Very (11-12)Alignment: NeutralArmor Class: 3Movement: 18Hit Dice: 5 + 5Hit Points: 44THAC0: 15No. of Attacks: 2Damage/Attack: 1-6 + 6/1-6 + 6Special Attacks: NilSpecial Defenses: NilMagic Resistance: NilSize: L (9� tall)

Logroller has long black hair that heties in a braid with colorful yarn. Heweighs 320 pounds, has tanned skin fromworking outdoors, and is very muscular,even though he appears thin. He usuallywears fur and bits of armor, although hetries to dress up the outfits by adding col-orful trim like Archie does. Logroller isthe smartest of the trio and considershimself in charge of the entire LeapingLizard operation.

Logroller has come to enjoy the circuslife because of the pleasant (at least tohim) screams of excited patrons and theever-present aroma of food. He hasfound it easy to accumulate treasure whileworking here, as many patrons drop valu-ables and coins while they are beingbucked around on the ride. Logrollerusually picks up the goodies when theride closes for breaks or for the day. Hehas learned limited Common and talkswith patrons at every opportunity. He hasgrown rather fond of Archie and watchesover him.

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Darkpuss and Darkpuss

Verbeeg Workers

Intelligence: Low (5-7)Alignment: NeutralArmor Class: 4Movement: 18Hit Dice: 5 + 5Hit Points: 34 eachTHAC0: 15No. of Attacks: 2Damage/Attack: 1-6 + 4/1-6 + 4Special Attacks: NilSpecial Defenses: NilMagic Resistance: NilSize: L (10� tall)

Darkpuss and Darkpuss each weighabout 400 pounds, have short-croppedbrown hair to keep it from getting caughtin the ride mechanisms, and wear colorfulcanvas clothes over hides (discarded tentcanvas). They have identical statisticsbecause they are twins. However, theyhave a few minor deformities, which Log-roller and Archie use to tell them apart;one Darkpuss has a club foot and a lip thatcurls down on the left side of his face.

Darkpuss and Darkpuss are not enam-ored to circus life, as they get nervouswith all the yelling children runningaround. Although, they don�t want toleave Logroller, who they have alwaysconsidered their leader. If somethingshould happen to Logroller, however,Darkpuss and Darkpuss would leave thecircus at the first opportunity.

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Jaws Of Death

Jaws of Death is a fun house. Uniqueamong the attractions at The JackMooney & Sons Circus, this ride containsseveral magical effects and demands theattention of at least four attendants. Thefun house is constructed in the shape of ablue dragon, and is entertaining, educat-ing, and open to people who weigh at least50 pounds.

It is the creation of Meril Vill, an agedwizard who spent many years studyingdragons. He is responsible for the major-ity of the enchantments in the ride.

Riders are charged one silver pieceeach, no discounts are given for children.Two to four patrons go through thedragon at a time, traveling through theinternal organs of the beast on a wild jour-ney. The areas and the attractions withinare detailed below.

Area 1: The JawsAfter paying the admission price,

patrons climb a short staircase under theeversmoking nose of the dragon. Fromthere they step onto the tongue of thebeast, which is kept magically soft andmoist. After another climb (or crawl)between the teeth of the creature, patronsreach the entrance to the esophagus. Atthis point they feel wind rushing in andout of the windpipe, located at the level oftheir heads.

Area 2: The EsophagusNext, the participants crawl through a

dark area � unless they are shorter than3� tall and can walk through it. The floorand walls of this tunnel are soft and moist.The tunnel extends 32 feet. Area 2a is a 9�section of the tunnel which slowly rotatesdue to another enchantment. The rota-tion is not fast enough to cause carefulpatrons to fall, but it should disorientthem and keep them off balance. At theend of the tunnel is a hinged doorwaywhich must be pushed open before thepatrons can enter the stomach. A magicmouth at this point encourages any timidor reluctant people to move forward,repeating over and over �The brave willenter. The brave will breathe. The bravewill live.�

Area 3: The StomachThis dimly-lit section is filled with

murky water. When the hatch from theesophagus opens, the water stays in placebecause of the enchantments that have

been placed on it. The magic also pre-vents the water from soaking into the cus-tomer�s clothing and hair. Anotherenchantment renders the water breath-able, but does not change its consistency.After patrons swim about for a few min-utes, two forms appear near the far end ofthe stomach. These are two first levelfighters, one dressed as a sahuagin, theother made up as a bloated zombie with anumber of injuries. They herd customerstoward the doorway to Area 4. The dooris operated by sensitive springs, and any-one landing on the door falls through intothe furnace.

Area 4: The FurnacePatrons fall from the stomach onto a

pile of coal just under the trap door. Coallines the entire floor of this red-lit area,which is warm. The air in here feelsstuffy. Jets of fire spew from severalpoints around the room. Patrons are notharmed because of various magicaleffects. Seconds after the patrons enter,the room begins to grow warmer, the firejets become more frequent, and the atmo-sphere grows stifling. As the hot air rises,it causes two trap doors in the ceiling tovibrate and rattle. Ridges in the sides ofthe furnace allow patrons to climb up tothe trap doors and go through them tothe furnace pipes.

Area 5: Furnace PipesThese pipes are 3� in diameter and

slant forward. Ridges allow customers toclimb up to the open entrances to thewindpipe.

Area 6: The WindpipeWind rushes through this dimly-lit sec-

tion, changing direction every few sec-onds. Permanent gust of wind effects,placed at the spot marked �s� in the dia-gram of the Cardiopulmonary Systemand in Area 7, create this effect. Theysimulate the dragon�s breathing by blow-ing alternately.

Area 7: The LungsWind moves in and out of the lungs

periodically. The sound of rushing air ismagically augmented to be quite loud,making conversation impossible unlesspeople shout. Inward-moving air causesthe outer side of each lung (composed ofsturdy leather) to billow outward untilstretched tight. The changes in air pres-sure will cause customers� ears to pop asthey move through the area. At the insideend of each lung is a weblike membrane

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which allows patrons to enter the heart. Itrepairs itself after people pass through.

Area 8: Pulmonary Artery and VeinAs patrons struggle through the web to

enter this area, they will notice a warm,blood-like liquid which flows along theinner side. The �blood� flows from a cir-cular door ahead and to the left, aroundthe room, and back out a similar door onthe right side of the forward wall. Like thewater in the stomach, the liquid has beenenchanted to maintain its integrity, and itwill not stick to customers or soak intotheir clothing. Subtle lighting makes theliquid appear almost blue on the left, anda bright red on the right. A deep pound-ing noise reverberates throughout thissection, emanating from the heart. Cus-tomers can enter the heart through eitherthe left or the right door.

Area 9: The Heart�Blood� flows from Area 9b to 9a,

through Area 8, into Area 9c and into 9d.The walls pulse with the beat of the heart,and the smell of blood is strong. Between9a and 9b is a door composed of flapswhich open in time to the pounding,which is almost deafening inside theheart. A similar door is situated betweenAreas 9c and 9d. Patrons must gothrough one of these doors. Areas 9a and9b lead to a vein, and lighting gives theblood here a blue tinge. The entrance tothe vein is through a hatch from 9b thatperiodically opens. Similarly, Areas 9cand 9d lead to an artery, and lighting inthose areas make the blood appear brightred.

Area 10: Cranial Blood VesselsThe blood-like substance also flows

along these passages, which are 3� indiameter, forcing most customers to crawlthrough them to reach the brain. Lightingis blue in the left-hand vein and red in theright-hand artery. The smell of blood isstrong in these tunnels, which end inopen entrances to the brain.

Area 11: The BrainThis egg-shaped area contains a multi-

tude of magic effects. �Blood� flows outof the artery, breaks into a number ofsmaller streams which move all aroundthe room to enter the vein and flow backto the heart. White light flashes at variouspoints in the room, and flashes like light-ning between the points.

Light also enters the room from variouspoints. At the sides, it penetrates dimly

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through �eardrums.� A patron whoplaces his head in one of these areas willhear the magnified sounds of the circusoutside. Soon after the customers enter,however, their attention will be drawn tothe eyes in the front of the room. Stairsallow shorter customers to climb up for agood view.

A sophisticated programmed illusionshows a scene of the circus in front of theride. Patrons then see an increasedamount of smoke flow from the creature�snostrils. Flames lick up the sides of themouth, and the head seems to move (thebase of the brain moves somewhat, in con-cert with the illusion). People on the cir-cus grounds appear to notice; some pointand scream. The dragon then launchesitself into the air, circles the grounds, andswoops to flame the crowd. After a fewpasses, accompanied by much screaming,the dragon flies into the clouds. Scenes ofclouds are repeated until customers leavethe brain.

The exit from the room leads to thespine.

Area 12: The Spinal CordThe spinal cord is another tunnel that is

3� in diameter, but this one is dry and

spooky. Light races along the sides of thetunnel, giving a lightning-like effect andproviding the only light. After eight feet,the tunnel slants upward to continuealong the back of the creature. Area 12a isa trap. The rear portion of the platformhere is linked by a spring to the top of thespine. When 50 pounds or more of weightis placed on the forward portion of theplatform, it overcomes the pressure of thespring and falls down, allowing the rearportion to spring upward. This causespatrons to fall into the tail.

Area 13: The TailCustomers slide rapidly through the

lightless tail to Area 13a, where the rideends.

Area 14: Control RoomOperators wait in this area until

needed. The two fighters who herd peo-ple through the stomach wait herebetween customers, and a service manwaits to reset the trap in Area 12a and tohandle any other problems that occur.Concealed doors allow access to Area 3and Area 13.

People enter Area 14 through a con-cealed door at the rear of the dragon.

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A rope ladder can be rolled out for theoperators to climb into the room. A nor-mal door leads into Area 15.

Area 15: Service CorridorThis area allows operators to gain

access to the sections around the lungs, incase repairs are needed.

General Notes: There are vents through-out the fun house, allowing air to circulatein all areas. Most doors operate only inone direction, preventing patrons fromretracing their steps. Groups are sentthrough at three-minute intervals, sothere is little chance for them to bunchup. If people do not exit after a reason-able time, operators fetch them out or callsecurity. Weapons are not allowed intothe ride, and the wearing of armor isstrongly discouraged. These items may bechecked with an operator.

When the Mooney & Sons Circus is on theroad, the Jaws Of Death is broken downinto nine large wagons for transport. Thisincludes one wagon each for head andtail, one wagon for the neck area (the 10feet just in front of the furnace), and sixfor the main body.

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Meril Vill

11th Level Male Human Wizard

STR: 10INT: 18WIS: 16DEX: 9CON: 11CHR: 10AC Normal: 0AC Rear: 0Hit Points: 27Alignment: Chaotic GoodLanguages: Common, Elvish, Gnomish,Orcish, Blue Dragon, Red Dragon, GreenDragon, Gold Dragon

Weapon Proficiencies: Dagger, staffNonweapon Proficiencies: Engineering(18), leatherworking (18), artistic ability(18), spellcraft (16)Magic Items: Bracers of defense AC 0,ringof water walking, ring of warmth, dagger +4,slippers of spider climbing, four scrolls withpermanancySpells/day: 4 4 4 3 3

Spell Books

Level 1 Spells

Affect Normal FiresBurning Hands

JumpSpook

Level 2 Spells

BindContinual LightFog CloudMagic Mouth

Level 3 Spells

Dispel MagicHold PersonSpectral Force

Level 4 Spells

Illusionary WallMinor CreationVacancy

Level 5 Spells

Airy WaterFabricateSeeming

AlarmFeather FallPhantasmal ForceUnseen Servant

BlindnessDeafnessGlitterdustWhispering Wind

Gust Of WindItemWindwall

Magic MirrorRainbow PatternWizard Eye

DismissalPasswallTeleport

Appearance: Meril is nearly 70 years old,although the many potions he has drunkthrough the years keeps him lookingabout 50. He stands 5�6� tall, has shortgray hair, a long gray beard that he oftenbraids, and jet black eyes.

He often dresses in bright blue outfitscovered with sequins and other orna-ments. He believes this fits in well with hisride and helps draw attention to it.

Background: A native of Daggerdale,Meril spent the first few decades of hisadventuring career as a wizard with aband of fighters specializing in dragonslaying. The giant reptiles always fasci-nated Meril, and he was always moreinterested in studying the slain creaturesrather than counting their treasure. Thisusually meant that he got a lesser share ofthe take.

Meril eventually came to understandthe operation of a dragon�s organs, and isone of the foremost experts in the Realmsabout the physical makeup of evil drag-ons.

The wizard joined up with the Mooney& Sons Circus after he watched severalperformances in Ravens Bluff, where hisadventuring band was resting. Meril wastired of wandering through the wilder-ness looking for dragons to slay, and hewanted to put his knowledge to good use�and at theJack Mooney immediately agreed to

same time entertain people.

accept the wizard, in part because a high-level magic user is good protection to acircus traveling on the road.

Meril has been with the circus for fouryears. He enjoys the atmosphere and theability to travel. He also likes the workbecause it brings him into contact withyoung adventurers. The wizard oftenhires groups to bring him the skins of evildragons reputed to be in the area the cir-cus is playing in. Eventually Meril hopesto accumulate enough undamaged skin ofthe same color that his �dragon� can begiven a more realistic exterior.

Tarontuttle�sMerry-Go-Round

This brightly-colored attraction is 20-feetin diameter and has a steam organ in thecenter. As the outer ring rotates, its camsand levers open and close valves on thesteam organ, producing a wondrous, loudmelody that carries over the midway.

The ride�s outer ring consists of two

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concentric circular platforms filled with avariety of painted wooden animals, suchas griffons, unicorns, and pegasi. There isalso a dragon on each platform; the colorof the dragons vary weekly according toTarontuttle�s whim with the paintbrush.

Patrons select an animal to ride on.Each animal has a system of wheels,cranks, and cams that make the animal goup and down as the merry-go-round goesround. The wings of the dragons rise andfall in time with the music.

Six horses work in two shifts to providethe motive power for the ride. They areattached to the ride with spokes and har-nesses. The horses have become as pop-ular as the ride, and children of all racesare rarely short an apple, lump of sugar,or carrot to give them. While Tarontuttledoes not encourage the feeding of hishorses, he does not discourage childrenfrom doing so.

A ride on Tarontuttle�s merry-go-round costs one copper piece. The major-ity of his customers are children. Mostadults decline to ride such an outrageousand obviously gnomish device.

Tarontuttle

0 Level Male Gnome

STR: 12INT: 18WIS: 18DEX: 10CON: 7CHA: 12AC Normal: 10AC Rear: 10Hit Points: 3Alignment: Neutral GoodLanguages: Common, Elvish. Dwarvish,Gnomeish, Orcish, Circus Jargon.

Weapon Proficiencies: NoneNonweapon Proficiencies: Engineering(18), animal handling (horses) (18)

Appearance: Tarontuttle�s youthful looksand build hide his 341 years. The gnomekeeps in shape; his 3�4� frame is 78pounds of muscle and bone. He dresses inbright colors, preferring red and greenover other combinations.

Background: Tarontuttle (his real nameis much longer and difficult to pro-nounce) was born curious. A native ofRavens Bluff, he is open and friendly toeveryone. His pleasant manner is evidentwhen he calls to circus goers, attempting

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to attract them to his ride.He especially likes adventurers, and he

will swap tale for tale with them for aslong as they are willing. He often can befound in the company of adventurersafter the circus closes down. If businesshas been good that day, he buys therefreshments.

Tarontuttle has always considered him-self an adventurer at heart and woulddearly love to go on one adventure to seewhat it is like. If the circus is wintering inRavens Bluff, there is a good chance anadventuring party could coax him awayfrom his ride for a few days out in thewilderness. If Tarontuttle leaves his ride,he will ask Silva Elkwood, Jack Mooney�sdaughter, to tend it for him.

The Horses

Tarontuttle�s horses are characters all bythemselves.

Trigger: Male draft horse.Trigger is the largest of Tarontuttle�s

horses and the team leader. Despite hissize he is very gentle. Trigger is a beauti-ful jet-black animal who is especially fondof apples and peanuts. The 10-year-oldhorse adores children and is careful not tonip their hands when they feed him.

Sally: Female draft horseSally, a six-year-old dapple gray mare,

has had two foals by Trigger. One wassold to a farmer, the other, Dolly, remainswith the merry-go-round. Sally is a willingworker. And while she enjoys the com-pany of children, she would much ratherbe with Trigger. Tarontuttle is careful tokeep the two horses on separate shifts.Her favorite treat is toffee apples, how-ever, she tends to eat anything offered bychildren.

Ned, Tom, and Wilbur: male draft horsesNed, Tom, and Wilbur are very strong

and have similar dispositions. They arehams at heart and love attention, espe-cially from demi-humans. Ned, a 14-year-old chestnut roan, loves apples. Wilbur isa sorrel, eight years old, and has a sweettooth that makes him partial to sugar.Tom, also a sorrel, is seven. He will onlytake carrots from strangers, while he willeat nearly anything Tarontuttle provides.

Dolly: female draft horse

Dolly is nearly three years old andTarontuttle still is training her. She is

excitable, tends to scare children, andmust be talked to harshly to calm herdown. She loves apples of all kinds, andhis dapple gray, like her mother.

Draft HorsesIntelligence: Animal; Alignment: Neu-tral; AC: 7; Movement: 12; Hit Dice: 3;hp 20 (Trigger), 12 (Sally, Doily), 15(Ned, Tom, and Wilbur); THAC0 17; No.Of Attacks: 1; Damage: 1-3; Size: L

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Fortune�s Lady

A small black, orange, and red stripedtent is the workplace of Jack Mooney�ssole fortune teller. The tent sits acrossfrom Starbright The Knight and some-times lures circus-goers who are not ableto get into the play because of capacitycrowds. The fortune teller draws only 25to 50 customers a day � perhaps becausepeople believe the fortune teller is a hoaxand don�t want to waste their coins orbecause they are afraid of the future.

A small sign near the tent flap reads:�Fortunes Told, Destinies Predicted, Lau-rinda Borzik Sees All.�

Strings of colorful glass beads make upthe doorway where patrons enter.Incense is always burning inside the tent,which is decorated with large feathers,silk draperies, and unusual art objects. Asmall table near the center of the roomholds three ornately carved wooden can-dleholders. A crystal ball sits on a match-ing wooden stand. A closed off portion ofthe tent, marked by a black silk tapestry,leads to Laurinda�s study.

When a customer enters the tent, Lau-rinda peers up from behind her crystalball, her large, brown eyes studying thepatron. Many patrons are surprised atLaurinda�s age and beauty, picturing for-tune tellers as old, ugly women.

Laurinda has no set fees, varying costsfrom customer to customer. She is a goodjudge of people and usually can tell howwealthy her customers are. She has beenknown to charge peasants one copperpiece for a glance into the crystal ball,while nobles have had to pay many goldpieces.

After accepting her fee, Laurinda castsa cantrip, phantasmal force, or other spell,causing the hollowed interior of the crys-tal ball to fill with pale blue and greensmoke. The smoke rises from the ball andcircles the customer�s head. Additionaleffects visible inside the crystal ball varywith the spell Laurinda uses. While thesmoke begins to clear, Laurinda begins totell vague forecasts for the customer, suchas: �You will meet a tall man who willaffect your life,� � Mysterious forces are atwork all around you � take care whereyou travel,� �Something wonderful isgoing to happen to you next week,��Romance will enter your life very soon,�or �You must change your lifestyle; takemore risks and great things will happen.�

Laurinda will only perform 15 crystalball readings a day. She says that is

because the magical energies of the ballwill not allow for more. Actually, it isbecause that is how many spells Laurindacan memorize to create unique effects.

When she has expended her spells � orwhen patrons want their future told byanother means � Laurinda offers tea leafstudies and palm readings. These serviceswill get the patron no better answers thanthe crystal ball viewing. However, Laurin-da�s presentation and dramatic predic-tions satisfy nearly every customer.

If a patron wants more knowledgeabout the future, and can convince Lau-rinda that he has a good reason for want-ing specific information, she offers tobring out her fortune telling cards. How-ever, she warns the patron that the cardscould reveal something bad, and he mustbe willing to deal with the cards� results.Laurinda does not charge for the cardreading, even though it is the only accu-rate fortune-telling source in her tent.She instructs the patron to select a cardfrom the deck. The card becomes three-dimensional and shows a segment of thefuture.

The study in the back of the tent holdsa hammock, supported by the tent�s poles.Under the hammock is a chest holdingLaurinda�s spell books and profits. Asmall desk holds writing papers, ink,quills, and a jeweled dagger.

New Magic Item

Fortune Telling Cards: Only twelve suchdecks are known to exist. Each deck startswith 50 cards, and is therefore good for50 fortunes. A character pulls a card fromthe deck and rolls 1d12. The numberrolled corresponds to the number ofmonths in the future in which the por-trayed incident will happen. The cardshimmers, becomes three-dimensional,and shows a scene involving the characterwho pulled card. For example, a cardcould show the character finding a greatfortune, being killed in a battle with amonster, finding his or her true love, orany other scene the DM wishes. The sceneis played out before the character forthree minutes, then the card vanishes. Itis possible to alter the future the card dis-played by certain actions; but the carddoes not reveal what those actions are.

Laurinda Brozik

9th Level Female Human Magic User

STR: 9INT: 18WIS: 16DEX: 17CON: 10CHA: 17AC Normal: 7AC Rear: 10Hit Points: 22Alignment: Chaotic GoodLanguages: Common, Elvish. Gnomish,Dwarvish, Halfling, Ogrish, Pixie.

Weapon Proficiencies: Staff, daggerNonweapon Proficiencies: Astrology(18), ancient history (17), ancient lan-guages (18), reading/writing (19), spell-craft (16)

Magic Items: Fortune telling cards (fourfull decks, one deck with 31 cards), dag-ger +3, Bucknard�s everfull purse (silver,electrum, gold type), bag of holding(1,500 lbs size)

Spells/day: 4 3 3 2 1

Spell Books

Level 1 Spells

Audible Glamer*Dancing Lights*Friends

Level 2 Spells

ESP*Hypnotic Pattern*

Level 3 Spells

Gust Of Wind*Illusionary Script*

Level 4 Spells

Fire Charm

Rary’s MnemonicEnhancer*(PhantasamalForce X3)

Cantrip*Detect MagicPhantasmal Force*

GlitterdustImproved

PhantasmalForce*

ClairvoyanceSpectral Force*

HallucinatoryTerrain*

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Level 5 Spells

Advanced Illusion* Teleport

* indicates spells memorized each day forher �fortune telling.�

Appearance: Laurinda is 30 years old.She has large, brown eyes and thick blackhair that falls in spiral curls to her shoul-ders. She is 5� 5� tall, weights 105 pounds,and wears scant, colorful clothes thatshow her curves. She always wears at leastthree necklaces and many rings andbracelets. About her waist she wears a beltmade out of copper loops and coinshapes.

Background: Laurinda, originally fromThesk, joined the Mooney & Sons Circusone year ago after a group of adventurersshe was traveling with died in a hauntedwoods. Laurinda, the ony survivor, recov-ered the spirits� treasure � four decks ofmagical cards that tell the future. Pullingone of the cards from the deck, Laurindaforesaw her own death � if she continuedto adventure.

She immediately changed professions,deciding to capitalize on fortune telling byjoining the Jack Mooney & Sons Circus.She has perfected her act through the useof her spells, and she enjoys making upharmless fortunes for customers. She alsoenjoys appearing aloof, mysterious, andenchanting.

Laurinda only used her magical cardswhen a customer persuades her why he orshe needs to know certain details aboutthe future. These special cases are rareand usually involve adventurers who wantto know if their families will be all rightwhile they journey cross-country in searchof wealth. In other instances, she has usedthe cards for city leaders pondering theeffect of pending rules or upcoming bat-tles.

Laurinda likes walking through the cir-cus midway and often closes her tent soshe can stroll to watch the rides and gamesand listen to the wandering bards. Shepacks her wealth and spell books insideher bag of holding when taking thesejaunts, as she is not too trusting of thecircus patrons. On these frequent walksLaurinda hopes to catch sight of JackMooney, whom she has become smittenwith. She is toying with drawing a cardfrom the deck to see if she has a futurewith the circus ringmaster.

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Teriffic Ts

Operated by the artist Martel Desden andhis nephew, Sartan, this shop occupies asmall corner in the midway. The mer-chandise offered is unique to RavensBluff and other cities in the Realms. AtTerrific Ts customers can buy tunicspainted with various pictures and slogans.

Slogans usually deal with the circus insome fashion. Some are general, such asthe popular, �Mom and Dad went to JackMooney & Sons Circus and all I got wasthis lousy tunic !� Others are more spe-cific, dealing with acts, �I Saw Doagar theBeholder Tamer at Jack Mooney & SonsCircus�; rides, �I Took the PaladinPlunge� or �I�ve Done the Dragon Drop�;or personalities, �Bjorn Bears All.�

Some tunics boast comments on differ-ent aspects of life in the Realms, such as�Serfs Suck,� �Life�s a Beach,� and�There�s No Race Like Gnome.� Othersare targeted at adventurers, such as �MyFull Plate Is At The Smith�s,� �Some Cler-ics Are Pointless,� �Dragon Slayer,� �I�dRather Be Adventuring,� and �WizardsAre Weanies.� Martel also keeps a fewsmaller tunics in stock for infants; some ofthem have such sayings as �Future Mage�and �Wee Warrior.�

Martel�s favorite tunics are those whichdisplay his works of art. He consistentlyproduces beautiful prints on tunics. Someworks are humorous, like a tunic paintedto resemble a chain shirt. Martel prefers,however, to render noble forms ofRealms wildlife, such as unicorns, drag-ons, tigers, griffons, and falcons. He alsotakes requests for other creatures, scenes,or portraits.

Martel�s prices are reasonable. Slogantunics on display sell for two gold pieces;tunics with scenes sell for three. Tunicsmade to order cost four. Martel paintsportraits on tunics for five gold pieces. Inaddition, he also works on other clothing,such as cloaks, belts, and caps. The pricesfor these vary based on the materialinvolved and the elaborateness of the slo-gan or design. Although Martel carries awide selection of sizes and colors of tunics,his stock of other clothing items is rela-tively limited. Customers wanting a cus-tom slogan on a cloak, might have to pro-vide the garment. The cost for Martel�slabor is a minimum of two gold.

Martel Desden

2nd Level Male Human Transmuter

STR: 12INT: 13WIS: 18DEX: 17CON: 10CHA: 11AC Normal: 7AC Rear: 10Hit Points: 7Alignment: Chaotic GoodLanguages: Common, Elvish, Dwarvish,Orcish

Weapon Proficiencies: DaggerNonweapon Proficiencies: Artistic ability(painting) (19), reading/writing (14), her-aldry (13)Magic Item: Wand of ColorSpells/day: 2 + 1 alteration

Spell Book

Level 1 Spells

Affect Normal Fires CantripColor* Color SprayErase Read MagicUnseen Servant Wizard Mark

* Martel usually carries two or three colorspells a day.

Appearance: Martel is 34 years old,stands 5� 8� tall, and weighs 140 pounds.He has brown hair which has begun toturn gray at the temples. His blue eyes arebright and lively. Martel cares little abouthis own appearance, but usually dresses inloose clothing of bright colors. Blues andgreens are his favorite colors to wear. Heseldom wears one of his own tunics.

Background: Martel Desden has a naturalartistic ability increased by formal train-ing at the hands of a master. He haspainted since he was a young man, at firstconsidering it a relaxing hobby. He triedbecoming a wizard and was somewhatsuccessful, but he always found himselftrying to use magic for artistic purposes.

While exploring an abandoned keepwith some companions, he discovered thewand of color and a scroll with the colorspell on it. Considering it an omen ofsorts, he gave up the adventuring life andbecame a professional artist. His saleswere sluggish, and he often found himselfpainting for friends to pass the time. A

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few years ago one of his friends asked himto paint a design on a tunic, and the ideafor Terrific Ts was born. When Martelvisited the circus, he realized that it wouldbe the perfect environment for his pur-suits: he could paint all day, earn moneyat it, and occasionally be truly challenged.Martel asked his nephew to join him sothat the stand could be manned while hepainted. Martel enjoys his work but some-times becomes disgusted by the tacky slo-gans and artwork which sell the best, andhe usually refuses to wear any of his owntunics. He tends to be rather terse in deal-ing with other people. When he receives aspecial request for a tunic, he asks a fewshort, incisive questions and then paints.

If the result does not meet expecta-tions, Martel either reluctantly makeschanges or tells the customer that he hasproduced just what the customer askedfor.

Sartan Desden

0 Level Male Human

STR: 12INT: 13WIS: 14DEX: 17CON: 11CHA: 16AC Normal: 7AC Rear: 10Hit Points: 4Alignment: Chaotic GoodLanguages: Common, Elvish, Halfling,Dwarvish

Weapon Proficiencies: Short swordNonweapon Proficiencies: Artistic ability(singing) (14)

Appearance: At 17, Sartan is a tall youth.He stands 6� and weighs 160 pounds. Heprefers to wear his black hair long, and itcurls down to his shoulders. He is usuallywell-dressed in a white shirt, gray pants,and a brilliant metallic blue vest with�Terrific Ts� inscribed on the back.

Background: Sartan chose recently to gointo business with his uncle, rather thanremain on the farm with his parents. Helacks the painting ability of his uncle, andhe greatly admires the man�s artistic abil-ities. However, he sometimes wondersabout his uncle�s business sense. Sartanhas a head for business and is very con-cerned when Martel argues with custom-ers over the artistic value of a tunic.

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Despite his loyalty to his uncle, he desiresto one day become a bard and move on.And he spends much of his free time indiscussions with the group of liberal bardswho call themselves �Adagio Jones AndThe Goodwinds.�

New Wizard Spell

Color (Alteration)Level: 1Range: TouchComponents: V, S, MDuration: PermanentCasting Time: SpecialArea of Effect: 8 square yardsSaving Throw: None

This spell allows a wizard to effect apermanent color change in cloth. Thespeed at which the change takes place isvariable, depending on the thickness ofthe cloth. With a gesture and a bit of con-centration, the caster can make an entirepiece change to a single hue. If severalcolors are desired, the caster must tracewith his fingers the areas he intends tocolor a specific hue. If the wizard wants toadd a second color to the cloth, he mustcast another color spell. Any color orshade may be created, including metallictints, although these shades do not actu-ally consist of precious metals. The effectis permanent until dispeled.

New Magic Item

Wand Of Color: This item, usable by allclasses and races, allows the user tochange the color of cloth as the color spell.Shaped like a fine painter�s brush, thewand allows greater precision than a nor-mal casting of the spell. The wand wascreated to be easily recharged, and a sim-ple casting of the color spell will addanother charge, up to the maximum of100 charges.

Caricatures

Aster the cartoonist has a small shopwhich is usually placed nearby the othercircus artists, Martel of Terrific Ts andJantz of Portrait Balls. For a price, Asterexecutes cartoonish portraits of custom-ers. The pictures can be done in charcoalor full color, and in a variety of sizes.

Early in the day, Aster sets up his easel,with a disorganized pile of paper, parch-ment, and papyrus nearby. Within easy

reach are his charcoal and other pig-ments, a water basin and towel, a pair ofscissors, his cashbox, and a vial of lightvarnish. The last has a spray mechanismattached and is used to "smudgeproof"his pictures (for an additional fee). A fewfinished pieces are placed around him toshow what he does. While he waits forcustomers, he often works on cartoon ani-mals to attract the attention of passersby.

Customers can choose a costume and asetting for their portrait, and Aster isquite talented at a number of back-grounds and cartoon creatures. He pro-duces portraits with exaggerated featuresand expressions, but usually manages tocatch the essence of the individual.

Prices are as follows:BASE COST ADDED COSTS

SIZE Papyrus Parch- Paper Smudge- Fullment proof Color

9"x12� 2 gp 3 gp 4 gp 1 sp 1 gp12�x18" 4 gp 5 gp 7 gp 2 sp 2 gp12�x27� 6 gp 7 gp 10 gp 3 sp 3 gp

A small portrait can be finished in fif-teen minutes, a medium in twenty-five,and a large in about a half-hour.

Darrin Aster

1st Level Male Human Bard

STR: 11INT: 13WIS: 13DEX: 15CON: 9CHA: 15

AC Normal: 9AC Rear: 10Hit Points: 5Alignment: Neutral GoodLanguages: Common, Elvish, Halfling,Gnomish

Weapon Proficiencies: Dagger, slingNonweapon Proficiencies: Artistic abil-ity (drawing) (14), reading/writing(Common only) (14)

Bard Abilities:

CW DN PP RL50 20 30 5

Appearance: Aster is 5�8� tall and weighs188 pounds. He appears chubby and

jovial, his green eyes sparkling and blondhair always unruly. He cares little about

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his appearance, wearing solid, bland col-ors which usually appear a smudged gray.

Background: Aster (he despises his firstname and refuses to use it) tried his luckas an adventurer, acting as his party�smapper. The wry references and cartoonswhich appeared on his maps oftenamused and sometimes annoyed his com-panions. After a lizardman nearly put aspear through his hand, he decided hiscartoons were more important to himthan adventure, and he quit his wander-ing. He was unable to find a large marketfor his drawings, barely enough to keephimself equipped, until he discovered thecircus. The atmosphere encourages cus-tomers to like his cartoons, even whenthey are bitingly satirical. He never muchliked music, preferring to exercise hisbard abilities through poetry and jokes.As he draws, he constantly talks to his cus-tomers, joking and poking fun at any-thing nearby.

Aster loves the circus life and the peo-ple in it, especially his fellow �artists inexile,� Martel Desden and Jantz Thozzil.

Adventurers looking for a mapper canbe referred to him. He still makes mapsfor others � for a fee. However, he oftentries to talk the customer into a caricatureor two, also. The bard is a good source forrumors, as his customers often tell himabout what is going on in any given areaof the Realms while he draws them.

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Glitz & Klax�sPotions & Elixers

It is the silver tongue of the barker andthe nature of the commodities he hawksthat bring crowds to Glitz�s And Klax�sPotions And Philters in the Mooney AndSons Circus midway.

Glitz and Klax specialize in minorpotions, magical mixtures which haveabout one-tenth the power of full-strength potions. For example, a minorpotion of growth causes the imbiber to growabout seven inches; a potion of treasure find-ing will lead the imbiber to dropped coins.Duration of minor potions are half of thefull-strength varieties.

A minor potion affects only theimbiber, so circus goers will not be able toobtain anything like a potion of human con-trol or a philter of love. Likewise, magicaloils are not available.

The stand looks like a large wagonfrom an old medicine show, with the backserving as a stage for the barker�s pitch.The wagon is painted with bright reds,yellows, and oranges, and it is alwaysclean. The potion laboratory is toward theinside front of the wagon and is wellshielded from the eyes of the public.

The barker is Savilon Glitz, who is fre-quently aided by a halfling, Simon Kladin.G�Ned Klax is the owner of the operationand is the alchemist who turns out theproduct.

The pitch begins when Savilon extolsthe virtues of potions and philters, howthey can enhance people�s appearance,give them more enjoyment of life, andperhaps bring them wealth. Once a crowdhas drawn, which includes a ringer �usually Simon � Savilon asks for a vol-unteer and selects the ringer. The �vol-unteer� drinks a normal potion, which isusually growth because that makes Simonlook impressive. After viewing the tallhalfling, many people in the crowd wantto get one of these potions, and Savilon ishappy to accommodate them providedthey meet the price. Usually before salesbegin he points out that potions don�talways have the same effect on all individ-uals. That way he is able to take moneywith a clear conscience from the rubes.

Cost for the potions and philters rangefrom 10 silver pieces to one gold piece.G�Ned is not the Realms� most organizedperson, so there is a 5% chance that anypotion purchased is actually a full-strength potion.

Minor potions usually availableinclude: climbing, diminuation, hill giantstrength, growth, invisibility, invulnerability,treasure finding, water breathing, beauty,rainbow hues, and ventriloquism. G�Nedmakes full-strength potions for special cli-ents and some of the circus people.

Glitz�s and Klax�s are a major source ofincome for glassblowers during the wintermonths in Ravens Bluff, and for adven-turers anywhere along the circus�s circuitwho have components to sell or trade forpotions.

G'Ned Klax

3rd Level Male Gnome Illusionist

S T R : 7INT: 16WIS: 14DEX: 13CON: 15CHR: 12COM: 7AC Normal: 10AC Rear: 10Hit Points: 6Alignment: Chaotic Neutral (Good ten-dancies)Languages: Common, Gnomish,Dwarvish, Halfling, halting Hill Giant,Circus Jargon

Weapon Proficiencies: StaffNonweapon Proficiencies: Brewing (16),herbalism (14), reading/writing (16),alchemy (16)Magic Items: Periapt of proof against poison

Spell Book

Level 1 Spells

Audible Glamer CantripMending Phantasmal Force

Appearance: G�Ned Klax is 113 years old,3�6� tall, and weighs 88 pounds. His eyesare brown, and his balding pate is sur-rounded by a fringe of black hair liberallyseasoned with gray. He acts the part of agrumpy old coot, rarely venturing out ofhis wagon workshop while the rubes arestill lurking about on the grounds. Butonce the circus is closed he relaxes andenjoys a mug or two of ale beneath thehigh moon.

Background: G�Ned was born in the HighDale and began his adventuring life as anillusionist. However, he quickly put that

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lifestyle behind him after tangling withone too many orcs and nearly losing hislife. After traveling for a year he enteredthe tutelage of the alchemist Carter ofArabel. He learned the trade quickly andtook over the business when Carterpassed on.

He operated the alchemy shop for 40years before he met Joshua Kestrel andlearned about the Sandmen. By then thegnome had grown bored of the mer-chant�s life and felt like adventuringagain. At Joshua�s urging he joined theMooney And Sons Circus, befriendedSavilon Glitz, who was working with theSandmen at the time, and created Glitz�sAnd Klax�s Potions And Philters.

G�Ned enjoys his new venture becausehe gets to see a lot of the country, and hedoes not feel threatened by monstersbecause he is confident no orcs or othercreatures would attack a group this large.

For such an intelligent individual,G�Ned is extremely absent-minded, andhe has taken to writing down almost everythought that strikes him, whether he hasany apropriate writing materials handy.The walls of his workshop and livingquarters are littered with notes on varioustopics, and he has been known to usetents, tables, and even other people�sclothes for his note taking.

G�Ned is not quick to pass judgment onindividuals, however he took a strong dis-like to Simon Kladin when the little thiefwas placed under his direction. His atti-tudes have softened a little through thepast several months, as the halfling hasdisplayed his true talents in mathematicsand organization.

G�Ned misplaced one of his spell books,the one remaining contains only first levelspells. G�Ned can memorize two first levelspells a day; he can�t memorize a secondlevel spell because he doesn�t have accessto spells of those levels. He does not mem-orize spells on a daily basis � only forspecial events or as needed.

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Savilon Glitz

3rd Level Male Half Elf Thief

STR: 13INT: 14WIS: 12DEX: 16CON: 14CHR: 18COM: 16AC Normal: 6AC Rear: 8Hit Points: 13Alignment: Chaotic GoodLanguages: Common, Elvish, Halfling,halting Gnomish, Circus Jargon

Weapon Proficiencies: Dagger, lassoNonweapon Proficiencies: Juggling (15),rope use (16), ventriloquism (12)Magic Items: Bracers of defense, AC 8

Thief Skills:PP OL FT MS HS DN CW RL30 15 30 45 50 45 80 25

Appearance: Savilon Glitz is 25 years old,is 6� tall, and weighs 172 pounds. He haslight blond hair that he wears shoulderlength; his black eyes are flecked with sil-ver. He usually dresses in colorful shirtsand loose pants. However, toward the endof the circus�s stay in a town he begins towear dark clothes which will make it eas-ier to hide in the event unhappy custom-ers want to discuss their complaints aboutthe potions.

Background: Savilon moves about the cir-cus with cat-like grace, inadvertantlyfrightening many people by coming upbehind them.

He was born in Suzail to an abusive anddrunken father, Kleth the smith, and anunknown golden elf. Savilon was sold atage five to the criminal Scala, whodirected a band of child-thieves who oper-ated in the city�s market. Scala taught theyoung half elf to steal, and by the time heencountered Joshua Kestral, Savilon wasone of the city�s best thieves, opting to conhis mark into giving away his moneyrather than stealing it.

However, Savilon found that Joshuawas not his normal prey, and eventuallyhad to spill the entire story of Scala�s oper-ation and how he had become involvedwith it. Kestrel made the boy an offer hecouldn�t refuse � help him shut downScala�s operation or be shut down with it.

No dummy, Savilon chose the formerproposition.

Scala was driven from Suzail, and hercoffers were emptied to fund an orphan-age run by clerics of Helm. That opera-tion birthed the Sandmen, and Savilontraveled as part of the group for about ayear and a half before they joined the JackMooney And Sons Circus. After he hadbeen with the circus a few months, Savilonfelt compelled to try a new career, work-ing with G�Ned Klax.

In his role as a pitchman for Glitz�s AndKlax�s Potions And Philters, Savilon is notabove taking money from the truly mali-cious or uncivil customers, giving them aconvenient potion of delusion or a flask ofgood Rashemen jhuild, the firewine.

Savilon does not make friends easily,but he considers his closest friends to beJoshua Kestrel, G�Ned, and Simon Kla-din. Savilon secretly adores Jack Mooney�sdaughter, Silva, but he does not have theconfidence to approach her.

Simon Kladin

1st Level Male Halfling Thief

STR: 12INT: 14WIS: 11DEX: 16CON: 17CHR: 15COM: 14AC Normal: 6AC Rear: 8Hit Points: 8Alignment: Chaotic Good (Neutral ten-dencies)Languages: Common, Halfling, Elvish,Dwarvish, Circus Jargon

Weapon Proficiencies: Sap, slingNonweapon Proficiencies: Forgery (15),haggling (11), bookkeeping/mathematics(14)Magic Items: Ring of protection +2

Thief Skills:PP OL FT MS HS DN CW RL50 35 15 55 50 20 55 10

Appearance: Simon is 17 years old, stands3�3� tall, weighs 72 pounds, and has shortbrown hair and deep brown eyes. Simonhas a large wardrobe � most of the outfitstattered and worn. He wears a differentoutfit each day; this helps him appear as adifferent person each evening Savilonbegins pitching the magical wares.

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Background: Although he is basically agood person, Simon has a selfish streak,and he is extremely miserly when com-pared to others of his race. This trait con-tributes to his appearance, as he is loatheto spend money on new outfits or to havethe old ones repaired. Savilon has givenup asking Simon to improve his appear-ance and has come to believe the halfling�sattire makes him look more like a com-mon circus goer.

Simon acts as both business managerand bookkeeper for Glitz�s And Klax�sPotions And Philters, handling the con-tacts for the thousands of single-quaffvials that the business uses. Further, hetries to buy the best potion ingredients forthe lowest possible prices from adventur-ing parties. He sometimes commissionsparties to travel in search of particularcomponents.

The young halfling is also a member ofthe Sandmen, albeit under protest. Simonwas making a meager living forgingpapers for a group of rogues who oper-ated out of Marsember when he was con-fronted by Joshua Kestrel and the Sand-men; this event took place on theSandmen�s first circuit with Mooney &Sons. The Sandmen scattered the thievesand their organization, and followingtheir usual procedure placed Simon in anacceptable orphanage. The clerics ofHelm who ran the facility contactedKestrel a month later and told him tocome and get the little demon before theywere forced to release him back into thestreets. The Sandmen adopted the boy torehabilitate him and give him a legaltrade.

Eventually they placed the boy underthe guardianship of G�Ned Klax, and thetwo gained an instant antipathy towardeach other. However, the gnome alche-mist put the boy to work, and the rela-tionship has warmed.

Simon enjoys the rough side of town,and that is where he tries to go once thecircus is closed for the evening. Some-times these outtings are difficult if Kestrelor G�Ned is looking after him.

Simon constantly wears a ring of protec-tion he lifted from one of the clerics in theorphanage. He also carries a pouch ofmarbles and a small bag of metal balls,which he throws on the ground to stopangry citizens who have discovered lightpurses. Another tactic, which Simon usesas a last resort, is to toss a handful of cop-pers into a crowd, hoping the hysteria willhelp him lose his pursuers.

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Portrait Balls

This small, non-descript business sits atthe far end of the midway. Because of itshigh prices, this small establishment �called Portrait Balls � caters to an exclu-sive clientele, mostly nobles or adventur-ers. Customers willing to pay the pricesare given a crystal ball containing a por-trait of their choice. A two-inch diameterball costs 25 gp, and a six-inch ball costs100 gp. A husband and wife team, Jantzand Joli, work the shop.

Customers are met by Jantz, who sellshis wares with such lines as, �It�s a smallprice to pay for an everlasting reminderof your love,� �Only a few gold, and youcan look on the Snowflake Mountainsevery day,� and �Think of what a conver-sation piece it will be.� The shop carries afew landscapes and portraits of ferociousbeasts, but also provides portraits on thespot. When he manages a sale, Jantz callsto his wife, who helps set up backgroundsand costumes.

Once the customer selects the back-ground, Jantz holds a crystalline ball ofthe appropriate size in one hand andpoints his Wand of Portraiture with theother. With the wand, Jantz produces aball of dim light, one to 10 feet in diam-eter, centered around the object or per-son to be in the portrait. He can changethe size of the sphere or move its focus atwill. Joli checks on the view from allangles to insure a good portrait. With thepronunciation of a final command word,the sphere flashes brightly, and a three-dimensional image from the light sphereis permanently embedded in the ball.

The shop wagon holds a large numberof props, such as fake armor and weap-ons, stuffed animals, and artificial plants(made of wood and cloth). If customerswant, they can use these props in the por-traits.

Joli�s work area is also inside the shop.Here, she makes bases and frames for theballs, and puts the finishing touches oncrystal portraits, such as polishing themuntil they glisten.

New Magic Item

Wand of Portraiture: Late in their briefadventuring career, Jantz and Joli discov-ered the Wand of Portraiture and a smallcrystal ball set in an ornately carvedwooden case. These items were near theremains of an ancient wizard in an old

tower. The wand showed no signs of use,but signs of research were nearby. Withsome sage help, they discovered how tooperate the wand. It functions by beingpointed at the person or object, the com-mand �Ready� causes a sphere of light toleap from the wand, centering at a dis-tance determined by the wizard holdingthe item. With hand motions and pronun-ciation of the words �bigger� or �smaller,�the caster changes the size and focus ofthe ball. A sphere 10� in diameter orsmaller costs only one charge, whilespheres up to 100� in diameter costs two.A ball can be made as large as 1,000� indiameter with the expenditure of threecharges. With the pronunciation of theword �flash,� the caster causes the imagesurrounded by the sphere to becomeembedded in a crystalline ball, which thewand wielder must hold in his otherhand.

If a crystal ball is not held, the imageappears briefly before dissipating, wast-ing the charge(s).

Worried that the wand would run outof charges, the couple hired a well-knownyoung researcher called Darsson Spell-maker. With the fragmented notes fromthe site of the discovery, and a great dealof work, Darsson was able to create a rea-sonable duplicate of the spell, which hecalls Portrait. The wand is recharged asoften as necessary with this spell.

Jantz Thozzil

2nd Level Male Human Wizard

STR: 10INT: 14WIS: 12DEX: 11CON: 9CHA: 11AC Normal: 10AC Rear: 10Hit Points: 6Alignment: Chaotic GoodLanguages: Common, Gnomish, Elvish,Centaur

Weapon Proficiencies: DaggerNonweapon Proficiencies: Cooking (14),Herbalism (12), Swimming (10)Magic Items: Wand of PortraitureSpells/day: 2

29

Spell Book

Level 1 Spells

Alarm CantripDetect Magic Read MagicSleep Taunt

Appearance: Jantz is 31 years old, weighs150 pounds, and stands 5� 10� tall. He hassandy brown hair and brown eyes. At theshop, he wears a purple robe to look morewizardly, but he wears more sedate trou-sers and shirts when off duty.

Background: Jantz never liked adventur-ing, but was talked into it by his childhoodsweetheart, Joli, whom he later married.When they found the wand, he saw anopportunity for easier money and beggedJoli to quit adventuring and start a busi-ness. When she agreed, he spent hisinheritance to research the wand, leavingthe couple rather poor. The profits fromPortrait Balls has brought them back mostof their wealth, however. They have beenwith the circus for about five years.

Joli

3rd Level Female Human Fighter

STR: 15INT: 13WIS: 11DEX: 12CON: 13CHA: 12AC Normal: 10AC Rear: 10Hit Points: 24Alignment: Chaotic GoodLanguages: Common

Weapon Proficiencies: Long sword, longbow, battle axe, dagger, footman�s maceNonweapon Proficiencies: Carpentry(15), artistic ability (glasswork) (12), artis-tic ability (decorating and landscaping)(11), gem cutting (10)

Appearance: Joli is a well-built 27-year-old woman of 150 pounds. She stands5�8� tall and has blond hair and greeneyes. She dresses in trousers and shirts,worn tight so they do not interfere withher craft work.

Background: Joli is a proud, somewhatdomineering woman. She has a stronglove for the outdoors and for adventure,and she pushed her boyfriend into join-

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ing her on a few quests. When he askedher to settle down after finding the wand,she resisted at first. After deciding thatthey could still travel, she agreed. Trav-eling with the circus satisfies her wander-lust, though she misses the clash of steeland the smell of old treasures. If there istrouble in the circus, she is one of the firstinto the fray. If anyone were to offer hera fun quest, she would be stronglytempted to take a temporary break fromwork at the shop. She tries to work insome adventuring while the circus is inwinter camp, though she spends most ofthat time making rough crystal balls torefine and polish while on the road.

Starbright The Knight

Laughter and applause come frombeneath the big blue tent flaps of the Star-bright the Knight attraction. Yellow,white, and orange stars are stitched to thetent�s exterior, making it stand out fromits neighboring vendor tents and wagons.As patrons near the tent, the colors seemto shift and the stars appear to dance. It isnot an illusion or any special magic; it isthe result of fine elven blue silk thatmoves easily, yet almost imperceptably, inthe breeze. Newcomers to the circus areso enchanted by the outside of the attrac-tion that they want to see what goes oninside.

A young female gnome, dressed in agown that nearly matches the color of thetent, stands near the entrance beneath asign that reads �Starbright The Knight, APlay with Feeling.� She charges adults twocopper pieces and children, one, to enter.She guarantees all customers will enjoythe show or their copper pieces will berefunded.

The tent�s seating capacity is 25, how-ever on busy nights the operators allow 10more to enter if they are willing to stand.A performance lasts 10 minutes.

The house lanterns dim, a harpist playsa brief melody, and the stage curtains pullback for the show to begin. The playbriefly covers the life of a young squireturned knight who falls desperately inlove with a fair maiden. While the plot isnothing new for theater-goers, the atmo-sphere of the performance is unique.

As the knight walks through a forestwhere a gentle rain is falling, the mem-bers of the audience feel the rain on theirfaces. As the knight waits outside a castle

in the snow, the audience gets cold. Andin the final moments of the play when theknight faces a fearsome red dragon, theaudience smells brimstone, and the airinside the tent becomes warm.

Spell Books

Level 1 Spells

Audible Glamer* CantripChange Self Nystul's Magical AuraPhantasmal Force* Spook

Level 2 Spells

BlindnessFools’ GoldImproved Phantasmal

Force*

BlurHypnotic PatternInvisibility

Level 3 Spells

Invisibility 10’ RadiusSpectral Force*

Level 4 Spells

Phantom SteedWraithform

FearImproved Invisibility

HallucinatoryTerrain*

Vacancy*

* indicates spells memorized each day forthe performance.

The Flintsteeles also put on special Appearance: Martha is tiny even for aplays, where adventurers and nobles com- gnome, standing 2 1/2� tall and weighingmission a performance of their choice. 42 pounds. She is 150 years old, has shinyThese performances cost 50 gold pieces white hair, and twinkling brown eyes. Sheper 10 minutes of performance. The dresses in grays and browns to help herprice is negotiable if business is slow. blend into the shadows backstage.

Background: Born to a merchant familynear Hillsfar, Martha learned all thefemale graces early on � cooking, sewing,and other domestic tasks. She marriedyoung to an illusionist who taught herspells. She learned them only to pleasehim, as she had no real desire to be any-thing other than a housewife. Unfortu-nately, her husband wanted somethingmore than a woman who doted on himand had no desire to have a career or hob-bies of her own. So he left her after theirson, Thouge, was old enough to walk. Ina rage, Martha discarded her marriedname of Flintsteele, and set off on herown.

Heartbroken and frightened, Marthasought work to help support herself andThouge. She was quickly taken in by aHillsfar wizard in need of a housekeeper.The wizard, sensing a magical aptitude inthe woman, began teaching her more illu-sionist spells. This time Martha was inter-ested, and she quickly advanced throughthe magical ranks.

When the wizard died, Martha was

Starbright the Knight is portrayed byan able young actor, and the object of hisaffections is an actress whose physicalbeauty far surpasses her theatrical ability.Some of the backdrops are painted scen-ery, but the majority of the effects such asthe rain, cold, and the dragon, are fabri-cated by the Flintsteele family who runthe attraction. The special effects are pri-marily the results of phantasmal force,improved phantasmal force,and spectral forcespells.

The Flintsteeles include GrandmotherMartha Tanner; her son, Thouge Flint-steele; his wife, Twig Flintsteele; and theirdaughter who stands outside the tent,Grace Flintsteele. Grace, a budding thief,is the only member of the Flintsteele fam-ily who is not an illusionist.

If patrons complain that the show wasnot worth the coins paid, Grace cheerfullyrefunds their copper pieces, notes wherethey put the coins, and then pickpocketsthe coins back.

Martha Tanner

10th Level Female Gnome Illusionist

STR: 7INT: 18WIS: 16DEX: 12CON: 6CHA: 14AC Normal: 10AC Rear: 10Hit Points: 22Alignment: Neutral GoodLanguages: Gnomish, Common, Elvish,Dwarvish, Halfling, Lizardman, Orcish,Circus Jargon

Weapon Proficiencies: Staff, daggerNonweapon Proficiencies: Cooking (19),Seamstress (11), Weaving (17), Herbalism(16), Spellcraft (16)Magic Items: Ring of warmth, portable holeSpells/day: 4 4 3 2 2 plus one illusion perspell level

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once again on her own. Thouge, who hadbeen learning spells from his mother, hadfallen in love with a young gnome illu-sionist and planned to be married. How-ever, Thouge did not want to leave Mar-tha on her own, so he sought an avenuewhere the family could stay together.That avenue was the Mooney & Sons Cir-cus, where Martha and Thouge devisedStarbright The Knight.

Martha enjoys the circus. It affords herthe opportunity to use her spells to enter-tain people and gives her plenty of time tocook, sew, and pick up after her family.She loves Twig as if she were a naturaldaughter, and she is fond of the impetu-ous Grace. However, she disapproves ofGrace�s headstrong manner and is quickto scold any adventurers who take time tochat with her granddaughter.

When the circus is closed or on theroad, Martha enchants scrolls with phan-tasmal force spells to aid in the perfor-mances.

Thouge Flintsteele

5th Level Male Gnome Illusionist

STR: 14INT: 17WIS: 12DEX: 17CON: 14CHA: 12AC Normal: 7AC Rear: 10Hit Points: 14Alignment: Neutral GoodLanguages: Gnomish, Common, Elvish,Dwarvish, Halfling, Circus Jargon

Weapon Proficiencies: DaggerNonweapon Proficiencies: Herbalism(10), spellcraft (15), carpentry (14), tailor(16)Magic Items: Bag of holding (250 lbs size)Spells/day: 4 2 1 plus one illusion perspell level

Spell Books

Level 1 Spells

Audible Glamer*Change SelfSpook

Cantrip*Phantasmal Force*Ventriloquism

Level 2 Spells

BlurImproved Phantasmal

Force*

Hypnotic PatternInvisibility

Level 3 Spells

Spectral Force* Wraithform

* indicates spells memorized each day forthe performance.

Appearance: Thouge is 98 years old,stands 3� tall, and wears his coal black hairso short it resembles beard stubble. Hehas large brown eyes, a string-thin mus-tache that dangles several inches below hischin, and overlarge ears that help givehim a comical appearance. He prefers todress in browns, blacks, and grays to keephis mother happy.

Background: Thouge is very loyal to hismother and admires her because of all thehardships she tells him she has weath-ered. He has no plans to take his familyaway from her while she lives. He believesshe is a good influence on his youngdaughter, and he appreciates that shetakes care of the majority of the familydomestic chores.

Thouge enjoys the circus life because itgives him an opportunity to use his illu-sionist spells without adventuring. He hasheard horrid tales from his mother aboutthe perils and dangers adventurers faceand that adventurers have short lifespans.He worries that his daughter will followthat path, and he does everything possibleto keep her interested in the circus andtheir sideshow.

Thouge�s greatest love in life is Twig,who he adores because of her abilities,courage, and humor. Each week he bringsher a special treat, whether it is flowers,candy, or a trinket he won from a midwayvendor.

Twig Flintsteele

6th Level Female Gnome Illusionist

STR: 12INT: 16WIS: 14DEX: 17CON: 8CHA: 15AC Normal: 5AC Rear: 8Hit Points: 13

Alignment: Chaotic GoodLanguages: Gnomish, Common, Elvish,Dwarvish, Centaur, Goblin, Circus Jargon

Weapon Proficiencies: Staff, daggerNonweapon Proficiencies: Astrology(16), engineering (13), fishing (13)Magic Items: Ring of protection +2, dagger+ 2Spells/day: 4 2 2 plus one illusion perlevel

Spell Books

Level 1 Spells

Audible Glamer*Charm PersonFriendsIdentifySleepTaunt

Level 2 Spells

BindDeeppocketsForgetImproved Phantasmal

Force*Misdirection

Level 3 Spells

ClairaudienceHold PersonSuggestion

Cantrip*Detect MagicHypnotismPhantasmal Force*SpookVentriloquism

Detect InvisibiltyESPHypnotic PatternMirror Image

Ray ofEnfeeblement

ClairvoyanceSpectral Force*Wraithform

* indicates spells memorized each day forthe performance.

Background: Twig is a young-looking90-year-old who at 3�9� is tall for a gnome.She is trim, hence her name, weighing 62pounds. She has dark red hair that shepiles loosely on top of her head, forestgreen eyes, and a soft, melodious voicethat Mooney roustabouts never tire of lis-tening to. Twig is proud of her appear-ance and likes to be seen, wearing colorfulsilk dresses and capes to help draw atten-tion to herself.

Background: A native of Dilpur, Twigran away from home while she was veryyoung to pursue an adventuring life. Shejoined an adventuring company and wasput in charge of caring for the horses andequipment. In lieu of payment, thegroup�s illusionist taught her spells. Aftera few years Twig had enough magical

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power to join the others on trips intoruins. Twig loved the work because it wasrisky and made her feel alive.

However, her adventuring career cameto an end when the group decided to restfor a few days in Hillsfar, where she metThouge and fell instantly in love. Sheagreed to marry him, fully believing shecould pull him away from his mother andmake an adventurer out of him. Thatnever came to pass, and Twig was forcedto accept the life of a home-bound wifeand mother. She believes joining up withthe Mooney & Sons Circus is the onlything that saved her sanity. Being with thecircus allows her to travel, talk withadventurers, and use her spells � even ifit is only to entertain.

Twig tolerates Martha, and on the sur-face treats her with respect. She continuesto love Thouge, although she would leavehim and resume an adventuring career ifGrace were not so young and still at home.When Grace gets older and leaves, Twiglikely will leave, too. Twig believes Graceis her greatest accomplishment. She isproud that the young gnome had thecourage to choose her own profession �despite it not being quite legal. And shesecretly hopes the girl will tire of circuslife and find a good adventuring band tojoin. To this end, Twig eyes obviousadventuring parties and introduces themto her daughter.

Grace Flintsteele

2nd Level Female Gnome Thief

STR: 8INT: 16WIS: 14DEX: 18CON: 18CHA: 16AC Normal: 6AC Rear: 10Hit Points: 16Alignment: Chaotic GoodLanguages: Gnomish, Common, Elvish,Halfling, Circus Jargon

Weapon Proficiencies: Dagger, slingNonweapon Proficiencies: tumbling(18), tightrope walking (18), gaming (16)

Thief Skills:

PP OL FT MS HS DN CW RL65 45 30 45 35 35 55 --

Appearance: Grace takes much of herlooks from her mother. At 40 years old,the young gnome stands 3�4� tall, weighs61 pounds, and has green eyes and longred hair that she braids and wraps aroundher head. Grace refuses to wear dark,somber colors � as that would be follow-ing her grandmother�s wishes. Shedresses in blues, greens, and reds, prefer-ring the elvish silk that the tent is made of.

Background: Grace has lived a third ofher life in the circus. She revels in all thewonderful sights and sounds and oftenfantasizes about performing with the aeri-alists under the Big Top. She learnedthieving skills from Bithlain Lightfoot,who works with The Talking And SingingOwlbear act; and she practices daily byretrieving copper pieces from patronswho demand their money back.

On one such �retrieval� several monthsago Grace pickpocketed two unusualstones. She keeps these as good luckcharms. One stone actually is a stone ofgood luck. The other is a stone of controllingearth elementals. Unbeknownst to Grace,the stones belonged to a chaotic evil nec-romancer who has been looking for them.The wizard has traced their disappear-ance to the Mooney & Sons Circus. It isonly a matter of time before he searchesthe circus to reclaim them.

Despite her attachment to the circus,Grace intends to leave it soon and start alife of adventuring � inspired by hermother�s adventuring tales. She knowsher mother approves, as she has intro-duced adventurers to Grace. However,Grace is biding her time, waiting for thatspecial group where she will fit in, findexcitement, and make a name for herselfin the Realms.

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Living Tattoos

Living Tattoos is a vendor in the midwaywhich is popular among adventurers, sail-ors, and youths from middle class fami-lies.

The proprietor is Flame Groth, apleasant-mannered female dwarf whoruns the business out of her large woodenwagon.

Flame specializes in two kinds of tattoos� those put on a person�s skin with dyesand several different-sized needles, andthose that are magical and that move.

A normal tattoo costs between 5 silverpieces and 20 gold pieces, depending onthe size of the tattoo and how involved thedesign is. Among the most populardesigns are flowers, lightning bolts, heartswith initials in them, birds, names,anchors, and insects, particularly butter-flies. When the circus is wintering inRavens Bluff, Flame is kept busy tattooingravens in various poses on the arms of cityguards. Because Flame is a talented artist,she can generate almost any designrequested.

Magical tattoos range in price between100 and 600 gp depending on the size anddesign. Only adventurers and those fromthe upper class can afford these tattoos.Flame is careful not to let her customersknow she puts these designs on with a spe-cial needle, she lets them believe the dyesare magic. Flame�s dyes are, however,very expensive, and she uses only the bestfor her magical tattoos.

Some samples of living tattoos are:A dragon that flies about on a limb,

such as up and down an arm.Ivy that writhes, growing and twisting

around a limb.Lips kissing and then opening to reveal

fangs.A heart that beats.A wave that breaks against a shore and

then recedes to reveal moving sea life.Various fireworks.A candle flickering.A moving waterfall with birds flying

above it.An hourglass that can be made to tell

time.A snake biting the wearer�s arm with

blood trickling out of the wound.A spider building a web.A small window where the sky changes

from night to day.Flame�s studio is in the back of her

wagon, and she always opens it duringcircus hours so the public can watch her

apply tattoos; this helps to increase herbusiness. The wagon is painted red withgold trim. A sign on top of it is lit by acontinual light spell and reads: Living Tat-toos by Flame.

The doors to the wagon are large, bigenough to allow humans to comfortablyfit through. A curtain of amber glassbeads separates her living quarters fromher studio. Flame has her customers sit ina comfortable reclining chair, while shesits on a small wooden stool to work onthem.

A portrait of a heavily armored blackman fighting a gynosphinx hangs on thewall of her studio. She painted this severalyears ago, and despite numerous offersfor it, she has not been able to part with it.Also in the studio is a comfortable sofathat will fit up to three humans. She letspeople who are waiting to be tattooed sitthere.

Inside her residence is a large red andgold rug that is old and damaged. At onetime it was worth several hundred goldpieces. Also inside is a walnut dresser andchest, both always� locked. Flame wearsthe keys to them on a leather circlet abouther neck. The dresser contains herclothes and tattooing supplies; the magicneedle is kept in a secret compartment ina drawer. The chest contains assorted artsupplies, mirrors, combs, china, variousgems, and gold and glass beads. Flame isso fond of gems and baubles that shetrades tattoos for them. A painting ofFlame and her human mentor hangs in asilver frame in her living quarters. Shealso has several momentos from her yearswith him stored in a chest under her bed� a toothbrush, half-used bar of soap,scissors, small knife, candles, four sketch-books, three wooden goblets, and an hourglass. Also in her quarters are more thanfive dozen books on assorted subjects. Sheuses these for reference when designingtattoos.

There is a small trapped iron box hid-den in the left arm of the sofa in her work-shop. This contains Flame�s best jewelryand gems � nearly 15,000 gp worth.

Flame Groth

Dwarf female 2nd level fighter

STR: 16INT: 14WIS: 10DEX: 17CON: 16C H R : 9COM: 9AC Normal: 3AC Rear: 6Hit Points: 16Alignment: Lawful NeutralLanguages: Dwarven, Common, CircusJargon

Weapon Proficiencies: Hand axe, dag-ger, short swordNonweapon Proficiencies: Tattooing(18), weaving (13), artistic ability (10)Magic Items: Needle of lively tattoos, leatherarmor +2

Appearance: Flame Groth is a 140-year-old mountain dwarf who is 3�10� tall andweighs 125 pounds. She has long whitehair that she braids into rings around herhead. She also braids her long whitebeard, twisting beads and baubles intoeach braid.

Background: Flame grew up in a smallcircus hundreds of miles away fromRavens Bluff. She has no idea who herparents were, and considered the circusher only family. She was raised by ahuman male tattooist, and she appren-ticed under him, learning how to wield atattoo needle and a variety of weapons.After her mentor died, she spent severalyears moving from circus to circus, andjoined up with Jack Mooney when thesmall circus she was with was sold toMooney.

Her mentor taught her the art of cre-ating living tattoos. The secret is in amagic needle, which is rumored to be athousand years old and had been passeddown through her mentor�s family. Whenits command word, �couleur� is spoken, itwill inscribe animated tattoos.

Flame is fond of her art, and when busi-ness is slow she tattoos some of the circusemployees. She does this as much to showoff her skill as to keep herself busy.Although a loner, she enjoys the companyof the Mooney troupe. Her best friendsare Bjorn The Bear Wrestler and BenHakerty. She spends many evenings withthem quaffing jugs of ale and telling oldcircus stories.

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New Magic Item

Needle of Lively Tattoos: This is a long, thinadamantium needle with an ivory handleand finger grips. It allows any characterwith the artistic ability proficiency toincribe beautiful tattoos onto living crea-tures with a successful proficiency check.If the check fails, the tattoo still isinscribed, but is obviously flawed in someway.

If the wielder actually has a tattooingproficiency, he can inscribe tattoos with a+2 bonus to the proficiency number, andany roll five or more less than the basenumber for success results in a tattoo thatis a true work of art.

A skilled tattooist also can attempt amagical, living tattoo once a day. If theproficiency check fails, the tattoo looksfine, but has no special properties. Suc-cessful magical tattoos become animated,generally behaving just like small, perma-nent programmed illusions. Although amagical tattoo cannot leave the area of thebody it was inscribed on, it can movearound or perform various preordainedfunctions on that area. Changing designsare done by overlaying a series of ani-mated tattoos and require a separate pro-ficiency roll for each layer. If one layerfails, the entire tattoo becomes non-magical. If the wielder also has the artisticability proficiency, he may add +1 to theproficiency number, and if the inks usedin the tattoo are magical or especially fine(costing at least 100 gp an ounce), the tat-

tooist can add +2 to the proficiency num-ber. Both bonuses are cumulative.

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Piper�s Song PestControl Agency

Rats are one of the biggest problems fac-ing any outdoor gathering in the Forgot:ten Realms. The Mooney & Sons Circus isno exception. The crowds, garbage, andhiding places make it an ideal breedingplace for various rodents.

Enter the Piper�s Song Pest ControlAgency: Hamlin the bard, Squeaky themagic-using rat, and Shazgrap the were-rat. These three unusual individuals havean equally unusual way of controlling therat population. Instead of traps, poisons,and what-not, they turn the rats into aweekly show.

Early in any given week that the circusis in a town, Hamlin serves as a wanderingmusician and juggler. Toward the end ofthe week, however, he uses his magicalpipes of the sewers to summon any rats thatmay have gathered on the circus grounds.He parades them about the circus, underthe control of his pipes. Squeaky andShazgrap assist with various specialeffects. For example, Squeaky often putsa cantrip spell into effect, and Shazgrapuses her ring of mammal control to get someof the rats to perform tricks. The entireprocession takes roughly half an hour andis especially entertaining for the children.

After the parade, Hamlin marches therats off the grounds. Squeaky casts tele-port, taking the rats to an unpopulatedarea and returning via his ebony fly.Squeaky has several such areas memo-rized, and changes them periodically.

Hamlin

5th Level Male Human Bard

STR: 11INT: 16WIS: 13DEX: 18CON: 13CHA: 17AC Normal: 3AC Rear: 7Hit Points: 19Alignment: Neutral (Good tendencies)Weapon Proficiencies: Short sword, dag-ger, staffNonweapon Proficiencies: Juggling (17),tumbling (18), animal training (rats) (12),singing (17), pipes (17), harp (17), drum(17) tightrope walking (18), disguise (16)

Languages: Common, Elvish, Circus Jar-gon

Magic items: Pipes of the sewers, ring of pro-tection +3, hat of disguiseSpells/day: 31

Thief Skills:

CW DN PP RL50 20 50 55

Spell Books

Level 1 Spells

CantripCharm PersonDetect Magic

Level 2 Spells

Phantasmal ForceRead MagicVentriloquism

Continual Light LevitateESP WebKnock Wizard Lock

Appearance: Hamlin stands 5�11� tall andweighs 155 pounds. He has brown hairand gray eyes. He is slightly color-blind,and his choice of wardrobe reflects this.He almost always dresses in blues andgrays. He is frequently seen wearing abroad-brimmed hat, his hat of disguise,which rarely matches his outfits.

Background: Hamlin was born in a smallvillage near Myth Drannor. The proxim-ity of the city had an effect on the youth;he became fascinated with all the magicthere. At the age of 16, he joined anadventuring party, eventually becoming abard when he could not find a wizard whowould accept him as an apprentice.

However, all the party recovered wasknowledge about lands around MythDrannor; treasure always seemed toescape the group. After one particularlydisastrous adventure, in which the party�swizard was turned into a rat, Hamlindecided to search for gainful employ-ment. The rat, who now referred to him-self as Squeaky, and who retained theability to talk, stayed with Hamlin.

Hamlin feels sorry for Squeaky, butthinks the wizard would not be a rat if hewould have accepted Hamlin as a student.Hamlin never mentions this to the rat,however.

Adventure seemed to follow the pair.During their travels they came across acolony of wererats, which made themprisoners. However, one of the wererats

35

(Shazgrap) had somehow fallen in lovewith Hamlin, and helped the pair escape.From that time on, she has accompaniedthem in their journeys.

Eventually, the trio encountered theMooney & Sons Circus. Seeing an oppor-tunity, they formed the Piper�s SongAgency on the spur of the moment. Jackaggreed to try them out, and they soonproved their worth to the management,becoming full-time circus employees.

Hamlim is basically out for himself. Heis very loyal to his friends, however, andhas a soft spot in his heart for small chil-dren. He enjoys music for the sake ofmusic, and often can be found playing hisfavorite instrument, the pipes, when he isalone. He enjoys the atmosphere of thecircus, and he will not willingly join anadventure that would take him away fromthe circus life.

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Squeaky The Wonder Rat

Formerly Skibex Greycloak10th Level Male Rat Magic- User

STR: 3INT: 18WIS: 10DEX: 18CON: 14CHA: 10AC Normal: 6AC Rear: 10Hit Points: 23Alignment: NeutralLanguages: Common, Neutral

Weapon Proficiencies: Dagger, staffNonweapon Proficiencies: Directionsense (11), reading/writing (19), spellcraft(17), engineering (15), astrology (18), setsnares (17), blind-fighting, ancient history(17)Magic Items: Ebony flySpells/Day: 4 4 3 2 2

Spell Books:

Level 1 Spells

Affect Normal FiresAlarmArmorAudible GlamerCan tripCharm Person

Phantasmal ForceShieldSpookVentriloquismRead Magic

Level 2 Spells

BlindnessBlurContinual LightFog CloudKnock

Know AlignmentMirror ImageMisdirectionPyrotechnicsWeb

Level 3

BlinkDispel MagicFeign Death

Level 4 Spells

Charm monsterDimension DoorEmotion

Level 5 Spells

CloudkillTeleport

Spectral ForceSuggestion

Fly

Extension IImproved InvisibilityPolymorph Self

Telekinesis

Appearance: Squeaky appears to be anormal brown rat, although he is a littleon the large side. In his human form, hestood 5�10� and weighed 145 pounds. Hehad brown hair and green eyes, anddressed in standard magic-user apparel.Now he never bothers with clothes.

Background: Squeaky the Wonder Ratwas originally Skibex Greycloak, a magic-user of some accomplishments. While onan adventure, he sampled a potion of delu-sion, shortly after drinking a potion of poly-morph and assuming the form of a rat.The two potions reacted strangly; as aresult, Skibex is now permanantlytrapped in the body of a rat, and hebelieves that he always has been a rat.

Being a rat has given Squeaky (asSkibex now chooses to call himself) someproblems. While he can talk, thanks to alimited wish spell, he has trouble withsomatic components (paws aren�t likehands). Because of this, any spell with asomatic component has a 20% + 5% perlevel chance of failing when squeaky castsit. In addition, his new form is not wellsuited to carrying material components;he almost never memorizes spells whichhave material components.

Squeaky holds both of his companionsin very high regard. He often can befound roaming about the circus grounds� usually in their company. Most of thecircus employees recognize him as Ham-lin�s �pet rat,� due to a golden collar hewears, and do not bother him.

Squeaky is able to use weapons. He hasa sharpened nail, which he wields like adagger, causing 1-2 points of damage. Astick operates like a staff and causes 1point of damage.

Shazgrap

3rd Level Female Wererat Thief

STR: 8INT: 13WIS: 9DEX: 18CON: 13CHA: 16AC Normal: 4AC Rear: 8Alignment: Chaotic Neutral (Good ten-dencies)Languages: Common, Wererat, CircusJargon

Weapon Proficiencies: Short sword, dag-gerNonweapon Proficiencies: Tumbling(18), juggling (17), blind-fighting

Thief Skills:

PP OL FT MS HS DN CW RL70 40 25 35 30 30 60 --

Magic Items: Ring of protection +2, dagger+1, +2 vs smaller than man sized, ring ofmammal control

Appearance: In her rat form, Shazgrapappears as a normal gray rat, wearing acollar similar to Squeaky�s. In her humanform, she is an attractive redhead, who is5�4� tall and weighs 100 pounds.

Background: While on one of their lesssuccessful adventures, Hamlin andSqueaky were taken captive by a tribe ofwererats, of which Shazgrap was a mem-ber. Hamlin and Squeaky were rescuedfrom this predicament by Shazgrap, whohad never quite fit in with the tribebecause of her chaotic nature. Since thattime, she has accompanied the two.

Shazgrap is not above a little petty lar-ceny now and then, but she will not will-ingly endanger her friends through heractions. She is in love with Hamlin, butlacks the courage to tell him so (Squeakyhas figured it out, but he feels it best tostay out of such matters). Shazgrap nor-mally prefers negotiating or runningrather than fighting, but she will becomequite fierce if Hamlin is endangered.

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The Sandmen

The Sandmen�s presence has been felt innearly every spot the Jack Mooney & Sonscircus has played. The Sandmen are agroup of former warriors, con-men, andresearchers who have joined the circusbecause they believe it affords them agood opportunity to help children.

The Sandmen include Joshua Kestrel,Thurgh, Castron the Storyteller, SavilonGlitz, G�Ned Klax, and Simon Kladin.While they perform their various tasksand acts at the circus, they watch the pass-ing crowds for children who show signs ofneglect or abuse. The group knows thatthey cannot help all the children, so theylook for the most severe cases.

When someone spots a potential case,Simon is summoned from his work at thephilter stand, and he follows the child. Ifthe child has no home, the Sandmen finda reputable orphanage or similar organi-zation in town and take the child there. Ifnone exists, they temporarily adopt thechild and place the waif in good hands atthe next stop. In some cities whereorphans have no place to go, the Sand-men talk with the local clerics and try tohelp them set up a facility for them.

The Sandmen fund orphanges fromthe sales of Klax�s most powerful potionsand from treasure that Joshua saved fromhis adventuring career.

If a followed child has a home, theSandmen wait until nightfall and observethe family to see if the child is abused orneglected. If either is the case, Castronuses his illusions to form the image of amonstrous sandman and warns the par-ents to take care of the child or a horriblefate will befall them.

The Sandmen continue to watch thefamily for the next few days the circus isin town, and if the child continues to beneglected or abused they kidnap theyoungster and place him or her with anorphanage in a nearby town. The Sand-men have been doing this for the past fewyears and have not been caught.

If the followed child simply belongs to apoor family, the Sandmen leave packagescontaining clothing and a few gold pieces.

In any case, the Sandmen leave a callingcard � a small green pouch filled withsand.

The Sandmen have no official status asan organization with the circus, althoughMooney is aware of their doings. Mooneyhas told the Sandmen he will deny anyknowledge of their operation if a law

enforcement agency comes to the circusasking about missing children.

It is possible player character adventur-ers could learn of the Sandmen. In thiscase the group will ask the characters tojoin them. If the characters decline, theSandmen try to exact a promise from thecharacters that they will not reveal theSandmen�s operation.

Joshua Kestrel

Male Human Thief/Fighter Level 5/4

STR: 16INT: 14WIS: 13DEX: 17CON: 15CHA: 15AC Normal: 2AC Rear: 5Hit Points: 35Alignment: Neutral GoodLanguages: Common, Dwarvish, Elvish,Hill Giant, Halfling

Weapon Proficiencies: Hand crossbow(specialized), dagger, lasso, long swordNonweapon Proficiencies: Blind-fighting, disguise (14), rope use (17),tightrope walking (17)Magic Item: Bracers of defense AC 5

Thief Skills

PP OL FT MS HS DN CW RL25 20 15 75 75 45 85 45

Appearance: Joshua Kestrel was bornJacob Whitemane, the son of the rangerSideil and Kendra Whitemane who livedoutside of Waterdeep. He adopted thename Joshua when his parents were killedby a dimension-hopping, extra-planerbeing. The boy, who was 12 at the time,didn�t want to share the same fate. Nowhe is 35 years old, stands 6�6� tall, andweighs 210 pounds. He has green eyesand blond hair, although his hair alwayslooks jet black because he dyes it to fur-ther his change in identity.

Background: Joshua is the head nightwatchman for the circus. His other posi-tion is as a member of the secret organi-zation, the Sandmen.

After his parents� death, Joshua wan-dered in the woods, surviving by his witsfor six years until he signed on with amercenary band, Satryn�s Circle, andtraveled through the Realms.

37

He remained with the group for almosta decade, improving his fighter skills,changing profession to a thief, and slowlygrowing weary of bloodshed. He alwaysgrieved over the innocents who weredestroyed for the sake of a mercenary�sfee. The turning point in Joshua�s lifecame after an assault on a family of hillgiants in the forested hills east of Never-winter. He was told to make sure none ofthe giant children escaped, �so the verminwouldn�t spread.� As he was ready to dealthe death blow to a young giant who wasonly slightly shorter than himself, helooked into the child�s eyes and decidedhe had enough.

Joshua managed to get the child out ofthe lair and away from the mercenaries.He adopted the giant, named Thurgh,and continued to travel throughout theRealms, this time avoiding civilized areas.He tutored Thurgh in the Commontongue and in human customs. He raisedthe giant to be kind and good.

Joshua surfaced a few years later inSuzail, shutting down a child-thieveryring. It was here that he gained the first ofhis Sandmen, Savilon Glitz, who was orig-inally part of the ring�s operation. He alsomade the aquaintance of the gnomishalchemist, G�Ned Klax, who also joinedhis loosely-knit organization. Joshua andhis company joined the Mooney & SonsCircus shortly thereafter.

In the past several years Joshua has suf-fered from insomnia. Although he con-siders it a curse, he also is thankful for itbecause it gives him more waking hours towork at the circus and operate as a Sand-man.

To the casual observer, Joshua appearsremarkably grim, never in good humor.Those who know him well, however, real-ize that he loves the circus and children.

Joshua considers himself a friend ofchildren of all races. He believes childrenare the Realms� only hope for stemmingthe tide of evil he sees washing over theland.

Joshua shares a large wagon withThurgh and Castron Salizar, the story-teller. He can usually be found wanderingthe circus grounds.

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Thurgh

Hill Giant Roustabout

Intelligence: Average (8-10)Alignment: Neutral GoodArmor Class: 5Hit Dice: 9Hit Points: 45No. Of Attacks: 1Damage: 2-16 (rocks), 2-12+7 (club,sword)Size: L (11� tall)Languages: Common, smattering ofHalfling, Gnomish, and Hill Giant

Weapon Proficiencies: Club, two-handedsword, hurling rocksNonweapon Proficiencies: Carpentry(19), rope use (12)

Appearance: Thurgh, now 13 years old,stands 11� tall, weighs 530 pounds, andhas sandy brown hair that he wears in abraid that extends to the middle of hisback. The young, muscular giant is stillgrowing, and therefore usually goes bare-foot so he does not have to continuallybuy custom-made shoes. He dresses inhuman garb � usually tent canvas pantsand colorful broadcloth shirts that heorders specially tailored to fit his frame.Castron makes some of Thurgh�s clothes.

Background: Thurgh spent his earliestyears in the forests east of Neverwinter.The son of the hill giant clan chief Talco, he was pampered and looked up to by theother children. He looked forward to oneday taking his father�s place as clanleader, but he saw those plans dashedwhen a mercenary group called Satryn�sCircle slaughtered the giants. Only theintervention of Joshua Kestrel savedyoung Thurgh.

Thurgh is exceedingly devoted to hisadoptive father, and he tries hard to emu-late Joshua by practicing languages andcombat techniques and by trying to pro-tect children.

Most people around the circus forgetThurgh is a child � especially when heworks to help set up the Big Top and dou-bles as the circus�s tall man. Some of theMooney & Sons employees knowThurgh�s race, but most consider him ahuman who suffered a strange curse thatcaused him to grow. Thurgh and Joshuado nothing to convince those peopleabout the hill giant�s true nature. How-ever, Joshua and Thurgh know the trutheventually will come out when he keeps

growing. When Thurgh reaches matu-rity, he likely will stand 16� tall.

Thurgh is a reserve member of theSandmen and shares a large wagon withJoshua and Castron the storyteller. Heenjoys the company of Castron becausehe likes to listen to stories. He also likes tofrequent the wagon workshop of G�NedKlax, much to the unhappiness of G�Ned.

Castron Salizar

6th Level Male Half Elf Illusionist

STR: 12INT: 17WIS: 16DEX: 17CON: 12CHA: 16AC Normal: 4AC Rear: 7Hit Points: 20Alignment: Chaotic GoodLanguages: Common, Elvish, Thorass,Hill Giant, Halfling, Gnomish

Weapon Proficiencies: Staff, daggarNonweapon Proficiencies: Herbalism(15), artistic ability (storytelling) (16), car-pentry (12), spellcraft (15), tailor (16)Magic Item: Ring of protection +3, flyingcarpetSpells/day: 4 2 2 plus one illusion perspell level

Spell Books

Level 1 Spells

Audible Glamer*Change SelfSpook

Level 2 Spells

Cantrip*Phantasmal Force*Ventriloquism

BlindnessFool’s GoldGlitterdust

BlurHypnotic PatternImproved Phantasmal

Force*

Level 3 Spells

Illusionary Script Phantom SteedSpectral Force* Wraithform

* indicates spells Castron usually memo-rizes to help with his performance.

Appearance: Castron Salizar is 82 yearsold, stands 5�4� tall, and weighs 148pounds. The white-haired, gray-eyed illu-

38

sionist sports a small potbelly beneath hisrobes. He usually dresses in dark purples,blues, and greens.

Background: Castron, who refuses tomention his birthplace or parents, hasbeen with the Mooney & Sons Circus sinceits inception. In fact, the illusionist was inthe very tavern where Jack Mooney gam-bled and won the circus.

Prior to the circus life, Castron studiedwith the wizard Dhergard near Candle-keep. He adventured for a short timeuntil a number of close calls persuadedhim to give up such a dangerous profes-sion. Seeking new employment opportu-nities, he offered his services to the SilverCord Theatre Troupe based in Suzailnear Taneth�s Feasthall. T�Beezly, theleader of the troupe, took the young mag-icker under his wing and instructed himin costume making and set construction.Castron stayed with the theater for sev-eral years, working on what he consideredmenial aspects of production and provid-ing special effects. The troupe was coin-cidentally playing in Zazesspur, where theFull Moon Traveling Circus was windingup its performance. Castron saw Jack winthe circus, immediately decided he likedthe human, and asked to sign up. Jack,still suffering from the shock of his win-nings, took him on.

Castron loves the cheers of the crowdand the smell of greasepaint. His affec-tion for the circus shows in his two dailyperformances in the Big Top. He is billedas �Castron The Storyteller,� entering theBig Top amid a trumpet fanfare and wildapplause. He begins his show by floatingto the center of the ring on his flying car-pet. His tales center on grand journeys –usually escapades related to him byadventurers visiting the circus. He usesintense words, grand gestures, and illu-sions that illustrate the heroes and mon-sters in his tales.

When the Jack Mooney & Sons Circus iswintering in Ravens Bluff Castron is fre-quently hired by local nobles to entertainat special functions and birthday parties.

Despite all his years with the circus,Castron retains the wide-eyed, child-likewonder that first drew him to Jack�s side.He is thrilled to help with any part of thecircus�s operation: rides, signposting, andsitting in for vendors who need a break.He also enjoys working with the Sand-men. He shares a wagon with JoshuaKestrel and the hill giant youth, Thurgh,who Castron hopes he can one day trainas an apprentice illusionist.

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Isbeau Navarne, The Animal Trainer

0 Level Male Human

STR: 12INT: 17WIS: 15DEX: 16CON: 18CHA: 16AC Normal: 8AC Rear: 10Hit Points: 8Alignment: Neutral GoodLanguages: Common

Weapon Proficiencies: WhipNonweapon Proficiencies: Animal han-dling (14), Animal training (great cats,monkeys, horses, and falcons) (15), ani-mal lore (17)

Companion falcon (Imperius): Int Ani-mal; AL Neutral; AC 6; MV Fl 36 (B); HD1-1; hp 6; #AT 3; D 1/1/1; Size S (2�)

Companion monkey (Cheem): Int Ani-mal; AL Neutral; AC 8; MV 9; HD 1 + 1;hp 7; #AT 1; D 1; Size S (2�)

Appearance: Isbeau Navarne is a burlyman who stands nearly 6� tall. He is 45years old and has black hair streaked withgray. His jade green eyes sparkle above ahawk-like nose. He carries himselfproudly, giving off an air of self-confidence. He dresses in greens andbrowns when not performing. His BigTop outfits are usually multi-coloredtights.

A native of Daggerdale, Isbeau grew uparound animals, as his father, Harl, was ataxidermist who hunted almost daily. Hismother died when he was very young.Isbeau�s father tried hard to get the youthinterested in his profession. Isbeau wasinterested enough in animals; he just hadno desire to kill and stuff them.

Isbeau secretly resented his father andwould sneak away from home to sur-round himself with living animals andnature. Animals seemed to like Isbeau,approaching him with little fear. Hewould spend hours watching birds build-ing nests, beavers constructing dams, anddeer grazing.

Isbeau�s father considered the youthlazy because of his unexplained disap-pearances and because he seemed unableto force Isbeau to learn taxidermy skills.However, Harl could force Isbeau intohunting expeditions, even though the boywould not raise a hand against an animal.On one such forced trip, Harl was takingaim with his bow on the largest, mostbeautiful falcon he had ever seen. He wascertain the bird would bring a good pricewhen it was properly stuffed andmounted. Isbeau, who was 14, could nothandle the situation any longer, and heshouted a warning to the falcon. The fal-con flew, being missed by inches by anarrow from the furious Harl.

It was that incident in the woods thatchanged Isbeau�s life forever. The youthdidn�t hear his father yelling at him. Heheard the voice of the falcon inside hishead, thanking him for the warning. Thefalcon was in reality Silvanus, who hadchosen this day and location to visit thewoods near Daggerdale. The god, whowas in no danger from Harl�s arrow, wasnonetheless pleased with Isbeau�s actions.Silvanus bestowed on the youth the abilityto speak with falcons.

Isbeau considered the incident a magi-cal experience, and did not realize a deityhad granted him a special ability. Heremained with his father for a few moreyears before striking out on his own. Hetraveled for a while, eventually meetingan animal trainer who accepted him as astudent. Isbeau proved an excellent pupil,quickly learning the trade and discover-ing his ability to talk to falcons.

Isbeau worked the next decade traininghorses for the nobility of various commu-nities along the Sword Coast. One of hisclients made a passing comment aboutusing his skills at the circus that was play-ing in town, and Isbeau took the messageto heart.

He approached Jack Mooney�s sons, asthe ringmaster was occupied. Mooney�ssons, recognizing Isbeau as a rare find,signed him on and bragged about theaddition to their father. Isbeau fits in wellwith the circus, where all the animals aretreated well. He gets along exceptionallywith Jack Mooney, who shares his viewson animals.

Isbeau�s Big Top act includes great catsand a small monkey. He coaxes the cats tojump through hoops on fire, balance onpedestals, leap over bars, and paradeabout the center ring. A staple to the per-formance is the monkey, Cheem, whorides on the lead cat�s back, chittering and

39

pretending to bother the animal. At onepoint, the monkey grabs the cat�s tail andhangs on, flying wildly in the air. Manychildren have become great fans ofCheem and throw him fruit and nutsafter the performance.

During the day, Isbeau trains horsesand animals for other acts and works withhis own falcon, Imperius, which heacquired while the circus traveled on itscircuit to Waterdeep. Imperius, which isnot included in his act, can retrieve,search, scout, and attack on command.He shares a special rapport with the birdbecause he can talk to it. Cheem, whoattempts to imitate the falcon, haslearned how to retrieve.

When the circus winters in RavensBluff, Isbeau searches for adventuringparties and attempts to sign on as a tem-porary member. He wants the adventur-ers to help him capture great cats andother animals that can be used in the cir-cus. If an adventuring group will notaccept his presence, he tries to commis-sion the group to capture animals. In anycase, Isbeau emphasizes the animals arenot to be harmed.

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Doagar The Beholder Tamer

This recent addition to the Big Topline-up thrills audiences with its spectac-ular effects and dangers. The act isbright, flashy, and completely fake. It wasconcocted largely by the three remainingmembers of a failed adventuring com-pany: Doagar the fighter, Thanthal themage, and Remdar the illusionist.

Before the act begins, Thanthal poly-morphs herself into a beholder and casts afly spell so she can move like the dreadcreature. After receiving some makeup,mostly packets of artificial stage bloodand enough grease paint to cover them,she casts non-detection on herself andenters a large iron-bound wooden chest.As the show begins, the announcer, usu-ally an older roustabout dressed in gaudyclothes, introduces �Doagar the Magnifi-cent, one of the few men in in the Realmsbrave enough to face such incredible dan-ger!� The warrior enters to applause andbows to the assembled crowd. Followingclosely are two burly men carrying thelarge chest holding Thanthal. Doagar isequipped with a shiny, collapsible longsword and a magnificent shield with around, gaping hole and a breakawayplug.

Continuing after the applause slows,the announcer states, �Inside the chest isone of the most terrifying creaturesknown to mankind! The beholder! Itsincredible magical powers are made evenmore dangerous by its insatiable greedand cunning intelligence! A spell cast onthe box keeps the monster helpless until itis released. For your continued well-beingwhen it is released, however, we must pro-vide some protection. Ladies and gentle-men, the wizard Remdar the Wondrous,who will create a magical shield for yoursafety.� Remdar enters the ring, bowing.With exaggerated gestures and incanta-tions, he casts an illusionary wall aroundthe ring, so that only Doagar and the chestremain inside. Meanwhile, the announcercontinues: �Many of you know that thebeholder possesses a powerful anti-magicray which emanates from its central eye,but rest assured that the eye has been dis-abled and cannot be opened. Some of thestill-dangerous powers that Doagar theMagnificent must avoid include the grayray which would turn him to stone; thered which would seriously wound him;and the dreaded purple ray which could

disintegrate him or his possessions.Finally, he must at all times avoid theblack death ray produced by the mon-ster.� After pausing to allow the crowd toabsorb the information (which someadventurers may recognize as false), hesays, �Let the spectacle begin!�

Doagar quickly opens the chest andbacks up. Thanthal slowly rises out of thebox and turns completely around so theentire crowd can view her. Doagar runstoward her and thrusts with his sword,but is quickly driven back by a barrage offlashing lights originating from the crea-ture�s eyestalks (a flash spell cast byThanthal). Some flashes hit Doagar�sshield and bounce off, while others shoottoward the crowd only to splash harm-lessly on the �protective� shield. After apause and some maneuvering, thebeholder releases a pulse of purple whichhits the warrior�s shield, creating a gapinghole in it. (Doagar knocks out the plug).Then a red ray strikes Doagar and he fallsto the ground, face down. The announceremphasizes the danger of his situation.Doagar rises quickly, with bloodstains dot-ting his tunic (caused by dye-filled paperpackets broken when he fell). Doagarbegins a whirlwind attack, leaping in tohack at the eyestalks. Remdar casts a spec-tral force showing three severed eyestalkstumbling to the ground. Thanthal loosesa terrible scream and whirls about, whichkeeps viewers from counting the eyestalksand realizing that none really are missing.The beholder again turns toward Doagarand (casting another flash spell) releasesanother barrage of eye beams. Avoidingthe rays is strenuous for the warrior, andafter running about the ring, he divesaway from one last pulse and lands gasp-ing on the ground. The beholder thenturns toward the audience, and its centraleye begins to open. Turning toward Rem-dar the Wondrous, it emits a pale blue rayfrom the central eye, and the protectiveshield goes down (dispeled by Remdar).The announcer tells the audience to notpanic. Before shock can turn to panic, thebeholder rushes to a stunned Remdar,bites at the frantically gesturing wizard,and shoots him with a purple ray, causinghim to disappear (Remdar casts invisibilityand quietly leaves the ring). Doagar rises,stumbles to the monster, and thrusts withhis collapsible sword; which appears toplunge deeply into the beholder�s body,�killing� it. The beholder drops to theground, lying where it falls like a deflat-ing ball. The act is over, and the actorsclear the set while the announcer calms

40

the crowd and demands applause for thebrave warrior.

New Wizard Spell

Flash (Alteration)Level: 2Range: 0Components: V, SDuration: SpecialCasting Time: 1Area of Effect: SpecialSaving Throw: Special

This basically harmless spell causes animpressive light show. The spell generatestwo light beams for each level of experi-ence the caster has. These can be releasedfrom the fingertips as rapidly as three perround, or as slowly as one per round. Thebeams can be of any color; they are 30yards long and are stopped by physicalobjects, visual illusions, and any upperlevel force spell, such as minor globe ofinvulnerability, wall of force and similarspells.

The rays can dazzle creatures if theyare struck directly in the eyes. A creaturestruck by a ray is dazzled unless the casterdeliberately avoids the eyes, or unless thecreature saves vs. paralyzation. Dazzledcreatures receive a penalty of -1 to attackrolls made during the next round. Thedazzling effect is not cumulative for mul-tiple hits in the same round, but can berepeated by subsequent hits. Blind or eye-less creatures cannot be dazzled.

Doagar4th Level Male Human Fighter

STR: 17INT: 6WIS: 13DEX: 12CON: 16CHA: 16AC Normal: 4AC Rear: 5Hit Points: 27Alignment: Chaotic GoodLanguages: Common, Orcish

Weapon Proficiencies: Long sword, dag-ger, spear, sling, whipNonweapon Proficiencies: Artistic abil-ity (acting) (13), rope use (12), blind-fighting, endurance (16)Magic Items: Long sword +1

Appearance: Doagar stands 5�11� andweighs 170 pounds. He is muscular and

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has blond hair which falls loose to hisshoulders. The 24-year-old Doagar paysmuch attention to his appearance in thering and is always looking for new, flashyclothes.

Background: Once a prosperous adven-turer, Doagar met with disaster in theform of a wizard and his legions ofundead. He lost three levels and six pointsof intelligence in the ensuing campaign,and he decided to retire from activeadventuring. He now considers himselftoo stupid for a life of real danger. Whenhe and his surviving companions discov-ered the circus, Doagar came up with theidea of putting together an act. He ishappy with the circus people, consideringthem his family. He has several ideasabout adding to the act, such as using awhip or spear, or wearing a blindfold. Hefears ridicule, however, and mentions theideas only after he has had too much todrink.

Thanthal7th Level Female Human Mage

STR: 9INT: 16WIS: 12DEX: 6CON: 7CHA: 11AC Normal: 10AC Rear: 10Hit Points: 20Alignment: NeutralLanguages: Common, Elvish, Centaur,Halfling, Lizardman

Weapon Proficiencies: Dagger, slingNonweapon Proficiencies: Directionsense (13), reading/writing (17), spellcraft(14), astrology (16) fishing (11)Spells/day: 4 3 2 1Magic Items: Potion of healing, oil of slip-periness

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Spell Books

Level 1 Spells

Unseen Servant*SleepRead Magic

Level 2 Spells

Cantrip*Magic MissileDetect Magic

Flash*LevitateWeb

Level 3 Spells

InvisibilityStrengthWizard Lock

Spectral ForceNon-Detection*

Level 4 Spells

FlyDispel Magic*

Polymorph Self* Confusion

* Spell usually memorized daily for use inthe act.

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Appearance: When not in her beholderdisguise, Thanthal appears as a sicklywoman, 5�4� tall and weighing 102pounds. Her hair is black and worn short.Thanthal favors robes for normal dress.She is 27 years old.

Background: Like Doagar, Thanthal wasseverely injured in the campaign againstthe wizard and his undead. She con-tracted a virulent disease which led to herpresent state of physical disability. Herhusband, who was the party cleric, wasslain. After Doagar suggested they jointhe circus, Thanthal designed the act. Shesometimes feels bitter toward the othercast members. In her opinion, sheinvented the act and now they steal all theglory and adoration that should be hers.Thanthal is not entirely satisfied withusing non-detection spells to cover her ownspell use during the act, and would verymuch like to obtain an amulet of proofagainst detection and location. She would bevery interested in any proposal that wouldgive her one or even give her a goodchance of getting one.

Remdar7th Level Male Human Illusionist

STR: 8INT: 17WIS: 9DEX: 16CON: 7CHA: 14AC Normal: 8AC Rear: 10Hit Points: 19Alignment: Neutral GoodLanguages: Common, Elvish, Halfling,Dwarvish

Weapon Proficiencies: Dagger, staffNonweapon Proficiencies: Reading/writing (18), spellcraft (15), singing (14),rope use (16), swimming (8), ancient his-tory (16)Spells/day: 4 3 2 1 plus one illusion perspell levelMagic Items: ring of spell storing (containsdispel magic and unseen servant)

Spell Books

Level 1 Spells

Phantasmal Force* Cantrip*Color Spray KnockRead Magic Detect Magic

Level 2 Spells

Flash Invisibility*Improved Phantasmal Misdirection*

Force*Mirror Image Blindness

Level 3 Spells

Spectral Force* FlyInvisibility 10’ Radius Item

Level 4 Spells

Illusionary Wall* Minor Creation

* Spell usually memorized daily for use inthe act.

Appearance: The 24-year-old Remdarlooks quite distinguished, with his jet-black hair, mustache, and fine clothing �he always takes pains to dress well. For theact, Remdar sports a fine gray robe with avoluminous hood and sleeves. He is 5�9�tall and weighs 150 pounds.

Background: Like the other members ofhis group, Remdar suffered injury at thehands of wizards and undead. He neverliked adventuring and was quite happy toretire to the circus, where his alreadyhuge ego is periodically inflated evenmore. He refuses to change the act unlessthe change makes him look better. Rem-dar relies on Thanthal to keep his ring ofspell storing charged.

Bjorn The Bear Wrestler

Bjorn The Bear Wrestler usually can befound in a large red and yellow stripedtent in the midway. His act is a sideshowattraction that regularly draws a crowd,but occasionally it moves to the Big Top ifthe circus is short of talent.

Bear wrestling is not a simple task,although Bjorn makes it look easy. Mid-way patrons pay one copper piece to viewthe show, which is put on inside the tent.

When the act begins, Bjorn�s assistantBen brings out Kingston, a large brownbear. Kingston snarls and growls appro-priately and parades back and forth infront of the audience. Then the bear istaken behind a curtain and Bjorn takesthe stage. He tells the audience aboutbears � how powerful, large, and dan-gerous they are. And he instructs them

42

never to try what he is about to demon-strate.

His assistant brings out the bear forBjorn to wrestle. However, it is not thesame bear. This is Sylvester, a trainedbear which has no teeth or claws. Bjornwrestles with Sylvester and makes it looklike the bear is winning. Eventually Bjornpins the bear, and the crowd usually goeswild.

On rare occasions when Bjorn knowsthere is an adventurer or two in the audi-ence, he asks if one of them would like totry bear wrestling. Any takers are facedwith wrestling Kingston according to theunarmed combat tables in the DungeonMaster’s Guide. Bjorn calls the competitionafter seven rounds or if it looks like King-ston or the wrestler is getting seriouslyhurt. Kingston fights as if to subdue thewrestler. This challenge never is offeredunder the Big Top.

Bjorn The Bear Wrestler

4th Level Male Human Fighter

STR: 18/90INT: 12WIS: 11DEX: 15CON: 16CHR: 14COM: 11AC Normal: 9AC Rear: 10Hit Points: 34Alignment: Neutral GoodLanguages: Common, Elvish

Weapon Proficiencies: Long bow, longsword, dagger, whip, lassoNonweapon Proficiencies: Animal lore(12), endurance (16), gaming (14)Magic Items: Long sword +1, long bow +2

Appearance: Bjorn is 35 years old, stands6�5� tall, and weighs 185 pounds. He haslight blond hair, a short beard which looksalmost white, and ice blue eyes.

Background: About 15 years ago Bjornwas an adventurer, traveling with cousinsin the lands far north of Ravens Bluff.However, the life didn�t suit him, as heoften had moral qualms about killingcreatures for treasure. He found morepleasure in watching creatures, especiallybears, and eventually opted to live in thewilds so he could observe them moreclosely. Bjorn would have been a druid ifhe could have found the right tutor.

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Six years ago Bjorn was studying abrown bear cub which had wanderedclose to his camp. He was so preoccupiedwatching the cub that he didn�t notice thecub�s mother coming up behind him.Bjorn had to fight the bear, and nearlylost his life before he was able to break itsneck. He was injured in the struggle, hisleg badly mangled. Although he recov-ered from the incident and can walkstraight, his maximum movement is 9.

Bjorn adopted the orphaned cub,named it Kingston, and returned to civi-lization. He traveled from village to vil-lage, charging children a copper to viewhis tame bear. The bear grew, and his tac-tics altered to wrestling the bear in public� for a fee, of course. Bjorn always won,as he taught the bear to let him pin it.Eventually, however, village eldersbelieved the bear too dangerous to allow itwithin their gates. Bjorn returned to thewilderness, crossing paths with theMooney And Sons Circus, which wasbetween cities. Bjorn fell in with thetroupe, and devised the bear wrestlingact.

Bjorn found wrestling Kingston to be alittle too difficult, even though the bearwas his friend and never tried to hurthim. Kingston�s mere size and his sharpclaws and teeth were a threat Bjorn didn�twant to deal with. About six months afterjoining Mooney, Bjorn purchased a bear alittle smaller than Kingston. This bearhad no teeth or claws, and Bjorn felt morecomfortable wrestling it. Jack Mooney�sdaughter, Silva, helped him train thebear, which he called Silvester in herhonor, and he has been using it in his actever since.

Bjorn retained much of the treasure heaccumulated during his adventuring days� 8,000 gold pieces which he stores in asecret compartment in Kingston�s cage.He also keeps his long sword +1 and hislong bow +2 there.

Bjorn is assisted by Ben Hakerty, afriend from his adventuring career.

Ben Hakerty

O Level Male Human

STR: 16INT: 8WIS: 10DEX: 15CON: 14C H R : 9COM: 8AC Normal: 9AC Rear: 10Hit Points: 3Alignment: Neutral GoodLanguages: Common

Weapon Proficiencies: KnifeNonweapon Proficiencies: Animal han-dling (12)Magic Items: none

Appearance: Ben is 37 years old, weighs150 pounds, and stands 5�8� tall. He hasshoulder-length walnut brown hair, abrown bushy beard streaked with gray,and hazel eyes.

Background: Ben worked as an animalhandler for his father�s ranch near Water-deep. He met Bjorn when the ranchworkers were driving a herd to a nearbymarket. The herd was attacked by gob-lins, and Bjorn and his cousins slew thecreatures and saved the herd. Ben andBjorn became friends, and the two fre-quently crossed paths. Ben left the ranchbusiness and unsuccessfully tried his handat adventuring. When he saw Bjorn at aMooney And Sons performance, hejoined up with the act.

Ben enjoys circus life and being with hisfriend, Bjorn. He has also taken a fond-ness to Kingston, whom he grooms everyday.

KingstonIntelligence: Semi; Alignment: Neutral;AC: 6; Movement: 12; Hit Dice: 5+5; hp44; THAC0 15; No. Of Attacks: 3; Dam-age: 1-6/1-6/1-8; Special Attack: hug;Size: L (9� tall)

SylvesterIntelligence: Semi; Alignment: Neutral;AC: 6; Movement: 12; Hit Dice: 5 + 5; hp28; THAC0

4 3

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The Talking AndSinging Owlbear

Orgbarh, the famed �Talking And Sing- STR: 13ing Owlbear,� is one of the most popular INT: 18acts at the Jack Mooney & Sons Circus, WIS: 7especially with the children. The flamboy- DEX: 14ant owlbear gives a brief performance CON: 10once a day in the midway and is a regular CHR: 17under the Big Top. In addition, when the COM: 13Mooney & Sons Circus winters in Ravens AC Normal: 6Bluff, the owlbear entertains at birthday AC Rear: 6parties for the children of noble and Hit Points: 51wealthy residents. Of course, Orgbarhcharges hefty fees for these engagements.

Alignment: NeutralLanguages: Common, Elvish, Halfling

Despite appearances, the talented owl-bear is not all that he seems. In fact, he isa once-charmed owlbear who is able toentertain only because Cinna MacIyre, ahigh-level bard, stands backstage and usesventriloquism to make it seem like Org-barh is singing.

The performance begins with a darkstage. Orgbarh moves out onto it accom-panied by the cheers of the spectators.Cinna illuminates the area with a lightspell, and the act begins. Orgbarh strutsback and forth across the stage, swayingrhythmically and moving his mouth whileCinna talks and sings using his naturalventriloquism ability. Cinna hides back-stage or in the shadows throughout theperformance. If the audience is extremelyreceptive, Orgbarh and Cinna keep upthe act for about a half hour, finishingwith a joke or two. If the crowd does notfind the joke amusing, Cinna casts Tasha�suncontrollable hideous laughter to get adesired response.

Weapon Proficiencies: Dagger, handaxe, long sword, slingNonweapon Proficiencies: Gem cutting(13), musician (lute) (15), reading lips(16), ventriloquism (18)Magic Items: Leather armor +2, long sword+2, ring of invisibility, bag of tricks (type C),wand of magic detection (47 charges)Spells/Day: 3 3 3 2

Bard Skills

CW DN PP RL90 45 70 65

Identify Item: 60%

Spell Books

Level 1 Spells

The show concludes with Orgbarh bow-ing a few times and Cinna casting darkness,15� radius to cover the owlbear�s exit.

Charm Person*Feather FallMagic Missile

Level 2 Spells

Detect Magic*Light*Taunt

During the performance, Bithlain, Cin-na�s associate, moves through the crowdpicking a few pockets. The thief is carefulnot to pick more than a dozen pockets anight; more activity could draw the atten-tion of Jack Mooney and the city�s lawenforcement officials. The thief does nothave such a self-imposed limit when hetravels through town.

Darkness, 15�Radius*

Forget

ESP*Tasha�s Uncontrollable

Hideous Laughter*

Level 3 Spells

Very few circus performers know thetrue nature of Cinna and Orgbarh�s act;most actually believe the owlbear is mag-ical or unique and that Cinna is histrainer.

Invisibility, 10�Radius*

Suggestion*

Slow*Tongues

Level 4 Spells

Charm Monster FearImproved Invisibility* Rainbow Pattern*

*Spells usually memorized

Cinna MacIyre

12th Level Male Human Bard

Appearance: Cinna is 35 years old, stands5�7� tall and weighs 149 pounds. He hasshort curly brown hair and sky blue eyes.He usually wears a black tunic with hisleather armor concealed underneath it.His cloak, boots, and broad-brimmed hatare also black. He usually carries his longsword and his bag of tricks wherever hegoes. In addition, he wears hidden dag-gers � one on his back and anotherattached to his left forearm. He typicallycarries 50 gp, 10 pp, and an assortment ofgems valued between 2,000 and 3,000 gp.He stores the remainder of his wealthwith Orgbarh for safe keeping.

Background: Cinna was born inAglarond to weavers who rented shopspace in the merchants quarters. Weavingdid not appeal to him, so at an early agehe left home and began studies as a bard.

He traveled for many years with a smalladventuring party; and on one expeditionfour years ago the group uncovered alarge treasure haul. At the time, Cinna�slust for wealth and magic were strong,and he tricked the party out of most of thewealth and all of the magic items. He fledto avoid their wrath � straight into thepath of a hungry owlbear. Cinna castcharm monster on the creature and took itwith him to Ravens Bluff. Monsters arenot allowed in the city, so the only wayCinna could get Orgbarh inside was toclaim he was auditioning for Jack Mooney& Sons Circus, which was wintering in thecity at the time. Cinna tried out and wasimmediately hired. The circus lifeappealed to him because he could travelthroughout the Realms, thereby likelyavoiding his former adventuring com-panions. In addition, Cinna enjoyed thepay and the companionship of the othercircus employees. He has no desire toreturn to the life of an adventurer.

During his first few years with Org-barh, he regularly cast charm monster tokeep the creature in line. However, theowlbear has become domesticated andquite attached to Cinna. He no longerneeds magic to control Orgbarh.

Cinna is outgoing and charismatic. Heenjoys to talk to adventurers and heartales of their past exploits. He is a verygood source of information for adventur-ers; however, he does not like to be con-sidered a gossipmonger. He will some-times pass on clues of ruins or treasure inexchange for a fee. Occasionally he hiresgroups of adventurers to obtain spellcomponents for him and exotic treats forOrgbarh.

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Bithlain Lightfoot

13th Level Male Halfling Thief

STR: 8INT: 17WIS: 6DEX: 18CON: 12CHR: 13COM: 12AC Normal: 3AC Rear: 7Hit Points: 47Alignment: NeutralLanguages: Common, Elvish, Halfling

Weapon Proficiencies: Dagger, handcrossbow, knife, short sword, slingNonweapon Proficiencies: Appraising(19), disguise (12), horse riding (9), ropeuse (18), set snares (17), swimming (8),tightrope walking (18)Magic Items: Leather armor +1

Thief Skills:

PP OL FT MS HS DN CW RL95 85 55 95 95 40 80 10

Backstab for quintuple damage.

Appearance: At 3�1� tall, Bithlain is anaverage-sized halfling. His weight of 90pounds is due to his well-rounded stom-ach that he gained by drinking and eatingtoo much. Despite his appearance, Bith-lain is agile and has excellent hand-eyecoordination. He demonstrates it occa-sionally by juggling apples and other fooditems as he walks through the midway.

He usually wears dark green silkbreeches, a brown tunic, blue boots, and adeep blue broad-brimmed hat. He leavesthe hat behind when he goes on pickpock-eting missions. He is never without hismagical daggers � one of which he con-ceals in his boot, the other in a sheath athis belt.

Background: Bithlain comes from thesouthern halfling kingdom of Luiren. Hisfather was a merchant, and Bithlain trav-eled with him often around the Shaar andeven as far north as Turmish. However,Bithlain was bored with the life, wantingmore wealth than an honest merchant�swork could bring. He left home while hewas still very young and sought his for-tune by signing on as a caravan guard.Later he joined a band of adventurersand stayed with them for several years

until the risks became too great and themonsters too fearsome. He decided toretire in Ravens Bluff.

Jack Mooney & Sons Circus was visitingthe city when Bithlain opted to take in aperformance a year ago. Unfortunately,he tried to take a few things from a lonehuman standing outside the main tent.The human, Cinna, caught the little thiefand opted not to turn him in. The pairbecame fast friends, and Cinna offeredhim a job helping with Orgbarh�s act.Bithlain, ever looking for new opportuni-ties, agreed.

Bithlain is optimistic, tactful, and triesnot to insult people; he believes he hasenough enemies as it is. He enjoys collect-ing gems, especially pearls. In his off-dutyhours he can be found visiting local jew-elry shops looking through their pearls,and often paying the shops more than thepearls are worth. Bithiain is wise enoughnot to jeopardize himself by stealing frommerchants, whom he has a soft spot in hisheart for. He remembers back to the timehis father struggled with his merchantbusiness.

Bithlain is cheerful to all the other cir-cus employees, who in turn like theplump halfling and often invite him totheir tents for meals. He also is fond ofOrgbarh, who guards his gem collection.

Orgbarh

Male Owlbear Entertainer

Intelligence: Average (9)Alignment: Neutral (Good tendencies)Armor Class: 5Movement: 12Hit Dice: 5+2Hit Points: 29THAC0: 15No. of Attacks: 3Damage/Attack: 1-6/1-6/2-12Special Attacks: HugSpecial Defenses: NilMagic Resistance: NilSize: L (8� tall)

Appearance: Orgbarh is a male owlbear,about 20 years old, who stands 8� tall andweighs 1,426 pounds. He has dark brownfeathers and an ivory beak. His eyes areblack with crimson rings around them.

Background: Orgbarh was originallyowned by a mad wizard who charmed himand ordered him to exact revenge oneveryone who had annoyed the wizard; tothe wizard this was anyone on his prop-

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erty. Orgbarh wandered for months kill-ing people who came upon the wizard�sproperty. Cinna was one such trespasser.However, Cinna charmed Orgbarh, over-riding the charm of the mad wizard.

Through the past few years, Orgbarhhas become domesticated, has taken a lik-ing to humans � especially those whocheer and applaud for him, and hasbecome very protective of Cinna. He isalso fond of the halfling, Bithlain, and ofJack Mooney, who almost daily bringshim treats.

Orgbarh is accepted by nearly all of thecircus employees, who take his appear-ance in the midway and around the circusgrounds for granted. Orgbarh is allowedto wander freely � within the circusboundaries � when the circus is closed.Jack Mooney considers him a �watchdog,� knowing that Orgbarh would attackanyone or anything that attempted toharm the circus employees.

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Big Top Clowns

Frizzo (aka FranklynReginald Zolt)

5th Level Male Human Thief

STR: 16INT: 12WIS: 10DEX: 18CON: 12CHA: 15AC Normal: 6AC Rear: 10Hit Points: 20Alignment: Chaotic NeutralLanguages: Common

Weapon Proficiencies: Dagger, sling,short swordNonweapon Proficiencies: Read lips(11), ventriloquism (10), tumbling (18)Magic Item: Ring of invisibility

Thief Skills

PP OL FT MS HS DN CW RL85 65 10 50 65 15 60 --

Appearance: Frizzo is 34 years old. Heweighs 165 pounds, stands 5�9� tall, andhas brown eyes and short curly black hair.When dressed as a clown, he wears agreen, purple, and yellow cloak with amatching floppy hat, a red tunic, orangesoft leather boots, and striped orange andpurple hose. He always carries a con-cealed leather pouch containing sixmatched bloodstones, and another thatcontains 11 silver and 13 copper coins.

When not in costume, he still goes bythe name Frizzo and wears a soft brownrobe with a connected hood. In this guise,he carries two jeweled daggers � eachone concealed in a boot. When in this per-sona, he monitors other clowns and eaves-drops on circus patrons to learn what theyliked and disliked about his performance.

Background: The head clown for theMooney & Sons Circus is the son of twofailed mages � Davidson Zolt and ZeldaSpellmonger. Although poor andunskilled at their chosen profession,Zelda and Davidson had great hopes thatFranklyn would grow up to be a greatmage, and they gave him a name to matchhis anticipated greatness. When he wasfour, his parents were killed in the back-

lash of a faulty magical experiment. Thisforced him and his two brothers into thestreets of Ravens Bluff.

They saw their only chance for survivalin the Beggars Guild. Thus, Franklyngrew up in the slums learning to beg. Hewas never comfortable taking money fornothing, so he tried to �pay� for themoney people gave him by entertainingthem with a dance or a song. He soonlearned he had little talent, but almosteveryone thought his attempts were cuteand humorous. So Franklyn continued toentertain, usually emphasizing his lack ofskills to make his performance even morehumorous. Using this approach, he soonearned more than his brothers, makinghim the family bread-winner.

For the next few years he continued tobeg until he got older and the passersbyno longer found his act cute. With fewreal options, and no desire to starve,Franklyn joined the city�s smallest thievesguild on his ninth birthday. His naturaldexterity combined with his strong deter-mination to get out of the slums made hima quick learner; he passed his apprentice-ship in record time. His brothers, havingno desire to follow in his footsteps, aban-doned him and went their own ways.

By the age of 15, Franklyn was wellestablished in the guild and had movedout of the slums. As he passed into hislater teens, his great successes became aliability in the constant political battles forcontrol of the guild. Although Franklynwanted nothing more than to perfect hisskills as a thief, he often found himselfdrawn into the squabbles. Eventually, hedecided to look elsewhere for work.

Franklyn always had been fond of thecircus and visited it often when it win-tered in Ravens Bluff. It provided him avery good income, as the crowds were aperfect target for a good pick pocket. Itcame to him that the circus might be justwhat he needed.

Fortune again smiled on Franklyn, asthe clown apprentice to The Great Mar-ple was injured in a fall and would not beable to leave with the circus for its sum-mer tour. The Great Marple advertisedfor a new replacement, and Franklyn wasaccepted for the job.

Although Franklyn had no real clowntraining, his agility and thieving abilitiesmade him a natural. He also had someexperience with disguise, though henever tried anything as ridiculous andconcealing as a clown. Plus, his tumblingskills made it easy for him to learn theroutines.

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Five years ago The Great Marpledecided to retire. The king clown hadbeen delighting audiences for more thanthree decades when he decided to finallyhang up his floppy shoes and wild wig.Franklyn/Frizzo moved into his positionand recruited Splatter as his apprentice.

Frizzo�s goal is to surpass The GreatMarple.

Frizzo still plies his second profession,although less often and more selectivelythan before. He uses his position at thecircus to find his victims. He limits himselfto burglary, not wanting to jeopardize hispost with the circus by pick pocketingthose in the crowds.

He is in charge of all the clowns in thecircus, the most talented clowns are him-self and his friend, Splatter.

Frizzo enjoys making people laugh andusually plays the �heavy� to Splatter.Unlike most clowns, Frizzo has not devel-oped a trademark, preferring to changehis act regularly � usually every two tothree weeks.

He takes his job of entertaining the cus-tomers very seriously and is always look-ing for new ideas and material. As headclown he is expected to supervise the oth-ers. However, management is not some-thing he takes seriously. He believes theydo just fine without his constant interven-tion. Besides, Frizzo believes that manag-ing the others would take away from hisown time to entertain and to perfect hismany routines.

Frizzo works very hard to keep his actfresh and entertaining. If he can maintainhis current pace, he could very well sur-pass The Great Marple in the hearts ofthe people of Ravens Bluff. Because heappears to many as the consummate clown,no one is aware he has another profes-sion.

In the 15 years he has lead his dual lifeas clown and thief he has never beencaught.

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Splatter(aka Lionel Silverspeak)

5th Level Male Human Bard

STR: 14INT: 14WIS: 12DEX: 16CON: 12CHA: 15AC Normal: 8AC Rear: 10Hit Points: 21Alignment: Neutral GoodLanguages: Common

Weapon Proficiencies: Dagger, lasso,dartNonweapon Proficiencies: Juggling (15),tightrope walking (16), rope use (16),tumbling (16)Magic Item: Ring of feather fallingSpells/day: 3 1

Bard Skills

CW DN PP RL75 40 30 20

Spell Book

Level 1 Spells

Comprehend Languages EraseProtection From Evil Spider Climb

Level 2 Spells

Knock Mirror Image

Appearance: Splatter is 31 years old,weighs 172 pounds, and stands 5�8� tall.His eyes are a piercing emerald green,and his wavy brown hair hangs just belowhis ear lobes. He is rarely seen in anythingother than a clown outfit. His currentfavorite outfit consists of a lime green andblood red cloak with a matching, three-balled fool�s cap, an aqua tunic and hose,and a pair of indigo soft leather boots.

When working outside of the main tent,Splatter carries a small leather pouch con-cealed in his costume. He carries a fewcoins and magical components in it. Atany given time he will have 11 silver andfour copper coins, wrapped to keep themfrom jingling.

Background: Splatter was born LionelOster Silverspeak, son of Hans and Chris-tina Silverspeak. Both of his parents

worked on the estate of Lord David Meer-cant Oster Blacktree IV. However, hismother died when she was giving birth toLionel�s sister. The infant died a fewhours later, never having been named.Lionel was nearly three years old at thetime.

Lady Melanie Blacktree, the lady of theestate, raised Lionel along with her twosons, David and Charles. Lionel becamebest friends with David, and the twoplayed together, went to school together,and grew up like they were brothers.

David and Lionel usually excludedCharles � mostly because Charles wasquite a bit younger. Charles never forgaveLionel for �stealing� his brother.

Because he had few playmates, Charlesspent much of his time with his motherand became quite spoiled. By the timeLionel and David discovered they werebeing unfair to the younger boy, it was toolate; Charles decided he didn�t want theircompany.

Lionel enjoyed all the advantages ofnobility through his association withDavid and the wealthy Blacktree family.However, all of this changed eight yearsago when David, his father, and hismother were killed. Lord David hadwanted to take his new ship, Dragon�sClaw, on its first sea voyage before thecrisp autumn winds turned wintry. Thetrip was to be a short jaunt around LoneRock and back. Unfortunately, an earlystorm thundered through The DragonReach, driving the ship and its passengersand crew onto the rocks.

Charles survived because he opted tostay behind partying and carousing. Withhis relatives dead, Charles inherited theestate and his father�s title of LordSpeaker of the Advisory Council (seeGateway To Ravens Bluff, LC1). Lionelfound that the privileges he had enjoyedas David�s best friend died with David,and he was kicked off the estate.

Lionel discovered that his education,which had focused on the arts and litera-ture, provided him with few useful skillsfor the Ravens Bluff job market. To com-plicate matters, everywhere he looked fora job he found Lord Charles one stepahead of him, closing doors and oppor-tunities. With no place to live, no friends,and no job prospects, Lionel was desper-ate. His sad state lead him to the circus,which was packing up and preparing toleave for its annual circuit. He saw thecircus as an opportunity to leave RavensBluff and the oppressive presence ofLord Charles. Swallowing what was left of

47

his pride, Lionel signed on for the season.Frizzo took an immediate liking to the

roustabout and encouraged him tobecome a clown. Lionel had been tum-bling and practicing his musical skills dur-ing lunch breaks, and Frizzo thought thecombination made the man a naturalcomedian.

Initially, Lionel rebelled at the idea, buthe was tired of lugging tents around andassumed clowning would be a lot easier.He soon found out how wrong he was, butby that time he enjoyed his new-foundprofession and was hooked on the circus.He felt like he belonged; he had a family,friends, and a new life. He never refers tohimself as Lionel anymore � he is onlySplatter.

Splatter is especially fond of childrenand works hard to make them laugh. Heis certain that Lord Charles does notknow about his new identity.

Few in the circus remember what Splat-ter really looks like, as they never see himwithout his makeup and costume.

His clown image is that of a bumbling,clumsy comic; he is the epitome of slap-stick.

Splatter appears for 20 minutes duringeach Big Top performance. Betweenshows he wanders the midway. His trade-mark is his �splatter� routine. He spentalmost two years developing the routine,and he continues to enhance it. He usesmirror image and his tumbling skills tomake it appear like he splatters himselfagainst the side of the tent. This routinehas made him one of the favorites in thecircus, except in the eyes of passingadventurers who see through his routineand recognize the mirror image spell. In hisother bits Splatter uses his tumbling, jug-gling, rope use, and tightrope walkingskills. He also often uses spider climb toperform feats.

Splatter expects to one day establish anon-clown persona in Ravens Bluff,although the name and face will not beLionel�s. As long as Lord Charles haspower, �Lionel� must remain in hiding.

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The Flying Ringken

Fearless Ringken and his two assistantsperform three different death defyingaerialist acts and a midway magic act.

Ringken is a lean, dapper performerwho likes to do the unexpected and keepthe patrons on the edge of their seats, fak-ing missteps and falls to be caught only atthe last minute, and never doing the samebumbles twice.

The Flying Ringken�s first act is per-formed on two trapezes, two hangingropes, and a variety of jungle-gym typebars attached to the poles that support thetrapezes. Ringken stages a series of cross-overs, flips, and maneuvers without theaid of a safety net. The catching trapezeand ropes are controlled by a cloaked androbed, runty roustabout.

The second act, The Web, is a networkof single tightropes, one above the other,crisscross fashion. His act includes balanc-ing, dancing, sword fighting, blind walk-ing, and more.

The third act, Tumbling Trio, involvesRingken and his two assistants perform-ing with whips, batons, balls, rings, andknives as they tumble, balance, and aretossed into the air and caught by therobed roustabout.

The Ringkens often are the high pointin the Big Top show. His two assistantsare a female illusionist and a disguisedfemale korred. Delishe the illusionist actsas announcer, and casts phantasmal forceduring the performance to create spectac-ular special effects for stage dressing.These include mobs of fluttering birds,strokes of lighting, and anything else thetwo can agree on.

Mockingbird the korred wove all of theropes used in the acts from her hair andcan animate and control them from theground. Further, should Ringken suffer amishap, she can catch him and toss himback aloft with one of the ropes.

When not performing for the circus,Ringken and his assistants stage specialperformances at homes in town.

The Fearless Ringken is actually a mas-ter thief, and the team uses the cover ofthe circus to commit carefully-executedcrimes in the towns they visit. Ringkendoes the actual stealing � climbing andlockpicking to gain access to homes. Usu-ally, Mockingbird assists him, speaking towalls about secrets they may conceal, ani-mating statues, and reshaping or walking

through stone to enter and exit lockedrooms with no one the wiser. Delishe usesher illusionist abilities and disguises tocause distractions during the theft and toimplicate others if need be.

They prefer to steal small portablevaluables from people who can afford theloss. If they are discovered, Delishe usesher spells to make their discoverer forgetthe incident (forget, suggestion, hypnosisspells). The team prefers to avoid fightsand is quick to vanish after a crime. Theirgoods are concealed in the hollow roofbeams of Ringken�s gaily painted wagon.

Ringken

8th Level Male Human thief

STR: 14INT: 13WIS: 15DEX: 18CON: 13CHR: 15AC Normal: 4AC Rear: 8Hit Points: 36Alignment: Neutral GoodLanguages: Common, Korred, CircusJargon

Weapon Proficiencies: Long sword, dag-ger, club, staffNonWeapon Proficiencies: Disguise (14),juggling (17), jumping (14), tightropewalking (18), tumbling (18)Magic Items: Bag of holding, (1,500 lbssize) bracers of defense AC 8

Thief Skills:

PP OL FT MS HS DN CW RL75 75 50 65 45 45 90 20

Appearance: Ringken is a clever, charm-ing rogue. His hair is ebony and shortcropped, and he displays a thin mustacheand cavalier attitude. His performinggarb is a gaudy crimson tights covered inspangles. His everyday dress is nonde-script and oftentimes shabby. Ringken is5� 7� tall and weighs 162 pounds. He is 31years old.

Background: Ringken is a master thiefwho specializes in cat burglary. He con-ceals his nighttime business fromMooney, knowing that it would not be tol-erated. Indeed, he uses his skill as a pick-pocket and thief to act as security for thecircus, identifying petty thieves who seek

48

to pickpocket or steal from patrons or thecircus.

Ringken is a gentleman thief, neverstealing from those who can�t afford it.He has a chivalrous sense of justice, andwill often take steps to frame a localscoundrel who abuses the public trust �usually by framing that person for one ofhis own thefts. He prefers not to leave asignature at the scene of the crime, butwill often send framed scoundrels a notefrom �The Hand of Justice.�

Delishe

6th Level Female Human Illusionist

STR: 9INT: 17WIS: 14DEX: 16CON: 10CHR: 17AC Normal: 6AC Rear: 8Hit Points: 12Alignment: NeutralLanguages: Common, Elvish, Korred,Circus Jargon

Weapon Proficiencies: Dagger, staffNonweapon Proficiencies: Appraising(17), dancing (16), disguise (16), spellcraft(15) tumbling (17), sleight of hand (17)Magic Items: Ring of protection +2Spells/day: 4 2 2 plus one illusion perspell level

Spell Books

Level 1 Spells

Audible Glamer CantripChange Self Nystul’s Magical AuraSpook Ventriloquism

Level 2 Spells

Blindness BlurFools Gold Hypnotic PatternImproved Phantasmal Invisibility

Force

Level 3 Spells

Phantom SteedTongues

Spectral ForceWater Breathing

Appearance: Delishe, partner and wife toRingken, is in fine form. She is a bronze-skinned, red-haired beauty. Her muscles

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are well toned from exercise and acrobat-ics, like a fine clock. Delishe is dedicatedto Ringken and possesses his same puck-ish humor and desire for justice. She is 30years old, stands 5'2� tall, and weighs 121pounds.

Background: A native of Ravens Bluff,Delishe uses her sleight of hand skill toaugment her illusionist abilities to create amidway exhibit � �Madame Tensing�sMystical Moments� � a magic show thatrelies entirely on sleight of hand, misdi-rection, and stage magician illusions, not�real� magic. Ringken assists her act as theMasked Mute. The performance is givenon a recessed porch on the rear of theFearless Ringken�s wagon.

Delishe seems to always be smiling andis quite charismatic, able to swiftly becomethe center of attention of any crowd. Shehas a passion to collect beautiful crystalobjects and may possess one or two magicitems in her collection. Despite her win-ning personality she has a vengeful streakand is willing to go out of her way torevenge a slight or theft from her.

Mockingbird (Lady Enots)

Korred

STR: 18(80)INT: 12WIS: 9DEX: 13CON: 16CHR: 8

AC Normal: 5AC Rear: 5Hit Points: 24Alignment: Chaotic NeutralLanguages: Korred, Common

Weapon Proficiencies: ClubNonweapon Proficiencies:Gem cutting (11), tumbling (13), catching(15)Magic Items: None

Appearance: Mockingbird is a femalekorred. She sports the full beard and wildhair of her kind, and shouts whenever shetalks. Despite her boisterous personality,she conceals her true nature, wearinglong dresses to hide her legs and neveropenly using her special powers. As a partof Ringken�s act, she portrays the role ofa mysterious robed dwarf, her headwrapped with a turban and scarf. Mock-

ingbird is 3� tall, weighs 142 pounds, andis 100 years old.

Background: Mockingbird has goneagainst known korred traditions becauseher original clan all died at the hands ofmarauders � except for Ringken whohad been made an honorary member ofher clan for services rendered. Her loyal-ties remain with him. The gypsy lifestyleof the circus fulfills her need for freedom.

Mockingbird doubles as one of the mid-way attractions � the bearded lady andher garden of wonder. In a world wherebearded dwarven ladies abound, abearded lady is humdrum. So Lady Enotsdisplayes her renowned sculptures. Shecreates her wondrous art using her stoneshape skill. She pretends to use normalsculpting tools to conceal her natural abil-ity.

Lady Enots� Garden of Delight is con-cealed in a small 20�x30� canvas tent. Inaddition to her statuary she decorates thearea with artificial vines, flowers, plants,and models of tiny creatures made ofwoven, dyed hair. When the Lady Enots ispresent she can animate all of the items inthe garden one at a time, surprising anddelighting visitors.

Lady Enots�s sculpting and weaving areso marvelous she often receives commis-

49

sions from wealthy patrons in the townsshe visits. She willing accepts the work,since it permits her to place one of heragents right in her patron�s house to facil-itate a theft.

New Proficiency

Sleight of Hand: This skill uses the charac-ter�s Dexterity score as a base number. Itcan be used to palm small items makingthings appear and disappear from one�shands. A one third Dexterity check can beattepted to use sleight of hand to pick apocket. Rogues who learn this skill add5% to their pick pocket score for each slotspent (maximum 95%).

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Using The CircusPut Some Sawdust InYour CampaignsThe Jack Mooney & Sons Circus can pro-vide an endless number of adventures forcampaigns set in the FORGOTTENREALMS� game world.

Below are some plot suggestions usingthe vendors, performers, and roustaboutsincluded in this module.

Revenge Served On A Dwarven Platter:A bitter dwarven woman who has neverforgiven Jack Mooney for throwing herand her ride out of the circus wantsrevenge. The dwarf never believed thather �mine cart roller coaster ride� was toodangerous � even though in its only dayof operation the first three riders wereinjured. She has hired a band of thugsand thieves to plague the circus with acci-dents � tents collapsing, wild animalsbeing set loose, trapeze wires fraying, etc.In turn, Mooney hires the player charac-ter adventurers to pose as roustaboutsand get to the bottom of the troublebefore the circus�s reputation is ruined.

Identity Crisis: Before Jack Mooney wonthe circus it was called The Full MoonCircus. The former owner died manyyears ago, leaving his wife copperless.The widow believes Mooney tricked herhusband out of the only thing he loved inlife � the circus. She has been followingthe circus for the past two years to famil-iarize herself with Mooney�s family. Shenoticed that Mooney�s daughter is a half-elf, who is too old of a half-elf to be siredby a human of Mooney�s apparent age(she didn�t know Mooney drank potions oflongevity). She hires the group of playercharacters and pretends she is the realmother of the half-elven woman in Moon-ey�s family. She convincingly claims thatMooney kidnapped her half-elven daugh-ter, used spells to make her forget hertrue home, and is keeping her at the cir-cus only because he needs a cleric. Shepoints out that Mooney is much too youngto have a half-elven daughter that old.She offers to pay the PCs her life�s savings(which is 20 sp, but she doesn�t tell themthat) if they would recapture her daugh-ter. The woman intends to ransom thehalf-elf back to Mooney for a large sum ofgold. If the PCs refuse to help her, shehires another group of adventurers tokidnap the girl. Then, Mooney tries tohire the PCs to rescue his daughter.

Oh, Rats! At the end of each circusengagement, the Pipers Song Pest Con-trol Agency, which had been gatheringrats during the week, has them teleportedto a wilderness location. That�s normalprocedure. However, this time Squeakydoesn�t return. Hamlin knows his telepor-tation destination � a forest several milesaway. He hires the party to find Squeaky.The PCs will have to do a lot of cross-country traveling, as Squeaky got the spellwrong and ended up about 100 milesaway.

Picking Up The Blame: A rash of pick-pocketing has been reported at the circus.The last victim is certain he saw a rat makeoff with his purse. Hamlin of the PipersSong Pest Control Agency is suspected ofthe crimes, and arrested. Shazgrap, inhuman form, hires the PCs to proveHamlin�s innocence. The real culprit is awererat rival of Shazgrap�s � or, if thePCs are high level, a vampire who foundthe circus easy pickings.

A Dirty Byrrd: A cousin of Ramen andReman Byrrd has heard of the twins� suc-cess with the Jack Mooney & Sons Circus.He asked the twins to be cut in on theaction, figuring that his family ties war-ranted a share of the wealth. However,the twins never cared for their cousin,and cared less for the idea of cutting theirprofits. So, they refused his request andsent him packing. Cousin Byrrd was notto be denied, however, and using his illu-sionary skills (all Byrrds tend to be wiz-ards) he disguised himself as one of thetwins and began causing trouble in thetowns the circus played in. He used spellsto damage taverns and businesses, hethreatened women on the street, kickedpuppies, and performed other evil acts.The local law enforcement agency couldnot find out if Ramen or Reman was toblame � so both were arrested. In themeantime, Cousin Byrrd went to theRavenstar, convinced the crew he wasRamen, and directed the crew to take off.Jack Mooney hires the PCs to return theRavenstar and capture the Ramenimposter, clearing the twins� good names.

Beauty�s In The Eye: An evil wizard ofThay has tried for the past three years tocoax the Mooney & Sons Circus into hiscity for a special performance. However,Mooney is not fond of powerful, evilmagic users, and since Thay is full ofthem, he declined. The wizard decided toteach Mooney a lesson and followed thecircus for several weeks to determine thebest form that lesson should take. The

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night the player characters are in theaudience in the Big Top is when the wiz-ard strikes.

The wizard has trapped Thanthal, themage who poses as the beholder for theDoagar The Beholder Tamer act, in hismirror of life trapping. He releases a realbeholder from the mirror and coaxes/compels it to hide in Thanthal�s box.Needless to say, the real beholder causesquite a stir when it appears under the BigTop. If the party is a high-level group, thewizard can hide in the audience and con-tribute to the general mayhem with hisspells. In any case, Doagar is going toneed a lot of help dealing with the realbeholder � which should be readily evi-dent to the PCs. If they help, the audienceconsiders it all part of the act and has agood time. If the PCs don�t help, Mooneywill have to dispatch the beast. After thecommotion is over, Doagar realizes thefemale wizard/beholder is gone. Return-ing to his wagon he finds a mirror withthe instructions, �break to release yourfriend.� When Doagar breaks the mirrorthe PCs will have more creatures to han-dle. See pages 174-175 of the DMG fordetails on the mirror. The DM shouldselect additional denizens of the mirrorbased on the PCs� abilities.

Romancing The Statue: A young child,wiping tears out of her eyes, approachesthe PCs as they stroll down the midwayand asks them to get her statue back. Thelittle girl was at the Pick A Prize booth,pulled on a string, and won a beautifulstatue that she was going to give hermother as a birthday present. Shedescribes the man who took the statue. Ifthe PCs investigate by going to the Pick APrize booth, they see a teenage boy walk-ing away dejectedly. �Stupid game,� hemutters. �I pay a copper and get a dumbstatue. Lost my money. Lost the statue.�He, too, had his statue stolen. To find theculprit, the PCs will have to play the gameuntil they win a statue, and the thief hid-ing nearby tries to take it from them. Or,they can watch the game until someonewins a statue and the thief runs up to stealit. The thief also played the game andwon a statue with a piece of paper stickingout its base. Breaking the statue he founda piece of a genuine treasure map. Themap piece was not sufficient, however,and he has been stealing statues frompatrons in an attempt to locate anothersection of the map. If the PCs defeat thethief and take his map section, it will be upto them if they want to pursue the clueand find the treasure.

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Ravens Bluff andEnvirons

An accurate (but not verbatim) transcript of thefollowing conversation with the famed sageElminster is known to be part of the privatecollection of Charles Oliver O’Kane, LordMayor of Ravens Bluff. Perhaps it was knowl-edge gleaned from that transcript thatprompted him to participate in the championsgames, where the mayorship was the award forvictory.

�What is it ye�d like to hear all about thistime?� Elminster asked, leaning back todraw his pipe into smoky life.

I coughed, helplessly, and said withfeigned innocence, �Well � The Vast, ifyou know anything of interest about it.�

The Old Mage�s eyes flashed. �Knowanything of interest about it? �Course I do� and tell ye I will, if ye�ve more of thiscurious tea,� he peered into the depths ofhis cup. �And a lot more respect to tendermy learning, youngling!�

I bowed my head, hiding a grin. �Myhumble and unreserved apologies, Great-est of Sages. Your learning is unequalledin two worlds, and you grace my best arm-chair and my awaiting ears in a way thatevokes equal delight, while raising thehonor of this household even as yourpresence is shrouded in secrecy. Ourpleasant converse lights my days and givespurpose to my life, and for this I owe theemy deepest personal thanks. Those whowill read what you�ve said, in this worldaround us, thank you also, in an ever-swelling chorus.�

�Enough, enough,� Elminster said indisgust. �Ye�re a smooth-tongued snake,when ye put mind to it.� He sniffed andsettled into the depths of the armchair,drawing away from me � but his eyestwinkled. A puff or two later he began tospeak about The Vast, leaning carefullyforward to address my tape recordermore politely.

For those of you who�ve not met him, bewarned: Elminster can (and will, givenhalf a chance) talk for hours, on anythingand everything. If you want to find outabout something, be prepared to ply himwith consumables, and to keep steeringhim back onto the topic you want toexplore � unless you want to hear abouteverything else but your chosen topic. Imanaged to worm a little information outof Elminster about The Living City�s sur-roundings, and here it is.

Vastar: Orcs Rule TheVast

The sparsely-settled lands between theeastern shores of The Dragon Reach andthe mountains to the north (around theMoonsea), east, and south (along thenorthern shores of The Sea of FallenStars, commonly called �The Inner Sea,�are collectively known as �The Vast.� Thename�s origin has been lost with the pas-sage of time, but most sages believe that itderives from �Vastar� or something sim-ilar, a name in use when orcs ruled theselands two thousand winters ago.

In those days, men were not seen on thenorthern shores of The Inner Sea exceptin occasional exploring or raiding bands.Elves ruled the deeply forested westernshore of The Dragon Reach, dragonslaired about the Moonsea and held swayover its lands and the broad gulf of theReach itself, and orcs ruled the easternshore of the Reach. Their governmentwas one huge brawl with constant coups,counter-attacks, and strife with otherinhabitants of the mountains.

The fecund orcs� birthrate allowedthem to recover from even the bloodiestcivil strife or dragon raid; orcs even grewso numerous as to force the whelming ofraiding hordes every dozen summers orso. These great, undisciplined hosts ofwarriors would build or seize ships andsail away south to plunder and slay. Fewever returned, the survivors spreadingout across the warmer, richer southernRealms, and so the overcrowding of Vas-tar was regularly relieved.

To build their crude, ramshackle shipsthe orcs felled the timber of The Vastuntil none remained and they had to seizeit from the elven shores across the Reach.The orcs soon found that if they sailedacross the storm-torn Reach withoutsecuring a landing place first, they weredoomed to a swift death under elvenarrows and magic, ere they could land. Soin the years between hordes army afterarmy crossed the River Lis, then knownby its elven name of �Nuathlis,� at thenorthern end of the Reach. Time aftertime these armies found elves waiting forthem. Hails of arrows falling on orcs slog-ging through the marshy banks of the Lisbrought great slaughter, earning the Listhe nickname �Blood River,� still used byorcs today.

In this, and in crude farming, fishing,and mountain hunting to feed themselves(leavened with mining and the forging ofweapons), the orcs of Vastar occupied

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their time. Proud and reckless, they oftenmounted raids to seize goods in short sup-ply, but never raided to weaken enemiesgathering strength nearby, nor workedany diplomacy or trade with the sur-rounding lands.

The Coming of theDwarves

In the end, the proud orcs fell. Dwarves,mining in the mountains, came west andsouth underground, following veins ofgood ore, and met with the orcs in thelightless ways of the depths. After the ini-tial skirmishes, the dwarven war councilsdetermined that no orc who had seen adwarf in the mines must be allowed tolive, so that no word of any organized foewould get back to the orc chieftans. Lessergoblinkin (mainly goblins and kobolds)enslaved by the orcs to work the mineswere ignored by the dwarves � so theynever told their cruel orc masters ofdwarven activities they saw, or aided theiroverseers when the dwarves came slaying.

The deaths of many orcs in the moun-tains were ascribed to the great strugglefor the throne of Overking. The thronehad been created by a monstrous orcknown only as Ologh and left vacantwhen Iyrauroth, a great wyrm blackdragon, slew him. Warring factionsamong the orcs fought each other up anddown Vastar for eight blood-soakedyears, until Grimmerfang defeated thelast of his rivals and renamed Ologh�scourt of the Hollow Mountain �MountGrimmerfang.�

The mountain was to be his tomb. Thedwarves had worked in secret with a fewmen and elves to develop a steel whosebite was poison to orcs, and with its aidbroke out of the mountain caverns to�run in waist-high riot across the land,� asthe sage Fairin Icemantle wrote.

Fairin had grave misgivings about theuse of the �orcslayer� metal, fearing itwould be only the first step in the makingof many alloys harmful to other races �and bring, in the end, the ruin of all; hisTreatise Against Blood-Metal survives inlibraries in Sembia, Cormyr, Waterdeep(and perhaps still, in the ruins of MythDrannor), giving the only first-handaccount of the dwarven victories.

The secrets of making the deadlyblades, and even just which mountain isMount Grimmerfang, have been lost overthe years. The few dwarven elders whostill can identify the mountain do notspeak of it to men. Elminster tells me that

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human male 12th level wizard), Lord Mal-aph Serpentshield of Dark Hollow (a NEhuman male 14th level warrior), andLady Estele Greymantle of HighbankForest (a CG human female 11th levelcleric of Eldath, dedicated to nurturingand rebuilding woodlands within herholding).

Although orcs and various monsterscontinue to infest the mountains, raidingdown into The Vast now and then (espe-cially during harsh winter weather),human rule of The Vast seems assuredfor now and years to come.

The Vast Today

The largest settlements in The Vast arethe cities of Ravens Bluff, Tantras,Calaunt, and Mulmaster. Ravens Bluff isdetailed in the accessory LC1, Gateway toRavens Bluff, The Living City; in this prod-uct, LC2; and in POLYHEDRON�Newszine. Tantras is described in moduleFRE2, Tantras. Calaunt is a sinister place,detailed in the FORGOTTEN REALMS™ADVENTURES hardcover rulebook,which also contains information on Mul-master.

Many rural folk of The Vast viewRavens Bluff as a colorful, dangerousplace rife with intrigue. Tantras is seen asa safer place, dominated by the followersof the god Torm. Calaunt is viewed as aden of thieves, dominated by arrogant idi-ots (any such person may be called a�Calaunt-head� by Vast folk). Mulmasteris generally thought to be full of harshcheats and tight-fisted people.

I asked Elminster about the lesser-known countryside of The Vast, placesless well covered in print. He snorted andmade some remark about �mapping everymanure-pile between two seas,� but in theend gave me far more Realmslore than Icould squeeze into these pages.

The Countryside

The countryside is rolling farmland,fields used for all manner of crops and forgrazing. Low stone walls divide the fields,and where a farm fronts on a road, thewalls often are backed by thick, wildhedges. Woodlots have been left here andthere among the farms, although theyand the trees in them are small. The lotshave grown from the scrub left behind byorc treecutters. Small brooks and stream-lets are plentiful, but these seldom joinlarger rivers. Instead, they tend to draininto pools, and thence by underground

he�s never investigated in person, butbelieves it to be the first peak north andeast of Mount Wolf (see below).

The victorious dwarves drove the orcsfar north and south into the mountainheights, claiming all The Vast as theirown. �The Realm of GlimmeringSwords,� dwarven songs call it, though itmay have had a less-grand, everydayname. They built stone towers, andbrought herds of goats, sheep, andshaggy cattle from south across TheInner Sea to roam the grasslands clearedby the orcs. The dwarves occupied them-selves in making fiery, legendary drink-ables � and drinking them � and inmaking wondrous armor, finery, adorn-ments, and weaponry with their metals.Little of this work would they part with intrade � just enough to buy more live-stock. They also bought honey, whichmany dwarves love, especially in mead,from halflings who dwelt in woodlandshere and there along the shores of TheInner Sea.

A few men came to live in the region atthis time, notably the powerful mageknown today as Maskyr the One-Eyed; hisvale now is the site of the human village ofMaskyr�s Eye (see POLYHEDRON�Newszine #54).

But the rule of the dwarves was short-lived, perhaps forty years in all. Orcs�breed like nothing else on or underFaerun; they put even hares to shame,� asElminster put it. All too soon, they roseagain, and the power of the dwarveswaned. The dwarves, under their kingTuir �Stonebeard,� were defeated by orcbands at the fords of the Vesper, and inthe battle of Deepfires. This infamousstruggle raged though the undergroundways of the mountains for twenty daysand is still remembered in dwarvenlaments and sayings. One is: �I feel as ifmy axe was broken in the midst of Deep-fires,� often uttered by dwarves who aresick, depressed, or in pain.

Humans, coming by ship from thecrowded southern lands around The Seaof Fallen Stars, began to settle south of theFire River. The weakened dwarvesretreated east and oversea southwards.Tuir was the last Deep King to claim thesurface lands or even to be known ofthere. If an organized dwarven kingdomstill exists in the area, it must be deep andquiet indeed.

The Vast in Human Hands

Humans spread rapidly across the Vast,clashing often with orcs and the wild crea-tures of the mountains, mostly leucrottaand trolls, who had grown numerouspreying upon wounded and deaddwarves and orcs all across the war-tornland. Men cleared land for farms, collect-ing fieldstone into low walls and buildinggood roads. Adventuring bands builtthemselves small keeps, and collected�shield taxes� from nearby farmers inreturn for a promise of protection againstattack. Such defense (usually against orcs,trolls, and brigands) came by means ofmounted warriors, bolstered by a minorbattle-mage and a cleric of Tempus orHelm, but usually came too late.

Men, as one elven writer of the time putit, �breed almost as recklessly as the burn-ers� [orcs]. Their swelling numbers, aidedby immigration as much as by birth, soonpushed the former inhabitants and pred-ators of The Vast back into the mountainsand wilder foothills. There seemed ahigher number of those who cheerfullyseek out adventure among men thanamong the other races, too. Bards of TheVast sometimes call this �The Time ofGlorious Fools,� after the many adventur-ers who took on hopeless odds and, aston-ishingly, won almost as often as they per-ished. W h e n g o o d r o a d s l i n k e dMulmaster on the Moonsea and Procam-pur and Tsurlagol on the Inner Sea to therest of The Vast, and several years ofbountiful harvests followed, human ruleof The Vast was assured. The ports ofCalaunt, Tantras, and Sarbreen (later tobecome Ravens Bluff, The Living City)quickly found use by trading vessels fromSembia, Impiltur, Westgate andAglarond. Traders came seeking farmproduce and selling fine cloth, iron-work,locks, and weapons. The harbors becametrade-stops in addition to their establisheduses as pirate rest and repair stops andimmigrant-ship landing places. Menexplored the nearer and more accessiblemines in the area, and prospered further.Many of the larger farmers grew wealthy,bought up surrounding farmers, andbegan calling themselves �lords.� Thesecountry gentry were often retired adven-turers � or lost their lands to adventurerslooking for a place to retire, and thusmany of these petty lords today are folk ofgreat personal power.

Among the most wealthy in the FireRiver uplands, near Ravens Bluff, areLord Thalmir of Mossbridges (a CN

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ways seep down towards the sea, only tospring up later and repeat the process.Broken, tilted layers of rock underlie thedeep soil of The Vast; dwarves say that itlooks like a vast cauldron of ice chunkswas stirred and then allowed to freeze, the�ice� caught at every angle. Sinkholes,caves, and rifts are plentiful but verysmall; local farm children often can hidefrom visitors in an empty field by using aperson-sized hole they know of. Manyfarmers hide their wealth in such holes,while others build privies over them.

Where the farms end, proper forestbegins, broken by occasional stone out-crops as the foothills rise up into themountains.

Hunting

Boar, deer, and black-masked bear roamthe forests of The Vast, and can be found,well roasted, on local tables. The Vast isknown around the Inner Sea lands forroast stag, the meat being of the highestquality and size. Traditionally, this dish isserved on large platters, the first bearingthe full rack of antlers to the table, sur-rounded by sweetmeats and choice cuts.

Hunters say that game has remainedsurprisingly plentiful over the years. Mostsages specializing in such things believethat the High Country has acted as some-thing of a protected breeding ground,and only the rich food offered by farmplantings brings the choice game downinto the farmlands, where the woodlotsand wilderland groves offer shelterbetween feasts.

Most hunting is done in the woodedareas, either a few archers on foot, or fouror more stout men armed with spears,daggers, and clubs, hunting with traineddogs. The first method requires moreskill and delivers game in better condi-tion.

Hunting in the foothills and on thewooded mountain flanks always has beena more dangerous game, undertaken onlyby large, well-armed bands. Wolves, orcs,brigands, and monstrous creatures havealways attacked overbold hunters in thehills. In the fey, mist-cloaked marshes ofthe Flooded Forest, on the northern edgeof The Vast, strange and dangerous crea-tures have recently begun to appear. Owl-bears, stirges, and other, rarer creaturesthat local hunters have never seen beforeand that have no local names haveincreasingly been met. Hunting nearYlraphon is now done in large, well-armed bands, who never camp the night

over in the woods, but return by torch-light with ready swords.

Customs

Folk in The Vast tend to keep to them-selves, and see themselves as one with theland they inhabit. The countryside isbeautiful but dangerous, and from theirearliest days humans in the rural Vast goarmed. Even the youngest child allowedout of mother�s reach has a sling or darts,and a belt knife.

Most folk in the Vast are contented withtheir homes and their lot in life, but theyare always eager to hear news from thewider Realms. Such news gives themmuch entertainment, and they also enjoyballads � even ballads they�ve heard ahundred times before.

Local bards of distinction are few, butmany bards who wander Cormyr, Sembia,The Dales, and The Vast prefer the east-ern side of the Reach above all else. �Theytreat ye as a friend, as an honored guest,and as someone deserving good coin andthe best food,� said one. �Whenever Icome into an inn, even if there be five orsix harpers already gathered, smiles lightfaces of folk there, and they call out to meas if I were an old friend. Soon, of course,I was an old friend to most of them. I�llkeep walking those roads until I�m too oldto walk anywhere.�

Wandering minstrels who frequentThe Vast include the sharp-tongued andkeen-witted Nalabar of Selgaunt, thejovial and well-loved �Happy� Mamblat ofHillsfar, and the beautiful half elf ladySshansalue �Wonderharp.�

Several unique, festivals are celebratedthroughout The Vast. These tend to bemore energetically celebrated in the coun-try, and paid less attention in the cities.

The Arming (the fourth day of Tarsakh)commemorates the rise of the farmersand merchants to defeat raids of tribes-men from the mountains south of RavensBluff, orc raids along The North Road,and brigand and pirate attacks through-out The Vast. On this day militias aremustered and inspected, weapons areworn proudly and well polished, youthsof both sexes are given gifts of weapons orarmor, weaponry contests abound, andfeasts are held in which the ballads of theheroes are sung, and the tales of deeds ofvalor are told.

The Plowing (Mirtul 6th) is a day whenthe ground is broken for planting all overThe Vast. Local teams travel about tobreak ground wherever desired, for free.

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Casks of beer aged over the winter areopened in an evening feast, and the freeplowing continues for four days if neces-sary.

Hornmoot (Kythorn 14th) is the tradi-tional first trading day of spring betweenhumans and dwarves. The dwarves onceblew horns in the mountains to signaltheir coming, and men replied with horn-calls of their own if their settlementswanted to trade. Dwarves still come tothese moots � and monthly ones fromKythorn through Eleint, always on the14th of the month � each year, but eachyear there are fewer dwarves. Tradersstill come from as far away as Amn to getgood axes and swords from the Stout Folkat these moots.

The Bone Dance (Highsun 9th) is a hunt-ing festival. Clerics of Malar hold feastsafter dark. These include pageants wherebones of huge stags and other beasts aremagically animated to enact hunts; veryyoung and very old hunters in each com-munity take the parts of the slaying hunt-ers. Much food and drink is consumed,and on the next morning expeditions setforth to track down and slay any preda-tors or dangerous monsters known to beactive in the vicinity.

Temples & Clergy

All major human faiths can be found inThe Vast. The cult of Torm is notable.During the time of troubles he came inperson to his temple in Tantras, and hisfall devastated an area north of the citywalls � leaving it a field of twisted andtortured rock where no magic works, andspellcasters of all races feel sick or faint.Chauntea and Eldath also are commonlyvenerated.

The �travelers� gods� � Tymora, Tem-pus, and Waukeen � are found in TheVast as they are everywhere. Temples toall of these gods can be found in the citiesof the vast. Shrines to them all can befound throughout The Vast.

Shrines dedicated to Tymora, forexample, are found in Maskyr�s Eye,King�s Reach, and High Haspur � alladministered from a small temple in Mul-master. Tsurlagol, Calaunt, Tantras, andRavens Bluff all have temples of Tymoraof their own.

Just as in the agricultural lands nearby(Sembia, Cormyr, and the Dales), TheVast is a place tolerant of many religions,although shrines and temples to othergods are few and far between outside thecities. Here and there along The North

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Road stand boulders etched with thecrossed battle-axes of Clanggedin, Fatherof Battles � and many local warriors prayto both Clanggedin and Tempus beforethey go to war in the mountains.

Inns and Roads

According to most travelers, the best innsin the area are not found in the cities oreven in The Vast proper, but in the wilderstretches of road linking The Vast withneighboring cities. Arguably the best ofthese is The Wizard’s Hand in Maskyr�sEye; close behind come The WorriedWyvern in Sevenecho, and The Elf In Armorin High Haspur.

The Hand is some 80 winters old, and isnamed for the vanished wizard Maskyr.The Wyvern is not quite 20 years of age,and dominates the hamlet of Sevenecho(named for the family of the innkeeper).Sevenecho is located where the mainoverland road from Procampur meets theTsurlagol Road.

The Elf in Armor is named after the elvenwarrior Beluar, who aided the dwarves ofTuir�s fading kingdom in their battlesagainst the orcs. Beluar and his smallband of elven riders perished in an orcambush in the mountain pass south ofRavens Bluff, known ever since as Elven-blood Pass. Beluar is buried in the hamletjust south of that pass, Sarbreenar. Fromthere, the High Trail runs south to HighHaspur, where it forks to run straightsouth to Procampur, and to run southeasttoward Tsurlagol, and a junction with themain North Road.

Beluar�s most famous victory over theorcs came at Viperstongue Ford. Beluar�sforces routed the orcs, pursuing themnorth into a rugged line of hills southwestof Kurth, and thence north along theroad as far as Maskyr�s Eye, where Beluarhimself slew the last of the orcs on theroad outside the town smithy. The hillswest of the road, between Kurth andMaskyr�s Eye, are sometimes called Belu-ar�s Hunt. There is an inn of that name inKurth, and the rival Rolling Heads Inn atthe other end of the same town is alsonamed for the routed orcs.

Travelers on the North Road oftenmeasure their progress by the mountains.South of Maskyr�s Eye, the border of TheVast proper is marked by Mount Wolf,which towers above the road. Manywolves laired near the peak years ago,until local hunters saw them as far tooefficient competition for the highly-prized stags, and largely wiped them out.

There are no known passes through themountains from The Vast to easternlands south of Mount Wolf, althoughrumors persist of hidden ways throughthe peaks from the easternmost reachesof the High Country to Impiltur. Therange of peaks that wall in The Vast onthe east are sometimes called the Giant-spike Mountains.

To the south, the road runs throughthe market town of Kurth, and into ThreeTrees Pass. The mountains on either sideof the pass are sometimes called the TrollMountains, although few trolls are seenthere today. They have been almost erad-icated by dwarves, who live in mines highabove the Pass � once-rich mines thatnow yield only a little iron and less cop-per.

South of �the High Reach,� a nicknameused to distinguish the town of King�sReach from The Dragon Reach, whichdivides The Vast from the Dales, the roadleaves the mountains and crosses rollinghill country. Its route roughly divides thewalled farms of The Vast from the HighCountry, a large expanse of grassy hillsand rocky moorland inhabited mainly byshepherds and their flocks.

Several small stopover camps are foundalong the North Road as it crosses thisrolling open land, each by a pond orstream. At least two of these sites boastinns, The Nine Swords at Swords Pool, andThe Blue Stallion at Dead Tree Hollow.

Dragon Falls

The largest settlement along The NorthRoad between King�s Reach and Tsur-lagol is the village of Dragon Falls, namedfor a spring-fed stream that cascadesdown a bluff beside the road, then runsdown to the Fire River. Of old, it was thelair of a fearsome red dragon. Some saythat the Fire River�s name comes from thedevastation this great wyrm wrought onorc, dwarf, and human settlements upand down the river through the years. Ahuman adventuring band finally slew it.The band built a stronghold that becamethe fortified Inn of the Dragon, and thecenter of a growing village. The HlintarRide joins the North Road at DragonFalls.

The High Country

Local legends � even in the days whenorcs ruled � have always held that theHigh Country was home to sometimesinvisible �little people� (sprites), and

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although a wanderer in the High Countrywill rarely meet these quiet folk, there areareas � particularly small, hidden dellscrowded with old, moss-covered trees andsparkling pools � that prudent shep-herds avoid. If weather or mischancebrings an experienced shepherd into oneof these areas, their custom is movequickly and quietly, light no fires, and cutno trees. They depart quickly and leavebehind one or two sheep, tethered to astake, with a loudly-spoken but humbleapology for trespassing. The less prudenttake their chances, but fewer return tobring back tales of the hidden dells.

Sheep-trails crisscross much of theHigh Country, but the sprites tolerate fewbuildings. Most shepherds use simple,temporary turf huts. A few lonely, widely-separated stone towers standing in theeasternmost reaches of the High Countryare said to belong to powerful, reclusivemages, who the sprites leave unmolestedbecause they turn back most of the orcbands that wander down from the sur-rounding mountains.

Hlintar

This small crossroads town is ruled by aMaster Merchant, head of a council ofeight merchants, and is known for itsfinely trained horses, bred locally. It isalso home to several large and muddypig-farms.

Almost a hundred winters ago, agreedy and ambitious Master Merchant ofHlintar, one Marakus Beindold, sought toenrich his coffers and expand Hlintar�sfarms into the hills east of the town, tra-ditionally claimed by the dwarves. Heinvited the dwarves by special letter toHornmoot in Dragon Falls, which hishired mercenaries forcibly occupiedbefore the dwarves arrived. The mer-chant welcomed the dwarves and feastedwith them, plying them with druggedwine � then had them butchered in theirbedchambers during the night.

Only a few dwarves escaped, butenough eluded the Master�s guards toreturn 10 nights later to catch the mer-chant in his bed chamber and break all hisjoints with their hammers. He was founddying the following morning and was res-cued only through the heroic (and expen-sive) efforts of several local clerics.

That was the last Hlintar has seen ofdwarves from that day to this. No dwarfof The Vast will knowingly and willinglyset foot in Hlintar, nor trade dwarven

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work with a merchant known to tradethere.

King�s Reach

King�s Reach is a wealthy, fortified townthat has always served as a center for met-als trade. Miners bring ore to smelt, andsmiths bring worked metals smelted else-where. Other merchants bring goods bybarge upriver from the Reach, to tradewith the miners and smiths.

King�s Reach marks the highest naviga-ble point on the Vesper. Above the town,the Vesper�s chill, clear waters are brokenby a long series of rocky cascades. Thetown is named not for the reach of anyhuman king into the dwarven lands, butfor the fact that Tuir, king of the dwarves,decreed that this far into the mountains� and no further � would men be per-mitted to reach. Other origins for thename have been given, but most sagesagree that this is the oldest, and is prob-ably true.

Kurth

This farm-market town is often short ofwater; its two mills both use recycledwater, magically recirculated and filteredmany times. It has a brewery, a largestockyards, and a wheelwright of distinc-tion, but is otherwise unremarkable.

Townsfolk have recently seen walkingskeletons, carrying swords, in the over-grown grounds of Feljack�s Hall, a ruinedmansion on the western edge of town. Nolocals have cared to investigate further.Persistent rumors in Calaunt and Tantraswhisper that Kurth is a place where muchtreasure is hid, for many pirates comehere to retire, and much shady businessgoes on in the quiet backrooms of thetown and in The Gauntlet and Girdle tavern.

Kurth was named for its founder, agrim, axe-wielding adventurer friendly tothe dwarves. His nickname was �Bandit-Slayer,� and it was well earned.

Ylraphon

Ylraphon, pronounced �Ee -yil -ra- fon,�was once an elven city, then a ruin wherean orc chieftan held court, then adwarven city, then orc-controlled ruinsagain. Now it is a small port whose north-eastern reaches are ruins, fast overgrownby scrub and saplings. Local lore speaks ofrich treasures buried in Ylraphon by raid-ing orcs and fleeing dwarves.

Welcome to The Vast

I look into my files, and see that there�smore to be told about the dwarves, andmuch about Maskyr�s Eye and the vale inwhich it lies. There�s also the story of TheMage�s Tower (a good place to avoid) tobe told, some day.

That's it; when I asked for more, Elminster justgrinned. He gave me a map that shows a lot ofplaces I haven’t even mentioned so far (such asBambryn, Fallentree, and Tavilar). They, andThe Vast in general, are yours to explore anddevelop. I ’ l l be giving readers of thePOLYHEDRON� Newszine more infor-mation on The Vast, but these lands belong toyou, fellow RPGA™ Network members, and I’llbe watching the pages of the "LC" products andthe Newszine eagerly in the months and yearsahead to see what you do with them.

Please hurry. The Knights of Myth Drannorare becoming impatient; it’s getting harder and

harder for me to distract them from sailingacross the Reach and looking around!

Oops (ahem). Elminster’s back, and leaningtoward my tape recorder with what I can onlydescribe as a fiendish grin. It looks like he’ll begetting the last word (as usual).

Elminster�s Parting Word

�So it�s The Vast they�ll want to be tramp-ing around next, is it! Well, tell thy read-ers beware � there�re beasts and secretssleeping in those mountains that had bestbe awakened only by someone with aready blade and fast spells, if they�d live toboast of it.�

�Another watchword of the Realmssprings to mind as fitting, too. Remem-ber: bandits and orcs are always with us.Slay one and three stand up in the sameplace. Kill one at thy gate, and expect tofind another waiting under thy bed. Con-duct thyselves accordingly, and livelonger.�

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A Party InEmbassy Row

Location: Ravens BluffTotal Character Levels: 42-48Total Wealth Available: VariableTotal XP: Completing 1st section, 702

Completing 2nd section, 4,200Defeating the killers, 6,020

Set Up:

The Zhentarim ambassador quartered inRavens Bluff is hosting a party tomorrownight. Guests include many other ambas-sadors in the city, their diplomatic staffs,Ravens Bluff dignitaries, and a few for-tunate socialites.

Although ambassadors are prone togiving parties, Deputy Mayor HowardHoliday is concerned about this one. Heassigns the player characters to watch theembassy today and tomorrow � rightthrough to the end of the party. Holidayand others in Ravens Bluffs governmenthave no use for Zhentil Keep and the evilZhentarim.

The PCs will have to be careful on theirmission, as they cannot legally enter theembassy grounds uninvited � knowingthe Zhentarim such a misstep would con-stitute an act of war. Therefore, the PCsmight have to observe the embassy from aposition across the street, keep tabs onwhat appears to be going on, and reportanything suspicious to the deputy mayor.Further, Holiday instructs them to pre-vent anyone from entering the embassywho doesn�t look like a party guest.

About the only way the PCs can sneakinto the embassy is to capture a few peo-ple going to the party, dress in theirclothes, and use their invitations to getpast the gate guards. If the PCs openlydiscuss such a plan, Holiday will discour-age it, as it isn�t legal to impersonate dig-nitaries.

The PCs will receive 25 gp up front forthe assignment, plus a bonus later whenthe party is over.

The following nations or cities haveembassies in Ravens Bluff: Algarond,Amn, Cormyr, Calimshan, Chessenta,Evereska, Evermeet, Impiltur, Lantan,Moonshaes, Mulmaster, Rashemen, Sem-bia, Thay, Turmish, Waterdeep, andZhentil Keep.

The Plot:

There is indeed foul play planned for theparty � but not by the Zhentarim. Aeight-member delegation (death squad)from Mulmaster, which cannot stand theZhentarim ambassador, will seek to com-mit several murders and put the blame onthe Zhentarim. The delegation hopes toincrease the distrust felt toward ZhentilKeep by people in Ravens Bluff andnearby cities.

Because the delegation is taking everyprecaution they deem possible, the PCswill not recognize them as anything otherthan party guests. The delegation will getinto the embassy unless the PCs aresearching everyone who tries to enter theZhentarim building.

The Mulmaster delegation is sneakingweapons and disquises into the party. Anhour into the affair, delegation membersare to individually excuse themselves to�freshen up,� don disquises to makethemselves look like Zhentarim, re-enterthe main banquet room, and kill as manyguests as possible. The first target is theThayvian ambassador. During the confu-sion the delegation members are to skulkback to the Mulmaster Embassy.

If the PCs were not able to get into theembassy, they will not be able to preventthe murders. However, they can � andshould � follow the escaping Mulmasterdelegates to their embassy. The PCs couldbe confused, however, as the delegateslook like Zhentarim agents.l If the PCs opt to fight the fleeing

delegates, the delegates initially try tobluff their way past, then try to continuetheir escape. They fight only as a lastresort. They will not allow themselves tobe taken alive. If the delegates make it tothe Mulmaster embassy, they quicklychange clothes, leave, and lose themselvesin Ravens Bluff's side streets.l If, instead, the PCs take a passive

approach and report to Howard Holidaythat Zhentarim agents were seen runningfrom the embassy and therefore probablywere the troublemakers, they will be eachrewarded 150 gp and told that city offi-cials will take it from here. However, oneweek later Howard again approaches thePCs and demands that they each give the150 gp back because the Zhentarim arenot involved. If this is the case, the PCshave few alternatives: give the gold back,get kicked out of the city, or continue theinvestigation.l If the PCs choose to investigate the

murders on their own � whether it was

56

their own decision or because they werespurred on by Howard � proceed to thenext section.

PCs who inform Holiday that they areinvestigating the murders will be vouch-safed by Ravens Bluff officials as specialagents of the government and will be per-mitted by the Zhentarim and most othercountries� ambassadors to question peo-ple about the murders. This allows thePCs to temporarily ignore the sovereigntyof the embassies and their staffs. The onlyembassies that will not permit the PCs anyprivileges are Thay and Mulmaster.

A Second Twist

The morning after the murder theThayvians, who likely are now minus oneambasador, attempt to exact compensa-tion from Zhentil Keep � 20,000 gp, andfrom Ravens Bluff � 16,000 gp. TheThayvians do not reveal to anyone in thecity that their murdered ambassador hasbeen sent back to Thay to be raised. If thePCs ask to examine the Thay ambassa-dor�s body, they will be told it has beenreturned to his family. All the other mur-der victims are laid out in the Zhentarimembassy awaiting burial or raising,depending on their status.

City officials are enraged that theThayvians would attempt to get goldfrom the government. Holiday again con-tacts the PCs and pushes for their inves-tigation to proceed.l If the PCs question ambassadors who

were at the party, refer to the ambassa-dors� and other NPCs� statistics at the endof this adventure to determine what thePCs learned.l If the PCs question representatives

and servants at the Zhentarim embassy,and ask the correct questions, they willlearn that all of the Mulmaster delegatesdisappeared prior to the attack.l If the PCs attempt to question the

staff at the Mulmaster embassy, they willbe treated rudely and get little informa-tion. However, shortly after their attemptthe Mulmaster gardener approaches themand offers to sell them information for100 gold pieces. If the PCs meet the price,the servant tells them the Mulmaster del-egates were seen leaving the Mulmasterembassy with Zhentarim disguises in tow.l If the PCs uncover the Mulmaster

crime, they will be given 2,000 gold piecesfrom the Zhentarim, 1,600 gold piecesfrom Ravens Bluff officials, and the Mul-master ambassador and his staff will beexpelled from the city.

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Cast of NPCs

Lunessa Redmon, Ravens Bluff mer-chants guild representative, 0 level femalehuman: STR 15, INT 15; WIS 17; CON9; DEX 16; CHA 13; MV 12; hp 6; AC 8;AL Neutral Good; S M; THAC0 20

Lunessa never had been inside a for-eign embassy before and had asked themerchants guild if she could be the rep-resentative to this party. She regrettedbeing pushy about it, as she was nearlykilled. She is certain the murderers wereZhentarim, as the attackers wore clothessimilar to the other Zhentarim in theroom.

Malagar Flamhart, council of lords representative, 0 level male human: STR 12,INT 12; WIS 16; CON 9; DEX 9; CHA16; MV 12; hp 6; AC 10; AL NeutralGood; S M; THAC0 20

Malagar was moving up in the councilof lords until he attended the party andwas the second person killed in theassault. He will be raised at the expense ofthe council. If the PCs wait to talk to himafter the raising, he tells them he was eat-ing a crab puff when he was stabbed in theside by someone in Zhentarim garb. He

doesn�t remember anything else. How-ever, he adds that he hopes the PCs areable to catch the �vile rogues.�

Stanbier, Mulmaster ambassador, 0 levelmale human: STR 7, INT 15; WIS 15;CON 6; DEX 6; CHA 17; MV 12; hp 4;AC 10; AL Neutral; S M; THAC0 20

Stanbier is a fat, jovial diplomat whoappears to be about 40 years old. Henever discusses his age. He is witty andcharming, but he can be tough when nec-essary. He will not be harmed in the attackat the Zhentarim embassy, but his escort,Selere, will be killed for appearance. Sel-ere was a local courtesan who was oftenseen with Stanbier; he will see to herburial. Stanbier will be otherwise unac-companied at the party.

He has an embassy staff of four; a cook,housekeeper, caretaker (who also gardensand does limited guard duty), and a clerkwho is always busy. From time to time var-ious Mulmaster natives are at theembassy, such as the eight-member Mul-master death-squad.

Stanbier will act friendly toward theplayer characters � as long as they do notthreaten him. He is a coward at heart andwill wilt quickly if confronted with the evi-

57

dence of the fleeing assassins seen enter-ing his embassy.

Clartil Crumnert, Amn ambassador, 0level male human: STR 10, INT 16; WIS16; CON 8; DEX 9; CHA 17; MV 12; hp5; AC 10; AL Chaotic Neutral; S M;THAC0 20

Clartil is a swarthy man with a brightpersonality and a tongue that gets himinto trouble as often as it gets him out ofit. He frequently opens his mouth beforethinking a problem through and hascaused Amn one or two embarrassmentsthroughout his career. He has had morepostings and can tell more stories thanany other ambassador stationed in RavensBluff. He and his wife, Marla, will bekilled at the party, but will be raisedwithin 24 hours, when a high-level Amncleric is summoned. Clartil will be revived,but will be too devestated to be of muchhelp to the PCs. Marla will not be able tobe raised.

Oswal Stumm, Clartil�s assistant, 2ndlevel male human cleric: STR 9, INT 16;WIS 18; CON 12; DEX 12; CHA 8; MV12; hp 12; AC 8; AL Chaotic Good; S M;THAC0 20; spells in memory – cure light

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wounds, detect evil, detect magic, detect poison.As Aide-de-camp to Clartil, Oswal gen-

erally runs the Amn embassy and does hisbest to keep Clartil out of trouble. He willnot be harmed in the attack, and he willuse his cure light wounds on the nearestperson who needs aid. He recognizes thatClartil and Marla are beyond his help.

Oswal is an excellent organizer, but hehas a gruff personality that makes himunsuitable for a front-line diplomat.

He suspects that the killers were not theZhentarim, but were impersonators.However, he has no proof of that. He isdefinitely suspicious of anyone whowould flee their own embassy.

Galesh Megrorn, Thay ambassador, 5thlevel male human mage: STR 9, INT 18;WIS 14; CON 10; DEX 16; CHA 17; MV12; hp 12; AC 4; AL Neutral Evil; S M;THAC0 19; spells in memory � Charmperson, friends X2, sleep, forget X2, hold per-son; magic item: Bracers of defense AC 6

Galesh is secretly a Red Wizard, cur-rently loyal to the zulkir of necromancy.He is haughty and arrogant toward allwhom he considers inferior, which is justabout everyone. He is capable of diplo-macy when dealing with other diplomatsor other Red Wizards, particularly thosewho outrank him. Galesh will be killed atthe party only because he won�t be expect-ing any trouble. The PCs will not meethim unless they were able to get inside theZhentarim embassy for the party. Galeshwas attending the party alone. His staffconsists of a cook, a groundsman, and aclerk (who will arrange for his raising).The clerk looks after most of the embas-sy�s affairs.

The Thayvian embassy staff will nottalk to the PCs unless forced. If they areforced, the PCs will learn the Thayambassador had a fairly good relationshipwith the Zhentarim, and they can�t imagethe Zhentarim jeopardizing any standingwith Thay by killing Galesh.

Bolatar Zarim, Zhentarim ambassador,9th level male human fighter: STR 17,INT 16; WIS 15; CON 18; DEX 17; CHA16; MV 12; hp 90; AC 0; AL Chaotic Evil;S M; THAC0 12; magic items: Bracers ofdefense AC 3, ring of regeneration

Bolatar is a man of vision who sees a daywhen peace will rule the Realms (andZhentil Keep will rule peace). He is anexcellent diplomat with a silver tongue.The thought of someone framing his peo-ple will outrage him, and it will be severalhours before he is calm enough to talk

civily to the PCs. He will point out that ifthe killers were Zhentarim, they wouldnot leave the grounds.

Zhentil Keep Embassy Staff

Kindrak Kindrakson, head of house, 0level male human: STR 10, INT 14; WIS16; CON 8; DEX 9; CHA 13; MV 12; hp5; AC 10; AL Chaotic Evil; S M; THAC020

He is horrified that such an incidentshould occur at the embassy, especially atone of �his� parties. He will remain cooland calm on the surface, setting a goodexample to those who panic. He will ren-der first aid when appropriate and willtake charge of the situation. He can pro-vide the PCs with little information, otherthan confirming that there were no unin-vited guests attending the party.

Beidler and Githon, hired waiters, 0 levelmale humans: STR 15, INT 10; WIS 12;CON 14; DEX 12; CHA 11; MV 12; hp 4each; AC 10; AL Chaotic Neutral; S M;THAC0 20

Beidler and Githon have worked at theZhentarim embassy for parties twicebefore, and never had any trouble. Theyplan never to work here again. Beidlerwas in the kitchen looking over the foodwhen the attack came. He hid next to theoven until the commotion stopped. How-ever, he will tell the PCs one of the assas-sins � most assuredly an evil Zhentarim� clubbed him on the head as he ranoutside to call for help to stop the mur-ders. Githon was in the ballroom and wasslightly injured in the fight. He will bemore talkative if the PCs cure him. Githonsaw the Zhentarim agents enter the mainballroom from different areas. Theydidn�t walk like Zhentarim, and theydidn�t sound Zhentarim when one said,�We got the Thay man, let us leave.�However, Githon can�t quite place theaccent.

Sendira, hired waitress, 0 level femalehuman: STR 8, INT 12; WIS 9; CON 9;DEX 9; CHA 18; MV 12; hp 6; AC 10; ALNeutral; S M; THAC0 20

Sendira works for the same firm as Bei-dler and Githon. She saw the killers leavethe party (she was hiding behind a cur-tain). One of the killers looked familar toher � she saw him a few days ago in theMulmaster embassy where she was inter-viewing for a position. She refused the jobwhen she discovered that more than wait-ressing was expected. Sendira does not

58

like Stanbier or anyone else connectedwith the Mulmaster embassy. She doesnot know the killers were instructed toexecute her, however her hiding placebehind the Curtains kept her safe. Stan-bier wanted her dead for refusing hisadvances.

Gorfred, groundsman, 0 level malehuman: STR 10, INT 16; WIS 16; CON8; DEX 9; CHA 17; MV 12; hp 2; AC 10;AL Neutral Good; S M; THAC0 20

Gorfred saw the killers flee the embassyand turn left. He is a drunkard and can�treveal any more information to the PCs.However, he will be friendly and invitethe PCs to share a drink or three withhim.

Makira, the cook, 0 level female human:STR 7, INT 16; WIS 16; CON 9; DEX 18;CHA 10; MV 12; hp 6; AC 6; AL NeutralEvil; S M; THAC0 20

Makira was in the kitchen throughoutthe assault and did not witness anything.If the PCs press her, she admits that oncethe shouting started she hid with Beidlernext to the stove. If any of the PCs seemundernourished, she tries to get them toeat something. However, if the PCs arerude to her, she tries to get them to eatsomething tainted with special herbs; thisfood will cause any PC who ate it to sub-tract three points from his Constitutionscore for three hours.

Sylvester, clerk, 0 level male human:STR 7, INT 12; WIS 18; CON 7; DEX 16;CHA 14; MV 12; hp 4; AC 8; AL NeutralEvil; S M; THAC0 20

Sylvester is a foppish young man who isbewildered by all of the day�s events. Ifquestioned harshly he will blubber, slob-ber, and apologize for anything andeverything. He has no useful information.

Mulmaster Hit Squad

Angar Barkstykys, 10th level malehuman fighter: STR 17, INT 12; WIS 12;CON 17; DEX 16; CHA 11; MV 12; hp94; AC 1; AL Chaotic Evil; S M; THAC011; magic items: Ring of protection +2,cloak of protection +2, long sword +3

Hit Squad Members, 6th level malehuman fighters: STR 14; INT 14; WIS10; CON 12; DEX 17; CHA 9; MV 12; hp33, each; AC 5; AL Chaotic Evil; S M;THAC0 15; magic items: each fighter isequipped with a poison-coated short swordof quickness; each wears leather armor.

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The Vulture, VernonCondor

Male Human Fighter/Wizard Level 4/12

STR: 16INT: 18WIS: 17DEX: 12CON: 12CHR: 10AC Normal: 0AC Rear: 0Hit Points: 49Alignment: Lawful GoodLanguages: Common, Dwarvish, Elvish,Halfling, Orcish, Lizardman, Gnomish,Hobgoblin

Weapon Proficiencies: Long sword, dag-ger, lasso, short sword, staffNonweapon Proficiencies: Reading/writing (18), appraising (18), tracking(17), ancient history (17), herbalism (16),religion (17), spellcraft (16), weathersense (16), Local History (10)

Magic Items: Bracers of defense AC 0, ringof truth, ring of warmth, wings of flying, amu-let of proof against detection and location, bootsof elvenkind, eyes of the eagle, long sword +2(detects precious metals, minerals, andgems in a 30-foot radius)Spells/day: 4 4 4 4 4 1

Spell Books

Level One Spells

Change Self Charm PersonDetect Magic MessageMount Protection From EvilRead Magic Spider Climb

Level Two Spells

Detect EvilKnow AlignmentMagic MouthStinking Cloud

KnockLevitateRope TrickWeb

Level Three Spells

ClairaudienceHold PersonSuggestionVampiric Touch

ClairvoyanceSlowTonguesWind Wall

Level Four Spells

Detect ScryingPolymorph OtherWall of Fire

Dimension DoorPolymorph SelfWizard Eye

Level Five Spells

Bigby’s Interposing HandFeeblemindTeleport

ChaosTelekinesisWall of Force

Level Six Spells

Anti-Magic Shell Chain LightningControl Weather Guards and Wards

Appearance: Although Vernon Condorstands 5� 11" tall, he appears several inchesshorter because of his stooped shoulders.The 47-year-old Ravens Bluff nativedresses in fine, tailored clothes, whichappear expensive, but not gaudy. Hefavors browns and grays. Vernon beganlosing his hair 20 years ago, and is nowcompletely bald. His facial features arepronounced � small, black eyes beneatharched eyebrows, high cheekbones, and alarge hawk-nose.

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Background: Vernon Condor, who isknown to the public as �The Vulture,�was born to a wealthy Ravens Bluff familywho made sure he received the best edu-cation possible. Condor loved schoolingand immersed himself in law books andhistory books. Condor planned on becom-ing a lawyer or politician. However, agroup of close friends encouraged him tosee the world first. He adventured withhis small group of friends for six years,becoming a skilled fighter and thenswitching his studies to magic. When hisparents died he returned to Ravens Bluffto inherit his estate. He settled down andbegan to study again, specializing thistime in economics, while at the same timeincreasing his magical knowledge.

As he observed and studied the LivingCity�s economy, he became impressedwith the positive effects brought by MayorO�Kane�s efficient and uncorrupt leader-ship. He began to form his own economictheories and started to advocate a strong,mercantilistic government with a steadyincome from an equitable tax system.Such a government, he reasons, is theonly entity capable of maintaining all thecity interests simultaneously. He also rea-sons that unfairness and corruption chan-nels money away from vital projects andundermines confidence in the system.

By the time he was 35, local politiciansbegan seeking Vernon�s advice on taxmatters. Two years later he was appointedthe city tax collector � a position he hasheld for 10 years. His official title is Regentof the Excequer.

5 sp-1 gp1 gp-5 gp5-10 gp20 gp-100 gp

Vernon is happier now than he everwas. He is surrounded by the things heloves most: money, laws, and power.

Vernon is a just official, greatlyrespected by the other city officials,admired by many in town, and feared andshunned by those who oppose taxes orwho try to avoid paying them.

The Vulture�s policies are fair, withpeople taxed based on their incomes andpersonal wealth. The destitute and unem-ployed are not taxed, unless the unem-ployed are well off because of personalwealth and land.

The Vulture strictly enforces his poli-cies, and he ruthlessly brings to justice alltax evaders, counterfeiters, and embez-zlers he can find. He is in charge of agroup of men and women who patrolRavens Bluff in search of offenders. Theyalso investigate counterfeiting, fraud, ille-gal gambling, and tax evasion. One oftheir current Vulture-directed projects isto keep an eye on the Jack Mooney & Sons

Circus. The Vulture never enjoyed cir-cuses and is convinced that when the cir-cus winters in Ravens Bluff Mooneybrings in more money than he reports.(Actually Mooney reports his income hon-estly, but many of his people do not.)

Leaf in Root

Leaf in Root, a pipe and tobacco shop, islocated in a small, red-block buildingbetween two other businesses. Leaf inRoot is owned and operated by a halflingnamed Oscar Sodhome. Oscar also has anassistant, Chug Millman, anotherhalfling.

Leaf in Root is famous both near andfar for its exclusive pipes and uniquetobaccos. Many people come from greatdistances for Oscar Sodhome's �SodhomeSpecials" � pipes made from a secret rootand custom crafted by Oscar himself.Oscar makes most Sodhome Specials tohis own liking, and they sell well enough.He can, however, be persuaded to carve a

custom pipe � if he is offered enoughmoney. Oscar also makes a fair amount ofmoney on common pipes, such as briarsand clay pipes (although Oscar cannotunderstand how anyone can stand tosmoke a pipe not made from a root).

Tobacco is also a big-selling item at Leafin Root, both common and exotic variet-ies. Oscar keeps common types on hand,and he always has an exotic type as aweekly special. If requested, Oscar can getalmost any type of leaf, no matter howrare or expensive it is. Oddly enough,Oscar labels each type of leaf with its sup-posed medicinal value; if nothing else, heis convinced that this helps sales. Alongwith pipes and tobacco, Leaf in Root alsocarries pouches, tinderboxes, and othersmoking paraphernalia.

Leaf in Root is also a business wherepeople can post notices either offeringtheir services as hirelings or asking for theservices of hirelings. Again, Oscar is cer-tain that this helps attract new customersand bolster sales.

Wares and Prices

Pipes

Clay pipeBriar pipeSodhome SpecialCustom pipe

Tobacco (per pound)

Weekly specialSpecially orderedCommon

Gloaming DarkGloaming LightAncient AshBurrowville BlueleafMisty MossWizard WeedLaughing LeafDungeon DelightOscar�s OnlyNicotiana Night

Miscellaneous

4 gp2-15 gp

2 gp2 gp2 gp14 gp2 gp2 gp4 gp2 gp2 gp4 gp

cures coughingcures headachescures feverfights tirednesscures ulcersremoves wrinklesincreases merrinesswarms bodyaids eyesightaids sleep

Tinderbox 8 spTobacco Pouch, Cloth 5 cpTobacco Pouch, Leather 1 spPipe Cleaning Kit 5 sp

Nothing in the store is marked with a haggle with the customer until they canprice. Oscar and Chug expect customers get an acceptable price; they will never goto name prices for the items they want. If lower than the listed prices. Note, how- the price offered is higher than what is ever, that retail customers seldom buy anshown on the table, the offer is accepted entire pound of tobacco. A typical tobaccoimmediately (but not too hastily). If pouch (such as the ones sold at Leaf inoffered a lower price, Oscar and Chug Root) hold about 2 ounces of tobacco �

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enough for 15-20 pipefulls.A specially ordered leaf takes from one

week to two months to arrive, althoughOscar can get most types rather quickly ifhe is offered enough money. A custompipe, on the other hand, can take quitelong to finish. If Oscar is diligent abouthis carving, he can have one ready inabout five weeks. If however, the pipe isespecially detailed and Oscar is often dis-tracted by trips out of town, he can takeup to eight months to finish the pipe.

Oscar Sodhome5th Level Halfling Thief

STR: 15INT: 11WIS: 12DEX: 18CON: 13CHA: 11AC Normal: 6 (4 with armor)AC Rear: 10 (8 with armor)Hit Points: 20Alignment: Neutral EvilLanguages: Common, Thieves� Cant,Halfling, Dwarvish, Goblin

Weapon Proficiencies: Short sword,dagger, clubNon Weapon Proficiencies: Artisticability, pipe carving (13), appraising (12)Magic Items: Cloak of displacement, bootsof elvenkind

Thief Skills:

PP OL FT MS HS DN CW RL30 80 60 45 65 35 45 �

Backstab for triple damage

Appearance: Oscar is a common-lookinghalfling with brown, curly hair and curi-ous, blue eyes; he is 67 years old, weighs64 pounds, and stands three feet tall. Heis very active and must always be doingsomething; he finds little use in just sittingand thinking. Oscar is very secretive andtells others almost nothing about himself.When he talks, it is usually about theweather or pipes.

Background: Money has a serious holdon Oscar because with it he can purchasegems, which he loves dearly. He has asecret compartment under the couch inhis room (see below) where he keeps atrove of gems.

Oscar leaves town quite often. He tellsChug that he goes to search for the secretroot for his custom pipes. Since he alwayscomes back with a small sack of the cher-ished root, Chug never questions Oscar�shonesty. Actually Oscar goes on thesetrips because he is a burglar for hire. Overthe years Oscar has established many con-tacts among the ruling class, and his thiev-ing for them is his major source ofincome. His employers contact himthrough servants who come to Leaf in

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Root and post notices asking for the ser-vices of a thief; the notices are signed witha two-letter code (which looks like initials)identifying the noble who requiresOscar�s services. The code assures theemployer�s anonymity when Chug andothers read the publicly-posted notices.Upon seeing one of these notices, Oscarleaves within a day to meet the noble andlearn of his task. He has never beencaught on any of his assignments and hasalmost always been successful. For his ser-vices, Oscar is paid in gold or gems (heprefers the latter), and he also receives abag full of the finest briar root piecesavailable. It is from these pieces thatOscar makes his �secret� root. To makethe root seem different from regularbriar, Oscar soaks it in ale for three days,then scorches it in a hot fire. This not onlyconceals the true material of the root, butOscar insists that it makes the pipetastemuch better. Nevertheless, by doc-toring briar and then selling it later for ahigh price, Oscar does quite well for him-self.

Chug Millman1st Level Halfling Fighter

STR: 14INT: 8WIS: 12DEX: 12CON: 11CHA: 12

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AC Normal: 10AC Rear: 10Hit Points: 6Alignment: NeutralLanguages: Common, Halfling

Weapon Proficiencies: Short sword,dagger, club, hand axeNon Weapon Proficiencies: Endurance(12)Magic Items: Dagger +1

Appearance: Chug is tall for a halfling,at 3�8�. He weighs 72 pounds. He is 40years old and has light brown hair andbrown eyes. Chug�s real name is Willy;he got his nickname from some friendswho were amazed at his ability to drinklarge quantities of ale very quickly.Chug is famous in nearby bars for histalent with a mug of potent ale.

Background: As a youngster, Chug wassure that he wanted to be an adventur-ing fighter. However, after a small suc-cess, and more failures, Chug decidedthat adventuring was not for him; heprefers to tell and hear stories of greatfighters. Chug also has a good-sized col-lection of shields in his room, and he isalways on the lookout for fine shields.He has no preference as to size or style;he only demands that the shield lookbattle-worn, and he loves it if the ownercan recount the ways in which the shieldwas damaged.

Chug usually keeps quiet about hisdrinking ability and his shield collection.He will rarely talk of himself, althoughthis is because he is fairly shy, not becausehe is secretive like Oscar. Chug is also apessimist and often declares (after he hashad some ale) that the world is in declineand that there are no great heroes left.

Chug and Oscar have a relationship ofmutual respect, although they do not par-ticularly like one another. Chug feels thathe owes Oscar since Oscar gave him a job(Oscar, however, is quite pleased that hefound the unquestioning, reliable Chug).

Leaf in Root Layout

The Store: Windows in the wall facing thestreet augment the light provided by sev-eral lanterns hung about the room. Cus-tomers usually find Oscar or Chug (thetwo are rarely in the shop at the sametime) sitting on a stool at the table near thefront door. Hireling notices are posted onthe wall, to the left of the door as thecustomers enter. Customers are not

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allowed beyond this room.

Storage: The area holds supplies oftobacco, pipes, lantern oil, and money forchange. A locked chest holds 100 gp, 100sp, 100 cp, and 10 pp.

Stairway: The door leading to the stairsalways is kept locked. Both Oscar andChug have keys.

Foyer: This room is empty.

Water Closet: This has the usual fixtures.A vent allows odors to escape to the streetabove.

Pantry: This cool room has barrels ofpickles and ale and shelves holding allsorts of food including cakes, crackers,coffee, and cookies.

Dining Area: This is furnished with anold wooden table complemented by twofine, wooden stools. There are alsoshelves and a fire pit. Upon the shelvesare various eating utensils, plates, andmugs. The firepit is used for warmth andcooking. Here is where the halflings eatand where Oscar carves pipes.

Oscar�s Room: This neatly tidied roomhas a bed, a fireplace, firewood, a couch,a closet, and a bookshelf. The books onthe bookshelf deal with herbs, tobaccos,pipes, and gems; they are written inDwarvish. Beneath the couch is a secretdoor which opens to a 3�x3�x3� space con-taining Oscar�s chest of gems. There aresix fancy stones, three gem stones, onejewel, and ten semi-precious stones; DMsshould determine particular types ofstones as they see fit. Behind Oscar�s bedis a shifting panel which reveals the hid-ing place for his magic items and thieves�tools and weapons. The closet has a con-cealed door, behind the clothes, whichalso opens to a 3-foot cubical space. Thishouses Oscar�s special briar roots and hispipe carving instruments. Also here is asmall coffer which holds 55 pp and 30 gp.Oscar keeps an urn on the mantlepiecewhich holds another 105 gp, althoughone must look inside the urn to see thegold.

Chug�s Room: Though the room is oth-erwise very messy, Chug�s shield collec-tion is hung along neatly the walls. Thereare seventeen shields hung in orderlyfashion. There also is a bed, a fireplace, apile of firewood, a couch, and a chest of

drawers. In the top drawer of the chest isa pouch with 38 gp and 23 sp. On top ofthe chest is Chug�s pipe. Beneath his bedthere is a short sword on the floor and hismagical dagger under a loose stone.

Living City Writers Guidelines

Ravens Bluff and the land around it restsin the capable and creative hands of mem-bers of the RPGA� Network. The city willgrow and evolve so long as members pro-vide the material.

If you want to send a submission to TheLiving City, read the following guidelines.Only material from RPGA Network mem-bers will be considered for publication.An RPGA Network membership formappears at the end of this product.

Content

Ravens Bluff is part of the FORGOTTENREALMS� campaign setting, a supple-ment to the AD&D® 2nd Edition game.Because of that, all characters included insubmissions must have AD&D game sta-tistics. These statistics should include allcharacter attribute scores � Strength,Intelligence, Wisdom, Dexterity, Consti-tution, and Charisma. The character�s hitpoints, normal Armor Class, rear ArmorClass, Weapon Proficiencies, NonweaponProficiencies, Languages, and Spells andThieving abilities � if applicable � alsoshould be included. Read the characterspresented in this pack and in Living Cityfeatures in the POLYHEDRON� News-zine for examples. Characters also shouldhave backgrounds, detailed personalities,motivations, and notes on how they relateto PCs they will encounter in campaigns.

Businesses and their owners/operatorsare among the most popular Living Cityfeatures appearing in the POLYHE-DRON Newszine. Each submissionshould include the name of the building,what the business involves, a drawing ofthe building�s layout, and complete gamestatistics, background, motivations, andpersonalities for the owners and/or oper-ators. If the business is a shop, include thetype of merchandise that is sold, the qual-ity, and the kind of customers who pur-chase the merchandise.

63

Mini-adventures such as Party on EmbassyRow in this product, should include a DMsummary of the adventure and should listthe player character levels the adventureis intended for.

NPCs, creatures, or tricks/traps andother situations must be fully explainedand include all appropriate statistics. Forexample, if you choose to create anencounter with a thief, you need to list allthe thief's abilities, his items carried, andhis plan involving the PCs.

New monsters and magic items are wel-come, just as long as they are fullydetailed. New creatures must be detailedwith AD&D game statistics. List these sta-tistics as they appear in the Monstrous Com-pendiums.

The Basics

All submissions must be typed anddouble-spaced on 8 1/2� by 11� whitepaper. Computer printouts are accept-able if the printing is dark enough to beeasily read. Be sure to leave a one-inchminimum margin around all four sides ofyour text.

On the first page of your submissionput your name, address, telephone num-ber, and Network membership number.If you wish to use a pen name on yourarticle, include it after the title of the arti-cle. On each following page put yourname, a short form of the title, and thepage number.

Make sure you keep the original or aphotocopy of each submission for yourrecords.

Each submission must be accompaniedby a standard disclosure form. A disclo-sure form appears at the end of these sub-mission guidelines.

The RPGA Network does not pay forLiving City submissions. However,authors of material accepted for publica-tion will receive gift certificates to the MailOrder Hobby Shop and will have the grat-ification of seeing their work in print.

Ethics

All submissions to Ravens Bluff, The Liv-ing City must be in good taste and of highquality. It is important that you followthese principles: Never portray evil in anattractive light. Evil characters should beportrayed as foes. Do not give explicit detailsand methods of crime, violence, magic, or gore.A good writer can imply situations with-

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Standard Disclosure Form

I wish to submit the following materials for your con-sideration for publication by the RPGA™ Network,subject to all of the conditions below.

Working title of submission and brief description(please print):

I submit my materials voluntarily and on a non-confidential basis. I understand that this submissionby me and its review by TSR, Inc. (“TSR”) does not,in whole or in part, establish or create by implicationor otherwise any relationship between TSR and methat is not expressed herein. I further understand andagree that TSR, in its own judgment, may accept orreject the materials that are submitted with respect tomy submission until TSR shall, at its own election,enter into a properly executed written agreementwith me, and then only according to the terms of suchan agreement.

I agree that TSR may have a reasonable period oftime in which to review this submission. TSR willreturn my submission to me provided it is received byTSR with a self addressed stamped envelope. TSRshall not be held responsible, however, for items ormaterials that are accidentally damaged or lost. Ihereby agree to retain a copy of the submitted mate-rials.

I understand and agree that the review by TSR ofthe materials that accompany this disclosure formdoes not imply or create (1) any financial or otherobligation of any kind on the part of TSR, (2) anyconfidential relationship or guarantee of secrecy, or

out graphically detailing them. Crimeshould not be romanticized. Don�t presentcrime in a way that might inspire others toimitate criminals. Drug and alcohol abusecan only be presented as dangerous habits.Substance abuse is unattractive andshould be portrayed that way. Guards, con-stables, and other civil officials should not bedepicted in such a way as to cause readers todisrespect real-life agents of the law.

Slang and colloquialisms are all right touse in dialogue. However, excessive use isdiscouraged, and it is not recommendedin descriptive passages. Profanity, obsceni-ties, and vulgarity are not acceptable. Lust andsexual perversion should not be portrayed orimplied in submissions.

Current religions should not bedepicted, ridiculed, or attacked. Ancientor mythological religions can be por-trayed in compliance with the other ethi-cal considerations presented in theseguidelines.

(3) any recognition or acknowledgment of either nov-elty or originality.

I also understand and agree that if the submissionutilizes or is based on characters, settings, or othermaterials that are owned by TSR or if the submissioncontains trademarks and/or other proprietary mate-rials that are owned by TSR, then I shall not be freeto submit the submission for publication to any personor firm other than TSR.

I warrant that the submission (has never been pub-

lished) (has been published by

in ,) that it is original,and that its publication will not violate the rights ofany third party. I also warrant that I am the soleowner of the submission. Furthermore, I am of legalage and am free to make agreements relative to thissubmission or I am the authorized representative ofthe submitter (circle one: Parent, Legal Guardian,

Agent, Other: ) who isthe owner of the submission.

Signature:

Please type or print the following:

Submitter’s Name

Date Phone

Address

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