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The document provides an overview of the Heckna tabletop role-playing game campaign setting, which takes place in a magical carnival called the Revelia run by the mysterious figure Heckna.

The Revelia is a magical carnival found in the dark forest, led by Heckna. On the surface it appears fun and wonderous, but underneath there is chaos and terror. It lures people in and makes it hard to escape.

Heckna is the creative mastermind behind the Revelia, masquerading as a jovial ringleader. However, Heckna's true nature is more sinister and chaotic. Heckna summons people to the Revelia for unknown purposes.

Playtest v0.

3 July 10, 2020


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Credits
Writing:
Ashley Warren, T.R.Rowe

Game Design:
Ashley Warren, Ryan Servis, Jordan Richer

Project Management:
T.R.Rowe

Concept:
Ricardo Evangelho, Jordan Richer, Andrea Bruce

Cover Illustration:
Jason Engle

Concept Illustrations:
Jason Engle, Daarken

Design:
Joshua Mendenhall, Ricardo Evangelho

Additional Contributions:
Dominique Parisien, Christopher Pinch,
Matthew Gravelyn

Jason Engle
TM
TM

Heckna is Copyright © 2020 Hit Point Press Inc., 1175 Brookfield Rd East, Ottawa, Ontario, K1V0C3, Canada.
All rights reserved. All characters and their distinctive likenesses are property of Hit Point Press Inc. in
Canada, US and other countries. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express permission of Hit Point Press Inc. Reference to other copyrighted
material in no way constitutes a challenge to the respective copyright holders of that material. Hit Point
Press, The Deck of Many, Humblewood and its associated logos are trademarks of Hit Point Press Inc.
Welcome to the Revelia!
Welcome to the carnival, where we are always smiling…

The sounds of revelry drift through the dark, cold your own vibrant descriptions. Additionally, the
forest, drawing wayward travelers to a place where area outside of the Revelia is choked with mist,
the senses are delightfully and bewilderingly over- and some areas within the Revelia are “under
whelmed. Peering out from the top of the conifers construction,” preventing characters from entering
is the blood-red spire of the Revelia, where wonder or escaping these areas.
and fun awaits! Heckna is written for 5th Edition Core Rules. Stat
But underneath the sparkling lights and gleam- blocks for NPCs and creatures unique to the story
ing facade is a sinister underbelly of chaos and are bolded in blue and included in Appendix A.
terror. The magical Revelia is the work of Heckna, Creatures bolded in orange are found in the 5th
a creative mastermind masquerading as a jovial Edition Core Rules.
ringleader. Some, however, are aware of Heckna’s
ruse, including a hunter who will stop at nothing to Information formatted like this is intended to be
dispatch Heckna — and destroy the Big Top — once read aloud to players when they reach that loca-
and for all. tion or encounter.
Travelers may think that they discover the Revelia
by accident or stroke of luck, not knowing that they The locations of the Revelia are grouped by level,
have in fact been summoned by Heckna, whom as follows:
revelers call “The Ringleader.” The Ringleader enjoys
a challenge, and lures the best and brightest to his Levels 1-3: The Jamboree
circus. Many have tried to escape and failed in the The Jamboree is the outside area of the carnival
attempt. But all hope is not lost: with the right alli- within the Revelia walls. Characters have plenty
ances and a bit of cleverness, even Heckna can be to encounter here but, in general, the Jamboree
outtricked, and there is a way out through is a relatively low-stakes exploratory area for
the forest… introductory characters.
Will characters see through the glitzy and glam-
ourous charade or fall prey to Heckna’s everlasting Levels 4-7: The Dismaydium
torment and become tied to the Revelia forever? The area around the Revelia’s Big Top is known
as the Dismaydium. This area really amps up the
challenge. Heckna’s more sinister and evil creatures
Introduction reside around and inside the Dismaydium. In
this area, characters can embark on treacherous,
This is a playtesting document for Heckna, an thrilling rides or play games in the midway.
adventure campaign designed for characters levels
1 through 10. Game Masters (GM) and players alike
Levels 8-10: Heckna’s Fun House
will delight in this whimsical, dark carnival setting.
Heckna’s Fun House is the Ringleader’s personal
This document is not the complete book. It
abode. True to its name, the Fun House contains
contains self-contained adventures, designed
plenty of puzzles and strange rooms to explore, but
for different levels, which provide opportunities
it’s also full of deadly monsters and traps.
for players to get acquainted with the setting.
Enough information is provided to run these
adventures, but we’ve kept some of the fun reveals
and surprises for the finished product. GMs are
encouraged to add to the adventure content we’ve
provided to run memorable sessions for their
players. You may have to come up with hooks for
your players, if the ones provided don’t work for
your table, and we encourage you to come up with

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Where Spooky Meets Silly and Sinister:
The Tone of Heckna
This is a book that combines dark fantasy and fun, campy escapades. It’s designed for players ages 14
and up. However, it’s very easy to adjust the tone and the atmosphere for your party. There’s plenty here
that will satisfy horror fans, and just as much that will entice fans of humor and whimsy.

Aesthetic
A Heckna campaign takes inspiration from classic court jesters, Victorian-era circuses and sideshows,
and campy flicks from the 1980s. Although the campaign is fantasy-themed, there are many anachro-
nisms, like arcade games, interspersed throughout.

A Crumbling Veneer
Everything about the way the Revelia and its inhabitants look has been specifically designed to deceive.
It doesn’t take long for the colorful, fun facade to fall away, revealing the carnival’s dark, decrepit under-
belly. There is nothing funnier to Heckna than this bait-and-switch. Characters should see signs of this
everywhere: the metal holding rides together is rusted; the hem of the many red velvet tents is frayed
and worn; the clowns’ wide smiles are actually permanent grimaces.

Corruption and Manipulation


These are common themes in a Heckna campaign. Heckna, unable to befriend others in a normal way,
uses corruption to influence, warp, and control people and creatures to do his bidding.

Humor
Heckna is nothing if not a jokester. Everything he does is motivated by a desire to make others laugh,
although this is not a selfless deed. Heckna needs others to see the humor in that which he also finds
amusing, and goes to great lengths to make people laugh, even if that means forcing them to smile or
give a half-hearted chuckle. Heckna speaks solely to get a rise out of others.
Despite the danger that permeates the whole setting, there is a sense of humor and whimsy in the
people and creatures that the characters meet. Encounters are so outrageously gross and silly that they
become funny. Characters should have fun and enjoy their time at the Revelia even with the threats that
lurk in the shadows.

Safety Tools at the Table


A tabletop roleplaying game should always be a fun, welcome, and safe experience for everyone at the
table. Due to the nature of this campaign, which has themes of corruption, dark humor, horror, and
manipulation, we recommend implementing safety tools at your table to ensure that everyone feels
comfortable and establishes clear boundaries for how they want to engage in the horror themes in this
book. When Heckna makes a bad joke, the joke is bad because Heckna isn’t very good at being funny,
and not because the joke is a personal attack on a player or their character.

The ttRPG Safety Tool Kit is a free resource that can help you run memorable horror-themed
campaigns without making anyone feel uncomfortable. You can find a copy of it included with this pdf.

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Features of the Revelia
Heckna’s Everwatching Eyes Who and what are revelers?
Heckna has various means of spying on visitors. In “Revelers” are people and creatures who are
addition to thralls and marionnettes, who Heckna doomed to live out their days at the Revelia. Some
keeps under his spell, Heckna’s visage is plastered revelers have been transformed into thralls and
on posters throughout the Revelia. These colorful serve Heckna, while others are just unsuspecting
posters are magicked with vicious mockery and people drawn to the carnival’s lights and sounds,
depict an animated Heckna insulting and unaware that their casual visit is a life sentence.
heckling revelers. Eventually, Heckna turns all revelers into his
Heckna’s silhouette is that of a classic clown unwitting assistants, whether or not they’ve been
figure: he is tall and lanky, and has a cloud of wispy transformed into thralls. Heckna determines a
white hair that is actually made of mist. He is always reveler’s usefulness and places them accordingly
depicted with a mask on, though it does noth- throughout the Revelia. Thralls occasionally
ing to diminish the unnerving nature of his wide, impersonate revelers to maintain the facade that
toothy grin. Atop his head he wears an elaborate the Revelia is a fun, and not dangerous, place. Most
headpiece with spiraling appendage-like pieces of revelers are normal folk, caught up in the chaos of
fabric. His traditional jester outfit is anything but the Revelia. Unless otherwise specified, use the stat
traditional: it features a print that is magicked with block of a commoner.
a galaxy print that swirls and changes.
To add flavor and heighten the tension for your
players, include the presence of Heckna posters.

Currency
This setting does not deal in gold; the currency of
the Revelia is tickets, which can be earned, traded,
and used to gain information via bribery. Tickets are
the common coinage in this location. Upon their
initial visit, the characters receive 10 red tickets. The
value standard is based on red tickets, as they are
the most common currency at the Revelia but not
the most or least valuable.

• Green tickets (denoted as GT in text):


Green tickets are worth the least; 5 GTs = 1 RT
• Red tickets (denoted as RT in text):
The standard to which other tickets are set.
• Black tickets (denoted as BT in text):
1 BT = 100 RT. Black tickets are extremely rare
and held by Heckna’s closest conspirators.
Jason Engle

3
Levels 1-3

The Jamboree
The Jamboree
Atop a metal archway are bright, illuminated
Facilitating this Setting letters that spell out WELCOME TO THE REVELIA.
The Jamboree is the first place characters visit and A veil of deep red velvet fills the archway and parts
explore upon entering the Revelia. This area leads in welcome as you approach.
characters to the Hostile Hostel, kicking off the first
adventure. The Jamboree introduces the flavor of The archway is 10 feet wide and 20 feet tall. There
the Revelia. is only one entrance to the Revelia. This is a chance
for characters to get acquainted with the setting
Entering the Jamboree and gather their bearings.
Once the characters pass the threshold under
the carnival’s welcome sign, they are in Heckna’s Before you is a wondrous, vibrant carnival.
Revelia and cannot leave until they find a way to Sweethearts stroll hand in hand, munching on
escape. A magical, invisible barrier surrounds the delectable treats. A glittering Ferris wheel rotates
carnival, about 10 feet away from the borders of nearby. Strangely dressed clowns roam through
the Jamboree. Walking into the invisible barrier the crowds.
repels the character and sends them walking in the
other direction, and renders them confused with There are many tents, most emblazoned with col-
temporary memory loss that lasts until they take a orful signage. In the distance, a huge castle looms
short rest. over the carnival. Large letters spell out “HECKNA’S
At a glance, the Jamboree looks fun and lively. FUN HOUSE” over the facade of a clown’s face.
The sounds of laughter and rides drown out the His face is painted in an enthusiastic expression,
more concerning sounds of screams and shouting. eyes wide and mouth open. Although painted, the
Some of Heckna’s thralls appear “normal,” and the clown’s eyes seem to follow you everywhere.
effects of their corruption are masked under cos-
tumes and makeup. These thralls act delighted and
amused by everything they encounter, intended to
detract from the more
Ticketing Booth
sinister activities. All revelers who visit the carnival stop by the
The lights are golden and glowing. Vendors and ticketing booth to receive their complimentary
merchants sell tasty-looking treats — but a bite ticket booklets, which means there is usually a bit
into a caramel apple reveals that it’s infested with of a crowd surrounding this booth. Revelers tend to
maggots. Fellow revelers smile with grins that are travel in packs of three to five people and are often
permanently etched onto their faces. The lights loud and dressed in wild, colorful clothing.
glow brightly to cast long shadows over the decay.
Overview
Characteristics of the Jamboree The ticketing booth is just beyond the entrance.
The Jamboree contains booths and buildings that Red velvet is draped over the booth, and a carved
attendees visit at least once during their time at sign that reads “GET YOUR TICKETS HERE” hangs
the Revelia, including the Ticketing Booth, the Lost on a post outside.
and Found, and the Hostel. This area is flat and
open to the elements; the booths are all draped Objective
in red velvet with flaps instead of doors. Clowns The characters each receive 10 tickets that they can
on unicycles, skateboards, or roller skates wheel use throughout the campaign. Consider the tickets
around causing mischief or engaging the revelers. to be the currency of the Revelia (see “Currency” in
Features of the Revelia).

5
Encounter Lost and Found
The ticket giver is an awakened marionnette
named Polly. Polly is dressed in a frilly pink and Overview
white dress, and her blonde hair is curled into One of the first places revelers visit in the Jamboree
impeccable ringlets. Unlike other marionnettes is the Lost and Found, a small gazebo where
that roam the Revelia, Polly is strung into the booth various items and creatures wind up. Most of the
and her puppet strings are clearly visible above items belonged to adventurers who have perished
her. She speaks in a childlike voice. The ribbons at the Revelia or turned into one of Heckna’s
that adorn the dress are actually spools of tickets. minions.
Upon her first meeting with the characters, Polly
pulls ribbons of tickets from her dress, folds them Objective
into a booklet, and hands one booklet to each The Lost and Found is occupied by a small, old
player. The ribbon includes 10 red tickets (RT). All birdfolk named Locke. Locke is a kindled corvum
of Polly’s ribbons lead into her small satchel, which whose dark plumage resembles that of a magpie.
is a magical bag connected to Heckna himself. He loves treasures and trinkets. He’s shrewd and
He controls the amount of tickets dispensed to not easily befriended, but giving him treasures
newcomers as a way to manage the economy. earns the party a fence where they can buy and sell
goods throughout the duration of the campaign.
Development
Once the characters receive their ticket booklets, Items in Locke’s Lost and Found
they can explore the Jamboree. Polly suggests
that the party visit the Hostile Hostel to find • Dozens of buttons in all shapes and sizes; no
accommodations for their stay at the Revelia. The two match.
name of the inn is a play on words, and carnival • Potion of healing, common
staff just call it the “hostel.” This is a good place • Fingernail clippings
to insert a random encounter, or the party can • A once spherical charm, now misshapen,
determine their next destination. composed of intricate metal branches
• Empty beer bottles
Random Encounters in the Jamboree • Alchemy jug
While the characters are exploring the Jamboree, • A heeled boot
pepper the adventure with a random encounter by • A deep red cloak that provides +1 to Dexterity
rolling on this table once per day. (Stealth) when worn. Requires attunement.
• Creepy crawly (a disembodied arm)
• A small dagger with a hilt that feels perpetu-
D4 Encounter
ally sticky with candy residue.
1 A gang of five gumballers antagonize
the characters.
Encounter
2 Three sucroozes rampage outside the
When the characters first arrive, Locke is being
Lost and Found.
attacked by a creepy crawly that was turned in
3 A jawbreaker accuses a random by another reveler. Locke cries out for help. If the
character of stealing a potion from characters intervene, the creepy crawly turns its
them and demands that the character attention to the party and attacks them.
hand over their bag for inspection. If the
character complies, the jawbreaker steals Development
any tickets that are found in the bag. Defeating the creepy crawly earns Locke’s
4 A gumballer sets off a ballooze, which begrudging thanks. He gives the characters a
unleashes poison slime onto those chance to peruse his wares, which consist of non-
within 5 feet. magical weapons and armor. Unlike other people
at the Revelia, Locke accepts both tickets and other
currency. He is a fiend for treasure and responds
very favorably to anything shiny, like coins, jewelry,

6
or magical items. Locke is especially eager for items Before the hostel can be a safe place to rest,
that come from “beyond” the carnival. the characters must help the hostel’s staff
If asked about how to escape, Locke laughs. He solve a mystery.
doesn’t know, and has never known anyone who A week ago, a reveler named Scooter checked
escaped successfully. “Better to spend your time into a room called Room 9. Room 9 is a simple,
surviving. I can help ye with that — for a price, windowless room that, when entered by the visitor,
of course.” shrinks down to a 1 foot by 1 foot box that can be
Locke can be dispatched, but ultimately dislikes transported and moved around the hostel. Room 9,
and avoids combat. Losing him means losing the with Scooter inside, has been misplaced by the
main source of trade and resources. In the event of awakened marionette Ramona, the hostel’s front
his death, an awakened marionnette temporarily desk attendant. While on her daily rounds, Ramona
takes his place but cannot be a fence, and reports left Room 9 in the hostel’s largest room, the Sweet
any of the character’s attempts to gain information Suite, a fairytale-themed experience in which
to Heckna. visitors stay in a cottage made of candy. Scooter’s
cries for help have led the forgetful marionnettes
to believe that the hostel is haunted, for they can’t
Heckna’s Hostile Hostel
find the source of the voice.
Adventure Synopsis They’re partly correct — retrieving Room 9 would
One of the few places to find sanctuary at the be an easy task, were it not for the timely visit of a
Revelia is the Hostile Hostel. This two-story local ghost named Gertrude, who loves candy and
hostel has nine strange rooms, each of which are frequents the Suite out of boredom. She discovered
“themed” and have random visitors and events. It’s Room 9 on a shelf in the cottage and has claimed
unofficial name comes from a wooden sign outside it as her new “dollhouse.” Gertrude is delighted by
the front door that says “Hostile,” in large red her new toy, and won’t give it up without a fight, or
letters. There’s a line through the word, and “Hostel” a delectable bribe. This adventure is designed for
has been hastily scrawled beneath that. characters levels 1 through 3.

Awakened Marionette Daarken

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Adventure Flowchart Although the noises sound like they’re coming
from the next story, Ramona insists that the
Episode 1: Entering the Hostel characters won’t find the source of the noise there.
The characters arrive at the Hostile Hostel to find “We looked already. It’s a ghost! Please help us find
the staff in disarray over a supposed “ghost” who is it.” Ramona suggests looking in each of the hostel’s
driving away customers. rooms for potential clues.

Clues
Episode 2: Exploring the Hostel Rooms
Tasked with finding the source of the haunting, Collecting clues throughout the rooms (described
the characters are given access to the hostel’s below) leads to the following findings:
strange rooms. • The reveler’s name is Scooter.
• Scooter is a gnome who checked into the
Episode 3: The Sweet Suite hostel a week ago. He spent two nights in
Their findings lead the party to the Sweet Suite, a other rooms — the birthday room and the
fairytale-themed room whose ghostly inhabitant, space room — before choosing to stay in
Gertrude, can be confronted or befriended. Room 9 to “mix things up.”
• Ramona had taken Room 9 around with her
while cleaning the rooms. She left it in the
Episode 1: Entering the Hostel Sweet Suite and forgot about it.

The hostel is marked by the misspelled sign and a Ramona gives the party a wooden box filled with
hot pink door, onto which gumballers have stuck items that are the keys to each room, except for
their used gum and sticky treats. Inside, the lobby Room 8, the Sweet Suite, as that room is currently
is small and dark, with stained red carpet lining the occupied. The keys can’t be taken outside of the
floor. The front desk is a long, wood-topped surface hostel; they turn into standard brass keys outside
lacquered red. Sconces on the walls cast a dim of the hostel building and have no value at the
glow into the space. On the wall behind the desk is Revelia. The locks on each room door are uncon-
a box overflowing with various items, each of which ventional, as most of the doors don’t have keyholes.
is a key to the hostel’s eight rooms. To the right of The Boring Room can be picked open with a set of
the front desk is a winding staircase that leads to lockpicks and a successful DC 13 Dexterity (Sleight
the next floor. of Hand) check.
The hostel is staffed by a crew of awakened The appeal of Room 9 is in its roving nature, as
marionnettes who wear red uniforms with red the inhabitant wakes up in a new and unknown
circular caps. Although they are adept at their jobs, location within the hostel. Only willing attendees
the marionnettes have limited memory and are of the Revelia, who share in Heckna’s odd sense of
prone to losing things. humor, find this fun — most outside visitors find
this room quite a nuisance and are perplexed by
You step into a dim lobby. Behind a wooden this gimmick.
counter is a marionnette with a white ceramic
face and short, dark hair that curls under her chin.
The marionnette clutches her head and bemoans, Room 9
“Please! Make it stop!” The Hostel’s Room 9 has some unusual properties
that can make staying in it a blessing and a curse
The desk attendant, Ramona, is referring to for the party. Room 9 has been shrunk down to a
a shrieking and howling sound coming from cube only a few inches across, that shrinks anyone
somewhere else in the hostel. Characters with a or anything that sets foot inside it. Currently, only
passive Perception of 10 or higher hear a voice — Ramona can open and close the cube. The cube
Scooter, the lost reveler — shouting. can be removed from the hostel, at which point it
becomes a magic item that requires attunement
“Help! I can’t get out of here!” a voice shouts, to use. (See Room 9 Cube in the appendix)
followed by a pounding sound.

8
Episode 2: Exploring the Room: This 10 feet by 10 feet room is decorated
with colorful banners and filled with dozens of

Hostel Rooms party balloons. There is a bunk bed with three


beds stacked atop one another. Sometimes, a
There are eight rooms in the inn, four on each floor. sneaky gumballer will tuck 1d4 + 1 balloozes
Room 9 has no set location but is stored behind the among the normal balloons; characters can root
front desk when unoccupied. The rooms on each out this threat with a successful DC 12 Intelligence
floor are separated by a hallway, with two rooms on (Investigation) check. Once per night, at a random
each side of the hallway. time, a group of 2d4 revelers (commoners), led
The cost of a room per night is 2 RT, although the by a rowdy jawbreaker, sneak into this room and
Sweet Suite is 4 RT. Upon return visits, opting to host a surprise party, sometimes for no one in
stay in a random room discounts the cost by 1 RT. particular, singing in their own language, called
Roll a d8 to determine which room the gobbledygook, to the tune of “Happy Birthday”
characters book. and carrying a cake covered in candles.

1: Space Room Smorkey porg nonse vor you


This room is located on the first story and is the Smorkey porg nonse vor you
first room to the right. The door is circular and Smorkey porg nonse nigh Crooshkar
made of gray metal. Smorkey porg nonse vor you.

Key: To enter, characters must don a gray helmet. Any interruptions to these festivities, or asking
This item must be put on before entering. The whose birthday it is, enrages the jawbreaker.
box given to them by Ramona includes enough
helmets for everyone in the party.
Clue
The party begins after the characters enter the
Room: This room is a pitch black orb punctuated room. The revelers surround the characters and
by stars and galaxies that occasionally appear on sing “Happy birthday dear Scooter!” in gobble-
the walls, bringing some light into the room. It lacks dygook. Although the melody may be familiar,
gravity, so any creatures inside float around. Despite characters can parse the strange language with a
this challenge, characters can rest in this room. successful DC 13 Intelligence (Investigation) check.

Clue
3: Game Show Room
Characters who make a successful DC 11 Wisdom
This room is on the first floor, first room on the left.
(Perception) check notice a constellation appear
The door is outlined with light bulbs and an ON AIR
on the wall. It depicts a zig-zag pattern with a
sign that lights up when the characters get within 5
bright star at the corner of each connecting point.
feet of it.
The zig-zag spells out the letter S, which is the first
letter of Scooter’s name. This pattern also mirrors
Key: The key to this door is a small paper ticket.
the stones outside of Gertrude’s cottage in the
One member of the party receives a green one, and
Sweet Suite.
the others are red. The tickets are placed through a
window in the door, accepted by a creepy crawly
that unlocks the door.
2: Birthday Party Room
This room is located on the first floor, second
Room: This room (a 15 feet by 15 feet square) is
room on the right. The door is painted with bright
arranged like a small set, with two chairs placed
primary colors and decorated with streamers.
atop a red rug with a bright spotlight above them.
Two rows of four chairs are set up to serve as an
Key: Characters who choose to visit or stay in this
audience. This room has a permanent inhabitant, a
room are given a rattling noisemaker. They must
thrall named Carson, who performs a nightly game
shake the noisemaker within 5 feet of the door to
show regardless of the presence of an audience.
unlock the room.

9
Whoever possesses the green ticket is the star of
the show, and Carson invites them to sit beside him
Clue
while he asks them questions. The questions are Characters who make a successful DC 12 Intelli-
mostly nonsensical and silly, although Carson treats gence (Nature) check note an owl perched on a
each question with the utmost professionalism. tree branch above the clearing. The owl is from
Some questions include: another room, the Sweet Suite, and is out of place
“How old were you when you first ate a popsicle?” in the jungle.
“If you remove the first and last letter of your first
name, what would your name be?”
“What is one color you would banish from 5: “Underwater” Room
the rainbow?” This room is on the second floor, first room on
After his daily set, the characters can rest in the the right. The door is made of glass and the room
room while Carson retires to a “backstage” area, behind it looks like an aquarium. In the center of
which is just a corner of the room. the door is a hatch wheel.

Clue Key: Hatch wheel. The metal hatch wheel is about


1 foot in diameter and has a rectangular groove on
Upon the characters’ first visit, Carson asks the
the back of it, which is used to place it on the door.
party if a Scooter is among them—Scooter is the
To enter the room, characters must first attach
winner of a prize that he has yet to claim. “He
the wheel by slotting it into place on the door, and
peeked in about a week ago! He was an audience
then turning it clockwise with a successful DC 11
favorite but hasn’t returned for his prize.” The prize
Strength check. Ramona or another staff member
is a giant check written out for 1 RT, and Carson
at the hostel can help if the characters are unable
makes a big show of presenting it to the party.
to get in, but they do so reluctantly.

4: Jungle Room Room: Although this room is branded as being


This room is on the first floor, second room on an “underwater experience,” it’s merely a room
the left. The door to this room is made of a heavy decorated with fake underwater decor, including
mahogany, sporting an intricately carved pattern. poorly sculpted coral, wonky fish painted on the
walls, and a fake treasure chest. There are two sets
Key: Live snake. To enter this room, the garter of bunk beds, each with three stacked cots covered
snake must be placed in a groove on the door. It with netting.
travels through the pattern and enters a hole in the
top left corner. After a moment, the door unlatches
Clue
and permits entry. The snake remains on the other This room has a permanent resident, a thrall
side. If characters choose to depart this room and named Verne, who wears diving gear and makes
return later, they must bring the snake with them swimming motions, even though he isn’t actually
or else are locked out and must receive another underwater. He’s friendly and willing to talk to
snake from Ramona. the characters, but only if they play along by
pretending to swim. Although his voice is partially
Room: This room is a small but humid jungle. A obstructed by scuba gear, he tells the characters
clearing contains several hammocks, one for each about the Sweet Suite. “Room 9’s gotten lost in
person in the party. A trickling creek dissects that suite many a time. Might check in there!”
the room, and birds and insects chirp loudly
throughout the day and night. Among the trees
are two monkey animalgamations. The tree
canopy is so dense that it is difficult to see through
and determine the climate or time of day, but
characters who make a successful DC 13 Wisdom
(Nature) check note that the sky mirrors whatever
the weather and lighting are at the Revelia.

10
6: Camping Room 8: Sweet Suite
This room is on the second floor, second room on The Sweet Suite is located at the end of the second
the right. floor hallway and is the largest chamber in the
hostel. It’s marked by a large wooden door covered
Key: The key to this room is an axe. To get into in ivy and bits of candy. Upon the characters’ first
the room, the characters must use the axe to cut visit, there is no key for this room in the key box. If
down the door, which requires a successful DC 10 the characters ask Ramona for access to the room,
Strength check. Each time the characters enter the she tells them that there is currently an occupant
room, the door reconstructs and they have to cut it and the room isn’t available.
down again to exit.
Key: Each person who intends to stay in the room
Room: This room is exposed to the elements with is given a candy cane. The knob of the door is a tree
an open sky above. The weather matches whatever branch that resembles a hand. When a candy cane
that day’s climate is at the Revelia. Although this is placed in the hand, the branches curl around the
room is “outside,” an invisible barrier prevents candy and the door opens.
characters from traveling farther than 30 feet in any
direction. In a chest are supplies to construct two Room: The Sweet Suite is a microcosm of a cool,
tents, which each can accommodate up to three dark forest. Amongst the trees is a stone and candy
Medium-sized characters. A firepit can be lit to covered cottage where residents can stay. The cot-
provide warmth. tage contains two beds covered in floral blankets
and some shelves that are often empty and dusty,
Clue although occasionally a former occupant leaves a
Characters who make a successful DC 12 Intelli- trinket behind.
gence (Investigation) find a compass among the
items in the chest. The compass always points Development
slightly off north. Following the compass point
leads characters out of the Camping Room and to If the characters convey their findings to Ramona
the door of the Sweet Suite. The compass can be by relaying at least two clues they have discovered
taken out of the room; another one respawns in in the Hostel rooms, she pulls out a bundle of candy
the chest. canes and a tray of stale cupcakes from under the
desk. The candy canes are the keys the characters
7: Boring Room need to get into the Sweet Suite.
Second floor hallway, first door to the left. The
door is a simple wooden door made of oak. A brass
placard reads, “Boring Room.” “I was wondering why I had all of these sweets
here!” Ramona says, prodding a cupcake on which
Key: A traditional brass key. It fits snug into a the frosting has crusted. “They’re a little stale, but
matching brass lock on the door, and clicks Gertrude will still like them.”
satisfyingly when opened.
Ramona gives the characters candy canes to
Room: This room is a perfectly normal inn room. It get into the Sweet Suite, along with the assorted
has two twin beds, each flanked by simple wooden cupcakes. With the treats in hand, characters can
night stands. A sconce is lit above a desk. head to the Sweet Suite to appease Gertrude and
rescue Scooter in Room 9.

Clue
A notepad sits on the desk. On the first page of the
notepad is a scribbled note: “Gertrude visiting next
week.” Ramona wrote the note as a reminder but
forgot about it.

11
Episode 3: The Sweet Suite Returning Room 9
If the characters obtain the Room 9 Cube, they can
This room is a microcosm of a forest that contains return it to Ramona at which point it becomes a
a cottage partially made of candy. The ghost, magic item that requires attunement to use (See
Gertrude, lives in the forest that surrounds the Room 9 Cube in the appendix). However, the room
Revelia. She visits the cottage in the Sweet is occupied by Scooter until the party lets him out.
Suite when she grows bored and hungry. Since If the room 9 cube is presented to Ramona, she
Gertrude’s ghostly senses are limited, she can only taps three times on the cube and the top opens.
taste things when they’re extremely sweet. Inside is a tiny room with only a bed, and a tiny
The Suite is a room about 100 feet in diameter, disheveled Scooter. He climbs out of the room and
and the interior resembles the forest outside the enlarges to his normal gnome size.
Revelia: tall conifers and an ever-present mist. It’s
colder in this area than it is elsewhere in the Rev- “That was fun!” Scooter says. “Let’s do it again!”
elia. Among the trees is a brightly colored cottage
that looks like a real-life gingerbread house, with He books Room 9 for another three nights.
icing for piping around the windows and doors.
Large pieces of sugar candy comprise the Reward
shuttersand shingles, and the stones lay in
a pleasant S pattern. Ramona comps the characters three nights’ stay at
the Hostile Hostel, and a 50% discount for all future
Encountering Gertrude stays. If released from his captivity, Scooter gives
Characters can approach the cottage with the party 5 RT.
stealth or approach directly. Roaming around the
perimeter of the cottage is a sucrooze. Characters Development
who make a successful DC 9 Stealth check can
avoid encountering the sucrooze directly. Gertrude Completing the Hostel quest either concludes
is in the cottage, plucking pieces of candy off the standalone adventure or leads to the next
the wall and placing them on the Room 9 Cube, adventure in the playtest, Ride of Your Life. If the
which she refers to as her “dollhouse.” She is not characters continue exploring, their exploration
hostile unless provoked, but does not let people should take them to the Dismaydium, a different
into the cottage unless they offer her something area of the Revelia where they’ll be approached by
compelling. Sweet treats are the easiest way to another individual who needs their help.
appease Gertrude, and the characters can use the
treats provided to them by Ramona.

12
Levels 4-7

The dismaydium
The Dismaydium Spray the Clown
Cost to play: 1 RT, paid to an awakened
Facilitating this Setting
marionnette named Masha, who is immune to the
parasitic cloud that erupts upon a successful round
For Game Masters, it helps to think of the
of the game.
Dismaydium as a more challenging area of the
Revelia. There is plenty here to engage with for fun
Reward: 3 RT
and delight, but the NPCs are a bit more sinister
and any creatures or monsters the party picks a
Game objective: This game requires three
fight with are significantly more challenging. The
participants to compete against one another. The
Dismaydium includes some midway games and
goal of this game is to shoot water into the mouths
amusement park rides, which tie into this section’s
of clown heads. There are five heads to target, each
adventure.
of which are attached to a real clown (killer clown)
whose body is hidden under a wooden structure.

Midway Games Characters who make a successful DC 13 Wisdom


(Perception) check perceive that the clown is real
There are two midway games the characters can and not just a fake head. Each spray of water that
play in the Dismaydium: lands in the clown’s mouth inflates the ballooze
next to the clown head. This is one of Heckna’s
punishments for clowns who anger or annoy him,
Dunk Tank and is a relatively lighter punishment than others
Cost to play: 1 RT, paid to a showstopper named Heckna keeps up his sleeve. The winner is which-
Wanda, who uses the dunk tank to feed her pet, a ever participant can inflate the balloon the fastest.
dunk tank squid called an arms-o-plenty.
How to win: Each participant steps up to a loaded
Reward: 3 RT watergun, which is bolted to a wooden surface.
Participants who make a successful DC 13 Dexterity
Game objective: This game requires two volun- check are able to squirt water once per turn into
teers, one of whom sits in a chair suspended above the clown’s mouth. It takes four successful Dexteri-
a small pool. The other volunteer must throw a ball ty checks to inflate the balloon. You may choose to
at a target, which then triggers a lever that releases play this out at the table by having the players each
the chair and dunks the sitting person in the pool. roll Dexterity checks as quickly as possible. If no
successful Dexterity checks are made, no one wins
How to win: The participant who is throwing the the game — which may be a good thing, because
ball makes a successful DC 12 Dexterity check to when a ballooze is fully inflated, it explodes and
hit the target. If successful, the other participant releases its laughing gas and party slime on anyone
is submerged into the pool. From above the wa- within a 20 foot vicinity.
ter, the pool appears to be only 3 feet deep, but
beneath the surface, the dark blue water seems If characters return at a later time to play the
depthless. An arms-o-plenty appears and attacks, game again, the outcome changes slightly.
but cannot leave the tank. The character can Successfully squirting water into the clown heads
choose to engage or attempt to flee. Anyone stand- results in the five clowns retaliating. The clowns
ing outside of the tank can’t see the squid. If her bust out of their scaffold and spray water at the
pet is killed, Wanda sighs. “How annoying. That one party using their waterguns.
lasted longer than the others.” Two days later, she
puts another arms-o-plenty in the tank. Development
While in the midway, the characters are
eventually approached by a mysterious old woman
named Olga, who needs help coming up with a
new concept for an amusement park ride.

14
Ride of Your Life from visitors over the years, along with “bits and
boops.” She has been a part of the Revelia for a
Adventure Synopsis long time and covets a new position: Chief Engi-
neer. Heckna’s former engineer has been missing
In this adventure, Olga imparts a quest that for several months now and the carnival’s machin-
sends the characters across the carnival to collect ery is beginning to fall into disrepair. Olga plans to
information. Upon returning to Olga she asks the present a new ride concept to Heckna and become
characters to gather items for her, and eventually his new chief engineer. When conversing with the
enlists them as guinea pigs to test out a prototype characters, Olga keeps her demeanor pleasant.
of her dangerous new ride concept. Characters may Olga introduces herself to the characters:
choose to go along with the plan or confront Olga
out right. Regardless of their choices, the charac- “Hello, dears. Are you new here?
ters are in a dangerous place, sought out by strange Make an old woman happy, would you, and give
people who care little for the characters’ lives. This me some company?”
adventure is designed for characters
levels 5 through 7. Olga tells the characters about her desire to be
the carnival’s engineer and her plan to present a
new ride idea. She asks for their help:
Adventure Flowchart “Say, maybe you could help me. You’ll see the
Episode 1: Olga’s Offer carnival with fresh eyes. Mind taking a look at the
While characters are in the midway, they are rides and returning to me with your thoughts? I’d
approached by an old gnome named Olga, who sure love a new perspective.”
asks for their help.
Olga shows the characters the map of the Revelia
Episode 2: Taking Notes and points out where to go. For their help, Olga
The characters observe and take notes on the offers the characters 50 RT and naming rights of
rides at the Dismaydium, and return to Olga with the new ride, after they assist her. She waits for the
their thoughts. party’s results in the lobby of the Hostile Hostel.

Episode 3: Test Right Up Development


Olga gives the characters a list of items that they
need to collect for her so that she can make a On Olga’s directive, the characters are given leave
mockup of her ride to present to the Revelia’s to explore the Dismaydium. Entering this area
Ringleader, Heckna. Sometime later, Olga asks the requires paying 3 RT each to a showstopper, who
characters to help “test” her new ride by volunteer- permits them entry to the rides area, which con-
ing to ride on a prototype, which puts the party in sists of the following attractions: Heckna’s Eye,
grave danger. Misery-Go-Round, and the Tunnel of Love. If the
characters are out of tickets, Olga pays their fair,
Episode 1: Olga’s Offer but deducts this amount from their reward.

The adventure begins at dusk. The Revelia is at its


most dazzling in the evening, when the colorful
Episode 2: Taking Notes
lights strung across every tent and attraction come For the purposes of helping Olga, the rides don’t
to life and the revelers are at their most intoxicat- require a ticket payment. The rides currently oper-
ed. While characters are in the Dismaydium, an old ating at the Revelia consist of the following:
gnome named Olga (showstopper) cuts through
the crowd. She has long white hair that she bun- Heckna’s Eye
dles atop her head and red eyes, which give her an
unnerving and creepy air. Olga wears purple robes Heckna’s Eye is a large Ferris wheel. A huge depic-
laden with patches and pins that she has collected tion of Heckna’s face carved of wood is unmoving
as the wheel rotates around it. At night, faerie lights

15
line the spokes of the wheel and Heckna’s eyes red wine. The exterior of the Tunnel of Love is red
are filled with a blue tinge. Some thralls have been and shiny, and the whole building pulses like
cursed and must ride the great wheel indefinitely. a heartbeat. The ride was made from a human
There are always several pairs of thralls occupying heart harvested from the former master of
the gondolas. ceremonies within the theater tent. However,
the ride is currently under construction, so the
The Eye lifts you upward and the gondola lurch- characters can’t ride it. The most they can do is
es, creaking and swaying on rusted hinges. In the sneak in and take a look around.
gondola in front of you, two thralls turn to grin At the entrance where a killer clown named
at you, revealing blackened, rotting teeth. As the Dimples usually sits, a bored jawbreaker (dweeb)
Eye ascends, you see the Revelia before you, in- named Julian taunts the characters. Dimples is off
cluding the domed Big Top tent and the looming getting a refill on snacks and Julian has taken the
Fun House. Between the two tallest structures is opportunity to lurk around in her absence with
an empty dirt plot. The Dismaydium is alight with his four cronies (also jawbreakers). Characters can
lamps and bustling with revelers. Beyond the plot bribe Julian or fight him to gain entrance. If a fight
and buildings is a decrepit stone structure; a bro- begins, Julian’s cronies run away and leave Julian
ken train track partially protrudes from the side to fight by himself. If the party shares their plans
of the structure. Anything beyond the limits of the to help Olga, Julian is excited by this prospect and
Revelia is shrouded in mist. wants a new ride at the Revelia.
Only the entry tunnel can be explored while the
ride is under construction. The only way in is by
Misery-Go-Round
wading through a 3-foot-deep river of red wine, on
The Misery-Go-Round at first looks like any old which the swan boats ride. The tunnel is dark and
merry-go-round, but once characters are close unlit. However, it’s easy to hear the clatter of 2d4
enough they can see the ride is comprised of lovebirds who are “helping” with the construction
strange, living beasts, which can be mounted. effort by smashing the walls of the tunnel with
2d6 mischievous gumballers love to wreak havoc small wooden hammers. The lovebirds chase the
on this ride by characters off, or fight them directly, if the party
distressing the animals and causing them to buck tries to go any further into the ride. The creatures
off their riders. Two of the animal mounts are an generate in an endless stream to prevent the
elephant animalgamation and zebra animalga- characters from entering, but don’t pursue the
mation disguising themselves, waiting for an un- characters outside of the ride.
suspecting reveler to attempt to mount them.
Powering the Misery-Go-Round is Callie, an Development
awakened marionnette who was built for this
purpose. She is attached to a small steam calliope, Upon observing these rides, characters can make
which is an organ-like instrument that emits sound the following notes:
through pipes. Callie has orange hair and wears • Two rides consist of riding something that spins or
dark green overalls atop a striped blouse. She was rotates.
built with four arms to help her play the instrument • The rides are mostly passive and don’t offer much
to its fullest potential. Callie only knows a total of with which to interact.
five songs that she rotates through without end. • The rides are not adrenaline-inducing.
This repetition torments those who live at the Characters can find Olga in the Hostile Hostel’s
Revelia—so much so that it resulted in the ride lobby. If playing this as a standalone adventure,
being renamed, from merry to misery. refer to Page 8 in this adventure document.

Tunnel of Love Episode 3: Test Right Up


The Tunnel of Love is a boat ride through a Olga sits at a table in Hostile Hostel’s lobby, eating
structure shaped like an anatomical human heart. cotton candy. During this time, two gumballers
Participants ride in swan-shaped boats on a river of named Doodle and Deedle come into the lobby,
holding four balloozes each. Doodle and Deedle let

16
loose two of the balloozes above the tables where can offer treats or tickets for the items, or attempt
the characters are sitting — the balloozes drift to to steal them. Although the children are wicked,
the ceiling above and pop. they respond well to bribes. If the characters
After dealing with the mess, Olga asks the provoke outright or fail to sneakily steal the items
characters for their thoughts on the rides they’ve they need, the “children” quickly shed their youthful
observed and tested. If they share their thoughts facades, removing their masks to reveal the mon-
and findings, Olga thanks them profusely. sters beneath, and attack the party along with the
creepy crawlies.
“I think an idea is percolating… but I may need a
bit more help. Do you mind fetching these items for Negotiating or Stealing Items
me?” All of the rides at the Revelia have a control
panel with on and off buttons and a lever. Rather
Olga needs supplies that can be sourced around than making one from scratch, Olga thinks that
the Revelia, and she’ll point the characters in the stealing one from another ride will save them time.
right direction. The supplies can be taken from Heckna’s Eye and the Tunnel of Love have control
other rides, either by stealing or negotiating with panels at the start of the ride. The Misery-Go-
the ride operators, and a few can be purchased Round’s control panel is within the calliope column.
from Locke at the Lost and Found tent. Some of • Misery-Go-Round: Callie, the awakened
the supplies can also be found in the “UNDER marionette controlling the music and speed of
CONSTRUCTION” zone, an empty plot of land the ride, gives the characters the control panel
tucked behind the Dismaydium that has been they need — in exchange for them teaching her
under construction for an indefinite amount of two new songs. Characters can roleplay this at
time. the table, or roll a successful DC 14 Charisma
(Performance) check to seal the deal.
Olga’s list includes the following items: • Tunnel of Love: Sitting at the entrance of the
ride is Dimples, a killer clown who is sick of the
• Paper and pencil: These items can be purchased jawbreaker hanging around. If the characters can
from Locke for 4 RT each. get rid of the lingering jawbreaker, Julian, Dimples
• Five screws: These can be purchased from Lock agrees to give them the control panel. If Julian
for 1 RT each, or found in the Under Construction was dealt with earlier, the party will have to prove
zone. to Dimples that they were responsible before
• Metal springs: These can be found in the Under she’ll hand over the control panel.
Construction zone. • Heckna’s Eye: The ride is overseen by a thrall
• Scrap metal: This can be found in the Under named Ferris, who lazily pushes the control panel
Construction zone. button every few minutes to keep the wheel
• Control panel with red button: This can be in motion. Ferris couldn’t care less about their
found at one of the other rides, and can be either “job” and doesn’t react if the characters take the
stolen or bargained for. control panel. They continue to push the button
even when the control panel is no longer there.
Under Construction Zone Characters may choose to negotiate with the
NPC guarding the control panel, dispatch them
This area is marked by a rusting metal fence and a altogether, or stealthily remove the control pan-
sign that reads UNDER CONSTRUCTION. The zone el (which will eventually be replaced, so as not to
is a plot of dirt that is mostly empty, save for a half- render the ride inoperable). If the guarding NPCs
built rollercoaster. Tools and pieces of scrap metal, are removed from their post, a new one is assigned
including plenty of screws and springs, are strewn there a day later, leaving the rides unguarded for
about. This zone is occupied by 2d6 children of the the duration.
candy corn chasing around 1d4 creepy crawlies. The control panel is attached to a metal tube
The children have put the springs on the bottom of and can be yanked free with a successful DC 18
their shoes and are bouncing around the dirt plot, Strength check, cut from the tube with a saw, or
pelting the creepy crawlies with screws. Characters magicked with a spell such as heat metal.

17
Development Crate Trap
Concept: A metal container large enough to
Upon returning with the items, Olga sketches accommodate up to 10 Medium-sized riders is
out plans for her ride and begins to prototype tethered to a 30 foot tall pole. To participate, the
them using the scrap materials and some magic. riders step into a large metal container. When the
It takes Olga a day to develop a prototype of the ride starts, the container is flung upward and
ride, during which the characters can explore the subsequently tossed about on the tether for three
Dismaydium or Jamboree. She sends characters minutes. Riders must make a successful DC 18
an invitation by way of an awakened marionnette. Dexterity check or be knocked prone and fall
All of her concepts are essentially large, dangerous around the jostled container, incurring 3d6
traps. Roll 1d4 to determine which concept she bludgeoning damage. Characters who make a
builds. successful DC 13 Constitution saving throw don’t
get queasy while on this ride.
D4 Ride Concept
1 Bear Trap Slingshot
Concept: This ride is built to look like a giant sling-
2 Mouse Trap
shot. Riders sit in a row atop a bench and hold on
3 Crate Trap to handles on either side of their seat. The bench is
4 Slingshot connected to two long pieces of elastic. When the
ride starts, the bench is flung forward. Riders must
Bear Trap make a successful DC 14 Strength saving throw or
Concept: The ride is a massive metal circle with a be flung forward, falling 20 feet at the highest point
dozen metal “teeth.” In the center of the ride is the and incurring 4d6 bludgeoning damage.
operator’s chair and lever. A rider is strapped into
a seat between each metal tooth on both sides. testing the ride
When the operator pulls the lever, the ride lifts and
begins to spin, and after five minutes, the two sides Olga asks the characters to ride her new creation.
of the circle clash together. Anyone sitting on this Characters who make a successful DC 12 Wisdom
ride incurs 3d6 piercing damage when the teeth (Perception) check note the poor quality of the ride.
collide with their seat. Characters who make a suc-
cessful DC 14 Constitution save don’t get queasy on If the characters agree to test the ride, they must
the ride. survive the consequences of it as specified in the
ride’s description. Afterwards, Olga will thank them
Mouse Trap and reward them as agreed (minus any entry fee
Concept: One turn of this ride lasts for ten minutes. she paid for the party), and ask the characters what
Three riders sit in three seats that are attached to a they’d like to name her new ride.
piece of metal. Nothing happens on this ride until
someone purposefully steps on the trigger; accord- If the party rides the ride and accuses Olga of mak-
ing to Olga, the “fun” part of this ride is the unpre- ing a shoddy creation or purposely endangering
dictability. The trigger is a small button that Olga them, or if they refuse to test the ride at all, Olga
placed out on the carnival grounds, over which will be offended. She will only give them half of the
revelers walk. There is a 20 percent chance during agreed upon reward, refuse to grant them naming
each turn on this ride that the trigger will be acti- rights, then say the following before storming off:
vated. Olga does have a trigger of her own to use if
and when she gets bored. When activated, the ride
momentarily lifts the riders upward, giving them a
view of the Revelia, before flinging the riders for-
ward and smacking them on the ground, where
they incur 3d6 bludgeoning damage.

18
“What’s not to love about this new ride?” Olga
exclaims. “It’s hilarious! It lifts you up, tosses you
about, and BAM!” She claps her hands to demon-
strate. “You’re crunched!” Olga waves a hand at
the other rides. “These other attractions have no
humor. Where’s the whimsy? The tension? What
good is a thrill if you’re not afraid of getting obliter-
ated by it? Ah, well, if you can’t see that, I’m afraid
you won’t quite fit in here at the Revelia.”

Development
Regardless of how Olga is dealt with, her ride
eventually becomes a new attraction in the
Dismaydium, run by a Thrall. If the players got
to name the ride and parted peacefully with
Olga, admission to said ride will always be free
for them. While the party may never want to go
near Olga’s deathtrap again, they’ll find that the
Revelia’s inhabitants absolutely love this new
“hilarious” attraction. However they chose to wrap
up this ordeal, the characters can continue their
exploration of the carnival and risk a venture into
the Fun House. The next adventure provides them
with the chance to escape the Revelia for good.

Jason Engle

19
Levels 4-7

HECKNA’s Fun HOUSE


The Fun House Episode 2: The Rumpus Room
Conrad’s path leads the characters to the monster
Looming large over the carnival is Heckna’s sinister lair known as the Rumpus Room, which currently
Fun House. Its many twisted spires pierce the misty houses Myrmidon in a “ball pit” comprised of its
veil above. Despite its name, the house is anything spawn. Within the ball pit is the Punch Line.
but fun for those brave enough to venture inside.
The Fun House is Heckna’s personal abode. Episode 3: Punching the Way Out
Upon obtaining the Punch Line, the characters can
use it to break out of the Revelia.
Smashed to Bits
Adventure Synopsis Episode 1: Fun House mazes
A massive antlion named Myrmidon lives within The entrance to the Fun House is painted to look
a great lair, which is cleverly designed to look like as though visitors are walking into Heckna’s open
a ball pit. The glistening, colorful balls are actu- mouth. Outside of the Fun House, the characters
ally Myrmidon’s disguised eggs. Deep in the ball are approached by a grizzled man named Conrad,
pit is Heckna’s weapon, the Punch Line, which he a cryptid hunter who wants something from with-
carelessly tosses into the lair when he’s not using in the Fun House. In exchange for the character’s
it. This weapon is a mallet, which can be used to aid going up against a strong and dangerous
destroy the miniature version of the Revelia and creature, Conrad offers to help them escape
escape from Heckna’s carnival realm. In search of from the Revelia.
this weapon is a cryptid hunter named Conrad, Conrad is gruff and impatient, and makes it clear
who wants nothing more than to put Myrmidon’s that he has little interest in helping the party, but
head in his trophy room and the Punch Line beside knows that the characters may make the encounter
it. Conrad asks the party for help, in exchange for against the monster easier for him.
an invaluable piece of information: how to use the
Punch Line to escape from the Revelia. “Look, I don’t need no hangarounds, OK? We go
Getting the Punch Line is no easy task, as in and we go our separate ways. All I want is the
adventurers must sneak past, appease, or defeat head of that beast. You get that mallet and smash
Myrmidon, after venturing through a challenging your way out of here, and leave that weapon be-
path within the dangerous Fun House. Conrad’s hind when you’re done. We both get what we want.
interest in strange creatures makes him eager to Deal?”
fight the monsters head-on. He has little interest
in joining the party or helping the characters, but Conrad outlines the following information for the
he leverages his invaluable knowledge of escaping characters:
the Revelia in order to get what he wants. Conrad • When they enter the Fun House, they’ll go
is a powerful, if unreliable and unpredictable, ally through a puzzle known as the Hall of Mirrors.
whose strategy may not align with the party’s. • This eventually leads to an arcade, through which
This adventure is designed for characters levels 8 they can find the monster lair.
through 10. • He plans to fight the monster head-on, but the
characters may use this as a distraction to find
the mallet.
Adventure Flowchart • The room beyond the lair contains a miniature
version of the Revelia that, when hit with the
mallet, allows them to escape from the realm.
Episode 1: Fun House Mazes • Conrad plans to meet up with the characters in
The characters enter the Fun House and must find the monster lair and has “other business to attend
their way through dizzying mazes designed to con- to” in the Fun House.
found.

21
The Hall of Mirrors Next chamber:
Entering the Fun House deposits characters in dif-
D4 Result
ferent locations within the Hall of Mirrors, which is a
maze and a puzzle used to weed out any would-be 1 M2
assassins. To proceed through the maze and deep- 2 M3
er into the Fun House, the characters must travel
3 M4
through mirrors, which leads them to various small
chambers that are filled with some of Heckna’s 4 M5
favorite monsters. To complicate matters, the Hall
of Mirrors is unlit. Only strategically placed mirrors
capture what little light is provided. The lighting M2. Room of Reflection
is dim, which may affect characters without
You come into a square room. All four walls are
dark vision.
covered with different mirrors of various shapes
There are six rooms in the Hall of Mirrors, and
and sizes.
where the characters end up is random. Each room
leads to another random room in the hall. You’ll
This room is a perfect square, 20 feet by 20 feet.
be prompted to roll 1d4 to determine where the
Mirrors cover every inch of the walls and vary in de-
characters end up. This may send the characters
sign; some are oval and have ornate frames, others
in circles; at any time, you can have them exit the
are strange and abstract shapes. The mirror that
labyrinth, but this maze is intended to deter and
transports revelers to the next chamber must be
infuriate those who enter it.
revealed by way of the other mirrors. One mirror in
the room is linked to each character who enters this
chamber. These particular mirrors capture the char-
M1. Tunnel acters’ reflections, like a camera, and preserve this
The 30-foot-long, 10-foot-wide tunnel is pitch black. information for Heckna’s use. Characters can identi-
The floor is dotted with tiny stars, and the effect fy these mirrors with a successful DC 14 Intelligence
overall is like walking through the void of space. The (Investigation) check. When they look into their mir-
tunnel leads to a small, 8-foot-wide room, com- ror, the mirror flashes and their own face remains
prised of three walls in a triangle shape. There is no on the mirror. Unlike a photo, their face is animated,
point of egress, other than backtracking through expressive, and communicative. However, the char-
the tunnel. acters cannot see the others’ faces on their mirrors.
On each wall is a long vertical mirror that is If spoken to, their face speaks with Heckna’s voice
12-feet-tall and 3-feet-wide. The mirror glass warps and insults them, nitpicking things that the charac-
the appearance of the characters, making them ters may be insecure about. In Heckna fashion, the
look taller or shorter, wider or thinner. Characters voice makes puns and tells terrible jokes:
who make a successful DC 12 Wisdom (Perception)
check notice that the reflective glass in the mirror • What do you call a man with a rubber toe?
frame ripples just slightly. The glass is liquid to Roberto!
the touch, and whatever touches the glass passes • What streets do ghosts haunt?
through it but leaves no residue. Stepping through Dead ends!
the mirror takes characters to a random location. • What’s red and shaped like a bucket?
If characters choose to move through different A blue bucket painted red!
mirrors, roll a d4 for each one.
When all of the characters in the room find their
specific mirror, an oval mirror expands and yawns
Development into a larger mirror through which the characters
Roll a d4 to determine where the characters go can pass.
when they pass through the mirror.

22
Development Development
Passing through the mirror takes characters to a Passing through the mirror takes characters to a
random location. Roll a d4 to determine where they random location. Roll a d4 to determine where they
go next. go next.

Next chamber: Next chamber:

D4 Result D4 Result
1 M3 1 M2
2 M4 2 M4
3 M5 3 M5
4 M6 4 M6

M3. Game Room M4. Mirror Image


You enter a small room and hear raucous The only mirror in this room is on the ceiling. The
laughter. Three people are illuminated by a low characters fall through this mirror to enter the
hanging chandelier. room, and must travel back through it to proceed
to another chamber. The height of this room is 15
This room is a circle, 10 feet in diameter. In the feet, and characters who fall through the ceiling
direct center is a circular table, around which three mirror incur 6d6 bludgeoning damage.
showstoppers named Oingo, Boingo, and Poingo
sit playing a game of rummy. A beam of light shines This simple, rectangular room is painted black
down from a mirrored chandelier overhead. There is with white stripes that glow faintly. The room is
a 6-foot radius of shadow around the table in which unfurnished and unoccupied.
characters can hide. Another mirror is on the wall
directly across from the mirror through which the Coming into this room triggers the effects of
characters enter. mirror image. Three duplicates of each character
If the characters are detected, the showstoppers appear in the room and attack the character they
invite the party to join their game and earn passage resemble. Per the spell guidelines, the duplicate’s
through the next mirror. Rather than play rummy, AC equals 10 plus the character’s Dexterity modifier
the showstoppers play a game of “Guess the Card” and can only be dispatched by a successful attack
in which a card is pulled from the deck by a neutral hit. To get back to the ceiling mirror, characters can
participant. The character guesses as well as a use magic or ingenuity to reach it. Reward player
showstopper, who of course cheats. The best two creativity.
out of three guesses, in which the guessed number
is closest to the number on the card without
Development
going over, wins. The showstoppers do whatever
they can to rig the game in their favor, which Passing through the mirror takes characters to a
may turn the encounter hostile. Fighting all three random location. Roll a d4 to determine where they
showstoppers at once is a deadly encounter, but go next.
each individual showstopper doesn’t participate
in combat unless they are directly confronted.
Whichever showstopper isn’t in the fight is highly
amused by the combat. If the characters choose
to dispatch the showstoppers and end up in this
chamber again later in their exploration, three new
showstoppers are gathered around the table.

23
Next chamber: Development
D4 Result
Passing through the mirror takes characters to a
1 M3 random location. Roll a d4 to determine where they
2 M4 go next.
3 M5
Next chamber:
4 M6
D4 Result
1 M2
M5. Distortion Room 2 M3

You come into a room with many brightly colored 3 M4


walls. On each wall is a full-length mirror. 4 M6

This room is a polygonal shape with the same


number of walls as there are players. Before the M6. Trapped Punks
distortion occurs, each wall is 3-feet wide. Each
wall is painted a different bright color and displays This room is home to a group of three starving
a mirror with a distorted reflection that elongates, vampires (plasma punks) named Rowan, William,
narrows, or otherwise manipulates the characters’ and Marco who became trapped in the Fun House.
reflection. Interacting with the mirrors by touching As vampires, they can’t travel through the mirrors,
them or looking into them warps the room. The since their reflection doesn’t appear in the mirror’s
room effects are as follows: surface. The plasma punks were transported there
during a hazing by rival jawbreakers, who blindfold-
• Horizontal stretch: The room widens and ed and carried the punks into the room. The vam-
stretches out horizontally, extending by 10 feet. pires are able to move through the mirror if they
• Vertical stretch: The room narrows and stretches are touching someone who can see their reflection,
up vertically, extending by 10 feet. thereby opening the portal that transports people
• Flipped horizontal: The room flips suddenly from room to room.
horizontally. The vampires have been trapped for several days,
• Flipped vertical: The room flips vertically. and are growing hungrier and desperate which
Anything not attached to the floor falls makes them impatient. There is one large mirror
a minimum of 10 feet, incurring 14 (4d6) in this room. Characters can avoid a fight against
bludgeoning damage. the vampires if they agree to help the vampires
• Left tilt: The room tilts toward the left, and find a way out. Otherwise, the plasma punks attack
the floor is positioned at a 20 degree angle. and attempt to harvest the characters’ blood for
Characters must make a successful DC 16 sustenance. Each plasma punk has a vial of liquid
Dexterity saving throw or tumble sideways. on their person that looks like blood, but is really
• Right tilt: The room tilts toward the right, and just fruit juice that has the effects of a potion of
the floor is positioned at a 20 degree angle. healing. If characters help escort the punks out of
Characters must make a successful DC 13 the room, they will offer one of these vials to the
Dexterity saving throw or tumble sideways. party as a thank you.

During the distortion, characters who make a Development


successful DC 12 Wisdom (Perception) check spot
that one of the mirrors has turned flat and glassy. Passing through the exit mirror leads to a tunnel.
This is the mirror through which they can travel to
the next chamber.

24
Light Tile Tunnel The Decrepit Arcade
A narrow hallway is alight with vibrant colors. The Dozens of broken machines sit in rows within a
lights blink and shift and swirl, and it’s difficult to decrepit room. Several showstoppers bedecked in
see where the floors end and the walls begin. neon-colored ensembles cluster around different
machines, hooting and hollering and smacking the
The tunnel is 50 feet long and 10 feet wide. The floor broken machines. The walls in this room are lined
and walls of the tunnel are comprised of tiles that with posters depicting Heckna’s face.
light up when touched. Activating the floor tiles in
the correct order opens the neon yellow door at the The arcade is a dead end, and identifying the cor-
end leading to the arcade, but if the incorrect tile rect machine and overcoming its challenge opens
is activated, it slides and reveals a ballooze which passage into the next room. Many of the arcade
pops immediately, releasing poisonous slime onto games no longer work, but one called Lute Cham-
those within the radius. pion! remains and can be played to open a secret
The tiles are emblazoned with numbers door into the room of magic tricks. Lute Champi-
and letters. The correct order of tiles is as follows: on! is the largest game in the room and outlined
up arrow, up arrow, down arrow, down arrow, left in bright blue neon. The game is placed on a red
arrow, right arrow, left arrow, right arrow, and the carpeted dias that looks like a small stage. A lute
letter tiles that spell out H E C K N A. hangs from a pedestal beside the game console.
Picking up the lute activates the game. The goal of
Puzzle diagram the game is to win a “battle of the bards” against
an animated facsimile of Heckna that lives inside a
↑ ? screen. The game permits one player at a time to
play the same song as Heckna.
↑ ?
When the game starts, a loud voice exclaims
↓ ?
↓ ? “GET READY FOR LUTE CHAMPION!”
← →
This draws the attention of the gamers in the
← → room, who gather around the game and the party.
H E Both the character and the Heckna facsimile
C K play their lutes for three songs. Characters who
make a successful DC 14 Charisma (Performance)
N A
check win the song, and the best two out of three
? ? songs wins the game. Failing the check results in
? ? showstoppers throwing moldering tomatoes at the
character playing the game.
To solve this puzzle and make it down the tunnel If the Heckna facsimile loses, it makes a dramatic
into the next room, the characters have a few buffer sad face and blinks out. The lights around the game
tiles that won’t activate balloozes on a misstep. console go dark and the facade of the console
Characters who make a successful DC 13 Wisdom clicks open, revealing a small dark passageway
(Perception) check note that these tiles have faint behind it. This leads to a dark tunnel that opens into
question marks on them. Activating one of these the monster lair.
tiles makes the ceiling tiles light up in the same
pattern, in the same order, that the floor tiles must
be activated for a safe crossing. This clue only lasts
for a few seconds in-game; characters who make
a successful DC 15 Wisdom (Perception) check
discern this ceiling pattern and can convey it to
their party.

25
Episode 2: The Rumpus Room Using conrad during the fight
After going on his own way for a bit, Conrad arrives Conrad only has a surface level interest in help-
in the Rumpus Room and waits right outside of the ing the party — they are a means to his ends. He
tunnel entrance. He beckons the characters to him wants a piece of the Myrmidon for his trophy room,
for a quick check-in before proceeding, keeping his and he wants the Punch Line as well. He’s out for
voice low. himself, but that doesn’t mean he isn’t of some
use to the party. At the start of each round, the GM
“Look, I’m here for two things — the head of that can choose one of the following boons to grant the
beast and the weapon it’s hiding. I’ll help you if you party. The same boon can’t be chosen two rounds
help me, got it? If you get yer hands on that weap- in a row.
on, use it to fight your way out by smashing up the Conrad clears out popcorn swarms in an attempt
miniature Revelia. There’s a trap door somewhere to get closer to Myrmidon. Each popcorn swarm
under the ball pit. Be sure to leave that weapon be- within 60 feet of Conrad must make DC 15 Dexter-
hind, mind you. Consider it a loan, not a keepsake.” ity saves, or take 5 (1d4 + 3) piercing damage.
Myrmidon is distracted by Conrad’s attempts to
get to the Punch Line. Attacks against Myrmidon
Myrmidon’s Ball Pit have advantage until the start of the next turn.
The tunnel leads into a large, domed room. There Conrad commences a full-frontal assault on
is no floor; the room is covered with hundreds of Myrmidon, buying the party some time to look
shiny, colorful balls. In the center of the room, sink- around. The party has advantage on all Dexterity
ing into the balls, is a young child shrieking for help. and Strength checks made to get to the
Punch Line.
The “young child” is a growth on the tip of
Myrmidon’s tongue. The antlion (Myrmidon) uses
it as a lure to draw people into its pit. When Myr- Tactics:
midon shrieks, the sound is not unlike a screaming Myrmidon’s hatchlings take the form of popcorn
child. Characters who make a successful DC 15 Wis- swarms. There are ten swarms within the ball pit,
dom (Perception) check discerns that the “child” is but only three attack during combat. To keep the
all one mauve-ish color, including its clothes. Myr- encounter simple to facilitate, the swarms act on
midon has evolved over the years and perfected the same initiative order. If the swarms are defeat-
this trick, however, and the growth is very detailed. ed while Myrmidon is still alive, another three join
The “child” has an open-mouthed expression, with initiative. Upon Myrmidon’s defeat, the swarms no
wide eyes, and closely resembles a believable child longer attack. Characters who approach Myrmidon
at a quick glance. Further investigation, however, with stealth can attempt to push aside the swarms
may see through this disguise. by determining, with a successful DC 15 Wisdom
The rest of Myrmidon’s body is nestled under a (Perception) check which ones are “dormant” and
layer of balls, which are its larvae and hatchlings. which ones are actively hostile and attack if dis-
The eggs are brightly colored with shiny shells. They turbed. Characters who disturb a hostile swarm
break easily under the weight of a Medium-sized on a failed Wisdom (Perception) check begin the
creature. combat round surprised.
The Punch Line, too, is found deep within the
ball pit under layers of eggs that must be sifted
through. The party’s goal is to retrieve the weapon
to escape the Revelia; defeating Myrmidon and its
swarms is optional, and the characters may choose
to make fleeing a tactic. Conrad’s own motivations
may help or hinder the party.

26
Episode 3: Punching the way out Characters who make a successful DC 14
Intelligence (Investigation) check confirm that this
In the monster lair, under the ball pit, is a small trap miniature display is a replica of the whole Revelia.
doorway that leads down to a large room contain- The miniatures are simulacrums of everyone at the
ing the Mini Revelia. The tunnel downward has a carnival, but not direct replicates; manipulating or
ladder that can be used to climb into and out of the hurting the miniatures doesn’t affect the person on
room. which it is based.
Anyone can choose to use the Punch Line as a
Upon retrieving the Punch Line, Conrad continues weapon. When someone other than Heckna wields
to fend off swarms and Myrmidon long enough for it, though, the Punch Line is unpredictable and
the characters to use the mallet on the Mini Revelia. prone to insulting the wielder.

A huge table takes up the majority of this


spacious room. Atop the table is a miniature
version of the entire Revelia. It appears very alive,
What happens next?
and tiny people — including clowns, creatures, and Upon the demise of the Mini Revelia, the whole
various monsters — roam around the circus. Heck- carnival—buildings and inhabitants— begins to dis-
na’s Eye rotates with tiny riders on the gondolas. sipate. The miniature simulacrums of the Revelia’s
inhabitants aren’t killed, but temporarily banished
to another realm while Heckna rebuilds. The carni-
val will roll into town again, somewhere else...
The Punchline

Thanks for playing


Heckna!
We would HATE to get your feedback on
what you thought of the Playtest.

So don’t go to
thedeckofmany.com/ohgodwhatsthatbehindyou
and fill out the survey.
Jason Engle

Honestly you’re lucky you even survived.

Take a break, have a lolly and ignore


that carnival music playing in the distance...

27
APPENDICES
Appendix A: MONSTERS & NPCs
Monkey
Animalgamation
Animalgamation
Animal animalgamation are more “abomination”
than “animal.” They loosely resemble common
creatures that one would expect to find at
an average carnival petting zoo -- but these
abominations, and the world in which they
were created, are anything but average. Some
animalgamations sports several more eyes or
appendages than the normal version of their
kind. Some have mouths filled with too many
teeth. Lest revelers assume that these are simply

Daarken
weirder versions of typical animals, they face a rude
awakening when these abominations attempt to
chomp off a reveler’s arm. These creatures do not
like to be touched, and are
non-violent only toward those who feed them. They
are often familiars for warlocks of Heckna.
As foes, animalgamation use their features to
bite, kick, smash, or crush enemies, then feast upon
whatever is left.

Elephant animalgamation Monkey Animalgamation


Medium aberration, any evil Medium aberration, any evil

Armor Class 14 (natural armor) Armor Class 16 (natural armor)


Hit Points 33 (6d8 + 6) Hit Points 33 (6d8 + 6)
Speed 20 ft. Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2) 10 (+0) 15 (+2) 12 (+1) 6 (-2) 8 (-1) 6 (-2)

Saving Throws Str +4 Skills Acrobatics +6, Perception +1


Skills Athletics+4, Perception +1 Sensesdarkvision 60 ft., passive Perception 11
Sensesdarkvision 60 ft., passive Perception 11 LanguagesCommon
LanguagesCommon Challenge1 (200 XP)
Challenge1 (200 XP)
Sneaky. On each of its turns, the animalagamation
Strong Grip. The animalagamation has advantage can take the Dodge action as a bonus action.
on Strength ability checks.
Actions
Actions Multiattack. The animalagamation makes two
Multiattack. The animalgamation makes two slam slam attacks, or one slam attack and one filth
attacks, or one slam attack and one trunk attack. fling attack.

Slam. Melee Weapon Attack: +4 to hit, one target. Slam. Melee Weapon Attack: +4 to hit, one target.
Hit: 5 (1d6 + 2) bludgeoning damage. Hit: 5 (1d6 + 2) bludgeoning damage.

Trunk. Melee Weapon Attack: +4 to hit, reach 10 Filth Fling. Ranged Weapon Attack: +4 to hit,
ft., one creature. Hit: The target is grappled and range 20/60 ft., one creature. Hit: 4 (1d4 + 2) poison
restrained (escape DC 12). damage and the target must succeed on a DC 12
Constitution saving throw or be blinded until the
end of its next turn.

29
Zebra Animalgamation Arms-o-plenty
Medium aberration, any evil Large aberration, neutral evil

Armor Class 15 (natural armor) Armor Class 14 (natural armor)


Hit Points 33 (6d8 + 6) Hit Points 67 (9d10 + 18)
Speed 20 ft. Speed 20 ft., fly 15 ft. (hover), swim 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2) 19 (+4) 18 (+4) 15 (+2) 8 (-1) 12 (+1) 4 (-3)

Saving Throws Wis +1 Saving Throws Con +4


Skills Athletics+4, Perception +3 Skills Perception +3
Sensesdarkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 13
LanguagesCommon Languages Gobbledygook
Challenge1 (200 XP) Challenge 3 (700 XP)

Keen Eyed. The animalagamation can take the Strong Grip. The arms impose disadvantage on
Search action as a bonus action. Strength checks made to escape its grip.

Actions Actions
Multiattack. The abomination makes two slam Eldritch Kaboom. The arms hurls a ball of volatile
attacks, or one slam attack and filch attack. eldritch energy at a space it can see within 60 ft,
when then explodes in a 15 ft. radius blast when it
Slam. Melee Weapon Attack: +4 to hit, one target. lands. Each creature in the area must succeed on a
Hit: 5 (1d6 + 2) bludgeoning damage. DC 14 Dexterity saving throw or take 7 (2d6) force
damage and fall prone.
Filch. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: The abomination takes an Tentacles. Melee Weapon Attack: +6 to hit, reach
object not being worn or held from the target’s 15 ft., one target. Hit: 15 (2d10 + 4) bludgeoning
possession. If the abomination has no free hand damage. If the target is a creature, it is grappled
to carry the object, it instead immediately falls to (escape DC 14). Until this grapple ends, the target is
the ground. also restrained and the arms can’t use its tentacles
to attack another target.

Arms-O-Plenty share a wide-eyed expression and cherubic cheeks.


Awakened marionettes speak in lilting tones and
From the outside, the dunk tank looks like a small, communicate with odd phrases that sometimes
clear vat of water. But what lives within it is a large, don’t make sense. They avoid combat, but are
slimy Arms-O-Plenty waiting for an unsuspecting programmed to defend themselves and the
reveler to be dunked below the surface. This large, carnival, if necessary.
purple aberration uses its many tentacles to re-
strain revelers and drown them in the tank.
Ballooze
Awakened Marionettes There are plenty of sticky, tacky, weird oozy
substances at the Revelia, as one may expect from
Awakened marionettes are one of many creations a carnival. Some are residue from discarded treats,
designed by the Toymaker. These creatures are while others are dangerous oozes that glorp and
built as puppets and then given limited sentience; glob onto revelers to harm and torment. Balloozes
just enough to carry out tasks or respond to are filled with slime, and when popped, this pink
revelers who ask for information. Physically, they substance splatters onto anyone nearby and causes
resemble young children and are costumed in a painful poison effect. Balloozes are used as decor
frilly garments with elaborate, intricate wigs. throughout the Revelia, and come in a variety of
Their bodies are made from a combination of colors. Gumballers love these balloons and are
materials, including flesh and ceramic with rarely seen without one.
some mechanical innerworkings. Although each
awakened marionette’s face is different, they all

30
Awakened Marionette ballooze
Small construct, unaligned Large ooze, unaligned

Armor Class 18 (natural armor) Armor Class 5


Hit Points 49 (9d6 + 18) Hit Points 1 (1d10 - 4)
Speed 30 ft. Speed 0 ft., 10 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 14 (+2) 7 (-2) 12 (+1) 6 (-2) 1 (-5) 1 (-5) 2 (-4) 1 (-5) 1 (-5) 1 (-5)

Skills Acrobatics +5, Perception +3 Damage Immunities acid, poison


Damage Resistances psychic Condition Immunities blinded, charmed,
Damage Immunities poison deafened, exhaustion, frightened, prone,
Condition Immunities unconscious stunned, unconscious
Senses darkvision 60 ft., passive Perception 12 Senses blindsight 30 ft. (blind beyond this radius),
Languages Common passive Perception 5
Challenge 4 (1,100 XP) Languages-
Challenge1/2 (100 XP)
Puppeteer’s Strings. The marionette uses long,
whip-like strings to grapple and puppeteer other Pop! The ballooze explodes when it drops to 0 hit
creatures. Such strings are objects (AC 12, hp 15) points or dies. When it does so, it causes one of the
and are vulnerable to slashing damage. Destroying following effects of its choice.
the strings grappling a puppeteered creature frees • Laughing Gas. Each enemy creature within
it and ends the effect. 20 ft. of the ballooze when it explodes must
succeed on a DC 14 Wisdom saving throw
Actions or begin laughing uncontrollably. A creature
Multiattack. The marionette makes two lash at- so laughing cannot take bonus actions or
tacks. The marionette may forgo making a lash at- reactions and must succeed on a DC 14
tack in this manner to instead make a Ravel attack. Constitution ability check to take actions that
involve speaking (such as when casting a
Lash. Melee Weapon Attack: +5 to hit, reach 20 ft., spell with a verbal component). An impacted
one target. Hit: 9 (1d12+ 3) slashing damage). creature can attempt a DC 14 Wisdom saving
throw at the end of each of its turns, ending
Puppeteer. The marionette uses its strings to pup- the effect on a success.
peteer the body of a creature it is grappling. The • Party Slime. Each creature within 20 ft. of the
target must succeed on a DC 13 Strength saving ballooze when this occurs must succeed on a
throw or be forced to take a reaction to make a DC 14 Dexterity saving throw or be coated in
single weapon attack against a target of the mario- a poisonous pink slime. A creature so coated
nette’s choice within reach. takes 7 (2d6) poison damage at the start of
each of its turns and has disadvantage on
Ravel. Melee Weapon Attack: +5 to hit, reach 20 Strength attack rolls and ability checks. A
ft., one creature. Hit: The target is grappled and creature so coated can remove the pink slime
restrained (escape DC 13). by immersing itself in water or using an action
to wipe it off.
Servant of Heckna. The ballooze follows any com-
mands given to it in the language of Heckna and
his minions: Gobbledygook.

Actions
Acid Sputter. Melee Spell Attack: +0 to hit, reach 5
ft. one creature. Hit: 4 (1d8) poison damage.

Detonate. The ballooze dies, and the radius of the


area affected by its Pop! feature is doubled.
Daarken

Awakened Marionette
31
Children of the Candy Corn
Children of the Candy Corn are childlike aberra-
tions that often roam in packs of two or three. They
are obsessed with sugar and candy. Always on a Children of the
sugar high, these hyper children zoom around the candycorn
Big Top being loud and mischievous. However, if
confronted, these creatures become less childlike
and much more frightening, removing their masks
to reveal their aberration form underneath. When
angered, there is very little about their appearance
that resembles a child.

Creepy Crawly
Every so often, a rogue appendage wreaks havoc
in the big top. Creepy crawlies are often a hand
with an arm still attached up to the elbow, or a foot
with a leg up to the knee. Creepy crawlies vary in
size depending on the bodies they were separated
from, and they can detach their fingers or toes and

Daarken
launch them at a target. Any flesh projectiles that
remain in one piece after an encounter wriggle
back to their limb of origin.

children of the candy corn • The child gains 3 temporary hit points for each
other child within 60 ft. of it.
• The child’s proficiency bonus becomes +3
Small aberration, chaotic evil
(instead of +2), and increases by an additional +1
Armor Class 13 for every two additional children of the candy
Hit Points 31 (7d6 + 7) corn within 60 ft. of it, to a maximum of +8.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Force Feed. Melee Weapon Attack: +5 to hit, reach 5
12 (+1) 16 (+3) 12 (+1) 11 (+0) 12 (+1) 8 (-1) ft., one grappled or incapacitated creature.
Hit: The child forces a handful of rancid candy down
the target’s throat, choking it. While the target is
Skills Athletics +3, Stealth +5, Perception +3
choking, it cannot breathe or speak, and takes 7
Senses darkvision 60 ft. passive Perception 13
(2d6) poison damage at the end of each of its turns.
Languages Common, Gobbledygook
To end the effect, a choking creature can use an
Challenge 1 (200 XP)
action to attempt a DC 11 Constitution ability check
to spit up the candy, or another creature within 5 ft.
Pack Tactics. The child has advantage on an attack
can use an action to attempt a DC 11 Wisdom (Medi-
roll against a creature if at least one of the child’s
cine) check to cause it to cough up the candy.
allies is within 5 ft. of the creature and the ally isn’t
incapacitated.
Latch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Sneaky. The child can use a bonus action to take
one creature. Hit: The target is grappled (escape
the Hide action.
DC 11) and the child may immediately use a bonus
Squad Goals. When the child rolls for initiative
action to make a force feed attack.
and there are three or more children of the candy
corn within 60 ft. of it, it gains the following ben-
efits, which last until the child finishes a short or
long rest.

32
Conrad, the Cryptid Hunter
Conrad is a gruff, burly man who travels the
multiverse in search of cryptids. He has a long,
white beard and wears a tall hat that shrouds his
eyes. He likes it that way, to mask his sorrow.
Conrad is a hunter in every sense of the word; he
in
favors a crossbow, although he has proficiency
most standard weapons. He enjoys collecting
trophies of the nastiest creatures he can find.

conrad, the cryptid Hunter Master Sniper. Once per turn, Conrad deals an extra 14
(4d6) damage when he hits a target with a weapon attack
Medium humanoid (any race), lawful neutral and has advantage on the attack roll, or when the target
is within 5 feet of an ally of Conrad that isn’t incapacitated
Armor Class 17 (Scale Mail +1) and the Conrad doesn’t have disadvantage on the attack
Hit Points 130 (20d8 + 24) roll.
Speed 30 ft.
Spellcasting. Conrad is a 7th-level spellcaster. His spell-
casting ability is Intelligence (spell save DC 16, +8 to hit
STR DEX CON INT WIS CHA
with spell attacks). He has the following wizard spells
10 (+0) 17 (+3) 14 (+2) 18 (+4) 12 (+1) 9 (-1) prepared:

Cantrips (at will): chill touch, light, mage hand, minor


Saving Throws Int +8, Wis +5, Dex +7 illusion
Skills Arcana +8, History +8, Perception +9, 1st level (4 slots): detect magic, disguise self, magic mis-
Insight +9 sile, sleep
Senses passive Perception 19 2nd level (3 slots): darkness, misty step
Languages Abyssal, Common, Gobbledygook, 3rd level (3 slots): counterspell, slow, nondetection
Infernal 4th level (2 slots): banishment, greater invisibility
Challenge 0 (5,000 XP)
Actions
Special Equipment. Conrad is equipped with a powerful
Multiattack. Conrad makes two attacks with Last Laugh.
crossbow +3, which he has named The Last Laugh. His
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach
potent hatred for clowns and jokes has imbued it with the
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 3) piercing
ability to silence targets (included in its stats below.) He
damage.
also wears a set of scale mail +1.
The Last Laugh (Heavy Crossbow +3). Ranged Weapon
Attack: +10 to hit, range 100/400 ft., one target.
Survivor. Conrad regains 5 hit points at the start of its
Hit: 11 (1d10 + 6) piercing damage plus 18 (4d8) psychic
turn if they have at least 1 hit point but fewer than half its
damage, and must succeed on a DC 16 Wisdom saving
hit point maximum.
throw or be silenced for 1 minute.
Jason Engle

Evasion. If Conrad is subjected to an effect that allows


him to make a Dexterity saving throw to take only half
damage, Conrad instead takes no damage if he succeeds
on the saving throw, and only half damage if he fails.

33
gumballer
CREEPY CRAWLY
Tiny undead, neutral evil

Armor Class 11
Hit Points 7 (2d4 + 2)
Speed 20 ft.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 13 (+1) 5 (-3) 11 (+0) 1 (-5)

Damage Resistances necrotic

Daarken
Damage Immunities poison
Condition Immunities deafened, charmed,
exhaustion, poisoned, stunned, unconscious
Senses blindsight 30 ft., (blind beyond this radius),
passive Perception 10
Languages understands Common but cannot
speak
gumballer
Challenge ¼ (50 XP) Small aberration, neutral evil

Unnatural Presence. Enemy creatures within 30


Armor Class 14 (studded leather)
ft. of the limb that can see it are disturbed by its
Hit Points 67 (9d8 + 27)
presence. A creature so disturbed cannot gain
Speed 30 ft.
advantage on attack rolls, saving throws, or ability
checks.
STR DEX CON INT WIS CHA
Actions 11(+0) 15 (+2) 12 (+1) 8 (-1) 12 (+1) 14 (+2)

Slap. Melee Weapon Attack: +4 to hit, reach 5 ft.


one target. Hit: 4 (1d4 + 2) bludgeoning damage. Skills Athletics +4, Intimidation +6, Perception +3
Senses passive Perception 13
Give Em’ The Finger. Ranged Weapon Attack: +3 Languages Common, Gobbledygook
to hit, range 60 ft. Hit: 3 (1d4 + 1) piercing damage. Challenge 1 (200 XP)

Reactions Browbeating. As a bonus action on each of its


Retaliate. When the limb is hit by an attack by a turns, the gumballer can attempt to intimidate
creature it can see, it can use a reaction to make a another creature that can see or hear it within 30
single attack against that creature. ft. The gumballer makes a Charisma (Intimidation)
check contested by the target’s Wisdom (Insight).
If it loses the contest, the target is frightened of the
gumballer and creatures allied with the gumballer
Gumballer until the end of its next turn.

Gumballers are tween monstrosities who love Cruelty (1/turn). When the gumballer deals dam-
nothing more than to eat treats to their heart’s age with a weapon attack to a creature below its
content, play with an animalgamation, and push hit point maximum, it can choose to deal an addi-
tional 7 (2d6) damage to the target.
revelers into trash cans. These teenage terrors
are wicked little mischief-makers, mocking and Actions
mean-spirited to everyone they meet. They are Multiattack. The gumballer makes two unarmed
the only creatures who can get away with teasing strike attacks. The gumballer can forgo making an
Heckna and not get punished for it. Gumballers unarmed strike made with this action to instead
attempt to grapple or shove a creature.
always seem to appear at inopportune moments.
They keep an arsenal of gumballs in their satchels, At Bat. Ranged Weapon Attack: +4 to hit, range 30
which they use as ammo — during combat, or ft. one target. Hit: 4 (1d4 + 2) bludgeoning damage.
just to be annoying, they tee up a gumball and
Batter Up. Melee Weapon Attack: +4 to hit, reach 5
smack it with their bat. Although they resemble ft. one target. Hit: 5 (1d6 + 2) bludgeoning damage
tweens, these aberrations are not actual children, and 2 (1d4) piercing damage.
and were created by Heckna to add to the playful
Unarmed Strike. Melee Weapon Attack: +4
environment of the Revelia. Gumballers wear bright to hit, reach 5 ft. one target. Hit: 4 (1d4 + 2)
colors and patterns and always don a hat, such as a bludgeoning damage.
baseball cap with pinwheels or a cat-eared beanie.
34
Jawbreakers
Walking down one of the narrow passageways
Jawbreakers
between structures at the Revelia may uncover a Medium aberration (any race), neutral evil

group of jawbreakers pummeling their latest victim.


Armor Class 15 (studded leather)
Jawbreakers are moody, mean teenagers who serve Hit Points 65 (10d8 + 20)
as Heckna’s guards throughout the Revelia. They Speed 30 ft.
are assigned areas to patrol and sport patches on
their jackets. Like gumballers, jawbreakers love to STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 11 (+0) 12 (+1) 12 (+1)
bully others, but are much more sensitive to being
bullied in return. There are four cliques of jawbreak-
Saving Throws Str +5, Con +2
ers, and those in a clique travel in groups of three to Skills Intimidation +5, Perception +4
five at a time. Jawbreakers detest others who don’t Senses passive Perception 14
belong to their cliques. Languages Common, Gobbledygook
Challenge 2 (450 XP)

Starlets. Members of this clique love to disrupt Clique. Each jawbreaker is part of a “clique”, cho-
performances elsewhere at the carnival. They love sen from the options below. When a jawbreaker
to be the center of attention and insert themselves is within 30 ft. of another teen that shares a clique
with it, whenever it makes an attack roll or ability
into the spotlight whenever possible. The starlets
check it can roll 1d4 and add the result to the roll.
have an ongoing beef with the vogues. A teen cannot benefit from this effect more than
once at a time.
Strongarms. Jawbreakers in this clique wear tank Additionally, the jawbreaker gains the
following benefits according to which clique it be-
tops that show off their muscles and enjoy working longs to, chosen from the options below.
out in crowded public places, inconveniencing • Starlets. The teen is proficient in Charisma
other revelers. The strongarms love to taunt and saving throws and Persuasion.
• Strongarms. The teen is proficient in Strength
terrorize their favorite targets, the dweebs. saving throws and Athletics.
• Dweebs. The teen is proficient in Intelligence
Dweebs. Members of this clique are clever, saving throws and Arcana.
• Vogues. The teen is proficient in Wisdom sav-
always devising new insidious ways to bully the
ing throws and Insight.
strongarms. Although they are physically less
imposing than their rivals, they set traps to lure Actions
the muscle-minded strongarms into dangerous Multiattack. The jawbreaker makes two hard
situations, caring little about the unsuspecting candy mace attacks.
revelers who also get caught in the drama.
Hard Candy Mace. Melee Weapon Attack: +5 to
hit, range 5 ft. one target. Hit: 10 (2d6 + 3)
Vogues. Vogues consider themselves far more bludgeoning damage.
sophisticated than the scene-stealing starlets. They
Dagger. Melee or Ranged Weapon Attack: +5 to
pull revelers into their long musings about the hit, reach 5 ft. or range 20 ft./60ft., one target. Hit: 5
artistry at the Big Top, and love to hang around the (1d4 + 3) piercing damage.
carnival critiquing revelers’ clothing or accessories.

Jawbreakers
Jason Engle

35
Locke, the Lost and Found Magpie lovebird
Locke is the keeper of the Revelia’s Lost and Found,
who loves nothing more than cultivating his trea-
sure. The black feathers cover Locke’s face and
neck like a hood, and his jet black eyes blend in,
making it hard to discern his expression.

Locke, The lost and found magpie

Jason Engle
Medium humanoid (birdfolk), chaotic neutral

Armor Class 17 (natural armor)


Hit Points 81 (18d8) Lovebird
Speed 30 ft.
Flitting about in the dark shadows of the Tunnel of
STR DEX CON INT WIS CHA
Love, these winged fiends swoop in to surprise and
8 (-1) 16 (+3) 10 (+0) 16 (+3) 12 (+1) 14 (+2)
toy with revelers. Lovebirds enjoy playful conver-
sations, distracting a reveler with a silly joke while
Saving Throws Dex +5, Con +7, Cha +4
Skills Acrobatics +7, Deception +6, Perception +3 slipping something rotten into their bag. Despite
Senses passive Perception 13 their impish tendencies, lovebirds make entertain-
Languages Common, Birdfolk, Gobbledygook ing, if unpredictable, companions to those who
Challenge 4 (1,100 XP)
can earn their favor with small trinkets or the right
Convincing. Locke has advantage on all Charisma compliment.
checks used to convince someone of their
knowledge of subject matter pertaining to the
History skill. Plasma Punk
Cowardly. Locke is always frightened of enemy These brooding vampires sport long hair that they
creatures unless he has a friendly creature that is flick away from their faces. They live and sleep
not frightened or incapacitated within 5 ft. of him.
within the Tunnel of Love, but prowl the Revelia at
Glide. When falling at least 10 feet, Locke can night when the sun doesn’t pose a threat. Dressed
spend a reaction to fly up to his speed in one in black leather and denim patchwork, sourced
direction as he descends. He lands in an unoccu- from found and stolen items, they accessorize with
pied space at the end of his movement, and takes
no falling damage. He cannot glide while carrying chains and spiked accessories. Plasma Punks often
heavy objects, or heavy weapons (though he can travel alone, lamenting their loneliness. Jawbreak-
drop any held items as part of his reaction). ers enjoy picking fights with Plasma Punks, and
the occasional brawl breaks out between the two
Sneak Attack. Once per turn, Locke deals an
extra 17 (5d6) damage when he hits a target with a groups.
weapon attack and have advantage on the attack
roll, or when the target is within 5 feet of one of
Locke’s allies that isn’t incapacitated and Locke Sucrooze
doesnt have disadvantage on the attack roll.
Occasionally, baking new treats in the Revelia goes
Actions awry — the result of a gumballer sticking their
Multiattack. Locke makes three attacks: two fingers into a sugary batter, perhaps, or a popped
dagger attacks and one shortsword attack.
ballooze detonating near a swirling vat of cotton
Dagger. Melee or Ranged Weapon Attack: +5 to candy. The result of this clumsiness is a sucrooze,
hit, reach 5ft. or range 20/60 ft., one target. Hit: 5 a sugar ooze that rampages whatever stands in
(1d4 + 3) piercing damage. its way. The sucrooze is a neon-pink, amorphous
Shortsword. Melee Weapon Attack: +5 to hit, reach blob with sparkling sugar crystals embedded in its
5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. sticky substance.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 5 (1d4 + 3) slashing damage.

36
Lovebird (imp) sucrooze
Small fiend, neutral evil Large ooze, unaligned

Armor Class 13 Armor Class 7


Hit Points 18 (4d6 + 4) Hit Points 75 (10d10 + 20)
Speed 20 ft., fly 40 ft. Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 12 (+1) 8 (-1) 13 (+1) 14 (+2) 16 (+3) 4 (-3) 14 (+2) 1 (-5) 6 (-2) 1 (-5)

Skills Deception +6, Insight +3, Perception +5 Damage Immunities psychic


Damage Resistances bludgeoning, piercing, Condition Immunities blinded, charmed,
and slashing from nonmagical attacks that deafened, exhaustion, frightened, prone,
aren’t silvered stunned, unconscious
Damage Immunities poison Senses blindsight 60 ft. (blind beyond this radius)
Conditions Immunities poisoned passive Perception 8
Senses darkvision 120 ft., passive Perception 14 Languages -
Languages Common, Gobbledygook, Infernal Challenge 3 (700 XP)
Challenge 2 (450 XP)

Amorphous. The sucrooze can move through a


Toxic Relationship. Creatures who start their turn space as narrow as 1 in. wide without squeezing.
within 5 feet of the lovebird take 2 (1d4) poison
damage. Sticky. When a creature touches the sucrooze it
must succeed on a DC 13 Strength saving throw or
Actions become stuck to the sucrooze, becoming grappled
Multiattack. The lovebird makes one weird love and restrained. If a creature hits the sucrooze with
arrow attack and one broken heart arrow attack. a weapon or touches it with an unsecured object,
the creature must succeed on a Strength saving
Weird Love Arrow. Ranged Spell Attack: +5 to hit, throw or have that object become stuck to the
range 80/320 ft., one target. Hit: 6 (1d6 + 3) pierc- sucrooze. A creature can attempt to remove an
ing damage and the target must make a DC 11 object stuck to the sucrooze by using an action to
Wisdom saving throw. On a failure, the creature attempt a DC 13 Strength check, freeing the object
becomes charmed by any object they are holding on a success.
in their hand until the end of their next turn. Until
the charm effect ends, they are incapacitated, Servant of Heckna. The sucrooze follows any com-
spending their whole turn caressing the object. mands given to it in the language of Heckna and
If the target is not holding an object, it becomes his minions: Gobbledygook.
charmed by the nearest object being held by an
ally, imposing disadvantage on that ally’s attack Actions
rolls and ability checks until the charm effect ends. Multiattack. The sucrooze makes three sugar
crystal attacks, each of which must be against a
Broken Heart Arrow. Ranged Spell Attack: +5 to different target.
hit, range 80/320 ft., Hit: 6 (1d6 + 3) piercing dam-
age and the target must make a DC 11 Wisdom Sugar Crystal. Melee or Ranged Weapon Attack:
saving throw. On a failure, the target begins weep- +5 to hit, reach 5 ft or range 20 ft./60 ft., one
ingly profusely and becomes incapacitated for 1 creature. Hit: 12 (2d8 + 3) piercing damage and
minute. At the end of each of its turns, an affected the target must succeed on a DC 13 Constitution
creature can attempt the saving throw again, end- saving throw or be poisoned. While so poisoned,
ing the effect on a success. a creature experiences an intense sugar rush and
cannot concentrate on spells or make more than a
Love Tap. Melee Weapon Attack: +5 to hit, reach 5 single attack on each of its turns.
ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

37
plasma punk (vampire)
Medium undead, neutral evil

Armor Class 11
Hit Points 161 (19d8 + 76)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 18 (+4) 13 (+1) 15 (+2) 16 (+3)

Saving Throws Dex +4, Wis +5


Skills Athletics +8, Perception +5
Damage Resistances poison, necrotic: blud-
geoning, piercing, and slashing from nonmagica
l
weapons

Senses darkvision 60 ft., passive Perception 15


Languages Common, Gobbledygook
Challenge 7 (2,900 XP)

Dark and Dangerous . While the punk is fully


with-
in dim light or darkness it has advantage on attac
k
rolls.
Dramatic Suffering. When the punk fails a savin
g
throw, it regains 10 hit points.

Actions
Multiattack. The punk makes two attacks, only
one of which may be a bite attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5


ft.,
one willing creature or a creature that is grapp
led
by the punk, incapacitated, or restrained. Hit:
12
(1d12 + 5) piercing damage plus 14 (4d6) necro
tic
damage. The target’s hit point maximum is re-
duced by an amount equal to the necrotic dam-
age taken, and the punk regains hit points equa
l
to that amount. The reduction lasts until a targe
t
finishes a long rest. The target dies if this effec
t
reduces its hit points to 0.

Chain. Melee Weapon Attack: +8 to hit, reach


20 ft.,
one target. Hit: 10 (2d4 + 5) bludgeoning dama
ge. If
the target is a Large or smaller creature, the punk
can pull the creature up to 10 ft. in a straight line
toward itself.

Fist. Melee Weapon Attack: +8 to hit, reach 5


ft.,
one target. Hit: 7 (1d4 + 5) bludgeoning damage.
In-
stead of dealing damage with the attack, the
punk
can grapple the target (escape DC 16).

Reactions
Vindictive Glare. After being hit by an attack,
the
plasma punk does 14 (4d6) psychic damage to
the
attacker.
Daarken

38
Myrmidon Popcorn Swarm
Myrmidon is a massive antlion who lives in a room- Among the many questionable treats available at
sized “ball pit,” surrounded by its own eggs and the Revelia is a popcorn swarm, which are
larvae. The antlion is one of Heckna’s two pets who Myrmidon’s spawn that resembles a pile of recently
compete constantly for his attention by preying popped corn kernels doused in butter and salt.
on and sabotaging as many revelers as possible. The popcorn swarm can be found throughout the
Myrmidon is huge with a long, narrow torso and Revelia, often lying in wait next to trash cans.
expansive translucent wings. It rarely moves out-
side of the ball pit, for its creaking body and mas-
sive wingspan make it difficult to travel among the
Popcorn Swarm
narrow alleyways of the Big Top. Medium swarm of Tiny monstrosities, unaligned

Myrmidon has a special strategy: a growth on the


Armor Class 11 (natural armor)
tip of its long, sticky tongue closely resembles a hu-
Hit Points 45 (6d8 + 18)
manoid child, and its screeching sound mirrors that Speed 20 ft.
of a child shrieking. This ruse draws well-meaning
adventurers into the ball pit, where Myrmidon uses STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 3 (-4)
its lures to crush and smother revelers in the slimy
depths in which it resides.
Damage Resistances bludgeoning, piercing,
and slashing
Lair Actions Condition Immunities charmed, frightened,
On initiative count 20 (losing initiative ties), Myrmi- paralyzed, petrified, prone, restrained, stunned,
unconscious
don takes a lair action option to cause one of the
Senses blindsight 10 ft., passive Perception 11
following effects; Myrmidon can’t use the same Languages -
effect two rounds in a row. Challenge 1 (200 XP)
• Myrmidon creates a natural trap around itself in a
20 ft. radius sphere, which lasts until the antlion False Appearance. While the swarm remains
motionless, it is indistinguishable from a gigantic
moves from its space. When a Medium or smaller heap of delicious popcorn.
creature enters the area for the first time on a turn
or starts its turn there, it must succeed on a DC Swarm. The swarm can occupy another creature’s
space and vice versa. The swarm can’t regain hit
14 Strength or Dexterity saving throw or become points or gain temporary hit points.
restrained as it sinks into the terrain (or swarm,
in the case of ball pit antlion eggs). A creature Yummy Progeny. When a swarm comes within
10 ft. of a creature that can see it for the first time
so restrained can take an action to attempt a
on a turn, the creature must succeed on a DC 14
Strength (Athletics) check, ending the restrained Wisdom saving throw or spend its next turn doing
condition on a success. everything in its power to eat from the swarm,
• Each creature on or in the ground (or swarm, in which in turn allows itself to be consumed. To con-
sume the swarm, a must move within reach of the
the case of the ball pit antlion eggs) must succeed swarm, fall prone and use its action to eat, causing
on DC 14 Strength saving throw or be pulled 10 ft. the swarm to lose 9 (2d8) hit points in the process.
toward Myrmidon. If a creature succeeds on the saving throw or suc-
cessfully eats from the swarm on its next turn, it is
• A 5 ft. cube of antlion eggs hatches, forming a immune to this effect from all popcorn swarms for
popcorn swarm. The popcorn swarm is friendly to 24 hours.
Myrmidon and takes its turns on initiative A creature that eats from the swarm is poisoned
for 24 hours. If a creature is not cured of the poi-
count 20.
soned condition by the end of the duration.

Actions
Nibbling. Each creature of the swarm’s choice in
its space must succeed on a DC 13 Dexterity saving
throw or take 7 (2d6) piercing and 7 (2d6) acid
damage, or half as much on a success.

39
Myrmidon (Ball Pit Antlion) Sneak Attack (1/turn). Myrmidon deals an extra 21 (6d6)
damage when it hits a target with a weapon attack and
has advantage on the roll, or when the target is within 5
Huge monstrosity, unaligned ft. of an ally of the antlion that isn’t incapacitated and the
antlion doesn’t have disadvantage on the attack roll.
Armor Class 17 (natural armor) Sneaky. Myrmidon can use a bonus action on each of its
Hit Points 253 (22d12 + 110) turns to take the Hide action.
Speed 30 ft., burrow 20 ft.
Actions
STR DEX CON INT WIS CHA Mutliattack. The antlion makes two claw attacks.
24 (+7) 12 (+1) 20 (+5) 3 (-4) 18 (+4) 5 (-3) Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 33 (4d12 + 7) piercing damage and 7 (2d6) acid
damage.
Saving Throws Str +11, Con +9, Wis +9 Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Skills Perception +8, Stealth +7 target. Hit: 14 (2d6 + 7) slashing damage and the target is
Senses darkvision 60 ft., tremorsense 60 ft., grappled (escape DC 19).
passive Perception 18
Languages - Legendary Actions
Challenge 11 (7,200 XP)
Myrmidon can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Lure. As a bonus action, Myrmidon can extend a lure from be used at a time and only at the end of another crea-
its body into an unoccupied space up to 30 ft. away from ture’s turn. Myrmidon regains spent legendary actions at
it. The lure is indistinguishable from a small humanoid the start of its turn.
child from the waist up. Myrmidon can retract or move
the lure up to 15 ft. as a bonus action on each of its turns. Burrow. Myrmidon burrows up to its burrow speed.
A creature that can see the lure has disadvantage on Wis-
dom (Perception) checks to detect Myrmidon. Hide. Myrmidon takes the Hide action.
Additionally, Myrmidon has advantage on attacks against
creatures within 10 ft. of the lure. Claw (costs 2 actions). Myrmidon makes a claw attack.

40
Showstopper
Found hanging out in the Fun House, or facilitating showstopper
the Revelia’s many rides and games, showstop-
pers are warlocks who regard Heckna as a patron.
He grants them abilities to cheat and manipulate
revelers, ensuring that revelers are unsuccessful at
winning games or earning tickets. Showstoppers
serve as Heckna’s spies, relaying observations or
information they have gleaned about the revelers,
always giving Heckna the upper hand.
Showstoppers vary in race and appearance, but
favor cloaks and capes. Some have a familiar, an
animalgamation, to whom they feed revelers who
dare to accuse them of cheating or other foul play.

Jason Engle
showstopper It knows the following spells:

Cantrips (at will): chilll touch, eldritch blast, mage


Medium humanoid (any race), neutral evil
hand, minor illusion,
Armor Class 13 1st – 5th level ( 3 5th-level spell slots):
Hit Points 91 (14d8 + 28) animate dead, blight, charm person, crown of
Speed 30 ft. madness, dispel magic, expeditious retreat, hex,
hold monster, telekinesis
STR DEX CON INT WIS CHA
9 (-1) 17 (+3) 14 (+2) 12 (+1) 15 (+2) 18 (+4)
Actions
Multiattack. The showstopper makes two hand of
heckna attacks.
Saving Throws Con +5, Wis +5, Cha +7
Skills Deception +10, Insight +5, Perception +5
Carnival of Carnage (Recharge after a Short or
Senses darkvision 60 ft., passive Perception 15
Long Rest). The showstopper celebrates the evil of
Languages Common, Gobbledygook
Heckna in a 30 ft. radius sphere centered on a point
Challenge 7 (2,900 XP)
it can see within 120 ft. Each creature of its choice in
the affected area must succeed on a DC 15 Wisdom
Always A Winner. When an enemy creature suc- saving throw or be cursed for 1 minute. When a
ceeds on a saving throw against a spell cast by the creature so cursed deals damage to another crea-
showstopper, the showstopper gains a special d20 ture, it takes 7 (2d8) psychic damage.
called a gamesman dice, which lasts until the show-
stopper finishes a short or long rest, to a maximum Hand of Heckna. Melee Spell Attack: +7 to hit, reach
of four dice. When the showstopper rolls a d20, it 5 ft., one creature. Hit: 15 (2d8 + 4) poison damage.
can choose to expend and then roll any number of If the showstopper cast a spell that expended one
its gamesman dice alongside it and pick any of the of its spell slots since the start of its last turn, this
d20s rolled as the result. attack deals an additional 22 (5d8) poison damage.

Spellcasting. The showstopper is a 13th level Reactions


spellcaster. Its spellcasting ability is Charisma (spell
save DC 15, +7 to hit with spell attacks). It regains its Tricky Escape. When an enemy creature the show-
expended spell slots when it finishes a short or stopper can see comes within 5 ft. of it, it can use
long rest. a reaction to magically teleport to an unoccupied
space it can see within 30 ft.

41
Thrall
Much of the Revelia is occupied by thralls, who
killer Clown
were once just revelers looking to have a good time Medium aberration, chaotic evil

— until they were eventually corrupted by Heckna’s


Armor Class 18 (plate)
influence, turning them into slowly decaying crea- Hit Points 52 (8d8 + 16)
tures whose lives are eternally bound to the carni- Speed 30 ft.
val. Thralls often maintain much of their personality,
which means that many are perfectly pleasant in STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
their creepiness, although most develop a wicked
streak and are prone to acts of deceit and trickery.
Saving Throws Con +4, Wis +2
Thralls are identified by their tattered clothing. Skills Performance +4
Damage Resistances poison
Killer Clown. Bedecked in wildly colorful and Condition Immunities poisoned
Senses passive Perception 10
odd-shaped armor, the killer clown wields a heavy Languages Gobbledygook, Common
crossbow and a wicked grin. The crossbow emits a Challenge 3 (700 XP)
comical jingle when a bolt is released. Killer clowns
Brave. The clown has advantage on saving throws
are a more dangerous version of Heckna’s average
against being frightened.
thralls—creatures that have succumbed to his Cruel Prank. As a bonus action on each of its turns,
corruption. They look like their former selves but the clown can perform a prank on a creature it can
with enhanced, terrifying features like pointed see within 30 ft. using one of the clowning ac-
cessories in its bag. The clown makes a Charisma
teeth, untamed hair, and flashy face paint. (Perform) check contested by a Wisdom (Insight)
Heckna often employs these killer clowns check from the target. On a failure, the target has
to help quell a rebellion. disadvantage on attack rolls and saving throws
until the end of its next turn.

Actions
Multiattack. The clown makes two melee attacks.
Thrall Greatsword. Melee Weapon Attack: +5 to hit,
Medium aberration, chaotic evil reach 5 ft., one target., one target. Hit: 10 (2d6 + 3)
slashing damage.
Armor Class 11 (tattered leathers) Heavy Crossbow. Ranged Weapon Attack: +2 to
Hit Points 11 (2d8) hit, range 100/400 ft., one target. Hit: 5 (1d10)
Speed 30 ft. piercing damage.

STR DEX CON INT WIS CHA Leadership (Recharges after a Short or
12 (+1) 10 (+0) 13 (+1) 8 (-1) 10 (+0) 12 (+1) Long Rest). For 1 minute, the clown can utter a
special command or warning whenever a non-
Skills Athletics +3, Performance +2 hostile creature that it can see within 30 ft. of it
Senses passive Perception 10 makes an attack roll or saving throw. The creature
Languages Gobbledygook, Common can add a d4 to its roll, provided it can hear and
Challenge 1/8 (25 XP) understand the clown. A creature can benefit from
only benefit from this effect once at a time. This
Life’s A Laugh. The thrall has advantage on saving effect ends if the clown is incapacitated.
throws against being frightened.

Actions Reactions
Bad Joke. Ranged Spell Attack: +3 to hit, range 30 Cackling Laughter. When the clown deals dam-
ft., one creature. Hit: 3 (1d6) psychic damage. age to a creature it can see, it can take a reaction
to laugh maniacally at the target. If the target can
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., hear the clown, it takes additional psychic damage
one creature. Hit: 4 (1d6 + 1) bludgeoning damage. equal to the damage dealt by the triggering effect.

42
appendix b: MAGIC ITEMS
Room 9 Cube Ticket Booklet
Wondrous item, Unique (requires attunement) Wondrous item, uncommon

The Room 9 Cube is a simple, rectangular hotel The ticket booklet is a bundle of 10 red tickets (RT).
room equipped with a bed and a nightstand. The The tickets can be used to purchase goods and
walls and furniture are jet-black, and without a light services throughout the Big Top.
source, it is difficult to see anything inside once the
ceiling is closed. The Punch Line
You can use an action to place this 3-inch cube
on the ground and speak its command word. The Weapon (mallet)
lid of the cube opens, and a staircase extends up
from the inside of the cube. The staircase widens This weapon has a red handle and a blue head.
to full size as it exits the cube. A Medium or smaller The mallet makes a loud squeak when it hits a
creature can use the staircase to descend into the target. Once per day, you can expend a charge and
box, shrinking in size as they descend. The cubes add the effects of Tasha’s hideous laughter to the
controller can retract the staircase (from inside or attack (3 charges). The mallet regains all expended
outside the box) by spending an action to speak charges daily at dawn.
the command word again. While closed, the cube
appears completely seamless, and it is immune to
the knock spell and similar magic or effects, such
as a chime of opening.
Inside the cube is a room, 20 feet on each side
and 20 feet high (relative to the shrunken creatures
inside of it). When the lid is open, the staircase
descends down to the center of the room. thrall
Any objects brought into the room remain there
until removed, and any creatures left inside the
room when the lid is closed (with the exception of
the cubes controller) are effectively trapped until
the controller of the cube speaks the command
word again.
Furnishings can be brought inside the cube to
make it more comfortable, but any objects must
be no wider than the staircase to enter or exit the
room properly.
While its lid is shut, the cube weighs 1 pound,
regardless of its contents.
Jason Engle

43
LICENsE 7. Use of Product Identity: You agree not to Use any Product Identity, including as an
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2 or “Your” means the licensee in terms of this agreement. provision shall be reformed only to the extent necessary to make it enforceable.

2. The License: This License applies to any Open Game Content that contains a 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of
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terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except as System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors
described by the License itself. No other terms or conditions may be applied to any Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
Open Game Content distributed using this License. Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based
on original material by E. Gary Gygax and Dave Arneson.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License. Heckna Campaign Setting, Copyright 2020, Hit Point Press Inc. Authors:
Ashley Warren, T.R. Rowe.
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6. Notice of License Copyright: You must update the COPYRIGHT NOTICE OPEN GAMING CONTENT
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Children of the
candycorn Jason Engle

44

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