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Circus of the Stars

Troubles in Locksport

Introduction: A sleepy lakeside village wreathed in fog, rumors of a


lake monster, local disappearances, a band of assassins terrorizing
the city, and a travelling circus sideshow that seems to be at the
center of it all.
“Come one, come all to the greatest show in the world! Step right
up, ladies and lords, to see the wonders of the natural and
unnatural world!
Trained monstrosities from across the globe have been gathered for
your amusement and examination!
Strongmen, jugglers, acrobats, and sword swallowers join exotic acts
and foods from the four corners of the known world and beyond!
You, my friend, have the privilege of witnessing the spectacle, the
amazement, the wonder of the circus of the stars!
Step right up and buy your tickets now before they're all gone!
Limited seating is available and no one will be seated once the show
has begun!”

A 4-hour adventure for 9th-10th level characters

by LEVI MOTE

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
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of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
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Hello DM! Village of Locksport
Thank you for purchasing Circus of the Stars! I Once a thriving fishing village, Locksport now rests
hope you and your group have at least as much fun at the edge of the swampy, ancient lake for which
playing this adventure as I had designing it. the village is named and rarely is visited by either
Major NPCs game or commerce fishermen. Boats disappear in
• Granny Goodberry – Elderly Halfling matriarch this ancient lake and fishermen stick to the relative
of the village and leader of the Star Cult. safety of the piers, unless the fog rolls in.
Presents herself as a sweet old grandmother.
• Denrick Redblade – Former village locksmith For all its lack of prosperity, the village keeps up an
and tinkerer. Redblade lost his wife and his Inn as well as several local shops. Magistrate
mind and is preparing to attack the cult. Olamarsh keeps the peace while dispensing justice
• Marshal Olamarsh – Good, honest cleric of in the name of Melora, mistress of the seas.
Melora and chief peacekeeper in Locksport.
• Elson & Mara Olamarsh – The Marshal’s Rumors have spread that a great treasure rests at
devoted children. the bottom of this ancient lake and that the lake
• Terrabell Silverton – Tiefling unscrupulous herself guards it and cradles it in her cold embrace,
artifact collector and cultist. drowning any who dare to try to wrest it from her.
• Tavis Morgrub – Gregarious Dwarf owner of the
bait & tackle shop and cultist. Esmeralda's Wondrous Emporium brings in visitors
• Edward Foreman – Fish monger, father of 8 looking for rare ritual components and wondrous
identical sons, cultist. items found washing up on the shores of the
ancient lake.
Adventure Plot at a Glance
The village knows internal strife all too well in the
form of an assassin's guild led by a former citizen of
Assassination the village. Denrick Redblade and his Redblade
Attempt Assassins are suspected of over a dozen murders in
the village since he went underground, using the
Investigate Follow village's catacombs and sewer system as well as the
Locksport Assassins into lake's natural cavern system to hide out from the
Village Sewers Magistrate and the locals.

The village's only bright spot is the Shuuman


Search for
Denrick in Sewer Brothers' circus, which has come along to save it
the Sewers Encounters from the economic downturn and internal strife.
Providing work for the locals and an attraction for
nearby villages and passing souls, looking to escape
Denrick’s and be entertained in a harsh world.
Hold-Out
Road to the
Position Heroes have come and gone over the years, but
Circus none have been able to put the rumors of treasure
to rest or to stop the threat of the Redblades.
Perhaps with the arrival of our Heroes, this town's
Brawl in the
suffering can end.
Big Top

Caged Beasts
DIVINATION DEFYING FOG
Locksport The Fog that permeates the village of Locksport has
Deserted the unusual effect of causing all Divination spells to
fail. An Arcana or Religion Skill Check DC 20 could
tell the caster that the fog is an extra-planar veil
End of the that somehow interferes with Divination magic.
Elders Even if the fog is blown away via Gust of Wind or
some other spell / power, the fog’s effect remains.

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Locksport Ancient Treasures Beneath the Waves
A small fishing village on the edge of an Local rumors tell of an ancient, swampy lake where
ancient lake. wondrous items wash up on shore and an ancient
treasure lies hidden beneath the calm waters. What
Population: 500; with another 100 or so treasures might you find lying amongst the swampy
known to be living in the circus compound
shores-- or better yet, deep within the lake itself?
as well as 100 or so people living in small
farms and fishing hollows scattered
around the lake. WELCOME TO LOCKSPORT
The Old Lake Road you travel was built
Government: Magistrate Olamarsh metes long ago by a forgotten civilization and
out justice here in the public eye. The now stands as a broken path that leads to
Council of Elders meet in secret and are Locksport and beyond, leading around the
the true power in the village. entire lake. Its cobblestones have been
Defense: none. The city seems defenseless, worn away, overgrown in places by thick
but their ties to the far realm keep them swamp grasses. Traffic has declined over
relatively safe so long as they don't the last few years, and the swamp's
forget who the true rulers are. encroachment has gone unabated.
The village itself lines the shore of the
ADVENTURE HOOKS lake, a unique skyline of closely built
The heroes may be drawn to the ancient lake village structures of stone and hard woods,
for a number of reasons. It has an unusual coated to resist the moisture of the lake
confluence of oddities and rumors that swirl around and its daily fog.
it.
Villagers move quickly about the narrow
streets, watchful of dangers with cloaks
Running Off to Join the Circus drawn tight about them, largely
One of the heroes' nephews has decided to run off unresponsive to the calls of strangers. No
and join the Shuuman Brothers' Circus. The hero's welcoming party rushes out to meet the
sister begs for her son's safe return from those heroes, and no city guard inspects visitors
scoundrels and hucksters running that sideshow. as they enter the streets.
The circus lies along the Old Lake Road, just The feeling of watchful eyes peering from
beyond the small fishing village of Locksport. the shadows and high narrow windows of
the streets and alleys gives the heroes a
Specialty Ritual Components feeling of unease. Lake fog rolls through
One of the heroes finds or purchases a new ritual the streets no matter the time of day, and
that requires exotic components. Word is that hangs in the sky making even the noon day
Esmeralda's Wondrous Emporium in Locksport is sun an obscured bright spot in the gray
the only place such Items can be purchased within
sky.
a month's travel. The Emporium stands in the Posters and playbills line the walls of the
village of Locksport up the Old Lake Road. buildings here declaring the amazing
sights to behold at the Shuuman Brothers'
Wanted Dead or Alive! Circus, only a couple of miles up Old Lake
The heroes hear tell of an assassin's guild operating Road. The only other public postings are
wanted posters detailing the crimes of
out of a sleepy, out of the way fishing village. The
Denrick Redblade and his assassins.
local Magistrate has offered a handsome reward for
whomever kills or captures of the leader of this Clearly this scoundrel has brought terror
guild. Denrick Redblade's treachery made more to the citizenry and is wanted dead or
terrifying due to the fact that he was once a trusted alive.
citizen of the village.

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and the heroes fail the encounter, gaining no
ENCOUNTER 1: ASSASSINATION ATTEMPT Experience.
Easy Encounter 3,500 XP
The magistrate will ask the heroes for a spare
Once the heroes enter the village of Locksport and
weapon and/or shield. If none are available, he will
have begun to orient themselves in the narrow
move about the field healing the heroes and aiding
streets and thick fog, they come upon the
heroes with his spells.
magistrate, who has heard that strangers have
come to town and makes his way out to greet them.
Features of the area
Illumination: foggy daylight
As you near a lonely intersection of
narrow alleys across the village's main Foggy narrow streets ⁄ alleys grant Advantage on
street, you see a burly, humanoid figure
Stealth and Athletics skill checks.
emerging through the fog a little more
than a block away. The tall, narrow buildings range from 30 – 40 feet
It seems to be waving at you in a tall, and are made of hard woods with stone
welcoming manner. from the rooftops foundations. All windows are shuttered and locked
and window ledges you notice something against the creeping fog.
moving in the shadows with sinister intent.
The gleam of crossbow bolts and daggers Sewer grates are scattered randomly in the streets.
catches your eye. Any escaping assassin starting its turn on a sewer
grate will successfully escape.
The man approaching you is in danger and
has not seen his assailants. Behind the scenes
Assassins have been hired by one of Foreman's
Setup sons, disguised as Denrick, to kill the Magistrate
5 Redblade Assassins – Use Veterans from the (who knows nothing of the plan). Any captives will
Monster Manual page 350 – Add 1d6 Poison disappear from the jail and become ritual sacrifices,
damage to all weapon attacks their bodies eventually being ground up and added
1 Magistrate Olamarsh (AKA welcoming stranger) – to Granny Goodberry’s delicious meat pies.
Use the Priest block from the Monster Manual page
Conclusion
348. Remember he is unarmed and unarmored, but
If the heroes capture an assassin, they may
he has spells as listed.
interrogate him. Otherwise, they will have to
Tactics examine the bodies or use a spell to speak with the
The assassins are focused on killing the magistrate dead.
and as such, will not attack the Heroes until they Magistrate Olamarsh is extremely grateful and he
are attacked. When the assassins reach ½ HP, they takes any captured assassins to his jail. He
will try to escape. implores the heroes to stop Denrick before anyone
Magistrate Olamarsh has no weapon and wears no else is killed.
armor, but will ask the heroes for a spare weapon
Skill checks
or shield to join in the fight, he has no intention of
Bluff ⁄ Intimidate: (only against captured assassins)
hiding in the shadows like a coward.
DC 20 – Captive tells how he was hired by Denrick
The assassins have been hired for what they were to kill the Magistrate in the next town.
told was an easy job. The magistrate would be on a
lonely street where they could easily kill him from DC 25 – Denrick is described as having a milky left
cover and escape to get their pay with little risk to eye.
themselves. If any of them reaches ½ HP, he will
Perception:
attempt to escape as described above. If the
DC 15 – Redblade assassin tattoos on the
Magistrate is killed, the assassins attempt to escape
attackers.

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DC 25 – Jasmine can be smelled on the Magistrate. DC 25 - Esmeralda's retirement and subsequent
If asked, he explains that he was enjoying a cup of bequeathing may not have been entirely without
jasmine tea at Esmeralda's with Terrabell when the incident.
word reached him that the heroes had arrived.
Arcana:
Medicine: DC 25 – You detect a powerful divination device in
DC 15 – The assassins’ tattoos are fresh. the back of the shop. (DM: a Crystal Ball) Terrabell
will not part with this item for any price.
DC 25 – Jasmine powder is an antidote to the
poison used by the assassins. 2) Foreman's Fresh Fish Market
Treasure Edward Foreman and his eight sons run this lonely
The assassins have their payment of 400 gold fish market. On any given day, the market is
pieces split amongst their pouches. stocked with all manner of mundane and exotic
fish, some of which are specially cured and
seasoned with the secret Foreman family recipe to
promote general health and wellbeing. People in the
village, if asked, tout the heartening effects of these
specialty fish, despite the acrid taste.

Skill checks
Perception:
DC 15 – all of Foreman's sons are identical in
height, weight, age, hair and eye color.

DC 20 – Edward Foreman wears an ornate talisman


around his neck. He changes the subject and tucks
LOCATIONS OF LOCKSPORT it away if the necklace is noticed or addressed
Each of the Locksport locations listed below has
skill check Information that the players can learn. DC 25 - One of the sons has a left eye that is milky
Don't feel compelled to give out more information white, but otherwise perfectly functional (if asked).
than they earn through their die rolls, otherwise
Medicine or Nature:
you may ruin some elements of mystery involved in
DC 30 - the special seasoning ⁄ curing process
the adventure.
Edward Foreman uses is derived from mushrooms
known to be poisonous.
1) Esmeralda's Wondrous Emporium
Esmeralda's is owned and operated by Terrabell Eating one of the special fish potentially gives the
Silverton (she inherited the store from Esmeralda subject a disease known as Foreman's Fervor. It
about five years ago). Her shop contains many has the listed effects.
rituals, scrolls, and potions, as well as alchemical
and ritual components. Terrabell also has a small Foreman's Fervor - disease
selection of items of wondrous power. Terrabell Immediate effect: the target gains 10
professes to have found most her wondrous items temporary hit points.
washed up on the shores of the ancient lake. She
After Short Rest: The target re-gains 10
sells these items for reasonable value and has a
Temporary Hit Points and gains vulnerability to
dozen or so Uncommon Magic Items in her display Psychic damage.
cases.
After a Long Rest: Make a DC 14 Constitution
Skill checks Save. If successful, permanently reduce the
Temporary Hit Points gained from this disease
Insight: by 1d10. If this reduces the Temporary Hit
DC 20 - She has not acquired all of her items from Points to zero, the disease has run its course
the Old Lake. and the target no longer gains temporary Hit
Points or the Vulnerability to Psychic damage.

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3) Granny Goodberry's Pie & Mead 4) Locksport Inn
Shoppe This tall, narrow inn serves as the only real option
Granny Goodberry is an elderly halfling matron who for travelers to find a place indoors to lay their
opened her taproom here shortly after the inn was heads. The warm hard wood walls are adorned with
built to accommodate the hunger and thirst of the the blessings and teachings of Melora. The inn is
lake's visitors. Granny has a warm smile and a owned and operated by Magistrate Olamarsh and
warm meal for any travelers who come to Locksport. his adult son Elson and daughter Mara.
Her meat pies are delicious and her honey mead is The magistrate spends little time here, except for
sweet and intoxicating. the weekly renewal of Melora's protections. Mara
dreams of running off with a handsome and
Skill checks
powerful adventurer (one of the heroes may strike
Perception:
her fancy). She is not an unattractive young
DC 10 – Local patrons can be heard speaking woman, but her manner a bit desperate.
worriedly about the Redblade assassins.
Elson has no interest in the pursuit of his father's
DC 20 – Some patrons seem concerned about a devotion to Melora. Instead, he is interested in
coming lunar eclipse, mentioning what happened becoming wealthy. If any adventurers talk with him
last time there was an eclipse (see lunar eclipse for about an interest in finding the treasure beneath
full details). the lake, Elson offers to trade a map he found while
exploring the lake shore caverns in exchange for
DC 25 – Mewling of cats and ⁄ or the droning of bees
25% of any treasure found from the map's
can be heard coming from the basement. (Of
information. He has tried to find it himself, but the
course, this is all a distraction, since granny's meat
way is guarded by treacherous plants too
pies are all made of people sacrificed to the
dangerous for him to overcome. This map leads into
denizens of the far realm by Granny and the other
the sewers and through the Shambler’s Grotto
village elders).
Encounter (see below)
Investigate:
For 5 pieces of silver, the heroes can get a
DC 10 – Denrick Redblade was once a locksmith in
comfortable room for the night under the protection
Locksport until his wife (the florist) ran off with a
of Melora. The inn's 12 rooms are all unoccupied
handsome stranger. His bitterness consumed him
before the heroes show up.
and he retreated into the sewers to run his guild of
assassins. Skill checks
DC 20 – Foreman uses a magic talisman to acquire Arcana or Religion:
his most exotic fish from the lake. DC 15 – The inn is currently under the protection of
Melora, although her influence feels muted
DC 25 – Denrick's wife grew peculiar flowers that somehow.
kept the lake fog from seeping through gaps in
doors and windows. 5) Magistrate's Office ⁄ Jail
This solid stone building is one of the smallest in
Locksport with a friendly looking sign hanging over
the Door reading, “Magistrate”. Inside, wanted
posters are nailed up along the walls alongside
iconography of the blessings of Melora.

Magistrate Olamarsh is a middle-aged human male.


As one of her Clerics, he once drew upon the
powers of Melora, his sturdy plate armor, and his
comrades in arms to clear the wild creatures that
once inhabited these lake shores and make it a
livable place for descent folk.

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Olamarsh's adventuring buddies have all moved on Perception:
or passed on and he holds on to the village he DC 10 – Trophies of Sahuagin heads and tails
helped to establish. To some degree, Olamarsh has adorn the walls alongside the more traditional
had to make a deal with the devil and accept the trophy fish.
rule of the Council of elders, but he holds out hope
that a group of brave heroes, like he and his friends DC 15 – Local fishermen talk sincerely of a lake
in their youth, will come along and free him of this monster many of them have encountered named
necessary evil. Old Silversnout. Details on the monster vary and
are argued about vigorously (be creative and tell
Skill checks wild stories – don't worry too much about making
Arcana or Religion: the stories match the actual lake monster, since it
DC 15 – The office is currently under the protection doesn't exist. The locals just use it to explain
of Melora, although her influence feels muted disappearances.)
somehow.
LUNAR ECLIPSE
Perception: This village and the ancient lake it sits on are
DC 20 – The bars of the jail cells bear the maker's particularly vulnerable to intrusion from the far
mark of Denrick Redblade. realm. With the cultists devotion, this vulnerability
has increased to the point where creatures can slip
Investigate:
between worlds with the simplest of rituals and the
DC 20 – The Magistrate and Denrick were close
confluence of worlds causes regular lunar eclipses
friends before Denrick's madness and betrayal.
to occur every 8 years.
6) Morgrub's Bait & Tackle Shoppe A group of Sahuagin use this ancient lake as a
Built closer to the lake's edge than any other spawning ground, using underground rivers to
building in the village, this shop serves as a bait ⁄ reach the lake from the sea. These lunar eclipses
tackle shop, boat rental, & local fishermen's coincide with the spawning habits of the Sahuagin
retirement hall. and the fish-men raid the village to replenish their
strength after spawning or to gather gifts of fresh
Tavis Morgrub is the owner ⁄ operator, a gregarious
meat for potential mates.
Dwarf entrepreneur who arrived in town shortly
after the last lunar eclipse (see lunar eclipse for full You may develop this into an adventure in the
details). future, but has no real bearing on the goings on
now.
The bait, tackle, and rental businesses were
flourishing when Morgrub built the shop, but since
then the only reason people come to this village is
treasure-seeking or to visit the circus. Tavis has
taken to serving Dwarven Ale on a tab for local
fishermen who can no longer ply their trade while
they swap stories about the ones that got away.

Skill checks
Arcana:
DC 20 – The patterns of the lures in the netting
hung from the ceiling match star charts.

Deception: (if a PC hero tells a fish tail to impress the


locals)
DC 20 – Tavis takes a liking to the hero and gives
him a free boat rental any time. The hero also earns
Tavis' mercy should they meet under the scrutiny of
the Council.

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SEWER ENCOUNTERS Collapsing Spider Cave
The people of Locksport use a system of natural Easy Encounter 1,600 XP
caverns crisscrossing beneath the village as their
sewers. They have added metal pipes and drains to
This cavern looks unstable. Rubble litters
the floor here as if the ceiling is in a
address rain runoff and lake flooding to protect
constant state of collapse. Unfortunately,
their town and remove waste. there is no way to get to Denrick by
Denrick has taken to using these caverns to launch
turning back. Hopefully you can make it
through to the pipes on the other side
hit and run attacks on Locksport. These are always
without the roof collapsing on your head.
in retaliation to attacks against him. To protect
himself from the townsfolk and their hirelings, What's that noise in the walls? Sounds like
Denrick uses traps since he is all alone down here scratching.
and has no “guild” of assassins whatsoever. This is
1 Cave-In Trap – Perception DC 18 to avoid tripping
a complete fabrication devised by the Council of
the cave-in. If triggered, make a DC 18 Dexterity
Elders to disguise their own nefarious schemes.
Saving throw, taking 22 (4d10) bludgeoning damage
Below is a list of possible encounters (both on a failed saving throw or half as much on a
naturally occurring and devised by Denrick) the successful one.
heroes can have while searching the sewers and
6 Swarms of Insects - Monster Manual page 338
caverns for Denrick.
Denrick set this corridor to rain rocks down on the
Heavy Spore Field heads of intruders. The spiders have found that
Easy Encounter 1,900 XP their small size allows them to pick through the
rubble and chew on those struck and left to die,
You enter a long, narrow, dimly lit cavern either from the crushing or the fangs of the
dominated by slippery moss and a standing
arachnids.
of 6-foot-tall toadstool shaped fungus.
2 five by twenty foot patches of Deadly Spores – Haunted Acid Jets
Activated when anything weighing 20 pounds or Easy Encounter 2,100 XP
more enters a patch or if the patches are attacked –
DC 15 Constitution saving throw, taking 11 (2d10) This wide, corroded pipe is dotted with
poison damage on a failed saving throw or half as
holes. a moaning man lies at the far end;
It appears his foot has been caught in one
much on a successful one – may release multiple
of the holes.
times – AC 10, 30 Hit Points per patch – Resistant
to non-magical bludgeoning, piercing, & slashing Magic Acid Jet Trap - Activated when anything
damage weighing 20 pounds or more enters the pipe. Make
a DC 15 Dexterity saving throw, taking 22 (4d10)
2 Carrion Crawlers - Monster Manual page 37
acid damage on a failed saving throw or half as
Two Carrion Crawlers lurk amongst a thick field of much on a successful one – A successful DC 20
Spores. Hunting in the slippery (difficult terrain) Dispel Magic or Thieves Tools check disarms the
moss. The Crawlers use their reach to immobilize trap.
heroes in the Spore clouds if possible.
Ghost (Monster Manual page 147) – The Ghost will
try to Possess a character and make it trigger the
Acid Jets until the character dies. The Ghost is
bound to this section of pipe until it kills someone
to take its place.

One of the cultists who came to search for Denrick


and lost his life in the process never left and now
haunts this stretch of pipework Denrick had rigged
to erupt with gouts of acid.

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Shambler’s Grotto range. Hit: 22 (4d10) Bludgeoning damage – Flying
Medium Encounter 4,600 XP Trap is destroyed after taking this Action

Denrick assumes that the heroes are either cultists


A large cavernous grotto shines with an
or hired mercenaries sent to destroy him. No one
eerie blue glow. Strange sigils line the
walls and ceiling here. Creeping vines seem has ever made it this far and Denrick is so close to
to move at the edges of your vision. launching his assault on the Circus freaks who
stole his wife, that he will not be stopped now by
2 Shambling Mound - Monster Manual page 270 these intruders. Denrick is a good man at heart,
but his circumstances have left him more than a
Denrick electrified the floor, ceiling, and walls
little bit damaged mentally.
around this grotto. Then he trapped and released a
pair of Shambling Mounds from the surrounding After they destroy his behemoths or he’s reduced to
area to guard this room and destroy anything that his last 10 HP; he will offer to pay off the heroes,
tries to pass. Anything trying to leave this cavern is hoping they are mercenaries and are doing this just
shocked for 22 (4d10) lightning damage on a failed for the money.
DC 15 Dexterity saving throw, or half as much on a
successful one. Lightning damage regenerates the Tactics
Shambling Mounds. Denrick uses his Cunning Action to slip about the
battle and stab at heroes when he can gain
ENCOUNTER 2: DENRICK'S HOLD-OUT POSITION Advantage. He will surrender before he dies.
Medium Encounter 6,500 XP
The behemoths will try to push heroes into the
After the heroes have made their way through the rushing water to dispose of them quickly. Otherwise
dangerous natural and devised obstacles in the they fight to the death.
caverns and sewers, they will eventually find their
The walking traps are set to explode whenever two
way to Denrick's hold-out position. Denrick is busy
or more enemies are adjacent, but Denrick can set
building constructs to use in his bid to find out
them off as a Bonus Action.
what has happened to his wife.

A rhythmic ringing of a hammer and anvil Features of the area


echoes through the pipes drowned out Illumination: dimly lit by the forge's glow.
only partially by the rushing of water.
Brick steps here lead down to a large This large rectangular, brick-finished room stands
brick-finished room with a makeshift forge 70 feet wide and 80 feet long with a series of large
at the far end. Surprisingly, Denrick is brass pipes emptying here from all over the village
surrounded not by bloodthirsty assassins, into two fast-moving 10-foot-wide spillways that run
but by mechanical weapons whirring and along the 80 foot sides of the chamber flanking
clicking with destructive intent. Denrick’s improvised forge on the opposite wall.
Each spillway is 10 feet deep and empties through
Setup rusty grates.
1 Denrick Redblade – Use the Master Thief from
Volo’s Guide to Monsters page 216 Storm Run-Off Spillways: This swift moving water
feeds back into the lake. Anyone starting their turn
2 Behemoth Constructs – Use Hill Giants from the in it will be pulled 10 feet toward the rusted storm
Monster Manual page 155. Add Damage grates. Climbing out of the water requires an action
Immunities: Poison, Psychic; as well as Condition and a DC 15 Athletics check.
Immunities: Blinded, Charmed, Deafened,
Exhaustion, Frightened, Paralyzed, Petrified, Rusted storm grates: these rusty grates have gaping
Poisoned; & Senses: Blindsight 60’ holes in them. Trash and waste no longer
accumulate here, instead running into the lake.
8 Flying Traps – Use Flying Sword from the Monster Anyone starting their turn in a rusted storm grate
Manual page 20 – Add Action: Explosion – Ranged space must attempt a death saving throw. 3 failed
Weapon Attack +8 to hit, 5’ radius, any creature in

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saving throws and they are swept through the grate Denrick's Story
and out to the bottom of the lake.
My wife and I decided to take a trip out to
the Shuuman Brothers' Circus everyone in
Behind the scenes
town had been raving about.
The village elders all know that Denrick was a good
man and they are intent on driving him crazy and The things we saw there amazed us; exotic
sacrificing him to the gods of the far realm. animals the likes of which I'd only heard
Denrick's wife was targeted because of the flowers of, expert jugglers, amazing strongmen,
she could grow that would hold back the seeping
and expert sword swallowers.
lake fog. She was taken by the elders and sacrificed Then the magician came to the main ring.
(she made a surprisingly good meat pie). Denrick He asked for a volunteer and my wife
has misplaced his fury on the Circus Performers, raised her hand. She was so happy when
which are only servants of a greater evil. they picked her from all the potential
volunteers. I kissed her hand as she
Development rushed down to the ring...the last kiss we
Denrick will surrender before dying. If he must would share.
surrender, he will break down believing that he has Then the bastard made her disappear! The
failed his wife. crowd went wild and then the high wire
acrobats began their act. I went down to
Conclusion the back of the big tent looking for this
Denrick explains that he is not the leader of any magician and my wife. I assumed she'd
guild and that he only wants to reclaim his wife, if been shuttled through some hidden
she still lives, from the Circus freaks who trapdoor out of sight of the cheering
kidnapped her. crowd.
When I asked around, no one could or
Treasure would tell me where she was! They claimed
Denrick has the seven 100gp rubies he was not to know anything about it, as if I
planning to bribe the heroes with. He will gladly pay hadn't brought her with me that day or
it to them if they agree to search for his wife. hadn't seen it with my own eyes when she
disappeared.
Roleplaying Denrick
I came back to the village and the rumors
The players should not be able to tell who's telling
had already spread that my wife had run
the truth about Denrick's wife. Denrick is obviously off with a handsome stranger. That she
unstable and has gone a bit loopy. The heroes had left me for another man! The
should be sympathetic to Denrick, but unsure if he Magistrate did an investigation, but he
saw what he thought he saw. The villagers are could find nothing. Not a Single eye
convinced that she ran off with a handsome witness could be found who had seen my
stranger and only the village elders know different. wife and I at the Circus that day, but
dozens of people swore to having seen
her leave the village with this stranger. I
was devastated and broken. I went back to
the Circus to search for myself, but I was
ambushed and beaten to within an inch of
my life.
I woke up in these caverns and here I have
stayed, scrounging supplies from the
village until I could build an army to lay
waste to those Circus freaks and reclaim
my beloved!

Not for resale. Permission granted to print or photocopy this document for personal use only. Circus of the Stars 10
RETURN TO LOCKSPORT ENCOUNTER 3: ROAD TO THE CIRCUS
If the heroes return to the village (to investigate, Medium Encounter 6,250 XP
claim their reward for capturing Denrick, or claim
At this point the heroes should be heading in the
their friend who washed up on the lake shore), they
direction of the Shuuman Brothers' Circus, either to
are still greeted as welcome visitors (even heroes, if
they bring a captured Denrick to the magistrate). look for Denrick's wife or follow up on the Running
Off to Join the Circus adventure hook. Either way,
ASKING AROUND ABOUT DENRICK’S STORY the village elders have determined that the heroes
Magistrate Olamarsh remembers the investigation are troublesome and want to get rid of them in the
exactly as Denrick recounted it to the heroes. least obvious way possible. In order to do this, they
beseech their aberrant masters to send them a
Granny Goodberry heard the rumors about his wife band of killers from the far realm to end these
running off with a handsome stranger. troublesome do-gooders.

Tavis Morgrub couldn't care less about it either As you move along the broken path to the
way; his cousin took over the old locksmith shop Circus, thick swampy vegetation surrounds
and has done a much better job with it than that you and overtakes the path in spots.
crazy outlaw ever did.
From all around you, piercing howls and
One of Edward Foreman's sons saw Denrick's wife maddening babble fills the air as aberrant
leaving town that day, unfortunately that son died creatures from beyond the void descend
in a boating accident a few months ago. upon you!

Terrabell used her wondrous items to search for the Setup


woman and put Denrick's mind to rest. She showed 2 Grick Alphas – Monster Manual page 173
him a vision in her crystal ball of his wife enjoying
1 Gibbering Mouthers – Monster Manual page 157
herself with a handsome stranger. If asked,
Terrabell admits to having no idea why her Crystal Use any outdoor road map you have or draw one on
works despite the fog. In fact, it works despite the a dry erase grid map. Make sure there is plenty of
fog because it harnesses the same elder god magic difficult terrain to give the players options to
as the fog. She will not allow another to use her prevent being flanked if they play intelligently.
Crystal, and if it is stolen and/or used by a player
character, it does not function. Tactics
The Grick Alphas attempt to flank whenever
Even a Natural 20 on Insight Skill checks should
possible. The Gibbering Mouther slipped through
not reveal the truth about Denrick’s wife; and as
the membrane and is following along without any
mentioned before, Divination spells are obscured by
direction from the Gricks.
the fog. Absolute knowledge would ruin the mystery
and unravel the adventure. It is acceptable to tell
Features of the area
the players that something is obscuring the truth,
Illumination: shadowy from overgrown vegetation.
but where that comes from is impossible to
determine. Overgrowth: Considered difficult terrain.

Conclusion
Having been deliberately attacked by a host of
Aberrant creatures, the heroes should be able to
deduce that something from beyond the stars is
aligned against them.

Not for resale. Permission granted to print or photocopy this document for personal use only. Circus of the Stars 11
ENCOUNTER 4: BRAWL AT THE BIG TOP Setup
Hard Encounter 8,000 XP 1 Starspawn Ringmaster

Once the heroes arrive at the Circus, they find it 1 Starspawn Strongman
deserted, since there is no show today. The village
1 Starspawn Sword Swallower
elders have warned the Circus freaks about the
heroes and have tasked them with destroying them 2 Starspawn Jugglers
should they survive the attack on the road.
4 Human Cultists – use Cult Fanatics from the
All Circus cultists are ready and waiting for the Monster Manual page 345
heroes and will not hesitate to fall back if things
don't go their way. The Starspawn expect to get the jump on the heroes
here. They will use their numbers and their far
The swampy overgrowth gives way to a realm powers to bring the heroes down. The
gravel covered clearing. The ticket booth Ringmaster has no intention of fighting to the death
and a bright, purple big top stand before and will retreat to the animal cages (encounter 5) if
you. he thinks he might be killed. The others are fatally
loyal to the ringmaster and will gladly give their
The place seems eerily quiet, even the
swamp creatures don't dare to make a lives to protect him by killing the heroes.
peep in the shadow of the big top.
Tactics
No barker calls out for customers, no If the players decide to go around the big top
pipes play out the traditional circus tunes; instead of through it, the Starspawn send human
today, the circus is closed. lackeys out to assault the heroes and draw them
This might be the perfect chance to sneak into the tent.
into the circus grounds and have a look
The Ringmaster directs his troops; dazing enemies
around.
to keep his Jugglers mobile and his heavy hitters
When they step into the big top read the following: engaged with the squishier Heroes.

As you enter the big top, you see in the The Strongman is quite dim and will chase rogues
dimly lit tent that the performers have who sneak attack him even if it means taking
gathered, they seem to have been opportunity attacks.
expecting you.
The Jugglers begin on the high wire and want to
The strongman hefts his mallet over one keep moving and dish out damage without taking
brawny shoulder. The sword swallower any, if at all possible.
draws a greatsword from his seemingly
endless gullet. A pair of jugglers toss Human Cultists spread out to avoid area attacks
jagged, polished bone daggers at and provide support for the strongman and Sword
incredible speeds between them as they Swallower.
balance on the high wire above your
heads. Features of the area
The Ringmaster tips his hat and exclaims, Illumination: Brightly lit from a combination of
“Welcome to the Shuuman Brothers' Circus! paper lanterns strung about the big top tent, as well
This will be our finest performance to as disorienting, swirling colored lights coming from
date!” the apex of the tent.

As he finishes his exclamation, the Stadium Seating: This is all considered difficult
performers shrug and tear out of their terrain.
costumes, and then their own skin,
revealing gruesome aberrant forms from Circus Rings: Squares containing the edges of these
beyond the stars! three rings are considered difficult terrain.

Not for resale. Permission granted to print or photocopy this document for personal use only. Circus of the Stars 12
High Wire: DC 20 Acrobatics check to balance. DC
20 Strength checks to bring either of the climbing
ENCOUNTER 5: CAGED BEASTS
Hard Encounter 8,400 XP
poles at the wire’s ends down.
As the heroes emerge from the rear of the big top,
Ladders: Climb the ladders without an Athletics
they see a large gravel lot ringed with wagons. A
check. Break down the ladders on DC 15 Strength
second ringmaster (or both if the first one escaped)
check.
is quickly loosing monstrosities to fight them. A
Barrels: Heavy wooden barrels filled with sand or Gorgon is already free and charging, others will
water provides cover as well as acting as difficult soon follow.
terrain.
As you move from the big top into the
Curtains: Heavy canvas curtains painted the same open air behind the tent, you see a large
bright purple color as the big top tent conceal the gravel lot ringed with wagons. Some
stage entrance at the rear of the tent. wagons look like living quarters or
offices, but at least four of them carry
Developments cold iron cages etched with runes to hold
exotic monstrosities. The Ringmaster
If the ringmaster escapes to the animal cages moves between the cages opening them
(Encounter 5), simply add him to that encounter. and exerting its intense will on these
creatures to mark you as prey. A Gorgon
If the ringmaster is captured, he will tell the Heroes has already been unleashed and charges
nothing and will scream warnings to his companion you frothing in rage.
beyond the big top.
Setup
If the heroes attempt to rest at the end of this 1 Starspawn Ringmaster – possibly 2 depending on
encounter, human lackeys will attack them in the how things went in Encounter 4
big top tent and when they do move to Encounter 5
the cages are already opened. 1 Gorgon – Monster Manual page 171

1 Umber Hulk – Monster Manual page 292


Conclusion
Once the heroes have dispatched the circus 1 Chimera – Monster Manual page 39
performers, they can hear the roaring and rattling
of circus animals being agitated in their cages out 1 Displacer Beast – Monster Manual page 81
behind the big top tent. Perhaps Denrick's wife –
This is a last-ditch effort to destroy the heroes. The
and the truth behind what is going on here – can be
Ringmaster(s) knows that he cannot hope to control
found beyond the rear curtains.
these monsters all at once for long. They will direct
the creatures as best they can, but at some point,
the potential for freedom may get the best of these
monsters.

Features of the area


Illumination: Brightly lit from the ring of paper
lanterns strung amongst the wagons as well as
several burning campfires.

Campfires: Burning campfires light the area. Any


creature starting its turn in a fire takes 1d8 fire
damage.

Wagons: Solid wooden wagons create a barrier


around the edges of the gravel campsite.

Not for resale. Permission granted to print or photocopy this document for personal use only. Circus of the Stars 13
Cages: These cages are forged of cold iron and star
metal, making them effectively unbreakable and
LOCKSPORT DESERTED
When the heroes return to Locksport, they find the
resistant to the captive monster's abilities. To open
village deserted and locked up. Once the heroes
a locked cage with the key requires an Action; to do
explore Granny Goodberry's basement, they will
so without the key requires a DC 25 Thieves Tools
find an open secret passage disguised as a huge
check.
honey mead keg, leading deep beneath the lake.
Developments
the largest cask of honey mead you’ve
The Gorgon and the Chimera will fight to the death ever seen disguises a hidden door which
once released from their cages. you would have never seen if it weren’t
slightly ajar. The path beyond leads down
The Displacer Beast and Umber Hulk will attempt
a narrow shaft with cold metallic rungs
to flee once they reach ½ HP even if the fixed closely into the walls.
ringmaster(s) still live. Being so badly hurt breaks
the hold the Ringmaster(s) has on these creatures. After descending hundreds of feet by
ladder, you come to a natural cavern. The
Conclusion walls here are encrusted with softly
Once the Ringmaster(s) has fallen and the monsters
glowing crystals, the largest of which
look as if they have been mined. At the far
are dispatched or have fled, the heroes can search
end of the mine you can hear chanting.
the wagons.
As you approach the sounds of chanting,
In the Shuuman Brothers' office wagon, the heroes you can see the caverns walls here are
find a pulsing, glowing crystal. If they touch it, they slick; you must be beneath the lake at this
will see the following vision; point.
In your mind, a vision flashes of Denrick When you enter the central cavern, the
and the Olamarshes chained to the floor same one you saw in the vision, you
of a cavern in a ring of candles and recognize Granny Goodberry, Tavis
arcane symbols. Morgrub, Terrabell, Edward Foreman, and
Foreman’s eight sons standing in hooded
Suspended in midair above them is a large robes around the ritual ring of candles
crystal with a glowing splinter running its and symbols chanting some terrible curse
full length. A group of hooded cultists that threatens to rend your mind asunder
stands at regular intervals around the as you listen.
circle.
In the center of the ring Denrick,
At the head of the circle a small cultist magistrate Olamarsh and his children lie
steps up onto a dais and opens an ancient motionless, apparently in psychic trance.
tome. The cultist flips back her hood Above them a large, brightly glowing
revealing an aging halfling you crystal hangs in midair, nearly split in two
immediately recognize as Granny by a spiraling rift of energy.
Goodberry!
The cultists fall silent as the rift in the
Her eyes flash and you know she is aware crystal splits open and the cold madness
of you. A pain in your mind severs the of the far realm spills out into this
connection. world. You can tell that you only have
moments to save the sacrifices and fight
back whatever intends to move through
this rift. As you mobilize, the Foreman
Boys begin clicking and screeching at you
as they tear away their robes, revealing
the terrible blessings they have been given
by their masters on the other side.

Not for resale. Permission granted to print or photocopy this document for personal use only. Circus of the Stars 14
saving throw for half) as the crystal shatters. This
ENCOUNTER 6: END OF THE ELDERS kills any remaining Elders and Foreman Boys.
Deadly Encounter 12,800 XP

The heroes have arrived at the culmination of the Conclusion


ritual. The village elders have set it up to look as if At the end of this battle, the Cult is destroyed and
they intend to sacrifice Denrick and the Olamarsh their beast has been defeated! Now the Olamarsh’s
family to bring their master from the Far Realm into and Denrick can begin working to rebuild the
this world, unleashing its madness upon us all. village of Locksport.

In actuality, the only way the Star Beast of Telgeuse In the cavern there are several piles of treasure,
can be summoned is through the sacrifice of the which have been collected over the years as
Elders themselves by someone not associated with treasure seekers have come to the lake to seek out
the cult! The Beast needs the release of psychic Old Silversnout (a story completely fabricated by
energy that comes with their deaths to complete the the locals to draw treasure hunters to sacrifice to
ritual. Denrick and the Olamarshes are meant to be the Beast).
the Beast’s first meal in this world.
Treasure:
The Elders are aware of this fact, but can’t let on to 700 CP, 7,000 SP, 2,100 GP, 105 PP
the heroes or the entire thing will be for nothing.
Gems: 3 Amber & 6 Garnet worth 100 GP each
Do your best to help the players come to this
realization by describing how the Elders make Magic Items:
sweeping misses with their weapon attacks and are • Hydra Scale Armor: made from the scales of a
careful not to attack characters who look badly hurt slain hydra and imbued with its power
(at ½ Hit Points or less). • Hold your breath for up to 1 hour
• 3/day – Hydra Bite Melee Weapon
If the players begin attacking the Crystal, the Elders
Attack +8 to hit, reach 10 ft., one
will attack them in earnest and must be subdued.
target, Hit: 1d10+5 piercing damage
If the players are knowingly complicit in killing the • Gain the Flaw “Always hungry”
Elders and thus completing the ritual, the crystal • Belt of Hill Giant Strength – Dungeon Master’s
shatters, the Beast of Telgeuse comes fully through Guide page 155
the rift to destroy them as well as the bound • +2 Cloak of Protection - Dungeon Master’s
villagers (see Beast of Telgeuse, page 18). Guide page 159 except Rare
• Marshal Olamarsh may also gift his Mace of
Setup Disruption (Dungeon Master’s Guide page 179)
8 Foreman Boys – Use the Cult Fanatic in the from his adventuring days to a PC he has grown
Monster Manual page 345 fond of.

4 Star Cultists – Granny Goodberry, Tavis Morgrub,


Terrabell, & Edward Foreman – Use the Warlock of
the Great Old One in Volo’s Guide to Monsters page
220

Features of the area


Illumination: Brightly lit from the glowing rift
crystal hanging in the middle of the room.

Rift Crystal: This large crystal hangs 5 feet off the


floor, held in place by unearthly forces. This crystal
has an AC 25, 300 hit points. If the crystal is
destroyed by the heroes, the beast fills their minds
with pain (10d6 Psychic damage, DC 16 Wisdom

Not for resale. Permission granted to print or photocopy this document for personal use only. Circus of the Stars 15
MONSTERS
STARSPAWN RINGLEADER charmed for 1 day. The charmed target obeys the
Medium, Aberration, Neutral Evil Starspawn Ringleader’s spoken or telepathic
commands. If the target suffers any harm from the
Armor Class: 17
Ringleader or another creature or receives a suicidal
Hit Points: 82 (11d8 + 33)
command from the Ringleader, the target can
Speed: 30 ft.
repeat the saving throw, ending the effect on itself
STR DEX CON INT WIS CHA on a success. If a target’s saving throw is
+4 +4 +3 +2 +1 +3 successful, or if the effect ends for it, the creature is
Saving Throws: immune to Hypnotize for the next 24 hours.
STR +7, CON +6, INT +5, CHA +6
Skills: STARSPAWN JUGGLER
Deception +6, Intimidation +6, Perception +4, Medium, Aberration, Neutral Evil
Stealth +7 Armor Class: 15
Damage Resistances: Hit Points: 55 (11d6 + 22)
Cold, Fire, Lightning, Poison Speed: 30 ft.
Senses: Darkvision 60 ft. Passive Perception 14 STR DEX CON INT WIS CHA
Languages: Common 0 +5 +2 +1 +1 +1
Challenge: 5 (1,800 XP) Skills:
Far Realm Blessing: The Ringleader’s AC includes Acrobatics +9, Perception +5, Stealth +9
its Charisma bonus. Damage Resistances:
Telepathy: Using Telepathy, the Starspawn can Cold, Fire, Lightning, Poison
communicate with any other creature that has a Senses: Darkvision 60 ft. Passive Perception 15
Language within 30 feet of it. Languages: Common, Telepathy 30’
Innate Spellcasting: The Starspawn Ringleader’s Challenge: 4 (1,100 XP)
spellcasting ability is Charisma (spell Saving throw
Telepathy: Using Telepathy, the Starspawn can
DC 14) The Starspawn Ringleader can innately cast
communicate with any other creature that has a
the following spells, requiring no material
Language within 30 feet of it.
components:
Cloud of Daggers: The Starspawn Juggler can
3/day each: detect thoughts, command, levitate
innately cast Cloud of Daggers 1/day, requiring no
1/day: plane shift (self only)
material components
Actions
Actions
Multiattack: The Starspawn Ringmaster makes two
Multiattack: The Starspawn Juggler makes four
melee attacks or uses it’s psychic ray twice.
melee or ranged attacks with its daggers.
Staff: Melee Weapon Attack +7 to hit, reach 5 ft.,
Daggers: Melee or Ranged Weapon Attack +6 to hit,
one target, Hit: 7 (1d6+4) bludgeoning damage or 8
reach 5 ft. or range 20/60, one target, Hit: 7
(1d8+4) bludgeoning damage if used with both
(1d4+5) piercing damage
hands, plus 3 (1d6) psychic damage
Psychic Ray: Ranged Spell Attack +7 to hit, range
120 ft., one target, Hit: 10 (3d6) psychic damage
Hypnotize: One humanoid the Starspawn
Ringleader can see within 30 feet of it must succeed
on a DC 14 Wisdom saving throw or be magically

Not for resale. Permission granted to print or photocopy this document for personal use only. Circus of the Stars 16
STARSPAWN STRONGMAN STARSPAWN SWORD SWALLOWER
Large, Aberration, Neutral Evil Medium, Aberration, Neutral Evil
Armor Class: 12 (natural armor) Armor Class: 16 (natural armor)
Hit Points: 85 (10d10 + 30) Hit Points: 82 (11d8 + 33)
Speed: 40 ft. Speed: 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+5 -1 +3 -2 0 -1 +4 +3 +3 0 +1 +1
Skills: Skills:
Intimidation +3, Perception +4 Intimidation +5, Perception +5, Stealth +7
Damage Resistances: Damage Resistances:
Cold, Fire, Lightning, Poison, Non-Magical Weapons Cold, Fire, Lightning, Poison
Senses: Darkvision 60 ft. Passive Perception 14 Senses: Darkvision 60 ft. Passive Perception 15
Languages: Common, Telepathy 30’ Languages: Common, Telepathy 30’
Challenge: 4 (1,100 XP) Challenge: 4 (1,100 XP)
Telepathy: Using Telepathy, the Starspawn can Telepathy: Using Telepathy, the Starspawn can
communicate with any other creature that has a communicate with any other creature that has a
Language within 30 feet of it. Language within 30 feet of it.

Actions Actions
Multiattack: The Starspawn Strongman makes two Multiattack: The Starspawn Sword Swallower
melee attacks with its Maul. makes two melee attacks with its Longswords or
Maul: Melee Weapon Attack +7 to hit, reach 10 ft., makes one Longsword attack and one Weakening
one target, Hit: 12 (2d6+5) bludgeoning damage Gaze attack.
Longswords: Melee Weapon Attack +6 to hit, reach
5 ft., one target, Hit: 8 (1d8+4) slashing damage
Weakening Gaze: The Starspawn Sword Swallower
targets one creature that it can see within 20 feet of
it. The target must make a DC 13 Wisdom saving
throw. On a failed saving throw, the target deals
only half damage with weapon attacks that use
strength for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success.

Not for resale. Permission granted to print or photocopy this document for personal use only. Circus of the Stars 17
BEAST OF TELGEUSE 4. Puzzling Tentacle - Melee Weapon Attack +9 to
Large, Aberration, Chaotic Evil hit, reach 25 ft., one target, Hit: 18 (4d6+4)
bludgeoning damage plus the target must make
Armor Class: 18 (natural armor)
a DC 16 Intelligence saving throw or be
Hit Points: 182 (19d10 + 76)
banished to a labyrinthine demi-plane. The
Speed: 0 ft.. Fly 30 ft. (hover)
target can use its Action to attempt a DC 16
STR DEX CON INT WIS CHA Intelligence saving throw to escape the maze.
+4 +2 +4 +2 +2 +2 On a success, it escapes an returns to the
Skills: space (or nearest unoccupied space) it
Perception +7 disappeared from ending the effect.
Damage Resistances: Cold 5. Terrifying Tentacle - Melee Weapon Attack +9 to
hit, reach 25 ft., one target, Hit: 18 (4d6+4)
Condition Immunities: Prone
slashing damage plus the target must make a
Senses: Darkvision 60 ft. Passive Perception 17
DC 16 Wisdom saving throw. On a failed saving
Languages: Common, Telepathy 30’
throw, the target becomes Frightened. The
Challenge: 13 (10,000 XP)
target must repeat this saving throw at the start
Telepathy: Using Telepathy, the Beast can of each round or take 4d10 Psychic damage. A
communicate with any other creature that has a successful save ends the damage as well as the
Language within 30 feet of it. Frightened effect.
Gaze of Madness: The Beast’s great eye creates a 6. Gibbering Tentacle - Melee Weapon Attack +9 to
30-foot cone that creates an effect as per the Crown hit, reach 25 ft., one target, Hit: 18 (4d6+4)
of Madness spell with DC 16. At the start of each of piercing damage plus the target must make a
its turns, the Beast decides which way the cone DC 16 Charisma saving throw. On a failure, the
faces and whether the cone is active. target can’t take reactions until the start of its
next turn then rolls a d8 to determine what it
Actions
does on its turn.
Tentacles: The Beast makes melee attacks with
On a 1-4, the target begins gibbering
three of its six tentacles at random. Each tentacle
senselessly and takes no other actions.
causes a different kind of damage and effect.
On a 5-6, the target begins gibbering
1. Freezing Tentacle - Melee Weapon Attack +9 to
senselessly and moves as far as it can with a
hit, reach 25 ft., one target, Hit: 18 (4d6+4)
Move Action in a random direction.
bludgeoning damage plus the target must make
On a 7-8, the target begins gibbering
a DC 16 Strength saving throw or be Paralyzed,
senselessly and attacks itself with a melee
the target must repeat the saving throw at the
weapon (or unarmed if it has no weapon). This
end of its next turn. On a success, the effect
melee or unarmed attack automatically hits.
ends. On a failure, the target is petrified (frozen
solid) until freed by a Greater Restoration spell
or other magic.
2. Blinding Forked Tentacle - Melee Weapon Attack
+9 to hit, reach 25 ft., one target, Hit: 18
(4d6+4) piercing damage plus the target must
make a DC 16 Dexterity saving throw or be
Blinded until cured by a Greater Restoration
spell or other magic
3. Bleeding Tentacle - Melee Weapon Attack +9 to
hit, reach 25 ft., one target, Hit: 18 (4d6+4)
slashing damage plus the target must make a
DC 16 Constitution saving throw at the start of
each round or lose an additional 1d6 Hit Points
from blood loss. A successful save ends the
effect.

Not for resale. Permission granted to print or photocopy this document for personal use only. Circus of the Stars 18

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