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The RPGA Network proudly presents an

AD&D 2nd Edition Official Game Accessory

INSIDE RAVENS BLUFF, THE LIVING CITY


The Mooney & Sons Circus
Welcome to the Circus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Circus Personalities by Jean Rabe & Skip Williams
Jack Mooney . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Lockwood & Edan Mooney. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Silva Elkwood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Midway Games
Collar the Beast by Larry Mac Macabee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Dangars Dunk Tank by Jim Lowder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Pick A Prize by David Carl Argall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Arthurs Archery by Roger Anderson. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Midway Rides
For the Byrdds by Rob Nicholls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Tumble Tower by Tim Beach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Whitewater by Tim Beach. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Flight Into the Dragons Jaws by Roger Anderson . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Leaping Lizards by Larry Mac Macabee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Jaws of Death by Tim Beach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Tarrontuttles Merry-Go-Round by Wes Nicholson . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Vendors
Fortunes Lady by Michael Tracey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Terrific Ts by Tim Beach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Caricatures by Tim Beach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Glitz & Klaxs Potions & Elixers by Joe Littrel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Portrait Balls by Tim Beach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Starbright the Knight by Roger Anderson. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Living Tattoos by Holly Riggenbach & Thayathas Schwartz. . . . . . . . . . . . . . . . . . . . . . 33
Pipers Song Pest Control by Ben Pierce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
The Sandmen by Joe Littrel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
The Big Top
Isbeau Navarone by John Kroech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Doagar the Beholder Tamer by Tim Beach, . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Bjorn the Bear Wrestler by Sean Scott . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
The Talking and Singing Owlbear by Ralph Manson . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Clowns by Jay Tummelson . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
The Flying Ringken by Harold Johnson & Bob Bigalow . . . . . . . . . . . . . . . . . . . . . . . . 48
Using the Circus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Inside Ravens Bluff
Ravens Bluff and Environs by Ed Greenwood. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Party on Embassy Row by Wes Nicholson. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
The Vulture by Skip Williams &Jean Rabe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Leaf In Root by Allen J. Block . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Living City Writers Guidelines. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

Credits

Compiled by: Jean Rabe Interior Art: Jim Holloway


Editors: Skip Williams & Jean Rabe Cartography: Dave Conant
Cover Art: Kevin Ward Keylining: Paul Hanchette

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

ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN RELAMS, and RAVENS BLUFF are trademarks owned by TSR, Inc.
POLYHEDRON, ROLE-PLAYING GAME ASSOCIATION, and RPGA are service marks owned by TSR, inc. 1990 TSR, Inc. All Rights Reserved.

1
The Jack Mooney
& Sons Circus And theres more, because the fun There is no admission fee to enter the
never stops at the circus. Ride on the circus grounds. Prices at games, rides,
Whitewater, where the watery turns spell and vendor wagons range from one cop-
Hurry, hurry, step right up to the grandest, danger. Jump on The Leaping Lizard, and per piece to many gold pieces.
most glorious circus in Faerun! see if youre man or woman enough to Admission into the Big Top show is one
hang on. Take a Flight Into The Dragons copper piece for children and three cop-
The Jack Mooney & Sons Circus, which Jaws. Or relax on Tarontuttles Merry-Go- per pieces for adults. Family passes for
winters in Ravens Bluff, The Living City, Round. one silver piece can be purchased in many
travels throughout the Realms, bringing When the sun begins to set head over to cities. Sometimes the circus puts on spe-
excitement, thrills, and fun to all races the Big Top where the action is just begin- cial shows, spotlighting unusual acts that
and all ages. ning. Decked out in his ringmaster garb, are only with the circus temporarily.
Meet Jack Mooney, the circus propri- Jack Mooney introduces The Talking And These acts bring up the price of admis-
etor and ringmaster. The dashing ranger Singing Owlbear, Doagar The Beholder sion.
promises a circus unlike any other and Tamer, a cavorting clown duo, and more. The Jack Mooney & Sons Circus could
guarantees a Big Top show that will be The characters who populate the circus charge much more for its Big Top show,
enjoyed by all. will serve as colorful NPCs in any but the ranger and his circus family want
Stroll down the midway and test your FORGOTTEN REALMS campaign to keep the price down so almost every-
characters luck at one of the dozens of world. They and the great circus itself one can attend. They even look the other
games of chance. Try Pick A Prize, where can provide many adventures. way when urchins in tattered clothes wrig-
a tug on a string could yield a treasure. The circus, like the Living City, is ever- gle under the circus tent flaps to sneak a
Take a toss at Collar the Beast, where the changing and will continue to grow. More peak at the acts inside. Some believe Jack
most dextrous succeed. circus acts, games, vendors, personalities, Mooney makes sure the tent isnt staked
Stop at various vendor wagons where and adventures will appear in the pages too tightly to the ground to prevent this
your character can have his portrait of the POLYHEDRON Newszine. If sort of activity.
painted on a tunic, acquire a moving tat- you want to add to the circus follow the So join us now, the shows about to start.
too, test his skill at archery, or attempt to writers guidelines at the end of this
dunk an insulting half-orc. module.

2
Jack Mooney Jacks skin is tanned and weathered with trusted friends.
because of the decades he spent outdoors As Silva grew older he allowed her to
12th Level Male Human Ranger as a ranger and later as a circus owner. join him on some of his jaunts. But his
The sun has added to the numerous deep self-appointed missions continued to
STR: 17 wrinkles around his blue-flecked black become increasingly hazardous, and he
INT: 17 eyes. The hard circus life has kept Jack in eventually left Silva at the Temple of
WIS: 15 excellent physical shape, and his appear- Chauntea in Waterdeep. She was 12, but
DEX: 12 ance, coupled with his overall rugged appeared much younger because of her
CON: 16 good looks, draws the admiration of elvish heritage. The clerics welcomed her
CHR: 17 human and demi-human women in every as an acolyte after admonishing Jack
COM: 14 town the circus plays in. When traveling for abandoning the duties of parenthood.
AC Normal: -2 or when wintering in Ravens Bluff, he is Jack was 30 years old at the time, and the
AC Rear: -2 often seen in the company of one or more clerics and Jack knew the ranger
Hit Points: 91 of his great cat followers which he would be quite a bit older by the time he
Alignment: Chaotic Good acquired during an adventure in the jun- found his way back to the temple.
Languages: Common, Elvish, Gnomish, gles of Chut. Jack spent the next two years exploring
Halfling, Dwarvish, Brownie, Centaur, the lands between The High Moor and
Circus Jargon Background: Jack is usually a happy-go- Calimport. He celebrated his 32nd birth-
lucky man and is cheerful to his employ- day in a raucous tavern in Zazesspur,
Weapon Proficiencies: Long sword, ees, who he considers part of his family. where the ale flowed as quickly as the
lasso, dagger, long bow, spear, javelin He always has a kind word to say to all of river on the towns southern edge. Ever a
Nonweapon Proficiencies: Animal lore the workers, and he is careful to see that gambler, Jack found himself in a game of
(17), animal handling (14), animal train- the circus operation remains safe so no chance with roustabouts from the Full
ing, horses (15), animal training, great harm will befall them. His pleasant nature Moon Traveling Circus, which was play-
cats (15), animal training, elephants (15), is because of his work being able to own ing in town. Jack was winning heavily, and
riding, land-based (18), gaming (17), a respectable business and at the same the circus owner, who had imbibed more
tracking (19) time travel wherever he pleases. His busi- than Jack, stepped in to keep the ranger
Ranger Abilities: Hide in shadows, 77%; ness is also responsible for his touch of from cleaning out his hired help. The
Move silently, 94% immaturity, and he continues to hold his evening wore on, and by the time Jack left
Spells Memorized: Jack carries the fol- circus in a childlike wonder. Jacks sons the sun was coming up and he was the
lowing spells daily: Animal friendship, locate speculate that he never will grow up. proud, but slightly confused, owner of the
animals or plants, charm person or mammal, Jacks daughter knows he never will. Full Moon Traveling Circus.
speak with animals, and hold animal Jack is a native of Daggerdale. Like The circus was in financial straits, and
Magic Items: Bracers of defense AC 0, cloak many of the people who work at his cir- Jack considered it a challenge to make it
of protection +2, dagger +3, dagger +1, cus, he ran away from home while he was successful. There was a high turnover in
long sword of dancing, boots of elvenkind, ring in his early teens. With dreams of becom- help the first year under his ownership, as
of sustenance, ring of warmth, pouch of acces- ing a wealthy and famous adventurer to many of the employees favored the pre-
sibility, stone of good luck speed him along, he found a ranger to vious ringmaster. But Jack enjoyed the
Followers: Raynock, a tiger: AL N; AC 6; study under and spent the next few years company of the circus people, who he
MV 12; HD 5+5; hp 33; THAC0 15; traveling throughout The Dales, Cormyr, considered much like himself the type
#AT 3; D 2-5/2-5/1-10; SA Rear claws for and along The Sword Coast. During of people not inclined to let grass grow
2d4 each; SD Surprised only on a 1; S L Jacks travels he fell in love with a beau- under their feet. Eventually they accepted
(7 long). Stray, a leopard: AL N; AC 6; tiful gold elf named Sylvana; he was 17 at him, the operation began to click, unusual
MV 15; HD 3+2; hp 18; THAC0 17; the time, and he never bothered to ask acts were added, the midway grew, and
#AT 3; D 1-3/1-3/1-6; SA Rear claws for how old she was. He tried to settle down the Jack Mooney Circus became a wel-
1-4 each; SD Surprised only on a 1; S M with her in a gold elf community where come visitor to towns in the Realms. Gold
(4 long). Calliope, a cheetah: AL N; AC he was the only human. However, after started pouring in, and a contented Jack
5; MV 15, sprint 45; HD 3; hp 20; #AT 3; two unhappy years he realized he was not began to look around for female compan-
1-2/1-2/1-8; SA Rear claws 1-2 each; SD the kind of man who could live in one ionship. He married a tightrope walker
Surprised only on a 1; S M (4 long) place for an extended amount of time. who was 10 years his junior and sched-
The brief marriage resulted in a daugh- uled a week-long stint in Waterdeep,
Appearance: The renowned circus owner ter, who was given to Jack when he left the where he planned to pick up his daughter
is 6 tall, has a well-muscled frame, and community. Sylvana decided it would be Silva.
keeps his dark brown hair, which is gray- difficult for a half-elven child to fit in with Silva, however, had become a cleric of
ing at the temples, short and always a wholly elven community. Chauntea and had no desire to leave the
styled. Jack is physically 45 years old, Jack could not pronounce his daugh- temple for the circus life. Jack was heart-
although he actually has lived 60 years. ters elvish name, so he began to call her broken. He blamed himself for neglecting
Potions of longevity he drank more than a Silva in memory of his first wife, and he Silva and pushing her into clerical studies.
decade ago renewed his body and resumed his travels throughout the For- To cure his depression, he threw the cir-
increased his vitality. gotten Realms. Adventuring with an cus into a grueling schedule that took
infant proved difficult, and Jack often left them across the country and eventually to
her at various goodly-aligned temples and Ravens Bluff, The Living City. Jacks two

3
sons were born several years apart in the Lockwood clothes that often are dusty from circus
city, where the circus had begun to make work or spattered with wax from his late-
its winter headquarters. night studies. He is 27 years old.
Male Human Ranger/Enchanter Level 4/5
Jacks second wife succumbed to the
plague that swept the Living City water- Background: Lockwood was born in
STR: 16
front many years ago. The ranger, Ravens Bluff just after the end of a suc-
INT: 17
remembering his mistake with Silva, cessful circus season. He grew up as a cir-
WIS: 16
decided to raise his sons Lockwood and cus brat, spoiled by his father and by
DEX: 12
Edan on his own. every circus employee who was partial to
CON: 16
The circus continued to flourish over children, or astute enough to be especially
CHA: 16
the next decade and expanded its perfor- nice to the bosss kid. A few employees,
AC Normal: 3
mance circuit. During one performance AC Rear: 5 and Lockwoods mother, were too
in Iriaebor a few years ago, Jack was wrapped up in their own lives to pay him
Hit Points: 31
reunited with his daughter, Silva, who Alignment: Neutral Good much attention. The birth of Lockwoods
tearfully told him that her husband died Languages: Common, Elvish, Gnomish, brother, Edan, and his mothers death
and she had nowhere to go. Jack begged Halfling, Dwarvish, Brownie, Centaur, two years later worked big changes in the
her to join him in the operation of the young mans life. Suddenly, he no longer
Circus Jargon
circus, which was now called the Mooney Spells/Day: 4 2 1 plus one enchantment/ was everybodys darling, and he no longer
& Sons Circus, and she happily accepted. charm per spell level was free to do what he pleased now he
Jack began to lavish attention on her to found himself co-responsible with his
make up for his poor behavior as a par- Weapon Proficiencies: Long sword, dag- father for little Edan.
ent, and offered to put her name on the Lockwood has intense emotions, usu-
ger, spear, long bow, lasso
circus banner. Silva told him she wanted ally kept tightly in check, and a strong
Nonweapon Proficiencies: Tracking
to remain in the background and (17), animal lore (17), riding, land (19), sense of responsibility. At first, he
declined. However, Jack knows that decided to follow in his fathers footsteps
herbalism (17), direction sense (17)
someday she will take her rightful place in and become a ranger. However, he felt a
Ranger Abilities: Hide in Shadows, 25%;
the circus management, as he has stated Move Silently, 33% need to find something to challenge his
in his will that she receive 50% ownership Magic Items: Long sword +1, bracers of mind as he got older. When he badly
of the circus. defense AC 5, boots of speed, wand of illumi- wrenched his shoulder while helping
Jack now considers himself settled nation (31 charges) some roustabouts literally hold things
down, even though he continues to plot together during a windstorm, he decided
circuits for circus performances. Despite to study magic. Years of working with
Spell Books
his love of traveling, he enjoys the few temperamental performers and sopho-
months each year he spends in Ravens Level 1 Spells moric customers taught him the value of
Bluff, and he revels in the attention the magical persuasion, and led him to
city officials give him. He feels the respect Charm Person* Can trip choose enchantments as a specialty.
is his due because the circus is one of the Taunt* In his younger years Lockwood was as
Sleep*
largest employers in the city. Frequently it Protection From Evil hearty and tanned as his father, but more
Read Magic
even hires adventurers to capture exotic recently he has adopted an austere lifes-
animals or to act as guards when it travels Level 2 Spells tyle that is reflected in his complexion and
in dangerous lands. frame.
Under Jacks management the circus Forget* Scare* Though he regards the circus employ-
continues to grow. He and his sons con- Ray of Enfeeblement* Knock ees as family, just as his father and siblings
tinually look for new acts to put under the Protection From Cantrips* Shatter do, he recently has begun to feel that all
Big Top and new rides, attractions, and the effort the staff puts into the circus is a
games to add to the midway. Jack fre- Level 3 Spells waste of talent. He is certain there are
quently adds unnecessary personnel to better things to do than entertaining
the circus, too, as he is loathe to turn away Suggestion* Hold Person* crowds of thrill seekers and providing
orphans, runaways, and the misfortunate. Dispel Magic Clairaudience mostly honest livings to con artists like
Jack acts as the circus ringmaster. He Lucien Shandor and Eadwyn Wylfora.
claims the position keeps him involved in * Spell usually memorized daily When the circus is on the road, Lockwood
every aspect of the circus and keeps him restlessly patrols the grounds, trying to
in close contact with the circus workers. Appearance: Lockwood is tall, pale, and avert trouble and rushing to the site of
While this is true, Jacks prime motivation thin 61 and 160 pounds. He has light any problem or disturbance. When the
for being ringmaster is the attention. The brown hair, and wears it shoulder length, circus winters, however, Lockwood leaves
ranger basks in the spotlight and the cut straight across at the neck and fore- to go adventuring, returning each spring
cheers of crowds. head. Lockwood wears simple, functional to help prepare for the next season.

4
Edan Lockwood feel the circus can get along Background: Silva grew up resenting her
without him. father because he left her with strangers
5th Level Male Human Fighter Edan usually can be found near the big- and eventually with the temple of
gest crowd of people. He helps man the Chauntea. She swore to make a life for
STR: 17 front gate when there is a rush on admis- herself and was quick to rise in the ranks
INT: 16 sions (this varies with the time and locale), of Chauntea clerics; she spent most of her
WIS: 15 and always is present in the Big Top for time traveling to spread the word of
DEX: 15 the main show. There he assists his father, Chauntea. During a stint at the temple in
CON: 15 helps the roustabouts and performers, Waterdeep, however, she fell in love with
CHA: 17 and even does a little announcing. a human worker at the temple, and the
AC Normal: 2 two were married in a simple ceremony.
AC Rear: 3 Silva Elkwood Silva attempted to settle down, but after
Hit Points: 34 two years she discovered that she couldnt
Alignment: Chaotic Good 6th Level Female Half Elf Cleric remain in one place for any great amount
Languages: Common, Elvish, Gnomish, of time. Her husband didnt understand
Halfling, Dwarvish, Brownie, Circus Jar- STR: 10 and refused to let her travel. One night in
gon INT: 18 anger she ran away from Waterdeep and
WIS: 18 her marriage, begging her husband in a
Weapon Proficiencies: Long sword (spe- DEX: 12 note to not follow her. She began to travel
cialist), dagger, lasso, whip CON: 11 throughout the realms, and by coinci-
Nonweapon Proficiencies: Tracking CHR: 17 dence eventually ran into her father dur-
(15), etiquette (17), riding, land (16) COM: 15 ing a performance of the circus.
Magic Items: Long sword +1, elven chain AC Normal: 7 Silva still resented him, but she needed
mail +2, gloves of missile snaring AC Rear: 7 a place to stay, and the traveling circus
Hit Points: 24 intrigued her. She told her father her
Appearance: The 20-year-old Edan looks Alignment: Neutral Good husband died, and Jack Mooney was
just like his older brother, only better. His Languages: Common, Elvish, Gnomish, grateful to take her in. He spent the next
light brown hair is always smartly Halfling, Dwarvish, Orcish, Goblin, several months lavishing attention and
trimmed and brushed; his clothing is Gnoll, Circus Jargon affection on her. His cheerfulness eroded
clean and natty. His skin is well-tanned away her bad feelings, and she grew to
from the open-air life. Weapon Proficiencies: Staff, mace, ham- care for her father and the circus.
mer Silva took to her half-brothers quickly,
Background: Edan was born in Ravens Nonweapon Proficiencies: Astrology and to the rest of the circus employees.
Bluff one spring just before the circus was (18), reading/writing (19), ancient lan- She is liked by all, and a few of the male
ready to hit the road for another season. guages (18) roustabouts hope to become more than
Like his brother before him, he was the Magic Items: Ring of protection +2, cloak of friends with her.
circus darling until he grew too old to fill protection +1, staff +1, periapt of proof Silva continues to worship Chauntea
the role. Unlike his brother, however, he against poison and holds regular weekly services for the
takes pains to be as friendly as possible (or Spells/day: 5 5 3 As a cleric of Chauntea, circus workers she has converted to
practical) with everybody on the grounds, Silva has major access to the spheres of Chaunteas faith. She is quick to use her
from the roustabouts to the customers. All, Healing, Plant, Sun, and Weather, clerical abilities to help any of the circus
He admires his father and older brother, and minor access to the spheres of Divi- workers, particularly those hurt while
but feels that he has found his own way of nation and Protection. practicing for their Big Top acts. Occa-
doing things. He firmly believes he is a Spells Memorized: With few exceptions, sionally she is called upon to cast detect
better fighter than his brother and is sure Silva usually memorizes the following magic during a performance to demon-
that he could beat Lockwood in a fight spells each day: cure light wounds (x3), detect strate to the audience that the circus is on
if it werent for Lockwoods magic he cer- magic (x2), resist fire/resist cold, augury, know the up and up and no illusions are used in
tainly could. alignment, speak with animals (x2), plant the Big Top acts.
Edan is a natural politician and looks growth, continual light, and starshine Silva plans to stay with the circus indef-
forward to the day when his father retires initely. She has no desire to become
and leaves the circus to himself and his Appearance: Silva is 42 years old, is 52 involved with any of the circus workers;
siblings. He assumes each child will tall, has honey-blond hair, and blue- one bad relationship was enough for her.
receive equal ownership and that hell flecked black eyes. Her elvish heritage is However, she occasionally flirts because
really be the person who runs things. not always apparent, as she wears her she enjoys the attention.
When he learns his fathers real plans for long hair loose about her face, inadvert-
bequeathing the circus hell get a nasty antly concealing her slim facial features
shock. Although he secretly resents Lock- and her slightly pointed ears. She dresses
woods view of the circus as something in dark reds, oranges, and brown; she
trivial, he also is secretly overjoyed that avoids colorful clothes that would draw
his brother might lose interest in running attention to her.
it. He never misses a chance to make

5
Collar The Beast the player a set which has a slightly
smaller inside diameter. Lucky also
Appearance: Lucky is tall for a half elf, at
511 1/2. He has short blond hair that
attempts to switch rings when a player frames his boyish face, and piercing green
accumulates five tokens. His chance of eyes that dance when children come to his
Collar The Beast is one of the oldest attrac-
tions at the Jack Mooney & Sons Circus, as switching the rings is 100% minus the booth with copper pieces held out to play.
evident by the chipped and fading paint players intelligence rating. Lucky is 30 years old, and has spent about
on the wooden rails that ring it. It sits in If Lucky successfully switches the rings, one-third of his life with the Jack Mooney
the middle of the midway and continues the player must then hit AC -2 to ring a & Sons Circus. He considers the circus his
to draw crowds, despite the newer and statue. A player with these smaller rings family and does not cheat fellow employ-
flashier games springing up next to it. has a cummulative chance of 5% per set ees.
The object of the game is to throw rings after the first to notice a difference (max-
around the necks of clay statues designed imum of 25% chance). If a player hits Background: Lucky is a loner who has
to look like monsters. after the rings have been switched, always put his best interest first, and for
To successfully collar a beast, the par- Luckys next tactic is to tilt the table. This Lucky that means getting rich at his cus-
ticipant must hit AC 0; THAC0 is deter- changes the odds; a player with a regular tomers expenses. Still, he is confident his
mined as for normal missile attacks and ring needs to hit AC -2, a player with a game is not hurting anyone; he believes
includes any Dexterity bonuses. smaller diameter ring needs to hit AC -4. the customers are being entertained, and
To play, a participant pays one copper Luckys chance of tilting the table without therefore their money isnt being stolen.
piece and receives three rings to throw at being spotted is 100% minus the players Despite his love of money, however, the
the statues. He or she receives a prize intelligence rating. (A check should be half elf has no great plans for it. He enjoys
token for each ring which circles a mon- made for each player at the game.) the circus life and doesnt want to live any-
sters neck. Tokens can be exchanged for If Lucky is caught switching rings or where else. When he accumulates too
prizes. changing the tilt of the table, he yells, much wealth to comfortably carry around
Hey Rube! to alert the other circus on the road he spends it on fancy clothes
1 Token Worthless trinkets: such as workers, ducks out the back of the booth, and jewelry, the former of which he wears
strung beads, glass gems, pieces of candy, and uses his ring of invisibility to escape to while tending his game.
a paper flower the back lot until things calm down. Lucky Lucky is a talkative man, but only to
2 Tokens Items worth one to five cop- runs a clean operation for the next several people paying money to play his game.
per pieces: such as small vases, wooden days after such an incident. Thus far, no He is a good source for rumors of what is
dolls, wooden whistles, bouquets of paper such incident has come to Jack Mooneys going on in the city, as he hears quite a bit
flowers, coupons for cotton candy, small attention. of gossip from his position in the midway.
sack of fruit He likes to spread gossip, too. If adven-
3 Tokens Items worth 1 silver piece: Lucien Lucky Shandor turers begin asking him too many ques-
such as colored chalk sets, small stuffed tions about the circus or the area he fab-
animals, handkerchiefs, small pieces of 7th Level Male Half Elf Thief ricates wild tales of monsters, riches, and
pottery, candied fruit, hair ornaments, treasure maps.
leather bracelets STR: 12
5 Tokens Items worth two to five silver INT: 12
pieces: such as scarves, large stuffed ani- WIS: 9
mals, bags of taffy, braided rugs, colorful DEX: 16
caps, belts, cloth dolls, bags of marbles, CON: 11
bright sashes, mittens CHR: 15
10 Tokens Items worth one gold piece: COM: 16
such as leather gloves, decorative metal AC Normal: 5
pins, cotton vests embroidered with I AC Rear: 7
Collared The Beast, coupons for a meal Hit Points: 29
at Embrol Sludges Eatery and Shell Alignment: Chaotic Neutral
Shoppe, pound of assorted nuts, bells, Languages: Common, Elvish, Circus Jar-
large belt pouches, small wooden chests gon
(empty, of course), scented sealing wax,
set of quills, wooden and metal pull-toys, Weapon Proficiencies: Dagger, dart
cloth dolls with carved wooden faces, box short sword
of imported candy Nonweapon Proficiencies: Juggling (16),
A sign at the booth states a player can- disguise (14), read lips (10), sleight of
not win more than eight 10-token prizes a hand (16)
day. Magic Items: Boots of speed, ring of invisi-
The games proprietor, Lucien Lucky bility, ring of protection +3
Shandor, doesnt like to give away the big Thief Skills:
prizes because it cuts down on his profits. PP OL FT MS HS DN CW RL
He watches the players carefully, and if a 95 35 40 50 60 45 95 20
player hits with all three rings in one set,
Lucky will attempt to switch rings, giving

6
Dangar's Dunk about taking what wasnt his.
Then, on a visit to Ravens Bluff, he ran
was behind the pitch to get the job done.
Like many sideshow attractions, how-
Tank across the Jack Mooney & Sons Circus.
To Dangars amazement, the circus was
ever, Dangar has fixed his so that he can
make it more difficult for obviously mus-
filled with people even he saw as misfits. cular characters to win. A little lever
Dangar Grunth Seeing a way out of his life of crime, he behind the seat allows the half-orc to
quickly signed on. Jack Mooney took an secretly adjust the tension on the target. If
immediate liking to the hard-working Dangar chooses, he can add enough sup-
1st Level Male Half-Orc Thief half-orc. (Perhaps he saw a little of his port to the target that checks against
own half-elf daughter in the boy.) And Strength are made at +1, +2, or +3 to
STR: 8 soon, Jack gave Dangar the opportunity the roll.
INT: 12 to put together a sideshow attraction. For almost 15 years, Dangar has made a
WIS: 16 The half-orc came up with an attraction good living by relying on peoples desire
DEX: 14 that would prey upon peoples baser to lash out at orcs and half-orcs. That fact
CON: 9 instincts, especially their prejudices. Dan- doesnt make him particularly happy, but
CHA: 7 gar built a dunk tank, in which he himself it does keep him well-fed.
AC Normal: 10
would be the hapless victim.
AC Rear: 10
Each day and each night, Dangar sits in
Alignment: Chaotic Neutral (Good ten-
the dunk tank and taunts passersby. His
dencies)
barbs are very pointed; he is an astute
Languages: Common, Orcish
observer of the people who frequent the
sideshow, and can often pick out a per-
Weapon Proficiencies: Dagger sons weak spot just by the way he or she
Nonweapon Proficiencies: Gaming (7),
dresses or walks. More than once he has
Juggling (13), Tumbling (14)
enraged potential customers enough for
them to want to draw a weapon, and he
Thief Skills:
lost his eye in a fight caused by one of his
PP OL FT MS HS DN CW RL caustic comments.
30 25 5 10 35 15 60 0 After the taunts have drawn them in,
Dangar offers humans, elves, halflings,
Appearance: With his distinctive eye- and dwarves the opportunity to dunk an
patch and the cruel taunting calls he uses orc, at the price of one copper piece for
to lure customers to his sideshow attrac- three tries. The less enlightened folk of
tion, Dangar Grunth has carved himself a the Inner Sea area rarely pass up the
comfortable niche in the Mooney & Sons chance, and Dangars coffers are often
Circus. Though he is rather unattractive, full at the end of each night a fact that
with the piggish snout and beady eyes left fuels his pessimistic outlook on life.
to him by his orcish father, he is well liked The operation of the dunk tank is sim-
and has a few good friends in the side- ple. Dangar stands inside the large booth,
show. drawing customers. When enough people
are gathered, he takes money from some-
Background: Dangar Grunth is not a one, gives them three waterlogged,
happy fellow. It is difficult to miss his softball-sized balls, and climbs onto a seat
orcish heritage indeed, Dangar looks over a large tub of water. The customer
far more like an orc than he does a human then takes aim at a target, shaped like an
and many humans, dwarves, and elves orcs head and separated from Dangar by
treat him with scorn because of this. From a wooden wall (so the customer cant
the time he was old enough to recognize throw the ball at him), and tries to hit it.
the prejudice, he fought it. He quickly To determine whether a character has
learned, however, that fighting insults successfully dunked Dangar requires a
slung by narrow minds is far more diffi- check against both Dexterity and
cult than battling steel wielded by well- Strength. If the PC successfully rolls his
muscled sword arms. Dexterity or lower on a d20, he or she has
Dangars childhood home was a small hit the target. The balls Dangar uses are
village nestled in the foothills of Impil- old, waterlogged, and weighted unevenly,
turs Earthfast Mountains. He left there at though this is hard to detect, so all checks
age 10 and wandered around the Inner against Dexterity are made at +2.
Sea for a few years. It was during this time In addition to being hit, the orcs head
that he picked up his meager thieving target must be struck hard enough to
skills. Though he had to steal to survive release the seat, knocking Dangar into the
for no one seemed interested in hiring drink. A d20 check against Strength will
him for honest work Dangar felt guilty tell the PC whether or not enough muscle

7
Pick A Prize explaining that she has to restock. There-
fore, even if a wealthy circus-goer bought
Languages: Common, limited Dwarvish,
limited Elvish
a large number of pulls, he will gain no
This is one of the most often-played major prize. If the player tries to cheat, Weapon Proficiencies: Dagger
games on the Jack Mooney & Sons mid- nearby circus strong-arms will have an Nonweapon Proficiencies: None
way. The brightly colored booth fes- unpleasant talk with the offender.
tooned with banners and ribbons beckons Appearance: Aetheltheofa stands 510
to circus goers. A sign above the counter Use the table below to find what the tall, weighs 150 pounds, and has curly red
is an added incentive: All Players Win A customer has won. hair and brown eyes. Her tan face has a
Prize. smattering of freckles. While her normal
This booth displays about 1,000 items, D100 Prize midway attire is colorful and not quite
ranging in value from under a copper 01-40 small statue revealing, it definitely fits her snuggly
piece to several gold pieces. Each item, 41-50 ring, obviously not magic and loosely in just the right places to
displayed on shelves behind the counter, 51-65 cheap glass jewelry attract men to Pick A Prize.
has a string tied to it, and each string goes 66-75 shoddy, nice-looking weapon
through one of three small sleeves that 76-90 small toy Background: Born in the circus, the
are affixed to the counter. The strings 91-98 banner 16-year-old Aetheltheofa is pleasant and
exit the sleeves on the customers side of 99 reroll, item is worth price paid kind-hearted. She is loyal to her mother,
the counter. Because there are so many 00 reroll, item worth double the who has taught her a lot about circus life,
strings it is impossible to tell which ones price paid and has finally given up asking about her
are attached to which items. father, who she never met. Aethel lacks
The woman attending the booth, Most prizes are worth about one-fourth the temper associated with her red hair.
Aetheltheofa, will at a players request the amount the customer paid to play. She likes encouraging people to do things
pull on all the strings at once. This raises This should be obvious to most players (in particular to spend money at her
all the items behind the counter, showing after a round or two. As such, the prizes booth or on her). While completely unin-
that each is attached to a string. are also useless to use in trade elsewhere. terested in adventuring, she will happily
To play Pick A Prize, the customer If a PC examines any small statue won, listen to all adventuring stories at least
selects a string that exits one of the three he sees a small paper edge sticking out of while the talker is playing at the booth
sleeves. To pull a prize from Sleeve 1 costs the statue. He must break the statue to and will appear to admire any players
one copper piece; from Sleeve 2, one sil- examine the paper. great accomplishments.
ver; and from Sleeve 3, one gold. A pull The paper is clearly part of a map. If Aetheltheofas mother has warned her
on each sleeve shows the possible treasure Aetheltheofa is asked about the paper, about predatory males who are out for no
is in approximate proportion to money she explains that she has heard that a good. But those warnings have had the
risked. The player then selects a string, valuable treasure map was lost at the opposite effect on the young woman, and
pulls, and wins the item that rises, which is Acmeum Cheapus Statue Factory (true) she is overtly looking for some attractive
almost always less valuable than the and never found (true) and was believed fellow to sweep her off her feet. She is
amount he paid to play. to have become part of some of the statues rather disappointed the circus men she
Aetheltheofa, a good-looking young (also true). However, the paper the player dates are such gentlemen. She does not
redhead, keeps up a continual line of has is probably a fake put in by Acmeum know they are so polite and keep their
chatter pointing out that there is a winner to get people to break statues and buy hands to themselves because they fear
every time. She often suggests to boys more. Most people by now have caught on Aetheltheofas mother, Eadwyn. If a
passing by that they might win something to the scam, so the player will not be able player character chooses to romance
nice for their girl. If they play, she con- to sell the map piece. Aetheltheofa, there is a good chance Ead-
gratulates them on their success, but is However, it is always possible an error wyn will attempt to force the adventurer
quite sympathetic if they seem disap- was made and the player really could have into a swordpoint wedding ceremony.
pointed with the prize. In any event, she a portion of a treasure map that would Actually, Aetheltheofa is a true inno-
suggests they try again. lead to an adventure. cent, trusting in everyone and unable to
The booth is not quite as honest as it see evil even in the most obvious threat.
appears. The trick is that while all the Aetheltheofa Wilfora She also believes herself incapable of evil
strings attached to prizes enter the and would be shocked to learn she is run-
sleeves, only the strings attached to infe- 0 Level Female Human ning a con game. (Her mother arranges
rior prizes exit to where the customer can the sleeves so the rubes cannot win. She
pull them. Thus, there is no chance the STR: 9 wisely doesnt feel her daughter can be
customer will win the really valuable items INT: 6 trusted to do it right.)
displayed. A few winning strings are kept WIS: 6 Her innocence is the main reason she
where the attendent can slip them to a DEX: 13 runs the booth so well. Athel is so openly
shill when the crowd needs encourage- CON: 12 honest the customers assume everything
ment. CHA: 17 she is doing is honest.
A player can purchase as many strings AC Normal: 10 She is not very observant. After run-
as desired, but once 200 have been AC Rear: 10 ning the booth for more than a year, she
selected during a business day, the atten- Hit Points: 3 has yet to notice that no big prize is ever
dant closes the booth for a few hours, Alignment: Neutral Good won, except by shills. Nor does she really

8
understand what shills are. She merely wandered the streets looking for work. open to youths and adults Contestant,
knows that if there is a good crowd that is She eventually found a job with the Bowman, and Archer.
not buying, she is to make a certain signal Mooney & Sons Circus, and has worked as Contestant is the least difficult level and
and one of the circus folk, dressed like a a circus washerwoman and pickpocket is the one most commonly attempted.
hick, will come over. She is to give him a ever since. Her establishment, Pick A Each contestant pays one silver piece and
certain string. It certainly will not occur to Prize, opened about two years ago and is given three arrows. The bullseye has
her that the odd way she holds the sleeve was funded by her ill-gotten gains. three valid target areas; the outer is equiv-
is to disguise the transfer of the winning Eadwyn is grim, highly cynical, and self alent to AC 6, and hitting it is worth 1
string. centered. She assumes the worst of every- point; the middle section is treated as AC
one, does no favors, and expects none. 4 and is worth 2 points; and the center is
Eadwyn Wilfora Honesty is not Eadwyns policy, although treated as AC 2 and is worth 4 points. If a
she doesnt actively try to hurt others. Her patron scores six points with three arrows,
2nd Level Human Female Thief only love is her daughter, Aetheltheofa, he or she will be given a choice of a col-
who she blindly loves and has overpro- orful childrens toy bow, a tiny silver pin
STR: 8 tected all her life. Whatever sacrifice is in the shape of an arrow, or a free pass to
INT: 14 needed for Aethels good (which may not use at the Bowman level. The childs toy
WIS: 16 be what Aethel wants) will be made. Who- and the pin are worth about 10 silver
DEX: 15 ever is a threat to Aethel had best watch pieces each.
CON: 6 Eadwyn. Bowman is the next highest degree of
CHA: 10 Since Eadwyn deems it unlikely she will difficulty and costs five silver pieces to
AC Normal: 9 live more than another five years, much enter. The majority of the participants
AC Rear: 10 less be able to protect Aethel that long, usually do not have the skill to match their
Hit Points: 2 she is searching for a substitute protector, egos, and is thus the largest money-maker
Alignment: Neutral preferably a wealthy husband. However, for the booth. As in the previous skill
Languages: Common, Elvish, Dwarvish, recalling her own troubles with men, she level, the target has three valid areas, but
Halfling is being very selective. they are smaller and the target is farther
Eadwyn will encourage any PC who from the shooter. Contestants can shoot
Weapon proficiencies: Dagger, short appears to have some wealth and holdings three arrows again, provided by the
bow to court Aethel. The PC must seem will- booth. The outer area is AC 2 and is
Nonweapon Proficiencies: Disguise (9), ing to protect her. All others get run off at worth 1 point, the middle area is AC 1
gaming (10), appraising (14) dagger point. and is worth 2 points, and the center is AC
Eadwyn can be friendly if the situation 0 and is worth 3 points. If a total of six
Thief Skills: seems to her advantage. In fact, if a cus- points are scored, the contestant can
tomer were to have a yen for older choose from a pass to the Archers level, a
PP OL FT MS HS DN CW RL women, and has gold, Eadwyn would tiny gold pin in the shape of an arrow, or
60 25 5 25 20 15 60 -- quickly warm up to him and seem very a silver pin in the shape of a drawn bow.
pleasant. However, she prefers picking The latter two prizes are worth 4 gold
Appearance: Eadwyn is 55 years old, but pockets to romance. If she is caught steal- pieces each.
looks considerably older. She is 58 tall, ing, shell rely on claims of just a mistake Archer is the top level and costs one
weighs 150 pounds, and has blue-gray and being a poor helpless old lady. If gold piece to enter. It is not entered very
eyes and wavey gray hair. She looks to be caught, shell lay low until the circus gets often due to the high cost and the diffi-
(and basically is) one of the common to a new town, then start picking pockets culty. However, when there are Archer
workers around the circus. again. She does not realize that Jack contestants, there is usually a crowd. In
Mooney probably will turn her over to the this event, the contestant is given three
Background: Raised in an orphanage local authorities if she is caught doing arrows to fire at moving targets six-
with no knowledge of her parents, Ead- anything illegal. She believes that inch tall glass figurines that swing back
wyn left at the first opportunity and Mooney, being a circus promoter, is every and forth on a thin cord. The contestant
started working odd jobs in taverns and bit as shady as she is. must break all three figurines (AC -2) to
other service establishments. She lived win, and winners are given a choice of a
this way for nearly 30 years until her pick- Arthur's Archery small silver arrow pin set with a tiny pearl
(value 10 gold pieces) or a coupon good
pocketing of customers got too obvious
and she found it progressively harder to for a glass figurine (value to 10 gold
find work. Arthurs Archery is among the more pop- pieces). It is unusual for many people to
This development forced her to truly ular games of skill especially among win at this level, so if the glassblower
be on her own. Eadwyn soon met a man adventurers and young men. receives several coupons at a time for
who said he was going to invest her con- There are no games for children here. glass figurines, he comes to the booth to
siderable earnings and stealings in a cir- However, there is a special walled section validate them.
cus. She trusted him and gave him her where children can pay one copper piece Contestants who win three times at any
savings. He left the next day on a business to shoot ten arrows at a target. The chil- level are turned away from the booth for
trip to handle her money. She never saw drens bows are specially designed so they the remainder of the day.
him again. He left her broke and preg- do not require much strength to pull. The bows and arrows used at the booth
nant. With no place else to go, Eadwyn There are three levels of competition are of good quality. The proprietors insist

9
that all entrants use the booths equip- pock Feldsong. The two became close Rafance Bilfor
ment, as they do not want adventurers friends.
with magic weapons improving their James enjoys his current carreer much 0 Level Male Half Elf
odds. more than his military past, even though
The attraction has three proprietors his former job made him a very eligible STR: 15
the owner, James Arthur, who used to be bachelor in the social circles. He has no INT: 12
an archer in the Lord Mayors guard; an plans to leave the Mooney & Sons Circus. WIS: 9
employee, Trenpock Feldsong; and an DEX: 17
apprentice, Rafance Bilfor. Trenpock Feldsong CON: 15
CHR: 13
James Arthur 3rd Level Male Human Fighter COM: 14
AC Normal: 7
5th Level Male Human Fighter STR: 18/79 AC Rear: 10
INT: 11 Hit Points: 4
STR: 17 WIS: 12 Alignment: Lawful Neutral
INT: 14 DEX: 15 Languages: Common, Circus Jargon
WIS: 12 CON: 17
DEX: 18 CHR: 9 Weapon Proficiencies: Long bow
CON: 15 COM: 9 Nonweapon Proficiencies: Juggling (17)
CHR: 15 AC Normal: 9 Magic Items: Two arrows +1
COM: 15 AC Rear: 10
AC Normal: 5 Hit Points: 31 Appearance: Although Rafance is 17
AC Rear: 9 Alignment: Neutral Good years old, he looks more like a human boy
Hit Points: 34 Languages: Common, Circus Jargon of 12. He stands 46 tall, weighs 108
Alignment: Neutral Good pounds, and has light blond hair and a
Languages: Common Weapon Proficiencies: Long sword, smattering of freckles on his cheeks. His
broad sword, pike, dagger, long bow most unusual feature is his eyes one is
Weapon Proficiencies: Long bow, short Nonweapon Proficiencies: Cooking (11), blue and the other is green.
bow, crossbow, hand crossbow, long fishing (11), endurance (17), running (12)
sword Magic Items: Five arrows +1 Background: Rafance is fascinated by
Nonweapon Proficiencies: Bowyer/ elves, even though he was raised in a
fletcher (18), hunting (11), fire- building Appearance: Trenpock is a compact mus- human orphanage. He feels at home in
(11) cular figure at 56. He is 35 years old, has the circus because of his background.
Magic Items: Long bow +1, long sword +1, close-cropped dark brown hair, and pale Many other circus employees are orphans
ring of protection +1, and 20 arrows +1 blue eyes. Although clean, Trenpock or ran away from home. He was taken in
shaves infrequently, and it often looks like by James and Trenpock, and he is hope-
Appearance: James is 63 tall, has a lean, he is attempting to grow a beard. ful that between the two he can learn a
but muscular build, and wears his long Background: Trenpock lost his left hand few fighting skills. In the meantime, how-
gray-streaked black hair tucked up under when his shield was ripped from his arm ever, he is content to work the booth and
a bright green cap. Although 44 years old, in combat. He refused to give up the war- do a little juggling on the side. He some-
James is in very good physical condition; riors life, however, and had a double times fills in for sick clowns because of his
he attributes it to the circus life and his metal hook fashioned to replace his lost juggling talent.
efforts to keep up his archery skills. hand. The hook allows him to continue At Arthurs Archery, Rafance is in
using a shield and a long bow without any charge of the childrens range and is
Background: After many successful penalty. responsible for keeping the entire booth
assignments, James left the Lord Mayors He left the citys militia three years ago tidy. He is very good with children; per-
employ in the company of Trenpock, when he wounded a young urchin who he haps they relate to him because of his size.
an old army buddy and came to work mistook for a common thief. Although He only calls for James if there are any
for Jack Mooney. James said the change the urchin lived, Trenpock was forever confrontations with childrens parents
in career was to keep him from getting marked by the incident. It took little per- who do not believe their youngsters
bored. However, Lord Mayor Charles suading on James part to get him to join should be playing with dangerous weap-
Oliver OKane jokingly contended it was Jack Mooneys circus. ons.
because James thought the circus might Trenpock does most of the manual
bring back his youth. Inwardly, James labor involved with Arthurs Archery and
believes OKane might be correct. often helps out with nearby rides and
James was a sergeant in charge of the other attractions.
archery division. The position taught him
how to use a deep, commanding voice
that helps attract business to his booth.
During one particulary dangerous assign-
ment, his division was guarded by an
infantry platoon commanded by Tren-

10
For The Byrrds constructing the galleon. Unknown to
Beeg, however, this merchant was a
place for such a craft, and Jack Mooney
did not hesitate to accept them into the
member of an alien race called the Arcane circus family especially after being
(see the Spelljammer boxed set, Lorebook of treated to a brief ride.
For the past five years the prize attraction
the Void). Adventurers would be hard-pressed to
of the Jack Mooney & Sons Circus has
been the flying galleon Ravenstar. Crowds Beeg commissioned the construction convince the twins there is more to the
gape in awe at the breathtaking sight of of the ship, using all of his wealth. The Ravenstar. Persistent characters might be
Ravenstar appears similar to other spell- able to eventually get the twins to talk
the ornate airship floating above the tops
jamming galleons, and it gains its ability to about how they acquired the ship. How-
of the circus tents. People line up by the
fly through the use of a major spelljamming ever, characters who act too pushy or who
score to ride this magical wonder, which is
operated by the Byrrd twins, Ramen and helm, which converts the magical power of doggedly pry will find themselves facing a
Reman. a seated individual into propulsion for the pair of annoyed Byrrd mages, a score of
The rides admission is two gold pieces ship. This special chair is hidden in the angry sky sailors, and other circus work-
for adults, two silver for children. Reman galleon. The Ravenstar boasts one unique ers who are just a Hey Rube away.
and Ramen each take day-long turns additional feature. Beeg ordered a magic
manning the spelljammer helm. Whichever keel that would allow the ship to automat- Ramen Byrrd
of the twins is not occupied there runs the ically hover one meter above any surface.
show. Customers board the ship by means This means if the Ravenstar were to lose 5th Level Male Human Wizard
of a gangplank dropped from the ship. its spelljammer helm, the ship would not
Although some of the customers com- crash as long as the keel was intact. The STR: 13
plain that the price is a bit steep, after a keel functions independently of the spell- INT: 17
thrilling flight through the clouds they jammer helm. WIS: 15
admit that it was worth even more. Ramen and Reman acquired the DEX: 18
The Ravenstar only operates as a ride Ravenstar after returning from an adven- CON: 12
during daylight hours. Customers are turing stint to learn their father had been CHR: 14
treated to a lengthy ride around a citys lost at sea and was presumed dead. Their AC Normal: -1
environs and through several cloud- grief passed swiftly. What grieved them AC Rear: 3
scapes. Occasionally the twins offer char- more was news that their father had left Hit Points: 16
tered moonlight cruises, where the ships them copperless. Searching the wizards Alignment: Neutral Good
railings are dotted with continual light records, they found their father had sunk Languages: Common, Elvish, Halfing
sticks and a bard strolls along the deck, all of the familys wealth into a ship that
singing. These cruises cost 200 gp and are could fly through the air. Weapon Proficiencies: Dagger
usually chartered by nobles, city officials, Actually, the wizards notes read Nonweapon Proficiencies: Ancient lan-
and wealthy adventurers. through space, but Ramen and Reman guages (17), engineering (14), reading/
When the mood strikes them, the twins dismissed this as a delusion. Delivery of writing (18), spellcraft (15)
liven up the ride with illusionary spells of the craft was supposed to take place in a Magic Items: Bracers of defense AC 3,
a roc, dragon, or other terrible threat few days on a secluded mountain. dagger +2
heading straight toward the ship. As the The twins kept the appointment, Spells/day: 4 2 1
passengers cringe in terror, the vision though neither of them expected any-
flies to the craft, then disappears. thing to come of it. They believed their Spell Books
In addition to serving as a ride, the father had gone mad and was taken in by
Ravenstar uses its large cargo hold to a con man. However, their thoughts Level 1 Spells
transport circus equipment and supplies quickly changed when they saw the
to each new location. If the traveling cir- Ravenstar drop from the sky. A hooded Alarm Audible Glamer
cus is jeopardized by wandering monsters figure floated down from the craft and Change Self Detect Magic
or other unfriendly forces, Ramen and presented the twins with a scroll that out- Feather Fall Hypnotism
Reman use the ship as an aerial battle lined the ship and its functions. Then the Magic Missile Spider Climb
platform. hooded figure and his crew disappeared
Despite working with the ship for the into the night. The twins did not notice Level 2 Spells
past five years, the twins do not know the the dark shape of a second ship that trans-
Ravenstars full capabilities, and they have ported the hooded man and crew away. Alter Self Continual Light
no idea they can use it to travel into space. The Byrrd brothers now had the fabu- Detect Evil Flaming Sphere
The twins are simply happy to have the lous Ravenstar, but they werent sure Invisibility Know Alignment
ship and make money from its operation. what to do with it. The thought of spend- Mirror Image Stinking Cloud
The crew is made up of trustworthy sail- ing years learning how it worked did not
ors who consider themselves fortunate to excite them. The ship had obvious mili- Level 3 Spells
be on such a marvelous craft. tary and market value, but the pair did
The Ravenstar is actually the brainchild not relish the idea of giving up the won- Clairaudience Fireball
of the twins father, Beeg Byrrd, an drous invention. As fate had it, the Gust of Wind Hold Person
eccentric wizard. The wizard had learned Mooney & Sons Circus was returning to
space travel was possible, and contacted a Ravens Bluff for the winter. The twins
secretive merchant who was capable of thought the circus would be a perfect

11
Reman Byrrd Spell Books Reman likes pale colors such as peach,
beige, and ivory. The pair can wear each
5th Level Male Human Wizard Level 1 Spells others clothes, and will swap outfits to
confuse the sailors and other circus work-
STR: 12 Burning Hands Charm Person ers. Further, their speech patterns are
INT: 18 Feather Fall Friends almost identical some believe they work
WIS: 14 Identify Phantasmal Force hard to sound alike.
DEX: 18 Sleep Unseen Servant
CON: 11 Ventriloquism Wizard Mark Background: The sons of the once
CHR: 14 wealthy wizard, Beeg Byrrd, who lived on
AC Normal: -1 Level 2 Spells the outskirts of Ravens Bluff, knew from
AC Rear: 3 an early age that they would study magic.
Hit Points: 16 Blindness Deafness Their mother left shortly after the boys
Alignment: Neutral Good Detect Invisibility ESP were born; Beeg never told them why.
Languages: Common, Gnomish, Improved Phantasmal Knock Beeg spent a great deal of time with the
Dwarvish Force Summon Swarm boys, and continually impressed upon
Levitate them that they had the right to choose
Weapon Proficiencies: Staff their own professions. However, the look
Nonweapon Proficiencies: Ancient lan- Level 3 Spells in Beegs eyes told them their choices
guages (18), herbalism (16), reading/ were limited to wizards or frogs. The
writing (19), spellcraft (16) Clairvoyance Flame Arrow twins wisely opted for the former.
Magic Items: Bracers of defense AC 3, staff Melfs Minute Meteors Secret Page Ramen and Reman have a unique
of striking Spectral Force Suggestion empathy between themselves; if one gets
Spells/day: 4 2 1 an idea the other is quick to pick up on it.
Appearance: Ramen and Reman are 29 They spend hours chatting about new
years old, have willowy blond hair, and routes for the Ravenstar, unusual uses for
blue-green eyes. Ramen is 56 tall and spells, and speculating about Mooneys
weighs 145 pounds, while Reman is 56 sons motives and work ethics. To facili-
tall and weighs 150 pounds. It is difficult tate private conversation, they learned an
to tell the two apart, even though they obscure ancient tongue that apparently
always wear contrasting clothes. Ramen no other circus workers can understand.
prefers dark browns and blues, while

12
Tumble Tower titled The Paladin Plunge. It is con-
structed exactly like The Halfling Hop
number of pounds equal to twice the
ropes length in feet. For example, a 100-
platform and offers the same safety pre- foot safety net can stop objects weighing up
Tumble Tower is an impressive 60-foot- cautions. The only difference besides the to 400 pounds. The nets area of effect is
tall structure composed mostly of wood height is the attendant, who is dressed as as long and wide as the loop. The area is
and rope. People who dare this ride climb a paladin. He nods to the jumpers and centered within the loop and as deep as
to one of three levels and leap off the commends them for their bravery. He the loops shortest dimension. For exam-
tower. then offers the same warning about div- ple, a 100 net could be formed into a 20
Despite numerous warning signs indi- ing head first and rings a bell to warn by 30 rectangle which would have an
cating otherwise, the jump is safe, due to other attendants about the impending area of effect 20 X 30 X 20. The same
its safety nets. jump. net could form a cylindrical area about 30
After paying the one copper piece If patrons choose to go still higher wide and 30 deep. Loops with total cir-
admission fee, patrons climb a 10-foot before leaping, they must climb another cumferences less than the nets length can
ladder to the first level. At the top of the ladder. On the 40-foot-high platform sits be formed with no ill effects. Two or more
ladder is a painted wooden sign which a sign which reads, The final level of nets can be tied together to form larger
reads, The Halfling Hop. Underneath Tumble Tower is not intended for use by loops with no ill effects, but such combi-
the title is smaller print reading For a mere mortals. Continue at your own nation nets have weight limits based on the
small thrill with little chance of danger. risk! The sign at the top of the ladder shortest net in use.
To prevent accidental falls, three sides of leading to the final level bears the title
the platform are blocked by a rope fence. Dragon Drop. The attendant here
At the fourth side stands an attendant wears a green sequined cloak to simulate
dressed in black clothes. He beckons the dragon scales. He chuckles nastily and
patron forward, warns him not to dive announces, a new victim takes the final
head first, and rings a bell to signal other step.
attendants that someone is about to jump. The tower is tested periodically for
Those looking over the edge of the plat- safety to make sure the safety nets are still
form see a very rough stone floor littered functioning. Approximately every hour,
with sharp objects. each attendant throws a small painted
The floor is a permanent illusion and is pebble so that it hits the vertical safety net.
just above the safety net (see below). Both If it does not fall correctly, an alarm is
the spell and the safety net have been posi- sounded. If a painted pebble (or jumper)
tioned in a wooden box with sides just lands badly, the halfling sounds an alarm.
over 10 feet long. The floor of the box is Tumble Tower breaks down easily for
lined with one foot of padding. travel. Component platforms fit easily
A jumper falls at normal speed until he into the reception box without damaging
hits the safety net effect and then falls gen- the permanent illusion spell. Room is left
tly to the padding. When a jumper for the two safety nets (one 100 long and
touches bottom, a halfling hiding at a cor- one 200 long) and for the ladders and
ner in the box emits a strangled cry for support poles. The whole ride packs into
effect. Other people waiting to jump are a 10-foot cube which can be transported
held back from the edge of the platform, by wagon.
until the jumper can be removed. Actu-
ally, the individual who just jumped is New Magic Item
guided out through a small door in the
back of the reception box, exiting in an Safety Net: These magical ropes are woven
area which cannot be seen by people wait- from giant spider or ettercap silk. Safety
ing to climb the tower. After the patron nets usually are found in lengths of 50,
exits, the halfling whistles to let the atten- 100, or 200 feet. When tied into loops
dants know they can send another jumper they create semi-permanent feather fall
down. effects. These can be placed over open-
If an individual tries to leap too far ings or suspended in the air.
from the launch site, he is intercepted five A safety net can operate vertically, hori-
feet out from the platform by a vertical zontally, or at an angle, eliminating iner-
safety net which causes him to fall gently tia directed perpendicularly to it. Thus, a
straight down. vertical net would eliminate the horizontal
Those brave enough to go beyond the (forward) inertia of an oncoming missile,
Halfling Hop are instructed to climb but the missile would still fall downward
another 10-foot ladder to the next plat- at the normal rate.
form, where a sign which reads, Only the An objects inertia is eliminated when
truly stout-hearted should climb to the any part of the object touches the area of
next level! After another climb, daring effect of the net, as long as the objects
jumpers reach the second jump level, weight does not exceed 200 pounds plus a

13
The Whitewater is repeated on this side, again at the
10-foot level.
2 Water moves through here, at about a
quarter-inch depth, to the slide.
At the top, customers pay admission (or 3 Customers may stand in the water
are sent back down the ladders) and wait here before entering the slide.
The Whitewater is actually composed of
for the next available raft. Up to six adult 4 The slide begins its downward slant
two rides, a water slide and a raft ride,
humans or several smaller people can ride here.
both made possible by a decanter of endless
in any raft. After it is loaded, the raft is 5 Here, patrons pay the admission
water and two captive water elementals.
released to float serenely along its artifi- price. The operator makes individuals
Customers access either ride by climbing a
cial stream for a short time. wait so they will not follow previous cus-
60-foot-tall stairway. The Whitewater
The first curve usually causes the tomers too closely.
Slide costs one copper piece, and the
round raft to rotate. Shortly after leaving 6 These are the step platforms to the
Whitewater Raft Ride costs one silver
the curve, the raft makes a small jump, Whitewater Slide. Customers climb 10
piece.
splashing water on its passengers. The feet to a platform, move ahead three feet,
At the base of the tower, patrons of the
raft then moves quickly through the and repeat the process until the top is
water slide are greeted by a sign and a
steeper and longer second curve, bump- reached. Platforms are wooden and lad-
permanent magic mouth, both of which say
ing off the sides and rotating. At the end ders are steel.
the same thing in the Common tongue:
of the curve, the raft meets a more level 7 These step platforms are constructed
Please remove all armor, weapons, and
section of water, causing another splash. exactly like those in Area 6, but lead to the
breakable objects from your person.
Soon afterward, it crosses underneath its Whitewater Raft Ride.
These may be checked with the operator
previous path, ideally as another raft 8 Customers pay the admission price at
at the base of the tower. After these con-
splashes water over the sides from above. the top of the ladder leading here, then
ditions have been met, the operators allow
The rest of the ride is fairly calm, except wind about in line to the rafts. The last
patrons to climb the tower. At the 10-foot
for continued rotation and collisions with part of this platform sits above the water
level, a smaller sign and a quieter magic
sides. A large, rectangular, wooden tub which flows into the artificial stream. An
mouth carry a warning (also in the Com-
waits at the end to receive the raft. There, operator waits here to help remove the
mon tongue) : The management is not
passengers are helped from the raft, raft from the chains which support the
responsible for loss or breakage of per-
which is then lifted back to the main plat- raft while it is moved into the stream. He
sonal items, or for any injury which may
form to begin another circuit. also helps passengers into the raft.
result from actions of the customer.
There are six rafts available for the 9 A raft ready for loading sits here.
Patrons pay the admission price at the
ride. They travel along an artificial stream 10 Water from area 1 flows through
top of the tower. Those who refuse to pay
composed of wood and reinforced with here to reach the stream.
are sent back down the ladders. Paying
iron bands. This stream has a squared 11 The stream begins a slight down-
customers are allowed to step forward
bottom, and its sides are padded with ward slant here.
and jump onto the slide. They experience
leather and rattan bumpers. The receiv- 12 Here the raft moves from the stream
two small jumps, a downward spiral, and
ing tub at the end also has a drain pipe to into the receiving tub.
large curves along the path of the slide
the recirculation reservoir. 13 Passengers leave the raft here, at the
(approximately 150). At the end, another
Both rides begin at a large platform at end of the stream. The three operators
small jump vaults them from the end of
the top of the tower. It is described below, hook the raft to chains from above, so that
the slide into a large tub filled with water,
with references to the accompanying dia- it can be raised up to the main platform.
eight feet in diameter and 10 feet deep.
gram. 14 Three ride operators work here to
Another worker waits here to aid custom-
help rafts complete the ride circuit. After
ers who have trouble making it to the side 1 The circle shown in this area is the
a raft has been hooked to chains by the
of the tub. A tube drains excess water into head of a vertical pipe that carries water
workers below, the operators here use
a reservoir under the ride, where it is from the reservoir. The pumping action
winches (shown in the diagram) to lift it.
pumped back to the top of the tower. is provided by two water elementals who
The winches are then locked, and the raft
The slide is made of beaten steel which use their bodies to push water upward
is transferred to another set of chains,
has been magically smoothed so custom- from the reservoir. This area also holds a
which are attached to wheels set in a scaf-
ers are not injured. The whole ride is decanter of endless water, set to stream mode
folding above. The raft is pushed over
curved to hold water and avoid danger- when the ride is operating; this makes up
until it is above the loading area. The
ous angles. Near the corners, sides curve for water lost to spills, leakage, and evap-
chains are then released and returned to
higher than normal to keep patrons from oration. The vast majority of the water is
their starting positions, while one of the
flying off the slide. The section of slide directed into the stream of the Whitewa-
workers holds the raft in place with a long
after the final curve is completely ter Raft Ride, keeping a depth of about
pole.
enclosed and kept in magical darkness to two feet in the level sections. A smaller
15 This is an access platfrom at the top
provide an extra thrill. amount goes into the slide, keeping its
of a 60-foot ladder. The ride operators
Customers for the Whitewater Raft length wet and slippery. use this to travel between levels of the
Ride also climb the tower, but on separate
ride.
ladders. A sign and magic mouth at the base Water Elementals
The ride is operated by a group of 12
of the raft side of the tower state, Please Intelligence: Low; Alignment: Neutral;
sturdy dwarves who joined the circus
leave all weapons and breakables with an AC: 2; Movement: 6, S W 18; Hit Dice: 12;
after their copper mine folded. Just
operator at the towers base. You may hp 60 each; THAC0 9; No. Of Attacks: 1;
before joining the circus, they built a
wish to remove any armor for comfort. Damage: 5-30 Special Defense: +2 or
tower for a wizard, who offered them a
The disclaimer about breakage and injury better weapon to hit; Size: L (12 tall)

14
choice of payments. After looking over high winds, because they are afraid that a Each of the dwarves is a first level
the wizards horde, they chose a large, break in the system also might release the fighter. During off-duty times, they asso-
eight-sided device made from aquama- elementals. ciate with circus people and customers
rine and platinum. They estimated that its Although they are quite serious, the alike, and are always willing to talk about
gem value alone was considerable (about dwarves are talkative and always eager to feats of engineering. They are equally
15,000 gp). Unfortunately (for the hear adventuring stories. They take a interested in acquiring another decanter
dwarves), the device is a holding item, great deal of pride in Whitewater, which (to decrease set up time) or a few magical
similar to a djinni bottle, for two mean- they constructed themselves. Though weapons (so they can deal with the ele-
spirited water elementals. After spending sturdily built, the ride may be disassem- mentals and get their money out of the
most of their ready cash to have the item bled or rebuilt in a couple of hours by the device). One or more of the dwarves (all
analyzed, they learned that the item could industrious band. However, it takes of them when the circus is wintering in
not be deactivated or disassembled with- almost 18 hours with the decanter of endless Ravens Bluff) always are willing to under-
out releasing its occupants, who would water set to geyser to fill the ride with water. take engineering, mining, or construction
then proceed to attack the nearest living Once the ride is filled, the dwarves quietly work for reputable PCs. If they find a
thing. Unwilling to spend any more release the elementals into the reservoir group of PCs to be especially trustworthy,
money to get help with the elementals, and command them to start pumping. they might offer to sell them the device
they hit upon this scheme to safely make When the circus arrives at a new location, for 25,000 gp, though they can be bar-
use of them. They are very suspicious of the dwarves look over the ground, mak- gained down to 15,000 gp. Unsolicited
any spell casters who loiter near the base ing sure to find an area firm enough to offers to buy the device are met with ada-
of the tower, as an errant dispel magic support the ride. They also look for a mant refusal, as the dwarves are sure such
might break their control over the ele- nearby place to dump the nearly 32,000 offers are attempts to exploit them and
mentals. They are equally wary of oper- gallons of water required to fill the ride their general ignorance of the device and
ating the ride in bad weather, especially and its recirculation system. its workings.

15
Riders at the top hold on to a metal
Amos Polgate
Flight Into The equilateral triangle, which is 2 per side.
At the top of the triangle is a pulley device
Dragons Jaws that is looped around the main rope, and 5th Level Male Human Wizard
above that is a metal decoration shaped
like dragon wings; these wings have holes STR: 9
Circus goers who are at least three feet tall driven in them, and they emit a INT: 18
feel like they are flying when they pay a screaming-whistling sound when the WIS: 15
copper piece and enjoy Flight Into The rider is in motion. To make the ride safe, DEX: 17
Dragons Jaws. thick leather straps are tied around the CON: 10
The ride starts at the top of a 40 tall rider and secured to the triangle; if the CHR: 14
wooden platform. Riders climb up curvy rider lets go of the triangle, he or she COM: 14
wooden stairs to get to the attraction, take wont fall. AC Normal: 7
hold of a set of dragon wings, and fly At the end of the ride a release hook AC Rear: 10
down a metal cable straight into the jaws disconnects the triangle and deposits the Hit Points: 13
of a fearsome red dragon. rider in a soft bed of straw and cloth. Alignment: Chaotic Good
Actually, the ride is a lot more compli- One rider can go down the rope every Languages: Common, Elvish, Halfling,
cated than that and requires regular 10 seconds, and there is rarely a time Dwarvish, Gnomish, Centaur, Orcish
maintenance to keep it safe. At the top of when the ride is not busy. At the base of
the rides platform is a rope made of the ride is a red mark on one of the plat- Weapon Proficiencies: Dagger
strong fibers woven with metal; it extends forms poles. The mark is exactly three Nonweapon Proficiencies: Engineering
down and curves around tall, thick poles. feet off the ground; patrons who are (17), spellcraft (16)
The rope is secured to the poles with steel shorter than the mark are turned away Magic Items: Murlynds spoon, dagger +1,
rings. The path of the rope looks like the from the ride. boots of levitation
curved tail of a reptile and ends inside a The proprietor and engineer of the Spells/day: 4 2 1
wooden structure painted to resemble the ride is Amos Polgate. His assistant is a
jaws of a big red dragon. young woman named Linda Grettich.

16
Spell books cry discrimination. However, Amos she is pleased to draw wages. When she is
stands by his red mark. not helping Amos she cleans up around
Level 1 Spells Amos enjoys his own ride and uses his the animal cages. Linda is not sure what
change self and alter self spells to take on she wants to do with her life, and is not
Change Self* Charm Person different appearances when he rides it a sure how much longer she wants to stay
Feather Fall* Hypnotism few times a week. In addition, after Flight with the circus. She often dreams about
Identify Jump* Into The Dragons Jaws closes at dark becoming an animal trainer.
Mount Spider Climb* (Amos claims it is for safety reasons) he

Level 2 Spells
wanders through the midway and rides
the other attractions. The other ride The Leaping
Alter Self* Deeppockets*
operators do not charge Amos, as he
often helps them solve mechanical prob-
Lizard
Locate Object Wizard Lock lems.
Adventurers encountering Amos will A sign at this rides ticket counter reads
Level 3 Spells find him giddy and pleasant. He occasion- ride at your own risk. Many of the circus
ally hires adventurers to travel to faraway patrons cannot read, however, and those
Fly* Secret Page places in search of engineering tomes. who can usually elect to ride anyway.
The leaping lizard is a mechanical con-
* Spells usually memorized Linda Grettich traption created by the rides proprietor
Appearance: Amos, a 6-foot-tall man with Archibald Archie Meadeeze. The metal
a thin build and thinning brown hair, was 0 Level Female Human creature, which looks vaguely like a small
a generalist wizard who gave up advanc- dinosaur, is covered with the skin of a
ing in the profession because his love of STR: 10 young green dragon to make it appear
engineering crowded out his spells. He INT: 14 more lifelike. A colorful leather saddle
still retains his ability as a fifth level wiz- WIS: 10 sits on the beasts back.
ard, however, and sometimes uses his DEX: 13 Patrons pay two copper pieces to ride,
spells and magic items to assist with his CON: 11 and only one can ride at a time. The
ride. CHR: 12 patron sits on the saddle and attempts to
Amos weighs 165 pounds, has dark COM: 15 stay on the beast while three verbeeg who
brown eyes, and tanned skin from being AC Normal: 10 work for Meadeeze operate it. The ride
outside so much. Although he is 45 years AC Rear: 10 lasts five rounds or until the patron falls
old, he acts very much like a child, always Hit Points: 3 off, whichever comes first. If the patron is
getting excited about new things and Alignment: Lawful Neutral able to stay on the contraption until the
always looking at the world with wonder. Languages: Common, Dwarvish ride is over, he gets one copper piece
back.
Background: Amoss childlike nature Weapon Proficiencies: None The ride has three motions, each oper-
drew him to the circus. A wealthy Ravens Nonweapon Proficiencies: Cooking (14), ated by a verbeeg vertical, or jumping,
Bluff native, the wizard went to the circus rope use (13), animal handling (9) which is an up and down movement made
nearly every day when it was wintering in Magic Items: Ring of feather falling (a gift possible by a lever and a fulcrum; pitch, a
the city and often traveled out of town to from Amos) forward and backward bucking motion
see the circus perform on the road. Sev- that works on a bell crank arrangement;
eral years ago Jack Mooney jokingly told Appearance: Linda is Amoss only assis- and yaw, a side to side spinning move-
Amos he should join the circus; it would tant. She is 15 years old, is 5 tall, weighs ment operated by a rope and pulley.
save him money because he wouldnt have 100 pounds, and has honey-brown hair To determine if a rider stays on the
to pay to get in. Amos thought he was and light brown eyes. leaping lizard, average the riders Dexter-
serious and at once accepted his offer. ity and Strength, dropping all fractions.
Amos engineered his own ride, which Background: Linda has been with the cir- The rider must roll under this number on
he believes is the most popular attraction cus for less than a year, joining it on the a d20 for each of the rides five rounds. If
outside of the Big Top show, and he is road when she ran away from home. the customer has an airborne riding pro-
responsible for supervising the set up of Linda had a bad home life and was taken ficiency he can use his proficiency num-
all large rides and complex structures at in by Amos, who considers her a daugh- ber if it is higher. The ride stops if the
the circus. ter. rider falls off.
He makes sure each structure is safe. Her job is to look over each patron get- Because mounds of hay and shredded
Even though he built many safety fea- ting off the ride to make sure they are not cloth circle the contraption, injuries are
tures into his own ride, he still memorizes hurt, and to watch those getting on to rare and never have been serious.
feather fall and other spells in the event make sure they are not too short or are
something might go wrong while a patron not carrying weapons or other sharp
is riding. As another precaution, he objects that could hurt them when they
doesnt let young children ride it hence land.
the requirement that riders must be at Although she does not share Amoss
least three feet tall. This has drawn the ire love of the circus, she stays because the
of many gnomes and a few halflings who circus employees are like a big family, and

17
Archibald Archie gnome spent several months pouring Darkpuss and Darkpuss
Meadeeze over designs and settled on The Leaping
Lizard, which would require a few large, Verbeeg Workers
strong people to operate. He spent most
Male Gnome Mechanical Engineer of the treasure he had accumulated on Intelligence: Low (5-7)
parts and materials and advertised for a Alignment: Neutral
STR: 9 trio of strong laborers. The only taker was
INT: 18 Armor Class: 4
a salty old adventurer who offered to sell Movement: 18
WIS: 10 Archie three verbeeg he had captured.
DEX: 15 Hit Dice: 5 + 5
Archie, desperate to join up with Jack, Hit Points: 34 each
CON: 11 agreed, and acquired Logroller, Dark-
CHR: 15 THAC0: 15
puss, and Darkpuss. Getting the permits No. of Attacks: 2
COM: 11 to keep monsters inside of Ravens Bluff
AC Normal: 9 Damage/Attack: 1-6 + 4/1-6 + 4
and a few other cities, however, took a few Special Attacks: Nil
AC Rear: 10 weeks work and assistance from Jack
Hit Points: 20 Special Defenses: Nil
Mooney. Magic Resistance: Nil
Alignment: Neutral (with Chaotic ten- Archie and his giants have been with
dencies) Size: L (10 tall)
Jack Mooney for the past two years. The
Languages: Common, Gnomish, little gnome has never been happier.
Dwarvish, Elvish, Verbeeg, Circus Jargon Darkpuss and Darkpuss each weigh
about 400 pounds, have short-cropped
Weapon Proficiencies: Dagger, brass
Logroller brown hair to keep it from getting caught
knuckles, short sword, mace in the ride mechanisms, and wear colorful
Verbeeg Foreman canvas clothes over hides (discarded tent
Nonweapon Proficiencies: Engineering
(15), drafting (16) reading/writing (19) canvas). They have identical statistics
Intelligence: Very (11-12)
Magic Items: Chain mail +2 (never worn) because they are twins. However, they
Alignment: Neutral
have a few minor deformities, which Log-
Armor Class: 3
Appearance: Archie is an unusually small roller and Archie use to tell them apart;
Movement: 18
gnome at 26 tall and 48 pounds. He is 69 one Darkpuss has a club foot and a lip that
Hit Dice: 5 + 5
years old, has light brown hair, hazel eyes curls down on the left side of his face.
Hit Points: 44
that twinkle when he is engineering a new Darkpuss and Darkpuss are not enam-
THAC0: 15
device, and a pronounced cleft chin that ored to circus life, as they get nervous
No. of Attacks: 2
adds to his odd appearance. He usually Damage/Attack: 1-6 + 6/1-6 + 6 with all the yelling children running
dresses in somber greens and grays, how- around. Although, they dont want to
Special Attacks: Nil
ever he always makes certain to add a Special Defenses: Nil leave Logroller, who they have always
splash of color such as a bright orange considered their leader. If something
Magic Resistance: Nil
neck scarf, a red satin belt, or a lemon should happen to Logroller, however,
Size: L (9 tall)
yellow cap. Darkpuss and Darkpuss would leave the
Logroller has long black hair that he circus at the first opportunity.
Background: Archie is a retired adven- ties in a braid with colorful yarn. He
turer. He traveled with a small band of weighs 320 pounds, has tanned skin from
halfling thieves more than a decade ago. working outdoors, and is very muscular,
He was the groups only fighter and rose even though he appears thin. He usually
to third level before growing tired of risk- wears fur and bits of armor, although he
ing his life and not getting a full share of tries to dress up the outfits by adding col-
the profits. He was positive the halfings orful trim like Archie does. Logroller is
were skimming treasure off the top of the smartest of the trio and considers
every take; but he could never prove it. himself in charge of the entire Leaping
Archie attempted to sign on with another Lizard operation.
adventuring group. However, he couldnt Logroller has come to enjoy the circus
find one that would take a 2--tall fighter life because of the pleasant (at least to
seriously. him) screams of excited patrons and the
Utterly depressed, the little gnome ever-present aroma of food. He has
went to Jack Mooney & Sons Circus, found it easy to accumulate treasure while
which was making a special appearance in working here, as many patrons drop valu-
Waterdeep. He was entranced by the ables and coins while they are being
rides and attractions and immediately bucked around on the ride. Logroller
began to scheme how to make his own usually picks up the goodies when the
rides. He followed the circus to several ride closes for breaks or for the day. He
towns before getting up the nerve to ask has learned limited Common and talks
Mooney if he could sign on. with patrons at every opportunity. He has
Mooney told Archie if he came up with grown rather fond of Archie and watches
a suitable ride, he was welcome. The over him.

18
Jaws Of Death been placed on it. The magic also pre-
vents the water from soaking into the cus-
which allows patrons to enter the heart. It
repairs itself after people pass through.
tomers clothing and hair. Another
enchantment renders the water breath- Area 8: Pulmonary Artery and Vein
Jaws of Death is a fun house. Unique
able, but does not change its consistency. As patrons struggle through the web to
among the attractions at The Jack
After patrons swim about for a few min- enter this area, they will notice a warm,
Mooney & Sons Circus, this ride contains
utes, two forms appear near the far end of blood-like liquid which flows along the
several magical effects and demands the
the stomach. These are two first level inner side. The blood flows from a cir-
attention of at least four attendants. The
fighters, one dressed as a sahuagin, the cular door ahead and to the left, around
fun house is constructed in the shape of a
other made up as a bloated zombie with a the room, and back out a similar door on
blue dragon, and is entertaining, educat-
number of injuries. They herd customers the right side of the forward wall. Like the
ing, and open to people who weigh at least
toward the doorway to Area 4. The door water in the stomach, the liquid has been
50 pounds.
is operated by sensitive springs, and any- enchanted to maintain its integrity, and it
It is the creation of Meril Vill, an aged
one landing on the door falls through into will not stick to customers or soak into
wizard who spent many years studying
the furnace. their clothing. Subtle lighting makes the
dragons. He is responsible for the major-
liquid appear almost blue on the left, and
ity of the enchantments in the ride.
Area 4: The Furnace a bright red on the right. A deep pound-
Riders are charged one silver piece
Patrons fall from the stomach onto a ing noise reverberates throughout this
each, no discounts are given for children.
pile of coal just under the trap door. Coal section, emanating from the heart. Cus-
Two to four patrons go through the
lines the entire floor of this red-lit area, tomers can enter the heart through either
dragon at a time, traveling through the
which is warm. The air in here feels the left or the right door.
internal organs of the beast on a wild jour-
stuffy. Jets of fire spew from several
ney. The areas and the attractions within
points around the room. Patrons are not Area 9: The Heart
are detailed below.
harmed because of various magical Blood flows from Area 9b to 9a,
effects. Seconds after the patrons enter, through Area 8, into Area 9c and into 9d.
Area 1: The Jaws
the room begins to grow warmer, the fire The walls pulse with the beat of the heart,
After paying the admission price,
jets become more frequent, and the atmo- and the smell of blood is strong. Between
patrons climb a short staircase under the
eversmoking nose of the dragon. From sphere grows stifling. As the hot air rises, 9a and 9b is a door composed of flaps
it causes two trap doors in the ceiling to which open in time to the pounding,
there they step onto the tongue of the
vibrate and rattle. Ridges in the sides of which is almost deafening inside the
beast, which is kept magically soft and
the furnace allow patrons to climb up to heart. A similar door is situated between
moist. After another climb (or crawl)
between the teeth of the creature, patrons the trap doors and go through them to Areas 9c and 9d. Patrons must go
reach the entrance to the esophagus. At the furnace pipes. through one of these doors. Areas 9a and
9b lead to a vein, and lighting gives the
this point they feel wind rushing in and
out of the windpipe, located at the level of Area 5: Furnace Pipes blood here a blue tinge. The entrance to
These pipes are 3 in diameter and the vein is through a hatch from 9b that
their heads.
slant forward. Ridges allow customers to periodically opens. Similarly, Areas 9c
Area 2: The Esophagus climb up to the open entrances to the and 9d lead to an artery, and lighting in
windpipe. those areas make the blood appear bright
Next, the participants crawl through a
red.
dark area unless they are shorter than
3 tall and can walk through it. The floor Area 6: The Windpipe
and walls of this tunnel are soft and moist. Wind rushes through this dimly-lit sec- Area 10: Cranial Blood Vessels
tion, changing direction every few sec- The blood-like substance also flows
The tunnel extends 32 feet. Area 2a is a 9
onds. Permanent gust of wind effects, along these passages, which are 3 in
section of the tunnel which slowly rotates
placed at the spot marked s in the dia- diameter, forcing most customers to crawl
due to another enchantment. The rota-
gram of the Cardiopulmonary System through them to reach the brain. Lighting
tion is not fast enough to cause careful
patrons to fall, but it should disorient and in Area 7, create this effect. They is blue in the left-hand vein and red in the
simulate the dragons breathing by blow- right-hand artery. The smell of blood is
them and keep them off balance. At the
ing alternately. strong in these tunnels, which end in
end of the tunnel is a hinged doorway
open entrances to the brain.
which must be pushed open before the
patrons can enter the stomach. A magic Area 7: The Lungs
Wind moves in and out of the lungs Area 11: The Brain
mouth at this point encourages any timid
periodically. The sound of rushing air is This egg-shaped area contains a multi-
or reluctant people to move forward,
magically augmented to be quite loud, tude of magic effects. Blood flows out
repeating over and over The brave will
enter. The brave will breathe. The brave making conversation impossible unless of the artery, breaks into a number of
people shout. Inward-moving air causes smaller streams which move all around
will live.
the outer side of each lung (composed of the room to enter the vein and flow back
sturdy leather) to billow outward until to the heart. White light flashes at various
Area 3: The Stomach
This dimly-lit section is filled with stretched tight. The changes in air pres- points in the room, and flashes like light-
sure will cause customers ears to pop as ning between the points.
murky water. When the hatch from the
they move through the area. At the inside Light also enters the room from various
esophagus opens, the water stays in place
end of each lung is a weblike membrane points. At the sides, it penetrates dimly
because of the enchantments that have

19
through eardrums. A patron who spooky. Light races along the sides of the A rope ladder can be rolled out for the
places his head in one of these areas will tunnel, giving a lightning-like effect and operators to climb into the room. A nor-
hear the magnified sounds of the circus providing the only light. After eight feet, mal door leads into Area 15.
outside. Soon after the customers enter, the tunnel slants upward to continue
however, their attention will be drawn to along the back of the creature. Area 12a is Area 15: Service Corridor
the eyes in the front of the room. Stairs a trap. The rear portion of the platform This area allows operators to gain
allow shorter customers to climb up for a here is linked by a spring to the top of the access to the sections around the lungs, in
good view. spine. When 50 pounds or more of weight case repairs are needed.
A sophisticated programmed illusion is placed on the forward portion of the
shows a scene of the circus in front of the platform, it overcomes the pressure of the General Notes: There are vents through-
ride. Patrons then see an increased spring and falls down, allowing the rear out the fun house, allowing air to circulate
amount of smoke flow from the creatures portion to spring upward. This causes in all areas. Most doors operate only in
nostrils. Flames lick up the sides of the patrons to fall into the tail. one direction, preventing patrons from
mouth, and the head seems to move (the retracing their steps. Groups are sent
base of the brain moves somewhat, in con- Area 13: The Tail through at three-minute intervals, so
cert with the illusion). People on the cir- Customers slide rapidly through the there is little chance for them to bunch
cus grounds appear to notice; some point lightless tail to Area 13a, where the ride up. If people do not exit after a reason-
and scream. The dragon then launches ends. able time, operators fetch them out or call
itself into the air, circles the grounds, and security. Weapons are not allowed into
swoops to flame the crowd. After a few Area 14: Control Room the ride, and the wearing of armor is
passes, accompanied by much screaming, Operators wait in this area until strongly discouraged. These items may be
the dragon flies into the clouds. Scenes of needed. The two fighters who herd peo- checked with an operator.
clouds are repeated until customers leave ple through the stomach wait here
the brain. between customers, and a service man When the Mooney & Sons Circus is on the
The exit from the room leads to the waits to reset the trap in Area 12a and to road, the Jaws Of Death is broken down
spine. handle any other problems that occur. into nine large wagons for transport. This
Concealed doors allow access to Area 3 includes one wagon each for head and
Area 12: The Spinal Cord and Area 13. tail, one wagon for the neck area (the 10
The spinal cord is another tunnel that is People enter Area 14 through a con- feet just in front of the furnace), and six
3 in diameter, but this one is dry and cealed door at the rear of the dragon. for the main body.

20
Meril Vill Appearance: Meril is nearly 70 years old, concentric circular platforms filled with a
although the many potions he has drunk variety of painted wooden animals, such
11th Level Male Human Wizard through the years keeps him looking as griffons, unicorns, and pegasi. There is
about 50. He stands 56 tall, has short also a dragon on each platform; the color
STR: 10 gray hair, a long gray beard that he often of the dragons vary weekly according to
INT: 18 braids, and jet black eyes. Tarontuttles whim with the paintbrush.
WIS: 16 He often dresses in bright blue outfits Patrons select an animal to ride on.
DEX: 9 covered with sequins and other orna- Each animal has a system of wheels,
CON: 11 ments. He believes this fits in well with his cranks, and cams that make the animal go
ride and helps draw attention to it. up and down as the merry-go-round goes
CHR: 10
AC Normal: 0 round. The wings of the dragons rise and
AC Rear: 0 Background: A native of Daggerdale, fall in time with the music.
Hit Points: 27 Meril spent the first few decades of his Six horses work in two shifts to provide
Alignment: Chaotic Good adventuring career as a wizard with a the motive power for the ride. They are
Languages: Common, Elvish, Gnomish, band of fighters specializing in dragon attached to the ride with spokes and har-
Orcish, Blue Dragon, Red Dragon, Green slaying. The giant reptiles always fasci- nesses. The horses have become as pop-
Dragon, Gold Dragon nated Meril, and he was always more ular as the ride, and children of all races
interested in studying the slain creatures are rarely short an apple, lump of sugar,
Weapon Proficiencies: Dagger, staff rather than counting their treasure. This or carrot to give them. While Tarontuttle
Nonweapon Proficiencies: Engineering usually meant that he got a lesser share of does not encourage the feeding of his
(18), leatherworking (18), artistic ability the take. horses, he does not discourage children
(18), spellcraft (16) Meril eventually came to understand from doing so.
Magic Items: Bracers of defense AC 0, ring the operation of a dragons organs, and is A ride on Tarontuttles merry-go-
of water walking, ring of warmth, dagger +4, one of the foremost experts in the Realms round costs one copper piece. The major-
slippers of spider climbing, four scrolls with about the physical makeup of evil drag- ity of his customers are children. Most
permanancy ons. adults decline to ride such an outrageous
Spells/day: 4 4 4 3 3 The wizard joined up with the Mooney and obviously gnomish device.
& Sons Circus after he watched several
Spell Books performances in Ravens Bluff, where his Tarontuttle
adventuring band was resting. Meril was
Level 1 Spells tired of wandering through the wilder- 0 Level Male Gnome
ness looking for dragons to slay, and he
Affect Normal Fires Alarm wanted to put his knowledge to good use STR: 12
Burning Hands Feather Fall and at the same time entertain people. INT: 18
Phantasmal Force Jack Mooney immediately agreed to WIS: 18
Jump accept the wizard, in part because a high-
Spook Unseen Servant DEX: 10
level magic user is good protection to a CON: 7
Level 2 Spells circus traveling on the road. CHA: 12
Meril has been with the circus for four AC Normal: 10
Bind Blindness years. He enjoys the atmosphere and the AC Rear: 10
Continual Light Deafness ability to travel. He also likes the work Hit Points: 3
Fog Cloud Glitterdust because it brings him into contact with Alignment: Neutral Good
Magic Mouth Whispering Wind young adventurers. The wizard often Languages: Common, Elvish. Dwarvish,
hires groups to bring him the skins of evil Gnomeish, Orcish, Circus Jargon.
Level 3 Spells dragons reputed to be in the area the cir-
cus is playing in. Eventually Meril hopes Weapon Proficiencies: None
Dispel Magic Gust Of Wind to accumulate enough undamaged skin of Nonweapon Proficiencies: Engineering
Hold Person Item the same color that his dragon can be (18), animal handling (horses) (18)
Spectral Force Windwall given a more realistic exterior.
Appearance: Tarontuttles youthful looks
Level 4 Spells Tarontuttles and build hide his 341 years. The gnome
keeps in shape; his 34 frame is 78
Illusionary Wall Magic Mirror Merry-Go-Round pounds of muscle and bone. He dresses in
Minor Creation Rainbow Pattern bright colors, preferring red and green
Vacancy Wizard Eye over other combinations.
This brightly-colored attraction is 20-feet
Level 5 Spells in diameter and has a steam organ in the Background: Tarontuttle (his real name
center. As the outer ring rotates, its cams is much longer and difficult to pro-
Airy Water Dismissal and levers open and close valves on the nounce) was born curious. A native of
Fabricate Passwall steam organ, producing a wondrous, loud Ravens Bluff, he is open and friendly to
Seeming Teleport melody that carries over the midway. everyone. His pleasant manner is evident
The rides outer ring consists of two when he calls to circus goers, attempting

21
to attract them to his ride. excitable, tends to scare children, and
He especially likes adventurers, and he must be talked to harshly to calm her
will swap tale for tale with them for as down. She loves apples of all kinds, and
long as they are willing. He often can be his dapple gray, like her mother.
found in the company of adventurers
after the circus closes down. If business Draft Horses
has been good that day, he buys the Intelligence: Animal; Alignment: Neu-
refreshments. tral; AC: 7; Movement: 12; Hit Dice: 3;
Tarontuttle has always considered him- hp 20 (Trigger), 12 (Sally, Doily), 15
self an adventurer at heart and would (Ned, Tom, and Wilbur); THAC0 17; No.
dearly love to go on one adventure to see Of Attacks: 1; Damage: 1-3; Size: L
what it is like. If the circus is wintering in
Ravens Bluff, there is a good chance an
adventuring party could coax him away
from his ride for a few days out in the
wilderness. If Tarontuttle leaves his ride,
he will ask Silva Elkwood, Jack Mooneys
daughter, to tend it for him.

The Horses
Tarontuttles horses are characters all by
themselves.

Trigger: Male draft horse.


Trigger is the largest of Tarontuttles
horses and the team leader. Despite his
size he is very gentle. Trigger is a beauti-
ful jet-black animal who is especially fond
of apples and peanuts. The 10-year-old
horse adores children and is careful not to
nip their hands when they feed him.

Sally: Female draft horse


Sally, a six-year-old dapple gray mare,
has had two foals by Trigger. One was
sold to a farmer, the other, Dolly, remains
with the merry-go-round. Sally is a willing
worker. And while she enjoys the com-
pany of children, she would much rather
be with Trigger. Tarontuttle is careful to
keep the two horses on separate shifts.
Her favorite treat is toffee apples, how-
ever, she tends to eat anything offered by
children.

Ned, Tom, and Wilbur: male draft horses


Ned, Tom, and Wilbur are very strong
and have similar dispositions. They are
hams at heart and love attention, espe-
cially from demi-humans. Ned, a 14-year-
old chestnut roan, loves apples. Wilbur is
a sorrel, eight years old, and has a sweet
tooth that makes him partial to sugar.
Tom, also a sorrel, is seven. He will only
take carrots from strangers, while he will
eat nearly anything Tarontuttle provides.

Dolly: female draft horse

Dolly is nearly three years old and


Tarontuttle still is training her. She is

22
Fortunes Lady because the magical energies of the ball Laurinda Brozik
will not allow for more. Actually, it is
because that is how many spells Laurinda 9th Level Female Human Magic User
can memorize to create unique effects.
A small black, orange, and red striped
tent is the workplace of Jack Mooneys When she has expended her spells or STR: 9
when patrons want their future told by INT: 18
sole fortune teller. The tent sits across
another means Laurinda offers tea leaf WIS: 16
from Starbright The Knight and some-
studies and palm readings. These services DEX: 17
times lures circus-goers who are not able
will get the patron no better answers than CON: 10
to get into the play because of capacity
the crystal ball viewing. However, Laurin- CHA: 17
crowds. The fortune teller draws only 25
to 50 customers a day perhaps because das presentation and dramatic predic- AC Normal: 7
tions satisfy nearly every customer. AC Rear: 10
people believe the fortune teller is a hoax
If a patron wants more knowledge Hit Points: 22
and dont want to waste their coins or
about the future, and can convince Lau- Alignment: Chaotic Good
because they are afraid of the future.
A small sign near the tent flap reads: rinda that he has a good reason for want- Languages: Common, Elvish. Gnomish,
ing specific information, she offers to Dwarvish, Halfling, Ogrish, Pixie.
Fortunes Told, Destinies Predicted, Lau-
bring out her fortune telling cards. How-
rinda Borzik Sees All.
ever, she warns the patron that the cards Weapon Proficiencies: Staff, dagger
Strings of colorful glass beads make up
the doorway where patrons enter. could reveal something bad, and he must Nonweapon Proficiencies: Astrology
Incense is always burning inside the tent, be willing to deal with the cards results. (18), ancient history (17), ancient lan-
Laurinda does not charge for the card guages (18), reading/writing (19), spell-
which is decorated with large feathers,
reading, even though it is the only accu- craft (16)
silk draperies, and unusual art objects. A
small table near the center of the room rate fortune-telling source in her tent.
She instructs the patron to select a card Magic Items: Fortune telling cards (four
holds three ornately carved wooden can-
dleholders. A crystal ball sits on a match- from the deck. The card becomes three- full decks, one deck with 31 cards), dag-
dimensional and shows a segment of the ger +3, Bucknards everfull purse (silver,
ing wooden stand. A closed off portion of
future. electrum, gold type), bag of holding
the tent, marked by a black silk tapestry,
The study in the back of the tent holds (1,500 lbs size)
leads to Laurindas study.
When a customer enters the tent, Lau- a hammock, supported by the tents poles.
Under the hammock is a chest holding Spells/day: 4 3 3 2 1
rinda peers up from behind her crystal
ball, her large, brown eyes studying the Laurindas spell books and profits. A
small desk holds writing papers, ink, Spell Books
patron. Many patrons are surprised at
Laurindas age and beauty, picturing for- quills, and a jeweled dagger.
tune tellers as old, ugly women. Level 1 Spells
Laurinda has no set fees, varying costs New Magic Item
from customer to customer. She is a good Audible Glamer* Cantrip*
judge of people and usually can tell how Fortune Telling Cards: Only twelve such Dancing Lights* Detect Magic
wealthy her customers are. She has been decks are known to exist. Each deck starts Friends Phantasmal Force*
known to charge peasants one copper with 50 cards, and is therefore good for
piece for a glance into the crystal ball, 50 fortunes. A character pulls a card from Level 2 Spells
while nobles have had to pay many gold the deck and rolls 1d12. The number
pieces. rolled corresponds to the number of ESP* Glitterdust
After accepting her fee, Laurinda casts months in the future in which the por- Hypnotic Pattern* Improved
a cantrip, phantasmal force, or other spell, trayed incident will happen. The card Phantasmal
causing the hollowed interior of the crys- shimmers, becomes three-dimensional, Force*
tal ball to fill with pale blue and green and shows a scene involving the character
smoke. The smoke rises from the ball and who pulled card. For example, a card Level 3 Spells
circles the customers head. Additional could show the character finding a great
effects visible inside the crystal ball vary fortune, being killed in a battle with a Gust Of Wind* Clairvoyance
with the spell Laurinda uses. While the monster, finding his or her true love, or Illusionary Script* Spectral Force*
smoke begins to clear, Laurinda begins to any other scene the DM wishes. The scene
tell vague forecasts for the customer, such is played out before the character for Level 4 Spells
as: You will meet a tall man who will three minutes, then the card vanishes. It
affect your life, Mysterious forces are at is possible to alter the future the card dis- Fire Charm Hallucinatory
work all around you take care where played by certain actions; but the card Terrain*
you travel, Something wonderful is does not reveal what those actions are. Rarys Mnemonic
going to happen to you next week, Enhancer*
Romance will enter your life very soon, (Phantasamal
or You must change your lifestyle; take Force X3)
more risks and great things will happen.
Laurinda will only perform 15 crystal
ball readings a day. She says that is

23
Level 5 Spells

Advanced Illusion* Teleport

* indicates spells memorized each day for


her fortune telling.

Appearance: Laurinda is 30 years old.


She has large, brown eyes and thick black
hair that falls in spiral curls to her shoul-
ders. She is 5 5 tall, weights 105 pounds,
and wears scant, colorful clothes that
show her curves. She always wears at least
three necklaces and many rings and
bracelets. About her waist she wears a belt
made out of copper loops and coin
shapes.

Background: Laurinda, originally from


Thesk, joined the Mooney & Sons Circus
one year ago after a group of adventurers
she was traveling with died in a haunted
woods. Laurinda, the ony survivor, recov-
ered the spirits treasure four decks of
magical cards that tell the future. Pulling
one of the cards from the deck, Laurinda
foresaw her own death if she continued
to adventure.
She immediately changed professions,
deciding to capitalize on fortune telling by
joining the Jack Mooney & Sons Circus.
She has perfected her act through the use
of her spells, and she enjoys making up
harmless fortunes for customers. She also
enjoys appearing aloof, mysterious, and
enchanting.
Laurinda only used her magical cards
when a customer persuades her why he or
she needs to know certain details about
the future. These special cases are rare
and usually involve adventurers who want
to know if their families will be all right
while they journey cross-country in search
of wealth. In other instances, she has used
the cards for city leaders pondering the
effect of pending rules or upcoming bat-
tles.
Laurinda likes walking through the cir-
cus midway and often closes her tent so
she can stroll to watch the rides and games
and listen to the wandering bards. She
packs her wealth and spell books inside
her bag of holding when taking these
jaunts, as she is not too trusting of the
circus patrons. On these frequent walks
Laurinda hopes to catch sight of Jack
Mooney, whom she has become smitten
with. She is toying with drawing a card
from the deck to see if she has a future
with the circus ringmaster.

24
Teriffic Ts Martel Desden few years ago one of his friends asked him
to paint a design on a tunic, and the idea
2nd Level Male Human Transmuter for Terrific Ts was born. When Martel
Operated by the artist Martel Desden and visited the circus, he realized that it would
his nephew, Sartan, this shop occupies a STR: 12 be the perfect environment for his pur-
small corner in the midway. The mer- INT: 13 suits: he could paint all day, earn money
chandise offered is unique to Ravens WIS: 18 at it, and occasionally be truly challenged.
Bluff and other cities in the Realms. At DEX: 17 Martel asked his nephew to join him so
Terrific Ts customers can buy tunics CON: 10 that the stand could be manned while he
painted with various pictures and slogans. CHA: 11 painted. Martel enjoys his work but some-
Slogans usually deal with the circus in AC Normal: 7 times becomes disgusted by the tacky slo-
some fashion. Some are general, such as AC Rear: 10 gans and artwork which sell the best, and
the popular, Mom and Dad went to Jack Hit Points: 7 he usually refuses to wear any of his own
Mooney & Sons Circus and all I got was Alignment: Chaotic Good tunics. He tends to be rather terse in deal-
this lousy tunic ! Others are more spe- Languages: Common, Elvish, Dwarvish, ing with other people. When he receives a
cific, dealing with acts, I Saw Doagar the Orcish special request for a tunic, he asks a few
Beholder Tamer at Jack Mooney & Sons short, incisive questions and then paints.
Circus; rides, I Took the Paladin Weapon Proficiencies: Dagger If the result does not meet expecta-
Plunge or Ive Done the Dragon Drop; Nonweapon Proficiencies: Artistic ability tions, Martel either reluctantly makes
or personalities, Bjorn Bears All. (painting) (19), reading/writing (14), her- changes or tells the customer that he has
Some tunics boast comments on differ- aldry (13) produced just what the customer asked
ent aspects of life in the Realms, such as Magic Item: Wand of Color for.
Serfs Suck, Lifes a Beach, and Spells/day: 2 + 1 alteration
Theres No Race Like Gnome. Others Sartan Desden
are targeted at adventurers, such as My Spell Book
Full Plate Is At The Smiths, Some Cler- 0 Level Male Human
ics Are Pointless, Dragon Slayer, Id Level 1 Spells
Rather Be Adventuring, and Wizards STR: 12
Are Weanies. Martel also keeps a few Affect Normal Fires Cantrip INT: 13
smaller tunics in stock for infants; some of Color* Color Spray WIS: 14
them have such sayings as Future Mage Erase Read Magic DEX: 17
and Wee Warrior. Unseen Servant Wizard Mark CON: 11
Martels favorite tunics are those which CHA: 16
display his works of art. He consistently * Martel usually carries two or three color AC Normal: 7
produces beautiful prints on tunics. Some spells a day. AC Rear: 10
works are humorous, like a tunic painted Hit Points: 4
to resemble a chain shirt. Martel prefers, Appearance: Martel is 34 years old, Alignment: Chaotic Good
however, to render noble forms of stands 5 8 tall, and weighs 140 pounds. Languages: Common, Elvish, Halfling,
Realms wildlife, such as unicorns, drag- He has brown hair which has begun to Dwarvish
ons, tigers, griffons, and falcons. He also turn gray at the temples. His blue eyes are
takes requests for other creatures, scenes, bright and lively. Martel cares little about Weapon Proficiencies: Short sword
or portraits. his own appearance, but usually dresses in Nonweapon Proficiencies: Artistic ability
Martels prices are reasonable. Slogan loose clothing of bright colors. Blues and (singing) (14)
tunics on display sell for two gold pieces; greens are his favorite colors to wear. He
tunics with scenes sell for three. Tunics seldom wears one of his own tunics. Appearance: At 17, Sartan is a tall youth.
made to order cost four. Martel paints He stands 6 and weighs 160 pounds. He
portraits on tunics for five gold pieces. In Background: Martel Desden has a natural prefers to wear his black hair long, and it
addition, he also works on other clothing, artistic ability increased by formal train- curls down to his shoulders. He is usually
such as cloaks, belts, and caps. The prices ing at the hands of a master. He has well-dressed in a white shirt, gray pants,
for these vary based on the material painted since he was a young man, at first and a brilliant metallic blue vest with
involved and the elaborateness of the slo- considering it a relaxing hobby. He tried Terrific Ts inscribed on the back.
gan or design. Although Martel carries a becoming a wizard and was somewhat
wide selection of sizes and colors of tunics, successful, but he always found himself Background: Sartan chose recently to go
his stock of other clothing items is rela- trying to use magic for artistic purposes. into business with his uncle, rather than
tively limited. Customers wanting a cus- While exploring an abandoned keep remain on the farm with his parents. He
tom slogan on a cloak, might have to pro- with some companions, he discovered the lacks the painting ability of his uncle, and
vide the garment. The cost for Martels wand of color and a scroll with the color he greatly admires the mans artistic abil-
labor is a minimum of two gold. spell on it. Considering it an omen of ities. However, he sometimes wonders
sorts, he gave up the adventuring life and about his uncles business sense. Sartan
became a professional artist. His sales has a head for business and is very con-
were sluggish, and he often found himself cerned when Martel argues with custom-
painting for friends to pass the time. A ers over the artistic value of a tunic.

25
Despite his loyalty to his uncle, he desires reach are his charcoal and other pig- his appearance, wearing solid, bland col-
to one day become a bard and move on. ments, a water basin and towel, a pair of ors which usually appear a smudged gray.
And he spends much of his free time in scissors, his cashbox, and a vial of light
discussions with the group of liberal bards varnish. The last has a spray mechanism Background: Aster (he despises his first
who call themselves Adagio Jones And attached and is used to "smudgeproof" name and refuses to use it) tried his luck
The Goodwinds. his pictures (for an additional fee). A few as an adventurer, acting as his partys
finished pieces are placed around him to mapper. The wry references and cartoons
New Wizard Spell show what he does. While he waits for which appeared on his maps often
customers, he often works on cartoon ani- amused and sometimes annoyed his com-
mals to attract the attention of passersby. panions. After a lizardman nearly put a
Color (Alteration)
Customers can choose a costume and a spear through his hand, he decided his
Level: 1
setting for their portrait, and Aster is cartoons were more important to him
Range: Touch
quite talented at a number of back- than adventure, and he quit his wander-
Components: V, S, M
grounds and cartoon creatures. He pro- ing. He was unable to find a large market
Duration: Permanent
Casting Time: Special duces portraits with exaggerated features for his drawings, barely enough to keep
and expressions, but usually manages to himself equipped, until he discovered the
Area of Effect: 8 square yards
catch the essence of the individual. circus. The atmosphere encourages cus-
Saving Throw: None
tomers to like his cartoons, even when
This spell allows a wizard to effect a Prices are as follows: they are bitingly satirical. He never much
BASE COST ADDED COSTS liked music, preferring to exercise his
permanent color change in cloth. The
bard abilities through poetry and jokes.
speed at which the change takes place is SIZE Papyrus Parch- Paper Smudge- Full As he draws, he constantly talks to his cus-
variable, depending on the thickness of ment proof Color
the cloth. With a gesture and a bit of con- tomers, joking and poking fun at any-
9"x12 2 gp 3 gp 4 gp 1 sp 1 gp thing nearby.
centration, the caster can make an entire 12x18" 4 gp 5 gp 7 gp 2 sp 2 gp
piece change to a single hue. If several 12x27 6 gp 7 gp 10 gp 3 sp 3 gp Aster loves the circus life and the peo-
ple in it, especially his fellow artists in
colors are desired, the caster must trace
A small portrait can be finished in fif- exile, Martel Desden and Jantz Thozzil.
with his fingers the areas he intends to
color a specific hue. If the wizard wants to teen minutes, a medium in twenty-five, Adventurers looking for a mapper can
add a second color to the cloth, he must and a large in about a half-hour. be referred to him. He still makes maps
for others for a fee. However, he often
cast another color spell. Any color or
shade may be created, including metallic Darrin Aster tries to talk the customer into a caricature
or two, also. The bard is a good source for
tints, although these shades do not actu-
ally consist of precious metals. The effect 1st Level Male Human Bard rumors, as his customers often tell him
about what is going on in any given area
is permanent until dispeled.
STR: 11 of the Realms while he draws them.
New Magic Item INT: 13
WIS: 13
Wand Of Color: This item, usable by all DEX: 15
classes and races, allows the user to CON: 9
change the color of cloth as the color spell. CHA: 15
Shaped like a fine painters brush, the
wand allows greater precision than a nor- AC Normal: 9
mal casting of the spell. The wand was AC Rear: 10
Hit Points: 5
created to be easily recharged, and a sim-
ple casting of the color spell will add Alignment: Neutral Good
another charge, up to the maximum of Languages: Common, Elvish, Halfling,
100 charges. Gnomish

Weapon Proficiencies: Dagger, sling


Caricatures Nonweapon Proficiencies: Artistic abil-
ity (drawing) (14), reading/writing
(Common only) (14)
Aster the cartoonist has a small shop
which is usually placed nearby the other Bard Abilities:
circus artists, Martel of Terrific Ts and
Jantz of Portrait Balls. For a price, Aster CW DN PP RL
executes cartoonish portraits of custom- 50 20 30 5
ers. The pictures can be done in charcoal
or full color, and in a variety of sizes. Appearance: Aster is 58 tall and weighs
Early in the day, Aster sets up his easel, 188 pounds. He appears chubby and
with a disorganized pile of paper, parch- jovial, his green eyes sparkling and blond
ment, and papyrus nearby. Within easy hair always unruly. He cares little about

26
lifestyle behind him after tangling with
Glitz & Klaxs Minor potions usually available
include: climbing, diminuation, hill giant one too many orcs and nearly losing his
Potions & Elixers strength, growth, invisibility, invulnerability,
treasure finding, water breathing, beauty,
life. After traveling for a year he entered
the tutelage of the alchemist Carter of
rainbow hues, and ventriloquism. GNed Arabel. He learned the trade quickly and
It is the silver tongue of the barker and makes full-strength potions for special cli- took over the business when Carter
the nature of the commodities he hawks ents and some of the circus people. passed on.
that bring crowds to Glitzs And Klaxs Glitzs and Klaxs are a major source of He operated the alchemy shop for 40
Potions And Philters in the Mooney And income for glassblowers during the winter years before he met Joshua Kestrel and
Sons Circus midway. months in Ravens Bluff, and for adven- learned about the Sandmen. By then the
Glitz and Klax specialize in minor turers anywhere along the circuss circuit gnome had grown bored of the mer-
potions, magical mixtures which have who have components to sell or trade for chants life and felt like adventuring
about one-tenth the power of full- potions. again. At Joshuas urging he joined the
strength potions. For example, a minor Mooney And Sons Circus, befriended
potion of growth causes the imbiber to grow G'Ned Klax Savilon Glitz, who was working with the
about seven inches; a potion of treasure find- Sandmen at the time, and created Glitzs
ing will lead the imbiber to dropped coins. 3rd Level Male Gnome Illusionist And Klaxs Potions And Philters.
Duration of minor potions are half of the GNed enjoys his new venture because
full-strength varieties. he gets to see a lot of the country, and he
STR: 7
A minor potion affects only the does not feel threatened by monsters
INT: 16
imbiber, so circus goers will not be able to because he is confident no orcs or other
WIS: 14
obtain anything like a potion of human con- creatures would attack a group this large.
DEX: 13
trol or a philter of love. Likewise, magical For such an intelligent individual,
CON: 15
oils are not available. GNed is extremely absent-minded, and
CHR: 12
The stand looks like a large wagon he has taken to writing down almost every
COM: 7
from an old medicine show, with the back thought that strikes him, whether he has
AC Normal: 10
serving as a stage for the barkers pitch. AC Rear: 10 any apropriate writing materials handy.
The wagon is painted with bright reds, Hit Points: 6 The walls of his workshop and living
yellows, and oranges, and it is always Alignment: Chaotic Neutral (Good ten- quarters are littered with notes on various
clean. The potion laboratory is toward the dancies) topics, and he has been known to use
inside front of the wagon and is well Languages: Common, Gnomish, tents, tables, and even other peoples
shielded from the eyes of the public. Dwarvish, Halfling, halting Hill Giant, clothes for his note taking.
The barker is Savilon Glitz, who is fre- Circus Jargon GNed is not quick to pass judgment on
quently aided by a halfling, Simon Kladin. individuals, however he took a strong dis-
GNed Klax is the owner of the operation Weapon Proficiencies: Staff like to Simon Kladin when the little thief
and is the alchemist who turns out the Nonweapon Proficiencies: Brewing (16), was placed under his direction. His atti-
product. herbalism (14), reading/writing (16), tudes have softened a little through the
The pitch begins when Savilon extols alchemy (16) past several months, as the halfling has
the virtues of potions and philters, how Magic Items: Periapt of proof against poison displayed his true talents in mathematics
they can enhance peoples appearance, and organization.
give them more enjoyment of life, and Spell Book GNed misplaced one of his spell books,
perhaps bring them wealth. Once a crowd the one remaining contains only first level
has drawn, which includes a ringer Level 1 Spells spells. GNed can memorize two first level
usually Simon Savilon asks for a vol- spells a day; he cant memorize a second
unteer and selects the ringer. The vol- Audible Glamer Cantrip level spell because he doesnt have access
unteer drinks a normal potion, which is Mending Phantasmal Force to spells of those levels. He does not mem-
usually growth because that makes Simon orize spells on a daily basis only for
look impressive. After viewing the tall Appearance: GNed Klax is 113 years old, special events or as needed.
halfling, many people in the crowd want 36 tall, and weighs 88 pounds. His eyes
to get one of these potions, and Savilon is are brown, and his balding pate is sur-
happy to accommodate them provided rounded by a fringe of black hair liberally
they meet the price. Usually before sales seasoned with gray. He acts the part of a
begin he points out that potions dont grumpy old coot, rarely venturing out of
always have the same effect on all individ- his wagon workshop while the rubes are
uals. That way he is able to take money still lurking about on the grounds. But
with a clear conscience from the rubes. once the circus is closed he relaxes and
Cost for the potions and philters range enjoys a mug or two of ale beneath the
from 10 silver pieces to one gold piece. high moon.
GNed is not the Realms most organized
person, so there is a 5% chance that any Background: GNed was born in the High
potion purchased is actually a full- Dale and began his adventuring life as an
strength potion. illusionist. However, he quickly put that

27
Savilon Glitz No dummy, Savilon chose the former Background: Although he is basically a
proposition. good person, Simon has a selfish streak,
3rd Level Male Half Elf Thief Scala was driven from Suzail, and her and he is extremely miserly when com-
coffers were emptied to fund an orphan- pared to others of his race. This trait con-
STR: 13 age run by clerics of Helm. That opera- tributes to his appearance, as he is loathe
INT: 14 tion birthed the Sandmen, and Savilon to spend money on new outfits or to have
WIS: 12 traveled as part of the group for about a the old ones repaired. Savilon has given
DEX: 16 year and a half before they joined the Jack up asking Simon to improve his appear-
CON: 14 Mooney And Sons Circus. After he had ance and has come to believe the halflings
CHR: 18 been with the circus a few months, Savilon attire makes him look more like a com-
COM: 16 felt compelled to try a new career, work- mon circus goer.
AC Normal: 6 ing with GNed Klax. Simon acts as both business manager
AC Rear: 8 In his role as a pitchman for Glitzs And and bookkeeper for Glitzs And Klaxs
Hit Points: 13 Klaxs Potions And Philters, Savilon is not Potions And Philters, handling the con-
Alignment: Chaotic Good above taking money from the truly mali- tacts for the thousands of single-quaff
Languages: Common, Elvish, Halfling, cious or uncivil customers, giving them a vials that the business uses. Further, he
halting Gnomish, Circus Jargon convenient potion of delusion or a flask of tries to buy the best potion ingredients for
good Rashemen jhuild, the firewine. the lowest possible prices from adventur-
Weapon Proficiencies: Dagger, lasso Savilon does not make friends easily, ing parties. He sometimes commissions
Nonweapon Proficiencies: Juggling (15), but he considers his closest friends to be parties to travel in search of particular
rope use (16), ventriloquism (12) Joshua Kestrel, GNed, and Simon Kla- components.
Magic Items: Bracers of defense, AC 8 din. Savilon secretly adores Jack Mooneys The young halfling is also a member of
daughter, Silva, but he does not have the the Sandmen, albeit under protest. Simon
Thief Skills: confidence to approach her. was making a meager living forging
PP OL FT MS HS DN CW RL papers for a group of rogues who oper-
30 15 30 45 50 45 80 25 Simon Kladin ated out of Marsember when he was con-
fronted by Joshua Kestrel and the Sand-
Appearance: Savilon Glitz is 25 years old, 1st Level Male Halfling Thief men; this event took place on the
is 6 tall, and weighs 172 pounds. He has Sandmens first circuit with Mooney &
light blond hair that he wears shoulder STR: 12 Sons. The Sandmen scattered the thieves
length; his black eyes are flecked with sil- INT: 14 and their organization, and following
ver. He usually dresses in colorful shirts WIS: 11 their usual procedure placed Simon in an
and loose pants. However, toward the end DEX: 16 acceptable orphanage. The clerics of
of the circuss stay in a town he begins to CON: 17 Helm who ran the facility contacted
wear dark clothes which will make it eas- CHR: 15 Kestrel a month later and told him to
ier to hide in the event unhappy custom- COM: 14 come and get the little demon before they
ers want to discuss their complaints about AC Normal: 6 were forced to release him back into the
the potions. AC Rear: 8 streets. The Sandmen adopted the boy to
Hit Points: 8 rehabilitate him and give him a legal
Background: Savilon moves about the cir- Alignment: Chaotic Good (Neutral ten- trade.
cus with cat-like grace, inadvertantly dencies) Eventually they placed the boy under
frightening many people by coming up Languages: Common, Halfling, Elvish, the guardianship of GNed Klax, and the
behind them. Dwarvish, Circus Jargon two gained an instant antipathy toward
He was born in Suzail to an abusive and each other. However, the gnome alche-
drunken father, Kleth the smith, and an Weapon Proficiencies: Sap, sling mist put the boy to work, and the rela-
unknown golden elf. Savilon was sold at Nonweapon Proficiencies: Forgery (15), tionship has warmed.
age five to the criminal Scala, who haggling (11), bookkeeping/mathematics Simon enjoys the rough side of town,
directed a band of child-thieves who oper- and that is where he tries to go once the
(14)
ated in the citys market. Scala taught the Magic Items: Ring of protection +2 circus is closed for the evening. Some-
young half elf to steal, and by the time he times these outtings are difficult if Kestrel
encountered Joshua Kestral, Savilon was Thief Skills: or GNed is looking after him.
one of the citys best thieves, opting to con PP OL FT MS HS DN CW RL Simon constantly wears a ring of protec-
his mark into giving away his money 50 35 15 55 50 20 55 10 tion he lifted from one of the clerics in the
rather than stealing it. orphanage. He also carries a pouch of
However, Savilon found that Joshua Appearance: Simon is 17 years old, stands marbles and a small bag of metal balls,
was not his normal prey, and eventually 33 tall, weighs 72 pounds, and has short which he throws on the ground to stop
had to spill the entire story of Scalas oper- brown hair and deep brown eyes. Simon angry citizens who have discovered light
ation and how he had become involved has a large wardrobe most of the outfits purses. Another tactic, which Simon uses
with it. Kestrel made the boy an offer he tattered and worn. He wears a different as a last resort, is to toss a handful of cop-
couldnt refuse help him shut down outfit each day; this helps him appear as a pers into a crowd, hoping the hysteria will
Scalas operation or be shut down with it. different person each evening Savilon help him lose his pursuers.
begins pitching the magical wares.

28
Portrait Balls tower. The wand showed no signs of use,
but signs of research were nearby. With
Spell Book

some sage help, they discovered how to Level 1 Spells


This small, non-descript business sits at operate the wand. It functions by being
the far end of the midway. Because of its pointed at the person or object, the com- Alarm Cantrip
high prices, this small establishment mand Ready causes a sphere of light to Detect Magic Read Magic
called Portrait Balls caters to an exclu- leap from the wand, centering at a dis- Sleep Taunt
sive clientele, mostly nobles or adventur- tance determined by the wizard holding
ers. Customers willing to pay the prices the item. With hand motions and pronun- Appearance: Jantz is 31 years old, weighs
are given a crystal ball containing a por- ciation of the words bigger or smaller, 150 pounds, and stands 5 10 tall. He has
trait of their choice. A two-inch diameter the caster changes the size and focus of sandy brown hair and brown eyes. At the
ball costs 25 gp, and a six-inch ball costs the ball. A sphere 10 in diameter or shop, he wears a purple robe to look more
100 gp. A husband and wife team, Jantz smaller costs only one charge, while wizardly, but he wears more sedate trou-
and Joli, work the shop. spheres up to 100 in diameter costs two. sers and shirts when off duty.
Customers are met by Jantz, who sells A ball can be made as large as 1,000 in
his wares with such lines as, Its a small diameter with the expenditure of three Background: Jantz never liked adventur-
price to pay for an everlasting reminder charges. With the pronunciation of the ing, but was talked into it by his childhood
of your love, Only a few gold, and you word flash, the caster causes the image sweetheart, Joli, whom he later married.
can look on the Snowflake Mountains surrounded by the sphere to become When they found the wand, he saw an
every day, and Think of what a conver- embedded in a crystalline ball, which the opportunity for easier money and begged
sation piece it will be. The shop carries a wand wielder must hold in his other Joli to quit adventuring and start a busi-
few landscapes and portraits of ferocious hand. ness. When she agreed, he spent his
beasts, but also provides portraits on the If a crystal ball is not held, the image inheritance to research the wand, leaving
spot. When he manages a sale, Jantz calls appears briefly before dissipating, wast- the couple rather poor. The profits from
to his wife, who helps set up backgrounds ing the charge(s). Portrait Balls has brought them back most
and costumes. of their wealth, however. They have been
Once the customer selects the back- Worried that the wand would run out with the circus for about five years.
ground, Jantz holds a crystalline ball of of charges, the couple hired a well-known
the appropriate size in one hand and young researcher called Darsson Spell- Joli
points his Wand of Portraiture with the maker. With the fragmented notes from
other. With the wand, Jantz produces a the site of the discovery, and a great deal 3rd Level Female Human Fighter
ball of dim light, one to 10 feet in diam- of work, Darsson was able to create a rea-
eter, centered around the object or per- sonable duplicate of the spell, which he STR: 15
son to be in the portrait. He can change calls Portrait. The wand is recharged as INT: 13
the size of the sphere or move its focus at often as necessary with this spell. WIS: 11
will. Joli checks on the view from all DEX: 12
angles to insure a good portrait. With the Jantz Thozzil CON: 13
pronunciation of a final command word, CHA: 12
the sphere flashes brightly, and a three- 2nd Level Male Human Wizard AC Normal: 10
dimensional image from the light sphere AC Rear: 10
is permanently embedded in the ball. STR: 10 Hit Points: 24
The shop wagon holds a large number INT: 14 Alignment: Chaotic Good
of props, such as fake armor and weap- WIS: 12 Languages: Common
ons, stuffed animals, and artificial plants DEX: 11
(made of wood and cloth). If customers CON: 9 Weapon Proficiencies: Long sword, long
want, they can use these props in the por- CHA: 11 bow, battle axe, dagger, footmans mace
traits. AC Normal: 10 Nonweapon Proficiencies: Carpentry
Jolis work area is also inside the shop. AC Rear: 10 (15), artistic ability (glasswork) (12), artis-
Here, she makes bases and frames for the Hit Points: 6 tic ability (decorating and landscaping)
balls, and puts the finishing touches on Alignment: Chaotic Good (11), gem cutting (10)
crystal portraits, such as polishing them Languages: Common, Gnomish, Elvish,
until they glisten. Centaur Appearance: Joli is a well-built 27-year-
old woman of 150 pounds. She stands
58 tall and has blond hair and green
New Magic Item Weapon Proficiencies: Dagger
eyes. She dresses in trousers and shirts,
Nonweapon Proficiencies: Cooking (14),
Herbalism (12), Swimming (10) worn tight so they do not interfere with
Wand of Portraiture: Late in their brief her craft work.
adventuring career, Jantz and Joli discov- Magic Items: Wand of Portraiture
ered the Wand of Portraiture and a small Spells/day: 2
Background: Joli is a proud, somewhat
crystal ball set in an ornately carved domineering woman. She has a strong
wooden case. These items were near the love for the outdoors and for adventure,
remains of an ancient wizard in an old and she pushed her boyfriend into join-

29
ing her on a few quests. When he asked in the snow, the audience gets cold. And Spell Books
her to settle down after finding the wand, in the final moments of the play when the
she resisted at first. After deciding that knight faces a fearsome red dragon, the Level 1 Spells
they could still travel, she agreed. Trav- audience smells brimstone, and the air
eling with the circus satisfies her wander- inside the tent becomes warm. Audible Glamer* Cantrip
lust, though she misses the clash of steel Starbright the Knight is portrayed by Change Self Nystul's Magical Aura
and the smell of old treasures. If there is an able young actor, and the object of his Phantasmal Force* Spook
trouble in the circus, she is one of the first affections is an actress whose physical
into the fray. If anyone were to offer her beauty far surpasses her theatrical ability. Level 2 Spells
a fun quest, she would be strongly Some of the backdrops are painted scen-
tempted to take a temporary break from ery, but the majority of the effects such as Blindness Blur
work at the shop. She tries to work in the rain, cold, and the dragon, are fabri- Fools Gold Hypnotic Pattern
some adventuring while the circus is in cated by the Flintsteele family who run Improved Phantasmal Invisibility
winter camp, though she spends most of the attraction. The special effects are pri- Force*
that time making rough crystal balls to marily the results of phantasmal force,
refine and polish while on the road. improved phantasmal force, and spectral force Level 3 Spells
spells.
Starbright The The Flintsteeles include Grandmother
Martha Tanner; her son, Thouge Flint-
Invisibility 10 Radius
Spectral Force*
Phantom Steed
Wraithform
Knight steele; his wife, Twig Flintsteele; and their
daughter who stands outside the tent, Level 4 Spells
Grace Flintsteele. Grace, a budding thief,
Laughter and applause come from is the only member of the Flintsteele fam- Fear Hallucinatory
beneath the big blue tent flaps of the Star- ily who is not an illusionist. Improved Invisibility Terrain*
bright the Knight attraction. Yellow, If patrons complain that the show was Vacancy*
white, and orange stars are stitched to the not worth the coins paid, Grace cheerfully
tents exterior, making it stand out from refunds their copper pieces, notes where * indicates spells memorized each day for
its neighboring vendor tents and wagons. they put the coins, and then pickpockets the performance.
As patrons near the tent, the colors seem the coins back.
to shift and the stars appear to dance. It is The Flintsteeles also put on special Appearance: Martha is tiny even for a
not an illusion or any special magic; it is plays, where adventurers and nobles com- gnome, standing 2 1/2 tall and weighing
the result of fine elven blue silk that mission a performance of their choice. 42 pounds. She is 150 years old, has shiny
moves easily, yet almost imperceptably, in These performances cost 50 gold pieces white hair, and twinkling brown eyes. She
the breeze. Newcomers to the circus are per 10 minutes of performance. The dresses in grays and browns to help her
so enchanted by the outside of the attrac- price is negotiable if business is slow. blend into the shadows backstage.
tion that they want to see what goes on
inside. Martha Tanner Background: Born to a merchant family
A young female gnome, dressed in a near Hillsfar, Martha learned all the
gown that nearly matches the color of the 10th Level Female Gnome Illusionist female graces early on cooking, sewing,
tent, stands near the entrance beneath a and other domestic tasks. She married
sign that reads Starbright The Knight, A STR: 7 young to an illusionist who taught her
Play with Feeling. She charges adults two spells. She learned them only to please
INT: 18
copper pieces and children, one, to enter. WIS: 16 him, as she had no real desire to be any-
She guarantees all customers will enjoy DEX: 12 thing other than a housewife. Unfortu-
the show or their copper pieces will be nately, her husband wanted something
CON: 6
refunded. more than a woman who doted on him
CHA: 14
The tents seating capacity is 25, how- AC Normal: 10 and had no desire to have a career or hob-
ever on busy nights the operators allow 10 AC Rear: 10 bies of her own. So he left her after their
more to enter if they are willing to stand. Hit Points: 22 son, Thouge, was old enough to walk. In
A performance lasts 10 minutes. Alignment: Neutral Good a rage, Martha discarded her married
The house lanterns dim, a harpist plays Languages: Gnomish, Common, Elvish, name of Flintsteele, and set off on her
a brief melody, and the stage curtains pull Dwarvish, Halfling, Lizardman, Orcish, own.
back for the show to begin. The play Circus Jargon Heartbroken and frightened, Martha
briefly covers the life of a young squire sought work to help support herself and
turned knight who falls desperately in Weapon Proficiencies: Staff, dagger Thouge. She was quickly taken in by a
love with a fair maiden. While the plot is Nonweapon Proficiencies: Cooking (19), Hillsfar wizard in need of a housekeeper.
nothing new for theater-goers, the atmo- Seamstress (11), Weaving (17), Herbalism The wizard, sensing a magical aptitude in
sphere of the performance is unique. (16), Spellcraft (16) the woman, began teaching her more illu-
As the knight walks through a forest Magic Items: Ring of warmth, portable hole sionist spells. This time Martha was inter-
where a gentle rain is falling, the mem- Spells/day: 4 4 3 2 2 plus one illusion per ested, and she quickly advanced through
bers of the audience feel the rain on their spell level the magical ranks.
faces. As the knight waits outside a castle When the wizard died, Martha was

30
once again on her own. Thouge, who had Level 2 Spells Alignment: Chaotic Good
been learning spells from his mother, had Languages: Gnomish, Common, Elvish,
fallen in love with a young gnome illu- Blur Hypnotic Pattern Dwarvish, Centaur, Goblin, Circus Jargon
sionist and planned to be married. How- Improved Phantasmal Invisibility
ever, Thouge did not want to leave Mar- Force* Weapon Proficiencies: Staff, dagger
tha on her own, so he sought an avenue Nonweapon Proficiencies: Astrology
where the family could stay together. Level 3 Spells (16), engineering (13), fishing (13)
That avenue was the Mooney & Sons Cir- Magic Items: Ring of protection +2, dagger
cus, where Martha and Thouge devised Spectral Force* Wraithform +2
Starbright The Knight. Spells/day: 4 2 2 plus one illusion per
Martha enjoys the circus. It affords her * indicates spells memorized each day for level
the opportunity to use her spells to enter- the performance.
tain people and gives her plenty of time to Spell Books
cook, sew, and pick up after her family. Appearance: Thouge is 98 years old,
She loves Twig as if she were a natural stands 3 tall, and wears his coal black hair Level 1 Spells
daughter, and she is fond of the impetu- so short it resembles beard stubble. He
ous Grace. However, she disapproves of has large brown eyes, a string-thin mus- Audible Glamer* Cantrip*
Graces headstrong manner and is quick tache that dangles several inches below his Charm Person Detect Magic
to scold any adventurers who take time to chin, and overlarge ears that help give Friends Hypnotism
chat with her granddaughter. him a comical appearance. He prefers to Identify Phantasmal Force*
When the circus is closed or on the dress in browns, blacks, and grays to keep Sleep Spook
road, Martha enchants scrolls with phan- his mother happy. Taunt Ventriloquism
tasmal force spells to aid in the perfor-
mances. Background: Thouge is very loyal to his Level 2 Spells
mother and admires her because of all the
Thouge Flintsteele hardships she tells him she has weath- Bind Detect Invisibilty
ered. He has no plans to take his family Deeppockets ESP
5th Level Male Gnome Illusionist away from her while she lives. He believes Forget Hypnotic Pattern
she is a good influence on his young Improved Phantasmal Mirror Image
STR: 14 daughter, and he appreciates that she Force* Ray of
INT: 17 takes care of the majority of the family Misdirection Enfeeblement
WIS: 12 domestic chores.
DEX: 17 Thouge enjoys the circus life because it
CON: 14 gives him an opportunity to use his illu- Level 3 Spells
CHA: 12 sionist spells without adventuring. He has
AC Normal: 7 heard horrid tales from his mother about Clairaudience Clairvoyance
AC Rear: 10 the perils and dangers adventurers face Hold Person Spectral Force*
Hit Points: 14 and that adventurers have short lifespans. Suggestion Wraithform
Alignment: Neutral Good He worries that his daughter will follow
Languages: Gnomish, Common, Elvish, that path, and he does everything possible * indicates spells memorized each day for
Dwarvish, Halfling, Circus Jargon to keep her interested in the circus and the performance.
their sideshow.
Weapon Proficiencies: Dagger Thouges greatest love in life is Twig, Background: Twig is a young-looking
Nonweapon Proficiencies: Herbalism who he adores because of her abilities, 90-year-old who at 39 is tall for a gnome.
(10), spellcraft (15), carpentry (14), tailor courage, and humor. Each week he brings She is trim, hence her name, weighing 62
her a special treat, whether it is flowers, pounds. She has dark red hair that she
(16)
Magic Items: Bag of holding (250 lbs size) candy, or a trinket he won from a midway piles loosely on top of her head, forest
Spells/day: 4 2 1 plus one illusion per vendor. green eyes, and a soft, melodious voice
spell level that Mooney roustabouts never tire of lis-
Twig Flintsteele tening to. Twig is proud of her appear-
Spell Books ance and likes to be seen, wearing colorful
6th Level Female Gnome Illusionist silk dresses and capes to help draw atten-
Level 1 Spells tion to herself.
STR: 12
Audible Glamer* Cantrip* INT: 16 Background: A native of Dilpur, Twig
Change Self Phantasmal Force* WIS: 14 ran away from home while she was very
Spook Ventriloquism DEX: 17 young to pursue an adventuring life. She
CON: 8 joined an adventuring company and was
CHA: 15 put in charge of caring for the horses and
AC Normal: 5 equipment. In lieu of payment, the
AC Rear: 8 groups illusionist taught her spells. After
Hit Points: 13 a few years Twig had enough magical

31
power to join the others on trips into Appearance: Grace takes much of her
ruins. Twig loved the work because it was looks from her mother. At 40 years old,
risky and made her feel alive. the young gnome stands 34 tall, weighs
However, her adventuring career came 61 pounds, and has green eyes and long
to an end when the group decided to rest red hair that she braids and wraps around
for a few days in Hillsfar, where she met her head. Grace refuses to wear dark,
Thouge and fell instantly in love. She somber colors as that would be follow-
agreed to marry him, fully believing she ing her grandmothers wishes. She
could pull him away from his mother and dresses in blues, greens, and reds, prefer-
make an adventurer out of him. That ring the elvish silk that the tent is made of.
never came to pass, and Twig was forced
to accept the life of a home-bound wife Background: Grace has lived a third of
and mother. She believes joining up with her life in the circus. She revels in all the
the Mooney & Sons Circus is the only wonderful sights and sounds and often
thing that saved her sanity. Being with the fantasizes about performing with the aeri-
circus allows her to travel, talk with alists under the Big Top. She learned
adventurers, and use her spells even if thieving skills from Bithlain Lightfoot,
it is only to entertain. who works with The Talking And Singing
Twig tolerates Martha, and on the sur- Owlbear act; and she practices daily by
face treats her with respect. She continues retrieving copper pieces from patrons
to love Thouge, although she would leave who demand their money back.
him and resume an adventuring career if On one such retrieval several months
Grace were not so young and still at home. ago Grace pickpocketed two unusual
When Grace gets older and leaves, Twig stones. She keeps these as good luck
likely will leave, too. Twig believes Grace charms. One stone actually is a stone of
is her greatest accomplishment. She is good luck. The other is a stone of controlling
proud that the young gnome had the earth elementals. Unbeknownst to Grace,
courage to choose her own profession the stones belonged to a chaotic evil nec-
despite it not being quite legal. And she romancer who has been looking for them.
secretly hopes the girl will tire of circus The wizard has traced their disappear-
life and find a good adventuring band to ance to the Mooney & Sons Circus. It is
join. To this end, Twig eyes obvious only a matter of time before he searches
adventuring parties and introduces them the circus to reclaim them.
to her daughter. Despite her attachment to the circus,
Grace intends to leave it soon and start a
Grace Flintsteele life of adventuring inspired by her
mothers adventuring tales. She knows
2nd Level Female Gnome Thief her mother approves, as she has intro-
duced adventurers to Grace. However,
STR: 8 Grace is biding her time, waiting for that
INT: 16 special group where she will fit in, find
WIS: 14 excitement, and make a name for herself
DEX: 18 in the Realms.
CON: 18
CHA: 16
AC Normal: 6
AC Rear: 10
Hit Points: 16
Alignment: Chaotic Good
Languages: Gnomish, Common, Elvish,
Halfling, Circus Jargon

Weapon Proficiencies: Dagger, sling


Nonweapon Proficiencies: tumbling
(18), tightrope walking (18), gaming (16)

Thief Skills:

PP OL FT MS HS DN CW RL
65 45 30 45 35 35 55 --

32
Living Tattoos apply tattoos; this helps to increase her Flame Groth
business. The wagon is painted red with
gold trim. A sign on top of it is lit by a Dwarf female 2nd level fighter
continual light spell and reads: Living Tat-
Living Tattoos is a vendor in the midway
toos by Flame. STR: 16
which is popular among adventurers, sail-
ors, and youths from middle class fami- The doors to the wagon are large, big INT: 14
lies. enough to allow humans to comfortably WIS: 10
fit through. A curtain of amber glass DEX: 17
The proprietor is Flame Groth, a
pleasant-mannered female dwarf who beads separates her living quarters from CON: 16
her studio. Flame has her customers sit in CHR: 9
runs the business out of her large wooden
a comfortable reclining chair, while she COM: 9
wagon.
Flame specializes in two kinds of tattoos sits on a small wooden stool to work on AC Normal: 3
those put on a persons skin with dyes them. AC Rear: 6
A portrait of a heavily armored black Hit Points: 16
and several different-sized needles, and
man fighting a gynosphinx hangs on the Alignment: Lawful Neutral
those that are magical and that move.
A normal tattoo costs between 5 silver wall of her studio. She painted this several Languages: Dwarven, Common, Circus
pieces and 20 gold pieces, depending on years ago, and despite numerous offers Jargon
for it, she has not been able to part with it.
the size of the tattoo and how involved the
design is. Among the most popular Also in the studio is a comfortable sofa Weapon Proficiencies: Hand axe, dag-
that will fit up to three humans. She lets ger, short sword
designs are flowers, lightning bolts, hearts
with initials in them, birds, names, people who are waiting to be tattooed sit Nonweapon Proficiencies: Tattooing
anchors, and insects, particularly butter- there. (18), weaving (13), artistic ability (10)
Inside her residence is a large red and Magic Items: Needle of lively tattoos, leather
flies. When the circus is wintering in
gold rug that is old and damaged. At one
Ravens Bluff, Flame is kept busy tattooing armor +2
ravens in various poses on the arms of city time it was worth several hundred gold
guards. Because Flame is a talented artist, pieces. Also inside is a walnut dresser and Appearance: Flame Groth is a 140-year-
she can generate almost any design chest, both always locked. Flame wears old mountain dwarf who is 310 tall and
requested. the keys to them on a leather circlet about weighs 125 pounds. She has long white
Magical tattoos range in price between her neck. The dresser contains her hair that she braids into rings around her
100 and 600 gp depending on the size and clothes and tattooing supplies; the magic head. She also braids her long white
design. Only adventurers and those from needle is kept in a secret compartment in beard, twisting beads and baubles into
a drawer. The chest contains assorted art each braid.
the upper class can afford these tattoos.
Flame is careful not to let her customers supplies, mirrors, combs, china, various
know she puts these designs on with a spe- gems, and gold and glass beads. Flame is Background: Flame grew up in a small
cial needle, she lets them believe the dyes so fond of gems and baubles that she circus hundreds of miles away from
are magic. Flames dyes are, however, trades tattoos for them. A painting of Ravens Bluff. She has no idea who her
very expensive, and she uses only the best Flame and her human mentor hangs in a parents were, and considered the circus
for her magical tattoos. silver frame in her living quarters. She her only family. She was raised by a
Some samples of living tattoos are: also has several momentos from her years human male tattooist, and she appren-
A dragon that flies about on a limb, with him stored in a chest under her bed ticed under him, learning how to wield a
a toothbrush, half-used bar of soap,
such as up and down an arm. tattoo needle and a variety of weapons.
Ivy that writhes, growing and twisting scissors, small knife, candles, four sketch- After her mentor died, she spent several
around a limb. books, three wooden goblets, and an hour years moving from circus to circus, and
Lips kissing and then opening to reveal glass. Also in her quarters are more than joined up with Jack Mooney when the
fangs. five dozen books on assorted subjects. She small circus she was with was sold to
A heart that beats. uses these for reference when designing Mooney.
tattoos. Her mentor taught her the art of cre-
A wave that breaks against a shore and
There is a small trapped iron box hid- ating living tattoos. The secret is in a
then recedes to reveal moving sea life.
Various fireworks. den in the left arm of the sofa in her work- magic needle, which is rumored to be a
A candle flickering. shop. This contains Flames best jewelry thousand years old and had been passed
A moving waterfall with birds flying and gems nearly 15,000 gp worth. down through her mentors family. When
above it. its command word, couleur is spoken, it
An hourglass that can be made to tell will inscribe animated tattoos.
time. Flame is fond of her art, and when busi-
A snake biting the wearers arm with ness is slow she tattoos some of the circus
blood trickling out of the wound. employees. She does this as much to show
A spider building a web. off her skill as to keep herself busy.
A small window where the sky changes Although a loner, she enjoys the company
from night to day. of the Mooney troupe. Her best friends
Flames studio is in the back of her are Bjorn The Bear Wrestler and Ben
wagon, and she always opens it during Hakerty. She spends many evenings with
circus hours so the public can watch her them quaffing jugs of ale and telling old
circus stories.
33
New Magic Item
Needle of Lively Tattoos: This is a long, thin
adamantium needle with an ivory handle
and finger grips. It allows any character
with the artistic ability proficiency to
incribe beautiful tattoos onto living crea-
tures with a successful proficiency check.
If the check fails, the tattoo still is
inscribed, but is obviously flawed in some
way.
If the wielder actually has a tattooing
proficiency, he can inscribe tattoos with a
+2 bonus to the proficiency number, and
any roll five or more less than the base
number for success results in a tattoo that
is a true work of art.
A skilled tattooist also can attempt a
magical, living tattoo once a day. If the
proficiency check fails, the tattoo looks
fine, but has no special properties. Suc-
cessful magical tattoos become animated,
generally behaving just like small, perma-
nent programmed illusions. Although a
magical tattoo cannot leave the area of the
body it was inscribed on, it can move
around or perform various preordained
functions on that area. Changing designs
are done by overlaying a series of ani-
mated tattoos and require a separate pro-
ficiency roll for each layer. If one layer
fails, the entire tattoo becomes non-
magical. If the wielder also has the artistic
ability proficiency, he may add +1 to the
proficiency number, and if the inks used
in the tattoo are magical or especially fine
(costing at least 100 gp an ounce), the tat-
tooist can add +2 to the proficiency num-
ber. Both bonuses are cumulative.

34
Pipers Song Pest Languages: Common, Elvish, Circus Jar-
gon
(Shazgrap) had somehow fallen in love
with Hamlin, and helped the pair escape.
Control Agency Magic items: Pipes of the sewers, ring of pro-
From that time on, she has accompanied
them in their journeys.
tection +3, hat of disguise Eventually, the trio encountered the
Rats are one of the biggest problems fac- Spells/day: 31 Mooney & Sons Circus. Seeing an oppor-
ing any outdoor gathering in the Forgot: tunity, they formed the Pipers Song
ten Realms. The Mooney & Sons Circus is Thief Skills: Agency on the spur of the moment. Jack
no exception. The crowds, garbage, and aggreed to try them out, and they soon
hiding places make it an ideal breeding CW DN PP RL proved their worth to the management,
place for various rodents. 50 20 50 55 becoming full-time circus employees.
Enter the Pipers Song Pest Control Hamlim is basically out for himself. He
Agency: Hamlin the bard, Squeaky the Spell Books is very loyal to his friends, however, and
magic-using rat, and Shazgrap the were- has a soft spot in his heart for small chil-
rat. These three unusual individuals have Level 1 Spells dren. He enjoys music for the sake of
an equally unusual way of controlling the music, and often can be found playing his
rat population. Instead of traps, poisons, Cantrip Phantasmal Force favorite instrument, the pipes, when he is
and what-not, they turn the rats into a Charm Person Read Magic alone. He enjoys the atmosphere of the
weekly show. Detect Magic Ventriloquism circus, and he will not willingly join an
Early in any given week that the circus adventure that would take him away from
is in a town, Hamlin serves as a wandering Level 2 Spells the circus life.
musician and juggler. Toward the end of
the week, however, he uses his magical Continual Light Levitate
pipes of the sewers to summon any rats that ESP Web
may have gathered on the circus grounds. Knock Wizard Lock
He parades them about the circus, under
the control of his pipes. Squeaky and Appearance: Hamlin stands 511 tall and
Shazgrap assist with various special weighs 155 pounds. He has brown hair
effects. For example, Squeaky often puts and gray eyes. He is slightly color-blind,
a cantrip spell into effect, and Shazgrap and his choice of wardrobe reflects this.
uses her ring of mammal control to get some He almost always dresses in blues and
of the rats to perform tricks. The entire grays. He is frequently seen wearing a
procession takes roughly half an hour and broad-brimmed hat, his hat of disguise,
is especially entertaining for the children. which rarely matches his outfits.
After the parade, Hamlin marches the
rats off the grounds. Squeaky casts tele- Background: Hamlin was born in a small
port, taking the rats to an unpopulated village near Myth Drannor. The proxim-
area and returning via his ebony fly. ity of the city had an effect on the youth;
Squeaky has several such areas memo- he became fascinated with all the magic
rized, and changes them periodically. there. At the age of 16, he joined an
adventuring party, eventually becoming a
Hamlin bard when he could not find a wizard who
would accept him as an apprentice.
However, all the party recovered was
5th Level Male Human Bard knowledge about lands around Myth
Drannor; treasure always seemed to
STR: 11 escape the group. After one particularly
INT: 16 disastrous adventure, in which the partys
WIS: 13 wizard was turned into a rat, Hamlin
DEX: 18 decided to search for gainful employ-
CON: 13 ment. The rat, who now referred to him-
CHA: 17 self as Squeaky, and who retained the
AC Normal: 3 ability to talk, stayed with Hamlin.
AC Rear: 7
Hamlin feels sorry for Squeaky, but
Hit Points: 19
thinks the wizard would not be a rat if he
Alignment: Neutral (Good tendencies)
would have accepted Hamlin as a student.
Weapon Proficiencies: Short sword, dag-
Hamlin never mentions this to the rat,
ger, staff however.
Nonweapon Proficiencies: Juggling (17), Adventure seemed to follow the pair.
tumbling (18), animal training (rats) (12), During their travels they came across a
singing (17), pipes (17), harp (17), drum colony of wererats, which made them
(17) tightrope walking (18), disguise (16) prisoners. However, one of the wererats

35
Squeaky The Wonder Rat Appearance: Squeaky appears to be a Shazgrap
normal brown rat, although he is a little
on the large side. In his human form, he 3rd Level Female Wererat Thief
Formerly Skibex Greycloak
stood 510 and weighed 145 pounds. He
10th Level Male Rat Magic- User
had brown hair and green eyes, and STR: 8
dressed in standard magic-user apparel. INT: 13
STR: 3
Now he never bothers with clothes. WIS: 9
INT: 18
WIS: 10 DEX: 18
Background: Squeaky the Wonder Rat CON: 13
DEX: 18
was originally Skibex Greycloak, a magic- CHA: 16
CON: 14
user of some accomplishments. While on AC Normal: 4
CHA: 10
an adventure, he sampled a potion of delu- AC Rear: 8
AC Normal: 6
sion, shortly after drinking a potion of poly- Alignment: Chaotic Neutral (Good ten-
AC Rear: 10
morph and assuming the form of a rat. dencies)
Hit Points: 23
The two potions reacted strangly; as a Languages: Common, Wererat, Circus
Alignment: Neutral
result, Skibex is now permanantly Jargon
Languages: Common, Neutral
trapped in the body of a rat, and he
believes that he always has been a rat. Weapon Proficiencies: Short sword, dag-
Weapon Proficiencies: Dagger, staff
Being a rat has given Squeaky (as
Nonweapon Proficiencies: Direction ger
Skibex now chooses to call himself) some Nonweapon Proficiencies: Tumbling
sense (11), reading/writing (19), spellcraft
problems. While he can talk, thanks to a (18), juggling (17), blind-fighting
(17), engineering (15), astrology (18), set
limited wish spell, he has trouble with
snares (17), blind-fighting, ancient history
somatic components (paws arent like Thief Skills:
(17) hands). Because of this, any spell with a
Magic Items: Ebony fly
somatic component has a 20% + 5% per PP OL FT MS HS DN CW RL
Spells/Day: 4 4 3 2 2
level chance of failing when squeaky casts 70 40 25 35 30 30 60 --
Spell Books: it. In addition, his new form is not well
suited to carrying material components; Magic Items: Ring of protection +2, dagger
he almost never memorizes spells which
Level 1 Spells +1, +2 vs smaller than man sized, ring of
have material components. mammal control
Phantasmal Force Squeaky holds both of his companions
Affect Normal Fires
Shield in very high regard. He often can be Appearance: In her rat form, Shazgrap
Alarm
Armor Spook found roaming about the circus grounds appears as a normal gray rat, wearing a
usually in their company. Most of the
Audible Glamer Ventriloquism collar similar to Squeakys. In her human
circus employees recognize him as Ham- form, she is an attractive redhead, who is
Can trip Read Magic
lins pet rat, due to a golden collar he 54 tall and weighs 100 pounds.
Charm Person
wears, and do not bother him.
Level 2 Spells Squeaky is able to use weapons. He has Background: While on one of their less
a sharpened nail, which he wields like a successful adventures, Hamlin and
Blindness Know Alignment dagger, causing 1-2 points of damage. A Squeaky were taken captive by a tribe of
Blur Mirror Image stick operates like a staff and causes 1 wererats, of which Shazgrap was a mem-
Continual Light Misdirection point of damage. ber. Hamlin and Squeaky were rescued
Fog Cloud Pyrotechnics from this predicament by Shazgrap, who
Knock Web had never quite fit in with the tribe
because of her chaotic nature. Since that
Level 3 time, she has accompanied the two.
Shazgrap is not above a little petty lar-
Blink Spectral Force ceny now and then, but she will not will-
Dispel Magic Suggestion ingly endanger her friends through her
Feign Death Fly actions. She is in love with Hamlin, but
lacks the courage to tell him so (Squeaky
Level 4 Spells has figured it out, but he feels it best to
stay out of such matters). Shazgrap nor-
Charm monster Extension I mally prefers negotiating or running
Dimension Door Improved Invisibility rather than fighting, but she will become
Emotion Polymorph Self quite fierce if Hamlin is endangered.

Level 5 Spells

Cloudkill Telekinesis
Teleport

36
The Sandmen enforcement agency comes to the circus
asking about missing children.
He remained with the group for almost
a decade, improving his fighter skills,
It is possible player character adventur- changing profession to a thief, and slowly
The Sandmens presence has been felt in ers could learn of the Sandmen. In this growing weary of bloodshed. He always
nearly every spot the Jack Mooney & Sons case the group will ask the characters to grieved over the innocents who were
circus has played. The Sandmen are a join them. If the characters decline, the destroyed for the sake of a mercenarys
group of former warriors, con-men, and Sandmen try to exact a promise from the fee. The turning point in Joshuas life
researchers who have joined the circus characters that they will not reveal the came after an assault on a family of hill
because they believe it affords them a Sandmens operation. giants in the forested hills east of Never-
good opportunity to help children. winter. He was told to make sure none of
The Sandmen include Joshua Kestrel, Joshua Kestrel the giant children escaped, so the vermin
Thurgh, Castron the Storyteller, Savilon wouldnt spread. As he was ready to deal
Glitz, GNed Klax, and Simon Kladin. Male Human Thief/Fighter Level 5/4 the death blow to a young giant who was
While they perform their various tasks only slightly shorter than himself, he
and acts at the circus, they watch the pass- STR: 16 looked into the childs eyes and decided
ing crowds for children who show signs of INT: 14 he had enough.
neglect or abuse. The group knows that WIS: 13 Joshua managed to get the child out of
they cannot help all the children, so they DEX: 17 the lair and away from the mercenaries.
look for the most severe cases. CON: 15 He adopted the giant, named Thurgh,
When someone spots a potential case, CHA: 15 and continued to travel throughout the
Simon is summoned from his work at the AC Normal: 2 Realms, this time avoiding civilized areas.
philter stand, and he follows the child. If AC Rear: 5 He tutored Thurgh in the Common
the child has no home, the Sandmen find Hit Points: 35 tongue and in human customs. He raised
a reputable orphanage or similar organi- Alignment: Neutral Good the giant to be kind and good.
zation in town and take the child there. If Languages: Common, Dwarvish, Elvish, Joshua surfaced a few years later in
none exists, they temporarily adopt the Hill Giant, Halfling Suzail, shutting down a child-thievery
child and place the waif in good hands at ring. It was here that he gained the first of
the next stop. In some cities where Weapon Proficiencies: Hand crossbow his Sandmen, Savilon Glitz, who was orig-
orphans have no place to go, the Sand- (specialized), dagger, lasso, long sword inally part of the rings operation. He also
men talk with the local clerics and try to Nonweapon Proficiencies: Blind- made the aquaintance of the gnomish
help them set up a facility for them. fighting, disguise (14), rope use (17), alchemist, GNed Klax, who also joined
The Sandmen fund orphanges from tightrope walking (17) his loosely-knit organization. Joshua and
the sales of Klaxs most powerful potions Magic Item: Bracers of defense AC 5 his company joined the Mooney & Sons
and from treasure that Joshua saved from Circus shortly thereafter.
his adventuring career. Thief Skills In the past several years Joshua has suf-
If a followed child has a home, the fered from insomnia. Although he con-
Sandmen wait until nightfall and observe PP OL FT MS HS DN CW RL siders it a curse, he also is thankful for it
the family to see if the child is abused or 25 20 15 75 75 45 85 45 because it gives him more waking hours to
neglected. If either is the case, Castron work at the circus and operate as a Sand-
uses his illusions to form the image of a Appearance: Joshua Kestrel was born man.
monstrous sandman and warns the par- Jacob Whitemane, the son of the ranger To the casual observer, Joshua appears
ents to take care of the child or a horrible Sideil and Kendra Whitemane who lived remarkably grim, never in good humor.
fate will befall them. outside of Waterdeep. He adopted the Those who know him well, however, real-
The Sandmen continue to watch the name Joshua when his parents were killed ize that he loves the circus and children.
family for the next few days the circus is by a dimension-hopping, extra-planer Joshua considers himself a friend of
in town, and if the child continues to be being. The boy, who was 12 at the time, children of all races. He believes children
neglected or abused they kidnap the didnt want to share the same fate. Now are the Realms only hope for stemming
youngster and place him or her with an he is 35 years old, stands 66 tall, and the tide of evil he sees washing over the
orphanage in a nearby town. The Sand- weighs 210 pounds. He has green eyes land.
men have been doing this for the past few and blond hair, although his hair always Joshua shares a large wagon with
years and have not been caught. looks jet black because he dyes it to fur- Thurgh and Castron Salizar, the story-
If the followed child simply belongs to a ther his change in identity. teller. He can usually be found wandering
poor family, the Sandmen leave packages the circus grounds.
containing clothing and a few gold pieces. Background: Joshua is the head night
In any case, the Sandmen leave a calling watchman for the circus. His other posi-
card a small green pouch filled with tion is as a member of the secret organi-
sand. zation, the Sandmen.
The Sandmen have no official status as After his parents death, Joshua wan-
an organization with the circus, although dered in the woods, surviving by his wits
Mooney is aware of their doings. Mooney for six years until he signed on with a
has told the Sandmen he will deny any mercenary band, Satryns Circle, and
knowledge of their operation if a law traveled through the Realms.

37
Thurgh growing. When Thurgh reaches matu- sionist sports a small potbelly beneath his
rity, he likely will stand 16 tall. robes. He usually dresses in dark purples,
Hill Giant Roustabout Thurgh is a reserve member of the blues, and greens.
Sandmen and shares a large wagon with
Joshua and Castron the storyteller. He Background: Castron, who refuses to
Intelligence: Average (8-10)
Alignment: Neutral Good enjoys the company of Castron because mention his birthplace or parents, has
he likes to listen to stories. He also likes to been with the Mooney & Sons Circus since
Armor Class: 5
frequent the wagon workshop of GNed its inception. In fact, the illusionist was in
Hit Dice: 9
Klax, much to the unhappiness of GNed. the very tavern where Jack Mooney gam-
Hit Points: 45
bled and won the circus.
No. Of Attacks: 1
Damage: 2-16 (rocks), 2-12+7 (club, Castron Salizar Prior to the circus life, Castron studied
with the wizard Dhergard near Candle-
sword)
keep. He adventured for a short time
Size: L (11 tall) 6th Level Male Half Elf Illusionist
until a number of close calls persuaded
Languages: Common, smattering of
Halfling, Gnomish, and Hill Giant STR: 12 him to give up such a dangerous profes-
INT: 17 sion. Seeking new employment opportu-
WIS: 16 nities, he offered his services to the Silver
Weapon Proficiencies: Club, two-handed
DEX: 17 Cord Theatre Troupe based in Suzail
sword, hurling rocks
Nonweapon Proficiencies: Carpentry CON: 12 near Taneths Feasthall. TBeezly, the
CHA: 16 leader of the troupe, took the young mag-
(19), rope use (12)
AC Normal: 4 icker under his wing and instructed him
AC Rear: 7 in costume making and set construction.
Appearance: Thurgh, now 13 years old,
stands 11 tall, weighs 530 pounds, and Hit Points: 20 Castron stayed with the theater for sev-
Alignment: Chaotic Good eral years, working on what he considered
has sandy brown hair that he wears in a
Languages: Common, Elvish, Thorass, menial aspects of production and provid-
braid that extends to the middle of his
back. The young, muscular giant is still Hill Giant, Halfling, Gnomish ing special effects. The troupe was coin-
cidentally playing in Zazesspur, where the
growing, and therefore usually goes bare-
Weapon Proficiencies: Staff, daggar Full Moon Traveling Circus was winding
foot so he does not have to continually
buy custom-made shoes. He dresses in Nonweapon Proficiencies: Herbalism up its performance. Castron saw Jack win
(15), artistic ability (storytelling) (16), car- the circus, immediately decided he liked
human garb usually tent canvas pants
pentry (12), spellcraft (15), tailor (16) the human, and asked to sign up. Jack,
and colorful broadcloth shirts that he
Magic Item: Ring of protection +3, flying still suffering from the shock of his win-
orders specially tailored to fit his frame.
Castron makes some of Thurghs clothes. carpet nings, took him on.
Spells/day: 4 2 2 plus one illusion per Castron loves the cheers of the crowd
Background: Thurgh spent his earliest spell level and the smell of greasepaint. His affec-
years in the forests east of Neverwinter. tion for the circus shows in his two daily
The son of the hill giant clan chief Talco, Spell Books performances in the Big Top. He is billed
he was pampered and looked up to by the as Castron The Storyteller, entering the
other children. He looked forward to one Level 1 Spells Big Top amid a trumpet fanfare and wild
day taking his fathers place as clan applause. He begins his show by floating
leader, but he saw those plans dashed Audible Glamer* Cantrip* to the center of the ring on his flying car-
when a mercenary group called Satryns Change Self Phantasmal Force* pet. His tales center on grand journeys
Circle slaughtered the giants. Only the Spook Ventriloquism usually escapades related to him by
intervention of Joshua Kestrel saved adventurers visiting the circus. He uses
Level 2 Spells intense words, grand gestures, and illu-
young Thurgh.
sions that illustrate the heroes and mon-
Thurgh is exceedingly devoted to his
adoptive father, and he tries hard to emu- Blindness Blur sters in his tales.
late Joshua by practicing languages and Fools Gold Hypnotic Pattern When the Jack Mooney & Sons Circus is
combat techniques and by trying to pro- Glitterdust Improved Phantasmal wintering in Ravens Bluff Castron is fre-
tect children. Force* quently hired by local nobles to entertain
Most people around the circus forget at special functions and birthday parties.
Thurgh is a child especially when he Level 3 Spells Despite all his years with the circus,
works to help set up the Big Top and dou- Castron retains the wide-eyed, child-like
bles as the circuss tall man. Some of the Illusionary Script Phantom Steed wonder that first drew him to Jacks side.
He is thrilled to help with any part of the
Mooney & Sons employees know Spectral Force* Wraithform
Thurghs race, but most consider him a circuss operation: rides, signposting, and
* indicates spells Castron usually memo- sitting in for vendors who need a break.
human who suffered a strange curse that
rizes to help with his performance. He also enjoys working with the Sand-
caused him to grow. Thurgh and Joshua
men. He shares a wagon with Joshua
do nothing to convince those people
about the hill giants true nature. How- Appearance: Castron Salizar is 82 years Kestrel and the hill giant youth, Thurgh,
old, stands 54 tall, and weighs 148 who Castron hopes he can one day train
ever, Joshua and Thurgh know the truth
pounds. The white-haired, gray-eyed illu- as an apprentice illusionist.
eventually will come out when he keeps

38
Isbeau Navarne, Isbeaus father considered the youth
lazy because of his unexplained disap-
pretending to bother the animal. At one
point, the monkey grabs the cats tail and
The Animal pearances and because he seemed unable
to force Isbeau to learn taxidermy skills.
hangs on, flying wildly in the air. Many
children have become great fans of
Trainer However, Harl could force Isbeau into Cheem and throw him fruit and nuts
hunting expeditions, even though the boy after the performance.
would not raise a hand against an animal. During the day, Isbeau trains horses
0 Level Male Human On one such forced trip, Harl was taking and animals for other acts and works with
aim with his bow on the largest, most his own falcon, Imperius, which he
STR: 12 beautiful falcon he had ever seen. He was acquired while the circus traveled on its
INT: 17 certain the bird would bring a good price circuit to Waterdeep. Imperius, which is
WIS: 15 when it was properly stuffed and not included in his act, can retrieve,
DEX: 16 mounted. Isbeau, who was 14, could not search, scout, and attack on command.
CON: 18 handle the situation any longer, and he He shares a special rapport with the bird
CHA: 16 shouted a warning to the falcon. The fal- because he can talk to it. Cheem, who
AC Normal: 8 con flew, being missed by inches by an attempts to imitate the falcon, has
AC Rear: 10 arrow from the furious Harl. learned how to retrieve.
Hit Points: 8 It was that incident in the woods that When the circus winters in Ravens
Alignment: Neutral Good changed Isbeaus life forever. The youth Bluff, Isbeau searches for adventuring
Languages: Common didnt hear his father yelling at him. He parties and attempts to sign on as a tem-
heard the voice of the falcon inside his porary member. He wants the adventur-
Weapon Proficiencies: Whip head, thanking him for the warning. The ers to help him capture great cats and
Nonweapon Proficiencies: Animal han- falcon was in reality Silvanus, who had other animals that can be used in the cir-
dling (14), Animal training (great cats, chosen this day and location to visit the cus. If an adventuring group will not
monkeys, horses, and falcons) (15), ani- woods near Daggerdale. The god, who accept his presence, he tries to commis-
mal lore (17) was in no danger from Harls arrow, was sion the group to capture animals. In any
nonetheless pleased with Isbeaus actions. case, Isbeau emphasizes the animals are
Companion falcon (Imperius): Int Ani- Silvanus bestowed on the youth the ability not to be harmed.
mal; AL Neutral; AC 6; MV Fl 36 (B); HD to speak with falcons.
1-1; hp 6; #AT 3; D 1/1/1; Size S (2) Isbeau considered the incident a magi-
cal experience, and did not realize a deity
Companion monkey (Cheem): Int Ani- had granted him a special ability. He
mal; AL Neutral; AC 8; MV 9; HD 1 + 1; remained with his father for a few more
hp 7; #AT 1; D 1; Size S (2) years before striking out on his own. He
traveled for a while, eventually meeting
Appearance: Isbeau Navarne is a burly an animal trainer who accepted him as a
man who stands nearly 6 tall. He is 45 student. Isbeau proved an excellent pupil,
years old and has black hair streaked with quickly learning the trade and discover-
gray. His jade green eyes sparkle above a ing his ability to talk to falcons.
hawk-like nose. He carries himself Isbeau worked the next decade training
proudly, giving off an air of self- horses for the nobility of various commu-
confidence. He dresses in greens and nities along the Sword Coast. One of his
browns when not performing. His Big clients made a passing comment about
Top outfits are usually multi-colored using his skills at the circus that was play-
tights. ing in town, and Isbeau took the message
to heart.
A native of Daggerdale, Isbeau grew up He approached Jack Mooneys sons, as
around animals, as his father, Harl, was a the ringmaster was occupied. Mooneys
taxidermist who hunted almost daily. His sons, recognizing Isbeau as a rare find,
mother died when he was very young. signed him on and bragged about the
Isbeaus father tried hard to get the youth addition to their father. Isbeau fits in well
interested in his profession. Isbeau was with the circus, where all the animals are
interested enough in animals; he just had treated well. He gets along exceptionally
no desire to kill and stuff them. with Jack Mooney, who shares his views
Isbeau secretly resented his father and on animals.
would sneak away from home to sur- Isbeaus Big Top act includes great cats
round himself with living animals and and a small monkey. He coaxes the cats to
nature. Animals seemed to like Isbeau, jump through hoops on fire, balance on
approaching him with little fear. He pedestals, leap over bars, and parade
would spend hours watching birds build- about the center ring. A staple to the per-
ing nests, beavers constructing dams, and formance is the monkey, Cheem, who
deer grazing. rides on the lead cats back, chittering and

39
Doagar The disintegrate him or his possessions.
Finally, he must at all times avoid the
the crowd and demands applause for the
brave warrior.
Beholder Tamer black death ray produced by the mon-
ster. After pausing to allow the crowd to New Wizard Spell
absorb the information (which some
This recent addition to the Big Top adventurers may recognize as false), he Flash (Alteration)
line-up thrills audiences with its spectac- says, Let the spectacle begin! Level: 2
ular effects and dangers. The act is Doagar quickly opens the chest and Range: 0
bright, flashy, and completely fake. It was backs up. Thanthal slowly rises out of the Components: V, S
concocted largely by the three remaining box and turns completely around so the Duration: Special
members of a failed adventuring com- entire crowd can view her. Doagar runs Casting Time: 1
pany: Doagar the fighter, Thanthal the toward her and thrusts with his sword, Area of Effect: Special
mage, and Remdar the illusionist. but is quickly driven back by a barrage of Saving Throw: Special
Before the act begins, Thanthal poly- flashing lights originating from the crea-
morphs herself into a beholder and casts a tures eyestalks (a flash spell cast by This basically harmless spell causes an
fly spell so she can move like the dread Thanthal). Some flashes hit Doagars impressive light show. The spell generates
creature. After receiving some makeup, shield and bounce off, while others shoot two light beams for each level of experi-
mostly packets of artificial stage blood toward the crowd only to splash harm- ence the caster has. These can be released
and enough grease paint to cover them, lessly on the protective shield. After a from the fingertips as rapidly as three per
she casts non-detection on herself and pause and some maneuvering, the round, or as slowly as one per round. The
enters a large iron-bound wooden chest. beholder releases a pulse of purple which beams can be of any color; they are 30
As the show begins, the announcer, usu- hits the warriors shield, creating a gaping yards long and are stopped by physical
ally an older roustabout dressed in gaudy hole in it. (Doagar knocks out the plug). objects, visual illusions, and any upper
clothes, introduces Doagar the Magnifi- Then a red ray strikes Doagar and he falls
level force spell, such as minor globe of
cent, one of the few men in in the Realms to the ground, face down. The announcer invulnerability, wall of force and similar
brave enough to face such incredible dan- emphasizes the danger of his situation. spells.
ger! The warrior enters to applause and Doagar rises quickly, with bloodstains dot- The rays can dazzle creatures if they
bows to the assembled crowd. Following ting his tunic (caused by dye-filled paper are struck directly in the eyes. A creature
closely are two burly men carrying the packets broken when he fell). Doagar struck by a ray is dazzled unless the caster
large chest holding Thanthal. Doagar is begins a whirlwind attack, leaping in to
deliberately avoids the eyes, or unless the
equipped with a shiny, collapsible long hack at the eyestalks. Remdar casts a spec- creature saves vs. paralyzation. Dazzled
sword and a magnificent shield with a tral force showing three severed eyestalks creatures receive a penalty of -1 to attack
round, gaping hole and a breakaway tumbling to the ground. Thanthal looses rolls made during the next round. The
plug. a terrible scream and whirls about, which dazzling effect is not cumulative for mul-
Continuing after the applause slows, keeps viewers from counting the eyestalks tiple hits in the same round, but can be
the announcer states, Inside the chest is and realizing that none really are missing.
repeated by subsequent hits. Blind or eye-
one of the most terrifying creatures The beholder again turns toward Doagar less creatures cannot be dazzled.
known to mankind! The beholder! Its and (casting another flash spell) releases
incredible magical powers are made even another barrage of eye beams. Avoiding
more dangerous by its insatiable greed the rays is strenuous for the warrior, and Doagar
and cunning intelligence! A spell cast on after running about the ring, he dives 4th Level Male Human Fighter
the box keeps the monster helpless until it away from one last pulse and lands gasp-
ing on the ground. The beholder then STR: 17
is released. For your continued well-being
turns toward the audience, and its central INT: 6
when it is released, however, we must pro-
eye begins to open. Turning toward Rem- WIS: 13
vide some protection. Ladies and gentle-
men, the wizard Remdar the Wondrous, dar the Wondrous, it emits a pale blue ray DEX: 12
who will create a magical shield for your from the central eye, and the protective CON: 16
shield goes down (dispeled by Remdar). CHA: 16
safety. Remdar enters the ring, bowing.
The announcer tells the audience to not AC Normal: 4
With exaggerated gestures and incanta-
panic. Before shock can turn to panic, the AC Rear: 5
tions, he casts an illusionary wall around
beholder rushes to a stunned Remdar, Hit Points: 27
the ring, so that only Doagar and the chest
bites at the frantically gesturing wizard, Alignment: Chaotic Good
remain inside. Meanwhile, the announcer
and shoots him with a purple ray, causing Languages: Common, Orcish
continues: Many of you know that the
beholder possesses a powerful anti-magic him to disappear (Remdar casts invisibility
and quietly leaves the ring). Doagar rises, Weapon Proficiencies: Long sword, dag-
ray which emanates from its central eye,
stumbles to the monster, and thrusts with ger, spear, sling, whip
but rest assured that the eye has been dis-
his collapsible sword; which appears to Nonweapon Proficiencies: Artistic abil-
abled and cannot be opened. Some of the
plunge deeply into the beholders body, ity (acting) (13), rope use (12), blind-
still-dangerous powers that Doagar the
killing it. The beholder drops to the fighting, endurance (16)
Magnificent must avoid include the gray
ground, lying where it falls like a deflat- Magic Items: Long sword +1
ray which would turn him to stone; the
red which would seriously wound him; ing ball. The act is over, and the actors
clear the set while the announcer calms Appearance: Doagar stands 511 and
and the dreaded purple ray which could
weighs 170 pounds. He is muscular and

40
has blond hair which falls loose to his Thanthal Spell Books
shoulders. The 24-year-old Doagar pays 7th Level Female Human Mage
much attention to his appearance in the Level 1 Spells
ring and is always looking for new, flashy STR: 9
clothes. INT: 16 Unseen Servant* Cantrip*
WIS: 12 Sleep Magic Missile
Background: Once a prosperous adven- DEX: 6 Read Magic Detect Magic
turer, Doagar met with disaster in the CON: 7
form of a wizard and his legions of CHA: 11 Level 2 Spells
undead. He lost three levels and six points AC Normal: 10
of intelligence in the ensuing campaign, AC Rear: 10 Flash* Invisibility
and he decided to retire from active Hit Points: 20 Levitate Strength
adventuring. He now considers himself Alignment: Neutral Web Wizard Lock
too stupid for a life of real danger. When Languages: Common, Elvish, Centaur,
he and his surviving companions discov- Halfling, Lizardman Level 3 Spells
ered the circus, Doagar came up with the
idea of putting together an act. He is Weapon Proficiencies: Dagger, sling Spectral Force Fly
happy with the circus people, considering Nonweapon Proficiencies: Direction Non-Detection* Dispel Magic*
them his family. He has several ideas sense (13), reading/writing (17), spellcraft
about adding to the act, such as using a (14), astrology (16) fishing (11) Level 4 Spells
whip or spear, or wearing a blindfold. He Spells/day: 4 3 2 1
fears ridicule, however, and mentions the Magic Items: Potion of healing, oil of slip- Polymorph Self* Confusion
ideas only after he has had too much to periness
drink. * Spell usually memorized daily for use in
the act.

41
Appearance: When not in her beholder Level 2 Spells never to try what he is about to demon-
disguise, Thanthal appears as a sickly strate.
woman, 54 tall and weighing 102 Flash Invisibility* His assistant brings out the bear for
pounds. Her hair is black and worn short. Improved Phantasmal Misdirection* Bjorn to wrestle. However, it is not the
Thanthal favors robes for normal dress. Force* same bear. This is Sylvester, a trained
She is 27 years old. Mirror Image Blindness bear which has no teeth or claws. Bjorn
wrestles with Sylvester and makes it look
Background: Like Doagar, Thanthal was Level 3 Spells like the bear is winning. Eventually Bjorn
severely injured in the campaign against pins the bear, and the crowd usually goes
the wizard and his undead. She con- Spectral Force* Fly wild.
tracted a virulent disease which led to her Invisibility 10 Radius Item On rare occasions when Bjorn knows
present state of physical disability. Her there is an adventurer or two in the audi-
husband, who was the party cleric, was Level 4 Spells ence, he asks if one of them would like to
slain. After Doagar suggested they join try bear wrestling. Any takers are faced
the circus, Thanthal designed the act. She Illusionary Wall* Minor Creation with wrestling Kingston according to the
sometimes feels bitter toward the other unarmed combat tables in the Dungeon
cast members. In her opinion, she * Spell usually memorized daily for use in Masters Guide. Bjorn calls the competition
invented the act and now they steal all the the act. after seven rounds or if it looks like King-
glory and adoration that should be hers. ston or the wrestler is getting seriously
Thanthal is not entirely satisfied with Appearance: The 24-year-old Remdar hurt. Kingston fights as if to subdue the
using non-detection spells to cover her own looks quite distinguished, with his jet- wrestler. This challenge never is offered
spell use during the act, and would very black hair, mustache, and fine clothing under the Big Top.
much like to obtain an amulet of proof he always takes pains to dress well. For the
against detection and location. She would be act, Remdar sports a fine gray robe with a Bjorn The Bear Wrestler
very interested in any proposal that would voluminous hood and sleeves. He is 59
give her one or even give her a good tall and weighs 150 pounds. 4th Level Male Human Fighter
chance of getting one.
Background: Like the other members of STR: 18/90
Remdar his group, Remdar suffered injury at the INT: 12
7th Level Male Human Illusionist hands of wizards and undead. He never WIS: 11
liked adventuring and was quite happy to DEX: 15
STR: 8 retire to the circus, where his already
CON: 16
INT: 17 huge ego is periodically inflated even CHR: 14
WIS: 9 more. He refuses to change the act unless COM: 11
DEX: 16 the change makes him look better. Rem- AC Normal: 9
CON: 7 dar relies on Thanthal to keep his ring of AC Rear: 10
CHA: 14 spell storing charged. Hit Points: 34
AC Normal: 8 Alignment: Neutral Good
AC Rear: 10
Hit Points: 19
Bjorn The Bear Languages: Common, Elvish

Alignment: Neutral Good Wrestler Weapon Proficiencies: Long bow, long


Languages: Common, Elvish, Halfling, sword, dagger, whip, lasso
Dwarvish Nonweapon Proficiencies: Animal lore
Bjorn The Bear Wrestler usually can be (12), endurance (16), gaming (14)
Weapon Proficiencies: Dagger, staff found in a large red and yellow striped Magic Items: Long sword +1, long bow +2
Nonweapon Proficiencies: Reading/ tent in the midway. His act is a sideshow
writing (18), spellcraft (15), singing (14), attraction that regularly draws a crowd, Appearance: Bjorn is 35 years old, stands
rope use (16), swimming (8), ancient his- but occasionally it moves to the Big Top if 65 tall, and weighs 185 pounds. He has
tory (16) the circus is short of talent. light blond hair, a short beard which looks
Spells/day: 4 3 2 1 plus one illusion per Bear wrestling is not a simple task, almost white, and ice blue eyes.
spell level although Bjorn makes it look easy. Mid-
Magic Items: ring of spell storing (contains way patrons pay one copper piece to view Background: About 15 years ago Bjorn
dispel magic and unseen servant) the show, which is put on inside the tent. was an adventurer, traveling with cousins
When the act begins, Bjorns assistant in the lands far north of Ravens Bluff.
Spell Books Ben brings out Kingston, a large brown However, the life didnt suit him, as he
bear. Kingston snarls and growls appro- often had moral qualms about killing
Level 1 Spells priately and parades back and forth in creatures for treasure. He found more
front of the audience. Then the bear is pleasure in watching creatures, especially
Phantasmal Force* Cantrip* taken behind a curtain and Bjorn takes bears, and eventually opted to live in the
Color Spray Knock the stage. He tells the audience about wilds so he could observe them more
Read Magic Detect Magic bears how powerful, large, and dan- closely. Bjorn would have been a druid if
gerous they are. And he instructs them he could have found the right tutor.

42
Six years ago Bjorn was studying a Ben Hakerty
brown bear cub which had wandered Background: Ben worked as an animal
close to his camp. He was so preoccupied handler for his fathers ranch near Water-
O Level Male Human
watching the cub that he didnt notice the deep. He met Bjorn when the ranch
cubs mother coming up behind him. workers were driving a herd to a nearby
STR: 16
Bjorn had to fight the bear, and nearly market. The herd was attacked by gob-
INT: 8
lost his life before he was able to break its lins, and Bjorn and his cousins slew the
WIS: 10
neck. He was injured in the struggle, his creatures and saved the herd. Ben and
DEX: 15
leg badly mangled. Although he recov- Bjorn became friends, and the two fre-
CON: 14
ered from the incident and can walk CHR: 9 quently crossed paths. Ben left the ranch
straight, his maximum movement is 9. business and unsuccessfully tried his hand
COM: 8
Bjorn adopted the orphaned cub, AC Normal: 9 at adventuring. When he saw Bjorn at a
named it Kingston, and returned to civi- AC Rear: 10 Mooney And Sons performance, he
lization. He traveled from village to vil- Hit Points: 3 joined up with the act.
lage, charging children a copper to view Alignment: Neutral Good Ben enjoys circus life and being with his
his tame bear. The bear grew, and his tac- Languages: Common friend, Bjorn. He has also taken a fond-
tics altered to wrestling the bear in public ness to Kingston, whom he grooms every
for a fee, of course. Bjorn always won, day.
as he taught the bear to let him pin it.
Eventually, however, village elders Kingston
believed the bear too dangerous to allow it Weapon Proficiencies: Knife Intelligence: Semi; Alignment: Neutral;
within their gates. Bjorn returned to the Nonweapon Proficiencies: Animal han- AC: 6; Movement: 12; Hit Dice: 5+5; hp
wilderness, crossing paths with the dling (12) 44; THAC0 15; No. Of Attacks: 3; Dam-
Mooney And Sons Circus, which was Magic Items: none age: 1-6/1-6/1-8; Special Attack: hug;
between cities. Bjorn fell in with the Size: L (9 tall)
troupe, and devised the bear wrestling Appearance: Ben is 37 years old, weighs
act. 150 pounds, and stands 58 tall. He has Sylvester
Bjorn found wrestling Kingston to be a shoulder-length walnut brown hair, a Intelligence: Semi; Alignment: Neutral;
little too difficult, even though the bear brown bushy beard streaked with gray, AC: 6; Movement: 12; Hit Dice: 5 + 5; hp
was his friend and never tried to hurt and hazel eyes. 28; THAC0
him. Kingstons mere size and his sharp
claws and teeth were a threat Bjorn didnt
want to deal with. About six months after
joining Mooney, Bjorn purchased a bear a
little smaller than Kingston. This bear
had no teeth or claws, and Bjorn felt more
comfortable wrestling it. Jack Mooneys
daughter, Silva, helped him train the
bear, which he called Silvester in her
honor, and he has been using it in his act
ever since.
Bjorn retained much of the treasure he
accumulated during his adventuring days
8,000 gold pieces which he stores in a
secret compartment in Kingstons cage.
He also keeps his long sword +1 and his
long bow +2 there.
Bjorn is assisted by Ben Hakerty, a
friend from his adventuring career.

43
The Talking And Cinna MacIyre
Appearance: Cinna is 35 years old, stands
Singing Owlbear 12th Level Male Human Bard 57 tall and weighs 149 pounds. He has
short curly brown hair and sky blue eyes.
Orgbarh, the famed Talking And Sing- STR: 13 He usually wears a black tunic with his
ing Owlbear, is one of the most popular INT: 18 leather armor concealed underneath it.
acts at the Jack Mooney & Sons Circus, WIS: 7 His cloak, boots, and broad-brimmed hat
especially with the children. The flamboy- DEX: 14 are also black. He usually carries his long
ant owlbear gives a brief performance CON: 10 sword and his bag of tricks wherever he
once a day in the midway and is a regular CHR: 17 goes. In addition, he wears hidden dag-
under the Big Top. In addition, when the COM: 13 gers one on his back and another
Mooney & Sons Circus winters in Ravens AC Normal: 6 attached to his left forearm. He typically
Bluff, the owlbear entertains at birthday AC Rear: 6 carries 50 gp, 10 pp, and an assortment of
parties for the children of noble and Hit Points: 51 gems valued between 2,000 and 3,000 gp.
wealthy residents. Of course, Orgbarh Alignment: Neutral He stores the remainder of his wealth
charges hefty fees for these engagements. Languages: Common, Elvish, Halfling with Orgbarh for safe keeping.
Despite appearances, the talented owl-
bear is not all that he seems. In fact, he is Weapon Proficiencies: Dagger, hand Background: Cinna was born in
a once-charmed owlbear who is able to axe, long sword, sling Aglarond to weavers who rented shop
entertain only because Cinna MacIyre, a Nonweapon Proficiencies: Gem cutting space in the merchants quarters. Weaving
high-level bard, stands backstage and uses (13), musician (lute) (15), reading lips did not appeal to him, so at an early age
ventriloquism to make it seem like Org- (16), ventriloquism (18) he left home and began studies as a bard.
barh is singing. Magic Items: Leather armor +2, long sword He traveled for many years with a small
The performance begins with a dark +2, ring of invisibility, bag of tricks (type C), adventuring party; and on one expedition
stage. Orgbarh moves out onto it accom- wand of magic detection (47 charges) four years ago the group uncovered a
panied by the cheers of the spectators. Spells/Day: 3 3 3 2 large treasure haul. At the time, Cinnas
Cinna illuminates the area with a light lust for wealth and magic were strong,
spell, and the act begins. Orgbarh struts Bard Skills
and he tricked the party out of most of the
back and forth across the stage, swaying wealth and all of the magic items. He fled
rhythmically and moving his mouth while CW DN PP RL to avoid their wrath straight into the
Cinna talks and sings using his natural 90 45 70 65 path of a hungry owlbear. Cinna cast
ventriloquism ability. Cinna hides back- charm monster on the creature and took it
stage or in the shadows throughout the Identify Item: 60% with him to Ravens Bluff. Monsters are
performance. If the audience is extremely not allowed in the city, so the only way
receptive, Orgbarh and Cinna keep up Spell Books Cinna could get Orgbarh inside was to
the act for about a half hour, finishing claim he was auditioning for Jack Mooney
with a joke or two. If the crowd does not Level 1 Spells & Sons Circus, which was wintering in the
find the joke amusing, Cinna casts Tashas city at the time. Cinna tried out and was
uncontrollable hideous laughter to get a Charm Person* Detect Magic* immediately hired. The circus life
desired response. Feather Fall Light* appealed to him because he could travel
The show concludes with Orgbarh bow- Magic Missile Taunt throughout the Realms, thereby likely
ing a few times and Cinna casting darkness, avoiding his former adventuring com-
15 radius to cover the owlbears exit. Level 2 Spells panions. In addition, Cinna enjoyed the
During the performance, Bithlain, Cin- pay and the companionship of the other
nas associate, moves through the crowd Darkness, 15 ESP* circus employees. He has no desire to
picking a few pockets. The thief is careful Radius* Tashas Uncontrollable return to the life of an adventurer.
not to pick more than a dozen pockets a Forget Hideous Laughter* During his first few years with Org-
night; more activity could draw the atten- barh, he regularly cast charm monster to
tion of Jack Mooney and the citys law keep the creature in line. However, the
enforcement officials. The thief does not Level 3 Spells owlbear has become domesticated and
have such a self-imposed limit when he quite attached to Cinna. He no longer
travels through town. Invisibility, 10 Slow* needs magic to control Orgbarh.
Very few circus performers know the Radius* Tongues Cinna is outgoing and charismatic. He
true nature of Cinna and Orgbarhs act; Suggestion* enjoys to talk to adventurers and hear
most actually believe the owlbear is mag- tales of their past exploits. He is a very
ical or unique and that Cinna is his Level 4 Spells good source of information for adventur-
trainer. ers; however, he does not like to be con-
Charm Monster Fear sidered a gossipmonger. He will some-
Improved Invisibility* Rainbow Pattern* times pass on clues of ruins or treasure in
*Spells usually memorized exchange for a fee. Occasionally he hires
groups of adventurers to obtain spell
components for him and exotic treats for
Orgbarh.

44
Bithlain Lightfoot until the risks became too great and the erty. Orgbarh wandered for months kill-
monsters too fearsome. He decided to ing people who came upon the wizards
13th Level Male Halfling Thief retire in Ravens Bluff. property. Cinna was one such trespasser.
Jack Mooney & Sons Circus was visiting However, Cinna charmed Orgbarh, over-
STR: 8 the city when Bithlain opted to take in a riding the charm of the mad wizard.
INT: 17 performance a year ago. Unfortunately, Through the past few years, Orgbarh
WIS: 6 he tried to take a few things from a lone has become domesticated, has taken a lik-
DEX: 18 human standing outside the main tent. ing to humans especially those who
The human, Cinna, caught the little thief cheer and applaud for him, and has
CON: 12
CHR: 13 and opted not to turn him in. The pair become very protective of Cinna. He is
became fast friends, and Cinna offered also fond of the halfling, Bithlain, and of
COM: 12
AC Normal: 3 him a job helping with Orgbarhs act. Jack Mooney, who almost daily brings
AC Rear: 7 Bithlain, ever looking for new opportuni- him treats.
Hit Points: 47 ties, agreed. Orgbarh is accepted by nearly all of the
Alignment: Neutral Bithlain is optimistic, tactful, and tries circus employees, who take his appear-
Languages: Common, Elvish, Halfling not to insult people; he believes he has ance in the midway and around the circus
enough enemies as it is. He enjoys collect- grounds for granted. Orgbarh is allowed
Weapon Proficiencies: Dagger, hand ing gems, especially pearls. In his off-duty to wander freely within the circus
crossbow, knife, short sword, sling hours he can be found visiting local jew- boundaries when the circus is closed.
Nonweapon Proficiencies: Appraising elry shops looking through their pearls, Jack Mooney considers him a watch
(19), disguise (12), horse riding (9), rope and often paying the shops more than the dog, knowing that Orgbarh would attack
use (18), set snares (17), swimming (8), pearls are worth. Bithiain is wise enough anyone or anything that attempted to
tightrope walking (18) not to jeopardize himself by stealing from harm the circus employees.
Magic Items: Leather armor +1 merchants, whom he has a soft spot in his
heart for. He remembers back to the time
Thief Skills: his father struggled with his merchant
business.
PP OL FT MS HS DN CW RL Bithlain is cheerful to all the other cir-
95 85 55 95 95 40 80 10 cus employees, who in turn like the
plump halfling and often invite him to
Backstab for quintuple damage. their tents for meals. He also is fond of
Orgbarh, who guards his gem collection.
Appearance: At 31 tall, Bithlain is an
average-sized halfling. His weight of 90 Orgbarh
pounds is due to his well-rounded stom-
ach that he gained by drinking and eating Male Owlbear Entertainer
too much. Despite his appearance, Bith-
lain is agile and has excellent hand-eye Intelligence: Average (9)
coordination. He demonstrates it occa- Alignment: Neutral (Good tendencies)
sionally by juggling apples and other food Armor Class: 5
items as he walks through the midway. Movement: 12
He usually wears dark green silk Hit Dice: 5+2
breeches, a brown tunic, blue boots, and a Hit Points: 29
deep blue broad-brimmed hat. He leaves THAC0: 15
the hat behind when he goes on pickpock- No. of Attacks: 3
eting missions. He is never without his Damage/Attack: 1-6/1-6/2-12
magical daggers one of which he con- Special Attacks: Hug
ceals in his boot, the other in a sheath at Special Defenses: Nil
his belt. Magic Resistance: Nil
Size: L (8 tall)
Background: Bithlain comes from the
southern halfling kingdom of Luiren. His Appearance: Orgbarh is a male owlbear,
father was a merchant, and Bithlain trav- about 20 years old, who stands 8 tall and
eled with him often around the Shaar and weighs 1,426 pounds. He has dark brown
even as far north as Turmish. However, feathers and an ivory beak. His eyes are
Bithlain was bored with the life, wanting black with crimson rings around them.
more wealth than an honest merchants
work could bring. He left home while he Background: Orgbarh was originally
was still very young and sought his for- owned by a mad wizard who charmed him
tune by signing on as a caravan guard. and ordered him to exact revenge on
Later he joined a band of adventurers everyone who had annoyed the wizard; to
and stayed with them for several years the wizard this was anyone on his prop-

45
Big Top Clowns lash of a faulty magical experiment. This
forced him and his two brothers into the
Five years ago The Great Marple
decided to retire. The king clown had
streets of Ravens Bluff. been delighting audiences for more than
They saw their only chance for survival three decades when he decided to finally
Frizzo (aka Franklyn in the Beggars Guild. Thus, Franklyn hang up his floppy shoes and wild wig.
Reginald Zolt) grew up in the slums learning to beg. He Franklyn/Frizzo moved into his position
was never comfortable taking money for and recruited Splatter as his apprentice.
5th Level Male Human Thief nothing, so he tried to pay for the Frizzos goal is to surpass The Great
money people gave him by entertaining Marple.
STR: 16 them with a dance or a song. He soon Frizzo still plies his second profession,
INT: 12 learned he had little talent, but almost although less often and more selectively
WIS: 10 everyone thought his attempts were cute than before. He uses his position at the
DEX: 18 and humorous. So Franklyn continued to circus to find his victims. He limits himself
CON: 12 entertain, usually emphasizing his lack of to burglary, not wanting to jeopardize his
CHA: 15 skills to make his performance even more post with the circus by pick pocketing
AC Normal: 6 humorous. Using this approach, he soon those in the crowds.
AC Rear: 10 earned more than his brothers, making He is in charge of all the clowns in the
Hit Points: 20 him the family bread-winner. circus, the most talented clowns are him-
Alignment: Chaotic Neutral For the next few years he continued to self and his friend, Splatter.
Languages: Common beg until he got older and the passersby Frizzo enjoys making people laugh and
no longer found his act cute. With few usually plays the heavy to Splatter.
Weapon Proficiencies: Dagger, sling, real options, and no desire to starve, Unlike most clowns, Frizzo has not devel-
short sword Franklyn joined the citys smallest thieves oped a trademark, preferring to change
Nonweapon Proficiencies: Read lips guild on his ninth birthday. His natural his act regularly usually every two to
(11), ventriloquism (10), tumbling (18) dexterity combined with his strong deter- three weeks.
Magic Item: Ring of invisibility mination to get out of the slums made him He takes his job of entertaining the cus-
a quick learner; he passed his apprentice- tomers very seriously and is always look-
Thief Skills ship in record time. His brothers, having ing for new ideas and material. As head
no desire to follow in his footsteps, aban- clown he is expected to supervise the oth-
PP OL FT MS HS DN CW RL doned him and went their own ways. ers. However, management is not some-
85 65 10 50 65 15 60 -- By the age of 15, Franklyn was well thing he takes seriously. He believes they
established in the guild and had moved do just fine without his constant interven-
Appearance: Frizzo is 34 years old. He out of the slums. As he passed into his tion. Besides, Frizzo believes that manag-
weighs 165 pounds, stands 59 tall, and later teens, his great successes became a ing the others would take away from his
has brown eyes and short curly black hair. liability in the constant political battles for own time to entertain and to perfect his
When dressed as a clown, he wears a control of the guild. Although Franklyn many routines.
green, purple, and yellow cloak with a wanted nothing more than to perfect his Frizzo works very hard to keep his act
matching floppy hat, a red tunic, orange skills as a thief, he often found himself fresh and entertaining. If he can maintain
soft leather boots, and striped orange and drawn into the squabbles. Eventually, he his current pace, he could very well sur-
purple hose. He always carries a con- decided to look elsewhere for work. pass The Great Marple in the hearts of
cealed leather pouch containing six Franklyn always had been fond of the the people of Ravens Bluff. Because he
matched bloodstones, and another that circus and visited it often when it win- appears to many as the consummate clown,
contains 11 silver and 13 copper coins. tered in Ravens Bluff. It provided him a no one is aware he has another profes-
When not in costume, he still goes by very good income, as the crowds were a sion.
the name Frizzo and wears a soft brown perfect target for a good pick pocket. It In the 15 years he has lead his dual life
robe with a connected hood. In this guise, came to him that the circus might be just as clown and thief he has never been
he carries two jeweled daggers each what he needed. caught.
one concealed in a boot. When in this per- Fortune again smiled on Franklyn, as
sona, he monitors other clowns and eaves- the clown apprentice to The Great Mar-
drops on circus patrons to learn what they ple was injured in a fall and would not be
liked and disliked about his performance. able to leave with the circus for its sum-
mer tour. The Great Marple advertised
Background: The head clown for the for a new replacement, and Franklyn was
Mooney & Sons Circus is the son of two accepted for the job.
failed mages Davidson Zolt and Zelda Although Franklyn had no real clown
Spellmonger. Although poor and training, his agility and thieving abilities
unskilled at their chosen profession, made him a natural. He also had some
Zelda and Davidson had great hopes that experience with disguise, though he
Franklyn would grow up to be a great never tried anything as ridiculous and
mage, and they gave him a name to match concealing as a clown. Plus, his tumbling
his anticipated greatness. When he was skills made it easy for him to learn the
four, his parents were killed in the back- routines.

46
Splatter worked on the estate of Lord David Meer- his pride, Lionel signed on for the season.
(aka Lionel Silverspeak) cant Oster Blacktree IV. However, his Frizzo took an immediate liking to the
mother died when she was giving birth to roustabout and encouraged him to
Lionels sister. The infant died a few become a clown. Lionel had been tum-
5th Level Male Human Bard hours later, never having been named. bling and practicing his musical skills dur-
Lionel was nearly three years old at the ing lunch breaks, and Frizzo thought the
STR: 14 time. combination made the man a natural
INT: 14 Lady Melanie Blacktree, the lady of the comedian.
WIS: 12 estate, raised Lionel along with her two Initially, Lionel rebelled at the idea, but
DEX: 16 sons, David and Charles. Lionel became he was tired of lugging tents around and
CON: 12 best friends with David, and the two assumed clowning would be a lot easier.
CHA: 15 played together, went to school together, He soon found out how wrong he was, but
AC Normal: 8 and grew up like they were brothers. by that time he enjoyed his new-found
AC Rear: 10 David and Lionel usually excluded profession and was hooked on the circus.
Hit Points: 21 Charles mostly because Charles was He felt like he belonged; he had a family,
Alignment: Neutral Good quite a bit younger. Charles never forgave friends, and a new life. He never refers to
Languages: Common Lionel for stealing his brother. himself as Lionel anymore he is only
Because he had few playmates, Charles Splatter.
Weapon Proficiencies: Dagger, lasso, spent much of his time with his mother Splatter is especially fond of children
dart and became quite spoiled. By the time and works hard to make them laugh. He
Nonweapon Proficiencies: Juggling (15), Lionel and David discovered they were is certain that Lord Charles does not
tightrope walking (16), rope use (16), being unfair to the younger boy, it was too know about his new identity.
tumbling (16) late; Charles decided he didnt want their Few in the circus remember what Splat-
Magic Item: Ring of feather falling company. ter really looks like, as they never see him
Spells/day: 3 1 Lionel enjoyed all the advantages of without his makeup and costume.
nobility through his association with His clown image is that of a bumbling,
Bard Skills David and the wealthy Blacktree family. clumsy comic; he is the epitome of slap-
However, all of this changed eight years stick.
CW DN PP RL ago when David, his father, and his Splatter appears for 20 minutes during
75 40 30 20 mother were killed. Lord David had each Big Top performance. Between
wanted to take his new ship, Dragons shows he wanders the midway. His trade-
Spell Book Claw, on its first sea voyage before the mark is his splatter routine. He spent
crisp autumn winds turned wintry. The almost two years developing the routine,
Level 1 Spells trip was to be a short jaunt around Lone and he continues to enhance it. He uses
Rock and back. Unfortunately, an early mirror image and his tumbling skills to
Comprehend Languages Erase storm thundered through The Dragon make it appear like he splatters himself
Protection From Evil Spider Climb Reach, driving the ship and its passengers against the side of the tent. This routine
and crew onto the rocks. has made him one of the favorites in the
Level 2 Spells Charles survived because he opted to circus, except in the eyes of passing
stay behind partying and carousing. With adventurers who see through his routine
Knock Mirror Image
his relatives dead, Charles inherited the and recognize the mirror image spell. In his
estate and his fathers title of Lord other bits Splatter uses his tumbling, jug-
Appearance: Splatter is 31 years old, gling, rope use, and tightrope walking
Speaker of the Advisory Council (see
weighs 172 pounds, and stands 58 tall. Gateway To Ravens Bluff, LC1). Lionel skills. He also often uses spider climb to
His eyes are a piercing emerald green, found that the privileges he had enjoyed perform feats.
and his wavy brown hair hangs just below Splatter expects to one day establish a
as Davids best friend died with David,
his ear lobes. He is rarely seen in anything non-clown persona in Ravens Bluff,
and he was kicked off the estate.
other than a clown outfit. His current although the name and face will not be
Lionel discovered that his education,
favorite outfit consists of a lime green and which had focused on the arts and litera- Lionels. As long as Lord Charles has
blood red cloak with a matching, three- ture, provided him with few useful skills power, Lionel must remain in hiding.
balled fools cap, an aqua tunic and hose, for the Ravens Bluff job market. To com-
and a pair of indigo soft leather boots. plicate matters, everywhere he looked for
When working outside of the main tent,
a job he found Lord Charles one step
Splatter carries a small leather pouch con-
ahead of him, closing doors and oppor-
cealed in his costume. He carries a few
tunities. With no place to live, no friends,
coins and magical components in it. At
and no job prospects, Lionel was desper-
any given time he will have 11 silver and ate. His sad state lead him to the circus,
four copper coins, wrapped to keep them which was packing up and preparing to
from jingling.
leave for its annual circuit. He saw the
circus as an opportunity to leave Ravens
Background: Splatter was born Lionel Bluff and the oppressive presence of
Oster Silverspeak, son of Hans and Chris-
Lord Charles. Swallowing what was left of
tina Silverspeak. Both of his parents

47
The Flying through stone to enter and exit locked
rooms with no one the wiser. Delishe uses
to pickpocket or steal from patrons or the
circus.
Ringken her illusionist abilities and disguises to
cause distractions during the theft and to Ringken is a gentleman thief, never
implicate others if need be. stealing from those who cant afford it.
Fearless Ringken and his two assistants They prefer to steal small portable He has a chivalrous sense of justice, and
perform three different death defying valuables from people who can afford the will often take steps to frame a local
aerialist acts and a midway magic act. loss. If they are discovered, Delishe uses scoundrel who abuses the public trust
Ringken is a lean, dapper performer her spells to make their discoverer forget usually by framing that person for one of
who likes to do the unexpected and keep the incident (forget, suggestion, hypnosis his own thefts. He prefers not to leave a
the patrons on the edge of their seats, fak- spells). The team prefers to avoid fights signature at the scene of the crime, but
ing missteps and falls to be caught only at and is quick to vanish after a crime. Their will often send framed scoundrels a note
the last minute, and never doing the same goods are concealed in the hollow roof from The Hand of Justice.
bumbles twice. beams of Ringkens gaily painted wagon.
The Flying Ringkens first act is per- Delishe
formed on two trapezes, two hanging Ringken
ropes, and a variety of jungle-gym type 6th Level Female Human Illusionist
bars attached to the poles that support the 8th Level Male Human thief
trapezes. Ringken stages a series of cross- STR: 9
overs, flips, and maneuvers without the STR: 14 INT: 17
aid of a safety net. The catching trapeze INT: 13 WIS: 14
and ropes are controlled by a cloaked and WIS: 15 DEX: 16
robed, runty roustabout. DEX: 18 CON: 10
The second act, The Web, is a network CON: 13 CHR: 17
of single tightropes, one above the other, CHR: 15 AC Normal: 6
crisscross fashion. His act includes balanc- AC Normal: 4 AC Rear: 8
ing, dancing, sword fighting, blind walk- AC Rear: 8 Hit Points: 12
ing, and more. Hit Points: 36 Alignment: Neutral
The third act, Tumbling Trio, involves Alignment: Neutral Good Languages: Common, Elvish, Korred,
Ringken and his two assistants perform- Languages: Common, Korred, Circus Circus Jargon
ing with whips, batons, balls, rings, and Jargon
knives as they tumble, balance, and are Weapon Proficiencies: Dagger, staff
tossed into the air and caught by the Weapon Proficiencies: Long sword, dag- Nonweapon Proficiencies: Appraising
robed roustabout. ger, club, staff (17), dancing (16), disguise (16), spellcraft
The Ringkens often are the high point NonWeapon Proficiencies: Disguise (14), (15) tumbling (17), sleight of hand (17)
in the Big Top show. His two assistants juggling (17), jumping (14), tightrope Magic Items: Ring of protection +2
are a female illusionist and a disguised walking (18), tumbling (18) Spells/day: 4 2 2 plus one illusion per
female korred. Delishe the illusionist acts Magic Items: Bag of holding, (1,500 lbs spell level
as announcer, and casts phantasmal force size) bracers of defense AC 8
during the performance to create spectac- Spell Books
ular special effects for stage dressing. Thief Skills:
These include mobs of fluttering birds, Level 1 Spells
strokes of lighting, and anything else the PP OL FT MS HS DN CW RL
two can agree on. 75 75 50 65 45 45 90 20 Audible Glamer Cantrip
Mockingbird the korred wove all of the Change Self Nystuls Magical Aura
ropes used in the acts from her hair and Appearance: Ringken is a clever, charm- Spook Ventriloquism
can animate and control them from the ing rogue. His hair is ebony and short
ground. Further, should Ringken suffer a cropped, and he displays a thin mustache Level 2 Spells
mishap, she can catch him and toss him and cavalier attitude. His performing
back aloft with one of the ropes. garb is a gaudy crimson tights covered in Blindness Blur
When not performing for the circus, spangles. His everyday dress is nonde- Fools Gold Hypnotic Pattern
Ringken and his assistants stage special script and oftentimes shabby. Ringken is Improved Phantasmal Invisibility
performances at homes in town. 5 7 tall and weighs 162 pounds. He is 31 Force
The Fearless Ringken is actually a mas- years old.
ter thief, and the team uses the cover of Level 3 Spells
the circus to commit carefully-executed Background: Ringken is a master thief
crimes in the towns they visit. Ringken who specializes in cat burglary. He con- Phantom Steed Spectral Force
does the actual stealing climbing and ceals his nighttime business from Tongues Water Breathing
lockpicking to gain access to homes. Usu- Mooney, knowing that it would not be tol-
ally, Mockingbird assists him, speaking to erated. Indeed, he uses his skill as a pick- Appearance: Delishe, partner and wife to
walls about secrets they may conceal, ani- pocket and thief to act as security for the Ringken, is in fine form. She is a bronze-
mating statues, and reshaping or walking circus, identifying petty thieves who seek skinned, red-haired beauty. Her muscles

48
are well toned from exercise and acrobat-
ics, like a fine clock. Delishe is dedicated
to Ringken and possesses his same puck-
ish humor and desire for justice. She is 30
years old, stands 5'2 tall, and weighs 121
pounds.

Background: A native of Ravens Bluff,


Delishe uses her sleight of hand skill to
augment her illusionist abilities to create a
midway exhibit Madame Tensings
Mystical Moments a magic show that
relies entirely on sleight of hand, misdi-
rection, and stage magician illusions, not
real magic. Ringken assists her act as the
Masked Mute. The performance is given
on a recessed porch on the rear of the
Fearless Ringkens wagon.
Delishe seems to always be smiling and
is quite charismatic, able to swiftly become
the center of attention of any crowd. She
has a passion to collect beautiful crystal
objects and may possess one or two magic
items in her collection. Despite her win-
ning personality she has a vengeful streak
and is willing to go out of her way to
revenge a slight or theft from her.

Mockingbird (Lady Enots)


ingbird is 3 tall, weighs 142 pounds, and sions from wealthy patrons in the towns
Korred
is 100 years old. she visits. She willing accepts the work,
since it permits her to place one of her
STR: 18(80)
Background: Mockingbird has gone agents right in her patrons house to facil-
INT: 12
against known korred traditions because itate a theft.
WIS: 9
DEX: 13 her original clan all died at the hands of
CON: 16 marauders except for Ringken who New Proficiency
CHR: 8 had been made an honorary member of
her clan for services rendered. Her loyal- Sleight of Hand: This skill uses the charac-
AC Normal: 5 ties remain with him. The gypsy lifestyle ters Dexterity score as a base number. It
AC Rear: 5 of the circus fulfills her need for freedom. can be used to palm small items making
Hit Points: 24 Mockingbird doubles as one of the mid- things appear and disappear from ones
Alignment: Chaotic Neutral way attractions the bearded lady and hands. A one third Dexterity check can be
Languages: Korred, Common her garden of wonder. In a world where attepted to use sleight of hand to pick a
bearded dwarven ladies abound, a pocket. Rogues who learn this skill add
Weapon Proficiencies: Club bearded lady is humdrum. So Lady Enots 5% to their pick pocket score for each slot
Nonweapon Proficiencies: displayes her renowned sculptures. She spent (maximum 95%).
Gem cutting (11), tumbling (13), catching creates her wondrous art using her stone
shape skill. She pretends to use normal
(15) sculpting tools to conceal her natural abil-
Magic Items: None
ity.
Appearance: Mockingbird is a female Lady Enots Garden of Delight is con-
korred. She sports the full beard and wild cealed in a small 20x30 canvas tent. In
hair of her kind, and shouts whenever she addition to her statuary she decorates the
talks. Despite her boisterous personality, area with artificial vines, flowers, plants,
she conceals her true nature, wearing and models of tiny creatures made of
long dresses to hide her legs and never woven, dyed hair. When the Lady Enots is
openly using her special powers. As a part present she can animate all of the items in
of Ringkens act, she portrays the role of the garden one at a time, surprising and
a mysterious robed dwarf, her head delighting visitors.
wrapped with a turban and scarf. Mock- Lady Enotss sculpting and weaving are
so marvelous she often receives commis-

49
Using The Circus Oh, Rats! At the end of each circus
engagement, the Pipers Song Pest Con-
night the player characters are in the
audience in the Big Top is when the wiz-
trol Agency, which had been gathering ard strikes.
Put Some Sawdust In rats during the week, has them teleported The wizard has trapped Thanthal, the
Your Campaigns to a wilderness location. Thats normal mage who poses as the beholder for the
procedure. However, this time Squeaky Doagar The Beholder Tamer act, in his
The Jack Mooney & Sons Circus can pro- doesnt return. Hamlin knows his telepor- mirror of life trapping. He releases a real
vide an endless number of adventures for tation destination a forest several miles beholder from the mirror and coaxes/
campaigns set in the FORGOTTEN away. He hires the party to find Squeaky. compels it to hide in Thanthals box.
REALMS game world. The PCs will have to do a lot of cross- Needless to say, the real beholder causes
Below are some plot suggestions using country traveling, as Squeaky got the spell quite a stir when it appears under the Big
the vendors, performers, and roustabouts wrong and ended up about 100 miles Top. If the party is a high-level group, the
included in this module. away. wizard can hide in the audience and con-
Revenge Served On A Dwarven Platter: tribute to the general mayhem with his
Picking Up The Blame: A rash of pick-
A bitter dwarven woman who has never spells. In any case, Doagar is going to
pocketing has been reported at the circus. need a lot of help dealing with the real
forgiven Jack Mooney for throwing her The last victim is certain he saw a rat make
and her ride out of the circus wants beholder which should be readily evi-
off with his purse. Hamlin of the Pipers
revenge. The dwarf never believed that dent to the PCs. If they help, the audience
Song Pest Control Agency is suspected of
her mine cart roller coaster ride was too considers it all part of the act and has a
the crimes, and arrested. Shazgrap, in
dangerous even though in its only day good time. If the PCs dont help, Mooney
human form, hires the PCs to prove
of operation the first three riders were will have to dispatch the beast. After the
Hamlins innocence. The real culprit is a
injured. She has hired a band of thugs commotion is over, Doagar realizes the
wererat rival of Shazgraps or, if the
and thieves to plague the circus with acci- female wizard/beholder is gone. Return-
PCs are high level, a vampire who found
dents tents collapsing, wild animals ing to his wagon he finds a mirror with
the circus easy pickings.
being set loose, trapeze wires fraying, etc. the instructions, break to release your
In turn, Mooney hires the player charac- A Dirty Byrrd: A cousin of Ramen and friend. When Doagar breaks the mirror
ter adventurers to pose as roustabouts Reman Byrrd has heard of the twins suc- the PCs will have more creatures to han-
and get to the bottom of the trouble cess with the Jack Mooney & Sons Circus. dle. See pages 174-175 of the DMG for
before the circuss reputation is ruined. He asked the twins to be cut in on the details on the mirror. The DM should
action, figuring that his family ties war- select additional denizens of the mirror
Identity Crisis: Before Jack Mooney won ranted a share of the wealth. However, based on the PCs abilities.
the circus it was called The Full Moon the twins never cared for their cousin,
Circus. The former owner died many Romancing The Statue: A young child,
and cared less for the idea of cutting their
years ago, leaving his wife copperless. wiping tears out of her eyes, approaches
profits. So, they refused his request and
The widow believes Mooney tricked her the PCs as they stroll down the midway
sent him packing. Cousin Byrrd was not
husband out of the only thing he loved in and asks them to get her statue back. The
to be denied, however, and using his illu-
life the circus. She has been following little girl was at the Pick A Prize booth,
sionary skills (all Byrrds tend to be wiz-
the circus for the past two years to famil- pulled on a string, and won a beautiful
ards) he disguised himself as one of the
iarize herself with Mooneys family. She statue that she was going to give her
twins and began causing trouble in the
noticed that Mooneys daughter is a half- mother as a birthday present. She
towns the circus played in. He used spells
elf, who is too old of a half-elf to be sired describes the man who took the statue. If
to damage taverns and businesses, he
by a human of Mooneys apparent age the PCs investigate by going to the Pick A
threatened women on the street, kicked
(she didnt know Mooney drank potions of Prize booth, they see a teenage boy walk-
puppies, and performed other evil acts.
longevity). She hires the group of player ing away dejectedly. Stupid game, he
The local law enforcement agency could
characters and pretends she is the real mutters. I pay a copper and get a dumb
not find out if Ramen or Reman was to
mother of the half-elven woman in Moon- statue. Lost my money. Lost the statue.
blame so both were arrested. In the
eys family. She convincingly claims that He, too, had his statue stolen. To find the
meantime, Cousin Byrrd went to the
Mooney kidnapped her half-elven daugh- culprit, the PCs will have to play the game
Ravenstar, convinced the crew he was
ter, used spells to make her forget her until they win a statue, and the thief hid-
Ramen, and directed the crew to take off.
true home, and is keeping her at the cir- ing nearby tries to take it from them. Or,
Jack Mooney hires the PCs to return the
cus only because he needs a cleric. She they can watch the game until someone
Ravenstar and capture the Ramen
points out that Mooney is much too young wins a statue and the thief runs up to steal
imposter, clearing the twins good names.
to have a half-elven daughter that old. it. The thief also played the game and
She offers to pay the PCs her lifes savings Beautys In The Eye: An evil wizard of won a statue with a piece of paper sticking
(which is 20 sp, but she doesnt tell them Thay has tried for the past three years to out its base. Breaking the statue he found
that) if they would recapture her daugh- coax the Mooney & Sons Circus into his a piece of a genuine treasure map. The
ter. The woman intends to ransom the city for a special performance. However, map piece was not sufficient, however,
half-elf back to Mooney for a large sum of Mooney is not fond of powerful, evil and he has been stealing statues from
gold. If the PCs refuse to help her, she magic users, and since Thay is full of patrons in an attempt to locate another
hires another group of adventurers to them, he declined. The wizard decided to section of the map. If the PCs defeat the
kidnap the girl. Then, Mooney tries to teach Mooney a lesson and followed the thief and take his map section, it will be up
hire the PCs to rescue his daughter. circus for several weeks to determine the to them if they want to pursue the clue
best form that lesson should take. The and find the treasure.

50
Ravens Bluff and Vastar: Orcs Rule The their time. Proud and reckless, they often
Vast mounted raids to seize goods in short sup-
Environs ply, but never raided to weaken enemies
gathering strength nearby, nor worked
The sparsely-settled lands between the any diplomacy or trade with the sur-
An accurate (but not verbatim) transcript of the eastern shores of The Dragon Reach and
following conversation with the famed sage rounding lands.
the mountains to the north (around the
Elminster is known to be part of the private Moonsea), east, and south (along the
collection of Charles Oliver OKane, Lord northern shores of The Sea of Fallen
The Coming of the
Mayor of Ravens Bluff. Perhaps it was knowl- Stars, commonly called The Inner Sea, Dwarves
edge gleaned from that transcript that are collectively known as The Vast. The
prompted him to participate in the champions names origin has been lost with the pas- In the end, the proud orcs fell. Dwarves,
games, where the mayorship was the award for sage of time, but most sages believe that it mining in the mountains, came west and
victory. derives from Vastar or something sim- south underground, following veins of
ilar, a name in use when orcs ruled these good ore, and met with the orcs in the
What is it yed like to hear all about this lands two thousand winters ago. lightless ways of the depths. After the ini-
time? Elminster asked, leaning back to In those days, men were not seen on the tial skirmishes, the dwarven war councils
draw his pipe into smoky life. northern shores of The Inner Sea except determined that no orc who had seen a
I coughed, helplessly, and said with in occasional exploring or raiding bands. dwarf in the mines must be allowed to
feigned innocence, Well The Vast, if Elves ruled the deeply forested western live, so that no word of any organized foe
you know anything of interest about it. shore of The Dragon Reach, dragons would get back to the orc chieftans. Lesser
The Old Mages eyes flashed. Know laired about the Moonsea and held sway goblinkin (mainly goblins and kobolds)
anything of interest about it? Course I do over its lands and the broad gulf of the enslaved by the orcs to work the mines
and tell ye I will, if yeve more of this were ignored by the dwarves so they
Reach itself, and orcs ruled the eastern
curious tea, he peered into the depths of shore of the Reach. Their government never told their cruel orc masters of
his cup. And a lot more respect to tender was one huge brawl with constant coups, dwarven activities they saw, or aided their
my learning, youngling! counter-attacks, and strife with other overseers when the dwarves came slaying.
I bowed my head, hiding a grin. My inhabitants of the mountains. The deaths of many orcs in the moun-
humble and unreserved apologies, Great- The fecund orcs birthrate allowed tains were ascribed to the great struggle
est of Sages. Your learning is unequalled them to recover from even the bloodiest for the throne of Overking. The throne
in two worlds, and you grace my best arm- civil strife or dragon raid; orcs even grew had been created by a monstrous orc
chair and my awaiting ears in a way that so numerous as to force the whelming of known only as Ologh and left vacant
evokes equal delight, while raising the raiding hordes every dozen summers or when Iyrauroth, a great wyrm black
honor of this household even as your so. These great, undisciplined hosts of dragon, slew him. Warring factions
presence is shrouded in secrecy. Our warriors would build or seize ships and among the orcs fought each other up and
pleasant converse lights my days and gives sail away south to plunder and slay. Few down Vastar for eight blood-soaked
purpose to my life, and for this I owe thee ever returned, the survivors spreading years, until Grimmerfang defeated the
my deepest personal thanks. Those who out across the warmer, richer southern last of his rivals and renamed Ologhs
will read what youve said, in this world Realms, and so the overcrowding of Vas- court of the Hollow Mountain Mount
around us, thank you also, in an ever- tar was regularly relieved. Grimmerfang.
swelling chorus. To build their crude, ramshackle ships The mountain was to be his tomb. The
Enough, enough, Elminster said in the orcs felled the timber of The Vast dwarves had worked in secret with a few
disgust. Yere a smooth-tongued snake, until none remained and they had to seize men and elves to develop a steel whose
when ye put mind to it. He sniffed and it from the elven shores across the Reach. bite was poison to orcs, and with its aid
settled into the depths of the armchair, The orcs soon found that if they sailed broke out of the mountain caverns to
drawing away from me but his eyes across the storm-torn Reach without run in waist-high riot across the land, as
twinkled. A puff or two later he began to securing a landing place first, they were the sage Fairin Icemantle wrote.
speak about The Vast, leaning carefully doomed to a swift death under elven Fairin had grave misgivings about the
forward to address my tape recorder arrows and magic, ere they could land. So use of the orcslayer metal, fearing it
more politely. in the years between hordes army after would be only the first step in the making
For those of you whove not met him, be army crossed the River Lis, then known of many alloys harmful to other races
warned: Elminster can (and will, given by its elven name of Nuathlis, at the and bring, in the end, the ruin of all; his
half a chance) talk for hours, on anything northern end of the Reach. Time after Treatise Against Blood-Metal survives in
and everything. If you want to find out time these armies found elves waiting for libraries in Sembia, Cormyr, Waterdeep
about something, be prepared to ply him them. Hails of arrows falling on orcs slog- (and perhaps still, in the ruins of Myth
with consumables, and to keep steering ging through the marshy banks of the Lis Drannor), giving the only first-hand
him back onto the topic you want to brought great slaughter, earning the Lis account of the dwarven victories.
explore unless you want to hear about the nickname Blood River, still used by The secrets of making the deadly
everything else but your chosen topic. I orcs today. blades, and even just which mountain is
managed to worm a little information out In this, and in crude farming, fishing, Mount Grimmerfang, have been lost over
of Elminster about The Living Citys sur- and mountain hunting to feed themselves the years. The few dwarven elders who
roundings, and here it is. (leavened with mining and the forging of still can identify the mountain do not
weapons), the orcs of Vastar occupied speak of it to men. Elminster tells me that

51
hes never investigated in person, but The Vast in Human Hands human male 12th level wizard), Lord Mal-
believes it to be the first peak north and aph Serpentshield of Dark Hollow (a NE
east of Mount Wolf (see below). Humans spread rapidly across the Vast, human male 14th level warrior), and
The victorious dwarves drove the orcs clashing often with orcs and the wild crea- Lady Estele Greymantle of Highbank
far north and south into the mountain tures of the mountains, mostly leucrotta Forest (a CG human female 11th level
heights, claiming all The Vast as their and trolls, who had grown numerous cleric of Eldath, dedicated to nurturing
own. The Realm of Glimmering and rebuilding woodlands within her
preying upon wounded and dead
Swords, dwarven songs call it, though it dwarves and orcs all across the war-torn holding).
may have had a less-grand, everyday land. Men cleared land for farms, collect- Although orcs and various monsters
name. They built stone towers, and ing fieldstone into low walls and building continue to infest the mountains, raiding
brought herds of goats, sheep, and good roads. Adventuring bands built down into The Vast now and then (espe-
shaggy cattle from south across The themselves small keeps, and collected cially during harsh winter weather),
Inner Sea to roam the grasslands cleared shield taxes from nearby farmers in human rule of The Vast seems assured
by the orcs. The dwarves occupied them- return for a promise of protection against for now and years to come.
selves in making fiery, legendary drink- attack. Such defense (usually against orcs,
ables and drinking them and in trolls, and brigands) came by means of The Vast Today
making wondrous armor, finery, adorn- mounted warriors, bolstered by a minor
ments, and weaponry with their metals. battle-mage and a cleric of Tempus or The largest settlements in The Vast are
Little of this work would they part with in Helm, but usually came too late. the cities of Ravens Bluff, Tantras,
trade just enough to buy more live- Men, as one elven writer of the time put Calaunt, and Mulmaster. Ravens Bluff is
stock. They also bought honey, which it, breed almost as recklessly as the burn- detailed in the accessory LC1, Gateway to
many dwarves love, especially in mead, ers [orcs]. Their swelling numbers, aided Ravens Bluff, The Living City; in this prod-
from halflings who dwelt in woodlands by immigration as much as by birth, soon uct, LC2; and in POLYHEDRON
here and there along the shores of The pushed the former inhabitants and pred- Newszine. Tantras is described in module
Inner Sea. ators of The Vast back into the mountains FRE2, Tantras. Calaunt is a sinister place,
A few men came to live in the region at and wilder foothills. There seemed a detailed in the FORGOTTEN REALMS
this time, notably the powerful mage higher number of those who cheerfully ADVENTURES hardcover rulebook,
known today as Maskyr the One-Eyed; his seek out adventure among men than which also contains information on Mul-
vale now is the site of the human village of among the other races, too. Bards of The master.
Maskyrs Eye (see POLYHEDRON Vast sometimes call this The Time of Many rural folk of The Vast view
Newszine #54). Glorious Fools, after the many adventur- Ravens Bluff as a colorful, dangerous
But the rule of the dwarves was short- ers who took on hopeless odds and, aston- place rife with intrigue. Tantras is seen as
lived, perhaps forty years in all. Orcs ishingly, won almost as often as they per- a safer place, dominated by the followers
breed like nothing else on or under ished. When good roads linked of the god Torm. Calaunt is viewed as a
Faerun; they put even hares to shame, as Mulmaster on the Moonsea and Procam- den of thieves, dominated by arrogant idi-
Elminster put it. All too soon, they rose pur and Tsurlagol on the Inner Sea to the ots (any such person may be called a
again, and the power of the dwarves rest of The Vast, and several years of Calaunt-head by Vast folk). Mulmaster
waned. The dwarves, under their king bountiful harvests followed, human rule is generally thought to be full of harsh
Tuir Stonebeard, were defeated by orc of The Vast was assured. The ports of cheats and tight-fisted people.
bands at the fords of the Vesper, and in Calaunt, Tantras, and Sarbreen (later to I asked Elminster about the lesser-
the battle of Deepfires. This infamous become Ravens Bluff, The Living City) known countryside of The Vast, places
struggle raged though the underground quickly found use by trading vessels from less well covered in print. He snorted and
ways of the mountains for twenty days Sembia, Impiltur, Westgate and made some remark about mapping every
and is still remembered in dwarven Aglarond. Traders came seeking farm manure-pile between two seas, but in the
laments and sayings. One is: I feel as if produce and selling fine cloth, iron-work, end gave me far more Realmslore than I
my axe was broken in the midst of Deep- locks, and weapons. The harbors became could squeeze into these pages.
fires, often uttered by dwarves who are trade-stops in addition to their established
sick, depressed, or in pain. uses as pirate rest and repair stops and The Countryside
Humans, coming by ship from the immigrant-ship landing places. Men
crowded southern lands around The Sea explored the nearer and more accessible The countryside is rolling farmland,
of Fallen Stars, began to settle south of the mines in the area, and prospered further. fields used for all manner of crops and for
Fire River. The weakened dwarves Many of the larger farmers grew wealthy, grazing. Low stone walls divide the fields,
retreated east and oversea southwards. bought up surrounding farmers, and and where a farm fronts on a road, the
Tuir was the last Deep King to claim the began calling themselves lords. These walls often are backed by thick, wild
surface lands or even to be known of country gentry were often retired adven- hedges. Woodlots have been left here and
there. If an organized dwarven kingdom turers or lost their lands to adventurers there among the farms, although they
still exists in the area, it must be deep and looking for a place to retire, and thus and the trees in them are small. The lots
quiet indeed. many of these petty lords today are folk of have grown from the scrub left behind by
great personal power. orc treecutters. Small brooks and stream-
Among the most wealthy in the Fire lets are plentiful, but these seldom join
River uplands, near Ravens Bluff, are larger rivers. Instead, they tend to drain
Lord Thalmir of Mossbridges (a CN into pools, and thence by underground

52
ways seep down towards the sea, only to over in the woods, but return by torch- Casks of beer aged over the winter are
spring up later and repeat the process. light with ready swords. opened in an evening feast, and the free
Broken, tilted layers of rock underlie the plowing continues for four days if neces-
deep soil of The Vast; dwarves say that it Customs sary.
looks like a vast cauldron of ice chunks Hornmoot (Kythorn 14th) is the tradi-
was stirred and then allowed to freeze, the Folk in The Vast tend to keep to them- tional first trading day of spring between
ice caught at every angle. Sinkholes, selves, and see themselves as one with the humans and dwarves. The dwarves once
caves, and rifts are plentiful but very land they inhabit. The countryside is blew horns in the mountains to signal
small; local farm children often can hide beautiful but dangerous, and from their their coming, and men replied with horn-
from visitors in an empty field by using a earliest days humans in the rural Vast go calls of their own if their settlements
person-sized hole they know of. Many armed. Even the youngest child allowed wanted to trade. Dwarves still come to
farmers hide their wealth in such holes, out of mothers reach has a sling or darts, these moots and monthly ones from
while others build privies over them. and a belt knife. Kythorn through Eleint, always on the
Where the farms end, proper forest Most folk in the Vast are contented with 14th of the month each year, but each
begins, broken by occasional stone out- their homes and their lot in life, but they year there are fewer dwarves. Traders
crops as the foothills rise up into the are always eager to hear news from the still come from as far away as Amn to get
mountains. wider Realms. Such news gives them good axes and swords from the Stout Folk
much entertainment, and they also enjoy at these moots.
Hunting ballads even ballads theyve heard a The Bone Dance (Highsun 9th) is a hunt-
hundred times before. ing festival. Clerics of Malar hold feasts
Boar, deer, and black-masked bear roam Local bards of distinction are few, but after dark. These include pageants where
the forests of The Vast, and can be found, many bards who wander Cormyr, Sembia, bones of huge stags and other beasts are
well roasted, on local tables. The Vast is The Dales, and The Vast prefer the east- magically animated to enact hunts; very
known around the Inner Sea lands for ern side of the Reach above all else. They young and very old hunters in each com-
roast stag, the meat being of the highest treat ye as a friend, as an honored guest, munity take the parts of the slaying hunt-
quality and size. Traditionally, this dish is and as someone deserving good coin and ers. Much food and drink is consumed,
served on large platters, the first bearing the best food, said one. Whenever I and on the next morning expeditions set
the full rack of antlers to the table, sur- come into an inn, even if there be five or forth to track down and slay any preda-
rounded by sweetmeats and choice cuts. six harpers already gathered, smiles light tors or dangerous monsters known to be
Hunters say that game has remained faces of folk there, and they call out to me active in the vicinity.
surprisingly plentiful over the years. Most as if I were an old friend. Soon, of course,
sages specializing in such things believe I was an old friend to most of them. Ill Temples & Clergy
that the High Country has acted as some- keep walking those roads until Im too old
thing of a protected breeding ground, to walk anywhere. All major human faiths can be found in
and only the rich food offered by farm Wandering minstrels who frequent The Vast. The cult of Torm is notable.
plantings brings the choice game down The Vast include the sharp-tongued and During the time of troubles he came in
into the farmlands, where the woodlots keen-witted Nalabar of Selgaunt, the person to his temple in Tantras, and his
and wilderland groves offer shelter jovial and well-loved Happy Mamblat of fall devastated an area north of the city
between feasts. Hillsfar, and the beautiful half elf lady walls leaving it a field of twisted and
Most hunting is done in the wooded Sshansalue Wonderharp. tortured rock where no magic works, and
areas, either a few archers on foot, or four Several unique, festivals are celebrated spellcasters of all races feel sick or faint.
or more stout men armed with spears, throughout The Vast. These tend to be Chauntea and Eldath also are commonly
daggers, and clubs, hunting with trained more energetically celebrated in the coun- venerated.
dogs. The first method requires more try, and paid less attention in the cities. The travelers gods Tymora, Tem-
skill and delivers game in better condi- The Arming (the fourth day of Tarsakh) pus, and Waukeen are found in The
tion. commemorates the rise of the farmers Vast as they are everywhere. Temples to
Hunting in the foothills and on the and merchants to defeat raids of tribes- all of these gods can be found in the cities
wooded mountain flanks always has been men from the mountains south of Ravens of the vast. Shrines to them all can be
a more dangerous game, undertaken only Bluff, orc raids along The North Road, found throughout The Vast.
by large, well-armed bands. Wolves, orcs, and brigand and pirate attacks through- Shrines dedicated to Tymora, for
brigands, and monstrous creatures have out The Vast. On this day militias are example, are found in Maskyrs Eye,
always attacked overbold hunters in the mustered and inspected, weapons are Kings Reach, and High Haspur all
hills. In the fey, mist-cloaked marshes of worn proudly and well polished, youths administered from a small temple in Mul-
the Flooded Forest, on the northern edge of both sexes are given gifts of weapons or master. Tsurlagol, Calaunt, Tantras, and
of The Vast, strange and dangerous crea- armor, weaponry contests abound, and Ravens Bluff all have temples of Tymora
tures have recently begun to appear. Owl- feasts are held in which the ballads of the of their own.
bears, stirges, and other, rarer creatures heroes are sung, and the tales of deeds of Just as in the agricultural lands nearby
that local hunters have never seen before valor are told. (Sembia, Cormyr, and the Dales), The
and that have no local names have The Plowing (Mirtul 6th) is a day when Vast is a place tolerant of many religions,
increasingly been met. Hunting near the ground is broken for planting all over although shrines and temples to other
Ylraphon is now done in large, well- The Vast. Local teams travel about to gods are few and far between outside the
armed bands, who never camp the night break ground wherever desired, for free. cities. Here and there along The North

53
Road stand boulders etched with the There are no known passes through the although a wanderer in the High Country
crossed battle-axes of Clanggedin, Father mountains from The Vast to eastern will rarely meet these quiet folk, there are
of Battles and many local warriors pray lands south of Mount Wolf, although areas particularly small, hidden dells
to both Clanggedin and Tempus before rumors persist of hidden ways through crowded with old, moss-covered trees and
they go to war in the mountains. the peaks from the easternmost reaches sparkling pools that prudent shep-
of the High Country to Impiltur. The herds avoid. If weather or mischance
Inns and Roads range of peaks that wall in The Vast on brings an experienced shepherd into one
the east are sometimes called the Giant- of these areas, their custom is move
According to most travelers, the best inns spike Mountains. quickly and quietly, light no fires, and cut
in the area are not found in the cities or To the south, the road runs through no trees. They depart quickly and leave
even in The Vast proper, but in the wilder the market town of Kurth, and into Three behind one or two sheep, tethered to a
stretches of road linking The Vast with Trees Pass. The mountains on either side stake, with a loudly-spoken but humble
neighboring cities. Arguably the best of of the pass are sometimes called the Troll apology for trespassing. The less prudent
these is The Wizards Hand in Maskyrs Mountains, although few trolls are seen take their chances, but fewer return to
Eye; close behind come The Worried there today. They have been almost erad- bring back tales of the hidden dells.
Wyvern in Sevenecho, and The Elf In Armor icated by dwarves, who live in mines high Sheep-trails crisscross much of the
in High Haspur. above the Pass once-rich mines that High Country, but the sprites tolerate few
The Hand is some 80 winters old, and is now yield only a little iron and less cop- buildings. Most shepherds use simple,
named for the vanished wizard Maskyr. per. temporary turf huts. A few lonely, widely-
The Wyvern is not quite 20 years of age, South of the High Reach, a nickname separated stone towers standing in the
and dominates the hamlet of Sevenecho used to distinguish the town of Kings easternmost reaches of the High Country
(named for the family of the innkeeper). Reach from The Dragon Reach, which are said to belong to powerful, reclusive
Sevenecho is located where the main divides The Vast from the Dales, the road mages, who the sprites leave unmolested
overland road from Procampur meets the leaves the mountains and crosses rolling because they turn back most of the orc
Tsurlagol Road. hill country. Its route roughly divides the bands that wander down from the sur-
The Elf in Armor is named after the elven walled farms of The Vast from the High rounding mountains.
warrior Beluar, who aided the dwarves of Country, a large expanse of grassy hills
Tuirs fading kingdom in their battles and rocky moorland inhabited mainly by
against the orcs. Beluar and his small shepherds and their flocks. Hlintar
band of elven riders perished in an orc Several small stopover camps are found
ambush in the mountain pass south of along the North Road as it crosses this This small crossroads town is ruled by a
Ravens Bluff, known ever since as Elven- rolling open land, each by a pond or Master Merchant, head of a council of
blood Pass. Beluar is buried in the hamlet stream. At least two of these sites boast eight merchants, and is known for its
just south of that pass, Sarbreenar. From inns, The Nine Swords at Swords Pool, and finely trained horses, bred locally. It is
there, the High Trail runs south to High The Blue Stallion at Dead Tree Hollow. also home to several large and muddy
Haspur, where it forks to run straight pig-farms.
south to Procampur, and to run southeast Dragon Falls Almost a hundred winters ago, a
toward Tsurlagol, and a junction with the greedy and ambitious Master Merchant of
main North Road. The largest settlement along The North Hlintar, one Marakus Beindold, sought to
Beluars most famous victory over the Road between Kings Reach and Tsur- enrich his coffers and expand Hlintars
orcs came at Viperstongue Ford. Beluars lagol is the village of Dragon Falls, named farms into the hills east of the town, tra-
forces routed the orcs, pursuing them for a spring-fed stream that cascades ditionally claimed by the dwarves. He
north into a rugged line of hills southwest down a bluff beside the road, then runs invited the dwarves by special letter to
of Kurth, and thence north along the down to the Fire River. Of old, it was the Hornmoot in Dragon Falls, which his
road as far as Maskyrs Eye, where Beluar lair of a fearsome red dragon. Some say hired mercenaries forcibly occupied
himself slew the last of the orcs on the that the Fire Rivers name comes from the before the dwarves arrived. The mer-
road outside the town smithy. The hills devastation this great wyrm wrought on chant welcomed the dwarves and feasted
west of the road, between Kurth and orc, dwarf, and human settlements up with them, plying them with drugged
Maskyrs Eye, are sometimes called Belu- and down the river through the years. A wine then had them butchered in their
ars Hunt. There is an inn of that name in human adventuring band finally slew it. bedchambers during the night.
Kurth, and the rival Rolling Heads Inn at The band built a stronghold that became Only a few dwarves escaped, but
the other end of the same town is also the fortified Inn of the Dragon, and the enough eluded the Masters guards to
named for the routed orcs. center of a growing village. The Hlintar return 10 nights later to catch the mer-
Travelers on the North Road often Ride joins the North Road at Dragon chant in his bed chamber and break all his
measure their progress by the mountains. Falls. joints with their hammers. He was found
South of Maskyrs Eye, the border of The dying the following morning and was res-
Vast proper is marked by Mount Wolf, The High Country cued only through the heroic (and expen-
which towers above the road. Many sive) efforts of several local clerics.
wolves laired near the peak years ago, Local legends even in the days when That was the last Hlintar has seen of
until local hunters saw them as far too orcs ruled have always held that the dwarves from that day to this. No dwarf
efficient competition for the highly- High Country was home to sometimes of The Vast will knowingly and willingly
prized stags, and largely wiped them out. invisible little people (sprites), and set foot in Hlintar, nor trade dwarven

54
work with a merchant known to trade Welcome to The Vast harder for me to distract them from sailing
there. across the Reach and looking around!
Oops (ahem). Elminsters back, and leaning
I look into my files, and see that theres
Kings Reach toward my tape recorder with what I can only
more to be told about the dwarves, and describe as a fiendish grin. It looks like hell be
much about Maskyrs Eye and the vale in
Kings Reach is a wealthy, fortified town getting the last word (as usual).
which it lies. Theres also the story of The
that has always served as a center for met-
Mages Tower (a good place to avoid) to
als trade. Miners bring ore to smelt, and Elminsters Parting Word
be told, some day.
smiths bring worked metals smelted else-
where. Other merchants bring goods by So its The Vast theyll want to be tramp-
barge upriver from the Reach, to trade That's it; when I asked for more, Elminster just ing around next, is it! Well, tell thy read-
with the miners and smiths. grinned. He gave me a map that shows a lot of ers beware therere beasts and secrets
Kings Reach marks the highest naviga- places I havent even mentioned so far (such as sleeping in those mountains that had best
ble point on the Vesper. Above the town, Bambryn, Fallentree, and Tavilar). They, and be awakened only by someone with a
the Vespers chill, clear waters are broken The Vast in general, are yours to explore and ready blade and fast spells, if theyd live to
by a long series of rocky cascades. The develop. Ill be giving readers of the boast of it.
town is named not for the reach of any POLYHEDRON Newszine more infor- Another watchword of the Realms
human king into the dwarven lands, but mation on The Vast, but these lands belong to springs to mind as fitting, too. Remem-
for the fact that Tuir, king of the dwarves, you, fellow RPGA Network members, and Ill ber: bandits and orcs are always with us.
decreed that this far into the mountains be watching the pages of the "LC" products and Slay one and three stand up in the same
and no further would men be per- the Newszine eagerly in the months and years place. Kill one at thy gate, and expect to
mitted to reach. Other origins for the ahead to see what you do with them. find another waiting under thy bed. Con-
name have been given, but most sages Please hurry. The Knights of Myth Drannor duct thyselves accordingly, and live
agree that this is the oldest, and is prob- are becoming impatient; its getting harder and longer.
ably true.

Kurth

This farm-market town is often short of


water; its two mills both use recycled
water, magically recirculated and filtered
many times. It has a brewery, a large
stockyards, and a wheelwright of distinc-
tion, but is otherwise unremarkable.
Townsfolk have recently seen walking
skeletons, carrying swords, in the over-
grown grounds of Feljacks Hall, a ruined
mansion on the western edge of town. No
locals have cared to investigate further.
Persistent rumors in Calaunt and Tantras
whisper that Kurth is a place where much
treasure is hid, for many pirates come
here to retire, and much shady business
goes on in the quiet backrooms of the
town and in The Gauntlet and Girdle tavern.
Kurth was named for its founder, a
grim, axe-wielding adventurer friendly to
the dwarves. His nickname was Bandit-
Slayer, and it was well earned.

Ylraphon

Ylraphon, pronounced Ee -yil -ra- fon,


was once an elven city, then a ruin where
an orc chieftan held court, then a
dwarven city, then orc-controlled ruins
again. Now it is a small port whose north-
eastern reaches are ruins, fast overgrown
by scrub and saplings. Local lore speaks of
rich treasures buried in Ylraphon by raid-
ing orcs and fleeing dwarves.
55
A Party In The Plot: their own decision or because they were
spurred on by Howard proceed to the
Embassy Row There is indeed foul play planned for the next section.
PCs who inform Holiday that they are
party but not by the Zhentarim. A
eight-member delegation (death squad) investigating the murders will be vouch-
Location: Ravens Bluff from Mulmaster, which cannot stand the safed by Ravens Bluff officials as special
Total Character Levels: 42-48 Zhentarim ambassador, will seek to com- agents of the government and will be per-
Total Wealth Available: Variable mit several murders and put the blame on mitted by the Zhentarim and most other
Total XP: Completing 1st section, 702 the Zhentarim. The delegation hopes to countries ambassadors to question peo-
Completing 2nd section, 4,200 increase the distrust felt toward Zhentil ple about the murders. This allows the
Defeating the killers, 6,020 Keep by people in Ravens Bluff and PCs to temporarily ignore the sovereignty
nearby cities. of the embassies and their staffs. The only
Set Up: Because the delegation is taking every embassies that will not permit the PCs any
precaution they deem possible, the PCs privileges are Thay and Mulmaster.
The Zhentarim ambassador quartered in will not recognize them as anything other
than party guests. The delegation will get A Second Twist
Ravens Bluff is hosting a party tomorrow
night. Guests include many other ambas- into the embassy unless the PCs are
searching everyone who tries to enter the The morning after the murder the
sadors in the city, their diplomatic staffs,
Zhentarim building. Thayvians, who likely are now minus one
Ravens Bluff dignitaries, and a few for-
The Mulmaster delegation is sneaking ambasador, attempt to exact compensa-
tunate socialites.
weapons and disquises into the party. An tion from Zhentil Keep 20,000 gp, and
Although ambassadors are prone to
hour into the affair, delegation members from Ravens Bluff 16,000 gp. The
giving parties, Deputy Mayor Howard
are to individually excuse themselves to Thayvians do not reveal to anyone in the
Holiday is concerned about this one. He
freshen up, don disquises to make city that their murdered ambassador has
assigns the player characters to watch the
themselves look like Zhentarim, re-enter been sent back to Thay to be raised. If the
embassy today and tomorrow right
the main banquet room, and kill as many PCs ask to examine the Thay ambassa-
through to the end of the party. Holiday
guests as possible. The first target is the dors body, they will be told it has been
and others in Ravens Bluffs government
Thayvian ambassador. During the confu- returned to his family. All the other mur-
have no use for Zhentil Keep and the evil
sion the delegation members are to skulk der victims are laid out in the Zhentarim
Zhentarim.
back to the Mulmaster Embassy. embassy awaiting burial or raising,
The PCs will have to be careful on their
If the PCs were not able to get into the depending on their status.
mission, as they cannot legally enter the
embassy, they will not be able to prevent City officials are enraged that the
embassy grounds uninvited knowing
the murders. However, they can and Thayvians would attempt to get gold
the Zhentarim such a misstep would con-
should follow the escaping Mulmaster from the government. Holiday again con-
stitute an act of war. Therefore, the PCs
might have to observe the embassy from a delegates to their embassy. The PCs could tacts the PCs and pushes for their inves-
be confused, however, as the delegates tigation to proceed.
position across the street, keep tabs on
l If the PCs question ambassadors who
what appears to be going on, and report look like Zhentarim agents.
l If the PCs opt to fight the fleeing
were at the party, refer to the ambassa-
anything suspicious to the deputy mayor.
Further, Holiday instructs them to pre- delegates, the delegates initially try to dors and other NPCs statistics at the end
bluff their way past, then try to continue of this adventure to determine what the
vent anyone from entering the embassy
their escape. They fight only as a last PCs learned.
who doesnt look like a party guest.
l If the PCs question representatives
About the only way the PCs can sneak resort. They will not allow themselves to
be taken alive. If the delegates make it to and servants at the Zhentarim embassy,
into the embassy is to capture a few peo-
the Mulmaster embassy, they quickly and ask the correct questions, they will
ple going to the party, dress in their
change clothes, leave, and lose themselves learn that all of the Mulmaster delegates
clothes, and use their invitations to get
in Ravens Bluff's side streets. disappeared prior to the attack.
past the gate guards. If the PCs openly
l If the PCs attempt to question the
discuss such a plan, Holiday will discour- l If, instead, the PCs take a passive
approach and report to Howard Holiday staff at the Mulmaster embassy, they will
age it, as it isnt legal to impersonate dig-
nitaries. that Zhentarim agents were seen running be treated rudely and get little informa-
from the embassy and therefore probably tion. However, shortly after their attempt
The PCs will receive 25 gp up front for
were the troublemakers, they will be each the Mulmaster gardener approaches them
the assignment, plus a bonus later when
the party is over. rewarded 150 gp and told that city offi- and offers to sell them information for
cials will take it from here. However, one 100 gold pieces. If the PCs meet the price,
The following nations or cities have
week later Howard again approaches the the servant tells them the Mulmaster del-
embassies in Ravens Bluff: Algarond,
PCs and demands that they each give the egates were seen leaving the Mulmaster
Amn, Cormyr, Calimshan, Chessenta,
150 gp back because the Zhentarim are embassy with Zhentarim disguises in tow.
Evereska, Evermeet, Impiltur, Lantan,
l If the PCs uncover the Mulmaster
Moonshaes, Mulmaster, Rashemen, Sem- not involved. If this is the case, the PCs
have few alternatives: give the gold back, crime, they will be given 2,000 gold pieces
bia, Thay, Turmish, Waterdeep, and
get kicked out of the city, or continue the from the Zhentarim, 1,600 gold pieces
Zhentil Keep.
investigation. from Ravens Bluff officials, and the Mul-
l If the PCs choose to investigate the
master ambassador and his staff will be
murders on their own whether it was expelled from the city.

56
Cast of NPCs doesnt remember anything else. How- dence of the fleeing assassins seen enter-
ever, he adds that he hopes the PCs are ing his embassy.
Lunessa Redmon, Ravens Bluff mer- able to catch the vile rogues.
chants guild representative, 0 level female Clartil Crumnert, Amn ambassador, 0
human: STR 15, INT 15; WIS 17; CON Stanbier, Mulmaster ambassador, 0 level level male human: STR 10, INT 16; WIS
9; DEX 16; CHA 13; MV 12; hp 6; AC 8; male human: STR 7, INT 15; WIS 15; 16; CON 8; DEX 9; CHA 17; MV 12; hp
AL Neutral Good; S M; THAC0 20 CON 6; DEX 6; CHA 17; MV 12; hp 4; 5; AC 10; AL Chaotic Neutral; S M;
Lunessa never had been inside a for- AC 10; AL Neutral; S M; THAC0 20 THAC0 20
eign embassy before and had asked the Stanbier is a fat, jovial diplomat who Clartil is a swarthy man with a bright
merchants guild if she could be the rep- appears to be about 40 years old. He personality and a tongue that gets him
resentative to this party. She regretted never discusses his age. He is witty and into trouble as often as it gets him out of
being pushy about it, as she was nearly charming, but he can be tough when nec- it. He frequently opens his mouth before
killed. She is certain the murderers were essary. He will not be harmed in the attack thinking a problem through and has
Zhentarim, as the attackers wore clothes at the Zhentarim embassy, but his escort, caused Amn one or two embarrassments
similar to the other Zhentarim in the Selere, will be killed for appearance. Sel- throughout his career. He has had more
room. ere was a local courtesan who was often postings and can tell more stories than
seen with Stanbier; he will see to her any other ambassador stationed in Ravens
Malagar Flamhart, council of lords rep burial. Stanbier will be otherwise unac- Bluff. He and his wife, Marla, will be
resentative, 0 level male human: STR 12, companied at the party. killed at the party, but will be raised
INT 12; WIS 16; CON 9; DEX 9; CHA He has an embassy staff of four; a cook, within 24 hours, when a high-level Amn
16; MV 12; hp 6; AC 10; AL Neutral housekeeper, caretaker (who also gardens cleric is summoned. Clartil will be revived,
Good; S M; THAC0 20 and does limited guard duty), and a clerk but will be too devestated to be of much
Malagar was moving up in the council who is always busy. From time to time var- help to the PCs. Marla will not be able to
of lords until he attended the party and ious Mulmaster natives are at the be raised.
was the second person killed in the embassy, such as the eight-member Mul-
assault. He will be raised at the expense of master death-squad. Oswal Stumm, Clartils assistant, 2nd
the council. If the PCs wait to talk to him Stanbier will act friendly toward the level male human cleric: STR 9, INT 16;
after the raising, he tells them he was eat- player characters as long as they do not WIS 18; CON 12; DEX 12; CHA 8; MV
ing a crab puff when he was stabbed in the threaten him. He is a coward at heart and 12; hp 12; AC 8; AL Chaotic Good; S M;
side by someone in Zhentarim garb. He will wilt quickly if confronted with the evi- THAC0 20; spells in memory cure light

57
wounds, detect evil, detect magic, detect poison. civily to the PCs. He will point out that if like Stanbier or anyone else connected
As Aide-de-camp to Clartil, Oswal gen- the killers were Zhentarim, they would with the Mulmaster embassy. She does
erally runs the Amn embassy and does his not leave the grounds. not know the killers were instructed to
best to keep Clartil out of trouble. He will execute her, however her hiding place
not be harmed in the attack, and he will Zhentil Keep Embassy Staff behind the Curtains kept her safe. Stan-
use his cure light wounds on the nearest bier wanted her dead for refusing his
person who needs aid. He recognizes that Kindrak Kindrakson, head of house, 0 advances.
Clartil and Marla are beyond his help. level male human: STR 10, INT 14; WIS
Oswal is an excellent organizer, but he 16; CON 8; DEX 9; CHA 13; MV 12; hp Gorfred, groundsman, 0 level male
has a gruff personality that makes him 5; AC 10; AL Chaotic Evil; S M; THAC0 human: STR 10, INT 16; WIS 16; CON
unsuitable for a front-line diplomat. 20 8; DEX 9; CHA 17; MV 12; hp 2; AC 10;
He suspects that the killers were not the He is horrified that such an incident AL Neutral Good; S M; THAC0 20
Zhentarim, but were impersonators. should occur at the embassy, especially at Gorfred saw the killers flee the embassy
However, he has no proof of that. He is one of his parties. He will remain cool and turn left. He is a drunkard and cant
definitely suspicious of anyone who and calm on the surface, setting a good reveal any more information to the PCs.
would flee their own embassy. example to those who panic. He will ren- However, he will be friendly and invite
der first aid when appropriate and will the PCs to share a drink or three with
Galesh Megrorn, Thay ambassador, 5th take charge of the situation. He can pro- him.
level male human mage: STR 9, INT 18; vide the PCs with little information, other
WIS 14; CON 10; DEX 16; CHA 17; MV than confirming that there were no unin- Makira, the cook, 0 level female human:
12; hp 12; AC 4; AL Neutral Evil; S M; vited guests attending the party. STR 7, INT 16; WIS 16; CON 9; DEX 18;
THAC0 19; spells in memory Charm CHA 10; MV 12; hp 6; AC 6; AL Neutral
person, friends X2, sleep, forget X2, hold per- Beidler and Githon, hired waiters, 0 level Evil; S M; THAC0 20
son; magic item: Bracers of defense AC 6 male humans: STR 15, INT 10; WIS 12; Makira was in the kitchen throughout
Galesh is secretly a Red Wizard, cur- CON 14; DEX 12; CHA 11; MV 12; hp 4 the assault and did not witness anything.
rently loyal to the zulkir of necromancy. each; AC 10; AL Chaotic Neutral; S M; If the PCs press her, she admits that once
He is haughty and arrogant toward all THAC0 20 the shouting started she hid with Beidler
whom he considers inferior, which is just Beidler and Githon have worked at the next to the stove. If any of the PCs seem
about everyone. He is capable of diplo- Zhentarim embassy for parties twice undernourished, she tries to get them to
macy when dealing with other diplomats before, and never had any trouble. They eat something. However, if the PCs are
or other Red Wizards, particularly those plan never to work here again. Beidler rude to her, she tries to get them to eat
who outrank him. Galesh will be killed at was in the kitchen looking over the food something tainted with special herbs; this
the party only because he wont be expect- when the attack came. He hid next to the food will cause any PC who ate it to sub-
ing any trouble. The PCs will not meet oven until the commotion stopped. How- tract three points from his Constitution
him unless they were able to get inside the ever, he will tell the PCs one of the assas- score for three hours.
Zhentarim embassy for the party. Galesh sins most assuredly an evil Zhentarim
was attending the party alone. His staff clubbed him on the head as he ran Sylvester, clerk, 0 level male human:
consists of a cook, a groundsman, and a outside to call for help to stop the mur- STR 7, INT 12; WIS 18; CON 7; DEX 16;
clerk (who will arrange for his raising). ders. Githon was in the ballroom and was CHA 14; MV 12; hp 4; AC 8; AL Neutral
The clerk looks after most of the embas- slightly injured in the fight. He will be Evil; S M; THAC0 20
sys affairs. more talkative if the PCs cure him. Githon Sylvester is a foppish young man who is
The Thayvian embassy staff will not saw the Zhentarim agents enter the main bewildered by all of the days events. If
talk to the PCs unless forced. If they are ballroom from different areas. They questioned harshly he will blubber, slob-
forced, the PCs will learn the Thay didnt walk like Zhentarim, and they ber, and apologize for anything and
ambassador had a fairly good relationship didnt sound Zhentarim when one said, everything. He has no useful information.
with the Zhentarim, and they cant image We got the Thay man, let us leave.
the Zhentarim jeopardizing any standing However, Githon cant quite place the Mulmaster Hit Squad
with Thay by killing Galesh. accent.
Angar Barkstykys, 10th level male
Bolatar Zarim, Zhentarim ambassador, Sendira, hired waitress, 0 level female human fighter: STR 17, INT 12; WIS 12;
9th level male human fighter: STR 17, human: STR 8, INT 12; WIS 9; CON 9; CON 17; DEX 16; CHA 11; MV 12; hp
INT 16; WIS 15; CON 18; DEX 17; CHA DEX 9; CHA 18; MV 12; hp 6; AC 10; AL 94; AC 1; AL Chaotic Evil; S M; THAC0
16; MV 12; hp 90; AC 0; AL Chaotic Evil; Neutral; S M; THAC0 20 11; magic items: Ring of protection +2,
S M; THAC0 12; magic items: Bracers of Sendira works for the same firm as Bei- cloak of protection +2, long sword +3
defense AC 3, ring of regeneration dler and Githon. She saw the killers leave
Bolatar is a man of vision who sees a day the party (she was hiding behind a cur- Hit Squad Members, 6th level male
when peace will rule the Realms (and tain). One of the killers looked familar to human fighters: STR 14; INT 14; WIS
Zhentil Keep will rule peace). He is an her she saw him a few days ago in the 10; CON 12; DEX 17; CHA 9; MV 12; hp
excellent diplomat with a silver tongue. Mulmaster embassy where she was inter- 33, each; AC 5; AL Chaotic Evil; S M;
The thought of someone framing his peo- viewing for a position. She refused the job THAC0 15; magic items: each fighter is
ple will outrage him, and it will be several when she discovered that more than wait- equipped with a poison-coated short sword
hours before he is calm enough to talk ressing was expected. Sendira does not of quickness; each wears leather armor.

58
Magic Items: Bracers of defense AC 0, ring Level Four Spells
The Vulture, Vernon of truth, ring of warmth, wings of flying, amu-
Condor let of proof against detection and location, boots Detect Scrying Dimension Door
of elvenkind, eyes of the eagle, long sword +2 Polymorph Other Polymorph Self
Male Human Fighter/Wizard Level 4/12 (detects precious metals, minerals, and Wall of Fire Wizard Eye
gems in a 30-foot radius)
STR: 16 Spells/day: 4 4 4 4 4 1 Level Five Spells
INT: 18
WIS: 17 Spell Books Bigbys Interposing Hand Chaos
DEX: 12 Feeblemind Telekinesis
CON: 12 Level One Spells Teleport Wall of Force
CHR: 10
AC Normal: 0 Change Self Charm Person Level Six Spells
AC Rear: 0 Detect Magic Message
Hit Points: 49 Mount Protection From Evil Anti-Magic Shell Chain Lightning
Alignment: Lawful Good Read Magic Spider Climb Control Weather Guards and Wards
Languages: Common, Dwarvish, Elvish,
Halfling, Orcish, Lizardman, Gnomish, Level Two Spells Appearance: Although Vernon Condor
Hobgoblin stands 5 11" tall, he appears several inches
Detect Evil Knock shorter because of his stooped shoulders.
Weapon Proficiencies: Long sword, dag- Know Alignment Levitate The 47-year-old Ravens Bluff native
ger, lasso, short sword, staff Magic Mouth Rope Trick dresses in fine, tailored clothes, which
Nonweapon Proficiencies: Reading/ Stinking Cloud Web appear expensive, but not gaudy. He
writing (18), appraising (18), tracking favors browns and grays. Vernon began
(17), ancient history (17), herbalism (16), Level Three Spells losing his hair 20 years ago, and is now
religion (17), spellcraft (16), weather completely bald. His facial features are
sense (16), Local History (10) Clairaudience Clairvoyance pronounced small, black eyes beneath
Hold Person Slow arched eyebrows, high cheekbones, and a
Suggestion Tongues large hawk-nose.
Vampiric Touch Wind Wall

59
Background: Vernon Condor, who is Circus. The Vulture never enjoyed cir- custom pipe if he is offered enough
known to the public as The Vulture, cuses and is convinced that when the cir- money. Oscar also makes a fair amount of
was born to a wealthy Ravens Bluff family cus winters in Ravens Bluff Mooney money on common pipes, such as briars
who made sure he received the best edu- brings in more money than he reports. and clay pipes (although Oscar cannot
cation possible. Condor loved schooling (Actually Mooney reports his income hon- understand how anyone can stand to
and immersed himself in law books and estly, but many of his people do not.) smoke a pipe not made from a root).
history books. Condor planned on becom- Tobacco is also a big-selling item at Leaf
ing a lawyer or politician. However, a
group of close friends encouraged him to
Leaf in Root in Root, both common and exotic variet-
ies. Oscar keeps common types on hand,
see the world first. He adventured with and he always has an exotic type as a
his small group of friends for six years, weekly special. If requested, Oscar can get
Leaf in Root, a pipe and tobacco shop, is
becoming a skilled fighter and then almost any type of leaf, no matter how
located in a small, red-block building
switching his studies to magic. When his between two other businesses. Leaf in rare or expensive it is. Oddly enough,
parents died he returned to Ravens Bluff Oscar labels each type of leaf with its sup-
Root is owned and operated by a halfling
to inherit his estate. He settled down and posed medicinal value; if nothing else, he
named Oscar Sodhome. Oscar also has an
began to study again, specializing this is convinced that this helps sales. Along
assistant, Chug Millman, another
time in economics, while at the same time with pipes and tobacco, Leaf in Root also
halfling.
increasing his magical knowledge. carries pouches, tinderboxes, and other
Leaf in Root is famous both near and
As he observed and studied the Living far for its exclusive pipes and unique smoking paraphernalia.
Citys economy, he became impressed Leaf in Root is also a business where
tobaccos. Many people come from great
with the positive effects brought by Mayor distances for Oscar Sodhome's Sodhome people can post notices either offering
OKanes efficient and uncorrupt leader- their services as hirelings or asking for the
Specials" pipes made from a secret root
ship. He began to form his own economic and custom crafted by Oscar himself. services of hirelings. Again, Oscar is cer-
theories and started to advocate a strong, tain that this helps attract new customers
Oscar makes most Sodhome Specials to
mercantilistic government with a steady his own liking, and they sell well enough. and bolster sales.
income from an equitable tax system. He can, however, be persuaded to carve a
Such a government, he reasons, is the
only entity capable of maintaining all the Wares and Prices
city interests simultaneously. He also rea-
sons that unfairness and corruption chan- Pipes
nels money away from vital projects and Clay pipe 5 sp-1 gp
undermines confidence in the system. Briar pipe 1 gp-5 gp
By the time he was 35, local politicians Sodhome Special 5-10 gp
began seeking Vernons advice on tax Custom pipe 20 gp-100 gp
matters. Two years later he was appointed
Tobacco (per pound)
the city tax collector a position he has
held for 10 years. His official title is Regent Weekly special 4 gp
of the Excequer. Specially ordered 2-15 gp
Vernon is happier now than he ever Common
was. He is surrounded by the things he Gloaming Dark 2 gp cures coughing
loves most: money, laws, and power. Gloaming Light 2 gp cures headaches
Vernon is a just official, greatly Ancient Ash 2 gp cures fever
respected by the other city officials, Burrowville Blueleaf 14 gp fights tiredness
admired by many in town, and feared and Misty Moss 2 gp cures ulcers
shunned by those who oppose taxes or Wizard Weed 2 gp removes wrinkles
who try to avoid paying them. Laughing Leaf 4 gp increases merriness
The Vultures policies are fair, with Dungeon Delight 2 gp warms body
people taxed based on their incomes and Oscars Only 2 gp aids eyesight
personal wealth. The destitute and unem- Nicotiana Night 4 gp aids sleep
ployed are not taxed, unless the unem-
Miscellaneous
ployed are well off because of personal
wealth and land. Tinderbox 8 sp
The Vulture strictly enforces his poli- Tobacco Pouch, Cloth 5 cp
cies, and he ruthlessly brings to justice all Tobacco Pouch, Leather 1 sp
tax evaders, counterfeiters, and embez- Pipe Cleaning Kit 5 sp
zlers he can find. He is in charge of a
group of men and women who patrol Nothing in the store is marked with a haggle with the customer until they can
Ravens Bluff in search of offenders. They price. Oscar and Chug expect customers get an acceptable price; they will never go
also investigate counterfeiting, fraud, ille- to name prices for the items they want. If lower than the listed prices. Note, how-
gal gambling, and tax evasion. One of the price offered is higher than what is ever, that retail customers seldom buy an
their current Vulture-directed projects is shown on the table, the offer is accepted entire pound of tobacco. A typical tobacco
to keep an eye on the Jack Mooney & Sons immediately (but not too hastily). If pouch (such as the ones sold at Leaf in
offered a lower price, Oscar and Chug Root) hold about 2 ounces of tobacco

60
enough for 15-20 pipefulls. Root and post notices asking for the ser-
Thief Skills:
A specially ordered leaf takes from one vices of a thief; the notices are signed with
week to two months to arrive, although a two-letter code (which looks like initials)
PP OL FT MS HS DN CW RL
Oscar can get most types rather quickly if 30 80 60 45 65 35 45 identifying the noble who requires
he is offered enough money. A custom Oscars services. The code assures the
pipe, on the other hand, can take quite Backstab for triple damage employers anonymity when Chug and
long to finish. If Oscar is diligent about others read the publicly-posted notices.
his carving, he can have one ready in Appearance: Oscar is a common-looking Upon seeing one of these notices, Oscar
about five weeks. If however, the pipe is halfling with brown, curly hair and curi- leaves within a day to meet the noble and
especially detailed and Oscar is often dis- ous, blue eyes; he is 67 years old, weighs learn of his task. He has never been
tracted by trips out of town, he can take 64 pounds, and stands three feet tall. He caught on any of his assignments and has
up to eight months to finish the pipe. is very active and must always be doing almost always been successful. For his ser-
something; he finds little use in just sitting vices, Oscar is paid in gold or gems (he
Oscar Sodhome and thinking. Oscar is very secretive and prefers the latter), and he also receives a
5th Level Halfling Thief tells others almost nothing about himself. bag full of the finest briar root pieces
When he talks, it is usually about the available. It is from these pieces that
STR: 15 weather or pipes. Oscar makes his secret root. To make
INT: 11 the root seem different from regular
WIS: 12 Background: Money has a serious hold briar, Oscar soaks it in ale for three days,
DEX: 18 on Oscar because with it he can purchase then scorches it in a hot fire. This not only
CON: 13 gems, which he loves dearly. He has a conceals the true material of the root, but
CHA: 11 secret compartment under the couch in Oscar insists that it makes the pipe
AC Normal: 6 (4 with armor) his room (see below) where he keeps a tastemuch better. Nevertheless, by doc-
AC Rear: 10 (8 with armor) trove of gems. toring briar and then selling it later for a
Hit Points: 20 Oscar leaves town quite often. He tells high price, Oscar does quite well for him-
Alignment: Neutral Evil Chug that he goes to search for the secret self.
Languages: Common, Thieves Cant, root for his custom pipes. Since he always
Halfling, Dwarvish, Goblin comes back with a small sack of the cher- Chug Millman
ished root, Chug never questions Oscars 1st Level Halfling Fighter
Weapon Proficiencies: Short sword, honesty. Actually Oscar goes on these
dagger, club trips because he is a burglar for hire. Over STR: 14
Non Weapon Proficiencies: Artistic the years Oscar has established many con- INT: 8
ability, pipe carving (13), appraising (12) tacts among the ruling class, and his thiev- WIS: 12
Magic Items: Cloak of displacement, boots ing for them is his major source of DEX: 12
of elvenkind income. His employers contact him CON: 11
through servants who come to Leaf in CHA: 12

61
AC Normal: 10
AC Rear: 10
Hit Points: 6
Alignment: Neutral
Languages: Common, Halfling

Weapon Proficiencies: Short sword,


dagger, club, hand axe
Non Weapon Proficiencies: Endurance
(12)
Magic Items: Dagger +1

Appearance: Chug is tall for a halfling,


at 38. He weighs 72 pounds. He is 40
years old and has light brown hair and
brown eyes. Chugs real name is Willy;
he got his nickname from some friends
who were amazed at his ability to drink
large quantities of ale very quickly.
Chug is famous in nearby bars for his
talent with a mug of potent ale.

Background: As a youngster, Chug was


sure that he wanted to be an adventur-
ing fighter. However, after a small suc-
cess, and more failures, Chug decided
that adventuring was not for him; he
prefers to tell and hear stories of great
fighters. Chug also has a good-sized col-
lection of shields in his room, and he is
always on the lookout for fine shields.
He has no preference as to size or style;
he only demands that the shield look
battle-worn, and he loves it if the owner
can recount the ways in which the shield
was damaged.
Chug usually keeps quiet about his
drinking ability and his shield collection.
He will rarely talk of himself, although
this is because he is fairly shy, not because
he is secretive like Oscar. Chug is also a
pessimist and often declares (after he has
had some ale) that the world is in decline
and that there are no great heroes left.
Chug and Oscar have a relationship of
mutual respect, although they do not par-
ticularly like one another. Chug feels that
he owes Oscar since Oscar gave him a job
(Oscar, however, is quite pleased that he
found the unquestioning, reliable Chug).

Leaf in Root Layout

The Store: Windows in the wall facing the


street augment the light provided by sev-
eral lanterns hung about the room. Cus-
tomers usually find Oscar or Chug (the
two are rarely in the shop at the same
time) sitting on a stool at the table near the
front door. Hireling notices are posted on
the wall, to the left of the door as the
customers enter. Customers are not

62
allowed beyond this room. drawers. In the top drawer of the chest is Mini-adventures such as Party on Embassy
a pouch with 38 gp and 23 sp. On top of Row in this product, should include a DM
Storage: The area holds supplies of the chest is Chugs pipe. Beneath his bed summary of the adventure and should list
tobacco, pipes, lantern oil, and money for there is a short sword on the floor and his the player character levels the adventure
change. A locked chest holds 100 gp, 100 magical dagger under a loose stone. is intended for.
sp, 100 cp, and 10 pp. NPCs, creatures, or tricks/traps and

Stairway: The door leading to the stairs


Living City other situations must be fully explained
and include all appropriate statistics. For
always is kept locked. Both Oscar and Writers example, if you choose to create an
encounter with a thief, you need to list all
Chug have keys.
Guidelines the thief's abilities, his items carried, and
Foyer: This room is empty. his plan involving the PCs.

Water Closet: This has the usual fixtures. Ravens Bluff and the land around it rests New monsters and magic items are wel-
A vent allows odors to escape to the street in the capable and creative hands of mem- come, just as long as they are fully
above. bers of the RPGA Network. The city will detailed. New creatures must be detailed
grow and evolve so long as members pro- with AD&D game statistics. List these sta-
Pantry: This cool room has barrels of vide the material. tistics as they appear in the Monstrous Com-
pickles and ale and shelves holding all If you want to send a submission to The pendiums.
sorts of food including cakes, crackers, Living City, read the following guidelines.
coffee, and cookies. Only material from RPGA Network mem- The Basics
bers will be considered for publication.
Dining Area: This is furnished with an An RPGA Network membership form
All submissions must be typed and
old wooden table complemented by two appears at the end of this product.
double-spaced on 8 1/2 by 11 white
fine, wooden stools. There are also paper. Computer printouts are accept-
shelves and a fire pit. Upon the shelves Content able if the printing is dark enough to be
are various eating utensils, plates, and easily read. Be sure to leave a one-inch
mugs. The firepit is used for warmth and Ravens Bluff is part of the FORGOTTEN minimum margin around all four sides of
cooking. Here is where the halflings eat REALMS campaign setting, a supple- your text.
and where Oscar carves pipes. ment to the AD&D 2nd Edition game. On the first page of your submission
Because of that, all characters included in put your name, address, telephone num-
Oscars Room: This neatly tidied room submissions must have AD&D game sta- ber, and Network membership number.
has a bed, a fireplace, firewood, a couch, tistics. These statistics should include all If you wish to use a pen name on your
a closet, and a bookshelf. The books on character attribute scores Strength, article, include it after the title of the arti-
the bookshelf deal with herbs, tobaccos, Intelligence, Wisdom, Dexterity, Consti- cle. On each following page put your
pipes, and gems; they are written in tution, and Charisma. The characters hit name, a short form of the title, and the
Dwarvish. Beneath the couch is a secret points, normal Armor Class, rear Armor page number.
door which opens to a 3x3x3 space con- Class, Weapon Proficiencies, Nonweapon Make sure you keep the original or a
taining Oscars chest of gems. There are Proficiencies, Languages, and Spells and photocopy of each submission for your
six fancy stones, three gem stones, one Thieving abilities if applicable also records.
jewel, and ten semi-precious stones; DMs should be included. Read the characters Each submission must be accompanied
should determine particular types of presented in this pack and in Living City by a standard disclosure form. A disclo-
stones as they see fit. Behind Oscars bed features in the POLYHEDRON News- sure form appears at the end of these sub-
is a shifting panel which reveals the hid- zine for examples. Characters also should mission guidelines.
ing place for his magic items and thieves have backgrounds, detailed personalities, The RPGA Network does not pay for
tools and weapons. The closet has a con- motivations, and notes on how they relate Living City submissions. However,
cealed door, behind the clothes, which to PCs they will encounter in campaigns. authors of material accepted for publica-
also opens to a 3-foot cubical space. This tion will receive gift certificates to the Mail
houses Oscars special briar roots and his Businesses and their owners/operators Order Hobby Shop and will have the grat-
pipe carving instruments. Also here is a are among the most popular Living City ification of seeing their work in print.
small coffer which holds 55 pp and 30 gp. features appearing in the POLYHE-
Oscar keeps an urn on the mantlepiece DRON Newszine. Each submission Ethics
which holds another 105 gp, although should include the name of the building,
one must look inside the urn to see the what the business involves, a drawing of
gold. All submissions to Ravens Bluff, The Liv-
the buildings layout, and complete game
ing City must be in good taste and of high
statistics, background, motivations, and
Chugs Room: Though the room is oth- quality. It is important that you follow
personalities for the owners and/or oper-
erwise very messy, Chugs shield collec- these principles: Never portray evil in an
ators. If the business is a shop, include the
tion is hung along neatly the walls. There attractive light. Evil characters should be
type of merchandise that is sold, the qual-
are seventeen shields hung in orderly portrayed as foes. Do not give explicit details
ity, and the kind of customers who pur-
fashion. There also is a bed, a fireplace, a and methods of crime, violence, magic, or gore.
chase the merchandise.
pile of firewood, a couch, and a chest of A good writer can imply situations with-

63
out graphically detailing them. Crime Standard Disclosure Form (3) any recognition or acknowledgment of either nov-
should not be romanticized. Dont present elty or originality.
crime in a way that might inspire others to I wish to submit the following materials for your con-
I also understand and agree that if the submission
imitate criminals. Drug and alcohol abuse utilizes or is based on characters, settings, or other
sideration for publication by the RPGA Network, materials that are owned by TSR or if the submission
can only be presented as dangerous habits. subject to all of the conditions below. contains trademarks and/or other proprietary mate-
Substance abuse is unattractive and Working title of submission and brief description rials that are owned by TSR, then I shall not be free
should be portrayed that way. Guards, con- (please print): to submit the submission for publication to any person
stables, and other civil officials should not be or firm other than TSR.
depicted in such a way as to cause readers to I warrant that the submission (has never been pub-
disrespect real-life agents of the law. lished) (has been published by
Slang and colloquialisms are all right to I submit my materials voluntarily and on a non-
in ,) that it is original,
use in dialogue. However, excessive use is confidential basis. I understand that this submission
and that its publication will not violate the rights of
by me and its review by TSR, Inc. (TSR) does not,
discouraged, and it is not recommended in whole or in part, establish or create by implication
any third party. I also warrant that I am the sole
in descriptive passages. Profanity, obsceni- or otherwise any relationship between TSR and me owner of the submission. Furthermore, I am of legal
ties, and vulgarity are not acceptable. Lust and that is not expressed herein. I further understand and age and am free to make agreements relative to this
submission or I am the authorized representative of
sexual perversion should not be portrayed or agree that TSR, in its own judgment, may accept or
the submitter (circle one: Parent, Legal Guardian,
implied in submissions. reject the materials that are submitted with respect to
my submission until TSR shall, at its own election, Agent, Other: ) who is
Current religions should not be the owner of the submission.
enter into a properly executed written agreement
depicted, ridiculed, or attacked. Ancient with me, and then only according to the terms of such
or mythological religions can be por- an agreement.
trayed in compliance with the other ethi- I agree that TSR may have a reasonable period of Signature:
cal considerations presented in these time in which to review this submission. TSR will
guidelines. return my submission to me provided it is received by Please type or print the following:
TSR with a self addressed stamped envelope. TSR
shall not be held responsible, however, for items or
materials that are accidentally damaged or lost. I Submitters Name
hereby agree to retain a copy of the submitted mate-
rials. Date Phone
I understand and agree that the review by TSR of
the materials that accompany this disclosure form
does not imply or create (1) any financial or other Address
obligation of any kind on the part of TSR, (2) any
confidential relationship or guarantee of secrecy, or

64

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