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Published by Keldren Raze, 2023-04-17 03:07:54

(Escape Plan Games) Tavern Tales Vol. 1

(Escape Plan Games) Tavern Tales Vol. 1

Lead Designers: Mike Pisani, Colin Heffernan Creative & Art Directors: Colin Heffernan, Mike Pisani, Paige Ford, Ollo Clark Project Manager: Paige Ford Writing and Design: Kailey Bray, Ollo Clark, Dave Coulson, Makenzie De Armas, Jeff Ellis, Paige Ford, Jen Hazlewood, Colin Heffernan, Josh Knapp, Jessica Marcrum, Lynne Meyer, Mike Pisani, William Richardson, Bailey Sullivan Editors: Brent Jans, T.K. Johnson, Dr. A Kelly Lane, David Markiwsky, Ollo Clark Proofreader: Ollo Clark Menu Contributors: Dina Cimarusti, Justin Krause, Caleb Lachance, Mike Popek Graphic Designers: Colin Heffernan, Kate Smith Cover Art: Natalia Tyczyńska, Trung Nguyen Interior Illustrators: Matt Demino, Ognjen Sporin, Burak Cicek, Kate Smith, Anderton Oliveira, Daniel Comerci, Jack Holliday Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. Map Artists: Agustina Elizondo, Colin Heffernan, Jodie Hendy, Khanjan Patel Layout Design: Colin Heffernan, Kate Smith Production Services: Panda Publishing Extra Special Thanks: Jerry Callahan, Michelle Gonsiorek, Sam Knapp, Michael Penick, Faires Sekiya, Xochitl Sekiya © 2021 Escape Plan Games, LLC Tavern Tales Vol. 1 and its logos and iconography are trademarks of Escape Plan Games, LLC in the U.S.A. and other countries. All Escape Plan Games characters, and character names, and distinctive licenses thereof, are trademarks of Escape Plan Games, LLC. Product Identity: The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are not Open Game content: All trademarks, registered trademarks, proper names (characters, places, etc…), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, iconography. (Elements that have been previously designated as Open Game Content are not included in this declaration.) Open Game Content: The open content in this book includes material taken from the Systems Reference document and Tome of Beasts. No other portion of this work may be reproduced in any form without permission. Disclaimer: This is a fictional book. Characters and creatures represented within are intended for a fantasy role playing game setting. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Escape Plan Games LLC. This product is a work of fiction. Credits How to contact us: www.eplangames.com Twitter: @eplangames Published by Escape Plan Games LLC Chicago IL 60622 ©2021 Escape Plan Games 2 Introduction


Introduction 3 Despite the popular wisdom that most TTRPG campaigns begin this way, I’ve yet to experience it for myself. By the time I joined the hobby it was already the punchline to a joke, a lazy standard, a cliché that the TTRPG community had outgrown. It seems, to me at least, that while the affection for a classic tavern has never completely vanished, in many cases the mystery has rubbed away. Gone are the ominous strangers dwelling in corners, the colourful townsfolk, the gossipy barkeep feeding characters their next plot hook along with their meal. More often, the tavern has become a checkpoint for players to simply regain their hit points between the real stories and not worry about who’s going to take first watch. From time to time, the game master will make a lamp-shaded reference to the classic taverns of yore with a wink and a nudge, and the players in the know will give an understanding chuckle before they all move on to something more ‘advanced’. And there’s nothing wrong with that, per se, but… it does feel like a missed opportunity. Properly applied, the tavern can be a game master’s secret weapon for engaging players in the setting, without the need to hand over a tome of unfamiliar lore to blank stares. The characters with which you populate a tavern can personify the factions, ideologies, and struggles of your wider world, seamlessly drawing the player party deeper into the mire of adventure and intrigue awaiting them. Matt Colville once said, “the whole world comes to a tavern” and what’s more, a tavern creates unavoidable proximity between the party and the NPCs who hold the keys to unlocking their story. But to me, the most valuable thing a tavern provides is a place where the players and their characters merge. Just a little bit. A party of grizzled heroes, fresh from their latest battle, and a group of nerdy friends, having escaped daily drudgery for a few hours, all sit down together around a table and take a break. They become the same. They share the same experience. Good company, good conversation, maybe some food and a couple of drinks to relax. The tavern is the place where our realm and that of our ongoing fantasy begin to blend together, and the game we love – for a moment at least – becomes real. - Dael Kingsmill You start in a tavern.


Contents 4 Introduction Foreword 3 Iconography System Guide................................. 5 Chapter 1: The Tavern 6 Tavern Map .......................................................... 8 Welcome to the Tavern ................................... 10 Tavern Staff....................................................... 13 Tia & Mia ..................................................................13 Flip Krongovsko ........................................................18 Nix ............................................................................20 Estabôn ......................................................................22 Local Legends ................................................... 24 Aeverys ......................................................................24 Eidolon ......................................................................27 Gump the Repulsive & Spaghetti...............................31 Husky Fandango........................................................33 Pub Games .......................................................... 38 Drinking Contest.......................................................38 Knife Throwing..........................................................39 Tavern Dice................................................................39 Roll-A-Day.................................................................39 Strength Test (High Striker).......................................41 Liar's Dice .................................................................41 The Circus Gambit.................................................... 42 Top Of the World Circus................................. 44 Chapter 2: Merchants & Player Stalls 52 Merchant Stalls............................................... 53 Musical Instruments ..................................................53 General Goods / Fence...............................................54 Animal Merchant ......................................................55 Potions .......................................................................56 Armor and Shields......................................................57 Weapons ....................................................................58 Ammunition .............................................................59 Magical Clothing & Jewelry .....................................60 Scrolls / Forgeries ......................................................61 Blessings / Enchantments ..........................................61 Magical Weapons.......................................................62 Magical Items.............................................................63 Player-Run Stalls.............................................. 65 Chapter 3: The Tales 68 Dreet Undercobble.....................................................75 Sirni the Chattersome Battleaxe ................................87 Florence Neverbee .....................................................95 Sinessio Bravo ..........................................................105 Salora Yunderbo ......................................................121 Luciana Witherwood................................................135 Arvad Quillforge ..................................................... 151 Kyra Truemoon .......................................................169 Sir Daywin Dontas ..................................................183 Ogrel Grim Howl ....................................................197 Muninn / Vincent Rews ..........................................209 Izak Lot ...................................................................223 Strychnine's Laboratory............................................247 Mist .........................................................................259 Chapter 4: Player Options 270 Backgrounds ....................................................272 Fortune Teller...........................................................272 Acrobat.....................................................................273 Tent Master..............................................................274 Clown ......................................................................275 Subclasses .........................................................276 Owlbear Tamer .......................................................277 The Ink Devil ..........................................................281 Additional Magic Items 283 Tracking Sheets 287


Introduction 5 Iconography System Guide icon legend Squawk Dialogue to be read or paraphrased aloud. Mechanic An in-game mechanic or effect. Visual Visual descriptions to be read or paraphrased aloud. Trap Any mechanical or magical trap. Lock Locked doors, windows, hatches, chests, etc. Loot Any items of notable value. Combat Any combat encounter. Document Any in-universe text, like journal entries, book passages, scrolls, etc. Secret door. Any hidden door or passageway. The iconography system in this book is designed to break up large blocks of text into more manageable segments, which a GM can use to more efficiently run their game. Our intention is to better streamline the overhead a GM deals with, and make things easier to find while actively running an adventure. This doesn't replace the need to read through an adventure ahead of time, but should allow you to more quickly find vital information on the fly. Each symbol represents a different type of information that a GM would use to locate objects on a map, offer information to be read or paraphrased to players, find a combat encounter, trap, loot, etc... Icons in use Each adventure contains icon blocks, indicating the purpose of that particular block of text to the GM. Adventures with maps have headlines that contain every type of icon that appears in that room. If the icon is location-specific, it will be marked on the map. Any mechanic, trap, lock, loot, document, or secret door icons that appear more than once on the map will be marked with an alphanumeric indicator like 1A, 1B, etc... with the corresponding symbol. In the example below, the map indicates that there is loot inside the chest and that the chest is locked, using the loot and lock symbols. The loot and any check related to the lock is found in the corresponding text block example to the right. This quickly tells us that the chest in room (3) is locked with a DC 12 Dexterity check using thieves’ tools lock, and that the box contains a velvet bag filled with coins and a necklace. The Parents’ Bedroom The Witherwoods’ bedroom is moderately sized and well kept, with a neatly made bed. There’s a chest at the end of the bed, a washbasin, and a wardrobe. The chest at the foot of the bed is locked, but it is a cheap, simple one. A successful DC 12 Dexterity check using thieves’ tools opens it easily. Inside the chest is a box with coins, neatly sorted by value (with a total value of 800 gp) and a velvet bag with a fine antique ruby necklace (worth 200 gp), which is a reasonable amount of valuables for a local merchant family. Lucy pokes her head around the doorframe. “Well? Did you find any stuff, you know, to pay you? To find them?” 3


6 Chapter 1 | The Tavern A Trip Away Inn The Tavern | A Trip Away Inn Chapter 1


Chapter 1 | The Tavern A Trip Away Inn 7


8 Chapter 1 | The Tavern A Trip Away Inn 8


Chapter 1 | The Tavern A Trip Away Inn 9


10 Chapter 1 | The Tavern A Trip Away Inn A Trip Away Inn is perched comfortably between two large mountains. The weather-worn stairway invites you towards the solid oak door and past the colorful merchant tents, which offer everything from daily rations to mysterious objects. These red and white circus-style canopies serve as residences to travelling merchants hoping to make a few coins before continuing on their way. To the right of the main door are two circular knife-throwing targets, pock-marked with a day's worth of blade impacts. A small painted sign hangs above the doorway reading ‘A Trip Away Inn’ with a humanoid foot balancing on a tightrope, above the lettering. The white exterior walls are criss-crossed by decorative wooden framing, and illuminated by the soft orange glow of hanging lanterns swaying in the cool mountain breeze. The triangular sloped roof leads to two circular towers, capped in white paint. One has a streamer dangling from it and the other resembles a clown’s hat. A narrow stone path leads around the eastern side of the tavern to a small wooden outhouse. Smoke billows out of a crescent moon carved into the door, as crackles of purple and green magical energy arc, like bolts of lightning, in the clouds. At the rear of the tavern is a small, fenced-in seating area with three tables. Lanterns staked into the ground bathe the area in a flickering, warm orange glow. This area offers a breathtaking view of the mountains. The entrance to a domed wooden building is just east of the seating area. The building is A Trip Away Inn’s bathhouse. Not Just a Tavern A tavern like A Trip Away Inn is more than just a simple watering hole. Sometimes a location becomes much larger than the sum of its parts, evolving into something more; something that transcends the physical. It becomes a place vibrant with energy and an intoxicating buzz, brought about by more than just the spirits served within. It comes to offer a rejuvenating energy, that eases your physical and mental fatigue; a second home filled with an adopted family even quirkier than your own. This is A Trip Away Inn. The tavern sits on a crossroads between several towns: the perfect place to settle in before the last leg of your journey, yet close enough to attract townspeople from the outskirts of each town as regulars. Locals mingle with travelers, and can be found there on a near-nightly (and often daily) basis. As a result of its location, it is the perfect place to trade contraband, plan trade routes, and fence stolen goods, something that the owner, Flip, takes a great pride in. The tavern also has a reputation as a neutral ground for negotiations. Welcome to the Tavern Taproom The taproom is a huge open room, with a warm hearth at the center, atop which is mounted a chatty battleaxe made from a strange red stone, spinning a tale to whoever will listen. The warm dry air contrasts pleasantly with the outside elements, and the scents of roasted meats and fresh-baked bread mix with the woodsmoke of the fire. Throughout the taproom are tables and booths, each with a small red ball sitting in the center that illuminates when tapped, summoning the closest server. A staircase on the western wall of the taproom leads up to the second and third floor, with the rentable rooms. The bar is made of finely carved wood, depicting a parade of owlbears, elephants, and manticores along its front, with a clear coat of epoxy trapping multicolored confetti between the surface and the wooden bartop. Behind the bar, one can almost always find Flip (they/ them), the gnomish bartender. Three large casks take up most of the wall behind the bar and, above Flip's head, a small trapeze seems to swing on its own. Next to the casks are shelves of multicolored bottles, as well as a large cup with the word ‘Flip’ carved into it in gold letters. Another odd feature of the tavern is that all of the glasses seem to be enchanted. If someone knocks a glass off the table it will immediately right itself, spilling as little as possible, and slowly float to the ground. This is also true of any glasses being knocked over on a table: as soon as the smallest drop of the drink is about to spill, the cup immediately returns to its sitting position, keeping as little of its precious contents from spilling as possible. Several tapestries hang on each wall, the most prominent of which displays five gnomes, striking poses and wearing frilly, vibrantly colored outfits (The Flying Krongovsko). The rest show people flipping on trapezes, balancing on tightropes, juggling flaming knives, and various fantastic beasts dressed for the circus. Between each tapestry and along the ceiling runs a series of ribbons in every color. Multicolored paper lanterns cast a dim cascade of color around the room, softly illuminating it with glowing magical light. 1


Chapter 1 | The Tavern A Trip Away Inn 11 Back Room The supply closet acts as a disguise for an entrance into Flip’s back room. This room can only be accessed through the kitchen, much to Estabôn’s dismay. Inside the supply closet is an illusory wall, hiding a door leading to a hallway, which ends in a stone door to the back room, reserved for business dealings. This room is only accessible to the patrons through negotiations with Flip, and has been enchanted, at great cost to Flip, to prevent any sort of scrying or access by unwanted parties. When a patron chooses to rent the room, Flip will negotiate a price and create a secret word that must be spoken to enter. Anyone attempting to walk through the archway of the room without uttering the passphrase will be met with a wall of force spell, that can only be destroyed with a disintegrate spell. This wall of force, however, has resistance to disintegration and 100 hp. The back room is dominated by a circular oak conference table, with six throne-like seats around it. Finely carved into the outside edge of the table are dwarven runes that, if translated, read, “a deal forged in darkness is still binding in the light”. Along the walls, runes used to evoke the enchantment pulse with a soft white glow, illuminating the room like a ripple across still water. Light blue sparkles float in the air, glowing dimly; a consequence of the magic permeating the room. Looking around, one might say the room resembles a carnival big top. The skull of an elephant hangs prominently opposite the door. It is up to the GM to negotiate any deal to access this room. Flip is reasonable and can be tempted, but they normally reserve this amenity for their more trusted patrons. Accessing this room shows that Flip, on some level, trusts the party. Bathhouse Exotic and aromatic incense haze hangs in the interior of this marble chamber; the smoke billowing out of burners, perched atop marble tables against the northern and southern walls of the room. Five small benches ring the interior walls around the warm pool of water in the center. In the center of the pool, a small platform rises out of the water; the stage for a statue of a gleefully dancing faun playing a pan flute. A relaxing series of tunes magically emanates from the faun's flute. A modest stage dominates the northeast corner of the tavern. Traveling bards, as well as the occasional ambitious musician, fill the tavern with enchanting tales of great battles, lost love, and aspirations to greatness. Dangers untold and hardships unnumbered play out in dulcet melodies, bewitching the ale-soaked patrons as they feast and drink their way into the twilight. A high striker machine from the Top of the World Circus tempts hearty travelers and adventurers to the northern wall of the taproom. It beckons them with a siren song, promising to prove to everyone in the taproom that they are the strongest person there that night. Prides are broken and bragging rights gained at this end of the taproom on a near nightly basis. Next to the high striker, the dull thud of blade impacting wood can be heard regularly, as a wooden target receives blow after blow. It’s not uncommon for patrons of the tavern to wager drinks, coin, or more on the outcome of these blade hurling competitions. Just be wary not to drunkenly stumble in front of this target, or the board might not be the only thing that leaves A Trip Away Inn covered in holes. Kitchen Inside this room, a kitchen staff of pixies dart around between stoves magically enchanted with runes, controlling the intensity of continual flame spells for each of the burners. They carry pots and pans through the air, preparing dishes and working the line, as Estabôn, the dragonborn chef, oversees their work. Orders move out of this well-run kitchen in a timely fashion, and seldom ever back up for any reason. Estabôn's kitchen is the picture of efficiency. One door leads to a small supply closet, filled with shelves holding many of the grains and dried goods used in the recipes. Another steel door opens to a room, magically enchanted by a spell that keeps the room refrigerated. Inside this room, various meats and perishables fill over stuffed shelves. A shelf-covered corner of the room glows with a soft, pulsating, magical blue light, which completely freezes foodstuffs. 2 3 4


12 Chapter 1 | The Tavern A Trip Away Inn Outhouse The Outhouse has a reputation for being “the cleanest place to conduct your business”. That is, unless Strychnine is visiting and using it as a makeshift laboratory. When it is not otherwise occupied, the door is set with a trigger for a series of prestidigitation spells, that clean the outhouse immediately after use. A leather trash bag hangs from the wall, with a small sign beneath it exclaiming: ‘DANGER!!! EXTRADIMENSIONAL SPACE use at your own risk’ A warning that has, from time to time, caused travelers to vanish without a trace. Closer inspection of the bag reveals that it is actually a bag of devouring. Otherwise, it seems to be your standard run of the mill outhouse. Rooms for Rent There are seven rentable rooms in the tavern on the second floor, costing 1 gp a night or 5 gp per week. Each room is decorated with posters of the carnival Flip was a member of, and the trapeze act they belonged to: ‘The Flying Krongovsko’ and their death-defying feats are advertised all around this tavern. Each room has a lavish couch, with overstuffed cushions in a deep red with golden frills, as well as a small writing desk with ink and quill provided. The desks are arranged against the wall just below the window, with several pieces of complimentary parchment. The parchment is, of course, designed to provide a magical rubbing of each sheet in Flip’s office, so they can go over all of the goings-on in the tavern at any given time (for safety, of course). Flip also uses this to give off an air of mystery, oftentimes having intimate insight into their patrons woes. Each room also has a large queen-sized four-poster bed; each post a spiraling pattern of dancing owlbears and elephants, curving towards the striped canopy. The cushions are filled with very fine down feathers, and are so comfortable that a tired traveler will be fighting sleep from the moment they’re enveloped. Flip’s Bedroom This modestly decorated bedroom serves as Flip’s personal quarters. Posters of The Flying Krongovsko cover the walls in wooden frames. Pictures of Flip and various family members practicing their trapeze act sit on the night stands. On the writing desk in Flip’s room they proudly display The Conch of Poseidon, a relic Flip acquired through a game of liar’s dice while travelling with the circus. It is one of their most treasured possessions. Flip’s Office This utilitarian office houses only a large desk that dominates the center of the room. The sight of Flip behind this massive slab of hardwood would almost be comical if not for the Gnome’s charismatic glow. It’s in this room that most of the tavern’s above board business takes place. More lascivious dealings are reserved for Flip’s back room. Locked away in a drawer requiring a successful DC 20 Dexterity check made with theives' tools is Flip’s Codex (see Additional Magic Items pg. 284). Tower The tower of the tavern offers a breathtaking view of the land surrounding A Trip Away Inn, as well as the tavern grounds. Many travelers often retreat to the tower to reflect and meditate, as they watch the revelry play out below and around them. This quiet corner of the tavern has an unspoken air of serenity. Few ever break the implicit inference that this is a quiet place, and, if they do, they are met by swift discipline from Flip or the twins. 12 5 6 7 8 9


Chapter 1 | The Tavern A Trip Away Inn 13 Tavern Staff Background As a circus owner, you want to keep the mood light and happy for everyone. So, what do you do when a disgruntled visitor, or opportunistic thief, threatens to ruin the fun? How do you have guards that aren't intimidating, and end up causing the guests even more stress? Your two problems have two answers, and they rhyme. Tia and Mia started their lives at the circus aged twelve, when they decided to pick the pocket of a man in a bright red travelling cloak. No sooner had their little hands touched purse strings than both of them were dangling two feet in the air, from surprisingly strong hands. Instead of punishment, however, their target-cum-captor had something rather more imaginative in mind. The halfelf twins were put to work as pickpocket hunters, earning a commission for ne’er-do-wells removed and property returned. Overnight, thievery at the Top of the World Circus dropped to almost nothing. Almost nothing. The sisters flourished in an environment where the proprietor wanted problems dealt with swiftly, quietly, and with a minimum of moral high ground. The ‘Two-Timing Twins’ act was born after Mia pinned a fleeing thief to a stall with a knife. From fifteen feet away. Onlookers swore that there were at least three people inbetween. After that, the sisters became an audience magnet. They could nail a silk handkerchief to a target from twenty feet away, and pick an apple off a head from twenty-five. Blades in their hands became weightless, poetic objects that amazed and terrified in equal measure, and the best sign of a show’s success was how wide a berth the sisters were given in town the day after. Very few people would describe the circus life as monotonous, but eventually the twins tired of the long wagon trips and the short breaks, not to mention the litany of unknown cities, with unknown patrol routes and unknown alleys. When Flip expressed an interest in building a permanent home, Tia saw an opportunity. The sisters spent some time sketching their dream tavern, and it turned out that Flip enjoyed the numerous secret panels, stashes and rooms that the dream included. The twins had accidentally designed A Trip Away, and it’s very possible that no one outside of those three truly knows the entire building. Once the tavern was up and running, the mysterious identical twins act could fall away, and each sister enjoyed exploring their own path. Tia has started a small garden out behind the inn, while Mia is more of a social figure during her time off work. If she’s honest with herself, Mia does occasionally miss the open road, but her sister has quite literally put down roots, and there’s no chance that she’d leave her behind. Besides, there are plenty of drunken taverngoers to practice her skills on if she’s ever bored. GM Tapestry Options: Underworld Tia & Mia started their lives as pickpockets and thieves, and know a lot about the criminal elements of your world. The local chapter of your thieves guild may even know of their skills, and be happy to meet with them. Elves As half-elves, the twins sometimes encounter distrust from their purer-blooded cousins. They harbor resentment for an elf faction in your world, and are eager to help in any mischief against them. Tia & Mia (She/Her) & (She/Her)


14 Chapter 1 | The Tavern Staff


Chapter 1 | The Tavern Staff 15 Tia Medium Humanoid (Half-Elf), neutral Challenge 10 (5,900xp) | Initiative +5 | Prof. Bonus +5 armor class hit points speed 15 (studded leather) 78 (12d8 + 24) 45 ft. str dex con int wis cha 12 (+1) 20 (+5) 14 (+2) 12 (+1) 18 (+4) 16 (+3) Saving Throws Dex +10, Int +6 Skills Acrobatics +10, Athletics +6, Perception +10, Performance +7, Stealth +10 Senses darkvision 60 ft., passive Perception 20 Languages Common, Elvish, Thieves' Cant Sibling Synergy. Tia has advantage on an attack roll against a creature if Mia is within 5 feet of her and isn't incapacitated. Assassinate. During Tia's first turn, she has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Tia scores against a surprised creature is a critical hit. Sneak Attack. (1/round) Tia deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or the target is within 5 ft. of Mia, and Tia doesn't have disadvantage on the attack roll. Fey Ancestry. Tia has advantage on saving throws against being charmed, and magic can’t put Tia to sleep. Actions Multiattack. Tia makes three dagger attacks or two dagger attacks and a kick. Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 40/80 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Kick. Melee Weapon Attack: +10 to hit, reach 5 ft., one target: Hit 4 (1d6 + 1) bludgeoning damage. A target hit with this attack must succeed on a DC 16 Strength saving throw or be knocked prone. If the target fails the save by 5 or more they are also stunned until the start of Tia's next turn. Reactions Takedown. After a failed melee attack targeting Tia, the attacker must succeed on a DC 17 Dexterity saving throw or be knocked prone. Legendary Actions Tia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tia regains spent legendary actions at the start of her turn. Alley-oop (1 action). At the end of Mia's turn Tia can move up to 30 ft. leaping into the air, she grabs a dagger thrown by her sister, and slams it into a target within 5 ft of her. Make a dagger attack, and on a successful hit Tia deals damage normally but the target must succeed on a DC 16 Strength saving throw or be knocked prone. Grapple (1 action). Tia chooses a target within 5 ft. of her. The target must succeed on a DC 16 Strength saving throw or become grappled. A prone creature has disadvantage on this saving throw. Crucifix Choke (1 action). Tia chooses a target she is grappling and deals 3 (1d4 + 1) bludgeoning damage. Both Tia and her target gain the prone condition and the target must succeed on a DC 15 Constitution saving throw or be knocked unconscious condition until the end of Tia's next turn.


16 Chapter 1 | The Tavern Staff Mia Medium Humanoid (Half-Elf), neutral Challenge 10 (5,900xp) | Initiative +5 | Prof. Bonus +5 armor class hit points speed 15 (studded leather) 78 (12d8 + 24) 45 ft. str dex con int wis cha 12 (+1) 20 (+5) 14 (+2) 12 (+1) 16 (+3) 18 (+4) Saving Throws Dex +10, Int +6 Skills Acrobatics +10, Athletics +6, Perception +9, Persuasion +9, Stealth +10 Senses darkvision 60 ft., passive Perception 19 Languages Common, Elvish, Thieves' Cant Sibling Synergy. Mia has advantage on an attack roll against a creature if Tia is within 5 feet of her and isn't incapacitated. Fey Ancestry Mia has advantage on saving throws against being charmed, and magic can’t put Mia to sleep. Actions Multiattack. Mia makes three dagger attacks or two dagger attacks and a baton attack. Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 40/80 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Baton. Melee Weapon Attack: +10 to hit, reach 5 ft., one target: Hit 9 (1d8 + 5) bludgeoning damage. A target hit with this attack must succeed on a DC 12 Constitution saving throw or gain the stunned condition until the end of their next turn. Bonus Actions Charge. Mia moves at least 15 feet straight toward a target and then hits it with her baton, the target takes 7 (2d6) bludgeoning damage and must succeed on a DC 14 Strength saving throw or be knocked prone. Reactions Parry. Mia adds 3 to her AC against one melee attack that would hit her. To do so, Mia must see the attacker and be wielding her baton. Legendary Actions Mia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Mia regains spent legendary actions at the start of her turn. Booster (1 action). At the end of Tia's turn Mia can move up to 40 ft. without provoking an opportunity attack. She must pass through her sister's space within the first 20 ft. of this movement. Tia tosses Mia into the air. Mia makes a baton attack at advantage and deals an additional (1d8) bludgeoning damage on a successful attack roll. Eviscerate (1 action). Mia chooses a target within 5 ft. of her that Tia has grappled. She makes a knife attack against the grappled creature adding 21 (6d6) slashing damage to a successful attack. Crucifix Choke (1 action). Mia chooses a target she is grappling and deals 6 (1d4 + 4) bludgeoning damage. Both Mia and her target gain the prone condition and the target must succeed on a DC 15 Constitution saving throw or be knocked unconscious until the end of Tia's next turn.


Chapter 1 | The Tavern Staff 17


18 Chapter 1 | The Tavern Staff Background ‘Always remember- this is the life people run away to!’ Thus spake Bink Krongovsko, patriarch of the Flying Krongovsko family, and it always made Flip, his middle child, feel like the luckiest gnome alive. To be born into a life of distilled excitement, and as part of circus royalty to boot? Who could be luckier? Young Flip would spend the wagon rides between shows leafing through the battered scrapbooks that chronicled the Krongovsko rise to fame: centuries of shows in the most exotic, thrilling, and sometimes dangerous places in the world. Their grandfather, father and mother had performed for kings, beggars, and everyone in between. Flip loved to pester their father with questions: which was the better show? The one for Xarath the Mighty, the black dragon ruler of the Pyrite Valley? Or the one for Lady Del’eaneth of the fey, where both the performers and audience were blindfolded the entire time? Bink would scratch at his chin, changing his answer every time, and Flip would drink in every moment. With the circus as your family, and the whole world as your friend, life is a narcotic blend of color, laughter and the kind of magic that even the most powerful wizards could never harness. That pendulum-swing pause, where an entire crowd holds its breath before erupting into applause, and all for you? That’s a moment that religion doesn’t get close to. For the longest time, Flip couldn’t dream of anything different. When it eventually happened, Flip’s surprising departure from the circus began with the tiniest, simplest idea: ‘what if the circus wasn’t everything?’ The thought in itself wasn’t earth-shattering but, looking around the campfire that night, Flip suddenly realized that there wasn’t a single person they could share it with. They couldn’t share it with the Krongovsko, or the other acts; they were all in love with the life. They couldn’t share it with any of that night’s audienceno matter how friendly they were being- because they had no idea what the life was like. Thus, a seed of doubt was planted: ‘if there’s no one to share your worries with, is that real family? If you’re never alone, does that mean you always are?’ Despite the realization, it took Flip a long time to pluck up the courage to leave, and only then after several leaps of faith. Flip eventually shared their thoughts with a few key friends: Estabôn, the company cook, whom he suspected would enjoy a kitchen more than a tent; Nix, a sprite whom Flip had saved from dissection some years before, and who was in their debt; and Tia & Mia, the knife-throwing twins, who were always more comfortable knowing more than the people around them. These four agreed to help the young gnome build something of brick and mortar, rather than tent pegs and canvas. That meant the only thing left to do was to tell the Krongovsko. Telling their father was the hardest. With Flip’s mother and siblings, the reactions were a predictable mix of shock, pleading, love and tears. Bink Krongovsko’s reaction was worse: denial. ‘You’ll be back,’ he simply said, ‘you’ll take a trip away, and realize you’ve never had it so good.’ So, Flip said goodbye to the circus. As the wagons rumbled away, leaving Flip and their gang of deserters at a muddy crossroads, they hung their head and cried for the first time. Without a word, four hands- one clawed, one tiny, and two identical- landed on their shoulders. In that moment, Flip finally felt the meaning of family, and knew that their trip away was going to be the best decision of their life. GM Tapestry Options: Bards A circus-themed tavern has a way of attracting extroverts. Flip is good friends with any famous bards or bardic organizations in your local area, and some of them occasionally play at A Trip Away. Underworld As someone who grew up in the circus and now runs a tavern, Flip has had many opportunities to work with, or learn about, the shadier local elements. As long as it won’t come back to bite them, Flip has a lot of useful information on your local thieves’ guild or criminal rumors. Tithes A business as successful as A Trip Away is of interest to a local tax collector. An unfriendly local ruler in your world might be pressuring Flip to make higher and higher payments. Flip Krongovsko (They/Them)


Chapter 1 | The Tavern Staff 19 Flip Small Humanoid (Gnome), neutral good Challenge 8 (3,900xp) | Initiative +5 | Prof. Bonus +5 armor class hit points speed 16 (studded leather) 85 (19d6 + 19) 45 ft. str dex con int wis cha 12 (+1) 20 (+5) 12 (+1) 14 (+2) 16 (+3) 18 (+4) Saving Throws Dex +10, Cha +9 Skills Acrobatics +10, Athletics +8, Perception +6, Sleight of Hand +10, Stealth +10 Condition Immunities Prone Senses darkvision 60ft., passive Perception 19 Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Thieves' Cant Evasion. If Flip is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, Flip instead takes no damage if they succeed on the saving throw, and only half damage if it fails. Tightrope Walker. Flip is immune to being knocked prone. Actions Multiattack. Flip makes three attacks with their rapier. Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Bonus Actions Acrobat. Flip can use their bonus action to take the Dash action without provoking an opportunity attack. Reactions Uncanny Dodge. Flip halves the damage that they take from an attack that hits them. Flip must be able to see the attacker. Lightning Reflexes. After being attacked with a melee weapon, Flip may immediately make a counter-attack. Legendary Actions Flip can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Flip regains spent legendary actions at the start of their turn. Aerial Assault (1 action). Flip throws themself into the air, somersaulting and coming down with their rapier. They can move up to 20 feet and make a melee weapon attack. +10 to hit, reach 5 ft., one target Hit: 18 (3d8 + 5) piercing damage. Any opportunity attacks made against Flip during their aerial assault are made at disadvantage. Blinding Dust (1 action). Flip reaches into their pocket, throwing a blinding dust into the eyes of an adjacent enemy. The target must succeed on a DC 15 Constitution saving throw or they are blinded until the end of their next turn. 19


20 Chapter 1 | The Tavern Staff Background Having had to escape the Feywild under circumstances he is still a little evasive about, Nix the sprite found himself, cold and alone, among the dull browns and greys of the non-fey world. Flitting his way out of the woods, Nix made his way to the first collection of lights he came across; a particularly grubby little hamlet named Sowbend. He found a home and a use almost immediately, providing herbalism advice to the local alchemist. The tinctures and philters he provided were child’s play for even the dullest fey, but quite remarkable to the crusty old apothecary, whose customers mostly ranged from pig farmers to pig herders. In a village as small and swinish as Sowbend, an iridescent purple fairy dispensing magic potions gets noticed. One night, while nursing a spoon of beer at The Jolly Hog, Nix was snatched by a meaty hand, thrown into a birdcage, and flung into the back of a cart. So began a three-day journey; the cage bouncing around among sacks of bird feathers, jars of teeth, and baskets of evil-smelling mushrooms. From his captors’ conversation, Nix ascertained that he was to be picked apart and sold as ingredients, for a hefty price. On the third day, the cart stopped earlier than usual, and a cloth was flung over Nix’s cage. Nix could make out the muffled sounds of a crowd, as well as his captors arguing about something. Sometime later, there were further sounds of conversation: a third voice, bell-like and cheery, had joined the gruffer two. After some time, Nix’s cage suddenly became airborne, and there was the sound of the cart moving off. The cloth was pulled away, and Nix was confronted with a mop of blond hair and a pair of grinning brown eyes. ‘I think you could do with a home,’ the figure beamed. In the background, Nix could make out the most heart-swelling mix of music, color and excitement that he had seen since the Feywild. And so, Nix joined the circus. His rescuer’s name turned out to be Flip Krongovsko, a noted tumbler. Flip had apparently paid Nix’s captors- who had stopped to take in a show before their delivery- double what they were going to get for the sum of his parts. Try as he might, Nix could never get Flip to explain their motivation, nor could he land any offer of reimbursement, other than a dismissive acceptance that he’d work off the debt in the show. And work in the show he certainly did. It turns out that a small flying individual who can make themselves invisible is a boon to a travelling circus. Whether he was setting props for the next act, rebalancing a wobbly acrobat, or even once or twice catching a misthrown knife, Nix soon proved himself an invaluable asset. If it weren’t for Flip, Nix might have stayed on the road forever. However, one night after closing, the two of them were sharing a drink on a haybale, watching the fire burn low. Flip turned to him and spoke the eight words that led Nix to turn in his costume the very next day: ‘I think I could do with a home’. Ever since then, Nix has served as the mixologist extraordinaire at A Trip Away. Having been invisible for so long, he now enjoys the spotlight he gets in the tavern, with regulars cheering him whenever he appears from the kitchen, a brightly colored new concoction clutched in both hands. GM Tapestry Options: Magic Merchant The merchant that Nix escaped from was a neutral/evil magic user in your world, and he bears a grudge. He’s been looking for the gnome that stole his sprite. Feywild Nix was once a denizen of your Feywild court. He still knows the secret back ways into that realm, and could help the adventurers get where they need to go, providing information on relevant lords, ladies, or points of interest. Fey NPCs in your world might even recognize him. Poisons Decades of experimentation have taught Nix a lot about what you can and can’t drink. He is able to identify the qualities (or symptoms) of any mysterious poisons your adventurers might come across. Nix the mixologist (He/Him)


Chapter 1 | The Tavern Staff 21 Nix the mixologist Tiny Fey (Sprite), neutral good Challenge 5 (1,800xp) | Initiative +4 | Prof. Bonus +3 armor class hit points speed 15 (leather armor) 52 (15d4 + 15) 10 ft. fly 55 ft. str dex con int wis cha 3 (-4) 18 (+4) 12 (+1) 16 (+3) 16 (+3) 14 (+2) Saving Throws Dex +7, Int +6 Skills History +6, Perception +6, Sleight of Hand +7, Stealth +7 Condition Immunities Charmed Senses passive Perception 16 Languages Common, Elvish, Sylvan Speak with Beasts and Plants. Nix can communicate with beasts and plants as if they shared a language. Magic Resistance. Nix has advantage on saving throws against spells and other magical effects. Actions Shortbow. Ranged Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. Explosive Potion (recharge 4-6). Ranged Weapon Attack: +8 to hit, range 35 ft. Anyone in a 10 ft. square must succeed on a DC 16 Dexterity saving throw or take 10 (1d10 + 5) fire damage and 5 (1d6 + 2) force damage, or half as much on a successful save. Bonus Actions Heart Sight. Nix touches a creature and magically knows the creature's current emotional state. The target must succeed on a DC 16 Charisma saving throw, Nix also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. Invisibility. Nix magically turns invisible until he attacks or casts a spell, or until his concentration ends (as if concentrating on a spell). Any equipment Nix wears or carries is invisible with him Reactions Uncanny Dodge. Nix halves the damage that he takes from an attack that hits him. Nix must be able to see the attacker.


22 Chapter 1 | The Tavern Staff Background Years ago, in the Kingdom of Daluun, the court of King Zylik Fenn VII was famous far and wide for its sumptuous banquets. Foreign diplomats fought tooth-and-nail for placements in Daluun, just so that they might sample the delicacies available at the king’s table. The architect of these peerless comestibles was High Ovenmæster Lakash, a red dragonborn with a nose for cinnamons and vintage wines. His was a life of fine music, silken robes, and rare fruits under the desert moon. The king enjoyed the dragonborn’s fiery temperament, and Lakash enjoyed the king’s kitchens and cellars even more. If it was ever said in Daluun that you can have too much of a good thing, it was a phrase that had never been heard in Lakash’s kitchen. The dragonborn’s appetites- both for foods and status began to grow insatiable. Over time, Lakash’s sub-ovenmæster started to notice inconsistencies around the kitchen: fully stocked supplies of sugar paper and lavender bread ran out sooner than expected; previously trustworthy vendors of honeybroth and candied wasps would fail to deliver, while swearing blind that their caravan had dropped off the order that morning. At the same time, the High Ovenmæster’s growing corpulence was coming to be a topic of conversation in the lower pantries, although not a soul dared to raise the matter. One day, a banquet was thrown for the visiting Triplet Princes of Ek, and the stage was set for an event that might finally bring peace to the troubled region. The pièce-derésistance was a seven-tiered gateau, each layer a diorama of a historical Ekish victory, exquisitely portrayed in ganache and brûléed brandy. However, at the moment the cake was wheeled out from a back room and unveiled, the gathered crowd gasped in horror. Large handfuls had been frantically clawed out of one side, and the cake sagged- mutilated and meritless- to the floor. The Triplet Princes left Daluun immediately, humiliated and vowing comeuppance. King Zylik- enraged and afraid- called out for his High Ovenmæster, but the red dragonborn was nowhere to be found. Lakash was never seen again, and Daluun slid backwards into a war that would eventually last a generation. Three months and six hundred miles, after the Ekish Affair, a rather gaunt red dragonborn, named Estabôn, appeared at the tent flaps of The Top of the World Circus, looking for work with no questions asked. The cost of those non-questions turned out to be fish-gut duty, preparing the daily owlbear slurry. Estabôn swallowed his pride- the bitterest thing he’d ever tasted- and kept his head down. After six months, during which time certain members of the company found themselves inexplicably drawn to the owlbear slop, he was moved up into company catering. This decision was delightedly celebrated by all, until- one day- a contortionist found herself unable to squeeze through her hoop quite as easily as before. Some begrudging minor adjustments were made to the company menu, and Estabôn’s kitchen tent remained the center of morale. When his friend, Flip, offered him the chance of a proper kitchen, Estabôn couldn’t resist. Now, at A Trip Away, he rules over his kitchen with the fire of a conductor, preparing strangely exotic dishes that baffle and excite the grateful patrons. He mysteriously won’t ever do cakes, though. GM Tapestry Options: Royalty If there is a royal faction in your world, Estabôn has a surprising amount of insider knowledge about it. Should one of your nobles stop in at A Trip Away and get a glimpse of him, they might know Estabôn by a different name. Dragonborn In Duluun, being a red dragonborn doesn’t carry the same racial history that it does elsewhere. A dragonborn faction in your world might not be willing to overlook his coloring. Gastronomy Estabôn is always looking to top himself in the kitchen, and will pay good money for unusual ingredients the adventurers may gather. The fact that no one’s eaten it before doesn’t mean it can’t be food! Estabôn (He/Him)


Chapter 1 | The Tavern Staff 23 Estabôn Medium Humanoid (Dragonborn), neutral good Challenge 6 (2,300xp) | Initiative +1 | Prof. Bonus +3 armor class hit points speed 11 (chef's coat) 45 (6 d8 + 18) 30 ft. str dex con int wis cha 16 (+3) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 18 (+4) Saving Throws Con +6, Cha +7 Skills Deception +7, History +4, Insight +5, Persuasion +7 Damage Resistances Fire Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic, Elvish Actions Frying Pan. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Fire Breath. Ranged Attack: 15 ft. cone. Anyone caught in the cone must succeed on a DC 15 Dexterity saving throw or take 13 (3d6 + 3) fire damage. 23


A Character concept by: Xochitl Sekiya everys (They/Them) When most people decide what to pack for a long journey on foot, very few people prioritize forty pounds of books over, say, food and clothing. Other travelers on the road would often look askew at the small half-elf, huffing and puffing their way up a hill, their backpack filled to the seams with heavy tomes, but- to Aeverys- they were the one thing always worth carrying. It was therefore the easiest decision ever made when, while stopping for a breather one day in a new village, Aeverys paused outside a dusty bookshop with a ‘Premises For Sale’ sign in the window. Ducking inside, they walked among overladen shelves, running their fingers across gilded spines, titled in all the languages of the world. There was poetry, pamphlets, epics, epistles, books of maps and recipes- everything that went into making people people- preserved in pencilled, quilled, and printed pages. Aeverys made an offer on the spot, and- selling everything they owned that wasn’t leatherbound- they moved into the attic room above the shop. Breathing in the joyfully musty smell of hundreds of books peacefully foxing away in the half-light, they felt the most like themself they’d ever been allowed to be. It took two weeks for the first oddity to occur, as Aeverys was looking through a box of donated hobgoblin poetry for any of the classics. Bookshelves have a way of deadening outdoor noise, so the sound of a book falling to the floor- particularly in a customer-less shop- is very loud indeed. Rounding the corner into the ‘dubious origins, various’ section, Aeverys found a single book, open to a page somewhere near the back, lying in the middle of the floor. Bending down, the writing was in gnomish; a language they could sound out, but not understand. Mouthing the words in a whisper, Aeverys was suddenly knocked off their feet by a puff of purple sparks. ‘Sorry about that,’ a voice said, ‘but now we can meet properly’.


Chapter 1 | The Tavern Local Legends 25 Sitting up, Aeverys was confronted by a growing crowd of nervous faces. Men, women and children- about two dozen in all- emerged from above, below, and within shelves. All of them looked tense, and all of them looked transparent. ‘Old Mr. Wichley didn’t care for us much,’ the little girl who had first spoken up muttered, sheepishly, ‘but we’ve been watching, and we think you might be different. Please don’t scream, and we’ll explain-’ And explain they did. Aeverys thought it all very simple, really. Books are compendia of hopes, fears, and dreams, all preserved for time immemorial. Those who find themselves similarly preserved, hovering in an immovable moment between life and death, find themselves naturally drawn to bookshops, like temples to perpetuation. Once there, however, the books act as a kind of gravitational entity, and the spirit can often find themselves unable to leave. Necromancy has a lot of baggage as a school of magic but, since that day, Aeverys has thrown themself into the art, buying up every book they can find. While there is plenty of magic for the violent dispersal or raising of the undead, Aeverys doggedly continues the search for anything to help ease the passing of their new friends. In the meantime, they happily provide ghost transportation, clutching whichever book the spirit is most anchored to, for any of those who wish to re-experience the hustle and bustle of the outside world. At A Trip Away, no one is sure how Flip and Aeverys became so close. There are rumours involving a broken pencil and a manticore, but the story changes every time and neither of them is in a hurry to set the record straight. Every few weeks, Flip and Nix put together a little circus show, and one slight figure can always be depended upon to be there, sat at a back table out of the light. With their willowy fingers clasped in joy, they look just like any other guest. Only someone who watched them for long enough would notice them- laughing and whispering- pointing out particular tricks to an empty chair. And besides, who brings a book to a circus performance? Meanwhile, back at the shop, a neat sign in the window reads, ‘Books bought and sold. For help, ask within.’ 25


26 Chapter 1 | The Tavern Local Legends Aeverys Medium Humanoid (Half-Elf), neutral good Challenge 7 (2,900xp) | Initiative +1 | Prof. Bonus +3 armor class hit points speed 10 (robes) 45 (10d8) 30 ft. str dex con int wis cha 10 (0) 12 (+1) 10 (0) 20 (+5) 14 (+2) 12 (+1) Saving Throws Int +8, Wis +5 Skills Arcana +8, Medicine +8, Perception +5, Religion +8 Senses passive Perception 15 Languages Common, Abyssal, Infernal, Celestial, Elvish Spellcasting | Save DC: 16 | Attack Bonus: +8 Aeverys is an 8th-level Intelligence-based spellcaster. Action Spells Cantrips (at will): chill touch, true strike, fire bolt, light 1st level (1/day each): false life, inflict wounds, comprehend languages, detect thoughts 2nd level (1/day each): blindness/deafness, gentle repose, ray of enfeeblement 3rd level (1/day each): animate dead, bestow curse, revivify, speak with dead 4th level (1/day each): blight, arcane eye Actions Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage. Bonus Actions Commune with the Undead. Aeverys has an innate connection to the undead. As a bonus action Aeverys can detect the type and location of any undead within a 60 ft. radius of themself. Reactions Guardian Spirits. When Aeverys is attacked, one of their ghost friends can manifest itself to absorb half the damage of an incoming attack. The attacker must also succeed on a DC 13 Wisdom saving throw or become frightened of Aeverys. The creature can re-attempt the save at the end of their next turn. Legendary Actions Aeverys can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Aeverys regains spent legendary actions at the start of their turn. Draining Touch (1 action). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A creature slain by this attack rises 24 hours later as a ghost, unless the creature is restored to life or its body is destroyed. Possession (2 actions). One humanoid that Aeverys can see within 5 ft. of them must succeed on a DC 14 Charisma saving throw or be possessed by one of Aeverys' ghost friends; the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack spell, or other effect except ones that turn undead and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, Class Features, or Proficiencies. The possession lasts until the body drops to 0 hit points, or Aeverys chooses to possess a new target or end the possession. Aeverys can only use their possession ability on one creature at a time.


Chapter 1 | The Tavern Local Legends 27 The figure known as Eidolon is not easily forgotten. Nothing turns a quiet tavern drink into a formative experience quite as much as a ghostly tiefling appearing at your table in a whirl of shadow, his flaming eyes staring through flesh and bone to the soul beneath. However, when overturned stools have been righted and spilled drinks re-ordered, the visitor quickly proves himself to be kindly, soft-spoken, and his story to be very, very necessary. Many tieflings harbour understandable resentment for the dirty looks they receive; no one can help where they’re from. Some, however, bring it on themselves, and the Children of the Taloned Hand were one such group. A joyously savage group of devil-kin and acolytes, the sect made it their mission to draw the desperate and the vain into unknowing subjugation. The Children would enter towns in ones or twos, offering kindnesses and charity to those in need. Bit by bit, their targets would learn of a powerful benefactor, who would be only too willing to assist their plight, in return for a small act of fealty. A contract would be written up, and the poor wretch would soon be committed to infernal bondage, doomed to serve a master or mistress of hell. It was into this circle, amid the beating of black drums and howls of supplication, that a tiefling, Kaalžulak, was gifted to a human mother from her lord below. Raised in the lap of the cult, Kaalžulak learned how freedom was suffering, and servitude comfort. He grew up handsome, finding his stature and amethyst skin a dependable draw for the lonely or the deserted, and his conquests led him further and further afield, spreading the Children’s influence far beyond their typical reach. However, the longer he was away from the daily prayers to the Crimson Under, the more he missed the comfort of their certainty. Turning back upon himself, he decided to return home through the villages and towns he had visited, and- to his horror- found nothing but despair and disaster in his wake. Nowhere were there signs of solace or serenity, only tale after tale of trickery, anguish and woe, all written in the fire that flowed through his veins. Sitting cross-legged on the ground, he scratched a few unholy sigils of obeisance into the dirt, and bathed them in the blood of his left hand. In a flash of purple flame, a gateway opened before him, drawing him into the impossibly large hall of the archdevil that had sired him. Kaalžulak approached the colossal throne, the grinning figure upon it wreathed in smoke and molten iron. He had come to plead for explanations, but- witnessing the misery of the thousand unfortunates that toiled around him- he found he needed none. In a heartbroken rage, he drew knives from his belt and flung himself forward. The attempt was brave, but foolish, and Kaalžulak found himself easily beaten back and back towards the closing portal. Finally, he turned and leapt, but not fast enough. With a fiery wink, the gate closed on Kaalžulak’s outstretched arm. As he fell backward into flame, Kaalžulak felt part of himself vanish, even as his body remained whole. He had a brief vision of falling into wet woodland grass, before losing consciousness. Opening two pairs of eyes, Kaalžulak found himself divided. The closing gate had sheared him in two and, while his body remained in the hells, a whisper of his spirit had returned to the Material Plane. Finding that neither distance, nor walls, nor hunger, nor sleep troubled him, the tiefling shade set out into the night to right the wrongs of his lineage. The spectre now known as Eidolon- the only ghost of someone yet living- visits those unwise or wretched enough to make deals they cannot possibly understand, helping them extricate themselves from certain doom. All the while, far below, Kaalžulak sits cross-legged in fire, attempting to extinguish hell, one ember at a time. E Character Concept by: Michael Penick idolon (He/Him)


28 Chapter 1 | The Tavern Local Legends


Chapter 1 | The Tavern Local Legends 29 Eidolon Medium Humanoid (Tiefling), lawful good Challenge 11 (7,200xp) | Initiative +5 | Prof. Bonus +4 armor class hit points speed 17 (mithril half plate) 102 (12d8 + 48) 45 ft. str dex con int wis cha 11 (0) 20 (+5) 18 (+4) 13 (+1) 12 (+1) 10 (0) Saving Throws Dex +9, Wis +5 Skills Acrobatics +9, Perception +5, Stealth +9, Survival +5 Damage Resistances Fire, Necrotic Senses blindsight, darkvision 60 ft., passive Perception 15 Languages Abyssal, Celestial, Common, Infernal Assassinate. During his first turn, Eidolon has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit he scores against a surprised creature is a critical hit. Evasion. If Eidolon is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Shade Strike. (1/round) After teleporting, Eidolon deals an extra 21 (6d6) damage when he hits a target with a weapon attack and when Eidolon doesn’t have disadvantage on the attack roll. Actions Multiattack. Eidolon makes two attacks with his daggers. Daggers of Eidolon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 8 (1d6 + 5) radiant damage. Damage from the daggers is considered magical. Bonus Actions Shade Step. Eidolon vanishes in a puff of black smoke. He can teleport up to 30 ft., reappearing as the smoke appears and becomes Eidolon’s solid form. Reactions Infernal Rebuke. When Eidolon is damaged by a creature within 60 ft. of him, the creature that damaged him is surrounded by radiant flames. The creature must succeed on a DC 14 Dexterity saving throw or take 9 (2d8) radiant damage on a failed save, or half damage on a successful save. Legendary Actions Eidolon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Eidolon regains spent legendary actions at the start of his turn. Shadow Strike (1 action). Eidolon can teleport up to 30 ft. and make two attacks with his daggers. These attacks do not invoke shade strike. Repentance Gaze (2 actions). Eidolon stares into the eyes of a creature within 5 ft. that can see him. His eyes burn with hellfire and pierce deep into a creature's soul. They must succeed on a DC 16 Charisma saving throw or take 18 (4d8) psychic damage and gain the frightened condition, or half as much damage and no condition on a successful one.


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Chapter 1 | The Tavern Local Legends 31 Gump the repulsive (They/Them) & Spaghetti (He/Him) “-honestly, it was a trick I’ve done a thousand times before. I could do it with my eyes shut. I have done it with my eyes shut! It just had to be her. You know what I always ask myself? Why didn’t I pick the gnome? Gnomes are always fun to-” “Who are you talking to?” “Not now! I’m telling it-” “I want to see; gimme an eye! You never tell it right-” “Stop it! Give me the mouth back, you just made me spill our drink!” People tend to move away from Gump at this point in the story. The sight of a dirty-cloaked figure arguing with themself in two different voices is enough to make anyone remember a pressing engagement. If they’re unlucky enough to glimpse the face under the hood at the wrong moment, that engagement often becomes a sprint. It’s been seventy years since Gump the Magnificent- devilishly handsome magician extraordinaire- began what would turn out to be his final show. It’s coincidentally been the same amount of time since Fifi Duckhunterdwarven warrior and dog-lover- was taken out by her friends to celebrate her impending wedding. Unfortunately for Fifi, her tiefling maid of honor had jealously made plans with family members Down Below to ruin the wedding. Even more unfortunately for Fifi, Gump asked for a volunteer. No one is entirely sure what happened next, but it’s probably safe to assume that hellish curses and magic shows don’t play well together. No sooner had Gump closed Fifi inside the box and pulled the ostentatious- and entirely unnecessarylever, than he felt his flesh suddenly boil and ripple, as something kneaded his body like dough. He sagged to the floor, as the audience cooed and applauded. After a few moments, the pain subsided, and he clambered back to his feet. ‘Ladies and gentlemen, please remain calm, do not pani-‘ The collective scream was heard half a mile away. When the last fleeing footsteps had died away, Gump stumbled into his dressing room looked in the mirror. The first shriek was in his own voice, but the second was a duet. That’s when he mercifully blacked out. When he came to, Gump was in a chair, a cup of tea in one hand, the other gently stroking something furry and slobbery. A firm but nervous voice said, ‘don’t panic or try to move, I think I’ve got all the limbs’. Looking up into his shaving mirror, Gump might have swallowed his tongue if he had still been in control of it. A face- female, dwarven and newly familiar- bobbed under the surface of his own features, swimming in and out of focus. On the hand that touched his new cheek, three of his fingers were stubby and strong. The sound of happy panting drew his eye downwards. Sat at his feet, head in his lap, was what appeared to be a rug with a wagging tail. The voice in his head said, ‘that’s Spaghetti. He’s a good boy. I think we need to talk.’ Gump’s punch took them both out through a window, and into the street. A wrestling match is quite a thing to see when it’s one apoplectic beggar apparently trying to pull his own head off, and people were understandably giving Gump a wide berth. With one hand attempting to stop Fifi kneeing them both in the stomach, Gump reached out a hand for a rock or brick to brain himself with. Instead, his grasping fingers found a wet nose and a happy lick. Despite himself, Gump stopped. Fifi stopped. Spaghetti kept licking. Despite himself, Gump started laughing. Fifi started laughing. Spaghetti kept licking. Everyone else politely edged away, with one or two of them taking the opportunity to be quietly sick in an alley. Neither of them would say it was plain sailing from there, but- through time and compromise the two settled into an accord, taking turns to be in charge of their body. Fifi’s dwarven longevity seems to have slowed Gump’s ageing, and must have somehow spilled over Spaghetti, for the loyal carpet still sits at their side, even now. They’ll bicker and quarrel, but sharing a body brings with it a deeper sense of companionship than any married couple could hope for. One still shouldn’t look under the cowl when they’re switching, though. Character Concept by: Jerry and Michelle Callahan In Loving Memory of Spaghetti


32 Chapter 1 | The Tavern Local Legends Gump the Repulsive Medium Humanoid, lawful good Challenge 9 (5,000xp) | Initiative +1 | Prof. Bonus +4 armor class hit points speed 11 (Robes) 67 (9d8 + 27) 30 ft. str dex con int wis cha 18 (+4) 12 (+1) 16 (+3) 18 (+4) 14 (+2) 14 (+2) Saving Throws Int +8, Wis +6 Skills Arcana +8, Investigation +8, Religion +8 Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarvish, Common, plus one of your choice Shared Form. Because of Gump melding with Fifi they are able to share their abilities. For any skill Gump is not proficient in, they can add half of their proficiency bonus (2) to checks. Dwarven Resilience. Gump has advantage on saving throws against poison, and they have resistance against poison damage. Brave. Gump has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when Gump hits with it (included in the attack). Potent Cantrips. Gump can add their spellcasting ability modifier to the damage they deal with any cantrip. Spellcasting | Save DC: 15 | Attack Bonus: +7 Gump is an 10th-level Intelligence based spellcaster. Action Spells Cantrips (at will): minor illusion, mage hand, dancing lights, prestidigitation 1st level (1/day each): silent image, disguise self, unseen servant 2nd level (1/day each): magic aura, invisibility, magic mouth 3rd level (1/day each): major image, hypnotic pattern, greater invisibility 4th level (1/day each): hallucinatory terrain, dimension door 5th level (1/day each): creation, dream Actions Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, or 13 (2d8 + 4) bludgeoning damage if used with two hands. Reactions Parry. Gump adds 2 to their AC against one melee attack that would hit them. To do so, Gump must see the attacker and be wielding a melee weapon. Spaghetti Medium Beast, lawful good Challenge 9 (5,000xp) | Initiative +2 | Prof. Bonus +4 armor class hit points speed 12 58 (9d8 + 18) 45 ft. str dex con int wis cha 16 (+3) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 18 (+4) Saving Throws Dex +6, Con +6 Skills Athletics +7, Perception +5, Performance +8 Senses passive Perception 15 Keen Hearing and Smell. Spaghetti has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


Chapter 1 | The Tavern Local Legends 33 Husky Fandango (He/Him) The spotlight, the fireworks, the rapturous applause. None of these things mark Lord Huxley Tango’s entrance into a room nearly as much as he would like. In fact, any regulars at A Trip Away tend to hastily pay their tabs, avoiding eye contact, when the gaudily dressed rake stumbles through the door. New arrivals, however, often find him entertaining, and why wouldn’t they? The man seems honestly committed to bonhomie, welcoming newcomers with a tip of the hat and a round or two on him. His stories are adventure-filled and witty, his flashing smile is both charming and disarming, and his munificence at the tip jar seems unlimited. It often only takes a second meeting, however, for Lord Tango to be found out. Last night’s stories of a disgraced royal lineage are replaced today by gritty pirate origins, only to be further replaced again tomorrow by stories of evil wizards, grateful lords, and deeds to sprawling estates. Suddenly the drunkenness seems sadder, the flirting seems lonelier, and the colourful jauntiness paper thin. Luckily for Lord Tango, there are always new faces passing through. Were Huxley inclined to tell the truth- and were anyone inclined to listen- it would actually rank among his more fantastical stories. The entity currently known as Lord Huxley is actually a smuggler of great renown (he thinks) named Husky Fandango, and his origins lie much further away than even his stories suggest. Husky is from a realm far beyond the dimmest stars, outside the purview of even the greatest seers. That fact aside, if there’s one true aspect of Lord Tango’s personality, it’s his mouth. Whether as Husky or Huxley, a wagging tongue has gotten him- and a lot of other people besides- into trouble for decades. Husky would always rather talk his way out of a problem rather than shoot at it, but you would be amazed at how easy it is to start a galactic civil war, given too much drink and too loud a voice. Eventually, after years of taking reckless job after reckless job, Husky managed to run afoul of one of the most powerful chronocrats of the Dymion System, who placed a king’s ransom on the head of the loudmouth bootlegger. Pursued across constellations, Husky flung his ship towards the most innocuous sign of life he could, and eventually crash landed in a cold, wet field, millions of miles from the nearest good time. Pulling himself from his craft, Husky took stock of the darkness, the chilliness, the stinging water falling out of the sky, and the most boring plant life he’d ever seen. Spotting a glow over a nearby hill, and hearing the distant sounds of life, Husky trudged to the top and breathed a sigh of relief: this place wasn’t boring, it was glorious. He looked down at bipedal humanoids clad in multicoloured suits, dresses, tabards, gowns and frocks. They danced and gambolled between their brightly coloured red-and-white striped buildings, some of them breaking out into fantastical displays of skill, bravado and athleticism, seemingly at random, while other locals burst out into rapturous applause at the sheer joy of it all. Music- blaring, silly, and invigorating- filled the air, and above it all hung a banner, proudly proclaiming the name of this wonderful town: The Top of the World Circus. Husky felt like he’d come home. After a quick assessment, Husky projected a fanciful outfit that was approximated to blend in with the crowd, and strode into the light. That evening was a giddy whirl of strange foods, stranger drinks and fantastical camaraderie with total strangers. These people were so welcoming, so carefree and so fun. When Husky woke up in the street, head pounding, it seemed that all the fun people had left. Returning to the drinking establishment that had hosted the festivities, all that remained were pallid, boringly dressed peons- servants perhaps- but no matter. Husky nobly took on the mantle of cheering them up, with a perfect re-enactment of the libertine gregariousness from the night before. Strangely, today, it didn’t work as well. His outfit didn’t seem to impress, his japery drew confusion, and his carousing didn’t get a single laugh. He’d have to practice more. There was fun to be had here, he knew it, even if his stay must be short. He had tracks to cover and a ship to rebuild; his hunters weren’t going to sit around, twiddling their retractable thumbs. Ever since then, operating under the nom de guerre of Lord Huxley Tango, Husky has both wowed and made use of the indigenous peoples- at least, those with a modicum of talent- to find metals and minerals of suitable quality to repair his craft. Hilariously, these people seem to place value in base metals, such as silver, gold and platinum. This could prove useful. Character Concept by: Sam Knapp


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Chapter 1 | The Tavern Local Legends 35 Husky Fandango Medium Humanoid, chaotic neutral Challenge 11 (7,200xp) | Initiative +5 | Prof. Bonus +4 armor class hit points speed 18 (synthetic hyperweave) 65 (10d8 + 10) 30 ft. str dex con int wis cha 11 (0) 20 (+5) 12 (+1) 12 (+1) 10 (0) 18 (+4) Saving Throws Dex +10, Cha +9 Skills Acrobatics +9, Deception +8, Performance +8, Sleight of Hand +9 Damage Resistances Cold, Fire Senses passive Perception 10 Languages Common Actions Multiattack. Husky can make two Adamantine Cane Sword attacks or an Adamantine Cane Sword attack and an Adamantine Knife attack. Adamantine Cane Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Adamantine Knives. Melee Weapon Attack: +10 to hit, range 30 ft., Hit: 12 (2d6 + 5) piercing damage. Arc Generator (recharge 5-6). Ranged Weapon Attack: +10 to hit, range 20ft cone. Hit: 22 (3d10 + 5) lightning damage. Bonus Actions Taunt. Husky targets one creature within 30 ft. If the target can hear him, it must succeed on a DC 16 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Husky’s next turn. Phase Shifter (recharge 5-6). Husky can teleport himself and anyone he is touching up to 60 ft. Reactions Arc Shield (recharge 5-6). A shield of electrical energy envelops Husky. He gains a +5 bonus to his AC until the start of his next turn. In addition any creature attacking him with a melee weapon takes 7 (1d8 + 3) lightning damage whether or not the attack succeeds. Legendary Actions Husky can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Husky regains spent legendary actions at the start of his turn. Concussion Charge (1 action). Husky fires a concussive blast out of his Arc Generator. Ranged Weapon Attack. +9 to hit, range 40 ft., one target, 7 (2d6) bludgeoning damage and the creature must suceed on a DC 18 Constitution saving throw or be knocked prone. Anyone failing the save by 5 or more is also stunned. Bait and Switch (2 actions). Husky can use his phase shifter to choose a target within 60 ft. and swap places with that target, as Husky teleports to their space and they are teleported into his.


36 Chapter 1 | The Tavern A Trip Away Inn Mains Foraged Mushroom Strata with Swiss Chard This succulent strata is lovingly prepared with the finest foraged mushrooms and greens from the forests surrounding A Trip Away Inn. This savory treat is a guaranteed winner for you and your friends! Firebolt-Flamed Meatball Sub This cantrip-baked sandwich will leave your mouth watering with three juicy, sauce-smothered meatballs. Available with dragonfire-toasted buns. Dragon-Roasted Trout w/garlic Ginger Oil River trout caught daily by local fisherman, slow roasted by house chef Estabôn’s fiery breath, and drizzled with an aromatic ginger oil. Dandelion Green Grilled Cheese Dandelion greens, picked from just outside our door, add a delightfully herbal taste to our in-house dragon-smoked Gouda. This sandwich is just the thing to fuel your mid-day melee or evening escapades. Foldable Zucchini Boat (vegan) Inspired by the famed magical boat, this succulent gourd is filled with an elegant combination of mushrooms, zucchini, onion, and garlic, all sitting inside of the boat-like shell of the hollowed out zucchini. The Sword Swallower's Stew This homemade stew is infused with flavor and is the perfect way to warm yourself after a cold day of travel. Filled with all the familiar tastes of a home cooked meal, it reminds you that A Trip Away Inn is the perfect home away from home. Starters Roasted Almonds This salty snack is seasoned to perfection with a delicate blend of garlic, rosemary, and cloves mixed with slow-roasted almonds. Squash Galette with Sage Crust This time-tested galette features a succulent combination of squash and leeks from Flip’s personal garden, with fresh sage, and gruyere cheese. This heavenly treat will melt in your mouth. Scorched Peppers with Red Dragon Romesco Fresh shishito peppers from Flip’s garden, roasted in dragonfire and served with a zesty romesco sauce. Sweets Buletteberry Breakfast Bundts These sweet treats are the perfect indulgence to energize your travels. Infused with the power of the mighty cockatrice and shaped to resemble the carapace of the most fearsome Bulette, this breakfast bundt gives you all the fuel you need for your next adventure. Passionfruit Tarts This delectable tart is filled with a blend of passionfruit and lemon, topped off with the expertly neutralized and sweetened fluff of a white pudding. Sweet Scones: Goodberry Lemon Thyme These sweet scones are packed full of everyone’s favorite fruit. Perfect to keep you full for a day of travel or to take along for when you need it, these scones will rejuvenate you from the first bite to the last.


Chapter 1 | The Tavern A Trip Away Inn 37 Drinks Tiefling Contortionist Like its namesake, this drink can be spry, bright, and bubbly at first, but will sneak up on you the second you let your guard down. The Tiefling Contortionist is an approachable "Aperol Spritz" with a strong bourbon/amaro backbone and a refreshing prosecco finish. Brunch with caution. Elven Aerialist No one commands the open air of the Big Top quite like an Elf. Dexterity, grace, and strength make them ideal aerialists, so a tweaked Aviation is the perfect beverage to enjoy the show. We use floral and berry flavors to transport us to the forests where the Elves learned to dance across the treetops and hone their craft. Spirit forward, driven by citrus, with nuanced and subtle flavors. Dwarven Flip Dwarves can put 'em away. That's no question, but sometimes these natural brewers need some added courage before taking the main stage. The Dwarven Flip adds a shot into a Dwarf's stout of choice, and the added egg gives them the protein they need to last the whole show. It's velvety smooth and makes for a perfect dessert...or breakfast. Flip’s Tent Topper A strange cast of characters is necessary for a good circus. Sometimes only the oddest of assortments can provide true harmony. Flip’s Tent Topper brings together bold flavors from all over the realm and throws them into the same glass, where they form something that feels strangely familiar. Stirred and strong. Lycanthrope in the Lyra When the full moon shines, a howling can be heard, as a hirsute figure is seen suspended in a ring above the main floor. Its origin is unknown, but it is captivating nonetheless. The Lycanthrope in the Lyra takes lychee and anise flavors and draws you in from afar with toasted rosemary aromas. Get close enough to enjoy, but respect the power of the beast. Vorpal Sword Swallower The allure of danger is inherent in all sentient creatures, and is paramount in circus production. The Vorpal Sword Swallower comes at you initially as a shock to your system. The heat is the first thing you notice as you take a sip, followed by the reassuring citrus and fruity sweetness that prepares your palate for its next gulp. You handled your first one well. Test your limits by increasing the spice on round two. Beer A Trip Away IPA Delectable notes of orange, melon, and grapefruit rasp on the front door and then kick it down with a crisp floral finish. This refreshing IPA is perfect after a summer adventure. Circus Sour Ale Whimsically flitting through a wheat field, traipsing over the big top, and landing down at your table. This delightfully sweet cherry sour is the perfect beverage to wash down a hearty lunch. Curtain Call Pils This bohemian pilsner is typically enjoyed in large quantities. For over three-hundred years this recipe has floated through the circus circuit to ease the tired workers after a long day of entertainment. Clean taste and simple flavors. Two Town Brown Gather round the hearth and enjoy this hearty ale. Honey, cinnamon, and ginger dance across your palate, as the leaves begin to change colors before your very eyes. Services Room (Nightly) 1 gp Room (Weekly) 5 gp Natural Spring Bath House Fee 4 sp Natural Spring Bath House and Massage 1 gp Messenger 3cp/mile Roll-A-Day (see Pub games) 1 gp


38 Chapter 1 | The Tavern Pub Games Drinking Contest A drinking contest lasts five rounds. Everyone rolls for initiative and begins drinking. Each round, participants must make a Constitution saving throw. A player wins if at any point they are the last person still in the contest. In the case of a tie, the remaining contestants must continue on using the round 5 table until only one person is standing. Round 1 Con Save Result 1-10 You choke and begin vomiting. You are knocked out of the contest. 11-12 You’re starting to feel a bit queasy. You have disadvantage on your Constitution save next round. 13-17 No effect. 18+ Is this water? You have advantage on your Constitution save for the next round. Round 2 Con Save Result 1-13 You choke and begin vomiting. You are knocked out of the contest. 14-15 You’re starting to feel a bit queasy. You have disadvantage on your Constitution save next round. 16-18 No effect. 19+ Is this water? You have advantage on your Constitution save for the next round. Round 3 Con Save Result 1-15 You choke and begin vomiting. You are knocked out of the contest. 16-17 You’re starting to feel a bit queasy. You have disadvantage on your Constitution save next round. 18-19 No effect. 20+ Is this water? You have advantage on your Constitution save for the next round. Round 4 Con Save Result 1-16 You black out for 30 seconds and are knocked out of the contest. 17-20 You’re starting to feel a bit queasy. You have disadvantage on your Constitution save next round. 21+ Is this water? You have advantage on your Constitution save for the next round. Round 5 Con Save Result 1-18 You black out for 30 seconds and are knocked out of the contest. 19+ You stay standing, no effect. 21+ Is this water? You have advantage on your Constitution save for the next round. Any player that participated and suffered disadvantage for three or more rounds should be considered incredibly drunk. Drinking Contest Gambling If you choose to gamble during a drinking contest, an amount of coin to be ante’d each round should be established. In order to proceed from round to round, a player must continue to ante up until they are eliminated. Anyone participating in the drinking contest is free to leave at any time. Pub Games


Chapter 1 | The Tavern Pub Games 39 Knife throwing lasts three rounds. All participants throw three knives per round, as a ranged attack. Any character proficient with knives can add their proficiency bonus. The winner is determined by whoever scores the most points in two out of three rounds. Each round, any participant can spend points of their ranged attack bonus to adjust the result of their roll and increase or decrease the result of their throw by a number equal to the amount spent. For example if you have a ranged attack bonus of +5 and roll an 18, you may spend 2 points to bump that to a 20. The next knife thrown will be thrown with a ranged attack bonus of +3. You can continue to do this until your ranged attack bonus equals 0. d20 Points 1 -5 2 - 5 1 6 - 15 2 16 - 17 5 18 -19 7 20 10 21+ -5 Knife Throwing Roll-A-Day A Trip Away Inn seeds a small pot at 10 gp to start the RollA-Day game. Anyone working, and most regulars, can tell the players what the current pot is up to. • Each player has one chance a day to pay only 1 gp and roll 4d6 for the pot. • Required to win the pot is a predetermined combination of the 4d6. It could be anything the GM chooses. If the combination required is 4, 4, 2, 6 the player must roll two 4s, one 2, and one 6 to win the pot. It does not matter the order rolled as long as the dice match. • Once the pot is won, 10 gp is taken from the winnings to seed the next pot and Flip encourages the winner to buy the bar a round to avoid any bad luck. Tavern Dice • Each player rolls 6 dice and chooses the numbers they want to keep on those dice, setting them aside. • Roll the remaining dice, and again set aside as many as you like. • Roll the remaining dice and tally your score. • The player with the highest total after the third round wins. In the case of a tie, the remaining players repeat the process against one another. Tavern Dice Gambling To gamble when playing tavern dice, players should ante up using an agreed upon amount. Each consecutive round, players can choose to pay the ante again to remain in the game or fold. The winner takes the pot once all other players are eliminated. Knife Throwing Gambling When gambling on knife throwing, characters can either continue to ante up, round by round, or make a wager on the overall winner of the competition.


40 Chapter 1 | The Tavern A Trip Away Inn


Chapter 1 | The Tavern A Trip Away Inn 41 The high striker is a simple strength test, designed to show off your physical prowess. Flip’s high striker has ‘Test Your Strength’ running up the height of the machine in yellow painted letters. A pad sits at the bottom, with a long-handled mallet leaned up next to it. Whenever someone hits the pad, a small glowing magical ball is bounced vertically by the force, illuminating a series of numbers as it rises to its peak. Anyone able to ring the bell at the top with their feat of strength is rewarded with one free drink. Magic and the High Striker This high striker has been treated with a complex enchantment to attempt to dissuade cheating. Any spell cast on the striker will be reflected back at the caster. If this spell deals damage it will be bounced back as a non-lethal concussive force, often strong enough to knock the caster to their feet. In order to take a swing on the high striker, one simply has to slam the mallet down on the rubber pad as hard as they can. This requires a strength check. More seasoned or cooler-headed individuals, however, realize that a high striker doesn’t just require a hard hit, but a precise one. Anyone attempting to hit the high striker can therefore make a Wisdom check before swinging the mallet, to determine the best angle and point of impact. Wisdom check Result 1 - 10 No effect. 11 - 19 Advantage on your Strength check to swing the hammer. 20+ +5 to your Strength check when swinging the hammer. Strength check Result 1 There is a "Wah Waaah" sound effect, and ghostly magical letters appear saying, “Is that all you’ve got?” 2 - 5 Magical letters appear saying, “You’ve got the strength of a sentient shrub.” 6 - 14 Magical letters appear saying, “Strong as an owlbear.” 15 - 17 Magical letters appear saying, “Mighty as an ogre!!!!” 18 - 24 The lights begin pulsating and the sound of a crowd cheers, as magical letters appear, flashing “As powerful as a dragon!!” 25+ Confetti explodes and fireworks go off around the high striker, alerting everyone in the tavern to your triumph. Strength Test (High Striker) • Each player privately rolls 4d6, generally in a cup, hiding the result from the other players. • Each player takes turns predicting the total quantity of specific face values (numbers rolled on the dice) of all the other players at the table, with each consecutive player either bidding a higher quantity of the same face, bidding any quantity on a higher face, or calling the bluff. • Once a bluff is called, everyone reveals their dice. • If the player who called the bluff is correct and the bidder is wrong about the number of dice, the bidder must remove one die from their cup. • If the bidder is correct, the person who called their bluff must remove one die from their own cup instead. • After the bid is called, the winner takes the pot. The next round now begins with one player down one die. Example There are four players. Lord Léanin sees he has two 4s showing and bids there are four total 4s on the table. Dreet is the next player, and must either increase the number of 4s she says she believes are on the table or guess a number of 5s or 6s showing. Dreet has rolled three 1s and one 5, so she bids there are two 5s. Bartleby is the third player and has rolled two 2s, a 3, and a 6. Bartleby is daring, though, so she bets there are three 6s. Izak is fourth, and has rolled three 1s and a 6. He’s too anxious to call Bartleby’s bluff, knowing there could be another 6 out there, so he must raise it. He bets there are four 6s. Dreet calls Izak’s bluff, the dice are revealed, and Izak is declared the liar. He removes one die from his cup. As the winner, Dreet starts the next round. Liar's Dice Gambling To gamble on liar’s dice, players can purchase a number of dice from 1 to 5 on an agreed amount per die. All of the money spent to buy dice is put into the pot. At the end of the round, before a new round begins, players can choose to fold and take back half of the buy-in amount for each remaining die. Liar's Dice


42 Chapter 1 | The Tavern A Trip Away Inn The Circus Gambit The Circus Gambit is a special race Flip holds every month. The course is made of a series of different obstacles, each racer competing one at a time for the best time. The beginning of the obstacle course is sixty feet east of the bathhouse, marked by two standing stones. Multicolored flags span trees throughout the course. Magic is not outright forbidden during the contest, but it is frowned upon. The entry fee for the Circus Gambit is 50 gp. Flip takes 25 gp and the rest is put into a prize pool, given to the winner of the Gambit. Each month at least five locals try their hand at winning, but are always bested by some of the travelling adventurers. The current record holders are actually the twins, Tia and Mia, both with a time of 1 minute and 14 seconds. Rules Each obstacle takes a minimum time to complete, listed with that obstacle. However GM’s can subtract additional time from each event for clever thinking. Each obstacle also has a penalty amount, according to the chart below. A character’s movement speed also plays into how quickly they can complete the obstacle course. A racer should face every obstacle, tracking the time it takes them to complete each one. In order to determine how quickly you made your way through the obstacle course, add together the following values: (Movement speed + sum of all obstacles + sum of all failures) - GM bonus points. Obstacle Time Added per Failure 1 6 2 6 3 3 4 6 5 12 Obstacle 1 - Rope Climb - 6 seconds The first obstacle the racers meet is a 20 ft. wooden wall with a rope hanging from it. Climbing the wall requires a successful DC 14 Strength (Athletics) check. Obstacle 2 - Suspension Bridge - 48 seconds/12 seconds The second obstacle the racer faces is a slatted suspension bridge, spanning 60 ft. across and with the slats placed 6 ft. apart. Choosing to carefully navigate across the bridge takes 48 seconds to move slowly from slat to slat. Crossing the bridge quickly requires a successful DC 16 Dexterity (Acrobatics) check. On a successful check, only add 12 seconds to your time. After five failed checks, they have stumbled their way across the bridge and proceed to the next obstacle. Obstacle 3 - Illusory Ladders - 6 Seconds At the end of the bridge, the racer faces their third obstacle. Five ladders lean against a ledge, leading up from the bridge platform to a ledge 40 ft. above. Four of the five ladders are illusory. The GM can choose a correct ladder and let the character guess or use the chart below for anyone choosing to guess. A detect magic spell quickly reveals the correct ladder. Movement Speed Time Added 25ft 48 30ft 40 35ft 34 40ft 30 45ft 27 50ft 24 55ft 22 60ft 20 65ft 18 70ft 17 75ft 16 80ft 15 85ft 14 90ft 13 Number of Ladders Percent Chance of Correct Guess 5 20% 4 25% 3 33% 2 50% Obstacle 4 - Shifting Stones - 18 Seconds As the racer reaches the top of the ladder, they’re faced with their fourth obstacle: a long 90 ft. pool of water, with stones appearing and disappearing at the surface. Any character spending 6 seconds (added to your time) to observe the pattern of the moving stones gains advantage on checks to navigate their way across the pool. Running across the pool requires a successful DC 16 Dexterity (Acrobatics) check. Racers can fail this check up to five times before making it to the other side. 42


Chapter 1 | The Tavern A Trip Away Inn 43 Obstacle 4 - Tightrope - 6 seconds After crossing the pool, a small ramp leads up to the final obstacle: a tightrope spanning a 30 ft. chasm. Trying to jump across the chasm will result in one failure, as the racer smashes into an invisible wall of force 6 ft. above the tightrope. Crossing the tightrope requires a successful DC 18 Dexterity (Acrobatics) check. Any character failing the check falls safely onto a pad 60 ft. below, and must run back to the top to attempt to cross again. 43


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46 Chapter 1 | The Tavern Top of the World Circus As you get closer to A Trip Away, there are the sights and sounds of industry. A caravan of brightly colored carts and wagons has created a semi-circle behind the tavern, and a team of roustabouts are hard at work. On the ground is a vast canvas, lying loosely in wrinkled folds of red and white, and culminating in a small, pitched tent of the same colors at the center. As you watch, teams of workers hoist four enormous wooden posts to standing positions, until they tower eighty feet into the sky. As you squint, you can make out four small figures, who stand up from where they had been sitting among a system of pulleys at the top of each post. Each figure is clutching a rope and, at a prearranged signal, they leap backwards and begin to abseil down the posts, disappearing through holes in the canvas as it rises to meet them. All of a sudden, the small tent in the middle is the mountain’s peak of a glorious red-and-white big top.. You spot Tia and Mia among the crowd of workers, and Nix is sat on a barrel with a small mug of steaming tea, watching the business. The Circus Comes to Town The Flying Krongovsko The Flying Krongovsko are living legends on the carnival circuit. Three generations of gnome tumblers have delighted audiences across the world and, if Bink’s stories are to be believed, once or twice beyond it. It’s a dual point of pride that they never use a net and haven’t had an accident in 200 years, and even that was more the earthquake’s fault than theirs. Krongovsko is both the singular and plural term for the family members. With this pedigree, it was even more astounding to the family that Flip chose to leave. The clan seems to have each made peace with it in their own way, but the issue has never been totally resolved. Bink has grudgingly accepted, if not forgiven, the fact that Flip is the first ever Krongovsko to leave the circus. His passive-aggression seems to have mostly manifested in the assumption that A Trip Away is essentially a family-owned establishment, and Flip accepts this as the cost of peace. When the circus is in town, four of the rooms in A Trip Away will be occupied by the four family members. He’s also not happy with the Krongovsko banner above the bar, seeing it as a suggestion that they’re all washed up, rather than just Flip. Bink Krongovsko, Flip’s father (He/Him) The choreographer and base of the group, his barrel chest and age belie a nimbleness that has never waned in his hundredplus years in the circus. Gnomes aging as they do, he has seen other acts rise and fall, but the Krongovsko have persevered, cementing his belief that it is both a pride and a duty to continue the act. With the heart of a traditionalist but the mind of a crowd-pleaser, he has managed to keep the Flying Krongovsko current and exciting through the years. Bink has grudgingly accepted- if not forgiven- the fact that Flip is the first ever Krongovsko to leave the circus. His passive-aggression seems to have mostly manifested in the assumption that A Trip Away is essentially a family-owned establishment, and Flip accepts this as the cost of peace. When the circus is in town, four of the rooms in A Trip Away will be occupied by the four family members. He’s also not happy with the Krongovsko banner above the bar, seeing it as a suggestion that they’re all washed up, rather than just Flip. Bixi Krongovsko, Flip’s mother (She/Her) Born into a mining family, Bixi’s future looked to be centuries of diligent engineering deep below ground. While out on an inventory trip one day, she happened to see the circus roll through town. The young gnome felt a pull she had never felt before and, on impulse, hopped into the cart carrying the big top, hiding herself away among its stripey folds. When she was discovered, she convinced the owner to make her useful, and ended up designing many of the lighting apparatuses that are still in use to this day. During that time, she met and apprenticed under a young Bink Krongovsko, eventually marrying him and becoming a member of the famous family. Given her own life before the circus, Bixi is perhaps the most incredulous at Flip’s decision, though she is also the most tight-lipped on the subject. She loves her child very much, but can’t help but see Flip’s rejection of the circus as rejection of family. Trip Krongovsko, Flip’s older brother (He/Him) Trip’s personality lends itself to excess: if some is good, more is better. If people are drinking, he’ll drink double; if people are telling stories, he’ll listen all night; if there’s anything to be climbed, he’s already on top of it. His attention waxes and wanes with each new excitement that comes along, andcoupled with the sense of invulnerability that comes with trapeze work- it’s had him in trouble more than once.


Chapter 1 | The Tavern Top of the World Circus 47 Trip understands how Flip’s temperament led them away from the circus and doesn’t begrudge it, while he himself is a willing addict to the touring life. He always loves the first day at A Trip Away, meeting the new locals and seeing what Flip has done with the place, but is moody and wanderlust-y by day three. Ever itchy to move on, he is currently pushing for the Top of the World to travel farther and farther afield into wilder and wilder territory. If the players mention a far-flung region they’ve visited, there may be a familiar striped tent next time they pass by. Pippi Krongovsko, Flip’s younger sister (She/Her) The youngest of the Krongovsko, Pippi has never sustained so much as a bruise in the family’s act. Whip-thin but built of steel cables, her small frame is that of an athlete in peak physical condition. Currently the brains of the business, she has proven herself the shrewdest hands to hold the purse strings, and always keeps a close eye on Trip’s spending habits when he’s in town. Pippi misses Flip dearly, and wishes they would re-join the act, purely so they could be a family again. If anyone could persuade them to come back on the road, it would be Pippi, but her love for Flip prevents her from trying to change their mind. Other members of the Top of the World: Flora (She/Her) Tiefling contortionist, 19. Note: Flora is also the illusionist for the big top show and Trip’s ‘Guess his Weight’ stand. Flora joined the circus after the Trip Away gang left, and thinks of them with slight awe. If they players are visibly friendly with the tavern staff, she will share the following rumors she’s heard over the years: • The night they left, exactly half of that evening’s takings disappeared as well. Captain Pratt has always assumed it was Tia & Mia, but has never been able to prove it. • The loss of Estabôn’s cooking was a major blow to morale. Years ago, Captain Pratt heard rumors of a dragonborn chef going on the run from a royal court hundreds of miles away, but kept it to himself. Ever since Estabôn left, he’s been sharing his suspicions with everyone. • She believes Bink Krongovsko is privately devastated that Flip left, and misses his child dearly. She thinks he treats A Trip Away like a family business as a way to pretend Flip never left. Captain Antipholus Pratt (He/Him), Human, Ringmaster, 60s. Liara (She/Her), Wood-Elf, Tattooed Wonder, 20s. Delton (He/Him), Human, Strongman and Werewolf, 40s. Milik (She/Her), Human, Owlbear Tamer, 30s. Coot, Hoot and Holler, Owlbears.


48 Chapter 1 | The Tavern Top of the World Circus A grinning gnome girl calls out in a bright, tinkly voice: "Hag ever turn your old ma into a newt? Curse you to only walk backwards? Come get your own back! Wipe that smirk off Granny Suzie’s warty face! Break her pipe and win a prize!" A small bench, with a basket of sticks, is set up twenty feet away from a small three-sided gazebo. Inside, you can make out a wooden cut-out of a sneering hag’s face mounted on a post, a mocking leer painted under a beaky nose. Protruding from the mouth is a clay pipe. For 5 cp, the contestant is given three one-foot-long wooden sticks. The aim of the game is to underarm throw the sticks and break the clay pipe. A winning throw garners 3 free drinks tokens. If successful, Pippi will replace the pipe from a box of them behind the stall. A successful DC 18 Dexterity check will hit the face but not break the pipe, a successful DC 20 Dexterity check will break the pipe. Pippi will be all too happy to talk to the adventurers if they say that they’re friends with Flip, and will share the following information: • For some reason, Trip Krongovsko assumes that A Trip Away Inn is named after him, and Flip has never had the heart to correct him. • Flip has a pathological fear of rabbits that they keep very quiet about. Years ago, Pippi bought a stuffed rabbit at a fair, tied it to a string, and would drag it across Flip’s bed at night to scare them. To this day, Flip believes that rabbits are strangely drawn to them. Pippi still owns the rabbit. • When Pippi was very young, whenever she was upset or angry, she would find that her toys would magically come to life around her, delighting her with a floating game of make-believe. It was only after Nix left the circus that Pippi learned sprites can turn invisible. Entrance and Gifts Kiosk, operated by Flora ‘Granny Suzie’, operated by Pippi Krongovsko At the entrance to the circus grounds is a wooden kiosk displaying food, drink and circus-related tchotchkes. The smell of roasted nuts and grilled poultry hangs over the collection of engraved wooden signs, copper cups and miniature big top tents. A pale, almost chalk-white tiefling girl, her eyes a pupil-less silver, stands up as you approach and holds out a hand, expectantly, for the price of entry. Item Price Wine 4 sp Beer 5 cp Chicken Leg 2 cp Vegetable Soup 1 cp Bag of hot nuts 1 cp Copper mug, engraved with either: 'Top of the World Circus' 'The Flying Krongovsko' or 'Coot, Hoot, and Holler' 4 sp Wooden wall plaques, with: 'Top of the World' and an outline of the big top burned into them. 2 sp Snowglobes with miniature big tops inside. 2 sp Brass paperweights in the shape of the big top. 1 gp Tabletop trapeze toys 5 sp 6 x 8" Woodcut prints of each peforming artist: Captain Pratt in a rakish pose; Flora in a backbend with her toes touching the top of her head; Liara with a mysterious shadow behind her; Delton balancing Hoot and Holler on each hand; Milik riding Coot; All three owlbears together; A pyramid of all the Krongovsko, including Flip. 2 cp Circus Ground Attractions


Chapter 1 | The Tavern Top of the World Circus 49 A dark-skinned woman with a kindly smile lounges outside a temporary enclosure, inside which three bizarre creatures mill about, two of them smaller than the third. Their hulking frames are a mix of fur and feathers, and even the smaller two must weigh 200lb. A sign in gaudy lettering reads ‘Coot, Hoot and Holler: feed the world’s most talented owlbears. A copper a rat’. For 1 cp, the adventurers can throw a dead rat to one of the owlbears. Unofficially, Milik will take a payment of 10 sp to go into the enclosure with the adventurers to let them pet the beasts. All three owlbears are incredibly tame, but know the hustle is to look fierce. They will not respond hostilely to anything short of obvious aggression towards them or Milik. Milik has been with the Top of the World since before Flip left, and remembers the whole gang fondly. If asked about the staff members of A Trip Away, she will reveal some or all of the following: • Flip once confided in her that they set Nix free because they sensed another lonely soul. Flip has never told this to Nix. • Tia and Mia like to play tough, but they both have a real soft spot for animals. More than once, Milik would find them at night, curled up asleep with Coot. • During lean times, Estabôn once or twice served roadkill, intended for the owlbears, to the company. ‘Guess his weight’, operated by Trip Krongovsko As you stand next to a booth with a colorful sign reading ‘Guess his weight and win the pot!’, a curtain is drawn back from a booth to reveal an elderly dwarf, in full plate armor, standing next to an oversized set of scales. Contestants are asked to guess his weight within 5lb for 5 cp. The prize is the pot: a brass bucket filled with that day’s failed guesses. A successful DC 15 Wisdom (Perception) check suggests that a dwarf that stocky, with that much armour on, should weigh ~215lb. A successful DC 20+ Wisdom (Perception) check suggests that the dwarf weighs 223lb. A successful DC 18 Wisdom (Insight) check or detect magic spell will reveal that this dwarf is an illusion (if the illusion is dispelled, the individual is revealed to be Trip Krongovsko himself). Whatever weight is guessed, the dwarf adds labeled metal plates to one side, before climbing onto the other. Trip weighs 42lb. ‘Feed the Owlbears’, operated by Milik If the correct answer is somehow attained, a grinning Trip will give the contestants the pot, amounting to 15 gp and asks them to keep the trick to themselves. If identified, and if the adventurers ask about A Trip Away, Trip will cheerily share the following: • The tavern is named after him, because he is Flip’s favourite sibling. • Tia and Mia confided in him that they were princesses in disguise who joined the circus to escape arranged marriages. • One time, a foreign-looking audience member spotted Estabôn, and started pointing and shouting excitedly at him in a language that Trip didn’t understand. Trip watched Estabôn hurry the man away to a private corner and push a bag of money into his hand. Trip didn’t see the man again for the rest of the show. ‘The Tattooed Wonder’, operated by Liara In an open-sided caravan covered in fantastical artwork, a slim, muscular elven woman sits at a table. Her silk gown has been custom-made to reveal as much as possible of a full-body tattoo of a three-headed serpent, inked in a manner reminiscent of scrimshaw. The body winds its way up from her left ankle, up her leg and coils around her torso. The body then splits into three necks, two of them winding themselves down her arms, and the third up and around her neck. Two of the heads sit in the palms of her hands, while the third stares out from her face, its right eye sitting over her left, giving it an uncanny appearance of life. For a fee of 8 gp Liara promises to give you the tattoo of your dreams. After hearing the desired design, she will sit with the customer at her table: The elf takes each of your hands in hers, palm to palm, and looks deep into your eyes, concentrating. She blinks, and her left eye suddenly has the slitted pupil of a snake, as you feel a sudden stabbing pain in each hand. You jerk away in time to see four small puncture marks- two in the palm of each hand- fade away, as the tattoo emerges on your skin, exactly as you had pictured it. Liara knew all of the Trip Away staff well when they were part of the circus, but will not be drawn on details about them, saying that nothing can really be trusted as true in the circus.


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