3 3 3 3 4 4 4 4 4 5 6 6 7 7 7 7 7 7 7 8 9 9 10 11 12 12 14 Contents Introduction Location Entering the Carnival Purpose Locations Living Quarters Carnival Stations Slipgill's Table House of Horrors Food Games Performance Tent Shu'lock the Sooth Monstrous Sun Walkers The Mythical Unicorn The Winterwing Sisters The Water Lily Montel Many-Hands Dargus the Stone Gut Finale Appendix A Carnival Poster Map of the Carnival Letter to Mavra Appendix B Potions Wand of Wonder Credits Initial creation Jared Tisher Write-up Emily Stammel Current Version 1.0 Image Credits Cover IGnome, Steam Trading Cards Wiki Lamia (p.3) Forgotten Realms Wiki Hook Horror (p.5) Russell Marks Harpie (p.7) Planet Dolan Wand of Wonder (p.14) DnD Beyond 2 PART 0 | TABLE OF CONTENTS
D Introduction eep in the caverns of the underdark, a variety of colors twinkle and shimmer against the black waters of the Darklake. They reveal a cluster of tents and booths resting on a stalagmite island, surrounded by strings of pulsing lights. The plinking of music notes fill the darkness, presenting the carnival as a welcome respite from the constant danger and fear lurking in the caverns. But, much like the rest of this terrain, all is not as it would seem. Location The stone island that hosts the carnival is several hundred feet off the Darklake shores, seemingly raised from the deep or possibly a large stalagmite cut to form a plateau. It’s attached to the shoreline by a rickety bridge, with docks along the outside to provide parking for lake travelers. A haze of faerzress coats the area, making it difficult to cast most magics. This faerzress is imbued primarily with Graz’zt’s influence and can be subtly manipulated by Mavra for methods of charming, seducing, and enslaving others to join the carnival. Floating, ever-lit orbs of light glisten across the surface of the lake and pierce through the faerzress to provide light for the carnival and its patrons. Some are different colors like blues, greens, and pinks, while most remain white to provide dull light. A large, 3 tiered tent colored in purples, blues, and blacks sits in the center of the stone plateau. Accompanying this tent are two smaller ones set up around it. To the west sits one that looks to be a bit shaggy, strung up with netting and aquatic paraphernalia, with the words ‘Fortune Teller’ crudely painted on its hanging banner. To the east is a medium sized tent decorated in silks of deep reds, blacks, and silver, with a sign above the entrance marking it as the ‘Hall of Horrors’. Next to the Fortune Teller’s tent, there is an open space with guests milling about, and booths selling a variety of foods. Behind that setup is another large open area, with what appear to be game booths for patrons to enjoy. Entering the Carnival At the entrance of the swinging bridge sits a deranged derro with a twitch. He asks for “tickets” for entry in the form of bits of hair, finger nails, scales, or odd trinkets or even dead things. If the party says they don’t have anything he tells them to stand aside as other guests approach and offer bits and pieces. Once the party has paid their tickets and enters the island, they are greeted by figures of different shapes and sizes, some recognizable and some not so much. They are all wearing flat white masks, the eyes blotted out with black and all with a wide, cheerful smile. Some are dotted with makeup of vibrant colors and all are dressed in outrageous attire. These carnival workers roam the outside areas, dancing and carousing guests with drink and food. They are actually previous customers who have been driven mad to stay with the carnival and ‘work’ the crowds that gather. Purpose Madame Mavra seeks to please her demon lord deity with unique sights, morbid acts and performances, and trapping some in perpetual erotic horror within the carnival. All the “performers” are simple folk who simply visited the carnival out of curiosity and were charmed and driven mad to join the carnival by Mavra and her manipulation of Graz’zt’s faerzress influence. Most if not all are eventually killed during their acts and are typically used to “grow” the facility, becoming part of it. Only those who truly embrace the madness live through it. Upon first entering the carnival, she is standing in front of the high top tent, greeting guests as they enter. If the players confront her or cause issues, she’s not hesitant to cast Charm Person. After some time of greeting guests, she enters the hightop to prepare the performance, for which she will be the announcer. Madame Mavra The carnival’s founder, Mavra presents herself as a charming deep-red skinned tiefling in a top hat, corset waist, and long dark skirt. She is actually a lamia priestess of Graz’zt, who travels the underdark and uses Charm Person and Disguise self to entice its citizens. She has corrupted them with Graz’zt’s madness to perform in her morbid carnival setting, and seeks nothing more than to add new attractions and please her “benefactor”. 3 PART 1 | Introduction
Locations Living Quarters A few small tents are set up behind the main high-top, providing sleeping quarters for the carnies. If the players attempt to approach or search these quarters, as a group they must pass a DC 17 stealth check to avoid being noticed by the quaggoth carnie who is relaxing in one of the tents. In the smaller tents, there are simple bunks with with coarse blankets over each. Some of the beds have bags sitting on them, belonging to carnies. If the players go through these bags, they will find meager belongings including 3 days of rations (fungus of course), a short rope, a few sets of dirty clothing, and in one case, a small locked box. With a DC 13 thieve's tools check, a player can pick the lock and discover that the chest is filled with bits of humanoid matter. Fingernail clippings (and a few whole fingernails), strands of hair, dried bits of leathered skin, and less identifiable parts fill the box. A rancid smell eminates from it, and it's clear that clumps of this matter are bonded together with dried blood. Mavra's Personal Quarters Mavra's personal quarters are in the largest of the three tents. Her room is almost overwhelming in its luxury. Silks are draped across the fine bed and along the tent walls, and a small yet beautiful rug covers the dirt floor. A writing desk made of zurkhwood sits in one corner, and a small compact 2-drawer dresser sits in another. Looting the room will reveal the following: In the Desk A pouch with 5 gems (worth 50 gold each) A letter sealed with a wax stamp showing a hand of 6 fingers and addressed to Mavra (DC 12) A zurhkwood comb In the Dresser Fine clothing, each garment worth roughly 10 gold A small coin purse with 150 gold (DC 12) Under the Bed A required DC 20 Investigation check reveals a bag of holding strapped to the underside of the bed. Its contents include: 20 platinum a whip and manacles 500 feet of rope, impossibly tangled and would take at least an hour to straighten out. a full-length mirror a brass lantern small charm of a hand with 6 fingers a bag of rotting meat surgical tools and a jar of leeches An Investigation DC is set for certain items, which is only required if the players have limited time to search the room. See Appendix A for a copy of the letter. Carnival Stations Slipgill's Table Bloolup Slipgill is a Kua-Toa gone mad, a recent addition to the carnival who developed an act of fortune telling using bones and other oddities. The bits and pieces he uses are actually parts from other customers. The readings are all brought on by madness but have small shreds of truth, some hinting to the demon lords rising. For the most part, however, they are just ramblings of a madman. The following table contains some examples. When the players first encounter him, there is a robed and hooded gentleman, tall, and appears to be tiefling in nature. He laughs at the little fish man as he has his fortune read. As he goes to hand slipgill “something”, those who roll perception DC 15 see it is a small red coin and the man has 6 fingers. Slipgill's Prophecies d6 Prophesy 1 The shallow deep hides the smallest giant, the blackness shines through cracks in smooth stone. Feeding the fire on the water's edge with your leatherbound bed wrap watching with eyes closed. 2 Moving fast at a snail’s pace, they grow following the one moving still to find what you weren’t looking for. 3 Stay close to the grubs furthest away from you, hiding from your reflection in a polished gem, swallow your price like fungus on a chalkboard. 4 Motionless you run towards nothing and find it. The fire freezes hearts of those who fear bravely, sucking the images of pain like a shoelace that’s cutting off the food supply 5 One’s got a weasel and the other’s got a flag. One’s got on the pole and shoved the other in a body bag. Your time is a piece of wax falling on a termite, that’s choking on the splinters. 6 Walking on the top in the bottom of a box, you run off the ledge with a stain on your shirt. Double barrel glass shards falling from above and you breathe it all in like a mathematical equation. House of Horrors The second largest tent in the carnival is the House of Horrors. It is set up with 3 seperate aisle, each displaying a row of creatures locked up in cages, huddled in abysmal conditions. The tour guide is a female svirfneblin named Ghiri, who has an angry disposition and keeps an electric baton with her at all times. As they walk the halls, she recites 'facts' about the different creatures and jolts them with her baton if they aren't being interesting enough. Most of her facts - especially the ones about the surface creatures - are completely inaccurate. 4 PART 2 | LOCATIONS
Monstrous Sun Walkers The leftmost aisle is full of surface creatures that somehow ended up in the carnival. A tiger sulks in torner of his cage, chewing on one of the bones scattered about his floor. The next cage holds a goat. Ghiri is quick to show guests that this is a fainting goat, by zapping it with her baton and scaring it. Two dogs, a black and a spotted one, share a cage and are curled up together. They look calm and tame, but Ghiri insists that they are vicious beasts. A small cage holds an owl whose leg is chained to the bar he sits on. An even smaller cage holds a black cat who is practically feral. She warns you not to get close, and won't even get close with her baton. The last cage holds two sleeping turtles. A passive perception of 12 or higher will reveal that one of the turtles has been dead for a little while. Ghiri insists he's resting. If the guests raise questions, she will relent, take out the dead one, and toss it in the tiger's cage. Beasts of the Underdark The center aisle holds an array of underdark monsters. A Shadowmere stands in a tall cage, staring blankly at every guest who walks by. A Cloaker hangs at the top of its small cage. Ghiri pokes it with her baton, grumbling about how it never impresses the guests. At the jab, it responds by screeching and dropping to the edge of the cage. The next cage seems to be empty except for two or three stalagmites. Ghiri prods each of them with her baton until one of them billows up with a screech. The darkmantle, whose sleep has been disturbed, flaps around the cage making sounds of annoyance. A single Hook Horror hangs by its hooks from the top bars of its cage. It lets out a screech as the guests walk by. The last cage in this aisle is considerably longer than the others, though no wider. There is an extra set of bars between the guests and the creature, keeping everyone more than 5 feet away from the cage. A troglodyte sits in the middle of its cage, muttering in its own language and glaring at everyone who walks by, especially at Ghiri. The Freaks The first cage of the 'freaks' contains four humanoids, all huddled together in a group. The party consists of a gnome, human, dwarf, and half-elf. Each member has been altered in some way to appear more freakish: The dwarf's beard is half cut off, the human is missing a hand, the gnome has been stuffed into a too-small drow outfit, and the half-elf's skin is a dull glowing blue. If Ghiri leaves the players unattended and they try to initiate a conversation with this party, it becomes clear that all four are heavily charmed. They are obsessed with Mavra and gaining her approval, and keep insisting that Mavra wants them here and that 'leaving is not a choice for us; we do as Mavra wants' . If Ghiri witnesses the exchange of words, she'll rush up and zap one of the humanoids, reprimanding them for 'frightening the guests' . The next cage is considerably smaller, and holds a single crazed halfling in tattered rags. She rocks back and forth constantly, reciting 'two escaped, one dead, three missing' over and over. She doesn't seem to respond to any outside stimuli. The last cage contains a derro and two kuo-toa, both with multicolored fungi sprouting from different areas in their bodies. They are uncharacteristically calm and content, chatting with any guests that interact with them. They have also been charmed and have no problem with their captivity. They are enraptured with any myconid guests that walk by, attempting to barrage them with questions about their lifestyle, deities, and the Neverlight Grove. If Sarith is with the party, he is equally intrigued by them as they are with Stool. Food You catch the smell of fresh cooked meats and vegetables; sugary scents follow them as you see the lights and tents of food stands up ahead. Lines have formed as guests look eagerly at those who are already eating. Anyone that partakes in the food must make a DC 18 wisdom saving throw. On a failure, they become charmed and the remainder of the space as pleasant and fun, now blinded to some of the more morbid aspects of the carnival. They can repeat the saving throw whenever something amiss occurs. On a success they simply enjoy the food that is offered and keep their wits. They will have advantage on saving throws during the performance. Meat on a Stick The meat being sold at this booth costs 5 copper each, and is, indeed, meat on a stick. While flavorful and well-seasoned, it seems to be made of questionable quality. A DC 15 nature or investigation check reveals that the meat is an assortment of bat, giant spider, and something else. A DC 18 reveals the last meat to be some type of humanoid. Sparkling Darklake A glass of Sparkling Darklake costs 3 copper. Despite its murky brown color and slow, plopping carbonation, it tastes pleasantly like a rich ale. 5 PART 2 | LOCATIONS
Gillywig's Sweets Gillywig, a gentle kuo-toa, enthusiastically offers guests some of her homemade sweets for just 2 copper a piece. Candied Apples Since apples do not exist in the underdark, Gillywig has managed to cover a sour-smelling onion-flavored fungus with some sort of sweet sugary syrup. Cotton Candy The cotton candy is sweetened wads of Lace Mycelium - a fungus made of thin, white filaments that stretches over cavern walls with spiderweb delicacy. There are small, dead, crunchy spiders spun into it. Games Another collection of booths have gathered a quite large crowd, with carnies calling out and baiting guests to try their hand at their challenge. Ring Toss The players stand at a low counter, about 8 feet away from a small table in the center of the booth. The table is full of many different sized bottles - some tall and elaborately decorated, some simple and unassuming, all filled with a myriad of unidentifiable colored potions. Nilus, a male svirfneblin, steps up and explains that the aim of the game is to toss a ring onto one of the bottles. If the player succeeds, they win whichever bottle they caught. It costs 4 copper per round, and a round lasts for 3 attempts or ends early if the player wins a bottle. If he's feeling generous, Nilus may offer the first round for free. A DC 11 perception check reveals that the rings Nilus used to demonstrate the game are slightly larger than the rings he hands to the player. With the smaller rings given to them originally, players can get the smaller and medium bottles but not the largest ones. It will require a persuasion or intimidation check of 14 to convince him to give over his rings. Otherwise, the player will need to use a magic spell (such as telekinesis or enlarge/reduce) and cast it stealthily (stealth check DC 15). The player must make a dexterity check to land the ring on a bottle. Proficiency can be added if the player is proficient with any thrown weapon. If the toss succeeds (determined by the following table), the player rolls a d20 to determine the specific potion they have won (Appendix B). Tossing a Ring d20 Bottle Size 1-9 Miss 10-14 Small 15-19 Medium 20+ Large with enlarged ring; Medium otherwise Rope Ladder Climb A few stalagmites rise from the stony island, platforms atop each and silken ladders strung between them, with a bell hanging above the highest platform. Zeskah, a male drow, introduces this as the rope ladder climb. If a player passes the dexterity check for all three rope tiers and rings the bell, they win the prize. He then shows them the current prize: a small dagger, impossibly black, with small silver spiderweb etchings along the blade. The first ladder's dexterity DC is 12 (10 feet up), the second is 14 (15 feet up), and the third is 17 (20 feet up). The dagger is enchanted with a form of the Entangle spell. If held for more than 5 minutes in hand, spider silk emerges from the handle, binds the dagger to the owner's hand, and begins to constrict. Player takes 1d4 damage every round until it's removed; the silk has 8 HP and takes a DC 14 strength check to be pulled from the player's hand. The Grip of Six A calm quaggoth, holding a small mallet, stands next to a the gate of a fighting ring. A tall post stands nearby, with a lever on the bottom and a bell on top. The sides of the post have lines carved across it, marking different heights. The player swings the mallet and hits the lever, making a strength check (with proficiency if the player is proficient in any hammers). The higher they hit, the easier their fight will be in the ring. The quaggoth explains that they are welcome to bring a few companions into the ring to help in combat. If they win the following fight, they are awarded a Wand of Wonder (Item description can be found in Appendix B). The Grip of Six: Monsters Strength DC Creature 0-6 Chuul 7-10 Hell Hound 11-13 Quaggoth 14-16 Giant Toad 17-18 Darkmantle 19+ Giant Bat Performance Tent When it is time for the show to start, a gong will sound and all carnies will start to close up their shops, chattering excitedly to any guests who will listen about the wonderful performances they have planned. Guests begin to file into the high-top tent and find seats within. Mavra is standing in the center of the tent, smiling graciously. Once the guests are all seated, the colorful lights are dimmed and Mavra begins by introducing the first act. Assuming the players do not disrupt the show, They must make a Wisdom saving throw DC 10 at the end of the night or suffer madness from Graz’zt’s table. Those still under the charm from before make the save with disadvantage. 6 PART 2 | LOCATIONS
If the players do not break their charm by the final act or fail their Graz’zt madness check, they will want to stay; other players can try to convince them but will have to force them away. The charmed players do not get violent if taken away. The effect wears off after an hour of being away from the area. If the players do try to leave during the performance, they are confronted by carnies out front who are standing and blocking the exit outside. Mavra has no interest in fighting her guests unless they disrupt her show. If that is the case, she will revert to her original form and attempt to subdue them, kidnap them, and add them to her host of 'employees'. The guests watching the show mistake it as part of the performance and cheer her on. If the players appear to be winning the fight, she retreats and sends her quaggoths into the fray. While the party is distracted with them, she will attempt to disguise herself as a simple female deep gnome and hide in the crowd. Shu’lok the Sooth Mavra's voice resonates in the dark room. "We will begin by setting the mood. Here to guide you through our show of wonders is Shu’Lok the Sooth and his song of many-fingers.” A black dragonborn wearing a porcelain mask showing both sorrow and joy takes the stage first, playing an eerie tune on an accordion. His fingers dance along the keys at its side as he is joined by two deep gnomes playing drums, both wearing masks as well. As his performance comes to an end, he gives a bow and the audience claps. He sits back down and resumes playing, remaining there for the rest of the show and providing music for the unsettling performances ahead. Players must make a Wisdom saving throw DC 16 or become charmed by the performance and admire the rest of the show. If the players were already charmed by the food previously, they do not make the save and automatically fail. All charmed players can repeat their wisdom saving throw after each of the following acts. Monstrous Sun Walkers A slew of what Underdark dwellers would consider alien animals are led on stage and in cages by animal tamers of various races. A deep gnome and a duergar, both in masks and colorful clothing like clowns, take to the stage as well and interact with the animals. They scare the goat to make it faint, pretend to fear the dogs by holding chairs in front of them for 'protection', and simply showing off the cat in its small cage as they carry it about the audience. The audience laughs, fully entertained by their antics. The tiger is led out to the center of the room, dragged by a rope around its neck. One clown takes a running leap from behind and jumps onto its back, riding it like a rodeo bull. It screeches, twists, turns, and attempts to swing the carnie off its back. Finally, it rolls over and traps him underneath itself, then pounces on him and picks him up in its jaws. The carnie holding its rope pulls it back to the exit, and it follows willingly with its prey dangling from its mouth. The crowd cheers with excitement. The Mythical Unicorn Once the surface creatures are led off stage, Mavra announces the Enchanting Unicorn, one of a kind! A large black stallion is led forward, with a sword blade attached to its forehead. It's been done in a way that the animal seems currently unharmed but there are some dried colored streaks around the protrusion. The clowns, still on stage, prance around the 'unicorn' and jump in and out of its range until it spears one of the clowns straight through. A few carnies calmly walk out and lift up the wounded clown who is bleeding profusely, acting as though this is a common occurance. They carry him offstage, accompanied by the other clown who is still smiling and waving. The Winterwing Sisters Mavra smiles politely, laughs off the accident as if it were part of the performance, and introduces the Winterwing Sisters, an acrobatic trio. Three Harpies emerge from their roosts at the top of the tent posts. They perform a dazzling display of aerial acrobatics while Shu’lok plays their music. At one point, they ask for a volunteer and the crowd goes wild trying to be chosen. The crowd cheers as they choose a guests, swoop down, and pull him up in their talons by his raised hand. They begin to toss him back and forth in a trapeze-like show, and he starts screaming as their talons slash into his skin and rain blood down in an unsettling display. He falls unconscious, and the harpies stash him away in their nest (presumably to eat later) and continue the performance. Anyone who is not charmed can roll perception DC 17 to see streaks of blood trailing down the main poles in the center; it appears that this is simply part of the act. The harpies swing around the tent in one last feat before retreating to their roost. 7 PART 2 | LOCATIONS
The Water Lily While the guests' gazes are directed upwards, an elegant female elf figure climbs one of the two poles and emerges on the diving platform attached to one of the main posts. Her skin is a reddish pink and she wears a decorative bathing suit and a familiar mask. A large wooden barrel is brought out to the center of the room, below her platform. She raises her arms high above her head, the crowd goes silent, and she jumps. She soars through the air and dives perfectly and almost silently into the bucket. The crowd cheers. She re-emerges and stands with arms held high, coated head to toe in the blood that the barrel was filled with. After a big grin to the audience, she lays back down in the bath and relaxes as two quaggoths carry it away. Montel Many-Hands A skilled drow juggler enters the stage, wearing elegant clothing and a porcelain mask, juggling a few glowing spheres. After doing a few fun tricks, he tosses the balls behind him, draws 3 silver short swords, and begins juggling those. Most of the crowd cheers, but one audience member heckles him and calls for him to do something more exciting; without missing a beat, the drow flicks one of his swords into the guest's throat, who gargles and slumps over. The drow bows and leaves as Mavra laughs delicately, assuring her guests that it’s all part of the show, a little morbid humor to enjoy. Masked attendants carry the body away. Dargus the Stone Gut A heavyset goliath enters the stage next as Mavra introduces Dargus the Stone Gut. She brags that he is able to eat anything given to him, and asks the audience to present things they wish to see him eat. He takes a seat in the center of the room as guests begin bringing up small things like rocks, fish bones, and pieces of zurkhwood, which he consumes with ease. After a few offerings, someone approaches the stage and sticks a dagger in the pile, giggling and thinking he’ll turn it down. Dargus eats it without hesitation, while his madness hides the pain. He holds an eerie smile as blood drips from his lips. Another person, inspired by the last, offers up a hand axe which Dargus begins to devour as well, dislocating his jaw and swallowing it. He is escorted off stage after and dies out of sight, his body tossed into the darklake. Finale Mavra takes the center stage of a pit now stained with the blood of multiple various beings, smiling and waving to the audience. When they begin to quiet down, she starts her closing speech. "Thank you all for being such wonderful guests in our simple, humble carnival. Our only goal here at the Carnival of Curiosities is to satisfy that hunger for gratification that all creatures endure. It is only by Graz'zt's satisfaction that we can find ourselves satisfied." Her eyes light up as she seems to come up with an idea. "In fact!" she exclaims, waving a hand at one of the carnies behind her. "What better way to show our gratitude to him than to give him our whole selves? Who here desires to become a part of this wonderful Carnival and devote their lives to spreading Graz'zt's desire for pleasure?" She looks around as multiple guests raise their hands, chatter excitedly, and begin to file forward. The first five or six guests who volunteer will be given carnival clothes and a mask, items that actually belonged to performers who died during the carnival that night. 8 Madame Mavra large monstrosity, chaotic evil Armor Class 13 (Natural Armor) Hit Points 97 (13d10+26) Speed 30 ft STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 15 (+2) 14 (+2) 15 (+2) 16 (+3) Skills Deception +7, Insight +4, Stealth +3 Senses Darkvision 60 ft, passive Perception 12 Languages Abyssal, Common Challenge 4 (1,100 xp) Innate Spellcasting Mavra's innate spellcasting ability is Charisma (Spell save DC 13). She can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image. 3/day each: charm person, mirror image, scrying, suggestion. 1/day: geas. Actions Multiattack. Mavra makes two attacks: one with her claws and one with her dagger or Intoxicating Touch. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit (2d10 + 3) slashing damage. Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit (1d4 + 3) piercing damage. Intoxicating Touch. Melee Weapon Attack: +5 to hit, reach 5 ft, one creature. The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. PART 2 | LOCATIONS
Appendix A Carnival Poster 9 PART 3 | APPENDIX A
Map of the Carnival 10 PART 3 | APPENDIX A
Letter to Mavra 11 PART 3 | APPENDIX A
Appendix B Potions The 'DC to Identify' column lists the ability checks required to identify a given potion. When supplies are listed (e.g. alchemist, herbalism), the player must be proficient in that kit. Otherwise, a (p) after a skill indicates that the player must be proficient in that skill to corretly identify the potion. If there is a plus or minus following the normal DC, this indicates the DC required to learn additional information about a potion (indicated in the Effect column by underline). A natural one may result in a mis-identified potion (if the DM so desires). Ring Toss: Small Potions d20 Contents Visual DC to Identify Effect 1-2 Potion of Climbing Separated into brown, silver, and gray layers; shaking the bottle fails to mix them. alchemist 10, arcana 14 Gain climbing speed (equal to walking) for 1 hour. Adv on Athletics checks you make to climb. 3 Potion of Animal Friendship Muddy liquid; when agitated, things float into view: a fish scale, cat claw, etc. alchemist 10, arcana / animal handling 13 (p) Cast Animal Friendship (DC 13) for 1 hour at will. 4 Potion of Gaseous Form Looks like fog; flows and pours like water arcana 13 (p) Gain the effect of Gaseous Form for 1 hour or until you end the effect as a bonus action. 5 Blood Deep red nature / medicine 8 If consumed, make a DC 10 wisdom or constitution saving throw. On a fail, throw up. 6-7 Potion of Healing Red liquid, glimmers when agitated herbalism 8, medicine 10 2d4 + 2 HP regained. 8 Potion of Heroism Blue liquid, bubbling and steaming religion / arcana 13 (p) For 1 hour after consuming, gain 10 temporary HP and gain the effect of the Bless spell. 9 Explosive Dark orange, constantly bubbling alchemist 13, intelligence 15 When hit with enough force to shatter the bottle, it explodes. Creatures in a 15 foot sphere must make a DC 14 dexterity saving throw or take 3d8 fire damage. 10-11 Poison Bright Green poisoner's kit 0, nature 10 Use the poison to coat a slashing or piercing weapon, or up to 3 pieces of ammunition. Applying it takes an action, and it retains potency for 1 minute. A creature hit by the poison must make DC 10 constitution saving throw or take 1d4 poison damage. 12-13 Darklake Mud Muddy nature 6 It's mud. 14 Potion of Wisdom Glowing low orange arcana 12 (p) Your wisdom increases by 1d4 for 2d12 hours. 15 Potion of Forgetfulness Clear arcana 12 (p) You forget everything that's happened over the last two days. 16 Acid Bright orange alchemist 8, intelligence 10 Make ranged attack against creature or object within 20 ft. On a hit, deal 2d6 acid damage. 17 Water Clear nature 4 It's water. 18 Avian Elixir Deep midnight blue, swirls of silver nature / arcana 14 (p) You grow feathers for 1d8 hours. 19 Potion of Semi Healing Murky red herbalism 8 (+2), medicine 10 (p) Gain 2d4 + 4 HP, as well as a randomly chosen condition for 1d4 hours: poisoned, blinded, deafened, or mute. 20 Potion of Speed Yellow fluid, streaked with black and swirling on its own arcana 16 (p) You gain the effect of the Haste spell for 1 minute. 12 PART 4 | APPENDIX B
Ring Toss: Medium Potions d20 Contents Visual DC to Identify Effect 1-2 Strong Alcohol Looks and smells like a really awful ale no DC When consumed, you must make a DC 14 constitution saving throw, or you are drunk for 1d6 hours. 3 Potion of Clairvoyance Yellowish liquid, with an eyeball bobbing inside arcana 12 (p) Gain the effect of the Clairvoyance spell 4 Potion of Growth A red bead of liquid suspended in clear liquid; continuously grows and contracts alchemist / arcana 12 (p) Gain the 'reduce' effect of the enlarge/reduce spell for 1d4 hours 5-6 Potion of Greater Healing Red liquid, glimmers when agitated herbalism 10, medicine 12 4d4 + 4 HP regained 7-8 Hero's Flaw Splashing, sparkling pink arcana 12 (p) When consumed, DC 15 check to resist addiction. On a fail, you are addicted to the Hero's Flaw and can't stop thinking about it; 1d6 hours later, you are poisoned for 1d4 hours as you experience withdrawal. 9 Potion of Acid Resistance Bright orange alchemist 10, intelligence 12 Gain resistance to acid damage for 1 hour 10 Potion of Giant Strength Transparent, a sliver of a frost giant's fingernail alchemist 10, nature 12 (p) Strength score becomes 23 for one hour (if your strength score is not already that high or higher) 11-12 Strong Poison Green liquid poisoner's kit 0, nature 12 Use the poison to coat a slashing or piercing weapon twice, or up to 6 pieces of ammunition. Applying it takes an action, and it retains potency for 1 minute. A creature hit by the poison must make DC 12 constitution saving throw or take 3d4 poison damage 13 Potion of Poison (ILLUSION) Red liquid, glimmers when agitated herbalism 8, medicine 10 (to detect health potion) It looks, tastes, and smells like a healing potion, but is actually poison masked by illusion magic. Its true nature can be revealed with the Identify spell or a DC 15 check with alchemist's supplies. If consumed, take 3d6 poison damage and succeed a DC 13 constitution saving throw or be poisoned. On each turn, take 3d6 poison damage at the start and repeat the saving throw at the end. On a success, the damage taken on subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0 or you reach unconsciousness. 14 Potion of Fire Breathing Constantly moving, bright orange; smoke fills the top alchemist 8, arcana 12 For 3 uses or 1 hour, bonus action to exhale fire at a target within 30 feet; DC 13 dexterity saving throw. Take 4d6 fire damage on failed save, 1/2 on success. 15 Antitoxin Light silver liquid, shimmering herbalism 8, nature 12 Gain advantage on ST against poison for 1 hour. 16 Potion of Diminuition A red bead of liquid suspended in clear liquid; continuously grows and contracts alchemist / arcana 12 (p) Gain the 'enlarge' effect of the enlarge/reduce spell for 1d4 hours 17-18 Potion of Efficacy Light, bubbling gold arcana 12 (p) You feel wonderfully fluent and are able to express thoughts with great clarity, gaining advantage on charisma checks for 1d4 hours. 19 Potion of Water Breathing Cloudy green fluid, smells of the sea and has a jellyfish-like bubble floating in it alchemy 10, nature 12 Breathe underwater for 1 hour. 20 Potion of Necrotic Resistance Dark grey sludge alchemy 12 Gain resistance to necrotic damage for 1 hour 13 PART 4 | APPENDIX B
Ring Toss: Large Potions d20 Contents Visual DC to Identify Effect 1-5 Potion of Superior Healing Red liquid, glimmers when agitated herbalism 12, medicine 14 8d4 + 8 HP regained 6-8 Potion of Invulnerability Syrupy liquid, looks like liquified iron arcana 14 (p) Resistance to all damage for 1 minute 9-12 Potion of Giant Strength Transparent, a sliver of a fire giant's fingernail alchemist 12, nature 14 (p) Strength score becomes 25 for one hour (if your strength score is not already that high or higher) 13-15 Potion of Flying Clear liquid, floats at the top of the container and has cloudy white impurities drifting in it arcana 14 (p) Gain flying speed equal to your walking speed for 1 hour and can hover. After 1 hour, you fall if you're in the air unless you have other means of staying aloft. 16-17 Potion of Mind Reading Dense, purple liquid with an ovoid cloud of pink arcana 14 (p) Gain the effect of the Detect Thoughts spell (save DC 13) 18-20 Potion of Invisibility Looks empty, but feels as though it holds liquid arcana 14 (p) Become invisible for 1 hour. Anything you wear or carry is also invisible. The effect ends early if you attack or cast a spell. 14 PART 4 | APPENDIX B
Wand of Wonder Wand, rare (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 charge and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to Cast a Spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. Wand of Wonder: Effects d100 Effect 1-5 You cast slow. 6-10 You cast Faerie Fire. 11-15 You are Stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast Gust of Wind. 21-25 You cast Detect Thoughts on the target you chose. If you didn't target a creature, you take 1d6 psychic damage. 26-30 You cast Stinking Cloud. 31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. 34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a Rhinoceros appears; on a 26-50, an Elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal's Statistics. 37-46 You cast Lightning Bolt. 47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. 50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target. 54-58 You cast Darkness. 59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. 63-65 An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. 66-69 You shrink yourself as if you had cast enlarge/ reduce on yourself. 70-79 You cast Fireball. 80-84 You cast Invisibility on yourself. 85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 88-90 A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. 91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 96-97 The target's skin turns blue for 1d10 days. If you chose a point in space, the nearest creature is affected. 98-100 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly Petrified. On any other failed save, the target is Restrained and begins to turn to stone. While Restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming Petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the Greater Restoration spell or similar magic. 15 PART 4 | APPENDIX B