TEXT:  
   
  Adventures Dark and Deep™ 
   
   
   
   
  Bitterbark’s Circus 
   
  An adventure for 3-6 player characters levels 8-9 
   
   
  Copyright © 2014 BRW Games, LLC, all rights reserved 
   
  The circus is in town! But there’s something not quite right about it. There are rumors of missing children, 
  evil plots, and more. Can you discover the secrets hidden inside Bitterbark’s Magnificent Circus? 
   
  This adventure module also includes rules for the Jester character class, as well as 13 new spells for the 
  class, and new magic items for use in your campaign, should you be using some other compatible rules set. 
  (The jester class and spells originally appeared in the ADVENTURES DARK AND DEEP™ Players Manual.) 
   
   
  
  Adventures Dark and Deep™ Adventure Module 
  1 
   
  Note: If you will be playing this module as a player 
  character, rather than as a game master, STOP READING 
  NOW! 
   
  Introduction 
   
  This is an adventure designed for 3-6 characters of 8th – 
  9th level. There are many opportunities for hasty or foolish 
  characters to get themselves killed, and strongly 
  emphasizes role-playing skills on the part of both the GM 
  and the players.  
   
  This adventure is written using the ADVENTURES DARK AND 
  DEEP™ rules, but should be compatible with most Basic or 
  Advanced RPG rules with little conversion necessary 
  (conversion notes are included as footnotes, where 
  appropriate). GMs who don’t want to buy the complete 
  three-book set of core rulebooks can choose to buy A 
  Curious Volume of Forgotten Lore, which is a book 
  intended to supplement other games with new classes, etc. 
   
  Because the jester character class (a subclass of the bard) 
  is so central to the adventure, full details of the class are 
  included in the appendices, as well as descriptions of new 
  spells available only to that class. 
   
  Using this Adventure 
   
  Bear in mind this is not a conventional adventure with a 
  singular objective for the PCs to obtain. It is more of a 
  resource that the enterprising GM can use for a variety of 
  purposes in his own campaign. Bear in mind, though, that 
  you will most definitely get the most out of this adventure 
  by reading through it carefully, and being aware of all of 
  the possibilities contained herein. 
   
  This adventure can be used in one of two ways, either as 
  an itinerant attraction traveling through the vicinity of your 
  campaign, or in its Winter Quarters.  
   
  In the context of a normal campaign encounter, the circus 
  can be used singly or as a recurring encounter. Either way, 
  there are a number of suggested missions given below, 
  based on the true purpose for the circus’s appearance, but 
  this should not limit you in any way. If the PCs get used to 
  seeing the circus every few months in different places, it 
  might be all the more effective once its truly sinister nature 
  is revealed. The circus itself might take the place of a 
  recurring villain, each time having some different villainy 
  in mind. It is also possible for the circus to be associated 
  with other villains and evildoers in the campaign, brought 
  in as some special troupe to accomplish some particular 
  goal. By all means feel free to integrate the circus into the 
  details of your particular campaign setting.  
   
  In its Winter Quarters, the circus is a very deadly place 
  indeed, and the PCs will doubtless be most concern with 
  survival and eventually escape from the demi-plane that 
  encompasses the circus.  
   
  Playing in a Town or Village 
   
  If you follow the first method, the circus shows up at some 
  town or village in the campaign setting, intent on some evil 
  mischief, which the PCs must somehow discover and 
  thwart. Depending on how your campaign is set up, the 
  PCs could simply stumble on the plot themselves, or be sent 
  on a mission by some patron or official who suspects 
  something sinister is going on with the circus. The circus 
  will stay 1d4+3 days in any given location, then move on. 
  The following ideas are provided as a convenience; the 
  GM should feel free to set up a reason for the PCs to 
  investigate the circus that fits with his campaign.  
   
  TABLE 1: WHY IS THE CIRCUS IN TOWN? 
  Die Roll 
  (d6) 
  Reason 
  1 
  Audience members 
  2 
  Treasure 
  3 
  Monster 
  4 
  Assassination 
  5 
  Recruiting 
  6 
  Performance 
   
  Details for these reasons are given below. 
   
  Audience members 
   
  The circus uses the animated skeletons of children (and 
  occasionally adults) as a ghastly practice audience (see the 
  Big Top, below). The victims are killed and turned into 
  animated skeletons by the Ring Master. 1d4 children will 
  disappear during the circus’s visit. After the first child 
  disappears, the PCs could be sent in to investigate. 
  
   
   
  Bitterbark’s Circus 
  2 
   
  Treasure 
   
  Bitterbark knows of a treasure hidden in the vicinity (use 
  the rules for treasure maps to determine the details). He will 
  send some of the troupe to recover it. The PCs could have 
  a similar map leading to the same treasure, or might be 
  asked to find out what the circus with a sinister reputation 
  is really up to. 
   
  Monster 
   
  Veragio is looking for a new monster to add to the 
  Menagerie (see below), and a specimen is known to dwell 
  in the vicinity. He will be sneaking out with some of the 
  circus folk to capture the beast. The PCs could be brought 
  in as hired guides, and then turned on once they have 
  served their purpose. Alternately, the PCs could be 
  engaged to defend the creature by a local druid, who 
  wants to thwart Veragio’s hunt. The GM should select an 
  appropriate creature from his campaign, or use the 
  relevant random encounter tables. 
   
  Assassination 
   
  The circus has been hired to assassinate someone in town. 
  The GM should determine the target, who suspects the plot, 
  and hires the PCs to stop the assassins. Miller and Stira 
  (see The Acts, below) would be the likely assassins, but 
  Bitterbark may use any of his folk, depending on the exact 
  nature of the target. A favorite scheme is to invite the target 
  to the circus, and then have the victim felled by a 
  seemingly-innocuous circus attraction (such as the 
  Funhouse). 
   
  Recruiting 
   
  Bitterbark is recruiting a new act for the circus. Obviously, 
  this requires an NPC who fits the premise; someone evil 
  and depraved, yet who can come across as entertaining 
  and likeable (and who has a skill that could be turned into 
  an appropriate circus act). The PCs could be on hand to 
  stop the new villain from joining; perhaps he is an old 
  nemesis.  
   
  Performance 
   
  The circus has no ulterior mission. They are simply on tour, 
  and its members will engage in whatever mischief presents 
  itself. 
   
  In the Winter Quarters 
   
  The second method is quite different; the PCs are magically 
  whisked to the Winter Quarters of Bitterbark’s Circus and 
  must figure out how to escape before the mad and deadly 
  inhabitants take their toll. The means of doing so are 
  various and up to the whim of the game master and the 
  nature of his campaign setting. Some possibilities include 
  a magical gateway, cursed scroll, teleport by a powerful 
  demon or mage, being carried in the claws of a great bird 
  and dropped onto the Big Top, etc. If you are using the 
  Castle of the Mad Archmage™ megadungeon 
  adventure (also published by BRW Games), a gate to the 
  Winter Quarters of the circus is found on level 11, area 
  #34. 
   
  PCs entering the Winter Quarters of the circus will begin at 
  the point on the map marked with a star.  
   
  Leaving the Winter Quarters is not easy; ordinary 
  teleportation, ethereal or astral travel, etc. will not operate 
  within the pocket plane. There are two means of escaping 
  the Winter Quarters. First, by taking Bitterbark’s wagon 
  and driving it through the entrance to the circus while 
  uttering the command word (see the Wagons, below). 
  Second, by reaching the bottom of the quicksand pit trap 
  in area #16 in the Fun House. Discovering these means of 
  egress will not be easy; the performers know about the gate 
  in the Funhouse, but only the clowns, the Ringmaster, 
  Mirishidoon, and Jacintha (both from the sideshow) know 
  of the magical properties of the wagon. 
   
  Their Winter Quarters are centered on the only clearing in 
  a deadly tropical swamp several miles across. This is 
  actually a magical pocket universe used to both protect the 
  circus and trap those who enter unbidden. Due to the 
  nature of the pocket universe in which the circus makes its 
  Winter Quarters, spells which rely on contacting other 
  planes (astral travel, commune, etc.) will be ineffective, and 
  clerics will be unable to receive spells higher than 2nd 
  level. Magical teleportation will function, but only within 
  the confines of the demiplane itself.  
  
  Adventures Dark and Deep™ Adventure Module 
  3 
   
  The swamp is a very deadly place, and none of the circus 
  folk will enter it. Anyone who flees into the swamp will just 
  find themselves back at the circus anyway; such is the 
  magic of the place. As a rule, the ground throughout the 
  area of the Winter Quarters is sandy and flat. The transition 
  to the surrounding swamp is quite abrupt. None of the 
  swamp denizens will intrude onto the sandy areas, 
  however.  
   
  TABLE 2: RANDOM SWAMP ENCOUNTERS 
  Die Roll 
  (d12) 
  Swamp Encounter 
  1-2 
  1d3 crocodiles (3d8 HD1, AC 5, MV: 
  60’/min., 120’/min. swimming, #AT 2, 
  DAM 2d4/1d12, Special: enemies get -1 
  to surprise rolls) 
  3 
  1 giant crocodile (7d10 HD, AC 4, MV: 
  60’/min., 120’/min. swimming, #AT 2, 
  DAM 3d6/2d10, Special: enemies get -1 
  to surprise rolls) 
  4-5 
  1d6 giant dragonflies (8d10 HD, AC 3, 
  MV: 10’/min., 360’/min. flying, #AT: 1, 
  DAM: 4d4, Special: initiative bonus) 
  6-8 
  1d4+4 giant frogs (3d8 HD, AC 7, MV: 
  30’/min., 90’/min. swimming, #AT 1, 
  DAM 2d4, Special: 100’ leap, sticky 
  tongue, swallow, camouflage, enemies get 
  -2 to surprise rolls, swallow whole) 
  9 
  1 giant snake, constrictor (6d10 HD, AC 
  5, MV: 90’/min., #AT 2, DAM 1d4/2d4, 
  Special: constriction) 
  10 
  1d6 venomous snakes (2d10 HD, AC 5, 
  MV: 150’/min., #AT: 1, DAM: 1, Special: 
  Poison) 
  11-12 
  Quicksand (victims can “tread water” for 5 
  min. per point of STR (3 min. per STR for 
  moderate encumbrance, 1 min. per STR for 
  heavy encumbrance or wearing metal 
  armor), after that must make a STR check 
  every 10 minutes or drown). 
   
                                                   
  1 ADVENTURES DARK AND DEEP™ uses variable hit dice, so the type of hit die is included in the stat block; 3d8 HD means 
  three eight sided dice for hit dice, 2d4 HD means two four sided hit dice, and so forth. If your rules set does not use variable 
  hit dice, just disregard the hit die type, so 3d8 HD becomes 3HD, 2d4 HD becomes 2HD, etc. 
  Notes for the Game Master 
   
  Bitterbark’s Circus is a hive of evil, a twisted reflection of 
  what a circus can and should be. Thriving on terror and 
  death, the horrible denizens of this circus mock the sense 
  of fun and humor that most circuses embrace. The circus 
  often travels about working its wickedness across the land 
  (it is noteworthy that the circus is always invited to a 
  command performance for the Emperor in Rowkses as part 
  of his birthday festivities).  
   
  The circus is led by Bitterbark the Clown, a very powerful 
  and evil individual whose warped sense of humor and 
  great intellect is responsible for the depraved circus he 
  rules. Bitterbark commands a band of evil jesters (his 
  clowns) as well as acrobats, side-show performers, circus 
  hands, and other members of the circus. He rules over them 
  with an iron fist, concealed in a custard pie. None of his 
  minions will be able to be bribed or turned against him 
  short of magical charming, although one might pretend to 
  do so, in order to set up the PCs for a hard fall. 
   
  As presented, the circus is necessarily somewhat static. It is 
  up to the game master to bring it to life. The different 
  encounter locations should not be seen and experienced in 
  isolation; the circus is a living, breathing locale and the 
  inhabitants will be generally aware of what is going on in 
  their line-of-sight and act accordingly. For example, if the 
  calliope suddenly stops running, someone from the 
  menagerie might well come by to investigate. Open 
  combat anywhere will generally lead to a general melee, 
  unless great steps are taken to conceal the action (although 
  if a clown should cause injury to a PC, he might well back 
  away immediately, pleading “Can’tcha take a joke?”).  
   
  The circus performers know full well what they are and 
  what they do, and will take great pleasure in concealing 
  that nature for as long as possible with the PCs, surprising 
  them with attack or other hostility, preferably with a bad 
  pun or one-liner. In short, if this module is treated as a 
  linear affair, with the PCs dealing with one problem after 
  another without any cross-action, you will not be getting 
  the most out of the material.  
   
  
   
   
  Bitterbark’s Circus 
  4 
   
  Introduction for the Players 
   
  Start here if the PCs are at the Winter Quarters of the 
  circus: 
   
  You find yourselves suddenly in a very different place than 
  you had been. The sky is cloudy and threatening rain, the 
  air is humid and uncomfortably warm, and the buzzing of 
  insects is continuous. [Continued below] 
   
  Start here if the circus is playing some town or village, or 
  continue from the above boxed text when in the Winter 
  Quarters: 
   
  Before you, you see a number of tents and wagons, several 
  rickety-looking buildings, and one enormous striped tent 
  towering over it all. You hear a lion’s roar answered by the 
  trumpeting of an elephant, and then realize where you are, 
  if not how you got there. A large banner proclaims 
  “BITTERBARK’S MAGNIFICENT CIRCUS”. 
   
  Encounter Areas 
   
  When the circus is performing, the field and tents will be 
  crowded with local people. The exact nature and number 
  of these audience members will depend on the campaign 
  setting and where the GM has placed the adventure. 
   
  In between performances, those present will mostly be the 
  performers and circus hands, but it is not out of the question 
  (25% chance) that there might be some locals present as 
  well, either merchants selling supplies, children and others 
  trying to sneak a peek, etc. 
   
  When the circus is in its Winter Quarters, there will be no 
  one present except for the performers and the circus hands. 
   
  That there are a total of 18 circus hands, 4 of whom will 
  always be at the wagons. The rest will be found throughout 
  the circus, performing various chores. If needed, there will 
  be 1d4 circus hands in the immediate vicinity at any given 
  time (F3, 19 h.p., AC 6, armed with clubs and daggers), 
  and the rest can be summoned in 1d3 minutes by raising 
  a hue and cry. The hands will, of course, fight on the side 
  of the circus performers. 
   
  If it becomes the case that the place’s true nature is fully 
  revealed, and a general melee ensues, sharp-eyed PCs 
  may notice that the logo of the circus (which can be seen 
  on the main banner as well as on various other tents, 
  buildings, and pieces of equipment) has changed to 
  “BITTERBARK’S MALEFICENT CIRCUS”. 
   
   
   
  Entrance 
   
  A tiny hut (some 3’ x 3’) is here, with an open doorway in 
  one side. Here, a tall, white-furred humanoid wait, fanning 
  himself and pointing to an iron pot with a hand-lettered 
  sign that reads “CIRCUS 1 SILVER COIN. CHILDREN 1 
  COPPER”. He is in fact Eric, a yeti (4d10 HD, 30 h.p., AC 
  6, MV 150’/min., #AT 2, DAM 1d6/1d6, Special: 
  Immune to cold, invisible in snow, gaze causes fear, hug). 
  In especially hot weather he will be inside the hut, taking 
  advantage of what little shade it provides. 
   
  If anyone attempts to enter without paying the copper, he 
  will grunt and tap the kettle, but is generally too hot to get 
  out of the shade of his hut. If there is trouble anywhere in 
  the circus, however, his keen ears will hear it and he will 
  come running. 
   
  Calliope 
   
  This large and impressive-looking device is a magical 
  instrument used by the circus for its own evil ends. A large 
  collection of vertical pipes of various sizes is mounted on a 
  gaily-painted wagon, and a large steam-tank is attached. 
  A panel in the wagon contains 18 brass cylinders (1’ long 
  
  Adventures Dark and Deep™ Adventure Module 
  5 
   
  and 4” diameter, like the cylinder 
  of a music box) with various 
  raised bumps along its surface. 
  When one of these cylinders are 
  set into the mechanism of the 
  calliope 
  and 
  the 
  device 
  is 
  activated, a different song will be 
  played, and one of the following 
  enchantments will take effect until 
  the music ends or the effect is somehow countered, either 
  magically or by stopping the calliope. Each song lasts 
  1d4+1 minutes, but can be repeated without interruption if 
  the operator wishes. The magic will affect everyone within 
  30’ of the calliope, except Grimaldi, who wears an amulet 
  that renders him immune to its effects (normal saving throws 
  do apply for others in the area of effect). It takes 3 minutes 
  for Grimaldi to change cylinders, and the following tunes 
  are available: 
   
  1. Jackleware Jig. This song has the same effect 
  as the spell irresistible dance (saving throw 
  applies). Grimaldi once played this cylinder for six 
  hours straight for a young girl, forcing her to dance 
  until her heart burst from the stress. 
  2. The Loyal Cavalier. All those in the area of 
  effect will see Grimaldi and any other circus 
  member in range as having 2d6 points of 
  charisma more than he actually does, and will be 
  inclined to befriend and believe him. Saving throw 
  applies. For those who fail their initial save, 
  Grimaldi can make a suggestion (as per the spell), 
  but another saving throw is allowed. Successfully 
  making the second saving throw does not cancel 
  out the charisma effect, however.  
  3. The Naeronese March. All those within the 
  area of effect must make a saving throw vs. spells. 
  If they fail, they will see their companions (or 
  innocent bystanders) as monsters who are out to 
  attack them, and will attack them in turn. The 
  illusion is dispelled once the music ends. 
  4. The Burning of Rowkses. All those within 
  range are rendered immobile, as per the spell hold 
  person. 
  5. Eye-ooze Polka. This tune will cause all those in 
  the area of effect who fail their saving throw to 
  become mired in utter despair and hopelessness. 
  They will find themselves completely unable to act, 
  obey commends, etc.  
  6. The Jolly Cobbler. All spellcasting with a verbal 
  component is reversed within the area of effect. 
  Any non-reversible spell that is cast is lost, as the 
  magical syllables come out backwards and 
  useless. Any reversible spell will take effect in its 
  reversed form; remove curse becomes bestow 
  curse, etc. 
   
  He has a dozen other, non-magical, cylinders as well. 
  Anyone attempting to use the calliope without training or 
  expert knowledge runs a 5% risk per use (cumulative) that 
  the steam chamber will explode, destroying the device and 
  causing 4d8 h.p. of damage to all within a 20’ radius. The 
  calliope can withstand 40 h.p. of damage before it is 
  destroyed; the steam chamber will certainly explode if that 
  occurs). 
   
  The calliope is manned by Grimaldi (7th level bard, 
  human, 42 h.p., AC 0 (chain +2, DEX), neutral evil, spells 
  memorized: false trail, friends, sharp note, sleep, levitate, 
  cause fear, resist fire, shout, weakness, distance distortion). 
  He is dressed in a yellow and turquoise outfit with a large 
  floppy hat and is wearing 6 pieces of jewelry. He has a 
  lyre of charming and a short sword +2 with him at all times, 
  as well as wearing the magical amulet that makes him 
  immune to the calliope’s effects. He is an expert in the use 
  and care of the calliope.  
   
  Stage 
   
  A troop of performers 
  rehearses here. They 
  are of the classic 
  Earnestian 
  style 
  known as “the artists’ 
  comedy” (similar to the Italian Commedia dell’Arte). The 
  troop will attempt to bring the PCs into the plot of their play 
  unwittingly, with deadly results. Note that the PCs might not 
  even realize they are in a play! 
   
  The Players (all of chaotic evil alignment, and all human):  
   
  • 
  Isabella (T6, 19 h.p., AC 6) and Flavio (A7, 30 
  h.p., AC 5) are the young lovers, dressed quite 
  fashionably. Flavio has a short sword +2, while 
  Isabella is armed with a metal fan, which has 
  razor-sharp edges (does 1d6 h.p. of damage). 
  • 
  The Doctor (T5, 17 h.p., AC 7) is Isabella’s 
  father. Miserly, old, talks incessantly on whatever 
  
   
   
  Bitterbark’s Circus 
  6 
   
  topic is at hand, often gets basic information 
  wrong or claims to have discovered a well-known 
  fact, or in non-sequitors, but everyone believes 
  him, leading to trouble. He is fat, wearing all black 
  with a white ruff, and bears a mask that covers his 
  eyes and nose. The Doctor has a dagger +1/+2 
  vs. demi-humans. 
  • 
  Pantalone (M7, 15 h.p., AC 6, spells 
  memorized: 
  enlarge, 
  grease, 
  hold 
  portal, 
  shocking grasp, darkness 15’ radius, illusionary 
  trap, web, hold person, wind wall, black tentacles) 
  is Flavio’s father. Miserly, old, plans to get rich at 
  the expense of his family. He is thin, wearing red, 
  with a mask that includes a huge nose and a long 
  beard. He has a walking stick he can use as a 
  quarterstaff. 
  • 
  Pedrolino (J6, 20 h.p., AC 7, spells memorized: 
  ESP, fool’s luck, invisibility, mirror image) is a 
  servant. He loves practical jokes, but is otherwise 
  scheming on behalf of his master. He wears a 
  loose white outfit with a neck ruff. He is armed with 
  a slap-stick (does 1d4 h.p. damage). 
  • 
  Arlecchino (TA72, 27 h.p., AC 6) is a clown and 
  acrobat. He is constantly scheming, but his plots 
  never turn out. He wears a suit covered in colorful 
  diamond shapes and a black mask. He has a 
  concealed club. 
  • 
  Brighella (A5, 15 h.p., AC 7) is a servant, 
  greedy and scheming. He is also a masterful liar. 
  He wears a white outfit with green trim. He too has 
  a concealed club and a garotte. 
   
  Not all the actors will necessarily be on stage at the same 
  time, and will, of course, take every opportunity to strike 
  the PCs, all as part of the play, of course. And bear in mind 
  also that the play is supposed to be a slapstick comedy. 
  The play will proceed thusly; the GM is encouraged to flesh 
  out the language and plot, improvising as the PCs interact 
  with the actors: 
   
  • 
  Isabella and Flavio are on stage, lamenting that 
  they cannot consummate their love. They entreat 
  the PCs to assist them. 
  • 
  The Doctor enters, chastising Isabella for being 
  with Flavio. He accuses the PCs of bringing them 
  together. 
                                                   
  2 TA refers to the thief-acrobat split class. 
  • 
  Arlecchino tries to get the PCs to participate in his 
  scheme to kill Pantalone so the lovers can be 
  together. 
  • 
  Brighella claims that Isabella is really in love with 
  him, and tries to get the PCs to kill his “rival”, 
  Flavio. 
  • 
  Pedrolino plays a prank on Arlecchino, who then 
  wants revenge. He asks the PCs to assist, and ends 
  up playing pranks on them as well. 
  • 
  Isabella and Flavio asks the PCs to help them 
  escape the Doctor and his servants. At the slightest 
  setback, Flavio accuses the PCs of betraying them. 
  • 
  If at any time one of the players is in serious 
  jeopardy, the others will come to his or her aid, 
  but still in character. At some point in the 
  performance, a general melee will ensue, almost 
  certainly involving the PCs. 
   
  The actors will never break character; even if they are 
  encountered away from the stage, if they are speaking to 
  one another they will act as if they are still performing the 
  play, ask “what does this have to do with helping Flavio 
  and Isabella get married?”, etc. Some might even feign at 
  helping the PCs for a while, but always ultimately they will 
  betray them for their own purposes. 
   
   
   
  Funhouse 
   
  The Funhouse is a low, ramshackle-seeming structure some 
  fifty feet square. It is seemingly made of slightly more than 
  three hundred temporary panels of thin wood connected 
  by metal hinges, but once the structure is assembled at 
  each new location, it magically transforms into a solid 
  building. It will even magically create the pit traps and 
  slides that take guests below the level of the ground (the 
  ground will be unscathed as the Funhouse is dismantled for 
  its journey to the next location). Its exterior is painted with 
  
  Adventures Dark and Deep™ Adventure Module 
  7 
   
  garish images designed to frighten and create an 
  atmosphere of fear. The ceilings are 8’ high and the floors 
  and ceilings are made of the same sort of wooden panels. 
   
  The seemingly-flimsy walls will require a total of 60 h.p. of 
  cumulative damage to pierce a single five foot section. 
  Spells such as passwall will work normally, however. The 
  walls are not flammable. 
   
  The Funhouse serves two functions. For a “normal” 
  performance, consider all of the traps and monsters to be 
  illusions, and any damage suffered is completely healed 
  once the Funhouse is exited (even those who are “killed” 
  will walk out of door #18, bewildered as to how they got 
  there). If the circus is at its winter quarters, or if the circus 
  is trying to get rid of some person or persons, the traps and 
  monsters become deadly real. The Funhouse cannot mix 
  and match; either the traps and monsters are real for 
  everyone, or they are illusory for everyone.  
   
   
  The Funhouse 
   
   
   
  One square equals five feet 
   
                                                   
  3 Mountebanks are fully described in the ADVENTURES DARK AND DEEP™ Players Manual. If your rules system of choice does 
  not include mountebanks (shame on it!), treat mountebanks as thieves with verbal patter skills similar to a jester of the same 
  level (see appendix 1), illusionist spell casting ability equal to half their level, and with the ability to disguise themselves.  
  It is possible for the Barker to simply wait for any “civilian” 
  guests to exit before activating the Funhouse’s deadly 
  nature; it has been used in the past as a means of 
  assassination, simply by enticing the target within its walls, 
  after having seen others come through unscathed.  
   
  The corridors are five feet across, and thus must be 
  traversed single-file. There is no light within the Funhouse, 
  except as noted in the text. This darkness is ordinary, and 
  will not foil infravision or ultravision. 
   
  Why enter the Funhouse? 
   
  If one of the circus folk is being chased, they might well 
  duck into the Funhouse to elude their pursuers, and the PCs 
  might have to enter to find them. It is also the case that 
  Bitterbark will sometimes store very valuable items here 
  temporarily, either in secret room #8 or #14; if the PCs are 
  on a mission to recover some missing object, it might well 
  be hidden here. Finally, one of the means of escape from 
  the Winter Quarters demi-plane is found in the pit trap 
  #16. 
   
  1. ENTRANCE. This one-way door is framed by a large 
  clown face; the door is set up as the mouth. It is 
  manned by Karl, the Funhouse Barker (8th level 
  mountebank3, gnome, 38 h.p., AC 9, neutral evil, 
  armed with a curved cane (treat as a club) and dagger 
  +1, spells memorized: change self, taunt, fascinate, 
  forget, suggestion), who is dressed in red and white 
  striped motley with a flat, broad-brimmed hat. His job 
  is to entice visitors into the Funhouse (the price is one 
  of whatever the least-valued coin is in the campaign; 
  usually a copper piece, but it could as easily be an 
  iron drab). Opening the door will alert those within the 
  Funhouse that they should be ready for guests; none 
  will be surprised unless they are set upon from an 
  unexpected direction. The Barker controls whether the 
  Funhouse is illusory or deadly by a keyword in his pitch 
  to the customers. If he uses the word “hideous” in his 
  pitch, the perils will be real. Only the most astute of 
  repeat customers, who see both aspects of the 
  Funhouse, will pick up on this.  
  2. VAMPIRE. This room is lit by torches on the walls. It is 
  laid out like a funeral wake; there is an open coffin in 
  
   
   
  Bitterbark’s Circus 
  8 
   
  the center of the room with candles at both ends, black 
  flowers arranged in wreaths and other arrangements, 
  and a picture of a wealthy man on a stand. Inside the 
  coffin is Baron Tristan, a vampire (8d10 HD, 50 h.p., 
  AC 1, MV: 120’/min., 180’/min. flying in bat form, 
  #AT 1, DAM: 1d6+4, Special: +1 or better weapon 
  to harm, level drain, spell immunity, poison immunity, 
  can assume gaseous form or vampire bat form). He 
  will wait for visitors to come close to the coffin before 
  attacking, unless he discerns that they are getting 
  ready to attack him, in which case he will attack 
  immediately (any planning done by the PCs will be 
  heard by him, unless they are using sign language, 
  writing, etc.).  
  3. GUSTY ROOM. This room is lit by continuous light 
  spells. When this room is entered, it will trigger four 
  strong gusts of wind (as per the spell, treat as having 
  been cast by a 10th level spellcaster) in quick 
  succession. The gusts will come from below, the left, 
  right, and below again. Each will extinguish small 
  open flames, and has a 50% chance of extinguishing 
  covered flames such as lanterns. Any small flying 
  creatures will be battered against the walls for 1d3 
  h.p. per gust.  
  4. CONVEYOR BELT. The floor in the shaded section here 
  moves like a conveyor belt, taking visitors back in the 
  direction whence they came. It will speed up and slow 
  down according to the speed of those walking upon it, 
  up to a maximum of 180’ per minute. Every three 
  minutes it will reverse suddenly for a few seconds, 
  catapulting anyone upon it into room #5, beyond. 
  Anyone running on the belt when this happens will 
  automatically be surprised. It can be flown over, 
  levitated over, the walls climbed by thieves, etc. As 
  people are struggling to get past the conveyor belt, the 
  bats from room #5 will attack.  
  5. BATS. A dozen huge bats are here, and will fly into 
  the conveyor belt corridor and attack if there is noise 
  coming from that direction (1d8 HD, 3 h.p. each, AC 
  4, MV 180’/min. flying, #AT: 1, DAM: 1d4, Special: 
  disease).  
  6. COVERED PIT TRAP. A 10’ deep pit trap causes 1d6 
  h.p. of damage for those who fall in (if running, falling 
  is automatic, if walking, make a DEX check, if checking 
  the floor with a 10’ pole, 1 in 6 chance of falling in). 
  7. COVERED PIT TRAP. A 10’ deep pit trap with spikes 
  causes 1d6 points of damage, plus the victim gets a 
  saving throw vs. paralyzation; failure means an 
  additional 1d6 h.p. of damage from the spikes. If 
  running, falling is automatic, if walking, make a DEX 
  check, if checking the floor with a 10’ pole, 1 in 6 
  chance of falling in. 
  8. GHOULS. A trio of ghouls (2d8 HD, 12 h.p. each, AC 
  6, MV: 90’/min., #ATK 3, DAM 1d3/1d3/1d6, 
  Special: paralyze with touch) will emerge from the 
  secret door as soon as a group of guests passes, 
  attacking from the rear. 
  9. SKULLS. This room is lit by continuous light spells. 
  Dozens of skulls of all sizes and types are suspended 
  from the ceiling on cords at various heights between 
  4’ and 7’ from the floor. They will laugh and jibber if 
  anyone walks into the room, but have no harmful 
  effect. 
  10. TRICKY FLOOR. This room is lit by continuous light 
  spells. The floor is in reality a trapper (12d12 HD, 90 
  h.p., AC 3, MV 30’/min., #AT 1, DAM: 4 h.p. plus 
  victim’s AC, Special: smothering, half damage from 
  heat and cold) that imitates the wooden floors found in 
  the rest of the Funhouse. Normally it will only undulate 
  its surface to rock and disorient visitors, effectively 
  lowering their DEX by 50% while in this room (round 
  down). When the Funhouse is more deadly, it will 
  attack visitors by engulfing them and smothering them. 
  11. ROOM OF MIRRORS. This room is lit by continuous 
  light spells. The walls of this room are covered with 
  mirrors. These have the same effect as a mirror of 
  opposition, acting on all who enter the room. Up to 
  five people will be duplicated per round. When the 
  Funhouse is not deadly, these mirror images will not 
  attack, but will point out the moral foibles and personal 
  failings of those in the room, with knowingly cutting 
  remarks, full of the innermost secrets of the subject, that 
  will more often than not leave the subject in tears. 
  When the Funhouse is in deadly mode, the duplicates 
  will attempt to kill their originals while making their 
  moral accusations. The mirrors have no power if 
  removed from the Funhouse, but can be removed from 
  the walls with a successful INT check and a successful 
  DEX check, and could be carried around inside the 
  Funhouse and used against enemies. Those who try 
  should be careful about accidentally reflecting their 
  companions, however. 
  12. COVERED PIT TRAP. A 20’ deep pit with green slime 
  in the bottom of the shaft. Does 2d6 h.p. of falling 
  damage, and then the victim is attacked by the green 
  slime. If running, falling is automatic, if walking, make 
  a DEX check, if checking the floor with a 10’ pole, 1 
  in 6 chance of falling in.  
  
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  9 
   
  13. SPIDERS. This room is lit by continuous light spells that 
  emit a low reddish hue, but they wink on and off ever 
  other minute, plunging the room into total darkness 
  and then back to red. The room is covered with 
  cobwebs, and is home to ten large spiders (1d10 HD, 
  AC 8, MV 60’/min., 150’/min. in webs, #AT 1, DAM 
  1 h.p., Special: poison, surprise bonus).  
  14. SQUEEZING ROOM. This room is empty. However, if 
  someone happens to notice the secret door and enters, 
  the door will slam shut, lock, and the ceiling will begin 
  to descend. Those within must discover the mechanism 
  to open the secret door from this side (1 in 6 chance, 
  per minute, 2 in 6 for elves) in 3 minutes or they will 
  be crushed to death. 
  15. SLIDE. As soon as someone enters the eastern half of 
  the shaded area, the whole thing will tilt downwards 
  at a 45º angle, spilling anyone on the slide into pit 
  trap #16. Activating the slide will make falling into the 
  pit trap automatic, unless some sort of magical 
  protection or special skill is involved. The fifty feet of 
  corridor between here and the stairs heading up are 
  actually 20’ below the surface of the ground. 
  16. COVERED PIT TRAP. A 10’ deep pit with quicksand in 
  the bottom, reaching down an additional 10’. Anyone 
  dumped into this pit by the slide will suffer 1d3 h.p. of 
  damage (lessened because of the soft surface), but will 
  then find themselves in quicksand. Once in, victims can 
  “tread water” for 5 min. per point of STR (3 min. per 
  STR for moderate encumbrance, 1 min. per STR for 
  heavy encumbrance or wearing metal armor), after 
  that must make a STR check every 10 minutes or 
  drown. If the circus is in its Winter Quarters, anyone 
  who touches the bottom of the pit will be transported 
  back to the place whence they came. The trick is to do 
  so consciously, by swimming down to the bottom, 
  rather than waiting to sink to one’s doom and die by 
  drowning. Most of the performers know this, but not 
  the circus hands. 
  17. HUGE ROOM. This room is lit by continuous light 
  spells. When someone enters, it appears to be an 
  enormous room some 200’ by 200’, with a door far 
  distant along the wall. This is an illusion, as is the 
  impression that one is moving at half speed while here, 
  thus taking even longer to leave the Funhouse. 
  18. EXIT. This door will only open out. The Barker will be 
  there, grinning as the guests exit, rubbing his hands 
  together and exclaiming, “I hope you had fun!” If 
  anyone demurrers, he’ll reply somewhat indignantly, 
  “Well, it is a Funhouse!” 
   
   
  Big Top 
   
  There are two rings within the big top, the idea being that 
  two acts can be going on at any given time. While in 
  Winter Quarters, of course, the acts will be rehearsing 
  rather than actually performing.  
   
  If a performance is in progress, the seats will be filled with 
  locals, while one or two acts perform in the rings. The 
  Ringmaster will act as host for the show, while performers 
  who are not in the rings sell popcorn and geegaws to the 
  crowd. The clowns will “work the crowd” between acts, 
  performing acts of buffoonery that have an edge of danger 
  and malice to them. 
   
  If the circus is not performing, the first thing that strikes 
  anyone coming into this very large tent (70’ high in the 
  middle) is the audience. The bleacher seats around the 
  outside of the tent are filled with skeletons, mostly of child 
  stature. This macabre audience claps and laughs (in a 
  silent, ghastly pantomime) as if it were a real audience. If 
  asked, Bitterbark explains that such an audience is needed 
  for rehearsals, “to help with the timing of the acts, don’tcha 
  know.” They are all victims gone missing as the circus has 
  made its way throughout the land over the years. There are 
  44 child skeletons (1d4 HD, MV 60’/min., AC 8, #AT 1, 
  DAM 1d3, Special: non-crushing weapons do half 
  damage) and 15 adult-sized ones (1d8 HD, MV 
  120’/min., #AT 1, DAM: 1d8, Special: non-crushing 
  weapons do half damage). If necessary, they form a 
  formidable force and will respond to any of the clowns’ 
  orders, or those of the Ringmaster.  
   
  The skeletons are hidden out of sight when there is an 
  audience in attendance. They are kept beneath the 
  bleachers, hidden under black tarps. 
   
  
   
   
  Bitterbark’s Circus 
  10 
   
  The Ringmaster is a powerful evil cleric trapped in the body 
  of an animated ventriloquist’s dummy (C10, 48 h.p., AC 
  1, armed with a mace +2 that he uses as a baton, spells 
  memorized: command (x2), cure light wounds, light, cause 
  fear, sanctuary, augury, hold person (x2), messenger, 
  silence 15’ radius, withdraw, animate dead (x2), dispel 
  magic, curse, cure serious wounds, cause serious wounds, 
  sticks to snakes, flame strike, insect plague, neutral evil). 
  He has been driven quite insane by his imprisonment in this 
  form, and lashes out at random intervals (Bitterbark is 
  considering getting rid of him, lest he blow the circus’s 
  cover). Any reminder of the fact that he is just a doll has a 
  50% chance of sending him into a homicidal rage, except 
  if there’s a show in progress, when the chance is only 3%. 
  He wears a red coat, white pants, and a black top hat. 
   
  The Acts 
   
  During a performance, the acts will perform in the Big Top 
  in the following order. The clowns (see Clown Alley, below) 
  will perform for a few minutes as indicated to distract the 
  audience while the tent is being prepared for the next main 
  attraction. 
   
  • 
  Knife Throwers. The husband and wife team of 
  Miller (F9,  dwarf, 53 h.p., AC 8, dagger +4, 
  lawful evil) and Stira (A8, half-elf, 44 h.p., AC 7, 
  dagger of venom +3, neutral evil). Their act is 
  somewhat unique in that they switch off as thrower 
  and target during the act, surprising their 
  audiences with ever-more-difficult stunts; they 
  perform in the main ring. Due to their expertise 
  with thrown daggers, each gets an additional +3 
  bonus “to hit”. Outside of the act, Miller is quiet, 
  while Stira is boisterous and outgoing. 
  • 
  The clowns perform while the net is raised for the 
  next act. 
  • 
  The Flying Thrushbottoms. A family of tumblers and 
  trapeze artists, all halflings. Biro Thrushbottom 
  (TA 12, halfling, 53 h.p., AC 0 (bracers of  
  defense AC 6 + DEX), dagger +2, lawful evil) is 
  the head of the clan, and has a halfling-sized cloak 
  of elvenkind in the family’s wagon (see below). He 
  is aggressive and will usually run into a fight, 
  unless 
  the 
  odds 
  appear 
  hopeless. 
  April 
  Thrushbottom (TA 9, halfling, 38 h.p., AC 4 
  (ring of protection +2, DEX, armed with a knife 
  and various kitchen implements in their wagon, 
  lawful evil) is his wife, and plays the kindly mother-
  figure to all of the circus folk. Pomon 
  Thrushbottom (TA 6, halfling, 20 h.p., AC 7 
  (DEX), armed with a knife if needed, neutral evil) 
  is their son, less interested in the family trade than 
  in more bookish pursuits.  He spends most of his 
  free time with the Great Smithfield, hoping to pick 
  up a few magic tricks. Lilly Thrushbottom (TA 
  7, halfling, 22 h.p., AC 6 (DEX), armed with a 
  knife if needed, wears a ring of feather falling, 
  chaotic evil) is wild and adventurous, always 
  getting into trouble with the locals when the circus 
  is on tour. They perform above both rings in the 
  Big Top; their routine is a fairly ordinary, if 
  dangerous, one with many drops, tumbles, twists, 
  etc. The net is removed as part of their big finale, 
  but the danger is minimal, as Lilly’s magic ring 
  removes the possibility of a dangerous fall should 
  she not be caught by her family. 
  • 
  The Great Smithfield. Does a magic act (I11, 
  human, 26 h.p., AC 4 (ring of protection +2, 
  DEX), 30 h.p., spells memorized: change self, 
  dancing lights*, hypnotism, phantasmal force* 
  (x2), fascinate, improved phantasmal force (x2), 
  mirror image*, improved ventriloquism*, rope 
  trick*, 
  wraithform*, 
  emotion*, 
  solid 
  fog*, 
  advanced illusion*, projected image, armed with 
  a dagger +2, neutral evil, wears a ring of free 
  action and has a periapt of wound closure). He 
  performs alone, in the main ring, and is quite 
  adept at giving his spells a very theatrical flare, 
  showing off many of his spells (those spells marked 
  with an asterisk will be used up in any given show, 
  including both phantasmal force spells), and 
  always ending with the rope trick as a finale. The 
  clowns will describe him as a “great ham” if given 
  the chance, which he absolutely hates. 
  • 
  Jugglers. The three jugglers, Urmand (TA 10, 
  gnome, 34 h.p., AC 5 (DEX), armed with juggling 
  clubs (treat as clubs that can be thrown up to 30’)), 
  Jortho (TA 11, gnome, 38 h.p., AC 6 (DEX), 
  armed with juggling clubs), and an ogre named 
  Groon (4d10 HD, 34 h.p., AC 5, MV 90’/min., 
  #AT 1, DAM: 1d10 or per weapon (+2 damage 
  for hand-held weapons), armed with juggling 
  clubs), do their act in the main ring while the trick 
  rider and fire eater perform. Urmand and Jortho 
  stand on one another’s shoulders while Groon 
  faces them. 
  
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  11 
   
  • 
  Trick rider. Jalindra (F/M 6/5, elf, 27 h.p., AC 
  5 (leather + DEX), keeps at least 4 knives hidden 
  on her at all times and uses two spears in the act 
  which can double as weapons, spells memorized: 
  charm person, enlarge, jump, shocking grasp, 
  invisibility, ray of enfeeblement, lightning bolt), 
  has a wand of ice storms with 12 charges left. She 
  does riding stunts such as handstands, jumps, 
  “Roman riding” with one foot on each of two 
  horses, “Spinning the horn” by vaulting over the 
  head of the horse, etc.) around both rings while 
  the jugglers and fire eater perform. She has three 
  horses in the act, and gets a +3 bonus “to hit” 
  when on horseback and attacking someone on 
  foot.  
  • 
  Fire eater. Saladir, an efreet polymorphed into 
  the form of a human, performs in the small ring 
  (10d10 HD, 69 h.p., AC 2, MV 90’/min., 
  240’/min. flying, #AT: 1, DAM: 3d8, Special: 
  immune to normal fire, magic use). His true nature 
  is known only to Bitterbark, the Ring Master, and 
  Veragio; all of the others believe him to be a 
  human with a ring of fire resistance. His act 
  consists of various feats of enduring fire, spitting 
  out flaming liquids, and the like. He was originally 
  captured by Bitterbark and forced to serve, but 
  upon seeing the evil and corruption wrought by the 
  circus, he agreed to stay here voluntarily, for 
  which Bitterbark gladly gave up his third and final 
  wish.  
  • 
  The clowns perform while the catapult and net are 
  set up for the next act.  
  • 
  Dwarven catapult-stone. Grovin Yggson (F 11, 
  77 h.p., AC 10 (has a suit of mail in his wagon 
  for AC 5), unarmed (has a battle axe +2 in his 
  wagon), lawful evil) launches himself from a 
  catapult into a waiting net. If needed, the catapult 
  can be used to hurl boulders, casks of flaming oil, 
  etc. and Grovin gets a +4 bonus “to hit” when 
  firing the catapult. 
  • 
  The clowns perform while the catapult and net are 
  removed.  
  • 
  The animals. The animals are brought here from 
  the Menagerie to parade and perform. See the 
  Menagerie, below, for more detail.  
  • 
  The clowns end the show with a parade and 
  various hijinks once the animals leave the tent. 
                                                   
  4 Treat as studded leather armor if your rules don’t have brigandine armor. 
   
   
  Menagerie 
   
  There are eight cage-wagons here, each with steel bars 
  (approximately 4” apart) and a single locked door in each 
  cage. The floors are covered with straw. The animal master 
  is Veragio, a fallen ranger who still retains his affinity for 
  animals (F10 (former R6), 68 h.p., AC 5 (brigandine4 +2), 
  has a whip of intimidation (see appendix 2) and a 
  shortbow +1. Any or all of these beasts can be used to 
  attack 
  intruders; 
  they 
  will 
  respond 
  to 
  Veragio 
  automatically, have a 60% chance of responding to any of 
  the clowns, and a 40% chance of responding to any of the 
  other circus folk. 
  • 
  Lions. A pair of lions, male (5d10 HD, 30 h.p., 
  AC 5 (6 in rear), #AT: 3, DAM: 1d4/1d4/1d10, 
  Special: rake with rear claws) and female 5d10 
  HD, 
  30 
  h.p., 
  AC 
  6, 
  #AT: 
  3, 
  DAM: 
  1d4/1d4/1d10, Special: rake with rear claws) 
  are brought out of their cage for the parade. 
  • 
  Phase panther. A dangerous phase panther is here 
  (6d8 HD, 30 h.p., AC 4, #AT: 2, DAM 2d4/2d4, 
  Special: attackers get -2 “to hit”, save as 12th level 
  fighter +2) which is kept in his cage for the parade 
  in the big top. 
  • 
  Carnivorous apes. Three carnivorous apes (5d10 
  HD, 25,27,30 h.p., AC 5, #AT: 3, DAM 
  1d4/1d4/1d8, Special: Surprise bonus, rending 
  with both claws for 1d8 damage) are kept here, 
  but the door to their cage is kept unlocked unless 
  there is a performance going on; they are 
  
   
   
  Bitterbark’s Circus 
  12 
   
  sufficiently domesticated that there is no risk of 
  their running amok, unless commanded to. 
  • 
  Sphere of many eyes. This creature, which is 
  touted as “the only domesticated eye tyrant in 
  existence” is actually a gas spore (1 HP, AC 9, 
  MV 30’/min., #AT 1, DAM 0, Special: rhizomes). 
  Most people don’t get close enough to notice the 
  difference. The wheeled cage is brought into the 
  big top for the parade, and has glass plates on it 
  just in case the thing is roughly handled and 
  explodes (there was an unfortunate incident with 
  an audience member with a pea-shooter some 
  years before). Sometimes victims are forced to 
  “meet the sphere of many eyes”, which results in 
  several new gas spores after a few days, as the 
  rhizomes mature into new floating fungi. 
  • 
  Amphisbaena. 
  A 
  two 
  headed 
  snake, 
  or 
  amphisbaena, is kept here (6d10 HD, 30 h.p., AC 
  3, #AT: 2, DAM: 1d3/1d3, Special: poison). The 
  wheeled cage is brought into the big top for the 
  parade, and has glass plates on it to prevent the 
  snake from biting anyone. It is let out of the cage 
  and rolls around the rings like a hoop before being 
  coaxed back into the cage. 
  • 
  Empty cage (3). There is no clue as to what was, 
  or should be, in these cages. 
  • 
  Oliphant. A single oliphant (10d12, 75 h.p., AC 
  4, #AT: 4, DAM 3d4/3d4/3d4/3d4) is not kept 
  in a cage, but is chained to a post. It could easily 
  rip out the post, but between its training and 
  Veragio’s whip, it is sufficiently cowed not to do 
  so. 
   
  Veragio has keys to all the cages, as does Bitterbark and 
  one of the circus hands. 
   
   
   
  Sideshow 
   
  There are eight small (10-15’ square) tents here, each with 
  a sign indicating the attraction inside.  
   
  • 
  Food. This tent sells various circus staples such as 
  popcorn, sausages dipped in batter and fried, 
  candied apples, corn on the cob, and honey 
  cakes, with ale, mead, wine, and iced milk to 
  wash it down. Prices are very reasonable, usually 
  in the 1-3 c.p. range. It is manned by Melinda 
  and Mary (both 0 level commoners, 3 h.p. each), 
  who also manage the cooking. 
  • 
  Strongman. Renardo the circus strongman (F12, 
  71 h.p., AC 10 (but has a suit of mail giving him 
  AC 5), armed with weights and dumbbells (treat 
  as clubs, can be hurled up to 20’ for 2d4 h.p. 
  damage) has a natural strength of 18/73, but also 
  wears a ring of storm giant strength (functions just 
  like a girdle of storm giant strength) that gives him 
  an effective strength of 24 (+6 “to hit”, +12 
  damage). He performs wearing a non-magical 
  girdle, and then invites a member of the audience 
  to remove it while he is holding 800 lbs. above his 
  head; many in the audience will naturally assume 
  it is the girdle that gives him his strength, and all 
  are suitably impressed when the demonstration is 
  made. He will bend iron bars, lift weights and has 
  a cow that he lifts as well.  
  • 
  Mermaid. Morgana, a mermaid (1d10 HD, 8 
  h.p., AC 7, MV 10’/min., 180’/min. swimming, 
  #AT 1, DAM: per weapon (dagger), neutral) is 
  here in a tank of sea water. She is being held 
  hostage for a ransom of pearls from her family, 
  who has thusfar been unable to collect enough to 
  pay for her freedom. She is unaware of most of the 
  sinister goings-on in the circus, and will be very 
  reticent to ask for help, as she has been tricked 
  before by members of the circus pretending to be 
  interested in saving her, only to cruelly taunt her 
  for trusting them, just as she felt release was near, 
  and punished severely for her attempts. She will 
  thus be very difficult to convince of an honest 
  rescue attempt. 
  • 
  Sword swallower. Nefari, a beautiful girl with 
  exotic features and tattoos of vines and flowers 
  covering her arms, amazes audiences by forcing 
  various items, including up to six swords at once, 
  down her throat. She is, in fact, a marilith demon 
  
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  13 
   
  who polymorphs into the form of Nefari (7d12 
  HD, 56 h.p., AC -5, -7 (tail), MV 120’/min., #AT: 
  7, DAM six by weapon plus 2d4 (tail), Special: 
  +1 or better weapon to harm, magic use, 
  constriction). Bitterbark, Renardo, and Jacintha 
  are aware of her true nature, but she is loathe to 
  reveal herself unless it is absolutely necessary. She 
  always carries six swords with her, “as part of my 
  act.” 
  • 
  Flea circus. A tiny two-ring circus is on display, 
  which mirrors the Big Tent performances. There is 
  a trapeze that moves of its own accord, a tiny 
  catapult that shoots an unseen dwarven catapult 
  stone, etc. The whole thing is a magical 
  contrivance operated by Rosander (10th level 
  mountebank, AC 2 (bracers of defense AC 4, 
  DEX), armed with a shortsword +1 and a garotte 
  +1, spells memorized: charm person, friends, 
  taunt, alter self, fascinate, misdirection, suggestion 
  (x2), emotion, plant growth), and is described in 
  appendix 2. Rosander regularly uses his verbal 
  patter and magical spells, combined with the 
  powers of the Flea Circus, to rob guests without 
  their ever being aware of it. Rosander is constantly 
  on the lookout for new mechanical and magical 
  effects he can add to the Flea Circus to increase 
  its potency. 
  • 
  Snake charmer. Mirishidoon is quite obviously 
  a foreigner from far-off Zhindhya, consciously 
  affecting the image (a great black beard, turban, 
  and long silken coat) and mannerisms of his 
  people. He is also, not so obviously at all, a 
  serpent man who easily passes for a regular 
  human and a savant5 of great power (S12, 30 
  h.p., AC 4, #AT: 1, DAM: dagger +3/+4 vs. 
  avians, Special: can spit poison 10’ which blinds 
  victims for 1d6 hours, spells memorized: augury, 
  detect magic, ESP, spider climb, wall of fog, 
  charm person, detect invisibility, invisibility, 
  penetrate disguise, blink, clairaudience, detect lie, 
  paralyzation, 
  lamentable 
  distraction, 
  magic 
  mirror, plane shift, conjure elemental, distance 
  distortion, wall of force, animate object, cloudkill) 
  who has a flute of serpent charming (see appendix 
  2). Mirishidoon is an exile from his people due to 
  his reverence for an evil goddess, and as far as he 
                                                   
  5 Your rules don’t have savants, either? Well, okay, but you don’t know what you’re missing. Just use mages, with an emphasis 
  on spells that effect other-planar creatures and divination spells, and the abilities of a sage. 
  knows, he is the last survivor of her cult. He is quiet 
  and taciturn at all times, even while performing. 
  As he plays the flute, he charms the three 
  venomous snakes he keeps in a basket into 
  performing various tricks (2d10 HD, 10, 13, 14 
  h.p., AC 5, MV 150’/min., #AT: 1, DAM 1, 
  Special: venom does 2d6 h.p. of additional 
  damage and victim is incapacitated for 1d6 days 
  unless a successful saving throw vs. poison is 
  made), intertwining, spelling out words, etc. There 
  is also a fire snake that dwells in a brazier that is 
  also used in the act as a surprise (2d8 HD, 12 
  h.p., AC 6, MV 40’/min., #AT: 1, DAM: 1d4, 
  Special: fire resistance, venom paralyzes for 
  2d4x10 min. unless a successful saving throw vs. 
  poison is made). He can use the power of the flute 
  to cause the snakes to attack intruders, of course. 
  • 
  Pickled Punks. The barker of this tent, Plemara 
  (T9, 41 h.p., AC 3 (leather + DEX), armed with a 
  short sword +1) boasts an unusual attraction; the 
  jarred bodies of baby demons, pickled and put on 
  display. She won’t say whence they come, and on 
  first glance they seem to be no different than many 
  other “pickled punks”, but in this case close 
  examination reveals that these aren’t just two-
  headed calf embryos; several have unmistakably 
  demonic features. Out of a total of 11 large glass 
  jars with dead creatures inside, four are actually 
  truly creatures from the lower planes; a 
  piscodaemon, a nalfeshnee, a hezrou, and a tarry 
  demodand. Nothing will happen if the jars are 
  broken; the creatures are quite dead and simply 
  well-preserved, but they would be worth 500 g.p. 
  each to a collector or sage specializing in such 
  things. 
  • 
  Dance of the veils. Jacintha, as is quite 
  prominently touted on the sign outside her tent, a 
  medusa, and performs a strip-tease dance that 
  removes all but the final veil from her face. This is 
  a ruse; Jacintha is in fact a succubus (6d8 HD, 31 
  h.p., AC 0, MV 120’/min., 180’/min. flying, 
  #AT: 2, DAM: 1d3/1d3, Special: +1 or better 
  weapon to harm, magic use) who shape changes 
  into the form of a medusa for the act, and then 
  again into the same form with normal hair when 
  not performing. She uses this ruse to select likely 
  
   
   
  Bitterbark’s Circus 
  14 
   
  victims from the crowd, whom she later seduces 
  using her powers of charming and suggestion and 
  whose life energy she then drains. Bitterbark, 
  Renardo, and Nefari all know of her true nature, 
  but all of the circus folk know she is not really a 
  medusa. Bear in mind that while in medusa form 
  she can turn victims to stone. 
   
  Clown Alley 
   
  This is a series of 
  tents that serve as the 
  homes and dressing 
  rooms of the clowns. 
  Each 
  has 
  typical 
  items 
  needed 
  for 
  living; a cot, chest 
  with costumes and 
  clothing, a wardrobe, table with mirror and makeup, etc. 
  Each will have 5d10x10 g.p. hidden within it, except 
  Bitterbark’s which is described below. 
   
  A. Scottso (J8, halfling, 40 h.p., AC 6, slapstick and 
  dagger +2, spells memorized: audible glamer, 
  dancing lights, minor morphing, lightning bolt, 
  stream, hide in plain sight) is an auguste; i.e., a 
  prankster, but one who is quite dim and whose 
  pranks often backfire upon him, and one who 
  takes the blows in the course of the act. He wears 
  orange-tan makeup with white around the eyes 
  and mouth. He also wears a ring of regeneration, 
  so often the physical punishment he takes is quite 
  real. He often complains to Bitterbark, whining that 
  he doesn’t get to hit others often enough. He, 
  Jalinda, and Bitterbark will often perform as a trio. 
  B. Toddo (J10, gnome, 45 h.p., AC 6, slapstick and 
  shortsword +2 which is disguised as an umbrella, 
  spells memorized: darkness 15’ radius, faerie fire, 
  minor morphing, ignore, mirror image, slow, 
  emotion (x2), flesh to stone) is a tramp clown, 
  dressed in rags and with make-up that gives him 
  an ever-sad look. Both in and out of the act, he is 
  lazy, determined to do the least amount of work to 
  get by, and is not above using his emotion spells 
  to elicit sympathy. 
  C. Renault (J11, human, 46 h.p., AC 6, club and 
  military fork of speed (always strikes first, gets 3 
  attacks per 2 rounds), spells memorized:  audible 
  glamer, enlarge, ESP, invisibility, phantasmal 
  force, slow, fireball, greater morphing, ethereality, 
  prismatic spray) is a character clown – in this case, 
  a guardsman. His costume is an exaggerated 
  version of a city guardsman’s uniform, with a large 
  badge and twirling a club. If someone is robbed 
  in the circus and yells for the city guard, Renault 
  will likely show up and begin a mocking 
  investigation. He is an efficient killer in his own 
  right, however, and is not above doing away with 
  troublemakers. 
  D. Weena (J13, human, 49 h.p., AC 5, armed with 
  a bottle which can be broken and used as an 
  improvised weapon (she does not get a non-
  proficiency penalty when using such a weapon), 
  spells memorized: color spray, darkness 15’ 
  radius, fool’s luck, gust of wind, invisibility, 
  skyhook, emotion, hide in plain sight, hideous 
  laughter, passwall, prismatic spray) is another 
  character clown – the drunk. She is so effective at 
  feigning intoxication that most of the circus folk 
  believe 
  her 
  to 
  really 
  be 
  drunk 
  during 
  performances, but it is all an act, and she is in fact 
  a teetotaler. Her makeup gives her face an 
  impression of blurred and sleepy eyes, and her 
  costume is carefully-disarrayed finery. She often 
  uses her drunk act to lull others into a false sense 
  of security; she will sometimes even begin a fight 
  deliberately feigning sloppiness (giving herself 
  penalties on her “to hit” rolls) to make opponents 
  believe her to be drunk, thus underestimating her.  
  E. Jalinda (J13, half-elf, 50 h.p., AC 1, not usually 
  armed, but has a dagger if needed, spells 
  memorized: audible glamer, color spray, faerie 
  fire, ignore, lightning bolt, slow, emotion, greater 
  morphing, project image, exchange, place of 
  holding) is a contra-august; when Scottso, she, and 
  Bitterbark are performing a gag together, she will 
  be less dense than Scottso, and will alternate 
  taking sides with each of them in turn. Her makeup 
  is orange with white around the eyes and mouth. 
  Outside of the act, her loyalty to Bitterbark is 
  unquestioned, and she is sent on the most delicate 
  missions where trust is paramount.   
  F. Bitterbark (J16, 55 h.p., AC 0 (ring, DEX), 
  armed with a club, has an amulet of ESP, ring of 
  protection +3,  ring of spell turning, boots of 
  striding and springing, wand of wonder; spells 
  memorized: 
  enlarge, 
  ESP, 
  stinking 
  cloud, 
  invisibility, lightning bolt, mirror image, emotion, 
  
  Adventures Dark and Deep™ Adventure Module 
  15 
   
  greater morphing, just out of time, ethereality, 
  prismatic spray, neutral evil) is a “white clown” (he 
  wears white face makeup accentuated with red 
  eyebrows, nose, and lips). Not only is he the 
  owner and manager of the circus as a whole, but 
  he is also the master of the clowns, and as such 
  his role in the act is to direct the others in their 
  clowning, and set up the various gags and acts 
  among the various clowns. Scottso and the 
  character clowns all are the objects of his gags. 
  He, Scottso, and Jalinda will often perform as a 
  trio. It would be tempting to believe that Bitterbark 
  is a devotee of some dark deity, is possessed by a 
  demon, or some other excuse for his evil. The 
  reality is much more disturbing; he is simply evil, 
  and revels in causing misery and despair in others. 
  That said, he is not above working for or 
  voluntarily aiding those of evil disposition with 
  higher motives, as long as the pay is good or the 
  opportunity for wicked deeds is great. 
   
  Wagons 
   
  There are twenty brightly colored wagons here, bearing 
  the name of the circus on their sides, and draft oxen are 
  tethered nearby. These wagons are the dwellings of most 
  of the circus performers, and go with the circus when the 
  show is taken on the road. Each has sleeping quarters for 
  between 1 and 6 people, and/or storage for props, 
  costumes, tents, and other supplies. The area as a whole is 
  guarded by four circus hands at any given time (F3, 19 
  h.p., AC 6, armed with clubs and daggers), along with 
  their pet “Wolfie”; a hell hound (5d8 HD, 30 h.p., AC 4, 
  MV 120’/min., #AT: 1, DAM 1d10, Special: breathe fire 
  for 5 h.p. damage, surprise bonus). 
   
  The wagons themselves are relatively nondescript on the 
  inside. The quarters are cramped; there are bunk beds, 
  clothing and personal items stuffed in every conceivable 
  nook and cranny, but little in the way of treasure or magical 
  belongings (some will have armor or weapons stored here 
  when they are performing, though, as noted in their 
  individual entries above). Each wagon will have 6d12 g.p. 
  in cash squirreled away in various places. 
   
  Bitterbark’s personal wagon is an exception, however. It is 
  marked with the largest circus logo, and always takes the 
  lead when the group is traveling. It is a magical 
  conveyance; if a command word (“Winter”) is uttered 
  while it is moving, a magical gate will open up and lead 
  to the Winter Quarters – the other wagons simply follow 
  and pass through it as well (this is invariably done in some 
  remote locale where witnesses are not common). If the 
  wagon travels through the entrance to the circus in the 
  winter quarters, and another command word is uttered 
  (“On Tour”), a gate will open up to a place on the material 
  plane selected by the driver. This is the chief means of exit 
  from the Winter Quarters.  
   
  This wagon is always locked, and is guarded by a 
  guardian daemon in the form of a circus monkey, who 
  never leaves the wagon (8d8 HD, 50 h.p., AC 1, MV 
  90’/min., #AT: 3, DAM: 1d6/1d6/1d12, Special: +2 or 
  better weapon to harm, immune to poison, charm, hold, 
  sleep, polymorph, and fear spells, breathe fire in a 
  10’x30’ cone for 5d6 h.p. damage (but can’t be used 
  against enemies within 10’) and who will slay anyone who 
  enters the wagon who is not Bitterbark or accompanied by 
  him. The monkey/daemon is clever, and will attempt to lure 
  intruders into a false sense of security by acting like an 
  ordinary monkey, begging for food or performing simple 
  tricks, until the time is ripe for its attack. The wagon 
  contains the circus payroll in a large iron chest with a 
  massive padlock. The lock is trapped with a poison needle 
  trap (save vs. poison or die), and the chest itself is trapped 
  with a cloud of paralyzing gas (save vs. poison or be 
  paralyzed for 24 hours). The chest contains 9,000 g.p. 
  and a false bottom contains a pouch with 30x1,000 g.p. 
  gems. Any contracts, secret instructions, etc. will be kept 
  here. If Bitterbark is robbed, he will spare no expense to 
  track down the thieves and exact his revenge. 
   
  THUS ENDS “BITTERBARK’S CIRCUS” 
   
  CREDITS 
   
   
  Written by: Joseph Bloch 
   
  Layout: Joseph Bloch 
   
  Cover art: Arturo Delgado 
  (http://madstalfos.deviantart.com/) 
   
  Funhouse map: Joseph Bloch 
   
  Circus map and interior illustrations: Juan Ochoa  
   
  (http://www.juanochoa.co/) 
   
  Visit BRW Games at www.brwgames.com 
   
   
  
   
   
  Bitterbark’s Circus 
  16 
   
  Appendix 1: The Jester 
   
  For those who do not have access to the ADVENTURES 
  DARK AND DEEP™ Players Manual (and why not?), the 
  Jester sub-class from that work is presented herein, as the 
  class is central to this adventure, given that there are so 
  many jesters in the circus. New spells for the class are 
  given in Appendix 3. 
   
  The jester, a subclass of the bard, possesses a combination 
  of magical, spoken, and acrobatic (tumbling, juggling, 
  etc.) skills. In combat, they are particularly skilled at those 
  weapons which are thrown or tossed, this carrying over 
  from their juggling skills. Their abilities to convince others 
  of various things, distract, etc., through their verbal patter 
  is of great use when dealing with intelligent creatures, of 
  course. The prime requisites of the class are thus 
  intelligence, dexterity and charisma, each of which must 
  be at least 13. If all three are greater than 14, the character 
  adds 10% to experience gained, and naturally having such 
  high ability scores will help the character in other ways.  
   
  The jester uses a six-sided die per level to determine the 
  number of hit points he has. The main focus of the jester is 
  on distraction, persuasion, influence, and so forth. As 
  nimbleness is also an important part of the jester’s 
  repertoire, only the lightest and least restrictive armor types 
  are allowed without penalty (see below). Jesters have 
  access to their own spells, as well as some of the same 
  spells available to mages and illusionists. As combat is not 
  their primary forte, their use of weapons is restricted. They 
  do have considerable skills in terms of influencing 
  intelligent creatures, as well as tumbling and juggling.  
   
  Jesters may be of any non-lawful alignment. Jesters who 
  become lawful lose their spellcasting abilities, and will no 
  longer improve their skills in those abilities they have in 
  common with thieves or sub-classes of thieves.  
   
  Jesters have the following powers and abilities: 
   
  • 
  Verbal patter 
  • 
  Tumbling and performing 
  • 
  Pranks 
  • 
  Spell use 
   
   
  Only humans, halflings, and gnomes can take up the 
  motley and become jesters. Halflings and gnomes are 
  limited to 6th level. Halflings may multi-class as 
  jester/thieves, 
  while 
  gnomes 
  may 
  multi-class 
  as 
  fighter/jesters. 
   
  Jesters may use only the following types of armor: leather 
  cuirass, furs, gambeson, leather lamellar, brigandine, 
  leather scale. They may not use shields. They may only 
  become proficient in the following weapons: club, dagger, 
  dart, knife, sword (short, long, or broad), sling, hand axe 
  (including thrown), slapstick, and javelin; they may use 
  caltrops as weapons. Those using weapons in which they 
  are not proficient will suffer a -4 penalty “to hit” with melee 
  weapons and a -2 penalty with hurled weapons. 
   
  Jesters advance in experience levels according to the 
  following table: 
   
  TABLE 3: JESTER LEVEL ADVANCEMENT 
  Experience 
  Points 
  Experience 
  Level 
  Accumulated 
  Hit Points 
  0 
  1 
  1d6 
  2,250 
  2 
  2d6 
  4,500 
  3 
  3d6 
  10,000 
  4 
  4d6 
  20,000 
  5 
  5d6 
  40,000 
  6 
  6d6 
  70,000 
  7 
  7d6 
  110,000 
  8 
  8d6 
  200,000 
  9 
  9d6 
  350,000 
  10 
  106 
  600,000 
  11 
  10d6+2 
  850,000 
  12 
  10d6+4 
   
  For every level after 12th, the jester requires 250,000 
  experience points to advance. The jester gains 2 hit points 
  for each level earned past the 12th.  
   
  Jesters can use any magic items available to mages or 
  thieves, as well as those which are open to all classes. They 
  attack using the thief combat tables, and use the thief 
  saving throw tables as well. They do not get any other thief 
  abilities, unless otherwise specified.  
   
  Jesters begin with 2d4x10 g.p. 
   
   
  
  Adventures Dark and Deep™ Adventure Module 
  17 
   
  Verbal Patter 
   
  Jesters have skill with verbal patter, as well as pranks, 
  tumbling and performing. Verbal patter is one of the most 
  important of the jester’s abilities; it is the heart of his powers 
  of misdirection, confusion, and persuasion. In a round 
  where a bard is using his verbal patter ability, he may not 
  cast spells, but may engage in combat. 
   
  TABLE 4: JESTER VERBAL PATTER 
  Jester 
  Level 
  Assure, 
  Demean, 
  Attend, 
  Question 
  Entertain, 
  Distract, 
  Distrust, 
  Second 
  Look 
  Befuddle, 
  Trust, 
  Value 
  Enrage 
  1 
  40% 
  20% 
  10% 
  -10% 
  2 
  45% 
  25% 
  15% 
  -5% 
  3 
  50% 
  30% 
  20% 
  0% 
  4 
  55% 
  35% 
  25% 
  5% 
  5 
  60% 
  40% 
  30% 
  10% 
  6 
  65% 
  45% 
  35% 
  15% 
  7 
  70% 
  50% 
  40% 
  20% 
  8 
  75% 
  55% 
  45% 
  25% 
  9 
  80% 
  60% 
  50% 
  30% 
  10 
  85% 
  65% 
  55% 
  35% 
  11 
  90% 
  70% 
  60% 
  40% 
  12 
  95% 
  75% 
  65% 
  45% 
  13 
  96% 
  80% 
  70% 
  50% 
  14 
  97% 
  85% 
  75% 
  55% 
  15 
  98% 
  90% 
  80% 
  60% 
  16 
  99% 
  95% 
  85% 
  65% 
  17 
  99% 
  96% 
  90% 
  70% 
   
  TABLE 5: CHA ADJUSTMENT FOR VERBAL PATTER 
  CHA 
  Assure, 
  Demean, 
  Attend, 
  Question 
  Entertain, 
  Distract, 
  Distrust, 
  Second 
  Look 
  Befuddle, 
  Trust, 
  Value 
  Enrage 
  16 
  5% 
  10% 
  - 
  - 
  17 
  10% 
  15% 
  5% 
  - 
  18 
  15% 
  20% 
  10% 
  - 
  19 
  20% 
  25% 
  15% 
  - 
  20 
  25% 
  30% 
  20% 
  5% 
  21 
  30% 
  35% 
  25% 
  10% 
  22 
  35% 
  40% 
  30% 
  20% 
  23 
  40% 
  45% 
  35% 
  25% 
  24 
  45% 
  50% 
  40% 
  30% 
  25 
  50% 
  55% 
  45% 
  35% 
   
  Note that all of these abilities are verbal in nature, and 
  therefore require that the target (audience) can understand 
  what is being said! The game master should use discretion 
  in assigning bonuses or penalties to these abilities, based 
  on the specific circumstances involved; i.e., a drunken and 
  hostile crowd might be particularly less likely to respond 
  positively to a jester’s efforts at persuading them to believe 
  something, etc. Each use of these abilities requires one 
  round; subsequent uses require additional rolls to succeed, 
  but each gains a +5% chance to succeed if the one before 
  it has been successful, but such “stacking” can never cause 
  the chance of success to be greater than 95%. There are 
  no racial bonuses for verbal patter. 
   
  Attend: The jester uses his or her powers of patter and 
  gab to grab the attention of the audience (or direct it to 
  someone else) and get them to listen to what is being said 
  and possibly agree with or at the very least understand it. 
   
  Assure: The jester attempts to reinforce whatever 
  preconceptions the audience already has. This has the 
  effect of buttressing the perception of a decision as being 
  right (or wrong), causing the audience to pay less heed to 
  those who disagree, etc. The game master should apply 
  penalties depending on what is being reinforced; if it is 
  questionable a 20% penalty would not be unfair, and a 
  40% penalty could be assessed for an event which was 
  downright against the thoughts of the audience. 
   
  Befuddle: The jester using this ability attempts to create 
  utter confusion in the audience regarding some issue, fact, 
  or event. By his or her confusing patter, the jester is able to 
  cause the audience to no longer be sure of what it once 
  knew for certain; who did what, where something is, the 
  facts behind some event, etc. 
   
  Demean: The jester picks a specific target (person, event, 
  thing, institution, place, etc.) and makes it the object of his 
  or her derision, insults, and so forth. If this is done more 
  than once against the same target, a 10% penalty should 
  be imposed. Note that if the target (or a representative 
  thereof) of the demeaning is present, it could lead to 
  violence. 
   
  Distract: By means of this ability, the jester substitutes one 
  object of attention for another. For example, he could 
  relate some amusing anecdote involving the chief of the 
  
   
   
  Bitterbark’s Circus 
  18 
   
  palace security, distracting a guard enough for a 
  companion to slip away unnoticed.  
   
  Distrust: The jester uses his clowning to attempt to point 
  out something dishonest or otherwise disreputable in the 
  target’s behavior or history. If successful, the audience 
  takes the dimmest possible view of the target’s intentions 
  and actions. 
   
  Enrage: By use of this ability, the jester brings his 
  audience to paroxysms of rage, aimed at a particular 
  target. The chances for success listed above assume the 
  target is a generally liked and respected member of the 
  audience. If the target is not present, but is someone the 
  audience would normally be sympathetic to, there is a 10% 
  bonus to the chance of success. 
   
  If the target is present, but neither particularly liked nor 
  disliked, there is a 20% bonus. If the target is absent and 
  hated, present and disliked, or the jester himself, there is a 
  30% bonus. If the target is present and hated, there is a 
  40% bonus. Note that these bonuses can be applied to the 
  negative chances of success at lower levels, and turn them 
  into positives. 
   
  Note that if the jester attempts to enrage an audience, and 
  fails his roll by more than 30%, the audience will resent his 
  attempts and turn ugly in his direction. 
   
  Entertain: The jester attempts to occupy the attention of 
  an audience with jokes, comedy, gags, and amusing 
  yarns. The audience, if the roll is successfully made, will 
  respond with laughter, chuckles, and a generally jolly 
  attitude. 
   
  Question: By using this ability, the jester causes the 
  audience to question something which had been hitherto 
  known: what someone said, what they did, etc. Note that 
  the distinction between this ability and befuddle is subtle 
  and much an issue of degree; question generally is used to 
  merely cause doubt in the mind of the audience, while 
  befuddle is used to completely make a mess of the subject 
  at hand. 
   
  Second Look: By use of this ability, the jester causes his 
  audience to reevaluate a given decision or judgment they 
  have recently undertaken. If attempted after a successful 
  use of question or befuddle, the jester gains a 10% bonus 
  to succeed. The difference between this and question, is 
  that second look actively attempts to get the audience to 
  change their minds, while question merely causes doubt. 
   
  Trust: With this ability, the jester attempts to persuade the 
  audience that a third party (not the jester himself) is worthy 
  of the trust and faith of the audience. This will not mean 
  automatic acceptance of anything that third party says, but 
  it will certainly make him much more likely to be heeded. 
   
  Value: The jester attempts to make his audience revere 
  and generally have a high opinion of a particular person 
  or thing. 
   
  Tumbling/Performing 
   
  Tumbling is a series of capering, tumbles, rolls, and 
  handstands that give the jester some abilities in combat 
  similar to those enjoyed by the thief-acrobat (q.v.). 
  Performing is a combination of several skills; extraordinary 
  balance, fire breathing, knife (and other objects) throwing, 
  sword swallowing, and tossing/catching/ juggling. 
   
  Attack adds the stated “to hit” bonus to the jester’s rolls 
  in hand-to-hand combat. 
   
  Evasion functions like an analogue to magic resistance, 
  applied to physical attacks. It allows the jester to caper, 
  dodge and weave away from attacks. It only functions 
  when the jester has a lower initiative score than an enemy 
  in melee combat, and has a maximum 60% chance of 
  success (even factoring in dexterity and racial bonuses). It 
  can be applied to a single attack (if more than one are 
  possible, the jester may choose which to apply the evasion 
  chance to). It is not done in lieu of the jester’s normal 
  combat action, but in addition to it.  
   
  Falling percentage indicates the chance for the jester to 
  avoid damage when falling the given distance. If the jester 
  fails the throw, he still avoids some of the normal falling 
  damage; an inverse of the percentage indicated (for 
  example, a 9th level jester falling 30’ would only take 25% 
  of the normal damage for such a fall). If the fall is greater 
  than the distance given, that portion of the falling damage 
  is prorated, with the remainder yielding full damage (for 
  example, a 9th level jester falling 50’ would only take 25% 
  of the first 30’ worth of damage, plus full damage for the 
  remaining 20’). 
    
  
  Adventures Dark and Deep™ Adventure Module 
  19 
   
   
  TABLE 6: JESTER TUMBLING AND PERFORMING 
  Jester 
  Level 
  Attack 
  Evasion 
  Falling 
  Balance 
  Fire 
  Breathing 
  Juggling 
  Knife 
  Throwing 
  Sword 
  Swallowing 
  1 
  - 
  10% 
  25%, 10’ 
  20% 
  - 
  25% 
  ±0, +1 
  - 
  2 
  - 
  15% 
  50%, 10’ 
  25% 
  5% 
  30% 
  ±0, +1 
  - 
  3 
  +1 
  20% 
  75%, 10’ 
  30% 
  10% 
  35% 
  ±0, +1 
  - 
  4 
  +1 
  25% 
  25%, 20’ 
  35% 
  15% 
  40% 
  +1, +1 
  5% 
  5 
  +1 
  30% 
  50%, 20’ 
  40% 
  20% 
  45% 
  +1, +1 
  10% 
  6 
  +1 
  35% 
  75%, 20’ 
  45% 
  25% 
  50% 
  +1, +2 
  15% 
  7 
  +2 
  40% 
  25%, 30’ 
  50% 
  30% 
  55% 
  +2, +2 
  20% 
  8 
  +2 
  45% 
  50%, 30’ 
  55% 
  35% 
  60% 
  +2, +2 
  25% 
  9 
  +2 
  50% 
  75%, 30’ 
  60% 
  40% 
  65% 
  +2, +3 
  30% 
  10 
  +2 
  55% 
  25%, 40’ 
  65% 
  45% 
  70% 
  +2, +3 
  35% 
  11 
  +3 
  60% 
  50%, 40’ 
  70% 
  50% 
  75% 
  +3, +3 
  40% 
  12 
  +3 
  60% 
  75%, 40’ 
  75% 
  55% 
  80% 
  +3, +4 
  45% 
  13 
  +3 
  60% 
  25%, 50’ 
  80% 
  60% 
  85% 
  +3, +4 
  50% 
  14 
  +3 
  60% 
  50%, 50’ 
  85% 
  65% 
  90% 
  +3, +4 
  55% 
  15 
  +4 
  60% 
  75%, 50’ 
  90% 
  70% 
  95% 
  +3, +5 
  60% 
  16 
  +4 
  60% 
  25%, 60’ 
  95% 
  75% 
  96% 
  +4, +5 
  65% 
  17 
  +4 
  60% 
  50%, 60’ 
  96% 
  80% 
  97% 
  +4, +5 
  70% 
   
  TABLE 7: DEXTERITY ADJUSTMENTS TO TUMBLING AND PERFORMING 
  Dexterity 
  Attack 
  Evasion 
  Falling 
  Balance 
  Fire 
  Breathing 
  Juggling 
  Knife 
  Throwing 
  Sword 
  Swallowing 
  16 
  +1 
  +2% 
  - 
  +3% 
  - 
  +5% 
  - 
  - 
  17 
  +1 
  +3% 
  - 
  +6% 
  - 
  +10% 
  +1, ±0 
  - 
  18 
  +2 
  +5% 
  +5’ 
  +9% 
  - 
  +15% 
  +1, ±0 
  - 
  19 
  +2 
  +8% 
  +10’ 
  +12% 
  - 
  +20% 
  +1, +1 
  - 
  20 
  +3 
  +12% 
  +15’ 
  +15% 
  - 
  +25% 
  +2, +1 
  - 
  21 
  +3 
  +17% 
  +20’ 
  +17% 
  - 
  +30% 
  +2, +2 
  - 
  22 
  +4 
  +23% 
  +25’ 
  +19% 
  - 
  +35% 
  +2, +2 
  - 
  23 
  +4 
  +30% 
  +30’ 
  +21% 
  - 
  +38% 
  +3, +2 
  - 
  24 
  +5 
  +38% 
  +35’ 
  +22% 
  - 
  +41% 
  +3, +2 
  - 
  25 
  +5 
  +47% 
  +40’ 
  +23% 
  - 
  +45% 
  +3, +3 
  - 
   
  TABLE 8: RACIAL ADJUSTMENTS TO TUMBLING AND PERFORMING 
  Race 
  Attack 
  Evasion 
  Falling 
  Balance 
  Fire 
  Breathing 
  Juggling 
  Knife 
  Throwing 
  Sword 
  Swallowing 
  Gnome 
  - 
  +5% 
  - 
  - 
  - 
  +5% 
  - 
  - 
  Halfling 
  - 
  +10% 
  +5% 
  - 
  +5% 
  - 
  -1, +0 
  - 
   
  
   
   
  Bitterbark’s Circus 
  20 
   
  TABLE 9: JESTER TUMBLING AND PERFORMING ARMOR MODIFIERS 
  Armor 
  Type 
  Attack 
  Evasion 
  Falling 
  Balance 
  Fire 
  Breathing 
  Juggling 
  Knife 
  Throwing 
  Sword 
  Swallowing 
  None 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Leather 
  cuirass or 
  lamellar 
  - 
  - 
  - 
  -3% 
  - 
  - 
  - 
  - 
  Elven mail 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Brigandine, 
  furs, or 
  gambeson 
  - 
  -5% 
  - 
  -6% 
  - 
  -5% 
  - 
  - 
  Steel scale 
  or lamellar 
  - 
  -10% 
  -5% 
  -9% 
  - 
  -10% 
  -1, -1 
  - 
  Mail 
  -1 
  -15% 
  -10% 
  -12% 
  -5% 
  -15% 
  -1, -2 
  - 
  Plated mail 
  -1 
  -20% 
  -15% 
  -15% 
  -10% 
  -20% 
  -2, -2 
  - 
  Plate armor 
  -2 
  -25% 
  -20% 
  -20% 
  -15% 
  -30% 
  -2, -3 
  -5% 
  Jousting 
  Plate 
  -3 
  -30% 
  -25% 
  -25% 
  -20% 
  -40% 
  -3, -3 
  -10% 
  Balancing allows the jester not only to maintain his own 
  balance in unusual situations, but also to balance things 
  upon himself. Examples would include remaining upright 
  when the floor is tilting at a steep angle, balancing a plate 
  on a stick on the forehead, balancing at the top of a pole, 
  etc. It also includes the skill of balancing things on each 
  other. 
   
  Fire breathing is the art of blowing flammable liquids or 
  vapors out of the mouth and igniting them. When done just 
  for show, the chance for success is increased by 50%. 
  When done in a combat situation, the percentage is as 
  stated. As a rule, the materials necessary will cost 3 g.p. 
  per dose, will cause 1d6 h.p. of damage, and have a 
  range of 4’, although the game master may, at his 
  discretion, include other substances or even magical 
  potions that alter those parameters. Failure indicates that a 
  friendly combatant was burned; failing by more than 50% 
  indicates that the jester himself is injured. An ignition 
  source (torch, usually) is required.  
   
  Juggling is the general art of tossing and catching things 
  (cups, knives, torches, balls, etc.); actual juggling is the 
  best-known example of this, of course, but in combat this 
  can be used to intercept non-magical missiles which have 
  the jester as the target. The jester may then immediately 
  throw the object (if it may ordinarily be thrown; an arrow, 
  for instance, could not be), hold it, or simply let it drop to 
  the ground. This may be used against a number of 
  incoming missiles equal to his level, to a maximum of 6. If 
  the jester does immediately re-throw the missile, it does not 
  count as his attack for that round. Juggling cannot be done 
  while the character is “in melee”.  
   
  Knife throwing allows the jester to use small hand-held 
  missile weapons such as daggers, darts, axes, etc. In the 
  table above, the first number indicates the number of 
  missiles per round that can be thrown by the jester, as a 
  modifier to the fire rate (thus, a sixth level jester could hurl 
  4 darts per round). The second number is the bonus “to hit” 
  that the jester receives over and above the standard 
  dexterity bonus for such things. In addition, the jester treats 
  all such hurled missiles as being one range class closer; 
  i.e., L range becomes M, and M becomes S. Note that 
  jesters can use weapons not normally thought of as hurled 
  weapons in such a fashion, with only the normal non-
  proficiency penalty “to hit.” Unless otherwise specified, this 
  applies to hurled magic items such as iron bands of 
  binding, etc. 
   
  Sword swallowing does not have any immediate 
  combat-related application, but could be used to conceal 
  objects by an enterprising character. The details of such 
  use are left to the game master, but players should not be 
  allowed to “get away with murder” in terms of using this 
  ability. A key would be well within the bounds of the 
  ability, as might be a wand, but hiding an actual sword 
  would be too much. 
  
  Adventures Dark and Deep™ Adventure Module 
  21 
   
  Pranks 
   
  Pranks are physical gags: the pie-in-the-face and the bucket 
  of glue left in an awkward spot to be stepped in. 
   
  Pranks come in three types: those which cause minor injury, 
  those which trip/delay, and those which humiliate. Those 
  which cause minor injury will cause at most 1d6 h.p. 
  damage and a stunning effect which lasts for 1-3 rounds. 
  A trip/delay prank will cause the target to fall (possibly 
  dropping carried items), lose an entire round of movement, 
  or be slowed to half movement for 1-3 rounds. A 
  humiliation prank will make the victim appear clumsy and 
  oafish to witnesses, and will result in a temporary loss of 1-
  4 points of charisma, but will otherwise not cause any 
  damage or delay. 
   
  When used in combination with the jester’s verbal patter 
  abilities, it could yield a bonus, depending on the 
  circumstances. Bear in mind that the jester may need to 
  purchase or make props for these pranks, and will usually 
  need time to prepare. 
   
  Magic Spells 
   
  Jesters are able to cast spells, but do not gain them 
  automatically when they advance in level. Rather, jesters 
  obtain spells for their books haphazardly, and are able to 
  copy them into their spell books from those they find while 
  adventuring (jesters do not begin the game with a spell 
  book; they must purchase or find one at some point prior 
  to reaching 3rd level). They can also copy spells of clerical, 
  druid, or mystical nature from the appropriate sorts of 
  scrolls. Note that while they are able to copy spells from 
  mages and illusionists, the reverse is not true; regular spell-
  casters cannot understand the abbreviated patois jesters 
  use when noting down their spells. They are able to 
  memorize a number of spells based on their own level: 
   
  TABLE 10: JESTER SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Jester’s 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  3 
  1 
  - 
  - 
  - 
  4 
  2 
  - 
  - 
  - 
  5 
  2 
  1 
  - 
  - 
  6 
  2 
  2 
  - 
  - 
  7 
  2 
  2 
  1 
  - 
  8 
  3 
  2 
  1 
  - 
  9 
  3 
  2 
  2 
  1 
  10 
  3 
  3 
  2 
  1 
  11 
  3 
  3 
  2 
  2 
  12 
  3 
  3 
  3 
  2 
   
  Jesters are not able to memorize any additional spells after 
  12th level. 
   
  Spells must be committed to memory by the jester before 
  they must be cast. In order to do so, the jester must be 
  rested prior to the actual study necessary to impress the 
  mystical energies upon his mind, just like a mage or cleric. 
   
   
  TABLE 11: JESTER SPELLS BY LEVEL 
   
  First 
  Level 
  Second 
  Level 
  Third 
  Level 
  Fourth 
  Level 
  1 
  Animal 
  Friendship 
  Feign Death 
  Animal 
  Summoning I 
  Ethereality 
  2 
  Audible 
  Glamer 
  Gust Of Wind 
  Cloudburst 
  Exchange 
  3 
  Color 
  Spray 
  Ignore 
  Emotion 
  Passwall 
  4 
  Dancing 
  Lights 
  Invisibility 
  Fireball 
  Place Of 
  Holding 
  5 
  Darkness 
  15’ Radius 
  Lightning Bolt 
  Greater 
  Morphing 
  Prismatic 
  Spray 
  6 
  Enlarge 
  Mirror Image 
  Hide In Plain 
  Sight 
  Stone to 
  Flesh 
  7 
  ESP 
  Phantasmal 
  Force 
  Hideous 
  Laughter 
   
  8 
  Faerie Fire 
  Plant Growth 
  Just Out Of 
  Time 
   
  9 
  Fool’s Luck 
  Skyhook 
  Project 
  Image 
   
  10 
  Minor 
  Morphing 
  Slow 
   
   
  11 
  Palm of my 
  Hand 
  Stream 
   
   
  12 
  Stinking 
  Cloud 
  Ventriloquism 
   
   
   
  New spells are described in Appendix 3. 
  
   
   
  Bitterbark’s Circus 
  22 
   
  Appendix 2: New Magic 
  Items 
   
  Flute of Snake Charming 
   
  This enchanted wind instrument allows the user to place 
  snakes and other serpent-like creatures under his control. 
  Snakes, including giant varieties, fire snakes, jaculis, etc. 
  can be compelled to relatively intricate activities, including 
  attacking those whom the user chooses, if they fail a saving 
  throw vs. magic. Snake-like creatures, such as iron cobras, 
  nagas, ophidians, etc. can be held at bay, rearing up and 
  swaying gently, even not attacking. The flute will affect up 
  to 30 HD worth of creatures, for a maximum of 10 minutes, 
  after which time the flute must be rested for 5 minutes 
  before it can be used again. 
   
  Lyre of Charming 
   
  This enchanted stringed instrument can only be used by 
  bards or jesters. Those playing it can cast the equivalent of 
  a charm person or charm monster spell.  
   
  Rosander’s Flea Circus 
   
  A magically-enhanced mechanical contrivance invented by 
  the mountebank Rosander, the Flea Circus operates by a 
  combination of mundane mechanical effects, cantrip-level 
  effects to make the gadgets move, and illusions.  
   
  The whole is laid out like a two-ring circus that mirrors the 
  Big Tent performances of Bitterbark’s Circus. There is a 
  trapeze that moves of its own accord, a tiny catapult that 
  shoots an unseen dwarven catapult stone, etc. The whole 
  act takes a total of six minutes to complete, and requires 
  another ten minutes to reset before it can be repeated. 
  Once begun by the utterance of the proper command word 
  (“Siphonaptera”), the performance cannot be stopped. 
   
  Magically, the Flea Circus functions much like a fire charm 
  spell. All those within 10’ watching the Flea Circus in 
  motion must make a saving throw vs. spells. Those who fail 
  will be entranced, unable to tear their eyes from the show, 
  making them ripe for having their pockets picked, being 
  stabbed in the back, etc. They are also susceptible to 
  suggestion spells, making saving throws against such with 
  a -3 penalty. Once attacked, or once the show ends (or 
  they are somehow unable to see the device any more), the 
  effect ends.  
   
  Whip of Intimidation 
   
  This enchanted weapon allows the user to dominate 
  animals and other unintelligent creatures. It functions as a 
  whip +1. Upon a successful hit, the victim must make a 
  saving throw vs. spells. Failure means the creature struck 
  will be affected as indicated below: 
   
  INT 
  Die Roll (d4) 
  1 
  2 
  3 
  4 
  0-3 
  Cowed 
  Cowed 
  Cowed 
  Cowed 
  4 
  No effect 
  Cowed 
  Cowed 
  Obey 
  5 
  No effect No effect 
  Cowed 
  Obey 
  6 
  No effect No effect No effect 
  Cowed 
  7+ 
  No effect No effect No effect No effect 
   
  Cowed: The creature will not attack either the wielder of 
  the whip or anyone else. It will slink away if possible. If it 
  is attacked again by the wielder or one of his companions, 
  the effect is ruined.  
   
  Obey: The creature will obey simple one or two word 
  commands and can be coaxed into attacking others. The 
  effect lasts for two minutes. 
   
  The whip can be used more than once; if a “no effect” 
  result is obtained, the whip cannot be used again for 
  another hour. If any other effect is obtained, the whip can 
  be used again after five minutes.  
   
  Repeated use of and exposure to the whip over the course 
  of months will make the victims more pliant and susceptible 
  to its effects. 
   
  
  Adventures Dark and Deep™ Adventure Module 
  23 
   
  Appendix 3: New Spells 
   
  Fool’s Luck 
   
  Level 1 jester spell (conjuration/summoning) 
  Requires: incantation, gestures, four-leaf clover 
  Casting time: 1 minute 
   
  Upon bestowing the blessing of fool’s luck upon another 
  creature (or upon himself) by touch, the jester bestows a 
  temporary effect whereby the target gains a +1 “to hit”, a 
  +1 bonus on all saving throws, and a general 5% 
  favorable bonus in any circumstance where luck or chance 
  is involved (gambling, etc.). Anyone attempting to hit the 
  lucky fool incurs a -1 penalty, and any trap has a 5% 
  chance of misfiring (with an additional 25% chance of 
  affecting someone nearby instead). The effect lasts for 1 
  round per level of the caster. 
   
  Minor Morphing 
   
  Level 1 jester spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  By means of this spell the caster is able to effect a minor 
  alteration in the physical appearance of another creature. 
  He could, for instance, cause leaves to grow on the target, 
  change its skin color, cause it to sprout horns, or turn its 
  ears into those of a donkey. The target of the spell must be 
  within 30’ of the caster, and the effect lasts for a maximum 
  of 24 hours. It is not possible to change its appearance into 
  that of another specific person (i.e., one could not use it to 
  disguise someone as someone else), or to change their 
  racial appearance (i.e., turn someone into a half-orc). 
  Height and weight are not affected by this spell. It cannot 
  be used to grant (or remove) any special powers such as 
  flight, underwater breathing, etc. A remove curse or dispel 
  magic spell will cancel the effect. 
   
  Palm of My Hand 
   
  Level 1 jester spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to increase the effectiveness of 
  his verbal patter abilities on a particular audience (or 
  portion of the audience). He will have them “eating out of 
  the palm of his hand”; hence the name of the spell. The 
  enchantment will affect up to one creature per level of 
  experience of the jester, as long as all are within a 40’ x 
  40’ area, centered on a point within the range of the spell, 
  which can be up to 60’ away from the caster. All creatures 
  within the area of effect get a single shared saving throw 
  (the save of the toughest individual); if one saves, they all 
  do. If this spell is used on a subset of a larger audience, 
  the game master should roll singly for the enchanted and 
  non-enchanted members of the audience, but apply the 
  bonus only to the former; it is possible for the one to be 
  affected by the jester’s patter, and the other not to be. The 
  jester gains a 25% bonus when attempting verbal patter 
  on those “eating out of the palm of his hand”. The effect 
  lasts for 1 round per level of the caster.  
   
  Ignore 
   
  Level 2 jester spell (enchantment/charm) 
  Requires: incantation, gestures, bread 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the jester to cause a single creature to 
  ignore a single object. The creature will act as if the object 
  does not exist, and will completely forget about it as well, 
  for 10 minutes per level of the caster. The object must be 
  within 30’ of the caster. It is possible, of course, for the 
  creature affected to accidentally damage or destroy the 
  ignored object while he or she is so enchanted. The target 
  creature gets a standard saving throw vs. spells; the 
  ignored object does not get a separate save. The material 
  component of this spell is a piece of bread. 
   
  
   
   
  Bitterbark’s Circus 
  24 
   
  Skyhook 
   
  Level 2 jester spell (alteration) 
  Requires: incantation, gestures, small hook 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates an invisible “hook” in mid-air, from which 
  the caster can then hang things that would normally be 
  able to be hung from a hook. The invisible hook must be 
  within 10’ of the caster, It will hold 100 lbs. of weight plus 
  10 lbs. per level of the caster. The material component of 
  this spell is a small brass hook, which disappears as the 
  spell is cast. 
   
  Stream 
   
  Level 2 jester spell (evocation) 
  Requires: incantation, gestures, other (see below) 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes a stream of objects (or material) to spray 
  from the hand of the caster. There are several possible 
  effects, depending on the material component used: 
   
  TABLE 12: STREAM 
  Component 
  Used 
  Effect 
  Butterfly wing 
  Stream of 600 butterflies blinds everyone 
  within 25’ for 2 rounds 
  2 oz. water 
  Seltzer shoots forth in 6’ X 2” stream for 
  1 round, soaking anything in range (puts 
  out non-magical fires), any creature hit 
  gets -3 initiative penalty 
  1 g.p. gem 
  10-40 gems, base value 1 g.p. each, 
  shoot forth 30’ from the caster’s hand. 
  Each does 1 h.p. of damage to creatures 
  in its path. They turn to ordinary stones 
  after 1 hour. 
  2” X 2” paper 
  Confetti bursts from the caster’s hand in 
  a 1” cloud; all creatures within the cloud 
  are stunned for 1 round 
  6” string 
  A stream of colorful, but sticky, string 
  shoots forth from the jester’s hand, 15’ 
  long by 1’ wide. A single creature can 
  be caught in the string, as if caught in a 
  web spell.  
   
  Note that the material component used in the spell is 
  destroyed during the casting. 
   
  Emotion 
   
  Level 3 jester spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to instill a particular emotion in 
  all creatures within a 40’x40’ area, centered on a point 
  some 10’ distant per level of the caster. Each creature in 
  the area of effect is entitled to a saving throw; success 
  means the spell has no effect. The caster must choose from 
  one of the following emotive states, and the effect will 
  remain until the caster stops concentrating: 
   
  • 
  Fear: As per the spell fear, but the effect is not an 
  illusion, and the saving throw is made with a -2 
  penalty.  
  • 
  Hate: This emotive effect will give a +2 bonus to 
  morale, saving throws, rolls “to hit”, and damage.  
  • 
  Hopelessness: This emotion has the same effect as 
  a symbol of hopelessness.  
  • 
  Love: This emotion will cause the target to believe 
  the object of his affection (chosen by the caster 
  from those within visual range of the target, or the 
  first person the target sees) is a friend who should 
  be protected and whose advice is sound. It does 
  not turn the subject into a mindless slave; a 
  command to kill oneself would not be followed, for 
  example. Physical harm will break the effect 
  immediately. 
  • 
  Rage: This emotion will cause an uncontrollable 
  berserk rage, causing the recipient to fight without 
  any regard for his own life and limb, tossing down 
  any shield, and gaining +1 on all rolls “to hit”, +3 
  to damage done, and a temporary increase of 5 
  hit points while the spell is in effect. 
   
  One emotion spell can be used to counter another. Fear 
  will counteract rage, hate will counter hopelessness, and 
  vice versa. The spell lasts until the caster’s concentration is 
  broken.  
   
  
  Adventures Dark and Deep™ Adventure Module 
  25 
   
  Greater Morphing 
   
  Level 3 jester spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  By means of this spell the jester is able to effect a minor 
  alteration in the physical appearance of another creature 
  within 30’; the target is entitled to a saving throw vs. spells. 
  The caster could, for instance, cause leaves to grow on the 
  target, change its skin color, cause it to sprout horns, or 
  turn its ears into those of a donkey. It is not possible to 
  change its appearance into that of another specific person 
  (i.e., one could not use it to disguise someone as someone 
  else), or to change their racial appearance (i.e., turn 
  someone into a half-orc). Height and weight can be 
  changed by up to 25% greater or lesser. It cannot be used 
  to grant (or remove) any special powers such as flight, 
  underwater breathing, etc. A remove curse or dispel magic 
  spell will cancel the effect. The spell lasts for 24 hours. 
   
  Hide in Plain Sight 
   
  Level 3 jester spell (enchantment/charm) 
  Requires: incantation, gestures, flour 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes a single object (9 cubic feet maximum) to 
  be completely ignored by anyone looking for it. That is, it 
  is not invisible, but rather those seeing it simply take no 
  notice of it. It can be cast upon a living being, but if that 
  being moves more than 10’ per round, the effect is 
  disrupted. The material component is a pinch of flour, 
  which the caster must sprinkle on the object to be hidden.  
   
  Just Out of Time 
   
  Level 3 jester spell (enchantment/charm) 
  Requires: incantation, gestures, bell 
  Casting time: 18 seconds (3 segments) 
   
  This spell causes hesitation in a combatant. When in melee 
  or other combat situations, if the target loses initiative, it 
  will keep hesitating, thereby not attacking, until the round 
  is over and new initiative must be rolled. If the target wins 
  initiative for the round, it attacks normally. The target must 
  be within line of sight of the caster, and must be within 60’. 
  It is entitled to a saving throw vs. spells; success means the 
  spell has no effect. The material component is a small 
  around bell, which is struck as the spell is cast. The bell is 
  not lost when the spell is cast.  
   
  Ethereality 
   
  Level 4 jester spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 3 minutes 
   
  This spell allows the jester to transport an object or creature 
  into the ethereal plane. If it is cast upon an inanimate 
  object, the object gains no saving throw, and can have a 
  maximum size of 1,000 lbs. and maximum volume of 30 
  cubic feet. If it is cast on living creatures, they do get a 
  saving throw if they are unwilling to be so transported. Up 
  to six living creatures can be so transported, as long as all 
  are within 60’ plus 10’ per level of the caster and all are 
  within 30’ of one another. They will remain in that state for 
  1 hour. 
   
  Exchange 
   
  Level 4 jester spell (alteration) (illusion/phantasm) 
  Requires: incantation, gestures, cake 
  Casting time: 12 seconds (2 segments) 
   
  This spell causes any object within 60’ plus 10’ per level 
  of the caster to be destroyed and instantly replaced with 
  an illusionary duplicate. The item must be seen (i.e., 
  something within a chest could not be affected, but the 
  chest and everything in it could be), and can be no more 
  than 3 cubic feet in volume. Living creatures cannot be 
  affected. Magical items get a saving throw vs. lightning. 
  The target item is permanently destroyed, but the illusionary 
  replacement will last until it is struck, touched, or otherwise 
  handled. The material component is a piece of cake. 
   
  Place of Holding 
   
  Level 4 jester spell (alteration) 
  Requires: incantation, gestures, object (see below) 
  Casting time: 1 minute 
   
  By means of this spell, the caster creates a miniature extra-
  dimensional space inside another (ordinary) space. The 
  extra-dimensional pocket will be a 10’ cube, plus 1’ per 
  level of the caster (i.e., a 10th-level caster will create a 
  
   
   
  Bitterbark’s Circus 
  26 
   
  cube 20’ on each side), and will have sufficient light, heat, 
  and air to sustain life for the duration of the spell. It must 
  be within 30’ of the caster.  The object upon which the spell 
  is cast must have a volume of its own, plus a door, opening, 
  etc. The extra-dimensional space can be entered and 
  exited through that opening; the spell is often used to create 
  the illusion that a great number of creatures are entering or 
  exiting from a place that would be far too small to 
  accommodate them all. If anyone or anything is in the 
  extra-dimensional space when the spell duration ends, they 
  will be ejected unceremoniously from the opening. If the 
  opening is destroyed or otherwise uncompromisingly 
  blocked to the point where movement is impossible, those 
  within the extra-dimensional space are lost forever on the 
  astral plane. It lasts for 10 minutes per level of the caster. 
   
  License Information 
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  ("Wizards"). All Rights Reserved.  
   
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  Derivative Material of Open Game Content. (h) "You" or 
  "Your" means the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game 
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  3. Offer and Acceptance: By Using the Open Game 
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  to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.  
   
  5. Representation of Authority to Contribute: If You are 
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  Adventures Dark and Deep™ Adventure Module 
  27 
   
  copyright holder's name to the COPYRIGHT NOTICE of 
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  13. Termination: This License will terminate automatically 
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  such breach within 30 days of becoming aware of the 
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  14. Reformation: If any provision of this License is held to 
  be unenforceable, such provision shall be reformed only to 
  the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of 
  the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, 
  Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by 
  E. Gary Gygax and Dave Arneson.  
   
  Pathfinder RPG Core Rulebook, copyright 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams. 
   
  The Book of Experimental Might, copyright 2008, Monte 
  J. Cook. All rights reserved. 
   
  Pathfinder RPG Advanced Player’s Guide, copyright 2010, 
  Paizo Publishing, LLC; Author: Jason Buhlman 
   
  Pathfinder 
  RPG 
  Bestiary, 
  copyright 
  2009, 
  Paizo 
  Publishing, LLC;Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams. 
   
  Pathfinder Roleplaying Game: Bonus Bestiary, copyright 
  2009, Paizo Publishing, LLC; Author: Jason Bulmahn. 
   
  Pathfinder Roleplaying Game Bestiary 2, copyright 2010, 
  Paizo Publishing, LLC; Authors Wolfgang Baur, Jason 
  Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James 
  Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean 
  K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, 
  James L. Sutter, Russ Taylor, and Greg A. Vaughan, based 
  on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
   
  Pathfinder RPG GameMastery Guide, copyright 2010 
  Paizo Publishing, LLC; Authors Cam Banks, Wolfgang 
  Baur, Jason Buhlman, Jim Butler, Eric Cagle, Graeme 
  Davis, Adam Daigle, Jashua J. Frost, James Jacobs, 
  Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob 
  
   
   
  Bitterbark’s Circus 
  28 
   
  McCreart, Hal Maclean, Colin McComb, Jason Nelson, 
  David Noonan, Richard Pett, Rich Redman, Sean K 
  Reynolds, F. Wesley Schneider, Amber Scott, Doug 
  Seacat, Mike Selinker, Lisa Stevens, James L Sutter, Russ 
  Taylor, Penny Williams, Teeuwynn Woodruff. 
   
  Pathfinder Campaign Setting: Misfit Monsters Redeemed, 
  copyright 2010, Paizo Publushing, LLC; Authors: Adam 
  Daigle, Crystal Frasier, Colin McComb, Rob McCreary, 
  Jason Nelson, and James L. Sutter. 
   
  Castle Zagyg Class Options & Skills for Yggsburgh, 
  copyright 2006 Troll Lord Games, author Gary Gygax.  
   
  Evolved Grottoes & Griffons Teratic Tome. copyright 2013 
  Rafael Chandler.  
   
  Aerial Servant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Afanc from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Algoid from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on 
  original material by Mike Ferguson. Al-Mi'raj from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Roger Musson. Alu-demon from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Amon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Amphisbaena from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Animal Lord, Cat Lord from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Animal Lord, Mouse Lord from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene and Erica 
  Balsley. Ant Lion from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Apparition from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Underworld 
  Oracle. Ascomoid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Assassin Bug from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Atomie from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Aurumvorax from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Axebeak from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Baal 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Babbler from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Jeremy Goodwin and Ian 
  McDowell. Banderlog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Baphomet from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Barracuda from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene. Basidirond from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Blindheim from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Roger 
  Musson. Blood Hawk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Ian Livingstone. Boalisk from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Bonesnapper from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Ian Livingstone. Bookworm from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Brown Pudding 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Brownie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Buckawn from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Bunyip from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Dermot Jackson. Cambion from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Caryatid Column from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Juan Wells. Caterwaul from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Albie Fiore. 
  Catfish, Giant Electric from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., Cave Cricket from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Cave Fisher from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Lawrence Schick. Cave Lion from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Cave Moray from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. Charon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors Scott Greene, based on original material by Gary Gygax. Charonodaemon from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Cloud Dragon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Clubneck from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by M. English. Coffer Corpse from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Simon Eston. Cooshee from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Crabman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Authors Scott Greene and Erica Balsley, based on original material by Ian Livingstone. Crystal Ooze from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Dakon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Ian McDowell. Dark Creeper from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Rik Shepard. Dark 
  Stalker from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Rik Shepard. Death Dog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Underworld Oracle. Deer from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Demilich 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Derghodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Devil Dog from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Louis Boschelli. Dire Corby from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Jeff Wyndham. Doombat from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Julian Lawrence. Dracolisk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Dragon Horse from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Dragon, Faerie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Brian Jaeger and Gary Gygax. Dragonfish from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Albie Fiore. Dragonnel from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Drelb from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Dun 
  Pudding from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax. Dustdigger from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Tracy and Laura Hickman. Ear Seeker 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Greene and Erica Balsley, based on original material by Gary Gygax. Eblis from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Electric Eel from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. 
  Executioner's Hood from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Eye Killer from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian Livingstone. 
  Eye of the Deep from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Fire Lizard from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Fire Snake from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Michael McDonagh. Firedrake from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Dave Waring. Flail Snail from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Simon Tilbrook. Flind from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by J.D. Morris. Floating Eye from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Flumph from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Damges; Author Scott Greene, based on original material by Ian McDowell and Douglas Naismith. Foo Creature from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Forlarren from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Ian Livingstone. Forrester's Bane from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Fraz-Urb'luu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Frog, Killer from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material 
  by Gary Gygax. Frog, Poisonous from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Froghemoth from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Gas Spore from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Geryon from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. If you’re reading this, someone just copied this block of text from a BRW Games product without reading it. Giant Blister 
  Beetle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene. Giant Boring Beetle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene. Giant Bumblebee from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene. Giant Clam from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Giant Crayfish from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Giant Death Watch Beetle from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games, based on original material by Gary Gygax. Giant Dragonfly from the 
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax. Giant Fly from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Giant Frog from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. Giant Hornet from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene. Giant Leech from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Giant Moray Eel from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Giant Pike from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Giant Rhinoceros Beetle from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Giant Sea Horse from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene. Giant Slicer Beetle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Giant Slug from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Giant Snapping Turtle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Giant Tick from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Giant Two-Headed Troll from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Gloomwing from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Gorgimera from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Gorilla Bear from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Cricky Hitchcock. Greater Basilisk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Greater Shedu from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Grippli from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Groaning Spirit from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material 
  by Gary Gygax. Gryph from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Peter Brown. Guardian Daemon from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian McDowell. 
  Hangman Tree from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Haunt from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Harold Johnson and Tom 
  Moldvay. Hippocampus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Authors Scott Greene and Erica Balsley, based on original material by Gary Gygax. Hippopotamus from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Hoar Fox from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Graeme Morris. Huecuva from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Underworld Oracle. Hutijin from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Hyaenodon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Authors Scott Green. Hydrodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Iron Cobra from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Philip Masters. Jackalwere from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Jack-in-irons from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Jaculi from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Philip Masters. Jaguar from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene. Juiblex from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Juju Zombie from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Kampfult from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Kelpie from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Lawrence Schick. 
  Khargra from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Lawrence Schick. Korred from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Kostchtchie from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Leprechaun from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Lightning Quasi-elemental from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Lurker Above from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene. Mammoth from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene. Mandragora from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  
  Adventures Dark and Deep™ Adventure Module 
  29 
   
  Mantari from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by David Wormell. Margoyle from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Marid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax. Mastodon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene. Memory Moss from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material 
  by Gary Gygax. Mihstu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Mist Dragon from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Mite 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Greene and Skeeter Green, based on original material by Ian Livingstone and Mark Barnes. Mobat from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original 
  material by Gary Gygax. Moloch from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Monadic Deva from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Mongrelman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Monstrous Crab from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Moon Dog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Mountain Lion from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Movanic Deva from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Muckdweller from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Mud-Man from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by David J. 
  Browne, Tom Kirby, and Graeme Morris. Mustard Jelly from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Authors . Nabassu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Necrophidius from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Simon Tilbrook. Nereid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Nupperibo from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Ogrillon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Authors Scott Greene and Erica Balsey, based on original material by R.K.R. Chilman. Oinodaemon from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Oliphant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Olive Slime from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Orcus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors 
  Scott Greene and Clark Peterson, based on original material by Gary Gygax. Pazuzu from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Pech 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Pedipalp from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Phantom from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scitt Greene, based on 
  original material by Harold Johnson and Tom Moldvay. Phantom Stalker from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian Livingstone. Phycomid from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax. Piercer from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Piscodaemon from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax. Poltergeist from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Lewis Pulsipher. Pyrolisk from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Quickling from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Quickwood from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Quipper from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Albie Fiore. Rock Reptile from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Rope Golem from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. 
  Rot Grub from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors 
  Scott Greene and Clark Peterson, based on original material by Gary Gygax. Russet Mold from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Sandman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Roger Musson. Scarecrow from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Roger Musson. Screaming 
  Devilkin from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Philip Masters. Sea Spider from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Shadow Demon from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Neville 
  White. Shaggy Demodand from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Shedu from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Sheep, Ram from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene. Skeleton Warrior from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Nigel Morgan. Slaad Lord of Entropy from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Charles Stross. Slaad Lord of the Insane from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Charles Stross. Slime Demodand from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Slithering Tracker from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Smilodon from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Solifugid from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Spriggan from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax. Sprite from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Squealer from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Stegocentipede from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Stench Kow from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Stingray from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Stone Roper from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Allen Hammack and Gary Gygax. Strangle Weed from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Stunjelly from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Neville White. Tabaxi from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Lawrence Schick. Taer from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Tarry Demodand from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Tenebrous Purple Worm from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Tentamort from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Mike Roberts. Thessal Creature from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax and Wizards of the Coast. Thornie from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and didstributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax. Throat Leech from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian Livingston. Thunder Beast from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Time Elemental from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Titivilus from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Trapper from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Tri-Flower Frond from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Troll 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Oliver Charles Macdonald. Tunnel Worm from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Vegepygmy from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Vilstrak from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Volt from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Jonathon Jones. Vulchling from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. White Pudding from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Wind Walker from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Witherweed from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Simon 
  Eaton. Wolf-in-Sheep's Clothing from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Wood Golem from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Patrick 
  Lawinger. Woolly Rhinoceros from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene. Yellow Musk Creeper from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Albie Fiore. Yellow Musk Zombie from the 
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Albie Fiore. Yeti from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.  
   
  ADVENTURES DARK 
  AND DEEP™ Players Manual, 
  Copyright © 2010-2013, BRW Games, LLC. ADVENTURES 
  DARK AND DEEP™ Bestiary, Copyright © 2011-2013, 
  BRW Games, LLC. ADVENTURES DARK AND DEEP™ Game 
  Masters Toolkit, Copyright © 2011-2013, BRW Games, 
  LLC. ADVENTURES DARK AND DEEP™ is a trademark of 
  BRW Games, LLC. All art copyright the respective artists, 
  used with permission.  
   
  END OF LICENSE  
   
  Designation of 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 subject to the conditions set forth in Section 
  7 of the OGL, and are not Open Game Content: all 
  trademarked items, all artwork and diagrams, dialogue, 
  plots, storylines, locations, characters, logos, proper 
  names, and trade dress. Items previously designated as 
  Open Game Content or are in the public domain do not 
  fall under this designation of Product Identity. 
   
  Designation of Open Game Content 
   
  The following items are designated Open Game Content, 
  as defined in Section 1(d) of the Open Game License 
  Version 1.0a: the contents of Appendix 1, Appendix 2, 
  and Appendix 3.  
   
   
  
   
   
   
   
   
   
   
   
   
  Bitterbark’s Circus: (game master’s copy). Copyright © 2014 BRW Games, LLC. Permission granted to print for personal use only. 
  
   
   
   
   
  Bitterbark’s Circus: (players’ copy). Copyright © 2014 BRW Games, LLC. Permission granted to print for personal use only. 
  
  Affordable. 
  Durable. 
  Hand-painted. 
  Awesome. 
  28mm terrain for     
  use with your favorite      
  tabletop games! 
  WWW.LRTERRAIN.COM  
   
  WWW.FACEBOOK.COM/LRHOB 
  Bring your game off the page and onto your table...  
  
  ircus 
   
   
   
   
  Hurry! Hurry! Hurry! 
   
  Step right up, ladies and gentlemen,  
  and behold the greatest circus in the land! 
   
  Behold the skilled mummers performing at The Stage; 
  you’ll literally feel like you’re part of the play! 
   
  Thrill to the death-defying acts (and audience)  
  in the two rings under the Big Top! 
   
  Laugh at the antics of the baleful buffoons, harmful harlequins, and 
  malevolent merrymakers of Clown Alley! 
   
  Gaze in wonder at the wild beasts of the Menagerie, 
  (just make sure you know which side of the bars you’re on)! 
   
  All this and more, for the small price of a single admission, to 
  Bitterbark’s Magnificent Circus! 
   
   
  
SOURCE: textdata/thevault/Adventures Dark and Deep/Adventures Dark and Deep Adventures/Adventures Dark and Deep Bitterbark's Circus.pdf