TEXT:  
   
  Of Gods and Monsters 
   
  Rumors abound that the travelling faire known as Doctor Jubal's Carnival of Curiosities 
  have somehow acquired an actual, live tarrasque that they are displaying as part of their 
  travelling show.  An ancient eladrin who claims to be part of a secret order dedicated to 
  protecting society from the creature is honor-bound to investigate the matter and wants 
  the party to track down the travelling faire and see what they can discover. 
   
  A 2-hour adventure for 11th – 16th level characters 
   
  SCOTT MOORE 
  Author 
   
  Adventure Code: CCC-QCC2018-01 
  Optimized For: APL 13 
  Version: 1.3 
  Dedicated to founder of QCC and the Royal Order of Tarrasque Herders: Mark Knapik 
   
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Lysa Chen, Claire Hoffman, Greg Marks, Alan Patrick, Travis 
  Woodall 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
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  Introduction 
  Welcome to Of Gods and Monsters, a D&D 
  Adventurers League™ adventure and the second 
  D&D convention content written specifically for the 
  Queen City Conquest gaming convention in Buffalo, 
  New York. 
   This adventure is designed for three to seven 
  11th – 16th level characters and is optimized for 
  five characters with an average party level (APL) 
  of 13.  Players with 10th level characters may spend 
  100 downtime days (plus the associated Lifestyle 
  expenses) to level up to 11th level.  Characters 
  outside this level range cannot participate in this 
  adventure.  
   The adventure is set among the settlements and 
  trade roads along the western shores of the Moonsea 
  region. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts. 
   Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
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  Adventure Background 
  Doctor Jubal's Carnival of Curiosities is a travelling 
  show that ran into some hard times after the events 
  of No Foolish Matter (DDEX3-6), although a change 
  in management and the recent opportunity to 
  import some exotic specimens from the far-away 
  land of Chult has reinvigorated the show. 
   Currently travelling around the Moonsea and 
  spending a day or two in each major city along the 
  way, the travelling carnival has recently added a 
  dragon turtle to their show, shipped all the way, 
  sparing no expense, from the jungles of Chult.  To 
  make the attraction seem even more fantastic, the 
  carnival is billing the dragon turtle as “The 
  Tarrasque: Destroyer of Worlds”, figuring that not 
  many common folk would know the difference 
  between a tarrasque and a dragon turtle (“huge 
  reptilian monster with a hard shell on its back”).  Of 
  course, rumors of this fantastic beast are beginning 
  to spread far and wide.  In addition, the carnival has 
  also recently made a deal to acquire a young 
  froghemoth which they are also planning on adding 
  to the show once it arrives.  
   A former adventuring eladrin named Dryearth 
  once swore an oath to protect the civilized lands 
  from the reappearance of the tarrasque.  As the 
  rumors of the new carnival attraction have reached 
  their ears, they feel honor-bound to at least 
  investigate.  Dryearth is currently putting together a 
  team to do so.  
    In the meantime, a group of bullywug warriors are 
  pursuing the froghemoth, who they view as their 
  kidnapped god, as it makes its way to join up with 
  the carnival.  The bullywugs are hoping to free their 
  imprisoned god and return it back to their home. 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure. Each NPC and location should have an entry with 
  a phonetic pronunciation and one-three sentences describing 
  them. 
   
  Dryearth (DRY-erth). A former adventurer, Dryearth 
  infiltrated the Zhentarim in the past and learned many of the 
  group’s secrets.  He was a member of the Royal Order of 
  Tarraque Herders, a group of adventurers dedicated to 
  protecting the civilized world from the rampage of a 
  tarraque, should one actually ever appear. 
   
  Elventree (EL-ven-tree).  This eleven settlement lies 
  between the southern shore of the Moonsea and the 
  Cormanthor Forest.  From here, the main Moonsea trade 
  road heads west towards Hillsfar and Yûlash. 
   
  Hillsfar (HILZ-far).  The City of Trade is the primary port 
  city in the southwestern region of the Moonsea and lies 
  along the trade road between Elventree and Yûlash.  Until 
  recently, all non-humans were banned from entry into 
  Hillsfar but that policy has been revoked under the city’s 
  current First Lord. 
   
  Melvaunt (MELL-vont).  The City of Swords is a trade port 
  on the northern shore of the Moonsea renowned for its 
  merchants and smiths. 
   
  Phlan (FLAN). A port city located at the mouth of the River 
  Stojanow on the northern coast of the Moonsea.  Just a few 
  years back, the city had been overrun by members of the Cult 
  of the Dragon. 
  Adventure Overview 
  The adventure is broken down into four parts: 
   Part 1, It’s Probably Nothing…. The characters 
  are hired by an old retired eladrin adventurer who 
  wants them to investigate reports of a live tarrasque 
  that is being exhibited as part of a travelling carnival 
  sideshow. 
   Part2, The Journey. The party begins to track 
  down the carnival, possibly interviewing those who 
  have attended it and may have seen the creature in 
  question along the way. 
   Part 3, The Phlan Path to Melvaunt. On the road 
  approaching the outskirts of Melvaunt, the party is 
  attacked by a group of robbers. 
   Part 4, Product Not As Expected. The team 
  arrives at the carnival and has the opportunity to 
  partake in some of the attractions before visiting the 
  tarrasque exhibit.  The party ends up having to deal 
  with a dragon turtle, a froghemoth, a group of 
  bullywugs, and the carnival manager before they can 
  wrap up their mission and report back to Dryearth. 
  Adventure Hooks 
  The following adventure hooks can be used to draw 
  characters into the story. 
   Characters who have played DDEX3-6, No 
  Foolish Matter. Doctor Jubal's Carnival of Curiosities 
  is once again travelling around the Moonsea and 
  there are rumors of the carnival harboring an 
  extremely dangerous creature.  Based on your 
  previous experience with the carnival, this comes as 
  no surprise.  You have heard that someone is hiring a 
  team to investigate and, with your previous 
  experience, this may be an easy way to make some 
  coin. 
   Harpers (Membership). Always interested in the 
  acquisition of more knowledge, Harper members 
  have come to hear rumors that the legendary 
  tarrasque has been spotted…in the side-show of a 
  travelling carnival of all things.  A retired adventurer 
  
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  is hiring a party to investigate the authenticity of this 
  rumor and the Harpers would like a representative 
  to be part of this team.  
   Emerald Enclave, Order of the Gauntlet 
  (Membership). There have been whisperings that 
  the legendary herald of the end-times has been 
  discovered and is being paraded around the 
  Moonsea as a side-show attraction.  Although 
  travelling carnivals and side-shows are not known 
  well-renowned for their authenticity, the frightening 
  accounts from those spectators that actually claim to 
  have seen the creature at least warrant an 
  investigation.  An ancient eladrin named Dryearth is 
  putting together a team to investigate and for the 
  safety of the region and, possibly, all of Faerun, your 
  faction would like you to represent them as part of 
  this team. 
   Lords’ Alliance (Membership). Long ago, the 
  Lords’ Alliance was associated with an adventuring 
  party known as the Royal Order of Tarrasque 
  Herders, dedicated to keeping the legendary beast 
  away from civilized lands.  Although an actual 
  tarrasque has not been seen in centuries, rumors are 
  circulating that there have been recent sightings.  An 
  old member of the Order, an eladrin called Dryearth, 
  is putting together a team to investigate and the 
  Lords’ Alliance, eager to learn more about this 
  potential threat, would like their interests 
  represented on this team. 
   Zhentarim (Membership). A former member now 
  considered a traitor to the family, an ancient eladrin 
  known as Dryearth is hiring adventurers to 
  undertake an investigation on his behalf in the 
  region of the Moonsea.  Apply for a position in the 
  party he is assembling and report all details back to 
  your faction.  
   Factionless. A retired adventurer is looking to 
  hire a team to investigate the sightings of a unique 
  and legendary monster.  It sounds like a seemingly 
  straightforward opportunity to earn a few coins. 
   
   
   
  
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  Part 1. It’s 
  Probably Nothing… 
  Estimated Duration: 15 minutes 
  The party is assembled in Elventree where a retired 
  eladrin adventurer asks them to go on a fact-finding 
  mission on his behalf.  Before departing, the eladrin 
  teaches the adventurers about one of the most 
  feared creatures in all the Realms. 
  General Features 
  The inside of Big Tree has the following general features.  
   
  Terrain. The inside of this hollowed-out tree has been 
  worked and finished into a beautiful work of architecture.  A 
  wooden staircase spirals around the outside perimeter of this 
  15 foot diameter room rising 10 feet to the next floor.  In the 
  middle of the room is a carved statue of a unicorn, seemingly 
  crafted from a single piece of petrified wood.  
   
  Weather. Although it is currently sunny and pleasantly 
  warm outside, the inside of Big Tree is always comfortably 
  cool during the warmer months and never too cold.  
   
  Light. The interior is well lit by several sconces with 
  continual flame cast upon them.  
   
  Smells and Sounds. A smell akin to that of sweet baked 
  goods hangs on the air, while the chirps of small songbirds 
  flittering about the place fill the air.  Any outside noise seems 
  to be distinctly muted when inside Big Tree. 
  Inside Big Tree 
  Your travels have brought you to the town of Elventree, 
  nestled in the northern reaches of the Cormanthor Forest.  
  You find yourself in the company of several other 
  adventurers inside a massive hollowed-out tree.  Flickering 
  lights in sconces on the walls keep the room well lit, as your 
  eladrin host, supported by a massive wooden chair which 
  seems freakishly huge for his ancient, frail frame, begins to 
  address your group. 
   
  “My sincere thanks and blessing upon all of you for 
  coming.  My name is Dryearth and generations ago, I 
  belonged to an adventuring company known as the Royal 
  Order of Tarrasque Herders.  Our band swore an oath that, 
  should the destroyer of worlds ever reawaken, we would do 
  our best to lead it far away from civilized lands in order to 
  spare as many lives as possible.  Fortunately, in all our time 
  together, no actual sightings of the creature were ever 
  confirmed. 
   
  Now, however, rumors are circulating of a traveling 
  carnival that claims to have captured the beast and is 
  exhibiting it as a side-show curiosity. 
   
  Due to my oath, I am honor-bound to investigate the 
  matter, although I am certain that whatever these charlatans 
  are attempting to pass off as the destroyer of worlds 
  certainly cannot possibly be the legendary tarrasque itself. 
   
  I, unfortunately, am too frail to travel and see for myself, 
  which is where you come in… 
   
  If you will track down this creature, confirm or deny the 
  claims of it being a tarrasque, and report back to me, I am 
  willing to provide your party the sum of 6300 gold pieces, 
  payable in coin or, if you prefer, trade goods of spices and 
  silks.     
   
  If you accept my offer, I will teach you as much as I know 
  of the tarrasque before you head out, so that you will be able 
  to recognize such a creature if you were to see it. 
   
  What say you?”  
  If the characters agree to his terms, Dryearth will 
  provide the characters with the following additional 
  details. 
  - Doctor Jubal's Carnival of Curiosities is the name 
  of the traveling carnival that claims to have the 
  tarrasque.  Characters that played DDEX03-06, 
  No Foolish Matter, will recognize the name of 
  this traveling show. 
  - The carnival is currently traveling the trade road 
  around the Moonsea, stopping for a day or so in 
  each major settlement before moving on to the 
  next.   
  - Dryearth first heard rumors of the creature after 
  the carnival passed through Mulmaster and 
  Elmwood.  It had passed through Elventree 
  shortly before his arrival here and has likely 
  moved past Hillsfar already. 
  - The quickest way to catch up to the carnival, 
  assuming the characters do not have access to 
  teleportation circles in any of the main 
  settlements along the Moonsea, would be simply 
  to follow the trade road that runs along the edge 
  of the Moonsea. 
  If the characters ask Dryearth more about the Royal 
  Order of Tarrasque Herders, he can offer the 
  following details. 
  - The Order was founded centuries ago by a 
  paladin friend of Dryearth’s.  
  - If asked which “Royals” sponsored the Order, 
  Dryearth will smile and say that he believes the 
  party’s founder may have taken some liberties 
  in naming the Order.  That being said, several 
  rulers of various lands lent their support (even if 
  in word only) to the Order’s noble cause. 
  
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  - Dryearth believes (whether correct or not) that 
  the Lord’s Alliance grew out of the mutual-safety 
  pacts formed by various noble houses who used 
  the Royal Order of Tarrasque Herders as an 
  example of the benefits such allegiances could 
  offer. 
  - Unfortunately, he has lost touch with many of 
  his old adventuring companions.  Many of them 
  are probably now dead.  Such is the curse of 
  being from such a long-lived species and having 
  formed close bonds with those of short lifespans. 
  If the characters ask about the tarrasque itself or 
  give Dryearth the time to explain before heading off 
  to track down the carnival, he will share the 
  following: 
  - The legendary tarrasque is possibly the most 
  dreadful monster of the Material Plane.  It is 
  widely believed that only one of these creatures 
  exists, though no one can predict where and 
  when it will strike. 
  - The tarrasque is a four-limbed, vaguely reptilian, 
  scaly, gargantuan monstrosity that walks on its 
  hind legs and stands about 50 feet tall and 70 
  feet long when you count its huge tail.  It has two 
  large horns on its head between its eyes. 
  - The creature is immune to fire, poison, non-
  magical attacks, charms, fear, and paralyzation. 
  - It is also resistant to magic and has a thick, hard 
  carapace with sometimes reflects spells back at 
  their caster. 
  - Its very appearance can cause fear and it can 
  swallow a large creature whole. 
  Developments 
  If the characters agree to his terms, Dryearth will 
  educate them about the tarrasque as best he can 
  remember.  When he is done, he urges them to 
  purchase any supplies they need to Elventree and 
  then head out as soon as possible. 
  Roleplaying Dryearth 
  This ancient eladrin has deep crow’s feet at the corner of his 
  eyes and his blonde hair is mixed with a sizable shock of 
  white, attesting to his great age.  Dryearth is very formal, 
  stoic, and quite wise, but does not suffer fools lightly. 
   
  He will kindly take the time to answer any serious 
  questions asked of him in as kind and complete a manner as 
  possible. 
  Quote: “That is an excellent question and I am glad you 
  thought to ask it.” 
  Once the characters are ready to proceed, continue 
  on to Part 2.  
  XP Award 
  Characters that demonstrated the respect and 
  courtesy appropriate for meeting and interacting 
  with an ancient eladrin hero each gain 500 XP. 
   
   
  
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  Part 2. The Journey 
  Estimated Duration: 20 minutes 
  The characters follow the trade road along the 
  Moonsea in pursuit of the carnival.  They may stop at 
  settlements along the way to rest, shop, tend to 
  personal matters, and gather information. 
  General Features 
  The trade road along the Moonsea has the following general 
  features.  
   
  Terrain. Along the southern shore of the Moonsea, from 
  Elventree to around Zhentil Keep, the trade road is well 
  maintained and easily travelable, varying from 15-20 feet 
  wide along most of its length.  From Zhentil Keep and on to 
  Phlan and eventually Melvaunt, the Phlan Path is less 
  maintained, with frequent potholes and washouts providing 
  minor inconveniences along the way.  
   
  Weather. The weather is comfortable and pleasant, with 
  occasional light cloud cover, but no precipitation.  At night, 
  far from the city, the skies are clear enough for viewing the 
  constellations and occasionally even a shooting star.  
   
  Light. Bright light during the day, darkness at night.  
   
  Smells and Sounds. The air is clean and crisp, with odd 
  natural scents (cedar, peppermint, leeks, skunk, etc.) 
  occasionally catching one’s nostrils.  The sounds of birds and 
  insects are common during the day as are the sounds of frogs 
  and nocturnal predators (owls, coyotes) at night. 
  A Tour of the Moonsea 
  The purpose of this section is simply to narrate the 
  character’s travel along the trade roads of the 
  Moonsea once they depart Elventree.  The carnival is 
  currently travelling clockwise around the Moonsea, 
  stopping for a night or two in each major settlement 
  along the way.  Unless the characters have a way of 
  teleporting directly to the travelling show, they 
  manage to catch up with the carnival in Melvaunt, 
  after it has already stopped in Hillsfar, passed 
  through the areas of Yûlash and the old Zhentil Keep, 
  and stopped again in Phlan.  You may share Map 1: 
  The Moonsea from Appendix 3 with the players for 
  reference. 
   If the characters have any connections in these 
  settlements, they may reach out to them as they pass 
  through the area and see if they have any 
  information on the carnival or its new main 
  attraction.  Just because a character may have a 
  contact in one of these settlements, however, does 
  not ensure that the contact attended the carnival 
  when it was in town or, even if they did, that they 
  went to see the tarrasque.  Allow the PCs who desire 
  to ask people about the carnival to make a group 
  Charisma (Intimidation or Persuasion) check.  The 
  party may do this once each time they pass through 
  a settlement where the carnival has stopped 
  (Elventree, Hillsfar, Phlan), with the result indicating 
  the best success they’ve had in gathering 
  information after several inquiries.  Use the 
  following table as a guideline for the type of 
  information to give out based on the skill check’s 
  result. 
  DC 
  Information Obtained 
  5 
  This person did not go to the carnival.  On an 
  Intimidation attempt, this person will make up 
  details they believe the character wants to 
  hear.  A DC 15 Wisdom (Insight) check will 
  reveal this attempted ruse. 
  10 
  This person can confirm that the carnival 
  passed through town, but they did not attend.  
  (In Phlan, they can confirm that the carnival 
  passed through the day before yesterday.) 
  15 
  This person attended the carnival and can 
  confirm they had a tarrasque as an attraction, 
  but they did not go to see it.  They did see 
  people looking shocked and surprised leaving 
  the attraction. 
  20 
  This person attended the carnival and saw the 
  creature.  They are convinced it was an actual 
  tarrasque as described.  If it was an illusion or 
  deception, this person is unsure how they 
  managed to pull it off.  They saw an enormous 
  reptilian creature with natural armor along its 
  back.  It was conscious, but seemed weak or ill.  
  (In Phlan, it was mentioned that they may soon 
  be adding a second tarrasque to their show, so 
  attendees should stop back and see them next 
  time they are back in town.)  
  25 
  This person attended the carnival, and saw the 
  creature.  They describe what they saw as an 
  actual creature, not some imitation or illusion: 
  four-limbed, reptilian, with natural armor 
  along its back, and a (relatively) short tail.  It 
  seemed tired or sedated, but was conscious.  
  (In Phlan, it was mentioned that they may soon 
  be adding a second, immature, tarrasque to 
  their show, so attendees should stop back and 
  see them next time they are back in town.) 
  (If the characters ask about horns on the 
  creature’s head, this person will say with 
  certainty that there were none.) 
  While passing through the settlements mentioned 
  above, the characters may perform any location-
  specific downtime activities they are aware of for 
  
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  these locations as long as the cost in downtime is no 
  more than a single day, as they must try to catch up 
  with the carnival and don’t have time to dawdle. 
   Characters that own a faction estate in any of 
  these cities can, however, pre-pay the taxes on their 
  estate while passing through (typically 10gp for 2 
  days after every adventure) WITHOUT having to 
  spend downtime or the associated Lifestyle 
  expenses after this adventure. 
   Travel on the trade roads between these 
  population centers is reasonably trouble-free; 
  certainly not anything a tier 3 party isn’t capable of 
  handling.  Feel free to describe the journey by 
  mentioning sightings of wild animals, such as bears 
  or wolves, which give the party a wide berth as they 
  pass, as well the occasional glimpse of a gnoll or orc 
  that may be observing the party before disappearing 
  in the distance.  The party may end up travelling part 
  of the way in the company of other travelers, 
  pilgrims, or merchants they meet up with along the 
  way.  They will definitely have the opportunity to 
  inquire of those coming from the opposite direction 
  if they have seen or heard of the carnival as well.  
  Allow one Charisma (Intimidation or Persuasion) 
  group check for each section of road travelled 
  (Elventree to Hillsfar, Hillsfar to Phlan, Phlan to 
  Melvaunt), with the result indicated by the previous 
  table for a DC equal to or below the majority of the 
  party’s results. 
   Once the characters reach Phlan, they learn they 
  are not too far behind the carnival.  Proceed to Part 3. 
  XP Award 
  Characters that help the party successfully obtain 
  further information about the carnival creature 
  during their travel each gain 250 XP. 
    
   
  Part 3. The Phlan 
  Path To Melvaunt 
  Estimated Duration: 40 minutes 
  The characters encounter a fellow traveler along the 
  road to Melvaunt and are beset by a group of 
  brigands.  After dealing with the threat, the 
  characters make their way to Melvaunt. 
  General Features 
  The Phlan Path has the following general features. These 
  sidebars should be added whenever a given location’s 
  general features should be made known to the characters. 
  Each entry should be concise and flavorful. 
   
  Terrain. The Phlan Path, the primary trade road running 
  from Zhentil Keep to Phlan and eventually Melvaunt, is 
  poorly maintained, with frequent potholes and washouts 
  providing minor inconveniences along the way.  Having 
  crossed the River Stojanow near Phlan, the road runs through 
  the plains along the northern edge of the Moonsea.  To the 
  north lies the marshland known as the Great Gray Waste of 
  Thar.  
   
  Weather. It is noticeably cooler here during the day than 
  along the southern edge of the Moonsea, with the nights 
  getting cold enough to warrant blankets or bedrolls when 
  sleeping outside.  Occasional light precipitation may occur for 
  brief periods.  At night, partial cloud cover keeps the skies 
  from being as spectacular as they were further south. 
   
  Light. Bright light during the day, darkness at night.  
   
  Smells and Sounds. The air is cold and crisp, with the odd 
  occasional blend of evergreens and sulfuric swamp gas 
  sometimes detectable.  The sounds of birds and insects are 
  common during the day as are the sounds of frogs and 
  nocturnal predators (owls, coyotes) at night. 
  A Pilgrim Shadow 
  As late afternoon draws near, you find yourself only a couple 
  miles or so outside of Melvaunt, where you expect to catch 
  up to Doctor Jubal’s Carnival of Curiosities.  The numerous 
  water-filled pot holes and fresh, muddy tracks of people, 
  wagons, and animals only slightly hamper your movement 
  along this poor excuse for a road.  Up ahead, you can make 
  out another weary traveler, leaning against a tree stump by 
  the side of the road, seemingly clearing the mud from their 
  boots and hem of their long robe with a walking staff.  They 
  seem to notice you and wave a friendly hello. 
  This robed individual is Phaba, a middle-aged female 
  human archmage and a member of a group of 
  brigands who rob travelers along the Phlan Path 
  between Zentil Keep and Melvaunt.  Phaba will act 
  
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  friendly as first, attempting to determine everyone’s 
  role within the party, before signaling for her allies 
  hiding in the marshy forest to the north to attack.  
  Phaba has a carefully crafted story she will share bits 
  of if she is questioned; all of it true, in order to not 
  arouse suspicion. 
   Phaba will wait for the party to approach and 
  introduce herself.  She will share any of the following 
  information (all of it true) if she is questioned. 
   What are you doing out here alone?  “I was with 
  a party of adventurers like you, but they travelled on 
  ahead and I lost sight of them.” 
   Where are you going?  “To Melvaunt, to see the 
  carnival!” 
   Where are you coming from?  “My party had a 
  campsite back down and off the road apiece, where 
  we have stayed for a couple days.” 
   Who else is in your party?  “Oh, some fighter-
  types, a rogue, and a spellcaster – that’s me!” 
   Phaba will ask the party if they are heading to 
  Melvaunt (“it’s less than an hour away!”) and if so, if 
  she can travel with them for the remainder of the 
  way. 
   You may use Map 2: The Phlan Path from 
  Appendix 3 for this encounter. 
  Developments 
  At some point along the journey, check the party’s 
  passive Perception scores against a DC of 20.  Those 
  who fail are surprised when the rest of Phaba’s party 
  begins their attack from the cover of the forest.  The 
  remainder of Phaba’s party consists of an assassin, a 
  bandit captain, and four thugs. 
   Phaba already has mage armor cast on herself and 
  has memorized fireball instead of fly as one of her 
  third-level spells. 
   On her initiative during the surprise round, Phaba 
  will cast fireball or lightning bolt at the party, trying 
  to hit as many people as possible.  The other 
  brigands (except for the bandit captain), will fire 
  their crossbows, closing for melee on the next round.  
  The bandit captain moves in to immediately attack 
  the most threatening character nearest to Phaba. 
   If the characters capture some of the brigands 
  alive, they may be brought to the constabulary in 
  Melvaunt.  After defeating the brigands, the 
  characters can make it there easily in less than an 
  hour.  Once in the city, it is easy to follow the sights 
  and sounds to the carnival.  Proceed to Part 4. 
   
   
   
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: Remove four thugs and if two of the remaining 
  enemies are killed, the third will flee.  If the bandit captain 
  flees, he drops the treasure listed below 
   Weak: Remove two thugs 
   Strong: Add two thugs 
   Very Strong: Add two thugs and a veteran 
  Treasure 
  The brigands carry a collective treasure of 2100 gp 
  worth of coins and gems. 
   The bandit captain also carries a potion of flying on 
  his person.  
   Phaba has a large book in her backpack.  It is not 
  her spellbook, however, as the pages are completely 
  blank. 
  XP Award 
  Any characters that remained suspicious throughout 
  their initial conversations with Phaba and were not 
  surprised by her sudden yet inevitable betrayal each 
  gain 250 XP. 
    
   
   
   
  
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  Part 4. Product Not 
  As Expected 
  Estimated Duration: 45 minutes 
  The party has the opportunity to explore the 
  carnival grounds for a bit before going in to see the 
  tarrasque side show. 
   The “tarrasque” awakens during the show, causing 
  a near riot as patrons attempt to flee.  A group of 
  bullywugs ten gains the fray for their own reasons. 
   Once the threat has been dealt with, the characters 
  must decide how to satisfy all parties involved and 
  report their findings back to Dryearth in Hillsfar. 
  General Features 
  The carnival grounds within Melvaunt have the following 
  general features.  
   
  Terrain. The terrain is relatively flat and level.  It appears 
  the carnival has taken over a large outdoor park for their 
  visit.  
   
  Weather. The air is somewhat cool, but not particularly 
  noticeable by those moving and weaving about the carnival 
  grounds.  The constant movement and densely-packed 
  bodies generate a fair amount of heat. 
   
  Light. The carnival grounds are brightly lit by continual 
  flame spells.  
   
  Smells and Sounds. A cacophony of carnival barkers 
  assaults the ears as intensely as the smells of fried foods, 
  cooked meats, and freshly-baked confections please the 
  nostrils. 
  1. Carnival! 
   Once the characters find their way to the carnival 
  grounds in Melvaunt, provide them the following 
  description: 
  The sights, sounds, and smells of the carnival seem like a 
  jumble of chaotic sensations compared to the mostly 
  peaceful and relatively quiet time you spent travelling to get 
  here.  You attention is constantly pulled in various directions 
  at once: interesting-looking games of chance, flavorful smells 
  of interesting foods and beverages being offered, and 
  interesting side show banners all vie for your attention and 
  coin. 
  While searching for the tarrasque side show, if time 
  permits, you may allow the characters to partake in 
  some of the carnival’s offerings.  Use the following as 
  a guide for those who wish to explore their options. 
   
  Attraction 
  Cost 
  Wares 
  Food and 
  Drink 
  2cp–2gp  
  /serving 
  Various alcoholic and 
  non-alcoholic drinks, 
  interesting fried items, 
  meat on a stick, warm 
  halfcakes with honey, 
  “iced cream” 
  Games of 
  Chance 
  1-2cp/try 
  See below 
  Side Show 
  1cp/person 
  Unusual animals and 
  monsters preserved via 
  taxidermy or in jars, 
  forged artifacts, “Fiji 
  mermaid”-style 
  constructs 
  There are a multitude of various games of chance 
  being offered.  To participate in a game, let the 
  player decide if they want a game of strength, skill, 
  smarts, or luck.   
  Game of 
  Chance 
  Ability Check 
  Required 
  Examples 
  Strength 
  Strength 
  Knock down the 
  bottles game, ring 
  the bell with mallet 
  Skill 
  Dexterity 
  Balance game, darts, 
  ring toss, rope 
  ladder, stand the 
  bottle up, targets 
  Smarts 
  Intelligence 
  Logic puzzles, trivia, 
  matching game 
  Luck 
  Straight d20 roll 
  Big six wheel, dice, 
  duck pond 
  Next, let them select a simple game (1cp/try, DC 15 
  for success) or a complex game (2cp/try, DC 20 for 
  success).  Characters that succeed at a simple game 
  get a small candy item (flavored with anise, clove, 
  ginger, lilac, or violet) for winning.  Characters that 
  succeed at a complex game may roll d% on the 
  Trinkets table on pages 160-161 of the PHB.  
  Nonsensical results may be rerolled.  If a character 
  wins five times at a complex game, they may “trade 
  up” and turn in their trinkets for a plush bugbear or 
  owlbear dressed in their choice of imitation plate 
  armor, leather armor, wizard robes, priestly robes, 
  or a minstrel’s suit.  After five wins at a complex 
  game, the success DC increases to 25.  After ten wins 
  at the same type of complex game (strength, skill, 
  
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  smarts, or luck), a character is prohibited from 
  playing those same types of game of chance again. 
   Be sure to save enough time for the final 
  encounter; you may have to nudge the PCs along if 
  they begin to have too much fun with the carnival’s 
  other attractions. 
   Once the characters are done taking in everything 
  else the carnival has to offer (or when you decide it 
  is time to move on), proceed to section 2, Fraud on 
  the Half Shell.  
  2. Fraud on the Half Shell 
  Once the characters finally find the sideshow 
  attraction advertising the tarrasque as “The 
  Destroyer of Worlds”, they notice that a placard 
  outside the tented area has a new paper pasted over 
  part of it, reading: “First night special!  Get your first 
  glimpse of a baby tarrasque!  That’s two tarrasques 
  for the price of one!  Only 1sp per person.  Warning: 
  this attraction may be too shocking for small 
  children, halflings, and the faint of heart!” 
   Any adventurer successfully passing a DC 20 
  Intelligence (History or Nature) check will find the 
  mention of two tarrasques odd, as there have only 
  ever been sightings of a single creature and it is 
  believed to be unique.  Once the characters have 
  each paid their sp (or successfully sneak in via a 
  successful DC 25 Dexterity (Stealth) check), continue 
  with the following description.  Animal companions, 
  familiars, and mounts are not permitted inside the 
  tent and will have to remain outside (or be 
  dismissed by their owners) when their owners enter 
  the tent.  
  A makeshift arena with rows of wooden bleachers has been 
  set up underneath a huge tent. In the middle of the area is a 
  gigantic heap, covered in an enormous white tarp attached to 
  multiple ropes, with several individuals stationed about the 
  tarp as if ready to pull it away.  You can tell that something 
  stirs underneath the edge of the tarp.   
   
  As you are shuffled towards a seat by a row of excitedly 
  expectant patrons, a man in a large hat, standing next to the 
  heap and holding a cone to his mouth, calls out to welcome 
  everyone. 
   
  “GOOD EVENING, GENETLEFOLK!  WELCOME TO DOCTOR 
  JUBAL’S CARNIVAL OF CURIOSITIES!” 
   
  The audience cheers, hoots, and claps enthusiastically.  
  The man in the big hat continues. 
   
  “Tonight, you have the rare experience of being able to 
  cast your eyes on the legendary destroyer of worlds, a 
  behemoth whose existence may predate even the ancient 
  races of elves and dwarves, a monstrosity discovered 
  slumbering in the vast jungles of far-off Chult, excavated 
  from its den and brought all the way here at great expense 
  for your viewing pleasure…my good gentlefolk, I present to 
  you…the tarrasque!”   
   
  Here, the men stationed around the massive heap on the 
  floor yank on their ropes and pull off the huge white tarp in 
  one shift motion.  The crowd gasps and screams as a gigantic 
  creature is revealed in the center of the arena.  A truly 
  massive four-limbed, reptilian creature, with a leathery tale 
  and a thick plate of mountainous scales across its back, lies 
  on a huge wheeled cart with massive chains holding the 
  creature’s four limbs in place.  The creature stirs, slowly, as if 
  tired, ill, or sleeping fitfully, as the tall-hatted man calls out: 
  “Do not be alarmed!  The monster is asleep!  I beg you do not 
  scream or call out to the creature!  Indeed, our own 
  existence, possibly that of our whole worlds depends on us 
  not rousing the creature from its slumber!” 
  Any characters who have played an adventure in 
  Chult (any season 7 adventure or DDAL00-04, 
  Winter’s Flame), are dragonborn, or have dragons 
  as a favored enemy, will immediately recognize the 
  creature as a dragon turtle.  Those that have 
  monstrosities as a favored enemy will immediately 
  know it is not a tarrasque, even if they cannot 
  immediately identify exactly what the creature is.  
  Any other characters that succeed as a DC 20 
  Intelligence (History or Nature) check will notice 
  certain dissimilarities between what they expected 
  and what they see before them: 
  - The creature’s tail is relatively short for its body. 
  - It does not have two massive horns on its head. 
  - Its hind legs do not look big enough for it to 
  walk bipedal. 
  - It…kind of looks like…a big turtle… 
  
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  As the crowd begins to quiet down and compose itself once 
  more, the tall-hatted man continues: “Just as the mighty 
  monsters sleep cycle can span centuries, so, too does its 
  reproductive cycle, as tarrasque bear young only once every 
  ten centuries.  But, tonight, my dear gentlefolk, you need not 
  wait centuries…for we also have a creature more rare than 
  the tarrasque itself: a juvenile tarrasque!  Such a creature has 
  never been viewed publicly before tonight and you, good 
  gentlefolk, will be the first to see the offspring of the 
  Destroyer of Worlds.  I must first tell you, my good folk, the 
  offspring is so young, it was discovered still residing in the lair 
  of its parent in that exotic land of Chult.  In fact, the creature 
  is so young, it has not yet grown its armor plating like its 
  parent here.” 
   
  At this point, the tall-hatted man raps on the shell of the 
  massive creature beside him, drawing a collective gasp from 
  the audience. 
   
  “Nor, you will notice, has its limbs fully formed yet.  Just as 
  a pollywog bears little resemblance to the frog, you will find 
  the child here barely resembles the parent.  But, forgive me, 
  my good folk, for taking too much time on introductions and 
  allow me to present to you…the baby tarrasque!” 
   
  More gasps come from the audience as a group of men 
  lead a huge monstrosity into the main tent from a side 
  entrance.  The bipedal creature has two short stubby legs, a 
  pair of tentacles where each of its arms should be, no tail, no 
  armored plating, and no neck.  Three eyes, each the size of a 
  man’s head, and its massive mouth sit atop its bloated, green 
  form.  When its sees the massive creature slumbering in the 
  middle of the tent, it rears back as if in fear, emitting a cross 
  between a deep grunt and a croak. 
   
  Then something unexpected happens. 
   
  The massive creature in the middle of the room raises its 
  nose to the air. 
   
  It opens its eyes. 
   
  The chains holding it in place begin to snap. 
   
  Pandemonium breaks out. 
  Any characters which have played The Tomb of 
  Annihilation, have monstrosities as a favored 
  enemy, or have the Xang certificate from Fai Chen’s 
  Fantastical Faire will immediately recognize the 
  creature as a froghemoth.  The dragon turtle has 
  been weakened by a lack of food, sedatives given to 
  it to keep it docile, and its ever-present restraints.  It 
  starts the encounter with no breath weapon (it will 
  recharge normally).  The scent of something the 
  dragon turtle would consider natural prey (the 
  froghemoth) manages to rouse the creature from its 
  haze.  Combat begins as the dragon turtle attacks the 
  froghemoth.  Allow all parties involved to roll 
  initiative as normal, but only the dragon turtle and 
  those whose passive Perception scores beat 20 will 
  go on the first (surprise) round. 
   On the second round of combat (with the surprise 
  round being the first), a group of four bullywugs 
  join the initiative.  They have travelled here all the 
  way from Chult to find their kidnapped god (the 
  froghemoth) and return it to Chult.  Their primary 
  goals are to protect the froghemoth and each other.  
  The actions of the non-combatants (carnival staff, 
  carnival patrons) are considered to take place on 
  initiative count 10.  See the Roleplaying the 
  various groups sidebar for details on each party’s 
  actions.   
   You may use Map 3: The Big Show from Appendix 
  3 for this encounter.  All areas in the tent are difficult 
  terrain for creatures larger than medium size.  Areas 
  on the map designated as “seats” are difficult terrain 
  for all ground-based creatures. 
  Roleplaying the various groups 
  There are a lot of moving parts in play in this scene.  The 
  intent and motivations for each group are listed here for easy 
  reference as the encounter unfolds. 
   
  Bullywugs: The Bullywugs focus on saving the froghemoth.  
  They will not attack any other parties except to retaliate if 
  they themselves or the froghemoth are attacked.  If any two 
  of the bullywugs use their Speak with Frogs and Toads ability 
  as their action on a given round to calm the froghemoth, they 
  can get it to follow a simple command: either get away from 
  the dragon turtle or rescue a threatened bullywug.  If the PCs 
  attack the froghemoth, one of the bullywugs will attempt to 
  ask the party to spare the creature.  If the characters persist, 
  they will direct it to defend itself or try and get away.  Unlike 
  many of their brethren, these bullywugs can speak Common.  
  If the dragon turtle is defeated, any of the remaining 
  bullywugs can calm and control the froghemoth. 
   
  Carnival Staff: Their priorities are to make certain they are 
  a safe distance away from any combat and to usher out any 
  patrons as quickly as possible.  They do not enter combat. 
   
  Carnival Patrons: Their priority is to flee as quickly as 
  possible while screaming.  It takes 5 rounds for all 200 of 
  them to clear out of the arena (20% reduction in numbers at 
  the end of each round).  They do not enter combat.  If 
  characters spend their action during a round trying to direct 
  patrons to safety, increase the percentage to 25% per round, 
  regardless of the number of characters assisting. 
   
  Dragon Turtle: The dragon turtle’s primary motivation is to 
  eat the froghemoth.  It uses its bite and claws against the 
  froghemoth whenever it is within reach.  If the dragon turtle 
  is attacked and takes damage, it will instead shift its attention 
  away from the froghemoth for that round.  If the froghemoth 
  moves out of sight range, the dragon turtle will turn its 
  attention to any individuals who are close. 
  
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  Froghemoth: The froghemoth has no interest in combat, 
  except to defend itself in the chaos, and just wants to get 
  away from the dragon turtle.  It will attack a random non-
  bullywug character unless given instruction by the bullywugs 
  (as it inherently trusts them) providing at least two bullywugs 
  spend their action trying to calm and direct the creature.  
  After the first time any of the bullywugs have used their 
  action to direct the creature, the froghemoth can also use its 
  tongue action to move bullywugs away from the dragon 
  turtle.  When the dragon turtle is defeated, any remaining 
  bullywugs can easily calm down and control the froghemoth. 
  Developments 
  The vast majority of carnival goers have no idea 
  what is taking place inside the tent.  Screaming 
  patrons leaving the tent must have been scared by 
  whatever was in the sideshow; no cause for alarm.  If 
  meteor swarms or lightning bolts start to fly, 
  however, some people are going to start getting 
  nervous.  Of course, there are always those who will 
  just point and exclaim “ooh” and “ahh”.  A rampaging 
  froghemoth being pursued by a group of bullywugs, 
  however, will definitely cause the area to carnival to 
  clear out pretty quickly.  When the dragon turtle has 
  been defeated, proceed to section 3, Where Do We 
  Go From Here? 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very weak or weak party: As long as there is at least a 
  single bullywug conscious, the froghemoth will 
  automatically follow their commands.  Once the bullywugs 
  realize the characters are the best hope for defeating the 
  dragon turtle, the bullywugs will instruct the froghemoth to 
  use its tongue action to move endangered PCs out of the 
  dragon turtle’s reach when necessary. 
   Strong or very strong party: no change 
  XP Award 
  If the froghemoth survives the attack of the dragon 
  turtle and is not slain by the party, award each 
  character 500 XP. 
   For each bullywug still alive after the dragon turtle 
  is dealt with, assuming the froghemoth is still alive, 
  award each character 200 XP. 
  3. Where Do We Go From 
  Here? 
  What happens at this point depends on who is left 
  and what the characters suggest and/or will permit 
  to happen. 
   Assuming they are still alive, the bullywugs wish 
  to take the froghemoth and leave for Chult.  They 
  actually have a plan and a ship, chartered and 
  docked on the Moonsea, waiting to take them and 
  the froghemoth across the Moonsea, down to the Sea 
  of Fallen Stars, and eventually on to Chult.  They 
  have brought an offering of 800 gp in various coins, 
  gems, trinkets, and fetishes as ransom to present to 
  the carnival for the release of their god (the 
  froghemoth).  
   Ryabee Delaney, the man-in-the-tall-hat, is the 
  manager of the carnival.  He is not Doctor Jubal, but 
  the bullywugs will insist on referring to him as such.  
  He is down one of his star attractions and is not keen 
  on losing another.  He demands at least 4000 gp for 
  the froghemoth. 
   If anyone suggests taxidermy or other means of 
  displaying the remains of the dragon turtle, Ryabee’s 
  eyes light up with the thought of continuing to draw 
  in patrons without having to feed the main 
  attraction any longer.  He is pleased enough with the 
  suggestion that he will accept 800 gp for the 
  froghemoth and allows each of the characters to 
  scavenge a souvenir from the carcass, such as a scale 
  or tooth, if they wish to do so. 
   If the characters chip in the remaining 3200 gp 
  asking price, pay the entire 4000 gp for the 
  froghemoth, or convince Ryabee to accept the 800 
  gp offer (per above), both parties are satisfied and 
  the characters earn both the Run Away and Join the 
  Circus and Honorary Bullywug story awards. 
   If the bullywugs have all been killed, the 
  characters must stop the now rampaging 
  froghemoth on their own. 
   If the froghemoth was killed, any surviving 
  bullywugs will attack the party for failing to protect 
  their god. 
   However else the scenario may turn out, if the 
  characters assist the bullywugs in leaving with the 
  froghemoth, they earn the Honorary Bullywug 
  story award.  If Ryanbee ends up with his 4000 gp, 
  manages to keep the froghemoth, or gets the idea for 
  an exhibit of the dragon turtle’s remains, the 
  characters earn the Run Away and Join the Circus 
  story award.  Those who do accept a role with the 
  circus may spend downtime telling stories of how 
  they saved the Moonsea from the double threat of an 
  adult tarrasque and its child. 
  Treasure 
  If the characters paid off the “ransom” for the 
  froghemoth themselves, the bullywugs will gift them 
  their 800 gp of treasure.  If the bullywugs were all 
  
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  killed, the characters can the treasure among the 
  creatures’ remains. 
  Conclusion 
  Upon returning to Elventree, the party can check in 
  with Dryearth, as well as their faction contacts, and 
  report what they have learned. 
   Dryearth is relieved to find out that there was no 
  actual tarrasque, although he suspected a hoax all 
  along. 
   In addition to the promised payment, Dryearth 
  gifts the party with a nine lives stealer scimitar and 
  a potion of superior healing for a job well done.  He 
  also offers each member of the party the 
  Membership in the Royal Order of Tarrasque 
  Herders story award. 
   Because of Dryearth’s earlier training, each party 
  member also receives the story award titled The 
  Ecology of the Tarrasque. 
   
  
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  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Archmage 
   
   
  8,400 
  Assassin  
   
   
  3,900 
  Bandit Captain 
   
   
  450 
  Bullywug 
   
   
  50 
  Dragon Turtle 
   
   
  18,000 
  Froghemoth 
   
   
  5,900 
  Thug 
   
   
   
  100 
  Veteran  
   
   
  700 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Respect shown Dryearth  
  500 
  Gathering information 
   
  250 
  Suspicious of Phaba 
   
  250 
  Saving the froghemoth 
   
  500 
  Saving the bullywugs (each) 
  200 
   The minimum total award for each character 
  participating in this adventure is 5063 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 6750 experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Dryearth’s payment 
   
  6300 
  Bandit’s treasure  
   
  2100 
  Bullywug’s treasure 
   
  800 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Nine Lives Stealer Scimitar 
  Weapon (scimitar), very rare (requires attunement) 
  The hilt of this weapon is covered with carved, 
  ancient Rellanic runes that seem to comprise 
  nonsensical words or, possibly, a list of proper 
  names.  It has 9 charges.  A description of this item 
  can be found in the Dungeon Master’s Guide.  This 
  item can be found in Player Handout 2. 
  Potion of Flying 
  Potion, very rare 
  The clear fluid in this vial rests at the top of its 
  container and can be seen to have small, cloudy 
  white impurities drifting in it.  A description of this 
  item can be found in the Dungeon Master’s Guide. 
  Potion of Superior Healing 
  Potion, rare 
  The vibrant red fluid in this vial appears almost 
  fluorescent.  You regain 8d4 + 8 hit points when you 
  consume this potion. 
   
   
  
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  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story awards: 
   
   The Ecology of the Tarrasque.  Your research on 
  the tarrasque grants you an encyclopedic knowledge 
  of the history and lore of this creature.  This award 
  may have additional repercussions in future QCC 
  modules.  More information can be found in Player 
  Handout 1. 
   
   Membership in the Royal Order of Tarrasque 
  Herders.  Dryearth has offered you membership in 
  the Order if you swear an oath to come to need of 
  any civilized people threatened upon the return of 
  the true tarrasque.  This award may have additional 
  repercussions in future QCC modules.  More 
  information can be found in Player Handout 1. 
   
   Run Away and Join the Circus.  You spend some 
  time traveling with the circus as a performer until 
  the start of your next adventure.  You learn quite a 
  bit about the inner workings of the circus during this 
  time.   This award may have additional 
  repercussions in future QCC modules.  More 
  information can be found in Player Handout 1. 
   
   Honorary Bullywug.  For helping to free their god 
  from the bonds of oppression, a bullywug tribe of 
  Chult owes you a life-debt.  Should you ever find 
  yourself in the presence of this bullywug tribe in 
  Chult during a future QCC adventure, you will be 
  treated as an ally.  Should you ever willingly kill a 
  froghemoth while in Chult or in the presence of a 
  bullywug, this story award is lost.  More information 
  can be found in Player Handout 1. 
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
   Members of the Emerald Enclave and the 
  Lord’s Alliance that report back to their factions on 
  the creatures being exhibited at the carnival and 
  their whereabouts at the end of this adventure earn 
  one additional renown point. 
   Members of the Zhentarim that report back to 
  their faction on Dryearth’s activities and what they 
  learned during the mission earn one additional 
  renown point. 
  Downtime 
  Each character receives five downtime days at the 
  conclusion of this adventure. 
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
  Last Minute Errata 
  This adventure was written before the release of the 
  season 8 AL rules.  The original references to XP and 
  mundane treasure have remained in the text for 
  reference by those who wish to run the adventure as 
  part of a homebrew (non-AL) campaign.  For official 
  Adventurers League play, the following replaces the 
  Experience and Treasure awards listed above due to 
  the changes implemented in season 8. 
  Advancement Checkpoints 
  The characters receive one advancement checkpoint 
  for each objective completed: 
   Secondary Objective: Find a solution that pleases 
  Ryanbee and/or the bullywugs. 
   Main Objective: Report back to Dryearth. 
  Treasure Checkpoints 
  The characters receive two treasure checkpoints for 
  each objective above that they complete. 
  Magic Item Unlock 
  Characters completing adventure’s main objective 
  unlock this magic item. 
   
   Nine Lives Stealer Scimitar. The hilt of this 
  weapon is covered with carved, ancient Rellanic 
  runes that seem to comprise nonsensical words or, 
  possibly, a list of proper names.  It has 9 charges.  A 
  description of this item can be found in the Dungeon 
  Master’s Guide. This item can be found in Player 
  Handout 2. 
   
  
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  Appendix 1. Dramatis 
  Personae 
  The following NPCs are featured prominently in this 
  adventure: 
   
   Dryearth (DRY-urth). Dryearth is an ancient 
  eladrin warlock of neutral good alignment.  Back in 
  his adventuring days, he managed to infiltrate the 
  Zhentarim organization and learned some of their 
  secrets; something the family has never forgotten.  
  As a member of the Royal Order of Tarrasque 
  Herders, Dryearth swore an oath that he would 
  investigate any reports of the reemergence of the 
  creature and do his best to lure it away from 
  civilized lands if it were to ever arouse from its 
  slumber.  Originally hailing from Baldur’s Gate, 
  Dryearth still visits family and friends in Elventree 
  ever year and muses about searching for his old 
  party members. 
   
   Phaba (FAH-bah). Phaba is a middle-aged human 
  archmage of neutral alignment.  She is a member of a 
  band of thieves that prey upon travelers along the 
  Phlan Path.  Althoughher group usually operates 
  west of Phlan, Phaba convinced her group to follow 
  the carnival east towards Melvaunt under the belief 
  that they would encounter plenty of easy targets 
  along the way. 
   
   Ryabee Delaney (ry-YAH-bee da-LAY-nee). 
  Ryabee is a middle-aged human male.  He has been 
  with Doctor Jubal’s Carnival of Curiosities for many 
  years, working himself up from a barker and 
  huckster to manager of operations.  He is shrewd 
  and frugal and always looking for the next “thing” to 
  draw in more potential customers every season. 
   
   
  
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  Appendix 2. 
  Monster/NPC 
  Statistics 
   
  Archmage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Damage Resistance damage from spells; nonmagical 
  bludgeoning, piercing, and slashing (from stoneskin) 
  Senses passive Perception 12 
  Languages Abyssal, Common, Draconic, Infernal, 
  Primordial, Sylvan 
  Challenge 12 (8,400 XP) 
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical effects. 
  Spellcasting. The archmage is an 18th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17, 
  +9 to hit with spell attacks). The archmage has the 
  following wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, mage armor*, magic 
  missile, shield 
  2nd level (3 slots): detect thoughts, mirror image, misty 
  step 
  3rd level (3 slots): counterspell, fly, lightning bolt 
  4th level (3 slots): banishment, fire shield, stoneskin* 
  5th level (3 slots): cone of cold, scrying, wall of force 
  6th level (1 slot): globe of invulnerability 
  7th level (1 slot): teleport 
  8th level (1 slot): mind blank* 
  9th level (1 slot): timestop 
   
  * The archmage casts these spells on itself before 
  combat. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
   
  Assassin 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 15 (studded leather) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
   
  Saving Throws Dex +7, Int +5 
  Skills Acrobatics +7, Deception +4, Perception +4, 
  Stealth +11 
  Damage Resistances poison 
  Senses passive Perception 14 
  Languages Thieves’ cant plus any two languages 
  Challenge 8 (3,900 XP) 
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the assassin scores against 
  a surprised creature is a critical hit. 
  Evasion. If the assassin is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the assassin instead takes no damage if it 
  succeeds on the saving throw, and only half damage if 
  it fails. 
  Sneak Attack (1/Turn). The assassin deals an extra 13 
  (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the assassin that 
  isn’t incapacitated and the assassin doesn’t have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The assassin makes two shortsword 
  attacks. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage, and 
  the target must make a DC 15 Constitution saving 
  throw, taking 24 (7d6) poison damage on a failed save, 
  or half as much damage on a successful one. 
  Light Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage, and the target must make a DC 15 
  Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
  
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  Bandit Captain 
  Medium humanoid (any race), any non-lawful 
  alignment 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Actions 
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 
  3) piercing damage. 
  Reactions 
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon. 
   
  Bullywug 
  Medium humanoid (bullywug), neutral evil 
  Armor Class 15 (hide armor, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 20 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  12 (+1) 
  13 (+1) 
  7 (−2) 
  10 (+0) 
  7 (−2) 
    
  Skills Stealth +3 
  Senses passive Perception 10 
  Languages Bullywug 
  Challenge 1/4 (50 XP) 
  Amphibious. The bullywug can breathe air and water. 
  Speak with Frogs and Toads. The bullywug can 
  communicate simple concepts to frogs and toads when 
  it speaks in Bullywug. 
  Swamp Camouflage. The bullywug has advantage on 
  Dexterity (Stealth) checks made to hide in swampy 
  terrain. 
  Standing Leap. The bullywug’s long jump is up to 20 
  feet and its high jump is up to 10 feet, with or without 
  a running start. 
  Actions 
  Multiattack. The bullywug makes two melee attacks: 
  one with its bite and one with its spear. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) bludgeoning damage. 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 
  1) piercing damage, or 5 (1d8 + 1) piercing damage if 
  used with two hands to make a melee attack. 
   
  
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  Dragon Turtle 
  Gargantuan dragon, neutral 
  Armor Class 20 (natural armor) 
  Hit Points 341 (22d20 + 110) 
  Speed 20 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  10 (+0) 
  20 (+5) 
  10 (+0) 
  12 (+1) 
  12 (+1) 
   
  Saving Throws Dex +6, Con +11, Wis +7 
  Damage Resistances fire 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Aquan, Draconic 
  Challenge 17 (18,000 XP) 
    
  Amphibious. The dragon turtle can breathe air and 
  water. 
  Actions 
  Multiattack. The dragon turtle makes three attacks: 
  one with its bite and two with its claws.  It can make 
  one tail attack in place of its two claw attacks. 
  Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., 
  one target. Hit: 26 (3d12 + 7) piercing damage. 
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 16 (2d8 + 7) slashing damage. 
  Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one 
  target. Hit: 26 (3d12 + 7) bludgeoning damage.  If the 
  target is a creature, it must succeed on a DC 20 
  Strength saving throw or be pushed up to 10 feet away 
  from the dragon turtle and knocked prone. 
  Steam Breath (Recharge 5–6). The dragon turtle 
  exhales scalding steam in a 60-foot cone.  Each 
  creature in that area must make a DC 18 Constitution 
  saving throw, taking 52 (15d6) fire damage on a failed 
  save, or half as much damage on a successful one.  
  Being underwater does not grant resistance against 
  this damage. 
   
  Froghemoth  
  Huge monstrosity, unaligned  
  Armor Class 14 (natural armor)  
  Hit Points 184 (16d12 + 80) 
  Speed 30 ft., swim 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  13 (+1) 
  20 (+5) 
  2 (-4) 
  12 (+1) 
  5 (-3) 
   
  Saving Throws Con +9, Wis +5 
  Skills Perception +9, Stealth +5 
  Damage Resistances fire, lightning 
  Senses darkvision 60 ft., passive Perception 19 
  Languages -- 
  Challenge 10 (5,900 XP) 
  Amphibious. The froghemoth can breathe air and 
  water. 
  Shock Susceptibility. If the froghemoth takes lightning 
  damage, it suffers several effects until the end of its 
  next turn: its speed is halved, it takes a -2 penalty to AC 
  and Dexterity saving throws, it can’t use reactions or 
  Multiattack, and on its turn, it can use either an action 
  or a bonus action, not both. 
  Actions 
  Multiattack. The froghemoth makes two attacks with 
  its tentacles.  It can also use its tongue or bite. 
  Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., 
  one target. Hit: 19 (3d8 + 6) bludgeoning damage, and 
  the target is grappled (escape DC 16) if it is a Huge or 
  smaller creature.  Until the grapple ends, the 
  froghemoth can’t use this tentacle on another target.  
  The froghemoth has four tentacles. 
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 22 (3d10) piercing damage, and the target 
  is swallowed if it is a Medium or smaller creature.  A 
  swallowed creature is blinded and restrained, has total 
  cover against attacks and other effects outside the 
  froghemoth, and takes 10 (3d6) acid damage at the 
  start of each of the froghemoth’s turns. 
   The froghemoth’s gullet can hold up to two 
  creatures at a time.  If the froghemoth takes 20 or 
  more damage on a single turn from a creature inside it, 
  the froghemoth must succeed on a DC 20 Constitution 
  saving throw at the end of that turn or regurgitate all 
  swallowed creatures, each of which falls prone in a 
  space within 10 feet of the froghemoth.  If the 
  froghemoth dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse using 
  10 feet of movement, exiting prone. 
  Tongue. The froghemoth targets one Medium or 
  smaller creature it can see within 20 feet of it.  The 
  target must make a DC 18 Strength saving throw.  On a 
  failed save, the target is pulled into an unoccupied 
  space within 5 feet of the froghemoth, and the 
  froghemoth can make a bite attack against it as a 
  bonus action. 
   
   
  
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  Thug  
  Medium humanoid (any race), any non-good alignment 
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
  Veteran 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword attacks. 
  If it has a shortsword drawn, it can also make a 
  shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 
  + 3) slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
   
   
  
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  Appendix 3. Maps 
   
   
   
   
      
   
   
   
   
   
   
   
   
   
   
  
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  Player Handout 1. 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story awards. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy.  Cross out any story 
  awards that the characters did not earn. 
   
  The Ecology of the 
  Tarrasque 
  Your research on the tarrasque grants you an 
  encyclopedic knowledge of the history and lore of 
  this creature.  This award may have additional 
  repercussions in future QCC modules. 
   
  Membership in the Royal 
  Order of Tarrasque Herders 
  Dryearth has offered you membership in the Order if 
  you swear an oath to come to need of any civilized 
  people threatened upon the return of the true 
  tarrasque.  This award may have additional 
  repercussions in future QCC modules. 
   
  Run Away and Join the 
  Circus 
  You spend some time traveling with the circus as a 
  performer until the start of your next adventure.  
  You learn quite a bit about the inner workings of the 
  circus during this time.   This award may have 
  additional repercussions in future QCC modules.     
  Honorary Bullywug  
  For helping to free their god from the bonds of 
  oppression, a bullywug tribe of Chult owes you a life-
  debt.  Should you ever find yourself in the presence 
  of this bullywug tribe in Chult during a future QCC 
  adventure, you will be treated as an ally.  Should you 
  ever willingly kill a froghemoth while in Chult or in 
  the presence of a bullywug, this story award is lost.   
  
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  Player Handout 2. 
  Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Nine Lives Stealer 
  Scimitar 
  Weapon (scimitar), very rare (requires attunement) 
  You gain a +2 bonus to attack and damage rolls 
  made with this magic weapon. 
   The sword has 9 charges.  If you score a critical hit 
  against a creature that has fewer than 100 hit points, 
  it must succeed on a DC 15 Constitution saving 
  throw or be slain instantly as the sword tears its life 
  force from its body (a construct or an undead is 
  immune).  The sword loses 1 charge if the creature is 
  also slain.  When the sword has no charges 
  remaining, it loses this property. 
   The hilt of this weapon is covered with carved, 
  ancient Rellanic runes that seem to comprise 
  nonsensical words or, possibly, a list of proper 
  names.   
   This item can be found in the Dungeon Master’s 
  Guide. 
   
   
  
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