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Dr.

Sunshine's Sublime Circus


If Dreams Can Come True, What Does
That Say About Nightmares...
Adventure Overview Intended Levels
An eye catching poster grabs the players' attention: "Come This adventure is intended for players of 10th level,
one, come all!" it proclaims, "Got a case of the blues? Visit Dr. and can be played without adjustment at that level.
Sunshine's Sublime Circus of Wonder and Awe. He'll fix you
right up!" Upon touching the flyer, players are whisked away For Higher Levels. This adventure contains content
to a festive circus nestled in a whimsical, verdant valley. tailored very specifically to the intended levels,
After making their way up the path and toward the big top, including original creatures (see Appendix A). As
players finally meet Dr. Sunshine himself. But all is not as it such, it would be difficult to rebalance for play at
seems, for Dr. Sunshine and the entire circus hides a horrid other levels. You are encouraged to make any
secret -- this is no circus, but a hunting ground! adjustments you feel are necessary, of course, and
Now faced with death around every corner, players must if you have a suggestion for a large-scale difficulty
proceed with caution as they try and escape the piercing gaze adjustment, visit reddit.com/r/DungeonforTwo and
let the community know!
of Dr. Sunshine's true, terrifying form. Will they get out, or Additionally, we have created dungeons for may
will players become a more permanent fixture of the circus? different level ranges, from beginning adventures
This adventure is designed to fit into any campaign and to to seasoned dungeon crawls, so be sure to check
be easily adapted to other TTRPG formats. out the Dungeon for Two podcast for a new
dungeon every two weeks.
Notes
Any text displayed in bold refers to a creature in the Monster
Manual, a copy of which is required to run this adventure. Art Credits
Any creatures which reference either Mordenkainen's Tome All art courtesty of Wizards of the Coast via their Fan
of Foes or Volo's Guide to Monsters are designated with an Content Policy. Specific pages and artists listed below:
additional asterisk*.
cover - Sakashima of a Thousand Faces by Jason A. Engle
Text contained in these blocks is meant to be read aloud or p. 3 - Plains by Noah Bradley
paraphrased for the players when first arriving at an area, or as p. 5 - Thriving Heath by Alayna Danner
otherwise indicated in the text. p. 7 - Deafening Silence by Igor Kieryluk
p. 8 - Crypt Incursion by Svetlin Velinov
The information contained in this module is meant for p. 9 - Edgewall Innkeeper by Matt Stewart
dungeon masters, as it includes detailed descriptions of every
area in the adventure. Special Shoutout
Production This dungeon was co-designed with Jordan, who you can find
at the following:
Dungeon for Two is an independently created and produced
podcast. Any material found herein is original intellectual @Sly_JoZephyr
work by the individuals appearing on Dungeon for Two, not to Give Him a Follow
be recopied, resold, or otherwise edited without the Additionally, Jordan's fiance is taking Roll20 and D&DBeyond
expressed consent of Dungeon for Two. character token commissions. Be sure to check it out:
Maps are made and edited in Dungeon Scrawl by Dungeon
for Two host Dalton M. @Cruxicute
Go Commission Some Art
Watch or Listen This dungeon contains references to the song "Dr. Sunshine
Dungeon for Two releases new podcast episodes every is Dead" by Will Wood. Such references are an intentional
Friday, so follow us below for new dungeons and RPG homage and provided us much inspiration.
content:
To everyone who plays this dungeon, a very special thank you
Spotify: Click for More Rants from Dalton, your Dungeon Doctor (or DM, M.D. for short),
Apple Podcasts: Click for More Rants
for bringing this adventure to life at your table.
Youtube: Click to Watch Us in Action
Discord: Click to Join the Fun

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Map of the Sublime Circus

1 sq. = 5 ft.

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Part 1: A Most Incredible Arrival

I
nns, taverns, bars -- not places typically renowned for 1. Gate of the Sun
their interior decorating. Even so, this innocuous
tavern holds an undeniable allure, mostly due to the Players are whisked away from the tavern to the midst of this
colorful posters plastered across its walls. All of them massive arch, located opposite the big top at the other end of
are identical, featuring a sharp featured, half-masked the valley. Players who inspect the stone arch notice crude
man, and players can read the following: carvings of the sun covering its surface, but they see no
obvious means to return.
"Come one, come all! Got a case of the blues? Visit Dr. Once players get their bearings, they hear the following:
Sunshine's Sublime Circus of Wonder and Awe. He'll fix you
right up!" A voice barks from the nearby tent: "Well, are you just gonna
stand there, or are you ready for some fun!"
If players are not immediately intrigued, have a patron at the
tavern call out to them, "oi! You lot 'ave got to visit that there The voice comes from the visitor's center (area 2).
circus! I ain't never 'ad more fun in me life, and I've led quite
a life! All you got t'do is touch it." 2. Visitor's Center
Whether players are directed to touch a poster or decide to Inside this tent stands a festive illusion (see Appendix A)
do so of their own volition, they experience the following: behind a wooden counter. The thin, smiling apparition of a
female elf seems real, even to the touch. Players would need
As your hand contacts the garish poster, a flutter of confetti
to succeed on a DC 30 Wisdom (Insight or Perception) check
spews from the smiling mouth of the central figure, swirling in order to notice the minor inconsistencies present in the
around you all like a small tornado. An out-of-tune trumpet illusion.
blares a fanfare, drowning out the noise of surprised tavern This illusion, like all other circus patrons, is controlled by
goers. Dr. Sunshine, and acts like an over-excited, overly-interested
employee. It answers any questions players have about the
Suddenly, the confetti fades, and you are standing in a activities at the circus, giving exuberant, energetic replies.
tavern no longer. Rather, the twilight of a distant sun No matter what else is said, the apparition emphasizes the
illuminates a verdant valley. The sounds of revelry and festivity following:
hang in the air, their source dominating your view: a collection
"Oh, and you absolutely must see the doctor! His grand show
of brightly colored circus tents. Farther along the path, at the
never fails to amaze, and I've never seen anyone leave it
end of the valley, a huge big top looms above all else,
without a smile on their face. Seriously! It's over at the big top,
dominating your view.
you can't miss it."

Treasure. Players can grab a free souvenir from the gift


Circus Details
shop, either a hat with a spinning sunburst on top or a carved,
painted sunburst necklace.
Dr. Sunshine's Sublime Circus of Wonder and Awe
appears to be the very essence of whimsy and 3. Mirror Maze
over-the-top fun. With its twilight sun and beautiful
verdure, players likely believe it the clear result of A hunched barker stands outside this square building's single
Fey magic. entrance, his voice rising as players approach:
In actuality, the whole circus is a grand illusion
within the bleak, colorless plane known as the "Step right up, try and navigate the maze of mirrors! Whoever
Shadowfell. Creatures of negative emotion, the can manage it wins a wondrous prize!"
sorrowsworn, direct prey toward their master, the
mysterious Dr. Sunshine (see area 8 for more
information). The barker is in reality one of the lost* in disguise, its urges
The following features are ever-present: kept in check (for now) by Dr. Sunshine. The incredibly
convincing illusion can only be seen through with a
Inelegant Fanfare. A slightly off-kilter brass tune successful DC 30 Wisdom (Insight or Perception) check. The
constantly echoes throughout the valley, never same goes for all other disguised sorrowsworn.
quite reaching a satisfying resolution. Though the barker makes it seem like a challenge, the
Inescapable Walls. Dr. Sunshine maintains the mirror maze is quite easy, and players can make it through
illusion of steep, impossible-to-scale walls
surrounding the valley, hiding a near vertical
with a successful DC 18 Intelligence (Investigation) or
wall of force. Also, any attempt at flying or
Wisdom (Insight) check. On a failure, the player leading the
teleportation simply fails within Dr. Sunshine's group walks into a mirror.
hunting grounds. Treasure. On a success, players navigate the maze and
emerge on the other side, where the barker stands, ready
with their prize:

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Mirror of Farsight Treasure. If a player manages to knock down both heads
Wondrous item, rare (requires attunement) in one throw, they win a prize:
This gilded mirror worked in the shape of a sunburst glows Squeaky Bat of Vengeance
ever so slightly in sunlight. Club, uncommon (requires attunement)
As an action, the wielder can view any place they have seen This inflatable bat painted to look like wood packs a
within 10 miles, as if using the scrying spell. surprising punch. Not to mention, smacking nearly anything
Curse. Once the true nature of the circus is revealed (see with a squeaky bat brings a smile to one's face.
Part 2), this mirror's curse manifests, unbeknownst to the The bat functions as a +2 magic club, but hides a curse not
wielder. Afterward, there is a cumulative 20 percent chance revealed when initially attuned.
that when used, the mirror shows not the desired location, Curse. Once the true nature of the circus is revealed (see
but instead a small, dark room. In the corner stands an Part 2), this bat's curse manifests, unbeknownst to the
unnaturally tall, skinny figure, facing away from the wielder -- wielder. Afterward, the bat imparts a vengeful rage on any
an odraz (see Appendix A). If the wielder continues to gaze who wield it. When the wielder is struck by any attack, they
upon the odraz, it emerges through the mirror and attacks. must make a DC 15 Wisdom saving throw. On a failure, the
wielder must attack their assailant until one of them is dead.
On a success, the wielder is immune to the bat's vengeful
rage for 24 hours. If desired, the wielder can repeat this
Scrying Dr. Sunshine saving throw at the end of each turn until freed from their
If players try to scry on Dr. Sunshine, either rage.
through the mirror or their own magic, before
meeting him, they see him in his dressing room. 5. Whack-A-Cute-Forest-Creature
Turning to look directly at the viewer, Dr.
Sunshine reveals his maskless face, which This tent, unlike all others, is unmanned. Instead, players see
resembles stretched black leather. Through an a small sign advertising "a game of skill and chance. Get a
unnaturally large smile, Dr. Sunshine gives a wink high score and win a prize!"
and a wave, whispering "shh, don't spoil the If a player picks up the nearby leather wrapped club, cute
surprise..." The scrying then fails, along with any stuffed animals begin popping in and out of the dozen holes
future attempt. carved into a nearby table. For each successful whack, the
player receives a point. Either a successful DC 18 Wisdom
(Perception) check or Dexterity (Acrobatics) check nets the
player the high score.
4. Ettin Beheadin' Treasure. Getting a high score grants that player a cute
The well-built barker (one of the angry* in disguise) in front plushy rendition of a small forest creature. In reality, this
of this stand greets players with the following challenge: plushy is a disguised one of the wretched* which waits for
the perfect moment to strike (see Part 2).
"I'll bet none of you could knock down both heads in just one
6. Hungry for Apples?
throw! Prove me wrong and win a prize!"
A gaunt barker (one of the hungry* in disguise) greets
Players' skill and power are put to the test as they can try to players with the following as they enter near this small tent:
throw a ball and knock over a stuffed ettin's two heads.
Hitting both down requires a successful DC 18 Strength
(Athletics) check.

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When the two wearers hold hands, they can cast charm
"Have you got the skill and stamina to bob for apples? Grab
monster without requiring any components. Doing so uses
one with only your teeth and win a prize!" the bonus actions of both wearers. This property recharges
each dawn.
A sustained test of player's endurance and fine motor skills, Curse. Once the true nature of the circus is revealed (see
apple bobbing requires a successful DC 18 Constitution Part 2), these necklaces' curse manifests, unbeknownst to the
(Sleight of Hand) check. wielder. Afterward, the necklaces make their wearers
If a player succeeds and attempts to bite into their apple, codependent. Whenever separated by more than 100 feet in
they find the inside rotten and disgusting. Upon seeing this, any direction, long resting does not recover any HP. If the
the hungry drools momentarily before setting back into its wearers are separated by more than 500 feet in any direction,
jovial disguise. they also gain one level of exhaustion after a long rest.
Treasure. A successful apple bobbing is rewarded with the
following prize: 8. Dr. Sunshine's Big Top
Caramel Apple on a Stick As players enter the big top, they see the following:
Magical focus, rare (requires attunement)
Through the flaps of this huge tent, you see a large dirt circle
This carnival classic food has been imbued with more than a that takes up most of the space, filled with rings, trapeze
little magical energy, allowing it to act as a functional magic equipment, and even a cannon. A large crowd whoops and
focus, if a little sticky. cheers as a spotlight illuminates the empty front row,
The apple on a stick works as a +1 magical focus. beckoning you to your seats.
Curse. Once the true nature of the circus is revealed (see
Part 2), this apple's curse manifests, unbeknownst to the If players try to talk to or interact with any other spectators,
wielder. Afterward, the caramel apple becomes infinitely they are ignored. The big show will not start until players are
stickier, so sticky that all grapples against the wielder have seated, after which the following occurs:
advantage and attempts by the wielder to escape from
grapples have disadvantage. Suddenly, the lights in the big top go out, causing a hush to
7. Tunnel of Love fall over the crowd. In the center of the tent, two eyes open,
followed by a massive toothy grin. As the torches flare back to
The players see the following as they approach: life, the figure in front of you comes into focus. Well over ten
feet tall and wearing a ruffled coat, white gloves, a white mask,
Not a soul greets you outside this odd building. Rather, a sign
and a top hat, Dr. Sunshine is quite the sight.
hanging over an empty heart-shaped boat reads "the tunnel of
love" in a looping script. "Welcome, everyone!" he bellows, "to the greatest show in
all the planes! Prepare to be amazed as I perform feats of
Though a bit of a squeeze, the boat can fit all present players, death-defying magnitude, all in front of your very eyes!" And
allowing safe passage through the tunnel. Once inside,
players see the following: with a wink and a bow in your direction, the show begins!

As your boat slowly glides along this enclosed river, gaudy


scenery passes ever so slowly by, showing couples picnicking,
kissing, and just generally enjoying each other's company. Who (Or What) Is Dr. Sunshine?
Though over-the-top, the decorations retain a cute simplicity. Once a wildly successful entertainer on the
Material plane, the figure now known only as Dr.
During the ride, players can feel someone or something Sunshine embodies the emotionless Shadowfell.
When stranded therein, natives to the Material
watching from behind with a successful DC 20 Wisdom plane often find themselves fixated on a single
(Perception) check, after which they hear the same presence concept, an emotion they will never feel again. As
whisper "please stay." If they try and turn to get a better look, the years pass, more common fixations result in
however, they see nothing. For now, the lonely* that haunts degenerate creatures known as sorrowsworn,
this tunnel is biding its time. beings who live only to chase an emotion forever
Once players reach the end of their journey, they find out of reach.
themselves in front of the big top, the crowd already cheering When Dr. Sunshine became stranded in the
inside. Shadowfell, his fixation became fulfillment, the
Treasure. Hanging on a peg at the tunnel's exit are two feeling one gets from a satisfactory payoff or a
halves of a necklace, detailed below: dream finally realized. To this end, he slowly
recreated his circus, but could bring joy no longer.
Necklace of Friendship As the corrupting influence of the Shadowfell
Necklace, rare (each half requires attunement) grew stronger, the man he once was fell away,
leaving only a light-filled husk. Now, Dr. Sunshine
This heart-shaped pendant is hung in two halves on two feeds on that sinking feeling, the despair when a
different chains. Meant to be worn by best friends (or more), happy ending seems utterly impossible.
it puts on display the true power of friendship!

6
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Dr. Sunshine's great show consists of four parts, detailed Dr. Sunshine flies through the air and toward the flaming ring.
below. During the whole act, spectators go wild, even during Upon reaching it, he flings his limbs wide, grabbing the ring
Dr. Sunshine's mishaps. and twirling acrobatically through the sky. The flames seem
High-Flying Trapeze. Dr. Sunshine first takes to the air, not to affect him, even as they begin lighting the rest of the
using the trapeze equipment to flip and bound through the big top ablaze.
big top. For the big finish, he completely misses the
landing and lands on his neck with a sickening snap. As his clothing and mask burn away, Dr. Sunshine begins
Nevertheless, he stands up, cracking his head back into walking toward players, seeming to grow larger with every
place, and continues. step. As the big top burns away, players experience the
In Lion's Jaws. Dr. Sunshine then brings out a lion and following:
seats it on a pedestal. He leans in, putting his head
between its jaws. As he attempts to pull back out, though, Holes in the burning tent reveal not the twilight of the sun,
the lion clamps down, leaving huge bite marks on his but a baleful moon amidst a starless gray sky. The flickering
neck, which he ignores.
Great High Dive. Undeterred, Dr. Sunshine then climbs fire illuminates the faces of the crowd, grinning undead
up a 50 foot ladder and poses before diving off toward the visages that continue clapping and cheering even as they
tiny pool below. Upon impact, his arms and legs shatter. catch fire.
Once again, he appears unfazed, resetting his limbs with a
smile and a wave. Dr. Sunshine looms over you, letting out a single command
The Ring of Fire. For his big finale, Dr. Sunshine lights a through his widening grin: "this is the part where you run!"
hoop on fire and aims the cannon. Stepping into the
barrel, he waits patiently, and then BOOM, the cannon
fires! Players see the following:

Part 2: A Most Exhilarating Escape

A
s the big top burns and the whimsical facade is
ripped away, players must now face a much
different side of this circus. After the flames Escaping the Carnival
overtake the big top, it collapses, trapping Dr. Players must constantly contend with Dr.
Sunshine inside and letting players get a small Sunshine's new towering form as they try and
head start. Note that for the rest of the escape the Shadowfell, detailed below:
adventure, only the numbered structures are Apex Predator. If players spend more than 3
left standing -- all others crumble to dust. rounds in combat in areas 4, 5, or 6, Dr.
Whether players attempt to face Dr. Sunshine in combat or Sunshine rips up the tent and gazes in.
not, the flaming remains of the big top force them to retreat Burning Gaze. Creatures caught in his gaze are
outside, where they see the following: subject to the sunbeam spell (save DC 18).
Each round they cannot escape his gaze, the
As you stumble out of the burning tent, it collapses, sending damage of the spell increases by 2d6.
up a great plume of dust. Rather than a forested valley, you Ever-Watching. Players must succeed on group
find yourselves standing on a narrow path suspended over a
DC 18 Dexterity (stealth) checks to move
between the remaining tents.
lightless void. After the constant music, the utter silence is all
the more deafening.

The silence is quickly broken by a great flurry of movement


from under the remains of the big top. A monstrous, 50 foot
tall Dr. Sunshine erupts from the wreckage, his baleful eyes
shining like theater spotlights. As his gaze sweeps over the
tent's remains, new flames spring up wherever he looks.

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Players have one round to act, either running from Dr. The banquet is a trap set by the hungry* to goad players
Sunshine or making the mistake of trying to fight him. Wise into a false sense of relief. It waits for any player to set a
players will run for the safety of the tunnel of love, where finger on the food, at which point the hungry snaps its gaze
watchful eyes cannot follow. Even the most fearless warriors onto the players, leaping across the table and into combat.
are no match for the searing radiance of Dr. Sunshine's Once enraged, the hungry fights to the death, unable to feel
floodlight eyes, a fact some players will likely learn through pain through such intense hunger. Its hollow wails quickly
painful experience. attract the attention of Dr. Sunshine if not silenced.
Now faced with the daunting task of leaving the circus
alive, players must carefully navigate the former whimsical 5. Whack-A-Wretched
winding path and its many games, which have taken on a As players enter this small tent, they each must make a DC
new, much deadlier aspect. Now, the sorrowsworn have 22 Wisdom (Perception) check. On a success, they notice the
thrown off their guises and hunt unabated. following:
7. Tunnel of Terror From the supports just over your head, you notice small,
As soon as players begin the return journey along the small nearly imperceptible movements. Peering closer at what
river, the following occurs: appears to be the stuffed prizes, you see instead small, rodent-
like creatures, their beady eyes trained on you.
A whistling noise breaks through the silence, and a harpoon-
like spike just misses its mark, landing in the water. The On a failure, players fail to notice the horde of predators just
spindly creature responsible scuttles on the nearby bank, above their heads. Either way, the following occurs if a player
readying another assault. won a "stuffed animal" earlier:
One of the lonely* haunts this tunnel, forever trying to grant a You feel a squirming on your person. What once appeared a
partner the infinite embrace of death. It delights in staying stuffed animal now writhes and squirms, working itself free of
just out of reach of most attacks, using its retractable limbs to its confines. The hairless toothy beast lets out a shrill call,
skewer and separate members of the party from each other. mirrored by the multitude of similar creatures hanging above.
In addition, the water in this river is supernaturally fouled.
Any player who contacts the water (usually via the lonely's A horde of 15 of the wretched* descends on players,
harpoon arms) must make a DC 18 Constitution saving indiscriminately biting anyone nearby. Their incessant
throw or be poisoned for one minute. squeals quickly bring the attention of Dr. Sunshine if not
The whole return ride takes about 30 seconds -- 5 rounds -- stamped out with haste.
after which the lonely will not follow players any farther.
6. The Hungry Games 4. Two Heads, One Rage
Once players safely enter this tent, they see the following: As soon as you set foot in this tent, a two headed, scowling
monstrosity strides toward you, screaming at the top of its
A small, delectable banquet fills this former apple bobbing lungs. Its gangly limbs betray a surprising speed as it reaches
tent, at the head of which sits an emaciated, skeletal figure. out with cruelly hooked arms.
The heavenly smell wafting through the air is itself
reinvigorating, so the taste must be even better. The angry* flies into a rage upon seeing players and will

8
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chase them relentlessly. Its screams swiftly draw the 2. Going So Soon?
attention of Dr. Sunshine, and the angry gladly fights to the
death. Standing behind the desk of the visitor's center is Dr.
The only place the angry will not go is into the mirror Sunshine, once again donning his signature accoutrements.
maze. Even the strongest of the sorrowsworn will not enter
that place. "Bravo!" he exclaims, clapping. "You've put on quite the show.
But I've had my fill, and it's only fair I let you get back home."
3. Ever-Shifting Maze He then flourishes a familiar poster, rolling it and sealing it
One final obstacle stands in front of players before they can with a bow. "This one's for the road," he quips, and begins
escape Dr. Sunshine's domain, its mirrors now animated to removing his mask. "And this," he states with a wink, "is for
constantly shift. Players now have much more difficulty
traversing the maze -- three successful DC 18 Intelligence any inconvenience I may have caused."
(Investigation) or Wisdom (Insight) checks are required. Having had his fill of players' delicious sinking dread, Dr.
On each failure, the player is cut off from the rest of the Sunshine willingly lets them leave his realm.
party by a shifting mirror, lost amidst the reflective halls. Treasure. The mask gifted to the players is no mere
Alone, they see the following: trinket, but retains the brilliance of sunlight:
Through the sea of glass, you see your own reflection, but it is
Mask of Dr. Sunshine
facing the wrong direction. Mask, very rare (requires attunement)
This horrifying reflection is really the lost*, which bursts This delicate porcelain mask once belonged to the master of
through the mirror and attempts to grapple the player. On a a Shadowfell circus. Any who don the mask can mirror the
successful DC 14 Strength saving throw, the player avoids terrifying brilliance of his sunlit eyes.
the lost's embrace. On a failure, the lost grapples the player As an action, the wearer can cast sunbeam without
and begins crushing the life out of them. requiring any of the typical components. This property can be
In either case, the glass shattering makes enough noise to used twice per day, once for each eye in the mask. All
alert the rest of the party, who arrive after 1 round. If the lost expended uses recharge daily at dawn.
finds itself outnumbered, it retreats through the shifting
maze, awaiting its next ambush. Ending the Adventure
Once players accept Dr. Sunshine's gifts, he activates the
dormant gate of the sun (see area 1), which shines now with
brilliant light. As players step through, the following occurs:
As you step into the blinding light of the archway, the world
lurches and spins, a familiar fanfare blaring in your ears. Then
all is still, and you stand in the tavern once more.

"Oi!" the bartender calls. "You goin' to clean up all that


confetti?"

Now free of the Shadowfell, players can continue with their


lives, likely unaware of the lingering curses their "prizes"
bear. In any case, they've got quite the story to tell!
Finally, if using the milestone system of character
progression, now is a great time to award players with a level
increase!

9
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Appendix A: Creature Statistics
Though an odraz looks like a skeletal, tall human with pale
Festive Illusion skin and wet, black hair, its gaze belies its true nature. Where
Figments of the sublime circus's ringmaster, festive illusions eyes should be, an odraz seems to instead possess windows
are programmed to provide a lively air to the proceedings. into a sea of unfamiliar stars. Such glimpses into the
Convincing both at a distance and when under close scrutiny, incomprehensible infinite were never meant for mortal
the presence of festive illusions often keeps Dr. Sunshine's minds, transfixing all those who dare risk a glance. The alien
prey ignorant of their plight until it is too late. allure of such marvelous cosmos is so great and terrible that
the very soul slowly leaves one's body, sustaining the odraz
Though individually weak and incapable of any real and killing the viewer.
combat, festive illusions rarely have to force their master's A victim's sole chance of surviving an odraz is the reason
will upon anyone -- after all, who says no to a game and a whispers of such abominations exist at all -- with great effort,
prize? one can tear their eyes away, rendering the odraz incapable of
devouring the victim's soul. Deprived of its desired
Odraz sustenance, the odraz will eventually return through the
Old orcish legend speaks of a demon that haunts those who scrying tool to the realms between, continuing its endless
peer too often into the weave. Discerning the future or seeing hunt. Its paralytic sway also ends if the odraz somehow dies.
realms far from one's own seems an obvious boon, and yet
very few mages devote their lives to scrying. Even elves,
whose lives seem eternal to most others, know not to use the Odraz
sight of the weave more than necessary. Such intuition is
based not in knowledge, but in fear. Medium aberration, unaligned
Sometimes, when scrying, the weave shows the viewer a
sight synonymous with death: an odraz. Like a spider stalking Armor Class 14
the web of the weave for unsuspecting prey, an odraz will Hit Points 121 (22d8 + 22)
track down the source of repeated scrying attempts, Speed 40 ft.
ambushing the unsuspecting diviner. If the surprise of an
odraz's appearance does not kill the viewer outright, the STR DEX CON INT WIS CHA
creature's soul devouring gaze surely will.
20 (+5) 18 (+4) 12 (+1) 5 (-3) 20 (+5) 24 (+7)

Saving Throws Dex +8


Festive Illusion Damage Resistances acid, cold, fire, lightning,
thunder; bludgeoning, piercing, and slashing from
Medium humanoid (any race), chaotic neutral
nonmagical attacks
Damage Immunities necrotic, poison, psychic
Armor Class 10 Condition Immunities charmed, exhaustion,
Hit Points 1 frightened, petrified, poisoned
Speed 30 ft. Senses truesight 120 ft., passive Perception 12
Languages —
Challenge 15 and (13,000 XP)
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Infinite Gaze. When a creature that can see the
odraz's eyes starts its turn within view of the odraz,
Condition Immunities charmed it can force the creature to make a DC 21 Charisma
Senses darkvision 60 ft., passive Perception 10 saving throw if the odraz isn't incapacitated and can
Languages Common see the creature. A creature that fails the save is
Challenge 0 (10 XP) paralyzed by endless eternity. Unless surprised, a
creature can avert its eyes to avoid the saving throw
at the start of its turn. Doing so effectively blinds
Extremely Convincing. Successfully discerning the the creature to the odraz until it decides to look
true nature of a festive illusion requires a successful again, immediately triggering the save.
DC 30 Wisdom (Insight or Perception) check.
Actions
Farsight. Whatever the festive illusion experiences is
conveyed to its master across any distance. Soul Harvest. The odraz targets all creatures
transfixed by its gaze, siphoning off a portion of
Actions their very souls. All targets must make a DC 21
Charisma saving throw or take 8d8 + 20 necrotic
Farspeech. The festive illusion speaks to any creature damage. On a success, the target tears their eyes
it can see as if within five feet. away and is no longer paralyzed.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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