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Appendix A

Are We The Baddies


July 12, 2021 BETA

Please Note: This beta document references sections in the currently unreleased
Chapters 1, 2, and 3 of the Heckna book. These references will add additional context
to the events of the appendix, but are not necessary to enjoy the appendix on it’s OWN.
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Credits
Writing: Concept:

Jordan Richer Ricardo Evangelho, Jordan Richer,


Andrea Bruce

Editing:
Cover Illustration:
Dominique Parisien, Verity Lane
Julia Metzger

Game Design:
Concept Illustrations:
Ashley Warren, Ryan Servis,
Jordan Richer, Christopher Pinch Jason Engle, Daarken

Project Management: Design:

T.R.Rowe, Jordan Richer Rosemarie Halim, Ricardo Evangelho

Additional Contributions:
Matthew Gravelyn

TM
TM

Heckna is Copyright © 2021 Hit Point Press Inc., 1175 Brookfield Rd East, Ottawa, Ontario, K1V0C3, Canada. All
rights reserved. All characters and their distinctive likenesses are property of Hit Point Press Inc. in Canada,
US and other countries. Any reproduction or unauthorized use of the material or artwork contained herein
is prohibited without the express permission of Hit Point Press Inc. Reference to other copyrighted material
in no way constitutes a challenge to the respective copyright holders of that material. Hit Point Press, The
Deck of Many, Heckna and its associated logos are trademarks of Hit Point Press Inc.

2
INTRODUCTION You have all been grouped together be-
cause you are starting to turn feral. You
6
So you want to join Heckna’s Crew? don’t know how much time you have left,
The standard Heckna! tale is about a stalwart group but you all want to go out with a bang.
of heroes who have found themselves trapped in
For some good examples of Personality Traits,
The Revelia, fighting to escape Heckna’s clutches—
Ideals, Bonds, and Flaws well suited for a reveler
unraveling the mystery of the carnival, scrapping
character, see the “Ran Away to the Circus” Back-
with the revelers, and squaring off against the
ground on pg 4.
scariest creatures the Revelia has to offer. This is a
great way to play, but what if you would rather run
away to the circus yourself? CREATING A REVELER
This is for GMs and players who decide that caus-
Revelers come in all shapes, sizes, and walks
ing havoc at the Revelia is the life for them.
of life—anyone can be seduced by The Revelia’s
Roleplaying a Reveler sights and delights. This section has suggestions
In the world of Heckna!, a reveler is any person on creating reveler player characters and presents
who has decided to make The Revelia their home, some new player options that tie into the themes of
voluntarily joining in on Heckna’s schemes and The Revelia.
nonsense. They tend to be creatures of chaos,
interested only in having a good time, stirring up
Clowning the Classes
Though at first glance it may seem like some of the
trouble, and making Heckna happy.
classes are ill-suited for the reveler lifestyle, even
Revelers aren’t inherently evil, but they are prone
the most honorable, kind, and friendly people are
to selfish and often nonsensical behavior. Playing as
just one bad day away from running away to the cir-
a party of reveler characters requires all players to
cus. Below are some examples of roles the various
be on board with a more chaotic tone to the game.
classes might find themselves in at The Revelia.
When working out backstories and motivations,
Barbarian: Barbarians are all about unbridled emo-
finding ways to link the various characters togeth-
tion, and nothing says that emotion has to always
er will help give a coherent reason as to why they
be rage. Enthusiastic party animals getting too
might be looking out for each other and not just
caught up in the fun energy of a carnival work
their own interests.
just as well.
Reason Your Revelers Are
Bard: A bard is the archetypical reveler—an
D6 Working Together
entertainer, musician, and performer. To give them
Heckna or one of his laughtenants have a real connection to The Revelia, have them be a
1 tasked you all with the same job—infight- more physical performer, like a juggler, an acrobat,
ing would displease the higher-ups. or even an actual clown!
You all arrived at The Revelia together. Cleric: Where there is chaos and mayhem, there
You may have been an adventuring party, are wounds to be healed and injuries to be patched
2 or just friends looking for a fun time. Ei- up. Beyond that, clerics who follow trickster gods
ther way, you got trapped in The Revelia tend to fit in better than most.
and have stayed together ever since.
Druid: Animals are popular attractions at The
You are all members of a marching band, Revelia, but they are often difficult to train. Some
3 employed by Heckna to accompany his druids make a solid living wildshaping into animals
daily parades. and performing tricks. Other druids act like pest
You are a specially chosen squad of revel- control, often directing the pests at Heckna’s foes.
4 ers who help corrupt high-priority targets
Fighter: Muscle has many uses at Heckna’s
that Heckna has shown interest in.
carnival—strong-arming rubes into (or out of)
You run a shop, food truck, or Midway at- different parts of The Revelia, escorting the most
5 traction together, and often have to go on important acts, and so on. A warrior with a bit of a
adventures to find parts and supplies. performer’s flair might even make it into a show as
a duelist or marksman.

3
Monk: Most monks who find their way into The New Character Options
Revelia become acrobats in Arachne’s coven. Their The following character options can be used to add
graceful control of their movements makes them a Heckna flair to your characters. The Ran Away to
perfect for high flying antics, and their ability the Circus background is good for representing
to land safely from any height tends to mean any character that has decided to abandon all their
fewer… accidents. responsibilities and join The Revelia (or any travel-
Paladin: Always up for a challenge, an oathbound ing form of entertainment). The Cosmic Jester is
paladin is one of Heckna’s favorite classes to drag a new patron option for warlocks that can provide
down to his lowbrow level—the higher the horse, a way to create a direct connection to Heckna,
the further the fall. Heckna will find ways to twist having your powers granted to you by the great
their oaths to his needs and show them the irony clown himself.
of their beliefs. Most paladins who join Heckna’s
New Background: Ran Away to the Circus
ranks become brutal taskmasters, quickly moving
Skill Proficiencies: Intimidation, Performance
up the ranks.
Tool Proficiencies: disguise kit, one type of gaming set
Ranger: Depending on their skill set, a ranger
might find themselves a spy for Heckna, Equipment: A gaming set of your choice, a
monitoring The Revelia for disruptive Revelers and clown prank trinket (squirting flower, spring-
problematic adventurers. Some rangers take on loaded snake toy in a can or whoopie cushion),
roles as animal tamers, often performing with their a carnival appropriate costume, and 10 gp (or a
animal companions or herding animalgamations. booklet of 10 RT.)

Rogue: Pickpockets, sneak thieves, and other less Hidden “Talents”


savory types are beloved by Heckna. Any carnival Circuses and carnivals are always looking for hard
operator worth their candyfloss knows the benefit workers, and employment is plentiful! However, if
of having a few rogues amongst the rubes, pilfering you want to move up the ranks, you might need to
tickets and other valuables. show off a hidden talent to impress the manage-
Sorcerer: A charismatic spellcaster, especially ment. Choose or roll on the table below to define
one with a unique, magical look, will quickly get your hidden “talent.”
Heckna’s attention and are often put to use as
D8 Hidden “Talent”
showstoppers, leading groups of revelers on
various tasks. 1 My two front teeth are false and removable.

Warlock: Heckna is a sufficiently powerful entity 2 I can hammer a nail into my nose.
that many of his biggest fans accept his patronage 3 I am double-jointed.
and eldritch gifts. The Cosmic Jester (pg 6) 4 I can roll a coin across my knuckles.
patron represents Heckna’s warlocks well. Warlocks
I can add any two numbers
of other patrons often act as emissaries in hopes of 5
together instantly.
currying favor between Heckna and their masters.
6 I can sneeze with my eyes open.
Wizard: Characters of high intelligence and arcane
skill tend to find themselves taking on the roles of I can burp the alphabet (of a language I
7
The Revelia’s engineers—designing, crafting, and can speak).
maintaining the various ‘rides’ that rob the rubes of 8 I can spit with astonishing accuracy.
their tickets.
Feature: Keep ‘Em Laughing
You have a knack for always knowing what will
make someone crack a smile. Your simple tricks
and silly jokes can defuse tense situations, and
most people find you fun to have around. Children
rarely get bored of your antics, but sometimes your
over-the-big-top behavior can get on more serious
people’s nerves.

4
Suggested Characteristics D6 Bond
Most people who run away to the circus tend to
The tools of my trade are what keep me in
be happy with their choice, embracing the chaos 1
business, so I keep them in tip-top shape.
and joy of life. Big personalities and a flippant view
of more serious matters are typical traits, as well as I was brought into the circus by a seasoned
2
a strong need to entertain others. veteran, and I want to make them proud.
I am following in the footsteps of a loved
D8 Personality Trait 3
one who has passed on.
I always try to guess the punchline when The circus has given me a safe place to be
1 4
someone else tells a joke. myself; I will defend it with my life.
I can’t sit still for very long, especially I will do whatever it takes to topple the cur-
2 5
when the situation I’m in is boring. rent headlining act and take their place.
I am constantly writing down ideas for A rival is spreading rumors that undermine
3 6
new tricks and gags. my talents; I aim to prove them wrong.
If you can make me laugh, I will be much
4
quicker to trust you. D6 Flaw
I like to be the center of attention as I will do absolutely anything to be the
5 1
much as possible. center of attention.
I often trail off mid-sentence as I get lost I can’t take anything seriously, which
6 2
in my own thoughts. makes me difficult to depend on.
I don’t like when other people feel sad, so I always speak my mind, even at the cost
7 3
I always try to keep things light. of my own wellbeing.
I rush into situations that look like they A bad decision forced me to hide in the
8
will be exciting or fun. 4 circus. I worry my past will cause trouble
for my friends and me.
D6 Ideal I focus too much on my appearance and
5
Joy. Laughter is the best medicine, and I often get distracted by mirrors.
1
want the world to feel better. (Good) I often let loose too easily and am fre-
6
Discipline. Jokes, magic tricks, and circus quently hungover.
2 acts require practice and study, just like
any other trade. (Lawful)
Celebration. We are only around for a short
3
time; I want to spend it partying. (Chaotic)
Envy. I want the celebrity and fame that
4 other people have. I’m going to take it
from them. (Evil)
Fun. Putting on a good show and giving
5 customers their money worth is a reward
in itself. (Neutral)
Creation. The act of bringing something
6 new into the world is the greatest feeling
of all. (Any)

5
Warlock Options Bonus Cantrip
Otherworldly Patron Starting at 1st level, your patron bestows on you
At 1st level, when choosing an Otherworld- a small portion of their caustic comedic wits. You
ly Patron, the following option is available: The learn the vicious mockery cantrip. Whenever you
Cosmic Jester. deal damage with vicious mockery, you add your
charisma modifier to the damage dealt.
The Cosmic Jester Additionally, creatures that succeed on their
To some entities, life, and indeed the whole of Wisdom saving throw against your vicious mock-
creation, is one big joke. You have fallen in with one ery cantrip take half damage instead of none,
of these tricksters, either by being tricked yourself though they don’t have disadvantage on their next
or choosing to draw power from the chaos and attack roll.
comedy of existence.
It's possible for a Cosmic Jester to have complex Supreme Heckler
motivations and plans, but mostly these jokers are At 1st level, you gain the ability to weave mind-
simply looking to wreak havoc and sow chaos, all rending jokes and insults that disrupt other
in the name of a laugh. The only thing your patron creatures' actions. You have a number of heckler’s
seeks out more than trouble is attention. Though dice equal to 1 + your Charisma modifier (minimum
they grant you a fraction of their cosmic presence 1), which begin as d4s that you can spend to cause
and knack for ridicule, the Cosmic Jester tends to disruptions. Your heckler’s dice become d6s at 10th
take a more hands-on approach than many other level, and d8s at 14th level.
patrons, waiting for their chance to show up and When a creature that you can see within 60 feet
steal the limelight whenever they can. of you makes an attack roll, an ability check, or a
Over time, you may find yourself becoming jaded saving throw, you can use your reaction to expend
and callous, seeing any attempts at making sense a heckler’s die, rolling it and subtracting the result
of life as laughable.You may take every opportunity from the creature’s roll. You can choose to use this
to mock the failures and foibles of those around feature after the creature makes its roll, but before
you. The irony of warlocks who tie their fates to the GM determines whether the attack roll, ability
Cosmic Jesters is that though they often become check, or saving throw succeeds or fails.
sharp-witted and skilled entertainers, their nihilist You regain all expended heckler’s dice when you
outlook often sours their friendships and connec- finish a short or long rest.
tions with others.
Entities represented by the Cosmic Jester patron
Perfect Timing
At 6th level, your vile comedic timing becomes
include many fey creatures, trickster gods, and of
sharpened. When a creature within 60 feet that
course, the host with the most—Heckna himself.
you can see fails an ability check, attack roll, or
Expanded Spell List saving throw, you can use your reaction to cast
The Cosmic Jester lets you choose from an vicious mockery targeting only that creature. When
expanded list of spells when you learn a warlock targeted in this way, the target has disadvantage
spell. The following spells are added to the warlock on its Wisdom saving throw against your
spell list for you. vicious mockery.

Spell Level Spells


1st disguise self, hideous laughter
2nd enlarge/reduce, magic mouth
3rd blink, stinking cloud
4th confusion, polymorph
5th animate objects, mislead

6
Crowd Displeaser Inside the Pockets of a Clown
Starting at 10th level, your jokes and insults now Revelers tend to accumulate a lot of strange
affect larger groups of creatures. When casting objects during their time at The Revelia, often from
vicious mockery on your turn, you can cause the pickpocketing Rubes or just stealing from other
cantrip to target a number of additional creatures revelers. Most of the time, these items are just junk,
within the spell’s range equal to your Charisma but occasionally something interesting might be
modifier (minimum 1). found. The following chart can be used when a
Additionally, when you expend a heckler’s die, you reveler is looted or as an alternative list of trinkets
can choose to extend the effect for up to a min- for reveler player characters.
ute or as long as you concentrate to maintain the D20 Reveler Trinkets
effect (as though concentrating on a spell). If you
1 A perpetually soggy handkerchief
do, the target must roll the heckle die and subtract
it from the first roll it makes on each of its turns. A 2 A small wooden clown car
creature’s roll can only be affected by one heckler’s 3 A set of wind-up chattering teeth
die at a time. 4 An out of tune music box
Showtime A wax pendant of a swan, attached to a
5
At 14th level, you can directly channel some of loop of black surgical thread
your patron’s razor-sharp wit and supernatural 6 A pack of playing cards with 5 aces
showmanship to dazzle and berate your opponents.
7 A wadded up clump of colorful hair
As an action, you can conjure a number of distorted
duplicates of yourself equal to your Charisma 8 A crumpled Big Top show schedule
modifier. Each duplicate starts in an empty space 9 A hole
within 10 feet of you and remains for as long as you 10 A doll's eyeball
maintain concentration on the effect (as though
11 A handful of whipped cream
concentrating on a spell) for up to 1 minute.
Each duplicate has 10 hit points, an AC equal to 12 A mostly empty bottle of disappearing ink
your spell save DC and is resistant to nonmagical 13 A wet firecracker
bludgeoning, piercing, and slashing damage. 14 A deflated balloon animal
You can use a bonus action to move each dupli-
15 A sleeping mouse wearing a tiny top hat
cate up to 20 feet. Additionally, you can cause each
duplicate to take a reaction each round. This reac- 16 A sticky lump of old popcorn
tion can only be used to either cast vicious mockery 17 Animalgamation whiskers
using your Perfect Timing feature or to expend a 18 The world's tiniest violin
heckler’s die against an enemy within range (cost-
A Heckna lighter; when lit a flame comes
ing no action). Each of your duplicates can only 19
out of Heckna’s mouth
take this reaction once per turn, and only against a
target within 20 feet of it. A hand mirror that warps the reflection of
20
Once you use this ability, you can’t use it again the viewer
until you finish a long rest.

7
Appendix B
Clown Corruption
July 13, 2021 BETA

Please Note: This beta document references sections in the currently unreleased
Chapters 1, 2, and 3 of the Heckna book. These references will add additional context
to the events of the appendix, but are not necessary to enjoy the appendix on it’s OWN.
Credits
Writing: Concept:

Ashley Warren, Yubi Coates, Dominique Parisien, Ricardo Evangelho, Jordan Richer,
T.R.Rowe Andrea Bruce

Editing: Cover Illustration:

T.R.Rowe, Jay Jackson, Dominique Parisien, Julia Metzger


Serena Langton

Concept Illustrations:
Game Design:
Jason Engle, Daarken
Ashley Warren, Ryan Servis,
Jordan Richer, Christopher Pinch
Design:

Rosemarie Halim, Ricardo Evangelho


Project Management:

T.R.Rowe, Jordan Richer


Additional Contributions:
Matthew Gravelyn

TM
TM

Heckna is Copyright © 2021 Hit Point Press Inc., 1175 Brookfield Rd East, Ottawa, Ontario, K1V0C3, Canada. All
rights reserved. All characters and their distinctive likenesses are property of Hit Point Press Inc. in Canada,
US and other countries. Any reproduction or unauthorized use of the material or artwork contained herein
is prohibited without the express permission of Hit Point Press Inc. Reference to other copyrighted material
in no way constitutes a challenge to the respective copyright holders of that material. Hit Point Press, The
Deck of Many, Heckna and its associated logos are trademarks of Hit Point Press Inc.

2
Clown Corruption The longer a schnozling remains attached to its
host, the harder the infection is to cure. Long-cor-
While building The Revelia, Heckna designed rupted creatures are beyond the help of all but the
a grotesque parasitic system to infect visitors most powerful magic, requiring a heal or greater
and keep them forever bound to his carnival. restoration spell to restore them to their original
Unsuspecting rubes and revelers may find a bright state. However, once the corruption is complete
red clown nose suddenly attached to their face—a and an individual becomes a fresh thrall or the
schnozling. These gruesome parasites latch onto variant clowned adventurer, there is no saving
the victim’s nose, eventually growing into their skull them. Thralls serve Heckna’s every whim with ma-
as a blight begins to spread. niacal, sinister joy.
Schnozlings are produced by Snout, one of Heck- During their time in The Revelia, characters may
na’s two monstrous pets. Snout is a massive aberra- encounter NPCs at different stages of clown cor-
tion that resembles a red clown nose, and tendrils ruption. Notable corrupted NPCs include:
protrude from its pulsing, glistening form. Snout • Pinky (page)
creates the smaller parasitic version of itself: schno- • Olga Oggletron (page)
zlings. These creatures are found everywhere in the
• Der Candy Meister, aka Dee Cee (page)
carnival, often lurking among The Revelia’s many
attractions, and only those who are keenly obser- • Rough Tumbles (page)
vant stand a chance of fending them off. • Giggles O’Lear (page)
Those who have witnessed the effects of a schno-
• Finni Seawidi Fishi (page)
zling infection have rightfully dubbed it “clown
corruption.” The victim’s eyes grow wild, their hair Thralls
begins to turn vibrant colors, and a twisted sense of Corrupted people who aren’t cured in time turn
humor festers in their mind. While the transforma- into thralls. While thralls retain a small degree of
tion is indeed horrific, some symptoms that seem personality and self-awareness, they obey Heckna
bizarrely inconvenient or even terrifying can prove in all things and function as something of a hive
advantageous in The Revelia. As the affliction takes mind. Heckna often uses thralls to populate the
hold, the sufferer finds themselves increasingly at carnival with “festive” attendees alongside revelers
home among the carnival and its inhabitants. and rubes, but those who bother to look quickly
Once a schnozling has been attached to a hu- notice how corrupted the thralls truly are. Thralls
manoid for more than 1 minute, it integrates with its naturally degrade and eventually turn feral, includ-
host’s biology. Any attempts to physically remove ing clowned adventurers, although the time that
or harm the schnozling will also harm the host (see degradation takes is highly variable based on the
the Transitioning Between Phases table). character. Throughout your campaign, you can
Corruption affects everyone differently. Rubes show the gradual progression of infection stages in
(commoners) can rarely be cured—they progress afflicted NPCs or show the deterioration of thralls.
through the stages of corruption quickly and be- Infected members of the Choo-Choo Cadre (Dee
come thralls as they have less constitution and Cee, Rough Tumbles, and Giggles O’Lear) can be
stamina to fend off their powerful effects. Revel- cured of their corruption, but care should be taken
ers (bandits) are sturdier and can occasionally be in progressing them beyond certain infection stag-
helped—depending on the stage of their corrup- es as the NPCs serve key roles in the campaign.
tion—although many are unlikely to request or
There are three tiers of thralls:
even accept assistance due to their staunch loyalty
to Heckna. However, even at first level, Adventurers
are heroes and have more skills and resilience than
the average rube or reveler. This makes them bet-
ter equipped to stave off a schnozling’s infection,
which often grants them time to seek a cure.

3
Fresh Thralls
Fresh thralls are new and remain relatively “fresh,”
meaning that their original appearance is still
partly intact and recognizable. They have unusual
hair colors and can speak and understand the
languages they knew before they were corrupted
as well as Common. However, they tend to prefer to
communicate in Gobbledygook.

Mangy Thralls
Mangy thralls appear shabbier than their fresh
counterparts, with rotting teeth, sallow skin, and
vibrant hair colors. They can only understand and
communicate in Gobbledygook.

Feral Thralls
Feral thralls lack almost all signs of their former self.
They cannot be reasoned with and are driven by
violent hunger and the desire to corrupt. During the
Blood Moon (page), all thralls turn feral due to their
connection to Heckna.

Clowned Adventurers
Clowned adventurers are former adventurers
who have become fully corrupted, either willingly
or forcefully. Although they are infected and
inextricably tied to The Revelia, unlike regular thralls,
the personalities of clowned adventurers are largely
intact. The degree to which they retain memories
of their uncorrupted selves depends on the manner
of their corruption. Some individuals seek out a
schnozling to willingly infect themselves. Those who
do usually retain more of their personality following
their corruption. Heckna also occasionally alters the
mind of a clowned adventurer who openly resisted
him to ensure better compliance.
Use the following as a guideline should any player
characters become infected, and refer to the
Roleplaying the Corruption sidebar.

4
Clown Corruption Phases and Effects ately. This begins Stage 1. All of the following ef-
Once a schnozling has attached itself to a host fects are cumulative: as the character moves from
and has been there for at least one minute, the stage to stage, the effects from each previous
clown corruption starts to take effect immedi- stage continue.

Stage Description Effects


0: The schnozling at- None.
Schnozification tempts to attach itself to
a potential victim’s face.
1: Red Nose The schnozling secures There’s Something On Your Face. (Negative) People
its grip by inserting two have trouble taking you seriously. For the first 10 minutes
of its legs into the host’s of any interaction with a regular (non-corrupted) creature
eye sockets, careful not to that you have not encountered before, any Charisma
puncture the eyeballs. It checks you make to interact with them, other than to
hooks its other two legs make them laugh, are made at disadvantage.
into the corners of the A Nose for Comedy. (Positive) If you spend 1 minute
host’s mouth. The victim’s or more interacting with a creature with whom you
mouth is stretched into a share at least one language, you can use an action to
permanent grin. sniff out what they think is funny. Your next Charisma
Once fastened to the (Performance) skill check to make them laugh is made
face in this manner, the at advantage.
schnozling embeds a
proboscis into the host’s
brain via the nostrils.
The schnozling’s round,
red, parasitic body
then appears to be the
victim’s nose.
2: Giggle Fits The victim has bouts Life’s A Laugh. (Negative) You are easily distracted and
of uncontrollable laugh- laugh at everything. While interacting in a social situation
ter that last for sever- that lasts for at least 10 minutes, you must succeed
al minutes. These fits on a DC 10 Wisdom save to keep from bursting out in
occur randomly but distracting laughter. You will have to repeat the Wisdom
render them temporarily save every 10 minutes until you fail or leave the social
incapacitated. situation. The save DC increases by 5 for every 10 minutes
that pass after the first. After you fail this save or if you
enter a new social situation, the save DC returns to 10.
Why So Serious? (Positive) Your laughter becomes highly
contagious. When you fail the Wisdom save caused by
the Life’s A Laugh effect, you can choose to cast hideous
laughter on one creature within range. Your spellcasting
ability for this spell is Charisma. Once you’ve used this
ability you cannot use it again until you finish a long rest.

5
3: Sugar Cravings The victim’s teeth Candy Tantrums. (Negative) You need to get sweet
become pointed, and treats throughout the day or risk a tantrum. Beginning
they have an insatiable at the end of a long rest, for every two hours that go
desire for sugar. If the by in which you do not consume at least a small candy,
victim does not get to you must succeed in a DC 10 Wisdom saving throw or
eat something sweet at descend into a frenzy for 1 minute. During this time, you
regular intervals, they be- lash out violently at anyone nearby. Any attacks you
come hostile to everyone. make are at advantage, but all attacks made against you
are also made at advantage. An offering of candy will
end this tantrum. Every time you succeed on this saving
throw, the DC increases by 5.
Sugar Rush. (Positive) Your diet is now completely
candy-based. As long as you eat a small piece of candy
every two hours, you do not need to consume any other
rations to maintain yourself. During combat, you can
use a bonus action to consume a piece of candy. For 1
minute, your speed increases by 10 feet, and you can
take the dash action as a bonus action. At the end of the
minute, you fall prone and take 1 point of exhaustion.
4: One Of Them The victim’s hair color Have We Met? (Negative) Your distorted appearance
turns a bright, colorful makes it difficult for people you’ve met before to
shade. Their features also recognize you. Every time you interact with an NPC you
become exaggerated: have met before, they must succeed on a DC 15 Wisdom
big ears grow bigger, (Perception) check to recognize you.
skinny limbs grow more Looking the Part. (Positive) When you reach this stage,
elongated and gangly. thralls of any stage will start mistaking you for one of
The victim begins to them. At the start of any combat that includes thralls, roll
look like a caricature a d20. On a 5 or lower, the thralls will completely ignore
of themselves. you for the duration of the combat. This effect ends
immediately when you deal damage to a thrall.
5: The victim’s voice Radiating Creepiness. (Negative) Being near you causes
Disturbing Aura changes and they turn other creatures to become uncomfortable. Any creature
almost every sentence that spends an hour within 20 feet of you must succeed
into an insult or a joke. on a DC 15 Wisdom save or be Frightened of you for 1
They also develop an minute. Any ally that knew you before this transformation
innate knowledge of has advantage on this roll. Creatures will have to repeat
Gobbledygook, which the Wisdom save every hour until they fail or are able to
sneaks into their speech spend 10 minutes somewhere where they cannot see you.
and makes it difficult for The save DC increases by 2 for every hour that passes after
them to communicate the first. After a creature fails this save, it is immune to this
effectively in other lan- effect until the end of its next long rest.
guages. The corruption In on the Joke. (Positive) You are now fluent in
has almost completely Gobbledygook and learn the vicious mockery cantrip. Your
taken hold, and little of spellcasting ability for this spell is Charisma. If you were
the victim’s original per- already able to cast vicious mockery, you can now add your
sonality remains. charisma modifier to the damage dealt by the spell.

6
6: Total Corruption At this point, what was You are now a thrall or clowned adventurer under
once a schnozling has Heckna’s control.
fully consumed the vic-
tim’s real nose, infecting
every part of them in the
process. There is now no
way to safely separate the
parasite from the victim—
removing the schnozling
will kill the host. Those
who reach this stage of
corruption have complet-
ed their transformation
and become full thralls
of Heckna. When a thrall
dies, the schnozling de-
taches itself and searches
for a new host.

Transitioning Between Phases


Damage to Host on each
Advances To The Next Cure Attempt
Stage Stage When: Cure (Success or Fail)
0: Schnozification The schnozling has DC 12 Intelligence N/A
been attached to (Medicine check)
the host for longer
than 1 minute.
1: Red Nose You successfully make DC 15 Intelligence (Medicine 7 (2d6) psychic damage
someone laugh with check) or Lesser Restoration
the Nose For Comedy
trait 3 times.
2: Giggle Fits You fail the Life’s A DC 18 Intelligence (Medicine 10 (3d6) psychic damage
Laugh trait’s saving check) or Lesser Restoration
throw 3 times.
3: Sugar Cravings You fail the Candy Tan- DC 20 Intelligence 14 (4d6) psychic damage
trum trait’s saving throw (Medicine check) or
3 times, or you use the Lesser Restoration
Sugar Rush trait 3 times.
4: One of Them Three NPCs fail to rec- DC 25 Intelligence 21 (6d6) psychic damage
ognize you due to your (Medicine check), Greater
Have We Met? trait. Restoration, or Heal
5: Disturbing Aura Three close allies Greater Restoration or Heal 24 (7d6) psychic damage
fail the Wisdom save
caused by your Radiating
Creepiness trait.
6: Total Corruption N/A N/A N/A

7
Roleplaying the Corruption The Final Stage
When a player character reaches Stage 6 of clown
Becoming corrupted by a schnozling isn’t just a corruption, they fall completely under the sway
mechanical effect—it can also be a pivotal plot of Heckna and The Revelia. At this point, it is rec-
point in a character’s story. Players are encouraged ommended that the character become an NPC,
to roleplay each of the phases of the corruption, under your control, and the player creates a new
including the negative side effects associated character. If, after discussion, the player wishes to
with each phase. You should encourage a player continue playing their character as a fully corrupted
to play up the strange new behaviors and unusual thrall, then their alignment becomes chaotic evil
changes in appearance. and their Ideal, Bond, and Flaw are replaced with
Advancement from stage to stage can involve the following:
the player making strange, often detrimental
Ideal. The only point to existence is laughter and
choices—and they should be encouraged to do
entertainment. My sole purpose is to ensure peo-
so. You may wish to tell a player whose character
ple are laughing at all times. If not, I find ways to
is undergoing corruption what these conditions of
make them laugh.
advancement to the next stage are and have them
keep track. You could also reward the player with Bond. I serve the Ringleader, Heckna, and do his
XP or inspiration for triggering the negative effects bidding, no matter what he asks of me. I am con-
of the corruption. Alternatively, you can increase nected to The Revelia itself and if The Revelia, or
suspense by not letting players know what events Heckna, are destroyed, I will also be destroyed.
will advance the corruption. Flaw. I become bored and restless if I am not
If you would like to have the clown corruption causing mischief. I am incapable of feeling true
be more aggressive, or place more time pressure happiness, but I derive pleasure from people
on the player, you can also have the corrupted being pranked.
character make Constitution saving throws every A fully corrupted character may be difficult to
24 hours, or more frequently if you are running keep in a party because they will be looking to
a oneshot, with a DC based on the stage of the disrupt the party and cause havoc. If the party has
character’s corruption. been a particular nuisance to Heckna, Heckna is
likely to find ways to contact the corrupted charac-
Corruption Stage Constitution Saving Throw
ter to aid them directly in making the party’s lives
1 DC 12 difficult. The discussion about whether a corrupt-
2 DC 15 ed character should continue to be played should
involve all the players at the table. The fun of the
3 DC 18
player whose character is corrupted should not be
4 DC 20
allowed to come at the expense of the fun of the
5 DC 25 other players or yourself.
Failing this Constitution saving throw immediately If the decision is made to have the fully corrupt-
progresses the corruption to the next stage. ed character become a GM-controlled NPC, you
can create a custom stat block or use one of the
clowned adventurers on page XX in the Bestiary.

8
Appendix c
Heckna Himself
July 12, 2021 BETA

Please Note: This beta document references sections in the currently unreleased
Chapters 1, 2, and 3 of the Heckna book. These references will add additional context
to the events of the appendix, but are not necessary to enjoy the appendix on it’s OWN.
Credits
Writing: Concept:

Ashley Warren, Yubi Coates, Dominique Parisien, Ricardo Evangelho, Jordan Richer,
T.R.Rowe Andrea Bruce

Editing: Cover Illustration:

T.R.Rowe, Jay Jackson, Dominique Parisien, Julia Metzger


Serena Langton

Concept Illustrations:
Game Design:
Jason Engle, Daarken
Ashley Warren, Ryan Servis,
Jordan Richer, Christopher Pinch
Design:

Rosemarie Halim, Ricardo Evangelho


Project Management:

T.R.Rowe, Jordan Richer


Additional Contributions:
Matthew Gravelyn

TM
TM

Heckna is Copyright © 2021 Hit Point Press Inc., 1175 Brookfield Rd East, Ottawa, Ontario, K1V0C3, Canada. All
rights reserved. All characters and their distinctive likenesses are property of Hit Point Press Inc. in Canada,
US and other countries. Any reproduction or unauthorized use of the material or artwork contained herein
is prohibited without the express permission of Hit Point Press Inc. Reference to other copyrighted material
in no way constitutes a challenge to the respective copyright holders of that material. Hit Point Press, The
Deck of Many, Heckna and its associated logos are trademarks of Hit Point Press Inc.

2
Heckna
THE HOST WITH THE MOST
Medium aberration, chaotic evil

Armor Class 18 (natural armor)


Hit Points 218 (23d8 + 115)
Speed 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


21 (+5) 17 (+3) 21 (+5) 15 (+2) 13 (+1) 21 (+5)

Saving Throws Dex +8, Wis +6, Cha +10 Quiet, I’m Monologuing. Heckna can spend his bonus
action to start a loud and self-aggrandizing mono-
Skills Athletics +10, Deception +15, Insight +6,
logue that lasts for 1 minute. While monologuing,
Performance +15, Perception +11, Stealth +8
anyone who attacks Heckna or otherwise tries to inter-
Damage Resistances psychic; bludgeoning, piercing, rupt the monologue takes 7 (2d6) psychic damage as
and slashing damage from nonmagical weapons Heckna scolds them for being rude. Heckna’s mono-
Damage Immunities poison logue ends early if he takes damage.

Condition Immunities charmed, poisoned Actions


Senses darkvision 120 ft., passive Perception 21 Multiattack. Heckna unleashes his Curse of Kook-
Languages common, Gobbledygook iness. He then makes two attacks with shocking
grasp or one attack with the punchline. He can then
Challenge 14 (11,500 XP)
use Hold This, if able.
Traits Curse of Kookiness. Each creature of Heckna's choice
that is within 120 feet of him and aware of him must
Special Equipment. Heckna wields a +2 two-handed
succeed on a DC 16 Wisdom saving throw or become
magic mallet called the punchline*.
frightened for 1 minute. While frightened in this way,
Legendary Resistance (3/day). When Heckna fails a a creature begins cackling feverishly, can’t speak
saving throw, he can choose to succeed instead. or cast spells, and must move up to its speed each
Innate Spellcasting. Heckna is a 13th-level spellcast- turn as it dances to music only it can hear. The tar-
er. His spellcasting ability is Charisma (Spell save DC get can repeat the saving throw at the end of each
18, +10 to hit with spell attacks). Heckna can innately of its turns, ending the effect for itself on a success.
cast the following spells, requiring no material com- If a creature's saving throw is successful or the effect
ponents or concentration to maintain a spell’s effects ends for it, the creature is immune to Heckna’s Curse
for its duration (when applicable): of Kookiness for the next 24 hours.

At Will: balloon ride*, dispel magic, hideous laugh- Shocking Grasp. Melee Spell Attack: +10 to hit, reach
ter, shocking grasp, vicious mockery 5 ft., one target. Hit: 13 (3d8) lightning damage. If the
target is a creature, it can’t take reactions until the
3/day: confusion, misty step, sinister shadow* (cast start of its next turn. Heckna has advantage on this
as a 4th level spell) roll if his target is wearing metal armor.
1/day each: dream, irresistible dance, standing The Punchline. Melee Weapon Attack: +12 to hit,
ovation*, teleport reach 10 ft., one target. Hit: 26 (3d12 + 7) bludgeon-
*-This spell was introduced in Heckna Lives! ing damage, and the target must succeed on a DC
19 Strength saving throw or be thrown 30 feet away
Cruel Insults. If Heckna casts vicious mockery on a from Heckna in a straight line, landing prone. If the
creature that has failed an attack roll, saving throw, or creature encounters a solid object that prevents the
ability check that turn, the target has disadvantage on movement, the impact emits a comical “DING!”, and
the saving throw against the spell. the target is stunned until the start of its next turn.
Quick Change. Whenever Heckna casts misty step,
uses Let’s Switch Things Up, or uses It’s Showtime, he
can change the look of the clothing he’s wearing.

3
Hold This (Recharge 5-6). Heckna pulls a random
REACTIONS
magical object (see the Random Object table) from
a bag he carries and tosses it at a creature he can Aura of Mischief. When a creature within 60 feet of
see within 30 feet of himself that he didn’t target Heckna makes an attack roll, ability check, or saving
with this ability last round. The creature can take a throw, Heckna can choose to impose disadvantage
reaction to catch the object, and can drop anything on the roll by causing the target to experience a co-
it is currently holding (even a shield) as part of their medic misfortune (see the Aura of Mischief table).
reaction to catch it if the object requires two hands Stage Exit (1/Day). When Heckna is reduced to 0 hit
to catch. Regardless of its size or weight, the object points, he is instead reduced to 1 hit point and im-
can be held by the targeted creature, and it emits a mediately teleports (as, the spell) to an unoccupied
strange ticking noise that can be heard clearly out to space within 5 feet of Sophie the Chandler of Flesh,
30 feet. Holding the object is strenuous, and imposes or to Arachne the Werespider. Heckna can’t take
the following penalties: this reaction if Arachne and Sophie are dead, or no
• The creature’s speed becomes 0, and it can’t longer allies of Heckna.
benefit from any bonus to its speed as long as
it holds the object. Flying creatures must land Legendary Actions
while holding the object, or else plummet to the Heckna can take 3 legendary actions, choosing from
ground at the end of their turn (unless they can the options below. Only one legendary action option
hover). can be used at a time and only at the end of anoth-
• The creature automatically fails Strength and er creature’s turn. Heckna regains spent legendary
Dexterity ability checks and saving throws while actions at the start of its turn.
it holds the object. Shock and Ha. Heckna casts hideous laughter,
If the object touches the ground or reaches 0 hp, it shocking grasp, or vicious mockery.
immediately explodes. Each creature in a 20-foot-ra- Let’s Switch Things Up (Costs 2 Actions). Heckna
dius sphere centered on the point where the object targets a creature he can see within 60 feet of him-
landed must make a DC 17 Dexterity saving throw or self.
take 27 (8d6) fire damage on a failed saving throw, He and that creature magically switch places. The
or half as much damage on a successful one. If held creature he switched with must succeed on a DC
until the end of Heckna’s next turn, the object sim- 13 Charisma saving throw from the shock of being
ply ceases to exist with a satisfying “pop”. forced through time and space, or become incapaci-
It’s Showtime (1/Day). A gilded rope falls from the ated until the end of its next turn.
ceiling, and Heckna pulls down on it firmly, causing Face/Off (Costs 3 Actions). Heckna pulls off his mask
the surrounding area to warp and transform into a to reveal the horror beneath. Each creature within
magnificent stage. Around the outside of the stage, 15 feet of Heckna that can see him must make a DC
audience stands pop up, filled with illusory hooting 18 Wisdom saving throw or take 22 (4d10) psychic
and hollering revelers, and 2d6 thralls dressed in damage on a failed saving throw, or half as much
spotless clown attire start somersaulting, back flip- damage on a successful one. Additionally, a creature
ping, and dancing onto the stage to join the battle. that fails its saving throw drops what it is holding
Until the end of Heckna’s next turn, all creatures and must take a reaction (if available) to move up
bsides Heckna and his minions are so distracted by to its speed away from Heckna by the most direct
the outrageous performance that they have dis- available route.
advantage on their attack rolls and ability checks,
and all attack rolls made against Heckna’s enemies
have advantage.

4
Lair Actions The Library
Read You Like a Book. Heckna grabs a book off
On initiative count 20 (losing initiative ties), Heckna of a shelf and targets a creature he can see. The
takes a lair action to cause one of the following target must make a DC 15 Intelligence saving
effects; Heckna can’t use the same effect two throw or take 13 (3d8) psychic damage, as Heckna
rounds in a row: reads the target’s story from the book, recounting
• Heckna creates 1d4 heckmites in an unoccupied every terrible, embarrassing thing that has ever
space of his choice within his lair. A heckmite happened to them. (GM Note - have the player
created in this manner acts on initiative count 20. describe a few funny embarrassing memories from
Heckna can create up to eight heckmites in this their character’s past - this should be fun, and not
manner, after which point he can’t take this lair reveal anything the player doesn’t want revealed
action. Any remaining heckmites vanish when he about their character.)
finishes a short or long rest.
The Costume Closet
• Hidden trap doors in the ceiling open, and
Fast Fashion. Strange and ridiculous costumes
balloons and confetti rain down and lightly
start darting around the room. Heckna chooses
obscure a 25-foot cube centered on a point
up to 4 medium or smaller creatures that he can
Heckna can see until initiative 20 of the next
see to make a DC 14 Dexterity save. On a failure,
round. A creature other than Heckna moving
the target is bombarded by clothing and whatever
through the area must spend 4 feet of movement
they are wearing is replaced by the costume. Until
for every 1 foot it moves. Each creature other than
the end of their next turn, the target has an AC of
Heckna in the area when he takes this action, or
10 and can’t access any equipment besides what
that moves into this area for the first time on its
they are currently holding, including any attuned
turn, must make DC 15 Strength (Athletics) check.
magic items they are wearing or carrying, which are
Any creatures that fail fall prone into the balloon
suppressed for the duration.
heap. Among the balloons lie 1d4 blimps.
The Bathroom/Make-up Room
Special Lair Actions
Heckna has certain lair actions he only has access Comedic Makeover. Heckna targets a creature that
to while in certain rooms in his lair. Each of these he can see and decides they need a makeover. The
lair actions can be taken when Heckna is in the: target must make a DC 14 Constitution saving throw
as they are assaulted by flying brushes which apply
The Music Room a caustic smelling clown make-up. On a failure, the
Turn It To Eleven. A creature Heckna can see target is incapacitated until the end of their next
must succeed on a DC 15 Charisma saving throw turn. The garish clown make-up remains until the
or be banished into a nightmarish dimension of target takes a short or long rest.
cacophonic sound and flashing color until the
The Sleeping Caravan
start of its next turn. The target reappears in an
unoccupied space nearest to the space it was Lights Out, Kiddo. Heckna yawns animatedly and
banished from and is blinded and deafened until the rubs his eyes while singing a creepy lullaby. All
start of its next turn. creatures within 60 feet that can hear Heckna must
make a DC 13 Wisdom saving throw. On a failure,
an illusory bed forms beneath the target and tucks
them in gently as they fall into a magical slumber.
The creature wakes up when they take damage, or if
an ally spends an action to wake them.

5
Random Objects Table The target vibrates at a freakishly
4
high speed
These are the random objects Heckna can pull
from his bag when he uses Hold This. Choose from 5 The target is distracted by a shiny object
the list below or roll a d20 to randomize. You can The target experiences a devastating
6
also add in your own items for style points. leg cramp
The target becomes incredibly insecure in
Random Objects 7
their personal style
D20 Object
The target smells a whiff of their favorite
1 A grand piano 8
food and drools uncontrollably
2 A banana
A tiny version of the target appears on
3 A bicycle 9 its shoulder, pokes the target in the ear,
4 A sousaphone then vanishes
5 A chiffarobe A visage of the target’s parents appears,
10 expresses disappointment in the target,
6 A clown shoe, left, size 14
then vanishes
7 A prop sword
The target recalls a terrifically awkward
8 A can of sardines 11
romantic encounter
9 A shepherd’s crook The target giggles in a pitch they would
12
10 A 6-foot-tall candelabra ordinarily be unable to produce
11 A megaphone The target is bitten in a sensitive area by
13
12 A clown shoe, right, also size 14 a wayward insect

13 A stuffed Elephant Animalgamation The target sweats profusely, getting


14
moisture everywhere
14 A bed
The target realizes they forgot to put on
15 An anvil 15
a key article of clothing that day
16 A couch
The target sneezes so hard they lift
17 A croquet mallet 16
slightly off the ground
18 A pair of safety scissors A mouse runs up the target’s leg and
17
19 A writing desk swan dives off the target’s face
20 A number 8 billiard ball An aggressive earworm of a song begins
18 playing in the target’s head at a near
deafening volume
Aura of Mischief Table A nearby creature heckles the target for
19
This table lists the comic misfortunes Heckna inexplicable reasons
can inflict on players with his Aura of Mischief The target finds Heckna strangely,
20
reaction. Choose which effect apples, or roll a d20 distractingly attractive
to randomize. You can also come up with your own
misfortune for style points.
Aura of Mischief
D20 Misfortune
1 The target is struck by a flying banana
The target experiences a bout of
2
aggressive flatulence
The target’s movements emit distracting,
3
ear splitting honks

6
Heckna’s Weaknesses
Though Heckna may seem all-powerful (and he
very nearly is while inside The Revelia), he has
weaknesses, which he keeps closely guarded.
Consider the following when roleplaying Heckna
in, or out of battle, to convey his flaws to the party.
Certain revelers or other NPCs may have stumbled
upon these weaknesses as well, though they would
be kept as dire secrets. If Heckna ever found out
that someone knew of his weakness, he’d have no
choice but to kill them, or subject them to a fate
worse than death.
• Heckna is prone to making jokes and speeches
during combat, especially when he has the upper
hand. If he’s winning, Heckna may spend his
turn doing nothing but taunting or tormenting
a single character (though he’ll still use Lair and
Legendary actions as normal) creating an opening
for the party to recover. He can also be distracted
by playing to his ego through flattery, or taunting,
which will change who he attacks in combat.
Heckna’s no rube, however, and he won’t fall for
the same trick twice.
• Heckna loves manipulating others, but his childish
nature means he can be rather gullible when it
comes to matters of intellect. Attacking him with
spells or effects that require Intelligence saving
throws is a good way to throw him off his game.
• Heckna can’t stand silence or a lack of stimuli.
Affecting the environment, such as turning off
lights or sound, erodes his demeanor and sardonic
edge. In combat, this makes Heckna irritable,
causing him to have disadvantage on Charisma
saving throws until the end of his next turn.
• Heckna can teleport using his Stage Exit feature
once per day. Once this is used, he can’t use it
again until the next day. If Sophie and Arachne are
dispatched, there is no one to receive him and this
move fails.
If this isn’t an option, forcing Heckna to make use
of this early in the combat encounter is a good
way to remove one of his most powerful features

7
Appendix D
The Dastardly Disco Awaits…
July 12, 2021 BETA

Please Note: This beta document references sections in the currently unreleased
Chapters 1, 2, and 3 of the Heckna book. These references will add additional context
to the events of the appendix, but are not necessary to enjoy the appendix on it’s OWN.
Credits
Writing: Concept:

Yubi Coates Ricardo Evangelho, Jordan Richer,


Andrea Bruce

Editing:
Cover Illustration:
Christopher Pinch
Julia Metzger

Game Design:
Concept Illustrations:
Ashley Warren, Ryan Servis,
Jordan Richer, Christopher Pinch Jason Engle, Daarken

Project Management: Design:

T.R.Rowe, Jordan Richer Rosemarie Halim, Ricardo Evangelho

Additional Contributions:
Matthew Gravelyn

TM
TM

Heckna is Copyright © 2021 Hit Point Press Inc., 1175 Brookfield Rd East, Ottawa, Ontario, K1V0C3, Canada. All
rights reserved. All characters and their distinctive likenesses are property of Hit Point Press Inc. in Canada,
US and other countries. Any reproduction or unauthorized use of the material or artwork contained herein
is prohibited without the express permission of Hit Point Press Inc. Reference to other copyrighted material
in no way constitutes a challenge to the respective copyright holders of that material. Hit Point Press, The
Deck of Many, Heckna and its associated logos are trademarks of Hit Point Press Inc.

2
The Dastardly Disco Awaits… Depending on your preference, you can choose
to have the player characters begin this adventure
Welcome to The Revelia, a dark and mysterious as a part of a current Heckna! campaign or have
carnival where the fun never ends. A spangled, them stumble upon the Dastardly Disco during a
glittering world of glitz and glam encompassing more typical 5e adventure. While characters cannot
the blood-red spire of the Big Top, with countless normally leave The Revelia (see page X), this can be
sideshows and attractions that lure unsuspecting disregarded if you are using this scenario outside
victims. Beneath the fabulous facade lies a sinister of an ongoing Heckna! campaign. Consider using
underbelly of chaos, corruption, and calamity under the following scenarios to introduce the Dastardly
the watch of Heckna, the magical mastermind and Disco in your campaign.
ringleader extraordinaire. The Revelia has claimed
many victims over the ages, and the Disco is one Plot Hooks:
of its oldest attractions. With a heady mix of magic • The characters find flyers advertising for the
from Heckna and the original magic of the Disco’s Dastardly Disco (complete with directions) that
proprietor, Hellvis, running through its veins, the promise a substantial reward if they’re able to
Dastardly Disco retains some of the original charms boogie on through the night and make it out
of The Revelia—and some unusual quirks not found alive. As an added bonus, survivors’ images will be
anywhere else in Heckna’s realm. Heckna won’t displayed forever on the Disco’s Wall of Wonder...
risk removing the Disco because of the ill effect it • A group of local teens headed out to the Disco in
might have on The Revelia, but that doesn’t mean search of a wild night, but they haven’t returned.
he has to like what happens in the dance hall An elder in their community is getting more
or Hellvis themself. In fact, Heckna has a strong worried by the hour and will pay handsomely for a
dislike for both and rarely acknowledges their group of heroes to ensure their safe return...
existence, except to speak of them with disdain.
• The party is approached by a tiefling in a ragged
Will characters escape the everlasting dance, or will
ball gown. They give their name as Preslia [they/
they waltz until the end of time? This adventure will
them] and beg the party to rescue their family
take a party of 5th level characters on a wild ride
from the Dastardly Disco, where they’ve been
that can be enjoyed in the span of a few hours.
trapped for years. This tiefling is actually Hellvis in
disguise, though the party has no way of knowing
Adventure Synopsis: this until their confrontation within the Disco…
The Dastardly Disco is the best party in The Reve-
lia, but those who outstay their welcome may find If you’re introducing this as part of the Heckna! cam-
themselves stuck forever! Spanning five rooms, paign, the Dastardly Disco is located in the Dismay-
this musical dungeon crawl twirls together com- dium (page) area and should be introduced during
bat encounters, puzzles, and traps to delight and Chapter 2: The Clandestine Collectors (page). It is
dismay whoever crosses the threshold. With the located behind the Flop House casino (page).
wondrous and wicked Hellvis [they/them] spin-
ning the disks behind the scenes, the party must
stay alive and rescue whoever they can as they
traverse five distinct dance halls and try to make it
all the way to Hellvis’s lair. Adventurers will have to
waltz through the Baleful Ball (pg 5), foxtrot
by way of the Electro-Steam & Swing (pg 6)
room, shuffle between the swamps of the Bleak
Bayou Blues (pg 8), and kick their way out of
the Killer Ceilidh (pg 9) (pronounced kay-lee)
before they can get down and dirty with Hellvis on
the Dastardly Disco’s VIP Dancefloor (pg 3).
Rumors tell of fantastical magic items to be discov-
ered and a bounty of heinous, hilarious effects the
Disco places upon those who dare to enter…

3
Welcome to the Premiere Party Palace! As the party examines the portraits, the voice of
Hellvis [they/them] rings out. Their voice is pomp-
The adventure starts with the party approaching ous, drawling, and amused.
the Dastardly Disco after traveling through a dark “Well, well, well! Welcome, little revellers! Allow me
and dense forest along a winding path into The to introduce myself… I am the notorious, fabulous,
Revelia. Rather than entering through the main get down-and-dance-ulous Hellvis! And you are my
gates of The Revelia’s carnival grounds, the party guests of horror. I mean honor, of course. I hope The
ends up in the outskirts of the forest, with the rest Revalia is treating you well. But don’t you worry my
of The Revelia (as found in the Heckna! campaign) little sorry sights, you’ll be dancing queens before
appearing as only ghostly, misty echoes which the long. I’m just dying to see your best moves…”
party can’t interact with, if you are using this as a
standalone adventure. The party eventually comes Once Hellvis has finished speaking, they clap
to a solitary solid building. If you are incorporating loudly, and each member of the party must suc-
the Disco into a Heckna! campaign, it can be found ceed on a DC 15 Wisdom saving throw or be com-
behind the Flop House. pelled to begin feverishly tap-dancing for 1 minute,
gaining a level of exhaustion upon completion.
Bright lights flash behind grimy windows. A low, Hellvis does not respond to any questions or
thumping beat emanates from the very bones taunts from the heroes. They simply tell the party
of the building, interspersed with laughter and they’ll “keep in touch,” and their voice fades out
cheers. The construction of the house is confusing, into laughter.
shifting its shape with every new glance, growing Depending on the plot hook used, a DC 12 Wis-
odd corners and twists without ever changing size. dom (Investigation or Perception) check will reveal
A single, red velvet covered door is set into one of that some of the pictures on the Wonder Wall
its stone walls, and a painted sign proclaims, ‘Wel- depict the missing adventurers or innocents the
come to the House of SICK BEATS!’ A strange chill party has been tasked to find. A successful Per-
fills the air and, as the door slowly creaks open, all ception check also reveals that the gentle music
the commotion stops. A single scream rings out is likely coming from a string quartet on the other
from the building before the sounds of the party side of the double doors, along with the sound of
begin anew. swishing fabric.
The wide double doors are painted white and gold.
The building has only one door, and all of the
Light is shining out from under their edges. When
windows are too dirty to see through. If the glass is
the party approaches the doors, they swing wide as
broken, only magically lit stone walls are revealed
two human-sized porcelain dolls dressed as footmen
behind them.
in white wigs pull them open from the inside.
When the party enters, they step into a long, shab-
by corridor. The floor has a long, red, bloodstained
carpet stretching into the darkness ahead, and the
walls are covered in crooked, gilded frames. Each
frame holds a portrait of a different adventuring
party, all in various states of distress. Sad, slightly off-
key acoustic music plays softly, emanating from an
unknown source. A large banner reads “The Wonder
Wall!” in a gaudy font. Each frame is a portrait of a
different group, each in various states of distress.
Towards the end of the corridor surrounding a large
set of double doors is a more gaudy section with
another banner reading “We Are The Champions!”.
This section displays a scant few portraits of exhaust-
ed-looking adventurers leaving the Dastardly Disco.

4
The Baleful Ball Once the party is in the room, the doors behind
them close and disappear as the quartet falls silent
and the dancers come to a halt. Two stiff yet grace-
The sound of strings and swishing silks fills the ful courtiers descend the staircase, hand in hand,
air. Hundreds of candles mounted on the walls and as Hellvis’s voice booms out of the courtiers’ open,
elaborate chandeliers make this large, ornate ball- unmoving mouths.
room flicker with light and shadow. The ballroom,
far too large to fit inside the building you entered, “Ah, the opulence of Rococo, right here in The
is full of humanoids of all sorts, dressed in finely Revelia. Welcome to the Baleful Ball! Grab a part-
tailored clothes with white powdered wigs. The ner and waltz the night away! I promise they don’t
dresses have skirts extending two to three feet out bite… much! Oh, and if you do decide to step on
to the side, and the frock coats are laden with lace a few toes, do make sure it’s not the poor, dear
and embroidery. The humanoids all move togeth- innocents who get trampled! We wouldn’t want a
er in graceful harmony. Up a short flight of gilded graveyard smash in here, after all. And by the way,
stairs is a brass door, covered in valves and spin- if any of the woeful waltzers are left alive after this,
ning cogs, emitting puffs of steam. I’ll let them go, you know. Good luck!”

Successful Wisdom (Perception or Insight) checks The quartet strikes up a rapid waltz, and the
(DC 12) reveal that 8 of the dancers are captives. The dancers advance.
captives drag their feet along the ground, dancing
less enthusiastically, and their faces are recogniz- The Wicked Waltz
able from pictures on The Wonder Wall. The room measures 40 feet by 60 feet. The dancers
include 12 porcelain prancers, 8 captives,
Captives 4 groupies, and the 2 courtiers.
As combat begins, the porcelain prancers form
Within the Dastardly Disco, Hellvis keeps captives:
four groups, each containing 3 porcelain prancers
mortals that have either been charmed away
and 1 captive in a 10-foot square, to dissuade the
from the Dismaydium, resurrected after they
party from utilizing area of effect spells. The porce-
failed to survive The Disco, or both! The Disco
lain prancers and captives do not attack, and each
slowly corrupts Hellvis’s captives into aberrations
group forms a single entity that acts as one unit in
bent on serving their will, though the process is
initiative. The porcelain prancers attempt to grapple
still reversible at this stage, so long as they are
(escape DC 14) any party member within 5 feet of
freed from The Disco and not yet transformed.
them at the beginning of their turn. The remaining
At your discretion, you can represent The Disco’s
4 captives are swept up by the groupies and act
corruptive influence by making captives hostile to
on the same turn as the groupie they’re partnered
the adventurers, but ordinarily, captives are merely
with, always staying within 5 feet of the groupie.
compelled to dance for Hellvis’s amusement.
The groupies and courtiers move freely to attack
Hellvis toys with adventurers by putting captives
the party, but always with elegance. If all of the
in danger, and they will reward characters who
groupies and courtiers are killed, any remaining
survive The Disco’s challenges by begrudgingly
porcelain prancers will drop lifeless to the floor
releasing some of their captives. When a captive
as the captives collapse in exhaustion. When de-
is released by Hellvis, they are freed from the
stroyed, porcelain prancers disintegrate into a cloud
Dastardly Disco’s corrupting influence and
of musty-smelling dust, whereas groupies and
teleported outside The Disco, returning either to
courtiers explode into glittery confetti.
The Revelia, or—in some rare cases—their home
Once the enemies have been defeated, Hellvis’s
plane (depending on whether they entered The
voice rings out.
Disco before Heckna put up the barrier and broke
down the train (page X)).

5
“Ugh, all that dust on those gorgeous blue suede The smog clears to reveal that the party is stand-
shoes! What a wicked waltz that was! I didn’t know ing on a narrow ledge with a solid metal wall behind
quite what to expect when I first saw your faces, them, facing a large room with three large rotating
but now, I’m a believer. Well, I suppose I must keep platforms in the shape of brass gears.
my word… dancers, you’re free to go. But, do come
Built into the walls of the room are shifting sculp-
back soon, won’t you? I’ll have a new room ready to
tures made from burnished metal and gears in the
rock and roll by the time the next lot end up here!”
shape of a swing band. Loud, fast, jazzy music blasts
Any living captives are then released by Hellvis from them, making the metal floors vibrate with the
and magically teleported outside of the Dastardly beat. Three large gears spin steadily, suspended in
Disco. Then, the ground beneath the party begins the air above a roiling bank of steam and fog. Sud-
to shake and crumble as the room disintegrates denly, the center of each gear emits plumes of steam
around them. The brass doors slowly creak open, as pairs of metal automatons rise up from each one.
and each party member must succeed on DC 12 All six are dressed finely in a variety of beaded, drop
Dexterity saving throw, or the falling dust magical- waist dresses and tailored suits adorned with minia-
ly changes their clothing into uncomfortable and ture cogs and gears. Their faces are blank metal, and
garish versions of ballroom gear for as long as they steam occasionally gushes from their joints as they
remain in the Dastardly Disco. All equipped armor dance vigorously.
and magic items function normally. However, any-
Each gear measures 20 feet in diameter and is
one that failed the saving throw has disadvantage
separated from the next gear by a 20-foot gap. There
on Dexterity (Stealth) checks while they are in the
is a 5-foot gap between the ledge and the first plat-
Dastardly Disco, as each step they take in their new
form. The ledge and platforms are suspended 20 feet
outfits is accompanied by a comedic trumpeting
above a bank of hissing steam, and the floor is ob-
noise, as if they are being followed by an invisible
scured from view. Should anyone fall off a gear, they
musician. The effect can be removed with remove
plummet into the steam, taking 7 (2d6) fire damage.
curse or lesser restoration.
They then appear immediately 10 feet above the gear
At the foot of the cog-covered door is the disco
they fell from, taking 3 (1d6) bludgeoning damage
stick* with a little note reading: “Love, Hellvis.”
from the fall.
At the far end of the room is a worn-looking wood-
Energetic Electro-Steam & Swing
en door covered in thick ivy and trailing plants, with
The next room is enveloped in magical darkness,
water seeping out from beneath it. This door is locat-
revealing only the edge of a copper metal floor as
ed on a 10-foot wide, 5-foot long platform on the wall,
the party enters.
60 feet above the level of the entrance.
A DC 15 Wisdom (Perception) check detects the
The automatons on the platforms are swanky
sound of rhythmic tapping and hissing steam,
swingers. They are not immediately hostile to the
which comes from somewhere beyond the bound-
party and will gladly converse with them, though
aries of the magical darkness. This darkness cannot
they are loyal to Hellvis and defend themselves
be penetrated by darkvision, nor can it be dispelled.
if attacked.
Once the party members have all stepped into the
When someone steps onto the first gear, the first
gloom, the door vanishes, and the darkness turns
two swanky swingers address them in a loud yet
into swirling smog as Hellvis’s voice rings out.
tinny voice that seems to issue from both constructs
“Are you jivin’ yet my cool little cats? Bedazzled by at the same time:
my ball? Don’t fret, you haven’t even begun to feel my
“Aren’t you just the bee’s knees, sweetie? If you
beat yet. I wonder what you’ll think of my salacious
wanna get across, you gotta impress us by an-
swingers. They won’t screech as long as they like your
swering three riddles. You gotta get each one in a
answers, but don’t let them turn you into burning
single try—bullseye! No doozies, or else we’ll blow
hunks, my loves. Catch you on the flip-side, chumps!”
our tops! We’re regular chatterboxes though, so if
you wanna flap your jaws at us and ask a couple of
questions before you answer, feel free. Tell us when
you’re ready, sweethearts!”

6
The swanky swingers willingly give clues and di- Second Riddle:
vulge additional information about Hellvis and the
“I come with a scroll yet need no ink,
Dastardly Disco, such as:
With a neck and ribs but no brain to think.
• Hellvis often changes the themes of the rooms,
and they adore watching parties try to make their I have a saddle yet cannot be ridden,
way through the Disco. A bridge across me where no water is hidden.
• Hellvis stays true to their word and releases What am I?”
captives as a reward for those who successfully
make it through their challenges in order to keep Possible answers: A violin / cello / viola / double bass
the party fresh. On a wrong answer, the gear spins rapidly, and
• Those who die in the Disco are resurrected and each party member must succeed on a DC 15
held as captives. Constitution saving throw or become poisoned for
ten minutes from the sudden sickening rotation.
• Hellvis themselves likes to go out and convince
After an answer is provided or the gear spins, a rope
parties to come “rescue” captives and explore the
bridge made from cello and violin strings appears,
Dastardly Disco, much to the annoyance of Heckna.
leading the party to the final gear, where the final
• Hellvis was one of the first to join The Revelia and pair of swanky swingers begin to dance.
was a powerful magic user in their own right. They
managed to make their own little space within Third Riddle:
The Revelia. “Like a fabulous little parasite!”
“An instrument which can be heard but not seen,
• The Dastardly Disco has slightly different rules from
Can crack, break, or be lost entirely,
the rest of The Revelia due to Hellvis’s magic. Hellvis
likes to keep the ‘original’ spirit of The Revelia alive Cannot be touched, always carried,
here, which is less sinister and more genuine. Weighs nothing and speaks in many tongues.
• All the automated swingers answer to the names What am I?”
Louis or Ethel.
Possible answers: Singing / voice
The riddles are given here with their possible
correct answers. However, feel free to reward player On a wrong answer, the automated swingers let
ingenuity if they come up with another answer that out an ear-splitting shriek, and the heroes must
fits the riddle well. each make a DC 15 Constitution saving throw, tak-
ing 14 (4d6) psychic damage on a failed save, or half
First Riddle: as much damage on a successful one.
“What has many keys yet opens no locks?” Once an answer is given, a glass ladder appears,
leading up 60 feet to the swampy door. The rungs
Possible answers: A piano / music of the ladder shatter as the last party member
The hero answering the riddle must be standing on climbs up. The last one climbing must succeed
the same gear as the swanky swingers, or else they on a DC 12 Strength saving throw or fall into the
claim that they can’t hear the answer. If the wrong steam, taking the fire damage from the steam
answer is given, the two swanky swingers on this before reappearing 10 feet above the exit platform
gear attack the party. and taking falling damage as they drop in front
Once the riddle is successfully answered, or the of the door. This room warps and corrodes into a
players have faced the automatons’ wrath, a bridge disused boiler room as the party climbs and passes
made of piano keys appears, leading to the next through the door.
spinning gear where a second pair of automated At the bottom of the door are blue suede shoes*
swingers begin their dance. with a note from Hellvis reading: Cut loose!
A DC 12 Wisdom (Perception) check reveals the
slow twang of banjos from behind the wooden door
and the low mumble of a group talking.

7
The Bleak Bayou Blues Accursed Bayou
Beyond the door, the stench of fetid marshland D6 Effect
is overwhelming. In the dusky gloom, you see sor- Bubbles burst in your face! The creature
rowful mangroves drooping their branches down 1 must succeed on a DC 15 Constitution sav-
toward an endless depth of murky water. There is ing throw or be poisoned for 1 round.
a rickety, moss-covered wooden pier at which a
The rotting head of a crocodile rises
single, flimsy rowboat sits moored, its oars creating
from the river and attacks! The creature
occasional ripples. Fireflies dance lazily, and the
2 must succeed on a DC 15 Strength saving
trees create a narrow winding channel—only slight-
throw or be bitten and take 11 (2d10)
ly wider than the width of the boat—leading to a
piercing damage.
pair of large, red-painted, metal doors at the end of
another pier. From the upper branches of the trees A mangrove branch lashes out! The
comes the dreary drone of banjos and harmonicas, creature must succeed on a DC 15 Dex-
with the miserable screeching of insects adding to terity saving throw or be lashed, taking
the bleak bayou chorus. Draped over the protrud- 3 4 (1d8) slashing damage and becoming
ing mangrove roots are three unconscious human- grappled (escape DC 14). The branch can
oids, looking utterly drained. also be cut and has AC 12, 14 hit points,
and vulnerability to slashing damage.
The rowboat can fit up to 10 passengers and You are being swallowed by the muck!
requires two characters to operate it, one at each The creature must succeed on a DC 12
oar. At the bottom of the boat is an agonizing accor- 4
Strength saving throw or take a level of
dion*. The waterway stretches out 100 feet from pier exhaustion as they free themselves.
to pier, and the channel is 10 feet wide. Each pier
You see drowned faces in the water!
measures 5 feet across and 30 feet in length. There
The creature must succeed on a DC 15
are 3 captives unconscious on the sides of the river
Wisdom saving throw or they become
at the 30-foot, 60-foot, and 90-foot marks. Perched 5
too frightened to take any actions besides
in the trees are 4 hellbillies. They are giggling and
scrambling back into the boat until the
watching with interest, but they currently make no
end of their next turn.
move to attack.
Once the party is in the boat, Hellvis’s voice rings out. Ick, you just swallowed bog water!
The creature must succeed on a DC 15
“It’s a long way down to the bottom of the river, so Constitution saving throw or suffer from
you’d best hold on tight and hope my little hellbillies enchanted intestinal gas. Until the end of
don’t rock the boat too much. I don’t wanna hear 6
their next turn, the target and creatures
you little hound dogs crying all the time, after all…” within 10 feet of them laugh uncontrolla-
bly and have disadvantage on all attack
The hellbillies’ aim is to topple the boat, not to
rolls, saving throws, and ability checks.
harm the adventurers or captives. The boat has an
Armor Class of 10 and rocks violently if hit twice In order to move the boat 10 feet forward, an
within 1 round. If this occurs, each creature in the adventurer must succeed on a DC 13 Strength
boat must succeed on a DC 13 Dexterity saving (Athletics) check to row an unattended oar, which
throw or be knocked into the bayou and be subject- characters can attempt as a bonus action on their
ed to a random effect. The GM can roll a d6 using turn. On a failure, the boat doesn’t move. The boat
the Accursed Bayou table, or choose an effect from has two oars, and up to two adventurers can row
the table. An adventurer cannot be affected by the each round, moving the boat a maximum of 20
same random effect twice, so duplicates should feet per round.
be re-rolled.

8
When a hellbilly is hit by a ranged attack, it must The Killer Ceilidh (pronounced kay-lee)
succeed on a DC 12 Dexterity saving throw or be
knocked out of the tree and into the swamp, caus- As the door creaks and groans open, the blasting
ing it to melt into the reeds and disappear. This DC shriek of bagpipes rings out, and sconces and candles
increases by 2 for every 15 points of damage the burst into flame, lighting the large, lavish banquet
hellbilly has taken. If a hellbilly is hit by the agoniz- hall before you. Dark stone walls are painted with the
ing accordion*, they have disadvantage on their flickering shadows of twelve figures in the middle of
next saving throw. Captives can be pulled into the the room arranged in two lines of six, facing each oth-
boat as an action with a DC 10 Strength check, and er and frozen in the midst of spins and leaps. They’re
they are teleported outside the Dastardly Disco as dressed in white shirts, tartan kilts, knee-length socks,
soon as they’re on the boat. and black short-heeled shoes. Across the stone floor,
Once the players reach the opposite pier, Hellvis sunken into the wall, is a door covered in shards of
speaks again: crystal and glass, gleaming and reflecting the light in
dizzying patterns.
“You get knocked down, but you get up again!
Am I ever gonna keep you down, my wretched When the characters enter, the dancers stop and
river-dwellers? Oh, well. We’ve still got all night to form two lines facing each other. A DC 12 Wisdom
get you really grinding on my groove. Now kick that (Perception) check reveals that four of the figures are
kayak and let's get you all shook up…” captives, that they are twitching and moving slightly
in place. These four look exhausted, despite barely
A large tsunami wave begins from where the par- being able to hold themselves still. Four other fig-
ty entered this area. Maintaining the same initiative ures—ceilidh kickers—seem eager, and they twitch
used in traversing the bayous, on initiative count with repressed energy. The remaining four figures
20 the wave advances toward the exit at 40 feet are porcelain prancers, and they stand eerily still as
per round. The large, red iron doors require a DC 13 Hellvis speaks.
Strength (Athletics) check to open. Creatures caught
in the wave must make a DC 15 Strength saving “Ah, the Killer Ceilidh already! How time flies
throw, taking 11 (2d10) bludgeoning damage on a when we’re having fun! Now, I am willing to make
failed save, or half as much damage on a success- you a deal after the last dance here, should you be
ful one. Additionally, a creature that fails its saving amenable. But, for now, a little less conversation,
throw is knocked into the water, where it suffers and a little more action, please!”
from an effect on the Accursed Bayou table.
The ceilidh kickers, captives, and porcelain pranc-
As the players open the door, the bayou drains
ers spring into action at Hellvis’s words. The room
away behind them, becoming a flooded basement.
is 20 feet wide and 60 feet across with 60 feet high,
arched ceilings.
The 4 porcelain prancers act on initiative count 20,
attacking with small, vicious daggers called sgian-
dubh (ski-an-du). On their first turn, the ceilidh
kickers release the four captives, who collapse. They
fight haphazardly and viciously until destroyed.

9
Sgian-dubh The Deadly Dancefloor
The porcelain prancers within the Killer Caelidh The flagstones stretch and even out as the ruined
replace their Captive Audience attack with the walls shimmer with magic. Glass ripples up the walls
following ability: and spreads across the ceiling. A huge disco ball
hangs from the now-multicolored ceiling, and flash-
Sgian-dubh. The porcelain prancer launches
ing lights and loud thumping music, making the
a small, vicious dagger from their shins at one
floor—now a grid of squares pulsing with neon col-
creature it can see within 40 feet. The target must
ors—vibrate from the force of the beat. The disco ball
succeed on a DC 13 Dexterity saving throw or take
opens, and a shower of sparkling confetti rains down
5 (2d4) piercing damage.
as Hellvis, a middle-aged gnoll in a slightly too tight
Once all ceilidh kickers are defeated, any remain- but still glamorous costume, slowly floats down and
ing porcelain prancers will collapse and turn to hovers 10 feet off the ground. They spread their arms
dust, and any living captives are teleported outside wide in a dramatic pose and pause for a moment.
the Dastardly Disco. Hellvis’s voice then booms out.
If the party took a short rest, two groupies are
“Is this a dance house or a heartbreak hotel? waiting on the dance floor as well.
They’re free to go, and you, my dastardly divas, are After a moment, Hellvis proudly exclaims
just one final shimmy away from the rockin’, rollin’ the following.
ruler themselves! Now, as for my deal, it’s simple.
“I must thank you. I was terribly lonesome tonight
I’ll let you catch your breath in a perfectly safe little
until you came along. Same rules apply, my fresh-
dressing room for a respite, and in return, I’ll take
faced friends! Beat me and escape, or fall flat on your
back my Disco Stick. A fight’s more fun at your best,
faces and become mine forever. Or, well, until the next
and I could use the time to prepare... So, what do
lot manages to rescue or kill you. Now… shut up and
you say? Do we have a deal?”
dance with me!”
A pair of formal white gloves appear out of
The room has transformed into a 60-foot cube,
thin air in front of the party, palms open. These
and each 5-foot square of the floor is a colored tile.
cannot be attacked or damaged by any means,
and any attempt to hit the hands simply phases
through them. But the disco stick* can be placed in
The Deadly Dancefloor
The Dance Floor. On initiative count 20 ( losing
their grasp.
ties), the tiles on the dance floor flicker and change
If the heroes give the disco stick* to the hands it
color. Roll 1d6 for each creature in combat standing
disappears as the hands take hold of it. Then the
on a tile to determine its color and effect. Hellvis
hands will guide the party to a dingy and disused
[they/them] constantly levitates a foot above the
door that appears on the nearest wall. The door
tiles and is immune to the effects. Each effect
leads to a small, plain-looking dressing room where
occurs instantaneously when the die is rolled. Any
the party can rest for 1 hour.
effect with a duration lasts until initiative count
If the party chooses not relinquish the disco stick*,
20 of the next round. After an effect is rolled, all
the glittering crystal door in front of them flies open
tiles that weren’t triggered are dormant until
as the ornate decorations of the killer ceilidh crumble,
the next round.
leaving a ruined castle hall. Characters must succeed
on a DC 15 Dexterity save or take 5 (1d10) bludgeon-
ing damage as the room collapses around them,
before transforming into the Deadly Dancefloor.
If the players decide to take Hellvis’s deal, at the
end of their rest, the dressing room shrinks, eject-
ing all creatures back into the hall. The hall begins
to crumble but characters instead take 7 (2d6)
bludgeoning damage on a failed save, as they hear
Hellvis’s disembodied voice howl with laughter.

10
The Dance Floor Lair Actions
D6 Tile Color Effect When fighting in their lair, Hellvis can invoke the
ambient magic of the boogie to take lair actions.
The creature is magically
On initiative count 20 (losing ties), Hellvis takes one
teleported 20 feet in a random
of the following lair actions. Hellvis can’t use the
direction into an unoccupied
same effect two rounds in a row:
space and must succeed on a
DC 12 Dexterity saving throw or • Hellvis casts dispel magic, misty step, or shatter,
1 White using Charisma as their spellcasting ability
be knocked prone. If this move-
ment would teleport a creature without expending a spell slot (spell save DC 15,
outside the room, it is instead +7 to hit with spell attacks).
teleported to the farthest unoc- • Hellvis summons a groupie onto an unoccupied
cupied space in that direction. space they can see within 30 feet of them. Hellvis
The creature is imbued with can only have two groupies on the Dance Floor at
the galvanizing glory of the a time.
2 Pink Dastardly Disco and gains 1d8 Once Hellvis drops to 0 hit points, their form dis-
temporary hit points, which appears. The disco ball glows with light and turns
last for 1 minute. transparent, revealing Hellvis’s silhouette in the
Any healing the creature receives center as confetti swirls around them. Their disem-
3 Green
during this round is halved. bodied voice rings out.
Any damage the creature deals “Drat and damnation! Defeated in my own Disco!
4 Yellow
during this round is halved. Don’t be cruel, now, I surrender. You don’t have to say
The creature shrinks one size you love me, though I know, deep down, you loved my
smaller, suffering the “reduce” ball. I do hope you had fun, my little dancing queens.
5 Blue
effect of the enlarge/reduce My word is as good as my rhythm. Keep what you
spell until the end of this round. earned, and enjoy your glory in the Champion’s Cor-
The creature is flung 10 feet up ner. Keep kicking, my cool cats! I could have missed
into the air and must succeed the pain, but then I’d have missed the dance!”
on a DC 12 Dexterity saving
The room fills with swirling, glittery confetti as the
throw. On a failed save, they
party is transported back to the Wonder Wall corri-
6 Red land prone and take 3 (1d6)
dor. A framed painting of the party is now hanging
bludgeoning damage from
under the “We Are The Champions” banner, depict-
the fall. On a success, they
ing them in various harried, humorous states they
take half as much damage
experienced throughout their adventure. The end of
and do not land prone.
the corridor that once held the doors to the Baleful
Ball is now a solid stone wall, while the other end of
the corridor has an open door leading outside.
If the party entered from The Revelia, they exit
the Dastardly Disco only to find that there’s no way
back inside. The building is magically sealed to pre-
vent re-entry, and a sign on the door reads “Under
Repairs - The Management.”
If the party entered from anywhere else, they
are returned to wherever they entered from, exit-
ing an outhouse that appears upon closer inspec-
tion perfectly normal, although in desperate need
of cleaning.

11
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elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 11. Use of Contributor Credits: You may not market or advertise the Open Game
likenesses, formats, poses, concepts, themes and graphic, photographic and Content using the name of any Contributor unless You have written permission
other visual or audio representations; names and descriptions of characters, spells, from the Contributor to do so.
enchantments, personalities, teams, personas, likenesses and special abilities;
places, locations, environments, creatures, equipment, magical or supernatural 12. Inability to Comply: If it is impossible for You to comply with any of the terms of
abilities or effects, logos, symbols, or graphic designs; and any other trademark this License with respect to some or all of the Open Game Content due to statute,
or registered trademark clearly identified as Product identity by the owner of the judicial order, or governmental regulation then You may not Use any Open Game
Product Identity, and which specifically excludes the Open Game Content; (f ) Material so affected.
“Trademark” means the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated products contributed 13. Termination: This License will terminate automatically if You fail to comply with all
to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to terms herein and fail to cure such breach within 30 days of becoming aware of the
use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative breach. All sublicenses shall survive the termination of this License.
Material of Open Game Content. (h) “You” Not for resale. Permission granted to print
or photocopy this document for personal use only. System Reference Document 5.1 14. Reformation: If any provision of this License is held to be unenforceable, such
2 or “Your” means the licensee in terms of this agreement. provision shall be reformed only to the extent necessary to make it enforceable.

2. The License: This License applies to any Open Game Content that contains a 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of
notice indicating that the Open Game Content may only be Used under and in the Coast, LLC.
terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except as System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors
described by the License itself. No other terms or conditions may be applied to any Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
Open Game Content distributed using this License. Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based
on original material by E. Gary Gygax and Dave Arneson.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License. Heckna Campaign Setting, Copyright 2020, Hit Point Press Inc. Authors:
Ashley Warren, T.R. Rowe, Yubi Coates, Dominique Parisien, Jordan Richer.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license PRODUCT IDENTITY
with the exact terms of this License to Use, the Open Game Content. The following items are designated Product Identity, as defined in Section 1(e) of the
Open Gaming License Version 1.0a and are subject to the conditions set forth in
5. Representation of Authority to Contribute: If You are contributing original Section 7 of the Open Gaming Licence, and are not Open Content:
material as Open Game Content, You represent that Your Contributions are Your All trademarks, registered trademarks, propernames, dialogue, plots, storylines,
original creation and/or You have sufficient rights to grant the rights conveyed by locations, characters, artworks, and trade dress. (Elements that have previously
this License. been designated as Open Game Content are not included in this declaration.)

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE OPEN GAMING CONTENT
portion of this License to include the exact text of the COPYRIGHT NOTICE All content from the System Reference Document 5.1 is Open Game Content as
of any Open Game Content You are copying, modifying or distributing, and You described in Section 1(d) of the License. No portion of this work other than the
must add the title, the copyright date, and the copyright holder’s name to the material designated as Open
COPYRIGHT NOTICE of any original Open Game Content you Distribute.

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