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CREDITS

Designer: Matthew J. Allen


Editors: Mike Cohen, Jacob Friedman, Josh Silverman, Evan
Vicente, Kevin Wong, Wayne Cribbs
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Art Director: All art is licensed to use for the Dungeon Masters
Guild program and published under the Community Content
Agreement for the DM’s Guild program.
Special Thanks: Alyssa Allen, Jonah Stryker and Hallie Brooke
Playtesters: Adam Bornstein, Tony Fernandez, Josh Perez, Justin
Sexton, and Marc Valme

ON THE COVER

A festive circus tent with butterflies.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with pe rmission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2021 by Matthew J. Allen and published under the Community Content Agreement for Dungeon Masters Guild.

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MORE CARNIVAL On their turn, a player must succeed on a DC 5 Dexterity
check to see if they can stay upright on their barrel. If they

ATTRACTIONS succeed, they may then pilot their barrel into another
player’s barrel to hit them. A player who succeeds by more
than 5 on this check may choose their target. Otherwise,
This supplement includes more carnival games and you choose their target at random.
attractions for Chapter 1 of The Wild Beyond the Witchlight. To hit another player, the attacking player and their
These attractions are designed to be inserted into the target roll opposing Strength checks. If the attacking
Witchlight Carnival without derailing the story of the player rolls the higher check, then they successfully hit
campaign or interfering with the characters’ progress their target. A barrel can take 3 hits before its rider falls off.
through the campaign. You should be able to drop these If the target rolls the higher Strength check, then the
encounters into your campaign without any significant attacker must succeed on a DC 10 Dexterity saving throw or
modifications. else take 1 hit towards their maximum hit total of 3.
These attractions can be found throughout the Carnival If the attacker and the target get the same result on their
and the small stalls. You may decide which attractions your Strength checks, then neither one gains a hit. The game
party comes across by rolling on the More Carnival ends when all but one player has taken 3 hits. The winner
Attractions Table below. receives one prize from the Carnival Prizes table.

M ORE C ARNIVAL ATTRACTIONS T ABLE B UMPER B ARRELS T ABLE


D8 Attraction or Game D8 Bumper Barrel

1 Bumper Barrels 1 Orange

2 Caiphon’s Ferris Wheel of the Cosmos 2 Red

3 Flynn and Wilky’s Musical Revue 3 Blue

4 Madame Alanna’s Fortuneteller’s Tent 4 Violet

5 Quipple’s Shell Game 5 Green

6 Rudderstump’s Dunk Tank 6 Black

7 Strongman Hammer Test 7 Silver

8 Tortoise Rodeo 8 White

BUMPER BARRELS CAIPHON’S FERRIS WHEEL


At the edge of the carnival, there is a thirty-foot clearing A towering Ferris Wheel stands a hundred feet high and
surrounded by a moat of water filled with lillypads and glows with bright faerie lights in rainbow colors. The
croaking frogs. An androgynous half-elf in jester’s motley Ferris Wheel is made of living trees bent and shaped into a
stands in front of a row of eight barrels lying on their sides. wheel, with living branches and limbs, so that leaves and
Each of the barrels has saddle strapped around it so that a vines hang from every strut. There are eighteen giant
person can sit astride the barrel like a mount. acorns shaped into open cars for passengers to sit in
spaced around the edges of the wheel. The acorns are
hollow with wide openings around the center so that
passengers may see outward.
A grandfather-grey man in a baggy wizard’s robes
patched with silver stars and comets is holding a magic
wand with a star on the tip. His wand is bent slightly in the
middle. He wears spectacles and a welcoming smile. He
introduces himself as the Wizard Caiphon, and says:
In this game, players all ride barrels together in the
clearing trying to bump each other off their barrels. The
last player riding a barrel is the winner.
Each of the eight barrels has a colored silk banner
draped around it. The players can choose among
themselves which colored barrel they will ride, or they can A player proficient in Arcana who succeeds on a DC 15
roll randomly on the Bumper Barrels Table. Intelligence (Arcana) check recognizes “Caiphon” as the
The barrels are enchanted with a fly spell. They have a name of a prophesized star that appears as a purple dot in
flying speed of 20 ft. and can over but cannot fly higher the sky and is believed to have come from the Far Realm. If
than three feet off of the ground. Any barrel that crosses asked, Caiphon explains that he simply took the name
the moat to leave the area drops into the moat instead. from a book he liked as a child.
At the start of the game, each player rolls a D20 to There is no fee to ride the Ferris Wheel. Each acorn car
determine the order in which they act as if they were can sit as many as eight passengers in a circle around the
rolling initiative without adding their initiative bonuses. center. When the ride begins, passengers hear a strange
Keep track of the turn order the same way you would keep music as if from a distant room or down a long corridor.
track of initiative. The views from the top of the Ferris Wheel seem
impossibly grand. Passengers see for miles and miles

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beyond what should be visible from these heights. After a
few minutes, they begin to see new and strange visions:
asteroids, comets, stars and planets swirling around in a
planetarium. While this goes on, the music intensifies and
builds to a crescendo.
Passengers who succeed on a DC 15 Wisdom check feel a
sense of enlightenment as if they have truly discovered
their place in the multiverse and gain advantage on the
next ability check or saving throw that they make within
one hour.

FLYNN AND WILKY’S MUSICAL


REVUE
Two halflings in tropical shirts, cargo shorts and flipflops
on a small stage with a crowd gathering as their audience.
One plays lute and the other plays a fiddle. Their voices and
instruments are magically amplified while they play lively,
upbeat songs that everyone has heard before.
While Flynn and Wilky sing their songs, characters with
a passive Insight of 11 or higher notice that some of the
lyrics have been changed to be a little more vulgar.
At the end of their song, they take a bow and introduce
themselves.

Before beginning their next song, Flynn and Wilky ask


for volunteers from the audience. Regardless of whoever
volunteers, they pick a number of willing participants
from the party to join them on stage. Anyone who does not
wish to participate is welcome to stay in the audience.
Flynn and Wilky take turns speaking. They ask the party
for their names and challenge them to a game of lyrics.
They will play a song and sing a few lines, then before
finishing a line it will be one of the character’s turns to
finish the lyrics with a rhyme. The challenge here is not to
stump the players (as in the gnome
rhyming game), but to help Flynn and
Wilky write a funny song.
The party must complete three
rhymes to help Flynn and Wilky finish
their song. At least one participant must
succeed at a DC 12 Charisma
(Performance) check for each of the three
rhymes. For alternative rules for this
game, see the Optional Rules for
Musical Challenge Sidebar.
If at least one participant
succeeds at each of the three rhymes,
they win the challenge. Flynn and
Wilky finish the song and
congratulate them. The participants
gain advantage at the next Charisma
check they make within one hour
and receive one prize each from the
Carnival Prizes Table.

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MADAME ALANNA’S Madame Alanna’s Tarokka card reading is free. The

FORTUNETELLER TENT
party joins her inside her tent where there is a round table
with a scarlet tablecloth. The tent is lit with candlelight
A scarlet and gold tent sits in front of a large Vistani and the smell of incense fills the air.
wagon. The distant sound of haunting violin music seems Madame Alanna takes out a well-worn deck of Tarokka
to emanate from within the tent. A young Vistani woman cards and performs a reading for the party. She draws one
in a red shawl over a white blouse stands outside of the card for each participant, or three depending on how much
tent, welcoming people inside for a Tarokka card reading. time you would like to dedicate to this event. Feel free to
rely on the Tarokka Reading table below and embellish
however you would like. Once a card has been drawn, place
it to the side. Do not put it back in the deck.
Once Madame Alanna has performed a reading for each
of the participants, she bids the party good luck and sends
them on their way.

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A participant must succeed on a DC 18 Wisdom
QUIPPLE’S SHELL GAME (Perception) check to follow the pearl and select the
correct shell. Quipple is using a little sleight of hand as she
An aarakocra goose in a ballet unitard with a tutu and tiara
moves the pearl around, secretly moving it from one shell
challenges passersby to a shell game She has a look of
to another when no one can see. A participant with a
utmost satisfaction and arrogance on her face as she deftly
passive Insight of 13 notices Quipple’s sleight of hand, and
moves three clamshells around on a table while daring
gains advantage on their Wisdom (Perception) check.
carnival-goers to guess which shell has a pearl
If the participant correctly locates the pearl, they may
underneath.
roll once on the Carnival Prizes Table to claim their prize.

RUDDERSTUMP’S DUNK TANK


A hobgoblin with a bright white beard in full sailor
costume sits in a dunk tank above water that glows
Only one character at a time may participate in the shell intermittently with every color of the rainbow.
game. In this challenge, Quipple the Goosegirl places one Rudderstump taunts people as they walk by, challenging
milky-white pearl underneath one of the three clamshells. them to his dunk tank game.
She then moves the shells face down on the table in circles,
passing the pearl around on the table until participants
can’t help but lose track of the pearl. Then the participant
must correctly choose the shell with the pearl hidden
underneath. The shells each look identical, making this
game more difficult.

Participants get three chances to throw balls at


Rudderstump’s target. To play this game, participants
must succeed at a DC 18 Dexterity check dunk
Rudderstump in his tank. Participants who successfully
dunk Rudderstump collect their prize by rolling once on
the Carnival Prizes Table.
Rudderstump ridicules the participants mercilessly for
every miss. Take the opportunity to really taunt your
players and get them excited to try again.

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STRONGMAN HAMMER TEST TORTOISE RODEO
A dwarf wearing a top hat and tuxedo with a cummerbund A half-orc wearing a cowboy hat, white tee shirt, denim
stands next to a lever attached to a rising pole with a bell at jeans, cowboy boots, and a large, shiny belt buckle stands
the top. He’s holding a Warhammer out for anyone to test in front of the entrance to an a 50’ diameter circle of hay
their strength by striking the lever, causing a bobbin to fly bales. He leans against the hay bales as he invites people
up to the top of the pole and strike the bell. There are to the tortoise rodeo.
Only one character at a time may participate in the
tortoise rodeo. In this challenge, players ride a giant, Large
sized tortoise named Zelda wearing a brown leather
saddle. Zelda tries to throw them character off of her back
by bucking and bolting in every direction.
To win the game, the player must stay on Zelda’s back
for three rounds. Zelda moves fast for a tortoise, careening
left and right and hopping spinning impossibly. Each
round, the tortoise grows more and more agitated and
markers all along the pole with labels such as, “Kind of bucks even harder.
Weak” to “Mildly Muscley” and “Super Strong!” all the The first round, the player must succeed at a DC 12
way to the top, which says “Hero of Muscles!” in big, Dexterity saving throw to stay seated in the saddle.
exaggerated writing. Characters who succeed on a DC 12 Wisdom (Animal
Participants each get one try to strike the lever with the Handling) check gain advantage on this roll. They must
warhammer. Participants must roll a Strength check to see repeat the Wisdom (Animal Handling) check to gain
their results. Characters proficient with warhammers may advantage for each subsequent round.
add their proficiency to this roll. Use the Strongman The DC for the Dexterity saving throw increases to 14
Hammer Test Results Table to determine the results of this during the second round, and 16 during the third round.
check. Anyone who rings the bell is rewarded with a bright After three rounds, the tortoise stops bucking and allows
yellow button with a hammer on it and the words “Hero of the player to climb down.
Muscles!” on it. The button changes color when no one is If a character fails their saving throw, then they are
looking cycling through all of the colors of the rainbow. thrown off the tortoise’s back and lose the game. The floor
is covered in dirt and hay which gets all over the character,
S TRONGMAN H AMMER T EST R ESULTS T ABLE
making them look dirty and worse for wear.
Strength Prizes: Characters who manage to stay on their tortoise
check Hammer Test Results all three rounds receive a tiny, painted tortoise figure
made of wood. The tortoise figure is enchanted so that it
1-2 I Didn’t Feel Anything
acts like a real tortoise from time to time, when no one is
3-4 Did you Forget to Use the Hammer? looking, or when it feels particularly friendly.
5-6 That Did Not Hurt
7-8 Not Impressive
9-10 Kind of Weak
11-12 Mildly Muscley
13-14 Muscles of Iron
15-16 Muscles of Steel
17-18 Super Strong
19-20 Hero of Muscles! (Win a button!)

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