TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in 
  the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  PER8-02 
   
  The Greatest Show on 
  Oerth 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Perrenland Regional Adventure 
  Version 1.0 
   
  by Peter Wood 
  Reviewers: Gary Johnson, Bruce Paris 
  Circle Reviewer: Britt Frey 
  Playtesters: Bob Beck, Ben Flanagan, Dwayne Corlett, Bronwyn Johnson, Gary Johnson (DM), Henning 
  Koehler, Chris McLaughlin, Andrew Manners, Rochelle Manners, Brad Snape, Trevor Triska, Peter Wood 
  (DM)  
   
  Roll up, roll up, welcome to Den Masque von Tausend Gesichtern, the Greatest Show on Oerth. Be 
  amazed by fantastic beasts, caged and chained for your pleasure. Marvel at the strange and unusual 
  people the like of which you have never seen before. Gasp at the breathtaking skill of our performers. All 
  in a perfectly safe environment, dangerous outsiders notwithstanding... A one-round Perrenland Regional 
  adventure set near Schwartzenbruin for characters level 1-11 (APLs 2-8). 
   
  Resources for this adventure [and the authors of those works] include Arms and Equipment Guide [Eric 
  Cagle, Jesse Decker, Jeff Quick, James Wyatt], Complete Arcane [Richard Baker], Complete Warrior 
  [Andy Collins, David Noonan, Ed Stark], Den Masque von Tausend Gesichtern [Perrenland Website], 
  Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Eric Mona, Matt Sernett, Chris Thomasson, James 
  Wyatt], Living Greyhawk Deities [Steven Conforti], Magic Item Compendium [Andy Collins, Eyten 
  Berstein, Frank Brunner, Owen K. C. Stephens, John Snead], Manual of the Planes [Jeff Grubb, Bruce R. 
  Cordell, and David Noonan], Player’s Handbook II [David Noonan], and Spell Compendium [Matthew 
  Sernett, Jeff Grubb, Mike McArtor].
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA event from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the session Dungeon Master 
  (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You don’t 
  have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First, it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second, players 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D rule books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Information on 
  nonplayer 
  characters 
  (NPCs) 
  and 
  monsters 
  appear in abbreviated form in the adventure text. 
  Refer to Appendix 1 for full information on NPCs 
  and monsters. For your convenience, Appendix 1 
  is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK adventure record (AR). You need one 
  copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts), use the table below to 
  determine the number of levels you add to the 
  sum of step one. Animals with different CRs 
  are determined separately using the chart 
  below; then, take the highest CR animal (or 
  animals), and add 2 (drop fractions). A single 
  PC may only bring four or fewer animals of 
  this type.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  CR of Animal 
  6 
  6 
  8 
  9 
  10 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 2 
   
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLs are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set in Perrenland. All characters from the 
  Perrenland region pay 1 Time Units. Out of region 
  characters pay 2 Time Units. 
   
  Information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of the 
  Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  When Dorthë lost her son, Steffen, it seemed that 
  no kopprijs could ever compensate her for the 
  loss. Regardless she didn’t receive any kopprijs. 
  Steffen had run away from home to join Den 
  Masque von Tausend Gesichtern. He hadn’t 
  exactly been a good boy, he had been a light-
  fingered thief for many years. Running away was, 
  only the beginning. 
   
  Steffen continued getting himself into trouble 
  while he was traveling with Den Masque. He had a 
  number of accomplices, and when Den Masque 
  came to a town, they would use their skills to 
  break in to houses and steal something – anything 
  – that would take their fancy. Money was often the 
  target, the odd artwork, sometimes just a simple 
  ornament. 
   
  It was on one of these raids that Steffen had 
  an accident. A skilled tightrope walker, he chose to 
  enter a property via the roof. A combination of 
  water making the roof slippery, wind, and an 
  encounter with some bats, and Steffen fell to his 
  death in the street below. 
   
  The house-owner was pleased – somebody 
  on his roof at night was obviously up to no good. 
  Den Masque moved on, as was their way. Only 
  after the news reached Dorthë was she able to 
  mourn the loss of her son. And when she met 
  Lorenz it became obvious who was to blame, Den 
  Masque. 
   
  At the same time Perrenland has been under 
  attack by the forces of evil. Opposing evil have 
  been the forces of good, often working quietly 
  behind the scenes. One of these opponents, in the 
  guise of a member of the auszug, was Shahrevar, 
  a Movanic Deva. Movanic Devas are charged with 
  the defense of the material plane, and Shahrevar 
  joined the mortals in the battle against the evil 
  forces that assailed Perrenland. 
   
  Also in Perrenland is a corrupt wizard who 
  uses the alias Waldemar. Waldemar fears death, 
  and is researching a means of becoming a lich. He 
  has made contact with a Night Hag about the ritual 
  and the requirement for larva. The Night Hag has 
  agreed to assist Waldemar on one condition, that 
  Waldemar obtain for her the memories of a 
  celestial. The deal was agreed, and the Night Hag 
  gave Waldemar a crystal sphere containing water 
  from the River Styx. This, she said, could be used 
  to suck the memories from the celestial (refer 
  Appendix 2 for the amnesia effect of River Styx 
  water). A few carefully considered divinations, and 
  for one battle Waldemar accompanied the auszug 
  on the front lines. It was no coincidence that 
  Shahrevar was fighting on that occasion. 
   
  At 
  first 
  the 
  battle 
  went 
  according 
  to 
  Waldemar’s plan. Shahrevar was in the front line, 
  and was on the receiving end of many of the 
  enemies’ attacks. when he was felled by a blow to 
  the head, Waldemar used the sphere and 
  extracted 
  Shahrevar’s 
  memories. 
  Then 
  an 
  unfortunate attack triggered Waldemar’s teleport 
  contingency. Waldemar had not finished what he 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 3 
  intended to do, and Shahrevar was left where he 
  fell with the crystal sphere that contained his 
  memories. The battle moved on. 
   
  Shahrevar woke up. He didn’t know who he 
  was. He picked up the weapon that lay by his side 
  – a greatsword. He looked at the uniform he didn’t 
  recognize. Confused and lost, he wandered off. 
   
  After a while Shahrevar met some people in 
  the area scouting for Den Masque. Den Masque 
  also had an interest in seeing the war ended. 
  Lothar was the leader of the group, and she asked 
  Shahrevar who he was. Shahrevar said he didn’t 
  know. Lothar asked Shahrevar where his unit was. 
  Shahrevar 
  asked 
  what 
  she 
  meant. 
  Lothar 
  explained that the uniform was an auszug uniform. 
  Shahrevar said he didn’t remember anything. 
   
  Lothar considered what should be done. This 
  person she met was obviously in no state to return 
  to the war, and needed help. She called him 
  Lukas, and took this ‘Lukas’ back to Den Masque, 
  confident that at some point he would regain his 
  memory. 
   
  Lukas began traveling with Den Masque under 
  their protection, employed as a roustabout 
  (laborer). His possessions are in his wagon, and 
  they include the crystal sphere containing his 
  memories, his +1 flaming greatsword, and his 
  uniform. These things mean nothing to him. He 
  doesn’t know his true identity and doesn’t realize 
  what powers he has. 
   
  Waldemar 
  has 
  now 
  determined 
  where 
  Shahrevar/Lukas is, and is making arrangements 
  that involve the PC’s to obtain the crystal sphere 
  he prepared. Dorthë and Lorenz are now traveling 
  with Den Masque, determined to make them pay 
  for their part in Steffen’s death. And Den Masque 
  is traveling through Perrenland with a hard-
  working laborer who just happens to be a Movanic 
  Deva disguised by shape change with no memory 
  of his real existence... 
   
  ADVENTURE SUMMARY 
  The adventurers meet with Waldemar, a wizard 
  with a proposition. He is aware that a dangerous 
  outsider is traveling with Den Masque. He is 
  known to some in Den Masque, and they don’t see 
  eye-to-eye, so he can’t deal with it himself. 
  Waldemar is looking for able adventurers to travel 
  with Den Masque and identify the outsider. 
  Waldemar suggests caution in dealing directly with 
  the outsider; he is initially more concerned about 
  the evil artifact this creature possesses. It is a 
  water-filled crystal sphere. The sphere is fragile 
  and must not be broken lest the evil it contains 
  becomes part of the fabric of Perrenland. Instead 
  the adventurers are asked to locate the item, 
  summon Waldemar, give him the item, and he will 
  dispose of it safely. Waldemar uses greater 
  scrying on the adventurers during the course of 
  the adventure. 
   
  The adventurers arrive at Den Masque as they 
  are packing away their site. They are assigned 
  some roustabouts to act as minders and are 
  introduced to the setting. They can learn about 
  recent equipment failures. 
   
  Encounter 2 is a summary of some aspects of 
  the adventure independent of the main course of 
  events. 
   
  When 
  Den 
  Masque 
  sets 
  off 
  for 
  Schwartzenbruin the adventurers can travel with 
  them. The adventurers can interact with some of 
  the performers and the freaks, and will witness a 
  minor piece of equipment failure (sabotage). Den 
  Masque also finds some angry bears on the road. 
  Den Masque stops, and the PC’s can react if they 
  want, but the Ringmaster sends for Lukas. When 
  Lukas approaches the animals they become calm. 
   
  When Den Masque reaches Schwartzenbruin 
  they set up the big top, establish the sideshows, 
  and arrange the site. The adventurers have the 
  opportunity 
  to 
  interact 
  with 
  some 
  of 
  the 
  stallholders. 
   
  Den Masque opens the next morning. Lorenz 
  has sabotaged the cages and the chains that hold 
  the beasts. The adventurers have to either kill or 
  subdue some escaped beasts. 
   
  In the commotion caused by the beast escape, 
  Lorenz then sabotages the tightrope walker’s 
  equipment. During a performance they fall. The 
  adventurers can assist the tightrope walkers to 
  check their gear. 
   
  The adventurers have the opportunity to go to 
  town with some of the roustabouts. They run into 
  some thugs intent on causing trouble, and the find 
  out that one of the tightrope walkers recently died 
  in an accident. The adventurers may receive a 
  clue that points to Lorenz hanging around the Big 
  Top. 
   
  At some point the adventurers may face 
  Dorthë and Lorenz. Lorenz will put up a fight. 
  Dorthë refuses to accept Steffen’s death and was 
  determined that Den Masque will pay. However 
  she is horrified by Lorenz’s tactics. 
   
  The adventurers also have the opportunity to 
  deal with Waldemar and his allies. There are many 
  ways that his can occur dependent on the PCs 
  actions. 
  The 
  DM 
  is 
  free 
  to 
  modify 
  the 
  circumstances of this encounter to take account of 
  PC actions. 
   
  The fate of the key NPCs in this adventure 
  rests with the actions of the PCs. Does 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 4 
  Lukas/Shahrevar get his memory back? Does 
  Waldemar get the crystal sphere? How will Den 
  Masque react to the adventurers in the future? 
  The conclusion may resolve some of these issues, 
  or may not – depending on PC actions. 
   
  PREPARATION FOR PLAY 
  This adventure is an event-based adventure. The 
  most likely scenario is that the PCs travel with Den 
  Masque, while trying to identify a “dangerous 
  outsider” and find an evil artifact. Players are very 
  inventive 
  people, 
  so 
  there 
  are 
  plenty 
  of 
  opportunities to go off on a tangent. In addition 
  convention play time is limited, and so the 
  investigation of countless options may not be 
  appropriate. The structure of the adventure aims 
  to assist the DM to keep the adventure from being 
  derailed by unexpected player actions, while still 
  allowing the players to dictate the actions of their 
  characters. It is not recommended that you try to 
  run this adventure unprepared. There is a lot going 
  on that the DM has to be aware of. 
   
  DM 
  Aid 
  2 
  contains 
  relatively 
  detailed 
  information about Den Masque in its current form. 
  Note that Den Masque is ever-changing, so this is 
  only a snapshot of Den Masque in 598 CY for the 
  Schwartzenbruin season. The PCs can spend a 
  substantial amount of time interacting with the 
  people that have joined Den Masque at this time. 
  This reference provides an opportunity for the DM 
  to bring Den Masque life should time not be an 
  issue. 
   
  Player Handout 1 is a summary of Den 
  Masque for members of the metaorganisation, and 
  includes some of the terms and language used by 
  Den Masque. Some of these terms are used 
  through the text. Consider using carnie speak for 
  members of Den Masque. Den Masque is noted 
  for comedy, and is described as boisterous and 
  bawdy. As written, the adventure does not 
  highlight the bawdy (humorously indecent) nature 
  of Den Masque. We recognize that children of 
  many ages may play this adventure. 
   
  Prior to running the adventure, the DM should 
  determine how much a PC would know about Den 
  Masque von Tausend Gesichtern. The DM should 
  ask if any of the PCs are members of Den 
  Masque. Give each member of Den Masque a 
  copy of Player Handout 1. Members of Den 
  Masque find that their PC’s are faced with role-
  playing dilemmas during the adventure. 
   
  Den Masque is established in Perrenland, and 
  is known to the people of Perrenland. Ask all PCs 
  to make a Knowledge Local (Iuz meta-region) or 
  Bardic Knowledge check. Based on the result 
  each of these players should receive the 
  appropriate information from Player Handout 2 
  during the introduction. 
   
  Finally, please note the various Perrenland 
  Specific Effects on play, as set out in DM Aid 1: 
  Perrenland Specific Effects. 
   
  NEW RULE ITEMS 
  Living Greyhawk adventures often utilize new 
  rules items –including new classes, prestige 
  classes, races, feats, spells, and equipment 
  (including magic items) – that do not appear in any 
  of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). 
  The full write-up of any featured feats, spells, or 
  equipment appears in Appendix 2. Information on 
  featured classes, prestige classes, and races 
  appears in the relevant creature’s stat block. All 
  the information required to run these characters is 
  presented in this adventure. The DM should 
  double-check that he fully understands any new 
  rule items presented in this adventure before play 
  begins. 
   
  Errata and the 3.5 update for the Movanic 
  Deva is included in the entries in the Appendices. 
   
  INTRODUCTION 
  Dargstadt, 
  a 
  small 
  town 
  between 
  Schwartzenbruin and Clatsberg is an out-of-the 
  way location for a powerful Wizard to live. It 
  therefore seems inappropriate that it is in this 
  town you are meeting your potential new 
  employer, the wizard Waldemar. Monetary 
  reward was promised. There was a statement 
  of a threat to Perrenland. The message implied 
  that the stakes were high. If this is the case the 
  spartan sitting room in a modest house is a 
  very mundane location. And Waldemar is 
  keeping everybody waiting. 
   
  The sound of somebody coughing, and 
  approaching footsteps signals the end of the 
  wait. The door opens, and a man enters. He 
  wears a dark blue robe, and is missing the little 
  finger of his left hand. 
   
  “I'm pleased you could come,” his voice is 
  deep and grave. “I am Waldemar. I’d like to 
  meet those who responded to my call.” 
   
  If any PC is a member of Den Masque, and comes 
  to the meeting “in costume”, Waldemar asks the 
  PC to leave at this point – refer to Development 
  for the issues surrounding members of Den 
  Masque. 
   
  If the adventurers don't know each other, this 
  is an opportunity for them to introduce themselves. 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 5 
  When the player's are ready continue with the 
  following: 
   
  Waldemar continues, “I’m pleased so many of 
  you have responded. What do you know of Den 
  Masque von Tausend Gesichtern?” 
   
  Allow the player's the opportunity to contribute 
  what they know of Den Masque, and distribute 
  Player Handout 1 and Player Handout 2 as 
  appropriate. 
  Depending 
  of 
  their 
  answers, 
  Waldemar will contribute some basic information. 
  • 
  Den Masque travels the length and breadth of 
  Perrenland entertaining the people - and in 
  that time, it has been home to some of the 
  finest raconteurs, rogues, and reprobates to 
  roam the rivers and roads of Perrenland. 
  • 
  Den Masque's membership is in a constant 
  state of flux. Individuals come and go at whim, 
  and it's not uncommon for small groups to 
  break off or rejoin at any time. 
  • 
  The show itself is an ever changing spectacle 
  of color, sound, movement, and improvised 
  comedy. When the company swells to it 
  largest 
  size 
  it 
  becomes 
  a 
  vast 
  fair 
  accompanied by side-shows that promise 
  games of skill and chance, and stalls that offer 
  all manner of refreshments and knick-knacks. 
  • 
  The people flock to its shows, while the 
  authorities grow weary of its outlandish 
  behavior and rumors of criminal activity, 
  rumors that have never been conclusively 
  proven. 
  • 
  It is normal for its members to go about their 
  daily lives with their identities hidden behind 
  elaborate masks and costumes; as a matter of 
  fact, it is not unheard for members to assume 
  multiple identities when traveling with the 
  Masque. Likewise, members rarely share 
  personal details with each other. 
  • 
  Den Masque is currently camped in a field 
  outside Dargstadt, and is packing up to leave 
  for Schwartzenbruin tomorrow.  
  Waldemar will then continue with the following: 
   
  “I have determined that a dangerous outsider 
  is traveling with Den Masque. This outsider 
  possesses an evil artifact, that I believe poses 
  a threat to our land, I can't say how great that 
  threat is without examining the object. 
   
  “I am looking for people to travel with Den 
  Masque. Identify the outsider if you can, and 
  locate this evil object. When you have the item, 
  summon me, and I will dispose of it safely. 
  What say you?” 
   
  Sample responses to some expected questions: 
   
  Why don't you deal with this yourself? I am 
  known to some members of Den Masque. Den 
  Masque is known for harboring criminals and 
  may be protecting the outsider. I believe that if 
  I tried to deal with Den Masque in any form, my 
  life would be under threat. Even if I managed to 
  convince them that I didn't mean to harm them, 
  they wouldn't trust me and the task would be 
  far more difficult. 
   
  Why us? You are here, and people like you 
  are rare in Dargstadt. I'm here because this is 
  my home. Den Masque is here on their way to 
  Schwartzenbruin. This is an opportunity to 
  deal with a serious issue. 
   
  What is this Artifact? It is a fragile crystal 
  sphere containing water from a river on the 
  Abyss. The sphere is about six inches in 
  diameter. It must not be broken – I am 
  convinced that if this 'abyssal water' escaped 
  from this sphere and seeped into the land, 
  there would be serious consequences. 
   
  What sort of outsider is it? I cast a contact 
  other plane spell some time ago. The creature I 
  spoke with resented the contact, as is often the 
  way with such things. So, unfortunately, I lack 
  specific information. I would caution against 
  dealing with the outsider directly, I don't know 
  its power. I believe that if we can separate this 
  create from the crystal sphere, the outsider will 
  pose less of a threat. 
   
  What about payment? I will pay you <<25 x 
  APL>> now and the same again on receipt of 
  the artifact. 
   
   
  Waldemar: male human wizard (diviner) 13; 
  hp 53; Appendix 1. 
   
  Some PCs could distrust Waldemar from the start. 
  Waldemar is an intelligent and relatively powerful 
  wizard. He is very careful about what he says, and 
  is always warded against detection. He always 
  describes his opponent as a “dangerous” outsider, 
  not an evil one. He always tries to answer 
  questions truthfully, to avoid the effects of discern 
  lies or zone of truth spells. He is a coward 
  protected 
  by 
  a 
  nondetection 
  spell 
  and 
  a 
  contingency teleport at all times. If he is attacked 
  and takes damage he will automatically teleport to 
  a safe location. 
   
  A PC may attempt a background check on 
  Waldemar before the meeting. Waldemar is not 
  his real name, and he doesn’t really live in 
  Dargstadt, so a background check based on this 
  information draws a blank. If a PC is a member of 
  the Den Zauber, allow the PC a DC 15 Intelligence 
  
  PER8-02 The Greatest Show on Oerth 
   
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  check. If successful the PC has heard of a wizard 
  called Waldemar, from Exag. Waldemar has a 
  Den Zauber pin (stolen), and has taken the name.  
   
  PCs may try Sense Motive opposed by 
  Waldemar's Bluff check. A successful Sense 
  Motive roll reveals that Waldemar is telling the 
  truth, but is being very careful about what he says. 
  The PCs should be able to determine the 
  following: 
  1. When Waldemar describes how Den Masque 
  has been infiltrated by a dangerous outsider, 
  he is telling the truth. 
  2. When Waldemar is speaking about the artifact 
  containing water from a river on the Abyss, he 
  is telling the truth. 
  3. His concern for Perrenland if the crystal is 
  broken is genuine. 
  4. He is being very careful with his words, and 
  may be holding something back. If challenged 
  he will advise he is telling the PCs what they 
  need to know, he doesn't know them well 
  enough to completely trust them yet. 
  If the PCs ask about his missing finger, Waldemar 
  states that he had an accident as a child, but he 
  has never missed that finger. 
   
  Assuming the PCs agree to the proposal, 
  Waldemar gives them a scroll inscribed with a 
  sending spell. He advises they can use this to 
  contact him when they have found the crystal 
  sphere. 
   
  If nobody can use the scroll, then Waldemar 
  will suggest a scrying spell on the PCs so he will 
  know when the crystal is in their possession. He 
  will ask if one of the PCs will consent to giving him 
  a lock of hair, which makes the scrying that much 
  easier. On the other hand he will not consent to 
  giving a lock of his hair, his argument being that it 
  serves no purpose. He will not press the matter if 
  the PCs do not agree. 
   
  Treasure: The PCs can gain the initial down 
  payment from Waldemar at this time: 
   
  APL 2: Coin 50 gp; scroll of sending (94 gp); 
  Total 144 gp. 
   
  APL 4: Coin 100 gp: scroll of sending (94 gp); 
  Total 194 gp. 
   
  APL 6: Coin 150 gp; scroll of sending (94 gp); 
  Total 244 gp. 
   
  APL 8: Coin 200 gp; scroll of sending (94 gp); 
  Total 294 gp. 
   
  Development: If any of the PCs do not accept 
  Waldemar's offer, he will dismiss them. This does 
  not mean the adventure is over for that PC, the PC 
  can still seek out Den Masque, travel with them, 
  and participate in the adventure. 
   
  The adventure set-up is designed to pose 
  specific 
  issues 
  for 
  members 
  of 
  the 
  metaorganisation Den Masque von Tausend 
  Gesichtern. Although Den Masque is not a secret 
  organization, it is an organization with secrets. 
  Members of Den Masque have a double life – a 
  Den Masque persona hidden behind masks and 
  costumes, and their ordinary life. Waldemar is 
  effectively asking the PCs to infiltrate Den 
  Masque. 
   
  If a PC is a member of Den Masque, and 
  keeps his/her adventuring persona separate from 
  his/her Den Masque persona, that PC has some 
  interesting choices to make. Do they go to Den 
  Masque as a normal PC? Do they go in costume, 
  possibly giving away their membership to the other 
  PCs they are traveling with? Do they try to tip off 
  members of Den Masque about what is going on? 
  Any PC that openly reveals their membership of 
  Den Masque in this adventure automatically 
  receives the disfavor of Den Masque AR entry. 
  People are going to talk, and know the reality 
  behind the mask. 
   
  1: JOINING DEN MASQUE 
  This encounter is designed to introduce to PCs to 
  Den Masque. There are multiple aims in this 
  encounter. First – this encounter is to overwhelm 
  the PCs with the exotic nature of Den Masque. 
  Second – the PCs should realize that the 
  “dangerous outsider” might be difficult to identify 
  where few people use their real name, many 
  people wear masks, and the main aim of Den 
  Masque is spectacular entertainment and illusion. 
  Third – the PCs are assigned two minders, 
  because nobody new to Den Masque is ever going 
  to be trusted from day one.  
   
  Den Masque has never hidden its location. It is 
  part traveling circus, part freak show, all 
  entertainment. Attention is necessary, because 
  their business depends on people knowing 
  where they are. 
   
  But at the moment the activity before you 
  has nothing to do with entertainment. Den 
  Masque is exactly where expected, just south 
  of Dargstadt. The big top falls as two griffons 
  drag away the poles that held it up. It seems 
  like a small army is ready to pack the big top 
  away. 
  Everywhere 
  people 
  are 
  loading 
  equipment into wagons. 
   
  “My 
  friends,” 
  a 
  compelling 
  voice 
  is 
  projected effortlessly over the bustle and noise 
  of the work. “I'm sorry that you have missed 
  our short Dargstadt season, there are no more 
  
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  shows scheduled and we are moving on. But 
  feel free to catch us next year, or maybe you 
  are travelers who would come to our next 
  show, 3 days time outside Schwartzenbruin.” 
   
  The speaker strides towards you, tall, 
  confident, and dressed in a bright red robe 
  embroidered with letters taken from a variety 
  of alphabets.  
   
  If a member of the meta-organization Den Masque 
  von Tausend Gesichtern is openly traveling with 
  the party, and has chosen to be recognizable, then 
  Den Masquemaster will acknowledge the PC with 
  an elaborate wave and a wink. 
   
   
  Den Masquemaster: male human (Oeridian) 
  bard 11 (Bluff +19, Diplomacy +23, Perform 
  Oratory +20, Sense Motive +15). 
   
  Den Masquemaster projects himself as a wizard, 
  of words. He is the master of ceremonies for 
  shows held in the big top. Den Masque is indeed 
  moving on, however some people come to Den 
  Masque for many reasons. Den Masquemaster 
  aims to find out why the PCs are here and what 
  they want. 
   
  This is a role-playing encounter, with the PCs 
  aiming to travel with Den Masque and interact with 
  the people in order to work out the identity of the 
  dangerous 
  outsider. 
  Den 
  Masquemaster 
  is 
  receptive to any reasonable suggestion the PCs 
  make. Traveling the roads of Perrenland is not 
  always safe, so there is always a need for guards. 
  There is often the need for laborers, and even the 
  most skilled workers start off unskilled. Den 
  Masque has harbored many fugitives from the law. 
  Some people have items to sell in the stalls. Some 
  people even want to become performers. Den 
  Masquemaster is happy with any of these 
  explanations. 
   
  Den Masquemaster is also a very astute judge 
  of 
  character, 
  so 
  throughout 
  any 
  of 
  his 
  conversations with the PCs, he will be assessing 
  what they say and do. If the PCs have come up 
  with a story as to why they want to travel with Den 
  Masque, have them roll Bluff checks opposed by 
  Den 
  Masquemaster's 
  Sense 
  Motive. 
  Den 
  Masquemaster is used to dealing with people who 
  sometimes act illegally. If he has reason to believe 
  that a PC might not be telling the truth, he will alert 
  his people, but still allow the PCs to travel with 
  Den Masque. 
   
  Assuming that the PCs reach agreement with 
  Den Masquemaster, then he will call over two 
  roustabouts: 
   
  “Lothar, Slaters, we have freshmeat. Better 
  look after them while we pack up.” 
   
  Den Masquemaster’s summons travels 
  effortlessly across the site. A female human 
  and a male dwarf approach. 
   
  “Well freshmeat,” says the woman, “looks 
  like you're with us, at least until we leave 
  tomorrow.” 
   
   
  Lothar: female human (Oeridian) Fighter 
  4/Rogue 4. 
   
  Slaters: male dwarf rogue 6. 
   
  Lothar and Slaters will acknowledge any members 
  of Den Masque in the same way as Den 
  Masquemaster. 
  Members 
  of 
  Den 
  Masque, 
  whether in their Den Masque persona or incognito, 
  realize that these two have been assigned as 
  minders to accompany people new to Den 
  Masque. 
   
  Lothar and Slaters are roustabouts, laborers 
  for Den Masque. They will accompany the PCs 
  around the site for the whole evening, and will 
  point out some of the activity and unusual people. 
  Give the players Player Handout 5. This checklist 
  allows the players to keep track of the NPCs they 
  meet over the three days. 
   
  If asked how many people are here, Lothar will 
  answer. “At last count we had over 100 traveling 
  with us, and we’ve grown since then.” 
   
  The PCs can plan their investigation of Den 
  Masque. However for all the time at Dargstadt, the 
  PCs will be accompanied by Lothar, Slaters, or 
  both. The roustabouts will not allow the PCs to 
  split into more than two groups, short of everybody 
  running in a different direction. When Den Masque 
  is virtually packed up, Slaters suggests the PCs 
  bunk down with the roustabouts. Lothar retires to 
  her wagon, but Slaters and the other roustabouts 
  sleep under the stars. 
   
  The roustabouts pass round a bottle of cheap 
  wine, and are very happy to speak with anybody 
  who takes a swig. If anybody doesn't take a swig, 
  one of the roustabouts will comment how 
  Temperance is one of the three poisons of the 
  soul. The roustabouts’ conversation is dominated 
  by the issue of equipment failure. There has been 
  more than usual since Den Masque left Clatsberg. 
  This is put down to ageing metal equipment and 
  has 
  not 
  affected 
  anything 
  important. 
  The 
  Illumination Man uses mending to repair faults. 
   
  The PCs notice two roustabouts not sleeping 
  under the stars. Lothar and Lukas are missing, 
  Lothar has been seen going to her wagon. If 
  asked, the roustabouts note how Lukas shares a 
  
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  wagon with Lothar. There is laughter as the 
  roustabouts discuss what they are up to. 
   
  Although the roustabouts are concerned about 
  recent equipment failures, they speak to the PCs 
  about many subjects. The information obtained 
  should be role-played, but the content determined 
  by a Gather Information check. The Gather 
  Information section of Encounter 2 covers the 
  information that can be obtained. 
   
  Development: This is a good opportunity for the 
  PCs to travel with Den Masque, and from there 
  they can carry out their investigation. The 
  adventure continues with Encounter 3.  
   
  The PCs are still free to travel the roads of 
  Perrenland independently of Den Masque, in 
  which case they will still be able to observe from a 
  distance. Point out that this limits their opportunity 
  to intermingle with the people. However if the PCs 
  still want to observe from a distance, refer to the 
  Troubleshooting section of Encounter 2. 
   
  2: INVESTIGATIONS 
  This section is not an individual encounter. Instead 
  it covers some generic information and possible 
  PC 
  actions 
  as 
  they 
  continue 
  through 
  the 
  adventure. In addition, the outcome of Gather 
  Information checks can be determined. If the PCs 
  choose to search the wagons this section includes 
  the contents of certain wagons, including one 
  sample. Finally there is a troubleshooting section – 
  what if the PCs choose to do something different.  
   
  The Arrangement of Den Masque 
  Den Masque is a traveling circus, sideshows, and 
  entertainment. It is currently at its biggest, as it 
  moves towards Schwartzenbruin. Den Masque is 
  either on the move or set up. 
   
  On the move, Den Masque is a series of 
  wagons. The first wagon is a massive wagon 
  pulled by three Spider Eaters. This wagon 
  contains the canvas for the big top, as well as the 
  canvas for many of the smaller stalls, and the 
  canvas walls that are placed around the Freak 
  show and the Beasts to ensure people pay before 
  they can see the freaks or the beasts. 
   
  The second massive wagon is pulled by two 
  griffons, and this contains the cages of the Beasts 
  separated by canvas. 
   
  A big wagon behind this is pulled by two 
  horses. This contains much of the performers 
  gear. This whole wagon is broken down to be 
  used in the shows, even the wheels are taken off 
  and used to form some of the props for the shows. 
   
  The wagon that follows, pulled by two horses, 
  contains the musical instruments. After this wagon 
  is a horse pulling a catapult, used by Trebuchet – 
  the human catapult. 
   
  Following these wagons are the small wagons 
  used as living quarters. There are 40 of these 
  wagons, and they all look much the same in 
  design and color – a uniform brown. There are 
  exceptions. One of the small wagons is bright 
  yellow – it belongs to the Illumination Man. The 
  red wagon with blue trim belongs to Den 
  Masquemaster. The wagon painted with the mask 
  of the Laughing Rogue is the wagon of Laughter. 
   
  When Den Masque sets up, the general layout 
  can be seen in DM Map 4. The Freak show and 
  the Beasts are surrounded by canvas. Other stalls 
  are lined up in two rows that funnel people 
  towards the Big Top. The Big Top opens for two 
  shows per day, one in the afternoon and one in 
  the evening. 
   
  Gather Information 
  About Den Masque generally 
  DC 10 – This is about as big as Den Masque gets, 
  when we come to Schwartzenbruin. Big city you 
  see. We'll all split up after the Schwartzenbruin 
  season. Some of us will go to Exag, some to 
  Krestible, some back to Clatsberg, and some will 
  cross Lake Quag to Traft. 
   
  Dangerous Outsiders 
  DC 10 – nearly everybody here is dangerous. 
  Most of the time that's why they're here. 
  DC 15 – of course there could there be outsiders 
  here. Half the people around here wear masks. 
  You might never know what's underneath. Take 
  Faceless for example – and he takes his mask off 
  when the freak show is running. 
   
  People New to Den Masque 
  DC 10 – people are coming and going all the time. 
  Some people might be here all the time, but wear 
  different masks to make it look like they're coming 
  and going. 
  DC 15 – the stallholders, most of them are new. 
  Dorthë and Lorenz, they run the baskets and 
  baubles stall – they've only been with us since 
  Clatsberg.  
   
  Specifically About Lukas 
  DC 10 – Lukas has been with Den Masque about 
  a year. Lothar brought him in. 
  DC 15 – Lukas can certainly hold his liquor. He’s 
  able to drink everybody here under the table. 
   
  Searching the Wagons 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 9 
  Three Wagons are described below. These 
  wagons are: 
  • 
  A standard wagon belonging to a performer.�
  • 
  Dorthë and Lorenz's wagon.�
  • 
  Lukas and Lothar's wagon.�
  Without exception, these wagons are small (and 
  even then they have been increased in size from 
  real life – the concept has been derived from 
  gypsy caravans). Because of the size, only two 
  characters can fit inside without squeezing. The 
  maps demonstrate the small scale of the space 
  inside each wagon. Refer the DM Maps for the 
  layouts. 
   
  Three wagons stand out, Laughter’s, Den 
  Masquemaster’s, and the Illumination Man’s (refer 
  ‘The Arrangement of Den Masque’). These 
  wagons are not different, however of these is 
  protected by a silent alarm spell. If the PCs trigger 
  this alarm, then the occupant sends 4 roustabouts 
  to investigate, and this can contribute to the PCs 
  earning the disfavor of Den Masque (refer to the 
  Conclusion). 
   
  Standard Wagon – Refer DM Map 1 
  1. The wagon contains a small shrine. The shrine 
  is a pedestal, above which is a holy symbol 
  resembling a misshapen black and white mask 
  (DC 10 Knowledge Religion to confirm this is a 
  holy symbol of Olidammara). On the pedestal 
  are one or two glasses and a bottle of wine. 
  Worship consists of drinking a toast to the 
  Laughing Rogue. 
  2. Small pot-bellied stove used for heating and 
  able to be used for very simple cooking. This 
  is placed on a stone. 
  3. Built-in drawers containing simple clothing 
  appropriate to the owner of the wagon. 
  4. Built-in bed at the end of the wagon. 
  5. If the wagon belongs to somebody who wears 
  a mask, mask-stands can be found here. 
   
  Dorthë and Lorenz’s Wagon – Refer DM Map 2 
  The wagon is quite cluttered with can and baskets 
  in various stages of completion. 
  1. Instead of a small shrine, there is a very small 
  built-in desk. An ink-pot, pen, small crystals 
  and cheap metal for costume jewelry sit on the 
  desk. 
  2. Small pot-bellied stove as per standard 
  wagon. 
  3. Built-in drawers containing simple clothing. A 
  DC 15 Search check reveals that these swing 
  away from the caravan walls. Behind is a 
  small cavity containing masterwork thieves 
  tools, a device (refer below), two vials of a 
  clear liquid (acid), and Dorthë’s diary. If a PC 
  reads Dorthë’s diary, they receive Player 
  Handout 4. 
  4. Built-in bed at the end of the wagon. Dorthë 
  sleeps here. 
  5. A hammock slung across the wagon. Lorenz 
  has got used to sleeping here. 
  The device consists of two metal clamps, a screw 
  mechanism, and a small needle made of 
  adamantine. The clamps are used to clamp the 
  device to a metal bar, and the screw is used to 
  screw the adamantine needle into the bar (the 
  adamantine overcomes the hardness of the bar 
  and enters relatively easily. Then acid is run down 
  the needle into the centre of the bar, weakening it 
  from the inside, but leaving the outside almost 
  unmarked (a few scratches and a tiny hole). The 
  needles are not immune to the acid, but the 
  adamantine lasts longer than most other materials.  
   
  Treasure: The PCs can gain the following 
  treasure here: 
  • 
  Costume jewelry items – gems and precious 
  metal (coin). 
  • 
  Acid, masterwork thieves tools, adamantine 
  needle, and apparatus – masterwork tool 
  (loot). 
   
  All APLs: Loot 23 gp; Coin 10 gp; Total 33 gp. 
   
  Lothar and Lukas’ Wagon – Refer DM Map 3 
  1. This wagon contains a small shrine as per the 
  Standard wagon. 
  2. Small pot-bellied stove as per standard 
  wagon. 
  3. Built-in drawers containing simple clothing. 
  4. Instead of the built-in bed, there are two beds 
  built in to the side walls that are folded up 
  when not in use. 
  In this wagon a DC 20 Search check reveals a 
  hidden space underneath the floor of the wagon 
  between the two beds. This contains a 4th auszug 
  uniform, a greatsword, and a crystal sphere filled 
  with water, six inches in diameter. 
   
  Treasure: The PCs can gain the following 
  treasure here: 
   
  All 
  APLs: 
  Magic 
  696 
  gp 
  +1 
  flaming 
  greatsword (696 gp); Total 696 gp. 
   
  Magical Investigations 
   
  More than most adventures, this adventure 
  lends itself to magical investigations. While the 
  PCs are being accompanied by minders it is very 
  difficult to cast spells without questions being 
  asked. Den Masque does not appreciate people 
  trying to determine their secrets. However once 
  Den Masque is encamped at Schwartzenbruin it is 
  
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  Page 10 
  relatively easy to cast a divination spells unnoticed 
  and try to screen people or wagons. 
   
  Detect Chaos/Evil/Good/Law 
   
  The PCs may consider either screening 
  people or wagons. Nearly everybody in Den 
  Masque has a faint aura of something, often chaos 
  (70% of the people of Den Masque detect as 
  chaotic), regularly good (40% of the people of Den 
  Masque detect as good), and sometimes evil (only 
  10% of the people are evil, no important NPCs 
  detect as evil). These are the auras of everyday 
  people. The most powerful evil aura belongs to the 
  Displacer Beast. Laughter has a strong aura of 
  Chaos being a 6th level cleric of Olidammara. 
  Lukas has a strong aura of good, as a good 
  outsider of 6 Hit Dice. The crystal sphere has a 
  strong aura of evil representing Styx water and a 
  moderate aura of good representing Lukas 
  memories. 
   
  Character with spell-like abilities to detect evil 
  have 
  an 
  advantage, 
  and 
  should 
  find 
  it 
  straightforward to identify Lothar and Lukas’ 
  wagon as containing an evil aura. 
   
  Detect Magic 
   
  Detect magic is a useful spell under the 
  circumstances, particularly for looking through the 
  wagons. A number of the wagons contain faint 
  magical auras, and there is only one exception – 
  the wagon belonging to Lukas and Lothar. Lukas 
  greatsword detects as moderate evocation, and 
  the sphere as strong enchantment. 
   
  The PCs will have opportunity to effectively 
  scan the wagons for magic, in which case, wagons 
  belonging to the Illumination man, Laughter, and 
  Den Masquemaster all have faint magic auras. 
  However the wagon belonging to Lukas and 
  Lothar stands out like a beacon. 
   
  Speak with Animals 
   
  Speak with animals is one spell with the 
  potential to be used with some effect. There are 
  lots of horses and sheep. For the most part they 
  are well treated, and they have their own special 
  people that they recognize. However every animal 
  recognizes and likes Lukas specifically – although 
  they describe him as a sweet-smelling calming 
  man. 
   
  Speaking with Key NPCs 
   
  The most obvious person to speak with in this 
  scenario is Lukas. He is also one of the most 
  frustrating. Lukas can’t remember anything of his 
  life before he met Lothar and joined Den Masque. 
  He began by looking after the sheep, and then 
  was asked to help Dogman with the beasts after 
  the Displacer Beast took a dislike to another 
  roustabout named Yvo. He has no special affinity 
  with the beasts, and does basic laboring. However 
  the Displacer Beast decided to tolerate him when 
  he started to feed it little bits of meat from his 
  meals. Otherwise he knows that animals are well-
  behaved around him, and that’s about it. 
   
  The Displacer Beast is in a unique position as 
  a fairly intelligent creature. His name sounds like a 
  growl. He is a bad-tempered, dangerous creature, 
  but is also very lazy and likes having his meals 
  brought to him. The Displacer Beast identifies 
  Lukas as being different from everybody else. 
  Lukas is the only one who consistently treats him 
  as intelligent and takes time out to speak to him. 
   
  Lothar knows as much about Lukas as 
  anybody, as she met him first. She believes Lukas 
  suffered some trauma, and is very protective of 
  him. She has grown to love him over the last year. 
  If approached she will relate the story of how she 
  met Lukas (refer Adventure Background).  
   
  Issues with Scrying 
   
  During this adventure Waldemar is scrying on 
  the PCs whether they agreed to it or not. It is 
  inevitable that members of Den Masque will 
  notice, but for the most part they don’t realize the 
  significance. They are not magical, ordinary 
  people, and Den Masque is filled with unusual 
  things all the time. However if the PCs interact 
  with Den Masquemaster, Laughter, Faceless, 
  Lothar or The Illumination Man, allow them a DC 
  20 Intelligence Check. The Illumination Man has 
  +1 to this check, the others have +1. If they detect 
  the scrying, they will confront the PCs. 
   
  Waldemar wants to protect the crystal sphere. 
  If the PCs appear to be in danger of smashing the 
  sphere, he teleports in with Mose, Vester, and 
  Dana, and tries to obtain it. 
   
  Troubleshooting 
  What if the PCs don’t ever join Den Masque? 
   
  It depends on whether they choose to follow 
  Den Masque from a distance or not. If they choose 
  to turn their back on adventure then they can’t 
  complete their assigned mission. 
   
  If the PCs are thinking about following Den 
  Masque from a distance, make it clear that they 
  lose the ability to talk to people and find out what 
  is happening. If they still choose this approach, 
  then the read-aloud text needs to be paraphrased. 
  The PC’s will not be close enough to hear any of 
  the conversations. The only person they could 
  hear is Den Masquemaster when he projects his 
  voice to move or stop Den Masque, but any detail 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 11 
  of other activity and the interaction with the people 
  will all be lost. 
   
  What if the PCs don’t ever suspect Dorthë and 
  Lorenz, Lukas, or maybe even don’t search 
  wagons? 
   
  In any of these cases the PCs may not 
  uncover the truth about Dorthë and Lorenz, and 
  may miss out on Encounter 8. They may also 
  miss out on some evidence regarding Lukas past. 
  However Waldemar will still decide to take action 
  and most of the adventure can play out as written. 
   
  What if the PCs inform Den Masque of their 
  Mission? 
   
  Any member of Den Masque, hearing of the 
  mission 
  will 
  bring 
  take 
  the 
  PCs 
  to 
  Den 
  Masquemaster and Laughter. If told they are 
  working for a wizard, Laughter will ask for a 
  description. They will recognize Waldemar as 
  Spyder if one of the PCs mentions the wizard was 
  missing some fingers. 
   
  Coming clean with Den Masque earns their 
  trust. The allegation that a dangerous outsider 
  travels with them is concerning, they rely on safely 
  entertaining the people. They don’t know who it is, 
  and they don’t immediately think of Lukas, to their 
  minds he is one of the least dangerous people 
  traveling with them. However they are intelligent 
  people and will accept evidence that the PCs 
  present. If this incriminates Lukas, they will treat 
  Lukas gently and with respect. 
   
  They will assist the PCs, on the condition that 
  Den Masque deals with the issue, and Waldemar 
  is not advised. 
   
  What if the PCs attack Lukas? 
   
  Lukas 
  will 
  immediately 
  and 
  involuntarily 
  activate his protective aura. Three members of 
  Den Masque will come to his aid – yelling “Hey 
  Rube”. Use the statistics for Mose, Vester and 
  Dana, and have them wearing masks the PC’s 
  have not seen before. Lukas will not take part. At 
  the end of the battle more members of Den 
  Masque will be running towards them, at this time 
  Den Masque has over 100 members. The PCs will 
  have to flee for their lives, and will all earn the 
  disfavor of Den Masque.  
   
  What about members of Den Masque? 
   
  Members of Den Masque will have a lot of 
  inside information even thought they have no 
  reason to know any of the current performers. The 
  DM is the ultimate arbiter of what that PC will 
  know, and the passing of notes to that player is 
  encouraged. For instance, if the PCs want to 
  break in to Den Masquemaster’s wagon, pass a 
  note to the player advising that “important 
  members of Den Masque have their wagons 
  alarmed. They protect their secrets.” 
   
  Members of Den Masque who openly display 
  their affiliation will find they have more freedom 
  than the other PC’s – the “freshmeat” is being 
  watched, not the “carnies”. If the PCs want to split 
  the party, that member of Den Masque can 
  investigate while the other PCs do something else. 
   
  3: ALONG THE ROAD 
  This encounter describes Den Masque's travel to 
  Schwartzenbruin. There are individual set-pieces 
  that are to be run in order along the road. In 
  between times the PCs may choose to speak to 
  members of Den Masque, or try to investigate 
  some of the wagons. If the PCs choose to speak 
  to one of the members of Den Masque, refer to 
  DM Aid 2. 
   
  The PCs may make a number of plans to 
  investigate Den Masque on the road. They will 
  certainly have plenty of opportunities to interact 
  with some of the people of Den Masque. 
   
  Encounter 3a introduces an opportunity to 
  interact with the performers, and Encounter 3b 
  introduces an opportunity to interact with the 
  freaks. Both of these groups have a different 
  understanding of Den Masque. The Gather 
  Information section of Encounter 2 covers the 
  information that can be obtained. 
   
  Encounter 
  3c 
  specifically 
  manages 
  an 
  encounter with the Illumination Man. 
   
  The PCs may wish to investigate some of the 
  wagons. They cannot do this discretely while Den 
  Masque is traveling. There is no way of entering 
  the wagons unobtrusively when the wagons are 
  moving as there is always somebody sitting in 
  front of the door guiding the horse. The wagons 
  are locked up, and the PCs must consider how 
  suspicious breaking in to a moving wagon with all 
  the people around will look. 
   
  When Den Masque stops for the night, the 
  PCs will be expected to join the group (refer 
  Encounter 3b). If they excuse themselves and try 
  to investigate the wagons, they are interrupted by 
  somebody seeing what they are doing – the PCs 
  are under observation at this time. 
   
   
  3a – Setting Off Day One  
  At the beginning of the day, have one of the PCs 
  make a DC 22 Will save as Waldemar initiates a 
  greater scrying spell. He does this regardless of 
  whether the PCs consented. He will either choose 
  somebody who gave him a lock of their hair, or – if 
  
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  nobody gave this to him – he will pick a fighter 
  type. Anybody who gave him a lock of their hair 
  receives a -10 penalty to the save. Waldemar’s 
  greater scrying lasts 13 hours. 
   
  This encounter includes a clue that Dorthë 
  does not fit in. 
   
  Dawn brings the best traveling weather as Den 
  Masque is due to set off for Schwartzenbruin. 
  The hum of anticipation is silenced as Den 
  Masquemaster raises his hand. “Den Masque, 
  we roll!” 
   
  The cry is taken up by people all over the 
  site. The two largest wagons containing the 
  Big Top set off first. The first is pulled by the 
  spider eaters. The second is pulled by the 
  griffons. From there the wagons pulled by 
  horses move out one-by-one. Den Masque is 
  on the move, at a casual walking pace. 
   
  “Well, freshmeat, we travel together,” a 
  male voice sounds behind you. A tall, lithe man 
  wears a white halfmask with a blue ring around 
  his right eye. He fingers large metal rings 
  hanging from his belt. “It is always good to 
  have new company on the road,” he says with 
  a smile. “I am Ringer, and I sing, juggle, and 
  otherwise make myself irresistible to the 
  ladies.”  
   
  Members of the Den Masque metaorganisation 
  will recognize that Ringer has been assigned as a 
  minder. 
   
   
  Ringer: male human (white halfmask, blue 
  ring around right eye) rogue 6. 
   
  Creatures: Ringer will take the opportunity to 
  introduce the PCs to many of the other performers 
  at The Firm (he always refers to Den Masque as 
  The Firm, short for Firma des Lachenden Mannes 
  – the Company of the Laughing Man). The 
  performers take any free time they have to 
  practice their art. Therefore the PCs should have 
  the opportunity to speak with the tumblers while 
  they are tumbling; the jugglers while they are 
  juggling, and even the tightrope walkers try to 
  balance on a low rope stretched tight between two 
  moving wagons. 
   
  Ringer enjoys his role as guide, especially if 
  there are any attractive female PCs among the 
  party regardless of race. He is also a devout 
  worshipper 
  of 
  Olidammara. 
  Intersperse 
  his 
  conversation with the following phrases that point 
  to his faith: 
  • 
  “The Firm is an expression of our belief in the 
  enjoyment of life.” 
  • 
  “The Laughing Rogue expects us to be as 
  skilled as he. Life is supposed to be happy 
  and entertaining.”�
  • 
  “As the Laughing Rogue tells us, music should 
  be treated like the art it is. I always perform to 
  music as a tribute to him.” 
  • 
  “The Laughing Rogue tells us that the only 
  thing better than making wine is drinking it.”�
  • 
  “We are taught about the three great poisons 
  of the soul, misery for example,” Ringer will 
  point to a middle-aged woman sitting on a 
  wagon (Dorthë). “Now that face shows every 
  sign of a soul being poisoned.” 
  • 
  “Our life is our worship. As Laughter says, the 
  show must go on.”�
   
  No matter where the PCs go, Ringer will be 
  following, inviting them to meet people, wanting to 
  hear of their exploits. The PCs might consider that 
  he's trying to keep them company. If asked 
  directly, he will cheerfully admit that he is being a 
  minder for them. “After all, we don't know you, 
  freshmeat. The Firm is filled with secrets, and we 
  don't want spiders (spies) creeping in to find them 
  out.” 
   
  While 
  Ringer 
  accompanies 
  ‘Freshmeat’, 
  members of the Den Masque metaorganisation 
  have relative freedom do what they want without a 
  minder. 
   
  3b – Evening Day One  
  Although written with a carnival atmosphere in 
  mind, this encounter offers the DM an opportunity 
  to highlight the tragic element. The ‘freaks’ can 
  never have a normal life, and Den Masque is the 
  best option they have. They live on display, for 
  people to point at, ridicule, and maybe even fear 
  (safely of course). 
   
  It has been a relaxing day of travel when Den 
  Masquemaster's voice calls a halt to the 
  journey: “Den Masque, we rest tonight.” 
   
  Den 
  Masque 
  becomes 
  a 
  well-oiled 
  machine, as the wagons stop, horses are 
  brushed down, beasts are chained, fed and 
  watered. The sheep were here for a reason 
  after all, and it appears like shocker lizards 
  prefer fried food. It feels like there is nothing 
  for you to do. 
   
  “There's 
  always 
  a 
  drawback 
  being 
  freshmeat,” a sensual female voice states. The 
  voice comes from a creature that you assume 
  must be a woman. She is covered in silky 
  blonde fur, and it must run from head to toe, 
  although she does wear a loose-fitting tunic 
  and trousers. “Maybe you would like to come 
  
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  and join us freaks for the night,” she says with 
  a smile.  
   
  Members of the Den Masque metaorganisation 
  will recognize that Allspice has been assigned as 
  a minder. They will also know that joining the 
  evening celebrations of Den Masque is important 
  to members of Den Masque. 
   
   
  Allspice: female human (hirsute Suel) expert 
  8. 
   
  Creatures: This is Allspice, the beast-woman. 
  Allspice was born into a wealthy Vosser family 
  from Koetheim. She was a perfectly normal child 
  until she hit puberty, and began growing hair all 
  over her body. 
   
  It appears that everybody who is part of or 
  traveling with Den Masque have gathered together 
  for the night. There is a sense of expectation and 
  excitement noticeable. A PC can specifically try to 
  observe who is there and who isn’t. Of all the 
  people they have had pointed out to them, they 
  will note Dorthë and Lorenz are not present. 
  Neither is the Illumination Man. 
   
  Allspice will describe herself as a “party girl.” 
  She then goes on to say: “Unfortunately I don't get 
  invited out as much as I'd like, given my fur.” She 
  will introduce the PCs to the other 'freaks'. With 
  the exception of Faceless, the freaks call Den 
  Masque Der Ewig Zirkus (The Eternal Circus). 
  Faceless 
  refers 
  to 
  Den 
  Masque 
  as 
  Der 
  Mitternacht-Zirkus (The Midnight Circus). 
   
  The only freak to wear a mask is Faceless. 
  Faceless’ mask is different from all the other 
  masks in that it covers his mouth. All the 
  performers can still eat with their masks on. 
  Faceless has to take his off. The Freaks are also 
  faithful worshippers of Olidammara, and when Den 
  Masquemaster calls out “it is time for the 
  ceremony of the cork,” Allspice produces a bottle 
  of wine, and the cork is popped. This is when 
  Faceless takes off his mask, revealing the ruin of 
  his face as the freaks pass around the wine. 
   
  While the PCs spend time with the Freaks, 
  members of the Den Masque metaorganisation 
  will again have relative freedom do what they want 
  without a minder. 
   
  Optional 
  This section covers the worship of Olidammara by 
  Den Masque. The DM may choose to omit this 
  section if pressed for time. This evening Den 
  Masque comes together in worship. Laughter is 
  the spiritual leader of Den Masque. 
   
   
  Laughter: 
  male 
  human 
  bard 
  1/cleric 
  (Olidammara) 6 (Laughing Mask) Perform (sing) 
  +12, Search +10. 
   
  This evening, all over Den Masque, the ceremony 
  of the cork is being repeated. As night draws on, 
  the musicians begin playing, and the people start 
  shouting for Laughter to come and give them a 
  word. He doesn't take much encouragement, and 
  stands; “Have you enjoyed the wine!” he cries. 
  Without waiting for the response, he gestures to 
  the musicians. “It is time for a prayer!” 
   
  The musicians stand, and begin playing a 
  tune. Laughter waves for them to stop. “That's a 
  bit slow, isn't it?” 
   
  One of the musicians shrugs. “You're the 
  priest. Improvise!” The musicians begin again. 
   
  Laughter sings the following – representing his 
  improvised sung prayer. These words fit to the 
  tune of “All Things Bright and Beautiful”. 
   
   
  The Laughing Rogue invites us all 
   
   
  To join him for a wine. 
   
  Eat and drink and be merry 
   
   
  And you will be just fine. 
   
   
  He teaches us of poisons 
   
   
  Three things that kill the soul. 
   
  Misery is one of these 
   
   
  That stops you being whole. 
   
   
  The Laughing Rogue invites us all 
   
   
  To enjoy ourselves each night. 
   
  Drain your glass and fill again 
   
   
  And you will be alright. 
   
   
  The second thing is temperance 
   
   
  You can never have too much. 
   
  Solemnity is the third thing 
   
   
  That we should never touch. 
   
   
  The Laughing Rogue invites us all 
   
   
  To join him for a wine. 
   
  Eat and drink and be merry 
   
   
  And you will be just fine. 
   
  A toast to the Laughing Rogue! Let those who 
  wish to praise him come forth. 
   
  There is overall cheering, and whooping, and 
  others will come forth. Prayers are generally sung, 
  and almost always rhyme. There are no set 
  prayers and praises, priests and worshippers 
  improvise their worship. 
   
  The PCs are encouraged to join in, the people 
  they have met so far all encourage them. Any 
  
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  simple rhyme is met with shouts of “more!” 
  Participating is an important way of being 
  accepted by Den Masque. 
   
  3c – Morning Day Two  
  As before, at the beginning of the day, have one of 
  the PCs make a DC 22 Will save as Waldemar 
  initiates a greater scrying spell. He does this 
  regardless of whether the PCs consented. He will 
  either choose somebody who gave him a lock of 
  their hair, or – if nobody gave this to him – he will 
  pick a fighter type. Anybody who gave him a lock 
  of their hair receives a -10 penalty to the save. 
  Waldemar’s greater scrying lasts 13 hours. 
   
  “Den Masque, we roll,” Den Masquemaster's 
  voice carries effortlessly across the noise as 
  the wagons are prepared for the final day of 
  travel to Schwartzenbruin. 
   
  Your attention is drawn by a loud crack 
  from the Illumination Man’s yellow wagon. The 
  Illumination Man stops his wagon and gets off 
  to repair what appears to be a broken axle. 
   
  Members of the Den Masque metaorganisation 
  will recognize that no minder has been assigned, 
  however the PCs are still being watched. 
   
   
  The Illumination Man: male human (shining 
  yellow mask) wizard 10. 
   
  Creatures: The Illumination Man does not initiate 
  conversation, but is certainly friendly enough if 
  spoken to. He intends using mending to fix the 
  axle swiftly so he won’t delay Den Masque. If the 
  PCs want to check the axle to find out why it broke 
  they will have to be quick. The axle has broken in 
  the centre. Each person who studies the axle is 
  entitled to a DC 21 Search check to identify the 
  faint scratch-marks and pin-prick hole on the metal 
  axle that could point to sabotage. Any PC who 
  specifically takes time to observe what is going on 
  can make a DC 10 Spot Check. They notice a 
  stallholder, Lorenz, standing nearby smiling. If 
  approached, he says how funny he finds a wizard 
  doing real work. This is a lie, in reality he was 
  testing his equipment, and is pleased with how 
  well it worked. A successful Sense Motive check 
  opposed by Lorenz’s Bluff check determines 
  Lorenz is lying. If challenged, Lorenz tells the PC 
  to 
  ‘go 
  away’, 
  and 
  walks 
  away 
  from 
  the 
  conversation. He will not engage further. 
   
  The PCs may have questions for the 
  Illumination Man, for example why he wasn’t at 
  last night’s festivities. He quite openly says he was 
  in his wagon scribing scrolls – he always tries to 
  prepare some additional scrolls when Den Masque 
  is not performing. He is the only one doing the 
  lighting for the shows now, and sometimes he 
  needs a little bit of extra magic. 
   
  If the PC’s ask why he doesn’t get some help, 
  he will tell them that he had help. There used to be 
  another wizard, who wore a spider mask, that 
  used to do the lighting for every second show. He 
  was found to be a divination expert and was 
  caught using magic to discover secrets about 
  members of Den Masque and was then selling 
  them to Den Masque’s enemies. He was told to 
  leave and never return, and since then spies have 
  always been referred to as spiders. 
   
  The PCs may suspect that this is Waldemar, 
  and would be absolutely right. The Illumination 
  man doesn’t know what “Spyder” looked like – he 
  always wore his mask. The PCs might mention 
  that Waldemar was missing his little finger. The 
  Illumination man notes that “Spyder” always wore 
  gloves. However there was something funny about 
  that finger – it was very immobile. 
   
  3d – Just Past Noon Day Two  
  The purpose of this encounter is to demonstrate 
  Lukas has some unusual powers, and raise PCs 
  suspicions. 
   
  It is high sun, and traveling with Den Masque is 
  an experience not easily forgotten. It certainly 
  isn't hard traveling, the pace is slow, steady, 
  and easy. The mix of people is unusual to say 
  the least, but there is always entertainment to 
  be had. People are practicing their art on the 
  road. Tumblers tumble, jugglers juggle, and a 
  group of dancing horses are being put through 
  their paces. 
   
  The beasts are disconcerting, particularly 
  the caged displacer beast that never looks 
  properly in its cage. 
   
  Near the front of the travelers, the spider 
  eaters and the griffons are a sight to behold, 
  every now and then beating their wings and 
  rising on their haunches before their rippling 
  muscles again being pulling the weight of the 
  great wagons. 
   
  Then suddenly there is a call from Den 
  Masquemaster, “Den Masque, we stop.” 
   
  Ahead three large bears are fishing and 
  eating their catch on the road and the ford 
  across a river. The bears look grumpy and 
  bad-tempered. 
   
  “Lukas!” comes the cry. 
   
  One bear occupies the road between Den Masque 
  and the ford used to cross the river. The others 
  
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  are fishing on the ford, and Den Masque has no 
  choice but to go through them if they are to cross 
  the river. 
   
  If the PC's try to respond to the threat, Den 
  Masquemaster or Lothar will intervene, saying: 
  “This is not your fight, freshmeat. Lukas has been 
  called.” There is no experience for fighting the 
  bears as this is an encounter easily avoided. 
   
  ALL APLs (EL –)  
   
  Brown Bear (3): hp 51; Monster Manual 269. 
   
  Creatures: The brown bears are hungry, and very 
  grumpy, and want to be left alone to eat the fish. 
  Even though the Spider Eaters at the front of Den 
  Masque are an intimidating sight, the bears are 
  not prepared to shift. 
   
  It doesn’t take Lukas long to come up from the 
  rear of Den Masque where the beasts are. Where 
  the bears are reacting very angrily to everyone, 
  they make no threatening moves towards Lukas. 
  Lukas walks straight up to the bear on the road, 
  and picks up the fish it is eating. He waves it at the 
  other two bears, and walks away. Obviously 
  wanting the fish, all three bears follow, apparently 
  quite calm. (Refer Lukas, Appendix 1, for the 
  Soothing Presence of Nature effect. 
   
  When Lukas walks back, having left the fish 
  and the bears a safe distance away from the road, 
  Den Masquemaster calls out: “Den Masque, we 
  roll” and the trip continues. 
   
  Development: At the end of this encounter, the 
  PCs 
  should 
  have 
  some 
  suspicions 
  about 
  Waldemar and his motives. They should also have 
  identified that Dorthë and Lorenz don’t fit in, and 
  that Lukas is highly respected and has some 
  unusual powers. 
   
  Any PC who participates in the worship 
  (Encounter 3b – Optional) is more likely to be 
  accepted by Den Masque. 
   
  4: SETTING UP 
  This encounter takes place in the late afternoon of 
  the second day of travel. At this stage, the PCs 
  should be considering how to investigate the 
  wagons, 
  specifically 
  those 
  belonging 
  to 
  Dorthë/Lorenz and Lothar/Lukas, to identify the 
  “dangerous outsider” or saboteur. This encounter 
  introduces an opportunity to interact with some of 
  the stallholders. 
   
  This is an opportunity for PCs to follow-up on 
  some of their own leads. It is easy enough to slip 
  away and investigate some of the parked wagons. 
  Unless they were very careful, and noted precisely 
  where their wagons of interest were parked, they 
  will find all the wagons bunched together and 
  finding the right wagon might take some time 
  unless the PCs have magic available. Refer to the 
  Searching the Wagons section of Encounter 2. 
   
  Note that the site is very busy at this time. 
  People are moving around the wagons unloading. 
  Lorenz and Lothar are in and out of their wagons, 
  making covert investigation very difficult. 
   
  The biggest profits are always to be made in 
  Schwartzenbruin. It is evening when Den 
  Masque arrives. The walls of the city and the 
  Gate 
  Keep 
  are 
  clearly 
  visible 
  as 
  Den 
  Masquemaster calls: “Den Masque, we're 
  here.” 
   
  Once more the well-drilled side of Den 
  Masque is highlighted, as the circus efficiently 
  begins to set itself up. You realize that, when 
  setting up a tent the size of the Big Top, 
  trained griffons are a real asset. 
   
  “Ahem,” Slaters observes the industry. 
  “We don't want idle hands, do we,” he says. 
  “Madame Sibylle and some of the other 
  stallholders are looking for unskilled labor. 
  Sounds like the perfect job for freshmeat like 
  you.”  
   
   
  Madame Sibylle: female human (Rhenee) 
  expert 7. 
   
  Hubrecht: male gnome expert 4. 
   
  Alban: male human (Flan) expert 3. 
   
  This is an opportunity for the PCs to interact with 
  Madame Sibylle and the other stallholders. It 
  seems as though most of them want help with 
  setting up their stalls. 
   
  Hubrecht wants help carrying chilies over to 
  his sausage stand. “I sell them for 25 gold per 
  pound,” he says, “and worth every penny. I grind 
  them and put the powder over my sausages. That 
  gets them sizzling. Lots of people want them once 
  they’ve tried them.” 
   
  Alban wants help setting up the blocks on the 
  throwing stand. “It’s easy to make money. Buy a 
  few cheap toys, and always charge more for 3 
  throws that the toys are worth. People always 
  believe something is worth more when they’ve 
  won it.” 
   
  Madame Sibylle is a Rhenee, and the 
  unofficial 
  leader 
  of 
  the 
  stallholders. 
  The 
  stallholders come to her when they want anything. 
  Her stall is easy to set up. “I don’t have anything to 
  carry. Most people bring their palms with them.”  
   
  The only stallholders that never come to 
  Madame Sibylle are Dorthë and Lorenz. “I give 
  
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  them their site and they set up ‘Baskets and 
  Baubles’. Don’t think they get much business – 
  would you buy anything from people who look as 
  grumpy as they do. 
   
  If the PCs approach Dorthë and Lorenz, 
  offering any assistance, they politely decline. 
  “We’re fine, thanks for the offer.” They will not 
  engage in conversation, and if the PCs push it, 
  Lorenz will say: “We don’t need any help. Leave 
  us alone.” 
   
  5: THE BEAST RELEASED 
  This encounter takes place in the morning of the 
  first day of the festival. Refer DM Map 5 for use 
  with this encounter. 
   
  As before, at the beginning of the day, have 
  one of the PCs make a DC 22 Will save as 
  Waldemar initiates a greater scrying spell. He 
  does 
  this 
  regardless 
  of 
  whether 
  the 
  PCs 
  consented. He will either choose somebody who 
  gave him a lock of their hair, or – if nobody gave 
  this to him – he will pick a fighter type. Anybody 
  who gave him a lock of their hair receives a -10 
  penalty to the save. Waldemar’s greater scrying 
  lasts 13 hours. 
   
  The PCs will have had opportunities to speak 
  with all the different groups at Den Masque, 
  although they can certainly seek out and speak 
  with individuals as they wish. DM Aid 2 gives 
  some assistance, or the Gather Information 
  section of Encounter 2 can be used to fill in any 
  gaps that the PCs may choose to investigate. 
   
  Den Masque is in full swing, and many of the 
  wagons are unattended. Now that Den Masque is 
  set up in Schwartzenbruin, the PCs have the time 
  to investigate the wagons. As members of Den 
  Masque are busy with the site and the shows, the 
  PCs are not being closely watched and have no 
  minders. 
   
  Den Masque opens at dawn. The smell of food 
  cooking in the stalls entices people out of 
  Schwartzenbruin for breakfast. The festival 
  atmosphere begins as soon as the sun is up.  
   
  Allow the PCs the opportunity to work out what 
  they intend to do today. They may by this time 
  have a number of leads that they are interested in 
  following up. This encounter should be timed for 
  when the PCs are considering their next move. 
   
  Suddenly, above the noise and bustle of the 
  Den Masque, comes the sound of screaming, 
  and people are running away from the caged 
  beasts. 
   
  Allow the PCs to react. Most PCs are going to 
  respond to the screams, although some may wish 
  to use the diversion to investigate one of the 
  wagons in relation to their investigation. For those 
  that respond to the screams continue with the 
  following based on APL: 
   
  APL 2 
   
  It is obvious from the reaction of the crowd 
  that some of the beasts have escaped. One of 
  the 
  Krenshar 
  stands 
  over 
  the 
  bloody 
  motionless body of a child, its mate rears up 
  ready to screech. 
   
  You hear Dogman's clear voice; “Don't 
  harm them, they are valuable beasts.” Then a 
  fleeing patron knocks him to the ground. 
   
  APL 4 
   
  It is obvious from the reaction of the crowd 
  that some of the beasts have escaped. One of 
  the Shocker Lizards stands next to the 
  blackened motionless body of a child, its mate 
  standing less than 20 feet from it. 
   
  You hear Dogman's clear voice; “Don't 
  harm them, they are valuable beasts.” Then a 
  fleeing patron knocks him to the ground.” 
   
  APL 6 
   
  It is obvious from the reaction of the crowd 
  that some of the beasts have escaped. One of 
  the Griffons stands over the bloody motionless 
  body of a child, the other circles in the air 20 
  feet above, trailing its chain. 
   
  You hear Dogman's clear voice; “Don't 
  harm them, they are valuable beasts.” Then a 
  fleeing patron knocks him to the ground. 
   
  APL 8 
   
  It is obvious from the reaction of the crowd 
  that some of the beasts have escaped. One of 
  the Spider Eaters stands over the bloody 
  motionless body of a child, the other two circle 
  in the air 20 feet above, trailing their chains. 
   
  You hear Dogman's clear voice; “Don't 
  harm them, they are valuable beasts.” Then a 
  fleeing patron knocks him to the ground. 
   
  Lorenz had sabotaged the beast’s restraints. The 
  child had thrown a stone at the creature, and the 
  creature reacted. At APL's 2 and 4 they broke out 
  of their cages, at APL's 6 and 8 they broke their 
  
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  restraining chains. Dogman has been knocked 
  unconscious by a fleeing patron. The PCs are 
  ideally placed to respond to the situation. 
   
  APL 2 (EL 2) 
   
  Krenshar (2): hp 11 each; Monster Manual 
  163. 
   
  APL 4 (EL 4) 
   
  Shocker Lizards (2): hp 13 each; Monster 
  Manual 224. 
   
  APL 6 (EL 6) 
   
  Griffons (2): hp 59 each; Monster Manual 
  139. 
   
  APL 8 (EL 8) 
   
  Spider Eaters (3): hp 42 each; Monster 
  Manual 234. 
   
  Tactics: None of the Beasts are bright, and at the 
  moment they are acting on instinct, doing what 
  comes naturally. 
   
  At APL 2, the Krenshars begin by trying to 
  scare off the PCs, before closing with natural 
  weapons. Their scare proves very effective 
  against the crowd. 
   
  At APL 4, the Shocker Lizards will act 
  together, dealing lethal damage until one of them 
  is killed or incapacitated. 
   
  At APL 6, the Griffons will pounce on an 
  opponent to initiate combat. 
   
  At APL 8, the Spider Eaters will charge and 
  attempt to sting.  
   
  Aftermath 
  When the battle is over, one way or the other, the 
  PCs can take stock of the situation. They will see 
  Lukas cradling the body of the boy in his arms, 
  fierce concentration showing on his face. Lukas 
  has just used his raise dead spell-like ability, it has 
  no verbal, somatic, or material components (PH 
  180). The boy takes a breath, and opens his eyes. 
   
  The PCs can also investigate the cages or 
  chains of the beasts. They will find that most of 
  them have been sabotaged, the Displacer Beast 
  being the only exception. Cage bars and chains 
  have been carefully filed nearly all the way 
  through. If this is pointed out to one of Den 
  Masque, The Illumination Man will be summoned, 
  and he will use mending to fix as many as 
  possible. The chains can be shortened in the 
  interim. 
   
  With the boy restored to life and the beasts 
  safely restrained, Den Masque will continue as 
  though nothing has happened. THE SHOW MUST 
  GO ON! However there is disquiet amongst the 
  carnies about a saboteur in their midst. 
   
  In addition Lukas has just raised somebody 
  from the dead. All the carnival people are amazed 
  by this. Lukas himself seems confused by events. 
  If spoken to, he will confirm that he has no idea 
  how he did it. In the emotion of the moment he 
  reached inside himself, and it just happened. He 
  doesn’t know if he could do it again. 
   
  Development: The PCs have the choice of killing 
  or incapacitating the creatures. If they kill the 
  beasts, this will ensure some members of Den 
  Masque will never look on them favorably. Neither 
  Dogman nor Lukas will speak with them for the 
  remaining duration of this adventure. 
   
   If the PCs are killed or incapacitated, the 
  beasts will flee into the countryside. 
   
  If the PCs incapacitate or otherwise subdue 
  the beasts, but do not kill them, the beast-tenders 
  are grateful. They are more likely to be accepted 
  by Den Masque – refer to the Conclusion of the 
  adventure. 
   
  Thinking PCs might also consider questioning 
  the beasts, the displacer beast is not dumb and 
  can speak common. He doesn’t differentiate 
  people very well, they are not individuals like 
  displacer beasts are… He knows Dogman and 
  Lukas who are always around. Other people are 
  either medium meals or small snacks, it knows of 
  whelps (children) that are more tender than adults, 
  and can tell the difference between genders – 
  bucks and does. By talking to the displacer beast 
  the PCs are able to learn that the cages were 
  tampered with by a medium meal-sized buck. The 
  buck didn’t come close to his cage, he smelled 
  afraid. 
   
  PC’s may try tracking around the cages. This 
  is extremely difficult, as there is no shortage of 
  footprints. The ground is firm, and tracking one 
  medium opponent would normally be DC 15 – 
  however the tracks have been crisscrossed by 
  tracks from other members of Den Masque (over 
  100 on site) and a crowd from Schwartzenbruin. 
  Even tracking by scent is effectively impossible. 
   
  6: WALKING THE 
  TIGHTROPE 
  This encounter takes place after the escape of the 
  beasts, during the afternoon show. At this point 
  the PCs may be watching the show in the big top, 
  still exploring Den Masque, or some may be 
  watching and some exploring. Any PC that attends 
  a show should be given a copy of Player Handout 
  3 – Den Masque Program. If the PCs are watching 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 18 
  the show, read option 6a – Almost a Show 
  Stopper. If the PCs are exploring the site read 
  option 6b – The Crowd Draws Breath.  
   
  6a – Almost a Show Stopper. 
  The show is dazzling, this is Den Masque at its 
  best and most spectacular. Already you have 
  seen Enri and his dancing horses, the 
  tumblers, jugglers, all to the music of the 
  Dynamics. And the roustabout clowns are 
  having enormous fun with brooms and mops. 
  Each act is announced by Den Masquemaster, 
  who seems to be able to make himself heard 
  even above the roar of the crowd. 
   
  Currently the tightrope walkers thrill you 
  above the ring. Sitting on a chair on the 
  tightrope looked precarious. Now they have a 
  rope, and it looks like they are going to skip on 
  the tightrope. The tightrope walker with the 
  black and silver eyemask encourages the 
  crowd to cheer and clap to a steady rhythm. 
  Then in time to the rhythm one of the tightrope 
  walkers – with the black and gold eyemask 
  begins to jump. Then suddenly a pole at the 
  side of the apparatus buckles, the tightrope 
  walkers fall, and everything goes black. 
   
  The Dynamics pick up the music to a load 
  crescendo that drowns out the collective gasp 
  of the crowd, then the three tightrope walkers 
  run out of the darkness and take a bow. 
   
  “Ladies 
  and 
  gentlemen,” 
  Den 
  Masquemaster 
  holds 
  centre 
  stage, 
  “we 
  apologize for that small malfunction, but as 
  you can see nobody is hurt. So THE SHOW 
  MUST GO ON!” Immediately the dancers enter 
  the ring. 
   
  6b – The Crowd Draws Breath 
  The afternoon show in the big top is certainly a 
  crowd-puller, and although still crowded, Den 
  Masque seems much emptier than it did half an 
  hour ago. Every now and then there is a 
  deafening roar from the big top, as yet another 
  act entertains for the crowd. 
   
  Suddenly the crowd falls silent. It is almost 
  as if, at one instance, the crowd all held their 
  breath. 
  Then 
  the 
  music 
  strikes 
  a 
  loud 
  crescendo, and amazingly the voice of Den 
  Masquemaster carries through the air. “Ladies 
  and gentlemen, we apologize for that small 
  malfunction, but as you can see nobody is 
  hurt. So THE SHOW MUST GO ON!” 
   
  It sounds like something has happened 
  that is not in the script. 
   
  Regardless of whether the PCs were inside or 
  outside at the time of the accident, they can 
  investigate what happened. At the back of the Big 
  Top, checking their equipment, are the four 
  tightrope walkers and Laughter the Priest. 
   
   
   
  Laughter: 
  male 
  human 
  bard 
  1/cleric 
  (Olidammara) 6 (Laughing Mask) Perform (sing) 
  +12, Search +10. 
   
  Tightrope Walkers (4): male human rogue 6 
  (black and gold eyemask, black and silver 
  eyemask, black and red eyemask, black and white 
  eyemask) Balance +16, Search +9. 
   
  If the PCs did not witness the collapse of the 
  equipment, they can soon find out what happened. 
  Glitter, who was skipping, was hurt in the accident, 
  but Laughter was there backstage and healed him 
  to rush out of the darkness. The darkness was a 
  deeper darkness that The Illumination Man had 
  prepared for the end of the show – but it was 
  necessary at the time. 
   
  The 
  PCs 
  can 
  help 
  with 
  checking 
  the 
  equipment. The pole appears to have buckled 
  normally, however each person who studies the 
  pole is entitled to a DC 21 Search check to identify 
  the faint scratch-marks and pin-prick hole on the 
  pole that could point to sabotage. If one of the PCs 
  notices this, the tightrope walkers and Laughter 
  will be impressed. If the PCs don’t notice the 
  sabotage, then Glitter, the tightrope walker who 
  fell, examines the pole in great detail and points 
  out the marks. 
   
  The tightrope walkers are adamant. They 
  check their gear thoroughly, because their life 
  could depend upon it. 
   
  Development: A PC that notices the scratches 
  and hole on the pole will earn a measure of 
  respect with Den Masque – which may be 
  important at the conclusion of the adventure. 
   
  7: GOING TO TOWN 
  This encounter takes place some time later in the 
  evening after the release of the beast and the 
  sabotage of the tightrope walkers act. Refer DM 
  Map 6 for use with this encounter.  
   
  “Hey, freshmeat.” You turn to see Lothar 
  striding towards you. “Me and some of the 
  rousties are going into town to post some 
  more fliers. Do you want to come?”  
   
  Again there is no compulsion on the part of Den 
  Masque to come with them into town. 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 19 
   
   
  Lothar: female human (Oeridian) Fighter 
  4/Rogue 4. 
   
  Marzell: male half-elf warrior 3; hp 20; 
  Appendix 1. 
   
  Roustabouts 
  (10): 
  male 
  and 
  female 
  humanoids 
  (various) 
  commoners, 
  experts, 
  warriors 1. 
   
  Lothar and the other roustabouts are going into 
  Schwartzenbruin to post fliers in the taverns and 
  on notice boards. A copy of the flier is included as 
  Player Handout 3 (the PCs may have this already 
  as it includes the program). “After all,” Lothar says, 
  “the crowd should be bigger tomorrow.” If the PCs 
  ask, Lukas and Slaters are not part of this group. 
  Unsurprisingly, the roustabouts are talking about 
  the events of the day. For Den Masque, today was 
  almost disastrous, two pieces of equipment failing 
  in one day. The roustabouts will suspect sabotage 
  even if the PCs do not confirm it, and they will 
  discuss who was going in and out of the Big Top. 
  Unfortunately that seems to include dozens of 
  people. What's worse, nearly all of them were 
  wearing masks. However by the time the group is 
  at Schwartzenbruin, they will have noted: 
  • 
  Den Masquemaster. 
  • 
  The Tumblers. 
  • 
  The Tightrope Walkers. 
  • 
  The Jugglers, including Ringer. 
  • 
  Lorenz (who looked to be hiding from the 
  beasts when they were released). 
  • 
  Several roustabouts, including Lothar. 
  • 
  The Jugglers (who were in and out at least 
  twice). 
  • 
  Enri, Straightlace, and their horses (maybe it 
  was one of the horses). 
  • 
  The Illumination man. 
  • 
  Faceless and Laughter, who were talking and 
  went in together. 
   
  Passing through Gate Keep is relatively easy, 
  the guard asks for weapons to be peace-bound, 
  and 
  lets 
  everybody 
  through. 
  Once 
  inside 
  Schwartzenbruin, the roustabouts split into groups, 
  and the PCs are teamed with Marzell. They are 
  assigned the job of posting fliers in the area of the 
  Hillside Market. 
   
  As the PCs are putting up a flier in the Hillside 
  Market square, read the following. 
   
  You have just finished placing the last flier in 
  Hillside Market square, a group of young men 
  enters the square. “Well,” says one, “we heard 
  Den Masque was back. Trouble always arrives 
  with Den Masque.” They raise their clubs. 
   
  APL 2 (EL 2) 
   
  Schwartzenbruin Thugs (3): male human 
  warrior 2; hp 14; Appendix 1. 
   
  APL 4 (EL 3) 
   
  Schwartzenbruin Thugs (4): male human 
  warrior 2; hp 14; Appendix 1. 
   
  APL 6 (EL 5) 
   
  Schwartzenbruin Thugs (4): male human 
  warrior 3; hp 20; Appendix 1. 
   
  APL 8 (EL 6) 
   
  Schwartzenbruin Thugs (4): male human 
  warrior 4; hp 25; Appendix 1. 
   
  Marzell assists the PCs at all APLs, providing a -1 
  EL adjustment (already taken into account above). 
   
  Treasure: The PCs can gain the following 
  treasure here: 
   
  APL 2: Loot 23 gp; Coin 6 gp; Total 29 gp. 
   
  APL 4: Loot 34 gp; Coin 9 gp; Total 43 gp. 
   
  APL 6: Loot 34 gp; Coin 12 gp; Total 46 gp. 
   
  APL 8: Loot 34 gp; Coin 15 gp; Total 49 gp. 
   
  Development: When the last thug has fallen, 
  Marzell will turn to the PCs and recommend they 
  leave before the Bruinsgardt arrive. 
   
   “Last year was a bad year. We had a tightrope 
  walker die in a fall in town here, and the 
  Bruinsgardt wanted to arrest the others.” 
   
  A clue in this encounter is that Lorenz is the only 
  stallholder to enter the Big Top. If the PCs don't 
  come with the roustabouts into town, they won't 
  receive this clue. They may not pick up on the clue 
  given the rest of the conversation. However the 
  real evidence can be found in the wagon shared 
  by Dorthë and Lorenz. 
   
  8: CONFRONTING DORTHË 
  AND LORENZ 
  This encounter can be run any time the PCs 
  believe they have evidence that Dorthë and 
  Lorenz were behind the sabotage. Refer DM Map 
  7 for use with this encounter. 
   
  Depending on 
  the evidence 
  they have 
  collected and the PCs characters, they may either 
  confront Dorthë and Lorenz themselves, or take 
  the evidence to one of the many NPCs they have 
  struck up a friendship with. Obvious possibilities 
  could include Den Masquemaster, Laughter, or 
  Lothar. 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 20 
   
  If they only take suspicions to one of the 
  NPCs, then the PCs will be shown to Dorthë’s 
  wagon to look for evidence. The contents of the 
  wagon are detailed in Encounter 2. If they take 
  the evidence to one of the NPCs, then the NPC 
  will accompany them to Dorthë’s stall. However 
  that NPC will not take part in this encounter – they 
  will be watching the PCs and how they handle this 
  issue. 
   
  When the PCs do confront Dorthë and Lorenz, 
  they can be found at their stall arranging their 
  stock. 
   
  Dorthë 
  and 
  Lorenz 
  are 
  organizing 
  their 
  products. The stall sells small woven baskets 
  and costume jewelry, and the sign proclaims – 
  all items made by hand by the lady of the stall. 
  You note that both of them are armed, Dorthë 
  with a dagger and Lorenz with a scimitar. 
  However the weapons are ruhebinden – peace 
  bound.  
   
  If a Player notes they are studying the ruhebinden, 
  allow the PC a Spot Check. The DC is 17 at APL 2 
  and 18 at APLs 4 to 8. A successful Spot check 
  identifies the ruhebinden are actually slip knots. 
   
  Dorthë and Lorenz will make no overtly hostile 
  moves. However if the PCs product their evidence, 
  Lorenz will snarl, and draw his weapon easily as 
  the ruhebinden is a slip knot, and aggressively 
  attack his accusers. Dorthë’s ruhebinden is also a 
  slip knot, and she will defend herself with her 
  dagger. 
   
  APL 2 (EL 4) 
   
  Dorthë: female human expert 2; hp 7; 
  Appendix 1.  
   
  Lorenz: male human fighter 1/rogue 2; hp 18; 
  Appendix 1.  
   
  APL 4 (EL 5) 
   
  Dorthë: female human expert 3; hp 7; 
  Appendix 1.  
   
  Lorenz: male human fighter 1/rogue 3; hp 23; 
  Appendix 1.  
   
  APL 6 (EL 5) 
   
  Dorthë: female human expert 3; hp 7; 
  Appendix 1.  
   
  Lorenz: male human fighter 1/rogue 3; hp 23; 
  Appendix 1.  
   
  APL 8 (EL 6) 
   
  Dorthë: female human expert 4; hp 7; 
  Appendix 1.  
   
  Lorenz: male human fighter 2/rogue 3; hp 29; 
  Appendix 1.  
   
  Tactics: Lorenz is surly and aggressive, and tries 
  to maneuver into a flanking position to use his 
  sneak attack. Dorthë is no combatant. However 
  with Lorenz aggressively taking the initiative, she 
  feels she has no choice but to follow his lead. 
   
  If Lorenz is killed or incapacitated, and Dorthë 
  is still conscious, she will surrender. 
   
   
  Treasure: The PCs can gain the following 
  treasure here: 
   
  All APLs: Loot 58 gp; Total 58 gp. 
   
  Development: Unless the PCs kill Dorthë outright, 
  and if all the evidence has been, or is presented, 
  Den 
  Masquemaster 
  will 
  offer 
  Dorthë 
  the 
  opportunity to continue traveling with them. They 
  recognize Dorthë has acted out of grief for her 
  son. Laughter will make a short speech. “This 
  woman grieves for her lost son Steffen, as do we 
  for he was one of us. In her grief her misery has 
  poisoned her soul. The Laughing Rogue would 
  have us celebrate Steffen’s life. Tonight the 
  ceremony of the cork will be in memory of 
  Steffen.” 
   
  If the PCs incapacitate or otherwise subdue 
  Dorthë, but do not kill her, certain members of Den 
  Masque will be impressed with their restraint, and 
  this may be important at the conclusion of the 
  adventure. 
   
  This does not apply to Lorenz, who is expelled 
  from Den Masque (if he lives). 
   
  9: WALDEMAR ARRIVES 
  Although this encounter is written as taking place 
  at Den Masque with Waldemar attacking Lukas, it 
  can easily be adapted to suit the specific actions 
  of the PCs. Waldemar and his allies can appear if 
  the adventurers seem likely to break the Crystal 
  Sphere within earshot. The PCs may force-march 
  back to Dargstadt to confront Waldemar at the 
  house, and have to face his allies there. In no 
  circumstances will Waldemar target the PCs. He 
  intends to demonstrate how “blameless” he is in 
  this matter by his behaviour. In that respect the 
  encounter works best if Waldemar is there and 
  has Lukas to target. If the PCs have tried to hunt 
  down Waldemar, then it is only his three allies they 
  will face. 
   
  Waldemar has been scrying on Den Masque 
  over the last few days, checking up on the PCs 
  and trying to find Lukas. He has worked out Lukas’ 
  routine and, no longer content to wait, he will take 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 21 
  matters into his own hands. When Lukas is 
  outside alone, he will teleport in with three hired 
  mercenaries, in an attempt to kill Lukas. Refer DM 
  Map 8 for use with this encounter. 
   
  There is the unmistakable low roaring sound 
  and the thump of a detonation – the sound of a 
  fireball. You look across the field towards the 
  noise. As the fire dissipates, you see Lukas 
  crouched, within 
  a hemisphere 
  of 
  light, 
  clutching himself in the fetal position. Beyond, 
  the tall figure of Waldemar gestures to his 
  companions. “You three, go and get them, I 
  want my money back and I want the sphere.”  
   
  As he raises his hands, ready to cast 
  another spell, the faint sound of somebody 
  yelling “Hey Rube” can be heard faintly in the 
  distance.  
   
  This encounter takes place in open ground near 
  the edge of Den Masque. Lukas was by himself, 
  minding his own business, when Waldemar 
  teleported in and assaulted him with a fireball. He 
  has dropped to the ground, and instinctively he 
  has triggered his Protective Aura. 
   
  Waldemar poses no threat to the PCs 
  because he believes he can plausibly claim to 
  have been targeting only the “dangerous outside” 
  if he doesn’t harm anybody else. He will carefully 
  sculpt his spells around them ensuring they are 
  not hurt. He also has a contingency active that will 
  teleport him away as soon as he is injured. He has 
  not brought much equipment with him, preferring 
  to relay on his own spell casting ability and 
  because he believes there is little threat to him 
  here. 
   
  Waldemar expects this to be a surgical strike. 
  When he has killed Lukas, he hopes to have the 
  opportunity to find the crystal sphere while Den 
  Masque is in mourning. He has hired three 
  mercenaries, Mose, Vester, and Dana. Although 
  they believe they are there to protect him, in reality 
  he trusts his contingency. The mercenaries are 
  there 
  to keep everybody else busy while 
  Waldemar finishes off Lukas. 
   
  ALL APLs (EL –)  
   
  Waldemar: male human wizard (diviner) 13; 
  hp 53; Appendix 1.  
   
  APL 2 (EL 4) 
   
  Mose: male human fighter 1; hp 15; Appendix 
  1.  
   
  Vester: male human rogue 1; hp 10; Appendix 
  1.  
   
  Dana: female halfling sorcerer 2; hp 13; 
  Appendix 1.  
   
  APL 4 (EL 6) 
   
  Mose: male human fighter 3; hp 30; Appendix 
  1.  
   
  Vester: male human rogue 3; hp 19; Appendix 
  1.  
   
  Dana: female halfling sorcerer 3; hp 18; 
  Appendix 1.  
   
  APL 6 (EL 8) 
   
  Mose: male human fighter 5; hp 45; Appendix 
  1.  
   
  Vester: male human fighter 1/rogue 4; hp 30; 
  Appendix 1.  
   
  Dana: female halfling sorcerer 5; hp 37; 
  Appendix 1.  
   
  APL 6 (EL 10) 
   
  Mose: male human fighter 7; hp 67; Appendix 
  1.  
   
  Vester: male human fighter 1/rogue 6; hp 39; 
  Appendix 1.  
   
  Dana: female halfling sorcerer 7; hp 48; 
  Appendix 1.  
   
  Tactics: 
  The 
  PCs 
  can 
  prevent 
  becoming 
  embroiled in a fight. If they raise the crystal sphere 
  and agree to hand it over, then Waldemar will call 
  off his mercenaries. However he will still assault 
  Lukas. 
   
  Waldemar 
  throws 
  everything 
  he 
  has 
  exclusively at Lukas. He is careful to use sculpted 
  spells to avoid affecting anybody else. He believes 
  he can get away with claiming that he was 
  targeting a dangerous outsider and taking care not 
  to hurt anybody else. He is still a coward, and has 
  his contingency up. If he takes any damage at all, 
  his contingency triggers and he is teleported away. 
  With Lukas' Protective Aura up, Waldemar will use 
  a quickened dispel magic targeted against the 
  aura to try to take it down, and will then follow it up 
  immediately with one of his offensive spells. 
   
  The opponents that the PCs will have to fight 
  Mose, Vester, and Dana. 
   
  Mose is a straightforward combatant. At all 
  APLs he intends to hit his opponents with his 
  greatsword. 
   
  Vester hopes to get the jump on the PCs and 
  use his crossbow to sneak attack flat-footed PCs. 
  At APL’s 6 and 8 he has the Crossbow Sniper 
  feat, and can use his sneak attack from 60 feet. In 
  melee combat he will try to get flanking and 
  activate his bracers of quick strike at the first 
  available opportunity. 
  
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  Page 22 
   
  Dana tries very hard to keep out of melee 
  combat, and will use her spells to best effect. At 
  APLs 4 to 8 she will activate her armband of 
  elusive action to extract herself from trouble if she 
  has to. At APLs 6 and 8 she will try to maneuver 
  close to an enemy spell caster and activate her 
  ring of silent spells. Her aim is to take a spell 
  caster out of the equation with the silence effect 
  while she can still use her spells. She doesn’t care 
  about Waldemar, and it is possible that the silence 
  effect hinders Waldemar as well. At APL 8 she is 
  has Ranged Spell Specialization with her ray 
  spells. She favors scorching ray to get the most 
  out of this feat.  
   
  If they have the crystal sphere, the PCs might 
  choose to smash it. This instantly restores Lukas 
  memories, however the flood of information stuns 
  him for the rest of the battle. In addition, if the PC 
  isn't careful, water from the River Styx might 
  splash them or run over their hands. Allow the PC 
  a DC 15 Reflex save. A successful save indicates 
  the PC has not been splashed by the water, 
  otherwise the water has touched the PC. The 
  water is weakened from being removed from the 
  Styx and has been subjected to a Night Hag’s 
  ritual. Any PC or creature touched by the Styx 
  water is permitted a DC 15 Fortitude save. If this 
  save is failed the PC is completely drained of their 
  memories, but is not subject to feeblemind, this 
  PC receives the Lost Memory entry on the AR. If 
  this save is successful, the PC still suffers a 
  memory loss effect, but this only lasts six hours. 
  The full effect of the River Styx is found in 
  Appendix 2.  
   
   
  Treasure: The PCs can gain the following 
  treasure here: 
   
  APL 2: Loot 53 gp; Coin 16 gp; Total 69 gp. 
   
  APL 4: Loot 163 gp; Coin 30 gp; Magic 281 gp 
  +1 chain mail (109 gp), armband of elusive action 
  (67 gp), goggles of minute seeing (105 gp); Total 
  474 gp. 
   
  APL 6: Loot 134 gp; Coin 45 gp; Magic 761 gp 
  +1 chain mail (109 gp), +1 greatsword (196 gp), 
  armband of elusive action (67 gp), bracers of quick 
  strike (117 gp), goggles of minute seeing (105 gp), 
  ring of silent spells (167 gp); Total 940 gp. 
   
  APL 8: Loot 63 gp; Coin 60 gp; Magic 1583  
  gp +1 chain mail (109 gp), +1 greatsword (196 
  gp), +1 light crossbow (x2) (195 gp each), +1 
  studded leather (98 gp), armband of elusive action 
  (67 gp), bracers of quick strike (117 gp), cloak of 
  charisma +2 (334 gp), goggles of minute seeing 
  (105 gp), ring of silent spells (167 gp); Total 1706 
  gp. 
   
  Development: Just as this battle ends, members 
  of Den Masque will rush over to find out what is 
  happening. Refer to the conclusion. 
   
  CONCLUSION 
  There are a number of different endings for the 
  adventure. If the PCs did not cooperate with 
  Waldemar at the end by handing over the Crystal 
  Sphere, then it is necessary to judge whether Den 
  Masque will consider them favorably. A numeric 
  points system is noted below: 
  • 
  Were the PCs caught investigating Laughter’s, 
  Den Masquemaster’s, or The Illumination 
  Man’s wagon (Encounter 2)? Minus 1 point, 
  illegal activity is accepted as a way of life 
  around Den Masque. 
  • 
  Coming clean about their mission to Den 
  Masque (Encounter 2). Plus 5 points. 
  • 
  Did the PCs join in the worship (Encounter 
  3)? Plus 1 point. 
  • 
  Did the PCs subdue the escaped beasts 
  (Encounter 5)? Plus 2 points. 
  • 
  Did 
  the 
  PCs 
  kill 
  the 
  escaped 
  beasts 
  (Encounter 5)? Minus 5 points. 
  • 
  Did the PCs point out that the tightrope 
  walker’s 
  equipment 
  was 
  sabotaged 
  (Encounter 6)? Plus 1 point. 
  • 
  Did the PCs subdue Dorthë (Encounter 8)? 
  Plus 1 point. 
  • 
  Did the PCs kill Dorthë (Encounter 8)? Minus 
  2 points. 
  If the overall points tally is positive, then the PC is 
  eligible for the favor of Den Masque. One key 
  issue over-rides this points system. If any 
  members of Den Masque saw the PCs hand over 
  the Crystal Sphere to Waldemar they will be 
  perceived as his allies regardless of whether they 
  fought Waldemar and his allies or not. In this case 
  the PCs receives the Disfavor AR entry 
   
  The 
  conclusion 
  covers 
  a 
  number 
  of 
  possibilities. Paraphrase all of the items that apply 
  in the particular circumstance, and allow the 
  players to feel a sense of closure for the 
  adventure. 
   
  Lukas Killed 
  This is a tragedy for Den Masque, read the 
  following: 
   
   
  As the last breath of Lukas life leaves his 
  body, his body vanishes. Lothar rushes over to 
  where his body once lay in grief and disbelief. 
   
  The PCs are observed collaborating with 
  Waldemar by handing over the Crystal Sphere  
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 23 
  Continue with the following: 
   
   
  Laughter comes over. “We don't appreciate 
  people collaborating with the Spyder here,” he 
  says. “You are not welcome in Den Masque. 
  Pick up your belongings and leave.”  
   
  The PCs are observed opposing Waldemar, 
  fighting to protect Lukas and Den Masque 
  considers them favorably  
  Continue with the following: 
   
   
  Laughter comes over. “Thank you for 
  doing you best to protect Lukas,” he says. “We 
  don’t know what has happened to Lukas, but 
  tonight I believe we need a ceremony for 
  people to begin expressing what they feel 
  about what has happened here today. You are 
  most welcome to participate in the ceremony.” 
  Performers go over and help Lothar to her feet. 
  Den Masque will take care of their own. 
   
  The PCs are observed opposing Waldemar, 
  fighting to protect Lukas but Den Masque does 
  not consider them favorably  
  Continue with the following: 
   
   
  Laughter comes over. “Thank you for 
  doing you best to protect Lukas,” he says. “We 
  don’t know what has happened to him, but 
  tonight I believe we need a ceremony for 
  people to begin expressing what they feel 
  about what has happened here today. You may 
  observe the ceremony if you wish.” Performers 
  go over and help Lothar to her feet. Den 
  Masque will take care of their own. 
   
  Lukas is alive and his memories have been 
  restored 
  The PCs did not hand over the Crystal Sphere, it 
  has been destroyed. Read the following. 
   
  Lukas stands tall, recognition flashes across 
  his face. Then he transforms, instead of the 
  roustabout, a slender creature with milky-white 
  skin, silver hair, silver eyes, and feathered 
  wings stands peacefully. 
   
  “Thank you,” he says. “I now know that I 
  am Shahrevar. I fought with the 4th Auszug 
  against the forces of the Famine Queen.” He 
  raises his voice for Den Masque. “I thank you 
  all for the kindness and joy you have shown 
  me.  May I have my greatsword?” 
   
  It may take a little while for the greatsword to be 
  located, especially if the PCs stole it. There is no 
  adverse outcome for those 
  that stole the 
  greatsword unless they are members of the Den 
  Masque metaorganisation. Den masque accepts 
  larceny as a way of life, but members stealing 
  from other members is frowned upon. 
   
  Lukas/Shahrevar holds out his greatsword. 
  “This is my reward for the choices you made, 
  and trying to protect me against the man who 
  stole my memories. I don’t know what he 
  wanted them for, but the memories of my 
  people are valuable to many. I thank you by 
  giving you my sword. Do with it what you will.” 
   
  Lukas still alive, but has not had his memories 
  restored 
  Waldemar or the PCs may have the Crystal 
  Sphere. Continue with the following. 
   
  Lukas staggers to his feet. Lothar rushes over 
  and steadies him. “Come on, time to go home.” 
  She begins to lead the dazed roustabout over 
  to his wagon. 
   
  The PCs may still have the Crystal Sphere, and 
  may want to speak with Lukas before they decide 
  what to do with it. Lukas remains confused. As far 
  as he is concerned, he is a normal roustabout. He 
  may have just been subjected to an unprovoked 
  attack. He may have discovered the ability to 
  project an aura that he didn’t know he had. He still 
  doesn’t know what he is. The PCs may choose to 
  break the Crystal Sphere, or may consider that the 
  risks are too high…   
   
  Issues for Closure 
  The PCs may wish to confront Waldemar. They 
  can return to Dargstadt, but the house is empty. It 
  isn’t hard to find the house owner. Waldemar 
  rented the house for a week and paid well, but 
  there is no longer any sign of him. 
   
  The PCs receive the following AR entries: 
  • 
  If the PCs have not handed the Crystal Sphere 
  over to Waldemar or broken it, then 1 PC may 
  keep it. That PC gains the Crystal Sphere AR 
  entry. 
  • 
  If the PCs smashed the Crystal Sphere and 
  anyone was affected by the Styx Water (failing 
  their Fort save), that PC receives the Lost 
  Memory AR entry. 
  • 
  If the PCs smashed the Crystal Sphere 
  restoring Lukas’ memories, the PCs receive 
  the Enlightened AR entry. 
  • 
  Any PC that gave Waldemar a lock of their 
  hair receives the Lock of Hair AR entry. 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 24 
  • 
  If the PCs have not handed the Crystal Sphere 
  over to Waldemar, and the PCs actions are 
  considered favorable by Den Masque they will 
  receive the Favor of Den Masque AR entry. 
  • 
  If the PCs handed the Crystal Sphere over to 
  Waldemar, the PCs receive the Disfavor of 
  Den Masque AR entry. 
  • 
  A PC member of Den Masque who reveals his 
  identity receives the Disfavor of Den Masque 
  AR entry and cannot receive the favor of Den 
  Masque. 
  • 
  A PC member of Den Masque who stole the 
  greatsword or stole from another member of 
  Den Masque receives the Disfavor of Den 
  Masque AR entry and cannot receive the favor 
  of Den Masque. 
  • 
  If Lukas’ is killed, his +1 flaming greatsword 
  will have vanished with his body, and the PCs 
  will not receive it. 
   
  THE END 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 25 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus role-playing) to each 
  character. 
   
  5: The Beast Released 
  Defeating the beasts that have broken free of their 
  restraints. 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  7: Going to Town 
  Defeat the thugs. 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8  
  180 XP 
   
  8: Confronting Dorthë and Lorenz 
  Defeat Dorthë and Lorenz. 
  APL 2  
  120 XP 
  APL 4  
  150 XP 
  APL 6  
  150 XP 
  APL 8  
  180 XP 
   
  9: Waldemar Arrives 
  Defeating Waldemar’s lackeys and triggering 
  Waldemar’s contingency. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Story Award 
  Establishing a creative or thorough plan for 
  investigating Den Masque. 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  90 XP 
  APL 8  
  120 XP 
   
  Discretionary role-playing award 
  APL 2  
  60 XP 
  APL 4  
  75 XP 
  APL 6  
  90 XP 
  APL 8  
  105 XP 
    
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions. Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold. If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure. Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it. Other times they may attempt to 
  use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  Introduction 
  Up-front money and items provided by Waldemar: 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 26 
   
  APL 2: Coin 50 gp; scroll of sending (94 gp); 
  Total 144 gp. 
   
  APL 4: Coin 100 gp: scroll of sending (94 gp); 
  Total 194 gp. 
   
  APL 6: Coin 150 gp; scroll of sending (94 gp); 
  Total 244 gp. 
   
  APL 8: Coin 200 gp; scroll of sending (94 gp); 
  Total 294 gp. 
   
  2: Investigations 
  Treasure found in the wagon belonging to Dorthë 
  and Lorenz: 
   
  All APLs: Loot 23 gp; Coin 10 gp; Total 33 gp. 
   
  Treasure found in the wagon belonging to Lukas 
  and Lothar: 
   
  All 
  APLs: 
  Magic 
  696 
  gp 
  +1 
  flaming 
  greatsword (696 gp); Total 696 gp. 
   
  7: Going to Town 
  Treasure 
  that 
  can 
  be 
  looted 
  from 
  the 
  Schwartzenbruin thugs: 
   
  APL 2: Loot 23 gp; Coin 6 gp; Total 29 gp. 
   
  APL 4: Loot 34 gp; Coin 9 gp; Total 43 gp. 
   
  APL 6: Loot 34 gp; Coin 12 gp; Total 46 gp. 
   
  APL 8: Loot 34 gp; Coin 15 gp; Total 49 gp. 
   
  8: Confronting Dorthë and Lorenz 
   
  All APLs: Loot 58 gp; Total 58 gp. 
   
  9: Waldemar Arrives 
   
  APL 2: Loot 53 gp; Coin 16 gp; Total 69 gp. 
   
  APL 4: Loot 163 gp; Coin 30 gp; Magic 281 gp 
  +1 chain mail (109 gp), armband of elusive action 
  (67 gp), goggles of minute seeing (105 gp); Total 
  474 gp. 
   
  APL 6: Loot 134 gp; Coin 45 gp; Magic 761 gp 
  +1 chain mail (109 gp), +1 greatsword (196 gp), 
  armband of elusive action (67 gp), bracers of quick 
  strike (117 gp), goggles of minute seeing (105 gp), 
  ring of silent spells (167 gp); Total 940 gp. 
   
  APL 8: Loot 63 gp; Coin 60 gp; Magic 1583  
  gp +1 chain mail (109 gp), +1 greatsword (196 
  gp), two +1 light crossbows (195 gp each), +1 
  studded leather (98 gp), armband of elusive action 
  (67 gp), bracers of quick strike (117 gp), cloak of 
  charisma +2 (334 gp), goggles of minute seeing 
  (105 gp), ring of silent spells (167 gp); Total 1706 
  gp. 
   
  Treasure Cap 
   
  APL 2: 
  450 gp. 
   
  APL 4: 
  650 gp. 
   
  APL 6: 
  900 gp. 
   
  APL 8: 
  1300 gp. 
   
   
  Total Possible Treasure 
   
  APL 2: 
  1029 gp. 
   
  APL 4: 
  1498 gp. 
   
  APL 6: 
  2017 gp. 
   
  APL 8: 
  2836 gp. 
   
  ADVENTURE RECORD 
  ITEMS 
  Crystal Sphere: You have in your possession a 
  crystal sphere about six inches in diameter 
  containing water from the River Styx. It detects as 
  both evil and good. 
   
  Lost Memory: When the crystal sphere broke, 
  you came into contact with water from the River 
  Styx. You have no memory of your life, not even 
  your name, although all your skills and abilities 
  remain intact. Anything you learn about yourself 
  from others will help you piece together your lost 
  past. Your memories can be restored by any effect 
  that can cancel the effect of a feeblemind (CL 9). 
   
  Lock of Hair: You gave Waldemar a lock of your 
  hair. If he chooses to scry on you in the future, you 
  suffer a -10 penalty on the saving throw to resist 
  his attention. 
   
  Favor of Den Masque: Den Masque is pleased 
  with your assistance and behavior while traveling 
  with them. They arrange for regional access to the 
  one of the following items, all from the MIC: 
  Acrobat Boots, Belt of Ultimate Athleticism, Boots 
  of Agile leaping, Boots of Jumping, Chronocharm 
  of the Laughing Rogue, Gloves of Manual 
  Prowess, Hat of Anonymity, Mask of Lies, Sandals 
  of Springing, Silkslick Belt, Wink Brooch. 
   
  Disfavor of Den Masque: Den Masque is 
  displeased with your behavior while traveling with 
  them. They spread your bad reputation around 
  Perrenland, and you suffer a -2 circumstance 
  penalty on all Diplomacy and Charisma checks to 
  influence the attitudes of non-lawful Perrender 
  NPCs for one year from the date of this AR. while 
  in Perrenland until the end of the current 
  campaign. Members of Den Masque are ‘expelled’ 
  from the organization. They must spend 4 TUs 
  developing a new Den Masque persona and 
  rejoining 
  the 
  organization 
  to 
  retain 
  their 
  membership. Another secret that has to be kept. 
   
  Enlightened: You have had direct contact with an 
  enlightened being embodying the principles of 
  good. This satisfies the special requirements for 
  the Contemplative prestige class. 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 27 
   
   
  ITEM ACCESS 
  APL 2: 
  • 
  +1 flaming greatsword (Adventure; DMG) 
  • 
  Scroll of sending (Adventure; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Goggles of minute seeing (Adventure; DMG) 
  • 
  Armband of elusive action (Adventure; CL 3rd; 
  Magic Item Compendium; 800 gp) 
   
  APL 6-8 (all of APL 4 plus the following): 
  • 
  Bracers of quickstrike (Adventure; CL 5th; 
  Magic Item Compendium; 1,400 gp) 
  • 
  Ring of silent spells (Adventure; CL 12th; 
  Magic Item Compendium; 2,000 gp) 
   
   
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 28 
  APPENDIX 1: ALL APLS
  LUKAS/SHAHREVAR 
  CR 9 
  Male Movanic Deva 
  NG Medium Outsider (extraplanar, good) 
  Init +8; Senses Listen +12, Spot +12, low-light vision, 
  darkvision 60 ft. 
  Aura Strong Good 
  Languages Celestial, Infernal, Draconic, tongues  
  AC 22, touch 14, flat-footed 18 
   (+4 Dex, +8 natural) 
  hp 39 (6 HD); DR 10/evil 
  Immune acid, cold, electricity, petrification 
  Resist fire 20; SR 19 
  Fort +7 (+11 against poison), Ref +9, Will +10 
  Speed 40 ft., base movement 40 ft., fly 90 ft. (good); 
  Melee +1 flaming greatsword +11/+6 (2d6+5 plus 1d6 
  fire)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9  
  Atk Options spell-like abilities 
  Special Actions heavenly deflection, protective aura 
  Spell-Like Abilities (CL 9th): 
   At Will—aid, consecrate, continual flame, create 
  food and water, death ward, detect evil, discern 
  lies, prayer, protection from arrows 
   3/day—atonement, bless weapon, cure serious 
  wounds, daylight, divination, ethereal jaunt, 
  hallow, holy smite, neutralize poison, plane shift, 
  remove curse, remove disease, remove fear  
   1/day—commune, raise dead 
  Abilities Str 17, Dex 18, Con 15, Int 17, Wis 16, Cha 
  18 
  SQ Celestial traits, DR 10/evil, divine equilibrium, fire 
  resistance 20, heavenly deflection, immunities, 
  outsider traits, protective aura, soothing presence 
  of nature, SR 19 
  Feats Improved Initiative, Iron Will, Weapon Focus 
  (greatsword) 
  Skills Balance +13, Concentration +11, Diplomacy 
  +15, Intimidate +13, Knowledge (arcana) +12, 
  Knowledge (religion) +12, Knowledge (the planes) 
  +12, Listen +12, Sense Motive +12, Spot +12. 
  Possessions +1 flaming greatsword, crystal sphere, 
  auszug uniform (see adventure text) 
  Change Shape (Su) A movanic deva can assume the 
  form of any Small or Medium humanoid 
  Divine Equilibrium (Ex) Movanic devas are immune 
  to the effects of negative-dominant or positive-
  dominant planar energy traits 
  Heavenly Deflection (Su) Once per round as a free 
  action, a movanic deva can deflect ranged attacks 
  and certain spells by batting them away with its +1 
  flaming greatsword. When a ranged attack, ray, or 
  single-target spell would ordinarily hit or affect the 
  deva, the deva can make a Reflex saving throw 
  against a base DC of 20. If the ranged weapon has 
  an enhancement bonus, the DC increases by that 
  amount. If the attack is from a spell, the spell level 
  is added to the base DC. If the deva succeeds, it 
  deflects the attack. Deflected spells are negated as 
  if counterspelled. 
   
  The deva must be aware of an attack in order to 
  deflect it. 
  Immunities (Ex) Devas are immune to acid, cold, and 
  electricity.  
  Protective Aura (Su) As a free action, a deva can 
  surround itself with a nimbus of light that has a 
  radius of 20 feet. This aura acts as a double-
  strength magic circle against evil and as a minor 
  globe of invulnerability, both as cast by a sorcerer 
  whose level is equal to the deva’s Hit Dice. The 
  aura can be dispelled, but the deva can create it 
  again as a free action on its next turn. 
  Soothing Presence of Nature (Ex) Movanic devas 
  have a calm spirit that is pleasing to inhabitants of 
  the natural world. Unless magically compelled to 
  do so, no plant or animal will attack a movanic 
  deva. 
  Celestial traits A celestial creature can speak with 
  any creature that has a language as though using 
  a tongues spell (caster level 14th, always active. It 
  is immune to petrification attacks, and it has low-
  light vision, darkvision (60 feet), and a +4 racial 
  bonus on Fortitude saves against poison. 
  Outsider Traits Cannot be raised or resurrected 
  (though a wish or miracle spell can restore life). 
   
  While Lukas/Shahrevar has lost his memory, he 
  believes that he is Lukas – a roustabout, and 
  this is the only life he has known. He does not 
  carry his greatsword and therefore does not 
  have access to his Heavenly Deflection ability. 
  He retains all his other special qualities, but he 
  doesn’t remember that he has any. If placed in 
  an extreme circumstance (as in Encounter 5 
  and 
  Encounter 
  9) 
  he 
  can 
  trigger 
  his 
  supernatural 
  or 
  spell-like 
  abilities, 
  but 
  if 
  questioned he doesn’t know how he can do 
  these things or what he can do. 
   
  7: GOING TO TOWN  
   
   
  MARZELL 
  CR 2 
  Male half-elf warrior 3 
  CN Medium humanoid (elf) 
  Init +0; Senses Listen +0, Spot +0, low-light vision 
  Languages Common  
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 20 (3 HD)  
  Immune sleep and similar magical effects 
  Fort +4, Ref +1, Will +0 (+2 vs enchantment) 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.; 
  Melee short sword +4 (1d6+1/19-20) or 
  Ranged light crossbow +3 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4  
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 29 
  Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  Feats Power Attack, Toughness  
  Skills Climb +3, Diplomacy +1, Gather Information 
  +1,Jump +3, Listen +0, Ride +4, Spot +0 
  Possessions short sword, light crossbow, 10 
  crossbow bolts, chain shirt, coin pouch, 24 gp 
  Elf Blood For all effects related to race a half-elf is 
  considered to be an elf. 
  Skills Half-elves gain a +1 racial bonus on Listen and 
  Spot, and a +2 racial bonus on Diplomacy and 
  Gather Information checks. 
   
  9: WALDEMAR ARRIVES 
   
   
   
  WALDEMAR 
  CR 13 
  Male Human (Suel) Wizard (diviner) L13 
  LE Medium Humanoid (human) 
  Init +0; Senses Listen +4, Spot +4 (+7 in shadows – 
  familiar), see invisibility 
  Languages Common, Draconic, Infernal  
  AC 10, touch 10, flat-footed 10 
  hp 53 (13 HD); regeneration/fast healing; DR  
  Fort +5, Ref +4, Will +10 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.; 
  Melee masterwork dagger +6 (1d4/19-20) or 
  Ranged masterwork light crossbow +7 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +5  
  Atk Options Spells 
  Special Actions Contingency, Spells 
  Wizard Spells Prepared (CL 13th): 
   7th—dispel magic (quickened); greater scrying�; 
   6th— cone of cold (sculpted), contingency�; true 
  seeing; 
   5th—contact other plane, teleport�, teleport� 
  (x2), ice storm (sculpted);  
   4th—arcane eye, detect scrying, fireball (sculpted), 
  fireball (sculpted) �, lightening bolt (sculpted) 
  (x2); 
   3rd—arcane sight, blink, dispel magic, 
  nondetection�, slow, tongues;  
   2nd—detect thoughts, invisibility, mirror image, 
  scorching ray, scorching ray, see invisibility�  
   1st—color spray, comprehend languages, grease, 
  magic missile, magic missile, true strike  
   0—acid splash, arcane mark, detect magic, 
  prestidigitation, ray of frost 
  �Already cast 
  Abilities Str 8, Dex 10, Con 12, Int 18, Wis 14, Cha 
  13 
  SQ Familiar, Diviner, Scry on Familiar, contingent 
  teleport 
  Feats Combat Casting, Negotiator, Persuasive, 
  Quicken Spell, Scribe Scroll, Sculpt Spell, Silent 
  Spell, Skill Focus (Bluff), Spell Focus (Divination)  
  Skills Bluff +14, Concentration +17, Diplomacy +9, 
  Intimidate +5, Knowledge (arcana) +20, Knowledge 
  (the Planes) +12, Sense Motive +12, Spellcraft 
  +22, 
  Possessions masterwork dagger, masterwork light 
  crossbow, spell component pouch 
  Diviner Waldemar is specialized in the school of 
  Divination. He can prepare one additional 
  divination spell per level each day. He gains a +2 
  bonus to spellcraft checks to learn spells from this 
  school. Necromancy spells are forbidden to him. 
  Familiar Waldemar has called an owl as his familiar.  
  Scry on Familiar (Sp) Waldemar may scry on his 
  familiar once/day. 
   
   
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 30 
  APL 2
  7: GOING TO TOWN  
   
   
  SCHWARTZENBRUIN THUGS 
  CR 1 
  Male human warrior 2 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Common  
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 14 (2 HD)  
  Fort +4, Ref +0, Will -1 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.; 
  Melee club +3 (1d6+1) or 
  Ranged light crossbow +2 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3  
  Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  Feats Power Attack, Toughness  
  Skills Climb +4, Jump +4, Ride +5 
  Possessions club, light crossbow, 10 crossbow bolts, 
  chain shirt, coin pouch, 18 gp 
   
  8: CONFRONTING DORTHË AND 
  LORENZ 
   
   
   
  DORTHË 
  CR 1 
  Female human expert 2 
  N Medium humanoid (human) 
  Init -1; Senses Listen +1, Spot +1 
  Languages Common, Elven  
  AC 9, touch 9, flat-footed 9 
   (-1 Dex) 
  hp 7 (2 HD)  
  Fort +0, Ref -1, Will +4 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.; 
  Melee dagger +1 (1d4/19-20) 
  Ranged light crossbow +0 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 Abilities Str 11, Dex 9, Con 10, 
  Int 13, Wis 12, Cha 8 
  Feats Negotiator, Skill Focus Profession (merchant)  
  Skills Appraise +6, Bluff +4, Craft (basketweaving) 
  +3, Craft (jewelry-making) +6, Craft (weaving) +3, 
  Diplomacy +8, Knowledge (local Iuz metaregion) 
  +6, Profession (bookkeeper) +3, Profession 
  (merchant) +9, Sense Motive +7, 
  Possessions dagger, light crossbow, 10 crossbow 
  bolts  
   
  LORENZ 
  CR 3 
  Male human Fighter 1/Rogue 2 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +2, Spot +1 
  Languages Common  
  AC 14, touch 12, flat-footed 12 
   (+2 Dex) 
  hp 18 (3 HD)  
  Fort +3, Ref +5, Will -1 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft.; 
  Melee masterwork scimitar +5 (1d6+2/18-20) 
  Ranged masterwork shortbow +5 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4  
  Atk Options Sneak Attack +1d6 
  Abilities Str 14, Dex 15, Con 13, Int 12, Wis 8, Cha 
  10 
  SQ Evasion, Trapfinding 
  Feats Cleave, Point Blank Shot, Precise Shot, Power 
  Attack  
  Skills Balance +9, Climb +4, Craft (trapmaking) +7, 
  Disable Device +6, Hide +7, Jump +5, Listen +2, 
  Move Silently +7, Open Lock +7, Sleight of Hand 
  +7, Spot +1, Tumble +7, Use Rope +7 
  Possessions masterwork scimitar, masterwork 
  shortbow, 20 arrows, leather armor 
  Evasion (Ex) On a successful Reflex save against a 
  magical attack, Lorenz takes no damage. 
  Sneak Attack Any time Lorenz attacks somebody 
  who is denied the Dex bonus to AC, or if he is 
  flanking, he inflicts an extra 1d6 damage. Ranged 
  attacks must be made within 30 feet to gain this, 
  and this extra damage is not increased on a critical 
  hit. Creatures that are immune to criticals and 
  creatures with concealment ignore this damage. 
  Trapfinding (Ex) Lorenz can use the Search skill to 
  locate traps with a DC higher than 20, and can use 
  the Disable Device skill to disarm magical traps. 
   
  9: WALDEMAR ARRIVES 
   
   
   
  MOSE 
  CR 1 
  Male human fighter 1 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 15 (1 HD)  
  Fort +4, Ref +1, Will +1 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.; 
  Melee greatsword +4 (2d6+3/19-20) 
  Ranged light crossbow +2 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3  
  Atk Options Power Attack 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats Power Attack, Toughness, Weapon Focus 
  Skills Climb +4, Jump +4, Tumble +1 
  Possessions greatsword, light crossbow, 10 
  crossbow bolts, chain shirt, coin pouch containing 
  24gp. 
   
  VESTER 
  CR 1 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 31 
  Male human rogue 1 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Common  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 10 (1 HD)  
  Fort +1, Ref +4, Will -1 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft.; 
  Melee short sword +2 (1d6+2/19-20) 
  Ranged light crossbow +2 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +2  
  Atk Options Sneak Attack +1d6 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 
  12 
  Feats Combat Reflexes, Toughness  
  Skills Balance +5, Disable Device +4, Hide +5, Listen 
  +3, Move Silently +5, Open Lock +6, Search +4, 
  Spot +3, Tumble +5 
  Possessions short sword, light crossbow, 10 
  crossbow bolts, studded leather, thieves tools, coin 
  pouch containing 24gp 
  Sneak Attack Any time Vester attacks somebody 
  who is denied the Dex bonus to AC, or if he is 
  flanking, he inflicts an extra 1d6 damage. Ranged 
  attacks must be made within 30 feet to gain this, 
  and this extra damage is not increased on a critical 
  hit. Creatures that are immune to criticals and 
  creatures with concealment ignore this damage. 
  Trapfinding (Ex) Vester can use the Search skill to 
  locate traps with a DC higher than 20, and can use 
  the Disable Device skill to disarm magical traps. 
   
  DANA 
  CR 2 
  Female halfling sorcerer 2 
  NE Small humanoid (halfling) 
  Init +2; Senses Listen +3, Spot +1 
  Languages Common, Halfling  
  AC 17, touch 17, flat-footed 15 
   (+1 size, +2 Dex, +0 class, +4 mage armor, +0 
  shield, +0 deflection, +0 insight, +0 natural) 
  hp 14 (2 HD)  
  Fort +3, Ref +3, Will +3 (+5 against fear) 
  Speed 20 ft. in no armor (4 squares), base movement 
  20 ft.; 
  Melee dagger +2 (1d4/19-20) or 
  Ranged masterwork light crossbow +5 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -3  
  Atk Options Spells 
  Special Actions Spells 
  Sorcerer Spells Known (CL 2nd): 
   1st (5/day)—mage armor�, magic missile 
   0 (6/day)—acid splash, detect magic, light, ray of 
  frost, read magic 
  �Already cast 
  Abilities Str 10, Dex 15, Con 15, Int 10, Wis 8, Cha 
  14 
  SQ Familiar 
  Feats Combat Casting  
  Skills Concentration +7, Spellcraft +5 
  Possessions dagger, masterwork light crossbow, 10 
  crossbow bolts, spell component pouch, coin purse 
  containing 48 gp 
  Familiar Dana has called a toad as her familiar.  
  Skills Halflings gain a +2 racial bonus on Climb, 
  Jump, Listen, and Move Silently checks. 
   
   
  
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  APL 4
  7: GOING TO TOWN  
   
   
  SCHWARTZENBRUIN THUGS 
  CR 1 
  Male human warrior 2 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Common  
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 14 (2 HD)  
  Fort +4, Ref +0, Will -1 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.; 
  Melee club +3 (1d6+1) or 
  Ranged light crossbow +2 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3  
  Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  Feats Power Attack, Toughness  
  Skills Climb +4, Jump +4, Ride +5 
  Possessions club, light crossbow, 10 crossbow bolts, 
  chain shirt, coin pouch, 18 gp 
   
  8: CONFRONTING DORTHË AND 
  LORENZ 
   
   
   
  DORTHË 
  CR 2 
  Female human expert 3 
  N Medium humanoid (human) 
  Init -1; Senses Listen +1, Spot +1 
  Languages Common, Elven  
  AC 9, touch 9, flat-footed 9 
   (-1 Dex) 
  hp 10 (3 HD)  
  Fort +1, Ref +0, Will +4 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.; 
  Melee dagger +3 (1d4/19-20) 
  Ranged light crossbow +1 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2  
  Abilities Str 11, Dex 9, Con 10, Int 13, Wis 12, Cha 8 
  Feats Negotiator, Skill Focus Profession (merchant) , 
  Weapon Focus (dagger) 
  Skills Appraise +7, Bluff +5, Craft (basketweaving) 
  +3, Craft (jewelry-making) +7, Craft (weaving) +3, 
  Diplomacy +11, Knowledge (local Iuz metaregion) 
  +7, Profession (bookkeeper) +3, Profession 
  (merchant) +10, Sense Motive +9, 
  Possessions dagger, light crossbow, 10 crossbow 
  bolts 
   
  LORENZ 
  CR 4 
  Male human Fighter 1/Rogue 3 
  CN Medium humanoid (human) 
  Init +3; Senses Listen +2, Spot +2 
  Languages Common  
  AC 15, touch 13, flat-footed 12 
   (+3 Dex, +2 armor) 
  hp 23 (4 HD)  
  Fort +4, Ref +6, Will +0 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft.; 
  Melee masterwork scimitar +6 (1d6+2/18-20) 
  Ranged masterwork shortbow +7 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Atk Options Sneak Attack +2d6 
  Abilities Str 14, Dex 16, Con 13, Int 12, Wis 8, Cha 
  10 
  SQ Evasion, Trapfinding, Trap Sense 
  Feats Cleave, Point Blank Shot, Precise Shot, Power 
  Attack  
  Skills Balance +11, Climb +4, Craft (trapmaking) +8, 
  Disable Device +8, Hide +9, Jump +5, Listen +2, 
  Move Silently +9, Open Lock +9, Sleight of Hand 
  +9, Spot +2, Tumble +9, Use Rope +8 
  Possessions masterwork scimitar, masterwork 
  shortbow, 20 arrows, leather armor 
  Evasion (Ex) On a successful Reflex save against a 
  magical attack, Lorenz takes no damage. 
  Sneak Attack Any time Lorenz attacks somebody 
  who is denied the Dex bonus to AC, or if he is 
  flanking, he inflicts an extra 2d6 damage. Ranged 
  attacks must be made within 30 feet to gain this, 
  and this extra damage is not increased on a critical 
  hit. Creatures that are immune to criticals and 
  creatures with concealment ignore this damage. 
  Trapfinding (Ex) Lorenz can use the Search skill to 
  locate traps with a DC higher than 20, and can use 
  the Disable Device skill to disarm magical traps. 
  Trap Sense (Ex) +1 to Reflex saves and AC against 
  traps. 
   
  9: WALDEMAR ARRIVES 
   
   
   
  MOSE 
  CR 3 
  Male human fighter 3 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 30 (3 HD)  
  Fort +5, Ref +2, Will +2 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  Melee masterwork greatsword +7 (2d6+3/19-20) 
  Ranged masterwork light crossbow +5 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Atk Options Blind-Fight, Cleave, Power Attack 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats Blind-Fight, Cleave, Power Attack, Toughness, 
  Weapon Focus  
  Skills Climb +4, Jump -2, Tumble +2 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 33 
  Possessions masterwork greatsword, masterwork 
  light crossbow, 10 crossbow bolts, +1 chain mail, 
  coin pouch, 60gp 
   
  VESTER 
  CR 3 
  Male human rogue 3 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +5, Spot +5 
  Languages Common  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 19 (3 HD)  
  Fort +2, Ref +5, Will +0 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft.; 
  Melee masterwork short sword +5 (1d6+2/19-20) 
  Ranged masterwork light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4  
  Atk Options Sneak Attack +2d6 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 
  12 
  Feats Combat Reflexes, Toughness, Weapon Focus 
  (light crossbow)   
  Skills Balance +10, Disable Device +8, Hide +8, 
  Listen +5, Move Silently +8, Open Lock +10, 
  Search +11, Spot +5, Tumble +8 
  Possessions masterwork short sword, masterwork 
  light crossbow, 10 crossbow bolts, masterwork 
  studded leather, masterwork thieves tools, goggles 
  of minute seeing, coin pouch, 60 gp 
  Evasion (Ex) On a successful Reflex save against a 
  magical attack, Vester takes no damage. 
  Sneak Attack Any time Vester attacks somebody 
  who is denied the Dex bonus to AC, or if he is 
  flanking, he inflicts an extra 2d6 damage. Ranged 
  attacks must be made within 30 feet to gain this, 
  and this extra damage is not increased on a critical 
  hit. Creatures that are immune to criticals and 
  creatures with concealment ignore this damage. 
  Trapfinding (Ex) Vester can use the Search skill to 
  locate traps with a DC higher than 20, and can use 
  the Disable Device skill to disarm magical traps. 
  Trap Sense (Ex) +1 to Reflex saves and AC against 
  traps. 
   
  DANA 
  CR 3 
  Female halfling sorcerer 3 
  NE Small humanoid (halfling) 
  Init +2; Senses Listen +3, Spot +1 
  Languages Common, Halfling  
  AC 17, touch 17, flat-footed 15 
   (+1 size, +2 Dex, +4 mage armor) 
  hp 18 (3 HD)  
  Fort +4, Ref +4, Will +3 (+5 against fear) 
  Speed 20 ft. in no armor (4 squares), base movement 
  20 ft.; 
  Melee dagger +2 (1d4/19-20) or 
  Ranged masterwork light crossbow +5 (1d8/19-20) 
  Ranged ray +5 (by spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -3  
  Atk Options Spells 
  Special Actions Spells 
  Combat Gear armband of elusive action 
  Sorcerer Spells Known (CL 3rd): 
   1st (6/day)—mage armor�, magic missile, ray of 
  enfeeblement 
   0 (6/day)—acid splash, detect magic, light, ray of 
  frost, read magic 
  �Already cast 
  Abilities Str 10, Dex 15, Con 15, Int 10, Wis 8, Cha 
  14 
  SQ Familiar 
  Feats Combat Casting, Weapon Focus (ray)  
  Skills Concentration +8, Spellcraft +6 
  Possessions combat gear plus dagger, masterwork 
  light crossbow, 10 crossbow bolts, spell component 
  pouch, coin pouch with 60 gp 
  Familiar Dana has called a toad as her familiar.  
  Skills Halflings gain a +2 racial bonus on Climb, 
  Jump, Listen, and Move Silently checks. 
   
   
  
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  APL 6
  7: GOING TO TOWN  
   
   
  SCHWARTZENBRUIN THUGS 
  CR 2 
  Male human warrior 3 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Common  
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 20 (3 HD)  
  Fort +4, Ref +1, Will +0 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.; 
  Melee club +4 (1d6+1) or 
  Ranged light crossbow +3 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4  
  Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  Feats Cleave, Power Attack, Toughness  
  Skills Climb +5, Jump +5, Ride +6 
  Possessions club, light crossbow, 10 crossbow bolts, 
  chain shirt, coin pouch, 24 gp 
   
  8: CONFRONTING DORTHË AND 
  LORENZ 
   
   
   
  DORTHË 
  CR 2 
  Female human expert 3 
  N Medium humanoid (human) 
  Init -1; Senses Listen +1, Spot +1 
  Languages Common, Elven  
  AC 9, touch 9, flat-footed 9 
   (-1 Dex) 
  hp 10 (3 HD)  
  Fort +1, Ref +0, Will +4 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.; 
  Melee dagger +3 (1d4/19-20) 
  Ranged light crossbow +1 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2  
  Abilities Str 11, Dex 9, Con 10, Int 13, Wis 12, Cha 8 
  Feats Negotiator, Skill Focus Profession (merchant) , 
  Weapon Focus (dagger) 
  Skills Appraise +7, Bluff +5, Craft (basketweaving) 
  +3, Craft (jewelry-making) +7, Craft (weaving) +3, 
  Diplomacy +11, Knowledge (local Iuz metaregion) 
  +7, Profession (bookkeeper) +3, Profession 
  (merchant) +10, Sense Motive +9, 
  Possessions dagger, light crossbow, 10 crossbow 
  bolts 
   
  LORENZ 
  CR 4 
  Male human Fighter 1/Rogue 3 
  CN Medium humanoid (human) 
  Init +3; Senses Listen +2, Spot +2 
  Languages Common  
  AC 15, touch 13, flat-footed 12 
   (+3 Dex, +2 armor) 
  hp 23 (4 HD)  
  Fort +4, Ref +6, Will +0 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft.; 
  Melee masterwork scimitar +6 (1d6+2/18-20) 
  Ranged masterwork shortbow +7 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Atk Options Sneak Attack +2d6 
  Abilities Str 14, Dex 16, Con 13, Int 12, Wis 8, Cha 
  10 
  SQ Evasion, Trapfinding, Trap Sense 
  Feats Cleave, Point Blank Shot, Precise Shot, Power 
  Attack  
  Skills Balance +11, Climb +4, Craft (trapmaking) +8, 
  Disable Device +8, Hide +9, Jump +5, Listen +2, 
  Move Silently +9, Open Lock +9, Sleight of Hand 
  +9, Spot +2, Tumble +9, Use Rope +8 
  Possessions masterwork scimitar, masterwork 
  shortbow, 20 arrows, leather armor 
  Evasion (Ex) On a successful Reflex save against a 
  magical attack, Lorenz takes no damage. 
  Sneak Attack Any time Lorenz attacks somebody 
  who is denied the Dex bonus to AC, or if he is 
  flanking, he inflicts an extra 2d6 damage. Ranged 
  attacks must be made within 30 feet to gain this, 
  and this extra damage is not increased on a critical 
  hit. Creatures that are immune to criticals and 
  creatures with concealment ignore this damage. 
  Trapfinding (Ex) Lorenz can use the Search skill to 
  locate traps with a DC higher than 20, and can use 
  the Disable Device skill to disarm magical traps. 
  Trap Sense (Ex) +1 to Reflex saves and AC against 
  traps. 
   
  9: WALDEMAR ARRIVES 
   
   
   
  MOSE 
  CR 5 
  Male human fighter 5 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 45 (5 HD)  
  Fort +6, Ref +2, Will +2 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  Melee +1 greatsword +10 (2d6+7/19-20) 
  Ranged masterwork light crossbow +7 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8  
  Atk Options Blind-Fight, Cleave, Power Attack 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats Blind-Fight, Cleave, Power Attack, Toughness, 
  Weapon Focus, Weapon Specialisation  
  Skills Climb +7, Jump +1, Tumble +3 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 35 
  Possessions +1 greatsword, masterwork light 
  crossbow, 10 crossbow bolts, +1 chain mail, coin 
  purse, 90 gp 
   
  VESTER 
  CR 5 
  Male human fighter 1/rogue 4 
  CE Medium humanoid (human) 
  Init +3; Senses Listen +6, Spot +6 
  Languages Common  
  AC 16, touch 13, flat-footed 16 
   (+3 Dex, +3 armor) 
  hp 30 (5 HD)  
  Fort +4, Ref +7, Will +0 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft.; 
  Melee masterwork short sword +7 (1d6+2/19-20) 
  Ranged masterwork light crossbow +9 (1d8+1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6  
  Atk Options Crossbow Sniper, Sneak Attack +2d6 
  Combat Gear bracers of quickstrike 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 8, Cha 
  12 
  Feats Combat Reflexes, Crossbow Sniper, 
  Toughness, Weapon Focus (light crossbow)   
  Skills Balance +12, Climb +3, Disable Device +9, 
  Hide +10, Listen +6, Move Silently +10, Open Lock 
  +12, Search +12, Spot +6, Tumble +11 
  Possessions combat gear plus masterwork short 
  sword, masterwork light crossbow, 10 crossbow 
  bolts, masterwork studded leather, masterwork 
  thieves tools, goggles of minute seeing, coin 
  pouch, 90 gp 
  Evasion (Ex) On a successful Reflex save against a 
  magical attack, Vester takes no damage. 
  Sneak Attack Any time Vester attacks somebody 
  who is denied the Dex bonus to AC, or if he is 
  flanking, he inflicts an extra 2d6 damage. Ranged 
  attacks must be made within 30 feet to gain this, 
  and this extra damage is not increased on a critical 
  hit. Creatures that are immune to criticals and 
  creatures with concealment ignore this damage. 
  Trapfinding (Ex) Vester can use the Search skill to 
  locate traps with a DC higher than 20, and can use 
  the Disable Device skill to disarm magical traps. 
  Trap Sense (Ex) +1 to Reflex saves and AC against 
  traps. 
  Uncanny Dodge (Ex) Vester retains his Dexterity 
  bonus to AC even if flatfooted or struck by an 
  invisible attacker. 
   
  DANA 
  CR 5 
  Female halfling sorcerer 5 
  NE Small humanoid (halfling) 
  Init +2; Senses Listen +3, Spot +1 
  Languages Common, Halfling  
  AC 17, touch 17, flat-footed 15 
   (+1 size, +2 Dex, +4 mage armor) 
  hp 37 (5 HD, false life)  
  Fort +4, Ref +4, Will +4 (+6 against fear) 
  Speed 20 ft. in no armor (4 squares), base movement 
  20 ft.; 
  Melee dagger +3 (1d4/19-20) or 
  Ranged light crossbow +5 (1d8/19-20) 
  Ranged ray +6 (by spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2  
  Atk Options Spells  
  Special Actions Spells  
  Combat Gear armband of elusive action, ring of silent 
  spells 
  Sorcerer Spells Known (CL 5th): 
   2nd (5/day)—false life�, scorching ray 
   1st (7/day)—expeditious retreat, mage armor�, 
  magic missile, ray of enfeeblement 
   0 (6/day)—acid splash, detect magic, light, ray of 
  frost, read magic, touch of fatigue 
  �Already cast 
  Abilities Str 10, Dex 15, Con 15, Int 10, Wis 8, Cha 
  15 
  SQ Familiar 
  Feats Combat Casting, Weapon Focus (ray)  
  Skills Concentration +10, Spellcraft +8 
  Possessions combat gear plus dagger, masterwork 
  light crossbow, 10 crossbow bolts, spell component 
  pouch, coin pouch with 90 gp 
  Familiar Dana has called a toad as her familiar.  
  Skills Halflings gain a +2 racial bonus on Climb, 
  Jump, Listen, and Move Silently checks. 
   
   
  
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                 APL 8
  7: GOING TO TOWN  
   
   
  SCHWARTZENBRUIN THUGS 
  CR 3 
  Male human warrior 4 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Common  
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 25 (4 HD)  
  Fort +5, Ref +1, Will +0 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.; 
  Melee club +6 (1d6+2) or 
  Ranged light crossbow +4 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6  
  Abilities Str 14, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  Feats Cleave, Power Attack, Toughness  
  Skills Climb +7, Jump +7, Ride +7 
  Possessions club, light crossbow, 10 crossbow bolts, 
  chain shirt, coin pouch, 30 gp 
   
  8: CONFRONTING DORTHË AND 
  LORENZ 
   
   
   
  DORTHË 
  CR 3 
  Female human expert 4 
  N Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Elven  
  AC 10, touch 10, flat-footed 10 
  hp 14 (4 HD)  
  Fort +1, Ref +0, Will +5 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.; 
  Melee dagger +4 (1d4/19-20) 
  Ranged light crossbow +2 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3  
  Abilities Str 11, Dex 10, Con 10, Int 13, Wis 12, Cha 
  8 
  Feats Negotiator, Skill Focus Profession (merchant) , 
  Weapon Focus (dagger) 
  Skills Appraise +8, Bluff +6, Craft (basketweaving) 
  +4, Craft (jewelry-making) +8, Craft (weaving) +3, 
  Diplomacy +12, Knowledge (local Iuz metaregion) 
  +8, Profession (bookkeeper) +3, Profession 
  (merchant) +11, Sense Motive +10, 
  Possessions dagger, light crossbow, 10 crossbow 
  bolts  
   
  LORENZ 
  CR 5 
  Male human Fighter 2/Rogue 3 
  CN Medium humanoid (human) 
  Init +7; Senses Listen +2, Spot +2 
  Languages Common  
  AC 15, touch 13, flat-footed 12 
   (+3 Dex, +2 armor) 
  hp 29 (5 HD)  
  Fort +5, Ref +6, Will +0 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft.; 
  Melee masterwork scimitar +7 (1d6+2/18-20) 
  Ranged masterwork shortbow +8 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6  
  Atk Options Sneak Attack +2d6 
  Abilities Str 14, Dex 16, Con 13, Int 12, Wis 8, Cha 
  10 
  SQ Evasion, Trapfinding, Trap Sense 
  Feats Cleave, Improved Initiative, Point Blank Shot, 
  Precise Shot, Power Attack  
  Skills Balance +11, Climb +4, Craft (trapmaking) +9, 
  Disable Device +8, Hide +9, Jump +6, Listen +2, 
  Move Silently +9, Open Lock +9, Sleight of Hand 
  +9, Spot +2, Tumble +10, Use Rope +8 
  Possessions masterwork scimitar, masterwork 
  shortbow, 20 arrows, leather armor 
  Evasion (Ex) On a successful Reflex save against a 
  magical attack, Lorenz takes no damage. 
  Sneak Attack Any time Lorenz attacks somebody 
  who is denied the Dex bonus to AC, or if he is 
  flanking, he inflicts an extra 2d6 damage. Ranged 
  attacks must be made within 30 feet to gain this, 
  and this extra damage is not increased on a critical 
  hit. Creatures that are immune to criticals and 
  creatures with concealment ignore this damage. 
  Trapfinding (Ex) Lorenz can use the Search skill to 
  locate traps with a DC higher than 20, and can use 
  the Disable Device skill to disarm magical traps. 
  Trap Sense (Ex) +1 to Reflex saves and AC against 
  traps. 
   
  9: WALDEMAR ARRIVES 
   
   
   
  MOSE 
  CR 7 
  Male human fighter 7 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 67 (7 HD)  
  Fort +7, Ref +3, Will +3 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  Melee +1 greatsword +12/+7 (2d6+7/19-20) 
  Ranged +1 light crossbow +9 (1d8+1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10  
  Atk Options Blind-Fight, Cleave, Power Attack 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8 
  SQ  
  Feats Blind-Fight, Cleave, Improved Initiative, 
  Improved Toughness, Power Attack, Toughness, 
  Weapon Focus, Weapon Specialisation  
  
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  Page 37 
  Skills Climb +8, Jump +4, Tumble +3 
  Possessions +1 greatsword, +1 light crossbow, 10 
  crossbow bolts, +1 chain mail, coin pouch, 120gp 
   
  VESTER 
  CR 7 
  Male human fighter 1/rogue 6 
  CE Medium humanoid (human) 
  Init +3; Senses Listen +8, Spot +8 
  Languages Common  
  AC 17, touch 13, flat-footed 17 
   (+3 Dex, +4 armor) 
  hp 39 (7 HD)  
  Fort +5, Ref +8, Will +1 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft.; 
  Melee masterwork short sword +8 (1d6+2/19-20) 
  Ranged +1 light crossbow +10 (1d8+2/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7  
  Atk Options Crossbow Sniper, Point Blank Shot, 
  Sneak Attack +3d6 
  Combat Gear bracers of quick strike 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 8, Cha 
  12 
  Feats Combat Reflexes, Crossbow Sniper, Point 
  Blank Shot, Toughness, Weapon Focus (light 
  crossbow)   
  Skills Balance +14, Climb +3, Disable Device +11, 
  Hide +12, Listen +8, Move Silently +12, Open Lock 
  +14, Search +14, Spot +8, Tumble +13 
  Possessions combat gear plus masterwork short 
  sword, +1 light crossbow, 10 crossbow bolts, +1 
  studded leather, masterwork thieves tools, goggles 
  of minute seeing, coin pouch, 120 gp 
  Evasion (Ex) On a successful Reflex save against a 
  magical attack, Vester takes no damage. 
  Sneak Attack Any time Vester attacks somebody 
  who is denied the Dex bonus to AC, or if he is 
  flanking, he inflicts an extra 3d6 damage. Ranged 
  attacks must be made within 30 feet to gain this, 
  and this extra damage is not increased on a critical 
  hit. Creatures that are immune to criticals and 
  creatures with concealment ignore this damage. 
  Trapfinding (Ex) Vester can use the Search skill to 
  locate traps with a DC higher than 20, and can use 
  the Disable Device skill to disarm magical traps. 
  Trap Sense (Ex) +2 to Reflex saves and AC against 
  traps. 
  Uncanny Dodge (Ex) Vester retains his Dexterity 
  bonus to AC even if flatfooted or struck by an 
  invisible attacker. 
   
  DANA 
  CR 7 
  Female halfling sorcerer 7 
  NE Small humanoid (halfling) 
  Init +2; Senses Listen +3, Spot +1 
  Languages Common, Halfling  
  AC 17, touch 17, flat-footed 15 
   (+1 size, +2 Dex, +4 mage armor) 
  hp 48 (7 HD, false life)  
  Fort +5, Ref +5, Will +5 (+7 against fear) 
  Speed 20 ft. in no armor (4 squares), base movement 
  20 ft.; 
  Melee dagger +4 (1d4/19-20) or 
  Ranged light crossbow +6 (1d8/19-20) 
  Ranged ray +7 (by spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -1  
  Atk Options Spells, Ranged Spell Specialization 
  Special Actions Spells  
  Combat Gear armband of elusive action, ring of silent 
  spells 
  Sorcerer Spells Known (CL 7th): 
   3rd (4/day)—fireball, ray of exhaustion 
   2nd (7/day)—false life�, scorching ray, web 
   1st (7/day)—expeditious retreat, lesser orb of acid, 
  mage armor�, magic missile, ray of 
  enfeeblement 
   0 (6/day)—acid splash, daze, detect magic, light, 
  ray of frost, read magic, touch of fatigue 
  �Already cast 
  Abilities Str 10, Dex 15, Con 15, Int 10, Wis 8, Cha 
  17 
  SQ Familiar 
  Feats Combat Casting, Ranged Spell Specialisation, 
  Weapon Focus (ray)  
  Skills Concentration +12, Spellcraft +10 
  Possessions combat gear plus dagger, masterwork 
  light crossbow, 10 crossbow bolts cloak of 
  charisma +2, spell component pouch, coin pouch 
  with 120 gp 
  Familiar Dana has called a toad as her familiar.  
  Skills Halflings gain a +2 racial bonus on Climb, 
  Jump, Listen, and Move Silently checks. 
   
   
  
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Crossbow Sniper 
  You are skilled in lining up accurate, deadly 
  shots with your crossbow. Perhaps you add 
  custom-made sights to your weapon, or you 
  have learned to maximize the stability and 
  precision the weapon offers. 
   
  Prerequisites: Proficient with the hand, 
  heavy, or light crossbow, base attack bonus +1. 
   
  Benefit: When using a crossbow for which 
  you have the weapon focus feat, you gain a 
  bonus on damage rolls equal to � your dexterity 
  bonus. 
   
  If you have the skirmish or sneak attack 
  ability, the maximum range at which you can 
  make such attacks increases to 60 feet when 
  you are using a crossbow for which you have 
  the Weapon Focus feat. 
   
  Special: A fighter can select Crossbow 
  Sniper as one of his fighter bonus feats. 
   
  Source: Player’s Handbook II 77-78 
   
  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus 
  +2. 
   
  Benefit: You gain a number of hit points 
  equal to your current Hit Dice. Each time you 
  gain a HD (such as by gaining a level), you gain 
  1 additional hit point. If you lost a HD (such as 
  by losing a level) you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved 
  Toughness as one of his fighter bonus feats. 
   
  Source: Complete Warrior 101 
   
  Ranged Spell Specialization 
  You deal more damage with ranged touch attack 
  spells. 
   
  Prerequisite: Weapon Focus (ranged spell), 
  caster level 4th. 
   
  Benefit: Damage-dealing spells that require 
  a ranged touch attack roll gain a +2 bonus on 
  the damage they deal. This extra damage only 
  applies to the first successful attack of spells 
  that create multiple rays or missiles, or to the 
  first round of damage for spells that deal 
  damage over multiple rounds on a single 
  successful attack (such as Melf’s acid arrow). 
  Because you must be able to strike precisely, 
  the extra damage applies only to targets within 
  30 feet. Only spells that deal hit point damage 
  can be affected by this feat.  
   
  Source: Complete Arcane 82 
   
  Sculpt Spell 
  You can alter the area of your spells. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: You can modify an area spell by 
  changing the area’s shape to either a cylinder 
  (10-foot radius, 30 feet high), a 40-foot cone, for 
  10-foot cubes, a ball (20-foot-radius spread), or 
  a 120ft line. The sculpted spell works normally in 
  all respects except for its shape. For example, a 
  lightening bolt whose area is changed to a ball 
  deals the same amount of damage, but affects a 
  20-foot-radius spread. 
   
  A sculpted spell uses a spell slot one level 
  higher than the spell’s actual level. 
   
  Source: Complete Arcane 83 
   
  MAGIC ITEMS 
  Armband of Elusive Action 
   
  Price (Item Level): 800 gp (3rd). 
   
  Body Slot: Arms. 
   
  Caster Level: 3rd. 
   
  Aura: Faint; (DC 16) transmutation. 
   
  Activation: Immediate (mental). 
   
  Weight: 1 lb. 
  This solid gold band is polished to a bright shine. 
   
  An armband of elusive action allows you to 
  protect yourself from the hazards of battlefield 
  chaos. When it is activated, the band allows you 
  to avoid provoking a single attack of opportunity 
  that your actions would otherwise incur. 
   
  An armband of elusive action functions once 
  per day. 
   
  Prerequisites: Craft Wondrous Item, cat’s 
  grace or evade attack (CP 89). 
   
  Cost to Create: 400gp, 32 XP, 1 day. 
   
  Source: Magic Item Compendium 72 
   
  Bracers of Quick Strike 
   
  Price (Item Level): 1,400 gp (5th). 
   
  Body Slot: Arms. 
   
  Caster Level: 5th. 
   
  Aura: Faint; (DC 17) transmutation. 
   
  Activation: Swift (command). 
   
  Weight: 1 lb. 
  Each of these mithral bracers bears an image of 
  a needle-sharp dagger. 
   
  When you activate bracers of quick strike, 
  you can make one extra attack with any weapon 
  you are holding if you already made a full attack 
  action on this turn. This attack is made at your 
  full base attack bonus, plus any modifiers 
  appropriate to 
  the situation. This is not 
  cumulative with any other effect that grants you 
  
  PER8-02 The Greatest Show on Oerth 
   
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  an extra attack when making a full attack, such 
  as the Rapid Shot feat, a speed weapon, or the 
  haste spell. 
   
  Bracers of quick strike function once per 
  day. 
   
  You must wear bracers of quick strike for 24 
  hours before you can access their abilities. If 
  you take them off, they become inactive until 
  worn for an additional 24 hours. 
   
  Prerequisites: Craft Wondrous Item, haste. 
   
  Cost to Create: 700gp, 56 XP, 2 days. 
   
  Source: Magic Item Compendium 81 
   
  Ring of Silent Spells 
   
  Price (Item Level): 2,000 gp (6th). 
   
  Body Slot: Ring. 
   
  Caster Level: 5th. 
   
  Aura: Faint; (DC 17) illusion. 
   
  Activation: Swift (command). 
   
  Weight: -. 
  Sculpted teeth surround the soft silk padding of 
  this copper band, like a mouth biting down on a 
  gag. 
   
  When you activate a ring of silent spells, it 
  creates a silence effect, as the spell, centered 
  on you. While this effect lasts, you can cast up 
  to 3 spells of 3rd level or lower without verbal 
  components (as though using the Silent Spell 
  feat, except that the spells do not require a 
  higher level spell slot or increased casting time). 
   
  This ability functions once per day. 
   
  Prerequisites: Forge Ring, Silent Spell, 
  silence. 
   
  Cost to Create: 1,000gp, 80 XP, 2 days. 
   
  Source: Magic Item Compendium 127 
   
  The River Styx 
   
  This river bubbles with grease, foul flotsam, 
  and putrid remains of battles along its banks. 
  Those who taste or touch its water must make a 
  Fortitude saving throw (DC 17) or suffer total 
  amnesia. Treat the victim as if feebleminded (as 
  the feeblemind spell. Even those who make their 
  saves lose all memory of the events of the last 8 
  hours. Prepared spells remain in memory, 
  although the victim might not realize they’re 
  prepared. 
   
  Source: Manual of the Planes 86 
   
  SPELLS 
  Orb of Acid, Lesser 
   
  Conjuration (Creation) [Acid] 
   
  Level: Sorcerer/wizard 1 
   
  Components: V,S 
   
  Casting Time: 1 standard action 
   
  Range: Close (25 ft. + 5 ft./2 levels) 
   
  Effect: 1 orb of acid 
   
  Duration: Instantaneous 
   
  Saving Throw: None 
   
  Spell Resistance: No 
   
  Your quick, precise movements culminate in 
  your open palm facing your target. An orb of 
  dark green acid flies from your hand. 
   
  An orb of acid about 2 inches across shoots 
  from your palm at its target, dealing 1d8 points 
  of acid damage. You must succeed on a ranged 
  touch attack to hit your target. 
   
  For every 2 caster levels beyond 1st, your 
  orb deals an additional 1d8 points of damage: 
  2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th 
  level, and the maximum of 5d8 at 9th level or 
  higher. 
   
  Source: Spell Compendium 150-151 
   
  DEVA 
  Source: Fiend Folio 55-57, 3.5 update and 
  errata included. 
   
  Devas are the rank-and-file soldiers in the 
  never-ending war of good against evil. Proactive 
  messengers of the gods of weal, devas prefer to 
  deliver their missives at swordpoint, and they 
  take their battles to all corners of the multiverse. 
  Devas most often descend from the planes of 
  good at the behest of their powerful sponsors. 
  Agents of good frequently summon them using 
  spells such as gate or planar ally. Rarely, devas 
  act independently, spreading the cause with 
  fervent application of righteous violence. 
   
  A deva appears as a handsome human. 
  Two beautiful feathered wings grow from its 
  back. Devas reluctantly clothe themselves in 
  simple loincloths or coverings when traveling to 
  the Material Plane, in deference to mortal 
  customs. All remnants of a devas body, clothing, 
  and items vanish upon the creature's death. 
   
  Every deva belongs to one of three orders: 
  astral, movanic, or monadic (astral devas 
  appear in the Monster Manual). Each order is 
  the political equal of the others, and while 
  squabbles of personality occasionally occur, the 
  groups themselves cooperate unfailingly. Devas 
  never knowingly negotiate with evil creatures, 
  though nonlawful devas occasionally treat with 
  nonevil neutrals. 
   
  Devas 
  speak 
  Celestial, 
  Infernal, 
  and 
  Draconic. 
   
  Combat 
  Devas have a number of common qualities that 
  enable them to act more effectively in battle. 
  
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  Outsider Traits: A deva has darkvision (60-
  foot range). It cannot be raised or resurrected 
  (though a wish or miracle spell can restore life). 
  In addition all devas have the following abilities 
  in common. 
   
  Celestial Traits: A celestial can speak with 
  any creature that has a language as though 
  using a tongues spell (caster level 14th, always 
  active). It is immune to petrification attacks, and 
  it has low-light vision, darkvision (60 feet), and a 
  +4 racial bonus on Fortitude saves against 
  poison. As an outsider, it cannot be raised or 
  resurrected (though a wish or miracle spell can 
  restore life). 
   
  Immunities (Ex): Devas are immune to 
  acid, cold, and electricity. Monadic devas also 
  have fire immunity. 
   
  Protective Aura (Su): As a free action, a 
  deva can surround itself with a nimbus of light 
  that has a radius of 20 feet. This aura acts as a 
  double-strength magic circle against evil and as 
  a minor globe of invulnerability, both as cast by 
  a sorcerer whose level is equal to a deva's Hit 
  Dice. The aura can be dispelled, but the deva 
  can create it again as a free action on its next 
  turn. 
   
  MOVANIC DEVA 
  Medium Outsider (Extraplanar, Good) 
  Hit Dice: 6d8+12 (39 hp) 
  Initiative: +8 
  Speed: 40 ft., fly 90 ft. (good) 
  AC: 22 (+4 Dex, +8 natural), touch 14, flat-
  footed 18 
  Base Attack/Grapple: +6/+9 
  Attack: +1 flaming greatsword +11 melee 
  Full Attack: +1 flaming greatsword +11/+6 
  melee 
  Damage: +1 flaming greatsword 2d6+5 plus 1d6 
  fire 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Spell-like abilities 
  Special Qualities: Celestial qualities, change 
  shape, DR 10/evil, divine equilibrium, fire 
  resistance 20, heavenly deflection, immunities, 
  outsider 
  traits, 
  protective 
  aura, 
  soothing 
  presence of nature, SR 19 
  Saves: Fort +7, Ref +9, Will +10 
  Abilities: Str 17, Dex 18, Con 15, Int 17, Wis 
  15, Cha 18 
  Skills: 
  Balance 
  +13, 
  Concentration 
  +11, 
  Diplomacy +15, Intimidate +13, Knowledge (any 
  three) +12, Listen +12, Sense Motive +12, Spot 
  +12. 
  Feats: Improved Initiative, Iron Will, Weapon 
  Focus (greatsword) 
  Climate/Terrain: Any land and underground 
  (Upper Planes) 
  Organization: Solitary, pair, or squad (3–6)  
  Challenge Rating: 9 
  Treasure: -  
  Alignment: Always good (any) 
  Advancement: 7-12 HD (Medium); 13-18 HD 
  (Large) 
   
  As the most numerous and weakest of their 
  kind, movanic devas serve proudly as infantry 
  against the hordes of evil. Tasked with serving 
  the needs of the Positive Energy Plane, the 
  Negative Energy Plane, and the Material Plane, 
  some movanic deva consider themselves more 
  worldly 
  than 
  their 
  astral 
  and 
  monadic 
  counterparts, since their travels grant them a 
  better grasp of mortal affairs. 
   
  Slender and exceedingly agile, movanic 
  devas have milky-white skin and silvery hair and 
  eyes. When at peace among mortals, they 
  prefer to take the form of a humanoid or animal. 
   
  Combat 
  Movanic devas enjoy combat and prefer to wade 
  into melee with a firm grip on their +1 flaming 
  greatswords. 
   
  Movanic devas can be summoned using a 
  summon monster VII spell. 
   
  Spell-like 
  Abilities: 
  At 
  will 
  – 
  aid, 
  consecrate, continual flame, create food and 
  water, death ward, detect evil, discern lies, 
  prayer, 
  protection 
  from 
  arrows; 
  3/day 
  – 
  atonement, bless weapon, cure serious wounds, 
  daylight, divination, ethereal jaunt, hallow, holy 
  smite, neutralize poison, plane shift, remove 
  curse, remove disease, remove fear; 1/day – 
  commune, raise dead. Caster level 9th; save DC 
  14 + spell level. 
   
  Change Shape (Su) A movanic deva can 
  assume the form of any Small or Medium 
  humanoid 
   
  Divine Equilibrium (Ex) Movanic devas are 
  immune to the effects of negative-dominant or 
  positive-dominant planar energy traits 
   
  Heavenly Deflection (Su)Once per round 
  as a free action, a movanic deva can deflect 
  ranged attacks and certain spells by batting 
  them away with its +1 flaming greatsword. When 
  a ranged attack, ray, or single-target spell would 
  ordinarily hit or affect the deva, the deva can 
  make a Reflex saving throw against a base DC 
  of 
  20. 
  If 
  the 
  ranged 
  weapon 
  has 
  an 
  enhancement bonus, the DC increases by that 
  amount. If the attack is from a spell, the spell 
  level is added to the base DC. If the deva 
  
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  succeeds, it deflects the attack. Deflected spells 
  are negated as if counterspelled. 
   
  The deva must be aware of an attack in 
  order to deflect it. 
   
  Soothing 
  Presence 
  of 
  Nature 
  (Ex) 
  Movanic devas have a calm spirit that is 
  pleasing to inhabitants of the natural world. 
  Unless magically compelled to do so, no plant or 
  animal will attack a movanic deva. 
   
  
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  DM MAPS 
  2: Investigations 
   
  Caravan Layouts. Note – the whole wagon space 
  for each wagon consists of 2 five-foot squares. 
   
  DM Map 1: Standard Performer’s Wagon. Scale: 1 
  Square = 1 Foot 
   
   
  DM Map 2: Wagon Belonging to Dorthë and 
  Lorenz. 1 Square = 1 Foot 
   
   
  DM Map 3: Wagon Belonging to Lothar and 
  Lukas. 1 Square = 1 Foot 
   
   
  DM 
  Map 
  4: 
  Layout 
  of 
  Den 
  Masque 
  (Schwartzenbruin site) Scale: 1 Square = 30 feet 
   
  1. Big Top 
  2. Ticket Officer 
  3. Location of the Beasts 
  4. Freakshow 
  5. Lines of Stalls 
  6. Backyard 
  7. Direction to Schwartzenbruin 
  8. Area where the wagons are located. 
   
  DM Map 5 – Encounter 5: The Beasts Released. 
  Scale: 1 Square = 5 feet 
   
   
  Displacer 
  Beast in 
  cage 
  “Do not cross this line” 
  Extent of viewing area for 
  displacer beast. 
  Ticket Office 
  Extent of Viewing 
  Area 
  for 
  Spider 
  Eaters. 
  Extent 
  of 
  Viewing 
  Area for Griffons 
  Krenshar 
  Shocker Lizards 
  boy 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 43 
  DM Map 6 – Encounter 7: Going to Town 
  Scale: 1 Square = 5 feet 
   
   
  DM Map 7 – Encounter 8: Confronting Dorthë 
  and Lorenz 
  Scale: 1 Square = 5 feet 
   
  D = Dorthë 
  L = Lorenz 
  Stalls: 
  1. “Knock Your Block Off” 
  2. “Have More Sizzle with your Sausage.” 
  3. “Basket’s and Baubles” 
  4. “Meatball dip” 
  5. “Darts” 
  6. “Pin the Tail on the Witch-Queen” 
  7. “Clothing by Clara” 
  8. “Paintings by Pia” 
  9. “Otto’s irresistible Delicacies” 
  10. “Poldi’s Pots”  
   
  DM Map 8 – Encounter 9: Waldemar Arrives 
   
  Scale: 1 Square = 5 feet 
   
  Wagon belonging to Lukas and Lothar (arrow 
  indicates entrance). 
  Other wagons (arrows indicate entrance). 
   
  L = Lukas (showing the extent of his protective 
  aura). 
  W = Waldemar 
  M = Mose 
  V = Vester 
  D = Dana 
  Arrow – direction of Den Masque. 
  Hillside 
  Market 
  Square 
  (empty) 
  Notice board 
  Thugs approach this way. 
  
  PER8-02 The Greatest Show on Oerth 
   
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  DM AID 1: PERRENLAND SPECIFIC EFFECTS 
   
  Exiled: You have been tried by a rechter, convicted of a serious crime, and sentenced to exile from the 
  Quaglands. This has the following effects on play. 
   
  1. The TU cost of all regional adventures are doubled (2 TU for a 1-round adventure, 4 TU for a 2-round 
  adventure). 
  2. While in Perrenland, you are unprotected by the law – an outlaw – unless you choose to repudiate the 
  heresy or stall the imposition of your sentence (see 3 below). 
  3. You must tell your DM at the start of the game which of the following options your character is taking as 
  they travel through Perrenland. 
   
  • 
  Repudiate the heresy [only available to those exiled for supporting the heresy]. Your sentence of 
  exile is removed if you expend 1 Perrenland favour or 2 uitlander favors to obtain suitable 
  character witnesses who testify to your sincere change of heart. If you had it, you lose access to 
  the Heretic organisation. You also have a -2 circumstance penalty to all Diplomacy checks made 
  to influence the attitude of heretic and traditionalist NPCs, as neither faction trusts your loyalty. 
  Have your DM note that you have repudiated the heresy and have this penalty in the Notes 
  section of the Adventure Record.  
  • 
  Stall the imposition of your sentence through the legal system by having additional character 
  witnesses testify on your behalf. This expends 1 Perrenland favour or 2 uitlander favours per 
  adventure, but does not change the rechter's decision to sentence you to exile. 
  • 
  Conceal your identify by wearing a disguise and using a different name. During the adventure, 
  you must succeed on any required Disguise check and always use a false name to successfully 
  alter your appearance: if not, you run the risk of an NPC recognising you (see 4 below) and 
  positively identifying you as an outlaw. In addition, if you were not positively identified during the 
  adventure, you must succeed on a DC 15 Bluff or Disguise check at the end of the adventure or 
  be postively identified.  
  • 
  Partially conceal your identity by wearing a disguise but using your own name. During the 
  adventure, you must succeed on any required Bluff check or run the risk of an NPC recognising 
  your name (see 4 below) and becoming suspicious of your disguise. If that occurs, you must 
  succeed on a Disguise check or be positively identified as an outlaw. In addition, if you were not 
  positively identified during the adventure, you must succeed on a DC 15 Bluff or Disguise check 
  at the end of the adventure or be positively identified. 
  • 
  Partially conceal your identify by using a different name but not wearing a disguise. During the 
  adventure, you automatically run the risk of an NPC recognising your appearance (see 4 below). 
  If that occurs, you must succeed on a Bluff check or be positively identified as an outlaw. In 
  addition, if you were not recognised during the adventure, you must succeed on a DC 15 Bluff 
  check at the end of the adventure or be positively identified.  
  • 
  Travel openly. You are positively identified by NPCs during and after the adventure. 
   
  4. To recognise your appearance or your name as that of an outlaw, an NPC must succeed on a DC 25 
  Intelligence check, using your equivalent character level (ECL) as a circumstance bonus to the roll. The 
  NPC may use their Knowledge: Local (Iuz's Border States) skill instead of their Intelligence check if they 
  have ranks in the skill. 
  5. Your character may be arrested if they are positively identified by a lawfully aligned non-heretic 
  Perrender NPC and reported to the authorities. During the adventure, the scenario states if an NPC will 
  do this, and what the consequences are if they do. If you are positively identified after the adventure, the 
  TU cost of the adventure is doubled again (4 TU for a 1-round adventure, 8 TU for a 2-round adventure) 
  as you spend weeks resisting arrest, escaping from custody, avoiding the authorities, and so on. You 
  have a -5 circumstance penalty to all Bluff and Disguise checks to conceal your identify in future 
  Perrenland scenarios, as you are now notorious as an outlaw who travels incognito throughout 
  Perrenland. Have your DM note that you have this penalty in the Notes section of the Adventure Record.
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 45 
  DM AID 2: DEN MASQUE  
  People of Den Masque as of the CY 598 Schwartzenbruin Season. 
  Den Masque von Tausend Gesichtern usually 
  swells to its largest size around the time of the 
  annual Schwartzenbruin Season. Most people 
  associated with Den Masque see a visit to 
  Schwartzenbruin as the opportunity to make 
  substantial amounts of money. At this time in 
  598 CY Den Masque is a whole community 
  larger than some villages. 
   
  Note: the people of Den Masque are 
  described in terms of how they appear, not what 
  they really are. Reference is given to specific 
  encounters where more detail on certain NPCs 
  can be found. 
   
  LEADERS 
   
  Den Masquemaster: male human. 
   
  Den Masquemaster does not wear a mask. 
  However he is often heavily made up, generally 
  with whitened face. He wears a red robe 
  embroidered with letters, and styles himself the 
  “Wizard of Words.” Some of the performers 
  know his name, and he makes no attempt to 
  hide it. 
   
  Den Masquemaster always travels with Den 
  Masque. He appears in Encounters 1, 3, and 6. 
   
  Laughter: male human. 
   
  Laughter is the spiritual leader of Den 
  Masque. He wears the mask of the Laughing 
  Rogue, and is a cleric of Olidammara. 
   
  Laughter always travels with Den Masque. 
  He appears in Encounters 3b (optional), and 
  6. 
   
  The Illumination Man: male human. 
   
  The Illumination Man wears a shining yellow 
  halfmask. He is a wizard who manages the 
  “special effects” during shows in the Big Top. 
   
  The Illumination Man always travels with 
  Den Masque. He appears in Encounters 3c 
  and 5. 
   
  PERFORMERS 
  Enri, Straightlace, and the Dancing Horses 
   
  Enri: male human (Oeridian, no mask). 
   
  Straightlace: female human (black lace and 
  feathered eyemask, and black lace clothing – 
  ride the horses). 
   
  Dancers 
   
  The current dancers call themselves exotic 
  dancers, because of the mixture of races. They 
  are an all-female dance troupe: 
   
  Bootiful: female gnome (high red leather 
  boots, small red dress, red feather mask). 
   
  Fishnet: female dwarf (fishnet stockings, 
  large black feathered mask). 
   
  Hotstuff: female elf (yellow feathery mask 
  and outfit). 
   
  Petal: female halfling (flowery costume and 
  flower mask). 
   
  The Queen of Sin: female half-orc (black 
  leather outfit, spiked collar, black and white 
  leather mask). 
   
  Jugglers 
   
  The three jugglers traveling with Den 
  Masque are Dagger, Ringer, and Torch. 
   
  Dagger: female human, white halfmask, red 
  diamonds above and below eyes. 
   
  Ringer: male human, white halfmask, blue 
  circle 
  around 
  right 
  eye. 
  He 
  appears 
  in 
  Encounter 3a. 
   
  Torch: male human, white halfmask, yellow 
  rays above and below eyes. 
   
  Mime 
   
  The Mute: male human, does not wear a 
  mask but has his face covered with white make-
  up, and he wears a shiny black one-piece 
  costume. 
  He 
  never 
  speaks, 
  and 
  usually 
  performs in front of the ticket-office. He does not 
  appear in the big top. 
   
  Tightrope Walkers 
   
  The four Tightrope Walkers traveling with 
  Den Masque are: 
   
  Contrast: male human (black and white 
  eye-mask). He appears in Encounter 6. 
   
  Glitter: male human (black and gold 
  eyemask). He appears in Encounter 6. 
   
  Hothead: male human (black and red eye-
  mask. He appears in Encounter 6. 
   
  Shiny: female human (black and silver eye-
  mask). She appears in Encounter 6. 
   
  Trampoline/Trapeze Performers (The Flying 
  Roodbergs) 
   
  The five Trampoline Performers traveling 
  with Den Masque are: 
   
  Bird: female half-elf (yellow bird eyemask). 
  Bird is also “Trebuchet” who performs the 
  human catapult. A DC 15 Sense Motive check 
  confirms the similarity in speech and body 
  language. 
   
  Leopard: male human (leopard eyemask). 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 46 
   
  Lion: male human (lion eyemask). 
   
  Monkey: male human (monkey halfmask). 
   
  Tiger: female human (tiger eyemask). 
  They 
  bounce 
  to 
  their 
  trapeze 
  from 
  the 
  trampoline, 
  and 
  the 
  trampoline 
  plays 
  an 
  important role in the act as well as being almost 
  a safety-net. 
   
  Tumblers 
   
  The four Tumblers traveling with Den 
  Masque are: 
   
  Angie: female human (angel halfmask). 
   
  Fluffy: 
  female 
  human 
  (white 
  feather 
  halfmask and white feathery costume). 
   
  Parrot: female human (red feather halfmask 
  and red feathery costume). 
   
  Little 
  Devil: 
  male 
  human 
  (red 
  devil 
  halfmask). 
   
  The Human Catapult 
   
  Trebuchet: female half-elf (full helmet, 
  padded armor). Trebuchet is also “Bird”, one of 
  the Flying Roodbergs. A DC 15 Sense Motive 
  check confirms the similarity in speech and body 
  language. 
   
  Dogman 
   
  Dogman: male human (dog halfmask). 
  Dogman does not perform in the big top, but 
  instead he looks after the Beasts. He appears in 
  Encounter 5. 
   
  MUSICIANS 
  Currently there are two major bands traveling 
  with Den Masque, not including the other 
  performers who happen to be musicians as well. 
  The Tempen 
   
  The Tempen take their individual names 
  from musical terms describing tempo. They 
  predominantly play wind instruments, although 
  Vivace can play strings, and Adagio and Molto 
  both play drums. 
   
  The Tempens generally wear halfmasks 
  decorated with animal fur. The current members 
  are: 
  Largo; Larghetto; Adagio; Andante; Andantino; 
  Allegretto; Allegro; Vivace; Presto; Prestissimo; 
  Moderato; Molto; Accelerando; Ritardando. 
  The Dynamics 
   
  The Dynamics take their individual names 
  from 
  dynamic 
  musical 
  terms. 
  They 
  predominantly play string instruments, lutes, 
  lyres, and harps. 
   
  The Dynamics wear eyemasks, all black, 
  Forte and Crescendo both have feathers on their 
  black eyemasks. 
  Pianississimo; Pianissimo; Piano; Mezzopiano; 
  Mezzoforte; Forte; Fortissimo; Fortississimo; 
  Crescendo; 
  Decrescendo; 
  Diminuendo; 
  Messadivoce. 
   
  THE FREAKS 
   
  Allspice: female humanoid (claims to be 
  human).  
   
  Suel who is now covered in fur after puberty. 
  She appears in Encounter 3b. 
   
  Faceless: male humanoid (indeterminate). 
   
  Faceless wears a white featureless mask 
  while traveling, but uncovers his face when Den 
  Masque is open. 
   
  Faceless was once an ordinary half-orc, 
  unfortunately an encounter with an acidic tree 
  hideously scarred him. Initially unable to afford a 
  regeneration, Faceless found he could make 
  more money without a face, scaring people, than 
  with. Faceless has lost most of his nose and 
  ears, his eyelids are almost transparent, and his 
  pupils can be seen when he closes his eyes. His 
  skin is bleached, and he has no hair on his head 
  or face. 
   
  His real name is unknown, and nobody who 
  knew him before his “accident” can identify him 
  now. He appears in Encounter 3b. 
   
  Grim: male human. 
   
  Grim does not wear a mask. He is a human 
  with three legs. His third leg is withered and 
  hangs limply. For full effect he wears a kilt. 
   
  Pinhead: male half-orc. 
   
  Pinhead does not wear a mask, although his 
  body is normal size his head has not grown 
  since he was a baby. He is not very bright, but 
  this is a function of his heritage, not the size of 
  his head. 
   
  Tattooed: male half-orc. 
   
  Tattooed does not wear a mask. In fact he 
  seldom wears more than a loincloth unless he is 
  really cold. 
   
  Tattoo is covered from head to foot in 
  tattoos, there isn't a square centimeter of his 
  body that isn't covered. 
   
  The Willies: male humans. 
   
  Conjoined twins, Wilfreid and Wilhelm are 
  conjoined twins, literally joined at the hip. Most 
  of the time they are unmasked, but in the big top 
  they wear happy and sad clown-face masks. 
   
  Wolfie: male human. 
   
  Wolfie does not wear a mask. He has an 
  elongated face, much like a wolf’s. He spreads 
  the story there is a little bit of werewolf in his 
  family, and that the curse of lycanthropy was 
  successfully broken, but all the male children 
  have carried the face of the wolf ever since. In 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 47 
  reality he has no idea why his face is deformed, 
  and he has no shapechange abilities. 
   
  STALL HOLDERS 
   
  Alban a.k.a. Blockhead: male human. 
  Runs the stall “Knock Your Block Off.” 
   
  Arrowears: male elf. Runs the Archery 
  competition. 
   
  Cedric the Strongman: male halfling. 
  Cedric is an 8th level fighter, and has 18 
  Strength. He will arm-wrestle anybody for a gold 
  piece, and wins more than he loses. 
   
  Clara: female human. Runs Clothing by 
  Clara. 
   
  Dagmar the Darter: female human runs the 
  darts game. 
   
  Dorthë: female human. Runs the stall 
  “Basket’s 
  and 
  Baubles”. 
  She 
  appears 
  in 
  Encounter 3a, 4 and 8. 
   
  Doctor Dietfreid: male human. Runs Doctor 
  Deitfrieds Universal Elixirs. Famous for his hair 
  restorer. 
   
  Flora: female gnome. Runs Flowers by 
  Flora. 
   
  Fritz: male Halfling. Runs Fritz’s dried fish 
  and tackle stall. 
   
  Hubrecht: male gnome. Runs the Sausage 
  Sizzle. He appears in Encounter 4. 
   
  Horse (Horst): male human. Runs the 
  horseshoe game. 
   
  James: male human. Runs the Adventurer’s 
  Kitchen. “You kill it – we cook it!” 
   
  Leon: male Human. Runs the letters stall. A 
  calligrapher who does cards and letters. 
   
  Lorenz: male human. Helps to run the stall 
  “Basket’s 
  and 
  Baubles.” 
  He 
  appears 
  in 
  Encounters 3c, 4, and 8. 
   
  Madame Sibyll: female human. Runs the 
  palm-reading stall. 
   
  Malte: male human. Runs Malte’s Malted 
  Beverages. 
   
  Meatball: male Halfling. Runs the meatball 
  dip stall. 
   
  Otto: male dwarf. Runs Otto’s irresistible 
  delicacies (muffins and pastries). 
   
  Peter: male human. Runs “Pin the tail on 
  the witch-queen”. 
   
  Pia: female elf. Runs Paintings by Pia. 
  Paints portraits on-site. 
   
  Poldi: male human. Runs Poldi’s Pots. 
   
  Sara: 
  female 
  human. 
  Assists 
  at 
  the 
  Adventurers Kitchen.” 
   
  Silke: female human. Runs the stuffed toy 
  stall. 
   
  Wiebe: female human. Runs Wooden Toys. 
   
  ROUSTABOUTS 
  Normally none of the roustabouts wear masks. 
  Sometimes, when Den Masque is performing, 
  they may wear identical clown masks. 
   
  Adelheid: female human. 
   
  Arie: male elf. 
   
  Caas: male human. 
   
  Doris: female halfling. 
   
  Elkhart: male half-orc. 
   
  Eugen; male human. 
   
  Frauke: female human. 
   
  Georg: male human. 
   
  Hans: male human. 
   
  Hugo: male half-orc. 
   
  Isaak: male human. 
   
  Josef: male half-elf. 
   
  Lothar: female human – Lothar is a fairly 
  straightforward woman of flan descent. She 
  does not wear a mask. Lothar is effectively the 
  leader of the roustabouts, even though the 
  roustabouts are officially leaderless. If asked 
  about her name being masculine, she just says it 
  was the name her parents gave her. She 
  appears in Encounters 1 and 7. 
   
  Lukas: male human – Lukas has been with 
  Den Masque for a year. He remembers nothing 
  of his life before joining Den Masque, even his 
  name was given to him by Lothar. He assists 
  with Beasts. He appears in Encounter 3d, 5 
  and 9. 
   
  Marzell: male half-elf. He appears in 
  Encounter 7. 
   
  Nadja: female dwarf. 
   
  Ortwin: male dwarf. 
   
  Rambert: male human. 
   
  Rupert: male halfling. 
   
  Slaters: male dwarf – Slaters comes and 
  goes from Den Masque. He was given his name 
  when he first joined, and was told that to be 
  accepted he had to eat a bowl of slaters. 
  Determined to be accepted he ate the slaters, 
  only to find out he was being tricked. He 
  accepted the laugh, and appreciated the trick. 
  He appears in Encounters 1 and 4. 
   
  Svenja: female gnome. 
   
  Thora: female half-orc. 
   
  Torsten: male half-elf. 
   
  Vinzenz: male human. 
   
  Walthar: male human. 
   
  Yvo: male half-orc. 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 48 
  PLAYER HANDOUT 1 – A MEMORY JOG AND 
  INFORMATION FOR MEMBERS OF DEN MASQUE 
  Den Masque is not a secret organization, but it is an organization with secrets. Nobody really 
  knows who is a member of Den Masque, the members live double lives, hiding behind elaborate 
  masks and costumes while they travel. So, as a member of Den Masque, you have to consider 
  whether you want to reveal the secrets of Den Masque to those who travel with you… 
   
  DEN MASQUE VON TAUSEND GESICHTERN – FROM THE PERRENLAND 
  WEBSITE. 
  Part divine comedy, part killing joke, this traveling temple of Olidammara claims to have been 
  formed by the Laughing Rogue himself. It has relentlessly traveled the length and breadth of 
  Perrenland entertaining countless generations of Perrenders – and in that time, it has been home 
  to some of the finest raconteurs, rogues, and reprobates to roam the rivers and roads of 
  Perrenland. Reflecting its constant state of motion, the Masque’s membership is in a constant 
  state of flux. Individuals come and go at whim, and it’s not uncommon for small groups to break 
  off or rejoin at any time. Often these groups will journey to the more distant corners of Perrenland 
  to perform, picking up all manner of interesting tidbits along the way. So as a result of these 
  constant comings and goings, the Masque is always up to date with the latest goings on in 
  Perrenland. 
   
  The show itself is an ever changing spectacle of color, sound, movement, and improvised 
  comedy. The only limitation is the number of performers present. Performances have included 
  everything from improvised plays (in the style of commedia dell arte) to sound and light shows of 
  Wagnerian proportions. When the company swells to it largest size it becomes a vast fair 
  accompanied by side-shows that promise games of skill and chance, and stalls that offer all 
  manner of refreshments and knick-knacks. 
   
  Just as the Masque publicly celebrates the boisterous and bawdy nature of its performances, 
  tawdry side-shows, and alehouses, it shyly hides a darker side from prying eyes. Members of the 
  group have been accused of all manner of daring thefts and elaborate swindles, however very 
  little is ever proven, and through careful management the Masque has never been called to public 
  account. From time to time rumors have surfaced that it harbors members of the secretive 
  Temple Raiders of Olidammara. Likewise it has been said that the Temple Raiders have used the 
  Masque as a recruiting ground. Of course the Masque has always denied any connection. 
  Following an unfortunate misunderstanding involving two drunken members and the 
  undergarments of the High Priest of Pelor, the Masque has publicly stated that any member 
  convicted of serious criminal activity would be expelled. 
   
  Their relationships with Perrenders tend to be ambiguous. The populace flock to shows; while 
  the authorities grow weary of the outlandish behavior and rumors of criminal activity. These are 
  rumors that have never been conclusively proven due to their constant relocations. Interestingly, 
  relations between the Rhenee and the Masque are warm and cordial – the two groups having 
  realized their common ground on the margins of Perrender society. As a result, members of the 
  Masque are often seen traveling on Rhenee barges, while Rhenee often run the Stalls and Side-
  shows and occasionally appear in performances. 
   
  The Masque eschews oaths of secrecy and exclusivity for its security, relying instead on the 
  anonymity and discretion of its members to guard its secrets. As such, it is normal for its 
  members to go about their daily lives with their identities hidden behind elaborate masks and 
  costumes; as a matter of fact, it is not unheard for members to assume multiple identities when 
  traveling with the Masque. Likewise, members rarely share personal details with each other. 
  Those who would cross the Masque face retribution in many forms. And in a land where 
  reputation is essential, character assassination is every bit as deadly as physical attack. 
   
  Of course, all that really matters is that the show must go on. 
  Alternate names: der Ewig Zirkus (The Eternal Circus), der Mitternacht-Zirkus (The Midnight 
  Circus), Firma des Lachenden Mannes (Company of the Laughing Man), The Harlequinaide, der 
  Zirkus des Schattens (the Circus of Shadow), der Dimmerungs Zirkus (the Twilight Circus) 
  Motto: The show must go on. 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 49 
  THE LANGUAGE OF DEN MASQUE VON TAUSEND GESICHTERN 
   
  Den Masque uses certain language specific to the traveling circus. Members of Den Masque von 
  Tausend Gesichtern are familiar with this language and the meanings of certain phrases and 
  words. 
   
  Back Door 
  Performer’s entrance to the tent. 
  Backyard 
  The area behind the big top where props, animals, and performers are readied 
  for the performance. 
  Bale Ringe 
  Large steel ring encircling a centre pole, on which the tent is attached and lifted 
  into place by the griffons. 
  Blow Off 
  Immediately following the end of a performance, when the crowd mills out of the 
  tent. 
  Blowdown 
  When the tent is destroyed in a high wind. 
  Butcher 
  A stallholder who sells his/her wares by carrying them into the audience before a 
  show and during an interval. 
  Carnies 
  People of the carnival, applied to members of Den Masque. 
  Come-In 
  Just prior to the start of a performance, when the crowd is moving from the 
  midway into the tent. 
  Doniker 
  Toilet 
  Doors! 
  Order used to open the gates and let the public enter the big top. 
  Freshmeat 
  People new to Den Masque who are not members or are unknown to the 
  performers. 
  Hey Rube 
  A call for help among Den Masque, usually involving fights with locals. 
  Jawjaw 
  Meaningless chatter. 
  Midway 
  The area where the stallholders set up their stalls and sell their wares. 
  Nut 
  The daily cost of operating a show. The hetman of a small town typically 
  removes a nut from the wagon wheel of the Den Masque office and keeps it to 
  ensure everyone gets paid. 
  Roustabouts 
  Normally means an unskilled dock laborer or deck hand. Den Masque uses the 
  term to describe laborers familiar with setting up and taking down the stalls and 
  big top. 
  Rousties 
  A shortened form of roustabout. 
  Spiders 
  Spies. 
  Spool 
  Wagon 
  Wagon which carries the big top canvas, generally pulled by spider eaters. 
  Straw House 
  Sold out performance. 
  Tear Down 
  Take down equipment and ready Den Masque for moving. 
  Towny 
  Anyone not traveling with the Den Masque. 
  Windjammer 
  Den Masque musician. 
    
   
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 50 
  PLAYER HANDOUT 2 – LOCAL KNOWLEDGE ABOUT 
  DEN MASQUE 
   
  DC 10 Knowledge Local (Iuz metaregion) or 
  Bardic Knowledge 
  • 
  Den Masque is a traveling circus and 
  carnival that travels the length and breadth 
  of Perrenland. 
  • 
  The performers always change, and each 
  year the shows are always different. 
  • 
  The people of Den Masque generally wear 
  masks and costumes to hide their identity. 
  DC 10 Knowledge Local (Iuz metaregion) or 
  Bardic Knowledge 
  • 
  Den Masque is a traveling circus and 
  carnival that travels the length and breadth 
  of Perrenland. 
  • 
  The performers always change, and each 
  year the shows are always different. 
  • 
  The people of Den Masque generally wear 
  masks and costumes to hide their identity. 
  DC 15 Knowledge Local (Iuz metaregion) or 
  Bardic Knowledge 
  • 
  Den Masque is a traveling circus and 
  carnival that travels the length and breadth 
  of Perrenland. 
  • 
  The performers always change, and each 
  year the shows are always different. 
  • 
  The people of Den Masque generally wear 
  masks and costumes to hide their identity. 
  • 
  Den Masque is on good terms with the 
  Rhenee. 
  • 
  The people of Den Masque don’t share 
  personal details with each other. Most of 
  them don’t use their real names. 
  DC 15 Knowledge Local (Iuz metaregion) or 
  Bardic Knowledge 
  • 
  Den Masque is a traveling circus and 
  carnival that travels the length and breadth 
  of Perrenland. 
  • 
  The performers always change, and each 
  year the shows are always different. 
  • 
  The people of Den Masque generally wear 
  masks and costumes to hide their identity. 
  • 
  Den Masque is on good terms with the 
  Rhenee. 
  • 
  The people of Den Masque don’t share 
  personal details with each other. Most of 
  them don’t use their real names. 
  DC 20 Knowledge Local (Iuz metaregion) or 
  Bardic Knowledge 
  • 
  Den Masque is a traveling circus and 
  carnival that travels the length and breadth 
  of Perrenland. 
  • 
  The performers always change, and each 
  year the shows are always different. 
  • 
  The people of Den Masque generally wear 
  masks and costumes to hide their identity. 
  • 
  Den Masque is on good terms with the 
  Rhenee. 
  • 
  The people of Den Masque don’t share 
  personal details with each other. Most of 
  them don’t use their real names. 
  • 
  Den Masque has been accused of all 
  manner of criminal activity, although noting 
  is proven. 
  • 
  If you cross Den Masque, that will reach all 
  of Perrenland. 
  • 
  Den Masque is a traveling temple of 
  Olidammara, and worships the Laughing 
  Rogue. 
  DC 20 Knowledge Local (Iuz metaregion) or 
  Bardic Knowledge 
  • 
  Den Masque is a traveling circus and 
  carnival that travels the length and breadth 
  of Perrenland. 
  • 
  The performers always change, and each 
  year the shows are always different. 
  • 
  The people of Den Masque generally wear 
  masks and costumes to hide their identity. 
  • 
  Den Masque is on good terms with the 
  Rhenee. 
  • 
  The people of Den Masque don’t share 
  personal details with each other. Most of 
  them don’t use their real names. 
  • 
  Den Masque has been accused of all 
  manner of criminal activity, although noting 
  is proven. 
  • 
  If you cross Den Masque, that will reach all 
  of Perrenland. 
  • 
  Den Masque is a traveling temple of 
  Olidammara, and worships the Laughing 
  Rogue. 
   
    
   
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 51 
  PLAYER HANDOUT 3 – DEN MASQUE PROGRAM 
  The fliers have all been carefully handwritten and show use of colorful inks and meticulous 
  calligraphy: 
   
  Den Masque von Tausend Gesichtern 
  Proudly Presents 
  The Greatest Show on Oerth 
  Featuring 
  Enri and His Dancing Horses 
  The Tremendous Tumblers 
  Juggling with Joy 
  Walking the Unimaginable Walk 
  Dance the Light Fantastic 
  The Tempens play a medley Popular Music of Perrenland 
  And the Flying Roodbergs! 
   
  You will marvel at the skill of our performers. 
  You will gasp at the majesty of our beasts. 
  You will be shocked by the sights at the Freak show. 
   
  The big Top performs daily after high sun and at dusk. Be sure to catch 
  the show. 
   
  This is our biggest show in years. 
  We know you will not be disappointed. 
  On common land, just south of 
  Koetheim 
  Laufgen 
  Moensk 
  Swaartzart 
  Keuzberg 
  Clatsberg 
  Roodenhuis 
  Dargstadt 
  Schwartzenbruin 
   
   
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 52 
  PLAYER HANDOUT 4 – EXTRACTS FROM DORTHË’S 
  DIARY 
  Dorthë’s diary does not have dates by any of the entries. She just writes her thoughts, feelings, 
  and some events as she feels like it. It is not always coherent, however some entries stand out: 
   
  I had some horrible news today. My beloved Steffen is dead! He died in Schwartzenbruin, such a 
  long way from home! I was given his things – a mask, a few other items. So little to show for a 
  son’s life. No kopprijs. No restitution. No head to preserve. 
   
  Lorenz says the mask I showed him belonged to a performer in Den Masque – one of the 
  tightrope walkers. Steffen would have loved performing. He always shined in front of the crowd.  
   
  I got a letter from the Bruinsgardt today. They say Steffen fell off the roof while breaking in to a 
  house. Steffen would never have done that – he was a good boy. Yes he was spirited, but always 
  good. Lorenz says it was probably Den Masque’s fault – they are untrustworthy thieves luring 
  people into trouble. I paid Lorenz for what he had done – but he reckons we can make sure those 
  rogues pay for Steffens death. 
   
  Lorenz and I joined Den Masque today. I hate sharing this wagon with Lorenz – he has the 
  manners of a pig, not like my darling Steffen. The Den Masque people are insulting and lawless. 
  They get drunk, they keep calling us ‘freshmeat’, and they have horrible things here, and horrible 
  people if they really are people. How can they think of people as meat! My poor Steffen – was he 
  just meat to them! 
   
  Lorenz says if we are going to teach them a lesson we need to do it at Schwartzenbruin. They 
  split up after that. 
   
  When Lorenz told me he had arranged for a distraction I never dreamed he was going to release 
  a beast. That poor boy and his mother! Thank the gods for Lukas. Lorenz told me not to be 
  squeamish, what’s done is done and the tightrope walkers will know about it soon enough.  
   
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 53 
  PLAYER HANDOUT 5 – PEOPLE OF DEN MASQUE 
  CHECKLIST 
  This adventure contains a lot of NPC interaction, and tries to simulate a fair-size community that 
  the PCs spend some time with. This handout lists the NPCs so the players have some sense of 
  who they have spoken to over the course of the adventure. Lothar and Slaters point out many of 
  the people during Encounter 1. 
   
  LEADERS 
   
  Den Masquemaster: male human (heavy 
  make-up). 
   
  Laughter: male human (mask of the 
  laughing rogue). The spiritual leader of Den 
  Masque. 
   
  The 
  Illumination 
  Man: 
  male 
  human 
  (shining yellow halfmask). Does the lighting for 
  the main shows, described as a technician not a 
  performer. 
   
  PERFORMERS 
  Enri, Straightlace, and the Dancing Horses 
   
  Enri: male human (Oeridian, no mask). 
   
  Straightlace: female human (black lace and 
  feathered eyemask, and black lace clothing – 
  ride the horses). 
   
  Dancers 
   
  Bootiful: female gnome (high red leather 
  boots, small red dress, red feather mask). 
   
  Fishnet: female dwarf (fishnet stockings, 
  large black feathered mask). 
   
  Hotstuff: female elf (yellow feathery mask 
  and outfit). 
   
  Petal: female halfling (flowery costume and 
  flower mask). 
   
  The Queen of Sin: female half-orc (black 
  leather outfit, spiked collar, black and white 
  leather mask). 
   
  Jugglers 
   
  Dagger: female human, white halfmask, red 
  diamonds above and below eyes. 
   
  Ringer: male human, white halfmask, blue 
  circle around right eye. 
   
  Torch: male human, white halfmask, yellow 
  rays above and below eyes. 
   
  Mime 
   
  The Mute: male human. He never speaks, 
  and even when Den Masque is not open, he 
  continues to mime. 
   
  Tightrope Walkers 
   
  Contrast: male human (black and white 
  eyemask). 
   
  Glitter: male human (black and gold 
  eyemask). 
   
  Hothead: male human (black and red 
  eyemask. 
   
  Shiny: female human (black and silver 
  eyemask). 
   
  Trampoline/Trapeze Performers (The Flying 
  Roodbergs) 
   
  Bird: female half-elf (yellow bird eyemask). 
   
  Leopard: male human (leopard eyemask). 
   
  Lion: male human (lion eyemask). 
   
  Monkey: male human (monkey halfmask). 
   
  Tiger: female human (tiger eyemask). 
   
  Tumblers 
   
  The four Tumblers traveling with Den 
  Masque are: 
   
  Angie: female human (angel halfmask). 
   
  Fluffy: 
  female 
  human 
  (white 
  feather 
  halfmask and white feathery costume). 
   
  Parrot: female human (red feather halfmask 
  and red feathery costume). 
   
  Little 
  Devil: 
  male 
  human 
  (red 
  devil 
  halfmask). 
   
  The Human Catapult 
   
  Trebuchet: female half-elf (full helmet, 
  padded armor). 
   
   Dogman 
   
  Dogman: male human (dog-like halfmask). 
  He tends the beats, at present these consist of 
  three spider eaters, two griffons, a displacer 
  beast, two krenshar, and two shocker lizards. 
   
  MUSICIANS 
  The Tempen 
   
  The 
  Tempen 
  predominantly play 
  wind 
  instruments, Vivace can play strings, Adagio and 
  Molto both play drums. 
  Largo; Larghetto; Adagio; Andante; Andantino; 
  Allegretto; Allegro; Vivace; Presto; Prestissimo; 
  Moderato; Molto; Accelerando; Ritardando. 
   
  The Dynamics 
  
  PER8-02 The Greatest Show on Oerth 
   
  Page 54 
   
  The Dynamics predominantly play string 
  instruments,  lutes, lyres, and harps. 
  Pianississimo; Pianissimo; Piano; Mezzopiano; 
  Mezzoforte; Forte; Fortissimo; Fortississimo; 
  Crescendo; 
  Decrescendo; 
  Diminuendo; 
  Messadivoce. 
   
  THE FREAKS 
   
  Allspice: female humanoid (furry). 
   
  Faceless: male humanoid (indeterminate). 
  The only freak who wears a mask. His face is 
  described as ‘scary’. 
   
  Grim: male human (three legs). 
   
  Pinhead: male half-orc (large half-orc, small 
  head). 
   
  Tattooed: male half-orc (tattooed). 
   
  The Willies: male humans (conjoined 
  twins). 
   
  Wolfie: male human (elongated face). 
  Claims to have a werewolf ancestor. 
   
   
  STALL HOLDERS 
   
  Alban a.k.a. Blockhead: male human. 
  Runs the stall “Knock Your Block Off.” 
   
  Arrowears: male elf. Runs the Archery 
  competition. 
   
  Cedric the Strongman: male halfling. He 
  will arm-wrestle anybody for a gold piece. 
   
  Clara: female human. Runs Clothing by 
  Clara. 
   
  Dagmar the Darter: female human runs the 
  darts game. 
   
  Dorthë: female human. Runs the stall 
  “Basket’s and Baubles”. 
   
  Doctor Dietfreid: male human. Runs Doctor 
  Deitfrieds Universal Elixirs. Famous for his hair 
  restorer. 
   
  Flora: female gnome. Runs Flowers by 
  Flora. 
   
  Fritz: male Halfling. Runs Fritz’s dried fish 
  and tackle stall. 
   
  Hubrecht: male gnome. Runs the Sausage 
  Sizzle under the sign ‘Have More Sizzle with 
  Your Sausage’. 
   
  Horse (Horst): male human. Runs the 
  horseshoe game. 
   
  James: male human. Runs the Adventurer’s 
  Kitchen. “You kill it – we cook it!” 
   
  Leon: male Human. Runs the letters stall. A 
  calligrapher who does cards and letters. 
   
  Lorenz: male human. Helps to run the stall 
  “Basket’s and Baubles.” 
   
  Madame Sibyll: female human. Runs the 
  palm-reading stall. 
   
  Malte: male human. Runs Malte’s Malted 
  Beverages. 
   
  Meatball: male Halfling. Runs the meatball 
  dip stall. The meatballs are often undercooked. 
   
  Otto: male dwarf. Runs Otto’s irresistible 
  delicacies (muffins and pastries). 
   
  Peter: male human. Runs “Pin the tail on 
  the witch-queen”. 
   
  Pia: female elf. Runs Paintings by Pia. 
  Paints portraits on-site. 
   
  Poldi: male human. Runs Poldi’s Pots. 
   
  Sara: 
  female 
  human. 
  Assists 
  at 
  the 
  Adventurers Kitchen.” 
   
  Silke: female human. Runs the stuffed toy 
  stall. 
   
  Wiebe: female human. Runs Wooden Toys. 
   
  ROUSTABOUTS 
   
  Adelheid: female human. 
   
  Arie: male elf. 
   
  Caas: male human. 
   
  Doris: female halfling. 
   
  Elkhart: male half-orc. 
   
  Eugen; male human. 
   
  Frauke: female human. 
   
  Georg: male human. 
   
  Hans: male human. 
   
  Hugo: male half-orc. 
   
  Isaak: male human. 
   
  Josef: male half-elf. 
   
  Lothar: female human. Unofficial leader of 
  the roustabouts. 
   
  Lukas: male human. Helps the Dogman 
  with the Beasts. 
   
  Marzell: male half-elf. 
   
  Nadja: female dwarf. 
   
  Ortwin: male dwarf. 
   
  Rambert: male human. 
   
  Rupert: male halfling. 
   
  Slaters: male dwarf. 
   
  Svenja: female gnome. 
   
  Thora: female half-orc. 
   
  Torsten: male half-elf. 
   
  Vinzenz: male human. Looks after Den 
  Masque’s sheep.  
   
  Walthar: male human. 
   
  Yvo: male half-orc. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/598/Normal Scenarios/PER8-02 - The Greatest Show on Oerth (APL 2-8)/PER8-02 The Greatest Show on Oerth.pdf