TEXT: 1
  Fat Goblin Games Presents
  Carnival of Sinners
  
  2
  Fat Goblin Games Presents
  Carnival of Sinners
  Credits
  Fat Goblin Team Authors: Chris Bayes, Eric Hindley, 
  John Bennett, Kalyna Conrad, Lucus Palosaari, Rick Hershey
  Art and Design: Rick Hershey
  Publisher: Fat Goblin Games
  Editing by: Eric Hindley
  Fat Goblin Games Presents: Carnival of Sinners © 2014 Fat Goblin Games. 
  All Rights Reserved
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinder-
  RPG for more information on the Pathfinder® Roleplaying Game. Paizo, Publish-
  ing, LLC does not guarantee compatibility, and does not endorse the product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Path-
  finder® Roleplaying Game and the Pathfinder® Roleplaying Game Compat-
  ibility Logo are trademarks of Paizo Publishing, LLC, and are used under the 
  Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/
  pathfinderRPG/compatibility for more information on the compatibility license.
  Open Game Content: All material — including but not limited to art, place 
  and character names, character and setting descriptions, background, and new 
  class descriptions—is Product Identity. All other content is considered Open 
  Game Content.
  Carnival of   
  Sinners
  Carnival of   
  Sinners
  
  3
  Fat Goblin Games Presents
  Carnival of Sinners
  Contents
  Carnival Grounds 
  5
  Carny slanG 
  6
  adventure Hooks 
   11
  tHe rinGmaster 
  13
  kadren (tHe stronG Woman) 
  16
  Jurdy and Hardle (tHe double Headed) 
  18
  Cookie and Her boys 
  20
  lil stinker 
  22
  Cookie’s boys 
  23
  ezramelda tHe CHained 
   25
  madam lexie 
  28
  ralpH (tHe man beast) 
  30
  tHe mook troupe 
  32
  standard mook 
  34
  unusual prizes 
  44
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  Introduction
  to the Carnival
  A misty autumn morning in a small city reveals the streets paved with crude decorative 
  parchments. The gaudy script announces the arrival of the Carnival of Sinners the following 
  day, and the twisted drawings make promise of horrors never witnessed.
  As the day progresses, visitors from nearby villages and small towns flock in to witness 
  the promise of cheap entertainment and spectacular amuzements. Children giggle at the 
  excitement of games and rides. Women cringe at the idea of beholding the ghastly freaks, and 
  men whisper at the hopes the Carnival of Sinners has a “girly” show they can sneak off and 
  enjoy.
  As gossip and anticipation lead up to the event, no one could be prepaired for the truth of 
  the Carnival of Sinners, and what mysteries await them.
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  Carnival 
  Grounds
  Wherever the carnival sets down, it 
  arranges itself in a particular manner. The 
  rear of the grounds is comprised of the 
  rustic wagons that house the performers 
  and carry their goods. This makeshift 
  village forms a tight ring, surrounding 
  the wagon of the owner, The Ringmaster. 
  The outer wagons are used as improvised 
  dressing rooms and storage shelters for 
  the props and equipment to be used in the 
  attractions.
  Numerous animal cages flank these 
  wagons, housing various animals and 
  creatures. Just before the wagons stands 
  the Big Tent. The tent is a huge structure 
  made of thick canvas and supported by 
  collapsible wooden poles and huge ropes 
  on the outside. The big tent comprises of 
  a large ring sixty feet in diameter, which 
  faces bleachers large enough to seat around 
  hundred people.
  These stands are always crowded with 
  men, women and children as well as 
  vendors parading up and down the rows, 
  selling snack foods and watered down 
  ale. At the opening of the big tent stands 
  the admission booth, which collects three 
  coppers from anyone entering the tent.
  Shows are held a number of times each 
  day, increasing or decreasing in number to 
  accommodate the crowd. Before the tent 
  lies the sideshows. These are a tangled 
  shantytown of strange tents and wagons, 
  painted in brilliant colors but obscured 
  in the shadows of the big tent. These 
  hold a variety of freaks, geeks and other 
  performers. 
  Presented in this book are a variety of 
  performers at the Carnival of Sinners. If 
  you choose not to use them or substitute 
  the, at any given time there are at least one 
  fortuneteller, magician, circus geek and a 
  dozen freaks and other human oddities. 
  In front of the sideshows are the games. 
  These games change on a seasonal bases, 
  but at most times the games include a 
  crossbow target range, a ring toss, a roulette 
  wheel, a card game, a strength test and a 
  fighting ring where a retired prizefighter 
  takes on challengers for a modest fee. The 
  prizes for success in these games are always 
  cheaply made souvenirs, though they are 
  rarely given out. 
  All of the games are fixed by the carnies. 
  Those customers who actually win have 
  triumphed only because the carnies allow a 
  few rubes to win to maintain the illusion of 
  a fair game.
  Throughout the carnival are vendors 
  and stands selling food and watered down 
  alcohol. 
  Between the sideshows and the games are 
  the temporary structures known collectively 
  as the “rides”. The first of the rides is 
  the carrousel, a gailypainted platform 
  supporting wooden horses. The carrousel 
  spins slowly, powered by a team of four 
  oxen pushing a wheel attacked the platform 
  by gears.
  The next ride is the Horror House, a small 
  building made of cheap wood. The haunted 
  house style building is a series of rooms, 
  filled with fake skeletons, paper bats on 
  strings, and other effigies of monsters and 
  ghosts. 
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  Carny slanG
  The carny vocabulary is traditionally part 
  of carnival cant, a secret language. It is an 
  ever-changing form of communication, 
  in large part designed to be impossible to 
  understand by an outsider.
  Below are a collection of words and 
  phrases that can be used to enhance your 
  roleplaying experience in the Carnival of 
  Sinners.
  24-Hour Man — One who travels the 
  route to the next town or village, posting 
  markers to guide the traveling wagons.
  Advance Man — One who handles details 
  such as paperwork before a carnival arrives 
  in town, and sometimes handles bribes to 
  local officials for leaving the carnival alone.
  Alibi Store — A game in which the carny 
  gives you an explanation of why you didn’t 
  win. Maybe “you threw the ball too fast,” or 
  how you violated the rules (leaned over the 
  foul line, etc.) He often offers you a “better” 
  chance to win (for another fee, of course) 
  but you’ll never win a thing. 
  Arch — The front entrance to a carnival.
  B.C. — “Be calm,” a warning to stop 
  whatever you are doing or saying. Perhaps 
  the town guard is watching you while 
  you’re about to take all his daughter’s 
  money, so STOP whatever you are doing 
  immediately and find out why the person 
  said B.C.
  Back End — The far end of the lot, where 
  the large shows and rides are located. This 
  placement of strong attractions draws 
  customers from the gate through the entire 
  length of the lot. It doesn’t help anyone if 
  patrons linger at the front end and do not 
  circulate.
  Back Yard — Sometimes also called “the 
  living lot.” Here, away from public access, 
  are private wagons for living and storage. 
  Baffle Blocks — Six-sided or eight-sided 
  or more logs used as dice in games of 
  chance. 
  Bag Man or Fixer — The official in the 
  locale where the carnival is set up to whom 
  protection money is paid, either to overlook 
  actual violations or not to find imaginary 
  ones.
  Bally or Ballyhoo — The “Bally” is the 
  outside talker’s spiel drawing a crowd 
  (called a “tip”) to see a sideshow. The bally 
  is a sophisticated commercial, usually 
  illustrated with quick appearances by 
  the performers featured in the show. Its 
  longer, original form, “Ballyhoo,” has come 
  into general usage meaning “to attract the 
  attention of customers/voters by raising a 
  clamor.” 
  Bally Stage — The platform outside any 
  show, on which the outside talker may 
  simply talk to appeal for customers, or on 
  which performers may present free samples 
  of the acts that can be seen inside.
  Banner, Banner Line — Canvas squares 
  hung in front of sideshows depicting 
  (usually in greatly exaggerated form) the 
  wonders to be found inside.
  Bill — An advertising poster (as also 
  used in the circus). Also, a roster of acts 
  or performers (as also used in theatre and 
  wrestling).
  
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  Fat Goblin Games Presents
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  Blank — An engagement with poor 
  attendance, or a player who looks like a 
  good mark but who actually has few dollars 
  to spend.
  Blow Your Pipes — To become hoarse 
  from screaming at ‘marks’ all day long.
  Bozo — Character who insults customers 
  to induce them to try to throw balls to spill 
  him in a dunk tank. 
  Burn the Lot — To allow the carnival 
  to cheat brazenly and leave the locals so 
  outraged that they won’t allow yours or any 
  other carnival in their town for a long time.
  Butcher — Strolling food merchant, 
  peddler of ale, candy, pretzels, and meats.
  Carny — Someone who works in a 
  carnival. The term is also applied to the 
  carnival itself. 
  Carry the Banner — A carny or medicine 
  pitchman who is copperless, and has 
  nowhere to sleep but the town square. 
  Chopped Grass — Dried herbs used in 
  medicines being pitched.
  Concessions — The food stands, games 
  and shops on a midway, given the right to 
  be there by virtue of a hefty payment to the 
  carnival owner .
  Cook House — Sometimes a large eating 
  establishment open to the public, like a 
  restaurant or cafeteria. More often, the place 
  where personnel eat, not open to the public.
  Crime Show — A midway attraction 
  featuring memorabilia from famous 
  criminals.
  Dark Ride — A “haunted house” that you 
  ride through by sitting in a cart and having 
  a carny in costume push you. The scary 
  surprises inside are known as “tricks” or 
  “gags.”
  Do-gooders — Individuals who are self-
  righteously convinced that the carnival 
  business is too disreputable to allow, 
  that all show animals are certainly being 
  mistreated, and that the display of human 
  oddities is demeaning and immoral. 
  Drop the Awnings — To close down a 
  carnival after the night’s work is done.
  Duck Pond — Game in which customer 
  selects a numbered toy duck from among 
  those floating around in a circulating 
  stream.  
  Dukkering — fortunetelling. 
  Fireball Show — A carnival of the most 
  disreputable sort, full of dishonest games.
  Flag’s Up — Signal that the cookhouse is 
  open.
  Flea Powder — Pitchman’s term for 
  powdered medicines.
  Forty-Nine Camp (or Joint) — A 
  fairground dance hall, where female 
  employees would dance with customers for 
  money, and steer clients to the bar.
  Freak Show — A show where human 
  oddities displayed themselves (often selling 
  photos, books or other memorabilia). These 
  were often ten-in-one shows and usually 
  featured born freaks, ‘made freaks’ like 
  tattooed people, and working acts like 
  sword swallowers and fire eaters.
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  Gadget Show — A midway attraction 
  featuring clockwork novelties, like a 
  miniature animated village or circus parade, 
  usually housed in a trailer.
  Gaff — The mechanism by which a game 
  is secretly controlled or ‘faked’. “
  Gazoonie — The lowest form of carny, 
  the itinerant day laborers who come and 
  go at the drop of a hat. Also refers to a very 
  young and inexperienced worker (who 
  probably won’t be able to take the hard 
  work and will be gone in a few days.)
  Geek — An unskilled performer whose 
  performance consists of shocking, repulsive 
  and repugnant acts. 
  Girl Show — A show in which pretty 
  women are the primary attraction. 
  Glass House — a Hall of Mirrors 
  attraction.
  Grab Joint or Grease Joint — An eating 
  concession in which the customer takes 
  away food served directly over the counter.
  Grease — Any salve being pitched.
  Grifters — The crooked game operators, 
  short change artists, and clothesline robbers, 
  shoplifters (“merchandise boosters”), 
  pickpockets and all other types of criminals 
  associated with some carnivals.
  Grind Show — A show or attraction the 
  customer can walk through and see at any 
  time without being guided through. 
  Group game — A game in which more 
  then one player participates, getting fees 
  from several players but giving a prize only 
  to one ‘winner’.
  Hanky-Pank — A game where every 
  player wins a prize every time. The charge 
  per play more than equals the cost of the 
  prize, so a carny can lose all day and still 
  make a profit.
  Heat — Problems, arguments or battles 
  between the show, or its people, and 
  townspeople. 
  High Grass — Slang for a particularly 
  out-of-the-way rural area.
  Hoop-La — A game in which prizes are 
  displayed atop wooden blocks, and won by 
  throwing a wooden hoop entirely over the 
  block so that the hoop rests on the tabletop. 
  The blocks are shaped to be larger than they 
  appear, making a winning throw difficult or 
  even impossible.
  Joing — To “jo” a game is to rig it so that 
  it cannot be won.
  Joint — Any carnival midway concession. 
  Described by their layout for placement 
  purposes; line-up joints fit with others in 
  a row, center joints attract customers to all 
  four sides and need to be in the middle of 
  an open area. 
  Jump — The move to the next 
  engagement.
  Kid Show — Circus term for a sideshow.
  Lookie-Lou — Same as “lot lice,” they’ll 
  walk around and see what they can see, but 
  they won’t part with a dime.
  Lot — The show grounds.
  Lot Lice — Locals who arrive early to 
  gawk and stay late to browse and don’t 
  spend anything.
  
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  Fat Goblin Games Presents
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  Lugen — An unbelievably dumb, easy 
  mark.
  Museum Show — A show in which the 
  exhibits are not alive. The show might 
  contain preserved, stuffed, or mummified 
  freak monsters, or other exotic items of 
  interest, such as the weapons or artifacts 
  used by famous heroes or villains. 
  Nut Mob — Three-shell (shell and pea) 
  game, especially when operated with shills.
  Open Front Show — A show arranged 
  so that the entire front of the tent is 
  open, prompting passersby to look 
  in, but the attraction in the center of 
  the is hidden from sight except from within 
  the tent.
  Panorama — A popular exhibition using 
  a very long canvas, painted with various 
  scenes, often depicting the exotic sights seen 
  on the lecturer’s travels to exotic lands. 
  Paper — Posters, handbills or 
  advertisements for a carnival.
  Physic Opera — A medicine show.
  Pickled Punks — A carny term, never 
  used in front of the general public, 
  describing deformed fetuses preserved in 
  formaldehyde. Picture Gallery — A tattooed 
  man.
  Pit Show — Show in which the attraction 
  is displayed in a pit, like an alligator, 
  snakes, sometimes a geek. 
  Platform — The raised stage where acts 
  perform. It can refer to platforms inside the 
  show or the bally platform on the front of 
  the show.
  Playing a Mark — Stringing along a 
  player at your joint to get the most you can 
  get of his money.
  Possum Belly — Storage box built into 
  the underside of a work wagon to carry 
  cable, stakes, rigging, etc. At times a place 
  for a quick nap by a worker, and at times 
  the temporary home of an unauthorized 
  “traveling girlfriend” (a “possum belly 
  queen”).
  Professor — Title often assumed by any 
  showman who wished to appear to be an 
  “expert” who might demonstrate in the 
  name of education exhibits or acts that 
  might be open to objections under the 
  simple guise of entertainment.
  Punk — A child. 
  Punk Day — The promotion offering one 
  day when children are admitted to the fair 
  free. 
  Racket Show — A carnival that derives 
  most of its revenue from fixed games.
  Roll Down — Any type of game in which 
  the player rolls balls down an incline to 
  land in slots or holes or cups at the bottom. 
  Sharpies, Sharpers — Players who have 
  practiced a carnival game to the point where 
  they can easily win.
  Show — The carnival itself. The show 
  moves from spot to spot, but it’s still the 
  same show unless you move to a different 
  show.
  Showman — The preferred title of 
  many proud lifelong outdoor amusement 
  entrepreneurs, who would be very unhappy 
  to be called “carnies.” 
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  Soft Lot — A wet or muddy lot.
  Sponsor — The local charitable 
  organization that publicizes and, in the 
  public’s perception, “legitimizes” the 
  carnival. A local sponsor is valuable. 
  Talker — Never “barker.” The man who 
  makes the spiel to build a tip in front of an 
  attraction. If he talks inside the attraction, 
  he is a “lecturer” or “inside talker”.
  Tear Down — To disassemble the rides, 
  pack up the stock, and depart for the next 
  engagement.
  Throwaway — When an agent lets a 
  member of the crowd win a large prize so 
  the crowd can see (always accompanied 
  by loud and excited praise), thereby 
  stimulating business.
  Trouper — A person who has spent 
  at least one full season in the traveling 
  amusement business. In common use in 
  theater as well.
  Walk Back — Someone who actually 
  returns after a period of time to buy your 
  product.
  Wax Show — A show featuring wax 
  statues of famous people, often royalty, 
  heroes, or notorious villains.
  Wobbly — A person who hangs around 
  the food stands looking for odd jobs like 
  peeling onions, emptying the garbage, 
  raking up the trash, etc. 
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  adventure 
  Hooks
  The following section provides some 
  ideas on how to incorporate the Carnival 
  of Sinners into your current roleplaying 
  campaign.
  deatH of an inventor
  A well known inventor has been 
  discovered dead and local gossip suggests 
  that the dearly departed had recent business 
  meetings with the Carnival of Sinners.
  Can the characters catch up with the 
  carnival before the unfinished contraption 
  of the inventor (called a rollercoaster) 
  seriously hurts someone? Can they prove 
  the carnival murdered the inventor instead 
  of paying him? 
  maze of murder
  The Carnival of Sinners has a new feature, 
  a mirrored maze only broken up by the wax 
  displays of famous killers and monsters.
  The characters must investigate when a 
  local recognizes one of the wax killers as her 
  son, who left to the big city over a year ago 
  to be famous. Is this her son or just a wax 
  likeness as the carnival claims? How many 
  others have “run away to the circus” and 
  never returned?
  ride of seven sins
  The banners claim any who enter and can 
  survive the seven sins receive a treasure of 
  unthinkable wealth.
  However, failure means you could lose 
  your soul to the ride! Clever marketing, or 
  is the danger real? And who doesn’t like the 
  promise of treasure?
  fatHer’s Gift
  A young boy wins a wrapped prize at 
  one of the carnival games. When opened he 
  discovers a mummified hand that he swears  
  is his fathers (he identifies it by a tattoo on 
  the thumb).
  How did the hand end up in the box? The 
  boy’s father died over 10 years ago, and his 
  grave is undisturbed.
  tHe Grand sHoW
  The Carnival of Sinners is premeiring a 
  new show,  the performance is recreating 
  a series of plays focused on the horrific 
  potential of household objects, the suffering 
  of innocents, insanity, and vengeance. 
  Shortly after the new act begins its 
  performances a series of grisly crimes 
  strikes the area, each mirroring some 
  unspeakable act committed on the stage the 
  night before.
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  Trooper’s     
  Gallery
  Whether using the Carnival of Sinners as presented, or including your own vile entertainers, 
  the following section details an assortment of NPC performers inhabiting the show.
  Each entry in the Trooper’s Gallery provides a complete set of stats as well as detailed 
  history and adventure hooks for ease of use.
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  tHe 
  rinGmaster
  His sinister smile breaks the shadows as his feline face is 
  illuminated by the spotlight. With a grand jesture of cat-
  like grace, he welcomes you to the show.
  The Ringmaster      
   
   CR 5
  XP 1,600
  Male catfolk bard 6 (Pathfinder Roleplaying 
  Game Advanced Race Guide)
  CE Medium humanoid (catfolk)
  Init +3; Senses low-light vision; Perception +8
  Defense
  AC 13, touch 13, flat-footed 10 (+3 Dex)
  hp 24 (6d8-6)
  Fort +1, Ref +8, Will +5; +4 bonus vs. bardic 
  performance, sonic, and language-depen-
  dent effects
  Offense
  Speed 30 ft.
  Special Attacks bardic performance 18 rounds/
  day (countersong, distraction, fascinate, 
  inspire competence +2, inspire courage +2, 
  suggestion)
  Bard Spells Known (CL 6th; concentration +10):
     2nd (4/day)—anonymous interactionACG (DC 
  16), invisibility, minor image (DC 16), pyro-
  technics (DC 16)
     1st (5/day)—charm person (DC 15), disguise 
  self, hypnotism (DC 15), loki’s gift (DC 15)
     0 (at will)—glorious music (DC 14), mage 
  hand, marvelous music (DC 14), message, 
  puff of smoke (DC 14), thunderclap
  Statistics
  Str 12, Dex 16, Con 8, Int 10, Wis 11, Cha 18
  Base Atk +4; CMB +5; CMD 18
  Feats Alertness, Bouncing SpellAPG, Stealthy
  Skills Acrobatics +12, Escape Artist +14, Intimi-
  date +10, Linguistics +5, Perception +8, Per-
  form (act) +13, Perform (oratory) +13, Sense 
  Motive +13, Sleight of Hand +9, Spellcraft 
  +6, Stealth +16, Survival +2; Racial Modifiers 
  +2 Perception, +2 Stealth, +2 Survival
  Languages Catfolk, Common, Elven, Gnome
  SQ bardic knowledge +3, cat’s luck, lore master 
  1/day, sprinter, versatile performance ability 
  (act, oratory)
  Combat Gear wand of cure moderate wounds; 
  Other Gear ring of feather falling, pocket 
  watch, 50 gp
  Special Abilities
  Bardic Knowledge +3 (Ex) Add +3 to all knowl-
  edge skill checks.
  Bardic Performance (standard action, 18 
  rounds/day) Your performances can create 
  magical effects.
  Bouncing Spell You can cast a spell that can 
  be redirected if it has no effect on its first 
  target.
  Cat’s Luck (1/day) (Ex) Can roll 2d20 for a 
  Reflex save and take better result.
  Lore Master (1/day) (Ex) Can take 10 on any 
  trained knowledge checks. Activate to take 
  20 as a standard action.
  Low-Light Vision See twice as far as a human 
  in low light, distinguishing color and detail.
  Sprinter (Ex) +10 ft to speed when charge, run, 
  or withdraw.
  Versatile Performance (Acting) +13 (Ex) You 
  may substitute the final value of your Per-
  form: Act skill for Bluff or Disguise checks
  Versatile Performance (Oratory) +13 (Ex) You 
  may substitute the final value of your Per-
  form: Oratory skill for Diplomacy or Sense 
  Motive checks
  baCkGround
  The Popular Story
  The Ringmaster rules his carnival, known 
  as the Carnival of Sinners, with an iron fist. 
  He enjoys his air of mystery and keeps his 
  true history–along with his true name–to 
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  himself. Of course, there are many theories 
  about his past, ranging from simple tales of 
  an outcast orphan boy taken into the circus’ 
  embrace, to stories of forsaken godhood. 
  But no matter what the tale, it’s agreed that 
  the carnival has always been his home. 
  There are stories that he holds some of his 
  performers captive, forcing them to do their 
  hideous tricks night after night against their 
  will, but since no performer has ever left his 
  show, no one really knows. 
  A few years ago a rumor circulated that 
  The Ringmaster was, in fact, the son of a 
  good outsider who has created a special 
  demi-plane prison just for his evil son. It’s 
  said that the only way to send him there 
  and end his tyranny is to learn his true 
  name and use it against him.
  The Truth
  In fact, The Ringmaster is a catfolk 
  bard. His mother was a catfolk acrobat 
  in Ringmaster Vonus’ Travelling Show. 
  He has never known his father. All his 
  mother would say about the man was 
  that she loved him dearly but the show 
  came first. The Ringmaster’s true name is 
  Deveraux Barayne, though no one other 
  than his mother knows that. Before taking 
  the moniker of The Ringmaster, the other 
  members of his mother’s circus referred to 
  him simply as The Catling. As with many 
  circus children, The Ringmaster began 
  performing at the tender age of 3. He would 
  use his antics to distract the patrons while 
  his friends picked their pockets. 
  He’s known no life outside of the 
  entertainment business. At the age of 8 he 
  was taken under Vonus’ wing to learn the 
  trade of running a profitable traveling show. 
  When The Ringmaster turned 15 his mother 
  died in a tragic accident in the ring. With 
  nothing left to hold him in Vonus’ camp, 
  the boy struck out on his own, founding 
  his own carnival and taking the title of The 
  Ringmaster. 
  He has virtually no morals and is not 
  above kidnapping or binding talented 
  performers into his service in the name of 
  profit.
  personality
  The Ringmaster is a cold, decisive person. 
  He knows what is best for business and will 
  not hesitate to pursue it at any cost. He has 
  an excellent eye for talent and will go to great 
  lengths to recruit–or, failing that, capture–
  creatures with fascinating appearances or 
  special skills. He’s surprisingly quiet for 
  someone who is so adept in the spotlight. 
  He answers any questions about his name 
  or his past with a little smirk or a disarming 
  chuckle before changing the subject. He has a 
  flair for the dramatic, as any good performer 
  does, and will always choose the most 
  grandiose way to do something. He knows 
  that entertainment is all about appearances, 
  and plays that to his full advantage.
  If someone tries to attack The Ringmaster, 
  he will use his vast array of diversionary 
  tactics to escape rather than fight. If he 
  judges the need to, he’ll get backup–in the 
  form of the freaks from his carnival–and 
  return to teach the offending party a lesson, 
  but even then he’ll hang back and direct the 
  fight rather than get involved. If his carnival 
  is destroyed, he will slip away and start 
  again.
  
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  Fat Goblin Games Presents
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  appearanCe
  The Ringmaster is tall for a catfolk, 
  coming it at an even 6’. His fur is long 
  and black except for his belly, hands, feet, 
  and face.  His face is white with a small, 
  moustache-like smudge under his nose and 
  a black point in the centre of his forehead 
  which expands out down his back. He never 
  allows himself to be seen in any state of 
  undress and can always be found wearing 
  one of his many gaudy ringmaster’s outfits. 
  He favors military styling in bold, rich 
  colours and lots of gold braid and 
  sequins. To top it all off he 
  wears a tall black top hat 
  trimmed in gold and carries 
  an elaborate gold pocketwatch.
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  kadren        
  tHe stronG Woman
  This massive woman sits alone beside a tent pole, nose 
  burried in an old, dusty tome. Her muscles ripple slightly 
  as she turns the pages and makes a note in her journal.
  Kadren Evans      
   
   
   CR 5
  XP 1,600
  Female human alchemist (ragechemist) 3/
  barbarian (drunken brute) 3
  CN Medium humanoid (human)
  Init +2; Senses Perception +10
  Defense
  AC 17, touch 10, flat-footed 15 (+5 armor, +2 
  dexterity, +2 natural, -2 untyped penalty)
  hp 72 (3d12+3d8+30)
  Fort +10, Ref +6, Will +5; +2 bonus vs. poison
  Defensive Abilities trap sense +1, uncanny 
  dodge; Resist poison resistance
  Offense
  Speed 30 ft.
  Melee +1 falchion +15 (2d4+14/18-20)
  Ranged bomb +8 (2d6+1 Fire)
  Special Attacks bomb 4/day (2d6+1 fire, DC 
  12), rage (10 rounds/day), rage power 
  (strength surge +3)
  Alchemist (Ragechemist) Spells Prepared (CL 
  3rd; concentration +4)
     1st—ant haul (2, DC 12), enlarge person (2, 
  DC 12)
  Statistics
  Str 28, Dex 14, Con 18, Int 13, Wis 12, Cha 8 
  (While raging and Mutagen)
  Str 18, Dex 14, Con 14, Int 15, Wis 12, Cha 8 
  (Regular, non raging with no Mutagen)
  Base Atk +5; CMB +14; CMD 24
  Feats Brew Potion, Intimidating Prowess, Skill 
  Focus (Intimidate), Skilled Rager, Throw 
  Anything, Toughness
  Skills Acrobatics +11, Appraise +10, Climb +18, 
  Handle Animal +8, Intimidate +17, Percep-
  tion +10, Sleight of Hand +11, Use Magic 
  Device +8
  Languages Common, Goblin, Undercommon
  SQ alchemy, discovery (spontaneous healing), 
  fast poisoning, mutagen, rage mutagen, rag-
  ing drunk, swift alchemy
  Combat Gear mutagen, potion of bull’s 
  strength (2), potion of cure moderate 
  wounds (2), potion of nondetection; Other 
  Gear +2 hide shirt, +1 falchion, ring of 
  feather falling, alchemy crafting kit, alchemy 
  crafting kit, backpack, bedroll, belt pouch, 
  flint and steel, ink, black, inkpen, mess kit, 
  pot, soap, torch (10), trail rations (5), water-
  skin, 295 gp
  Special Abilities
  Alchemy +3 (Su) +3 to Craft (Alchemy) to 
  create alchemical items, can Id potions by 
  touch.
  Bomb 2d6+1 (4/day, DC 12) (Su) Thrown 
  Splash Weapon deals 2d6+1 fire damage.
  Fast Poisoning (Move Action) (Ex) Apply poi-
  son to a weapon as a move action.
  Mutagen (DC 12) (Su) Mutagen adds +4 to a 
  physical & -2 to a mental attribute, and +2 
  nat. armor for 30 min.
  Poison Resistance +2 (Ex) +2 to save vs. Poi-
  son.
  Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to 
  Will saves, -2 to AC when enraged.
  Rage Mutagen STR mutagen bonuses increase, 
  but penalty to Will & Int when hurt (Will 
  neg).
  Raging Drunk (Ex) Move action: consume 
  alchohol - this round does not count against 
  rounds of rage/day.
  Ring of feather falling Feather fall activates if 
  you fall more than 5 ft.
  Skilled Rager (Appraise) Use selected skill 
  while raging.
  Spontaneous Healing (5 HP/day) The alche-
  mist gains the ability to heal from wounds 
  
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  Fat Goblin Games Presents
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  rapidly. As a free action once per round, he 
  can heal 5 hit points as if he had the fast 
  healing ability. He can heal 5 hit points per 
  day in this manner for every 2 alchemist 
  levels he possesses. I
  Strength Surge +3 (1/rage) (Ex) As an immedi-
  ate action, gain a bonus to one STR check, 
  CMB or CMD.
  Swift Alchemy (Ex) You can construct alchemi-
  cal items in half the normal time.
  Throw Anything Proficient with improvised 
  ranged weapons. +1 to hit with thrown 
  splash weapons.
  Trap Sense +1 (Ex) +1 bonus on reflex saves 
  and AC against traps.
  Uncanny Dodge (Ex) Retain Dex bonus to AC 
  when flat-footed.
  baCkGround
  Kadren was born into a scholar family and 
  was given the best education her parent’s 
  gold could buy.  Due to her large stature she 
  was destined to be an outcast.  With her great 
  size came the muscle power to go with it.  
  She used her abilities to manipulate others 
  towards her will.  After discovering the 
  properties of alchemy, her ego and ambition 
  grew.  After a bad night of mixing chemicals 
  she found herself without a home, a family 
  and the respect she had built.
  Cursing her bad fortune she turned 
  towards a traveler’s life.  The carnival not 
  only accepted her, they welcomed her.  
  While she does not know it, most keep their 
  distance as they can see the change in her 
  eyes when she drinks her vile potions mixed 
  with cheap ale.
  Her smarts at picking out key expensive 
  items from the crowds keeps the other 
  carnival worker from banding together to 
  force her to leave, her skills not her size is 
  what keep her here.
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  Jurdy & Hardle  
  tHe double Headed
  He struts before you, his twisted heads drooling and scan-
  ning over the crowd. His toothy smiles wrap across his 
  face, and he begins to dance.
  Jurdy  
   
   
   
    CR 5
  XP 1,600
  Male human summoner 5
  CN Medium humanoid 
  Init +1; Perception +4
  Defense
  AC 20, touch 12, flat-footed 18 (+4 armor, +1 
  Dex, +1 dodge, +2 natural, +2 shield)
  hp 35 (5d6+15)
  Fort +4, Ref +4, Will +6
  Offense
  Speed 30 ft.
  Melee mwk club +6 (1d6+2)
  Spell-Like Abilities (CL 5th; concentration +9)
  7/day—summon monster III
  Spells (CL 5th; concentration +9)
  2nd (3)—bull’s strength, misdirection, slow 
  (DC 16)
  1st (5)—expeditious retreat, grease (DC 15), 
  mage armor, ventriloquism (DC 15)
  0—acid splash, daze (DC 14), light, mage 
  hand, mending, resistance
  Statistics
  Str 16 Dex 14, Con 13, Int 8, Wis 10, Cha 18
  Base Atk +3; CMB +5; CMD 16
  Feats Combat Casting, Dodge, 
  Skills Bluff +5, Handle Animal +8, Knowledge 
  (local) +3, Profession (entertainer) +4, Use 
  Magic Device +8; Racial Modifiers +4 Percep-
  tion
  Languages Common
  SQ bonded senses, ettin blood, fused eidolon, 
  life link,shield ally
  Combat Gear elixir of fire breath, elixir of love, 
  potion of cure light wounds (2), wand of 
  magic missiles (50); Other Gear bracers of 
  armor +1, masterwork dagger, tourmaline 
  (400 gp)
  Special Abilities
  Ettin Blood (Ex) A product of magic experi-
  ments involving ettin blood, Jurdy gains 
  +2 natural armor and a +4 racial bonus on 
  Perception checks.
  Fused Eidolon (Su) Jurdy’s eidolon, his twin 
  brother Hardle, appears conjoined with 
  Jurdy. Jurdy and Hardle always occupy the 
  same square.
  Jurdy’s extra abilities increase his CR by +1.
  Hardle  
   
   
   
  CR —
  Male eidolon
  CE Medium outsider (extraplanar) 
  Init +2; Senses darkvision 60 ft.; Perception +8
  Defense
  AC 21, touch 13, flat-footed 18 (+2 Dex, +1 
  dodge, +8 natural)
  hp 37 (5d10+10)
  Fort +6, Ref +3, Will +4
  Defensive Abilities evasion; Resist fire 10
  Offense
  Speed 30 ft. 
  Melee slam +11 (2d6+7 plus 1d6 fire)
  Statistics 
  Str 21, Dex 15, Con 14, Int 8, Wis 11, Cha 12
  Base Atk +5; CMB +10; CMD 22
  Feats Dodge, Weapon Focus (slam)
  Skills Bluff +9, Knowledge (planar) +7, Sense 
  Motive +8, Sleight of Hand +10 
  Languages Common
  SQ link, evolutions (energy attack, improved 
  ability score increase, improved damage 
  [slam], improved natural armor, limbs [arm, 
  leg], resistance, slam)
  
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  baCkGround
  Jurdy and Hardle’s mother suffered 
  vile experimentation while pregnant with 
  the twins by the hands of a mad wizard 
  seeking a way to create hardier men by 
  imbuing unborn infants with ettin blood. 
  Though the experiment failed to achieve its 
  desired results, it created something entirely 
  different. When born, Jurdy appeared as 
  a normal human, albeit squalling, babe 
  while Hardle appeared to have vanished. 
  At age 5, Jurdy first began hearing whispers 
  from a voice that claimed to be his unborn 
  twin brother, Hardle. By age 6, Jurdy had 
  regular conversations with Hardle who 
  most believed to be an imaginary friend. 
  However, by his 7th birthday, Jurdy was 
  able to manifest Hardle as an eidolon. 
  Oddly, when Hardle manifested, he 
  appeared to be conjoined with Jurdy. Also 
  quite different, Hardle possesses a different 
  alignment than Jurdy, one more malicious 
  and cruel.
  Perhaps because of Hardle’s influence, 
  Jurdy fell into a life of petty crime that 
  eventually sent him fleeing. Hardle’s 
  insistence on being constantly manifested 
  caused Jurdy to be quite conspicuous. 
  Now a popular act at the carnival, Jurdy 
  and Hardle perform an entertaining 
  show featuring comedy, sleight of hand, 
  and minor tricks of magic. Hardle, 
  unfortunately, harbors darker desires than 
  Jurdy and recently forced him to purchase 
  an elixir of love that he hopes to use on one 
  of the young acrobats that has caught his 
  eye. 
  No one yet has figured out that Hardle is 
  merely a conjured eidolon and Jurdy goes 
  to great pains to hide this truth, fearing 
  rejection. At night, the two of them often 
  gaze at a pink tourmaline, the last memento 
  of their mother before she eventually 
  succumbed to the horrific surgeries she 
  received at the hands of the mad wizard.
  
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  Cookie        
  and Her boys
  The cookhouse (where the carnies and 
  assorted people working for the carnival 
  eat) and its after-hours pie-car (a company 
  run convenience store on wheels, that caters 
  to the “eclectic” tastes of the carnies) is run 
  by Cookie (ghast witch 3) and her three 
  “boys” (alternate ghouls). Unlike typical 
  ghouls and ghasts, Cookie and her boys 
  wish to remain hidden among humanity, 
  using the Carnival of Sinners as the perfect 
  hunting ground, with locals often assuming 
  people “ran away with the Carnival” as 
  the fate of many meals of this gang of 
  ghouls. To aid in this, Cookie seems to have 
  the ability to suppress her natural stench 
  ability, though the air around her still hangs 
  heavy with rotten meat and blood, which 
  she tries to cover with her cooking using 
  strong smelling herbs and spices, as well as 
  keeping a “pet” skunk around.
  Despite many of the carnies questioning 
  her hygiene (though rarely to her face), 
  Cookie is generally well liked by her fellow 
  travelers as she is both the camp kitchen-
  witch, helping with problems from minor 
  injury to prolonging the “life” of the mooks 
  for the puppetmasters, to always being 
  willing to help her carnies with more 
  “peculiar” tastes find a meal that fits them.
  Cookie and her boys rarely interact with 
  the public, remaining almost exclusively in 
  the cookhouse tent, which most consider to 
  be Cookie’s demesne where her word is law. 
  Behind the cookhouse you can always find 
  “the Meatwagon” and Cookie’s Caravan. 
  The Caravan is a hard-wooden sided wagon 
  that reeks of the grave mixed with rare 
  herbs and spice to anyone that comes too 
  close, but an enchantment on the generally 
  attached meatwagon keeps the casual 
  observer away (treat as if permanently 
  affected by the antipathy spell versus all 
  humanoids but with a DC 20 within a 30 
  foot radius of the wagon). Most people 
  assume the meatwagon is merely stock full 
  of all the meats Cookie seems to tend like 
  to serve, but it in fact contains a number 
  of small cells where Cookie can lock up 
  Medium or smaller humanoids, which she’ll 
  use to supply her “meat” for cooking as 
  needed. While not exclusively stocked with 
  “long pig”, people naturally steer away 
  from the meatwagon believing it best to 
  not see where their meals come from. Few 
  alarms are ever raised as well because the 
  interior of the wagon is under a constant 
  silence spell, meaning no one ever hears the 
  cries of the Cookie’s victims.
  Cookie, Undead Witch 
  CR 4
  XP 1,200
  Female ghast witch 3
  NE Medium undead 
  Init +3; Senses darkvision 60 ft.; Perception 
  +11
  Aura stench (10 ft., DC 16, 1d6+4 minutes)
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 
  natural)
  hp 45 (2d8+3d6+25)
  Fort +9, Ref +5, Will +12
  Defensive Abilities channel resistance +4; Im-
  mune undead traits
  OFFENSE
  Speed 20 ft.
  Melee wooden spoon (as club) +5 (1d6+2) or 
  bite +5 (1d6+2 plus disease and paralysis), 2 
  claws +6 (1d4+2 plus paralysis)
  
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  Special Attacks paralysis (1d4+1 rounds, DC 
  16), slumber hex (DC 16)
  Spells Prepared (CL 3rd; concentration +8)
  2nd – alter self, gentle repose
  1st – beguiling gift (DC 16), hypnotism (DC 
  16), cure light wounds, inflict light wounds 
  (DC 16)
  0 (at will) – detect magic, message, putrefy 
  food and drink, spark
  TACTICS
  Before Combat Cookie knows combat is rarely 
  the right answer, because it always draws 
  unwanted attention. As such, Cookie will 
  try very hard to talk herself out of a direct 
  confrontation, trying to either get the help 
  of numerous other members of the Carnival 
  or at least her boys on hand.
  During Combat Once in combat, Cookie pre-
  fers to disable than kill outright, since fresh 
  meat is always hard to keep in her larder. 
  She tries to paralyze as many opponents as 
  possible, and will direct combat, especially if 
  her dimwitted boys are with her (they need 
  a firm hand).
  Morale She will flee combat if reduced below 
  half her hit points or if the odds fall out of 
  her favor, leaving her boys typically to con-
  tinue fighting. She will often try to disappear 
  into the crowd and rely on her potions to 
  help her disappear into the throng of people 
  typically at the Carnival.
  STATISTICS
  Str 14, Dex 17, Con —, Int 21, Wis 17, Cha 20
  Base Atk +2; CMB +4; CMD 17
  Feats Brew Potion, Extra Hex, Civilized Ghoul-
  ishness, Weapon Finesse
  Skills Acrobatics +1, Climb +3, Craft (alchemy) 
  +16, Disguise +15 (to appear human), Diplo-
  macy +11, Heal +11, Intimidate +11, Knowl-
  edge (arcana) +10, Knowledge (nature) +10, 
  Perception +11, Profession (cook) +11, Sense 
  Motive +11, Spellcraft +12, Stealth +6, Use 
  Magic Device +12
  Languages Common, Draconic, one other
  SQ aura, cauldron hex, disguise hex
  Combat Gear 3 potions of cure light wounds, 
  potion of alter self, potion of disguise self; 
  Other Gear Apron of resistance (as a cloak 
  of resistance +1), 650 gp
  SPECIAL ABILITIES
  Disease (Su)
  Ghoul Fever: Bite—injury; save Fort DC 16; 
  onset 1 day; frequency 1 day; effect 1d3 Con 
  and 1d3 Dex damage; cure 2 consecutive 
  saves. The save DC is Charisma-based. A 
  humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid of 4 
  Hit Dice or more rises as a ghast.
  Paralysis (Su) Creatures damaged by a Cookie’s 
  natural attacks must make a successful DC 
  15 Fortitude save or be paralyzed for 1d4+1 
  rounds. Paralyzed creatures cannot move, 
  speak, or take any physical actions. The 
  creature is rooted to the spot, frozen and 
  helpless. Unlike ghouls, a ghast’s paralysis 
  even affects elves.
  Unlike hold person and similar effects, a pa-
  ralysis effect does not allow a new save each 
  round. A winged creature flying in the air at 
  the time that it is paralyzed cannot flap its 
  wings and falls. A swimmer can’t swim and 
  may drown.
  Stench (Ex) As a ghast, Cookie exudes an 
  overwhelming stink of death and corruption 
  in a 10-foot radius.  Those within the stench 
  must succeed at a DC 15 Fortitude save, or 
  be sickened for 1d6+4 minutes. Unlike most 
  ghouls and ghasts, Cookie seems to have 
  the unique ability to suppress her stench, at 
  least the overbearing portion. As a free ac-
  tion, Cookie can either suppress or activate 
  her stench ability. While suppressed, Cookie 
  still stinks like death, but most people are 
  able to attribute it to her stained apron and 
  general lack of hygiene. Checks to track 
  
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  Cookie by scent or other similar checks gain 
  a +10 circumstance bonus.
  Witch Hexes
  Cauldron (Ex): Cookie is able to Brew Potions 
  with a bonus of +4 insight bonus to her Craft 
  (alchemy) checks.
  Disguise Hex (Su): Cookie can change her 
  appearance for a number of hours equal to 
  her witch class level (3 hours), as if using 
  disguise self. These hours do not need to 
  be consecutive, but they must be spent in 
  1-hour increments. She typically relies on 
  this ability when she needs to interact more 
  closely with non-Carnival folk.
  Slumber Hex (Su): Cookie can cause a creature 
  within 30 feet to fall into a deep, magical 
  sleep, as per the spell sleep. The creature 
  receives a Will save to negate the effect 
  (DC 16). If the creature fails its save, it falls 
  asleep for 3 rounds. This hex can affect 
  creatures of any HD. The creature will not 
  wake due to noise or light, but others can 
  rouse it with a standard action. This hex 
  ends immediately if the creature takes dam-
  age. Whether or not the save is successful, 
  a creature cannot be the target of this hex 
  again for 1 day.
  baCkGround
  From just before sun-up until well after 
  dark, Cookie can be found tending to 
  the kitchen area of the cookhouse, which 
  constantly has a stream of foods of a 
  number of varieties and styles flowing out 
  of it. Much of Cookie’s food is actually 
  quite well made, and most of her fellow 
  carnies enjoy the meals she prepares. She is 
  always busy, and will tell non-carny people 
  as much, as different members of the carny 
  and their various “pets” all require meals 
  to be cooked to special orders from the 
  ringleader down to the lowliest mook. To 
  her fellow carny, Cookie is one of the most 
  approachable of people and she’s always 
  willing to lend an ear and her opinion. She 
  styles herself a “kitchen-witch” and will 
  often offer her fellow travelers various 
  pastries, pies, sweets and candies that she 
  claims will heal them of what ails them, 
  from a broken heart to actual injuries. The 
  fact that Cookie can in fact brew potions, 
  and she’s more than once handed over such 
  an item free of charge to one of her folk 
  helps most people see her as matronly.
  lil stinker
  Part of the rationale for why Cookie, 
  her boys and her campsite always stink so 
  terribly is blamed on Lil Stinker, her “pet.” 
  By outward appearances, Lil Stinker seems 
  to be little more than  a mostly tame skunk 
  that is remarkably lazy, spending most of 
  his day lazing around Cookie’s meatwagon, 
  caravan and the cookhouse looking for 
  scrapes. In fact, Lil Stinker is her familiar, 
  and their relationship is much different than 
  people would suppose.
  Lil Stinker is Cookie’s primary watchdog 
  and enforcer. Her bond with the creature 
  and her complete trust of it leaves it as 
  one of the only things Cookie truly trusts 
  and confides into herself. It is Lil Stinker 
  who pushes her to talk to all the carnies, 
  collecting their secrets and sharing them 
  with him as part of their arrangement. He 
  also protects Cookie’s secret by patrolling 
  the area around the meatwagon especially 
  for the random straight (non-carny) that 
  might wander by. A little threat of a squirt 
  by a skunk keeps most of the country yokels 
  form investigating closer and leaves them to 
  their own devices.
  
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  Lil Stinker
  CN Tiny familiar animal
  Init +2; Senses low-light vision, scent; Percep-
  tion +5
  DEFENSE
  AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, 
  +2 natural)
  hp 22 (3 HD for effects)
  Fort +2, Ref +6, Will +4
  OFFENSE
  Speed 30 ft.
  Melee bite +6 (1d3-4), 2 claws +6 (1d2-4)
  Ranged spray +6 touch (musk)
  Space 2-1/2 ft.; Reach 2-1/2 ft.
  Special Attacks musk
  STATISTICS
  Str 3, Dex 15, Con 9, Int 7, Wis 12, Cha 6
  Base Atk +2; CMB +2; CMD 6
  Feats Weapon Finesse, Alertness (when within 
  arm’s reach of Cookie)
  Skills Perception +5
  SPECIAL ABILITIES
  Musk (Ex) Up to twice per day, Lil Stinker can 
  spray a stream of noxious musk at a single 
  target within 10 feet as a standard action. 
  With a successful ranged touch attack, the 
  creature struck by this spray must make 
  a DC 11 Fortitude save or be nauseated 
  for 1d4 rounds and then sickened for 1d4 
  minutes by the horrific stench. A successful 
  save reduces the effect to only 1d4 rounds 
  of being sickened. A creature cannot use the 
  scent ability as long as it is affected by this 
  musk. The save DC is Constitution-based, 
  and includes a +2 racial bonus.
  Familiar Abilities
  Lil Stinker is Cookie’s familiar, and as such 
  gains the familiar abilities of the alertness 
  feat (when within arm’s reach of Cookie), 
  improved evasion, share spells, empathic 
  link, and Lil Stinker can deliver touch spells 
  and hexes for Cookie. As a witch’s familiar, 
  Lil Stinker also stores all of Cookie’s spells 
  and gives her access to patron spells. 
  On a personal level, Lil Stinker hates 
  combat and will basically do anything to 
  avoid it. If he or Cookie are cornered, he’ll 
  join the fray, but generally speaking he 
  would prefer to let Cookie and her boys do 
  all the heavy lifting in a fight, only helping 
  if directly ordered to by Cookie or otherwise 
  absolutely necessary.
  Cookie’s boys
  Whether these men were ever truly related 
  to Cookie is irrelevant in most people’s 
  minds, as she treats them exactly as you 
  would expect a protective mother to treat 
  her children. Cookie has three boys; Clem 
  (her “favorite”), Duke (the “mean one”) 
  and Larry (the “lazy one”). All three can 
  typically be found within hollering distance 
  of “Mum”, who seems to dictate their every 
  habit and action. Cookie keeps a tight leash 
  on her boys because they tend to “get into 
  trouble” when left on their own, which 
  means terrorizing an unwise straight that 
  wandered into their cookhouse or heading 
  into to the meatwagon to “tenderize” their 
  future meals. 
  Ghoul 
   
  CR 1
  XP 400
  CE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 
  natural)
  hp 13 (2d8+4)
  
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  Fort +2, Ref +2, Will +5
  Defensive Abilities channel resistance +4; Im-
  mune undead traits
  OFFENSE
  Speed 30 ft.
  Melee bite +3 (1d6+1 plus disease and paraly-
  sis) and 2 claws +3 (1d6+1 plus paralysis)
  Special Attacks paralysis (1d4+1 rounds, DC 13, 
  elves are immune to this effect)
  STATISTICS
  Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 18
  Base Atk +1; CMB +2; CMD 14
  Feats Civilized Ghoulishness
  Skills Acrobatics +4, Climb +6, Disguise +14 (to 
  look human), Perception +7, Stealth +7
  Languages Common
  SPECIAL ABILITIES
  Disease (Su)
  Ghoul Fever: Bite—injury; save Fort 
  DC 13; onset 1 day; frequency 1 day; 
  effect 1d3 Con and 1d3 Dex damage; 
  cure 2 consecutive saves. The save DC 
  is Charisma-based. A humanoid who dies 
  of ghoul fever rises as a ghoul at the next 
  midnight. A humanoid of 4 Hit Dice or more 
  rises as a ghast.
  Paralysis (Su) Creatures damaged by a ghoul’s 
  natural attacks must make a successful DC 
  15 Fortitude save or be paralyzed for 1d4+1 
  rounds. Paralyzed creatures cannot move, 
  speak, or take any physical actions. The 
  creature is rooted to the spot, frozen and 
  helpless. 
  Unlike hold person and similar effects, a pa-
  ralysis effect does not allow a new save each 
  round. A winged creature flying in the air at 
  the time that it is paralyzed cannot flap its 
  wings and falls. A swimmer can’t swim and 
  may drown.
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  ezramelda  
  tHe CHained
  This dusky-skinned woman is all lithe curves and graceful 
  muscle. She wears little except for a few well-placed veils 
  and slim silver chains. She whirls an elegant scimitar with 
  one hand. 
  Ezramelda       
   
   
   CR 5
  XP 1,600
  Human fighter (free hand fighter) 7 (Pathfinder 
  Roleplaying Game Advanced Player’s Guide)
  N Medium humanoid (human)
  Init +4; Senses Perception -1
  DEFENSE
  AC 16, touch 16, flat-footed 10 (+4 dexterity, 
  +2 dodge)
  hp 64 (7d10+21)
  Fort +7, Ref +6, Will +1
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +14/+9 (1d6+7/18-20)
  Special Attacks singleton +1
  STATISTICS
  Str 13, Dex 18, Con 14, Int 10, Wis 8, Cha 12
  Base Atk +7; CMB +8 (+10 disarm); CMD 24 (26 
  vs. disarm)
  Feats Dazzling Display, Dervish Dance[ISWG], 
  Performance Weapon Mastery[UC], Quick 
  Draw, Skill Focus (Acrobatics), Toughness, 
  Weapon Finesse, Weapon Focus (scimitar), 
  Weapon Specialization (scimitar)
  Skills Acrobatics +14, Bluff +8 (+10 to feint or 
  create a diversion to hide), Intimidate +11, 
  Perform (dance) +8
  Languages Common
  SQ deceptive strike, elusive
  Gear mwk scimitar
  SPECIAL ABILITIES
  Deceptive Strike (Ex) +2 to Disarm CMB/CMD, 
  Bluff checks to feint or create a diversion to 
  hide.
  Dervish Dance Use Dex modifier instead of Str 
  modifier with scimitar
  Elusive (Ex) +2 Dodge AC
  Performance (Weapon Mastery) All weapons 
  you are proficient with act as if they had the 
  performance quality
  Singleton (Ex) +1 to hit and damage when 
  wielding a one-handed melee weapon.
  Slave of the Circus (Ex) Ezramelda has no gear 
  other than her performance sword. As such, 
  her CR is treated as 1 lower than her level 
  would normally suggest. If equipped with 
  appropriate gear for her level, she is a CR 6 
  encounter.
  baCkGround
  An exotic beauty from a distant land, 
  Ezramelda performs in the circus as a sword 
  dancer and swallower. Her graceful moves 
  and sensuous curves lure many an eye, 
  keeping the crowd distracted as a band of 
  accomplices work the crowd, pickpocketing 
  and otherwise conning money from 
  unsuspecting rubes.
  What seems like a lifetime ago, Ezramelda 
  was the harem guard for a wealthy sultan, 
  charged to keep his girls safe in a palace 
  wing that he trusted no other man to enter. 
  Her deadly skill with the blade and her 
  graceful beauty made her ideal for the 
  position and a favored concubine of the 
  sultan in her own right. 
  Her life changed when a travelling circus 
  rolled into the sultan’s estates, and a myriad 
  of talents stole the eye of the opulent 
  ruler. As he was distracted by the many 
  entertainments that the circus provided, 
  Ezramelda grew close to the ringmaster of 
  the circus. The ringmaster grew enamored 
  with the dancing sword-master as well, 
  and eventually decided he would keep her. 
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  As the circus prepared to leave the sultan’s 
  care, the ringmaster approached the man 
  and made him a wager. The ringmaster 
  offered up some of the circus’ most prized 
  treasures against any single member of 
  the sultan’s harem. The greedy sultan 
  immediately agreed, barely thinking about 
  losing one of his girls as the ringmaster 
  prepared a game of dice. The sultan had no 
  chance, and lost quickly to the incredible 
  deceiver. As his prize, the ringmaster swept 
  up Ezramelda and the circus was gone.
  For a time, Ezramelda’s life in the circus 
  was idyllic. She enjoyed trysts with the 
  handsome ringmaster, performed to crowds 
  enraptured by her exotic sword dances 
  and enjoyed a comradery with the other 
  outcasts of the troupe. Over time, however, 
  the ringmaster grew tired of his newest toy, 
  and another beauty caught his eye. He spent 
  nearly no time with Ezramelda, growing 
  ever more distant and using his incredible 
  skills to evade her at every turn.
  When Ezramelda finally caught up 
  with the shyster and confronted him, the 
  ringmaster grew defensive. He accused her 
  of needing too much attention and offered 
  her freedom, if she so desired. However, 
  such a freedom would cost the circus one 
  of its top income-earners, so he couldn’t 
  let her go easily. He offered her a game 
  of chance—the same game he had used 
  to win her. Against her better judgement, 
  she reluctantly agreed, and swiftly found 
  herself bound to perform for the circus for 
  the next ten years.
  Ezramelda performs her sword dancing 
  and swallowing act three times a day, twice 
  on a smaller stage and once in the in the 
  main tent. She wields her scimitar with 
  unparalleled grace, the blade a simple 
  extension of her arm. If the crowd contains 
  an eager, young swordsman, she will draw 
  him on stage, working him into the show 
  as she typically dances around him before 
  leaving him disarmed in the spotlight. She 
  secretly hopes to find a capable swordsman 
  that might dash her away, though she 
  would never attempt to leave the circus on 
  her own. 
  appearanCe 
  Ezramelda is a tall and graceful woman, 
  her body toned from years of sword drills 
  and dance, but still graceful and feminine. 
  Her eyes are dazzling green gems, her hair a 
  waist-length curtain of raven-black and her 
  skin glistens a dusky tan that all serve to 
  show her exotic heritage. Her performance 
  costume is little more than gauzy veils, 
  opaque enough to keep her modest and 
  loose enough to accentuate the rhythms 
  of her dance. Her scimitar is a well-made 
  blade, though its hilt is gilded steel set 
  with gaudy semi-precious stones, giving 
  it the appearance of a far grander weapon. 
  Set between her wrists and ankles are slim 
  silver chains, though these are merely 
  symbolic of her enslavement and do not 
  impede her movement in any way. 
  usinG ezramelda
  Ezramelda is unlikely to come to blows 
  with circus visitors. Sometimes her act 
  draws an unsuspecting swordsman on stage 
  and wounds his pride, but more often she 
  simply dances, tuning out the outside world 
  and losing herself in the exertion. 
  If pressed into combat, Ezramelda 
  attempts to disarm foes and uses Dazzling 
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  Display early to attempt to weaken any 
  potential targets. She does not fight 
  well with the rest of the circus troupe, 
  preferring not to support them. If 
  she sees an opportunity to flee the 
  circus, she takes it, running for 
  freedom. She abandons her chains 
  as she flees the circus, glad to be 
  free of their symbolic weight.
  Ezramelda is one of the only 
  members of the circus troupe 
  likely to ally with a party of 
  PCs. Her sword arm could be a 
  welcome addition to any group 
  that offers to free her from the 
  clutches of the ringmaster.
  
  28
  Fat Goblin Games Presents
  Carnival of Sinners
  madam lexie
  You walk  into the multi-colored tent to be greated by a 
  circular table supporting a crystal ball. Smoke rolls in 
  from the darkness of the rear of the tent, revealing the 
  small woman smiling across from you.
  Madam Lexie       
   
   
    CR 5
  XP 1,600
  Female gnome oracle (psychic searcher) 6 
  NE Small humanoid (gnome)
  Init +2; Senses low-light vision; Perception +5
  Defense
  AC 16, touch 13, flat-footed 14 (+3 armor, +2 
  dexterity, +1 size)
  hp 33 (6d8)
  Fort +3, Ref +5, Will +9; +2 vs. illusions
  Defensive Abilities defensive training; Immune 
  fatigue
  Offense
  Speed 15 ft.
  Melee +1 dagger +5 (1d3/19-20)
  Ranged mwk sling +8 (1d3-1)
  Special Attacks hatred
  Spell-Like Abilities (CL 6th; concentration +10)
     1/day—dancing lights, ghost sound (DC 15), 
  mage hand, prestidigitation, prestidigitation, 
  speak with animals
  Oracle (Psychic Searcher) Spells Known (CL 
  6th; concentration +10)
     3rd (4/day)—blindness/deafness (DC 17), 
  cure serious wounds, locate object
     2nd (6/day)—augury, calm emotions (DC 16), 
  cure moderate wounds, sound burst (DC 16)
     1st (7/day)—comprehend languages, cure 
  light wounds, poisoned egg, read weather, 
  sanctuary (DC 15)
     0 (at will)—create water, detect magic, 
  enhanced diplomacy, light, mending, purify 
  food and drink (DC 14), read magic
  Mystery Occult
  Statistics
  Str 8, Dex 15, Con 10, Int 12, Wis 16, Cha 18
  Base Atk +4; CMB +2; CMD 14
  Feats Ability Focus (empathy), Fortune Teller-
  ISWG, Gnome TricksterAPG
  Skills Bluff +12, Diplomacy +12, Knowledge 
  (arcana) +7, Knowledge (history) +8, Percep-
  tion +5, Profession (fortune-teller) +14, 
  Sense Motive +12, Spellcraft +7, Use Magic 
  Device +11; Racial Modifiers +2 Perception, 
  +2 Profession (fortune-teller)
  Languages Common, Draconic, Gnome, Sylvan
  SQ gnome magic, inspiration, investigator 
  talent (empathy), mystery (occult), oracle’s 
  curse (lame), revelation (automatic writing)
  Combat Gear potion of remove blindness/
  deafness (2), potion of remove disease, 
  wand of cure light wounds; Other Gear +1 
  leather armor, +1 dagger, mwk sling, sling 
  bullets (20), cloak of resistance +1, traveler’s 
  grandiose carrying case, harrow deck, har-
  row mat, 2,737 gp, 8 sp
  Special Abilities
  Automatic Writing (1/day) (Su) With 1 hour 
  of meditation, produce writing as if using 
  divination with 90% accuracy.
  Defensive Training +4 Gain a dodge bonus to 
  AC vs monsters of the Giant subtype.
  Empathy (1/day, DC 16) (Ex) (Su) Roll sense 
  motive 2x (take high). Full-rd & 1 point for 
  detect thoughts on foe in 30 ft (Will neg).
  Fortune Teller Cast some divination spells at 
  +1 caster level
  Hatred +1 Gain a bonus to attack vs. goblinoid/
  reptilian humanoids.
  Immunity to Fatigue You are immune to the 
  fatigued condition.
  Inspiration (+1d6, 6/day) (Ex) Use 1 point, 
  +1d6 to trained skill or ability check. Use 2 
  points, to add to attack or save.
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  Lame One of your legs is permanently wound-
  ed, reducing your base land speed by 10 feet 
  if your base speed is 30 feet or more. If your 
  base speed is less than 30 feet, your speed 
  is reduced by 5 feet. Your speed is never 
  reduced due to encumbrance.  
  Low-Light Vision See twice as far as a human 
  in low light, distinguishing color and detail.
  Traveler’s grandiose carrying case (empty) 
  Harrow inside: +2 bonus to saves targeting 
  the deck.
  baCkGround
  Madam Lexie is a person of mystery.  
  While she is good at acting the part of 
  fortune teller, she does have many abilities 
  that a true fortune teller.  These come at 
  a price; she charges great sums for “True 
  Fortunes” as she puts it. Her charm and 
  beauty are the keys to her life and lot in it. 
  She enjoys readings and for the most part 
  keeps them “honest”. She only gives false 
  fortunes to people that insult her or people 
  she overhears talking bad about the other 
  performers.
  She is devious and while mostly out for 
  herself, she knows the value of allies. She 
  has made friends with the people of the 
  carnival and knows secrets and holds many 
  points of information others might not want 
  others to have.
  She has seen her future and it is full of 
  wonder and most important gold of the 
  gullible. 
  
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  Fat Goblin Games Presents
  Carnival of Sinners
  ralpH         
  tHe man beast
  sdfsdfsdfdsfsdf
  Ralph “The Man Beast”        
   CR 5
  XP 1,600
  Male human ogrekin ranger (shapeshifter) 5 
  CE Medium humanoid (giant, human, 
  shapechanger)
  Init +3; Senses low-light vision; Perception +13
  Defense
  AC 20, touch 13, flat-footed 17 (+3 dexterity, 
  +7 natural)
  hp 61 (5d10+30)
  Fort +9, Ref +7, Will +2
  Offense
  Speed 30 ft.
  Melee 2 claws +7 (1d6+8)
  Ranged darkwood composite longbow +9 
  (1d8+4/×3)
  Special Attacks combat style (natural weapon), 
  favored enemies (elves +2, humans +4)
  Ranger (Shapeshifter) Spells Prepared (CL 2nd; 
  concentration +5)
     1st—animal messenger, keep watch
  Statistics
  Str 19, Dex 16, Con 20, Int 7, Wis 16, Cha 7
  Base Atk +5; CMB +7; CMD 22
  Feats Alertness, Aspect Of The Beast (claws 
  Of The Beast)[APG], Endurance, Improved 
  Natural Attack (claw), Power Attack, Tough-
  ness
  Skills Handle Animal +6, Knowledge (geogra-
  phy) +6, Knowledge (nature) +6, Perception 
  +13, Sense Motive +5, Stealth +11, Survival 
  +11
  Languages Common
  SQ hunter’s bond (owl named mr peepers), 
  shifter’s blessing, shifter’s blessing form 
  (form of the dragon), track +2, wild empathy 
  +3
  Other Gear arrows (20), darkwood composite 
  longbow, efficient quiver, 7,869 gp
  Special Abilities
  Animal Companion Link (Ex) You have a link 
  with your Animal Companion.
  Endurance +4 to a variety of fort saves, skill 
  and ability checks. Sleep in L/M armor with 
  no fatigue.
  Favored Enemy (Elves +2) (Ex) +2 to rolls vs. 
  Favored Enemy (Elves) foes.
  Favored Enemy (Humans +4) (Ex) +4 to rolls 
  vs. Favored Enemy (Humans) foes.
  Form of the Dragon (Su) The ranger’s skin 
  becomes rough and scaly. While in this form, 
  the ranger gains a +2 natural armor bonus 
  to AC.
  Master Shifter: The ranger’s skin becomes 
  rough and scaly. While in this form, the 
  ranger gains a +4 natural armor bonus to AC
  Low-Light Vision See twice as far as a human 
  in low light, distinguishing color and detail.
  Power Attack -2/+4 You can subtract from your 
  attack roll to add to your damage.
  Share Spells with Companion (Ex) Can cast 
  spells with a target of “you” on animal com-
  panion, as touch spells.
  Shifter’s Blessing (8 rds, 1/day) (Ex) Temporar-
  ily gain characteristics of various dreatures.
  Track +2 Add the listed bonus to survival 
  checks made to track.
  Wild Empathy +3 (Ex) Improve the attitude of 
  an animal, as if using Diplomacy.
  Monstrous and cruel, Ralph lives up to 
  his Man Beast personal well. Part human 
  and part something he is the ultimate thing 
  that goes bump in the night. Wowing the 
  crowds with his grotesque and misshapen 
  form gives him a sense of purpose and 
  
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  pleasure, during his performances he 
  always imagines tearing limbs from the 
  people watching.  Or how fun it would be 
  to hear how long they scream as his claws 
  tickle their insides.
  Though very perceptive, Ralph is easy to 
  manipulate and simple. His deformity left 
  him strong of person but weak of mind. 
  Woe to the people coming to the carnival 
  looking for trouble, he has a swift temper 
  and would give his life to protect his 
  friends.
  When not putting on a show, Ralph and 
  his pet keep the people of the carnival fed 
  with his impressive hunting ability.  Many 
  of the carnival workers share stories of how 
  they would rather face his claws than his 
  bow.  They tell of it easily knocking deer 
  many feet into trees when he shoots them, 
  all the more reason to keep him happy.
  Mr Peepers
  Owl 
  N Small animal
  Init +2; Senses low-light vision; Perception +9
  Defense
  AC 14, touch 13, flat-footed 12 (+2 dexterity, 
  +1 natural, +1 size)
  hp 15 (+3)
  Fort +4, Ref +5, Will +3
  Offense
  Speed 10 ft., fly 80 ft. (average)
  Melee bite +3 (1d4), 2 talons +3 (1d4)
  Statistics
  Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
  Base Atk +2; CMB +1; CMD 13
  Feats Skill Focus (Perception), Skill Focus 
  (Stealth)
  Skills Fly +8, Perception +9, Stealth +13
  Special Abilities
  Flight (80 feet, Average) You can fly!
  Low-Light Vision See twice as far as a human 
  in low light, distinguishing color and detail.
  
  32
  Fat Goblin Games Presents
  Carnival of Sinners
  tHe mook 
  troupe
  Player Information: The Mook Troupe 
  are the clowns, improv-actors and other 
  random entertainers found throughout the 
  fairgrounds and midway of the Carnival 
  of Sinners. The members of the Troupe 
  are almost instantly recognizable for their 
  outlandish style of dressing in bright, gaudy 
  colors and styles and for their heavy use 
  of facepaint to appear as fools, clowns and 
  other buffoons as well as their peculiar way 
  of speaking in the third person on behalf all 
  members of the Troupe. The Mooks, as they 
  are typically called by the other carnies and 
  the patrons of the Carnival, are always good 
  for a quick laugh while standing in line or 
  for a random distraction while considering 
  where to go next. They are often very 
  helpful to the other patrons, directing them 
  away from the “Restricted Sections” and 
  back toward the best games and shows, 
  occasionally even telling people the “tricks” 
  needed to succeed at the rigged games of 
  chance or other sports found throughout the 
  midway. 
  Most commonly appearing as heavily 
  make-up’ed clowns, though occasionally 
  acting as attendants to ticket stands, 
  venders or other menial task workers, these 
  creatures were typical humanoids (most 
  commonly human, though the occasional 
  elf, dwarf, gnome or halfling exist) that 
  serve now as a host to the alternate intellect 
  devourers known as “puppetmasters”. 
  Unlike typical intellect devourers, that are 
  able to inhabit only a single “host” at a 
  time, the puppetmasters have learned to 
  “seed” many hosts with a small portion of 
  themselves, which they can then “possess” 
  with their full intellect when they choose. 
  Likewise, the puppetmasters are able to 
  spread their intellects out over multiple 
  hosts, called mooks, at a time, controlling 
  each as if extensions of its own body. 
  This ability to possess and control many 
  creatures with a single intellect allows for 
  marvelous performances as two or more 
  of the mooks sing, dance, act, or tumble 
  about for the amusement of patrons at 
  the carnival. It also allows them to have 
  eyes and ears, as well as hands and 
  bodies throughout the entire midway at a 
  moment’s notice to address a number of 
  issues from nosy patrons to random drunks.
  The exact number of mooks at the 
  Carnival varies, as do the exact racial mix-
  up depending on recent stops. People that 
  wish to “join the Carnival” from a previous 
  town that have no other skills, as well as 
  those few townsfolk that become too nosey 
  and see something they shouldn’t have, 
  often become the newest hosts for the 
  puppetmasters. Because they are spread 
  out, feeding slowly on so many brains, the 
  host bodies can last much longer for the 
  puppetmasters than they would for typical 
  intellect devourers. Cookie, the carnival’s 
  chief cook and resident cleric, also helps 
  the puppetmasters out in various ways, 
  either by prolonging the decomposition and 
  generally falling apart of the host bodies 
  or disposal of those bodies that are too 
  far gone to her “boys” and other carnies 
  interested in “long pig.”
  A Note the Gamemaster: The nature of 
  the Mook Troupe is two-fold; the standard 
  and controlled mooks exist as easy cannon 
  fodder for your player characters, but also 
  exist as “eyes and ears” throughout the 
  
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  Carnival. The players are likely to interact 
  heavily with the Mooks and it would be 
  rare for there to be a location that at least a 
  standard mook isn’t standing guard or in 
  currently performing some basic task like 
  cleaning or preparing. One can easily turn 
  up at any point as well, of varying power 
  level, to suddenly confront the characters if 
  either they are getting away with too much 
  nosing around (darn those high Stealth 
  checks) or because the action is slowing 
  down too much (silly players, there’s 
  terrible things afoot to discover!).
  The Mooks themselves also present an 
  interesting enemy themselves because you 
  can use them to play on the characters 
  assumptions. The players are likely to 
  assume they are evil (because “evil clowns” 
  is as old a stereotype as you get) but the 
  puppetmasters in charge of them know this 
  is the case and will attempt varying levels 
  of control to exactly dissuade people of this 
  opinion. Player characters could begin by 
  interrogating a standard mook, that seems 
  feeble and repetitive in its answers before 
  the PCs “force” the mook to talk, at which 
  point a puppetmaster would suddenly drop 
  its full intellect into the body, and “break 
  character”, trying to explain away its odd 
  behavior as “part of the act” and using 
  a plethora of devoured minds as fertile 
  backstories for how this or that person 
  ended up working for the Carnival.
  The exact number of mooks and even 
  puppetmasters is left to the gamemaster 
  to decide, depending on the strength of 
  their player characters and how much 
  of a challenge the GM wants to make 
  the encounter. Never allowing any of 
  the “stronger” mooks to show up is an 
  easy way to keep them manageable for a 
  lower level party, while upping the basic 
  mold of what creature is possessed from 
  mere humans to ogres or other monstrous 
  humanoids would be a great way up the 
  ante. Likewise, an exact number of mooks 
  and puppetmasters is never specified here 
  so that the gamemaster can feel free to 
  throw as many mooks in any combination at 
  the PCs as they think they need to.
  For the sake of writing the piece, 
  it is assumed there are three or four 
  puppetmasters in the Carnival, each with 
  roughly 20 host-mooks of varying race and 
  ability, for a total of between 50 to 80 mooks 
  on-hand, some of whom may be locked up 
  currently and “uncontrolled” for later use 
  but most of whom are merely performing 
  the most mundane of tasks necessary. As 
  few as one puppetmaster and a dozen or 
  fewer mooks could exist to present a decent 
  challenge to the players.
  Relationship to the Other Carnies: The 
  Mook Troupe is one of the few constants 
  throughout the Carnival. The smiling 
  faces of the Mooks can be found from the 
  entrance gate to the backlot and through 
  the tents and midway. They can even act as 
  stand-in attendants at numerous games and 
  in various tasks, always performing their 
  bawdy humor for the masses. 
  Most of the other carnies enjoy having the 
  Mooks around because they will perform 
  much of the “menial labor” of putting 
  up or tearing down tents, stands and 
  other concessions. They also never seem 
  to complain when asked to do the most 
  disgusting tasks, like cleaning up the dung 
  of the animals or cleaning the outhouses.
  
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  Very few of the carnies are aware of the 
  puppetmasters, thinking the Troupe is just 
  an odd, and cliché bunch of performers. 
  Their large numbers and heavy use of 
  make-up and costume make it hard for 
  most of the carnies to tell them apart, which 
  becomes unimportant as all of them respond 
  to “Hey Mook” the same way.
  The puppetmasters prefer to keep it 
  this way, hiding among the masses and 
  collecting new hosts to be mooks carefully. 
  One of the few people to know of the 
  puppetmasters is Cookie, the ghoul cleric 
  that runs the cookhouse for the Carnival, as 
  her skills as a healer and prolonger of the 
  lifetime of dying flesh become useful to the 
  puppetmasters (also, as a fellow creature 
  willing to eat the sentient and sapient, 
  intelligent beings of the world they have an 
  understanding most might be repulsed by). 
  Her boys do not know the full extent of the 
  puppetmasters, but are aware Momma has 
  dealings with the Mook Troupe.
  Beyond Cookie, the only other people 
  at the Carnival of Sinners that know of 
  the puppetmaster’s existence are the 
  Ringmaster and Madam Lexie.
  standard mook
  The following statistics should be used 
  for any random mook currently out 
  on the midway. It is assumed that the 
  related puppetmaster has left just the 
  smallest amount of himself in each of 
  these “performers” so that they are able to 
  perform the basic tasks that they need to. 
  This could be something as simple as taking 
  or selling tickets to the other amusements 
  of the carnival, or even basic physical acts, 
  like tumbling or mock battles with patrons 
  or other mooks that require only able bodies 
  and not massive intellect to perform.
  These mooks are typically found in 
  heavy make-up to look like clowns or other 
  buffoons. This make-up helps to hide the 
  relatively neutral expression these creatures 
  would otherwise have and also helps 
  cover up the sickly state of their bodies in 
  general as the facepaint and odd, brightly 
  colored clothing hides odd shapes, sores 
  and the humanoid’s malnourished bodies. 
  A standard mook seems “slightly out of it” 
  and has a tendency to speak in the third 
  person as the puppetmaster is likewise too 
  spread out, saying phrases like “We welcome 
  you to the Carnival of Sinners!” or “What can 
  We do to help you today?”. Most patrons take 
  this to mean the mook is simply speaking 
  for the Troupe or the Carnival in general, 
  so only the most perceptive think it is too 
  unsettling, at first.
  The example below is for a human that 
  is dressed and prepared to act as a simple 
  clown. They may just as easily be dressed 
  this way while performing a number of 
  duties and any weapons they may possess 
  are likely incidental or designed to be part 
  of their act (oversized clubs for striking 
  fellow mooks down, etc.). 
  Mook 
  CR 1/2 
  XP 200
  Human expert 1
  CE Medium humanoid (human) host with aber-
  rant controller
  Init +3; Senses Perception +0
  Defense
  AC 14, touch 13, flat-footed 11 (+1 armor, +3 
  Dex)
  hp 3 (1d8-1)
  
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  Carnival of Sinners
  Fort -1, Ref +3, Will +1
  Immune mind-affecting effects
  Weakness vulnerability to protection from evil
  Offense
  Speed 30 ft.
  Melee club +0 (1d6)
  Tactics
  Before Combat A mook is always on the look-
  out for trouble, but it doesn’t try to start 
  fights itself. Occasionally its humor will cross 
  the line and a sole mook will likely plead for 
  its insignificant life and offer to lick to of-
  fended parties boots, etc. all while telepathi-
  cally summoning more mooks to its location.
  During Combat A lone mook is rarely trouble-
  some, but regardless of the number of 
  mooks present, they are always able to work 
  in great concert, for instance, flanking a 
  single-target to give one the upperhand or 
  even sacrificing one to give others a clear 
  shot. Once a mook is engaged in combat, 
  it telepathically tells its other host bodies 
  what is going on and this will often summon 
  additional mooks, whom are typically under 
  greater levels of control (see Controlled 
  Mook).
  Morale The loss of a single, standard mook is 
  no more significant to a puppetmaster than 
  clipping your nails would be to you. Combin-
  ing this with that fact that it can normally 
  steal back its mind as the creature slowly 
  dies (i.e. is in negative hit points before 
  reaching negative its Con) and it cares even 
  less, willing to sacrifice a sole mook or two if 
  it gains the upperhand.
  Statistics
  Str 11; Dex 16; Con 8; Int 7; Wis 8; Chr 13
  Base Atk +0; CMB +0; CMD 13
  Feats Deceitful, Skill Focus (Perform[Comedy])
  Skills Acrobatics +7, Bluff +7, Climb +0, Dis-
  guise +7, Escape Artist +3, Handle Animal 
  +1, Intimidate +1, Perform [Comedy] +9, 
  Profession [Carny] +5, Sleight of Hand +3
  Languages Common, Undercommon, telepathy 
  100 ft. (other mooks only)
  Gear padded armor (made to look like a clown 
  costume), club, assorted gags and mundane 
  magic tricks, additional gear and coins de-
  pending on assigned task
  Special Abilities
  Transfer Intellect (Ex): As a full-round action, 
  a puppetmaster in control of a mook can 
  transfer its consciousness into or out of a 
  host-mook within 100 feet of another. Treat 
  the hosts being transferred into and out of 
  as dazed during the process. While a varying 
  amount of intellect can be transferred, three 
  typically “amounts” of intellect are achieved 
  – the standard Mook, the Controlled Mook, 
  and the Master Mook. If a controlled crea-
  ture is dropped below 0 hit points or other-
  wise incapacitated, the controlling puppet-
  master can attempt a Will save against a DC 
  of 10 + the number of hit points the host is 
  below 0 to escape to another body that is 
  within range. See the puppetmaster entry 
  for how this works in more detail.
  Vulnerable to Protection from Evil (Ex) A pup-
  petmaster’s bonded host mook is treated 
  as a summoned creature for the purpose of 
  determining how it is affected by a protec-
  tion from evil spell.
  Controlled mook
  At any given moment during the time 
  the Carnival of Sinners is open and in 
  operation, the puppetmasters will be 
  performing various shows, typically 
  possessing between 3 and 5 mooks at a 
  higher level than just the bare-minimum 
  needed for many tasks. These controlled 
  mooks gain additional skills and abilities 
  from the increased presence of mind, and 
  since they are typically under the control 
  
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  of one creature (or even two or more 
  telepathically linked creatures), they are 
  able to move and react with a level of 
  precision that few other performers could 
  replicate. Likewise, a blatant disregard 
  for the displeasure of the host bodies 
  means that if the occasional blade hits too 
  deeply, or crossbow bolt strikes true, the 
  puppetmasters are not one to fret. Cookie 
  can often patch up the mistakes, and the 
  worst case scenario is her boys get to have a 
  fresh meal for once.
  The example below uses a human that 
  is a consummate performer of comedy, 
  specifically in the vein of being a clown 
  or fool. The exact nature of his clothes 
  would likely reflect either local customs or 
  mock local royalty in a playful and tasteful 
  way, though it may portray foreign or 
  enemy agents in less than tasteful ways. 
  A controlled mook could also be prepared 
  for various simple mock battles or tests of 
  skill, like shooting an apple off the head of a 
  fellow mook.
  Controlled Mook 
  CR 2
  XP 800
  Human expert 4
  CE Medium humanoid (human) host with aber-
  rant controller
  Init +3; Senses Perception +0
  Defense
  AC 14, touch 13, flat-footed 11 (+1 armor, +3 
  Dex)
  hp 14 (4d8-4)
  Fort +0, Ref +4, Will +3
  Immune mind-affecting effects
  Weakness vulnerability to protection 
  from evil
  Offense
  Speed 30 ft.
  Melee club +3 (1d6) or dagger +3 (1d4, 19-20) 
  or light crossbow +6 (1d8, 19-20)
  Tactics
  Before Combat For a puppetmaster, a con-
  trolled mook represents a decent invest-
  ment of its intellect, enough that it wouldn’t 
  want to willing sacrifice itself and risk losing 
  that portion of its intellect. Before engaging 
  in combat, a controlled mook would likely 
  call telepathically for allies and try to get out 
  of a fight, though with superior numbers it 
  
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  would equally relish the opportunity to fight 
  and possibly take a new host.
  During Combat A controlled mook has more 
  of a puppetmaster’s intellect deposited in 
  them, and they in turn gain more skill in 
  both their trade and combat. Controlled 
  mooks are often the ones telepathically 
  called in by other mooks as the signal is 
  sent out to all controlled mooks. Controlled 
  mooks always fight in concert with other 
  mooks, using the lesser mooks as meat-
  shields and distractions while the controlled 
  mook goes in for the kill.
  Morale As a significant portion of its intellect, 
  a puppetmaster in a controlled mook would 
  be hesitant to throw away the host, but if it 
  truly felt threatened and unable to save this 
  host body, the puppetmaster would retreat 
  into another mook, either forming a master 
  mook or spreading out into a number of 
  mooks all running away to escape the 
  threat.
  Statistics
  Str 11; Dex 16; Con 8; Int 10; Wis 8; Chr 14
  Base Atk +3; CMB +3; CMD 16
  Feats Deceitful, Skill Focus (Perform[Comedy]), 
  Skill Focus (Perform[Sing] or similar skill)
  Skills Acrobatics +10, Bluff +9, Climb +4, Dis-
  guise +10, Escape Artist +7, Handle Animal 
  +4, Perform [Comedy] +12, Perform [Sing] 
  +12, Profession [Carny] +5, Sleight of Hand +7
  Languages Common, Undercommon, telepathy 
  100 ft. (other mooks only)
  Gear padded armor (made to look like a clown 
  costume), correct weapon for task assigned, 
  assorted gags and mundane magic tricks, 
  additional gear and coins depending on as-
  signed task
  Special Abilities
  Transfer Intellect (Ex): As a full-round action, 
  a puppetmaster in control of a mook can 
  transfer its consciousness into or out of a 
  host-mook within 100 feet of another. Treat 
  the hosts being transferred into and out of 
  as dazed during the process. While a varying 
  amount of intellect can be transferred, three 
  typically “amounts” of intellect are achieved 
  – the standard Mook, the Controlled Mook, 
  and the Master Mook. If a controlled crea-
  ture is dropped below 0 hit points or other-
  wise incapacitated, the controlling puppet-
  master can attempt a Will save against a DC 
  of 10 + the number of hit points the host is 
  below 0 to escape to another body that is 
  within range. See the puppetmaster entry 
  for how this works in more detail.
  Vulnerable to Protection from Evil (Ex): A pup-
  petmaster’s bonded host mook is treated 
  as a summoned creature for the purpose of 
  determining how it is affected by a protec-
  tion from evil spell.
  master mook
  A puppetmaster is typically busy 
  managing it’s many host-mooks and at 
  any given time is in possession of a dozen 
  or more to varying levels of intellect (see 
  standard mooks and controlled mooks). In 
  moments of dire need, either because the 
  level of competence needed for the task is 
  too great or because a real threat has been 
  found, a puppetmaster can pull back its 
  tendrils of intellect from its many standard 
  mooks to coalesce in a single creature. While 
  not every mook needs to be freed from 
  control (see uncontrolled mook for more), 
  the GM is allowed the freedom to choose 
  how many of each type of mook exists in a 
  given area or time to be a manageable threat 
  to the players.
  The other important aspect to 
  consider with the Master Mook is that 
  the puppetmasters don’t always pull 
  themselves together to throw down in 
  
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  combat. If the player characters began 
  to deeply interrogate a lone mook, the 
  puppetmasters would likely form into its 
  mind and start to spew whatever lies it 
  thought it should to get rid of the nosey 
  people. It would only be after its tried 
  everything it could to persuade or otherwise 
  diplomatically handle a situation before it 
  would resort to direct confrontation, and 
  then it might do that by moving its mind 
  into a special, monstrous humanoid body or 
  a group of mooks to take out the players.
  The example below uses a human that is 
  dressed up to perform in weapon drills or 
  mock battles, possibly parodying a local 
  military force in style of dress or claiming to 
  use “exotic fighting techniques of a far off 
  land.” 
  Master Mook 
   
  CR 5
  XP 1,600
  Human expert 6/ warrior 1
  CE Medium humanoid (human) host with aber-
  rant controller
  Init +3; Senses Perception +5
  Defense
  AC 17, touch 14, flat-footed 14 (+3 armor, +3 
  Dex, + 1 dodge)
  hp 25 (6d8+1d10-7)
  Fort +3, Ref +5, Will +4
  Immune mind-affecting effects
  Weakness vulnerability to protection from evil
  Offense
  Speed 30 ft.
  Melee masterwork longsword +6 (1d8, 19-20) 
  or masterwork scimitar +6 (1d6, 18-20) and 
  shortbow (1d6, x3)
  Tactics
  Before Combat A master mook will try to de-
  fuse any situation using lies and diplomacy if 
  it can, but will also send out telepathic mes-
  sages to any other puppetmasters and call 
  to it other mooks it can still control.
  During Combat A master mook has the major-
  ity of the attention and intellect of a pup-
  petmaster. As such, its own intelligence is 
  vast compared to your typical mook, though 
  it may retain a few vestiges of control over 
  other mooks to be used as cannon fodder. 
  Morale At the point that a puppetmaster is 
  this in control of a single mook, it taking a 
  serious risk and it is more likely to be cau-
  tious, not about its host body, but its ability 
  to flee --- hopping out of the body of the 
  current master mook once it feels it can no 
  longer win, rather than risk being caught 
  and killed in this one mind.
  Statistics
  Str 11; Dex 16; Con 8; Int 18; Wis 8; Chr 14
  Base Atk +5; CMB +5; CMD 18
  Feats Deadly Aim, Deceitful, Dodge, Skill 
  Focus (Perform[Comedy]), Skill Focus 
  (Perform[Sing] or similar skill), 
  Skills Acrobatics +15, Bluff +14, Climb +10, Dis-
  guise +14, Escape Artist +13, Handle Animal 
  +10, Perception +5, Perform [Comedy] +15, 
  Perform [Sing] +15, Profession [Carny] +10, 
  Sleight of Hand +13
  Languages Common, Undercommon, telepathy 
  100 ft. (other mooks only)
  Gear masterwork parade armor (made to look 
  like a clown costume), correct masterwork 
  weapon for task assigned, assorted gags and 
  mundane magic tricks, additional gear and 
  coins depending on assigned task
  Special Abilities
  Transfer Intellect (Ex): As a full-round action, 
  a puppetmaster in control of a mook can 
  
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  transfer its consciousness into or out of a 
  host-mook within 100 feet of another. Treat 
  the hosts being transferred into and out of 
  as dazed during the process. While a varying 
  amount of intellect can be transferred, three 
  typically “amounts” of intellect are achieved 
  – the standard Mook, the Controlled Mook, 
  and the Master Mook. If a controlled crea-
  ture is dropped below 0 hit points or other-
  wise incapacitated, the controlling puppet-
  master can attempt a Will save against a DC 
  of 10 + the number of hit points the host is 
  below 0 to escape to another body that is 
  within range. See the puppetmaster entry 
  for how this works in more detail.
  Vulnerable to Protection from Evil (Ex): A pup-
  petmaster’s bonded host mook is treated 
  as a summoned creature for the purpose of 
  determining how it is affected by a protec-
  tion from evil spell.
  unControlled mook
  If a puppetmaster is killed outright, before 
  it is able to transfer its consciousness to 
  another mook under its control, the mook 
  doesn’t simply die --- instead, its half-eaten 
  brain gives it an animal like intelligence 
  that is normally primed for violence due 
  to the massive amount of pain the creature 
  had endured in its recent life as a mook. 
  Particularly compassionate and patient 
  players may be able to calm down or 
  otherwise subdue an uncontrolled mook, as 
  if calming or subduing a wild animal (now 
  being able to be affected magically by spells 
  able to affect animals), but many would say 
  the most compassionate thing to do would 
  be to put these creatures out of their misery. 
  Uncontrolled Mook 
  CR 1/3
  XP 135
  Human commoner 1
  N Medium humanoid (human) with animal 
  intelligence
  Init +3; Senses Perception +1
  Defense
  AC 14, touch 13, flat-footed 11 (+1 armor, +3 
  Dex)
  hp 2 (1d6-1)
  Fort -1, Ref +3, Will -1
  Offense
  Speed 30 ft.
  Melee club +3 (1d6+1)
  Tactics
  Before Combat Uncontrolled mooks have an 
  animal-like intelligence and can generally 
  be calmed or made docile like you would 
  animals. Most of the time, uncontrolled 
  mooks are made by a puppetmaster fleeing 
  from a mook during combat, but in those 
  rare instances where an uncontrolled mook 
  is found before combat, it is likely locked up. 
  It will most likely be cautious of people it has 
  never seen before, just as a wild animal will 
  be, and it will be hostile toward any creature 
  that looks or is dressed like a mook (because 
  of remembered violence against it to make 
  it this way by the puppetmasters).
  During Combat Uncontrolled mooks wish only 
  to survive and thus fight to survive. They will 
  flee as quickly and as far as possible, but if 
  backed into a corner will fight to the death.
  Morale Uncontrolled mooks are animal like 
  in nature and will flee rather than fight if 
  possible. Once away, they will continue on 
  indefinitely and struggle to survive.
  Statistics
  Str 12; Dex 16; Con 8; Int 2; Wis 8; Chr 8
  Base Atk +0; CMB +1; CMD 14
  Feats Weapon Finesse
  
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  Skills Perception +1
  Gear padded armor (made to look like a clown 
  costume) <not proficient>, club
  puppetmaster, alternate             
  intelleCt devourer
  Literally the “brains-behind-the-
  operation” of the Mook Troupe, the 
  puppetmaster is a deviation of the typical 
  intellect devourer that does not reside in 
  a single body. Instead, the puppetmaster 
  exists telepathically “between” each of 
  its spawn, which act as nodes connecting 
  the puppetmaster to its hosts. The hosts 
  are typically called some form of idiot for 
  being relatively mindless themselves, in the 
  case of the Carnival hosts – “mooks.” Each 
  mook has one spawn of the puppetmaster 
  permanently bonded to the creature, with 
  the spawn slowly feeding on the intellect of 
  the host. 
  Puppetmaster’s Spawn Form 
  CR 5
  XP 2,400
  CE Tiny aberration
  Init +10; Senses blindsight 30 ft., detect magic; 
  Perception +20
  Defense
  AC 23, touch 18, flat-footed 17 (+6 Dex, +5 
  natural, +2 size)
  hp 45 (7d8+14)
  Fort +4, Ref +8, Will +5
  DR 10/adamantine or magic; Immune mind-
  affecting effects; Resist cold 10, electricity 
  10, fire 10, sonic 10; SR 
  Weaknesses vulnerability to protection from evil
  Offense
  Speed 30 ft.
  Melee 4 claws +11 (1d3-1)
  Special Attacks bond with host, sneak attack 
  +2d6
  Spell-Like Abilities (CL 7th)
  Constant—detect magic
  At will—confusion (DC 21, single target only), 
  daze monster (DC 19, no HD limit), invis-
  ibility, reduce size (as reduce person but 
  self only), false image (DC 20, as major im-
  age, except only in the shape of its former 
  host’s body)
  Statistics
  Str 8, Dex 23, Con 15, Int 24, Wis 10, Cha 17
  Base Atk +5; CMB +9; CMD 19 (23 vs. trip)
  Feats (2 feats),Decietful, Improved Initiative, 
  Weapon Finesse
  Skills  Bluff +23, Disguise +15, Perception +20, 
  Sense Motive +10, Stealth +23, Use Magic 
  Device +15 and an additional 40 ranks in 
  skills like Knowledge, Perform or Profession 
  depending on the interests of the Puppet-
  master; Racial Modifiers +8 Bluff, +8 Percep-
  tion, +8 Stealth
  Languages Undercommon (cannot speak); 
  telepathy 100 ft.
  Special Qualities pooled intellect, transfer 
  consciousness
  Special Abilities
  Bond with Host (Su) As a full-round action that 
  provokes an attack of opportunity, a puppet-
  master spawn can reduce its size, crawl into 
  the mouth of a helpless or dead creature, 
  and burrow into the victim’s skull to devour 
  its brain. This is a coup de grace attempt 
  that inflicts 8d3+2d6-8 points of damage. 
  If the victim is slain (or already dead), the 
  puppetmaster usurps control of the body 
  and may use it as its own, as if it controlled 
  the target via a dominate monster spell. The 
  puppetmaster has full access to all of the 
  host’s defensive and offensive abilities save 
  for spellcasting and spell-like abilities (with 
  the puppetmaster spawn losing its own 
  spell-like abilities as well with the bonding). 
  A host body may not have been dead for 
  longer than 1 day for this ability to func-
  
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  tion, and even successfully inhabited bodies 
  decay to uselessness in 21 days (unless this 
  time is extended via gentle repose or similar 
  magic). Once the puppetmaster’s spawn 
  bonds with the body, it knows (and can 
  speak) the languages known by the victim 
  and basic information about the victim’s 
  identity and personality, yet has none of the 
  victim’s specific memories or knowledge. 
  Damage done to a host body does not harm 
  the puppetmaster itself, but if the host body 
  is slain, the puppetmaster spawn dies with 
  the host which can cause further damage 
  to the puppetmaster psyche (see Pooled 
  Intellect ability). Raise dead cannot restore 
  a victim of this effect, but resurrection or 
  more powerful magic can.
  Grow Spawn (Ex) Once bonded to a host, a 
  puppetmaster spawn begins creating new 
  spawn to further the creatures reach. In 
  the time it inhabits a single creature, most 
  Medium sized hosts will be able to spawn 
  one to three additional spawn, depending 
  on how well taken care of the host body is 
  in the process. Each of these spawn is cre-
  ated one at a time, taking between 7 and 14 
  days to mature to the point that they can 
  leave the host, growing rapidly in size from 
  a magically reduced one to the typical Tiny 
  size of an overlarge house cat, and hunting 
  down new prey to join the puppetmaster’s 
  hosts. A spawn that has fully grown but not 
  left its old host remains dormant till a pup-
  petmaster polls enough of its intellect into 
  the spawn to awake it, causing it to detach 
  from those host as a one round action. 
  Pooled Intellect (Ex) In a sense, a puppetmas-
  ter doesn’t exist in a body, it exists between 
  the bodies. Its intellect is pooled and able to 
  transfer, in part or in full, to different bodies 
  that is has made into hosts using spawn. 
  Once a spawn has bonded with a body, they 
  become part of the body of the puppetmas-
  ter, like another creature in an intelligent 
  swarm. But the intellect (its Intelligence, 
  ability to perceive, think and rationalize 
  as well as analyze and deduce) becomes 
  distributed and partial, with each new host 
  requiring a minimum amount of “attention” 
  and leaving less intellect to pool into a given 
  host at any given moment. Filling one or 
  more creatures with a larger amount than 
  the minimum needed to maintain control 
  allows a puppetmaster to give that host ad-
  ditional abilities and knowledge, and gives 
  the puppetmaster greater individual control 
  of the actions of a controlled host-body. A 
  puppetmaster is able to have a maximum 
  number of host-bodies actively controlled 
  equal to its Intelligence score, though most 
  maintain fewer hosts than this so that at any 
  moment it has more points of Intelligence 
  to pool in a few bodies as needed. For each 
  points worth of Intelligence pooled into a 
  host, that creature effectively gains an addi-
  tional level in an NPC class (typically expert 
  or warrior), and the hosts overall mental 
  statistics (Int, Wis, Chr) raise as well. 
  Transfer Intellect (Ex): As a full-round action, a 
  puppetmaster in control of a host body can 
  transfer its consciousness into or out of a 
  host within 100 feet of another host with a 
  bonded . Treat the hosts being transferred 
  into and out of as dazed during the process. 
  While a varying amount of intellect can be 
  transferred, three typically “amounts” of 
  intellect are achieved – the standard Mook, 
  the Controlled Mook, and the Master Mook. 
  If a controlled creature is dropped below 0 
  hit points or otherwise incapacitated, the 
  controlling puppetmaster can attempt a 
  Will save against a DC of 10 + the number of 
  hit points the host is below 0 to escape to 
  another body that is within range. See the 
  puppetmaster entry for how this works in 
  more detail.
  Vulnerable to Protection from Evil (Ex) A 
  puppetmaster’s spawn is treated as a sum-
  moned creature for the purpose of deter-
  mining how it is affected by a protection 
  from evil spell.
  
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  baCkGround
  Thought by some to be invaders 
  from another dimension or planet, the 
  sinister intellect devourers are certainly 
  one of the world’s cruelest races with 
  the puppetmasters being but one more 
  bizarre permutation of them. Incapable 
  of experiencing emotions or wallowing in 
  the sins of physical pleasure on their own, 
  puppetmasters like all intellect devourers 
  are forced to steal bodies in order to 
  indulge their gluttony, lust, and cruelty. 
  Unlike typical intellect devourers, 
  the puppetmaster does not reside in 
  a single body, but instead 
  forms an interconnected 
  psychic network 
  between various host 
  bodies taken over by its 
  puppetmaster spawn. In 
  its natural form, the spawn 
  of a puppetmaster looks like 
  a elongated brain with a 
  slug body that has four 
  clawed legs protruding. 
  This image is almost 
  never seen though, as 
  the puppetmaster spawn 
  projects an illusionary 
  image of itself as a copy of 
  its most recent host. Using this 
  image, it approaches potential 
  host creatures and tries to 
  confuse them or disable them 
  using its other hosted bodies 
  in concert. 
  A puppetmaster’s spawn is 1 
  and a half feet long and weighs 
  about 20 pounds in its natural 
  form. A spawn, detached from its initial 
  host, must find a body to bond to within 24 
  hours or it will begin to wither and die, and 
  the puppetmaster will need to withdraw its 
  intellect from the spawn.
  
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  Cabinet of     
  Curiosities
  This section offers a selection of items, props, and various curiosities you can add to the 
  Carnival of Sinners or any adventure. 
  The items presented in this section represent the macabre prizes and souveniers offered 
  by the Carnival of Sinners to their customers. Some of these items have value, but most are 
  just strange items collected over the years, or at best junk designed to look like something of 
  value.
  Following these unusual items are a few game props, including tickets, map, and flyer for 
  the Carnival of Sinners. 
  
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  unusual 
  prizes
  CloWn mask
  This damp and dirty canvas mask fits over 
  the head of a medium-sized creature. It has 
  two rough holes cut out for eyes and one for 
  the mouth. Crude markings resembling a 
  clown’s make-up is painted on the mask.
  Value: 0 gp.
  Wood duCk
  This wooden toy duck on a platform 
  with wheels has a string and can be pulled 
  behind a child. The toy is far from new; it’s 
  paint faded, the front of the beak worn, and 
  missing a wheel. The toy maker’s name and 
  address are branded on the bottom of the 
  platform. 
  Value: 3 sp (1 gp if fully restored and 
  repainted).
  deCk of Cards
  Contained in a small tin case almost 
  black with tarnish this deck of playing 
  cards is illustrated with fading pirates, sea 
  monsters, ships, and gold pieces. The case is 
  engraved with a florid V.M.
  Value: 2 sp (1 sp for the cards and 1 sp for 
  the case).
  severed ear
  A relatively fresh human ear that appears 
  to have been ripped from its owner as dried 
  blood hangs from jagged pink flesh and torn 
  cartilage. A lone gold earring hangs in the 
  lobe.
  Value: 1 gp (1 gp for the ring if sold to a 
  fence).
  sHrunken Head
  The race of this shrunken, ebon humanoid 
  head is almost impossible to identify as it 
  dangles by its hair from a piece of twine.
  Value: 10 gp (10 gp for the head; there are 
  actually people who collect such items).
  set of keys
  This is an iron key ring with seven keys.
  Value: 5 sp (Until it is discovered 
  what they open, the value of the keys is 
  unknown, but someone might be willing to 
  part with 5 sp to take a chance).
  Water JuG
  This rough-shaped ceramic jug can hold 
  about a quart of liquid and features a stick-
  figure image of a snake carved into its 
  misshapen body. It is empty.
  Value: 1 cp
  skull boWl
  Made of a human skull, this bowl leaks 
  slightly when used. The inside of the skull 
  is stained with a dark, black color while the 
  outside has been bleached white.
  Value: 5 sp.
  
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  stone doll
  A heavy child’s doll, most likely from 
  a goblinoid tribe, this is a crude work of 
  art. A single stone dressed in rags, the face 
  is painted on with dark, thick globs of 
  something that is likely animal blood.
  Value: 5 sp 
  blaCk flute
  This flute is similar to all others of its 
  type. The instrument is about 2 ft. long 
  with eight holes and a thumb hole. It is 
  constructed of a black, polished wood with 
  bright silver trim.
  Value: 5 sp
  broWn paCket
  This palm-size packet of wrapped heavy 
  brown paper is tied together with coarse 
  twine. Opening the package reveals a 
  severed finger.
  Value: 3 sp
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: 
  Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. 
  Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme 
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  Skip Williams, Teeuwynn Woodruff.
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  Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim 
  Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen 
  K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, 
  Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason 
  Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ 
  Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark 
  Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, 
  and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, 
  Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, 
  Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan 
  H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, 
  and Russ Taylor.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Fat Goblin Games Presents: Carnival of Sinners © 2014 Fat Goblin 
  Games. Authors; Chris Bayes, Eric Hindley, John Bennett, Kalyna Conrad, 
  Lucus Palosaari, Rick Hershey
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Carnival of Sinners.pdf