TEXT:  
   
  DICEPTION 2 
  Carnival Conquest 
  30 Dice Games for Your RPG Campaigns 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Edited by R. Lee Brown 
   
    
  Created By 
  Hobie Hill 
  and 
  Ralph Clark 
  Artwork By 
  Teresa Guido 
  
   
  2 
   
  
   
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  Diception 2 
  Carnival Conquest 
   
  30 Ready-to-Play Dice Games 
  for your Tabletop Role-Playing Campaigns 
   
   
  Created by Hobie Hill 
  A Gamer Who Creates For Games 
   
   
   
  One of the greatest things about a carnival setting is that a traveling show can appear 
  almost anywhere role-playing characters can gather… and at any time! 
   
  Now you have a game supplement that adapts a fun fantasy carnival, with all its games 
  and colorful NPC's, for you to play ANYTIME during your table-top RPG campaign! 
   
  All you need is a standard set of gaming dice to play all the booth games in the 
  midway, complete with Prize Lists and shifty Booth NPC's! Just add imagination! 
   
   
  FUN CARNIVAL GAMES 
  TO PLAY DURING YOUR GAMES! 
  
   
  4 
   
  Table of Contents 
   
   
  The Games 
  Your Map to Diception2  
  5 
  Bearing & Bucket 
   
   
  6 
  Spore Pop  
   
   
   
  7 
  Hoop Shoot 
   
   
   
  8 
  Bust the Bottles  
   
   
  9 
  Magic Six Wheel 
   
   
  10 
  Hand Crossbow Alley 
   
  11 
  Rogue’s Dagger of Choice  
  12 
  Wizard’s Water Blast  
   
  13 
  Grapple the Castle 
   
   
  14 
  Drop the Dwarf 
   
   
  15 
  Mallard Melee  
   
   
  16 
  Loot Shoot 
   
   
   
  17 
  Barbarian Bell Ring  
   
  18 
  Feed the Kraken 
   
   
  19 
  Shatter Shields  
   
   
  20 
  Ring Toss  
   
   
   
  21 
  Skeeball 
   
   
   
   
  22 
  Plinko 
   
   
   
   
  23 
  Copper Piece Drop  
   
  24 
  Whack an Ooze 
   
   
  25  
   
  Tic Tac Toe Toss 
   
   
  26 
  Horse Race 
   
   
   
  27 
  Mage Hand Claw Game  
  28 
  Goblin Tooth Knockout  
  29 
  Cover the Spot  
   
   
  30 
  Stash Toss  
   
   
   
  31 
  Goblin Golf 
   
   
   
  32 
  Mini-Catapult Launch 
   
  33 
  Hand Axe & Hole 
   
   
  34 
  String Pull 
   
   
   
  35 
   
  Appendix 
  Game Prize List  
   
   
  36 
  Carnage at the Carnival!  
  39 
  --Dark History  
   
   
  41 
  --The Fun House 
   
   
  43 
  --Let’s Play 
   
   
   
  46 
  --Finale  
   
   
   
  50 
   
   
    
   
   
  
   
  5  
   
  Your Map to Diception2 
   
  Welcome to the Carnival! Our goal was to give you brand new games to play in-character during your 
  campaigns using just a standard set of gaming dice. No extra pieces or decks of playing cards required!  
   
  Number Of Dice per Game 
  Each game will include an image like this one to list the dice needed. If the game uses more than one of any 
  type of dice, a number will appear next to that dice to indicate how many of them you need. 
   
   
   
   
   
   
   
   
   
   
   
         2 
   
   
  Enjoy the Midway! 
  We’ve included 30 carnival booth games for you to play. The DM can line up these booths in whatever layout 
  he chooses, based upon the location where the carnival sets up (town, roadside, edge of the forest, etc.) There 
  could be five rows of six booths, three rows of ten, two rows of 15, depending on the needs of your layout. 
  However, the booths will always be adjacent to the next based upon the numbers assigned here (in other words, 
  booth 1 next to booth 2 next to booth 3, etc.)  
   
  The carnival attractions (listed in the Carnage at the Carnival! adventure) are always clustered together at one 
  end of the carnival – whichever suits the DM’s purpose – and arranged as shown in the diagram on page 44. 
   
  Odds of Winning 
  Based upon the luck of the roll, 
  every game has specific odds of 
  winning (not including DM 
  cheats!) The percent chance to win 
  is listed with each game. 
   
  Your Time is Up! 
  As they are quick games of “chance,” 
  each Diception carnival game has a 
  limited number of player turns. You 
  can expect each game to last no more 
  than 5 minutes… and probably less.  
  Have Fun! Make Things Up as You Go! 
  Only one player at a time can try their luck at a booth game. For Turn Order, we recommend either 
  going clockwise from the DM or having all players roll a D20 to see who starts. It’s a safe bet that you may use a 
  different style or flair when you host games! This guide is just a starting point; feel free to change things to fit 
  your table. We want everyone to have a great time! 
  
   
  6 
   
  Bearing & Bucket 
   
  Lore 
  This classic game stems from the history of legendary 
  rogue Ralsh Vicart. It was said that Ralsh was so expert at 
  disarming traps, he could do it with only a simple ball 
  bearing. One evening a group of adventurers found poor 
  Ralsh in a tavern and put his skills to the test. 
   
  Rules 
  Dungeon Master -         3 
  The DM rolls 3D20 die & then leaves the numbers rolled 
  face up on the table for all to see. 
   
  Player -  
  The player has 3 chances to hit one of the DM’s rolled outcomes. The player is rewarded one 
  prize for every one of the DM’s numbers they hit.  
   
  Cheat Rules 
  Odd Shaped Bucket Bottom - The DM can shift one of the number rolls to the left or 
  right for one of the ball tosses. 
   
  Booth NPC 
  Earl Von Atul (Human / 6’7” / 185 lbs.) 
  Earl is an older gentleman whose attire is not quite the right fit. The pants and jacket are 
  about two inches too short and have been patched more times than you can count. His 
  personality is almost playfully condescending if he thinks he is classier than you. He constantly 
  talks down to anyone who comes by his booth, as if they aren’t good enough to play his game. 
  If you happen to win, his personality switches quickly and he begins to like you. 
   
   
   
  31% Chance for Player to Win 
  
   
  7  
   
  Spore Pop 
   
  Lore 
  The game itself grew from the popularity of pranks 
  played by young elven children with spores that were 
  harvested by the woodland elves and brought into other 
  kingdoms. These spores could be found in couch 
  cushions, hanging from a rope ready to hit a passerby in 
  the head, or other places that would give the elven 
  children a good laugh. Eventually these spores were 
  harvested and sold to carnival and festival owners for 
  this game. 
   
  Rules 
  Dungeon Master -         9 
  The DM rolls 9D4 dice & leaves the results rolled on the table for all to see. 
   
  Player -          5 
  The player rolls a total of 5d4 dice, but to get the feeling of throwing darts. One dice should be rolled 
  at a time, and to hit a spore the players rolls must match the DM’s rolls. The player must at least pop 
  two balloons to win a prize, and once a die’s number is matched the DM takes it off the table. 
   
  Cheat Rules 
  Tough Skin – The DM can harden one spore’s outer layers to prevent it from being popped.  
   
  Booth NPC 
  Sarton Triare (Half Elf – 5’4” 132 lbs.) 
  A rather decent looking half-elf woman, Sarton will use her looks to lure men and 
  women alike to her booth. She is dressed in green and the heavy outfits have a leaf -like 
  appearance. She is sweet and a smooth talker, but every time a spore pops she jump and 
  can’t contain a frightened shout, although it ends up more like a startled “peep.” 
   
   
   
  48% Chance for Player to Win 
  
   
  8 
   
   
  Hoop Shoot 
   
  Lore 
  A classic game among the human races, Hoop Shoot grew in 
  popularity as a competitive sport. Although shorter races were 
  at constant disadvantage, they developed their own method of 
  shooting just to prove their accuracy. The game eventually 
  caught the eye of carnival owners everywhere. 
   
  Rules 
  Dungeon Master -           2 
  The DM rolls 2D20 dice and sums up the total. 
   
  Player -          3 
  The player rolls 3D12 one at a time to simulate shooting baskets. The player will sum up the total 
  and if the players sum is larger than the DM’s sum, then the player wins a prize.  
   
  Cheat Rules 
  Egg Shaped Hoop – The DM can add a D8 if they choose to their total sum. 
   
  Booth NPC 
  Retcha Firgil (Rock Gnome – 3’2” – 49 lbs.) 
  A gnome with a nasty attitude, Retcha is quite upset to be always stuck at the hoop shoot. 
  Due to her diminutive stature, she has to use a short ladder to retrieve the balls after every 
  game. Don’t dare make a comment about height, otherwise she’ll do everything in her 
  gnomish power to make sure you lose! She has a toothy grin with oversized front teeth, and 
  the wrinkles of her face covers up most of her eyes. He outfit is simple but well fitting; it 
  appears she makes her own clothes. 
  44% Chance for Player to Win 
  
   
  9  
   
  Bust the Bottles 
   
  Lore 
  This game is based upon the legendary story of Gron the Barbarian 
  warrior of the northern tribes. After Gron had finished every bottle 
  of alcohol in an entire tavern, he flew into a rage. As he began 
  throwing anything in sight at the empty bottles, a quick thinking 
  Bard by the name of Yalfarn turned the fit into a game. He 
  eventually calmed Gron into satiating his thirst with a competition. 
   
  Rules 
  Dungeon Master -         3 
  The DM rolls 3d12 dice and places them in a triangle with the largest two numbers rolled on what one 
  would picture as the bottom of a stack of 3 bottles in a pyramid.  
   
  Player –          3           2 
  The player rolls 3d12 simulating throwing a ball one at a time. If any number matches one of the DM’s 
  numbers, they “strike” that bottle. The player then rolls 2D6 and subtracts that number from the DM’s 
  D12 die that was hit. If the die’s total drops to zero, that bottle is knocked over. If the bottle happens to 
  be one chosen to be on the bottom, then the top bottle drops as well. The player wins one prize for 
  each bottle knocked over.  
   
  Cheat Rules 
  Unbreakable Bottle – The DM can choose to save a bottle that would have been dropped 
  to zero, it instead becomes 1. 
   
  Booth NPC 
  Xahana Firgil (Rock Gnome – 3’2” – 49 lbs.) 
  Unlike her sister Retcha, Xahana is kind and sweet. While she looks and dresses very much 
  like her sister, she always has a genuine smile on her lips. If Xahana hears Retcha berating the 
  carnival or festival goers, she steps up in their defense, and insists her sister should be less 
  sour… even going so far as to call out Retcha when she cheats players out of prizes.  
  54% Chance for Player to Win 
  
   
  10 
   
  Magic Six Wheel 
   
  Lore 
  The Magic Six Wheel derives its history from a questionable 
  bard’s tale. The story is told that a goblin chieftain wanted a 
  legendary weapon for his own and sent his scouts searching. 
  One after one they failed and were killed, until finally a 
  lucky one succeeded and earned a prize. 
   
  Rules 
  Dungeon Master -                  (optional)  
  The DM rolls a D12 die and leaves the result on the table for everyone to see.  
   
  Player -  
  The player must then match the Dice roll by rolling a D12. If the player’s roll matches the 
  DM’s roll, the player wins a prize.  
   
  Cheat Rules 
  Sticky Gear – The DM may choose to roll a D4 die to change the outcome of the players 
  roll. The DM must decide to do this before the player rolls. If the outcome is even it is added to 
  the dice roll; if it is odd then it is subtracted from the dice roll. 
   
  Booth NPC 
  Francis Cornwallis (Human – 5’8” – 230 lbs.) 
  Although normal height for a human, Cornwallis has started to go a bit wide in the middle. 
  He typically wears a red and white striped shirt with black suspenders and brown pants. He is 
  never seen without his round bowler hat. A quiet fellow, Cornwallis can get excited from time 
  to time, especially if you win at his booth. He lets everyone around know that he has a winner 
  at his booth… and that they can be the very next one! 
   
   
   
   
  5% Chance for Player to Win 
  
   
  11  
   
  Hand Crossbow Alley 
   
  Lore 
  Legendary Halfing Ranger Rena Larnif was truly an ace 
  shooter with her fabled hand crossbows. It was said she could 
  even clip the wings off a fly at 20 paces. She could often be 
  seen in taverns making money by wagering about hitting 
  outrageous targets with the utmost accuracy. Invariably, she 
  left the establishment with a pocket full of coins. 
   
  Rules 
  Dungeon Master -          5 
  The DM rolls 5D10 and places those dice in any order they choose, keeping them hidden until 
  the player rolls. The DM will reveal one dice at a time after each of the players rolls.  
   
  Player -         5 
  The player also rolls 5D10 dice and must hit the exact number of the DM’s rolls to score a 
  bullseye. If the player rolls one greater or less, it is considered a hit. The player must either 
  score two hits or one bullseye to win a prize.  
   
  Cheat Rules 
  Target Switch – The DM can elect to exchange one dice for another in the predetermined 
  order if they so choose. 
   
  Booth NPC 
  Gumah Underfury (Hill Dwarf – 4’ 6” – 167 lbs.) 
  Loud, boisterous, and 100% dwarf, Gumah sports a long handlebar mustache and a well-
  groomed beard. A black and white handkerchief barely fits around his thick neck. He is 
  muscular and looks as intimidating as his voice, but his bark is worse than his bite. He wears a 
  standard sleeveless dirty shirt and a nice pair of leather pants. 
   
   
  56% Chance for Player to Win 
  
   
  12 
   
  Rogue’s Dagger of Choice 
   
   
  Lore 
  A rogue never can have enough daggers: small ones, big ones, dull 
  ones, pointy ones, and so many more. This game pays homage to the 
  rogues of the world and there affinity to small pointy blades. 
   
  Rules 
  Dungeon Master -      
  The DM rolls a D4, D6, D8, D10, D12, and D20 and hides the results.  
   
  Player -       
  The player can roll any dice they choose up to 3 times. The following rules apply:  
  D4 –  The player must hit the same number as the DM. 
  D6 –  The player must hit one greater than or less than the DM. 
  D8 –  The player must hit one greater than or the exact number of the DM 
  D10 –  The player must hit one less than or the exact number of the DM.  
  D12 –  The player must hit one of the intervals of three. Example: DM rolls a 3. The player must roll a 6, 9, or 
  12. If the DM rolls a 1, the player must roll a 4, 7, or 10.  
  D20 –  The player must hit in intervals of 5. Example: DM rolls a 10. The player must then roll a 5, 15 or 20. If 
  the DM rolls a 2, the player must roll a 7, 12, or 17. 
   
  Cheat Rules 
  Greased Dagger – The DM can roll one D4 against any of the player’s throws. If the outcome is 
  even then the number is added to the players roll, if the outcome is odd then the number is subtracted. 
   
  Booth NPC 
  Tarv Longale (Mountain Dwarf –4’10” – 187 lbs.) 
  Drunken but lovable, Tarv makes up for his bald top with an untidy beard and a mustache so 
  big you can’t see his lips move. He loves the games and truly hopes you will win… but will 
  gladly make fun of you if you lose. He wears the standard loose-fit clothing of a dwarf. 
   
   
  43% Chance for Player to Win 
  
   
  13  
   
  Wizard’s Water Blast 
   
  Lore 
  The town of Bouldare once caught on fire and the villagers 
  feared it would burn to the ground. A wizard by the name of 
  Tulish Utopparel was wandering nearby and smelled the 
  burning ash. She immediately began casting and saved the 
  village. This game was made for a festival held in her honor. 
   
  Rules 
  Dungeon Master -      
  The DM rolls a percentile dice and leaves the result on the table for everyone to see.  
   
  Player -         7 
  The player rolls 7D10 to match or beat the DM’s total and win the game.  
   
  Cheat Rules 
  leaky Valve – The DM may cancel out one of the player’s dice rolls but must make the 
  choice at random by saying the number out loud before the player starts rolling. 
   
  Booth NPC 
  Galraw Elrondar (Elf – 5’6” 141 lbs.) 
  This woman’s pronounced jaw gives her a hint of an accent. Most bizarrely, she always 
  appears slightly damp, as if freshly emerged from a pool or pond. Her attire is a thread-
  worn wizard’s outfit, complete with a broad hat riddled with cuts and holes. Her 
  rectangular glasses with silver rims fail to cover or hide her very bushy eyebrows. 
  Although an odd sort, Galraw is extremely friendly and accommodating, invites all 
  comers to play her at her booth with open arms. She’s full of energy, alert and responsive. 
   
   
   
   
  48% Chance for Player to Win 
  
   
  14 
   
  Grapple the Castle 
   
  Lore 
  During the long and difficult siege of Cawic, both sides 
  suffered greatly. In a last ditch effort, the commander of the 
  sieging army collected his best troops and conceived a plan. The 
  next morning they assaulted Cawic using grappling hooks; the 
  defenders were defeated, and the gates opened. During the 
  celebration feast, this was the game the victors wanted to play. 
   
  Rules 
  Dungeon Master -      
  The DM rolls 1D20 and 1D4 and leaves them on the table for everyone to see.  
   
  Player -      
  The player rolls 1D6: it must be a 4 or higher to throw the grapple. If successful, the player then 
  rolls a D4 to see where the grapple lands. If the D4 is the same number as the DM’s, it is a hit; if 
  not, but is the same odd or even number as the DM’s, then it is a close hit. The player finally rolls 
  a D20 die; if the player hit, they need to be within 5 of the DM’s roll to win; if they had a close 
  hit, the roll must be within 2 of the DM’s roll to win.  
   
  Cheat Rules 
  Broken stone – The DM can choose to add or subtract one from their D20 roll. 
   
  Booth NPC 
  Zagga (Half Orc – 5’10” – 143 lbs.) 
  Zagga’s golden hair is always kept in a flapper bob, and her lonely gray eyes show the wear 
  and tear of someone carrying a great burden. She wears pastel leather gloves, a pastel jacket, 
  and tight pants and is quite content with her job as a carnival worker. She turns a blind eye to 
  people’s behavior, preferring to live and let live. However, she will move mountains if she 
  becomes convinced she is helping someone's true love (and she’s easily convinced)! 
   
   
  37% Chance for Player to Win 
  
   
  15  
   
  Drop the Dwarf 
   
  Lore 
  A classic game of good humor among dwarves, a short tank was 
  assembled and the leaders of the dwarven clans would gather and 
  allow the youngers to practice throwing their hammers. A few 
  splashes and a few good laughs could always be heard. 
   
  Rules 
  Dungeon Master -          3 
  The DM rolls 3D10 dice and places them in any order they choose from left to right. These 
  represent three rings of a circle target. 
   
  Player -         3 
  The player gets to roll 3D10 one at a time. To hit the outmost ring, the player needs to be 
  within 2 of the DM’s leftmost dice. To hit the middle ring, the player must be within one of 
  the DM’s center dice roll. To hit the bullseye, the player must hit the exact number of the 
  DM’s rightmost dice roll. To win a prize the player must hit either three outside rings, two 
  middle rings or one bullseye, or one outside ring and one middle ring.  
   
  Cheat Rules 
  Heckle – the DM can cause the player to reroll one of the dice rolls. 
   
  Booth NPC 
  Wella Greenfell (Dwarf – 4’3”) 
  Scrawny with patchy silver stubble, Wella is a hunchback who dresses in collared shirts and a 
  proper scarf that covers most of her short, silver hair. She wears large thick round spectacles. 
  She goes out her way to put a smile on everyone's face, but that doesn’t stop her from doing 
  her job: heckling all those who come to play the games! She’s inscrutable, so good luck if 
  you’re trying to guess what she’s thinking. 
   
   
   
  54% Chance for Player to Win 
  
   
  16 
   
  Mallard Melee 
   
  Lore 
  During a time of great famine, a young ranger by the name of 
  Parrshar Talon gathered the local townsfolk and led them to a 
  local lake. After using her powerful ranger abilities, scores of 
  ducks began arriving. The townsfolk felled as many ducks as they 
  could, ending their hunger. To this day, the Festival of Ducks is 
  held every year to honor the young hero and this game is played. 
   
  Rules 
  Dungeon Master -          3 
  The DM rolls 3D8 and leaves the numbers on the table in a row. If any numbers are the same, 
  the DM rerolls them. This is a row of “ducks,” each representing a color and point value. 
   
  Player -                 4 
  The player rolls D4 to denote a number of shots. The player then rolls that number of D8 dice. The 
  DM’s left dice (facing the player) is “green.” Any dice rolled by the player within 2 from the green dice 
  scores 1 point. The center dice is “red.” Any dice rolled by the player within 1 from the red dice earns 2 
  points. The right die is “blue.” Any dice rolled that matches the blue dice exactly earns 3 points. 4 points 
  are needed to win a prize! If a roll falls under two colors, the player earns the higher number of points.  
   
  Cheat Rules 
  Color Blind – The DM can drop a duck shot by the player down one color once per game. 
   
  Booth NPC 
  Morin Aklin (Dwarf – 4’0” – 167 lbs.) 
  Slender with long red hair, Morin is recognizable by his clean-shaven tattooed face. He 
  wears rags and sports a simple walking cane. He is lazy, selfish, vain, and jealous; he’s often 
  confrontational, likely due to being high on some unknown substance. He is not evil, per se, 
  and has never killed nor seriously harmed anyone, but there is a reason why he goes town to 
  town with this group – no town wants the likes of him as a permanent resident. 
   
   
  47% Chance for Player to Win 
  
   
  17  
   
  Loot Shoot 
   
  Lore 
  The multi-colored stone trap of a local necromancers den was quite 
  legendary; many an adventuring party met their end inside. A young 
  rogue by the name of Ralsh Vicart brought an end to that legend, 
  making quick work of the trap without seeking any reward. When 
  the next adventuring party came back with the necromancer’s head 
  Ralsh admitted his secret. A festival named the Death of Death was 
  announce and Ralsh crowned its hero. 
   
  Rules 
  Dungeon Master -      
  The Dm rolls a D6 (red), a D8 (blue), and a D10 (green). The DM leaves them on the table for 
  everyone to see. If any numbers are the same, the DM will reroll their choice of dice. 
   
  Player -          
  The player throws the same type dice to earn points. If a dice lands on the same color, it is worth 3 
  points. If a dice lands one color different than the dice size, it is worth 1 point. If any of the numbers 
  land on the same number as any of the DM’s dice rolls, then the dice sticks on that color. Dice rolls 
  always award to the higher point value. The player must score at least 3 points to win a prize.  
   
  Cheat Rules 
  Color Change – The DM may reroll any of their dice rolls once per game. 
   
  Booth NPC 
  Cahem (Elf – 5’1” – 135 lbs.) 
  Cahem keeps a concealed sword beneath his dull tan sweaters, just in case. He wears loose 
  yellow pants and alligator leather shoes; his tied-back hair is brown, his eyes a pleasant green. 
  Soft-spoken and well mannered, Cahem is amazingly patient with a slow-boiling temper. His 
  brief stint in the army made him believe he is invincible and the toughest man alive. 
  59% Chance for Player to Win 
  
   
  18 
   
  Barbarian Bell Ring 
   
  Lore 
  A favorite among the barbarian tribes of the north, this 
  measure of strength and victory can be seen at their many 
  carnivals and festivals. 
   
  Rules 
  Dungeon Master -      
  The DM rolls a D4, D8, and D12 and leaves the results on 
  the table for everyone to see. 
   
  Player -          
  The player rolls a D4, D8, and D12; the player must win at least 
  two of the rolls to win a prize.  
   
  Cheat Rules 
  Soft Hammer – The DM may reroll the D12 dice but has to keep the result; the DM must 
  do this before the player rolls the D12 dice. 
   
  Booth NPC 
  Rothsar Darthom (Human – 6’4” – 215 lbs.) 
  Abnormally tall, this exceptionally muscular northern man wears well-tailored suits and hats 
  with beautiful decoration. He is almost always dressed for an outing in high society. He 
  considers himself a man of culture and sophistication. He likes a good challenge to his wits. 
  His blonde hair is singed and shortened. Cautious and jumpy, he keeps a constant lookout 
  among the patrons of his booth; his amber eyes dart from person to person. He reacts to every 
  sound and lacks any concept of subtlety, so it’s always very obvious what he’s doing and upon 
  whom he’s casting his suspicions. 
   
  44% Chance for Player to Win 
  
   
  19  
   
  Feed the Kraken 
   
  Lore 
  The Kraken is one of the most powerful creatures of the seas, so 
  naturally worshipers of the ocean hold festivals in its honor. Fish 
  caught for this festival were later released back to the ocean to 
  thank the Kraken for the plentiful food that was given to them. 
  This game pays homage to the mighty Kraken with hopes to bring 
  good faith to the travelers of the seas.  
   
  Rules 
  Dungeon Master -          5 
  The DM rolls 5D8 and leaves the results on the table for everyone to see. 
   
  Player -          5     
  The player rolls 5D8 ten times (10 “balls” to throw) and must beat the total of the DM’s roll to score a 
  point. Three points are needed to win a prize.  
   
  Cheat Rules 
  Greased Rims - The DM can reroll their choice of D8’s before the player rerolls their D8’s. 
   
  Booth NPC 
  Relfer Torthorn (Elf - 5'3 135 lbs.) 
  Amid the bizarre and oddball characters populating the carnival, Relfer is indeed a wonderful 
  and beautiful creature to see. First timers to the carnival may be stunned into disbelief; surely 
  one such as her doesn’t belong amid rabble like this? Yet here she is, a pleasant breeze on a 
  warm afternoon, refreshing in her nice clothes and normal features. Her booth is always 
  crowded with those who enjoy her presence… and those who hope to know her better. 
   
   
  51% Chance for Player to Win 
  
   
  20 
   
  Shatter Shields 
   
  Lore 
  The shield warriors of the Stonemaul clan are stubborn and 
  fierce. Their battles against the trolls of the moors are endless. 
  One almost disastrous defeat turned into victory as the shield 
  warriors held until reinforcements could be brought from the 
  halls. To pay homage to their strength, the Festival of Shield is 
  held every year and this game is often the centerpiece.  
   
  Rules 
  Dungeon Master -          5                5 
  The DM Rolls 5D8 and leaves the results on the table for everyone to see. If any numbers are 
  the same, the DM can reroll their choice of D8’s. The DM places the D8’s in any order then 
  puts a D4 dice on number 4 next to every D8 to symbolize 4 HP per plate. 
   
  Player -                   5     
  The player rolls 5D8 one at a time to symbolize throwing the ball. If any of the numbers match the 
  numbers rolled by the DM, then that plate is hit. If the player hits the plate, the player rolls a D4 to 
  damage to the plate. If the plate is dealt four damage, then it is broken, and the player wins a prize.  
   
  Cheat Rules 
  Sweaty Palm – the DM can choose to make the player reroll one of the D8 rolls. 
  Tough Plate – the DM can choose to make the player reroll one of the D4 rolls. 
   
  Booth NPC 
  Jane Aslo (Half Elf – 4’11” – 110 lbs.) 
  A stocky darker skinned woman, Jane prefers to wear normal clothing, though has been 
  known to wear armor. She acts crazy and hedonistic, her gray eyes peering out from beneath 
  her wide-brimmed brown hat. When it comes to her booth, she is a ruthless business women. 
  However, she will genuinely applaud you if you win fair and square. 
  36% Chance for Player to Win 
  
   
  21  
   
  Ring Toss 
   
  Lore 
  A young tavern owner had placed a vintage bottle of very rare, 
  priceless whiskey on the top shelf. He told patrons that any who 
  could ring the bottle could have it but charged 10g to try. Years 
  passed and his pockets were never empty… until a young rogue came 
  to town. It was that day that the tavern owner discovered the bottle 
  was not actually whiskey but was, in fact, a wish spell to the drinker.  
   
  Rules 
  Dungeon Master -      
  The DM will roll a D4 for every time the player successfully hits the bottle’s rim. 
   
  Player -          
  The player rolls a percentile dice to see if they can hit the bottle for a ringer. The range for a ringer is 
  from 40 to 60 on the percentile dice roll. If they hit, they must then match the DM’s roll of a D4. If they 
  player successfully rings a bottle, they win a prize.  
   
  Cheat Rules 
  Slick Neck Bottle - The DM can choose to make the player reroll one D4 roll. 
   
  Booth NPC 
  Tymn Thushfoot (Halfling – 3’ 0” – 84 lbs.) 
  Tymn wears a road-beaten cloak that has seen many travels. He has thick silver hair, bushy 
  eyebrows, and a very pronounced jaw (or goatee). He is very sensitive about his face, which is 
  covered in many scars, so he wears rectangular glasses with silver brims to draw attention 
  away. He is curt in most of his responses and avoids giving away unnecessary information. He 
  loves teas. To blow off anger he lifts weights… a lot. 
  23% Chance for Player to Win 
  
   
  22 
   
  Skeeball 
   
  Lore 
  Skeeball is a classic game that young ones would play during 
  every spare moment. It is simple fun and eventually grew so 
  popular, it became a regular attraction at the carnival!  
   
  Rules 
  Dungeon Master  
  Sit back and just watch the disaster! 
   
  Player -         5     
  The player rolls 5D10 dice; each D10 represents a ball being rolled to score points.  
  Roll 10: 4 points 
  Roll 9: 3 points 
  Roll 8: 2 points 
  Roll 7: 1 point  
  Roll 6: ½ point 
  The player must score 10 points to win.   
   
  Cheat Rules 
  Rough Track – The DM can drop one of the dice rolls of the players by 2. 
   
  Booth NPC 
  Lelious Meldrus (Half Elf – 5’7”) 
  Although he’s a moderately attractive man, the same can’t be said for the poor condition of 
  his suit. It hasn’t seen a laundry in months and has been worn during activities when one 
  would not normally wear a suit. His auburn hair is thinning and his eyes a pleasant gray. He 
  shows great compassion to any children who visit his booth and takes great pride in his work. 
   
  26% Chance for Player to Win 
  
   
  23  
   
  Plinko 
   
  Lore 
  The mines of the Northern Dwarves are thick and tight from the 
  hardness of the stone, making travel there difficult. The ever thinking 
  dwarves eventually came up with a system to drop ore and stones 
  down below to waiting carts.  
   
  Rules 
  Dungeon Master -      
  The DM will roll a D20 and leave the result on the table for everyone to see. 
   
  Player -            
  The player rolls a D4 six times, adding the even numbers to the DM’s D20 and subtracting the odd 
  numbers. If the player goes below 1 or above 20 the number revolves back around to the number 1 or 
  20. The D20 dice must be in the range of 8 to 12 for player to win.  
   
  Cheat Rules 
  Angle Switch – The DM at any point can switch the subtraction to even numbers and 
  addition to odd numbers once per game. 
   
  Booth NPC 
  Drustil Amakar (Elf – 5’2” - 111 lbs.) 
  Lanky with angular features, Drustil is an attractive figure with moderate length brown, silky 
  hair. Oddly, she prefers to wear flannel, no matter how warm the temperature. Judging by her 
  bloodshot eyes and the massive bags underneath them, it appears she hasn’t slept for days. She's 
  a bit of a prankster, although she knows she is clumsy and knows she’s earned that reputation. 
  She entertains gamers at her booth, and lets positive word-of-mouth bring people in. 
   
  24% Chance for Player to Win 
  
   
  24 
   
  Copper Piece Drop 
   
  Lore 
  A simple game with simple origins. A sweet shop owner knew that 
  often visiting children could not afford the more expensive candy in his 
  store. So he created this game as a way to gift them with pieces of 
  candy… but if they won they got an even greater prize: the entire 
  contents of the liquid-filled container. 
   
  Rules 
  Dungeon Master -        2  
  The DM rolls 2D10 three times and leaves the results on the table. 
   
  Player -        3      
  The player rolls 3D10. The number must fall in between the 2 numbers rolled by the DM’s D10’s.  
   
  Cheat Rules 
  Closed Gate – The DM can change one D10 for another D10 in any order once per game. 
   
  Booth NPC 
  Nicholas Fidget (Human – 5’6” – 168 lbs.) 
  On the younger side of middle-age, Fidget dresses decently and makes no attempt to hide the 
  wedding ring on his left hand. He wears a mask on his face that doesn’t hide his shock red 
  hair.. He fancies himself a trickster and relies on his wits to carry the day. His motto is “repair, 
  not replace,” even if it takes longer and ends up being more expensive. Be sure to have plenty 
  of free time if you visit his booth, as he talks at great lengths to anyone within earshot and 
  loves to shows off his tricks, whether anyone wishes to see them or not. 
  59% Chance for Player to Win 
  
   
  25  
   
  Whack an Ooze 
   
  Lore 
  A pesky problem plagued the city of Crossroads. Magic 
  had met with sewage and Oozes began creeping through 
  the grates and cracks. The city guards were witnessed 
  running everywhere trying to beat the Oozes back down 
  into the sewers while adventurers hunted the source. 
   
  Rules 
  Dungeon Master -        3            2 
  The DM rolls a 3D4 to show how many times the Ooze will poke its head out. The DM will 
  then put the first D6 on the number 6 to represent the Ooze’s HP. Lastly the DM will roll 
  another D6 to show from which hole the Ooze will poke its head out each time. 
   
  Player -           
  The player will roll a D6 for the number times the ooze is to poke its head out. If the player’s roll 
  matches the DM’s roll (not the Ooze HP D6) then the player smacks the ooze. The player then rolls a 
  D4 which the DM will subtract from the Ooze HP D6. The DM rolls again, and the player rolls again 
  for the number of times the Ooze will appear. If the player drops the HP D6 to zero he wins a prize.  
   
  Cheat Rules 
  Quick Ooze – the DM can cut a D4 roll by the player in half (to a minimum of 1). 
   
  Booth NPC 
  Shooga Fon (Half Orc – 5’6” – 195 lbs.) 
  This muscular Eastern man wears a fine chain shirt which he covers with blue cloaks and 
  clothing. Fon draws a lot of attention with his golden mohawk and bushy mustache. His blue 
  eyes are tired and lonely, but he overcomes this by raving about his booth game to anyone 
  who will listen. As you try to whack the Ooze, he will shout out in your victory (or defeat) 
  every swing! 
  59% Chance for Player to Win 
  
   
  26 
   
  Tic Tac Toe Toss 
   
  Lore 
  This game began as a strategy game amongst children. 
  However, one young child, who was not adept at strategy, 
  sought to better his odds by adding a flavor of luck to it. It 
  has since become even more popular. 
   
  Rules 
  Dungeon Master -     
  The DM will roll a D10 10 times in turn with the player. The player always goes first. 
   
  Player -          
  The player will roll a D10 ten times in turn before the DM. In Tic Tac Toe, there are nine spaces 
  available. Starting from upper left to right the numbers go: 
  2  
  3  
  4 
  5  
  6  
  7 
  8  
  9  
  10 
  If a one is rolled by either party, then it is a miss. If a number is rolled that is already occupied by 
  another ball, then it is a miss. The first one to get 3 in a row win.   
   
  Cheat Rules 
  Soft Ball – the DM can add or subtract one or add one to one of their dice rolls. 
   
  Booth NPC 
  Kinedra Froldfrost (Dwarf – 4’3” – 165 lbs.) 
  Kinedra eats very well; her nice-though-casual attire can’t cover her moderate pudge. Her red 
  hair shows signs of thinning and falls into her face, over her thin eyebrows rest and beady 
  amber eyes. She takes her game very seriously and is very animated while throwing her own 
  bags. If you beat her she will get your prize and not speak to you again… unless you play! 
  41% Chance for Player to Win 
  
   
  27  
   
  Horse Race 
   
  Lore 
  This game began as a strategy game amongst children. However, one young child, who was 
  not adept at strategy, sought to better his odds by adding a flavor of luck to it. It has since 
  become even more popular. 
   
  Rules 
  Dungeon Master -         4            5 
  The DM will roll 4D20 and allow the player to pick their favorite to win. The DM then rolls 
  5D4 and leaves the outcome on the table for all to see. If the player’s pick is closest to the total 
  on the D4 rolled then the player wins a prize. 
   
  Player -          
  You just gotta pick one!  
   
  Cheat Rules 
  5th Horse – the DM can add a 5th D20 and if it’s closer, the player does not win.. 
   
  Booth NPC 
  Rora Yalfoot (Halfing – 3’5”) 
  Rora is a well-trained carnival booth runner and her years of experience show. She firmly 
  believes in the “womanly ideal” and doesn’t use gender to attract potential customers. She 
  dresses down in a faded coat, loose pants, and a moderately stylish broad hat. Curls of her 
  golden hair drift from under brim, revealing the grey that is creeping in along the sides.  
  Win by Luck of the Draw 
  
   
  28 
   
  Mage Hand Claw 
   
  Lore 
  Young Jimmy had fallen in a well. While none of the villagers 
  seemed able to rescue him, a wizard of unknown origin arrived 
  suddenly and fished him out quick. The story travelled across 
  the lands and was developed into a carnival game. 
   
  Rules 
  Dungeon Master -          
  The DM rolls a percentile dice roll and leaves the result on the 
  table for everyone to see. 
   
  Player -     6      
  The player rolls 6D6. A 1,3, or 6 are added to DM’s roll, while 2, 4, 
  and 5 are subtracted. The goal is to keep the percentile dice within 10 
  of the original number rolled by the DM.  
   
  Cheat Rules 
  So close – The DM can make the player roll a 7th D6 at the end of their rolls. 
   
  Booth NPC 
  Vaug Stravick (Human – height/weight unknown) 
  Stravick is an enigma, even for a carnival. He wears a cloak, with the hood up covering 
  much of his face. His hands have a spectral look… almost boney. Some even speculate: could 
  Vaug Stravick himself be the unknown wizard who saved Jimmy so many decades ago? He’ll 
  never admit the truth, one way or the other, but he seems to enjoy when patrons of his booth 
  decide to ask him about it. 
   
   
   
   
  33% Chance for Player to Win 
  
   
  29  
   
  Goblin Tooth Knockout 
   
  Lore 
  A rather funny story as the Bards tell it, a small goblin clan had 
  invaded an even smaller village. The goblins took it over without 
  much effort, devastating the village. However, one day a young lad 
  not much older than 6 years defied the goblin authority and picked 
  up a rock. With a cry, he flung it at the chieftain, managing to strike 
  him in the mouth and breaking a fang. The goblin swallowed it and 
  promptly died. Encouraged, the villagers took up arms and 
  dispatched the rest of the goblins. Thereafter, they celebrated the 
  young lad as a hero. 
   
  Rules 
  Dungeon Master -         6     
  The DM lines up 6D6 in a row, all on the number 6. From left to right the teeth are 1 to 6. 
   
  Player -         4      
  The player rolls 4D6 to simulate throwing balls. After hitting a tooth, the player rolls the D6 again and 
  the DM subtracts the roll from the tooth’s HP D6 dice. If any HP reaches zero, the player wins. 
   
  Cheat Rules 
  Sweaty Palms – The DM can make the player to reroll any D6 throw once per game. 
   
  Booth NPC 
  Farlar Farl (Goblin – 3’3” - 71 lbs.) 
  Farl wears bulky green clothing that is bristling with hidden weapons – mostly daggers and 
  spears. His head has been shaved and his hair magically removed. He has a dull look in his gray 
  eyes and trusts no one. That’s due in large part because Farl is unforgiving and never forgets a 
  grudge. He is also a compulsive liar and kleptomaniac… so booth comers beware! 
  46% Chance for Player to Win 
  
   
  30 
   
  Cover the Spot 
   
  Lore 
  Another story that bards find hysterical, this one about a young 
  rogue who pillaged a city while actually incarcerated in jail. Every 
  night the rogue removed a well-hidden hole and escaped to rob the 
  rich overnight. Back in his cell by morning, he put the city in an 
  uproar trying to find the thief. After a short 1 year sentence, the 
  rogue left the city richer than ever. 
   
  Rules 
  Dungeon Master -         4     
  The DM rolls 4D6 and leaves the roll on the table for everyone to see. 
    
  Player -         6      
  The player rolls 6D4 and attempts to beat the sum rolled by the DM. 
   
  Cheat Rules 
  Slippery Stick – The DM can reroll one of their D6’s or make the player reroll one of their 
  D4’s of the Dungeon Master’s choosing. 
   
  Booth NPC 
  Frumawan Maekkelferce (Gnome - 3’2” – 67 lbs.) 
  He wears an old set of traveler’s clothes, nicked and torn by the ravages of time and travel.  
  He walks with a slouch so he doesn’t cut a very imposing figure, but he can stand straight to 
  his full 3'2" when asserting himself (which is rarely). He is extraordinarily passive and rarely 
  speaks. His white hair is matted and full of knots; his eyes are a gray that is actually pleasant. 
  Frumawan is rather underhanded and not above using his wealth and body to get others to do 
  his bidding. Which begs the question: what is he doing running a booth at a carnival? 
   
   
  51% Chance for Player to Win 
  
   
  31  
   
  Stash Toss 
   
  Lore 
  There is yet more to the bard’s tale of the jailed rogue who escaped confinement by night to steal 
  the city blind. Few ever considered where he hid his loot while jailed! He couldn’t keep the goods in 
  his cell! The true location of the stash was in a secretive place that took great accuracy to reach. 
   
  Rules 
  Dungeon Master -          
  Sit back and just watch the disaster! 
    
  Player -         5      
  The player rolls 5D10 dice. Each D10 roll represents a bag being tossed to 
  score points.  
  10  –  4 points 
  9  –  3 points 
  8  –  2 points 
  7  –  1 point  
  6  –  ½ point 
  The player must score 10 points to win. 
   
  Cheat Rules 
  Hole in a Bag – the DM can roll a D4 and subtract it from the player’s roll once per game. 
   
  Booth NPC 
  Cara Boond (Gnome – 2’11” – 57 lbs.) 
  She loves to tell stories, which makes her perfect for running a booth at a carnival. She 
  exudes charisma, a real tour de force of persuasion. Cara wears a black tunic with red trim, and 
  long blue pants that bunch up around her shoes. Her white hair is singed and short. Surprising 
  for one so gregarious, but she is susceptible to being scared and is easily frightened.  
  26% Chance for Player to Win 
  
   
  32 
   
  Goblin Golf 
   
  Lore 
  Grun, a barbarian of some renown, once slayed a retreating 
  goblin from a distance by bashing his maul against a rock and 
  launching it. The rock soared before smashing into the 
  goblin’s skull, killing it instantly. 
   
  Rules 
  Dungeon Master -         2     
  The DM Rolls 2 D20 dice and leaves the results on the table. If 
  the numbers are the same, the DM rerolls until they are different. 
    
  Player -          
  The player rolls 1D20. If the player rolls a number in between the DM’s roll, they win a prize. 
   
  Cheat Rules 
  Tough Terrain – The DM can choose to roll a D4 and add the positive numbers and subtract 
  the negative numbers from the players total. 
   
  Booth NPC 
  Marah Cal (Human – 5’8” – 180 lbs.) 
  Marah has seen much of the world through her hazel eyes, and it shows in her greying hair 
  and her wrinkled face. She’s an average looking Western female just beginning mid-life, but 
  she’s always gotten by on her wits rather than her looks. Cocky and sure of herself, she 
  believes she runs the best booth in the whole carnival. No matter her true emotions, she 
  always appears jolly to others; it gives her an advantage. She likes to wear brown tank tops 
  with a grey skirt. 
   
   
  67% Chance for Player to Win 
  
   
  33  
   
  Mini-Catapult Launch 
   
  Lore 
  An accuracy game of the legions of Cawic, catapult crews 
  would compete for fame and prizes. A father created a small 
  launcher for his children to join in the fun. When he 
  brought it to a local festival, it proved to be a huge hit! It 
  became a “must play” at any festival throughout the lands. 
   
  Rules 
  Dungeon Master -          
  The DM rolls a Percentile dice and leaves the total on the table for everyone to see. 
    
  Player -         4      
  The player rolls 4D20 dice and attempts to beat the total rolled by the DM. 
   
  Cheat Rules 
  Weak Launcher – The DM can choose to subtract 10 from the players roll. 
   
  Booth NPC 
  Farana Elis (Half Elf – 5’2” – 112 lbs.) 
  Farana’s mind wanders; she always seems to be somewhere else. Her long auburn hair is 
  drawn into a two-foot-long braid that hangs over her well-pressed and immaculate clothing. 
  The woman speaks with an almost imperceptible accent. Although her amber eyes generally 
  have a joyful gleam in them, she hates Half-Elves with a passion. This leaves her constantly 
  struggling with self-loathing, which often expresses itself in a combative nature to those who 
  try her patience, as if daring them to reproach her. But any who manage to earn her respect 
  will find it unwavering and her loyalty unending, as if she would rather grant it to any more 
  worthy than herself. 
   
   
  43% Chance for Player to Win 
  
   
  34 
   
  Hand Axe & Hole 
   
  Lore 
  Loggers of the woods often are highly competitive with the 
  skills of their trade. In one of the most competitive districts, they 
  set up goals to determine who was the most accurate and precise. 
  The challenge was added to many of the festivals of the region. 
   
  Rules 
  Dungeon Master -          3    
  The DM rolls 3D8 and puts them in order with the lowest in the center. The DM must reroll 
  until all of the dice are different. 
    
  Player -         3      
  The Player rolls 3D8: if the number matches the middle die, 1 point is scored. If it matches the left or 
  right die, 2 points are scored. The player needs 3 points to win a prize. 
   
  Cheat Rules 
  Heavy Hand Axe – The DM can make the player’s dice change to the middle circle for each 
  toss if the DM rolls a D8 and matched the player’s dice roll. 
   
  Booth NPC 
  Holg Serc (Half Orc – 6’8”) 
  Holg is dark-skinned and physically imposing. And yet, he carries himself as the perfect 
  gentleman. In fact, he prefers to wear the grand gowns of high society and carries his fan with 
  him everywhere. His moderate-length dark hair is pulled back, so it doesn’t block the view of 
  the several tiny opal earrings on each ear. He has a tremendously high opinion of himself and 
  dismisses the views of others unless he can profit from them. He can be impetuous and can't 
  always stop himself from doing what he feels must be done. 
  31% Chance for Player to Win 
  
   
  35  
   
  String Pull 
   
  Lore 
  The fame of string pull comes from the infamous tale of the Giants’ 
  Fall! A quick-witted bard ended up interlacing their feet together, 
  dropped the giants in one go in a great domino effect! As the story 
  goes he then pulled one string and undid the rope instantly! 
   
  Rules 
  Dungeon Master -         2    
  The DM rolls 2D20 and hides the results – these numbers represent 
  the long strings that are in the tangle.  
    
  Player -          
  The player rolls 1D20. If the number matches either of the DM’s dice rolls, they win a prize. 
   
  Cheat Rules 
  Wrong one – the DM can have the player roll another D20: if the roll is a win, the player keeps 
  the roll; but if it is a loss, they lose. An additional rule - if either roll wins then the player wins.  
   
  Booth NPC 
  Vat Darez (Dwarf – 4’7” – 174 lbs.) 
  A green-eyed older dwarf who wears a feathered hat and a yellow coat over a brown low-cut 
  shirt, Vat is not a threatening figure… although he is not easily forgotten. His unkempt black 
  hair is greasy. He thrives on attention and will do anything in his power to gain it and 
  maintain it. He is ready at a moment's notice to give into his darker urges, including an 
  insatiable desire for pyromania. Sadly, he does not care who his fires hurt. The carnival keeps a 
  watchful eye on Vat… and fire extinguishing materials close by. Just in case. 
   
   
  21% Chance for Player to Win 
  
   
  36 
   
  Appendix 
   
  Prize List 
  There are always shelves of stuffed toys and carnival prizes available to winners of the 
  midway booth games. Of course, if you have a story reason to dangle a specific prize in front 
  of a player, by all means do! Likewise, if there is something a DM knows will entice an 
  adventure, feel free to tantalize by pointing out its availability. Otherwise, use this D100 prize 
  list to dole out a wealth of goodies that may or may not come in handy later. 
   
  01 
  Stuffed owl bear 
  19 
  Treasure map 
  02 
  Fake stuffed unicorn 
  20 
  Shiny bell that cures hiccups 
  03 
  Voucher to the fun house 
  21 
  Balloon animal dog that barks 1D4 hours 
  04 
  Random potion 
  22 
  Free drink voucher 
  05 
  Goldfish 
  23 
  Glasses that change your eye color blue 
  06 
  Bottle of Honey 
  24 
  Everburning torch 
  07 
  Balloon that allows you to hover  
  2” off the ground for 1D4 hours 
  25 
  Silver pocket watch that yells the time 
  when you open it 
  08 
  Strange looking ring 
  26 
  Top Hat with strange feather in it 
  09 
  Map 
  27 
  Small red speckled egg 
  10 
  Stuffed ogre 
  28 
  Key with small red stone in the end 
  11 
  Set of game dice 
  29 
  Wooden mask with red flame like colors 
  12 
  Amber stone with something in the center 
  30 
  Ringing Stone that goes off when touched 
  13 
  Brass dragon scale 
  32 
  Frosty Mug that always keeps drink cold 
  14 
  Pocket knife that turns into a sword 
  32 
  Stuffed hobgoblin plushie 
  15 
  Giant turkey leg voucher 
  33 
  Hand Mirror that makes you look better 
  16 
  Perfume that doesn’t smell good  
  but doesn’t smell bad 
  34 
  Salting Fork that adds the perfect  
  amount of salt to every bite 
  17 
  Stuffed goblin plushie 
  35 
  Ring with cracked ruby in the center 
  18 
  Stuffed red dragon plushie 
  36 
  Golden watch that spins backwards 
   
   
  
   
  37  
   
  Appendix 
   
  Prize List 
   
   
  37 
  Stuffed Zombie Plushie 
  59 
  Wand that shoots sparks out of the end  
  38 
  Small tree in orange and green pot 
  60 
  Bronze Dragon Plushie  
  39 
  Fine-looking bowtie 
  61 
  Umber hulk plushie  
  40 
  Fake set of glasses and mustache that 
  transforms your face  
  62 
  Ring with green gemstone that lights 
  up if you’re about to consume poison 
  41 
  Gold dragon action figure  
  63 
  Copper coin that always lands on heads 
  42 
  Hand carved wooden horse  
  64 
  Water stone – cools your beverage 
  43 
  Inflatable Scimitar  
  65 
  Rat  
  44 
  Shiny silver bracelet w/ silver markings  
  66 
  Fairy in a bottle 
  45 
  Strange looking cube that has multi 
  colored squares 
  67 
  Jar of Forever Almonds – if you don’t 
  eat the last one, the jar refills next day 
  46 
  Handmade leather keychain 
  68 
  Elf plushie  
  47 
  Handcrafted chainmail bag 
  69 
  Gnome plushie  
  48 
  Toy hand crossbow 
  70 
  Dwarf plushie 
  49 
  Plushie Ooze toy 
  71 
  Clown shoes  
  50 
  Small Ooze in a bottle 
  72 
  Poster of the AN20’s casino  
  51 
  Notebook that dries instantly 
  73 
  Drink voucher for casino or local pub  
  52 
  Whistle stone – when thrown it lets out 
  loud whistle when it hits 
  74 
  Small pet (fish in bowl, mouse, lizard, 
  etc.) 
  53 
  Set of shoes that never comes untied 
  75 
  Golf balls  
  54 
  King plushie  
  76 
  Plush beholder  
  55 
  Green Snap Light Rock that shines dim 
  green light for 30 ft. 
  77 
  Small dragon statue  
  56 
  Hamster 
  78 
  Bag of ball bearings  
  57 
  Mermaid wall scroll  
  79 
  Lock pick  
  58 
  Bronze dwarf statue that sings  
  80 
  Pinwheel  
  
   
  38 
   
  Appendix 
   
  Prize List 
   
  81 
  Plastic sword (one time 1D4 damage 
  then breaks)  
  91 
  Peacock feather tiara  
  82 
  Inflatable mallet that does no damage - 
  just annoys whoever you hit with it  
  92 
  Cloth bag with 13 marbles of varying 
  sizes and colors 
  83 
  Kazoo 
  93 
  A large novelty sized comb  
  84 
  Merfolk doll 
  94 
  Toenail clippings  
  85 
  Set of dice  
  95 
  Old bag of circus peanuts  
  86 
  Shiny ring that leaves a green ring 
  around your finger if worn for 24 hours  
  96 
  A journal with only one sentence in it: 
  “Today marks my 37th birthday.” 
  87 
  Two tickets to paradise  
  97 
  Unopened can of tuna  
  88 
  Clown nose  
  98 
  Small rabbit figurine  
  89 
  Prank Flower that squirts water  
  99 
  Ornate brass doorknob  
  90 
  Lucky rabbit’s foot  
  100 A shot glass with a 7 on it  
   
   
   
   
  
   
  39  
   
  Appendix 
   
   
   
  Written by Chad Ehrdhardt 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Carnival has come to town! 
   
  Unfortunately, so too has a great evil that follows it. In this short adventure, 
  players will find themselves trapped in a ghostly dimension where they can’t 
  simply fight their way out with swords and magic. They must instead use 
  their wits to solve puzzles and their abilities to survive and escape the 
  nightmare. The main focus is on scaring the players and pushing them 
  forward with less emphasis on combat. 
   
  The DM should read through the adventure first to determine which 
  alternative ways to play through will best suit your group. This adventure is 
  for all levels and can be easily adjusted for difficulty. If any player dies during 
  this adventure, they are simply found unconsciousness on the ground with a 
  point of exhaustion when the next section begins. Any additional stat 
  penalties they were suffering when they died still exist. 
   
  What is lurking behind the attractions of the traveling carnival?? 
  
   
  40 
   
  Appendix 
   
  Carnage at the Carnival 
   
   
   
  
   
  41  
   
  Appendix 
   
   
  PART 1: DARK HISTORY 
   
  Over 150 years ago, Victor Taven was a 
  carnival worker known mostly by his 
  professional name: Spwathy the Clown. 
  Spwathy loved dressing up as a clown and 
  making the children laugh. But one day that all 
  changed. 
  Between shows at the carnival, Spwathy 
  was approached by a salesman who convinced 
  him to buy some new makeup he could use for 
  his clown costume. The next day Spwathy 
  applied this new makeup and went about his 
  day as normal. Little did he know his life would 
  never be the same.  
  At the end of the day Spwathy went to 
  remove the makeup… only to find out it 
  wouldn't wash off! No matter what he did, the 
  makeup couldn't be cleaned from his face. 
  Spwathy was initially frightened, but 
  because he so loved to make kids laugh, he 
  finally gave in and embraced his new condition. 
  That joviality didn’t last, however. As time 
  passed, Spwathy slipped into a depression, as he 
  realized he could never be “Victor Taven” 
  again. He was, now and forever, only “Spwathy 
  the Clown.” He couldn't go out into public 
  without people making fun of him; even his 
  beloved children laughed at his misfortune.  
  Crushed, Spwathy decided to never again 
  leave the carnival grounds. Spwathy eventually 
  succumbed to madness, with his insanity 
  growing worse daily. He became a recluse, 
  staying in the carnival’s fun house and 
  eventually living in there.  
  One day a group of children who entered 
  the fun house never left either. Not alive. 
  Spwathy was found in the mirror maze, dazed, 
  standing over the mutilated bodies of the 
  children.  
  He was restrained, taken out back, and 
  promptly burned at the stake without a trial. 
   
  Entering the Carnival 
   
  “As you approach the carnival, you can hear 
  crowds of people. Sounds of laughter and the smell 
  of smoked turkey legs fill the air.”  
   
  Near the entrance, players will discover a short 
  line of people waiting to get in. One by one 
  they are asked to turn in any weapons and 
  backpacks at check in, as they are not permitted 
  into the fair. The check in is free, but it costs 5 
  copper pieces to enter. Players may try to sneak 
  smaller weapons inside with a successful DC 14 
  sleight of hand.)  
  Once the players reach the entrance 
  booth they are greeted by Levi Dragonbeard 
  (LG GLADIATOR), a stocky old dwarf with a 
  long white double beard that hangs to his feet. 
  He shouts “Welcome” with a smile and twinkle 
  in his deep blue eyes. Next to him four young 
  halflings (LG COMMONERS) begin to gather 
  the players’ weapons and backpacks as they pay 
  to enter. 
   
  Carnage  at the Carnival 
  
   
  42 
   
  Appendix 
   
   
   
  Inside the Carnival  
   
  Once inside, players may roam around the carnival exploring and playing any games found in the 
  Diception Carnival Conquest. During the games players can win a ticket to the fun house as an 
  alternative way to start the second chapter (but is not required).  
  After playing several of the games on the midway, players begin to hear snippets of conversation 
  between various NPC's. The players won’t know whether they’re hearing rumors or facts. 
  Roll a 1D20 after each game (or every other game at the DM’s discretion) and the players hear 
  random carnival workers or patrons talking about: 
   
  01 
  “I heard a scary-looking clown with black eyes 
  was hiding out behind a tent whispering for a 
  child to come over.” 
   
  11 
  “There used to be a clown here named 
  Spwathy. Some say he was evil. But aren’t all 
  clowns evil, really?” 
  02 
  There is creepy, hideous laughter coming from 
  a hay pile.  
  12 
  “If I couldn’t take off my makeup, I think I’d 
  go insane too.” 
  03 
  “There used to be man who worked here who 
  killed some children.” 
  13 
  You see a clown standing behind some barrels 
  waving at a small child. (If they investigate, 
  there is no sign of them.) 
  04 
  “Did you hear about the cannibal clown?” 
  14 
  “Why are clowns no longer allowed at the 
  carnival? It’s a carnival!” 
  05 
  Off in the distance you see a large clown 
  mascot, almost 9 feet tall, holding a large 
  mallet. Its head turns towards you and it slowly 
  lifts a finger to point at you. Then it shuffles 
  away out of sight. 
  15 
  You see a clown in the dark entrance to a small 
  tent. (If they investigate, the clown disappears 
  inside.) In the tent is a large trunk dripping 
  blood from the lid. The trunk is empty… and 
  the blood is gone! 
  06 
  “A clown actually used to live in the fun house 
  all the time.” 
  16 
  There is a laughing whisper in your ear: 
  “Come play in the house of fun…!” 
  07 
  “There isn't a fun house anymore because it’s 
  haunted by an evil spirit.” 
  17 
  “A carnival worker was once burned at the 
  stake for some terrible crime.” 
  08 
  “They took down the fun house because that's 
  where a clown lured his victims.” 
  18 
  You hear a panicked female human tell a 
  carnival worker that her kids are missing. (The 
  kids are safe and have just wondered off from 
  their mom.) 
  09 
  Kids still go missing to this day. 
  19 
  “The clown’s real name was Victor.” 
  10 
  “There’s a rumor that a clown ate people - well, 
  only children. But still!” 
  20 
  “I don’t think there’s been an incident in over 
  fifty years.” 
  Carnage  at the Carnival 
  
   
  43  
   
  Appendix 
   
   
  When you feel the players have heard enough 
  information or they complete all of the tables: 
    
  A short, bald, beardless dwarf walks towards the 
  NPC or players he hears chatting about these 
  rumors and sternly says, “That's enough talk 
  about that or I will have to ask you to leave.” 
   
  This bald beardless dwarf is Ringmaster 
  Ziunn (CG COMMONER). If questioned, 
  Ziunn tells them the story from Dark History.  
  When he finishes the tale, Ziunn concludes 
  by saying: “Anything else you may have heard 
  are just rumors. I have much to attend to. Please 
  excuse me and enjoy your time here.” 
  Ringmaster Ziunn promptly walks away.  
   
  PART 2: THE FUN HOUSE 
   
  During Chapter 2, the players will find 
  themselves in a dimension that seems to be an 
  anti-magic field where all magic is suppressed. 
  They can cross into the dimension either by 
  willingly entering the Fun House or after the 
  children approach them with a dilemma. If the 
  players already have a ticket to the fun house 
  and wish to enter freely, you can skip the 
  following and continue at the Mirror Maze. 
   
  The Children 
   
  After Ringmaster Ziunn leaves, the players 
  hear a small child's worried voice say, “Excuse 
  me.” You look to see four human children 
  (three boys and one girl) about 7 years of age.  
  “Can you help us?” the little girl asks. “Our 
  friends went into the Fun House and haven't 
  come out.” She points to a brightly colored Fun 
  House at the far end of the midway. (If any 
  players have a passive perception of 14 or higher 
  they realize the Fun House was not there 
  moments ago.) The entrance is through the 
  mouth of a giant clown’s face sits at the front of 
  this three story structure. A long red rug that 
  looks like the clown’s tongue leads into the 
  doorway. The Fun House sports a large sign 
  that reads: “SPWATHY'S HOUSE OF FUN”  
  “They were screaming for help,” she pleads.  
  You notice the sky has become increasingly 
  dark; you no longer see any other visitors or 
  carnival workers. A hideous, crackling laugh 
  echoes from the Fun House. When you look 
  back, the children are gone.  
  Off in the distance there is a loud clanking. 
  You see what looks to be a giant 9-foot-tall 
  Clown Mascot in large, red wooden clown 
  shoes shuffling slowly towards you. It has a 
  large, round wooden head; chipped paint, 
  scraggly green hair, dark mean eyes, and a large 
  evil grin. It wears a yellow onesie with red 
  polka dots, white gloves and long green socks 
  and drags a large sack in one hand and grips a 
  mallet in the other that is so large, a normal man 
  would need two hands and extra strength to 
  wield. 
  Suddenly, you hear the little girls voice 
  scream for help from within the Fun House! 
  The players must decide whether to 
  confront the Mascot (that won’t go well), enter 
  the Fun House to escape it and rescue the 
  children, or flee the carnival entirely. If the 
  Carnage  at the Carnival 
  
   
  44 
   
  Appendix 
   
   
   
  players do not enter the Fun House, the Mascot 
  will continue pursuing them. If the players try 
  to leave the carnival, they run into an engulfing 
  void of darkness. What little light they see is 
  comes from the carnival behind them, so they’ll 
  have no choice but to return. You can also 
  continue luring them to the Fun House with 
  constant cries for help from the children. 
   
   
   
   
   
   
  Mirror Maze: Room A 
   
  When the players enter the Fun House, the 
  mouth of the clown instantly closes behind 
  them; from the outside, the clown face has an 
  evil satisfied smile.  
  Inside, the room is devoid of all light. Even 
  players with darkvision can't see… not the 
  inside of the room nor each other. Finally, after 
  a few worried moments, a small light appears 
  about 60 feet away. 
  As the players make their way towards the 
  light read the following: 
   
  Once the players start the mirror maze have 
  them roll for initiative (or alternatively they can 
  choose their marching order). This will be the 
  order in which they proceed forward. On each 
  player’s turn (depending on the difficulty) have 
  them make a Wisdom Saving Throw (easy) DC 
  10, or (medium) DC 14. or (hard) DC 18. Do 
  this for each player until that player makes 3 
  successes to escape; if they make three failures. 
  they take one point of exhaustion. Should the 
  players decide to hold hands so as to not get lost 
  or separated, the player who is first in line will 
  make all the rolls.  
  Standing before you is a series of 
  mirrors. As you all look towards them, 
  [pick a player] you see your reflection. 
  The reflection smirks at you and 
  beckons you toward what appears to be 
  the entrance to a Mirror Maze. 
  Carnage  at the Carnival 
  
   
  45  
   
  Appendix 
   
   
  As they take their turns rolling to escape, 
  describe the sounds of the clown Mascot’s 
  wooden shoes echoing throughout the maze.  
  Occasionally a random player might see the 
  Clown Mascot's reflection in one or more of the 
  mirrors, but he never attacks while in this room. 
  Any player who breaks a mirror takes on a 
  form of short-term madness as a mirrored 
  version of the player leaps from the shattered 
  glass into the mind of the player. However, this 
  allows for one roll of success. 
  Once they reach the end of the maze they 
  come to a red door with a door knob in the 
  shape of a smiling clown’s head. (It is just a 
  regular door designed to create suspense.) 
   
  Tilted House: Room B 
   
  When the players open this door, they see what 
  appears to be a large home with one major 
  difference: everything is slanted. This house tilts at 
  a 20° angle!  
  While the players are inside this section, it's 
  considered difficult terrain. Every 30 feet a 
  player travels, they must make a Dexterity 
  Saving throw (easy) DC 10, or (medium) DC 
  14, or (hard) DC 18 depending on the difficulty 
  the DM desires. On a failed save, the player 
  sprains their ankle and suffers the LINGERING 
  INJURY “Limp.” The players movement 
  speed is reduced by 5 feet. They must make a 
  DC 10 Dexterity saving throw after using the 
  Dash action. If the player fails the save, they fall 
  prone, although they can be healed / stabilized 
  with a DC12 medicine check, spells or potions. 
  Once the players reach the exit door to the 
  Tilted House it opens up another room of 
  magical darkness devoid of all light. 
   
  The Cube: Room C 
   
  Once they are all inside the room, it lights up – 
  and the players will be amazed at what they see. 
  The room is a large empty cube, 30 feet on each 
  side, but the laws of gravity have been distorted. 
  Each and every surface – walls, ceiling, and 
  ground – acts like the floor!  
  Each player rolls a 1d6 to see which side of 
  the Cube they are standing upon, based upon 
  the diagram on page 40. The DM will also roll a 
  1d6 to see which surface the room’s exit door is 
  located. Because each floor has its own gravity, 
  if a player looks to the ceiling or wall they may 
  see another player standing there!  
  There is no particular way to solve this 
  puzzle. The players must come up with a 
  solution to reach the door. 
  After the players finally make it by either 
  tumbling through or walking through the 
  doorway, they come to room filled with large 
  blood-soaked sacks dangling from the ceiling. 
   
  Bags of Fun: Room D 
   
  There are dozens of body bags hanging upside 
  down from the ceiling. Though there appear to 
  be several doors on the walls, the way out is 
  actually the way they came in; the other doors 
  are a black wall that the Mascot can walk in  
  Carnage  at the Carnival 
  
   
  46 
   
  Appendix 
   
   
  as if through a portal, but the players cannot 
  pass through the other way.  
  The players roll for initiative. (This will be 
  for them to use their turns to move and find a 
  way to escape rather than try to fight the 
  Mascot.) Then read the following: 
   
  The Mascot is now in the room and slowly 
  pursuing the players ( the Mascot can make 
  attacks if the DM so chooses; otherwise he just 
  slowly walks through the room chasing the 
  players, possibly grabbing one and carrying 
  them through a random door into a dark void 
  where they are left unconscious until found in 
  the next room. 
  The hanging body bags contain zombies 
  that break through the sack and use the grapple 
  action to restrain the player(s) if they walk past - 
  making them easy targets for the Mascot.  
  Once the players deduce that the way out is 
  in fact the way they came in, reopening that 
  door presents a long tunnel: the last room of the 
  Fun House.  
   
  Loco Motion: Rooms E & F 
   
  OPTION: For suspense, you can have the mascot 
  slowly pursue the players through the tunnel. 
  The spinning tunnel is considered difficult 
  terrain. Every 30 feet the players must make a 
  Constitution Saving Throw (easy) DC 10, or 
  (medium) DC 14, or (hard) DC 18 or else suffer 
  1 point of exhaustion.  
  When the players reach the end of the 
  tunnel, a large bottomless pit blocks their path. 
  A series of netted ropes attached to the ceiling 
  leads across to a door that reads “EXIT.” To 
  cross the pit, players must each make either an 
  acrobatics or athletic saving throw (easy) DC 
  10, or (medium) DC 14, or (hard) DC 18 to 
  safely climb cross the pit. If a player fails the roll, 
  they take 3D6 falling damage and fall into the 
  pit, disappearing. They are later found outside 
  laying on the ground, dazed. 
  The door on the far side of the pit swings 
  open to reveal a slide that exits the Fun House 
  and the players need jump on to escape! 
   
  PART 3: LET’S PLAY 
   
  The slide is wet and slick with blood. It twists 
  and turns, eventually ending outside and dumps 
  everyone onto cold, damp overgrown grass.  
  The ground is shrouded in thick fog; they 
  are surrounded by endless darkness. The slide 
  they escaped down towers upwards at least sixty 
  feet up into the sky before it disappears into the 
  darkness.  
  Suddenly, out of the quiet and darkness, a 
  spotlight beams onto the ground, highlighting a 
  figure standing at a midway booth. It’s Spwathy 
  the Clown! “STEP RIGHT UP!” he bellows 
  with an evil cackle.
  Carnage  at the Carnival 
  “The familiar sound of loud clanking 
  wooden shoes can be heard coming from 
  within this room!” 
  “A slowly-spinning tunnel, nearly 60 feet 
  long, stretches out before you.” 
  
   
  47  
   
  Appendix 
   
   
  Apple Amounts of Fun 
   
  Spwathy demands that one of the players 
  volunteer to come sit in a nearby chair. If no 
  players volunteer, the Mascot can be heard 
  walking; its large shoes slowly thud one after 
  the other.  
  Spwathy suggests they hurry and chose or 
  “his friend” will choose for them. (Neither 
  Spwathy nor the Mascot can be attacked at this 
  time. If the players try, Spwathy simply 
  vanishes, the spotlight reappears in the distance, 
  and Spwathy begins shouting “Step right up!” 
  all over again.  
  Once a player volunteers, the clown sits 
  them in the chair and places an apple on their 
  head. Spwathy hands another player a set of 
  three daggers; his evil plan is instantly obvious, 
  but the players should experience the full creepy 
  shock of realization. The clown directs the 
  player with the daggers (the “attacker”) to stand 
  back 20 feet… and throw the daggers at the 
  apple on the head of the “victim”! 
  The attacker must first make a 1D20 roll to 
  see if they can strike the apple. A roll of 15+ 
  successful knocks the apple off, ending 
  Spwathy’s game. However, a roll of 14 or less 
  means the dagger missed the apple; now the 
  attacker has to roll another 1D20 against the 
  victim’s AC to see if the dagger misses entirely 
  or unfortunately strikes the victim! If the 
  victim’s AC is equal to or higher than the 
  attacker’s 1D20, the dagger sails safely past. If 
  the attacker’s roll is higher, the dagger strikes 
  the victim. The attacker rolls 1D4 damage while 
  apologizing profusely.  
  There is an exception: if the attacker’s second 
  roll is a natural 20, it’s a critical hit and he must 
  throw 2D4 for damage, much to Spwathy’s 
  delight. 
  The clown will demand the attacker throw 
  daggers until he either hits the apple or throws 
  all three. Spwathy is an unforgiving evil clown, 
  however… if the attacker misses all three tosses, 
  Spwathy assumes he missed on purpose and 
  punishes the attacker by throwing all 3 daggers 
  at him, each roll 1D20 +5 and Advantage (he is 
  an evil clown, after all)! Hits and damage are 
  determined the same way as before. 
  When Spwathy is satisfied, either by an 
  apple hit, a victim hit, or punishing the attacker 
  for missing, he tires of the apple game. 
  Spwathy’s body fades away, leaving just his 
  smiling face as it floats off in a random direction 
  towards another booth that lights up in the 
  distance. Spwathy’s full body manifests again at 
  the booth (the players get to keep the three 
  daggers). 
   
  Spore Pop Game Booth  
   
  “Come one, come all!” Spwathy chants, 
  standing next to the same Spore Pop game the 
  players saw earlier on the midway. “I need 
  another volunteer!”  
  After a player steps forward, Spwathy takes 
  him behind the wall and places the player’s face 
  through a circular cut out among the spores. 
  Then he hands a random player five daggers!  
  The rules are the same as the Spore Pop 
  game with one minor exception: if a player 
  Carnage  at the Carnival 
  
   
  48 
   
  Appendix 
   
   
  pops an even-number spore, they roll 1D20 vs. the victim’s AC. If the roll is higher, the dagger hits the 
  player in the face for 1D4 (2D4 if the player’s roll was a 20). If the roll is lower, it only pops a spore. 
  After two spores are popped, Spwathy fades away again, only to reappear behind the players and 
  shout, “BOOO!”  
   
  The Wheel of DOOM 
   
  Spwathy stands next a large circular board. “Who's ready to spin the WHEEL OF DOOOOOOM? 
  You get three spins!”  
  Whoever volunteers to spin rolls 1D20 three times. If no one steps up, Spwathy will select a player 
  and spin for them. Both use the following chart.  
   
   
   
   
   
  01 
  A thunderous roar rips through the sky. 
  Nothing else happens. 
  11 You're sleepy and suffer one point of 
  exhaustion. 
  02 All of the sudden, you feel weak and take 
  one point of exhaustion. 
  12 You hear a child’s scream. Nothing else 
  happens. 
  03 You feel incredible pain and drop to 1 HP. 
  13 Cursed! You are blinded for 1D4 days. 
  04 Your mind wanders into darkness and you 
  take a random form of short term madness. 
  14 Cursed! Fire now does an extra d6 damage 
  to you. 
  05 You feel weak. Your Strength drops to 5.  
  15 Cursed! Your movement speed is halved. 
  06 You feel clumsy. Your Dexterity drops to 5. 
  16 Cursed! You can’t remember your name. 
  07 Your mind blanks. Your Wisdom drops to 
  5. 
  17 Spwathy just points and you and laughs. 
  08 You not smart. Your intelligence is now 5. 
  18 Nothing happens. 
  09 Cursed! Your new fear of clowns prevents 
  you from resting. 
  19 Cursed! You now constantly hear the 
  laughter of Spwathy the clown. 
  10 The ground turns to quicksand and you 
  begin to rapidly sink. You cannot be pulled 
  out.  Spwathy picks another to finish the 
  remaining spins and save their friend. 
  20 YOU WIN A PRIZE! Spwathy pulls a large 
  two-handed mallet club out of his pants 
  pocket and hands it to you. He’s not happy, 
  but it’s free. 
   
  All diminished stats return to normal when players leave the Carnival of Carnage. 
   
   
   
  Carnage  at the Carnival 
  
   
  49  
   
  Appendix 
   
   
  Whack an Ooze 
   
  Once the players finish spinning the wheel, 
  Spwathy reappears next to the Whack an 
  Ooze booth. The clown selects a random player 
  to come with him and straps the player to a 
  contraption underneath the game table.  
  The game uses the same Whack an Ooze 
  rules found on page 25 with two minor changes. 
  First, the game only ends once the DM’s D6 is 
  reduced to zero. More painfully for the player 
  selected, anytime a 3 is rolled it’s the player’s 
  head that pops up and is whacked, not an Ooze. 
  In that case, the attacking player rolls 1D8 
  bludgeoning damage.  
   
  Magic Trick 
   
  After, Spwathy excitedly offers to perform a 
  magic show. The offer cannot be refused.  
  The Clown Mascot slowly emerges from 
  the darkness and lumbers towards the group. He 
  suddenly snatches up a random player. (The 
  player can try to break free with a successful DC 
  30 Strength check, but on a fail the Mascot’s 
  grip tightens, dealing 1D8 bludgeoning damage 
  for each failed escape attempt.) The Mascot 
  heads over to a large glass tank of water. It ties 
  up the victim with rope, then lifts them up and 
  drops them into the tank.  
  “Watch this amazing escape!” Spwathy says, 
  handing a ring of keys to the Mascot, who slams 
  shuts the tank lid and locks it.  
  The players roll initiative, including the 
  victim in the tank who can try to struggle free 
  by making either an athletics or acrobatics 
  saving throw on their turn - (easy) DC 10, or 
  (medium) DC 14, or (hard) DC 18. (If the 
  player gets free from the ropes, they can attempt 
  attacks on their turn.)  
  The large glass tank of water has an AC of 
  14 and HP of 20. It is too large to be tipped 
  over. If the players don't break it within 2 
  rounds, the victim will drown. If the victim 
  drowns on their own turn, they take a failed 
  death-saving throw. Once the tank’s HP is 
  reduced to zero, it shatters and spills the victim 
  onto the floor. 
   
  Pick a Door… ANY Door 
   
  Amused by the outcome, Spwathy  points 
  where a set of four doors mysteriously appear 
  from the darkness, numbered 1-4. “Pick a door, 
  any door! Choose right and goodnight! Choose 
  wrong and… stay forever!”  
  The DM rolls a 1D4 (not allowing the 
  players to see the number) which represents the 
  number of the exit door. The players must come 
  to a consensus as to which door they will open. 
  Behind the other doors, one of the following 
  events occurs:  
   
  Carnage  at the Carnival 
  1) Spwathy jumps out to scare the players using the 
  fear spell.  
  2) A giant spring-loaded fist smashes the lead player 
  in the face, stunning him for 1D12 minutes. 
  3) A cloud of noxious gas erupts, poisoning the lead 
  player. 
  
   
  50 
   
  Appendix 
   
   
  When the exit door is opened, players see a 
  bright light and can hear the crowds and 
  laughter of the carnival... 
   
  PART 4: FINALE 
   
  The players walk into blinding light as the 
  cheerful sounds and delightful smells of 
  wonderful carnival food fill the air. As their eyes 
  adjust to the glare, their joy becomes horror.  
  The laughter of patrons turns into screams 
  of pain and agony; the smell of smoked turkey 
  legs turns into the stench of death. Bodies litter 
  the carnival grounds and large fires blaze 
  through attractions and midway booths.  
  Worst of all, their ears fill with the ominous 
  and inhumane laughter of Spwathy. A large 
  ring of fire roars from the ground and encircles 
  the players, trapping them inside. From beyond 
  the fire, a victorious Spwathy marches forward 
  with the Mascot by his side. 
   
  At this point, everyone rolls initiative to 
  begin the “Boss Battle.” The mechanics to this 
  battle aren't straight-forward combat, as this 
  adventure is designed for all levels and weapons 
  and magic are limited.  
   
  Here’s how it works: 
   
  Spwathy can be easily damaged (AC 10 with 
  15 HP) and when his HP reaches zero, he loses 
  a random limb or falls unconscious for one 
  round… before regaining full HP and 
  regrowing any lost limbs. When he’s at zero HP 
  and unconscious, the players can steal his keys! 
  If the keyring of keys is used, the DM rolls 
  a 1D4 - that number is the key to the padlock 
  on the Mascot. During a player’s turn, they can 
  pick a numbered key to open the lock if the 
  mascot is stunned. Each time they pick a 
   “Did you think I'd let you leave?” asks  
  Spwathy fiendishly “No one ever leaves! 
  You are my entertainment!” He gestures 
  towards you and the Mascot lifts its large 
  mallet. “Make them go splat!” 
  The Mascot (stats on page 44) wears 
  a chain and padlock around his neck. 
  There is also a large piton on the top 
  of the mask.  
  The objective is to remove the 
  padlock and take off the large 
  wooden mask. To do so players must 
  drive the piton further into the 
  Mascot’s head stunning him for 1D4 
  rounds. The Mascot can’t be damaged 
  any other way.  
  Stunning the Mascot allows the 
  players to get close enough to remove 
  the lock. The lock can be picked with 
  a successful Thieves’ Tools (easy) DC 
  10, or (medium) DC 14, or (hard) 
  DC 18. The key to the lock is on the 
  keyring Spwathy holds in his hand.  
  After the mascot is un-stunned, 
  he stands back up and pulls the piton 
  out of its head - but can’t pull it from 
  the mask. 
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  51 
   
  Appendix 
   
   
  numbered key it takes an action to try and 
  unlock the padlock.  
  To give the players hints to this unique 
  combat mechanics you can describe any of the 
  following during combat: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spwathy doesn't attack on his turn but 
  instead laughs and dances around as if amused. 
  It all seems like fun to him. The Mascot, 
  however, does attack when it’s his turn. 
  Once the padlock is removed from the 
  Mascot, the mask can be taken off. This will 
  make Spwathy scream, “NOOO!” and then fade 
  away along with the fires, bodies, and foul 
  smells. The players find themselves with the 
  unmasked Mascot in a large grassy field.  
  When the mask is removed, the Mascot 
  shrinks down to an average-sized gray-bearded  
  old human male with long scraggly white hair 
  that is marred by a bloody wound atop of his 
  forehead. He appears dazed and confused. 
  The old man is Victor Taven. At first, he 
  has no idea where he is and doesn't remember 
  much aside from his name and his job as a 
  carnival worker. Victor only has 1 HP and 
  doesn't fight back, so if the players continue to 
  attack him, he’s easily killed.  
  However, if questioned, Victor tries to 
  focus and regain his memory. He recalls being a 
  clown for the carnival and buying some make-
  up from a strange salesman. He remembers 
  being unable to remove the make-up and 
  slipping into a depression. He even began living 
  in the Fun House and over time, the makeup 
  caused him to go mad.  
  Taven recalls the day he died. (The DM can 
  choose from multiple endings, A or B.) 
   
  Ending A 
   
  One day several bratty kids came through the 
  Fun House. They tormented Taven to the point 
  that the madness caused by the makeup 
  overtook him, and he killed the kids in a 
  vengeful fit, laughing and eating them. He 
  didn’t want to, but a voice in his head was so 
  loud and angry he would have agreed to do 
  anything to make it stop. He was quickly 
  discovered and burned at the stake out back; a 
  large piton was driven into his head.  
   
   
  • When a player attacks the Mascot, 
  describe that hits to his head make 
  him adjust the piton by pulling as if 
  trying to remove it, but it’s stuck. 
  • When Spwathy is attacked he 
  seems protective of his keys. 
  • The Mascot seems to be protective 
  of his head and the piton. 
  • The Mascot only appears hurt 
  when attacked on his head – 
  nowhere else. 
  • Spwathy’s keys jingle as he dodges 
  and dances around. 
  • Other descriptive hints as the DM 
  sees fit. 
  Carnage  at the Carnival 
  
   
  52 
   
  Appendix 
   
   
  Ending B 
   
  Victor’s permanent clown appearance became 
  so frightening that one day while he was hiding 
  in the Fun House, a gathering of children 
  stumbled across his multiple reflections in the 
  Mirror Maze. Terrified out of their wits, the 
  panicked kids ran for their lives… headfirst into 
  the mirrors.  
  Tragically, they were instantly killed by 
  large shards of glass. Despite his own misery, 
  Victor never lost his love for entertaining 
  children, and tried desperately to save them… 
  to no avail. When the kids were discovered, so 
  was Victor, covered in their blood. He was 
  immediately accused of killing them but was so 
  devastated he didn’t bother to protest.  
  Victor was found guilty without a trial, 
  taken behind the carnival and burned at the 
  stake; a large piton was driven into his head.  
   
  Victor’s Encore 
   
  Victor doesn't remember much after his death 
  except for a clown that looked like a vile and 
  evil version of the Spwathy he created to bring 
  only joy. The clown entity kept Victor’s spirit 
  prisoner in a dark demi-plane of existence and  
  told him what to do; Victor had no ability to 
  resist its commands. Victor does remember the 
  large wooden clown mask that was chained to 
  him, making him unable to remove it.  
   
   
   
  The DM should note that Victor is no longer 
  covered in clown make-up! 
  Now that this horrible ordeal is over, Victor 
  can finally reclaim the joy and happiness in his 
  soul that he always used to delight and entertain 
  children; the one thing he truly loved most in 
  this world. Victor thanks the players and tells 
  them he is free now. With tears of joy and 
  remorse Victor fades away. 
   Surprisingly, the land around the players 
  shifts again. They find themselves standing at 
  the entrance of the Fun House with the Mirror 
  Maze in front of them. 100 Reflections await 
  them inside; every facet of their personalities, 
  every choice they’ll ever make and every 
  possible change to their own souls.  
   
  The end? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  55  
   
   
   
   
  
   
  56 
   
   
  
SOURCE: textdata/thevault/Collections/Solo/2. GM Emulators & Generic Solo Rules/Diception 2.pdf