
Grelda Bonehammer |

Grelda is happy to spend time with Ashlion, especially if she can manage it while keeping her distance from Tygrah. Even while pregnant, the ranger could break the younger half-orc in two without breaking a sweat, and Grelda doesn’t want to give her an excuse to do so. The witch offers Ash pointers on sharpening his dialogue and staging to make his act more entertaining.
When asked about Mistress Dusklight, Grelda scowls. ”I was lucky that I was still so young when I joined the Celestial Menagerie. Dusklight made me dress in clothing that showed off more of my body than I am comfortable displaying in public and presented me in her sideshow as a ‘learned savage,’ but that is all. Were I older, she may have forced me to perform more unsavory acts like she did Ruine and Tasha. I do not relish being in the same city as her, but I know with you here, you will not let anything happen to me.”
She hesitates a moment before putting a hand on Ashlion’s beefy arm and smiling at him.

Tasha the Fair |

When Ashlion finds Tasha, she's in her and Ruinë's wagon (formerly Myron Stendhal's) making notes on parchment.
"She is a vile woman," the tiefling says, dipping her quill into the ink and continuing to write. "I was there since I was a little child. I watched the viciousness and vindictiveness with which she treated people, but I was too small to do anything about it. When I reached 'Of an age' as she put it, she ... she turned me into a toy for people's ... pleasure."
She dips her quill again and the scratching proceeds.
"It finally came to a point where I couldn't watch in silence any more and I left. There is nothing more to tell."

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"THE MORE I LEARN OF THIS MISTRESS DUSKLIGHT, THE LESS I LIKE HER." Ashlion says, nearly growling. "I WOULD LIKE TO MEET HER THOUGH. WE WOULD HAVE... WORDS, ABOUT TREATING PEOPLE WELL." It is only a minute or so later that he notices Grelda's hand on his arm and although he returns the smile he shifts a little until her hand slides off once again.
"SO. I SHOULD TALK MORE? JOKES MAYBE? ENCOURAGE THE CHILD PREHAPS?" He continues, apparently trying to move the conversation back onto 'safer' ground...

Grelda Bonehammer |

Grelda withdraws her hand without comment. ”Jokes are always a good way to lighten the mood. How about this one...”
The talk returns to business, and Grelda is ever the consummate professional.

DM Brainiac |

Escadar’s civic functions are based in the massive structure known as Conclave Square. Once a collection of closely constructed buildings where Aroden’s priests handled the island’s civic matters, the buildings were expanded and connected generations ago. Now a single sprawling structure with several blended architectural styles, Conclave Square is the home of Escadar’s Lesser Council, city guard, and licensing offices.
Ever streetwise, Grelda knows that the right person to speak to is Andera Paldreen, Escadar’s sternly efficient chief constable. Escadar has always been known as a city of vices, with more than its share of smugglers’ warehouses, illicit brothels, and gladiatorial pits. Chief Constable Paldreen has been working hard to legitimize the city’s entertainment businesses.
Hours: 1d6 ⇒ 4
It takes four hours for Andera's schedule to open up. A talkative senior constable named Darricus Stallit comes to fetch the heroes after that time and takes them to his boss. Darricus accompanies the heroes into Andera’s office after giving her door a quick knock.
This circular office, paneled with rich brown wood, contains a writing desk, shelves stacked with records, and a row of chairs positioned near the door for visitors. A framed painting of a kestrel in flight hangs in a place of prominence behind the desk. A metal stand to the west displays an ornate falchion and a battle‑worn breastplate polished to a brilliant shine.
A small, muscular human woman sits behind the desk, dressed in a dark‑blue uniform with a golden badge of office pinned to the left shoulder. The shield‑shaped badge bears an engraving of an osprey with a fish clutched in its talons. The woman listens intently to the individual sitting across from her, a smarmy human man in a striking, royal‑purple suit only a few buttons and ruffles shy of garish. Those of you who were part of the Celestial Menagerie recognize him as a member of the rival circus.
The woman’s hawklike gaze darts to the opened door, and she holds up a hand apologetically to the man in purple. “Thank you, Delamar, for bringing this issue to my attention. If that’s all, though, it appears that I have another appointment. Stay here for the moment.”
Darricus smoothly moves behind the chief constable and stands at attention as the woman looks you up and down. "I am Chief Constable Andera Paldreen. You are the representatives of the Circus of Wayward Wonders? Please, present your request. The quicker you get to the point, the better."
Ashlion: 1d20 ⇒ 15
Grelda: 1d20 ⇒ 11
Ruine: 1d20 + 2 ⇒ (5) + 2 = 7
Somber Tom: 1d20 + 13 ⇒ (2) + 13 = 15
Tasha: 1d20 + 13 ⇒ (17) + 13 = 30
Delamar: 1d20 + 14 ⇒ (17) + 14 = 31
Delamar clucks his tongue. "See? It is as I said. These lot are ruffians who will bring nothing but misfortune to the city. You shouldn't trust a word they say."
Deception: 1d20 + 14 ⇒ (20) + 14 = 34
Andera's eyes narrow further.
Critical success! Andera's Resistance Points are now 7. Everybody may act.
Sway Andera: The hero attempts a DC 20 check using Diplomacy, Deception, or a relevant Lore skill to convince Andera to allow their circus to perform in Escadar. A success removes 1 Resistance Point, while a critical success removes 2 Resistance Points. A critical failure instead adds 1 Resistance Point.
Support an Argument: The hero attempts to bolster an ally’s argument by attempting a DC 20 check using Diplomacy, Deception, or a relevant Lore skill. On a success, the indicated ally gains a +1 circumstance bonus to their next check. On a critical success, the hero also removes 1 Resistance Point due to insightful support. On a critical failure, the ally’s next check to sway Andera takes a –1 circumstance penalty instead.
Demonstrate Talents: The hero attempts a DC 20 Performance check to prove their ability to impress a crowd. Andera normally allows only a single Performance attempt before losing her patience, insisting that her office is not a circus tent. A success removes 1 Resistance Point, while a critical success also entertains Andera sufficiently that she allows another attempt to demonstrate talents. A critical failure instead adds 1 Resistance Point.
Discredit Delamar or the Celestial Menagerie: The hero relays a damaging fact about Delamar or the Celestial Menagerie and attempts a DC 20 check using Circus Lore or Society. A success puts Delamar on the defensive, and his next Deception or Diplomacy check uses an outcome one step worse than what he rolled (for example, from a failure to a critical failure). On a PC’s critical failure, Delamar seizes on the hero’s bumbling, and his next Deception or Diplomacy check instead uses an outcome one step better than what he rolled.

Somber Tom |

"Honorable Chief, my family has only ever brought joy and entertainment. In fact, the mayor of our last stop has vowed to be a fan for life!"
Diplomacy: 1d20 + 13 ⇒ (17) + 13 = 30
Tom's voice takes on a honeyed tone, and even HE is surprised with how convincing he's being!

Grelda Bonehammer |

"We are the ruffians?" Grelda asks, eyes wide. "Was it not members of your circus who attacked us in the streets of Abberton? Was it not your own Mistress Dusklight who tormented us and drove us to form our own circus? I think you ought to take a hard look in the mirror, Delamar, before you start throwing around such spurious accusations."
Society: 1d20 + 13 ⇒ (14) + 13 = 27

Ruinë the Flame |

I have no good skills for this.
Performance DC20: 1d20 + 2 ⇒ (18) + 2 = 20
While Tom and Grelda Talk, Ruinë swipes her hand in front of her and creates a magical ring of fire that is less than two feet in diameter, burning in the air horizontally in front of her. As soon as the ring is complete, she backs up a few steps and does a forward flip up into the fire ring and comes down through it without burning herself, finishing with a flourish for Andera.

Tasha the Fair |

Tasha walks into the room as if it's another stage on which to perform - which it is in its own way. She takes a seat in the chair opposite Andera and crosses one long leg over the other.
"Hello Delamar," she says in greeting, covering up her distaste. "Still haven't lost that extra two stone, eh?" she asks with a grin. Without waiting for a reply she turns to Andera.
Discredit Delamar - Circus Lore vs DC 20: 1d20 + 9 ⇒ (13) + 9 = 22
"You'll have to excuse Delamar. He's probably still very unhappy with us. They sent performers to the village that was enjoying our performances and challenged us to a performance showdown in front of an audience in which we bested their best soundly." Her eyes shift to the purple-clad man and a smirk shows on her face for a moment. "Rather than taking their defeat as a lesson against hubris, they chose to waylay us in secret afterwards with weapons and magic."
She leans back in the chair and brushes imaginary lint off her lime-green longcoat. "And, again, we beat them soundly." She smiles at Andera. "So, of course, he carries a bruised ego and wishes to discredit our honest and hardworking circus folk."

DM Brainiac |

Double discredit doesn't help so I'll change Grelda's check to Circus Lore this round.
Andera seems somewhat impressed by Ruine's impromptu performance, but she sternly chides the half-elf. "My office is not a circus tent. Please refrain from any further demonstrations."
She does nod when Tom mentions the circus bringing joy--it seems further expounding on this point will be to your benefit.
The DC goes down to 18 if you emphasize how your circus will make people happy.
Delamar bristles indignantly at Tasha's words. "Chief Constable, the Celestial Menagerie has been Escadar's chief source of entertainment for a long time, now. If you allow another circus to set up their tent here, it will take away valuable business from us, and we may in time be forced to move elsewhere. Think of the blow to the people's morale when they learn their favorite show has left town!"
Diplomacy: 1d20 + 14 ⇒ (12) + 14 = 26
Thanks to the doubt Tasha has instilled, it doesn't seem like Delamar's argument has swayed Andera.
Andera's Resolve is at 3. Everybody may make another round of checks.

Tasha the Fair |

"I hadn't realized that Mistress Dusklight's show was so poor that a small circus like ours would close her doors," Tasha states, clucking her tongue. "If that's the case, Delamar, then perhaps your performances should be cancelled." She looks again at Andera. "I believe that the good people deserve much better than a lackluster set of second-rate performers. Don't you, Chief Constable? I feel that they are worthy of the very best in entertainment and our humble performers can offer them that."
Sway Andera - Diplomacy vs DC 18: 1d20 + 13 ⇒ (11) + 13 = 24

Somber Tom |

Tom, seeing his opening says;"Madame Constable, you only need to for yourself what joy we'll bring with a more upbeat troupe, like ours. Sef, please take the constable's admission to our opening show out of my share, it's too much of an honor performing for town leaders to actually charge."
diplomacy: 1d20 + 13 ⇒ (19) + 13 = 32

DM Brainiac |

Your words have their intended effect on Andera. ”Very well. I will approve your request to perform here in Escadar, but I warn you not to make me regret it. All entertainment companies are required to pay the city 5% of their earnings as a tax, and you have up to 2 weeks to set up your first public performance.”
She pauses to dismiss Delamar to discuss the site for your circus in more detail with you. The agitator departs with a final, unpleasant sneer.
”Now then, the only large plot of land available for your circus is on Escadar’s outskirts. The area is easily accessible from the city, but it’s badly overgrown and rumored to hold treacherous terrain and dangerous creatures. To be honest, I see two advantages in leasing the site to you: I don’t risk my guards in the difficult task of clearing the area, and the city can put the site to productive use once the circus has moved on. Do you have any questions?”

Tasha the Fair |

"Yes, I do," Tasha responds. "First off; What sorts of 'dangerous creatures' are reputed to be present? Secondly; Once we clear this area and set up our circus there, how long is our lease good for?"

Tasha the Fair |

"We thank you for your time, then," Tasha says as she rises from the chair and reaches out to take Andera's hand in hers. "Here's to a long and mutually beneficial relationship."

DM Brainiac |

Before you head off to the plot of land, Tasha takes you by the site of the Celestial Menagerie. The Celestial Menagerie circus grounds sprawl across a huge plot just south of Escadar. The neatly maintained forest surrounding the site conceals a high iron fence to deter trespassers from entering other than through the main gate. Lights and reflective metal ornaments hang in the trees surrounding the circus, illuminating the site with dazzling colors.
A wall of pruned thorny bushes gives way to a delicate wrought‐iron gate bearing the words “Celestial Menagerie” in large letters. A wooden sign above them, decorated with winged animals, reads, “The Delights of Nirvana Await.”
Two burly men loiter near the gate, keeping an eye on the circus’s ticket taker, a female halfling named Tusconna Sprightly. “Little Sprightly,” as she’s known, stands at the gate taking entrance money from guests and welcoming them to the Celestial Menagerie with a charming, nonstop patter. You can hear sounds of laughter and merriment from beyond the gate.

Ruinë the Flame |

The cleric was quiet on the way to the to the Celestial Menagerie. Before they go to enter, she stops outside and looks to her family.
"Do we have to? Ruinë asks in a small voice.

Somber Tom |

Tom stops for a moment and steps down an alley. He rubs dirt through his hair to darken it, and ties his scarf around his head to hide his ears.
deception: 1d20 + 13 ⇒ (6) + 13 = 19
"Sef, I'm going in. I'm going to poison her tea."
Tom walks up to the ticket window to buy admission, putting on a thick Taldan accent. performance: 1d20 + 13 ⇒ (13) + 13 = 26
"One please!"

Somber Tom |

Tom doesn't look defeated, he only shakes his hands through his hair, knocking the dirt out and into the little halfling's eyes before spitting in disgust and walking away.
He only looks defeated when he walks back to Tasha with his head down. "Sorry, Sef." Then he walks off back to where their wagons are parked before his friends can see the tears.

Tasha the Fair |

"We have no plans on entering, Tusconna," Tasha says calmly. "We just wished to see the place again. To see if it still carries with it that scent of fear and oppression."
She turns to walk away.
"Some things never change."

Tasha the Fair |

Tasha stops and looks back over her shoulder. "Perhaps. But the important thing to note is that we have returned. And we're not afraid anymore." She then turns her head back and walks away.

DM Brainiac |

Leaving the Celestial Menagerie for the time being, you head to the plot of land Andera granted to you. You travel along a dirt road north of Escadar for a mile or so. The dirt road ends abruptly at the bramble‐choked mouth of a forested valley. Granite hills rise to the east and south, providing a sheltered area where the trees have grown thick and wild. Two rough trails lead into the forest, one blocked by an enormous fallen oak, rotted and sprouting with mushrooms.
The members of the Circus of Wayward Wonders exit their wagons to survey the area. ”It’s... a bit of a fixer-upper, isn’t it?” Axel says hesitantly.
”It’s rubbish, is what it is,” Modraine scowls. ”It’s going to take at least a week just to clear out all these brambles.”

Tasha the Fair |

"But it will be ours when we're done," Tasha says as she surveys the small valley. "And when have we been afraid of a little work?" she adds as she turns to the others.
"No one has ever just given us anything. We have fought for every scrap and copper we possess. Unlike those people there," she points towards the city. "In their fine houses and expensive clothes. Everything we have, we have because we worked and fought for it. Nothing in this life will be handed to us without someone else waiting to take it away. We will clear this valley and make it our home. And woe be to anyone that attempts to take it from us."

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"THIS IS NOTHING." Ashlion adds with a grin. "TYGRAH AND I MADE HOME IN MWANGI JUNGLE. PLANTS THERE EAT PEOPLE WHOLE. THIS WILL BE EASY WORK, AND WE LIVED THERE!"
It's not inspirational per say, but at least he's confident...

Tygrah, Battle Bride |

”I doubt there is any danger here that my husband cannot handle,” Tygrah adds, squeezing Ashlion’s biceps for emphasis.

Ruinë the Flame |

Ruinë surveys all the brambles and overgrowth before suggesting "I could burn it all down, if you like. It require significant less work and go much faster." before turning to Ashlion and offering with a smile "Unless you want to do all of the work, in which case I will make you lemonade."

Grelda Bonehammer |

”I don’t think fire is the best choice here. It can easily get out of control and start a forest fire. No, I think slow and steady will win this race,” Grelda says.

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"I LIKE LEMONADE!" Ashlion says with a smile. "I WILL NEED AN AXE!"
Once provided with one he sets to work, singing a working song as he goes - very, very loudly. At least one tree seems to fall over just so it doesn't have to listen any more!

Tasha the Fair |

While Ashlion and some of the other more burly members of the troop see about clearing some of the undergrowth, Tasha has the others bring the wagons in closer. Knowing that there may be aggressive creatures lurking, she wishes to keep everyone as close as possible.

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"WOLVES ARE NO PROBLEM!" Ashlion declares upon being shown the tracks. "I WILL SPEAK TO THEM. EXPLAIN SITUATION." The fact that he is now followed everywhere by a near fully grown wolf with red tipped fur and violet eyes does lend some credence to his confidence.
Can we follow the tracks? If so Ashlion will do so. Time to put his Lore: Wolves and Speak With Animals to the test!

Ruinë the Flame |

Ruinë says "Let me try to follow the tracks. Please stay by my side, I do not want to come face to face with a wolf. If possible. I thank you in advance."
Leading the way, Ruinë sets out on the tracks and follows them with ease.
Survival: 1d20 + 11 ⇒ (16) + 11 = 27

DM Brainiac |

Ruinë follows the tracks down a path through the woods. The forest ends abruptly where a sheer slab of quartz‐ studded granite looms over the treetops. A cave mouth yawns open in its side. The cave is dark, and its mossy walls are studded with patches of ghostly white fungus. A narrow tunnel at the back of the cave leads deeper into the hill, forking into paths leading north and southeast. The wolf tracks continue southeast.
This cave is only 6 feet high, making it wide but low. The tallest among you will have to duck to avoid bumping your head.

DM Brainiac |

The southeast passage opens up to the east. This cavern is lower than other sections of the cave system, with a 5‐foot‐high ceiling. A natural pillar in the center of the cave appears defensible, and the carpet of lichen looks like a comfortable place to rest. A discarded cloth sack lies near the pillar.
The passage continues south past this side chamber. The tracks continue that way, and a strong smell of animals comes from that direction.

Grelda Bonehammer |

"This is your moment, Ashlion of Vudra," Grelda intones tapping her staff gently on the floor. "I shall nudge fate in your favor."
Ashlion may roll twice on his next skill check and take the higher result.

DM Brainiac |

This oblong cave has a strong smell of animals. Bones, antlers, and scraps of fur are piled to the east and west. Low passages lead out of this chamber to the north and south, with a foul smell emanating from the south passage.
Six normal-sized wolves lurk about this lair, along with an enormous dire wolf whose shoulders nearly scrape against the ceiling. The wolves growl and bark as the dire wolf steps forward.
In a language only Ashlion can understand, the dire wolf says, "This our den, humans! Get out of here right now or we'll rip you limb from limb!"

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"WE ARE NOT HERE TO HARM YOU, GREAT HUNTER." Ashlion growls in return. "I HAVE BROUGHT MY PACK TO THIS FOREST TO LIVE. YOU ARE STRONG, SO AM I. INSTEAD OF FIGHTING AND DESTROYING THE PACK I ASK, CAN WE LIVE TOGETHER? WHAT HUNTING GROUNDS DO YOU CLAIM? OR MUST WE FIGHT, YOU AND I?"
Knowing full well that wolves respond better to strength than persuasion Ashlion makes no effort to lower his voice or back down, meeting the dire wolf eye to eye, with his maul ready.
Intimidate: 2d20 + 7 ⇒ (10, 13) + 7 = 30 20...

DM Brainiac |

DC 18. Success!
The dire wolf stares down Ashlion for a few moments before letting out a woof. "Were we to have it our way, we would not bother you, provided you do not bother us. But there is a monster that dwells in the cave beyond that has sway over us." The wolf looks to the southern passageway.
"He is named Kalkek. He looks like a wolf, but he is not a wolf. Slay this monster, and my pack will not trouble you further."

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"SO BE IT." Ashlion booms, before turning to his companions. "THE WOLVES WILL LEAVE US BE, BUT THERE IS A CREATURE CALLED KALKEK THAT RULES THEM. WE MUST DESTROY HIM. THIS WAY."
So saying he leads the way, head held high (which is just low enough to not hit the ceiling - most convenient!)

DM Brainiac |

As Ashlion leads the way, Grelda chants another spell to grant the barbarian extra speed!
Fragments of bone glint among blood‑soaked scraps of fabric, tufts of fur, and unidentifiable fleshy masses that once belonged to living things. Jagged claw marks gouge the cave’s granite walls, and a fetid odor hangs heavy in the humid air. The ceiling here is 9 feet high, and a pool of water in the cave’s lowest point buzzes with insects.
A monstrous wolf-like creature lurks here, its face and hands vaguely humanoid. This must be Kalkek. The monster has dark orange fur and an overlarge jaw that gives his entire face a lopsided smile. He bears a circular brand on his shoulder with the letters “CM"--the symbol of the Celestial Menagerie.
"You will not take me again, circus freaks!" the beast howls as he moves to attack!
Grelda: 1d20 + 9 ⇒ (10) + 9 = 19
Ruine: 1d20 + 15 ⇒ (3) + 15 = 18
Tom: 1d20 + 13 ⇒ (1) + 13 = 14
Tasha: 1d20 + 13 ⇒ (4) + 13 = 17
Kalkek: 1d20 + 16 ⇒ (14) + 16 = 30
Kalkek draws on innate power and begins to blink quickly back and forth between this plane and the Ethereal.
Everybody may act!

Grelda Bonehammer |

Grelda casts a familiar spell at a heightened level of power. Now, six magic missiles streak from her fingers to slam into Kalkek, ignoring his blinking!
Magic Missiles: 6d4 + 6 ⇒ (3, 3, 2, 4, 1, 2) + 6 = 21