
DM Brainiac |

Before departing Moonstone Hall, you spend some time looking through the library. You discover three books of interest:
The Deeds of Aroden: This dusty tome’s onionskin pages detail various legendary acts of Aroden before and after he ascended to godhood. This book is more than a century old and therefore doesn’t mention his death. A hero who perseveres through the author’s long‐winded narrative locates an interesting passage:
The Last Azlanti saw how the vile dwellers of the Lands Below squandered the orbs’ life-giving power. He wept for the six beacons of creation forced to illuminate twisted monoliths and bloodstained altars. He descended into the bowels of the world to pluck the radiant orbs from their cradles in that fell land. One he left, in his infinite mercy, to sustain the vault, which was called Vask. The other five he named aeon orbs and carried them up to light his new land, still mere rocks drawn from the raging sea. Five towers he built: the Marsh Tower to tame the mire, the Forest Tower to sustain the great woods, the Liferoot Stone to guard the Sulwen Hills, and the Wellspring Tower to shine across the lush plains. The fifth he placed upon Erran to illuminate the isle of his chosen. He smiled upon the blazing aeon orbs from his throne in the high mountains. As his beacons shone across the land, Aroden poured his essence into them. The light of his five orbs woke the islands, coaxing the fields and forests into abundant growth, and for so long as he reigns, his aeon orbs shall shine in bounty, Aroden’s eternal promise of life to humanity.
The Moonstone Oracles: This text describes Moonstone Hall’s primary wonder, the moonstone pools that transform natural spring water into conduits for powerful divination. This book details how Arodenite priests created items keyed to each pool—magical circlets called moonstone diadems—to deposit visual history using the pools as receptacles. The book mentions that later generations of priests used the moonstone diadems to view these repositories of knowledge and explains that a diadem brought into proximity with a pool unlocks its knowledge.
The Spells of Man: This book proposes human spellcasters as the originators of many common spells, although the claims aren’t particularly well reasoned. More valuable are the three pages that serve as scrolls—a scroll of favorable review, a scroll of pyrotechnics, and a scroll of spell immunity.
When you return to the circus, you spot several injured workers and evidence of a few fires. The Professor explains what happened. ”A half dozen people came with torches and clubs. We were rehearsing, so we were too scattered to make a good defense. They wore masks, but plenty of us recognized them anyway—ruffians from the Celestial Menagerie. They didn’t kill anyone, thank the stars, but a few of our performers are going to need weeks to recover. Some of the animals died in the fires, but we’ve put everything out.
“The message was clear: we’ve been told to get out of Escadar or expect something worse. Mistress Dusklight is behind this, and all of us know it. An attack like this goes too far. She’s got to answer for what she’s done, either within the law or outside of it.”

Ruinë the Flame |

On the walk back, Ruinë reads the old text and tries to absorb as much of it as possible. She quotes various excerpts for the others and the trip back to the circus has calmed her inner fire considerably. That is of course, until they return to find the destruction before them.
The clerics fist ignite into flames as she surveys the damage done to them. As much as she wants revenge however, she hears that there are injured and quickly extinguishes her flames and dashes of find them to see if she can help.

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Ashlion is unusually quiet as the group journeys back to the fairground, whether tired or bored is a reasonable toss up. Until he sees the damage done. He breaks into a run, charging through the camp roaring "TYGRAH! TYGRAH!" at the top of his lungs.
The celestial menagerie can probably hear him from their showground...

Tygrah, Battle Bride |

Ashlion quickly finds Tygrah among the animal pens, tending to the a few wounded beasts with Alainn. The ranger has a few blood splatters on her body, but fortunately none of it is her own.
”Husband!” Tygrah moves to embrace Ash. ”I fought them off as best I could. It is difficult with your child in my belly, but I gave worse then I got. You must stop them from trying something so foolish again. Make them pay for the pain they have caused.”

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"I WILL!" Ashlion promises, gathering his battle bride into his arms, although he remembers to do so gently. Grelda arrives, having followed his mad rush through the camp and Ashlion sweeps her into the embrace as well, mightily relieved that nothing has happened to his growing family.

DM Brainiac |

After ensuring the safety of the circus camp and resting, you march to Conclave Square the next morning to meet with Chief Constable Andera Paldreen. As usual, you interrupt Andera working diligently in her office when you arrive. She questions you about your exploration of Moonstone Hall and thanks you for eliminating the dangerous creatures that could have become a threat to her city. She presses the heroes for any hard evidence of Mistress Dusklight’s trespassing in Moonstone Hall or her arrangements with the xulgaths.
Fortunately, between the list written in Amurrun and the note to Shrasek, you have plenty of evidence to spare. Andera nods and draws up a warrant to arrest the catfolk ring mistress
.
Along with providing you the warrant, Andera temporarily deputizes you to arrest Mistress Dusklight and return her to Conclave Square. ”I would prefer that you bring Mistress Dusklight back alive, but I understand that you have the right to defend yourselves. Unfortunately, I can’t spare any constables to assist you, but by now you have demonstrated that you are certainly capable of handling things yourselves. I wish you luck, friends.”

Tasha the Fair |

Tasha seems surprised when Andera turns over the responsibility of apprehending Dusklight to them. But moment passes quickly and she gives a curt nod in reply.
"We shall endeavor to bring her back alive, but I don't believe that she will allow herself to be brought in for judgement," she says before turning and walking out of the the office with a purposeful stride.

Grelda Bonehammer |

Grelda hurries out and matches Tasha’s pace. ”There will be too many bystanders around to attempt to apprehend Dusklight during the day. We should prepare ourselves and infiltrate the Celestial Menagerie at night. There will likely be less guards on watch then as well.”

Ruinë the Flame |

After healing everyone to the best of her ability, Ruinë walks behind the rest of the group and struggles with her feelings of rage. She doesn't speak out, but quietly boils inside as she tries to balance the darkness that exists inside of Dusklight.
When Grelda mentions going at night, the cleric agrees. "No sense bringing more attention to ourselves than necessary, Tasha. Let us use the darkness as our ally."

Somber Tom |

As the group leaves to head back to camp, Tom grabs Ruine's hand. His thoughts float like whispers in her mind. "Tell the others: I'm off to case their campsite, I'll be back in a bit. I don't want anyone to overhear us." Images of Tom on his date with Emma Flamboni, and his shock and embarrassment at accidentally linking minds with the half-elven woman on their walk back to camp, and his realization that he is linked to all elves.
Then he lets go of his friend and disappears into the crowd.
Stealth to case the joint: 1d20 + 16 ⇒ (17) + 16 = 33 Tom is looking for wagon assignments and layout to bring back a map
Once he's confident he has a rough understanding of the layout, Tom finds a square near the rival circus to gather information through busking.
Gathering information on guard patrols and routines: 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24

DM Brainiac |

Tom is able to skulk about the grounds of the Celestial Menagerie to get a rough sketch of the area. West of the ticket booth (D2) is a midway with games of skill and chance (D3). East of that is two separate sideshows (D4 and D5). A Wheel Of Chance (D6) stands in front of the big top tent (D7). The backstage area (D8) is filled with private wagons, animal pens, supply crates, and training rings. There also appears to be an oubliette there (D9). A large series of connected rooms and tents called the Heavenly Gallery take up most of the western portion of the grounds (D10-12).
Gathering information about patrols reveals that during the off-hours, only a few workers and performers mill about. A pair of burly bruisers keep watch on the main gates of the circus at all times.

Tasha the Fair |

Tasha nods at Ruinë and takes her hand. "You're right. We should head back home until later tonight.
~~~~~
Once Tom returns from his reconnaissance, Tasha nods. [b]"It hasn't changed that much," she says. "I would guess that Dusklight will either be back near the private tents or in the Heavenly Gallery."
She considers options.
"It'll be very easy for us to have to fight every carny in the camp if we're not careful and that's not our goal. So we can try to be as stealthy as possible or we can cut her support ring before we face her. If we can show the others that her time is done and that her judgement has come then perhaps she'll have no one to call upon and will give up without a fight."
She shrugs, showing that she doesn't believe in the high probability of that option.

DM Brainiac |

As night falls, you make your way to the grounds of the Celestial Menagerie. 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.”
The two burly bruisers you saw here earlier are still on watch, standing in front of the closed gates with great clubs in hand.

Tasha the Fair |

Tasha winks at Ashlion before striding boldly up to the men.
Good evening, boys," she says. She holds up the warrant. "We have a warrant issued to arrest Dusklight. She's being charged with multiple crimes including kidnapping and murder." She gestures with her hand. "So if you would kindly step out of the way and allow us inside to complete our task."
She looks back at the half-orc meaningfully. "Or you can stand in our way and share in her fate. What'll it be?"
Intimidation: 1d20 + 16 ⇒ (16) + 16 = 32

Somber Tom |

While Tasha and Ashlion engage with the guards, Tom sneaks along the fence and climbs over, doubling back around near the gate.
Stealth: 1d20 + 16 ⇒ (9) + 16 = 25
Once he's in place behind the guards, he wiggles his fingers so the faint sounds of children laughing dance in the ears of his friends, letting them know he's made it inside.

DM Brainiac |

The bruisers look between Tasha and Ashlion. ”Dusklight told us to beat you guys if you showed your faces here,” one says.
”But she ain’t paying us that much,” the other says, eyeing Ashlion’s maul significantly. The pair step aside, lowering their weapons.
”Just be sure you get that cat on the first go, or we’ll be waiting when you come back out.” the first one says.

Tasha the Fair |

Tasha mutters under her breath. "I would be shocked if anyone here actually liked her."
"Let's canvas the grounds a little bit before trying the Gallery," she says to the others. "Starting with the cages that way." She gestures to the east. D4

DM Brainiac |

”Behold, the Glen of Uncommon Wonders!” a sonorous voice bellows as you approach the cages. A blond satyr rises from a wooden stool at the base of a willow tree. He pushes the willows’ fronds back in a dramatic gesture, giving the impression of an actor stepping from behind a curtain and onto a stage. ”Feast your eyes on our celestial sights! Converse with the winged keeper of wisdom, the talking pegasus! Admire the sylvan beauty, our delightful dryad! Cower in fear from caged ferocity, the savage manticore!” The satyr grins and waves his set of panpipes with a flourish. “Or perhaps you’re patrons of more refined taste? In that case, allow this mischievous piper to serenade you.”
Several unfortunate creatures languish under the satyr’s watch in their locked cages. A baleful dryad stares out with sad eyes, a potted sapling nearby. A white pegasus stands close to the bars of a second cage, his folded wings uncomfortably cramped in the enclosed space. A surly manticore occupies the third cage. The bars of this cage are surrounded by a metal mesh with openings too small for the manticore’s spikes to penetrate. Nevertheless, several spikes are jammed into the mesh and litter the floor of the cage, demonstrating the beast’s predilection for violence.

Somber Tom |

Tom continues to sneak about while Tasha leads the rest of the troupe. While the satyr speaks with his friends, Tom picks the locks to the backs of the dryad and pagasi cages.
Pick lock: 1d20 + 16 ⇒ (17) + 16 = 33
Pick lock: 1d20 + 16 ⇒ (1) + 16 = 17
He looks the dryad in the eye and puts his finger to his lips with a wink.
Then he sneaks back off, trying to remain unseen.

Somber Tom |

"Oh, I didn't see you there! The mistress told me to introduce myself. I'm Tom, and I was inspecting the locks to make sure the critters don't make an escape."
Lie: 1d20 + 16 ⇒ (10) + 16 = 26
Tom puts on his most charming smile and begins {A}Juggling.

Somber Tom |

Tom keeps his {A}juggling up to impress the satyr.
make an impression: 1d20 + 18 ⇒ (15) + 18 = 33
"Something tells me you're itching to tell us. You know we get equal shares in OUR troupe?"

Somber Tom |

"Bored with circus life isn't going to sit well with her.. you know that right? I don't know why, but she's working with some nasty people and people are going to get hurt. Best to help us so we can put a stop to it."
diplomacy: 1d20 + 16 ⇒ (14) + 16 = 30

Somber Tom |

"Goss is the best kind of help we can expect. I don't think any of us want to see that spectacular beard get put out of sorts. Who's in the oblithingy now?
diplomacy: 1d20 + 16 ⇒ (20) + 16 = 36

DM Brainiac |

The satyr grins and strokes his beard. ”An azarketi—a gillman—named Ufi. He tried to escape and Mistress Dusklight tossed him in there as punishment. Could have been worse though. Mistress Dusklight has recently acquired several relics from somewhere in the city. When she goes, she sometimes takes a surly or disobedient worker with her, who isn’t seen again thereafter.
“Hey, have you checked out the prize wheel yet? The Hallowed Wheel is a prize wheel most of the time, but Mistress Dusklight transformed it into a magical trap. I think it’s more fun now, as you don’t know what its effects will be. It may even help you if you’re lucky!”

Tasha the Fair |

"She's been selling them off to be blood sacrifices for whatever vile magic the xulgaths have been engaged in," Tasha says in disgust. "We're here to stop her and we have official backing from the local constabulary. So one way or another, this shop is closing down."
She looks over the satyr carefully. "If you're done with circus life then I would recommend leaving now. If you're just tired of Dusklight's tyranny, then we can offer you a better place."

DM Brainiac |

The satyr quirks an eyebrow. "Mistress Dusklight has the law on her side, too. There's a senior constable who visits her a lot. Dark skinned, light hair. Thinks he's funny. I don't know if he's currently here or not, but he might have something to say if you try to arrest her."
He opens his wineskin and takes a long swig. "I'll hang around a bit, just in case you lose. Wouldn't want to end up in the oubliette like Ufi. If you do beat Dusklight, I'll head out for greener pastures."

Tasha the Fair |

"Well, our Chief Constable and a written warrant," she holds up the document, "Trumps whatever corrupted officer she may have in her pocket," Tasha argues. "But if you wish to stay out of it then that's the best that we can possibly expect."
She turns and walks away. "Oh," she adds, looking back over her shoulder. "When you go, leave the animals."
Off to D2.

Tasha the Fair |

Tasha leads the group around past the entrance to the big tent and then to the eastern sideshow tent. The tiefling seems much more tense as they approach this particular tent. Ugly memories begin to resurface as she sees the familiar canvas.
D6 then to D5.

DM Brainiac |

The wheel begins to spin on its own as Tom approaches, but the rogue quickly finds a hidden switch that deactivates the magical trap, making it a mundane wheel again. Spinning it now doesn’t do much, though it is fun! He could switch the trap back on later if he wants to brave its randomness.
Most of the prizes here are worthless knickknacks. The only valuable item in the booth is a colorful pinwheel on a stick, which is actually a rod of wonder!

Somber Tom |

Tom takes the pinwheel and waves it about. "Hot DAMN." Then he flips a silver piece from his pocket over to Ashlion.
catch penny: 1d2 ⇒ 1
When he catches it; "That one's out of mojo for me. Keep it in your pocket." he says with a wink.

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Ashlion examines the coin closely. "I HAVE MANY, IF YOU WISH TO TRADE..." He offers, clearly confused, before glancing at Grelda. When his Witch Wife confirms there is no bad juju going on he pockets the coin with a shrug.

DM Brainiac |

As you are finishing up by the prize wheel, a growl gets your attention. Prowling out of the shadows is the ferocious manticore that had been caged just a few minutes ago! It roars as it lashes its tail back and forth!
Ashlion: 1d20 + 13 ⇒ (1) + 13 = 14
Grelda: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
Ruine: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20
Tom: 1d20 + 11 ⇒ (7) + 11 = 18
Tasha: 1d20 + 11 ⇒ (5) + 11 = 16
Manticore: 1d20 + 13 ⇒ (16) + 13 = 29
Before you can react, the manticore whips its tail forward! It hurls two spikes at Ashlion, but they ping off of his armor. It hurls another spike at each of the rest of you, impaling Ruine and Grelda!
Spikes: 1d20 + 14 ⇒ (10) + 14 = 241d20 + 9 ⇒ (19) + 9 = 281d20 + 9 ⇒ (20) + 9 = 291d20 + 4 ⇒ (12) + 4 = 161d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d10 + 5 ⇒ (10) + 5 = 151d10 + 5 ⇒ (7) + 5 = 12
15 Damage to Ruine, 24 Damage to Grelda. Everybody may act. The manticore is 40 feet away.

Somber Tom |

Tom spears a knife with a thick substance and throws it at the Manticore!
THWIP!: 1d20 + 16 ⇒ (17) + 16 = 332d4 + 6 ⇒ (1, 3) + 6 = 10 DC 18 Fort save vs. Lethargy Poison
"That damned goat! I'm going to shave him BALD when this is over!