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Annalyses Revenge (Level 6)

Annalyse's Revenge is a Dungeons & Dragons adventure designed for 4th to 8th level characters, focusing on themes of trauma and revenge. The plot centers around Annalyse Penn, who, influenced by four demons known as the Quartet, seeks vengeance against those responsible for her lover's death, leading to a dark and twisted version of the Lavolion Opera House. Players must navigate through both the Material and Abyssal planes to uncover the fate of missing patrons and confront the demons manipulating Annalyse's actions.
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0% found this document useful (0 votes)
70 views41 pages

Annalyses Revenge (Level 6)

Annalyse's Revenge is a Dungeons & Dragons adventure designed for 4th to 8th level characters, focusing on themes of trauma and revenge. The plot centers around Annalyse Penn, who, influenced by four demons known as the Quartet, seeks vengeance against those responsible for her lover's death, leading to a dark and twisted version of the Lavolion Opera House. Players must navigate through both the Material and Abyssal planes to uncover the fate of missing patrons and confront the demons manipulating Annalyse's actions.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 41

John Howard (order #27238019)

Annalyse’s Revenge
Version 1

Content Warning: blood, burn victims, cutting, gore, goats, self-harm, teeth
This is a gruesome adventure which some players may find problematic. Please consider your players’
preferences and triggers before running this adventure.

Page Background: Darrin Scott


(inspired by Dungeons & Dragons products)
(Color level and saturation adjustments made)

Cartography: CH GUISE (@chguise)

Cover Art: Omercancirit

Internal Art: Luiz Prado

Editor: Brent Sweany

Layouts: Jeff C. Stevens

Test Players: Curt Burgess, Jason Pole, Asher Pole, Ralph Stone
The Hopeless Nerds: Gaz Jones (DM), Jakub Šťastný, Jesper Jonsson, Natasha Neal, Annie Robinson, and Ashley Dean

Test Readers: Yagami Chris, Tay Michaels

Written by: Remley Farr & Jeff C. Stevens


@jcorvinstevens

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the
Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

All other original material in this work is copyright [2020] by Jeff C. Stevens and published under the Community Content
Agreement for Dungeon Masters Guild

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Introduction Unless otherwise noted, all NPCs have the stats of
a commoner.
Welcome to Annalyse’s Revenge, a four to six-
hour adventure for 5th edition Dungeons &
Skill Checks and Saving Throws
Dragons.
Specific DCs are written for each of the
This adventure is designed for four to five 4 th encounters. You may wish to change these DCs
through 8th level characters and is optimized for if you feel a skill check or saving throw DC is too
five characters with an average party level (APL) low or too high.
of 6.
About the Writing Maps
Remley Farr and I have worked on several projects Unless otherwise noted, 1 square is equal to 5
together, many of which we split the writing, or I feet in all provided maps.
add to his contribution. I want to mention that I
did little writing for this adventure. What Remley You Are Empowered
turned in was excellent and I did not find I needed As mentioned above, you do not have to run
to add much to the story or his details. these encounters as written. You (as the DM) are
empowered to make changes as you wish –
Average Party Level adjusting the encounters as the game is played, if
you like.
The Average Party Level (APL) can be used to
calculate the appropriate challenge level for your
party. To calculate the APL, add the total levels of Upcoming Projects
all characters and divide the sum by the number I love this cover so much I just had to share it in
of characters (rounding up for .5 or greater). this adventure. Our take on what happens to
Blinsky and Piccolo after Curse of Strahd.
Placing the Adventure
As with The Madhouse of Tasha’s Kiss and Happy
Jack’s Funhouse, we’ve written this adventure
using generic locations, allowing you to easily
insert Annalyse’s Revenge into your home
campaign. It could also be used in Curse of Strahd
by using a generic location, or a specific location
you choose.

Using this Supplement


Locations in this adventure may be changed as
needed to fit your campaign.

Text in these yellow boxes is to be read to players.

Text in these boxes is for the DM only and should not


be read to players.

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Adventure Primer of a fortuneteller and a dancing monkey. “I want
you with us,” he said, pulling Annalyse close. “Or,
I am Wrath. I had neither father nor mother. I well… don’t tell the old bat with the monkey, but I
leapt out of a lion’s mouth when I was scarce an want you with me.”
hour old and ever since have run up and down the
world with this case of rapiers, wounding myself “I think I’d like that, Von Zarovich.” she said.
when I could get none to fight withal. I was born in
hell; and look to it, for some of you shall be my The clown smiled and said, “Call me Jack, my
father. darling!”

-Christopher Marlowe But a distracted mage leads to an unfocused


routine. The crone, Reaver, couldn’t have Von
Zarovich’s performances waning with the
Adventure Background distractions of a newfound love—no matter how
She was abandoned—once by her mother, who large a crowd the girl’s acrobatics and dancing
left her for a burial plot, and again by her father, skills could pull in. Jack was supposed to be the
who couldn’t bear to see his wife’s eyes staring star! So, the crone sent Annalyse away to a
back from his daughter’s gaze. A third time by her theatrical school to practice her circus skills, but
lover, a magician misdirected by a tooth-grinned the school was a ruse. The crone had sent
interloper. And finally, by herself. Annalyse to a hellish madhouse, ruled by Tasha’s
Kiss: a nightmarish harlequin prima donna who
Annalyse Penn ended up on an orphanage kept an abyssal collection of horrors. After having
doorstep at age four. Her mother’s death and her her very soul winnowed away by Tasha’s Kiss’
father’s inability to accept such a death had minions, Annalyse fled with four demons—the
already rattled Annalyse’s psyche into a finale of Quartet—who used her body as a conduit to
parental neglect and trauma. Her ticks manifested escape Tasha’s Kiss and expand their demonic
with age: raging outbursts, sociopathic moods, debauchery within the Material plane.
and other negative aspects that smudged her
pedigree for attracting foster parents. Annalyse later learned that Jack, her lover, had
been slain by a band of adventurers. In an instant,
At age fifteen, Annalyse was adopted by rooftops, the Quartet took advantage of her grief, leaving
chimneystacks, and crows—her teenage her with only malcontent for the world—and a
playground. No longer begging for a family, she seed of wrath to lay low the foes that took her
gave herself to the urban sprawl. Urchins and precious Jack away.
beggars clogged the streets but the upper levels
were hers to soar. She helped herself to the richer The Plot
caste’s open windows and fourth-floor
bedrooms—preying on the false sense of security For decades, the Lavolion Opera House has sold
that came with living above the groundling out countless performances, from ballets as
masses. enchanting as The Naid’s Dream to silver-piece
comic schticks like Blacker Pudding. But, for the
After two years of pinching roof-level jewelry last month, nobody has been allowed entrance to
boxes, Annalyse found her heart pinched by a the building. The last time the theater let people
street-performer, Von Zarovich the Magnificent: in to see a show not a single patron, employee, or
a greasepaint-masked clown conjuring forgotten performer returned.
arcane arts. Along with his entourage was a crone

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This tragedy was the work of the Quartet, who Place the Lavolion in any town you see fit. The
guided Annalyse to the Lavolion as a venue to constable is offering 250 gp to each party
stage her revenge. She joined the theater as a member, as well as allowing them to keep any
dancer, then slowly let the Quartet demons loot or treasure they may find in the Lavolion.
manipulate the place, eventually twisting the With so many people missing or dead, he doesn’t
world into creating a dark reflection of the care what happens to the Lavolion—it’s not
Lavolion that lurked in a parallel Abyssal plane important; people’s lives are! The constable has
beneath the theater. When Annalyse and their the following information:
demented planar theater were ready, the Quartet
advertised a show: Revenge, a Tragedy in Two • “Lucas Pavolli, the manager of the
Acts, by Annalyse Penn. People came to see the Lavolion, is a bit of a jerk but knows a lot
show, then never returned home. about the theater. Find him, and you can
find some answers.”
With hundreds of people missing, the local militia • “I’d say at least two hundred patrons and
has quarantined the Lavolion for fear that twenty performers are in there… plus the
whatever danger claimed the patrons still resides eight we sent in to scout the place out.”
in the building. An investigation team of eight • “This isn’t normal. Something’s happening
people was sent in the day after the incident, but in there… something that chills my
the team hasn’t returned. Fear has gripped the bones.”
locals, and the constable has posted a notice • “There’s more than one entrance besides
seeking adventurers to explore the Lavolion and the lobby. Hell, windows as well. Tear any
unearth the truth. of them down, break whatever you want.
I don’t care—we need to rescue the
So what has happened? people.”

The Quartet tore a hole in the Material plane,


creating an exact copy of the Lavolion. The Location and NPC Summary
duplicate Lavolion emerged during the most The following NPCs and locations feature prominently in this
recent show at the opera house, and the Quartet adventure:
Annalyse Penn –Having learned of Jack’s demise, Annalyse
trapped the patrons in this nightmare playground plots revenge against those who destroyed her beloved Jack,
world based on Annalyse’s grief. Annalyse is but the tables have turned and Annalyse is now under the
trapped as well, the Quartet having used her to influence of four powerful demons, the Quartet.
the point where they consider her a discarded, Lucas Pavoli – Plump, baldheaded male human. Owner of
the Lavolion Opera House.
broken toy.
The Quartet – Four demons - Soprano, Alto, Tenor, and
Bass.
The Hook Soprano – An obese demon in the form of a male castrato
singer wearing food-stained, aristocratic clothes. Demanding,
Whether the adventurers killed Jack in a previous needy, disgusting--craves entertainment.
adventure (Happy Jack’s Funhouse) or not, Alto – A naked, red-skinned male demon with horns.
Annalyse would consider them guilty by Quickly grows bored with his "playthings" and torments
people at his leisure.
association—she hates adventurers, and the Tenor – A multi-torso female demon with several arms.
Quartet stoked that hatred to create a dungeon Snake-like and destructive. Splits into autonomous
beneath the Lavolion filled with heinous situations "segments" when attacked.
to string the adventurers through a variety of Bass – A female demon in the shape of a giant, floating
goat's eye. Omnisciently able to create demonic hellscapes.
nightmares.
Possesses victims. Seeks escape from the Abyss.

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Adventure Overview
The adventure is broken down into three parts: General Layout
Part 1. The Lavolion Opera House (Material Description - An expensive, wooden performance hall with
Plane)—60 to 120 minutes. The characters a lobby, various dressing and stage rooms, and a
approach and enter the Lavolion Opera House, performance stage with rows of seats. Ornate and decorative
with massive glass windows surrounding the lobby.
finding it empty and Doors – All doors are made of wood unless stated
Part 2. The Lavolion Opera House (Abyssal otherwise. There are large 30 ft. wide and 30 ft. tall overhead
Plane)— 60 to 120 minutes. The adventures have sliding doors near the scene shop, which can be opened
entered the Abyssal version of the Lavolion Opera easily by grabbing and lifting. They each have a cord to pull
down on when they need to be lowered.
House where they encounter more of the demons
Light – No torches or candles are burning. Aside from
and have the chance to save Annalyse. sunlight spilling in from windows, The Lavolion is dark inside
unless otherwise noted.
Lavolion Opera House Walls – Thick wood. Exterior walls are at least 6-inches
thick and painted bright pink with coal-black trim. Interior
The now abandoned Lavolion, at least the parts of walls are two inches thick and covered in faded red and pink
it which still reside in the material plane, doesn’t striped wallpaper.
yield its secrets easily. Characters must explore Alto – The Lavolion is two-stories tall, but it doesn’t have
and investigate to discover the fate of the missing two floors. The ceilings are quite high, 20 feet tall in most
areas, but 40 feet tall in the Performance Hall (area 16) to
patrons and Annalyse. The dark work of the account for stage rigging.
Quartet, the demons tormenting Annalyse, can be
felt through the presence of demonic, abyssal
magic. The characters may come upon evidence
of such magic in storage rooms filled with blood
or perhaps even the physical presence of one of
the demons of The Quartet, who arrived by using
the Abyssal portal in the trapdoor on the stage in
Area 16: Performance Hall or in the privy in Area
8: Star’s Dressing Room.

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Part 1. The Lavolion Opera Upcoming Shows
• Tasha’s Kiss Stand Up (CANCELLED)
House (Material Plane) • To Be King by The Traveling Halflings
As the characters approach the theater, read or • For One and All: A Rock Opera by Meta-
summarize: Lika
• Greed, I Want to Live Forever by Dem
A two-story opera house looms over the hill, its pine Liches
walls glistening in dark, heavy wood stain. The most
• Tymora is Unlucky by Doubtful the Gnome
prominent feature is a glass window that wraps around
the lobby entrance, a poster for Revenge: A Tragedy in • Long Live Strahd: A Personal Reflection
Two Acts, by Annalyse Penn plastered against the about Living in Barovia by Hemplsted the
windows every ten feet. Mongrelfolk
• Do You Hear the People Scream by The
Posters Miserable
The posters are an advertisement for the opera, • Puppets & Marionettes a discussion by
Revenge: A Tragedy in Two Acts by Annalyse Blinsky of Barovia.
Penn. The “stars” of the show advertised on each • Inheritance Rules and Laws by Hagard
poster are the names of the current party Toole
members. • Tiamat Risen – The Story That Almost Was
by Amara the Cultist
Large, colorful posters hang from the windows. Elegant
words spell Revenge: A Tragedy in Two Acts by
Annalyse Penn. DM Note:
The upcoming show signs are tied to the humanoids in Area
Below, the main poster are individual posters with 17. Keep track of any upcoming show signs that were
headshots of each of the stars of the show, the player removed or destroyed.
characters.
Signs
Character Posters Ornate, well-written signs label the following
The individual posters are headshots of the entryways and are easily visible from the lobby:
adventuring party members. If one of these • Concessions/Box Office (Area 2)
posters is removed, the image animates and • Storage (Area 3)
screams in agony and does not stop screaming
• Manager (Area 4)
until returned to the window. If a poster is
• Women’s Restroom (Area 5)
destroyed, the character whose image is
• Men’s Restroom (Area 6)
destroyed must succeed on a DC 15 Wisdom
• Performance Hall (signs are posted on the
saving throw or suffer 7 (2d6) psychic damage.
double doors for each entrance to Area
16)
AREA 1: Lobby • Staff Only (the double doors between
This large, carpeted area once catered to masses of Areas 5 and 6)
patrons waiting to enter the theater, but now it’s
abandoned. Posters for upcoming shows are plastered
Access to the Theater
against the large window that wraps around the
entrance of The Lavolion. Several signs in Common Each of the doors leading from Area 1: Lobby to
script rest above various doorways. Area 16: Performance Hall is locked with an
arcane lock spell.

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In addition, each of these entrances is secured AREA 3: Beverage Storage
with a glyph of warding (DC 15) which activates The door to this room is locked. It can be picked
when the doors are touched. The glyph releases a with a successful DC 15 Dexterity check using
modified polymorph spell (DC 15), transforming thieves’ tools or broken with a successful DC 20
the creature who touched it into one of the below Strength (Athletics) check. Inside is a modest
creatures for 15 minutes. supply of beverages.

Character Creature Contents. Piled in the Beverage Storage are:


Level • 10 casks of Lavolion Ale (50 gp each)
4-5 Ape or Black Bear • 30 bottles of Lavolion Burgundy wine (10
6-8 Ettercap, Gargoyle, or Mummy gp each)
• 1 bottle of Gandy’s Hangover Cure, which
AREA 2: Concessions/Box Office is a flask of true sight (see appendix:
A cash register and bundle of tickets sits near a magic items)
window. A cast iron stove with a giant pot for popping
corn kernels rests in the corner. A door on the northern AREA 4: Manager’s Office
side leads to a storage closet.
This room has a mahogany desk with an ostentatious
nameplate reading “LUCAS PAVOLI” sitting on it. A
Contents. Placed tidily around the room
burning candle on the desk illuminates the room. Two
characters may find: filing cabinets rest in the corners, and the dead corpse
Bundle of Tickets. Each ticket says, “ADMIT of a human man sits at the desk.
ONE: REVENGE”
Cast Iron Stove. The stove can be loaded with Desk. Searching the desk reveals a scholar’s
popcorn kernels, then stocked with wood or lit by pack worth of supplies. If players notice the
magic or other means to heat up popcorn and pop perfidy of Lucas Pavoli by investigating the
it. One pound of kernels can be loaded and statements in the filing cabinets, they may also
popped at a time, taking 5 minutes to pop if the find a false bottom in a desk drawer with 200 gp
fire is going. and a ledger showing a balance of 500 gp with a
Cash Register. Searching the register note Stored in Treasure Chest.
produces 23 (3d8 + 10) gp.
Storage. Piled in the storage room are:
• 10 sacks holding 1 lb. of popcorn kernels each. Treasure Chest
• A stack of firewood. The treasure chest was transformed into a cat. See Part 2:
Treasure Chest
• A tinderbox.
• A crate with 250 paper popcorn bags.
• A box laden with 300 drinking steins. Filing Cabinets. Searching the filing cabinets
reveals the income and payment receipts of the
opera house. Spending 10 minutes going over the
finances shows the Lavolion pays its stars upward
of 50 gp per performance, and its chorus as low as
5 sp per performance. The opera house takes in a
net gain of 500 gp per sold out show, though a DC
20 Intelligence (Investigation) check or a character
with the Keen Mind or Observant feat notices that
Lucas Pavoli has been skimming off the top of the
profits for years There is also an acting resume for

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Annalyse Penn, complete with a headshot and list
of acrobatic training received from Tasha’s Kiss.
Players who see this now know what Annalyse
looks like and may spot her out in the crowd of
people in Area 30 if they spend time searching
people’s faces.
Candle. The candle is enchanted with a
continual flame spell.
Corpse. The dead body is Lucas Pavoli, the
plump and baldheaded manager of the Lavolion
Opera House. A quick glance shows that he bled
out after suffering a compound fracture in his leg.
A successful DC 10 Wisdom (Insight) check finds a
correlation between his injury and the popular
theater phrase, “break a leg.” Looting his body
shows he has the following letter in his pocket
written in Common (Player Handout #1), which
entails his sacking of Annalyse from the opera
house’s chorus line due to the obscene nature of
a stage play she wrote:

Ms. Annalyse Penn,

The Lavolion Opera House establishes itself as a


venue of esteem and regality. Under no
circumstances do we tolerate the distribution of
vile media. Your proposed stage play, Revenge:…,
is preposterously out of touch with our clientele
and production team. Performing such a show
would tarnish the Lavolion Opera House’s name.

After consulting other Lavolion Opera House


employees and performers, I’ve determined that
the Lavolion Opera House no longer has needs of
your service in the dance ensemble. You have until
the end of the day to vacate your belongings and
turn in any costumes, makeup, or accessories you
may have been using. I never want to see another
copy of your Revenge script again.

I will also blacklist the Tasha’s Kiss Performing


Company that you received your “training” from.

Regards,

Lucas Pavoli

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Area 5: Male Privies (Patrons) Area 8: Star’s Dressing Room
Several privies are lined up in the common area of The star performer has their own dressing room.
this foul-smelling room. The excrement hasn’t Door. The door to this room has the name of
been emptied in weeks. There isn’t much in this the “star” of the show emblazoned on it, which is
room aside from buzzing flies. a randomly determined player character.
Dressing Room. The dressing room matches
Area 6: Female Privies (Patrons) whatever the character’s “closet” would look like.
A skulking rogue would have cloaks, thieves’ tools,
Several privies are separated by stalls in this foul-
or a weapons rack of daggers. A wizard would
smelling room. Similarly, the excrement hasn’t
have racks of books and maps. Let the player tell
been emptied in weeks. A character braving the
you what their “dressing room” would look like,
odor and succeeding on a DC 10 Intelligence
but don’t allow items that would be too powerful
(Investigation) check finds a small, silver snuff box
(if your wizard character says that their closet
stuck to the floor inside one of the privies.
back home has a spellbook of level 9 spells from
Grandpappy Poof, feel free to draw the line).
Silver Snuff Box. Worth 15 gp. Contains 6 oz. of
Items. Items may be taken from this room. It is
myconid rapport spores (see Appendix: Magic
suggested that you limit the number of magical
Items) in the form of a dust, which is an illegal
items. Perhaps a potion and an uncommon item.
substance.
Privy. The privy contains a black and grey
swirling portal in the floor that connects with the
Area 7: Costume Closet privy in Area 23. The portal is a 5-foot diameter
An unclothed mannequin stands in the center of this tunnel that travels 40 feet down. It reeks of an
room. The closet also holds many makeup kits, garish
otherworldly stench. There is no gravity within the
outfits, and wigs.
tunnel, so characters travel by pushing along the
walls.
Costumes. If a player asks the Dungeon Master
for an outfit or an article of clothing, there is a
50% chance that the article is stashed somewhere Planar Travel
within this closet’s racks, storage drawers, or bins. These portals and tunnels are how characters traverse
Disguise Kits. The room has enough makeup, between the Material and Abyssal planes, moving from one
wigs, and costumes to create 30 disguise kits. version of the Lavolion Opera House to another. Horizon
Mannequin. If any clothes are placed on the Walker Rangers can sense the portals lead to the Abyssal
plane.
mannequin, the mannequin animates as though
an animate objects spell has been cast on it (HP
40, AC 13, STR 10, DEX 12, +5 to hit, 8 (2d6 + 1) Area 9: Green Room
bludgeoning damage). The mannequin models This room serves as a place of respite between scenes
and poses with the clothes until given a command when actors don’t need to perform. This relaxing room
to stop, and assumes a persona native to the has two couches with a table in between them stacked
clothes it is wearing: if it’s wearing a princess’ with fruit, cakes, pies, and beverages of all kinds.
outfit, it behaves astute and regal. If it is wearing
a pirate outfit, it sneaks and hobbles around. The Table. The table is enchanted to cast purify
mannequin can follow the players around and food and drink every 8 hours on whatever food or
obeys them according to the animate objects spell drink is lying on it, keeping any food placed on it
and makes slam attacks with its fists in combat. from spoiling or going bad.

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Area 10: Dressing Room (Male) Workbenches. Searching the workbenches
This room is full of mirrors, chairs, a wastebasket, and finds the following artisan’s tools:
counters arranged along the wall. Scratched into the • 2 sets of carpenter’s tools
mirrors are various jokes and off-color drawings, • 1 set of leatherworker’s tools
though on one of the mirrors is the phrase, “ANNALYSE • 2 sets of woodcarver’s tools (stained
BROUGHT A BASSMENT.” with blood, DC 15 Wisdom (Medicine)
or Intelligence (Investigation) check
A DC 10 Wisdom (Insight) check determines that reveals they were used on people.
the word “bassment” is a play on “bass (musical)” Paint Buckets. Searching the paint buckets
and “basement.” shows that the paint is labelled in a variety of
colors, but the actual paint inside is blood red.
Privy. The door to this privy has been smashed Mirror Shards. Several small shards of mirror
open. The single privy in the back of this room reflect as normal, but searching through the
reeks, having not been emptied in some time. mirror pieces with a DC 15 Intelligence
Scrawled into the wall in haggard writing from a (Investigation) check reveals that one 12-inch by
sharp instrument is “HELP THERE ARE OTHERS 8-inch shard of mirror doesn’t reflect like the
THERE IS THE QUARTET ANNALYSE IS EVIL EVIL others, because it is a viewing mirror (see
EVIL AND SHE TOOK THEM BELOW HELP US OH Appendix: Magic Items).
SAVE US THEY WILL FIND ME THEY WILL MAKE ME Stack of Lumber. About two hundred 2-inch by
A PROP LIKE THE OTHERS ANNALYSE PENN IS EVIL 4-inch, wooden planks are stacked neatly to the
ANNALYSE.” (Player Handout #2) side. Each are 5 feet long.

Area 11: Dressing Room (Female) Area 13: Shop Storage 1


This room is full of mirrors, chairs, a wastebasket, and A sign on the door leading into this room says “CARE
counters arranged along the wall. FOR A REFRESHMENT? REGARDS, ALTO” in common.

Wastebasket. Hidden in the wastebasket is the Opening this door causes the floor of this room to
missing script from the performance hall (see open into a giant portal that links with the floor of
Area 16, Scripts subcategory). Area 28, causing the massive pool of blood and
Privy. This privy reeks, having not been severed heads stored in Area 28 to wash into this
emptied in some time. room, then spilling thousands of gallons of blood
out the door. The portal closes in 1 round, when
Area 12: Scene Shop all the blood has transferred from Area 28 to this
A cold, hard, stone floor with bare wood walls one, Area 13.
represents a carpenter and artist’s shop. Workbenches,
buckets of paint, and stacks of lumber rest against the
Blood Fountain. When the blood and severed
walls.
heads spill out, any characters directly in front of
the door or within 5ft must succeed on a DC 15
This is where the stagehands of the Lavolion build
Strength saving throw or be swept up in the
and paint sets for the show. Bay doors rest on the
blood, taking 13 (3d8) bludgeoning damage as
east and western walls, and shards of broken
they are bashed around. The blood spreads across
mirrors cover the ground.
the whole scene shop, wrecking and staining
everything and spilling into other rooms if doors
are left open. There is enough blood to create a 2-
inch deep pool over the whole opera house floor

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creating difficult terrain if not allowed to drain which one is there). Characters can also read the
outside (characters can open doors to let it drain). scripts to understand Annalyse’s life. (Appendix:
Scripts)
Area 14: Shop Storage 2 Trap Door. A 5-foot-square door in the center
This storage room has a few planks of wood and of the stage. It holds a portal that connects with
nails scattered around, but it is ultimately empty. the trap door in Area 30. Opening the hatch
reveals a tunnel that leads 40-feet down. Gravity
Area 15: Loading Bay has no effect in the tunnel, allowing people to
easily navigate through.
A wooden ramp sits outside the theater, allowing
carts and wagons to back into the scene shop to
unload supplies. The ramp is 5-feet high on the
westernmost end and ground level on the
easternmost end. A set of stairs leads up to it on
the southern end.

Area 16: Performance Hall


The performance hall is separated into two main
sections: The House and The Stage:

The House. Has several seats facing the stage,


with two “box seats” to the north and south ends
that have eight seats each. The ceiling is 40-feet
high.
The Stage. A bare stage, with a proscenium
setup and a trap door in the center. A stack of
scripts lies at center stage.
Box Seats. Searching under one of the box
seats reveals a pouch containing 3 (1d4 + 1) doses
of rainbow powder (see Appendix: Magic Items).
Soprano. Sitting in the middle of the house,
his bulk covering multiple seats, is a bulbous,
demon named Soprano (Appendix: Monsters).
Soprano takes the form of an obese, castrato
singer wearing fancy clothing. Empty popcorn
buckets and sticky, buttery popcorn pieces cover
him.
Scripts. The scripts are various scenes from
Annalyse’s show that illustrate the trials Annalyse
has dealt with in her life. The players can gain
insight about her through the texts. Five different
scenes are available depending on how many
characters want to act out the scene (not every
character may want to be on stage). Four of the
five scenes are available, as well as the “TITLE
PAGE.” The missing scene is in the trash can of the
Women’s Dressing Room (randomly determine

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Soprano’s Tactics
Soprano is getting bored of the Material plane—he’s
had his fun. But the arrival of the characters means he
can watch one last show! After all, they’re the stars
now, right? The moment Soprano sees the characters,
he shouts out in his high, soprano voice “A show! A
show! I’m here to see a show!” He will point to the
scripts on the stage and say, “pick any one… or all of
them!”
Performing for Soprano. The characters can grab the
scripts and pick a scene to do (provide them the
handouts from Appendix: Scripts). As they act out a
scene, Soprano heckles them. Players who use magic,
flair, music, or appropriate Performance checks can
make their scene come off as more impressive. Once a
scene is done, Soprano either loves it or hates it. If he
loves it, he claps his hands together in applause,
throws them a rose of approval (Appendix: Magic
Items), then vanishes back to the hells while saying
“What’s another thousand years in hell anyway? Tata!
There’s more entertainment down that trap door!” If
he hates the show, he curses at them.
As the DM, you can determine how well the characters
do in their performance based on their roleplaying and
their skills. Have them make a group Charisma
(Performance) skill check during parts of their routine,
setting a DC of 5 or 10 if they’re doing well, but a DC of
15 or 20 if they’re botching things up. Consider each
“success” a point for them, and each “failure” a point
for Soprano. If Soprano has more points or is tied with
the party after performing a scene, the characters may
have to perform another scene to gain more points
than Soprano. Keep track of these points secretly, and,
if the characters are falling behind say “Soprano isn’t
impressed. He demands you perform again!” if the
characters do too poorly, Soprano attacks.
Fighting Soprano. If the characters perform too terribly
or choose to fight, Soprano uses his voice to inflict
psychic damage, engaging in melee only if a character
comes near him. If he dies, he chuckles, shouting “Be
careful around that trap door!” before dissipating into
ash.

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Part 2: THE LAVOLION If returned to the Material plane, Treasure Chest
immediately transforms into an unlocked wooden
(ABYSSAL PLANE) chest containing 500 gp.
The demon Bass has anchored herself into the
Lavolion, using her connection with the abstract Area 17: Lobby (Abyssal)
Abyss to duplicate the Lavolion into a “dark This large, carpeted area is matted with chunks of
rotted meat and spackles of dried blood. Shards of
reflection” of its current self. Down here, her
glass hint that a large, glass window once wrapped
Quartet siblings have shepherded the Lavolion
around this open lobby.
patrons into a series of twisted games and
perverted art forms. Peering out the shattered windows shows a stark,
red nothingness littered with hundreds of
The characters can access the Abyssal Plane blinking, bright goat eyes, their horizontal slit
version of the Lavolion through two areas: pupils winking out randomly as they blink. In the
• A portal in a privy that connects Areas 8 lobby, several humanoids stand perfectly still and
and 23. upright every 10 feet, staring straight out of the
• A portal in the stage trapdoor in Areas 16 broken windows.
and 30.
Blood and Meat. A successful DC 10
Appearance Intelligence (Nature) or a Wisdom (Medicine)
The Lavolion on the Abyssal Plane “hovers” in check reveals these body parts are from goats.
nothingness. Characters can tear up the floor, but Humanoids. 10 humanoid patrons are locked
all they see is an inky red void dotted with goat in a temporal tie as one of Alto’s tricks. Each of
eyes (see Area 17). Flying around the Lavolion’s them is matched to one of the upcoming show
Abyssal reflection shows that an infinite cosmos signs plastered to the glass window in the Lobby
surrounds this floating hellscape—not even the (Material Area 1). The people can’t be moved,
tunnels containing the two portals are visible from even by magical means. If the floor beneath them
below. is cut away, they don’t fall. They are frozen in
time, aware of their surroundings, but unable to
Treasure Chest respond until Alto is defeated, which breaks their
The Quartet decided to have a little fun with the curse.
chest of 500 gp mentioned in Area 4: Manager’s
Office, dropping it into the Abyssal theater and If any of the Upcoming Show posters in the
transforming it into an ugly, oily wrinkled cat that Lobby (Material Area 1) were removed,
wears a leather collar embossed with the words destroyed, or taken down, the temporal tie causes
Treasure Chest. The cat slinks around the theater, stress on the humanoids. If a character rips a
letting out gravely meows. poster down, the force snaps the neck of the
patron that matches its position. If a character
Use Treasure Chest (see Appendix: Monsters) as peels a poster off the window, it causes the face
you like, placing her in the Abyssal theater and to peel off its matching patron. Alto takes great
letting her roam around. She may want to be delight in having innocent people do “terrible
caught, or she may not. It is up to you to decide things” unknowingly. Chances are your characters
how you use Treasure Chest. will enter this room and, if they’ve touched any of
the posters in the Lobby on the Material Plane
they may have unknowingly killed some of these
people—Alto heckles them for this if they
encounter him in Area 27.

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Area 19: Beverage Storage (Abyssal)
Goat Eyes. The goat eyes represent Bass’ The door to this room is replaced by a humanoid man
omniscience in the Lavolion’s dark reflection. A with his arms and legs stretched out to “block” the
successful DC 10 Wisdom (Perception) check entrance. The place reeks of booze, alcohol, and vomit.
notices that the yellow eyes’ pupils follow the
characters around in this room. Any attempts to Man. This man is temporally linked to the
attack or prod the eyes prove fruitless—as close door in the Area 3: Wine/Beer Storage. If the
as they may seem, they are an infinite distance door in the Material plane is open, then this man
away from the players. is moved to the side and not blocking the way. If
the door in the Material plane has been broken
Area 18: Concessions and Box Office down, this man is dead on the ground.
(Abyssal) Contents. Piled in the Beverage Storage
(Abyssal) area is:
A cash register and a bundle of tickets sit near a
window. An elderly woman wearing nobles’ clothes sits • 30 empty casks Lavolion Ale.
cross-legged in the corner. • 30 busted bottles of Lavolion Burgundy
wine.
Cash Register. Searching the cash register • 1 bottle of Gandy’s Honesty Cure, which
produces 23 (3d8 + 10) humanoid teeth. The is a flask of truth serum (see Appendix:
tickets all say, “ADMIT ONE: DON’T LET ME Magic Items).
LEAVE.”
Noble Woman. This woman is locked in a Area 20: Manager’s Office (Abyssal)
temporal tie by Alto. She is linked to the cast iron This room stinks of rotten eggs and brimstone. The
stove in Area 2: Concessions/Box Office. If the room has an executive desk carved out of pungent,
characters ignite the stove in Area 2, she burns to jaundiced sulfur with an extremely elaborate
death. Chances are that, if this happens, the nameplate reading “BASS” sitting on it. A burning
characters come across her smoky, charred candle on the desk illuminates the room. Two filing
cabinets rest in the corners.
remains.

Storage. Piled in the storage room are: Desk. Searching the desk reveals a swarm of
insects that flutters out and attacks.
• 10 humanoid people temporally tied to the 10
Filing Cabinets. Searching the filing cabinets
sacks of popcorn kernels in Area 2:
reveals nothing but files and folders with
Concessions/Box Office. If the characters
information about the adventuring parties’ lives,
removed kernels out of the bags, then the
as though every action and thought they’ve had
matching person in this room is missing his or
has been documented.
her teeth. If the characters popped any
popcorn in the cast iron stove, then a pile of
blackened teeth is found in or around the DM Note:
burnt body of the nearby noblewoman. It is possible for characters to flip through the information
• A stack of clothes for a noblewoman. and find out secrets other characters may have been keeping
• A crate with 250 goat jawbones. from them. If you allow this, consider requiring a successful
DC 15-20 Wisdom (Perception) check for the character to
• A box laden with 300 drinking horns locate the information. Also consider discussing this with
harvested from various goats. your players beforehand.
You could also use this to develop your campaign by adding a
character’s lost memory to the files.

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Candle. The candle is enchanted with a Area 22: Costume Closet (Abyssal)
continual flame spell. This room is lined with cross-cuts of leathered
Pavoli’s Ghost. The ghost of Lucas Pavoli humanoid skin dangling from clothes hangers. Hacked
haunts this room. He cannot leave. He exists in up body parts litter the corners. In the center where a
the Ethereal Plane and cannot enter the Material dress mannequin should be standing is a naked flesh
or Abyssal Plane. He tries to use his possession golem stitched together from the body parts of several
ability on the first person attempting to leave the humanoid patrons. A sign hanging around the golem’s
neck says, “ALTO WANTS YOU TO MAKE ME PRETTY.”
room. He is confused, unaware that he is dead,
but recoils in fear at the mention of Annalyse’s
Body Parts. A successful DC 15 Intelligence
name. He babbles about “That Tasha’s Kiss
(Investigation) check yields a set of gold dentures
quartet! Soprano, Alto, Tenor, Bass… They’re the
(50 gp) hidden among the body parts, as well as a
reason this is happening! She brought them here!
diamond ring (250 gp).
We are ruined!” If pressured too much, he uses
Flesh Golem. The flesh golem resembles an
his horrifying visage ability, then disappears in a
undressed mannequin and doesn’t attack the
puff, shouting “They’re using her! They’re using
party unless they attack first. Instead, if the
her! They’ve always been using her!” as his spirit
characters drape any of the humanoid skin across
is sent to whatever heavens or hells suit his life’s
it, it takes on the personality of the person who
just desserts.
once wore the skin, then interacts with the party.
The personalities don’t know they are “dead”
Area 21: Bathrooms (Patron) (Abyssal) when the golem acts.
The walls separating the men and women’s rooms Humanoid Skin. Inspecting the skins show that
in the Abyssal side have been destroyed, leaving they have recently been cut from people and are
both open to the hallway. Fleshy, humanoid “still fresh” to the touch. Consult the chart below
remains are splattered across both bathrooms. to see a list of humanoid skins and their
Toilets on both sides are festering with an acrid descriptions.
stench, surrounded by dead flies.
Note: If the humanoid skins are too graphic for your
Humanoid Remains. A successful DC 15 players, you may change the skins to clothing, outer
Intelligence (Investigation) check or Wisdom garments, or headwear.
(Medicine) check reveals that the body parts
belong to two separate people. Searching through
their belongings reveals that each was armed with
a mechanical, otherworldly gauntlet that is now
destroyed (see blast glove in the Appendix: Magic
Items). These people were the victims of one of
Alto’s games, exactly like the people in the
dressing rooms (see MAGE’S BATTLE sidebar in
Area 25: Dressing Room (men). Their blast gloves
activated, and they fired upon each other.

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D8 Skin Description Personality
1 Young human male, loose and Graham Daedly: heir to the Daedly Family Butchery, which sells the finest cuts of meat in all
flabby, bruised, stinks of garlic. the land. Secretly courting Emiliara Backwaithe behind her father’s back. Longs for her touch.
2 Young human female, dry and Emiliara Backwaithe: The Lady of Backwaithe County. Extremely touchy-feely and has zero
powdered, layers of makeup, lilac regard for personal space. Flirts with any character with a Charisma score greater than 12.
scented.
3 Young elf male, chiseled, tough, Lullo Grovelite: a pompous lead dancer for the Lavolion Opera House. Famous for his 20-
stretchy, stage makeup on face. minute solo in The Naid’s Dream. Having an affair with Emiliara Backwaithe.
4 Older human male, wrinkled, dry, Pavlo Backwaithe: Count of Backwaithe County. Patron of the arts, collector of wine, proud of
powerful cologne. his solid golden dentures, blatantly racist against elves.
5 Young elf female, lithe, pale, Yihara Grovelite: line dancer for the Lavolion Opera House. Always in her brother, Lullo’s
elegant, acrobatic. shadow. Fears Annalyse Penn will become the new prima ballerina, so she spread false rumors
about her such as:
• Annalyse is having an affair with Graham Daedly.
• Annalyse has been stealing from Lucas Pavoli, the manager of the Lavolion Opera
House.
• Annalyse doesn’t speak because she used her tongue as a spellcasting reagent in a
bargain with a demon to learn mediocre dancing skills.
6 Middle-age male dwarf, stocky, Harlin Haylite: usher for the Lavolion Opera House. Written up twice for peeking into the
plump, dirt-caked. women’s dressing room.
7 Older human female, tan, Jessamine Jezalia: crone widow and patron of the Lavolion Opera House for 50 years. Batty,
calloused, firm. uncouth, foulmouthed. Keeps a stash of rainbow dust hidden under her box seat (see Box
Seats, Area 16) to “make the shows more entertaining for me!”
8 Middle-age male human, dark, Andress Silas: farm worker who makes one trip to the Lavolion every year. Stubborn worker
soft, smells of apple-spice with utilitarian views, but secretly a hopeless romantic. Wants to dance—asks any character
perfume. with a Charisma score greater than 12 to dance with him.

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Area 23: Star’s Dressing Room (Abyssal) Area 25: Male Dressing Room (Abyssal)
Alto has vandalized this room into his personal Scrawled into the wood on this door is the label,
vanity. “COMBATANT #1: WITCH.”

A mirror lacerated with repetitive “ALTO IS BEAUTIFUL” This room is full of mirrors, chairs, a wastebasket, and
scrawling wraps around the whole room. A stack of counters arranged along the wall. A noble woman
posters lies on the counter. A door to a privy is dressed in a gaudy witch’s outfit (pointy hat, striped
attached to the south end. socks, fake nose) with a bizarre, otherworldly, metal
contraption wrapped around her hand stands in the
Mirror. Any humanoids examining the mirror center.
too closely must succeed on a DC 12 Constitution
saving throw or take 7 (2d6) fire damage as a Opening the door to this room triggers the
mishmash of backwards, reflective lettering MAGE’S BATTLE (see sidebar).
reading “ALTO IS BEAUTIFUL” burns into their
flesh, clothing, armor, or shield. Metal Contraption. This glove embedded in
Posters. Alto’s blood-red face stretched in a the woman’s hand is a blast glove (see Appendix:
delicate grin decorates these 200 posters, each Magic Items).
one signed “TO MY GREATEST FAN, ALTO.” The Privy. This privy reeks, having not been
posters, if examined carefully, create a “flip emptied in some time.
book,” where the letters in “TO MY GREATEST
FAN, ALTO” slowly rearrange to spell “O FATAL,
GORY TESTAMENT.”
Privy. The privy is a swirling black and grey
portal tunnel that connects to Area 8. It is a 5-
foot-diameter tunnel that travels 40 feet down. It
smells of roasted cinnamon and cold butter. There
is no gravity within the tunnel, so characters can
travel by pushing along the walls.

Area 24: Green Room (Abyssal)


This room has two couches with a table in between
them that has a man tied to the corners by his limbs.

Man. This man has been locked in a temporal


tie by Alto. He’s connected with the replenishing
fruit on the table in Area 9: Green Room
(Material). If anyone ate any of the food from
Area 9, pieces of this man’s body are “scooped”
out according to the type of food removed. Fruit
berries are his toes, pies are his organs, a
centerpiece cake could be his head, a baguette
could be his arm, etc.

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Mage’s Battle Area 26: Female Dressing Room (Abyssal)
Alto has paralyzed two people with temporal ties in Scrawled into the wood on this door is the label,
Areas 25 and 26 and dressed them like a witch and a “COMBATANT #2: WIZARD”
wizard. He’s rigged them to raise their blast gloves and
fire at each other through the walls of their rooms, This room is full of mirrors, chairs, a wastebasket, and
killing each other. This event triggers when the door to counters arranged along the wall. A noble man dressed
either dressing room in the Abyssal Lavolion is opened. in a goofy wizard’s outfit (pointy hat, long robes, fake
When the door to either room is opened, tell the beard) with a bizarre, otherworldly, metal contraption
players they hear a “ticking sound,” then roll initiative. wrapped around his hand stands in the center.
The party has three rounds to act, finding a way to
figure out what’s going on, and hopefully stop the Opening this door triggers the Mage Battle (see
wizard and witch from killing each other. They might sidebar).
not know what’s happening at the start, but entering
into initiative should tip them off that something
heinous is at hand. The wizard and witch take their
Metal Contraption. This glove embedded in
actions at the end of each round. the man’s hand is a blast glove (see Appendix:
Magic Items).
End of round 1: The wizard and witch face each other Privy. This privy stinks, having not been
(the witch in Area 25 faces south; the wizard in Area 26 emptied in some time.
faces north).
End of round 2: The wizard and witch raise their hand
with the blast glove and aim them in the direction
they’re facing.
End of round 3: The wizard and witch activate their
blast gloves, blowing apart whatever is directly in front
of them, annihilating any walls and debris caught in the
blasts. If still facing each other, they’re both
eradicated.

Here are some ways the party can halt the effect:

• The party can’t physically move the individuals,


though they could cast spells (shield, anything
providing temporary hit points, etc.) that, at DM’s
discretion, can negate the damage.
• Chopping off the hands with the blast gloves,
though brutal, stops the event.
• Ripping the blast gloves off causes the witch or
wizard to risk dying of blood loss through death
saves unless a spell that restores hit points is cast
on them or a character succeeds on a DC 15
Wisdom (Medicine) check to staunch the bleeding.

The blast gloves deal 10 (3d6) fire damage, and the


trapped duo can’t make Dexterity saves to resist the
damage.

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Area 27: Scene Shop (Abyssal) Alto’s Tactics
Alto has reshaped this room to fit his macabre Alto is tired. He’s had fun, but he’s ready to call it in
designs. Instead of fashioning set pieces out of and return home, but home for Alto is the Abyss.
wood, this scene shop separates and carves Nevertheless, he wants to go out with a bang! Alto has
shapes from people. Sitting on a throne made of 8 zero qualms for divulging details about Annalyse’s
guards frozen in temporal stasis is Alto story, or spinning a villainous monologue.
(Appendix: Monsters). Fighting Alto. If the characters engage him, he fights,
calling for Tenor to join in (see Area 29). She joins the
Piled along the north end, much like the lumber in the fight after the first round of combat is concluded,
material version of the Lavolion, is a stack of severed starting at initiative count 20. In combat, Alto chooses
humanoid legs. Saws, lathes, and other carpentry tools to hide behind his throne of (still alive) time-stuck
lay strewn with flecks of blood and skewers of bone. prisoners, using them as shields. He prefers to attack
the characters by using his temporal tie ability, linking
Severed Legs. These unused legs are from the one of them with one of the people who make up his
torsos used to create Tenor’s body. throne. After doing this he, makes melee attacks
Throne of People. This is made of the 8 search against the person he tied the character to (attacking
at advantage against an AC of 10), but the damage is
team members sent in to discover what happened
dealt to the character instead. Essentially, he uses one
to the missing patrons. Alto used his temporal of the NPCs who makes up his throne as a “voodoo
stasis ability on them, then rearranged them into doll” to attack, dealing damage to a character. Tenor’s
a chair. They are mostly unharmed, but posed in job in the fight, when she joins, is to keep the
difficult, contortionist positions. adventurers distracted since she is a massive brute.
Alto. Alto is spent—like a tired child who Bargaining with Alto. The demon leaves voluntarily,
doesn’t want to go to bed, he is giddy that the but he wants one last “dessert” to take with him to the
characters made their way to him. He is proud of Abyss—one last thread to peel from the universe! He
his tricks and traps, gleefully taunting the leaves if each adventurer tells him the name of the
adventurers if they committed any “accidents” most important person in each of their lives. Once he
that resulted in deaths. If asked about Annalyse, hears these names, he selects one to be the target of
he says he has no more use for her. She’s his memorophage ability. He uses the ability, then
shouts for Tenor (see Area 29) to barge in and attack as
“enjoying the show with the others,” a hint that
he teleports away to the hells.
she’s in the Performance Hall (Area 30).

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Area 28: Shop Storage 1 (Abyssal) TENOR TACTICS
Opening the door to this stone room causes Tenor is the wild one of the Quartet, and she wants to
thousands of gallons of blood to spill out the door. be sent back to the Abyss the right way—with a good,
If the blood was already released by opening the ole-fashioned brawl. Tenor will most likely join an
door in Area 13, this room is empty, but stained already ongoing fight in Area 27 after being summoned
with sticky blood. by Alto. If the adventurers somehow manage to
Blood Fountain. When the blood and severed vanquish Alto before Tenor can be summoned, she is
heads spill out, any characters directly in front of asleep in this room, allowing a surprise round. If the
the door or within 5ft must make a DC 15 blood fountain hasn’t spilled out of Area 28 yet, Tenor
uses her first action of the fight to rip the door open
Strength saving throw or else be swept up in the
and cause mayhem as a tide of blood spills into the
blood, taking 13 (3d8) bludgeoning damage as
room (she passes any saves to resist being
they are bashed around. The blood spreads across damaged/incapacitated by the blood and is immune to
the whole scene shop, wrecking and staining difficult terrain).
everything, spilling into other rooms if doors are
left open. There is enough blood to create a 2-
inch deep pool over the whole opera house floor,
creating difficult terrain if not allowed to drain (by
opening the door to the loading ramp or letting
the blood travel out the broken windows of the
lobby).

Area 29: Shop Storage 2 (Abyssal)


This concrete room has a grotesque, macabre, spider-
like “creature” being built out of severed arms and
body parts.

The thing is unfinished. Tenor (Appendix:


Monsters) is in this room, and she has been
working on building this effigy for a few hours.
She’s building a Stitchling (a creature found in
Happy Jack’s Funhouse), out of random body
parts.

Tenor Description
A brute of untold strength, Tenor likes to stitch extra
body parts together, creating strange aberrations. She
designed the Stitchling in Happy Jack’s Funhouse.
When not sewing together monsters, she adds body
parts to herself so that she can be larger. As of now,
she has stitched several torsos to her head to create a
centipede-like body with several scrambling arms and
hands. If struck with slashing damage, she can split in
half, each half acting on its own and being able to fight.
Tenor can have one huge body that can be cut into two
Large bodies, and each of those Large bodies can be
cut into two Medium bodies.

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Area 30: Performance Hall (Abyssal) Saving Annalyse
The performance hall is separated into two main Annalyse is broken—her soul has been torn from her,
sections: The House and The Stage. reducing her to a husk, possessed by the Quartet. Only
Bass remains inside of her, the other three (Soprano,
The house has several seats facing the stage, with two Alto, and Tenor) having burst forth into Bass’
“box seats” to the north and south ends that have nightmare playground world. It’s possible to vanquish
eight seats each. The ceiling is 40-feet high. 80 the demons. Saving Annalyse, however, will be more
humanoid theater patrons, dressed in various formal challenging.
attire, sit among the seats. Freeing Annalyse. Annalyse is caught in Alto’s
temporal tie. The temporal tie can be broken with the
Patrons. The 80 patrons (commoner) are all rose of approval, a greater restoration spell, or by
under the effect of Alto’s temporal tie, frozen in killing Alto. Bass still lives inside of her, and unlike the
place and staring at the stage with expressions of other Quartet, Bass isn’t okay with going home. If the
awe and disgust. Their mouths are all sewn shut. adventurers try to coerce Annalyse to leave, she
One of the frozen patrons is Annalyse Penn, but doesn’t move. Her soul is back at Tasha’s Kiss’ location.
the characters won’t take notice of her unless If you own The Madhouse of Tasha’s Kiss adventure,
spending a large amount of time checking out then Annalyse can be regurgitated by Tasha’s Kiss in
the final boss battle, where other victims of Tasha’s
each individual person, and they’ll need to already
Kiss can fall out of her. If you’ve already slain Tasha’s
know what she looks like (the filing cabinet in Kiss, then consider Annalyse’s soul to be “searching”
Area 4 has a headshot of her). She’s dressed in for her—ready to rejoin her body once Bass leaves it,
pigtails, black and white face paint, and a black and restoring the scarred woman to normalcy.
Victorian funeral dress. If Alto is slain, his Bass’ Motivation. Bass is done with Annalyse. If the
temporal ties vanish, and all the people in this adventurers look like they’re coaxing Annalyse to
area are free—and undoubtedly terrified and leave, Bass fights the characters in Annalyse’s body.
confused. The adventurers need to direct them to Once all but one adventurer is removed from the
safety. battle, Bass uses her possession ability to take control
Stage. The floor of the stage is painted in a of the last character, then flees the Abyssal Lavolion to
mural that depicts demons and cultists bowing in spread her torment elsewhere. Bass can also be coaxed
subservient posture around the trap door in the to leave Annalyse by a character willingly offering
themselves to be possessed. Bass then leaves
center. The lid of the trap door depicts the party
Annalyse’s body and attempts to possess the target. If
members dressed in heretical robes and sinister
the target resists, Bass reverts to her true form and
crowns—each character in the portrait has their begins destroying the Lavolion (see Fighting Bass’ True
eyes painted like goat eyes. Form sidebar).
Trap Door. A 5-foot square door is in the Bass Fighting as Annalyse. Use the Annalyse with Bass
center of the stage. It connects to the trap door in stats (Appendix: Monsters) to combat the adventurers
Area 16. Opening it reveals a tunnel that leads 40- with Annalyse. Bass commands her, taking advantage
feet down. Gravity has no effect in the tunnel, of her acrobatic skills to disable as many players as
allowing people to easily navigate up and down. possible. When Annalyse is defeated, Bass leaves her
body (see Fighting Bass’ True Form sidebar). If
Annalyse dies, she mouths “thank you” to the
adventurers if possible—her suffering is over, though
her soul can still be freed by killing Tasha’s Kiss in The
Madhouse of Tasha’s Kiss adventure.

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Battling Bass’ True Form 4) Four necrobolts strike at characters.
Area 17 and the hall entrance of the
Bass’ true form is that of a giant goat’s eye. She lives
Abyssal Lavolion disappear into the
outside of Material and mortal standards, so a party of
sword and arrow and magic wielders won’t initially
Abyssal Aether.
know how to stop her. She can’t be stopped in the 5) Five necrobolts strike at the characters.
Abyssal Lavolion—she must be brought into the Area 27 and the back corner of the
Material plane, forcing her to become tangible. The performance hall disappear.
adventurers realize that their efforts to stop her in the 6) Six necrobolts strike at the characters,
Abyssal plane are fruitless after the first round of the Abyssal Lavolion is now gone, the
combat—they must retreat through the portals in Area plane disappears—any creature still in
23 or 30. If they do, the giant goat’s eye follows them the area finds themselves floating in a
and can now be damaged. sea of red as they wait for the red
aether to place them somewhere in
Setting the Stage. Once Bass engages the the Abyssal plane. This may occur
adventurers, the roof of the Abyssal Lavolion tears quickly, or it may take many years,
away and disappears into the Abyssal void, leading to madness as the creature
revealing hundreds of immaterial goat eyes swim in the red sea. If this occurs, you
staring down at the party from a red, aethereal may wish to have the characters roll on
void. Demonic winds kick up, and a howling fury the long-term or indefinite madness
fills the air. If the characters fought the possessed table in Chapter 8: Running the Game
Annalyse and defeated her, the ceiling rips away of the Dungeon Master’s Guide.
as soon as Bass realizes the fight is over.
Amplified Destruction. One round after the Bass in the Material Plane. When Bass is no
roof is ripped away from the Lavolion, Bass’ longer possessing Annalyse, and with the Abyssal
hundreds of floating eyes spout off necrobolts of Lavolion plane gone, Bass appears in the Material
dark lightning, blacker than ink, that slither plane in the form of a single goat eye that hovers
through the sky at breakneck speed to zap an over the ground. When fighting, she lacerates the
enemy. Each bolt targets a point, and any creature area with necrobolts while summoning humanoid
within 5 feet of that point must make a DC 15 animals. She chants repeatedly “LITTLE BY LITTLE,
Dexterity saving throw. A creature takes 16 (3d10) THE LITTLE GIRL DIES!” as she takes damage,
necrotic damage on a failed save, or half as much slowly descending into chaotic madness. When
damage on a successful one. she dies, she returns back to the Abyss for 1,000
years. Use the Bass (Appendix: Monsters) stats
Every subsequent round, the storms get worse. for her.

1) One necrobolt strikes at a character. Conclusion


The Abyssal Lavolion quickly blinks out,
allowing the characters a view of a sea If Annalyse is saved, she awakens to an unknown
of red. world. She doesn’t know who or what she is. Her
2) Two necrobolts strike at characters. skills and talents slowly return to her; though,
The Abyssal Lavolion again blinks out, memories may never return. That is up to you and
allowing the characters another view how you want to continue using Annalyse in your
of a sea of red. campaign. She could be a valuable ally or a
3) Three necrobolts strike at characters. devious foe if her memories return.
The walls of the performance hall are
now withering away. If Bass is destroyed in the Material plane, the
Lavolion implodes once the characters leave the

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theater. The structure crumbles in on itself, Abyssal Portal slowly dissipate over the next few
leaving a 30-foot radius swirling red and black days or weeks, it could stick around forever,
portal which leads to the Abyssal plane. If a providing opportunities for planar travel, or
character was lost during the battle, it could be closing the portal could provide a hook for your
found within the portal. Or, it could be directed to character’s next adventures!
the portal using magic, loud vocal commands, or
other creative ways to lead the lost to the
Material plane. You can decide to have this

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Appendix: Scripts
REVENGE: A TRAGEDY IN TWO ACTS
By Annalyse Penn

CHARACTER LIST

ANNALYSE .............................................................. young adult female, acrobat with false ideals of belonging.
JACK .......................................................................................... young adult male, clown with a childish demeanor.
REAVER ...........................................hag witch disguised as an obese Vistani crone with petty bouts of rage.
FEEBLES ............................................................................................ zombie monkey, a magical familiar to Reaver.
TASHA’S KISS ..................................................................................................... lithe female, harlequin jester demon.
DEGGMIR ............................................................................ male demon, covered in chains and spiked piercings.

THE QUARTET
SOPRANO....................................................................................... demon in the form of a massive, obese castrato.
ALTO.................................................................................. demon in the form of a nude man with blood-red skin.
TENOR .................................................................. demon in the form of a large centipede with a woman’s face.
BASS...................................................... demon shapeshifter, alters reality, represented by a giant goat’s eye.

THE HEROES
(The party members are listed with brief descriptions)

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Act 1
Scene 3

Lights up on ANNALYSE PENN, wearing a clown outfit.

ANNALYSE: I was abandoned—once by my mother, who left me for a burial plot. Again, by my father, who
couldn’t bear to see his wife’s eyes staring back from my gaze. A third time by my lover, a magician
misdirected by an interloper. So then, Fate has cast me in a tragedy? But the show must go on, and though
love has tilted at me from all walks, where then do I go?

ANNALYSE produces a knife.

ANNALYSE: Where then do I fit my discarded puzzle piece of a life? How much do I cut away to snuggly
slide my piece in line with a greater picture?

ANNALYSE draws the knife across her forearm.

ANNALYSE: And which piece, already so perfectly fit to the whole, do I displace to make room for mine?

ANNALYSE drops the knife.

ANNALYSE: None… I will not displace another person. I will not wander again with arms out, removing
what people don’t approve of so that I can dance to their song. Instead, I will cut loose the ties that flutter
on my life strings and be myself—and nothing more. So what am I, this one-piece puzzle?

ANNALYSE looks back at the knife.

ANNALYSE: How many pieces make up me?

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Act 1
Scene 5

Lights up on ANNALYSE PENN, wearing a bonnet and common clothes in a market. JACK enters in
full clown makeup, boisterous, playful, and enchanting. They lock eyes, then ANNALYSE looks away,
shyly. Jack approaches.

JACK: Hello, Miss!

ANNALYSE: I’m sorry, Von Zarovich, are you talking to me?

JACK: Oh, I stopped talking to myself ages ago. Boring conversation partner! I feel like I’ve heard my tales
over and over again. And there’s nobody else around, so…

ANNALYSE: I must be going.

JACK: Going where?

ANNALYSE: Somewhere.

JACK: Somewhere is here. You have already arrived!

ANNALYSE: You’re a funny man to take heed of a market girl.

JACK: Of course I’m funny. I’m a clown! And based on what you just said, I’m a clown who knows what
he’s doing. Also… I’ve seen you and your acrobatics during the morning, flipping about the town center for
coin and applause. Did you think that bonnet could hide your face? A real clown sees through the paint.
You’re Annalyse.

ANNALYSE: … I am.

So then… what do I owe the honor of finally meeting the Von Zarovich family member that gave up a life
of castles and regality for greasepaint and oversized shoes?

JACK: I want you with us.

JACK picks up her hand.

JACK: Well… let’s not tell the old bat with the monkey, but actually, I want you with me. Away from all this.
A real travelling circus—not curbside performances. I’m working on a project. I’d hate to not share it with
such an acrobat.

ANNALYSE: I think I’d like that, Von Zarovich.

JACK: Please. Call me Jack!

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ACT 1
Scene 9

Lights up on REAVER, panicking and wailing, her arms flailing.

REAVER: It’s a disaster! A calamity! Ooooooh fiddle-dee-roo and hum-diddly-dee! That tart is going to
bring us to ruin! I’ve had Jack too much in my grasp to let him slip away like so. How can I unlock his Von
Zarovich dark powers while that harlot keeps pulling him away!? Fie, fie, fie! This nonsense just makes me
want to… want to…

REAVER grabs at her hair and rips out two large tufts of it.

REAVER: I hate that Annalyse Penn! I hate her! I hate her! I hate her! If the gates of the Nine Hells opened
up to me, as they usually do, I’d cast myself in there for good this time and not once would I consider
crawling back out, no matter how virginal a sacrifice is made!

REAVER gestures to a random audience member.

REAVER: Even if it was you!

REAVER begins to faint.

REAVER: I need… I need… Oh Feeeeebles! Feebles! Where is my zombie monkey familiar!?

FEEBLES enters, hooting and screaming, smashing two cymbals together.

FEEBLES: Eep! Eep! EEEEEEEEEP!

REAVER: What? A secret plan? Dearest Feebles, climb upon my shoulder and whisper this secret plan so
that none may overhear us!

FEEBLES climbs onto REAVER’S shoulder and whispers.

REAVER: Oh… OH! That is a delightful idea. Thank you, dearest Feebles. Stand back, and I shall cast the
magic words in front of the magic mirror, and the demon Tasha’s Kiss shall grant my audience!

A mirror is pushed out onto the stage. REAVER waves her hand as she casts a spell.

REAVER: Flipsy-floo and rumble-dee-dook! Show me the kiss of demon’s hook!

The mirror crackles to life as the face of TASHA’S KISS appears in the reflective surface.

TASHA’S KISS: Reaver, my dearest of old comrades. What troubles your witchy soul?

REAVER: Old mentor, is that creature of yours, Deggmir, in need of a new… plaything?

END OF ACT I

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ACT 2
Scene 3

Lights up on DEGGMIR and ANNALYSE. ANNALYSE is chained in a dungeon, panicking as DEGGMIR


begins to cast a spell.

DEGGMIR: Oh no worries, all the guilt and regret will come to pass. You’ll remember none of it. You will
be… clean again… Oh, the mistress Tasha’s Kiss said this treatment is especially dire!

DEGGMIR casts his spell, which summons a ghostly hook on a chain. DEGGMIR plunges the ghostly
hook into ANNALYSE and begins to pull. ANNALYSE screams as DEGGMIR pulls ANNALYSE’S SOUL
out of her.

ANNALYSE’S SOUL: It’s agony! I’m torn!

As ANNALYSE’S SOUL is being pulled out, Annalyse starts laughing in ecstasy instead of shouting in
pain. ANNALYSE’S SOUL, however, is still screaming.

ANNALYSE: (mouthing silently) More! Get rid of it!

ANNALYSE’S SOUL: Stop tearing us apart!

DEGGMIR pulls ANNALYSE’S SOUL fully out of her body. ANNALYSE clutches her throat.

DEGGMIR: And like that, one fresh soul! All of your guilt concentrated into a fine, pure spirit. A masterful
piece of workmanship, if I’m not being too vain!

ANNALYSE’S SOUL: But why? Why!?

ANNALYSE: (mouthing silently) To be free again. I… I don’t care anymore.

DEGGMIR: Good! You didn’t need that piece of the puzzle.

ANNALYSE: That piece…

TASHA’S KISS enters, then grabs ANNALYSE’S SOUL by the face.

TASHA’S KISS: A fine sample, Deggmir. You kept her intact.

ANNALYSE’S SOUL: Leave me alone.

TASHA’S KISS: Deggmir, have the cooks prepare this one for me tonight. A special treat… a parfait? Yes.
How many layers can we get out of you?

ANNALYSE slouches in bliss as ANNALYSE’S SOUL screams. DEGGMIR bows to TASHA’S KISS.

ANNALYSE: (mouthing silently) I pray, Tasha’s Kiss, that it serves you better than it served me.

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ACT 2
Scene 6

Lights up on SOPRANO, TENOR, and ALTO, who are sitting in a circle around ANNALYSE. A giant
goat’s eye representing BASS rests in the center of the stage, hovering over the actors, staring into
the audience.

ALTO: She’s as hollow as a clean-sucked bangi-bulb!

TENOR claps in glee.

TENOR: Deggmir cleaned her good! Cleaned her full! He said he didn’t smell much in her to begin with.
Just pieces. Silly child, she really doesn’t like to get attached, does she?

SOPRANO: Then could this be a candidate? Could this be our vessel?

TENOR grabs ANNALYSE and pulls her face to face.

TENOR: No voice in her?

SOPRANO: That’s our job, Tenor! The Quartet will choose her voice!

TENOR: She’ll burn out! She’ll burn out so fast!

SOPRANO: Then we’ll dance in her ashes!

TENOR pushes ANNALYSE to ALTO.

ALTO: Come, child. Is it freedom you want? Do you want to be free of Tasha’s Kiss?

ANNALYSE nods.

ALTO: I understand, child. I understand. Come with your aunties and uncles, yes? We too grow tired of
this… this prison! Tasha’s Kiss keeps our leashes… short. So let us in. Let us in, so that we can let you out!

ANNALYSE pauses, then nods again.

ALTO: Bass! It’s time to birth something terribly fun! It’s time the new girl takes us on a vacation to the
Material plane! Come on, Bass, I’m ready for an adventure! I want toys to play with again!

BASS closes her eye, and the rumbling of drums fills the air.

BASS: HUDDLE NOW, EMBRACE AND SPREAD/CRACK THE GIRL, AND FILL HER HEAD/VENTURE FORTH
WE SHALL SURMISE/LITTLE BY LITTLE, THE LITTLE GIRL DIES.

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Remley & Jeff

Remley Farr

Jeff C. Stevens

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Kickstarter Launching Soon!

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Appendix: Magic Items Myconid Rapport Spores. 1 oz. of these spores,
when inhaled, give a creature with an Intelligence
All items are uncommon and do not require of 2 or higher that isn’t an undead, construct, or
attunement elemental the ability to communicate
telepathically with anyone who is also under the
effect of Myconid Rapport Spores while they are
Blast Glove. An infernal, rusty, and bulky glove. within 30 feet of each other. The effect lasts for 1
This item requires attunement. Curse: When hour. (Perfect for commenting on a terrible show
worn, this item sprouts veiny hooks that latch into without disturbing the rest of the audience!).
the wearer’s arm and reduce the user’s max HP by Characters can use these to communicate with
1. Only a greater restoration or remove curse spell people frozen by Alto’s temporal tie.
can unlatch the glove, at which point the missing
1 HP is restored. As an action, the glove’s wearer Rainbow Powder. 1 oz. of this powder, when
can press a button on the glove’s palm to inhaled, causes a creature to suffer as though
discharge a 50 ft. blast in a line. All creatures affected by the color spray spell (save DC 12). Can
within the line must make a DC 14 Dexterity be thrown as an improvised weapon.
saving throw, taking 10 (3d6) fire damage on a
failure, or half as much damage on a success. Rose of Approval. This black, thorny rose can be
Once used, the glove can’t be used again until used once to break any spell or enchantment that
completing a long rest. disables a creature (such as hold person, stasis, or
Alto’s temporal tie ability). After being used, the
Flask of True Seeing. Drinking this liquid gives you rose turns bright red and becomes a regular, non-
the ability to see things as they naturally are. For 1 magical rose.
hour, you have truesight, notice secret doors
hidden by magic, and can see into the Ethereal Truth Serum. A creature ingesting this poison
Plane, all out to a range of 120 feet. must succeed on a DC 11 Constitution saving
throw or become poisoned for 1 hour. The
poisoned creature can’t knowingly speak a lie, as
if under the effect of a zone of truth spell.

Viewing Mirror. This 12-inch by 8-inch shard of


mirror reflects the abyssal Lavolion. For example,
if it’s lying on the ground in the scene shop, it
doesn’t reflect the scene shop as the other shards
do. Instead it reflects the scene shop in the
abyssal Lavolion. Players can use this mirror to
peek into the other world.

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Appendix: Player Handout #1
Ms. Annalyse Penn,

The Lavolion Opera House establishes itself as a venue of esteem and regality. Under no circumstances do we
tolerate the distribution of vile media. Your proposed stage play, Revenge, is preposterously out of touch with
our clientele and production team. Performing such a show would tarnish the Lavolion Opera House’s name.

After consulting other Lavolion Opera House employees and performers, I’ve determined that the Lavolion
Opera House no longer has needs of your service in the dance ensemble. You have until the end of the day to
vacate your belongings and turn in any costumes, makeup, or accessories you may have been using. I never
want to see another copy of your Revenge script again.

I will also blacklist the Tasha’s Kiss Performing Company that you received your “training” from.

Regards,

Lucas Pavoli

Player Handout #2
“HELP THERE ARE OTHERS THERE IS THE QUARTET ANNALYSE IS EVIL EVIL EVIL AND SHE TOOK THEM BELOW HELP US OH
SAVE US THEY WILL FIND ME THEY WILL MAKE ME A PROP LIKE THE OTHERS ANNALYSE PENN IS EVIL ANNALYSE.”

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Appendix: Monsters humanoid's non-existence. Only a wish spell can reverse
these effects.

Temporal Tie (1/day). Roll 11d8 (48); the total is how many
Alto hit points of creatures this spell can affect. Creatures within
30 feet of Alto are affected in ascending order of their
Medium fiend (demon), chaotic evil current hit points. Starting with the creature that has the
lowest current hit points, each creature must make a DC 14
Alto assumes the form of a blood-red, naked male human. Wisdom saving throw. On a failed save, the creature is both
Alto delights in freezing people in place using his temporal tie paralyzed and linked to another creature or object that Alto
ability, then connecting these people to other living and non- can see within 30 feet of him. Subtract each creature’s hit
living things. Like a doll collector with a thousand voodoo points from the total before moving on to the creature with
dolls, Alto’s choice form of torture is to temporally tie people the next lowest hit points. A creature’s hit points must be
to inanimate objects and then let unaware adventurers equal to or less than the remaining total for that creature to
accidentally cause harm. be affected. If a linked creature or object takes damage, the
target takes equal damage. Damage resistance and damage
Armor Class 15 immunities still apply. Spells and abilities that remove curses
Hit Points 78 (12d6 + 36) can remove the temporal tie. If Alto dies, all of his temporal
Speed 40 ft. tie effects are undone.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 16 (+3) 17 (+3) 15 (+2) 16 (+3)
DM’s Note:
Saving Throws CHA +7
Skills Deception +7, Perception +5, Stealth +7 Memorophage. The memorophage ability could have a
Damage Resistance cold, fire, lightning significant impact on your characters and your campaign. You
Damage Immunities poison may wish to consider the character loses the memory for a
Condition Immunities poisoned specific amount of time instead of indefinitely. One option is
Senses darkvision 120 ft., passive perception 15 to roll a d8 and apply a minute, day, week, or month-long
Languages Abyssal, Common time to the roll.
Challenge 5 (1,800 XP)
Temporal Tie. For lower level characters, consider reducing
Follow Up. If Alto hits the same target with two claw attacks the roll to 7d8 (31). For higher level characters, consider
in one turn, he can use his bonus action to make one increasing the roll to 15d8 (67).
additional claw attack.

Innate Spellcasting. Alto’s innate spellcasting ability is


Wisdom (spell save DC 14). Alto can cast the following spells,
requiring no material components:

At will: misty step


3/day: haste, shield

Actions
Multiattack. Alto makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 7 (1d8 + 3) slashing damage.

Memorophage (Recharge 5 or 6). One humanoid Alto can


see within 30 feet of him must succeed on a DC 14
Intelligence saving throw. Failure means one humanoid
creature of significance from the humanoid's past (parent,
teacher, rival, etc.) is deleted from history. The deleted
humanoid vanishes from wherever they are at the current
moment if they are still alive. Nobody else remembers the
humanoid ever existed, and will substitute their own reasons
for past or current events that seem nonsensical due to the

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Annalyse Penn Annalyse Penn (With Bass)
Medium humanoid (human), chaotic good Medium humanoid (human), chaotic evil

A young girl who could never find her place in the world. When Bass possesses Annalyse, she takes full advantage of
Annalyse was tricked by a witch, Reaver, to seek circus the girl’s acrobatic skills. Annalyse can punch and kick faster
training with Tasha’s Kiss. Unknown to her, Tasha’s Kiss’ than even the most well-trained martial artists, and if she
retinue of demons stole her soul away, leaving her broken connects with enough strikes, she can let out one of Bass’
and empty. The Quartet demons took hold of her and terrifying necrobolts. When Bass possesses her, she can
dragged her to the Lavolion Opera House, where they burst communicate telepathically, though Bass is quick to drown
from her like larval parasites and took over the theater. out her words with insults and taunts of her own.
Annalyse’s acrobatic training makes her a suitable
performer—though now she’s trapped in the Abyss like all the Armor Class 13
other patrons. Hit Points 65 (10d8 + 20)
Speed 35 ft., climb 35 ft., hover 10 ft.
Armor Class 14 STR DEX CON INT WIS CHA
Hit Points 16 (3d8 + 3) 13 (+1) 16 (+3) 15 (+2) 18 (+4) 15 (+2) 16 (+3)
Speed 35 ft.
Saving Throws DEX +6, WIS +5
STR DEX CON INT WIS CHA Skills Acrobatics +6, Performance +6, Sleight of Hand +6,
12 (+1) 18 (+4) 12 (+1) 11 (+0) 15 (+2) 16 (+3) proficient with thieves’ tools.
Saving Throws DEX +6 Senses passive perception 12
Skills Acrobatics +6, Performance +5, Sleight of Hand +6, Languages Abyssal, Common, telepathy 120 ft.
proficient with thieves’ tools. Challenge 4 (1,100 XP)
Senses perception 12
Languages Common (but can’t speak) Follow Up. If Annalyse hits the same target with four
Challenge ½ (100 XP) unarmed strikes in one turn, she can use her bonus action to
make one necrobolt attack.
Standing Leap. Annalyse’s long jump is 15 feet and her high
jump is 10 feet, with or without a running start. Standing Leap. Annalyse’s long jump is 15 feet and her high
jump is 10 feet, with or without a running start.
Soulless. Annalyse has no soul.
Soul Substitute. Bass has replaced Annalyse’s soul.
Actions
Telepathic Scramble. Annalyse’s and Bass’ consciousness can
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft.,
both speak with telepathy when Bass has possessed
one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Annalyse.

Actions
Multiattack. Annalyse makes four unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Necrobolt. A black, slithering bolt of energy targets a point


within 30 feet, and any creature within 5 feet of that point
must make a DC 15 Dexterity saving throw. A creature takes
16 (3d10) necrotic damage on a failed save, or half as much
damage on a successful one.

Reactions
Acrobatic Dodge. When an attacker that Annalyse can see
hits her with an attack, she can use her reaction to halve the
attack’s damage against her.

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Bass Summon Goat (Recharge 5-6). Bass summons 1d4-1
Huge fiend (demon), chaotic evil (Minimum: 1) Humanoid Animals (Goat) within 60 feet, who
act as an ally of her. They remain for 1 minute, until it or Bass
In her true form, Bass is a massive goat eye that fires bolts of dies, or until Bass dismisses them as an action.
sulfuric death. Bass usually hides in a pocket of the Abyss, but
she can possess others (especially soulless humanoids) to
puppet them around. In combat, Bass chooses to hover in the Humanoid Animal
sky and drop necrobolts while summoning humanoid goat
Medium humanoid, chaotic neutral
demons to fight for her. At the end of a fight, she chooses one
particular humanoid to possess—whisking the humanoid
Armor Class 11 (leather armor / apron)
away to conduct her nefarious schemes elsewhere.
Hit Points 32 (5d8 + 10)
Speed 30 ft.
Armor Class 16
Hit Points 75 (10d12 + 10) STR DEX CON INT WIS CHA
Speed 30 ft., hover 10 ft. 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
STR DEX CON INT WIS CHA Senses passive Perception 10
15 (+2) 13 (+1) 12 (+1) 18 (+4) 15 (+2) 16 (+3) Languages Common, Abyssal
Challenge 1/2 (100 XP)
Saving Throws WIS +6
Damage Resistance cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks Pack Tactics. The hybrid humanoid has advantage on an
Damage Immunities poison attack roll against a creature if at least one of its allies is
Condition Immunities poisoned within 5 feet of the creature and the ally isn’t incapacitated.
Senses 120 ft., passive Perception 12
Languages Abyssal, Common, Telepathy 120 ft. Actions
Challenge 7 (2,900 XP) Multiattack: The hybrid humanoid makes two attacks, one
with its cleaver and one with its special attack
It Is My World. Bass can’t suffer hit point loss in the Lavolion
(Abyss). Cleaver. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) slashing damage.
Malleable Form. Bass can pass through gaps as small as 1 ft.
in diameter. Depending on the hybrid, the humanoid has the following
special attack.
Actions
Necrobolt. A black, slithering bolt of energy targets a point Pig - Belly Bump. Melee Weapon Attack. +4 to hit, reach 5 ft.,
within 30 feet, and any creature within 5 feet of that point one creature. Hit: 4 (1d4 + 2) bludgeoning damage. On a hit,
must make a DC 15 Dexterity saving throw. A creature takes the target must succeed on a DC 10 Strength saving throw or
16 (3d10) necrotic damage on a failed save, or half as much be pushed back 5 feet.
damage on a successful one.
Chicken - Beak. Melee Weapon Attack. +4 to hit, reach 5 ft.,
Possession. After a 1-minute casting time, one unconscious one creature. Hit: 4 (1d4 + 2) piercing damage.
humanoid that Bass can see within 5 ft. of her is possessed by
her. Bass then disappears, and the target is incapacitated, Cow - Kick. Melee Weapon Attack. +4 to hit, reach 5 ft., one
loses control of its body, and is stabilized. Bass now controls creature. Hit: 4 (1d4 + 2) piercing damage.
the target’s body, but doesn’t deprive the target of
awareness. Bass retains her alignment, Intelligence, Wisdom, Goat – Head Butt. Melee Weapon Attack. +4 to hit, reach 5
and Charisma, hover speed, and telepathy. She otherwise ft., one creature. Hit: 4 (1d4 + 2) piercing damage. On a hit,
uses the possessed target’s statistics. This ability can be used the target must succeed on a DC 10 Strength saving throw or
as a free action against a humanoid without a soul. be knocked prone.

The possession lasts until the body drops to 0 hit points, Bass
ends it as a bonus action, or Bass is turned or forced out by
an effect like the dispel evil and good spell. When the
possession ends, Bass reappears in an unoccupied space
within 5 ft. of the body. The target is immune to Bass’
Possession for 24 hours after the possession ends.

39 | Annalyse’s Revenge

John Howard (order #27238019)


Soprano Tenor
Large fiend (demon), chaotic evil Huge fiend (demon), chaotic evil

Bulbous and disgusting, Soprano is a consumer with the A brute of untold strength, Tenor likes to stitch extra body
personality of a starving child. Taking the form of a male, parts together, creating strange aberrations. She designed
obese castrato, Soprano wails out with his aria technique, the Stitchling in Happy Jack’s Funhouse. When not sewing
rattling the ears of anyone close enough to hear him. Enemies together monsters, she adds body parts to herself so that she
that strike him are subject to acidic blood that spray from his can be larger. As of now, she has stitched several torsos to
rolling lumps of fat. her head to create a centipede-like body with several
scrambling arms and hands. If struck with slashing damage,
Armor Class 13 she can split in half, each half acting on its own and being
Hit Points 85 (9d10 + 36) able to fight. Tenor can have one huge body that can be cut
Speed 15 ft. into two Large bodies, and each of those Large bodies can be
STR DEX CON INT WIS CHA cut into two Medium bodies.
13 (+1) 10 (+0) 19 (+4) 12 (+1) 11 (+0) 15 (+2)
Armor Class 14
Saving Throws CON +8
Hit Points 60 (8d12 + 8)
Damage Resistance cold, fire, lightning; bludgeoning,
Speed 40 ft., 30 ft. climb
piercing, and slashing from nonmagical attacks.
Damage Immunities poison STR DEX CON INT WIS CHA
Condition Immunities poisoned 21 (+5) 12 (+1) 13 (+1) 8 (-1) 11 (+0) 12 (+1)
Senses darkvision 120 ft., passive Perception 10 Saving Throws STR +8, CON +4
Languages Abyssal, Common Damage Resistances cold, fire, lightning
Challenge 5 (1,800 XP) Damage Immunities poison
Condition Immunities poisoned
Caustic Wound. Anyone who hits Soprano with a melee Senses darkvision 120 ft., passive Perception 10
attack causes acrid blood to spray forth, dealing 5 (1d8) Languages Abyssal, Common
damage to the attacker. Challenge 4 (1,100 XP)

Actions Arms Galore. Tenor has advantage on Strength and Dexterity


saving throws made against effects that would knock it
Aria. Soprano lets out a piercing shriek. This shriek has no
prone. Tenor is immune to effects that create difficult terrain.
effect on constructs or undead. All other creatures within 60
feet of him that can hear him must make a DC 13
Charge. If Tenor moves at least 20 ft. straight toward a target
Constitution saving throw. On a failed save, a creature takes
and then hits it with a ram attack on the same turn, the
17 (5d6) psychic damage, or half as much on a failed save.
target takes an extra 7 (3d4) bludgeoning damage for each
size category smaller it is than Tenor. If the target is a
Barf Bite. Melee Attack: +4 to hit, reach 5 ft., one target. Hit:
creature, it must succeed on a DC 15 Strength saving throw
11 (3d6 + 1) acid damage.
or be knocked prone.

Reactions Actions
Scream in Fear. If hit with an attack, Soprano releases a Ram. Melee Weapon Attack: +8 to hit., one target. Hit: 18
blood curdling scream, distracting the attacker, and causing (3d8 + 5) bludgeoning damage. This attack does 1d8 less
them to reroll their attack roll and use the new result. damage for each size category smaller than Huge that Tenor
is.

Reactions
Split. If Tenor is Huge and subjected to slashing damage, she
splits into two Large Tenors, each with 45 hit points, if she
has at least 20 hit points. Each Large Tenor’s ram attack is
reduced to 14 (2d8 + 5) bludgeoning damage.

If Tenor is Large and subjected to slashing damage, she splits


into two Medium Tenors, each with 30 hit points, if she has
at least 20 hit points. Each Medium Tenor’s ram attack is
reduced to 9 (1d8 + 5) bludgeoning damage.

40 | Annalyse’s Revenge

John Howard (order #27238019)


Treasure Chest
Tiny beast (cat), unaligned

The Quartet decided to have a little fun with the chest of gold
mentioned in the manager’s office, transforming it into a tiny
beast that roams the Abyssal Theater.

Treasure Chest is an ugly, oily wrinkled cat in the Abyssal


plane, but when taken to the material plane, reverts to an
unlocked wooden chest containing 500 gp. She wears a
leather collar with Treasure Chest embossed on it.

Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 3 (-4)
Skills Perception +3, Stealth +4
Senses darkvision 120 ft., passive Perception 13
Languages --
Challenge 0 (10 XP)

Keen Smell. The cat has advantage on Wisdom (Perception)


checks that rely on smell.

Oily Critter. A thin layer of natural body oil covers Treasure


Chest. Attempts to grapple her are made with disadvantage.

Not a Cat. If removed from the Abyssal plane, Treasure Chest


transforms into an unlocked wooden chest containing 500
gp. Returning the wooden chest to the Abyssal plane with the
500 gp transforms her into a cat.

Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.

41 | Annalyse’s Revenge

John Howard (order #27238019)

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