Happpy Jacks Funhouse Ver 14a Color
Happpy Jacks Funhouse Ver 14a Color
Happpy Jacks Funhouse Ver 14a Color
Internal Art:
Kim Van Deun @Sketch_Ferret https://eyesintheforest.com/
Evgeny M @EvgenyM_art
Luiz Prado @LuizPradoArt
Playtesting:
Casey Bax, Travis Grant, Jeremy Kirsch, Bryan Stevens, Andrew Thompson, Lawrence Woods
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 [2019] by Jeff C. Stevens and published under the Community Content
Agreement for Dungeon Masters Guild
D20 Result (results are cumulative, • The party stumbles upon a quiet, lonely
Result revealing all information from lower village. Bright lights flash from the
DCs) center of the village, while the whistling
10-11 I’ve heard of a clown called Happy tune of a happy organ grinder floats on
Jack. the air.
12-15 He and his zoo-like attraction travel • The party is sent to investigate a village
from town to town. after a person stumbles into a tavern or
16-19 He’s only seen in his whiteface inn, claiming children have been
makeup. abducted from a neighboring village.
20+ I saw him when I was younger, only
The person tells of the strange clown
then he was going by von Zarovich
and the odd Funhouse.
the Magnificent.
• Happy Jack is currently in the home
village of one of the party members.
Perhaps, one of the PCs siblings or
relatives are one of the abducted
children.
Adventure Breakdown
The adventure is made up of four parts:
Read or summarize:
The cart pulls up to a wooden dock, allowing
you to exit the vehicle onto a platform. Red
1C) Hippo Crate
velvet ropes lead the way to a waiting room. A
A 10-foot-square white wooden box, covered in
large white crate, painted with colorful polka
colored polka dots, sits in the center of the
dots, rests in the center of the room. Cubbies, waiting room. Touching it causes it to burst
dusty and abused by years of guests, sit empty open, revealing Bubby, a WEREHIPPO. He’s
along the west wall. holding a ‘WELCOME TO HAPPY JACK’S!’ sign in
his mouth, performing simple tricks, and has a
Two small doors and a large door are found nametag that reads ‘BUBBY’.
along the north wall. A painting of a clown
hangs above the large door, a paper banner To read his nametag, PCs must succeed on a DC
dangles from its teeth and reads ‘Welcome to 13 Wisdom (Animal Handling) check. On a failed
check, Bubby turns and nips at the character,
the Funhouse’.
performing a bite attack and potentially
Along the east wall, two wooden tables covered infecting the character with werehippo
lycanthropy.
in loose papers are divided by another door
with a sign above it reading Only Happy Jack’s He’s friendly, but stubborn as hell, and he takes
Personnel Beyond This Point. a bite out of someone who tries to harm him.
He stays in this room unless led elsewhere, and
1A) Stanchions he prefers to stay in his hippo form. Bubby
Velvet ropes are set up to direct crowd lines in responds positively to food.
the west end of the room. The northwest
corner has a conduit on the floor that, when
opened, reveals a ladder leading down to 7L.
Boomgun
Martial Ranged Weapon, loading
Weight: 8 lbs.
Range: 5/120
• All lights in Area 1 and Area 4 go out. Falling prone in this tunnel causes it to detach
• The trap in 4C ceases to function. from its holdings and roll northward, stopping
• The rotating switchback stairs in 4D after only 5 feet of movement. South of this
stop rotating. tunnel is 1 Random Junk and someone from the
• The tunnels in 4E stop rotating. Funhouse Gallery Chart, who is now freed and
• The tunnels in 4F and 4G stop rotating antagonistic towards anyone it sees.
and immediately roll down their ramps
(subsequently freeing the amviper and 4I) Mirror Maze Entrance
the other Funhouse Gallery member).
A door, covered in sharp, broken shards of glass
4F) Rotating Tunnel somehow glued to the wood, is flanked by a
This six-foot diameter circular tunnel spins one brilliantly lit neon orange sign, reading ‘WALLS
full rotation every 6 seconds. A successful DC 12 OF GLASS’.
Dexterity (Acrobatics) check is required to cross
the tunnel without falling prone. On a failed A smaller, discolored and crumpled paper sign is
check, a creature begins rolling around inside, taped to the wall nearby above a rubbish bin.
suffering 1d4 points of bludgeoning damage.
A character approaching the door sees their
A prone creature must succeed on a DC 12
reflection, fragmented, broken, and pale from
Dexterity (Acrobatics) check to stand or exit the
the fluorescent light.
rotating tunnel. On a failure, they continue to
roll around in the tunnel, suffering 1d4
The smaller, discolored crumpled paper sign
bludgeoning damage on each failure.
above a rubbish bin reads ‘No Drinks Allowed!’
If characters inspect the waste bin, roll twice on
the Random Junk table to see what is inside.
Three chairs, with archery targets next to each, Once the teleportation property is used, the
rest above three 5-foot-wide and 5-foot-deep piece of ammunition becomes nonmagical.
basins along the north wall. A wooden
countertop separates the room from the chairs 6D) Basin of Youth
and basins. On the counter are a lime green Strapped in a chair over the right most basin is a
shortbow, a pink sling, and a yellow light member of the Funhouse Gallery Chart, but
crossbow. Additionally, 14 pieces of ancient and withered—appearing dead. Close
ammunition are present for each weapon. inspection reveals this person isn’t dead, but
Among the ammunition are 2 jet-black arrows, extremely old and haggard - aged by the
Grown-Up Room (4M).
stones, and bolts.
A sign above the chairs reads ‘Be Young Again! Youth Tonic
Play in the Water!’ This basin is filled with a magical, sparkly, clear
liquid. Any living creature that touches the
liquid must succeed on a DC 20 Constitution
A wooden countertop separates the chairs from saving throw or age in reverse at a rate of 2
the rest of the room. When the targets are hit, years per round. Removing itself from the water
they dump whoever is in the chair into the ends the aging. Water removed from the basin
basin. The left two chairs are empty, but hitting causes it to lose its magic. Members of the
their targets causes the floor to drop out and Funhouse Gallery have no childhood and thus
reveals ladders down to Area 7B. stop de-aging before they reach adolescence.
Serpent Figurine
Wondrous Item, rare
Reaver’s Journal
Reaver has kept a journal since she learned
Jack’s last name is von Zarovich. She believes
Jack is a descendant of Strahd von Zarovich, but
he’s not. Or is he?
7G) Ball Pit Launcher This dimly lit room is filled with an incessant
If the Planar Vortex (Area 6A) is activated, any hiss and the smell of musk. A writhing mass in
balls (and pig) draining from the ball pit end up the center, a large ball of snakes, moves and
here and are launched up to Area 6B: Dais for undulates like a heartbeat. Hundreds of tiny
the Gallery Member to use as weapons. eyes glitter in the dim light.
The Ladder
The ladder leads to a hatch to the conduit in
Area 3E.
The Desk
The desk is a basic writing desk with a single
drawer, which contains a leather diary. Pages in
the diary consist of random sentences, each
one addressed to Annalyse. A few of the
sentences read:
Jack’s Tactics
you would take that from them? You, heroes?”
www.jeffstevensgames.com
Remley Farr
Jeff C. Stevens
Female, strong, wears leather armor. Wields a flail with a bear trap hanging
1 ACKSHIE from the end of it. Assumes the PC’s are her next prey and wants to claim
them to test her mettle.
Male, scrawny, wears trousers, suspenders, and waders. Has several fishing
2 BRIGGS hooks stuck into his skin—son of a fisherman. Thinks the PCs are “the next big
catch” and wants to mount them on his wall.
Male, bright-eyed, wears a magician’s cape and top hat. Calls himself “THE
3 KOVA GREAT KOVA!” and dreams to perform magic for audiences. He thinks the PCs
are critics who hate his act.
Female, heavyset, wears an apron full of knives, cleavers, and rolling pin
4 LUCY clubs—daughter of a baker. Thinks the PCs would taste fantastic if baked into a
pie.
Female, proper, clad in a noble’s ball gown. Mervinya wants to be a rich lady
when she grows up because she’s a homeless, dirty vagabond. Her adult
5 MERVINYA
aspect believes the PCs are other destitute poor who want to drag her back to
squalor.
Male, obese, wears a metal barrel around his waist. Thallon is obsessed with
pirates and wants to be a cannonball when he grows up. His adult aspect
6 THALLON
wants to “sink” the PCs. If your campaign doesn’t use cannons, he is, instead,
infatuated with trebuchets and catapults.
Male, professional, high collared jerkin and grim demeanor. Studying to be a
scholar and tutors his peers. Lugs a giant chalkboard with him—casts spells by
7 WENDRID scrawling runes on the board. Has no chalk, so uses the eroded, bony nub of
his index finger. Thinks the party is misbehaving students that need to “pay
attention to the chalkboard!”
Female, withered, wears a headpiece full of focusing lenses. Reads extensively
8 XAOLIXI and sets letters at a printing shop. Wants to be a scrivener. Reads people’s
bones for stories and wants to know the stories the party carries with them.
Cantrips (at will): acid splash, blade ward, fire bolt, Flour Dust (Recharge 5-6). Lucy throws baking flour
mending, prestidigitation. in a 15-foot circular radius. Anyone in the radius and
1st level (4 slots): fog cloud, mage armor, magic within line of sight must succeed on a DC 13
missile, shield Dexterity saving throw or be blinded for 1d4 rounds.
2nd level (4 slots): blur, hold person, shatter
3rd level (3 slots): fear, major image
4th level (2 slots): banishment
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 3
(1d4 + 1) piercing damage.
Actions
Chalkboard. Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning
damage.
Actions
Tusk. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 1 (1d4 − 1) piercing damage.
Shapechanger. The werehippo can use its action to Player Characters as Werehippos
polymorph into a Large hippo-humanoid hybrid or The character gains a Strength of 19 if their score
into a Large hippo, or back into its true form, isn’t already higher, and a +1 bonus to AC while in
which is humanoid. Its statistics, other than its size hippo or hybrid form (from natural armor). Attack
and AC, are the same in each form. Any and damage rolls for the natural weapons are based
equipment it is wearing or carrying isn’t on Strength.
transformed. It reverts to its true form if it dies.
Bite (Hippo or Hybrid Form Only). Melee Weapon
Actions Attack: reach 5 ft., one target. Hit: 2d10 + X piercing
Multiattack. In hippo form, the werehippo makes damage. If the target is a humanoid, it must succeed
two bite attacks. In humanoid form, it makes two on a DC 14 Constitution saving throw or be cursed
slam attacks. In hybrid form, it can attack like a with werehippo lycanthropy.
hippo or a humanoid.
Charge (Hippo or Hybrid Form Only). If the
Bite (Hippo or Hybrid Form Only). Melee Weapon werehippo moves at least 15 feet straight toward a
Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 target and then hits it with its tusks on the same
(2d10 + 3) piercing damage. If the target is a turn, the target takes an extra 7 (2d6) slashing
humanoid, it must succeed on a DC 14 Constitution damage. If the target is a creature, it must succeed
saving throw or be cursed with hippo lycanthropy. on a DC 13 Strength saving throw or be knocked
prone.
Charge (Hippo or Hybrid Form Only). If the
werehippo moves at least 15 feet straight toward a
target and then hits it with its tusks on the same
turn, the target takes an extra 7 (2d6) slashing
damage. If the target is a creature, it must succeed
on a DC 13 Strength saving throw or be knocked
prone.
CR 3: change attacks +3 to hit. Reduce save DCs to Whenever Happy Jack deals damage to the charmed
12. Change AC to 13 and Hit Points to 101. creature, it can repeat the saving throw, ending the
effect on itself on a success.
CR 10: Change attacks to +7 to hit and increase
damage by an additional damage die. Increase save Legendary Resistance (3/day). If Happy Jack fails a
DCs to 16. Change AC to 17 and Hit Points to 206. saving throw, he can choose to succeed instead.
Add the following:
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.
Actions
Multiattack. The Stitchling makes three attacks with
her needle fingers. She can replace one of those
attacks with a bite.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 0 ft.,
one creature in the swarm's space. Hit: 7 (2d6)
piercing damage, or 3 (1d6) piercing damage if the
swarm has half of its hit points or fewer. The target
must make a DC 10 Constitution saving throw, taking
14 (4d6) poison damage on a failed save, or half as
much damage on a successful one.
Childhood Pet: