From publisher blurb:
Hurry! Hurry! Hurry!
Step right up, ladies and gentlemen,
and behold the greatest circus in the land!
Behold the skilled mummers performing at The Stage;
you’ll literally feel like you're part of the play!
Thrill to the death-defying acts (and audience)
in the two rings under the Big Top!
Laugh at the antics of the baleful buffoons, harmful harlequins,
and malevolent merrymakers of Clown Alley!
Gaze in wonder at the wild beasts of the Menagerie,
(just make sure you know which side of the bars you’re on)!
All this and more, for the small price of a single admission, to
Bitterbark’s Magnificent Circus!
The circus is in town! But there’s something not quite right about it. There are rumors of missing children, evil plots, and more. Can you discover the secrets hidden inside Bitterbark’s Magnificent Circus?
Bitterbark's Circus is a stand-alone adventure for 3-6 characters of level 8-9. This adventure can be inserted to almost any existing campaign with a minimum of fuss (several options are presented for the GM to choose from to involve his players), and can also be used as an expansion to the best-selling Castle of the Mad Archmage™, which has a magical gate leading to the circus on one of the lower levels.
Written for the Adventures Dark and Deep rules, Bitterbark's Circus can be played with most Basic and Advanced compatible rule sets with little or no conversion needed.
This adventure also includes the entire Jester character class from Adventures Dark and Deep™, along with all the new spells unique to that class, to enable every GM to run this adventure to maximum effect.