The Unfinished Troupe
Armor Class 13 (wooden bodies)
Hit Points 27 (6d6+6)
Speed 25 ft. climb 25 ft.
Skills Stealth +5, Acrobatics +5, Performance +4
Damage Vulnerabilities fire
Damage Resistances bludgeoning; piercing; slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands Common but can't speak
Challenge 1 (200 XP) Proficiency Bonus +2
Actions
Bonus Actions
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"Ladies and gentlemen, do not applaud until the little ones have finished." — Master Orsino Vale's final playbill
Lore & Description
Appearance
A knot of six-inch wooden marionettes skitters and pirouettes as though suspended from invisible strings. Their bodies are painted in faded carnival colors: cracked vermilion cheeks, blue diamond patterns, chipped gold buttons, and tiny black boots. Each has a different carved expression—delight, grief, terror, and theatrical surprise—but all turn their heads in perfect unison toward anyone who speaks their name. A frayed length of crimson curtain cord trails from the mass, ending in the stiff, pale hand of their dead puppeteer.
Behavior & Origins
The troupe belonged to Master Orsino Vale, whose final show was performed in the abandoned Bellweather Playhouse. Vale suffered a fatal seizure during the closing scene, but his marionettes continued bowing, repeating the same unfinished performance night after night. They seek an audience above all else and interpret interruption as sabotage. The troupe grows bolder whenever named aloud, believing each spoken name is applause and a promise that the show must continue. A useful hook is the troupe's desire to recover the missing final page of Vale's script, now held by the undertaker Mara Venn, who refuses to return it because it contains the name of the thing Vale summoned to animate the puppets.
Running The Unfinished Troupe
Tactics
The troupe begins by hiding among curtains, rafters, or furniture and uses Dance on the Strings to surround the most isolated target. It opens with String-Claw attacks, attempting to restrain one creature while using Encore to draw another into the performance. It uses Cue the Falling Scenery when several foes cluster together, and it spends Encore dice only after a creature foolishly speaks its name or when a decisive hit could prevent escape. If reduced below 8 hit points, it flees toward the nearest stage or darkened room; it fights to the end if someone possesses Vale's missing script.
DM Tips
- Telegraph the creature with tiny wooden footprints, the sound of an unseen audience applauding, and a playbill whose title has been scratched out.
- Have the marionettes communicate through synchronized gestures, squeaking wooden voices, and silent bows rather than normal speech.
- Remind players that naming the troupe aloud empowers it, but allow clever alternate names and descriptions to avoid making the hazard feel arbitrary.
- For a weaker party, remove the troupe's damage resistance; for a stronger party, increase its maximum Encore dice to five and let Cue the Falling Scenery recharge on 4-6.
Loot
- Vale's Crimson Control Cord — A frayed red cord ending in a carved wooden hand. When held, it can make one Tiny unattended object perform a simple dance for 1 minute once per day.
- The Missing Final Page — A grease-stained page from Vale's script covered in stage directions and one redacted name. It points toward the Bellweather Playhouse's hidden cellar.
- Painted Wooden Face — A spare marionette mask bearing an expression that changes when nobody is looking. It is a recognizable token of the troupe and may serve as proof that the haunting has ended.