Hall of Mirrors

A nap! Those crazy revelers took a nap amid all the chaos they’ve caused! A long one, too. Before heading back out into the fray. Chopping down a couple more of the clown thralls gone feral and confusing a couple cornslobs on their way back to the casino. Is this any time to be gambling? Really?

Too bad for them it’s all a mess in there. They try and break open a Handy Helper, but they don’t even stop to loot the machines. The Countess and Dirk are hiding upstairs, and the Dispara is in so much of a hurry, she agrees to help them escape when this is all over.

They the whole mess of them climb their way back up to Sophie’s Lab and murder her! To her credit, she takes a couple of them down with her. Honestly surprised it wasn’t more. I thought for sure her lightning would have taken more down. She should have kept a couple of the Candelbrauns with here, those flesh piles did her no good whatsoever. Then they looted the place clean, even the storage room and the cauldrons. Who knows what kind of alchemical mess those were. The hall of statues had a couple folks starting to stir, but they just stabbed poor Pinky straight in the forehead instead of helping her out. Sure, she’d gone feral, but maybe they could have helped her. Maybe.

Two laughtenants down and one pet – Heckna was mad enough to open the door, inviting them all into his home. And the fools just walked right in. Or well, got slurped in by the house’s tongue, but that doesn’t bear thinking about. Not to the Funhouse proper, no, first they have to navigate the Hall of Mirrors.

Doesn’t take them long to get through the antechamber, fortunately for them, all touching the same mirror. Well, almost all, but we’ll get to that later. And on into the Distortion Room. Where three poor clowns had gotten trapped and gone feral since the red moon’s rising. Put them right down, but got all stretched out in the process. Does a body good to get a little stretched now and then. Then on to the Mirror Image room.

Where they must fight themselves. A classic! With the blood moon, though, things are a little more desperate. The images wanting escape and wreck havoc even more than usual. Kentaro and Tormirr put theirs down fast. Poor Elian is still dead over Tormirr’s shoulder, so his duplicate is dead the instant it entered the room. Sweet Valara charmed the fight right out of her duplicate. Zephram just kept trying to mop his alter away, and he him. Eventually they wore each other down, but it really is hard to tell the difference. Dispara took her dupe’s weapons right away, but still nearly lost her fight. Tazrin needed Kentaro’s help to hold his nimblybimbly duplicate so he could get a few well-placed shots in. It was quite a mess in there, but Zephram’s already cleaning up after everyone so they can take a breather.


Players Beware

Into the start of the dungeon of this section of the campaign. Hall of mirrors and then the Fun House proper. I’m glad they got to the duplicate room. You have to meet expectations sometimes. And it was great to not have to run a fight other than the initiative. I had time to calculate experience for the night. They’re leveling quite fast right now with everything going on. The rest of the Hall of Mirrors don’t have to be fights though, so it might settle down again for a bit. Then the Fun House which has a good mix, as well. I might change up the fights a little. Want them to play with all the toys. I don’t think we’ll get through to Heckna tonight, but the group likes to surprise me. Lots to do, though.

Really have to get my brain into Ravenloft and the next half of the campaign. The guys have offered me resources, but I don’t know which ones to ask for other than “everything?” But at least once we get there, it will be all 2nd ed monsters to play with instead of all the silly circus folks and translated stats. So much to read and create.

Up To the Top

Chaos Reigns at the Carnival. On the way back to Locke, Stephano ripping in half on a shoulder, half the party got into a fight with some Children of the Candy Corn. Their friends didn’t even help. Two of them just hopped over the counters and robbed the food vendors of their entire ticket boxes and Felix’s potions. The rest just kept on walking, or watched at the fight from the shadows.

Locke and Stephano looped them on The Toymaker’s capture at the hand of Arachne and his Coven. Picked up right off the street and dragged up to the Big Top. Figured they’d done for poor Stephano when they ripped him in half, but the little bugger is a tough one. A quick look around the shop and some quick grabs, and they were off again.

They headed back across the way, managing to stick to the shadows. The Coven let them in, herding them even, in and onto the stage. Then poof! Heckna does like his pockets inside pockets. A very confusing scene greeted them, a centaur and satyr all webbed up and lifted into the air. Two lovebirds flying down and two strange faux creatures charging in. One man in furs and such pretending to be satyr and a security guard sewed onto an animalgamation zebra. Everyone stared at each other, confused, until Arachne bid them fight.

Took them a little bit, but our heroes prevailed. Only to be poofed into another, sandier pocket of dunes and with a single undead wax creature. Valara and Brother Elian quickly found out how dangerous hitting the thing was, burning wax splashing everywhere. They creature could also heal wounds by moving the wax around to repair itself. The fight became more of a hit and run battle until they finally overcame his healing.

Back out of the pockets, but not where they were, the group reemerged high up on a platform with access to the Coven stronghold via webs. Surrounded by werespiders, and taunted by Arachne, battle was engaged once again. Slicing and punching and throwing fire about, they made their way into Arachne’s sanctuary. Denying his invitation to join the Coven, they brought him low, as well. Far below, the marionettes had rallied to rescue their creator, too, overwhelming the remaining werespiders of the Coven. Helping the group and The Toymaker down from the top, and back out to the Lost and Found to reunite him with Stephano. Everyone took a moment to breathe before heading back out to the Shattered Station to get a rest and organize for the next step.


No Players, Please

Woof. That was a lot of combats all in one game. Everyone had a great time, finally getting into fights they couldn’t talk their way out of, and having a bunch of good and unique combats in a row. If only I had remembered to read them all beforehand. I lost power for a while last week, but I still should have made the time. The first one in the Big Top made absolutely no sense when I tried to read it out loud. I blue screened for about five minutes (it felt like) trying to figure out what was going on. We got the combat encounter running after I stopped trying to make sense of it. But yikes, much to read today before they start heading for the Fun House.

I also need to get working on the next section of the game. Feels like I’ve made enough connections to get the group to head on into the “feywild” domain of Ravenloft. So, the rest of the Wild Beyond the Witchlight book, but I need to incorporate all the character bits and pieces; the riffler, the lost friends, maybe a parent or two. Not to mention translating to 2nd edition and Ravenloft. So much to do, so excited for the next step in the adventure.

Love and War

Not satisfied with slaughtering the Souloists, they raided the place, too! Stole their treasure chest and everything! On into the tunnel with the Plasma Punks, drinking away on the last people to ride. Convinced half the group to drink with them, disgusting! But at least they didna kill them all like the first room. Had a little chat and everything. Chatted with the Lovebirds, too. Gave them half the trinkets they got since getting to the carnival. Good enough, to keep from getting skewered and fallin in love with the swan boats, I guess.

Mister Light was another matter though. Poor bloke’d been robe not half an hour past. They came in all questions and curiosity, and him all just wanting to pass along. They’d been alright if they’d left him to his moping, or found a way to reach through it. Instead the do what all adventurers do, they looted his place, and well, he was floating right there. Poor fellow got what he wanted in the end, release from his torment, and an end to the Tunnel of Love.

You think they might have just laid low after that, but nope, those folks just headed right over to the Big Top like nothing happened, and performed their shows, and swept up tickets. Killjoy even sets his fire in the Feasting Orchard, and then chases a shadow around for a bit. The moon is getting might low, folks, maybe take the afternoon off?

That Dispara lady and big Kentaro didn’t waste time either, right off to Heckna’s Eye and ripped out the Thingamajig, right under Peepboo’s unwatchful eyes. A least the big guy’s got a heart. He stopped the Eye from rolling rampant through the carnival and smashing all sorts of people and tents. The lady Valara arrives a bit later and helps trapped folks get down. No one is quite sure what happened, but there’s a couple of goons with lumps on their heads telling crazy stories about flying invisible foes.

The group finally lays low. Getting a rest before heading for the Naughty Corner, but not without a quick stop to shop with Locke. Ducking security and the Web, who are mostly just eyeing each other. Dispara and Kentaro break from the group, as well, heading over to derail the Mystery Mine trains to cause a ruckus, so they can break right through the glass at the Naughty Corner. Poor Snoot barely knew what hit him, just waking up and eight do-gooders and a donkey come crashing through his roof, stabbing and tossing fire at him.


Players keep out.

I’m not even sure if I’ve said much in these bottom parts that would matter if my players read them, but I never know what I’m going to say down here, so…

Anyway. Last week was great. We’re moving at full tilt towards Heckna now. Got through two mini bosses, though Mister Light’s fight went better than Snoot’s, which ended midway through round two, but that’s alright, it was the powered down version since he was out in the Naughty Corner. Mister Light had a good time with his baton, but only managed to steal strength once. I kept forgetting about the Lair Action, but I did get a couple shadows into the fight.

They had a good time chatting with the Plasma Punks and Love Birds. Drinking blood with the former and giving tithe of trinkets to the latter. Valara tried to trade them a face paint kit for an arrow, as they’re were imp cupids, but they didn’t want that, and she didn’t offer anything else. Depending on what happens today, she might get another chance.

My rogue crew running off to do what rogue crew does – getting the Thingamajig without any warning. Then everyone deciding to rest before the Yucky Bit. We’re in a Blood Moon now, though. Encounters are a’coming. The group will need to be sneaky, or there will be more attacks as they move around now. No group checks, someone gets seen, an encounter will occur.

Next up, the real Big Top Menagerie.

Songs, Food, and Love

The whole group headed into the Fun House with a key, to find Techna in the Music Room. She’s trying to create a new song all about the group, though they don’t let her know that. They all help her create new verses: juggling, fighting, storms, and skill. Techna was so impressed, she gave them her very special banana. They got the schematics off the piano, and even snagged a violin off the shelves. The janitor and the holy monk stay behind when everyone else left, to clean the room of all things.

While the performers head off to the Big Top, Kentaro and Dispara head back to the Train Station. Giggles and Rough N Tumbles are there, arguing about whether Rough needs help or not. But Watt takes the schematic, so he and McD start translating. If the Toymaker can be notified, maybe they can get what they need.

They all meet back up after the first performance and head back into the Fun House with a different key. This one for the pantry, and they raid all the elixirs and a random assortment of foods. Some’s going to notice, but Felix is already in trouble for losing the key to begin with. It’ll probably all fall on him.

Back at the Lost & Found, the Toymaker has found another needed part for the train. The Thingamajig that spins Heckna’s Eye. The group seems a bit nervous about such a public display of dissent, and let him know to head to the Train Station. He went with them, though Valara got distracted at the Petting Zoo. She called one of the crazy donkeys to her,wrestling it to the ground and then riding off on its back.

With all the attention that drew, the Toymaker and a couple others snuck off to the Station, but the others decided to head elsewhere until the Heckna-Tron was focused elsewhere. The Toymaker, Watt, and McD decipher another train part – the Chair – from the Gobbledygook. Likely Mister Light’s throne in the Tunnel of Love. They seem much more likely to go after that one. After the second show at the Big Top, the two healers made their way back to the Station to help clear up the remaining corruption on Giggles and Rough N Tumbles.

Returning to the Tunnel, the group finds it opened once more. After a quick discussion with Freckles and Dimples, they decide to head in with two of the Swan boats instead of just one. Heading into the first room, The Song of Love, several immediately fall prey to the Souloists. The rest of them react quite violently to the song – love and hate being what they are. Heckna will have to raise the Souloists again after they get through, for not one survived.


Players shoo.

Momentum is turning. The group has been introduced to the Fun House – though some of the simpler rooms, for sure. We’ve picked up two quests, and entered the first dungeon. Excitement is building, and everyone is having fun.

It was not unexpected that they shied away from the Thingamajig. Though, they will have to decide when to go after it at some point. Perhaps when they decide to also go after the first pet. But first the Tunnel of Love. Hoping to get them at least one more level before they’re through that and heading for one of the other targets.

Having fun with the random treasure books, too. Almost rolled the feathers needed to get Locke’s back from The Countess. The gamblers being able to afford the random things we roll has been fun, too. But they’ll have less time for that now that they’re going after things.

Not much reflection today, I need to prep for what’s next in the Tunnel. And also make sure I’ve got some treasure for them to gather from the dead. Maybe I’ll toss a magic crossbow in there for our sharpshooter to snag and play with. Many have fallen in that room, after all.

Catching Clues

Unable to visit the Tunnel of Love, the larger group, now free to wander, headed over meet Olga at the Junkyard. Quite the scavengers, they really scoured the place, giving Olga trinkets and tickets in return. The old Janitor even gave MooMoo a lyre to pluck. Olga is going to regret that one, but maybe he’ll go try and make friends with Ernest. A real monkey might gather more buttons.

The gamblers and the scavengers all gathered back up at the Lost & Found to check in with Locke. They fill him in on everything that has gone on and start discussing theories on what they need to do next. He gives them a few more tasks to cause trouble, but also help their cause, or at least to help Locke. Though getting another song into Calliope’s rotation can only help everyone.

Dispara and Kentaro, the roguish duo, head out to cause much more mayhem than is their usual wont. First they cause a huge fuss over at Felix’s and leave with his lockbox. She’s not such a good rogue when there’s a lock in the way, but the big guy yanked it open after a couple tries. All for a simple key. Then they head back to the big to-do and meet Alice and Gary with his new toy. So off they go again, to cause a ruckus over at the Souvenir Shop. The big guy even gets security called on him for trying to steal a stuffed elephant. I swear I saw the lady slip a donkey under her cloak, but I’m no snitch. Back over at Carpe Colossus, they trade that stuffed donkey for the big stick Pinky had been swinging around.

Over at the Misery Go Round, the beautiful demon lady with the questionable sword manages to convince Calliope that a change in her musical line up would be a wonderful thing. The new song is so much nicer on the ears. Zephram, the old janitor, meanwhile, cleans up the nameplates of the unicorns, getting them all properly labeled once again. Doesn’t take one for a ride, though, maybe another time.

Another trip to the Junkyard, nets the rest of the group a little bird in a cage that Locke was looking for, and another present for MooMoo. This one much quieter, just a ball and cup toy. Then everyone heads back to the Lost & Found before the afternoon shows.

This time, the Toymaker is there to fill them in. He stamps each and every one of them so he can track them down should the need arise. They tells them a bit more of the history of the show, and all about the magical Train that used to ferry passengers to and from the carnival. He explains that there are some folks trying to fix it, but that when Heckna broke it, he scattered the most important parts all around the area. The next piece, he tells them, is stuck in Gertrude’s tree.

So, while the performers head to the Big Top, the rogue crew head out to the Grove, by way of Candy’s Candy Emporium to pick up bargaining sweets. With such a haul, she is powerless to resist allowing them to take their hand at removing the moonstone from the trunk of her home. They clumsily sneak back through the gate, the stone must have put the Kentaro off balance in his flying.

The firestarter had a visitor during his daily afternoon fire-gazing. One of the shadows stood right up and started chatting with him. Killjoy did not look too excited about this visit and looked more confused when she left than when she suddenly arrived. Wonder what that was all about.

Between performances, the whole group headed out behind the Petting Zoo to find the old Train Station, and the Choo-Choo Cadre who live there. Watt brought them inside and introduced them to Pieper and McD, the poor sick sot. Not to be deterred, though, Brother Elian and Valara set to work, after a quick chat about fixing the train, to fix McD. They got that schnozling right off him and healed his face, well, mostly anyway. Another day or two and he would have been lost for sure. Impressed by this, Watt gave them a key and tasked them with finding the Train Schematics so they can set to work in earnest to escape Heckna’s Revelia for good.


Players you know the drill.

We’re finally into the meat of this part of the campaign. We’ve found two pieces of the train and we’re on our way to more. They’ve also picked up hints and drips about what comes next. I’m very excited about where we are now and where we’re going.

My wizards have started to discover that they can get spell components from the Lost & Found, as well as the Junk Yard. My sharpshooter wants to make fancy bolts – I need to get on that after I write this. My investigators have sunk their teeth into the puzzle. It’s a good place to be. I just need to make sure I’m ready for whichever direction they go next.

I also had a fun time roleplaying some of the random folks in this session. MooMoo and his new lute. The three Children in a trench coat arguing capitalism with Kentaro. The unicorns talking to Zephram about random things. Even Gleam talking to Killjoy about his past. I didn’t have any particular thing for Watt, but I did have McD still speaking in Gobbydegook. Maybe he can teach the group instead of Sean.

I was not surprised by the group wanting to heal McD, even though it was supposed to be a Dr Stella thing. (They have let her fall by the wayside a little bit, so we’ll need to bring her back in.) I was already going to allow him to be saved, so why not let the party do it? They had been studying the bodies of those they killed, why not if not for this.

There was a little bit of questioning of the Toymaker about his stamp, and a tiny big of investigation. But not nearly as much as I thought their might be. Two of the players were out of the room for the conversation, though, so that might be why. It shouldn’t matter, but another reason to get Dr. Stella back in the fold, at least a little bit.

Looking forward to what the next adventure holds.