House of Cards

After a rest and a big of an argument about fires in enclosed spaces, they headed deeper, to play a game of cards with Oingo, Boingo, and Poingo. Even found their firestarter, Killjoy, in the room, a bit sad they hadn’t let him light the cards ablaze. Quickly plying their trade, they won the day and headed on to find Ruhrow, Wily-Smiley, and Magical Markal trapped in the final mirrored room. After toasting with some Bloody Marys and discussions about how to trick the mirrors, everyone made it out alive. Right back to the Fun House Lobby, where our fearless adventurers had not yet managed to properly set foot.

They took a moment to look around and get some potions from a Handy Helper, but then were right on their way again. Finding themselves right back in the Pantry, with nothing to do but loot it all. Heading from there to the Cheese room, where they looted some pillows and even a chair. I don’t think anyone’s ever taken the full objects out of there before, curious to see what happens.

They found Sweetie and her minions next. And perhaps not-so-happily played along with all her “spells” to get fortunes, a little big sliced, and not even a little bit burnt. So, excited was Sweetie, that she even gave them her special Top Hat just for playing. Then sent the right along to the Decrepit Arcade. I don’t think young Tazrin expected it to be so hard to beat Feetloaf, but he’s stuck in there playing Lute Champion day in and day out. It wasn’t until Valara stepped in with some charm that they found their way out of that one.

Straight into Clown School. The teacher was dead and all the thralls had gone mad. Drooling and eating each other. It was quite a battle in the classroom. That’s for damn sure. Divide and conquer and don’t be afraid to burn the whole house down, they say. Well, at least they go poor Dr. Stella out of there, but maybe they should have kept news of her sister quiet a little longer.

They hit the Light Tile Tunnel next, and with just a little magic and some common sense, tiptoed through a plausible answer that got them through without any explosions. Right into the Hall of Masks and a fun little riddle to solve. It didn’t take them long, and only two tries to get it right. Tazrin, perhaps not feeling his best, went ahead and put Heckna’s old mask on his face. Can’t wait to hear the jibes that come out of that compulsion.

Almost done, they found the Mini Revelia next. But just as they approached, the ceiling ripped open and some of Sophie’s enraged minions dropped right down on them.


Spoilers!

Well, I don’t know if there will be any spoilers, but who knows what I’m going to say as my fingers run away with my thoughts.

That was a lot! They got through so much of the Fun House last week. There is only one room left after the fight we left off with. And it’s the final pet. Working on thoughts in my head of how I want to get them there. Just keep doing with what I’ve been doing, or let them go through the lobby on this one. It has very much been an on the rails funhouse so far, though I’ve been randomizing the order of the rooms, that makes no nevermind to them as they just go room to room. I did that to keep them for repeating rooms and having to go back and forth. Looking forward to a more open zone soon.

So probably three fights left. Lots of lore dumping and conversation, depending on how things go. And some train repair and portal finding. Realized today that the portal in the room we skipped in the hall of mirrors, but that’s okay, Heckna wouldn’t want people in there anyway. Wrapping up the carnival is going to be a fun ride. I do home to get them some decent loot tonight. But most of them haven’t replied with wish lists. Going to be stuff in the ball pit for them to go digging around to find. If they defeat the NPCs there will be full spellbooks/scrolls. There’s a whole library that will have more spells, and a costume closet with items.

Then Ravenloft. I read/skimmed through a bunch of booklets this weekend from two box sets and two free floaters. I have more work to do on that, but I have some good information and resources to use to flesh out the setting they’re heading to next. I’m not actually prepared if they head there tonight, but enough to get them started. I hope.

Found some adventures and info that could have very well been deep in the memory banks of the creators of the Witchlight module. Looking forward to letting my players back out into the world, even if it’s still a constrained world with misty borders. But there will be towns and villages and wandering and real shops and proper vendors. Okay, some of them will be fae vendors, but still is better than a lost and found? Also, there will be days and nights with sun and a moon without a face in it.

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.