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.