Back from their trip outside, a bunch of them looking a bit more excited than warranted, headed over to the Mystery Mine. Looked like they had a good time inside, only one of them looked a little rattled. Then off to the Big Top and the Orchard for their afternoon entertainment, or ours, really. They really would be great additions to the Carnival.
Meanwhile, back with the sneaky pair. Dispara and Kentaro headed over to the Snail Races. Everyone was distracted with the races, so they easily snuck back to the stables. There’s not a lot stopping folks, except the pixies. Seemed, they took the latter seriously. Didn’t try to bully them or sneak in and steal. They talked with the delightful folk, convinced them to trade cabbages for candy.
Over at the Big Top, between shows. Valara’s bag of popcorn exploded and started attacking her. They others tried to help, but the big lady managed to eat more of it than it did of her. I guess fiends don’t mind the poisonous stuff.
While the next set of shows began, the troublesome duo set their sights on the Flophouse Casino. Their first foray ended in retreat as they stumbled over some mangy thralls in the forest. Their second attempt got them through, and even though they got ripped off at the door, they headed inside after grabbing a couple steaks from the Sweatmeats. The beautiful Dispara headed upstairs pretty quickly. Not sure if The Countess is more interested in her, or visa versa. The big guy stayed downstairs to play the simple slots.
After the shows and gambling were all done, they headed back to the Hostel to take a rest. It’s the next morning when things get really crazy, even for the Carnival.
Pinky straight up attacked Heckna. Everyone crowded around and the new guys even showed up to watch. But Heckna just teleported off, and took them all with him. Everyone else knew better than to give into that magic. Most don’t come back from that. Not long after, though, they came tumbling back down into the Casino, but this time, it was all of them.
What no one expected, especially them, was that Jim took off running and the lady, Valara, chased him. The bouncers grabbed him, and she didn’t kill him, but it certainly looked like she wanted to. They got him out of the building and she started asking The Countess about him and some deck he might have had. Outside, the poor man was spilling his guts. He found a Deck of Many Things of all insanity, and he pulled cards. First pulling her to him, and then sending them both spiraling through the multiverse. He gambled it away to some random fey who took off before Heckna locked things down. That little riffler had been around for a little while, maybe that was what he had been waiting for. Sharpeye told him to find a costume and figure out any information he could so they could all get out of there and save his life.
Then they all got into a fight with Maphew. Who argues with a map, even a sentient one? But Scooter popped by, almost got Maphew away from them, and then distracted them off to the Tunnel of Love. That went about as well as you might expect. Heckna loves taunting Mister Light whenever someone meets him for the first time. He threw such a fit that the group couldn’t even ride the ride. Freckles and Dimples are going to have a job sorting it all out. Better watch what they say, too, the moon is already waning.
Players – you know the deal.
I was so stressed about this game, knowing what was coming, and hating how railroady it felt. Pinky attacking Heckna is a direct result of a quest the players completed earlier, but the teleport and then shooing them out of the resulting location felt so forced. I did give them a chance to opt-out of the teleport, though was grateful they all agreed to go. They met Sophie, sort of, and saw her horrible lab. And also learned The Toymaker has a table in the same place, but they didn’t have a chance to really talk to them about it, yet. Then dragging them off to the Tunnel of Love for another fairly “scripted” scene between Heckna and Mister Light. I had to make it all up, but the conclusion was pretty much set for both these scenes. The group could have attacked Heckna in either place, but they’re all too scared of him killing them that they haven’t even tried once.
I was so stressed about those two scenes, even after the game was over that I barely slept. Ugh!
The group got more information, got into a few conversations that gave them even more information. They have a couple big catalysts to move them into the plot proper. We’ve had the set-up: getting to know the carnival. Now we’re into free reign of everything but the Fun House, with a couple pathways into learning how to escape or defeat Heckna. We ran into one backstory, which gave me another chance to seed the second half – the fey realm they’re heading for. Or at least that some of them have reason to head towards.
As I type this, I realize I missed a chance to seed an NPC into a dream for one of my PCs. Elian’s worst fear was the loss of his friend, which is really his worst memory not an ever present fear, but I didn’t want to quibble. And it gave him back a bit of his memory about the event. I could have put the NPC in there that stole his friend, but I missed the chance. Then let them all rest without dreams. I love dreams, I need to use that more to start giving folks their memories back. But it’ll be a bit before they get back to sleep, so maybe seed some stuff in their waking hours, too.
My rogue pair are really sticking to the Casino, and now they will have less trouble moving around, but still no good reason to hook up with the group. Hoping to change that a bit today. See if we can get into how they want to solve the trouble with Heckna.