Carnival 1
One-Shot Note: Circus of Cursed Carnies
Theme: Neighborhood kids vs. evil carnival
Tone: Creepy, adventurous, emotionally grounded
Goal: Rescue the stolen dog from the carnival’s dungeon before dawn
Player Character
🧑🤝🧑 Billy Benson (Support)
Title: Honorable Friend / Socialite Race: Human Rank: Novice Advances: 0
###Goals:
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Protect Tommy
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Make sure everyone is nice to eachother
You’re the kind of friend who stands up for others, takes the lead when things get scary, and always puts the group’s safety first. You didn’t want your little brother Tommy tagging along—he’s a total pain—but you’d never let anything happen to him.
🌟 Edges
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Alertness: +2 to Notice rolls to hear, see, or otherwise sense the world around.
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Reliable: +2 to recover from being Shaken if Billy can see any Support roll.
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Courage: Allies within Command Range get a free reroll on failed Fear checks.
⚠️ Hindrances
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Young (Minor)
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Loyal (Minor): Billy fights fiercely for those he feels need protection.
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Code of Honor (Major): Billy keeps his word, avoids cruelty, and acts with gentlemanly integrity.
🧠 Attributes
| Attribute | Die |
|---|---|
| Agility | d6 |
| Smarts | d8 |
| Spirit | d6 |
| Strength | d4 |
| Vigor | d6 |
🧪 Skills
| Skill | Linked Attribute | Die |
|---|---|---|
| Athletics | Agility | d4 |
| Common Knowledge | Smarts | d6 |
| Fighting | Agility | d4 |
| Notice | Smarts | d6 |
| Persuasion | Spirit | d6 |
| Repair | Smarts | d4 |
| Shooting | Agility | d6 |
| Stealth | Agility | d4 |
| Taunt | Smarts | d4 |
| Unskilled Attempt | — | d4–2 |
🧑🔬 Bradly Milford (Smart Kid)
Race: Human
Role: Gadgeteer
You’re the brains behind the operation—always tinkering, building, and solving problems. You’re not a fighter, but you’re clever and loyal. You and your best friend—Lonna Forres—stick together no matter what. if any danger comes your way, well you got gadgets for that!
🎯 Goals
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Keep Lonna Safe and from doing anything too crazy
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Make new friends
🎲 Attributes
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Agility: d6
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Smarts: d8
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Spirit: d6
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Strength: d4
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Vigor: d6
🧪 Skills
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Athletics (Agility): d4
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Common Knowledge (Smarts): d6
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Electronics (Smarts): d8
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Fighting (Agility): d4
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Notice (Smarts): d6 +2
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Persuasion (Spirit): d4
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Repair (Smarts): d8
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Stealth (Agility): d4
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Unskilled Attempt: d4 -2
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Weird Science (Smarts): d8
🌟 Edges
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Arcane Background (Weird Science)
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Gadgeteer
⚠️ Hindrances
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Clueless (Major)
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Small (Minor)
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Young (Minor)
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Arrogant (Major)r)
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That Day at School
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Whispered rumors about the carnival spread through the halls
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Tension builds as kids pass notes and make dares
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Emotional beat: fear and excitement mix
Scene Breakdown
1. Sneaking Out quick encounter321
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Lie to parents about sleepover
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Stealth or persuasion challenge
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Risk: nosy neighbor drive-by
2. Bully Showdown - at the locked gates of the carnival
| Name | Role | Description |
|---|---|---|
| Jack | Bully | Blocks the carnival entrance with Milo. Tough and smug, dares players to prove they belong. He’s the self-declared gatekeeper of the carnival and thrives on intimidation. Jack challenges players to a test of bravery—either a physical dare or a humiliating truth. |
| Milo | Bully | Follows Jack’s lead but secretly wants to join the adventure. He’s nervous and conflicted, often glancing at the carnival with longing. If players notice his hesitation and appeal to his curiosity or sense of belonging, Milo may turn on Jack and help the group. |
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Challenge: Courage or clever roleplay
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Optional Mechanics:
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If players choose a dare, Jack offers a risky stunt:
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Climb the rusted carnival gate
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Eat a mystery snack from a dripping paper bag
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Shout a creepy chant that echoes unnaturally
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If players choose truth, Jack demands a secret or fear be revealed aloud
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If players empathize with Milo, he may:
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Drop a hint about a hidden entrance
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Distract Jack long enough for the group to slip past
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Quietly hand over the torn map scrap
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3. The Crimson Curtain
The players are drawn to a grand tent with crimson velvet drapes and flickering lanterns. Inside, a surreal circus show begins. The ringmaster—Soul Cain, a tall figure in a stitched tuxedo and bone-white top hat—steps into the spotlight. His voice is mesmerizing, echoing with power and sorrow.
Soul Cain’s Speech:
"Welcome one, welcome all! Step right up to the show you never asked for!
We’ve stitched them together into something truly spectacular.
So sit back, squirm, and enjoy... because this show isn’t just for you—it’s made from you.
AND REMEMBER THIS IS ALL YOUR FAULT HAHAHAHAHAHA!"
Acts of the Show:
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The Familiar Parade
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Performers march in eerie silence, wearing masks shaped like the players’ friends and neighbors.
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One mask slips—revealing a real face beneath. It’s someone they know, eyes glazed and mouth sewn shut.
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The Pet Trick
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A clown juggles cages containing the players’ pets. Each animal looks terrified, and one calls out in a voice the player recognizes.
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If approached, the cages vanish in smoke.
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The Parent’s Pantomime
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Two performers reenact a dinner scene—identical to one from a player’s memory.
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The "parents" speak in reverse, and their faces melt into wax.
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Realization:
As the show continues, the players begin to recognize the performers—not just by masks or voices, but by movement, posture, and subtle details. These are their loved ones—friends, pets, and family—transformed into circus acts.
Soul Cain’s Finale:
As the players gasp in horror, Soul Cain raises his gleaming cane—etched with runes and pulsing with spectral light. He laughs, a sound like cracking ice and distant thunder.
"You see them now, don’t you? The ones you love... twisted, terrified, and mine."
With a flourish, he slams the cane to the stage. A burst of shadow erupts, and the performers scream silently as they vanish into smoke.
Challenge: Spirit or Empathy rolls to resist despair and recognize the truth.
Hazard: If a player fails, they may believe their loved ones are lost forever—triggering a Fear Meter spike or hallucination.
Reward: If players endure, they glimpse a hidden exit behind the stage curtain and hear a whisper: "They’re not gone. Just changed."
Optional Twist: One performer drops a locket or toy belonging to a loved one—proof they’re still alive somewhere in the carnival.
4. Re-Visit to the Strange Carnival - Save Kids see fortune teller
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Explore eerie midway: rigged games, hollow-eyed performers
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Insight & resourcefulness
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Clue: trapdoor beneath funhouse
5. Soul Cain Boss Fight
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Trapdoor leads to mirror maze & clown traps
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Puzzle: fear-themed riddles
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Final battle vs. Ragged Ringmaster
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Rescue dog = full Heart Token refresh
Mechanics
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Heart Tokens: Boost rolls, aid friends, fuel dramatic moments
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Fear Meter: Builds tension; max level empowers enemies
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Improv Gadgets: Flashlights → stun wands, bike wheels → shields
NPCs
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Ragged Ringmaster: Grinning soul-thief with a cursed baton
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Jack & Milo: Bullies with potential for redemption
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Zombie Clowns: Grotesque guardians of the midway
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Shadow (the Dog): Loyal, scared, and the emotional anchor
🧠 Clue Reveal Save 6 of 10 Kids and Learn - fail tasks lose the kids
A zombie clown mutters:
“The Ringmaster’s baton isn’t just for show—it holds the souls. Break it, and they scream.”
🎠 1 Carousel of Illusions
The carousel creaks and groans as it spins, each painted horse bearing a cracked mirror on its saddle. Riders who mount the carousel find themselves staring into warped reflections that whisper secrets and lies.
Challenge: Identify the real selves before the ride ends.
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Puzzle: Players must match distorted reflections to their true personalities
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Risk: If failed, Mirror Mary attacks with illusion magic and mimicry
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Reward: Insight into a hidden fear or memory
NPC: Mirror Mary — pale-faced girl in a cracked porcelain mask who mimics players’ voices and appears in every mirror. She offers cryptic clues but may also mislead.
Mirror Clues by Character:
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Billy Benson: His reflection begins shielding the group from a monstrous clown, but his brother is missing. Clue: "You protect others so well, you forget who you’re protecting for."
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Tommy Benson: His mirror self stands tall and brave, but the eyes are wide with fear. Clue: "You want to be seen as more than a kid—but fear is not weakness."
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Lonna Forres: Her reflection laughs wildly atop a carousel horse made of fire. Clue: "Daredevils burn brightest—but what happens when the flame fades?"
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Bradly Milford: His mirror shows him alone, surrounded by broken gadgets. Clue: "Brains solve problems—but who solves the loneliness?"
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Candy Jenson: Her reflection is surrounded by whispering shadows, eyes glowing with eerie light. Clue: "You see what others miss—but what if no one believes you?"
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Jazepi Creedo: His mirror self walks away from the group, head down, fists clenched. Clue: "You pretend not to care—but you fear being forgotten."
Environmental Aid:
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Shattered Mirror Shards: Can be used to reflect illusions or reveal hidden truths
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Carousel Control Panel: Hidden beneath the platform, allows players to slow or reverse the ride
Optional Twist: If a player speaks their deepest fear aloud, Mirror Mary may grant a boon—such as a Heart Token or a vision of the Ringmaster’s weakness.f
🍭 2Food Court Temptation — shadow not here
Setting: The food court is a twisted maze of candy-striped stalls and flickering neon signs. The air smells like childhood—birthday cake, cotton candy, and something sour underneath. Chef Chuckles beckons with a tray of sweets that smell like memories.
🤡 NPC: Chef Chuckles
Rotund clown with frosting-stained gloves. His sweets are cursed, but his smile is genuine—he just wants you to “taste your truth.”
🎲 Mechanics
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Challenge: Resist temptation or use gadgets to neutralize
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Risk: Eating a treat triggers hallucinations or emotional flashbacks
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Reward: Overheard conversation from zombie clown reveals a clue
🍬 Bewitched Treats — d12 Roll Table
| d12 | Treat Name | Effect Type | Description |
|---|---|---|---|
| 1 | Syrup of Sadness | Bad | Lose 1 Heart Token and become emotionally withdrawn |
| 2 | Jawbreaker of Jealousy | Bad | Target a teammate with suspicion or envy |
| 3 | Nougat of Nightmares | Bad | Triggers vivid hallucination of being trapped in the carnival forever |
| 4 | Taffy of Tongue-Twisting | Bad | Player can’t speak clearly for 3 turns—no spellcasting or persuasion |
| 5 | Crème of Cowardice | Bad | Must roll to act bravely; failure causes retreat or freeze-up |
| 6 | Peppermint of Protection | Good | Grants temporary resistance to fear-based effects |
| 7 | Gummy of Gumption | Good | Restores 1 Heart Token and boosts next Courage roll |
| 8 | Lollipop of Lucidity | Good | Clears hallucinations or confusion instantly |
| 9 | Caramel of Clarity | Good | Reveals a hidden clue or NPC motive |
| 10 | Fudge of Friendship | Good | Strengthens bond with ally—next teamwork roll gains advantage |
| 11 | Bubblegum of Babble | Neutral | Player speaks in rhymes for 3 turns—no mechanical effect, just weird |
| 12 | Cookie of Coincidence | Neutral | A random NPC appears nearby—could be helpful, harmful, or just awkward |
🎡 3Ferris Wheel of Memories — Trial, Twist & Tumble
Setup: The Ferris wheel groans as it turns, each car a capsule of forgotten pain. Mr. Sway hums lullabies and beckons the kids aboard with a crooked finger. Once inside, the ride begins—and the memories bite back.
🧠 Memory Trial
Each rider experiences a Scary Memory Trial—a warped vision from their past.
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Challenge: Insight or Empathy
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Success: Gain Conviction Token (used to resist fear, calm freaks, or fuel heroic acts)
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Failure: Gain Fright Token (lowers next emotional roll, may trigger hallucination or panic)
Example Vision: A player sees their childhood bedroom, but the walls bleed carnival stripes. A stuffed animal whispers, “You left me behind.” The Mawling Maiden pirouettes in the corner, her stomach-mouth grinning.
👁️ Hidden Shed Discovery
After the ride, players may Notice something strange: a flickering light beneath the Ferris wheel platform.
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Challenge: Perception or Investigation
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Success: Discover a Hidden Shed tucked behind warped boards
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Inside:
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1–2 Improv Gadgets (flashlight baton, balloon shield)
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A Carnival Map Fragment showing the Funhouse Dungeon
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A Cryptic Note: “He watches from the mirrors. Don’t blink.”
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🧗 Emergency Descent - SAVE ANOTHER KIDS WHOS FALLING
Suddenly, the Ferris wheel brakes snap with a shriek. The ride halts mid-air. Mr. Sway vanishes.
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Challenge: Athletics or Grit
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Success: Climb down safely
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Failure:
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Lose 1 Heart Token
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Risk attracting a freak (e.g., the Stilted Howler hears the commotion)
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Optional Twist: A player who failed the memory trial sees the wheel as a giant eye watching them—climbing down becomes a test of courage vs. hallucination.
🎪 4Freak Show Horrors - A plea for help
NPC: Madame Muzzle — stitched-lipped fortune teller who speaks in riddles and watches from behind a cracked crystal ball. - for a benny you get A HINT
Inside the tent, the air is thick with incense and whispers. Mutated performers lurk in the shadows, their eyes following every move. Players may choose to approach Madame Muzzle, who sits behind her cracked crystal ball, lips stitched shut but thoughts loud in their minds.
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Challenge: Insight or Empathy to interpret her riddles
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Risk: Misinterpretation may trigger Fear Meter
Grotesque Freaks: MENTION MUSIC BOX PLAYING DURING FIGHT SAY SILENT ROOM
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The Boneless Man: A contortionist with no visible bones, his body slithers like a serpent and his face folds in on itself when he speaks.
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The Candle-Eyed Twins: Two conjoined children with waxy skin and burning candle flames where their eyes should be. They speak in unison and drip molten wax when upset. GET THEM FUNNEL CAKE
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The Mawling Maiden: A ballerina with a gaping mouth in her stomach.
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The Stilted Howler: A towering figure on rusted stilts, his face a stitched burlap sack, howling mournfully through a cracked megaphone.
Event: Suddenly, the Mawling Maiden breaks free from her pedestal and lunges toward the players. They must choose to fight or calm her.
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Challenge: Combat or Empathy
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Risk: Heart Token loss or Fear Meter spike
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Reward: If calmed, she offers a cryptic clue about the carnival’s curse
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Environment Aid: A cracked music box on a nearby pedestal plays a haunting lullaby when wound. If activated, it may soothe the Mawling Maiden and lower the Fear Meter
Lore Revelation: GET THEM FUNNEL CAKE and the The Candle-Eyed Twins reveal the carnival’s dark truth: the only way to free the trapped souls is to kill the King Carny. But he cannot be harmed until the souls of the carnies are soothed.
Soul Soothing Methods:
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Killing them in combat
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Helping Them
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Beating their cursed games.
🎭 5Game Stalls - I think shadows at the Food stalls failing loses kid and triggers fear check
Riddle Trials
1.
He grin too wide and whisper lies, He’s the last thing seen before babes cry. You tell me, Who am I? Answer: Grinner
2.
He sneaks at night with stealthy paws, To steal your furry friend with toothy jaws. Something’s missing? Where is the… Answer: Dog
3.
I hide the truth and wear a disguise, There’s no chance you will leave alive. You tell me, what am I? Answer: Lies
4.
With painted face, I leap and spin. My goofy grin makes laughter begin. Answer: Clown
5.
How is it dark when the sun’s around, That thing that follows on the ground. Once it’s dark then it’s gone, Could have sworn you last saw it on the lawn. Answer: Shadow the Dog
🥩 Strength Test: Meat Punch - Meat punches you back on fail and you lose kid prize
A carnival booth with a punching bag that looks and feels disturbingly like living meat. The surface twitches and pulses with each strike—warm, veined, and vaguely sentient.
Challenge: Strength or Grit Risk: The bag may react violently if hit too hard—spraying blood, twitching, or lashing out Reward: Gain a Brawn Token (used to break obstacles or intimidate freaks)
NPC: Pounder Pete — a grizzled carny in a butcher’s apron, clipboard in hand. He grins as he records scores and mutters, “Meat remembers.”
Environmental Aids:
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Meat Hook Lever: Pull to reset the bag or trigger a hidden compartment
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Scoreboard of Sinew: Tracks player strength and may reveal a clue if a high score is reached
Optional Twist: If a player punches with emotional intent—rage, fear, grief—the bag may whisper back a secret or memory tied to their past.
💦 Water Gun Game: Belly Burst - gas cloud fail and lose kid prize
A carnival booth with a grotesque animatronic head mounted above a distended belly balloon. Players must shoot water into the mouth until the belly balloon bursts in a spray of red jelly and jello.
Challenge: Dexterity or Focus Risk: The head may twitch or scream if overfilled, triggering a Fear Meter spike Reward: Gain a Precision Token (used to hit weak spots or solve mechanical puzzles)
NPC: Gurgleface — a rubbery-faced carny with bulging cheeks and a gurgling laugh. He taunts players with lines like “Fill ’er up!” and “Hope you like guts!”
Environmental Aids:
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Pressure Valve Wheel: Can be turned to slow or speed the fill rate
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Belly Balloon Rack: Holds different colored balloons, each with a different effect
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Red = jelly burst
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Green = gas cloud
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Blue = confetti distraction
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⚡ Shock Booth: Zap Trap
A carnival booth with metal handles and a flickering screen. Players must grip the handles and endure a rising electric current while watching disturbing carnival footage—looped clips of freaks, warped laughter, and static-laced memories.
Challenge: Grit or Constitution Risk: Letting go too soon triggers a Fear Meter spike or Heart Token loss Reward: Gain an Endurance Token (used to resist pain, fear, or mental attacks)
NPC: Sparky Sue — a jittery carny with frizzled hair and a singed uniform. She giggles and says, “Let’s see what you’re made of!”
🧊🔥 Word Ladder Game: COLD to WARM
A carnival booth with icy fog and flickering heat lamps. Inside, a frozen block of ice encases a terrified kid. Players must solve a word ladder puzzle to trigger temperature shifts and slowly thaw the ice. Each correct word causes the booth’s animatronic head to whisper and the ice to crack.
Challenge: Intelligence or Insight Puzzle: COLD → ???? → ???? → ???? → WARM Hint: Each word is a valid English word. Think of emotional or physical transitions—how does coldness melt into warmth? Answer Key: COLD → CORD → WORD → WORM → WARM
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CORD — a connection or tie
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WORD — a symbol of meaning or truth
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WORM — something squirming, alive, unsettling
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WARM — the final emotional state
NPC: Frosty Flame — a dual-faced carny with one icy blue side and one fiery red side. He speaks in riddles and shivers or sweats depending on the players’ progress.
🎈 Pop Goes the Guts
A row of balloons shaped like cartoonish organs—hearts, livers, stomachs—hang from a blood-spattered backdrop. Players throw darts to pop them, but each balloon releases a different effect: confetti, screams, or a splash of red syrup.
Challenge: Dexterity or Aim Risk: Some balloons contain jump-scare effects or trigger Fear Meter spikes Reward: Gain a Precision Token (used to hit weak spots, disable traps, or target illusions)
NPC: Splatter Sam — a jittery carny with a stained apron and a box of darts. He mutters, “Pick your organ, pop your fate.”
🏚️ 6 Haunted House Chase (SWADE Style) - 4 kids with them each fail loses a kid
Scene Setup: The kids trigger a trapdoor beneath the funhouse and tumble into a shifting maze of haunted corridors. Animatronics twitch, mirrors distort reality, and something unseen stalks them from the shadows.
🦴 The Gutter Grinner
Appearance: Skeletal clown with exposed ribs and a chainsaw embedded in his chest. His jaw is unhinged, and his tongue is a tangle of streamer ribbons.
Behavior: Crawls on all fours, jumps on prey hugging them into his chainsaw. Whispers nonsense jokes that grow more coherent the closer he gets.
🔪 The Blade Bender
Appearance: His body is a lattice of scars and embedded knives. Limbs twist around blades like ribbons, folding and unfolding with unnatural grace. His face is a stitched mask of flesh, with one eye always watching and the other sealed shut. Movement: Slithers, flips, and folds through narrow gaps, often appearing behind players without warning.
Behavior: Performs silent routines that mimic surgical procedures. He may “operate” on walls, props, or illusions before turning his attention to the players.
🎲 Mechanics Breakdown
| Element | Savage Worlds Mechanic | Notes |
|---|---|---|
| Chase Structure | Use the Chase rules from SWADE | Each round = one zone of the haunted house |
| Zones | Create 5–7 zones with unique hazards | Use cards to represent zones |
| Pace | Kids start at Pace 6, entity at Pace 8 | Entity may ignore terrain penalties |
| Obstacles | Use Athletics, Agility, or Smarts rolls | Failing = lose ground or suffer Fatigue |
| Fear Effects | Trigger Fear checks in creepy zones | Use Fright Table for variety |
| Boons | Clues, shortcuts, or NPC aid | Success may grant Bennies or map fragments |
🧩 Sample Haunted Zones
1. 🪞 Mirror Maze
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Visuals: A corridor of warped glass and endless reflections. Some mirrors show players as older, injured, or monstrous. Others lag behind their movements or whisper in their own voices.
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Obstacle: Smarts roll to avoid looping paths and false exits.
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Hazard: Fear check as reflections begin revealing secrets—childhood regrets, hidden fears, or distorted memories.
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Twist: One mirror shows a loved one trapped inside, begging to be freed. If touched, the player may switch places unless they succeed a Spirit check.
2. 🤖 Animatronic Hallway
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Visuals: Rusted carnival figures line the walls—clowns, dancers, animals—all twitching and jerking in broken loops. One animatronic turns its head and speaks in the voice of a player’s parent, sibling, or lost friend.
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Obstacle: Athletics roll to dodge flailing limbs and sudden lunges.
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Hazard: Emotional confusion—players must resist the urge to respond to the mimic or risk being grabbed.
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Twist: If a player speaks to the mimic, it begins following them, whispering doubts and fears until banished with a Conviction Token or Empathy roll.
3. 🔄 Rotating Room
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Visuals: A circular chamber with peeling wallpaper and bolted furniture. The room begins to rotate slowly, then violently. Gravity shifts, and players slide toward jagged props or trapdoors.
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Obstacle: Agility roll to stay upright and avoid hazards.
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Hazard: Vigor check or suffer Fatigue from nausea and disorientation.
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Twist: A player may glimpse a hidden door mid-spin—but must time their movement perfectly or risk being flung into a false exit.
4. 🌫️ Fog-Filled Nursery
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Visuals: Thick, choking fog blankets a room filled with cribs, rocking chairs, and shelves of porcelain dolls. The dolls giggle, blink, and occasionally vanish when not watched.
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Obstacle: Notice roll to find the true exit among decoys.
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Hazard: Fear check as dolls whisper players’ names or mimic their voices.
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Twist: One doll may latch onto a player’s back unnoticed, whispering lies until discovered. Removing it requires a Spirit check or help from another player.
5. 📢 Stilted Howler’s Lair
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Visuals: A towering chamber with rusted catwalks and echoing acoustics. The Howler—a grotesque figure on stilts with a megaphone stitched to his face—patrols above, bellowing distorted screams that shake the walls.
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Obstacle: Stealth or Persuasion roll to avoid detection or distract him.
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Hazard: Panic check (Spirit or Fear) when the Howler bellows directly at a player.
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Twist: If a player mimics the Howler’s scream (Performance or Taunt), they may confuse him long enough to slip past—but risk attracting other freaks.
🧠 Optional Twist: Entity Powers
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Phasing: Ignores physical barriers
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Echoing Voices: Mimics NPCs to lure players
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Time Warp: Forces reroll of successful escape attempts