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:

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

⚠️ Hindrances

🧠 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

🎲 Attributes

🧪 Skills

🌟 Edges

⚠️ Hindrances

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That Day at School


Scene Breakdown

1. Sneaking Out quick encounter321

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.

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:

  1. The Familiar Parade

    • Performers march in eerie silence, wearing masks shaped like the players’ friends and neighbors.

    • One mask slips—revealing a real face beneath. It’s someone they know, eyes glazed and mouth sewn shut.

  2. The Pet Trick

    • A clown juggles cages containing the players’ pets. Each animal looks terrified, and one calls out in a voice the player recognizes.

    • If approached, the cages vanish in smoke.

  3. The Parent’s Pantomime

    • Two performers reenact a dinner scene—identical to one from a player’s memory.

    • The "parents" speak in reverse, and their faces melt into wax.

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

5. Soul Cain Boss Fight


Mechanics


NPCs

🧠 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.”

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.

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:

Environmental Aid:

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

🍬 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.

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.

🧗 Emergency Descent - SAVE ANOTHER KIDS WHOS FALLING

Suddenly, the Ferris wheel brakes snap with a shriek. The ride halts mid-air. Mr. Sway vanishes.

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.

Grotesque Freaks: MENTION MUSIC BOX PLAYING DURING FIGHT SAY SILENT ROOM

Event: Suddenly, the Mawling Maiden breaks free from her pedestal and lunges toward the players. They must choose to fight or calm her.

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:

🎭 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:

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:

⚡ 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

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

2. 🤖 Animatronic Hallway

3. 🔄 Rotating Room

4. 🌫️ Fog-Filled Nursery

5. 📢 Stilted Howler’s Lair

🧠 Optional Twist: Entity Powers