The golden age of Merry Island theme park is coming to a close. But one lucky family has won the opportunity to visit this old park before it closes its gates for good.
Genre: Dark Horror
Number of players: Exactly 3
Run time: 3 to 4 hours
Warning: This is one of my more serious games. There are terrible parents, traumatic events and death of children in this game. Tragedy and pathos are important to this tale.
CONTENTS:
- Setup
- Character Sheets
- Rules
- Sound Effects
- Music
- Act 1
- Act 2
- Act 3/Park Map
- Act 4
- Act 5
- Epilogue
- The History of Herman Merrywheather (essential GM read)
- Trivia
- Credits
To run Carnival Of Dread, you’ll want to have the following set up your 3 players.
- Printed character sheets
- A Jenga tower or similar
- Device for referencing the games notes on this webpage
- Mac computer for running sound effects and a nice speaker system (optional)
- Pens/pencils
- Scissors and tape for The Lost Sibling’s character sheet
- Printout of this location poster to hand players in Act 3
Players will be taking on one of three roles:
- The Parent (single parent)
- The Older Sibling (age 16)
- The Younger Sibling (age 7)
Feel free to give everyone the following briefing. (This information is also on top of all character sheets, but it’s good to set the tone.)
It’s the early 1970s in a small town called Mokotan Bay on the east coast of the USA. Your town is home to Merry Island, a theme park built on an island just out in the bay.
Once upon a time it was a thriving family destination, but the golden age of Merry Island is winding to a close. You hear the park is closing soon. You are playing a family of three with a complicated history. The players are: the single parent, the older sibling (age 16) and the younger sibling (age 7).
There used to be another member of the family too – but they vanished a few years back. They were playing in the backyard and were left alone for a short time. The next thing anyone knew
they had just vanished. If they’re still alive today they would’ve turned 6 this year. You’re all dealing with that loss in different ways. The single parent doesn’t have custody of their children. They messed up pretty badly and now the two children live with a foster parent.
In this story the family will be re-united and those family bonds will be tested more than they ever have before.
Before building their own character sheet all players will work together to create the character sheet for a non-player character called The Lost Sibling. This was the youngest family member who vanished a couple years ago and the body was never found. If they were alive today they would be 6 years old. Their character sheet should be cut in three, filled in by separate players and then taped together.
Since the game is set in a small town on the east coast of the USA during the mid 1970s, I recommend playing some era-appropriate music like this or this while people are filling in their character sheets.
Dread is a role playing game that is played with no dice and no numbers. Instead, we use a Jenga tower resolve player actions.
- The tower starts with 3 blocks missing.
- Whenever players make an action they must pull blocks from the tower.
- The GM will tell you how many blocks to pull. Simple actions may only need a single block pull, but riskier actions require more block pulls.
- Normal Jenga rules apply: only pull with one hand, blocks get stacked back on top of the tower, the block being pulled must be from beneath the topmost
complete layer, etc. - Risk-free actions (like searching a suitcase) may require no pulls, but the game master may offer things like asking players if they want to do a thorough search. For example pull 1 block to search the suitcase – and find the hidden compartment!
- If the tower topples,then that means the end for that players character – usually via a grisly death.
- Player death will only ever occur from a tower falling over – but that doesn’t mean the player characters’ can’t get seriously hurt.
- Players can choose to sacrifice themselves by smacking down the tower. This is their “go on without me” moment as they face the zombie horde with only a baseball bat. They allow the rest of the players to move to the next point of safety, but at the cost of their life. Make this spectacular.
- After a tower collapses, the tower is rebuilt, minus 3 blocks and then minus an ADDITIONAL 3 blocks for EVERY player character that has died/left the game. In this way the longer the game goes, the closer to another tower collapse you get.
- That’s basically it, but the full rules for Dread can be purchased here for $12.
This adventure comes with several mood-setting sound effects. If you have a Mac computer, you can download the below show files and run the sound effects by using the free version of QLab. Otherwise you can still find a couple of the sound effects embedded in the page and play them straight off the website. But for the full experience with over 30minutes of designed sound effects, I recommend using QLab if you can. Throughout this document I’ve noted where the sound effects should be cued. For example, [SFX FW.1] means to trigger Sound Effect Ferris Wheel #1.
- Download the QLab software (Mac only)
- Download the Carnival Of Dread QLab show files
- About using QLab
- Character creation background music: The Greatest Hits 60s/70s or Late 1960s – Early 1970s playlists
- Spooky/quiet moments: Gone Girl soundtrack
- Theme park music: 1 Hour of Creepy Circus & Carnival Music
- Horror music: Terror – Epic Horror Music Mix
Note: If you’re using the QLab sound effects pack there are some scenes with their own music cues. Plus many scenes of tension work well with only sound effects and no music.
THE STORY BEGINS…
For the Game Master’s eyes only.
Spoilers ahead for players.
In which the player characters are introduced to the story.
There’s a little bit of roleplay here, but mainly it’s exposition and setup.
The story notes below alternate between two writing styles. One style is purely functional in order to convey information quickly. The other is written in a prose style that would be suitable for reading to players – these sections are written in italics. However, feel free to paraphrase and make the text your own since it will result in a more engaging game experience for your players.
OPENING SCENE: On the radio
The story begins with the two siblings in the sitting room of the house they live in with their foster parent. They are idly listening to the radio, when an advertisement for Merry Island plays:
[SFX S.1]
A radio DJ picks up after the advert finishes: “I must’ve heard that ad a million times on this station – but sadly that is the last time ever that you’ll hear it.”
The DJ explains how next week will mark the end of an era when Merry Island closes its doors for good. “But we are giving one lucky family the chance to be the last family to visit Merry Island. They will have exclusive access to the park – that means no waiting in line for any of the rides! Plus you’ll get to meet the parks’ beloved creator, Herman Merryweather himself! If that sounds like the adventure of a lifetime then dial 655-4000 and the 40th caller will win this fabulous prize.”
DJ puts on a song while callers call in. The siblings can try to call the radio DJ – but sadly they will miss out. (No block pull is required.)
“And here we have it – our lucky 40th caller is on the line! *INSERT PARENT PLAYER NAME* say hello – you’re on the air.”
>> The winner is the parent. They are live on the radio. DJ will make small talk – have they been to Merry Island before? Who are they taking?
Parent will probably say they’re taking their kids. In either case DJ will wish them well – and pop on a new record. This transitions ahead in time to…
[SFX S.2]
THE VISIT BEGINS: Picking the kids up from the grandparents’ house
[SFX S.3]
The foster parent answers the door. They’ll call the kids. Feel free to have the foster parent in conflict with The Parent character, perhaps even something as simple as giving the kids hugs and saying they love them. Basically being a decent parent.
This scene should be fairly short since we are trying to move the setup to the point where players get agency. But feel free to play out the kids or parents scenes if they give you anything to go on. This is also a good time to indicate the financial struggles of the family, such as how the two children have to share a small room.
THE FERRYMAN: Traveling to Merry Island
[SFX S.4]
We jump forward in time to the docks.
The docks was once the beating heart of the city, back when it was a thriving fishing town. Not much of the fishing history survives aside from a handful of small fishing boats that look like they are decades overdue for repairs. But there is plenty of evidence of the era of Merry Island. There are restaurants everywhere and two large hotels. One hotel is half a skeleton of girders and rebar – construction was halted a year ago and never resumed. The other hotel is largely dark, save for a handful of illuminated windows among what must be hundreds of rooms.
Across the bay is the Island itself. It looks lonely and small out there. There’s a faint mist that makes it hard to see too clearly, but you can make out the lattice of a roller coaster that wraps around the side of the park. You can also make out the central tower that sits atop Merry Manor. And waiting right at the docks is a ferry with “Merry Island” painted on both sides in lettering you can only assume way once bright red, now faded after years of sunlight and sea salt.
The Ferryman (whose name if anyone asks is Shannon) greets the family: “Welcome aboard. No coin required for payment on this trip – you’re our special guests.”
The family climb aboard, and the ferry departs for Merry Island.
[SFX S.5]
>> Players are welcome to chat to Shannon but this is mainly mood setting and exposition until they get set loose at the theme park.
Along the ride Shannon can gives facts and history about the park. “See that tower there – that’s Merry Manor. The Manor is many things – part thrill ride, part hotel and it’s also the center of operations for the park.”
As you approach the island the mist grows thicker. Looking behind you can see the town fade away until you can’t even make out the shoreline anymore. The skeletal hotel is the last thing you see before it too is obscured by mist.
But in front you, Merry Island looms large…
[SFX S.6]
WELCOME TO MERRY ISLAND
[SFX S.7]
Hopping off the ferry the dock has a red carpet along its length, leading to the archway entrance with Welcome to Merry Island in hand-painted lettering across the top.
With their job done Shannon bids you farewell: “Have fun! I’ll be back here at first light tomorrow. But feel free to stay as long as you like.”
Passing through the entrance arch you find a large courtyard area. There are multitude of paths with colourful signs pointing to different attractions. In the center is a water fountain with mechanical characters swimming in its pool. Smiling cartoon fish are playfully swimming away from smiling, rosy cheeked fishermen. There are coins glistening at the bottom of the fountain where guests cast in their wishes.
And then the speakers in the courtyard crackle to life with a familiar voice:
“Welcome to Merry Island, my special guests. I am Herman Merryweather – creator of this wonderland. I’m very much look forward to meeting you – but for now the park is yours to enjoy!
And – just between you and me – that’s not all that can be yours. The last of the Merry Island fortune is up for the taking – $40,000. Why that’s enough to buy a house with change left over for a car in the driveway. Just talk to my little friends around the park. If you play their games then the fortune could be all yours. But don’t let all that money distract you too much. Above all I want you to leave your troubles behind and enjoy the magic of Merry Island.”
At last with all that exposition done the players have a lot more control as we enter Act 2.
In which players have access to a few locations and can start to work out what they want to do in the park. Players will experience two rides in this area before advancing to act 3. The idea is to give them some safe thrills. Maybe things will be a little strange, but don’t make them think they’re in mortal danger just yet.
From the courtyard there are signs pointing the way to a handful of rides that players can walk to.
>> Meeting Herman Merryweather
In Act 2 players will go on two rides from the above list. If they haven’t met Herman Merryweather in person yet (by going to Merry Manor) by the time they’re visiting their second ride, have Herman just come down to the players himself. Give him a grand entrance on one of the rides. This way Herman makes an in-person appearance before things get too dangerous. This is an opportunity for Herman to be seen as a fun-loving father figure. He’s jolly and eager to share his excitement for the park. Maybe even have Herman offer to join the family and share his behind the scenes knowledge of the park on their next ride. Feel free to have Herman disappear on a ride later (or even have him die horribly) later on when rides start getting dangerous in Act 3.
>> About the animatronics and the puzzles
At almost every ride there are animatronic figures – these are the friends Herman refers to. Most (but not all) of these figures will present riddles for players to solve that require riding the ride to find the solution. The only areas that don’t have coins to be earned is New Years Cove and The Crossroads.
When players solve whatever challenge the animatronic presents them, they will earn a special coin – a piece of eight. They will find out about what these coins are used for at Herman’s office at Merry Manor, where there is a safe/vending machine that will award $5000 per coin. There is usually a red button in front of the animatronic that must be pressed in order to activate them – but feel free to activate them on their own if the players are ignoring them.
Players must find eight pieces of eight to claim the full fortune, but it is unlikely that the park will remain calm enough for them to do so, players are welcome to come up with other means to collect the fortune. Perhaps they’ll find a way to crack open an animatronic and steal the coin. Maybe they’ll threaten Herman Merryweather and convince him to open the safe. Of course, players can still claim $5000 dollars per coin at Merry Manor, so they won’t leave empty handed either. At the end of the day the money is just an extra motivator for players and a hazard for greedy characters.
>> SFX Note: There are single sound effects for the animatronic dispensing coins and for the safe dispensing cash. These are down the bottom of the cue list and exist outside of any group of ride cues.
Try to make it ambiguous how the animatronic works. It should repeat phrases like a programmed machine, but it also seems to listen and hear the players correct answer. Plus it should be able to provide hints should the players misunderstand anything about the puzzle. From the players point of view it’s either a clever machine or maybe there’s someone voicing the machine and watching them with a hidden camera.
In the early days there may be some human staff, but they will vanish as the night goes on. There’s a minimal skeleton crew running the park on the last night.
The Ferris Wheel is impossible to miss – the structure looms as the first big attraction in the park. The wheel itself has been styled to look like a wooden wheel of an old ship.
[SFX FW.1]
Ferris Wheel puzzle:
At the base of the wheel is an animatronic pirate captain – or least half of one. Her torso terminates into a chunky base that looks like a repurposed hot dog cart. On the base in front of the figure is a bright red button.
When players push the red button the animatronic springs to life: “Ahoy there swabbies. I have a riddle for ye. Solve it and I’ll give ye a piece of eight.”
“High up in the crows nest
There’s danger all around
Tell your dear cap’n
How many sails abound?”
Basically players must ride the ferris wheel and count how many sailing ships they see. It’s a common decoration throughout the park – there are six to find and it’s a 1 block pull to count them all correctly.
Riding the Ferris Wheel:
Players board the capsule and with a groan the wheel begins to spin. As they rise in the air they get a spectacular view of the park. The fireworks of New Years Cove go off in the distance. Looking to the horizon you realise you cannot see the ocean – only that thick pink mist. (If players need a hint with the puzzle – tell them they notice a sailing ship atop one of the buildings, designed to look like it washed up there during a storm.)
And then the door to the capsule comes ajar with a click. Wind whistles through the gap.
[SFX FW.2]
Players can close the door as a free action.
[SFX FW.3]
Is this the players first or second ride?
If it’s early in the game and it’s only their first or second ride, we want to spook them – but not make them fear for their lives. If it’s early game, simply give them a nice view of the park, encourage them to solve the riddle and drop them off. If it’s not early in the game, then continue with the below door hi-jinks.
>> Jump to: After the ride
Once closed, the door will open again – wider this time. Such that the play will have to lean out just a bit to close the door.
[SFX FW.4]
1 block pull is required to close the door.
[SFX FW.5]
But if not, feel free to spook them and continue with the scares as described below:
The door opens a third time – this time, only slightly.
[SFX FW.6]
No block is required to close the door – but when players grab hold of the door, they feel like they can’t let go and the door flings wide open. Suddenly the player is dangling out in the open air.
[SFX FW.7]
A 2 block pull will bring the player back aboard to safety. Split the pulls between the player hanging from the door and the player pulling them in.
[SFX FW.8]
(Players may try other solutions early on – tying the door shut perhaps. If so feel free to escalate to the door yanking itself open with force.)
Once down on the ground the attendant will act as though nothing has happened. “There’s an alarm that goes off if the door are open – and the ride would have stopped immediately if that was the case. Besides I was watching and I didn’t see anything. I don’t know what else to tell you.”
If players press the red button the animatronic will activate and prompt the players for their answer. If they are correct the machine give the players a piece of 8 coin.
[SFX FW.9]
>> If this is players’ first ride, encourage them to head toward another Act 2 ride
>> Completing their second ride will take players into Act 3
>> Otherwise return to park map
>> Advance the story to Act 4 or Act 5 when dramatically appropriate
>> Epilogue scene plays after players escape the island
The exterior building of Mokotan In Motion has a fake sailing ship sitting atop it – dressed up as though it washed up there in a storm. Signs out the front promise “edutainment and excitement” within. There’s an animatronic of an old fisherman – complete with puffy lifejacket and a pipe permanently glued to his lips.
[SFX MIM.1]
Dark Ride puzzle:
As always, there’s a red button in front of the animatronic fisherman. If pressed, he will deliver this riddle:
“Cast, lure and reel in
That’s the fisherman’s way
Cast in Lipton’s special bait
Haul in the catch of the day“
The crux of this one is they need to ride the ride and find out what the figure of James Lipton is using as bait.
Answering the riddle:
Players need to find the fishing James Lipton’s animatronic figure and spot what kind of bait he has on the end of his hook. However, the fishing rod James Lipton is holding has the end snapped off. Players will need to disembark and search around to find the missing end of the fishing rod. (1 block pull to search in the dark – or free action if they’ve got a flashlight.) Players will see that James has a crucifix on the end of his hook. Make of that what you will. Also since Lipton is a key figure in the colonial narrative of the town, he probably appears several times through the ride so feel free to position the fishing figure of James Lipton wherever is most convenient.
Riding Mokotan In Motion:
When players enter the ride, everything is still and the lights are off. In the meager light streaming in through the door they can dimly make out the figures of glassy eyed animatronics. They are all fisherman frozen in time. Then suddenly the whir of electronics stirs up. One by one the room comes to life – music filters through the room, lights flicker on. It doesn’t make the glassy stare of the robotic fishermen any less piercing though.
[SFX MIM.2]
With the ride now working, the ride-cars come around on the tracks. There are small fiberglass rowboats for people to see in and enjoy the ride. Once seated, the row boat will slowly sail down the tracks.
The ride tells a family friendly history of the town. The narrator describes how James Lipton led American colonists to Mokotan Bay and how they found a paradise with crystal clear waters teeming with fish. The ride lighting makes it looks as though you’re underwater with smiling cartoon fish swimming all around. In the next area, those same happy fish are gleefully leaping onto fishing boats, as it explains how fishing has always been an important way of life for the people of Mokotan.
The GM can elaborate as much as they want on the story here. This may be a good opportunity for the parent to tell the town history as they remember the failure of the fishing industry, providing a contrast to the happy go lucky version presented here.
Suddenly, a piece of scenery falls down and crashes onto the track.
[SFX MIM.3]
A moment later the ride-car/rowboat thuds into the debris and the ride comes to a stop.
[SFX MIM.4]
Is this the players first or second ride?
If it’s early in the game and it’s only their first or second ride, we want to spook them – but not make them fear for their lives.
>> Jump to: It’s Act 2 and we only want to give them safe thrills
>> Jump to: It’s Act 3 or later and we can put the players in actual danger
Click on the different options to see how they each play out.
>> Exit the row boat and try to remove the debris (1 block)
If players just try and move the debris, the ride-car will start up again and start moving at normal speed – which is slow enough that the player can just hop back in without a problem.
The ride will continue, but try and tease them more with the figure of James Lipton fishing so they’ll be inclined to try to solve the coin puzzle. (Remember the fishing rod is broken, so they’ll need to disembark and search around to find what bait he’s using.)
>> Hop off and walk the rest of the way along the rails (0 block)
This is also a good opportunity to find the fishing figure of James Lipton. With the car stopped the rest of the ride is eerily silent. All the figures are frozen in time mid-smile.
Walking along the tracks seems to take longer than you thought it would – walking is even slower than riding that dinky old rowboat. Play up the unnerving stillness of walking through this scene of frozen life. Have them notice the figure of James Lipton fishing so they’ll be inclined to try to solve the coin puzzle. (Remember the fishing rod is broken, so they’ll need to search around to find what bait he’s using.)
>> Hop off and try to find another way out (0 block)
Walking along the tracks is the boring option – how often do you get to peak behind the scenes of a theme park ride? You find the many of the sets and props have only been painted and built from the front. The view from the other side is full of empty holes where needless details have been left out.
Adventuring further behind the sets you can find a handful of Native American animatronics that appeared to have been removed and dumped back here. It’s hard to say whether they were removed because they dress nothing like how Powhatan’s actually dressed – or whether simply the existence of any Native American figure was seen as a disruption of the colonial narrative they wanted to tell. (If you ask Herman Merryweather he’ll probably just say they’re out back for repair work.)
Finally, you’ll find a staff exit door that can lead you out of the ride. This door takes them near another ride of the GMs choosing.
[SFX MIM.7]
>> If this is players’ first ride, encourage them to head toward another Act 2 ride
>> Completing their second ride will take players into Act 3
>> Otherwise return to park map
>> Advance the story to Act 4 or Act 5 when dramatically appropriate
>> Epilogue scene plays after players escape the island
Click on the different options to see how they each play out.
>> Exit the row boat and try to remove the debris (1 block)
If players just try and move the debris, the ride-car will start up again and start moving at speed.
[SFX MIM.5]
Have the player in the most immediate danger make another 1 block pull to avoid getting run over and injured. However, if they remove the debris is any way that is clever and safe, only the initial block pull is required.
The ride will immediately start moving again. If you want to keep things calm, the ride will move slowly enough that the player can simply hop back in and ride on out.
But for more thrilling results, have the ride tear off at breakneck speed. Anyone still in the rowboat will have to hold on for dear life to avoid being thrown out. The whole ride is moving at double speed and animatronic figures will jostle their own heads loose as they rowboat goes zipping past. This may also separate the group and force players to navigate the nightmarish ride on foot.
[SFX MIM.6]
>> Hop off and walk the rest of the way along the rails (0 block)
This is also a good opportunity to find the fishing figure of James Lipton. With the car stopped the rest of the ride is eerily silent. All the figures are frozen in time mid-smile.
Walking along the tracks seems to take longer than you thought it would – walking is even slower than riding that dinky old rowboat. Curiously, the background music and sounds whir back into life – but at triple the speed.
[SFX MIM.5]
The once-still figures launch into sped-up motion so abruptly that many of them tear limbs and heads off in the process. And that’s when the rowboat comes screaming down the track at top speed.
Each player must make a 1 block pull to avoid being run over. After hopefully dodging out of the way, players will find the exit is just around the corner. The exit door takes them near another ride of the GMs choosing.
[SFX MIM.6]
[SFX MIM.7]
>> Hop off and try to find another way out (0 block)
Walking along the tracks is the boring option – how often do you get to peak behind the scenes of a theme park ride? You find the many of the sets and props have only been painted and built from the front. The view from the other side is full of empty holes where needless details have been left out.
Adventuring further behind the sets you can find a handful of Native American animatronics that appeared to have been removed and dumped back here. It’s hard to say whether they were removed because they dress nothing like how Powhatan’s actually dressed – or whether simply the existence of any Native American figure was seen as a disruption of the colonial narrative they wanted to tell.( If you ask Herman Merryweather he’ll probably just say they’re out back for repair work.)
Finally, you’ll find a staff exit door that can lead you out of the ride. This door takes them near another ride of the GMs choosing.
[SFX MIM.7]
>> If this is players’ first ride, encourage them to head toward another Act 2 ride
>> Completing their second ride will take players into Act 3
>> Otherwise return to park map
>> Advance the story to Act 4 or Act 5 when dramatically appropriate
>> Epilogue scene plays after players escape the island
The colourful banners that adorn the carnival district have been tattered and frayed by vicious sea winds, but the place still has a spark of life. The park is running on a skeleton crew, but there are more staff here than you’ve seen around the entire park. It almost feels relaxing to see other people around the park, even if they work here.
>> GM Note: Later in the game the staff will vanish across the park.
>> SFX Note: If using the QLab sound effects, Merry Carnival is the only without any custom sounds, so there’s no folder for it.
The carnival district is filled with many games of chance and skill. This includes classic games like a shooting range (Fish In A Barrel) where you shoot at colourful fish, a ring toss, a strength tester, a whack a mole and so on. All of them offer plush prizes for those that can beat their tests.
The Puzzle:
The animatronic here is a clown fish. It’s the body of a human clown with the head of a fish. It’s eyes are wide and bulbous and it’s grin is unnaturally wide. And why does a fish have a toothy smile? The worst detail is that this clownfish hybrid has orange human hands. Whoever built this was going for whimsical, but ended up creating something unsettling and unnatural.
If players press the red button in front of the animatronic clownfish they will receive the following riddle:
“A sailing ship left port one day
Ne’er again to return to bay
Families could do naught but wait
Yearning to learn of a loved ones fate.”
Solution:
This puzzle is ominous and the allusion to the lost sibling are plain as day. It’s also tricky because there are so many games around. Players will need to look around or ask staff. Staff won’t help you solve the riddle, but they will tell you which games have a sailing ship as part of their decoration.
The game players must visit the shooting gallery, which can be described like this:
Several small rifles sit along the bench waiting for small hands to fire them. The shooting gallery is called Fish In A Barrel because all of the targets are various cartoon sea creatures. The range is dressed up to look like an underwater scene, complete with a sunken shipwreck at the bottom. “Think you’ve got what it takes?,” says the attendant. “Shoot the mean critters for a point – but shooting friendly fish will lose you a point.” It’s hard to tell the difference, but you guess that the mean critters are things like the shark smoking a cigar, whereas the nice critters are like the clownfish wearing large dorky glasses.
Players can play the rifle range normally. But for this puzzle players must choose to aim at and correctly shoot (1 block pull) the sunken ship. If players do, little ghost sailors flip up into view. The sailing ship is still haunted by the ghosts of dead sailors. This is the fate of the sailors aboard the missing ship. If players present this information to the animatronic clownfish they will receive a coin as a reward.
Playing Games:
Players can choose to play any of the games here. Feel free to invent games too. Look for opportunities to create interesting story moments. Perhaps the ‘knock the pins down’ game is rigged with a single weighted pin that can’t be knocked over. See if the characters detect and react to such a scam. Or perhaps there will be a cute plush bear that the youngest wants and the parent will try and win it for them. This is one of the few sections of the park where nothing terrifying happens.
>> If this is players’ first ride, encourage them to head toward another Act 2 ride
>> Completing their second ride will take players into Act 3
>> Otherwise return to park map
>> Advance the story to Act 4 or Act 5 when dramatically appropriate
>> Epilogue scene plays after players escape the island
Merry Manor is a regal Art Deco structure at the dead centre of the park. The front side of the building looks new and fresh with statues proudly standing either side of the main entrance. This is the entrance to the 5 Star Hotel.
The other side is the entrance to the thrill ride called Merry Manor: Towering Terror. The other entrance looks identical, but stylistically aged and ruined. Plastic vines cover most of the front and the statues are crumbling and faceless.
Merry Manor Hotel:
The hotel is staffed by a skeleton crew. The person at the front desk will warmly greet players and tell them their accommodation is all set for tonight. They will also tell you Mr Merryweather is looking forward to meeting them – he is waiting for them at the Towering Terror side of Merry Manor.
If players want to check out their rooms they’ll find they’ve been put in the penthouse suite. There isn’t much to do at the hotel, but it’s a good spot to take a break and a players will likely will want to take some items they feel might be handy.
Merry Manor: Towering Terror (Elevator ride):
Stepping into the entrance hall of this side is like entering into another world. There’s a lop-sided chandelier hanging precariously from a single chain, with only a few flicking bulbs. The whole lobby has been styled to look like it has been abandoned for years.
A voice crackles over the PA system: “Welcome to the heart of Merry Island. Step into the lift and I’ll meet you upstairs.”
The lift doors at the far end of the hall open with a ding and beckons you to enter it.
[SFX MM.1]
The Puzzle:
No puzzle here. Herman Merryweather will give players a coin when they meet him.
The Ride:
You step into the elevator. Although the elevator doors are an old fashioned lattice gate, the doors still close automatically. There’s a groan and the elevator shudders and drops slightly. The lights flicker off. Then, in the darkness the elevator rises up. Slowly at first, but it quickly picks up speed. The dial showing what level you are are on is constantly spinning.
[SFX MM.2 through to SFX MM.4]
Feel free to have a moment of pure weirdness here. The lattice gate allows you to see things passing by the lift – so take advantage of that fact. If Herman Merryweather is with the group lean into a Willy Wonka moment. This is the right time for oil flooding the lift and visions of the Lost Sibling being in the lift, screaming to be let out.
Then with a lurch, it all stops.
[SFX MM.5]
Through the lattice gate you can see you’ve stopped at a dark hallway, illuminated only intermittently by a flickering light bulb. The lift sits there, still and waiting.
Click on the different options to see how they each play out.
Press any buttons on the control panel (0 blocks)
Pressing the buttons causes the elevator to shudder and drop suddenly. Metal squeals as the brakes disengage and you drop into a free fall.
[SFX MM.6]
Then with a slam you come to a jarring stop. (But you’re unharmed – it’s all just a good thrill, right?) The elevator has stopped and the doors ding open.
[SFX MM.7]
Before you is another hallway, but this one is new and bright and clean.
Players should go down the hallway that will lead them to Herman Merrywheather’s private office.
Step into the hallway (1 block)
Forcing the lattice doors open, you step into the dim hallway. You’re taken aback when a skeletal ghost swings down, stopping just short of your face.
[SFX MM.8]
You didn’t even realise you’d closed your eyes, but when you open them you realise the skeleton is made of foam and plastic. It’s shredded costume hangs limply from its unmoving form.
Players can squeeze past the prop skeleton. Stepping into the hallway they’ll realise it’s a forced-perspective illusion – the hallway doesn’t lead anywhere and it’s actually only a couple meters long. Inspecting the fake hallway up close you can see there’s actually a seam running along one of the wall panels.
Players will hopefully investigate how to open up the wall panel, either by kicking panel in or by pulling one of the prop lighting fixtures which unlocks the wall panel. Opening up the hidden panel will reveal a metal service ladder. It only goes down. Making the descent will lead players to Herman Merrywheather’s private office.
Herman is a charming, lovable Southern Gentleman. His broad form cuts a striking figure in an all white suit, along with wire rimmed glasses above a manicured beard. Herman is friendly, fatherly and welcoming.
The GM should read the history of Herman to understand their character and significance to the story. There are a number of things that will need to happen in this scene:
- Herman will perform the classic “there’s something behind your ear trick” and using slight of hand produce a shiny coin from being the ear of the Younger Sibling. It’s a piece of eight, which they give to the Younger Sibling.
- Herman will show off a custom safe. It’s a strange safe because it no number dial. In fact it looks more like a vending machine, with a coin slot at the top and a chute at the bottom. Players can insert their piece of eight coins. For each coin they put in, the safe will dispense $5000.
- Herman will show off the scale model of Merry Island. This model also includes a scale model for a new ride that was only half-completed: a brand new underground roller coaster called The Crossroads. He will beam with pride about how spectacular the ride would have been were it finished. If players express a wish to see the ride however, he will deny their request saying it’s a construction site and too dangerous for visitors. (Of course, now they know where the ride is and there’s nothing stopping them from sneaking in on their own.)
Additionally, here a couple of things that could also happen in this scene:
- The players complain about the dangerous rides. Herman will take this seriously and take them to the control room, but upon viewing the footage there it will appear that the ride functioned perfectly. Herman will be confused, but will offer to accompany the players to show that the rides are perfectly safe.
- The GM should have Herman appear before a player has died. If not in the office, then Herman should appear at one of the rides and meet the players out in the park. If a player has died, you’ll have to be creative with how Herman responds.
Once players wish to leave, Herman will show you to a normal elevator that will safely allow players to exit Merry Manor.
>> If this is players’ first ride, encourage them to head toward another Act 2 ride
>> Completing their second ride will take players into Act 3
>> Otherwise return to park map
>> Advance the story to Act 4 or Act 5 when dramatically appropriate
>> Epilogue scene plays after players escape the island
After experiencing their second ride, players can explore the entire park. There are maps around with directions to all the rides. If players re-ride the same ride, feel free to either have the ride perform normally so as to have players question their sanity or to escalate the horror of the ride experience even further.
- The Captains Wheel (Ferris Wheel)
- Merry Carnival (Sideshow games)
- Mokotan In Motion (Dark Ride)
- Merry Manor (Hotel, Operations HQ and Elevator Ride)
- The Barracuda (Roller coaster)
- Magical Merry Go Round (Carousel)
- The Lightning Rod (Drop Ride)
- New Years Cove (Food & music district)
- 20,000 Leagues Under The Sea (Submarine Ride)
Hidden location:
The crossroads isn’t on any map. Herman will show players a model of Merry Island with a model Crossroads installed. He will gleefully show off the lights and how the ride would have worked but he won’t give players a tour there. Of course, having seen where Crossroads was being built on the model map players can make their own way down there.
Also there should be some in-park advertisements saying: “The Crossroads: A thrilling new attraction coming soon.” So players can also just try and sneak backstage and find the crossroads on their own if they wish. Of course it’s easier if they’ve seen the model and know the approximate location of the attraction.
Notes for the GM
The Lost Sibling
The other element at play is the appearance of the ghost of the Lost Sibling at certain rides. Feel free to add other appearances of the Lost Sibling. Depending on how play is going, this may be a helping spirit to lead players in the right direction. Or it can be a lure to taunt players and lead them into danger, as the spirit has the child’s soul, but it has been corrupted and used.
Customer complaints
Players may well want to report the incidents they experience to staff. There’s a few ways to handle this. Concerned staff members may bring up camera footage and find that everything looks fine. They’ll check the safety systems and it will show that none of the alarms have been triggered.
Players may want to confront Herman directly about the incidents. After also checking the camera feed and being baffled by this, he should offer to join the players on their next ride to show them that everything is fine. Perhaps the next ride with Herman along will go perfectly smoothly, leaving players questioning their sanity or Herman’s involvement. Or perhaps it’ll be a nightmare and something terrible will happen. It’s up to the GM to decide on what best suits the story.
Playing it safe
If players become too concerned for their own safety or try too hard to avoid danger, push the park coming to life elements that appear in Act 4 or Act 5. Keep them moving by chasing them with animatronic monsters, roller coasters coming to life and slithering like giant metal snakes and so on. Chase them into the rides and force them to take refuge inside the rides – perhaps making getting on board a ride seem like the fastest way to escape or hide. Perhaps even let them be able to figure out these creatures don’t want to destroy them – but are forcing them to have fun. You can even have the animatronics explicitly say creepy things like “what’s the matter, don’t you like fun?” as grotesque oily arms reach out from nowhere and forcefully pull a screaming player onto a ride.
Entering the ride area for The Barracuda requires walking underneath the head of a barracuda with glowing red eyes and sharp teeth. The eyes are so bright that walking underneath its glare you are literally bathed in red light. Beyond that the silver coaster awaits you. It’s cars are sleek and decorated in glimmering scales.
Roller Coaster Puzzle:
An animatronic fish man stands there, wearing a shiny tuxedo. On pressing the red button, his red eyes light up as he speaks:
“In the dark, eyes glow red and bright
So many creatures that snap and bite
Sink into depths as dark as night
What fearsome friends can you sight?”
Solution:
There are a number of other predatory sea creatures that will appear later in the end of the ride. Naming any one of these will grant the player a coin. It’s up to the GM if you will allow the players to brute force the solution and just randomly name predatory marine life – or if the animatronic will fall silent until after the ride.
Riding The Roller Coaster:
The harnesses all come down with a clunk as they lock into place. With the passengers secured, the coaster begins it ascent. The climb is slow enough for it to dawn on you just how high above the park you are. It feels like you can see the whole island from here.
[SFX TB.1 and SFX TB.2]
The coaster reaches the peak and with a sickening metallic groan, you roll past the point of no return and launch at speed down the gigantic slope of the coaster.
[SFX TB.3]
In the carriage ahead of you, you hear the scream of a child. You’re not alone – you see their arms flung high above its head you rocket down the first slope, but that’s all you can see. It’s hard to tell if the screaming is one of excitement or distress. (If players specifically say they want to ride in the front car, have the child appear behind them.)
Take the players through some scary loops and turns. All throughout the arms of this child is visible ahead.
Over the roar of the coaster you hear a set of familiar metallic clanking noises behind you. One by one, the harnesses of the coaster are popping open. The coaster has just finished banking out of a hard turn when the harnesses of the players pop open – and then they see the harnesses open in the car ahead containing the mystery child.
[SFX TB.4]
The ride is far from over – and there is nothing keeping you safe.
Try to force the harness to close (1 block*)
The cars lurch and lean into a turn and you realise your only hope is to force the harness closed. Feeling incredibly vulnerable, you reach up towards the harness and pull down with all your might.
Players are lurching left and right and fast approaching a loop in the track. On the first pull it barely moves more than a couple inches. Scare them with the impending doom of the upcoming loop – will they keep trying to force the harness or will they give up and just to hold on through the loop? After another pull or two, have the harnesses come back down – but only in the car that the players are riding in.
[SFX TB.5]
>> Give players a harrowing ride – then jump to finishing the ride
Hold onto the coaster for dear life (1+ block each)
At times like this all you can do is hold on for dear life. Whenever you ride a coaster you know intellectually that the handles aren’t a necessary safety feature and just give you something to hold onto. But now they are your only chance of survival.
[SFX TB.5]
Throw the players through a series of death defying loops as they make pulls. The child ahead falls screaming out of their seat. They almost catch a glimpse of the face as the body sails past. >> Give players a harrowing ride – then jump to finishing the ride
Try to climb ahead to the child in the car ahead (4+ blocks)
This is an insanely difficult move that would require moving up the coaster one seat at the time during the ‘flat’ patches of track. If a player attempts this have plenty of death defying moments where they hold on as the coaster goes through a loop.
When they finally reach the child, they will recognise it as the Lost Sibling. The child may either then fall out of the coaster during another loop and fade away – or if the player attempts to hold onto the child their visage will melt away in their arms.
>> Give players a harrowing ride – then jump to finishing the ride
Try to jump off the coaster (3 blocks each)
Maybe, just maybe you’d be able to jump off the track during a low dip. But you would still exit at speed and sustain an injury that would impede you for the rest of the game. If won’t kill you, but it will mess you up. Skip past the section below about finishing The Barracuda ride and play out having to patch up the injured player(s.)
All harnesses on all cars suddenly come back down as one.
[SFX TB.6]
You’re fast approaching the final giant dip. The coaster rockets over the peak and drops down into a spiral descent. Down below you is a patch of water – you feel a moment of relief knowing that the splash down means the end of the ride.
The coaster hits the water with a huge splash – and keeps going. The coaster submerges deep beneath the water.
[SFX TB.7]
The rippling surface of the water disappears as the water grows murky and dark. Luminous, skeletal fish swim around you in the dark. And through it all is the constricting, overwhelming feeling that you may drown here.
>> Pull off the harness (2-3 blocks)
[SFX TB.8]
This is have pull heavy ride, so feel free to be lenient and make this a 2 block move as you see fit, or require each player to make a pull. Play up the sense of drowning and draining strength as they swim towards the surface. More terrifying bioluminous creatures start to swarm around you. Angler fish can be seen chomping down smaller fish. They start to see the light of the surface when a glowing octopus lunges and wraps its tentacles around each player, crushing them in its grasp.
Then suddenly there’s a rush of air and a splash – and they are on the surface and the only arms holding them down are the arms of the harnesses securing them into the coaster. The nightmare is over.
[SFX TB.9]
>> Return to park map
>> Advance the story to Act 4 or Act 5 when dramatically appropriate
>> Epilogue scene plays after players escape the island
Magical Merry Go Round is an old fashion wooden carousel with intricate decorations from top to bottom. A dozen white horses await riders.
Carousel Puzzle:
There’s a ringmaster animatronic figure, but they have been vandalised and their face has been obscured with streaks of black spray paint. Press the red button and he will deliver this riddle:
“Step right up, step right up
Witness the finest horses in the land
They’ll whisk you away on a magical journey
Step right up and understand”
So there isn’t an obvious riddle to this one. It just sounds like the ringmaster is just telling players to get on board. After they have experienced the ride, the ringmaster will speak again: “Why?” The ringmasters’ head turns and locks eyes with the parent. “Why?” If the parent answers honestly, they will receive a coin.
Riding the Carousel:
The Carousel is one of the more freeform rides. It is an opportunity to re-tell the story of the failure of the parent through horrifying visions. This is to force the parent to either hide or admit to the fullness of what they have done. It also gives the youngest sibling an opportunity to learn the complete truth, which may change how they view their parent.
[SFX CS.1]
Things start out pleasantly enough. You each climb aboard one of the white wooden horses and the ride begins. The horses gently rise and fall as music plays. But as you ride you notice a strange dark flickering – as though the world beyond the carousel disappeared into blackness for just a second. Then the blackness flickers again – and images of the past begin to emerge in between the intermittent blackness.
The Carousel has become a zoetrope; a crude animation device that is ‘projecting’ the past before the players. Start the past as distant; a mere vision outside the carousel. But start bringing it in closer and have the visions move into the ride itself. Have the past literally accost the players to give them things to react to.
As the story descends deeper into the dark past, modulate the music accordingly so it grows slower and slower. How you play this will depend on the backstory of the single parent. Be creative in how you assault the players with the visions. If someone tries to jump off the carousel, have them jump into the vision itself and lose all sight of the carousel. If the single parent was a heroin addict, have needles emerge from the wooden flesh of the horses.
[Cycle through SFX CS.1 to SFX CS.5 as appropriate as you descend deeper into darkness]
Mess with the players until they are shook up – then stop the ride and resume the music as normal.
[SFX CS.6]
Remember to prompt the players to answer the Ringmasters’ riddle by having them come to life as the plays walk nearby. The Ringmaster fixes the parent with an unblinking gaze and simply asks: “Why?” If the parent answers honestly, they will receive a coin.
>> Return to park map
>> Advance the story to Act 4 or Act 5 when dramatically appropriate.
>> Epilogue scene plays after players escape the island
The lightning rod is a gleaming steel structure with a ring of blue lights that crackle like electriciity at the top. A staffer with frizzy hair and long, ragged lab coat greets you: “Welcome test subjects!” The story behind this ride is the scientists beloved dog died and this ride is a device where they hope to use lightning to shock life back into their pup. The seating for this ride is a ring of seats that goes right around the whole tower. The scientist will chatter away as they strap the players into the ride.
Drop Ride Puzzle:
There is an animatronic dog at this ride, but the puzzle appears to be broken. Nothing happens when you push the red button.
The Ride:
“Experimental trial number 272. Prepare for liftoff!”
[SFX LR.1]
The ride launches with astounding speed. All is a screaming blur until you reach the peak.
[SFX LR.2]
The vista of the park is wide and beautiful and you can see the fireworks going off at New Years Cove.
[SFX LR.3]
But looking around the mist has swallowed up anything beyond the sight of the island. You can’t see the ocean. Looking down you start to lose sight of the ground as the mist thickens beneath you. There’s a mechanical sound to your left. Then a voice: “Help! Something’s wrong!”
You cannot see the voice, but you know two things. One is that this voice is coming from the other side of the ring of seats. The other is that this voice is, somehow, the voice of the Lost Sibling. The voices is confused and scared. “I’m not safe here. My harness…it’s broken!”
Players ignore the voice (0 blocks)
Players will no doubt be suspicious of the voice of their dead/missing sibling. Give them time to think and talk it out. The voice won’t answer their questions – but it will continue to plead for help and play on their sympathies.
After you’re sure that they don’t want to help the child, activate the drop ride.
[SFX LR.4]
You drop down at speed. The park is a blur and then the ride drops down into the mist. You can barely see your hands in front of you, but you know you’re still falling. The ride rattles and shakes, but you don’t slow down. You seem to be falling in an endless void. You should have landed by now. There is a scream and the child falls away, spiralling up and away and out of sight.
Then there’s a clank and a whoosh of the hydraulics kicking into action. Your sight returns as the ride comes into a landing.
[SFX LR.5]
You’re safe on the ground, but things aren’t right. The scientist is sobbing over their failed experiment. The pink mist covers most of the ground, obscuring anything below knee height.
Players try to reach the child (1 block*)
Pushing up your harness requires a 1 block pull, but it comes up too easily. As though the ride was programmed to let you do this. Slowly, you can clamber your way around the ring of seats. (Another 1 block pull)
When the player makes their way around, they see it’s definitely the Lost Sibling. But they seem distant and won’t make eye contact no matter how much the player yells. Suddenly the harness clamps down on the child and the ride shudders and drops.
[SFX LR.4]
Players can make a pull to hold onto the ride, but even if they fail they will fall with the ride.
You drop down at speed. The park is a blur and then the ride drops down into the mist. You seem to be falling in an endless void. You should have landed by now. You cannot see the child in the mist, let along anything else.
Give players time to pull themselves safely back onto the ride.
Then there’s a clank and a whoosh of the hydraulics kicking into action. Your sight returns as the ride comes into a landing.
[SFX LR.5]
You’re safe on the ground, but the child has vanished. In fact, the scientist is gone – and so is the animatronic dog. The pink mist covers most of the ground, obscuring anything below knee height.
The player who tried to help the child feels a weight on their pocket that wasn’t there before. It’s another coin.
>> Return to park map
>> Advance the story to Act 4 or Act 5 when dramatically appropriate.
>> Epilogue scene plays after players escape the island
The smell of fresh food wafts through the air and coloured lights arc over the area. New Years Cove has the look and feel of a New Orleans Mardi Gras if it was only attended by a handful of people. All around there are restaurants, food stalls as well as dance halls and nightclubs. This is the place where everyone can eat and older attendees can have fun and party.
“Welcome to New Years Cove,” says a woman dressed in a multicoloured suit. She gives you each pointy party hats to put on. “In the Cove it’s always New Years Eve. Stick around, the party’s about to begin!”
There’s a couple of staff here dressed for a party, but otherwise the place looks far to open and empty for a real party. Players are welcome to take a breather here and grab some food. Whenever you see fit start the countdown.
“Ten!” The few staff members start the countdown, eyeing you with smiles and hoping you will join in. “Nine! Eight!”
As the countdown continues, masked figures emerge from all around. They take up the chant. “Seven! Six!” The figures keep pouring in until there’s a crowd of them all around you. The masks are bright and colourful, but the faces are grimacing, unhappy – even angry.
If players try to leave, have the figures block their path. They aren’t aggressive. But they clot together and create a wall of people. Players can still try and leave by making block pulls – but they’ll be delayed enough to see the countdown reach zero.
“Two! One!”
The fireworks display launches and a dazzling array of lights go off all around. It’s astounding in it’s beauty.
[SFX NYE.1]
That is, until the mask figures begin exploding like fireworks. They scream and erupt into a burst of hot colourful sparks. Fireworks are beautiful – but they’re still explosions.
[SFX NYE.2]
Have players get set on fire by being too close to masked figures. Have fireworks zoom out and fire towards players like rockets. Terrify and challenge them for a good while – then when the show is over all that is left is a few cracked pieces of masks and black oily stains covering the ground where the figures exploded.
[SFX NYE.3]
Even the staff who greeted you seem to have vanished, you don’t know what happened to them. Then a single distant figure catches your eye. It can’t be – but it looks just like the Lost Sibling. They lock eyes with you for a moment – and then run away.
[SFX NYE.4]
The Lost Sibling will lead them them on a chase. This is a good opportunity to have pulls as the players try to keep up. The Lost Sibling will eventually lead the players to the Carousel, where they will vanish somehow. If players have been to the Carousel already, lead them to The Crossroads.
>> Return to park map
>> Advance the story to Act 4 or Act 5 when dramatically appropriate.
>> Epilogue scene plays after players escape the island
The entrance to the 20,000 Leagues looks like a steampunk military bunker. A tall man with a trim moustache and round glasses greets the attendees: “Bonjour, I am Professor Aronax. And you must all be the brave sailors here to crew under Captain Nemo.” Prof Aronax hands guests a sailor hat and leads them to the fanciest submarine you’ve ever seen. Made of gleaming copper and decorated with exotic patterns. It looks like whoever designed the ship took the Palace of Versailles and turned it into the submarine.
>> GM Note: This area is the most heavily themed of any of the rides. Some background music like this would be appropriate.
Everyone boards the submarine, which has benches for players to sit and portholes all along to see out of. Prof Aronax bids you good luck and farewell and the submarine departs. It doesn’t submerge just yet, but rather it moves forwards and into a dark tunnel. Before long you cannot see anything.
[SFX 20L.1]
Captain Nemo’s voice broadcasts over the speakers. “Captain’s log. Day 1. We depart with the finest crew I could wish for. Our mission: to hunt down and destroy the beast rumoured to be lurking in the deep. Who knows else we may find down here.” On cue, the external lights of submarine illuminate, allowing the passengers to see outside the portholes once more. The outside world is filtered through murky waters and rushing bubbles as the submarine appears to delve deep into the ocean depths.
[SFX 20L.2]
Bioluminescent fish can be seen swimming around. Some are small and cute, while are others are toothy and terrifying. Captain Nemo’s voice comes over the speakers: “There are controls for the lights on the port and starboard sides. See what you spot out there.”
On either side are pairs of wheels. The left wheel controls the pan of light and the right wheel controls the tilt. Using the controls will let players shine the narrow beam of light around to explore the terrain. As players move the lights over the outside world they’ll notice the tops of what looks like ruined buildings. The more they look the more it looks like they’ve uncovered the Lost City of Atlantis. At that moment, a something large, dark and fast moving swims by one side of the submarine, totally blacking out one side. Then as quickly as it came, it vanishes.
[SFX 20L.3]
In this section the creature (a giant squid) will harass the sub. Have the giant squid make several approaches, thrash the ship and swim off into the darkness while players formulate a plan.
[SFX 20L.4 and SFX 20L.5]
Focus the lights on the giant squid (2 blocks*)
This squid moves quickly and it’s difficult to train the lights on such a creature. But they get lucky and manage to swing the light around just as the squid is about to charge the sub again. It’s easy shimmer fluorescent blue in the spotlight. The squid let’s out a howl and swims off into the darkness.
Of course, this has only aggravated the beast. Keep having the beast trying to out maneuver the players and attack on different sides. Have players make pulls as appropriate, but reward them if they’re smart and use a spotter to cover both sides of the submarine. It’s a war of attrition though and this buys them time, but doesn’t seem to chase away the beast.
Eventually have the creature swim out of sight. None of the players can spot it. But it’s a false lull as tentacles slide up the portholes – the squid has snuck up from underneath the submarine. Tentacles wrap around the submarine and begins to crush it.
Escape the submarine - start of encounter (1 block)
There is a rooftop hatch on top of the submarine that opens by turning a large metal wheel. If we are at the beginning of the encounter, opening this will cause the submarine to flood with water.
[SFX 20L.6]
If players try to close the hatch, have them make another pull and jump to crushing the submarine. Remember that the sub will now be half full of water so make use of that fact. Jump to: Crushing the submarine
If players try to swim out, jump to: swimming from the squid
Requires players to first have escaped the submarine. Players will be swimming frantically for their lives, trying to hold their breaths and swimming through an endless blackness with no light in sight.
[SFX 20L.7]
One of the players will be snared by the tentacle. Players can try to help free the snared player. However, whoever tries to help free this player will be taken instead. Make blocks pulls as required.
Once the squid has selected its prey, it will literally melt away into an oily black inky substance. The blackness fills the vision of all.
Suddenly the noise all stops. The beast will vanish and all sense of being underwater will dissipate. The players who escaped the squid are all there, but the player who was taken is nowhere to be seen.
[SFX 20L.8]
Players will see that this ride was never underwater. The submarine just rolls along a track and the underwater scenes outside are just regular models and props being bathed in blue light. The illusion of being under water comes from the special portholes which can fill up with water and blow jets of bubbles across the glass. Aside from the water trench in which the submarine half-sits in along a fixed track, the ride is completely dry. Players are free to explore this area and walk out of the ride when they choose to.
As for what happened to the taken player? Keep it a mystery for a little bit, but eventually jump to a scene from their perspective. Have them appear somewhere in the oil pits of The Crossroads. Have them struggle against the oily substance, hearing voices and seeing disturbing visions of the Lost Sibling. If they manage to pull themselves free, then they will have to wander the park alone. Hopefully they will eventually reunite with the rest of their family.
But if it’s later in the game (act 5) and we are building to an ending, have them instead return as an animatronic nightmare.
>> Return to park map
>> Advance the story to Act 4 or Act 5 when dramatically appropriate.
>> Epilogue scene plays after players escape the island
The squid has wrapped it body right around the submarine. It’s blue eye fills the whole of one of the porthole. The whole submarine groans and water spurts from the breaches. Things are looking dire.
There are two options from here:
> The submarine will snap in half. Jump to: swimming from the squid
> Players will look for an exit. Jump to: escape the submarine
If players try to exit the submarine later in the encounter, have the hatch be incredibly difficult to open. It will require two people (1 pull each) to turn the wheel that opens the hatch. Scare the players by having the squid attacking the ship the whole time these two are trying to open the hatch.
[SFX 20L.7]
Suddenly the noise all stops. Opening the hatch will reveal that they aren’t underwater at all. The beast will vanish and all sense of being underwater will dissipate.
[SFX 20L.8]
Players will see that this ride just moves the submarine along a track and the scenes outside – Atlantis and all the sea creatures – are just regular models and props being bathed in blue light. The illusion of being under water comes from the special portholes which can fill up with water and blow jets of bubbles across the glass. Aside from the water in which the submarine half-sits in along a fixed track, the ride is completely dry. Players are free to explore this area and walk out of the ride when the choose to.
>> Return to park map
>> Advance the story to Act 4 or Act 5 when the dramatically appropriate.
>> Epilogue scene plays after players escape the island
This part of the park seems to just end. There’s a wall up to stop visitors from getting past this point. The wall is unpainted and drab, but just in front of the wall is a billboard that promises exciting things in the future of Merry Island. It reads: “Coming soon. An attraction that’s beyond all imagination!” There’s an image of a family sitting inside a jet black roller coaster cart, with a dazzling array of lights streaking across their smiling faces as they travel at speed.
Herman unlocks the gate (0 blocks)
If players have Herman Merryweather with them, he’ll take them to a door in the wall hidden behind the billboard and unlock it with keys he has on him.
Once past the wall you see an area littered with evidence of an abandoned construction zone. There’s stacks of materials and even a few construction vehicles that have been left behind and have half sunk into the mud here. One truck still has sections of roller coaster track strapped on its back. Beyond all this mess you can see the entrance to an artificial cave.
Players can explore the construction site if they wish. Play the suspense of why the crew left so much material behind. If players want to seek things out they might find hard hats with crew members names of perhaps notes or reports that hint and the surreal nature of the dig.
Once players enter the cave, jump to: Inside The Crossroads
Find another way in (1 block)
If players search around they will find a door behind the billboard. It’s got a simple padlock that can be defeated in many ways. Kicking down the door, using tools to bust open the lock or another reasonable solution is an extra 1 block pull.
Once past the wall you see an area littered with evidence of an abandoned construction zone. There’s stacks of materials and even a few construction vehicles that have been left behind and have half sunk into the mud here. One truck still has sections of roller coaster track strapped on its back. Beyond all this mess you can see the entrance to an artificial cave.
Players can explore the construction site if they wish. Play the suspense of why the crew left so much material behind. If players want to seek things out they might find hard hats with crew members names of perhaps notes or reports that hint and the surreal nature of the dig.
Once players enter the cave, jump to: Inside The Crossroads
Climb the wall (2 blocks)
The wall is flat and smooth. Players will need to give each other a boost over the wall. Don’t forget to play out the extra difficulty the Youngest Sibling would have in climbing a wall. This is a good opportunity for either the Parent or Older Sibling to be the ones to make the pulls as they help boost the others over the wall before hopping over themselves.
Once past the wall you see an area littered with evidence of an abandoned construction zone. There’s stacks of materials and even a few construction vehicles that have been left behind and have half sunk into the mud here. One truck still has sections of roller coaster track strapped on its back. Beyond all this mess you can see the entrance to an artificial cave.
Players can explore the construction site if they wish. Play the suspense of why the crew left so much material behind. If players want to seek things out they might find hard hats with crew members names of perhaps notes or reports that hint and the surreal nature of the dig.
Once players enter the cave, jump to: Inside The Crossroads
[SFX CR.1]
The entrance to the crossroads is pitch black. If Herman is here he will wander into the darkness without saying a word. A moment later dim workers lights will flicker on. Otherwise players will need to find another source of light. Options include looking around for the light switch in the dark or looking for a torch left behind by a worker. Any of these is a simple 1 block pull. Remember, the GM can have the lights go out at any moment that is dramatically appropriate.
Once they’ve got a light source, players can descend deeper into The Crossroads via a snaking tunnel that curves back in on itself, taking you deeper into the earth. Stalactites hang overhead, water occasionally dripping down and running down the back of your neck.
At the bottom of all this are the foundations of a launch platform. This is where future attendees would have boarded the coaster if this ride had ever been completed. There’s no carts to be seen, but you can see where the rail leads off into another tunnel. One is narrow, but the ring of concentric red lights blinking on and off catches the eye. You cannot ride this ride – but you can walk the tracks.
If Herman is present he will describe how The Crossroads was to be an underground coaster where families would be thrilled as they rode through alternating sections of absolutely darkness and sections of dazzling light shows that would put Space Mountain to shame.
Walking the rails of The Crossroads
[SFX CR.2]
As players descend into the tunnel, they will find the bottom of the tunnel is soaked. There is about an inch of water to splash through. Your footsteps splash as you descend deeper. The rail lifts off the ground and spirals above you in a series of corkscrew twists. There’s a thrumming like distant whale song in the air and blue and purple lights shimmer and pulse to a beat.
(Note: If players inspect the water properly they will find it is black and oily and with the consistency of fresh blood.)
Following the rail the slope of the tunnel becomes steeper. Holding onto the coaster tracks helps, but have one of the players will slip and fall. With the water now running underneath their feet, they tumble down.
>> This is a good opportunity to really rough a player up with cuts and bruises. Feel free to let the player react however they wish – perhaps another play will try and grab their falling friend as they tumble by. Perhaps they’ll just try and stop their descent somehow.
Once this has been resolved, at the bottom of the tunnel is a large chamber.
The inner chamber of The Crossroads
The tunnel opens up into a vast inner chamber. The rail curves downward and it’s here coaster would drop into the first loop. Except here the rail loops and twists and disappears into a massive pool of liquid in the pit below. The black surface shimmers like oil, but there it doesn’t smell like oil at all. There’s a walkway with guard rails around the pit, but that at a certain point that pathway also plunges in the black pool.
>> Choose one of the players, preferably the one who took a tumble before. They will hear The Crossroads ‘sing’ to them.
[SFX CR.3]
The pulsing in your head seems to resonate deeper in here. You can see the dark liquid rippling with sound waves across the surface. You notice every drop of liquid dripping from the stalactites above. You see the droplets plummet into the black pool below – and the tiny sound crashes against your ear like a wave of noise. You feel drawn toward the inky pool. It’s a wishing well – and all you need to do make your dreams come true is to throw in something of value.
The voices should tempt the players here. This is a good point to play on the deepest fears and desires of the characters. Have the voice of the voices speak to them just as they once spoke to Herman Merryweather. (If you skipped the essential reading, here is the link.) The voices should promise things, speak to them on a level that only a dark spirit (or a cunning GM) could ever know. For the parent this is probably along the theme of redemption. For the children this may be about creating a future with happiness and security – perhaps without the parent. Of course, the voices idea of a happy future is staying right here in the park. Forever.
If the player acts on this in an interesting way, go with it. Perhaps they’ll strike up a new bargain with this ominous demon. Perhaps they’ll offer a deal or a sacrifice. Or perhaps they’ll push another player into the well. If the player is alone, perhaps they’ll throw themselves in. Either way, let players’ run with it – or have them make pulls to resist this vision. If they resist, taunt them with an oily visage of The Lost Sibling emerge from the pool. They will beckon the enchanted player with open arms, promising everything that their heart desires. (If they refuse and succeed in making all the pulls – then have the oil slough away from the Lost Sibling’s body to reveal their emaciated corpse, before it sinks back into the pool.)
[SFX CR.4]
After this encounter – assuming the players haven’t made a bargain or taken the story in another direction that you’d like to pursue – have the surface of the pool froth and bubble. It begins to churn and rise up and drive the players out of this area. If this is later in the game (Act 4 or Act 5) have The Crossroads coaster carts rise up from the liquid as kind of giant metal snake creature that will chase them out.
[SFX CR.5]
If you’re at this stage, this is probably a good time to transition to Act 5 and have dawn break and chase the players to the docks where they have a chance to escape on the ferry.
[SFX CR.6] to stop all sounds.
>> Return to park map
>> Advance the story to Act 4 or Act 5 when the dramatically appropriate.
>> Epilogue scene plays after players escape the island
In which players still have access to the entire park, but the dark nature of the park is readily apparent.
The characters are in danger as the park grows more possessive of them.
The mist is creeping into the park. It looks like rotten pink fairy floss floating in the air. It will start to warp the players path. It will swallow up their vision and they will wind up in places they never intended to be. Rides and animatronics will start hunting the players and trying to force them to “have fun” with no regard for their safety. The few staff that were around will vanish, further creating a sense of loneliness and isolation. The only staff member that doesn’t vanish is Herman Merryweather.
Things are much less scripted from here and it’s up to the game master to tie the character experiences together to a satisfying conclusion. The following is basically a stew of ideas that you can choose to incorporate them however best works for your game:
The animatronics
The beast underneath the park is amorphous and shapeless. It can control the park in many ways – including the animatronics. Metallic creatures will hunt down the players. Oil seeps from the hinges of the machines as they lurch about. Their eyes are black sockets dripping oil down their painted faces. These creatures are great ways to keep the players moving and feel constantly under threat.
If players are still keen to collect coins, you can have the animatronics from rides chase them – and they will pause their onslaught at the players request to answer their riddle. Perhaps after answering the riddle the machines will fall silent. Play it however best suits the pacing of the story.
The black oil
In addition to the mist, another visual indicator of the parks malevolence is thick, black liquid of oily appearance. At first it barely noticeable – it appears along the seams of animatronics or coasters. But soon you’re finding puddles of the stuff spatter around, or seeing animatronics leaking the stuff from their eyes. This substance is how the beast of the park interacts with the physical realm and manipulates it to its will.
The park is alive
The park itself can lash out at the players too. Perhaps the ferris wheel will unbuckle from its hinges and roll towards the players. Perhaps the fireworks or roller coaster cars will flings themselves in the players direction. Be creative – and also allow the players to use the parks momentum against itself in creative ways. For example players may stand in front of a gate, taunt the roller coaster – then duck out of the way at the last second. The coaster crashes through the gate and provides players with an exit.
The Barracuda is alive
At some point, The Barracuda roller coaster absolutely needs to form itself into a giant metal snake monster. The coaster slithers around the park, the metal wheels sending up sparks as it grinds over the pavement. The coaster snake will want to use its length body to block the path of the players, or even try to coil them up.
Unresolved personal conflicts
This is the best time to truly test personal conflicts. The biggest one is likely whether the children have forgiven the parent. Give the parent opportunities to not just be heroic – but nurturing and caring. Conversely, give the kids opportunities to leave the parent behind as dead weight. All it takes is a bridge buckling or an animatronic jumping out and dragging a character away to initiate a do or die moment.
First light is nearly here – which means the Ferryman will be at the docks.
This is the best way players can escape the park.
Many of the dangers of Act 4 are still present, but now players have a way out.
Escaping the park on the ferry
The Ferryman will return at first light – but that requires finding the docks. The park will actively try to twist and turn the park to get the players lost. It will send animatronic creatures after the players. But if players can find the docks and board the ferry they’re home free. Right?
Dead players are still alive
Any player that died in a way that didn’t totally disintegrate their body can be brought back into the game as a hideous animatronic. The skin is stretched taut over the skeletal frame. A brain can be seen stuffed into the open back of the head-case. These players are in a horrifying state – controlled and moved by the park but still mostly themselves and half aware of the corruption that has befell them. Play this however is most appropriate for the character relationships at this time. Herman Merryweather can also return in this way.
Breaking the contract
So the bargain Merryweather made is that there will always be attendees so that the park will be alive in some way. When players try to board the ferry the last one is held back by an invisible force of some kind. This is an opportunity for a player to sacrifice themselves – to stay forever as the last attendee of Merry Island. Or perhaps they will find a way to turn Herman Merryweather into an attendee. As long as there’s someone left behind to “enjoy” the park the beast will yield and let the family go free.
Players may come up with other creative ways to exit the park. This ideally should revolve around a clever way to break the bargain Merryweather made. Perhaps this may involve sending the ghost of the Lost Sibling or Herman Merryweather himself down into the deepest shaft of The Crossroads.
The surviving players should get an epilogue with some role play moments to indicate the course their lives will take after these events. Keep in mind that although there may be some happy ending for some (closure on the Lost Sibling, the parent reunited with their children) the town of Mokotan Bay won’t get a happy ending. It will flounder without a core industry and the kids will likely grow up to leave it behind.
The epilogue may take many forms:
- Returning to the graveyard of the Lost Sibling
- Being visited by a social worker discussing if the children would like to see their parent more often in future
- After the funeral service of dead players
- A month later at the grandparents place awaiting the parent to pick them up, having earned back his visitation rights
- In the back seat of a car as the grandparents take the one surviving child to live in another town and start life anew elsewhere
Or perhaps you could chain these scenes together into a tableau.
Whatever the result, I hope your surviving player characters find a way to endure their trauma. Thanks for visiting Merry Island and thanks for playing
Herman Merryweather is an entrepreneur and capitalist who saw the success of Disneyland (opened 1955), Knotts Berry Farm (opened 1950) and Six Flags (1961) and thought he could do something similar. In his search for cheap land he found Mokotan Bay still reeling from the loss of its once booming fishing industry. He bought the island in the bay – plus much of the waterfront property. In doing so he swept away much of the old history of the town, but tried to preserve that history in some of the theming of the rides. It was important to Herman that he not only own the park, but also the hotels where interstate guests would stay and the restaurants where they would eat. That’s how Herman thought he would make all the real money.
At first the park was successful. The town has happy to have more work to go around and tourists were happy to spend money in the town. The first couple years made it seem like Merry Island was a success story and Herman invested even more into his pride and joy. But despite a promising start, attendance would slowly dip over the years. Perhaps Mokotan Bay was just too far away for tourists to keep coming back, or perhaps Walt Disney World in Florida stole attendees when it opened in 1966. Whatever the reason Herman grew increasingly desperate to save his park – and by extension the town who had come to see him as their industrious saviour.
Sinking money into new rides Herman ordered a new roller coaster to be built – an underground coaster that would snake through narrow tunnels with lighting that would put Disneyland’s Space Mountain’ to shame. The ride was to be called The Crossroads. During construction workers would complain of lightheadedness and illness – though no gas leak was detected. Working ceased altogether when a mysterious black substance kept drinking down the walls without ceasing. At first Herman thought he struck oil – but he was not so lucky. Months went by and no engineer could figure out how to stop these apparent leaks. Herman in his dour moods would often go down to the tunnels to sit and look upon the half built roller coaster rails.
Then on one his visits he started hearing a sound. It seemed to call to him. Then one day, he understood what the voice wanted. And worst of all – the voice knew what Herman wanted too.
The voice said it was like a wishing well. All he needed to do was toss in a coin – except that it needed a living child tossed into one of the deepest pits that had filled with the strange black oil. This was at Merrywheather’s lowest point. He thought one child was worth the happiness of a millions and to save the town. One night Herman sought out a sacrifice – and found the Lost Sibling.
However, the voice didn’t keep the deal in that way Herman thought it would. It only promised that Merry Island would never close down and shutter it’s doors for good. Herman thought that the voice had used him but little does he know that the voice will do everything its power to keep Merry Island running – in one fashion or another. It knows that the family is perhaps the last visitors to the park. It cannot let them leave. It will give them thrills beyond compare. And if that doesn’t work, it will find another way to bind them to the park forever…
“I never married and I never had children. But I see myself as a family man. I know what it means to have people relying on you to take care of them.”
Herman Merrywheather is written as a shadow of The Parent. They see themselves as the father of the park and failed savour of this town. They believe they did everything they could and they still failed both the park and the town. Look for interesting opportunities to juxtapose Merryweather and The Parent. Whether the two children forgive The Parent may well depend on whether they deem Merryweather worthy of forgiveness.
- Mokotan Bay is a fictional city – but the name is a bastardisation of the Powhatan word ‘mekohkan’ which means ‘fishhook.’
- Herman Merryweather takes his surname from Merriweather Pleasure – the fictional adventurer who ‘owned’ the Pleasure Island district of Walt Disney World.
- Herman’s approach of buying up cheap land and owning all the hotels and restaurants as well as the park was actually the real-life strategy employed by Walt Disney with the Walt Disney World theme park.
- Shannon and The Ferryman is a thinly veiled reference to Charon and The Ferryman of Greeky mythology.
- The Crossroads is also a thinly veiled reference to the mythology within blues music where musicians could gain incredible talent by marking a bargain with the devil at midnight at the crossroads.
- 20,000 Leagues Under The Sea ride is meant to be based on the book, which at the time of this story was in the public domain. This is one of the newer rides that Herman rushed into production to compete with Disney. Walt Disney World had their own 20,000 Leagues ride that opened in 1971 and was based on Disney’s 1954 feature film. Likewise Towering Terror is a legally distinct knockoff of Disney’s Tower Of Terror.
Story and sound design by Kyle Evans
Music by Kevin MacLeod (incompetech.com)
– ‘Tenebrous Brothers Carnival – Act One’
– ‘Tenebrous Brothers Carnival – Act Two’
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Park map vintage elements designed by Asmaarzq / Freepik
The Dread system was created by The Impossible Dream.