Anyone will know the moment that they arrive at the amusement park. While it's nothing so extravagant as a place that's been built by an industry, the quaint location contains enough rides and games to satisfy a small community. As soon as you venture inside, a good amount of friendly, welcoming spirits start popping up to usher you inward, toward the booths that they manage.
Although each spirit looks remarkably different, it seems that they've all put on an effort to be festive and somewhat coordinated, wearing different attempts at costuming to be...perhaps, somewhat clown-like? Fortunately, they don't look anything like actual clowns. Double fortunately, none of them appear to be outright hostile. The only ones that don't currently encourage any incoming patrons to play games are the ones that seem to be in charge of operating the rides. The reason for that is quite clear: none of the rides are currently running! While everything appears to be in functional, working order, it seems that the place lacks power. Anyone who happens upon the generator will find the source of the problem: it appears to be missing the three enormous batteries it needs to start. Something akin to the size of a car battery might do the trick, though surely something much more unique than that will be necessary.
And naturally, impossible to miss, everything sits in the shadow of the park's main attraction.
The Euthanasia Coaster is massive, the drop of its hill towering over the park, so tall that the top of the track disappears against the night sky. Pamphlets and posters around the park advertise the specs of the coaster: a 500 meter drop allows the train to reach a speed of 220 mph before diving into seven consecutive inversions, subjecting passengers to a lethal force of 10 gs for upwards of a minute. The entire ride, start to finish, reportedly lasts about three and a half minutes, with two minutes dedicated solely to climbing the hill.
The entrance to the loading platform warns oncoming riders of the coaster's purpose, but once inside, all of the somber morbidity is replaced by banners bearing well-wishes and comforting messages. In the center of the platform, the coaster train waits for passengers.
At the other end of the track is a similar loading platform, however this platform is enclosed in a windowless shed to protect loved ones from the sight of unloading the passengers. Inside, the building is equipped with mechanical lifts and gurneys to assist workers with the bodies. From there, the track loops around to guide the train back to the loading platform, where the process begins anew.
Cause of death for the passengers, the pamphlets explain, is "prolonged cerebral hypoxia". The gravitational force on the passengers overpowers their hearts' ability to pump blood to their heads, starving their brains of oxygen and resulting in a "thrilling and euphoric exit from this life". If nothing else, the fine print promises a peaceful demise where passengers simply lose consciousness. Although they can’t fly all the way to the top of the ride, they’ll notice something green and glowing at the top of the tallest loop.
As for the games, there are a variety available to choose from, each with their own unique set of prizes! The ring toss will win you whatever secret, likely inconsequential item the spirit manning the booth has hidden beneath the respective bottles. At the goldfish toss, landing a ball into a goldfish bowl appears to win players...a goldfish bowl. It's possible that the spirit in charge of this one didn't quite get the concept of the game, but they make up for it in enthusiasm. At the booth where the aim is to knock down a tower of heavy milk bottles, a great many stuffed animals of all shapes and sizes are hanging ready to be brought home. Each one is crafted to look like a different forest spirit, and has been stuffed to the seams with leaves! Showing off your skills at the shooting gallery will, apparently, win you a thrown handful of assorted bullets to encourage your continued marksmanship. At the dart throw game, the carnie spirit in charge will delightfully offer you an appropriate amount of acorns for the balloons that you're able to pop, and the high-striker and dunk tank...well, those just seem to be for fun and bragging rights.
And of none of these are your thing, there are plenty of snacks to go around! Yes, delicious carnival classics such as candied apples, popcorn, cotton candy, and deep-fried who-knows-what. Just make sure to specify to the snack booth spirits exactly what it is you want, or you may end up with some caramel-covered pine cones. All standard amusement park fun can be completely handwaved by the players utilizing it; feel free to come up with your own goofy prizes and spirit interactions!
THE AMUSEMENT PARK
Anyone will know the moment that they arrive at the amusement park. While it's nothing so extravagant as a place that's been built by an industry, the quaint location contains enough rides and games to satisfy a small community. As soon as you venture inside, a good amount of friendly, welcoming spirits start popping up to usher you inward, toward the booths that they manage.
Although each spirit looks remarkably different, it seems that they've all put on an effort to be festive and somewhat coordinated, wearing different attempts at costuming to be...perhaps, somewhat clown-like? Fortunately, they don't look anything like actual clowns. Double fortunately, none of them appear to be outright hostile. The only ones that don't currently encourage any incoming patrons to play games are the ones that seem to be in charge of operating the rides. The reason for that is quite clear: none of the rides are currently running! While everything appears to be in functional, working order, it seems that the place lacks power. Anyone who happens upon the generator will find the source of the problem: it appears to be missing the three enormous batteries it needs to start. Something akin to the size of a car battery might do the trick, though surely something much more unique than that will be necessary.
Even in the dark, even not moving, the colors of the rides stand out through the gloom. To one end sits the jovial Spinning Teacups, Carousel, Super Slide, and Fun House. At the other, the Tunnel of Love and Haunted House are stationed on either end of the Tower Drop. At the center of it all is the Ferris Wheel, encircled by Bumper Cars, the Mechanical Bull, Flying Chairs, and the swinging Viking Ship.
And naturally, impossible to miss, everything sits in the shadow of the park's main attraction.
The Euthanasia Coaster is massive, the drop of its hill towering over the park, so tall that the top of the track disappears against the night sky. Pamphlets and posters around the park advertise the specs of the coaster: a 500 meter drop allows the train to reach a speed of 220 mph before diving into seven consecutive inversions, subjecting passengers to a lethal force of 10 gs for upwards of a minute. The entire ride, start to finish, reportedly lasts about three and a half minutes, with two minutes dedicated solely to climbing the hill.
The entrance to the loading platform warns oncoming riders of the coaster's purpose, but once inside, all of the somber morbidity is replaced by banners bearing well-wishes and comforting messages. In the center of the platform, the coaster train waits for passengers.
At the other end of the track is a similar loading platform, however this platform is enclosed in a windowless shed to protect loved ones from the sight of unloading the passengers. Inside, the building is equipped with mechanical lifts and gurneys to assist workers with the bodies. From there, the track loops around to guide the train back to the loading platform, where the process begins anew.
Cause of death for the passengers, the pamphlets explain, is "prolonged cerebral hypoxia". The gravitational force on the passengers overpowers their hearts' ability to pump blood to their heads, starving their brains of oxygen and resulting in a "thrilling and euphoric exit from this life". If nothing else, the fine print promises a peaceful demise where passengers simply lose consciousness. Although they can’t fly all the way to the top of the ride, they’ll notice something green and glowing at the top of the tallest loop.
As for the games, there are a variety available to choose from, each with their own unique set of prizes! The ring toss will win you whatever secret, likely inconsequential item the spirit manning the booth has hidden beneath the respective bottles. At the goldfish toss, landing a ball into a goldfish bowl appears to win players...a goldfish bowl. It's possible that the spirit in charge of this one didn't quite get the concept of the game, but they make up for it in enthusiasm. At the booth where the aim is to knock down a tower of heavy milk bottles, a great many stuffed animals of all shapes and sizes are hanging ready to be brought home. Each one is crafted to look like a different forest spirit, and has been stuffed to the seams with leaves! Showing off your skills at the shooting gallery will, apparently, win you a thrown handful of assorted bullets to encourage your continued marksmanship. At the dart throw game, the carnie spirit in charge will delightfully offer you an appropriate amount of acorns for the balloons that you're able to pop, and the high-striker and dunk tank...well, those just seem to be for fun and bragging rights.
And of none of these are your thing, there are plenty of snacks to go around! Yes, delicious carnival classics such as candied apples, popcorn, cotton candy, and deep-fried who-knows-what. Just make sure to specify to the snack booth spirits exactly what it is you want, or you may end up with some caramel-covered pine cones. All standard amusement park fun can be completely handwaved by the players utilizing it; feel free to come up with your own goofy prizes and spirit interactions!