One good part of Carousel dividing different moments in time up on sound stages was that Carousel proper didn’t need to be repaired at the end of the movie.
It was just a pleasant walk back over to the jailhouse. No bodies, no debris—just sunshine and passersby.
Unfortunately, that also meant our looting opportunities were limited. But we didn’t come here for loot. We came here for Anna and Camden.
Around the time the jailhouse came into my view, they were coming out of the front door.
We had done it.
So much time planning. So much anguish. And it had finally happened.
When I got to them, we all did a group hug.
Sure, we had reunited in the movie, but we had reserved most of our excitement for after the film was over—because we didn’t want to jinx anything.
“Going to the finale first?” Camden exclaimed. “Why didn’t you tell me that’s what you were doing?”
“Had to keep it a surprise,” I said. But of course, not from him.
Most of us had died in proximity to the jailhouse, so it was a pretty quick reunion.
Logan was actually bubbly with excitement. When he had died, he probably thought it was the last time. Funny enough, he probably died a lot more than he knew.
Antoine and Kimberly, of course, were there. Dina—just one of her—had stuck around after the finale and was lying on top of a car, staring up at the sky as one normally does after experiencing hundreds of timelines and meeting one’s deceased son.
I didn’t see where Lila came from, but the gang was all there.
Bobby had never really left. And his dogs—who had apparently been very good dogs on the other side of time—had been leading Bobby around to where he needed to be, helping him find people with their apparently supernatural sense of smell.
We took a few moments just to pet them, after having denied it to them for so long because we couldn’t physically touch them before.
Right on cue: the phrase we were waiting for.
“Congratulations. You’ve won a ticket,” Silas, the mechanical showman, said, situated right behind us, appearing just when no one was looking.
While the others crowded around to get their tickets and rewards—of which we were sure to get many—I hung back with Bobby.
I looked him in the eye, and I saw much of what I was expecting. He was tired and stressed. Worn sick. Unlike the rest of us, Bobby had seen everything. Pretty much.
“So how’d we do?” I asked.
He took a moment to answer, kicking a piece of gravel under his foot on the sidewalk and watching as his dogs sniffed around the grassy areas where some overgrown weeds had been painted blue with that chemical spray landscapers often use.
“All’s well that ends well,” he said eventually.
I bit my lip.
“That bad, huh?” I asked.
“We really cut it close there,” he said. “I thought there was no way we were going to win.”
I nodded.
“How many times did it take?” I asked.
“Forty-something,” he said. “It was pretty bad at first.”
“I figured as much,” I said.
Our plan—to go to the Finale first and then to Second Blood—was supposed to create a miniature time loop, where I could learn from our mistakes and then go back and do better each time, improving until we eventually made it all the way to the end of the story.
It was an ambitious and fun concept that would allow even an under-leveled team like us a chance at beating Generation Killer.
But of course, Carousel always gets the final word on plans and improvisations.
And it was not going to allow me to just freely loop around until I got all the answers and created the perfect run.
So, it made it so that I could not have access to any memories of previous loops.
Honestly, that was fair. Within the time travel rules of Post-Traumatic time loops, the ones we had planned didn’t make sense.
Go to the finale. Learn what happened before. Go back to Rebirth. Become Second Blood if it makes sense for the story. Carousel made that Second Blood part mandatory, from what I could tell. Our little loop plan couldn’t work here, not perfectly.
There really was no way for me to remember what happened between Second Blood and the finale. We had hoped that we could make it work, though.
Instead, I arrived at the finale and tried to piece together everything that had happened before. If I could find Kimberly and the others, I would talk to them. If all I could find was Bobby, I would try to get him to communicate something.
Eventually, I found a way to give myself the literal footage so I could watch it and go back.
I didn’t remember any of it.
From my perspective, everything worked the first—or maybe second—time, depending on how you look at it.
But Bobby saw it all from the other side of time. And without him there, there was no way we would have worked it all out.
There would have been no chance of meeting with Gabriel Cano. There would not have been many Dinas descending on Generation Killer for revenge.
It had been close—even if the other players didn’t know it.
Even if the audience didn’t know it.
“If you had died just once in the finale, it would have all been over,” Bobby said. “You have no idea how close it came.”
“I can’t imagine,” I said. I really couldn’t. I didn’t want to.
Discovering the meteor magnet device. Figuring out a plan that would work. Using it. All of that came with a price. And the price was many near defeats.
“That’s the game,” I said after a few moments of silence. “I see you got your aspect.”
He whipped out his aspect ticket, and I took a look.
“That could come in handy,” I said.
“I hope so,” he said. Then he got all curious. “Did you talk to me on the script?” he asked.
I looked at him and smiled.
“I sure did,” I said.
Now, Bobby wasn’t exactly the most self-assured person, but he was smart.
“You found a way to get out of your seat. That was your plan at the theater?” he asked, not quite sure enough to say it confidently.
“Yep,” I said.
He smiled hesitantly, then asked, “Did you find out what happened to Janet?”
I shook my head.
“I’m sorry,” I said. “I was sneaking around the whole time. I only got to see what I happened to run into.”
The mystery of the axe murderer lived on. And for Bobby, the mystery of his wife gone missing did, too.
“Can you talk about what you saw?” he asked.
Good question.
“I think I can,” I said. “When we get back to the loft. There’s a lot to say.”
“We’re going on Carousel’s Throughline, aren’t we?” he asked.
When I didn’t answer immediately, he added, “I mean, that’s what we should have done. That’s what Project Rewind was about. We’re just scared.”
“Yeah,” I said. “It’s time for us to get a move on.”
He looked down at the sidewalk, still never making eye contact.
That’s where I left him.
Our plan to beat Post-Traumatic, despite our disadvantages, was risky. But everything was risky. The only thing I was left not understanding was how the Manifest Consortium didn’t know that’s what we were attempting.
How could it be possible that they knew so much about us—both in and out of storylines—yet didn’t know the thing we had been planning nonstop?
I understood why they didn’t know about my plans to visit, I never told anyone. I couldn’t.
That made sense.
But we weren’t trying to keep it a secret that our plan was to send me to the finale first.
I mean, we even spoke about it, assuming others were listening in, hoping we wouldn’t be judged if it turned out that was a death sentence.
And yet the look on the Proprietor’s face when it was revealed—he thought it was terrific. It was a revelation.
And the only thing I could think of to explain it was something that existed on the status panel—the most mysterious and unknown of all the statuses.
Something like Incapacitation or Fight Scene was pretty easy to figure out, and when they came on, it was all you could pay attention to.
But what about Planning?
We had a whole status for when we were making plans, and it clicked on exactly when you might expect it to.
But why?
Were there tropes that only activated during planning? And even if there were, why would you need an indicator to tell you what you were obviously doing?
Was it possible that planning prevented the audience—or the Consortium—from seeing what you were doing?
How could that make sense if they were supposed to help you enact your plans?
I just didn’t know. I didn’t have answers.
I walked to the line in front of Silas, the mechanical showman, and hit the button when it was my turn.
It sounded like I had just hit the jackpot at the casino.
I got a lot of money.
At least as much as everyone else had combined—because it was my rescue, and I had apparently done pretty well on it.
I’d like to think that it was just my pay for having to film the entire thing. Or at least most of it.
Apparently, Carousel had a union for that sort of thing.
The coins came into the receptacle so fast and so heavy that some fell on the street.
I picked them up and tossed them into my pocket, a handful at a time. I would count it later.
As I was putting the coins in my pocket, I noticed there was something in there I had forgotten about—a newspaper.
My luggage tag.
It allowed me to put an item into my pocket in my fake body, and it would still be there when I returned to my real body.
At least I had something to show my friends. And I was looking forward to reading it myself.
I grabbed my tickets from the receptacle and was pleased to see that there were quite a few of them.
I got five stat tickets.
Darn, these rescues really paid off. I was already the highest-level player. Apparently, I had nearly died at least forty times—without knowing it and without remembering the crucial information between each potential death—so good rewards made sense.
I got four tropes.
No special tickets, but we usually didn’t look for anything out of the ordinary.
Behind the Camera
Type: Rule
Archetype: Film Buff
Aspect: Filmmaker
Stat Used: Savvy
Directors are known to cameo in their own films. Maybe it’s their ego. Maybe they just can’t stand to let others have all the fun.
The user can relay plans and improvisation directions to allies Off-Screen. When the ally enacts or adopts those ideas On-Screen, they will do so using the user’s Moxie or Savvy stat.
The user’s level and contribution will not be considered during the calculation of allies’ rewards unless the user makes themselves more than a side character.
The user will only get credit for their On-Screen contributions.
“The mark of a great director is not their presence on screen, but their ability to elevate the performances of others.”
As best as I could tell, this was a trope I achieved because I was higher level than the rest of my friends. It would allow me to interact and help but limit my rewards. More importantly, it would allow me to help without hampering the rewards of my allies. A huge bonus.
With those five extra stat tickets, I was officially over Plot Armor 40—which was where storylines started to jump up in difficulty.
Call Sheet
Type: Insight
Archetype: —
Aspect: —
Stat Used: Savvy
In cinematic storytelling, characters don’t just appear—they’re placed.
The player receives a brief forewarning before becoming On-Screen. The more coherent the story and the higher the player’s Savvy, the earlier the signal will come.
“Lights up. You’re on.”
Roxy had had this same trope. It was a great one.
From the Top
Type: Buff
Archetype: Film Buff
Aspect: Filmmaker
Stat Used: Savvy
Behind every great fight scene is a choreographer making it look real. Sometimes, that means stepping in front of everyone and throwing the first punch—with perfect form and cinematic flair.
In a Fight Scene, if the user joins in on a fight scene that they coordinated, they will get a temporary Mettle buff, and so will the allies they made the plan with.
If you’re going to fight like it’s a movie, someone has to direct the scene.
A rare combat trope for Filmmaker.
The Raw Scene
Type: Insight
Archetype: Film Buff
Aspect: Filmmaker
Stat Used: Savvy
In editing, what’s shown isn’t always what happened. But the director sees everything—the missed glances, the background movements, the parts the story tried to hide.
While on Deathwatch, the player sees the raw, unedited version of the current scene instead of the Final Cut at their choosing.
Sometimes, the real story is what didn’t make the screen.
Undeniably useful, but I had to wonder if I could spare a spot in my loadout for it.
Of course, I had killed at least one Grant Leitner, and for it, I received a souvenir enemy ticket.
Lots of these tickets tried to paint enemies in a sympathetic light, but with a true sociopath, that was kind of hard.
Grant Leitner
Generation Killer
Grant Leitner was just another name in Carousel—a grifter with a fake smile and a talent for poor decisions—until the night he shattered history. A quiet museum, a stolen meteorite amulet, a police officer bleeding out on the floor… and then, a blink. A lurch. A tear in time. One moment he was there, the next, gone.
Now, where most might recoil at the discovery that time travel demands a terrible cost—pain, blood, the kind of suffering that leaves a stain—Grant took it in stride. Violence, after all, has a certain rhythm to it. He doesn’t hesitate to kill. No deliberation, no guilt. A scream, a snap, and he’s off again, slipping through the cracks. It’s not personal. It’s just the toll. Although he does like the look on the faces of witnesses when things get ugly.
Many Generation Killers have taken to time travel now. They’re all trying to get home, or so they say. Each version of Grant, scattered like shattered reflections, running from KRSL, reaching for a yesterday that probably cannot exist again. And when one of them falls—gutted in a stairwell, vaporized mid-jump, eyes wide with betrayal—he doesn’t blink. He never really believes the next one will be him.
~-~
Kimberly had done her job as well as we could have asked, but at the end of the day, she was mostly there to help Anna—and eventually Camden—get their bearings.
If you discover this tale on Amazon, be aware that it has been stolen. Please report the violation.
She did contribute to group conversations, and her character was technically the lynchpin that held some of us together, but in the final cut, it wasn’t clear how big of a deal she was.
She got three stat tickets based on her acceptable performance and the fact that this was a rescue. I had to assume that in at least some of those different finales, she had probably suffered the ultimate fate—but would never remember it.
Flashbulb Phobia
Type: Insight
Archetype: Eye Candy
Aspect: Celebrity
Stat Used: Moxie
Celebrities in film are never truly alone—there’s always a lens nearby, waiting to catch something unfiltered. The presence of paparazzi, surveillance, or an unseen camera crew is a familiar weight, even when it’s invisible.
The player can instinctively sense when they are near a camera or recording device, regardless of whether the feed is On-Screen or Off-Screen. This awareness includes security cameras, handheld devices, or well… you know.
“Say cheese!”
And despite the fact that she hadn’t gotten many stat tickets compared to the rest of us, she had received perhaps one of the most useful tropes any of us had for the coming trials—a way to find out if we were on camera. And from the text itself, it appeared that it would work even when we were outside of a storyline.
Everything was building toward our confrontation with the Manifest Consortium.
Did You Forget About Me?
Type: Rule/Buff
Archetype: Eye Candy
Aspect: Celebrity
Stat Used: Mettle
Big stars don’t stay quiet forever. In stories, when the audience starts to forget them, they come crashing back in—louder, flashier, and more unforgettable than ever.
If the player has not landed a hit or taken direct action in at least two consecutive scenes, they may activate this trope by performing a flashy, over-the-top attack or using a dramatically large or absurd weapon. Powerful temporary buff to Mettle.
It’s not just a hit—it’s your moment. The camera loves a comeback.
I had to imagine that Kimberly had had her fair share of showdowns in the finale—and maybe before then.
Kimberly also got an enemy ticket for Generation Killer. It was identical to mine.
~-~
Anna, who had just run through two storylines back-to-back from her perspective, got five stat tickets. She probably would have gotten more if we’d found a way to make her more central to the plot. But at the end of the day, we were going high speed, and it was a precarious situation—she was just along for the ride.
With her low level, she got the same amount of tickets I did.
Tastefully Omitted
Type: Rule
Archetype: Final Girl
Aspect: Girl Next Door
Stat Used: Moxie
The Girl Next Door represents innocence, relatability, and trust. In horror media, this often translates to a kind of narrative protection—where her dignity is preserved, even when others are exploited for shock or spectacle.
The player cannot be filmed in any capacity during indecent or exploitative moments that are not directly tied to the plot. Situations that would otherwise be framed voyeuristically or gratuitously will either cut away, obscure her, or narratively reroute.
“Don’t show too much skin. Not while she’s wearing it, at least.”
While at first glance this seemed to be a bit of a tease from Carousel, I realized that it was a lot like the one Kimberly had received—and was probably another way for us to avoid being seen by the Manifest Consortium.
Although how to trigger it was a separate question.
Lead-In Line
Type: Action/Buff
Archetype: —
Aspect: —
Stat Used: Moxie
In film, exposition often drags unless it’s cleverly framed. When a character poses just the right question, they seize narrative control—making the info feel earned, not handed down.
If the user takes an active role in the verbal exchange where a Savvy-based ally relays exposition, the performance will not get docked for being an info dump, and the user will gain narrative momentum and perceived importance, and their Savvy will be buffed. They will get subtle boosts when using the information, if applicable.
“Ask the right question, and suddenly you look like the one with all the answers.”
There it was—Carousel commenting on one of the principal flaws in Anna’s contribution to the story. She didn’t have to have all the answers, but she definitely could have asked the questions. If we had prepared better, I was willing to take the blame for that.
But at least she got a decent trope out of it.
Not Hers to Bleed
Type: Debuff
Archetype: Final Girl
Aspect: Girl Next Door
Stat Used: Grit
In horror, the Girl Next Door is a symbol of innocence and unearned trust—someone the audience instinctively protects. When harm comes to her, it’s not just violence; it’s a violation of the genre’s moral fabric.
Any enemy that directly injures or sheds the blood of the player will receive a temporary debuff to Moxie and Grit. The effect is stronger if the injury is unprovoked or occurs early in the story.
“Hurting her doesn’t just cross a line—it redraws the whole script.”
A great defensive trope. Though I noticed that no one cared when a Film Buff bled.
A Tight Squeeze
Type: Rule
Archetype: —
Aspect: —
Stat Used: Hustle
In horror, hiding spots are only safe if there’s a way out—and even safer if the enemy doesn’t know it exists. But narrow escapes often come at a cost.
When using a hiding spot, the player may declare an unseen or unlikely exit. This exit cannot be used by the enemy and will not be discovered by them. However, the space will not accommodate the entire group—someone must be left behind, either by choice or necessity.
There’s always a way out. Just not for everyone.
This could be used really well—if it was set up properly.
~-~
In many ways, Camden did a better job at the task he was given than most of us did, which is why he was so well rewarded—especially combined with his low level to begin with.
He got seven stat tickets.
I was starting to wish that I was the one who died and got to be rescued.
It made sense. We had been careful to make sure that he, as our Scholar, was able to provide as much information as possible. Not only did that seem like an organic way for us to receive exposition, but it was also his job—and no doubt contributed to his success in rewards.
Sweat, Blood, and Chalk
Type: Buff
Archetype: Scholar
Aspect: Strategist
Stat Used: Savvy
In many stories, the scholar’s greatest breakthroughs don’t come during quiet study, but in moments of pain, urgency, or desperation.
The player’s Savvy is temporarily buffed when Unscathed, Hobbled, or Mutilated is triggered. The buff is good for one scene. Their Grit will also be buffed to help them utilize this new Savvy.
“A cracked rib sharpens the mind like nothing else.”
One of the most impressive aspects of Camden’s feat was that he didn’t really have a whole lot of Grit. When he was in pain, he was actually in pain—and yet he was able to think and analyze the situation anyway.
Red Thread Theory
Type: Perk
Archetype: Scholar
Aspect: Sleuth
Stat Used: Savvy
Some investigators don’t wait for answers—they chase instincts. In film, their theories are often visualized, laid out in string and scribbles long before they’re proven right.
When the player begins forming a theory or connection, red threads will appear on the red wallpaper, linking relevant elements visually. If the user is missing a connection or has made an intuitive leap that is illogical, the threads can convey that. It will be reorganized as the investigation goes forward. Links with all known information.
“Sometimes you don’t need answers—you just need to know you’re close.”
This could be good—or not—depending on how it actually worked out in a storyline. A lot of Scholar tropes revolved around helping the player appear smarter than normal people would be by giving them information right there on the red wallpaper.
Even if it wasn’t new information, just organizing it and reserving it for them was useful.
Trap Montage
Type: Rule
Archetype: Scholar
Aspect: Strategist
Stat Used: Savvy
Stories often feature sudden bursts of tactical genius—a montage of trap-setting and preparation that the audience sees, but the enemy does not. It’s the setup before the ambush, hidden in plain sight.
The player may initiate a Trap Montage scene in the Finale. While this scene plays out, the player and present allies are safe from enemy interference and cannot be targeted while they set traps.
“The trick isn’t setting a trap. It’s setting a ton of them.”
This was a very powerful and useful trump, and Camden had earned it.
The Author Is Still Alive
Type: Rule/Insight
Archetype: Scholar
Aspect: Sleuth
Stat Used: Savvy
In stories, it’s never just the book—it’s who wrote it. Incomplete texts, vague notes, or outdated references can all point to someone still out there, waiting to fill in the blanks.
When the player finds a book or document that offers useful but partial information, they may attempt to locate the author or a referenced expert. If the narrative permits, this will trigger a scene where the player can speak with that source directly—via phone, in person, or through other means. During this interaction, the player and their allies cannot be attacked.
The book gave you a lead. The author gives you the truth. For a little while, nothing else matters.
Anytime you could create a scene to gain insight, it was great to do so—and having a nice interview with someone who had intimate details of the case you were working was a great scene.
~-~
Antoine was useful, but his character was not exactly central. Most of what he did was fight—a very useful role on the team and enough to earn him three stat tickets. I couldn’t blame him. He kind of got sidelined by the casting department.
As far as I could tell, his character had no subplots related to him—or at least none that we felt necessary to pursue.
Fight or Flight
Type: Buff
Archetype: Athlete
Aspect: Health Nut
Stat Used: Grit
Fitness isn’t just about muscle—it’s about survival. Characters who take care of their bodies often know when to push and when to run. In horror, those instincts can mean the difference between life and death.
If escape is blocked and a fight is unavoidable, the player gains a temporary buff to Mettle. If survival in combat is clearly impossible, they gain a buff to Hustle when attempting to flee. If neither is possible, buffs Mettle anyway.
“There’s no shame in running—just in waiting too long to try.”
The Caretaker
Type: Buff/Insight
Archetype: Athlete
Aspect: Health Nut
Stat Used: Savvy
Caretakers, in horror, rarely carry the spotlight, but they carry people. Their strength isn’t in showy heroics—it’s in refusing to let anyone be left behind.
While actively working to get an injured or endangered ally to safety, the player gains a temporary buff to Grit and Mettle. The more at-risk the ally is, the stronger the effect.
Health Monitor: This trope gives the player the ability to see allies’ health-related statuses on the red wallpaper, even without looking at them or being nearby.
Don’t run toward the fight. Run toward whoever’s still breathing.
The tropes Antoine got were good for allowing him to play his general role as melee, but with some added support. He killed many a Generation Killer and got a ticket to show for it.
~-~
Logan was a very good actor. I wasn’t even sure if I had fully captured how good he was in my filming—but he was. He was an asset to every scene he was in, and he made everyone else better just by being there. By arguing with them, by joking with them—he felt very natural.
He was also incredibly necessary for us to unlock information about the meteor itself and all the related lore. He did research like crazy—and not just using insight tropes, but actual research.
So when he got five stat tickets—the same as me—I wasn’t going to complain. He was a lower level than me to start with.
Every Man for Himself
Type: Action
Archetype: Comedian
Aspect: Cynic
Stat Used: Savvy
Cynics in horror stories often predict the worst—and then act accordingly. When things fall apart, they don’t always stick around to help pick up the pieces. Sometimes, they just leave.
The user may abandon their allies On-Screen anytime after First Blood. Their Plot Armor will steadily drop after they leave. They will not be Written Off.
If used during a Fight Scene, the fight will follow the user.
“Stories often punish the ones who run.”
This was a versatile trope, and I was sure Logan could find a way to use it.
Told You So
Type: Buff
Archetype: Comedian
Aspect: Cynic
Stat Used: Savvy
He said the plan was foolhardy. He said it would never work. He said everyone was going to die. …And he was right. Now, he’s got one last thing to say.
If the user advised against the current course of action On-Screen, and is proven right after at least one player death, they can go on a loud, angry, rant, venting their rage at being ignored. While on the rant, enemies will not target lethal attacks against the user. All enemies will receive a debuff in Grit and their defensive tropes will become less effective, as allowed by the narrative.
“Naysayers rarely get to gloat in the movies.”
I was surprised at how combat-centered Comedian as a whole was—or maybe that was just what I had seen so far. It made sense, to some degree. There’s an element of comedy in horror combat, especially the cheesy stuff.
Bitter Medicine
Type: Insight
Archetype: Comedian
Aspect: Cynic
Stat Used: Moxie
Sometimes, the worst part isn’t what’s coming—it’s not knowing. In stories, it’s often the blunt, unsentimental character who quiets the panic with one clear truth. Not hope. Just clarity.
Once per storyline, the player may deliver a stark, realistic assessment of the situation to an ally or group. If the delivery is grounded and not overtly pessimistic, affected characters may calm down, resist fear-based effects and Incapacitation, or regain focus.
Saying the hard thing out loud doesn’t make it worse. It makes it real—and survivable.
Gotta love those mental health tropes.
Hate to Say It…
Type: Insight
Archetype: Comedian
Aspect: Cynic
Stat Used: Savvy
Cynics often question everything—but in stories, the act of trying to disprove something sometimes leads them straight to the truth. Doubt sharpens focus, and irony loves receipts.
When attempting to debunk or dismiss information gained through an ally’s insight trope or other method, the player will instead find information to confirm it—and potentially uncover an additional layer of truth.
Looking for the cracks only made the shape clearer.
That was a really useful insight trope—one that could turn a random piece of information into a nice, neat little scene and even enhance it and expand further on it. A great support trope.
He also killed a Generation Killer and got a card to prove it.
~-~
Lila got three stat tickets. She helped Dina a lot, and from what I understood, was hopping around from sound stage to sound stage whenever she could to make sure things were going well. Not only was she First Blood, but she was also decent support.
Prop Search
Type: Buff
Archetype: Wallflower
Aspect: Extra
Stat Used: Savvy
Those weapons didn’t just appear in that scene; they were put there.
The user can find weapons from throughout the movie’s setting and put them in convenient places for allies to find. These weapons will buff the ally’s Mettle depending on how natural their placement was and the user’s Savvy.
“I didn’t realize Grandma had a crossbow collection in her sewing room.”
Now, that was fun and useful.
Lila didn’t kill a single Generation Killer. In her defense, she was dead most of the time—narratively speaking.
~-~
As far as I could tell, Michael was only there for a flash, and I wasn’t sure how often he made it into the finales. I’d have to ask Bobby. He did kill a lot of Generation Killers, but their numbers were too much for him to keep up with.
He got one stat ticket. We could have done more to set him up and prepare the audience for his arrival, but I wasn’t complaining.
Cold Steel and Bare Hands
Type: Buff
Archetype: Soldier
Aspect: GI
Stat Used: Moxie
When the ammo runs dry and the end feels close, some characters don’t beg or panic—they reach for whatever’s left and brace themselves. It’s not about winning. It’s about facing the end with dignity.
In a Fight Scene, when the player runs out of ranged weapons or ammunition and readies a melee weapon—or prepares to fight barehanded—they receive a temporary buff to Mettle.
No one’s coming. No one’s watching. But they’ll still fight.
I had to imagine that a situation like this had occurred in this storyline.
He pocketed himself a Generation Killer collector’s ticket.
~-~
Bobby was the real MVP. Sure, he was stuck on the other side of time and unable to physically interact with anything, but he was in constant communication with all of us and the only person who was even able to perceive the many loops that our plan entailed.
His ability to see time from a distance helped make sure that we survived—everything from escaping a burning hospital to making it through the night.
He got six stat tickets.
No Animals Were Harmed
Type: Rule
Archetype: —
Aspect: —
Stat Used: —
Certain stories follow invisible rules—codes of conduct that shape what can and can’t happen. And sometimes, the safety of animals is part of that unspoken contract.
While this trope is equipped, animals present in the story cannot be intentionally harmed or killed by the player, their allies, or the enemy as long as the audience wants them protected. Animal deaths will be implied Off-Screen or through the use of special effects.
“The most important command a dog can learn is to play dead.”
The ultimate reward for his good work. Finally, a way to ensure that his precious dogs would not get physically hurt even if within the world of the storyline they were.
The Bickering Duo
Type: Rule
Archetype: Wallflower
Aspect: Recast
Stat Used: —
Background characters are not always alone. Sometimes, they come as a duo, a comedic pairing whose personality clash can be a highlight of the whole film.
The user will be paired with an NPC partner who will assist them, converse with them, and help with all manner of tasks. Their stats are an extension of the user’s stats. They are designed to be the user’s complement.
Meet Jules. She is tall, short-haired, dry-eyed, and always dressed like she’s here to supervise your bad decisions. Try not to waste her time.
I couldn’t wait to meet Bobby’s comedic partner in crime. A lot of players back at Dyer’s Lodge liked using NPC summoning tropes. It could be really useful.
Line Whisper
Type: Insight
Archetype: Wallflower
Aspect: Extra
Stat Used: Savvy
In film, extras sometimes feed lines off-camera—just enough to keep the scene moving without drawing focus. It’s a quiet nudge, helping the stars hit their marks without knowing they were guided.
The user can speak to nearby On-Screen allies on the red wallpaper.
“The spotlight isn’t on you, but the words still land.”
He would have probably killed to have this while trying to communicate with us from the other side of time.
An Act of Kindness
Type: Buff
Archetype: Wallflower
Aspect: Underdog
Stat Used: Moxie
Stories often elevate side characters in quiet, human moments—when they choose compassion over self-preservation. One unexpected gesture can shift the audience’s gaze and change a nobody into someone who matters.
When the player performs a generous or protective act for a main character or ally—especially when unprompted—they gain a temporary buff to Grit. This moment may also draw narrative attention to the player, shifting their role in the story.
Sometimes, the smallest voice says the bravest thing.
Bobby got credit for killing a Generation Killer—though I was willing to bet it was one of his pups that actually did it.
It was probably Shasta.
~-~
Dina had lived many lives, though it turned out she only remembered one. She came in clutch when we finally found a way to bring many versions of her to the finale. It had started as just spitballing, but when Bobby—and some version of me—got it to work, she really came through.
She also got her aspect. Like with Bobby, I didn’t actually get to see her rewarded with it, and I understood her choice. Outsider had several good aspect options.
She got six stat tickets. By the end of the story, she was nearly at Plot Armor 50—because of the Who You Truly Are trope I had lent her.
She was a powerhouse.
She’s Owed One
Type: Rule/Buff
Archetype: —
Aspect: —
Stat Used: Grit
Stories love a woman with a reason. When grief turns to vengeance and the Finale rolls in, nothing—not pain, not fear—stands in her way.
During the Finale, the player may activate this trope to pursue personal revenge. When activated, all other equipped tropes are unequipped for the remainder of the story. In exchange, the player receives a massive one-time buff to a killing blow, final action, or sacrifice. The moment will carry narrative weight, regardless of the outcome.
“She gave up everything else. All that’s left is what she’s here to do.”
I could totally understand how she got this trope as a nice finisher.
Who is that?
Type: Rule
Archetype: Outsider
Aspect: Newcomer
Stat Used: Moxie
Some characters don’t always arrive quietly—sometimes, the story wants everyone to know they’ve entered the scene. Their arrival becomes an event, and their presence, impossible to ignore.
When the player enters the story, their introduction scene and current location are broadcast to all allies, no matter where they are or what phase they’re in.
“She just got here, and now nothing will be the same.”
Knowing Dina’s current location at any time was going to be useful—although I suspected the location was closer by than any of us knew, and she was hiding in a bush somewhere most of the time.
But at least we would know.
Who Even Called the Cops?
Type: Action
Archetype: Outsider
Aspect: Criminal
Stat Used: Hustle
Police response time in horror movies is never consistent. Unless, of course, you’re from the wrong side of the tracks.
The user may attract police attention by committing a crime in the open. The scene will go Off-Screen intermittently until the cops show up.
“Were you guys hiding in the bushes?”
There were numerous ways she could have gotten this trope, and there were many different uses for it. You could summon the police to help save you, or you could get them to arrest you so the enemy couldn’t get to you. Lot of options.
Initiation
Type: Buff
Archetype: Outsider
Aspect: Newcomer
Stat Used: Mettle
There’s always that turning point—the moment someone stops being a stranger and starts being part of something—when loyalty is earned, not assumed.
When the player defends their new group from harm for the first time, they gain a buff to Mettle.
“I guess we owe you one.”
A nice combat trope.
~-~
And then came the rewards on the Advanced Archetype tracker.
I got exactly one more pip on the ??? Advanced Archetype—which I still didn’t know the name of. Dina, Bobby, and Kimberly all got one too.
Strangely, so did Logan and Lila, who hadn’t previously even had it on their tracker.
Bobby and I also got two points in something called Time Looper.
I wasn’t sure I ever wanted that one.
Throughline Progress
The Eternal Eve
The Geists’ Ancient Past *Refurbished
For when you need to go back
~
“Carousel Loves to Recycle”
● ● ◌ ◌ ◌ ◌ ◌ ◌ ◌ ◌
Project Rewind
A Second Chance at Escape
● ● ● ● ● ● ● ● ● ●
The Carousel Throughline
The Only Way Home
◌ ◌ ◌ ◌ ◌ ◌ ◌ ◌ ◌◌
Secret Lore
Arm Yourselves with Knowledge
● ● ◌ ◌ ◌ ◌ ◌ ◌ ◌ ◌
Advanced Archetype Tracker
???
● ● ● ● ● ● ● ◌ ◌ ◌
Monster Hunter
● ● ◌ ◌ ◌ ◌ ◌ ◌ ◌ ◌
Mad Scientist
● ◌ ◌ ◌ ◌ ◌ ◌ ◌ ◌ ◌
Time Looper
● ● ◌ ◌ ◌ ◌ ◌ ◌ ◌ ◌
All there was left to do was head back to the loft.
We would have to send a group up to collect the other players from the cabin on the lake. I wondered if there was a way we could just make our cell phones work, but I knew that cell phones were powerful magic in a horror movie—and you had to unlock something like that.
We walked back as I prepared what it was I was going to say to them about my adventures on the other side of the mountain.
Bobby was seriously on edge. He wasn’t showing it, but I could tell that having watched us almost lose so many times had stressed him out severely. And in a way, I was thankful that I didn’t have to remember all the near losses we suffered on our way to figuring out how to beat Generation Killer.
In a way, I was optimistic. We finally had an enemy I could imagine us possibly defeating. Even if it was an immortal society of advanced magic users, our chances at outwitting them felt a million times more real than our chances of beating Carousel.
No—beating Carousel would have to come later.
“Dinner’s on me,” I said.
Everyone put on a purposeful smile because we were all trying to be happy, positive, and excited.
And none of us wanted to show how worried we were about what was to come.
Source: Webnovel.com, updated by NovelKeep
Chapters
- Book Eight, Chapter 94: The Finale
- Book Eight, Chapter 93: The Quiet One
- Book Eight, Chapter 92: Aftershock
- Book Eight, Chapter 91: Shaping
- Book Eight, Chapter 90: The Gallery
- Book Eight, Chapter 89: Captives
- Book Eight, Chapter 88: Bobby
- Book Eight, Chapter 87: The Conduit
- Book Eight, Chapter 86: By Torchlight
- Book Eight, Chapter 85: Into the Cradle
- Book Eight, Chapter 84: Don't Remind Me
- Book Eight, Chapter 83: The Captives
- Book Eight, Chapter 82: Arrival
- Book Eight, Chapter 81: Chase
- Book Eight, Chapter 80: The Adventurer
- Book Eight, Chapter 79: Downtime
- Book Eight, Chapter 78: From Below
- Book Eight, Chapter 77: Unfolding
- Book Eight, Chapter 76: Boats
- Book Eight, Chapter 75: Debriefing
- Book Eight, Chapter 74: Interrogation
- Book Eight, Chapter 73: The Detective
- Book Eight, Chapter 72: Family Troubles
- Book Eight, Chapter 71: Remains
- Book Eight, Chapter 70: The Widow
- Book Eight, Chapter 69: Antoine Stone and the Sunken Cradle Part II
- Book Eight, Chapter 68: Last-Minute Prep
- Book Eight, Chapter 67: Choice as a Formality.
- Book Eight, Chapter 66: Forbidden Talk
- Book Eight, Chapter 65: The Speakeasy Revisited
- Book Eight, Chapter 64: The Adventurer
- Book Eight, Chapter 63: The Provisions
- Book Eight, Chapter 62: Campfire Story
- Book Eight, Chapter 61: Intermission
- Book Eight, Chapter 60: False End
- Book Eight, Chapter 59: The Final Gambit
- Book Eight, Chapter 58: Communication
- Book Eight, Chapter 57: Bobby II
- Book Eight, Chapter 56: The Spell
- Book Eight, Chapter 55: Over the River and Through the Woods
- Book Eight, Chapter 54: Logging Off
- Book Eight, Chapter 53: Backtracking
- Book Eight, Chapter 52: In the Dark
- Book Eight, Chapter 51: Down the Hall
- Book Eight, Chapter 50: Outpost
- Book Eight, Chapter 49: Wanderers
- Book Eight, Chapter 48: Assignment
- Book Eight, Chapter 47: Familiar Grounds
- Book Eight, Chapter 46: A Left Turn
- Book Eight, Chapter 45: Bobby
- Book Eight, Chapter 44: Waterfall
- Book Eight, Chapter 43: Keep Your Eye on the Ball
- Book Eight, Chapter 42: The Haul
- Book Eight, Chapter 41: Well Conducted
- Book Eight, Chapter 40: Dead in the Water
- Book Eight, Chapter 39: Overboard
- Book Eight, Chapter 38: Tangled
- Book Eight, Chapter 37: Drowned
- Book Eight, Chapter 36: Go Fish
- Book Eight, Chapter 35: Keep Swimming
- Book Eight, Chapter 34: Scathed
- Book Eight, Chapter 33: Into the River
- Book Eight, Chapter 32: No Right Choices
- Book Eight, Chapter 31: The Unwritten Rules
- Book Eight, Chapter 30: A Scripted Departure
- Book Eight, Chapter 29: Flyers
- Book Eight, Chapter 28: The Dream
- Book Eight, Chapter 27: Evasive Maneuvers
- Book Eight, Chapter 26: Dungeon Clearing
- Book Eight, Chapter 25: Walled In
- Book Eight, Chapter 24: Six Weeks Later
- Chapter 24: Six Weeks Later
- Book Eight, Chapter 23: The Astralist Part IV
- Book Eight, Chapter 22: The Astralist Part III
- Book Eight, Chapter 21: The Astralist Part II
- Book Eight, Chapter 20: The Astralist Part I
- Book Eight, Chapter 19: Interlude
- Book Eight, Chapter 18: Refusal of the Call
- Book Eight, Chapter 17: The River
- Book Eight, Chapter 16: Trespass
- Book Eight, Chapter 15: The Brain Teaser
- Book Eight, Chapter 14: The In-Between
- Book Eight, Chapter 13: Fire Trap
- Book Eight, Chapter 12: Red Jack
- Book Eight, Chapter 11: The Score
- Book Eight, Chapter 10: Drill
- Book Eight, Chapter 9: Demo Time
- Book Eight, Chapter 8: Estate Auction
- Book Eight, Chapter 7: red wood
- Book Eight, Chapter 6: Open House
- Book Eight, Chapter 5: Lark House
- Book Eight, Chapter 4: The Mission
- Book Eight, Chapter 3: Field Trip
- Book Eight, Chapter 2: Crawlspace
- Book Eight, Chapter 1: The Copy Job
- Book Six, Chapter 95: Pulling the Thread
- Book Six, Chapter 94: Knock Knock
- Book Six, Chapter 93: Return to Camp Dyer
- Book Six, Chapter 92: The Savings
- Book Six, Chapter 91: WHATEVER YOU WANT
- Book Six, Chapter 90: The Sacrifice
- Book Six, Chapter 89: Raised By Television
- Book Six, Chapter 88: Bobby III
- Book Six, Chapter 87: A World of Laughter
- Book Six, Chapter 86: Don’t drink the Kool-Aid
- Book Six, Chapter 85: Blue Bloods
- Book Six, Chapter 84: It Begins
- Book Six, Chapter 83: The Dark Secret
- Book Six, Chapter 82: Tom
- Chapter 81: The Props Department
- Book Six, Chapter 80: The Time Skip
- Book Six, Chapter 79: The End is Nigh
- Book Six, Chapter 78: The Employee Lounge
- Book Six, Chapter 77: Leftovers
- Book Six, Chapter 76: Undercover Shopper
- Book Six, Chapter 75: Getaway Car
- Book Six, Chapter 74: Benched
- Book Six, Chapter 73: The Gala
- Book Six, Chapter 72: Bobby II
- Book Six, Chapter 71: Bobby I
- Book Six, Chapter 70: The Stone Show
- Book Six, Chapter 69: Eternal Savers Club
- Book Six, Chapter 68: The Game Plan
- Book Six, Chapter 67: The Circus
- Book Six, Chapter 66: Bowling
- Book Six, Chapter 65: Parking Lot Lookout
- Book Six, Chapter 64: Interlude
- Book Six, Chapter 63: Rescue Scouting
- Book Six, Chapter 62: A Chance of Rain
- Book Six, Chapter 61: Wedding Gifts
- Book Six, Chapter 60: Till Death
- Book Six, Chapter 59: Tangles
- Book Six, Chapter 58: Patio Furniture
- Book Six, Chapter 57: Silver Fox
- Book Six, Chapter 56: Daphne V
- Book Six, Chapter 55: Andrew Interlude
- Book Six, Chapter 54: The Axe
- Book Six, Chapter 53: Kimberly Interlude
- Book Six, Chapter 52: Daphne Part IV
- Book Six, Chapter 51: A Part to Play
- Book Six, Chapter 50: Smoking Kills
- Book Six, Chapter 49: The Body
- Book Six, Chapter 48: Husband and Wife Team Up
- Book Six, Chapter 47: Smoke Break
- Book Six, Chapter 46: Daphne Part III
- Book Six, Chapter 45: The Lightbulb Moment
- Book Six, Chapter 44: Runaway Bride
- Book Six, Chapter 43: Photo Op
- Book Six, Chapter 42: Autopsy of a Blackmailer
- Book Six, Chapter 41: Daphne Part II
- Book Six, Chapter 40: Honey
- Book Six, Chapter 39: Daphne Interlude Part I
- Book Six, Chapter 38: Wedding Bells
- Book Six, Chapter 37: Cold Cuts
- Book Six, Chapter 36: A Close Shave with a Haircut
- Book Six, Chapter 35: The Extra Player
- Book Six, Chapter 34: Meet the Parents
- Book Six, Chapter 33: The Gambler
- Book Six, Chapter 32: Homibridal Part II
- Book Six, Chapter 31: A Change in the Winds
- Book Six, Chapter 30: A Proper Greeting
- Book Six, Chapter 29: Deviled Egg
- Book Six, Chapter 28: Drinks!
- Book Six, Chapter 27: The Wait
- Book Six, Chapter 26: Ravel
- Book Six, Chapter 25: The Paycheck
- Book Six, Chapter 24: Equivocation Part II
- Book Six, Chapter 23: Equivocation Part I
- Book Six, Chapter 22: The Frat Guy
- Book Six, Chapter 21: The Real Night Terror
- Book Six, Chapter 20: The Gorging
- Book Six, Chapter 19: The Fever Dream
- Book Six, Chapter 18: A Downward Direction
- Book Six, Chapter 17: The Devil's Laundry
- Book Six, Chapter 16: The Road to Hell is Paved with Pizza Dough
- Book Six, Chapter 15: Shift work.
- Book Six, Chapter 14: 555-7468
- Book Six, Chapter 13: The Promotion
- Book Six, Chapter 12: By the Trash Cans
- Book Six, Chapter 11: The Break Room
- Book Six, Chapter 10: Nightmares
- Book Six, Chapter 9: Recon
- Book Six, Chapter 8: The Fire Ferret
- Book Six, Chapter 7: Hot Head
- Book Six, Chapter 6: The Summer Job
- Book Six, Chapter 5: By the Slice
- Book Six, Chapter 4: By the Slice
- Book Six, Chapter 3: The Performance
- Book Six, Chapter 2: The Lineup
- Book Six, Chapter 1: Urban Foraging
- Book Five, Chapter 143: The Show Must Go On
- Book Five, Chapter 142: Rewards
- Book Five, Chapter 141: The Standing Ovation
- Book Five, Chapters 140: The Fight of Many Lifetimes
- Book Five, Chapter 1̵̙̔͗̀2̴̦̕6̴̤̪͙̀:: The Many Mothers of Gabriel Cano
- Book Five, Chapters 137 & 138
- Book Five, Chapter 136: The Diorama
- Book Five, Chapter 135: The Tower Climber
- Book Five, Chapter 134: The Barker
- Book Five, Chapter 133: The Scientist
- Book Five, Chapter 132: The Long Red Hallway
- Book Five, Chapters 130 & 131: Willpower is Magic
- Book Five, Chapters Chapter 130:& Chapter 131: Willpower is Magic
- Book Five, Chapter 129: The Signal
- Book Five, Chapter 128: The Meteor Finder 9000
- Book Five, Chapter 127: Unconventional Layoffs.
- Book Five, Chapter 125: The Hospital
- Book Five, Chapter 124: Watch your step
- Book Five, Chapter 123: A Mid-Torture Lesson
- Book Five, Chapter 122: Room Service
- Book Five, Chapter 121: A Barrel of Monkeys
- Book Five, Chapter 120: The Scholar
- Book Five, Chapter 119: Hey ya, Fella
- Book Five, Chapter 118: Night Watch
- Book Five, Chapter 117: A Short Rest
- Book Five, Chapter 116: The First Jump
- Book Five, Chapter 115: Into Time
- Book Five, Chapter 114: First Bloodless
- Book Five, Chapter 113: The Guided Tour
- Book Five, Chapter 112: Vetting the Impossible
- Book Five, Chapter 111: E Cola
- Book Five, Chapter 110: The Final Girl
- Book Five, Chapter 109: The Girl in the Videos
- Book Five, Chapter 108: daylight dance
- Book Five, Chapter 107: Post-Traumatic
- Book Five, Chapter 106: Jailhouse Blues
- Book Five, Chapter 105: Timely Preparations
- Book Five, Chapter 104: A Rescue in Review
- Book Five, Chapter 103: Watch Party
- Book Five, Chapter 102: Side Storyline: Goodnight Neighbor
- Book Five, Chapter 101: While we were gone...
- Book Five, Chapter 100: The Bounty
- Book Five, Chapter 99: Clara- Part II
- Book Five, Chapter 98: Clara- Part I
- Book Five, Chapter 97: Not Quite The End
- Book Five, Chapter 96: The Athlete
- Book Five, Chapter 95: A Test of Hustle
- Book Five, Chapter 94: A Wolf's Howl
- Book Five, Chapter 93: The Introduction of Chaos
- Book Five, Chapter 92: Blue Moon Rising
- Book Five, Chapter 91: Moonlit Charge
- Book Five, Chapter 90: The Pack
- Book Five, Chapter 89: Preparations
- Book Five, Chapter 88: The Soldier
- Book Five, Chapter 87: The Hunter
- Book Five, Chapter 86: Familiar Fratricide
- Book Five, Chapter 85: Last-call Return
- Book Five, Chapter 84: A touch of chemistry...
- Book Five, Chapter 83: Always in the Forest
- Book Five, Chapter 82: Rolling Silver
- Book Five, Chapter 81: The Tomb
- Book Five, Chapter 80: A Werewolf Kiss
- Book Five, Chapter 79: There has been a murder!
- Book Five, Chapter 78: A Tentative Plan
- Book Five, Chapter 77: A Nursery Rhyme
- Book Five, Chapter 76: Return to Camp
- Book Five, Chapter 75: Armed with Knowledge
- Book Five, Chapter 74: Exploration and Research
- Book Five, Chapter 73: The Stacks
- Book Five, Chapter 72: The Stone Fort
- Book Five, Chapter 71: The Eye Candy
- Book Five, Chapter 70: Caged Wolves
- Book Five, Chapter 69: The Werewolf Curse
- Book Five, Chapter 68: Silverware
- Book Five, Chapter 67: The Host
- Book Five, Chapter 66: An Invitation
- Book Five, Chapter 65: The Lineup
- Book Five, Chapter 64: Mental Health Day
- Book Five, Chapter 63: The Flea Market
- Book Five, Chapter 62: A Walk Down Memory Lane
- Book Five, Chapter 61: Strike!
- Book Five, Chapter 60: Carousel Family Video
- Book Five, Chapter 59: The Thing about Werewolves
- Book Five, Chapter 58: The Speakeasy
- Book Five, Chapter 57: Baby Steps
- Book Five, Chapter 56: Happened A-Pawn Again
- Book Five, Chapter 55: Broken Conduit
- Book Five, Chapter 54: Tea Party
- Book Five, Chapter 53: The Forty-Dollar Fortune
- Book Five, Chapter 52: Twisted Threads
- Book Five, Chapter 51: Shopping
- Book Five, Chapter 50: Sensitive Measures
- Book Five, Chapter 49: The Crooked Hallway
- Book Five, Chapter 48: Therapy
- Book Five, Chapter 47: The Test
- Book Five, Chapter 46: By the Campfire
- Book Five, Chapter 45: The Farmhouse
- Book Five, Chapter 44: The Cargo
- Book Five, Chapter 43: The Femme Fatale
- Book Five, Chapter 42: Defensive Protocols
- Book Five, Chapter 41: Mutagen 6
- Book Five, Chapter 40: Bigger and Bigger
- Book Five, Chapter 39: Red Herring No More
- Book Five, Chapter 38: The Rerun
- Book Five, Chapter 37: The Chatbot
- Book Five, Chapter 36: If at first you don't succeed...
- Book Five, Chapter 35: Walk of Shame
- Book Five, Chapter 34: On Theme
- Book Five, Chapter 33: Rodeo
- Book Five, Chapter 32: Dark Aura
- Book Five, Chapter 31: Theme Puzzle
- Book Five, Chapter 30: The Farm
- Book Five, Chapter 29: Rise and Shine
- Book Five, Chapter 28: Bitten
- Book Five, Chapter 27: Deep Sleep Tech
- Book Five, Chapter 26: Countdown to launch
- Book Five, Chapter 25: Itch
- Book Five, Chapter 24: Before the Rescue
- Book Five, Chapter 23: Moon
- Book Five, Chapter 22: Horrific Events Through the Ages
- Book Five, Chapter 21: Hard Scouting
- Book Five, Chapter 20: Lairs and Libraries
- Book Five, Chapter 19: A Party Divided
- Book Five, Chapter 18: The Fallen
- Book Five, Chapter 17: Dissociation
- Book Five, Chapter 16: Looting
- Book Five, Chapters 15: The Reaper
- Book Five, Chapter 14: Blades
- Book Five, Chapters 13: The Patchers
- Book Five, Chapter 12: Tamara
- Book Five, Chapter 11: Killer on the Loose
- Book Five, Chapter 10: Ten Years Later
- Book Five, Chapter 9: Off the Case!
- Book Five, Chapter 8: Strange Collision
- Book Five, Chapter 7: Search Party
- Book Five, Chapter 6: Sunflowers
- Book Five, Chapter 5: Harless Automotive
- Book Five, Chapter 4: Scouting
- Book Five, Chapter 3: A Call with Sal
- Book Five, Chapter 2: A Knock in the Night
- Book Five, Chapter 1: Grocery Shopping
- Arc II, Chapter 94: Off the Case!
- Arc II, Chapter 93: Strange Collision
- Arc II, Chapter 92: Search Party
- Arc II, Chapter 91: Sunflowers
- Arc II, Chapter 90: Harless Automotive
- Arc II, Chapter 89: Scouting
- Arc II, Chapter 88: A Call with Sal
- Arc II, Chapter 87: A Knock in the Night
- Arc II, Chapter 86: Grocery Shopping
- Arc II, Chapter 85: The Remainder
- Arc II, Chapter 84: The Loft
- Arc II, Chapter 83: The Narrator Part Two
- Arc II, Chapter 82: The Narrator Part One
- Arc II, Chapter 81: The Tape
- Arc II, Chapter 80: The Lillian Scorned Contingency
- Arc II, Chapter 79: The Cynic
- Arc II, Chapter 78: Late Casting
- Arc II, Chapter 77: The Outsider Returns
- Arc II, Chapter 76: Double Team
- Arc II, Chapter 75: Mirror Match
- Arc II, Chapter 74: Gray
- Arc II, Chapter 73: Hard Mode Initiated
- Arc II, Chapter 72: Manor's Blaze Eve
- Keep reading the series on Kindle Unlimited and Audible!
- Arc II, Chapter 71: Them
- Arc II, Chapter 70: The Secret Sixth Principle
- Book Two moving to KU! (The story is currently at the end of Book Four)
- Book Two moving to KU!
- Arc II, Chapter 69: A Slight Change of Plans
- Arc II, Chapter 68: Moonlight
- Arc II, Chapter 67: Up to Speed
- Arc II, Chapter 66: Sparks Fly
- Arc II, Chapter 65: On the Fence
- Arc II, Chapter 64: Dreary Street
- Arc II, Chapter 63: The Peeping Tom
- Arc II, Chapter 62: A Close Shave
- Arc II, Chapter 61: Grease Fire
- Interlude--Ramona Part Three
- Interlude--Ramona Part Two
- Interlude--Ramona Part One
- Arc II, Chapter 60: The Empty Frame
- Arc II, Chapter 59: Fire
- Arc II, Chapter 58: The Flask
- Arc II, Chapter 57: Carlyle
- Arc II, Chapter 56: The Die Cast
- Arc II, Chapter 55: Cycles
- Arc II, Chapter 54: The Séance Part Four
- Arc II, Chapter 53: The Séance Part Three
- Arc II, Chapter 52: The Séance Part Two
- Arc II, Chapter 51: The Séance Part One
- Arc II, Chapter 50: Don't Pull Any Threads
- Arc II, Chapter 49: A Game Within a Game
- Arc II, Chapter 48: The Murder House
- Arc II, Chapter 47: Reply the Departed, Classic
- Arc II, Chapter 46: Heart's Desire
- Arc II, Chapter 45: The Graveside Chat
- Arc II, Chapter 44: Time to Wait
- Arc II, Chapter 43: The Prescription
- Arc II, Chapter 42: Medical History
- Arc II, Chapter 41: Stairway Death Scene
- Arc II, Chapter 40: The Beauty Queen
- Arc II, Chapter 39: The Unveiling
- Arc II, Chapter 38: The Frog Trap
- Arc II, Chapter 37: Escape the Fray
- Arc II, Chapter 36: Cecilia
- Book One is Available Now!
- Arc II, Chapter 35: Out of Hand
- Arc II, Chapter 34: The Doctor's Visit
- Arc II, Chapter 33: The Secret Staircase
- Arc II, Chapter 32: An Illegal Search
- Arc II, Chapter 31: Bobby's Other Wife
- Arc II, Chapter 30: The Ribbon Cutting
- Arc II, Chapter 29: Cold on the Trail
- Arc II, Chapter 28: Not the Worst Ending
- Arc II, Chapter 27: Early Morning Poker
- Arc II, Chapter 26: The Carousel Spins On
- Arc II, Chapter 25: Play it cool
- Arc II, Chapter 24: What Came Before
- Chapter Forty-Four: The Detour [Start of Book II]
- Book One will be moving to KU
- Chapter One: Silas the Mechanical Showman
- Arc II, Chapter 23.5: The Late Check Out
- Arc II, Chapter 23: The Off-Screen Death
- Arc II, Chapter 22: The Weakness
- Arc II, Chapter 21: Strander Blake
- Arc II, Chapter 20: Ready Player Ten
- Arc II, Chapter 19: The Ghost Collector
- Arc II, Chapter 18: Let's Split Up, Gang
- Arc II, Chapter 17: Ghost Story
- Arc II, Chapter 16: Connection Terminated
- Arc II, Chapter 15: I have no arm but I must wave...
- Arc II, Chapter 14: Exploring in the Dark
- Arc II, Chapter 13: Reply the Departed, Updated
- Arc II, Chapter 12: Stranger Still
- Arc II, Chapter 11: The Librarian
- Arc II, Chapter 10: The Cut Scene
- Arc II, Chapter 9: Carousel Loves Families!
- Arc II, Chapter 8: Nondescript
- Arc II, Chapter 7: A History in Flames
- Arc II, Chapter 6: The Night Before
- Arc II, Chapter 5: The Founder's Tale
- Arc II, Chapter 4: Seeing is Believing
- Arc II, Chapter 3: Late Arrivals
- Arc II, Chapter 2: The Keepsake
- Arc II, Chapter 1: Now Playing
- Tales of Carousel: I'll Love You Till the Day You Die
- Tales of Carousel: You've Got Mail
- Tales of Carousel: The Guest House
- Chapter 118: Back to Where It All Started- Part IV
- Chapter 117: Back to Where It All Started- Part III
- Chapter 116: Back to Where It All Started- Part II
- Chapter 115: Back To Where It All Started- Part I
- Chapter 114: Dead Man's Fall
- Chapter 113: The Bigger Bad
- Chapter 112: The Damsel in Distress
- Chapter One Hundred and Eleven: Blood Red Sunset
- Chapter One Hundred and Ten: Permanent Vacancy
- Chapter One Hundred and Nine: The Warning
- Chapter One Hundred and Eight: Planning a Run
- Chapter One Hundred and Seven: closed fur renovations
- Chapter One Hundred and Six: In Plain Sight
- Interlude: In Time--Part Two
- Chapter One Hundred and Five: A Bridge Too Far
- Chapter One Hundred and Four: Goforth and Prosper
- Chapter One Hundred and Three: Dearest Mr. Gray Amber
- Chapter One Hundred and Two: By the Fire
- Chapter One Hundred and One: Party Favors-Part Two
- Chapter One Hundred: Party Favors-Part One
- Chapter Ninety-Nine: Who's Pulling the Strings?
- Chapter Ninety-Eight: Self-Inflicted Injuries
- Chapter Ninety-Seven: Close and Personal with Mr. Red Rock
- Chapter Ninety-Six: Who, Why, and How
- Chapter Ninety-Five: The Casks and the Crime Scene
- Chapter Ninety-Four: A Fair Play Murder Mystery
- Chapter Ninety-Three: Mr. Evergreen in the Ballroom with the Knife
- Chapter Ninety-Two: Young Love
- Interlude: In Time
- Chapter Ninety-One: The Ballroom
- Chapter Ninety: Unintended Consequences
- Chapter Eighty-Nine: The Black Snow
- Chapter Eighty-Eight: Setting Up The Pins
- No Chapter Today
- Chapter Eighty-Seven: The Carousel Atlas
- Chapter Eighty-Six: Snowblind
- Chapter Eighty-Five: The Criminal and the Wallflower
- Chapter Eighty-Four: Worker's Compensation
- Chapter Eighty-Three: Curtains
- Chapter Eighty-Two: Sedation
- Chapter Eighty-One: A Fresh Breath of XEGOST-H Sulfide
- Chapter Eighty: Climbing Tension
- Chapter Seventy-Nine: A Ticket to the Show
- Chapter Seventy-Eight: The Distortion Manifests
- Chapter Seventy-Seven: Corporate Rat Race
- Chapter Seventy-Six: Too Many Unknowns
- Chapter Seventy-Five: Notes from Experiment 17
- Chapter Seventy-Four: Please Present Your Identification
- Chapter Seventy-Three: All in the Family
- Chapter Seventy-Two: A Bump in the Night
- Chapter Seventy-One: Night Shift
- Chapter Seventy: Superstition
- Chapter Sixty-Nine: Subject of Inquiry
- Chapter Sixty-Eight: Bet Your Life On It!
- Chapter Sixty-Seven: Make History Part of Your Story!
- Chapter Sixty-Six: The Brainstorm Montage
- Chapter Sixty-Five: A Theory
- Chapter Sixty-Four: Secrets of Carousel
- Chapter Sixty-Three: The Bad Luck Magnet
- Chapter Sixty-Two: A Lesson in Wishing Well
- Chapter Sixty-One: The Secret
- Chapter Sixty: The Cloven Women
- Chapter Fifty-Nine: They Come in the Night
- Chapter Fifty-Eight: The Akers Plot
- Chapter Fifty-Seven: What Does It Want?
- Chapter Fifty-Six: The Servants
- Chapter Fifty-Five: The Unknowable
- Chapter Fifty-Four: The Waters Below
- Chapter Fifty-Three: A Search in Vain
- Chapter Fifty-Two: The Last Truck Out
- Chapter Fifty-One: The Contradictions
- Chapter Fifty: The Rules of the Forest
- Chapter Forty-Nine: The Straggler
- Chapter Forty-Eight: A Message from High Places
- Chapter Forty-Seven: Happened A-Pawn
- Chapter Forty-Six: Letters from Carousel
- Chapter Forty-Five: The Wager
- Chapter Forty-Four: The Detour
- Chapter Forty-Three: Keeping Secrets
- Chapter Forty-Two: Rewards To Die For
- Chapter Forty-One: The Grotesque Angel
- Chapter Forty: Not-So-Divine Healing
- Chapter Thirty-Nine: Go. Faster.
- Chapter Thirty-Eight: Extended Arming Sequence
- Chapter Thirty-Seven: Whispers in the Dark
- Chapter Thirty-Six: The Red Mist
- Chapter Thirty-Five: The Rulekeeper
- Chapter Thirty-Four: A Plan Interrupted
- Chapter Thirty-Three: The Grotesque Kiss
- Chapter Thirty-Two: The Harbinger
- Chapter Thirty-One: A Family In Crisis
- Chapter Thirty: The Grotesque Lottery
- Chapter Twenty-Nine: To the Attention of Janette Gill
- Chapter Twenty-Eight: Chekhov's Balcony
- Chapter Twenty-Seven: The Immortal Mask Is Broken
- Chapter Twenty-Six: One Last Guess
- Chapter Twenty-Five: A Pattern Emerges
- Chapter Twenty-Four: The Usual Suspect
- Chapter Twenty-Three: The Public Accusation
- Chapter Twenty-Two: End of Scene
- Chapter Twenty-One: Ranger Danger
- Chapter Twenty: Delta Epsilon Delta
- Chapter Nineteen: An Outsider
- Chapter Eighteen: Souvenirs
- Chapter Seventeen: Black Magic Reanimation
- Chapter Sixteen: The Silver Solution
- Chapter Fifteen: A Waste of a Specimen
- Chapter Fourteen: The Code in the Lights
- Chapter Thirteen: The Astralist
- Chapter Twelve: Deus Ex-Terminator
- Chapter Eleven: Please, Don't Be a Vampire
- Chapter Ten: First Blood at Halle Castle
- Chapter Nine: Always Watching
- Chapter Eight: The Museum at Halle Castle
- Chapter Seven: Dyer's Lodge
- Chapter Six: The Oblivious Bystander
- Chapter Five: Will Someone Shut Them Up?
- Chapter Four: Benny
- Chapter Three: The Final Straw II
- Chapter Two: The Unanswered Plea
- Chapter One: Silas the Showman