The Game at Carousel: A Horror Movie LitRPG-Chapter 47Book Eight, : Familiar Grounds
We scouted the storyline as best we could from the boat.
There was no mention of it in the Atlas, but using my old Location Scout trope told me that the storyline took place over a long trail, with places called Terradome Calver’s Bay, Miller’s Crossing Outpost, and Terradome Mountain Seat as major settings, along with various other stops along the trail that didn't have names and barely had descriptions like hitching post or old well.
While the names of the shooting locations weren't entirely useful, they did paint the storyline as fairly straightforward sci-fi, which aligned with the poster and its hazmat suits.
After we found the remains of an old water tower jutting out of the swamp near the Omen, where we could tie the boat, we started working through our strategy, which was not a long conversation. Look around. Make a plan. Execute.
Another short conversation was whether or not we should even continue in our current course.
Antoine, for one, was all for it.
“You say it's high difficulty?” he asked after we had gotten the boat secure.
“Yes,” I said.
“Good,” he responded as he looked out over the wetland terrain. “If we're going to risk our lives, there had better be rewards on the other side.”
I wasn't even sure if he cared about getting to Ramona and the others so much as he cared about leveling up so we could eventually save Kimberly. At least he had the decency not to say one way or the other. It made things less complicated.
Cassie, of course, was all for it because by every indication we had, the only way to continue on the path toward her brother Isaac was to run this storyline. She didn't talk much. As soon as we got the boat in place where it wouldn't float away, she immediately began using her I'm Blocked trope to try to figure out what we were dealing with.
At the time, I was skeptical that it would work, but it would still be useful information. All signs pointed toward science fiction, which could entirely exclude psychic abilities or incorporate them as mutations or evolutions.
Only time would tell, and until it did, she sat on one of the front seats of the boat with her eyes closed.
“So how about you two?” I asked Anna and Camden.
“Sci-fi is a place where a scholar can shine,” Camden said. “I mean, even if I disagreed with taking on a challenging story based on nothing but a hunch that it'll open up the right pathway, it's not like I could say it, right? I'd already be outvoted.”
“That's the spirit,” I said.
“Well, I am a team player,” he said.
“And you?” I asked Anna.
She was contemplative, maybe a little scared like the rest of us.
“I'm ready,” she said eventually.
“Good,” I said.
We took the opportunity to rest while we waited for Cassie to finish scouting out the storyline.
There were odd cries from the swamp around us, and there were quite a few times, as I tried to get some shut eye, that I would wake up to a strange rumbling sound and wish that we could just pull out and go back on the river. But then there were plenty of dangerous things that direction too.
What I really hoped was that this storyline would have a long Party Phase where I could get some rest.
“I hear you. Go ahead,” Cassie eventually called out. “You sound faint,” she added later. “Can you repeat that? We can send assistance soon.”
“I don't know why we always watch her like we're going to learn something from only her half of the conversation,” Camden said.
“At least it's entertaining us,” I said. “And she might try to float away again.”
Cassie continued on for a while, sounding like she was talking to someone over the radio. She kept saying things like “you're breaking up” or “over and out,” as if she were trying to squeeze out a few more drops of dialogue from whatever entity she was speaking to by playing along with the theme.
It was a bit strange that the psychic entity she was communicating with was talking to her over a radio. The connection she was supposed to make was more mental, but she sounded like a dispatcher having trouble contacting someone in the field.
“We will send supplies,” Cassie said. “Just hang tight.”
Then she tensed up like she heard a high-pitched noise and said, “I'm blocked.”
“So what do we got?” Antoine asked, not giving her a moment to think about it.
“People in a settlement asking for help,” Cassie said. “They said that their communication equipment was almost down and they needed evacuation or maybe resupply. I couldn't quite tell.”
I looked out over the wasteland. Her information, combined with my knowledge that there was a long trail involved, started to paint a real picture.
“Wait a second,” Camden said. “Wasn't she supposed to be talking with the enemy? Isn't that how her trope works?”
“It sure is,” I said, “and it's also supposed to only work in storylines that have psychic or supernatural power, and yet it sounded like a perfectly mundane cry for help.”
We discussed our thoughts on what we had just learned, and then we did our best to rest for a few hours. But there was no putting it off forever. We were trying to track down Ramona and the others, which meant time was of the essence. They could be moving, and if that happened, we might lose our chance to intercept them based on the path that the magic cue ball was taking us.
We climbed down from the boat onto the only solid land available, which led us to the strange device that served as the Omen for this storyline, called Familiar Grounds.
Triggering it was actually quite simple. We just had to hit the red button. That was a pretty familiar action by that point.
And so, as we stood there, we all looked at each other in the dim light under the overcast sky, and then Antoine reached out and pressed it.
-
Riley Lawrence is The Film Buff
His aspect is Filmmaker. The Filmmaker understands how movies are made and uses meta-Insight and meta-Rule tropes to subtly manipulate the environment, relying on high Hustle to stay unseen while shaping the story behind the scenes.
Riley has a Plot Armor score of 46, Mettle of 4, Moxie of 13, Hustle of 7, Savvy of 15, and Grit of 7.
Free Background Trope: "My Grandmother Had the Gift…" A background trope that gives Riley’s character some ambiguous connection to “The Gift” through his heritage.
Current Trope Limit: 10
"Trope Master" grants him the ability to perceive enemy tropes, but at the cost of sacrificing half of his Plot Armor.
As an "Oblivious Bystander," Riley remains untargeted by enemies as he convincingly acts oblivious to their presence.
"Escape Artist" buffs his Hustle to help enact plausible escape plans.
"The Insert Shot" makes allies aware of an object the player chooses. The object will be shown to the audience and its use will be buffed in the Finale.
“Just Out of Shot” allows him to see ‘cameras’ when sneaking near an enemy to avoid being seen.
“Cutaway Death” sends him Off-Screen before the moment of his character’s implied demise and allows him to exist behind the scenes Written Off if he survives the encounter.
Stolen from its rightful author, this tale is not meant to be on Amazon; report any sightings.
“Call Sheet” gives him a timer for when he will be On-Screen next.
“Raised by Television” buffs the user to do one big meaningful action if they establish their inspiration from film and television to establish it.
“Props Department Requisition” allows him to requisition story-appropriate props.
“Intermission” Grants Deathwatch at his demise and allows them to pause their viewing of the film for a break and start back a few moments earlier.
~
Camden Tran is The Scholar
"Eureka!" helps him find important information within text.
"Right Tool for the Job" buffs Savvy and Mettle when fighting an enemy with their weakness.
"Zippos are Cheap" boosts Savvy for plans that expend a Zippo lighter.
"Hide and Seek" allows him to use Savvy for Hustle in a chase with lots of hiding involved.
"Photographic Memory" allows him to display visual information committed to memory on the red wallpaper and recall information he has seen, even if he didn’t focus on it.
“Battlefield Intuition” allows him to use Savvy to perceive enemy combat tactics.
“Sweat, Blood, and Chalk” buffs his Savvy and Grit when he is Scathed, Hobbled, or Mutilated.
“Red Thread Theory” gives the user a visual summary of known information and helps them know what threads to follow next.
“Fall Like Dominos” buffs the user’s plan based on how well they represent it visually when pitching it to the audience.
"Bury the Lede" guarantees he finds a "smoking gun" clue once he has collected enough complex or unimpactful pieces of evidence to solve the case.
~
Antoine Stone is the Athlete.
His aspect is Health Nut, which prioritizes holistic wellness, using sharp Savvy to make smart choices and strong Grit to stay resilient, adaptable, and enduring under pressure.
Antoine has a Plot Armor score of 42, Mettle of 13, Moxie of 4, Hustle of 9, Savvy of 8, and Grit of 8.
Free Background Trope: --
Current Trope Limit: 10
"Gym Rat" buffs Mettle and Hustle by revealing an athletic backstory.
Brandishing a weapon is “Like a Security Blanket,” buffing his Grit and soothing his and his allies’ fear.
"Everyone Loves a Winner" ensures the user's character will have some previous success that endears them to NPCs. Failure reverses this.
“Time Out!” allows him to send a fight scene Off-Screen for a set time.
“Fight or Flight” buffs Mettle if escape is not possible or Hustle if victory is not possible. Buffs Mettle if neither is possible.
“The Mountain as a Metaphor” boosts allies' uses of Grit and Savvy and allows the user to conquer maladies through metaphor by tackling physical challenges.
“Calm in the Chaos” allows the user to channel Savvy into their next physical feat through a slowed-down shot of them planning things out On-Screen. Time will appear to slow down while planning.
“Blood to the Brain” provides a passive Savvy buff from regular exercise. In a storyline, the player’s Savvy will be highly buffed during strenuous, meaningful activity.
“Gut Instinct” gives him a heads up about nearby danger both in and out of storylines, though he may have to investigate to find the source.
“Willpower is Magic” ensures all applicable enemy technology or magic is now resistible through sheer effort. Results vary. Effects vary. This will hurt.
~
Cassie Hughes is the Psychic
No aspect has been chosen.
Cassie has a Plot Armor score of 32, Mettle of 3, Moxie of 13, Hustle of 8, Savvy of 6, and Grit of 2.
Current Trope Limit: 9
“We are not abandoned…” can keep her allies’ spirits high by weaving a narrative of some higher power in control. When done well, this trope can heal Incapacitation, certain forms of spiritual Infection, and even buff Grit.
“Reflective Jump Scare” allows her to get a glimpse of the enemy when she looks in a mirror, giving her some small insight into what is in store.
"Clarity of Purpose" lets the user substitute Moxie for Grit when enduring tasks that cause constant pain, like handling dangerous objects.
“The Anguish” lets her see her allies’ health stats from anywhere and lets her take some of their pain by feeling it herself. This can reduce their overall injuries.
“It’s Speaking to Me…” lets the user detect vibes and weak visions from evil or supernatural objects, which become important if attention is drawn to them.
"Empathic Shield" buffs an imperiled ally’s Grit by expressing genuine concern for them On-Screen.
“Wards of Affection” allows her to gift allies totems of spiritual protection.
“It is Written” codifies all spiritual or similar information in some kind of text that the user will have access to and gives them information about accurate to their character.
“Déjà Vu F.M.” allows her to gain psychic insight over the radio, especially hearing things before they happen.
~
Anna Reed is the Final Girl
Her aspect is Girl Next Door. The Girl Next Door is a genuine, relatable emotional anchor whose high Moxie and Grit fuel connection, resilience, and quiet strength that protects others and uncovers unexpected solutions.
Anna has a Plot Armor score of 34, Mettle of 8, Moxie of 11, Hustle of 6, Savvy of 3, and Grit of 6.
Free Background Trope: --
Current Trope Limit: 9
"Last One Alive" prevents death until the rest of the party is killed.
"Who's With Me?!" buffs allies' efforts during the finale.
"Let's Not Fight" buffs allies Savvy when she defuses infighting.
"A Kind Face" makes NPCs more likely to reveal important plot information.
“The Heart” allows her to end the game when she is the last one alive and to participate in her own rescue. Buffs those who protect her.
“Not Hers to Bleed” temporarily debuffs the Moxie and Grit of an enemy that injures her.
“Lead-In Line” gives the user narrative momentum when they actively facilitate exposition by high-Savvy characters. Buffs the use of that information.
“Are you okay in there?” allows her to sense all allies' emotional states on the red wallpaper.
“Maladaptive Daydreaming” lets her gain insight about the antagonist in her daydreams that the camera can see. Increases tension and emphasizes her relationship with the enemy.
-
At first, it didn't look like anything had changed. I was still standing in the mud right in front of the strange-looking beacon. It didn't feel like I had moved at all.
But Antoine and Camden had. They were gone. 𝒻𝑟𝘦𝘦𝘸ℯ𝒷𝑛𝘰𝓋ℯ𝘭.𝘤𝘰𝘮
Anna and Cassie, however, were standing right next to me, and despite the fact that Antoine was the one who pressed the button, it was Anna's hand that rested on it.
We each looked at each other. They were covered in mud, wearing thick rubber boots, but other than that, they wore gray sweatpants and T-shirts. I was wearing the same thing.
“Congratulations, Team Echo, you have made it to the checkpoint,” a voice came on over the beacon device. “A communique has just come in from command. They instruct you to disregard the rally point, but instead to come back to base for a briefing.”
“Okay,” Anna said with a shrug as she looked from me to Cassie.
We were Off-Screen, so performance didn't really matter, and that was good because we had no idea what was going on.
Suddenly, I heard a dinging noise coming from my left arm.
I looked down to find I was wearing a large, bulky wristwatch with a very minimalist map on its readout, including a dotted line and an arrow. It didn't take that long to figure out that it was a navigation device. The arrow was blinking.
Anna and Cassie had one too.
“So I guess we go this way,” I said, pointing in the direction that the arrow did. Even as I moved my arm around, the arrow stayed constant, pointing in the same direction, which was a few degrees left of the sun, which barely managed to shine through what I first thought was the same overcast sky we had seen before.
But it wasn't an overcast sky. I realized it was too uniform to be one. It was a dome, a giant dome that must have been big enough to cover up a city or even a county. I couldn't tell if it was made of glass or some sort of force field.
“It looks like we're very sci-fi today,” I said.
“I think we're military or something,” Anna said as we began walking on our way back to base.
“I vote for ‘or something,’” I said.
It wasn't clear where we were going. While the arrow was constant based on the device’s orientation, I noticed that as we took the path back through the wetland in the direction we were being told to go, the arrow would shift. It wasn't just directing us in a specific direction. It was directing us down a path with turns and twists, and as we crossed them, the arrow would guide us around the trail we were on.
As we went on, I found that little device on my arm to be the most useful piece of equipment I had ever been assigned in Carousel. I no longer needed to look for clues about where I was supposed to go or what I was supposed to be doing. NPCs didn't have to suddenly guide us in awkward expository phrases.
We were Off-Screen for most of our journey, though Carousel captured footage of us as we scaled one hill and as we walked toward the city on the other side.
There were high-rise buildings and apartments, along with the expected smattering of office parks and warehouses. The architecture reminded me of any small city back on Earth. It wasn't the size of Chicago or London, but rather struck me as the biggest-city-in-a-small-state kind of layout. It wasn't sprawling or particularly impressive, other than the fact that it was all under a giant dome.
More quasi-cadets like us were out doing drills in the wetlands, wearing the same gray T-shirt and sweatpants.
Once we got out of the fields and into the streets of the city, a few sci-fi touches could be seen. They clearly had hologram technology, but it wasn't used for advertising products as I had always imagined it would be. Instead, there were directives and missives written all around, the normal kind of dystopian propaganda you might expect.
“Calver’s Bay is your home. Treat it with the respect it deserves.”
“Be a good neighbor and report malfeasance.”
There was also a ticker-tape-style readout showing the prices of various food items based on how many food credits they cost.
While it was easy to look at this place and assume it was far in the future, it actually looked closer to the 1990s, just as the space program in the Itch storyline seemed to have occurred in the 70s or 80s.
Despite the city's appearance, the year was 2312, according to a readout posted on the building we were directed to enter. It also included a weather report that predicted cloudy weather. Why would you need a weather report under the dome? It wasn't clear.
I didn't know if this was a new storyline or an old one that was just placed way out of the way. Had Carousel adapted this setting to an aesthetic that was more familiar to us, or was this what it was really like back when this story was more than a story?
I didn’t know.
Most business venues had been cleared out and were being used for other purposes, including housing. I didn't know how many people there were, but I knew it was somewhere around too many.
Into the building we went, up an elevator, rising higher and higher.
“So far so good,” I said.
“We're communists,” Cassie said.
“I think we're post-apocalyptic survivors,” I said. “It doesn't count as communism if society has collapsed. It's just sharing with urgency.”
At that point, I hadn't actually seen any evidence of the post-apocalypse, but that was one of those things where you knew it if you saw it. There was never this much gray in a pre-apocalyptic world.







