Part 21: Lord Peabody's Flying Circus
Update 20: Lord Peabody's Flying Circus














The circus is in town between days 140 and 170 of every year, and there's something very special about it.


Besides that.



No, not that either. This circus lets you permanently raise your stats.

First, you gotta keep trying your luck at the carnival games until you win one of these.



Next, we fly to area D3. (Or walk there, but the circus is only going to be around for 30 days, so be quick about it.)

Once you get to D3, here's the location you want to visit. There are a couple of encounters with Shamans in the area, and they'll sometimes cast a paralysis spell on the party, so come prepared for combat (or just teleport to the exact spot where you need to go).




After giving the Cupie Doll to the old man, the next step is to travel to area E-3...




This is not where we want to go. We want to go northeast from here, to the Inner Limits.




Here's where we want to be. Don't spend too much time fooling around in the desert: it's dangerous.



If we hadn't given the Cupie Doll to the old guy, the pool would turn to acid, and would dissolve every item in the party's backpacks. Luckily, we were not that stupid.
Now, back to the circus!




After one permanent stat gain, the circus is reset and you have to win another cupie doll, give it to the old man and go to the Inner Limits again. Remember, don't forget about the cupie doll unless you like bathing in acid.
From top to bottom, the circus games raise Strength, Personality, Accuracy, Endurance, Speed, Luck and Intellect. Raising stats through the circus takes a little longer than using the permanent stat boost locations, but those can only take stats up to 50, while the circus...

... can take stats all the way to 100.
I could go and max out everyone's stats now, but it's kind of tedious and I'd have to go back and do it again when we got new hirelings anyway, so for now I'll be content with maxing out every character's Endurance. Stats start to give diminishing returns once they go above 20: the difference between 50 and 100 is much less than the difference between 10 and 50. But even 3 extra hit points per level still adds up.
Anyway, now that everyone has sickeningly high Endurance, let's continue along the road!


















This room is full of doors: some have signs over them, others don't. Some lead somewhere good, others lead to traps. For the record, this sign is full of lies: the marked doors are just as likely to be dangerous as the unmarked ones.

Going clockwise around the room, the marked doors read "Beware The Time Traps, As The World Will End In The Year 1000". This is a lie too. You can keep playing until the year 1000 and nothing will happen. Yes, I've tried it.
This entire castle, by the way, is an annoying maze full of teleporters and time traps. The "time traps" advance the calendar forward a whole year, and age the party by a year in the process. Avoid them. In fact, just don't go anywhere I don't tell you to go.

The first door we're going through is this one. It leads...

... here.








The next door we want is this one. Before going through it, rest up and prepare for a fight.













We're not going to do this yet, because the Black Ticket monsters in the Colosseum are still quite capable of killing us. The important thing about this message, though, is that once you see it...

... you should immediately face south and cast Jump. One step to the south is a time trap.

Two steps to the south, of course, is a teleport trap.

The party ends up here. A few steps to the north, there's a secret passage...

... which leads to another teleport trap, back into the big room with all the doors.

The next door we're interested in is this one.

It leads to the Yellow Room.


Finally, the party checks out this door here.

It leads to the dungeons, which we won't visit just yet.

The parts of the castle explored on this map are all you'll ever need to visit. There's literally nothing worth seeing in the whole of the rest of the castle, and wandering around aimlessly is a good way to get lost and waste several years of the party's life, so...

... it's time to return to town.
Apart from everybody's Endurance getting boosted to 100, there was no significant change to the party's experience or equipment, so no character sheet updates today. There is, however, a vote. Should the party explore another castle, delve into a castle dungeon, investigate the mysterious wagon tracks, or start looking for Sherman so they can enlist Lord Peabody's help? Vote now!
