The Midway & Club Spooky Courtyard · They're Already Out There

Before the Attraction Starts. Meet the Midway Characters.

The attraction hasn't started yet. You're still in the midway. Still in Club Spooky Courtyard. And they're already watching you.

Trained actors roam both spaces from the moment you arrive — reading the crowd, finding the right person, and striking when you least expect it.

Most nights sell out. Lock in your time before prices rise.

Real People · No Script

Props Create the World. People Follow You Home.

They Roam Both Spaces

Every character on this page moves freely through the midway and Club Spooky Courtyard. There's no zone. No boundary. No part of the night before the attraction that belongs to you.

The Night Starts on Arrival

Before you board the first wagon, the crowd is already being worked. Characters have been watching since you arrived. They choose their moment. You won't know when it's coming.

They Find You

You don't go looking for the characters. They come to you. Trained to read a group, identify who's on edge, and choose their moment — every interaction is different, and none of them are random.

The Roamers

Who's Out There Tonight

The characters waiting for you before the attraction even begins. All of them roam freely. None of them are predictable. All of them are trained to find the person in your group who least wants to be found.

Kersey Crow
Icon · The Scarecrow

Kersey Crow

The iconic scarecrow of Kersey Valley. Standing watch over this farm longer than most guests have been alive — and whatever was stuffed inside that frame when it was built, something else has taken up residence since. It moves when scarecrows shouldn't.

Endora
The Witch

Endora

She rules the courtyard from every shadow and every spotlight. Endora doesn't chase — she invites. Her supernatural realm closes around you before you realize you've stepped into it. By the time you notice, you're already part of her show.

Krash
The Clown

Krash

Loud. Unpredictable. Always too close. Krash doesn't stalk — he explodes into your space without warning and disappears just as fast. The laughter is the worst part. Not because it's frightening. Because it sounds like he's enjoying this.

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New for 2026
The Sorceress

Sloan

She doesn't cast spells loudly. She doesn't need to announce herself. Sloan moves through the crowd like the environment already belongs to her — and perhaps it does. Guests near her report a particular feeling they struggle to name afterward.

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New for 2026
The Magician

Archibald

Charming. Precise. Performing tricks that don't quite follow the rules of what tricks are supposed to be able to do. Archibald works the crowd with the easy confidence of a man who has never once been surprised by anything — including you.

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New for 2026
The Villainous Ghost

Lady Graves

She appears at the edge of things — between the lights, between the fog — elegant and completely wrong in a way that takes a moment to identify. Lady Graves doesn't lunge. She lingers. The closer you look, the less certain you become about what you're seeing.

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New for 2026
The Dark Arts

The Necromancer

He speaks to things that don't speak back — at least, not in any language you'd recognize. The Necromancer moves through the crowd like he's looking for something he lost a long time ago, or perhaps something that got loose. Whatever ritual he's conducting, you are not meant to witness it.

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New for 2026
The Executioner

Vesper Blackclaw

She carries herself with the calm authority of someone who has never once questioned whether what she does is justified. Vesper Blackclaw doesn't threaten — she simply arrives, assesses, and lets you draw your own conclusions about what comes next. The blade is decorative. Probably.

Nurse Dryheive
Medical

Nurse Dryheive

She's deeply, personally, professionally concerned about your health. Nurse Dryheive roams the crowd offering assistance with the kind of bedside manner that makes you feel significantly worse than you did before she arrived. Whatever treatment she's recommending, the answer is no.

Paleface
The Silent Clown · New for 2026

Paleface

Something happened to Christmas. Paleface doesn't say what — Paleface doesn't say anything. The Santa hat is still on. So is whatever's left of Santa, dangling from the strap. The daisy sunglasses are not a joke. The grin underneath them is not friendly. Holidays were supposed to be the safe time of year. They aren't anymore.

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New for 2026
The Asylum Patient

Elias Wireborn

Whatever institution lost track of him isn't coming to collect. Elias Wireborn moves through the midway with the unsteady rhythm of a man who has been somewhere very quiet for a very long time and is finding the volume of the world overwhelming. Don't make eye contact. Don't try to help. He's not lost. He's exactly where he wants to be.

The Reaper Collective

The Grims Don't Come Alone

Three separate manifestations of the same inevitable end — each with a different method, each with a different way of making you feel like your number is already up. If you see one, the other two are close.

The Grims
The Silent One

Soul Snatcher

He doesn't move fast. He doesn't need to. Soul Snatcher drifts through the crowd like he already knows how the night ends for everyone in it. He'll stop in front of you, say nothing, and hold your gaze just long enough. Whatever he's counting, you don't want to be on the list.

The Violent One

Bone Cracker

Where Soul Snatcher is patient, Bone Cracker is not. He crashes into the crowd with the energy of something that has been waiting too long and is done waiting. Physical, unpredictable, and entirely too enthusiastic about the work — Bone Cracker is the one you hear coming and still can't get out of the way of in time.

The Close One

Half Past Dead

Half Past Dead gets closer than the others. That's the specialty — finding the exact distance that crosses from unsettling into unbearable and holding it there. No sudden movement. No noise. Just presence, proximity, and the specific discomfort of realizing this thing is very interested in you personally.

Three Grims. Three methods. One outcome. They work the crowd as a unit — and if you spot one, the other two are already moving toward you.

They're Already Out There.

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The characters are ready. The worlds are built. The only thing missing is you.

Limited capacity each night · Peak times disappear fast · Reserve early