Toys: I believe it was "the created", with the evil jack-in-the-box on the cover. I ran it. Ok module. The puppets are called "Carrionettes". Not a huge fan for re-play, but a one-night module might not be awful.
Goblyns: I don't remember singing the anthem, but the DM had read the Novel set in Harmonia, and since his girlfriend was playing (elven fighter/rogue) he almost had her eaten while being seduced at the Crystal Club (I think it was called). Also replayed a scene from the book, but we as PCs were spectators to it, so it was a bit boring (and he wouldn't let us read the book, so we'd be surprised! I mean, looking bad, not great gameplay; needed better graphics, I guess

).
I remember being somewhat annoyed when I read the module that we wouldn't be focused on the werewolves, like in the brief rp script at the start of the module.
In 4e I'm trying to capture that aspect of play, where I describe what's happening to create mood, atmosphere. Otherwise, a great combat engine like 4e is wasted if my end of things (the storytelling) isn't up to par.
Mask of the Red Death: has nothing to do with the film by Vincent Price (good movie), but I second that it looked fun. Mages are Spiritualists or Cthulu-type mystics. Ditto Clerics (but for the Elder gods, I think). Fighters are solders, etc.
I think the idea works well. Saying "demiplane of dred" means people start looking in the Ethereal Plane for it. Saying Shadowfell in 4e is the same problem. Having a world where it's just scary? More like a Hammer Horror film, or actual scary tale: there's a vampire castle, and it's scary!
I'd read it for source material, and try to simplify combat; if the idea of fighting things with guns is too mechanized with numbers, it might seem real, reliable. Use the rules, but play up every roll like it means something "special" or "magic" (in the Sarah Silverman sense). But yeah, 2e wasn't a great system for combat rules... maybe that's why Ravenloft could work!
