Lore Drop of the Gods

We travel for a long time, or a short time, or no time. I really don’t understand. We walked and we walked through a beautiful, raw, and beautiful land. Duskward and Springward, according to our new friend. Toward the Temple of the Clever Prince. Nat is eager to get back to her body, finish off the nightmare monster, and finish the ritual to cleanse Old Town. But first, we have to get to the temple.

The group gets into a strange discussion with our guide about time and intention and distance and the past or future. I’m not entirely sure, I wasn’t listening. I was enjoying the quiet of the forest. No heartbeat, no terrifying throb of a world about to rip at the seams. Just solid nature. Just believe in where we’re going, and we’ll get there, I say.

Then the land changes. Darker skies, fungus and mossy plants. Alok has turned bluer in tone. He says it’s time to set up camp, and we dont’ argue. Dalish sets up our normal protections, dome, sanctum, dog and all. We decide to set up watches because it’s weird here, even though we’re safe inside the magic. And, I still think we would have been.

Nat and I are on second watch, the light doesn’t change here, so it’s hard to tell the difference. We notice the moss rippling. Then a long claw pokes up through it. Around ten strange figures claw their way out of the ground. They have five strange long arms, tipped with a pointy claw. They mill about, confused by a strangeness in their path.

Nat looks into their minds, and find sadness and fear. Digging deeper, she can only sense the question, where? They’re poking at the edge of the magics now, so we wake up the rest of the group. Which, honestly, I think might have been a mistake in retrospect, maybe they just would have gone away.

Everyone armors up, and then Nat and Klyce go out of the dome to speak to them. The creatures scream at the sight of them, like everything here has done. Except these don’t run, they immediately attack. Two grab up Klyce, and stabbing all of their arms through him, clutching him between them in the creepiest scene I’ve seen in this strange realm. I rush out and Thunderstep him away with me, tossing a tiny bit of my magic into him to get his bleeding to stop at least. Naturally, he runs right bak into the fray.

The others also come out of the dome, except Dalish, who is trying to keep the spells up. I pull up a Storm Sphere and spend the rest of the fight trying to zap these creatures off my friends. It takes a while, and Gerhardt has to save Klyce again, but we manage to put the creatures down. We then head back inside and finish our rest in peace.

We head on in the not-actually-morning, with Nat and Dalish interrogating Alok about the monsters. He doesn’t know anything about those, but promises that we have been able to avoid the things he does know about in this area. Eventually, we head out of the fungal forrest into a wheatfield, with the sunsetting on the far horizon. Above us, we can see the floating temple from our dreams.

We organize a few flying spells and polymorphs, then fly up to the entrance stairs. There are really creepy, melting statues on either side of the double doors. Alok says they are the guardians of the temple and will destroy everything if they sense a threat. Right, remember to control your thoughts everyone. I just want to go home. We head up, and Klyce gets a weird melty glob tossed at him, but they do no harm and we are able to enter.

The foyer has sweeping pillars and flying butresses, and the hint of chanting from somewhere far off. Two figures step out and give bows to us. They are faceless, but humanoid, and have strange growths out of their shoulders.

“We greet you, Breakers. What business in the temple of the uncrowned king?”

Alok prompts me to ask for an audience with the prophets, and so I do. They ask us to wait here for some time. And their emphasis is so strange on the word time, that I stare after them for a few minutes. Then the group goes off onto another esoteric discussion, and I tune out again. We’re gods, guys, why can’t you just let it go. We need to go home and save the Bones, why does anything else matter?

The figures return and say we have been granted audience, so we follow them through the temple. There are libraries and great halls, and a strange room full of fae gathered around a rather massive tree-looking individual who is unmoving. They take us to a set of double doors that has a red glow leaking through and bid us enter. We open the doors and enter, the glow gets brighter and brighter. Then a flash. Then Darkness.

We are in an open hall, with black roiling clouds beyond, and the setting sun is still visible, as well. A many-armed, and horned figure bows to us from the far end of the hall as we approach. He bids us welcome, again, as the Breakers, but does admit we aren’t actually the gods, though we carry their power. Dalish explains that we died and woke up in this place, and we came here seeking a way home. He says it may be possible for ones such as us.

Someone asks how the war started between our peoples. He says he was there, and the war was inevitable, but then decides to start from the beginning. This is the best I can retell his story, it was a lot to take in:

There is a spectrum from Perfect Frozen Order all the way to Utter Chaos. Our two worlds are linked, circling mirrors in the center of this spectrum. The Human world on the Order side, and this Fae world on the Chaos side. The human world has rules, like gravity, climate, time, and movement. The Fae world is far looser with those concepts.

In the long past, travel between the worlds was easy and frequent. And this caused significant friction between our two peoples, when chaos and order mixed. This friction lead to conflict and death. Starvation and dehydration are ridiculous rules to the chaotic fae creatures. How could humans blame them for eating whatever they could find?

So, there was war. But it was easy and good at first. But, restrictions breed creativity. Humans grew clever and began to master their world and its rules. They learned to use iron to hurt the fae, and to harness magic from the Fae world. The balance of power shifted until it was even. This was still a fun challenge, but then the Breakers came.

The Breakers were the gods of the world of order, the Human world. They gathered power their, followers, entire tribes and nations. They lead armies into the Fae world. They burned villages to the ground.

Someone interupted here, to ask if they were really gods, probably Remy, but maybe Dalish, I wasn’t really paying attention. The prophet asked: What’s the difference between a god ad a being with immense power? And then continued his story.

They came to the Fae world, and tried to learn the rules among the chaotic realm. But they couldn’t, they didn’t understand the chaos. It didn’t play by the rules they knew. So, they made their own rules. They seduced the Clever Prince. He was fascinated by the Human world. He fell in love with one. (The Green Witch by our stories.) At the end of the wedding, the Breakers killed Balor, the King of the Fae world. (The evil eye of a god we defeated.) Then, before the Prince could be crowned in his stead, they imprisoned him in a place outside of reality. Then, they locked the Fae world away. They have cursed the fae to live here, as they are, forever.

The Breakers did not like the uncertain and confusing time of the Fae world. They changed it so that time no longer flowed in its normal path. They took away their freedom to change. We toss out a few questions at this point. It’s confusing, because we saw beings of all ages in the village. He explains that while we are here, in the Fae world, no time is passing back in the Human world. He shows us a window into our world, nothing is moving. He says generations that have been born since that time were different than the ones before, but it is difficult to explain how.

Alok asks about the monsters we ran across. He says he hasn’t seen one of them in eons. They were weapons of war, created by the Breakers. They are known as the Sorrowful Ones. Nat asks about the oncoming darkness, but the Prophet suggests she try looking into the future here. She will find it impossible. He is not a Prophet in the future sense of seeing anymore.

Nat asks if peace between our peoples might be possible, but he repeats that it is inevitable. We are too different. What if we could return the Prince to you? He would give anything for that. Nat asks about the place beyond reality, what if it leaked into reality? He says it would do less damage here than in our world. What about time? Would you want time back. Yes, he would, but he has no idea how we could do that.

We ask if there is some way to get back through that window he opened, but he says not in any way he knows, but he can look deeper with a gift of blood. Dalish immediately steps forward, and the prophet creates a pool of darkness and whispers. As Dalish’s blood drips in, we can see the cave. All of our bodies are still there, with the monster standing over us, and Nat’s form surrounded by a black smoke. The prophet asks the dark whispers how we could return there. The vision focuses in on Remy’s eye, which is still twitching, and looks up at the pool, which then catches fire.

We explain about Balor and Remy’s eye, much to his shock and dismay. He suggests that we could make a connection to that from Balor’s burial mound perhaps. It is further duskward, Alok could show us the way. It might be possible, somehow, for us to travel on that thread of connection, back to our world.

A few more questions before we go. The big silent, unmoving tree, is their judge. He meets out justice, but is unable to function right now. Do the beings here age? Yes and No. We ask if people have been going missing and he acknowledges they have. We explain the mana machines, regretfully, and our attempts to stop them. He wishes we would leave, and never return, so we head out.

Spoilers: We’re Gods Now

The ritual has begun, but Natty is frozen. The look on her face is stubborn anger and she is muttering to herself. The inky black from attacks!

Remy shoots, but is immediately paralyzed as the monster goes after Marybeth. Klyce wades in to put himself between them, and Gerhardt rushes forward to try to help keep him standing. It isn’t enough. I call lightning down, but it isn’t enough. The monster strike Klyce down. Then Remy as he ran it to help. Then Gerhardt, as Marybeth runs away to shoot from a distance. I’ve been staying by Natty, who is still mumbling angrily to herself. The creatures strides up and puts me down.

Into Darkness.

And Silence.

Then green.

I start awake, surrounded by grass and trees. We’re in a forest clearing. Teeming with life and gentle sunlight coming through the boughs above. We all sit up, we’re all there. Except for Remy, and Nat. They must be back there? But no, I saw Remy fall. Klyce says he was right.

We fall into a discussion of each of the six gods having a claim on each of us. Except there’s seven of us and only six gods. Unless the evil eye god has claimed him. But the rest, we each have one. Not based on our own chosing, but theirs somehow.

The Green Witch has clearly chosen me, by the evidence of my rising in the mines. Klyce has the red aura of the Wandering Vengeance. Marybeth, by her library pendant, must be the Eternal Mind. Nat’s been worshiping the Stilled Tempest, but does worship matter? I’ve been worshipping the Dawnmother. Maybe Gerhardt, with his healing, is the Dawnmother, and that leaves Dalish with the Stoneman. We’re not sure about these last few.

Klyce interrupts the conversation for a sound in the quiet wood. A flute being played some distance off. Gerhardt starts patching us up as we head off to investigate the sound. The forest is beautiful, untouched wilderness. There is no pulse, no heartbeat here, just beautiful life.

Ahead, there is music and splashing. We see a small goat of a man playing a flute for frollicking nymphs in a spring-fed brook. Klyce calls out to him, and he screams in terror and falls over. The nymphs dive out of sight. I step forward to try and calm him, but he scrambles up and runs. So, I levitate him and try again.

We just need to find people, I tell him. Where are there beings who all live together. He calls me Queen, and says there is a place fifteen minutes past noonwards. I have no idea what that’s supposed to mean, so I ask if he will lead us there. He seems even more terrified, but grovels more about me being a Qeen, and if it’s what I really want.

As I begin to let him down, keeping my spell, just in case he runs again, a burned humanoid creatures climbs out of a tree. This upsets him greatly, but we quickly figure out that it’s Nat, who had to leave her body behind, in her Great-Great-Aunt’s care. I go to introduce her to our new friend and realize I have yet to ask his name. He says it is Baraduk Tine. When we ask about the beings that live where he is taking us, he mentions pixies, dryads, and eladrin. None of which make sense, really, to us. Thought, it seems, Nat’s take the body of a dryad.

We approach a settlement of odd humanoids with pointy ears and flowing hair. They move so gracefully, as well. Then, they begin to see us, and the younger folk stare uncertainly, while the elders take flight, just like Baraduk. I call out to them, but it doesn’t help. Frustrated, I call out for them to Stop!

And they do. They all freeze in place and simply stop moving. I call out to one of the younger folk close by, who had just been staring at us the whole time. I ask where we are, but this seems a confusing question. They ask who we are and how we got here, but we have no idea. I ask if their people have magic, if anyone here has powerful magic that can maybe help us. So, they take us to see Alock.

Alock is an older eladrin who is inside a mushroom house. He looks askance at our young friend, and when we ask for help, invites us in. I pause to tell the people they can move again, and they do, as we head inside and introduce ourselves. He’s not terrily happy about Nat’s situation, but she didn’t know she was killing a dryad, she just needed somewhere to go.

We ask him about everyone being afraid of us and running away. He said it’s because we’re gods, and we destroyed their world and sealed away their Clever Prince. Eons ago, their world was larger, ruled by The Clever Prince. He was tempestuous and they were wild things. But then, the six banded together and bound him into the space between for all eternity. He was the son of Balor, and was to marry the Green Witch at the wedding where Balor was killed. This is all very confusing, but asking questions doesn’t get us any closer to answers.

He tells us that The Clever Prince has a temple near here, that may have answers for us. Or danger. Or nothing. But it seems to be our best bet. He wants us to leave his village, and even offered to take us to the temple. He is afraid we’re there to destroy them all again. He takes us Duskward and Springward, whatever that means. Warning us that intention is the key to this place, and we must control our thoughts.

Moments pass as we walk, but not time. It is a strange sensation, as I watch the flower, grass, and trees. Alock again warns us to be careful what we will to be in this place. I can feel something here. Something not quite remembered from my dream when I was dead in the mines. I hate that feeling! It itches on the back of my brain, but I can’t catch it. Then there is crashing in the bushes, someone was thinking to hard about our most recent death.

The dark shadow man appears ahead of us. Everyone panics and begins throwing spells, bullets, and knives. I drop to the ground, and curl up into a ball. Nonononono! Then there is darkness again.

I wake up, to them telling me it wasn’t real. They just had to remember that it wasn’t real. Alock suggests we rest. Dalish magics up our dome and sanctums and we sleep. I dream of an eight-armed, flying temple! This place is so strange.

Death and Harvest

The castle begins shifting back almost as soon as Lord Tepish and Stephen leave. Several of the group go on a mad dash to see what can be salvaged before it all disappears. They return with weapons, armor, money, and a couple floating stones. This seems wrong, I wonder if the castle will reappear whever he’s going without these things. I wonder if he will be upset with us. Perhaps I won’t ask for my boon right away.

We all take a well-earned rest and in the morning, we begin to plan the recovery of mine and town. Dalish thinks he knows what Stephen was on to with Great Grandpa Skull. Klyce plots up ways to cover the hole I apparently made in the mine roof. And the rest of us head into town.

I help with setting up for the Harvest Festival, especially making the Green Witch for this year. Making a quick stop by the seamstress to pay her more for her trouble, and ask she make me matching masks and a black velvet one to cover my hideous face. Nat goes to the grieving families and recruits the dead, or performs the funeral for them. Remy helps with organizing and rebuilding destroyed homes and buildings. Gerhardt stays up at the castle, working to refine mana through his alchemy.

Three days before Harvest Eve, townsfolk find Nat and bring her to the Green Witch. Someone has stuffed a dead body inside with a dagger in her chest! There’s a note on it, that Nat sends HeyHey to go look at for her. “Break the Bones” Nat tries to calm the crowd, assuring them we’ll find who did this and bring them to justice. Some of the crowd wonder about cancelling the festival, but We Can’t Do That!

Offerings to the Green Witch cannot be removed. I offer to stay with the body and the Green Witch until the festival, to keep anyone from adding more. Nat casts a gentle repose on the girl, and Klyce stays nearby, guarding as well. I sit and pray, first to the Dawnmother, but only recieve a sense of anticipation in response. The Green Witch is even less responsive to my pleas.

The all return to the Green Witch with no good information. No one saw anything except a woman in a cloak moving around at night. The girl simply got out of bed, got dressed and walked out. Nat offers to try asking the gods more forcefully than I can, and goes into a trance. When she awakens, she says they were vague as always.

They told her Natalie Rathbone is responsible, could it be an ancestor? Conflice when we go below to Old Town is inevitable, but victory is not. It is not how we can survive, but whether we will. It may or may not be connected to the ritual we intend to perform. And the safety of her people is uncertain.

The group heads up to the castle to rest, drink orange juice, and divy up what is left of our mana. Klyce and I continue standing guard through the night, but it’s no use. The next morning, three more dead bodies are found, not in the Green Witch, but around town. There is even bloody graffiti saying Break the Bones. People are even more upset, convinced the festival is cursed. I try to convince them that the Green Witch will bless them if they just carry on. The festival is not cursed, and we will prove it, if they just wait a little longer.

Nat and Remy come back from the three murder scenes and fill us all in. One looks like a ghost did him in, white hair and terrified expression. One had his throat ripped or blasted out in the street. Another is just dead, not a mark, except for lingering necromancy, on him. Nat also tells us she had a dream of her and Stephen at the Festival, and then him stuffing her into the Green Witch as it was set ablaze. We’re fairly sure, now, that the one behind all this is the one burned all those years ago, come back for revenge.

Klyce and I take a daytime nap while the rest of the group researches the Rathbone family line. They don’t manage to find many records of that time, even ripped out pages in the family library. In the early evening, we go with Nat into town to talk to her people, encourage them, and let them know we are going to help. We break up into groups to patrol the town. Klyce and I stay up all night while the others take shifts. Dalish stays by the Green Witch since he still cannot walk.

In the night, I come across a young man wandering in a daze. I wake him up and help him back home, after taking a knife from his hands. Not long after, HeyHey comes flying up and I follow him off to find Mummy Dalish, Nat and a badly bleeding child. The boy has apparently bitten his own thumb off when MD took away his bucket of paint. I heal his thumb back on, but it looks a little funny, and Nat takes him home.

Come morning, we all have breakfast and a short rest before gathering up everything we need, and heading down to Old Town. Klyce makes quick work of the blockage he had put in place, and quickly morphs into a giant scorpian once we get inside. The boys throw up light and we walk into a darkness even more opressive than last time.

In the center of town, we toss up more light and spread out to allow Dalish to work. He has to repair the ritual circle before we can do anything else. Klyce’s scorpian body is helpful in clearing the space. Nat and Gerhardt help him redraw damaged sections. Remy and I offer magical guidance in making the necessary alterations. It takes some hours, but the circle is ready in plenty of time.

As it grows darker, and dusk settles outside, the time has come. Dalish and Nat will perform the ritual while the rest of us must protect them at all costs. Angry, restless voices whisper all around us. Nat appears to be arguing with herself, but I’m too far away to hear what is going on. Then a ghostly outline dives into Nat’s body, and a smoky blackness coalesces into an inky, large humanoid form.

Death, Sacrifice, and Family

We have a short discussion about our next path. Klyce is worried that the locked door to the throne room is too obvious, and we should check the basement first. Having no better arguments, we all agree and head downstairs to an even worse dungeon than the attic. This one has clearly been used, if not for some time. There are no bodies here, and no creatures attacking us. So, we investigate and Nat finds on Iron Maiden that will not open.

Nat tries a few times, but just cannot get it open. Dalish casts Knock on it, make a very loud noise, and still doesn’t open it. It does, however, catch the attention of something. There are suddenly winds in the room, and a growing moaning noise. Just as I’m about to take control of the winds, five ghostly shapes enter the room, the moaning crescendos, and there is only blackness.

When I wake up again, Natty is leaning over me, with blackened, smoking eyes. Oh no! Oh Dawnmother! Natty what happened? What have you done?

She made a deal, she says, to get us back from the Dancer. Gerhardt limps in from the hallway then, naked, and with a deformed leg and shriveled arm. He tells Dalish that his master sucks and gave him this body. He says my body didn’t work, thank the Dawnmother, and Dalish’s hadn’t had time to regrow yet. We gather up Gerhardt’s original body, and some woman in rags they found in the Iron Maiden and head back upstairs.

Klyce and Nat decide to minimize the risk and take all two keys each, and turn them all at once. There is a click and the keys dissolve. Smoke pour out of the door and becomes a giant figure of Death. It stares down at us for a moment before shrinking down to a more human size.

He asks if we seek audience. Yes. We have proved ourselves worthy, but there is one final test. “Face me, Face Death, Or Take the Hand that Fate Deals You.”

We have lots of questions, that he mostly won’t answer. He says we have to draw a full hand, but it doesn’t matter who draws what. Remy tries to step forward, but Klyce stops him so we can decide what to do. He has to stop Nat from jumping forward, too. We decide that we’ll draw the hand, we have faced too much death already in the last day. I think we should each draw one card, but Marybeth and some of the others want to protect those of us that just came back from death.

Remy steps forward first, and says he will draw three cards. He drew the Star, Euryale, and Ruin. I didn’t seem much on the first two cards he drew, but on the last, his clothing got shabbier? Nat stepped up next and drew two cards – Talon and Gem. On the first one, her dagger disintegrated, and on the second, a huge pile of gems appeared at her feet. This deck is Crazy! Marybeth stepped forward next. She also got Ruin and her clothes got ragged, and a look of fear overtook her. Klyce stepped up next and drew Vizier. Nothing much happened to him, either, though he looked very thoughtful.

With one card per person drawn, though not by every person, Death declared our hand drawn. He bowed and the doors opened to the throne room. We head forward, and I put my arm around Marybeth. I don’t know what happened, but those cards were very strange.

Lord Tepish sits in a throne at the end of a long plush carpet. He wants to know what we’re doing. You took over Nat’s castle. He asks after Stephen. We don’t know, you were the one looking for him. He says he’s been preoccupied with Van Helsing. Who then crashes through a window, Tepish waves and he falls through a hole in the air. He says he’s sent him to the Shadow Realm, but he’ll be back. He keeps coming back, faster and faster for the last 200 years, on an oath of vengeance.

Nat presses on Stephen’s parentage. Lord Tepish says he is his father, he slept with his mother (and father) on their honeymoon in his country all those years ago. They stayed with him for three weeks. We talk about Stephen not turning until he died, and the boys go on bout the seed of evil. We talk about the curse and the meaning of evil. Klyce tries to redirect the converstion to getting us a map of the castle so we can go find Stephen for him.

Then Van Helsing reappears, and stabs Lord Tepish. This time, the fight lasts a lot longer. I’m very annoyed by Van Helsing, this is all his fault, making this last so long because he won’t let Lord Tepish finish his business and be gone. He’s put us all in danger, and some of us have Died! So, I toss some spells at him as the fight goes on. Marybeth tries distracting him, and Dalish sends spells at him, too. The rest of the group just watches and stays out of it. Part way through, Nat says Van Helsing has Dawnmother symols on him, and I slow my attacks a little, but I don’t see them, he’s jumping around so fast. Lord Tepish turns into a huge firey bat monster, and I back the rest of the way off. Dalish is still throwing spells, but at his possessions now, and Marybeth’s distractions are less effective. Eventually, Van Helsing is killed once more.

Lord Tepish says that Van Helsing will be gone for a couple years now, and we can get back to our business. He can grant us full access to the castle, and stave off some of the confusion it causes, so we can find Stephen and bring him to talk. But Remy has some questions, since we just helped him. Lord Tepish is distracted by the help we offered and doesn’t answer Remy right away. Instead, he offers Boons to the three of us who helped. Dalish asks for help on his quest, with getting the things he needs to finish his process. Marybeth asks for protection for her family from Van Helsing. Both of these things are granted. I don’t know what to ask for, I have a lot of things on my mind. He says that’s alright, he owes me a boon, and I can ask whenever I decide.

Remy starts in again. About giving more than taking and doing more good than bad. Lord Tepish says he tries to minimize the harm his curse causes, but Remy thinks he ought to do more. I tell him to knock it off, as he has absolutely no idea what Lord Tepish does with his life and his time. Lord Tepish then asks Remy what is the worth of a man. Remy says it is the hearts he fills, the hope he gives, and the lives he saves. Before I can reflect on the arrogance of that answer, Lord Tepish asks another question. What is the worth of a man who lives forever, who is cursed to live off others, to have ruin in his wake. Ruin that is outside his control? He then offers that time will likely see Remy wrong that his actions do more good than harm. I’m furious with Remy, but there’s no time, and he’s let it drop.

We head off to find Stephen, and the castle is much easier to navigate, the monsters don’t attack us, either. After a few hours, we do find Stephen in his lab, locked and staked through the heart in a chest. Remy removes the stake from him, just like we did with the servant in the entry, and he, too, wakes up. Klyce tells him that his dad wants to meet him, but Stephen misunderstands that his father has asked for him. Dalish, Nat, and Klyce explain what has been going on. I ask if he’ll just go meet the guy so he’ll leave. Nat further explains the mine fiasco and the shadowman. We really just need this all to finish so we can deal with things.

Stephen says he wants to talk to their parents first, so I send to Lord Tepish and he agrees. He head into town and find the family at the inn we left them at. Nat spars with her older brother and then we get into the room. Stephen demands an explanation, and his mother is uncomfortable with us all there, so we leave the family to their business.

After a while, they all come out, including Nat’s father, dressed and ready to go talk to Lord Tepish. We head back to the castle and lead them into the throne room with no issue. He greets them warmly, and leads the family into a side room to have another private conversation. Nat tries to listen in, but she can’t hear any of the words. Ten minutes later, they come back out.

Stephen says that the timing of his birth indicates he is certainly not Lord Tepish’s son, but they do have similar gifts, and he could learn a lot from him. He’s going to take him up on the offer to go away for a while and learn what he can. Klyce reminds him not to miss the wedding. Nat reminds him to keep in touch. He tells Dalish and Nat that he left notes downstairs that may have cracked the trouble with Grandfather Skull. Lord Tepish hands Dalish a small chest, that he turns into a large chest, with the ingredients he needs to finish his process. He tells me to contact him when I’ve decided on my boon. He will do whatever I ask, within his power. Then, Stephen and Lord Tepish leave the castle.

Clones and Creepers

Needing a couple more keys, we head for the kitchens. Only, we can’t find it. For hours. Marybeth finally finds a torch that tilts at her touch and opens a secret passage in the walls. We seem to have found the servants’ tunnels and are able to follow thme to the kitchen.

The room is full of activity, but no people or other creatures. The pots and pans and knives and trays are all moving of their own accord. This seems safe, totally normal, right guys? Dalish is afraid to eat anything, but I scoop up a loaf of bread and some butter. It’s been ages since we ate anything. The kitchen doesn’t seem to mind. Exept when Remy gets in the way of a knife, but it only stabs him once. Dalish notices the cupboards and larder are all fully stocked. Nat can’t find any traps or secret doors. The food, once done, is all heading out the far end of the kitchen, all on its own. Maybe we should follow.

Just then, a boiling stewpot starts bubbling over. A steaming, sauce-covered creature begins crawling out. It looks like Marybeth! It starts attacking, so we attack right back. Only, when it falls, four more creatures pop up, and they look like Marybeth, Remy, Nat, and me! Every time we kill one, whoever hurt it gets cloned right back up!

Nat investigates the pot and discovers that it is cursed. Dalish tries to dispel the curse, but it doesn’t work. Then I got shot in the face and I don’t remember much for awhile. I get woken up and try to fight some more while the other work on destroying the pot, but a clone of Nat puts me back on the ground again.

I wake up a short time later, with bandages on my face. It hurts so much! Remy says the clone shot my nose off! I can’t process, it all hurts so much. I can’t really see much. Dalish is in worse shape, though. He got shot in the spine and can’t use his legs right now. Klyce has fashioned him a backpack to ride in. They do find the black club key in the leftovers of the pot, though.

We head out, following the food. The path goes upstairs and towards the throne room. But it passes through a black shadowy curtain that Nat says feels like death. We turn back to look for another way upstairs. We have one more key to find.

Using the servant tunnels, we find sumptuously decorated rooms, dozens of them. I want to take a nap in one, but we have to keep moving. Nat finds a tower we haven’t been in, so we head up a set of spiralling stairs. There are exits, but the rooms are all empty and the same, until we reach the top.

A trap door in the ceiling, is, of course, trapped with slicing blades. Nat manages to disable them, and pulls down a dusty ladder for us to climb up. Nat and Heyhey take the lead, with Klyce carrying Dalish right behind them. The rest of us trail up to a very dusty attic full of mannequins and creepy dolls and old torture devices.

Marybeth starts telling us about all the different devices. I contemplate going back down the stairs, but the door pulls closed right beneath my feet. It is very dark up here, and after checking for sources of magic, Remy throws up some lights for us. This only makes the shadowy dolls more creepy.

There’s a strange skittering noise, and Nat spots a huge spider in the rafters. Remy moves his light up there, but it skitters away. Nat tries to detect its thoughts as we call out to it hoping for peace. Then we discover its true form.

An eight-legged mechanical monster, with opera gloves for hands, strange implements for fingers, and an old doll face drops down among us and starts grabbing for each of us. The strings it sends out from who knows where, make casting quite difficult as it tosses us into the various devices around the attic. The iron maiden I get put into is an easy dimension door to solve, and I get way back so it can’t get me anymore. Gerhardt has a harder time with the rack. Dalish dimension doors himself and Klyce up into the rafters with it, so Klyce can get a good grip to pummel it.

Eventually, it collapses under our assault. We take some time to breath and tend our wounds. Dalish finds the golden spade key, and the others spread out and find a sword that he says is a flametongue sword. The others think this is a good, defensible place to rest, so Dalish sets up a dome and a private sanctum.

I don’t like it, but I’m not wandering around here alone. My face still hurts and I don’t have a nose! Oh gods! I’ve got a hole in the center of my face! I hate everything to do with guns! Why do we keep doing this?!?! Remy tries to offer me his disguise hat, as though it’s what I look like that matters! I have a Hole In My Face, Remy! An illusion isn’t going to Change That!