Washed Out to Sea

Remy didn’t wake up when Gerhardt poured potion down his throat, but we have to get out of here. Klyce and Maribeth circle the island, looking for another way off. The rest of us stand guard over Remy, until we hear a splash in the water. Then we start hearing crunching sounds. Zombies crawl out of the water and are heading straight for us. I stand over Remy with Nat’s staff as she takes Remy’s daggers to attack the zombies.

When they finally fall dead… re-dead… dead again… There is a louder rumbling, and the sound of rushing water. I grab up Remy and run back towards the rope, several of the others start casting alteration magics as they run. A wall of water rushes at us and sweeps us all away. It all goes black and water covers us. In desperation, clutching to Remy, I start sending Messages with the last of my breath in all sorts of directions until the better swimmers found us.

Getting up to the surface, the water is still rising. Klyce manages to get the water out of Remy’s lungs and he starts breathing again. Nat says those zombies were the ones protecting Nathaniel’s skull, and he’s lost control, so we can’t go back up to the hole. We head over to the edge where the water came from, and the group decides to swim out to the ocean. This seems like a horrible idea to me, but all the good swimmers grab the rest of us and drag us through the darkness.

It feels like hours later, but couldn’t have been more than a couple minutes, lungs burning, when we finally break the surface outside the caves. Nat says we’re at the Mourner’s Cliffs, and leads us down to the fishing village. Remy’s in rough shape, so we ask after a doctor and they send us to the Crab Wife. Nat, Klyce, and I run back to the castle, worried about the rest of the castle if the zombies have taken over.

Nat’s dad say that the mines have closed themselves, or rather, some zombies came up and sealed the entrance. Nat tells him what happened, and that Nathaniel is probably gone. Kendrick, in a panic says we have to go back, we have to find him, we have to get him out of there. We ask for his help and he gives us more weapons and a scrolls of Invisibility to Undead. I have to ask the guys how to use it, I don’t cast spells from paper, and it seems inefficient to me. Nat and Klyce are worried that the seeds have taken control of Nathaniel. Nat tells us that she’s dreamed of the mines, and we encourage her to take control of her dreams and see if she can find out more about what’s going on.

The group, frustrated with me, insist I have to learn to fight. I’ve never fought anything in my life before coming to school. That’s not what I’m supposed to be learning. Magic is supposed to be fun, I never imagined it was so violent! Remy and Dalish take me out to the courtyard and teach me how to use a crossbow that we borrowed from Kendrick.

We gather up again and head down to the mine entrance. There aren’t any zombies guarding it, so we head in. The scrolls are limited, so we wait for a short while before using our scrolls. Fortunately, the zombies we pass don’t see us. Nat leads us down to a huge chamber full of zombies lying down with vines and seedpods all over them. Some of the zombies are twitching, but they don’t seem to be responding to anything.

We creep around the edge until we can see the far end. Nathaniel’s skull is sitting with Brokeback as usual, but there is a creature or someting inside it with a lot of legs sticking out. It skitters all over the zombie.

“I can feel you out there. Shouldn’t have come. Not in control. Not safe. Turn back.” Voice whispers from the skull.

Klyce goes forward to grab Nathaniel, hoping we can get out quick and end this. The others start attacking Brokeback and the other zombies start twitching. The seedpods start popping and some plant things skitter towards us, some skitter out of the chamber. Everything is crazy, and people keep falling down. I go up and keep shooting my crossbow. Once we get the skull free of Brokeback, we all run. Once we’re clear, the other start breaking the pillars and collapse the chamber, or least the part we can see. I have to come down and lift up Dalish who had been knocked out by the plant things.

We hightail it out of the mine, but nothing accosts us on the way out. The zombies aren’t moving and the plant monsters are all keeping away from us. There’s nothing more we can do now, so we close and barricade the doors. Heading up to the castle, Nat goes to speak to Kendrick. When she comes back, she says Nathaniel isn’t completely gone, but it’s going to take a lot of work to get him back. We still have Harvest End ahead of us.

Newsflash:

Any Magic Users with one year of school are now legal adults.

A wartime draft has been instituted, for all legal adults.

Down to the Mines

Nat wakes up the next morning, confused by being in bed at home. So, we explain all that happened after the attack. Just as we decide it’s time for breakfast, Kendrick comes in and shoos us out to talk to Nat. So, the rest of us head on down and have lots of bacon and orange juice. I don’t know why it creeps out some of the guys so much, it’s delicious.

When Nat finally comes downstairs, it’s to tell us why we were invited in the first place. More problems only child-wizards can solve, apparently. This was not the life I thought I would get by going to the Academie, not at all. I wanted magic and parties and fun, not death and fighting and war. Anyway, Nat says people have been disappearing into the mists, or into the sea down at the coast. Nat also tells us that some of the undead in the mine are disappearing, too. She also finally admits to being a girl to the boys, but her father’s missteps when we arrived made it not all that surprising to them. Then she tells us that there are two newborns in town that are showing magic potential, too, which hardly ever happens around here.

Maribeth wanted to see the undead anyway, and since “disappearing into the mists” seems a bit too vague, we head down to the mines. Nat takes us down to meet her great grandfather, Nathaniel. Turns out, he’s just a skull these days, but apparently, the undead down here don’t mind, and still listen to him. Klyce asks about the missing…workers, and Nathaniel tells us that they haven’t slipped from his control, they just aren’t responding to his commands. Twenty-four of them went down to the deepest section, and while he can still feel them, they aren’t coming back. They’ve even sent living adults to go look for them, but those didn’t come back either. Remy asks a bit about the undead down here, and Nathaniel goes into a complicated lecture about bell curves and terrible things with big tongues. I don’t even want to know.

Nathaniel can’t move on his own, so he has a zombie he calls Brokeback, because well… you get the idea, that carries him around. He leads the way down into the mine, while Maribeth and Dalish ask about how he’s still functioning. Life and death isn’t binary, at least not for this family. Unfortunately, the family hasn’t been producing strong necromancers these last two generations, so he had to imbue his remains with his strength and will to keep the mine in order. He can’t cast new spells anymore, but he does keep his control over the undead, at least, he had, until recently. He’s happy to hear that Nat has learned to animate the dead, and says that will be enough, since he can still control them.

The mines are dark and creepy, and full of undead work teams. They don’t pay us any mind as we pass, though. Not until we get really deep anyway. There is a shuffling in the dark, but Nathaniel can’t feel them. It is zombies, though, and everyone digs in for the fight. Little tiny plant monsters crawl out of the fallen and skitter away into the dark. Once they are all down, Maribeth digs around in the remains and finds a dark black seed that’s pulsing. Pulsing just like the ground in my dreams!

The others are talking. They gather the seeds all up and burn them, filling the tunnel with awful smoke. I gust it out of my face, but I’m not listening. The pulsing didn’t stop until they were all burnt up. We’re walking again, everyone is talking about what we’ve seen, and blood magic and the war. Talking about digging deeper because of the war. But all I can think about is the pulsing.

Dalish shuts everyone up because there is something ahead. We creep forward to see a massive bloated body with writhing beneath the surface, standing right in front of a massive mana vein. I grab Maribeth and remind her that mana is unstable, to be careful of her fire. As it staggers forward, I try to lift it off the ground, but it resists, so I retreat and let everyone else take care of it. Once it gets away from the wall, I give Maribeth the okay to use fire, and a good thing, too. It tries to escape down a hole, but they burn it down before it can.

The path stops here, so we check down the hole and find a whole big cavern beneath us. Everyone is nervous of the water below, so Klyce drops down with a rope and swims it to some ground, making us a repel line that mostly avoids the lake. Turns out it isn’t an edge, but an island where we landed. There are dead vines covering the ground. I don’t like this at All.

In the center is a henge of stone. That’s really strange, we’ve heard of these in the old world, but around here it’s just mounds, usually. And what’s it doing way down here? We head up to look at them, and discover a pictographic story around the outside. Hunters and Gatherers worshiping six large figures in white with black dots for eyes and rays of light coming off their heads. Then there is fighting against jagged, horned humanoids with tails. Less hunters return to the six to receive gifts for their victory. There are symbols, too, and they look really familiar, but I can’t read them. I’m not sure I want to.

Nat steps between the pillars for a better look and disappears. We all follow, because what else were we going to do?

It’s suddenly very bright, we’re outside in the sun, but it’s also hazy. We’re in the henge, but there is a market all around us, inside and out. A large vast plain spreads out around the market. The people look like the Natives. At the far end of the henge are three stone thrones. A man sits in the center one, flanked by women on either side. They seem to be receiving people, judging disputes. Around us are six statues: a man in a toga, chin on his hand, thinking; a boulder shaped like a face; a fertility goddess, all green vines and flowers; an armored figure of white stone with flames for a head; a bowl filled with leaves beaing blown about by the wind; and a broken statue, having only sandals on feet and no body.

Someone lists off names they think they are, but I’m barely listening. Gods, these are old gods. I go over to the bowl, curious. I grab a leaf out of the wind and it crumbles in my hand. That does not bode well, but I keep looking at it, willing it to speak to me.

Maribeth goes to talk to the three. They speak in riddles and drain her of mana. Remy tries, and they ask for his light, even just half his light. He agrees and disappears. The others are poking about. A Native approaches the bowl and places a leaf inside, he looks very sad and speaks of a lost loved one. Not to me, he must be praying. I touch the bowl, but no one answers. I want to look around, but when I stick my head out of the circle, I’m right back in the cavern.

I find Remy on the ground, unconscious, and with one eye missing. I kneel by his side, stunned, until the others appear. The statues are gone, but the thrones remain. Skeletons entwined with vines sit upon them. Gerhardt hands out potions and those with full phials distribute motes to those that lost them. Now we have even more problems to solve.

Dead Things, Bones and Death

Done breathing, tell Quint about the painted whole things. Quint says they have treasure and charges round the corner with Fishface. Hey, they dead whole things, and boy they Scream so loud. Dead things keep knocking Fishface down, but Marta yells at him to get back up, so he does. They finally stop screaming and Scootch and Margie divide up pile of alchy stuff. I finds a shiny new sickle for Skeeter. Fishface says dead things taste stale.

Round and round we go. Find a locked door. Treasure, Quint says, is behind locked doors. Margie’s rockman breaks down the door and gets acid all over him. Fishface kills his froggie cuz the hallway smelled funny, I guess. Smelly half thing covered in moss in here. Everyone thinks it’s oh so funny, but he dies fast. Fishface, Scootch and Skeeter don’t feel good, but Fishface won’t cuddle. Stupid cough.

Next we find throne room with dancing bones and watching skull. Fishface knocks skull down, Quint puts it back. Marta finds a bag of gold and a magic stick. Fishface knocks the bones aside and sits down. He wants pretend to be king. Margie feeds the skull to her dead spider-wolf. Scootch dis-spells bones and we leave.

Hall full of bright floating candles. Quint take one. Skeeter blow them out. Stupid bright light. Find a slimy trail on the wall. Pick up Scootch, Fishface freaks out. Scootch says they Carrying Crawlers. Cuddle Scootch then put him back down. Scootch dis-spells candles, and they all fall down.

We find hall full of big bugs – Scootches Carrying Crawlers, but they not carrying anything. Bigs nasty things with acid breath. Bugs kill Fishface! Oh no, Fishface!! Skeeter smash them good and dead with Big Sword. Margie burn ’em all up, and Fishface, too. Poor Fishface.

Day Two

Killing poppets and bloody hands hard work, so we take nap under big statue.

Wake up next day and find secret door. Is trap. Skeeter set it off and Scootch fall, but he float. Fishface pull him back up.  Skeeter fix trap, and we go through. Find more and more secret doors, but no more traps. Running round in circles, rooms gone.

Bats fly out of dark room. There’s glowy red light. Glowy light says: Find ye a nice day without. Whatever that means. Throw things at light, but nothing happen. Sneak a look around the corner. Hey guys, there’s lizard men over here.

We fight lots and lots of little lizard men. Skeeter cut heads  right off. Marge’s kids burn down piles of garbage all around lizards. Lizards bows shoot snakes. We take all snakey bows and food.

Next room all black and white squares. Fishface no care. Fishface get zapped by lightening. Now he care. Scootch and Quint talk about chess thing. Scootch decides black is safe. We cross on black, but Fishface and Scootch fight about last square. Fishface lowers Quint through last square. Quint get attacked by box. Skeeter save Quint from scary box with big smashing. Box hold nothing. Leave stupid box and square room.

Then find table with black box on it. Fishface chops open box and table sinks. He find bone candy inside. Scootch very angry at Fishface, must want candy, too.

Big bright light ahead. Fishface insist go in. Well in middle, he spit rope into well, it fly up and fall to floor. He jump in, fly up and fall to floor. Marta and Skeeter want go back, Quint says no, go forward.

Big monster fly up out of well. Skeeter keep running into dark hall. Everyone else fight, so Skeeter stop when see painted whole things wait at next corner. Shoots new snakey bow back at crazy-headed monster thing til it dead. Matron Marge says good meat and cuts it all up. Skeeter tells Quint about black and white painted whole things waiting at corner, but we tired, so sit and rest a moment.