Dnd

So far

Spire is the country the party's in and it's at war with Ravnica, Ravnica sends 2 giant arakokras that Delta mistakes for chickens. The party runs away into the woods, where they fall into Micaeles' trap and end up in his basement with a little girl named Emerson

NPCs

Micaele - A scientist and powerful yet low ranking cult/guild member from Ravinica who uses Spireans as test subjects. He's currently testing if memory wiping potions affect loAAAAAAAAAAAAAAAAgic and intelligence to see if he can get rid of peoples' unwanted memories in return for getting them to join his cult-like guild, The Order of Anachronism. The party is the control group and maybe the future memory wipe campaign can be the experimental group??
Emerson - A half-elf girl that Micaele also used as a test subject

Summary

0 - The players run from the Arakokras in the woods when they trip on a log and hit their heads on a big flat rock. After asking for dex save (write it down cause it's gonna be initiative for convenience), highest roller sees a figure and gets punched and knocked out by them (no damage for anybody).

1 - The players wake up in dingy basement with Emerson, they are all tied up in a circle facing away from each other. complete puzzle and kill dire dog to move on to next room. Bubble elevator opens up

2 - At end of bubble elevator opens into main floor where they find a big pythagorean's cup pool with a key

3 - Gentelman's door

4 - They can look around and find a trail leading out to another house. neighbor npc will give them a map to the town tavern.

5 - The tavern owner does a funny bit "age and race" thing. leads them to the mayor's office.

6 - The mayor (dwarf named Ire Farlander) tells them that xe speculates that a low ranking cult member named Mikhaele was experimenting on them, as he did with many other spireans. Xe explains to the party that he lives up in Ravnica and if they want to stop him from experimenting on the townsfolk they have to travel there. Xe also gives the party xyr map

PART 1 - SOUND BASEMENT - OLI

You wake up and the first thing all of you notice is the sounds in the room. A small drip from a pipe and a ticking clock. This room is quiet but loud. It's exactly where you're supposed to be, but you've never been here. You can all also notice that you are tied loosely to a banister, and although there is a lot of noise pollution right now, you can all make out the sound of small whimpers and sobs coming from the other side of the banister.

Epsion and Delta, what you two and Gimble see in front of you is a bunch of barrels and crates, all sealed up and stacked manically. You also see a coo coo clock on the wall.
#The time is 10 am#
#As you search the barrels, you find... (1d4 by dm)
1 - Nothing
2 - A bunch of potatoes, carrots and apples
3 - Some linens in it
4 - Flasks and beakers, test tubes and droppers, a bunch of sciency stuff.
#As you [do whatever to turn the clock off], you hear a click

Theo, you see in front of you a desk with scattered papers and a candle nearly burned all the way gone, a few exposed pipes, one of which is leaking pretty profusely.
#The pipe is leaking water#
#The papers are childish drawings of a house with two people. One is taller than the other and there's a dog on the sunny day the drawing depicts.#
#As you [find a way to cover a pipe] you hear a click#

Cafhriel, you see a huge oriental rug, a chest, and a bright yellow door in the corner with very hard-to-read handwriting.
#The door is locked#
#Underneath the rug is a note with shaky handwriting saying "shhh"#
*Inscribed on the door is the phrase "ONCE SPOKEN I AM BROKEN" in scratchy handwriting*

#If the chest is opened before all the sounds are quieted, it reveals a giant tennis ball (the party can open it multiple times)#

#If all the sounds are quieted before the chest is opened, players can hear a scratching coming from the chest. When opened, the chest reveal bones with a little bit of meat on them and a loud click is heard, dropping a dire wolf behind them, it looks more like a dog than a full on wolf.

statblock

#After killing the dire wolf, they hear a loud click and see the yellow door open. Behind it is a bubble elevator.#

PART 2 - PYTHAGOREAN'S POOL - LIL

You guys step out of the bubble elevator and into the next room. The first thing you see is a cozy corner with a lot of paintings, a nice leather chair, a bookshelf, and a bear rug. to your left, a quick change of atmosphere, a sterile looking sunken section of the room with a large round pool. The pool has strange pillar in the center that has the top rounded off just above the pitch black liquid the pool is filled with. Next to said pool is a sign.
#The sign reads: "THE KEY IS AT THE BOTTOM, EVERYONE CARE FOR A SWIM?"#

#THE PAINTINGS ARE OF A MAN AND A LITTLE GIRL, A MAN AND A WOMAN,A MAN AND AN OLD WOMAN, A MAN ALONE# #BOTH PEOPLE ARE GOBLINS#

*DC 5 - YOU'RE PRETTY SURE THE MAN AND WOMAN ARE THE SAME PEOPLE IN ALL THE PHOTOS.*

(THE POOL IS TOO DEEP TO SWIM FOR THE KEY, AND WILL ONLY DRAIN OUT WHEN EVERY PARTY MEMBER IS FULLY IN IT (A PYTHAGOREAN CUP BUT A POOL))

(IF SOMEONE TRIES TO SWIM FOR THE KEY, DESCRIBE THE BLACK LIQUID AS AN ENDLESS ABYSS AND MAKE THEM COME BACK UP FOR AIR)

Further into the room there is a large curtain with a piece of paper
hung up right in front of it that says "KEEP OUT".

#BEHIND THE CURTAIN IS A LOCKED DOOR#

(USING THE KEY ON THE LOCKED DOOR TAKES YOU TO THE GENTLEMAN DOOR PART)

PART 3 - GENTELMAN'S DOOR - LIL

When you exit the room you find yourself in a patio like space with enclosed walls painted like the sky and some hedges to the left and right of you. There seem to be words in a language you don't speak written on the floor tiles. Behind you next to the door is a light switch and in front is an archway. You can all see that on the other side of the archway there are exact copies of each of you, looking right back at you, but behind them is not the same as what's behind you.

*DC 5 - TO NOTICE THAT THEY ALL ARE MIMICKING YOU - OR IF SOMEONE DOES SOMETHING WHERE IT'S CLEARLY OBVIOUS*
*DC 15 TO REALIZE THE WORDS ON THE FLOOR TILES ARE IN GHUKLIAK, A LANGUAGE SPOKEN BY GOBLINS AND BUGBEARS*

*DC INT 15 - IF TRANSLATED THE TILES SAY "USE THY MANNERS OR AVERT THOU EYES AND THOU SHALT PASS"

*DC INT 10 - IF TRANSLATED BADLY, THE TILES SAY SOMETHING LIKE "POLITE DO, NO EYES AND YOU GO"

#IF SOMEONE TURNS OFF THE LIGHT AND GOES PAST THE MIRROR IT WORKS#

#IF PEOPLE SIMPLY WALK BACKWARDS INTO THE MIRROR IT WORKS#

PART 4 - NEIGHBOR - OLI

After going through the mirror, you guys see a path in front of you that has a sign saying: "Ms. Finnick's" there is also a sign that points toward where you came that says: "Macy Residence ahead"

Ms. Finnik - You head down the left path and find yourself upon an old rancher style house with a quaint garden and a few rose bushes out front. You see an old woman sitting on the wrap around porch at the house, seemingly enjoying a nice beverage on a pleasant morning. You don't think she's spotted you yet.

(Ms. Finnik is a lovely southern woman. She is worried that they look tired and hungry and invites them in for some late breakfast and tea. she doesn't know a whole lot about the people who live at the Macy house but she used to play with the little girl (same as in the painting) who lived there when she was young. She'll tell them about the little girl and her father. no mother. when they need more info than she has. She'll point them in the direction of the underground tavern to ask her grandson who works there because he hears a lot of stuff from the people there. She'll ask you to tell him to come visit and give you the map to the town)

PART 5 - THE CAVES - LIL

Ms. Finnik says to the party, "out the front door you take a right to the cave, take a left at the lake, and take a two rights at the next two cave flowers."
(DONT SAY THIS TO PARTY cave flowers are spiky crystal-like formations on the ceiling called anthodites)

As you guys enter the cave, you see that it's fairly used and has clearly been walked on by many.

on the party's way to the lake, they have a 1d3 encounter (if it's 4 reroll)
1 - a bit of the trail has a low hanging ceiling and anyone above 5' has to make a DC11 or above 5'6" DC15 dex saving throw, Gimble hits his head unless he has a nat 20 lmao, if failed they take 3 dmg, if saved they duck just in time.
2 - the cave has gas and the lowest roller of the party (rolled by dm) sees a creature throughout the journey
3 - part of the trail is flooded and the party has to get past it somehow

After walking for a while and getting to the lake, there are three ways to go, you can go right, left, or try to cross the lake
- if they try to go right they immediately have a dead end
- if they go straight they skip the cave and immediately get to the guards
- if they go left they roll d2 for another encounter and then see a spiky crystal thing on the ceiling and have an option to go straight or right
-- straight they find a dead end after walking for a bit
-- right they see another flower after walking
--- straight (direction) after that is the high man (he lives in a small cabin in a mushroom forest and will tell them that there's a creature lurking these caves
--- right (direction) after that they have the remaining encounter and get to the gates, where two guards will need to let them in

PART 6 - TAVERN - OLI

Sure enough, you stumble upon the town not too long after walking down the path. You find it has near a dozen people walking around, a massive snail-like statue in the square upon entering, a religious building of some sort, and the "Moldy Eye Tavern" pretty easy to find as it's got a crystal powered light up sign looking contraption that looks like a tremendously red eyeball right on top of the roof.
d20: rolled by dm
- 1-5 party sees suspicious residents speaking in the alley between the religious building and the tavern, they don't notice the party
- 6-10 party sees suspicious residents speaking in the alley between the religious building and the tavern, they notice the party and run off
- 11-15 party sees two suspicious residents run off behind the alley - 16-20 party hears running near the alley #the residents are an elvish woman and a cloaked figure (or whoever you want in lore), they are speaking about "Micaele" no details can be gotten other than name unless d20# When you enter you notice a young bartender at the bar and a few tables full of various townspeople.

(Age and race bit)

Unn

Unn is in a big skull across the lake, the clones are trapped there and will each die making various sacrifices.

Party is currently at Ceasar's house, the only non-Unner in the town. (his house is a small cramped apartment or a cabin on the outskirts of town).

He tells the party they need to pay rent if theres like 5 people in there and they should go try to fish.

Going to the docks, the party sees a fishing store and hopefully goes to the store run by an old friendly dwarf with a long undecorated beard and sells fishing rods.

When the party goes to the the docks, they see a small boat with a man who blankly stares and says "Kreg says hi" (canon spelling, screw you)

fishing minigame:
- party takes turns with one fishing rod
- roll for how far you hook (1d6+25 yards out)
- roll for fish quality (1d20)
- roll for time (1d10+20 mins)
Calculation:
yards*fish quality/time

after getting some fish,the party hears a large bump from further away from the city, if they go investigate, theres a giant disheveled skull with an open jaw, off white with moss and vines overgrowing it.

inside the skull is almost pitch black,characters with darkvision can see a shattered lantern at the entrance of the skull.

unn stats

Session 3/15

After the party finishes off Unn, they must exit the maze, now filled with loot because I forgot earlier :P

This maze has an important religious torch that can never be put out. It also is blue, and turns green, yellow, and orange as the party gets to the suspicious building

As soon as the party gets to the shore, the torch turns green, after walking for a bit they encounter two guards with Unn regalia (in notebook)
They will immediately notice the bright torch if the party has it, and if not the party must do a stealth check to not be questioned about the god. There's a combat encounter if the party is found and resists arrest (for breaking curfew, purchasing contraband (the thing Epione bought), and entering a historical religious site). (graph in notebook)

If they kill one of the guards (which is very easy), the other will immediately arrest them anyway, both options reveal that they were fiances before you brutally murdered one of them. The inside of the one killed's locket shows the other.

In prison, the party has an extremely religious cellmate named Teluvra, if she finds out what the party did, she will attempt to fight them (Cleric 6). When the party first meets her, she is stacking a pile of dead rats in sacrifice to a crude drawing of a slug she made on the wall (in notebook). She was arrested for sacrificing someone'https://neocities.org/s dog in the sacrificial pile. She also seems to know Katze and calls her Lute, yet Katze has no recollection of ever meeting her. Emerson says she looks familiar (she babysat Emerson before getting trapped in Mikhail's Maze).

After finding some way out of the prison (if they dig they will end up outside the chasm on the other side) the party will see the torch fire facing towards a direction for them to go

If they're in the city, they see people muttering from behind their back and if they're in the woods, animals run away from them.

The flame burns normal color when they get to an old abandoned blacksmith's place. It's made of brick and has a gross old wooden roof and a big stain where a sign used to be.

When the party enters, they find a normal blacksmithing workshop with turned over chairs and dust everywhere, anyone with allergies has to roll 1d4 for how big their sneeze is, at 4 they hear rustling under them.

Eventually they'll find a door labeled "do not enter" and after entering it (which they will) They will find everyone's clones but slightly different.

The room is very dark and has slight red and dim lighting. A group of people obscured by the dark are gathered around a jar with something in it.

FINAL SESSION (hopefully)

The clones lead the party to the corner of the outside inside, showing a seam of the wall. A tree opens up and the clones cockily go in first. They get immediately captured by looney tunes style net, and get sucked through the ceiling that opens up and closes.

LIVING ROOM

"After the clones are captured, you guys notice the mood of the room, it has very minimal furniture. It only has a recliner, a rug that he thinks makes a great personality, a giant crystal flat screen TV, a foldable side table next to the recliner, and a desk with a chair and a little trash can; the desk has paper skrewn across it."
"A few steps above the living room is the dining room, which has a tiny little dining room set, which includes one table and one chair; to the left of that is his little kitchen which is similar to a small apartment kitchen, you know? It has a clay mini-fridge shaped like a pot and a magical toaster oven. The room is huge, but the furniture he put is the bare minimum."

if they turn on the tv, they find Foxy news. If they look at the papers.

Dnd

So far

Spire is the country the party's in and it's at war with Ravnica, Ravnica sends 2 giant arakokras that Delta mistakes for chickens. The party runs away into the woods, where they fall into Micaeles' trap and end up in his basement with a little girl named Emerson

NPCs

Micaele - A scientist and powerful yet low ranking cult/guild member from Ravinica who uses Spireans as test subjects. He's currently testing if memory wiping potions affect loAAAAAAAAAAAAAAAAgic and intelligence to see if he can get rid of peoples' unwanted memories in return for getting them to join his cult-like guild, The Order of Anachronism. The party is the control group and maybe the future memory wipe campaign can be the experimental group??
Emerson - A half-elf girl that Micaele also used as a test subject

Summary

0 - The players run from the Arakokras in the woods when they trip on a log and hit their heads on a big flat rock. After asking for dex save (write it down cause it's gonna be initiative for convenience), highest roller sees a figure and gets punched and knocked out by them (no damage for anybody).

1 - The players wake up in dingy basement with Emerson, they are all tied up in a circle facing away from each other. complete puzzle and kill dire dog to move on to next room. Bubble elevator opens up

2 - At end of bubble elevator opens into main floor where they find a big pythagorean's cup pool with a key

3 - Gentelman's door

4 - They can look around and find a trail leading out to another house. neighbor npc will give them a map to the town tavern.

5 - The tavern owner does a funny bit "age and race" thing. leads them to the mayor's office.

6 - The mayor (dwarf named Ire Farlander) tells them that xe speculates that a low ranking cult member named Mikhaele was experimenting on them, as he did with many other spireans. Xe explains to the party that he lives up in Ravnica and if they want to stop him from experimenting on the townsfolk they have to travel there. Xe also gives the party xyr map

PART 1 - SOUND BASEMENT - OLI

You wake up and the first thing all of you notice is the sounds in the room. A small drip from a pipe and a ticking clock. This room is quiet but loud. It's exactly where you're supposed to be, but you've never been here. You can all also notice that you are tied loosely to a banister, and although there is a lot of noise pollution right now, you can all make out the sound of small whimpers and sobs coming from the other side of the banister.

Epsion and Delta, what you two and Gimble see in front of you is a bunch of barrels and crates, all sealed up and stacked manically. You also see a coo coo clock on the wall.
#The time is 10 am#
#As you search the barrels, you find... (1d4 by dm)
1 - Nothing
2 - A bunch of potatoes, carrots and apples
3 - Some linens in it
4 - Flasks and beakers, test tubes and droppers, a bunch of sciency stuff.
#As you [do whatever to turn the clock off], you hear a click

Theo, you see in front of you a desk with scattered papers and a candle nearly burned all the way gone, a few exposed pipes, one of which is leaking pretty profusely.
#The pipe is leaking water#
#The papers are childish drawings of a house with two people. One is taller than the other and there's a dog on the sunny day the drawing depicts.#
#As you [find a way to cover a pipe] you hear a click#

Cafhriel, you see a huge oriental rug, a chest, and a bright yellow door in the corner with very hard-to-read handwriting.
#The door is locked#
#Underneath the rug is a note with shaky handwriting saying "shhh"#
*Inscribed on the door is the phrase "ONCE SPOKEN I AM BROKEN" in scratchy handwriting*

#If the chest is opened before all the sounds are quieted, it reveals a giant tennis ball (the party can open it multiple times)#

#If all the sounds are quieted before the chest is opened, players can hear a scratching coming from the chest. When opened, the chest reveal bones with a little bit of meat on them and a loud click is heard, dropping a dire wolf behind them, it looks more like a dog than a full on wolf.

statblock

#After killing the dire wolf, they hear a loud click and see the yellow door open. Behind it is a bubble elevator.#

PART 2 - PYTHAGOREAN'S POOL - LIL

You guys step out of the bubble elevator and into the next room. The first thing you see is a cozy corner with a lot of paintings, a nice leather chair, a bookshelf, and a bear rug. to your left, a quick change of atmosphere, a sterile looking sunken section of the room with a large round pool. The pool has strange pillar in the center that has the top rounded off just above the pitch black liquid the pool is filled with. Next to said pool is a sign.
#The sign reads: "THE KEY IS AT THE BOTTOM, EVERYONE CARE FOR A SWIM?"#

#THE PAINTINGS ARE OF A MAN AND A LITTLE GIRL, A MAN AND A WOMAN,A MAN AND AN OLD WOMAN, A MAN ALONE# #BOTH PEOPLE ARE GOBLINS#

*DC 5 - YOU'RE PRETTY SURE THE MAN AND WOMAN ARE THE SAME PEOPLE IN ALL THE PHOTOS.*

(THE POOL IS TOO DEEP TO SWIM FOR THE KEY, AND WILL ONLY DRAIN OUT WHEN EVERY PARTY MEMBER IS FULLY IN IT (A PYTHAGOREAN CUP BUT A POOL))

(IF SOMEONE TRIES TO SWIM FOR THE KEY, DESCRIBE THE BLACK LIQUID AS AN ENDLESS ABYSS AND MAKE THEM COME BACK UP FOR AIR)

Further into the room there is a large curtain with a piece of paper
hung up right in front of it that says "KEEP OUT".

#BEHIND THE CURTAIN IS A LOCKED DOOR#

(USING THE KEY ON THE LOCKED DOOR TAKES YOU TO THE GENTLEMAN DOOR PART)

PART 3 - GENTELMAN'S DOOR - LIL

When you exit the room you find yourself in a patio like space with enclosed walls painted like the sky and some hedges to the left and right of you. There seem to be words in a language you don't speak written on the floor tiles. Behind you next to the door is a light switch and in front is an archway. You can all see that on the other side of the archway there are exact copies of each of you, looking right back at you, but behind them is not the same as what's behind you.

*DC 5 - TO NOTICE THAT THEY ALL ARE MIMICKING YOU - OR IF SOMEONE DOES SOMETHING WHERE IT'S CLEARLY OBVIOUS*
*DC 15 TO REALIZE THE WORDS ON THE FLOOR TILES ARE IN GHUKLIAK, A LANGUAGE SPOKEN BY GOBLINS AND BUGBEARS*

*DC INT 15 - IF TRANSLATED THE TILES SAY "USE THY MANNERS OR AVERT THOU EYES AND THOU SHALT PASS"

*DC INT 10 - IF TRANSLATED BADLY, THE TILES SAY SOMETHING LIKE "POLITE DO, NO EYES AND YOU GO"

#IF SOMEONE TURNS OFF THE LIGHT AND GOES PAST THE MIRROR IT WORKS#

#IF PEOPLE SIMPLY WALK BACKWARDS INTO THE MIRROR IT WORKS#

PART 4 - NEIGHBOR - OLI

After going through the mirror, you guys see a path in front of you that has a sign saying: "Ms. Finnick's" there is also a sign that points toward where you came that says: "Macy Residence ahead"

Ms. Finnik - You head down the left path and find yourself upon an old rancher style house with a quaint garden and a few rose bushes out front. You see an old woman sitting on the wrap around porch at the house, seemingly enjoying a nice beverage on a pleasant morning. You don't think she's spotted you yet.

(Ms. Finnik is a lovely southern woman. She is worried that they look tired and hungry and invites them in for some late breakfast and tea. she doesn't know a whole lot about the people who live at the Macy house but she used to play with the little girl (same as in the painting) who lived there when she was young. She'll tell them about the little girl and her father. no mother. when they need more info than she has. She'll point them in the direction of the underground tavern to ask her grandson who works there because he hears a lot of stuff from the people there. She'll ask you to tell him to come visit and give you the map to the town)

PART 5 - THE CAVES - LIL

Ms. Finnik says to the party, "out the front door you take a right to the cave, take a left at the lake, and take a two rights at the next two cave flowers."
(DONT SAY THIS TO PARTY cave flowers are spiky crystal-like formations on the ceiling called anthodites)

As you guys enter the cave, you see that it's fairly used and has clearly been walked on by many.

on the party's way to the lake, they have a 1d3 encounter (if it's 4 reroll)
1 - a bit of the trail has a low hanging ceiling and anyone above 5' has to make a DC11 or above 5'6" DC15 dex saving throw, Gimble hits his head unless he has a nat 20 lmao, if failed they take 3 dmg, if saved they duck just in time.
2 - the cave has gas and the lowest roller of the party (rolled by dm) sees a creature throughout the journey
3 - part of the trail is flooded and the party has to get past it somehow

After walking for a while and getting to the lake, there are three ways to go, you can go right, left, or try to cross the lake
- if they try to go right they immediately have a dead end
- if they go straight they skip the cave and immediately get to the guards
- if they go left they roll d2 for another encounter and then see a spiky crystal thing on the ceiling and have an option to go straight or right
-- straight they find a dead end after walking for a bit
-- right they see another flower after walking
--- straight (direction) after that is the high man (he lives in a small cabin in a mushroom forest and will tell them that there's a creature lurking these caves
--- right (direction) after that they have the remaining encounter and get to the gates, where two guards will need to let them in

PART 6 - TAVERN - OLI

Sure enough, you stumble upon the town not too long after walking down the path. You find it has near a dozen people walking around, a massive snail-like statue in the square upon entering, a religious building of some sort, and the "Moldy Eye Tavern" pretty easy to find as it's got a crystal powered light up sign looking contraption that looks like a tremendously red eyeball right on top of the roof.
d20: rolled by dm
- 1-5 party sees suspicious residents speaking in the alley between the religious building and the tavern, they don't notice the party
- 6-10 party sees suspicious residents speaking in the alley between the religious building and the tavern, they notice the party and run off
- 11-15 party sees two suspicious residents run off behind the alley - 16-20 party hears running near the alley #the residents are an elvish woman and a cloaked figure (or whoever you want in lore), they are speaking about "Micaele" no details can be gotten other than name unless d20# When you enter you notice a young bartender at the bar and a few tables full of various townspeople.

(Age and race bit)

Unn

Unn is in a big skull across the lake, the clones are trapped there and will each die making various sacrifices.

Party is currently at Ceasar's house, the only non-Unner in the town. (his house is a small cramped apartment or a cabin on the outskirts of town).

He tells the party they need to pay rent if theres like 5 people in there and they should go try to fish.

Going to the docks, the party sees a fishing store and hopefully goes to the store run by an old friendly dwarf with a long undecorated beard and sells fishing rods.

When the party goes to the the docks, they see a small boat with a man who blankly stares and says "Kreg says hi" (canon spelling, screw you)

fishing minigame:
- party takes turns with one fishing rod
- roll for how far you hook (1d6+25 yards out)
- roll for fish quality (1d20)
- roll for time (1d10+20 mins)
Calculation:
yards*fish quality/time

after getting some fish,the party hears a large bump from further away from the city, if they go investigate, theres a giant disheveled skull with an open jaw, off white with moss and vines overgrowing it.

inside the skull is almost pitch black,characters with darkvision can see a shattered lantern at the entrance of the skull.

unn stats

Session 3/15

After the party finishes off Unn, they must exit the maze, now filled with loot because I forgot earlier :P

This maze has an important religious torch that can never be put out. It also is blue, and turns green, yellow, and orange as the party gets to the suspicious building

As soon as the party gets to the shore, the torch turns green, after walking for a bit they encounter two guards with Unn regalia (in notebook)
They will immediately notice the bright torch if the party has it, and if not the party must do a stealth check to not be questioned about the god. There's a combat encounter if the party is found and resists arrest (for breaking curfew, purchasing contraband (the thing Epione bought), and entering a historical religious site). (graph in notebook)

If they kill one of the guards (which is very easy), the other will immediately arrest them anyway, both options reveal that they were fiances before you brutally murdered one of them. The inside of the one killed's locket shows the other.

In prison, the party has an extremely religious cellmate named Teluvra, if she finds out what the party did, she will attempt to fight them (Cleric 6). When the party first meets her, she is stacking a pile of dead rats in sacrifice to a crude drawing of a slug she made on the wall (in notebook). She was arrested for sacrificing someone'https://neocities.org/s dog in the sacrificial pile. She also seems to know Katze and calls her Lute, yet Katze has no recollection of ever meeting her. Emerson says she looks familiar (she babysat Emerson before getting trapped in Mikhail's Maze).

After finding some way out of the prison (if they dig they will end up outside the chasm on the other side) the party will see the torch fire facing towards a direction for them to go

If they're in the city, they see people muttering from behind their back and if they're in the woods, animals run away from them.

The flame burns normal color when they get to an old abandoned blacksmith's place. It's made of brick and has a gross old wooden roof and a big stain where a sign used to be.

When the party enters, they find a normal blacksmithing workshop with turned over chairs and dust everywhere, anyone with allergies has to roll 1d4 for how big their sneeze is, at 4 they hear rustling under them.

Eventually they'll find a door labeled "do not enter" and after entering it (which they will) They will find everyone's clones but slightly different.

The room is very dark and has slight red and dim lighting. A group of people obscured by the dark are gathered around a jar with something in it.

FINAL SESSION (hopefully)

The clones lead the party to the corner of the outside inside, showing a seam of the wall. A tree opens up and the clones cockily go in first. They get immediately captured by looney tunes style net, and get sucked through the ceiling that opens up and closes.

LIVING ROOM

"After the clones are captured, you guys notice the mood of the room, it has very minimal furniture. It only has a recliner, a rug that he thinks makes a great personality, a giant crystal flat screen TV, a foldable side table next to the recliner, and a desk with a chair and a little trash can; the desk has paper skrewn across it."
"A few steps above the living room is the dining room, which has a tiny little dining room set, which includes one table and one chair; to the left of that is his little kitchen which is similar to a small apartment kitchen, you know? It has a clay mini-fridge shaped like a pot and a magical toaster oven. The room is huge, but the furniture he put is the bare minimum."

There are two doors, one seems to be made of metal, and one of wood painted grey

if they turn on the tv, they find fox news. If they look at the papers.

BEDROOM

You enter the bedroom and see a middle aged lanky elf in white heart boxers and a wife beater top

(he yawns and puts his legs out to the side of his bed, looking into space dejectedly; he then opens his yoghurt drawer and gets his only flavor, lemon.)

When he sees them he goes "ahh" and tps

The room has a king size bed but an itty bitty blanket. The end table next to the bed stores a drawer full of expired by 2 days lemon yoghurt. There's a small lamp on the floor in the corner and a giant wall of books and a door to his bathroom. There's also an empty walk in closet.

The bathroom is small and dingy, with a squat toilet, a small pedestal sink and a small standalone tub. On the floor next to the sink is a toaster covered in crumbs and with an aroma of burnt bread.

The lab has a very heavy door, and when you guys open it, to your right there are canisters on the wall the height of a door, inside of them are full grown adult fetuses. There's clone caesar, clone fisherman, and clone old bartender theo killed. In the right corner, the one farthest from the door is science table, right next to that is a grated floor with a big giant potion. Theres a tiny empty pool with stairs leading to it that's also on the grated part. Next to that theres a glass floor a few feet in front of where the door you came from is that looks over a long drop of sheer wall, like a really tall room with a glass ceiling that this room looks into. In this room, there's the clones that got captured. On the floor is a hat with a handle. On the rightmost wall, next to the clones, is a corkboard. On the rightmost bottom most corner is a floating crystal mirror. In front of the mirror is an unlit candle.

, if they open the hatch, they find the dumb waiter, which works like an elevator with a button that lets them go down.

If they cast detect magic, they can see the candle is lit. If they blow out the candles, all the lights turn off and in the mirror appears 3 cloaked figures with red cloaks that say "You are not supposed to be here" they vanish then turn the lights on.

FIGHT

he says they're not supposed to be self aware and starts a fight