Circle of Steel
Date : 07-17-2010
Season/Year : Fall 805
Storyguide : Paul
Cast
- Johnny Dingleberry
- Orella
- Des
- Saverio
Writeup
Attack by Crazy People
(SONG – Woods)
You have traveled about a day northwest of Salses. The road is now a narrow path through heavy woods. The canopy of the trees covers the path so completely it is akin to being in a darkened tunnel. The woods are silent as you pass through them, with not even a breeze stirring the leaves. The smell of decaying leaves is pervasive and your footsteps are muffled by the carpet of leaves on the ground.
Awareness/Alertness (or, if they claim it, Scan) of 3+ allows them to see the villagers just before they attack, 6+ well before they attack, and 9+ determine there are people in the woods. Less than 3 or a botch results in the villagers getting 1 free attack (if not spotted early).
|
|
Villager1 |
Villager2 |
Villager3 |
Villager4 |
Villager5 |
Villager6 |
|
Init |
0 |
-1 |
0 |
0 |
0 |
0 |
|
Attack |
2 |
2 |
5 |
2 |
2 |
2 |
|
Defense |
0 |
-1 |
-1 |
0 |
0 |
0 |
|
Damage |
8 |
8 |
8 |
9 |
8 |
8 |
|
Soak |
0 |
0 |
2 |
0 |
0 |
0 |
It is obvious once the fight is over that these are villagers. They are wielding farm implements of various sorts. They were unorganized and (hopefully) easily slaughtered. They attack with complete fury and do not break.
A folk ken roll of 6+ will allow identification that they seemed completely insane.
The bad guys are spotted, but get through the grogs and put Orella down. The bad guys are easily dealt with otherwise, though Des slips with a knife and hits Saverio, but no harm done.
They send Des back to the Covenant to get some vis to help Orella. She gets back from the 100 mile trip the next night (with some serious fatigue). They rest a day and then return to the Village.
An Empty Village
(SONG – Village)
The road opens a bit and the ground rises into foothills. As you approach the village, there is no sense of activity. You hear no sounds. You smell no smoke from the fires typical in a village this size. You pass through an extensive area of vineyards, but all the grapes seem to be withering on the vines. You see weeds in some of the rows and the leaves are dry. Some are being eaten by insects.
Shortly after passing through the vineyards, you come to the village. No one is in evidence. There is a lot of debris in the streets and in the common ground (chairs, tables, wheelbarrows, barrels, doors). Some of it partially burned. There is evidence that one of the houses has burned down completely. Only bare timbers and a little bit of broken wall remain.
As they look around the highest Awareness/Search (Des in this case) finds the first body. Several others are found quickly. Some seem to have died violently, some by their own hands. Others seem to have just laid down and died. One is curled up next to the burned house as if they were sitting against the wall when it burned and could not be bothered to get up.
After a quick search and head count, it is clear there are not enough people here to account for the whole population. You would guess, in a village of this size, there would be 7 families or so, or 30 or 40 people counting children and the infirm. You have seen perhaps a dozen.
Awareness/Scan of 12+ will produce 1 piece of the ritual at this point. (ROLL WAS FAILED)
The group splits up. Saverio and Des check out the church. Orella and Johnny check the houses.
At the Church
The church sits on a rise overlooking the houses. Behind it is a small graveyard. Approaching the church, the doors appear to have been attacked with an axe. There are deep gouges in the wood scattered in a haphazard manner. The doors seem to be barred from the inside.
Awareness/Alertness(Hearing) 9+ (Saverio and Des both do) can hear quiet crying from graveyard.
Gravesite
(SONG – gravesite)
A little girl is sitting by one of the grave markers crying. She is non-responsive, and does not seem to be aware of the people around her.
Folk Ken/Peasants 6+ will show she is more than moderately disturbed (Phase III) and Charm(Prs or Com) 9+ (Presence) will allow her to be roused.
She is nearly catatonic in her unawareness. If roused she will say she is crying about her mommy leaving.
Awareness/Alertness (Details) 9+ will show she is sitting in front of a grave marker labeled Aubert Gillet. She says her name is Amelie Roux.
If they can get her talking, she lived in house 2 and she can identify both Lillith and Bessemer. She also knows house 7 was Bessemer's. They fail to question her much, and have not yet met Lillith and Bessemer.
Inside the Church
(SONG – church)
Des climbs up the wall and enters through the thatch.
Within the church, all is quiet. Some of the benches are overturned, as is the altar. No lights are burning, and even the votive candles are dark. With the bare slits of window high on the walls, the church is mostly in shadow. The air smells vaguely of incense and woodsmoke. Behind the altar is a door, slightly ajar.
Awareness/Scan 6+ (Des again) shows a foot sticking out from behind the altar.
It is the priest. He is quite clearly dead, having been stabbed and slashed repeatedly. In his right hand is a dagger. Both the hand and the dagger are covered in blood. The host is scattered all around, and the jar of holy wine has been shattered, leaving dark stains on the stone flooring. (Saverio realizes he killed himself).
The door behind the altar leads to the priest's quarters. They are spare but neat. The bed is made, paper is arranged neatly on the writing desk, with the pen clean and sitting beside the inkwell. The chair is pushed in. There is a pitcher of water and a basin sitting on a table near the bed. The basin is clean and empty and the pitcher is half full of water.
Awareness/Scan of 9+, or Awareness/Search of 6+ reveal the diary in the room behind the altar. It is inside the writing desk. (Saverio finds the diary). They put Amelie to sleep in the priest's bed.
Around the Village
Various Sheets from the ritual are found about the village.
Some are trampled in mud, others blown against a house, etc.
In the Houses
The houses are typical one room affairs with a fire pit, bedding, a table and bench, clay plates/bowls, etc. In most cases, the crockery is broken, either from active destruction (being thrown about), or passive destruction (being knocked off the shelf). The floors are dirt, the walls are wattle and daub (kind of like adobe), the roofs are thatch. They have a single door, and a window with shutters in one wall.
House 1 – Clearly a nicer house. The bedding is not as worn, the furnishings are nicer, and there is a cold well dug into the floor in one corner. The cold well is lined with stone and has a wooden lid. It is about 4 feet in diameter.
Inside the cold well is a man. He is unconscious and looks the worse for wear. He is dirty, and there is dried blood on his knuckles and face. He is well muscled, a little taller than average, with dark hair and a good growth of stubble. He has a gash on one side of his tunic, with a wound beneath. His hand is clenched and you can see some parchment sticking out.
House 2 – This house has burned down completely. Only bare timbers and a little bit of broken wall remain. The inside is also blackened and charred, though part of the bedding has survived. No table or bench is evident (perhaps it is one of the one's outside).
Awareness/Scan of 6+, or Awareness/Search of 3+ will spot a piece of parchment against one of the remaining bits of inner wall. The parchment is a bit sooty, but not damaged otherwise.
House 3 – Inside this house is a woman. She is curled into a fetal position on the bed, and has the blankets pulled over her. Her face is quite dirty and she seems to be nude under the covers. She is unconscious. One foot sticking out from the covers is bare, and she has some cuts and blisters on it.
If they examine her, she is nude, dirty, and has a variety of scratches and cuts all over her body. She is quite attractive (Prs +2) under the dirt.
Awareness/Alertness 6+ points out no clothes are apparent in the hovel.
Survival(Int) of 6+ points out she has probably been running around in the woods without any clothes.
If/when she awakens, she says her name is Lily (short for Lillith).
Folk Ken 9+ reveals she is not quite right. Her attention and focus seem “disturbed”.
House 4 – This house has no bedding in it (perhaps one of the piles outside). There is a body, beheaded, lying in the middle of the floor.
Weapon skill (Int) of 6+ will indicate the beheading was not a single clean cut, but rather the head was hacked off by multiple “chops”. Probably with an axe.
House 5 – Two people are lying on the bedding in this house. They are a bit older (maybe 50), and appear to, perhaps, be man and wife.
Examination shows them to be dead. There are no marks on their bodies.
House 6 – No contents at all (perhaps the piles outside). Roof is broken in in one place.
House 7 – This house has been thoroughly ransacked. The bedding is scattered, the table and bench overturned, crockery thrown about.
Awareness/Search 6+ reveals a short sword in pretty good repair under some of the bedding.
Awareness/Search 9+ reveals a circle burned into one side of the lintel over the door. Looks somewhat old.
Awareness/Search 12+ reveals a hidden trapdoor under dirt and the table. It leads to a chamber under the ground in which a circle with runes and a brazier (the summoning site).
This was Bessemer's house.
They take Lillith and Bessemer to the church, keep them (and Amelie) tied up (for security).
Saverio questions Lillith some, and she comes on to him. They tie her up again.
The group holes up in the church.
A First Encounter
When evening comes, have everybody make a roll and tell me the number.
Target is 3+
Int, clear thinker, Mentem/5 count
For those who fail, begin the roll(s) for their wackiness.
Both Lillith and Amelie fail their rolls.
Amelie is now completely non-responsive and cannot be roused.
Lillith has gone completely “Marta” (Star Trek – Whom Gods Destroy - “He is my lover and I must kill him!”). She ends up attacking the single grog left with her (who, foolishly, untied her). Johnny knocks her out.
Johnny fails his sanity roll. He sharpens his axe.
(SONG - approach)
They can see changes in the immediate area (Confusion of Insane Vibrations).
They can feel the oddness, the assault on the mind (feel smoke, hear firelight).
Sanity roll 6+. Saverio misses his roll. He begins feeling things are going badly. On a Whimsy, he begins doing an exorcism on the church.
Soldiers and other villagers arrive with it.
Both magi feel their persons attacked. They manage to resist, even though Saverio does not have his parma up (too busy exorcising).
|
|
Soldier1 |
Soldier2 |
Soldier3 |
Villager1 |
Villager2 |
Villager3 |
|
Init |
-1 |
-1 |
0 |
0 |
0 |
0 |
|
Attack |
11 |
12 |
11 |
2 |
2 |
2 |
|
Defense |
10 |
10 |
11 |
0 |
0 |
0 |
|
Damage |
10 |
10 |
10 |
9 |
8 |
8 |
|
Soak |
8 |
8 |
8 |
0 |
0 |
0 |
From the roof, Des drops a couple, Orella smacks some more, and Johnny finishes them.
After the fight, Area Lore/Languedoc of 6+ (Johnny succeeds) shows soldiers are from Queribus.
The Second Encounter
The thing returns at midnight.
It is stronger.
More sanity rolls. Orella sees it, but succeeds on her rolls. Des fails her roll, as does Johnny, and Saverio botches his.
After a second fight, Awareness rolls show that people are beginning to be a bit whacky, and Saverio is pretty far gone, trying to ward everyone he can.
Taking Steps
Bessemer
They talk to their prisoner (the man) and Johnny makes good friends with him. They do not wheedle much info out of him.
Dismissal
They do know they are missing part of the Rite. They know they need to learn about how to get rid of it. The figure out that the priest burned the portion he tore from Bessemer, and Saverio recreates it from the ashes.
Queribus
They decide to see where the soldiers came from. Saverio botches and goes the wrong way. He and his shield grog are attacked (due to a whimsy). Saverio has botched his Wizard's Sidestep (and so is 9 points easier to hit), and botches a defense roll. He is killed. His man at arms also goes down.
Meanwhile, Johnny and Bessemer (who has introduced himself as Jacques), go toward Queribus backtracking the soldiers. They find some stuff, but are jumped by more soldiers (also a whimsy). Johnny is hurt, and accidentally hurts Bessemer/Jacques. It becomes clear Bessemer/Jacques has spent time in war. He saves Johnny's life (sort of; miscalculation caused Hugh to believe he was hurt worse than he actually was).
Johnny and Jacques/Bessemer return, tell of Saverio going the wrong way.
The group goes looking for their missing companions and find the crazies chomping on them. Orella fries some, Des kills others, Johnny attacks a Giant (Tony's new companion Belgar/Pascal/Whatever). The Giant calls Johnny by name, and is introduced.
Johnny tries to talk Jacques/Bessemer into telling what he knows. He nearly has him convinced when Orella tells him Johnny is a Magus as well (and he clearly does not like members of the Order). An argument of sorts ensues, and Bessemer/Jacques is allowed to walk.
After a story break, and a whimsy, they send Des and Johnny out to try to talk to Jacques/Bessemer. They get the remainders of the ritual (and what to say, how to do it) from Bessemer/Jacques, and the two return to the village. The sun is setting and Johnny fails his sanity roll. He tosses the stuff they got from Jacques/Bessemer into the air and attacks Des. She runs and escapes. They manage to put Johnny down (Call to Slumber), get him tied up, and perform the ritual dismissing the Avatar.
Types of Crazy
Axe Murderer/Maniacal (Johnny)
Leadership/Battle roll, Sharpens polearm, pretty sure more is to come
Laughs a little too loudly, swings polearm around too much
Kills anything that is not a friend (no asking) (Berserk, Fury?)
Kills anything, attacks randomly
Hears Voices/Sees things (Orella)
Awareness roll, sees things out of the corner of her eye
Turns quickly to see things, can hear whispering, just below threshold
Sees actual phantoms, can hear speaking, but not understand words
Sees and hears a world that is not here
Premonitions of Doom (Saverio)
Premonition roll, has a bad feeling about this place
Feeling a friend is in danger
Feeling the covenant is in grave danger
Can feel the danger that every person in the world is in (Cordelia)
Deep Paranoia (Des)
Awareness roll, sure you are being watched
Someone is in the woods
The bad man is watching you
Everyone is working with the bad man
How Crazy is gotten/contracted
Int roll. Ease factor is based on creature's current might magnitude
Local area is +0
In the presence of the creature is +3
Seeing the creature (second sight) is +6
Second sight can see it on 9+
Second sight can be blocked as a lvl 15 effect
Any craziness lasts Moon
Mystical Notes on summoning
In pieces around the village
Putting it all together, clear some is missing
Priest got it and burned it, ashes in his fireplace (how can they know? Survivor? Diary?)
What does the creature do
Confusion of the Insane Vibrations (or like effect, also triggers motion sickness) (Ease Factor?)
Vim effects on spells (botches and such)
Gains 1 point of might buffer per magnitude of spell
Hitting it with spells drives it off (does not kill it; back at midnight; reforms at summoning site)
Being in its presence causes sanity check
Can be seen with InVi (based on active magic at current might for magnitude)
Can be seen with Second Sight (Ease Factor = 12 – magnitude of might)
Cannot be harmed by normal physical weapons (but magic ones might work)
Seeing it requires harder additional sanity check (+3)
Has to be Dismissed to defeat it
Starting might of 15
Defense equal to ½ might
Soak equal to magnitude of might
Standard “Body” levels
Rites of Eleusis
Of The Summoning of the Avatar in the Form of Eleusis
To begin the rite, one must draw a sacred circle inscribed in the earth using a steel knife. The size of the circle will dictate the size of the manifestation of the Avatar. The circle must be drawn perfectly, and the knife must be held in the left hand during the inscription. At each of the cardinal points you must draw a symbol of power for that point:
To the North – Air
To the East – Fire
To the South – Water
To the West – Earth
The proper order of drawing depends on the season.
In the Winter, begin with the North and work widdershins to West, South, then East.
In the Spring, begin with the East and work widdershins to North, West, then South.
In the Summer begin with the South and work widdershins to East, North, then West.
In the Autumn begin with the West and work widdershins to South, East, then North.
In the precise center of the circle you must inscribe the symbol of power for Spirit, that most elusive of powers. This final symbol must be inscribed only once the other four are set and complete.
Once the circle is set, bring forth the brazier and place it over the symbol for Spirit, but do not mar the symbol.
Then gather the elements for your offering.
For the cleansing, use Sage, Cedar, Sweetgrass, Lavender, Mugwort, Thorn Apple, Juniper, and Rue.
Each direction must also be given its due.
For the North, Frankincense.
For the West, Amber.
For the South, Moss.
For the East, Charcoal.
And most importantly, Spirit must be invoked. For this, the burning of the words to invoke your desire. Place them on the fire only once the smoke has begun to rise and has filled the sacred space.
The fire should be started with only fresh tinder untouched by blade, and fed with only aged wood freely given by the tree.
Remember, too, the time at which you do the ritual. Spirit is shy, unwilling to be seen by mortal eyes. Beginning at dusk and performing the final invocation only at full dark is sure to work.
If the moon is at her full, Spirit will be fully empowered, but will wane as the moon wanes.
If the moon is dark, Spirit will be weak, but will grow with time.
Once Spirit is called forth, the vessel will experience ecstasy, being filled with the ancient wisdom. Anyone nearby will also feel the pull of Spirit. The vessel will be granted power and wisdom. Those nearby provide sustenance to fuel Spirit. These thralls will follow the Avatar's guidance willingly.
Of the Powers of the Avatar in the Form of Eleusis
The Avatar in the form of Eleusis has dominion over the unseen, the unknown, and the realms of power. The vessel can be granted powers to see the unseen, know the unknown, and be given dominion over the forces in the realms of power.
Each summoning will grant only one boon.
The duration of the boon will be based on the power of the Avatar when summoned.
The degree of power granted will be based on the size of the Avatar when summoned.
Additional summonings can grant more and greater power. Acting as a vessel repeatedly will allow for greater powers with longer durations of dominion. Eventually, the vessel will become permanently enlightened and their mind will be freed.
Of the Dismissal of the Avatar in the Form of Eleusis
To dismiss the Avatar in the form of Eleusis, you must first entice the Avatar back to the place of summoning.
Three methods may be used:
First, the vessel may enter the sacred space again, speak the words of power, and call forth the Avatar by name. This is the most effective method.
Second, the thralls may be returned to the sacred space and sacrificed. This will anger the Avatar, but will bring it into the sacred space. This method is effective, but dangerous. The Avatar will attack the one responsible for the death of its servants.
Third, a second summoning may be performed. The Avatar will not be able to appear from the further realms, but rather must travel the mortal world to the summoning place. This method is difficult because the words of power must be chanted continuously until the Avatar returns.
Once the Avatar has been returned to the sacred circle, the steel knife must be held in the right hand. The brazier must be doused, and once the smoke has cleared, each symbol must be obliterated in turn. This, too, depends on the season.
In the Winter, begin with the East and work sunwise to South, West, then North.
In the Spring, begin with the South and work sunwise to West, North, then East.
In the Summer begin with the West and work sunwise to North, East, then South.
In the Autumn begin with the North and work sunwise to East, South, then West.
Once each symbol has been erased in turn, destroy the symbol for Spirit and plunge the knife into the earth, speaking the words of dismissal.
The Priest's Diary
30th August – I have sent the missive to the Bishop. I hope he can send help. I am doing what I can, but Bessemer seems to have gained even greater powers of persuasion. More of the people flock to him each day.
31st August – Bessemer left today. I hope he stays gone. The crops seem to be ripening. Looks like we will finally have a better harvest, God willing.
1st September – Spent the day praying for swift succor from the Bishop. God willing he will send someone to help. I heard from one of the villagers that Bessemer will be back.
2nd September – A good day. People seem to be back to work with the crops. Perhaps this bodes well for the state of their souls. I hope to hear confessions from several of them.
3rd September – Bessemer returned this evening. He had a bag full of what looked like plants. I don't know what he intends, but I am sure he is up to no good.
4th September – Well, my fears seem unfounded. Even Bessemer was working the crops today. Perhaps he has come to his senses. Or maybe my flock has and thereby deprived him of his followers. I pray it is so.
5th September – Nothing of note today. It was a little rainy, and so less work to do. A few people in for confession.
6th September – More people at mass today. Perhaps this madness is over.
7th September – People seem to have had some gathering tonight. The village was quiet and when I looked out, none of the houses had lights on. I wandered around a little, but saw no one. I wonder where they went?
8th September – Jacques told me the people gathered with Bessemer again last night. Jacques did not go, so he did not know where. I have asked, but am met with blank stares. I can only assume Bessemer is up to his evil again.
9th September – The lord summoned me today to talk about the crops. I am sure he is displeased. Do not know what I can tell him.
12th September – Returned today. No one about when I arrived, and only Jean and his wife showed up for mass.
13th September – Very rainy today. Stayed inside and prayed. God will deliver us.
14th September – Less people working the crops. A few are still flourishing, but not enough. And not the right ones. How can God reward these unrighteous souls that follow Bessemer?
15th September – I have not seen Bessemer for several days now. There are a few others from the village that are also gone. I no longer hope that Bessemer will stay away. I know he will not.
16th September – I prayed again today for succor. Why has God put this burden on me?
17th September – I pray daily now for wisdom and deliverance. If the Bishop does not send someone I do not know what I will do. People are not in the fields much any more. The crops need attention, and there is only so much I can do.
18th September – No one working the crops. I continue to pray.
19th September – I fear for the crops. People have ceased tending them altogether. I do not know how we will survive the winter if they wither. I must find the gathering place.
20th September – I have looked all over for their gathering place. I have been unable to find it.
21st September – Still no luck.
22nd September – Still no luck.
23rd September – I finally found out where they are meeting. I believe they will have another gathering tomorrow night. I intend to put a stop to it.
24th September - Today I fought with Bessemer and disrupted his ritual. I tore the book from his hands. I myself felt a frisson which I took to be the Holy Spirit giving my actions righteousness. Bessemer seemed quite upset about this, but, really, what could he expect. He has misled too many of these sheep already, and today's blasphemy was the largest yet. I think only young Jean and his wife and Old Man Berger were not there. If only I could show these people the error in what they are doing. I came straight back here and prayed again for guidance and deliverance.
25th September – People have been strange today. Some seem listless, and few went to work the crops. This is worrisome since we are near harvest, and a third year of failure may mean the end of the village. I myself am growing concerned.
26th September – Bessemer seems to have stirred up more trouble. There have been several fights among the villagers, and much shouting in the square. I continue to pray for deliverance. I tried to go out to calm them, but was chased back to the church. Fortunately, none were able to force their way in. I do not know what has come over them.
27th September – I think the village has gone mad. I hear shouting outside constantly, and mad laughter as well. Some are screaming, others seem to be running about madly. It is good that I seem immune. Though I think I must have brushed against something, perhaps in Bessemers blasphemous gathering. My arms itch to distraction.
28th September – I am frightened. I heard noises in the night that I can only attribute to men of the village being tortured and killed. God forgive me, I was afraid to go out. Then the scrabbling began. I do not know what it was, but thought there must be something in the walls. Perhaps Bessemer has unleashed some new terror.
29th September – I know now what Bessemer has done. They have gotten into the church. They are everywhere. I must get them out. I know what the itching means. God help me.
Lore
Letter to Saverio
To Father Saverio of Calor Novus from Abbot Peter of Saint Martain, God bless his name, Greetings,
I have come into possession of a letter that I believe should be directed to you. The letter, as you can see, was delivered to His Holiness the Bishop of Perpignan while I was in attendance there. The Bishop entrusted it to my care to see it delivered to you. Once you read the letter, I am sure it will be clear why. God be with you and protect you.
In Christ, Abbot Peter
To His Holiness Bishop Levarre of Perpignan from Father Clement of Sur de Larouque, Greetings and God's blessings,
I have need of help. Issues among my flock are rapidly getting beyond my ability to understand or control. I believe there is a pagan heresy forming and gaining strength among the villagers here. I believe it to be led by one of the local men, Acier Bessemer. He has been trouble ever since he returned. His time in the campaigns in the east have done him no good. He is leading the flock to believe in a false god, and promising powers and secret knowledge. Since the village here has been hard hit by loss of crops the last couple of years, and we have had plague with the loss of children, the minds of the villagers are fertile ground for Bessemer's lies. More disturbingly, he has demonstrated abilities I cannot explain. There is definitely an otherworldliness about him, and he has shown the village seeming miracles as those performed by Our Lord at the marriage in Cana. Also, he has misled some of the locals into rites inducing a form of delirium or ecstasy after which they claim to see things differently and more clearly, to understand the world and its workings better. Certainly the crops worked by those who have experienced this “alteration” seem to thrive where others crops do not. Though it seems to have done the participants themselves less good. One has even committed the ultimate sin and slipped her mortal coil by her own hand.
I know these are not the works of Our Lord, but am at a loss to either explain or counter them. I fear the villagers are losing their faith and I am unable to find a way to protect them. I beg of you to send aid in this matter.
Yours In Christ, Father Clement
Visions for Orella
You have had dreams 3 nights in a row. The same dreams, 3 times each night. In the dreams you are juggling a crimson fez and 2 knives. They spin round and round in your hands in complex patterns while the music of a flute is playing in the background. You do not recognize the music, but it is soothing to you. You seem able to control the objects, never being cut by the knives. Father Saverio is there, and seems to be calm as well. Suddenly you are surrounded by several men in the colors of Calor Novus and of the Defensor Corona, their eyes show madness and they begin closing on you, threating you with their weapons. There are too many, and you and Saverio are overwhelmed and killed. Then you are juggling only the crimson fez and the knives again, and hear the music, and feel safe. Then there is a footrace. You know the outcome of the race is dire. To lose would be to lose yourself. You pick the fastest runner, and place all of your valued things in a bet on the outcome. You hope for the best. Then there is the flute music again, and there is a man who could not speak to you who is given voice, and he says...
You are juggling a crimson fez and 2 knives. They spin round and round...
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