--- UNEXPECTED TENTACLE SESSION 10 --- --- IN THE PALM OF INSANITY --- --- (24.4.96) --- The ring of 'cultists' turned out to be short entities with large round eyes (ala Manga?), who took the group as prisoners (we didn't have much choice, since we all fainted when the telepathic noise in our heads got too high.) We awoke in total darkness and, after forming a chain, found a wall. Lighting matches at intervals, we found we were in some sort of maze. At this point, Julian had the bright idea of using a flash-light which we had in a sack - funny how you forget about these things. Stumbling across a obstruction, we found an old man, whose dress suggested he was an early American settler, called Warwick (with the accent to boot.) He had been prisoner for some time, having arrived the same way as us and lost his 'router' (or compass thingy as we call it.) Upon waking, he recognised Professor Hargreaves' name. A fact which believes has some significance, but you never know. Everything else in this campaign is a clear are the 'super-fluid' ichor sea, which resided on the planet. The creatures came down with torches and took us to a huge statue (we where advised not to struggle) and said a few chants etc.. You know the stuff. There were only four stars in the sky and it was bitterly cold, we've hypothesised that we've emerged in a time long after the sun has extinguished. This falls under more accurate inspection, but our GM's not a physicist so he's allowed to make to odd blunder, if our theories right - 'but the laws of physics don't apply here' you get the idea. Then it all stopped, they looked at us expectantly so we thought we'd better do something - 'Lets climb inside the statue's cupped hand!' Hmmm. The hand was clasped shut as the statue reanimated and, once again, we all lost SAN and HP. The statue eyed each of us in turn, before placing them on a stone plinth, leaving poor Jeremiah in the statues hand staring into a hungry eye. Its hand slowly prodded him, feeling to see how tender the antiques dealer was before gobbling his backpack up whole (luckily, the screw-driver is always in Jeremiah's pocket, so it lives on.) Unfortunately the parties entire supply of cherries when with it, look forward to withdrawal symptoms in the near future. The statue raced towards a near-by hill and started to play Frisbee with the hill top, dug down and then an intense beam of light shot up from the hole. The earth shook and the creatures started to explode as they weren't used to should intense light (more comic than scary really) and the few trees around disintegrated. Some thing shot out of the hole, the vacuum sucking us towards it. The now unconscious Professor, floating helplessly towards it. After some extremely lucky rolls, The Rev braced himself on a dip in the ground, the Doc and PI grabbed the Rev's legs and Jeremiah was flung right over, but managed to grab something just before falling into the (lava filled?) pit. the Professor's coat snagged on a sharp piece of rock and was saved from certain death. We now had the problem of finding a way out of this place. Warwick thought he could find another portal, but water was running very low (water? Didn't have any, and there wasn't even anything to use the FUNNEL with. Having found a portal after 2 days no water, we entered and eventually found our selves in BRENT (see the over-view.) Another portal in the same cluster in the 'dark path' led to the Reverend's bedroom (we always thought he was a cultist!) But for some reason we couldn't enter that one. Similarly with a study with pictures, which we suspect is the big cheese's room. We are now at the top of (sky rent in twain, lightning flashes) BRENT church tower. As you might gather, BRENT plays a major role in this campaign, but we haven't the foggiest what.
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