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Anabel has been looking all over for the Steel Plate you need and suddenly remembers she left it at the Convention. “Silly me! I’ll have them send you instructions for how to find it.” Still waiting and the ghoul post is usually so timely, Anabel decides to send a second request. Anabel can hear the bat messengers squeaking and knows she’s about to get a reply from the Convention. They sent the Steel Plate, but it was lost in the mist. Ah, the bureaucracy! “They found our parcel, but now I have to prove the package is mine!” Anabel finishes filling out all the paperwork and the parcel is finally with the courier. It should be delivered soon. Anabel longs to know what happened to her father. The only information she has is her father’s name was Henry. She just heard the happy news her father is alive and living nearby. “Isn’t that amazing?” Anabel has always been suspicious of Lord Chamberlain, who is arrogant and known for his dark ways. It’s no secret that the Chamberlain abuses his power and many do not trust him. Anabel needs to bring this information to light, but opposing the Chamberlain won’t be easy. Anabel heard a rumor that her father is a troll! “So I’m the daughter of the troll from the ice cave! I don’t understand – I’m a troll’s daughter, but a vampire?” “What if he has the mannerisms of a troll?” Getting used to the idea of being a troll’s daughter has caused Anabel enormous stress, heightening her blood thirst. She asks your help to slake that thirst. Anabel makes stone soup and urges you to try it. But you turn green, so Anabel takes some suggestions from one of her friends to improve the soup. Just as she was about to give you the rune you needed, someone stole it. That arrogant thief needs to be taught a lesson about stealing from a vampire. Crime never pays…the thief’s been taken care of, vampire-style! She also warns of a new vampire around who is a bit of a klepto. Anabel likes teasing you and insists one good turn deserves another, or as she puts it “claw my back and I’ll claw yours.”
LEVELS 16-20 cont.
The Lord Chamberlain is practicing his speech. “The Council session is about to begin and I want to shine!” After promising not to eat you if you help, the Chamberlain becomes even more powerful. The Council is about to convene, “but someone wants to stab me in the back. I could use your help.” By the way “Have I ever told you my true age? You’d be amazed. It’s all about moisturizing.” By eliminating the competition, the Chamberlain “will be the most powerful member of the Council.” He asks for your help in getting rid of his foes. “They are destroying all my plans! But you will help me outsmart them.” He insists on a feast to celebrate his place on the Council and a glass of red for everyone! ***Lord Chamberlain changes to red coat with bat wing collar and red glowing orb on cane***
The Lord Chamberlain promises if you serve him well, you will learn the secret of your Uncle’s murder. Bit by bit he teases you, until finally “Now about your Uncle’s murder: It was me, of course! But why, you ask? I’ll tell you soon.” But you found him out. “Well, la di da. The Mystery Chamber should belong to me! I give the orders around here! Your Uncle didn’t deserve the Mystery Chamber. Your obedience may be your salvation. Perhaps you won’t suffer the same fate as your Uncle.” The Chamberlain has a few leads and proposes joining forces to look for the Mystery Chamber, like partners in crime! “Life without your Uncle will work out pretty well for you, in the end.” “I’m always here to help you reach my – I mean our – goal.”
Salty finds “it hard to be a ghost and preserve your humanity.” To keep from becoming a raging poltergeist, he enlists the aid of a medium to try to figure out who murdered him. Proving you can’t trust a living soul, the quack ran off with everything needed for the ritual. “The recruits going past the Inn offered a reward for a couple of trophy items. If you help, I’ll share it with you.” It would be a pity to waste such a bargain. Salty needs to have something human in his life to stay normal. It might be spooky, but also useful having a ghost on your side! With violent vampires around, Salty is alarmed by a new vampire who keeps coming to the Inn. In order to be ready for him, Salty puts the Blood Greed over the entrance to scare him away and the Seal of Dawn which always works against the children of the night. “It’s best if you return before midnight.” Although Valeria is Salty’s soulmate, they are so far apart. To help promote this “astral intimacy” you help Salty get Valeria’s favorite, the Night Orchid, and at least one Silver Arrow from those she lost. These things attract her to Salty; in the astral sense, of course. On top of everything else, someone took some valuable things from Salty’s collection. If you find the stolen goods, Salty promises you a good reward. Still obsessed with finding his killer, Salty decides to perform the ritual himself. But the pages with the ritual are torn and more ingredients are needed. Stay close and “at midnight, I’ll see the face of my murderer.” The ritual showed Salty “the image of the Chamberlain – he killed me! But why?” Salty imagines bringing presents to Valeria and must find the courage to find her in the material world. He also thinks he knows how to find out what happened to your Uncle. “Your Uncle was murdered searching for the Chamber. Was the Chamberlain responsible, too? It’s hard to say.” While you can’t kill a ghost, you can dampen its spirits! Salty needs your help since, being a ghost, he can’t touch things. He says he wants things to sell on the open market, but really they’re for the black market. After all, business is business. Just think of helping Salty as steps to the greater goal. He’s found some high-rollers who are looking for pricey items. Good thing, because he’s starting to lose some of his clients who are uncomfortable with the non-corporeal. Clients love Salty’s “deals of the century.” He misses Valeria, saying they were “so good together.” He is also very wary of the Chamberlain, who he believes “has it in for him.”
LEVELS 16-20 cont.
The Wise Dragon wonders why humans never notice anything, like how peculiar the moon looks. “The waters of the River of Time keep whispering. I wish they’d speak up.” The Wise Dragon is a sit and think type of guy, always thinking about the eternal. He says many have tried to find the Mystery Chamber. “Your Uncle also searched for the Mystery Chamber, and things didn’t turn out so well for him. Let’s see what becomes of you.” He asks what you would wish for if you found the Mystery Chamber. “Take your time. Remember to make the right wish. The experience of previous adventurers will guide you.” Over the years, the Dragon witnessed many seekers of the Mystery Chamber, many of whom were lovely people. Pity he had to kill them. But he’s not a heartless beast; he’s much wiser than those little trifles like vengeance and wrath. “Just because I’ve breathed a little fire here and there doesn’t mean you’re next. Or does it?” Being a learned dragon, he quotes Latin “sic transit Gloria mundi (thus passes the glory of the world) and plays the ancient art of chess and classical music by Mozart and Vivaldi. He speaks poetically like “You return like the wind brings the wave to shores”, “I am but a grain of sand in the hands of eternity”, “A soldier who doesn’t desire to be a general is a bad soldier” and “Dismay clutches my soul with icy fingers and the world is out of balance.” He also asks rhetorical questions such as “How many sunrises have already been?”, “Where does river water flow?” and “Where do birds fly away at fall”? Being a Wise Dragon is exhausting and people can be so talkative. He claims to love silence and waits “silent as a sphinx.” Fire! Screams! The Dragon had a nightmare about Valeria entering the Chamber and making a crazy wish! He once felt affection for Valeria and hopes you don’t make her mistakes. Valeria didn’t deserve his trust, unlike you. “Although she did light up my life.” The Dragon, living in an existential vacuum, is suddenly engrossed by memories. In the mood for a chat, he asks if you would like to take over the world or find all the treasure in the world. Satisfied you’re not greedy and your thoughts are heavenly, the Dragon warns you to stay alert. He respects obedience and humility although he has none himself. One lunatic can destroy an empire and the Dragon is “here to prevent bad people from entering the Mystery Chamber.” “Here’s some wisdom – don’t cherish illusions. Everything may change.” The Dragon ponders the question of omnipotence “Sometimes I wonder - how wise and powerful am I? All I know is that I can hide the Mystery Chamber. And this is enough.” Life is like a comet. Some are a flash of history while others are burned to ash by flames, like Valeria. “That’s how it works. Which comet will you become?” The Dragon knows the mysteries of the Castle and all the victims of the past. “Yes, your Uncle was a victim.” The arrogant Wise Dragon says no creature is his equal and you, as a mere mortal, can’t hold a candle to him. And, being only a mortal, wonders if you can change the course of events.
LEVELS 16-20 cont.
Henry’s memories are misty during the time he was a troll. His daughter, a vampire, is so grown up and beautiful. He wonders if you know anything about her admirer. “She might be a vampire, but I’m still her father!” Henry’s not sure anyone else has mentioned it, but he thinks your Uncle was murdered by the Chamberlain. Henry is wary of a strange ritual rumored to have been carried out nearby and asks you to collect what’s left. Examining the things you brought, Henry notices the initials of Anabel’s admirer. He sees a werewolf’s sign and suddenly wants better protection. “Well, I feel more comfortable now. Though I still don’t like that friend of my daughter’s.” Henry, wanting to understand his daughter, decides to give Anabel a gift. But how do you shop for a vampire? The teddy bear and the Black Widow, which the ancient book says vampires love, will be a surprise. Your help proves invaluable and, as such, he would never eat you. Henry can’t wait to surprise Anabel and see her pale face. Henry is having nightmares about being turned back into a troll. Claiming to be completely broke and owing at least a dozen people, Henry plans to search his chests for treasures to sell. One of his Troll friends is having a birthday (he saw it on Facebook) and he needs to get a gift. Another friend, the necromancer, also had a birthday recently and Henry needs to get a belated gift. While Henry was resting, goblins broke into his hut and ransacked it. He decided to hire a guard, who demands some special payment. Henry appreciates all your help and asks you to come by when he’s done cleaning up the mess.
The Werewolf Knight, a heartsick Knight in love, is pleased Anabel agreed to see him and wants to give her a gift. He wonders what Anabel’s reaction to his gift will be. Things are uncertain with Anabel, but she is the love of his life and he will never give up. He dreams of the day Anabel will be his. “The word around the castle is that your Uncle was murdered, and that the Chamberlain did it. I don’t put a lot of stock in rumors, but I’ve never trusted the Chamberlain anyway.” The Knight Is also looking for his real father and the only hint is the title of the Knight’s final quest which is “clan leader.” He vows not to let his father down. But it isn’t easy finding traces of his father and the Knight must bribe someone for the information he needs.
LEVELS 16-20 cont.
The Castle Keeper appears in the Castle Entry. He says he must preserve peace in the castle, but it’s nice to see a new challenger. While you must obtain knowledge, bleak thoughts are filling the castle and you must fight all obstacles in your path. Stand your ground or the Castle will fall. While the Keeper can see the entire castle, he can’t walk around it. It’s becoming more and more difficult to hold back the creatures of the night. “I need a way to break the chains! We’re one step closer to eliminating the shackles of evil.”
The Witch appears in the Underground Grotto. Arabella Scales says “So we meet again. Just my luck to run into you! I wasn’t mistaken about you. I’m a fine judge of character.” Since the Chamberlain trusts you, the Witch will try to trust you too. She says her grandmother was a witch who taught Arabella how to create the rune you’re looking for, but she needs help gathering ingredients. Due to the popularity of her love potions, her stock is running out. Even though she seems friendly with Lord Chamberlain and always wants to help him, she says “he’s nearly out of time.” Despite being a witch, she has responsibilities to him and continually lets the Chamberlain think he’s being the clever one. She believes alchemy is not a hobby, but a calling. Her favorite potions are the poison ones, but poison can fade. You help with the cure when her gargoyles suddenly fall ill.
Skull Pete, in Mirror Lake, is doomed to be fleshless forever due to Lord Chamberlain’s curse. Pete is tired of being immortal and just wants to be a fleshy pirate again. Pete misses his ship terribly and longs for the smell of the sea air. While he muses there’s never enough treasure, he confesses he loves weapons more than gold. Despite all your help with the rituals, the curse is still with him. But the old pirate is grateful to you.
The Werewolf Knight is still a Knight, whatever his appearance. He found someone who has the rune you need, but his trust must be earned with a few gifts. This person gets the Knight’s “hackles up” and is described as having a chess collection and rings on each of his fingers. After sifting through a web of lies, the Knight has a lead on his father’s whereabouts but the source demands payment. A band of thieves targets the Knight, but with your help, he’s safe. The thieves, along with everyone else, are now scared of the Knight. He’s “never seen such fear in my neighbors’ eyes.” He worries that Anabel, who hasn’t been forthcoming and “isn’t the easiest woman to love”, will forget him when he’s gone. Some parting gifts should help. The Knight’s father “passed through one of the neighboring settlements but the residents are too afraid to talk.” He doesn’t “want to use any force there” so maybe a gift to their leader would help. Finally, there’s a decent chance the Knight could find his father. Suddenly, the Knight feels his animal nature waking up. Some protective amulets should help keep his inner wolf at bay. You helped the Knight maintain his chivalry, making you his true friend. It’s nearly Dark Valentine’s Day and the Knight sends you on a mission to find gifts for Anabel. If you get back before the big day, Anabel will “never forget my generosity, nor I yours.”
The Keeper of the Castle can see the past, present and future. “It flows by him like a rushing river.” “Sometimes a good relationship is more valuable than gold. Sadly, the world is full of false virtues but he believes you’ll succeed. He says Arabella is a witch because she rejected the power of good and asks you to check on Henry, who may be in danger.
The Wise Dragon muses how “Knights love princesses; dragons love princesses, princesses love Knights. Princesses are so fickle, aren’t they?” “Mortals are so complicated, so much more complex than dragons!” He says “Like sands through the hourglass, our lives dribble away.” But not his; he’s immortal! Since you prove to be such a hard worker, “I guess I’m going to bed hungry again.”
LEVELS 21-23 cont.
The Chamberlain is “getting the impression that you find collaboration with me distasteful. Well, we’re not finished yet.” He’s aware of the control he exercises over you despite your issues with him. He admires one of your greatest qualities, never letting people down. “It’s an unjust world. Only the fittest survive. I do what I have to do. And so should you.” Your cooperation makes the Chamberlain pause and wonder “Does this mean the ice between us is melting? Hmm…your eyes say differently.” Your obedience makes him very happy.
Skull Pete hasn’t forgotten about money, despite being a skeleton. He’s found the way to return his human appearance and asks for your help. Close to his dream, Pete retrieved the recipe that will return his human form. He finally outwitted the curse of Lord Chamberlain and wonders if you can “imagine what pleasure it is to stop rattling with his old bones.” Desiring more coins, Pete knows the ghost innkeeper has found a large sum of money. But Salty doesn’t deserve wealth and, being a pirate, it’s Pete duty to separate Salty from that wealth. Pete celebrates with some unrivaled Elvish rum and then debates the merits of selling it for profit, although the elves might ask something in return. After your help in procuring a new sword, Pete says “My friend Rudolph would have called you a good soul.” (could this be Rudoguil?) He constantly calls you apprentice and says it’s a pity you weren’t on board his ship with him. Pete was cheated on a deal when a certain person promised to make him a new mast. Well, at least he still has some gold. Pete knows time is money and wonders “Do you love gold as much as I do?” Once again, he offers you some fine Elvish rum. Totally forgetting what it means to be human, Pete realizes he shouldn’t have had quite so much rum. He really needs to get his head back in the game. After resting, he’s aggravated he can’t find his rum and wonders why you’re laughing at him. But the old pirate is proud of you and promotes you from apprentice to ship boy to senior seaman. But, unfortunately, Skull Pete is only interested in more rum and stiffs you on any reward.
LEVELS 21-23 cont.
Salty’s ghost is busy polishing the bar stools with his vapor. Salty vents about trying to strike a deal with a pirate. But there’s been an emergency at the Inn. One of his deals went south and he needs to recoup before his client gets testy. That was a close call and Salty wonders “Have you ever bought a pig in a poke? This is a disaster! I need to sell it, but first I’ll have to disguise it. Phew, it’s getting harder to do business.” One bit of advice…”buy low, sell high.”
Arabella would be awfully grateful to her favorite mortal if you would help find herbs, potions and poisons. Just don’t make her blush by talking about a love potion! “This potion depends on crow feathers – and they don’t like to be plucked! Now you’ve feathered my nest!”
Henry the Archeologist thanks you for asking about him, but he’s doing just fine. Apparently, the unknown threat the Keeper of the Castle sensed hasn’t happened.
Standing in the Underground Grotto, the chains blocking the door suddenly give way. Upon entering the Mystery Chamber, you witness someone using rays to destroy the heart of the Wishes Machine and then flee.
The Keeper of Wishes introduces herself as the Keeper of the Heart of the Mystery Chamber. “And I am not happy seeing my home ransacked. You must help me find those rascals!” The Keeper of Wishes gives you a magic map that “will help you navigate the world and find the villain who desecrated my home.” The Keeper of Wishes says “I can’t explain my outrage every time I look at what they’ve done to this place! We must restore it…the sooner, the better.” A Mystery Chamber full of wishes sounds big, but the Keeper feels so lonely sometimes. She’s sure repairing the Heart of the Mystery Chamber will take her thoughts off her solitude.
LEVELS 21-23 cont.
Christian the Bard appears in the City Square. He welcomes you to this “odd place” and says “he’s been a traveling bard for years. I’m looking for the Mystery Chamber and could really use your help. My reward is equal to merit.” The dream of his life is reaching musical perfection and the Mystery Chamber is his last chance. “Meanwhile, I’m up to something else.” What a pity you won’t simply take him there. Christian wants to express his gratitude with a song, “but I haven’t found the right tune yet; the melody isn’t working and the false notes are driving me crazy. Maybe I should change something.” A perfect melody isn’t easy to create; it requires a combination of certain elements and some magic. Finally, Christian can animate his melody with the sparkle of true emotion, but the sparkle fades so quickly. Putting too much of his soul into his melodies, Christian begins to feel ill. Too tired to speak, he needs something to restore his powers. With your help, he’s getting better with every passing second and vows to be careful with his emotions. “Sadder but wiser, they say. You should replenish and protect the magical resources of your body.” Still trying to compose the perfect melody, Christian wishes he “could find the Mystery Chamber the way you did.” His obsession and pleas get stronger and more persistent…”I need the Mystery Chamber! Come on! You can’t keep it from me forever! I deserve to know, I promise.” And “Why are you so reluctant to tell me the whereabouts of the Chamber? My wish is a good one. Music can’t harm anyone…right?” ***Christian the Bard changes into Chris Arwin the Assassin***
Chris the Assassin makes a shocking confession “Don’t you recognize your musician friend? It’s me, and I’m here…to kill the Keeper of Wishes!” He supposes you’ll try “to keep her alive for a little bit longer.” He wonders if you’re still unwilling to tell him where the Mystery Chamber is; after all, “You don’t want to make a killer wait…right?” “By the way, killing the Keeper of Wishes isn’t easy, especially if it’s not your own will…Oh, I shouldn’t have said that.” Chris is making a plan and urges you to come by later to talk about something…or someone.
Lord Chamberlain asks “Have you come to blame me for the destruction of the Heart of the Mystery Chamber? Wait…You didn’t know it was me? Now you do.” Dark clouds seem to be gathering over him and things are only getting worse! This must be a bad omen and the Chamberlain is very concerned about his future. “I was right about the bad omen. I’ve lost my source of power!”
LEVELS 21-23 cont.
Arabella knows the Chamberlain sent you and wonders if you’re certain he’s frightened and grieving. The witch sarcastically comments how nice of you to be helping the Chamberlain, but “I have my own plans for him.” She’s planning a surprise for the Chamberlain, a nasty one, but it’s for the greater good of everyone. Your guilty look amuses her; then she confesses she doesn’t plan to kill the Chamberlain. She has something more fun in mind. Arabella plans to conduct a small, but pretty complicated ritual that will make the Chamberlain show his true nature. In a horrible mood, Arabella reminds you that “a sad witch is a bad witch.” She consults an ancient book for the things needed for the ritual. She asks you to stay away until the ritual is done. Not imagining the ritual would be so hard to fulfill, the witch needs you sooner than expected. Apparently, the Chamberlain has some protection. But it doesn’t matter anymore. “It’s done. I’ve done it all! Exhausted as I am, I feel so happy! OK, my friend, you can go back to the Chamberlain…and send my best to him!”
The Lord Chamberlain begins wailing “Something is wrong…Arabella Scales…It’s she who wants to destroy me! Nooo!” ***The Lord Chamberlain transforms into a pudgy, purple vampire bat***
Anabel heard rumors more people are deserting the Chamberlain and his days may be numbered. Changes are coming; the Chamberlain is losing his mysterious powers and all the members of the Clan Council have turned their backs on him. Did you know the Witch isn’t exactly who she is pretending to be? Anabel “wishes people well, but excludes the witch from that list.” Finding out her plans and revealing all her secrets is a priority. While the Chamberlain is losing his mysterious powers, Anabel works on strengthening hers. “There is something in the wind today…Does the plot thicken?”
The Keeper of the Castle says, “Now that Lord Chamberlain has been punished, the castle is more or less safe. But we still must deal with his negative influence.” “If you don’t grow as a person, nothing has meaning.” Time flies, but for the Keeper, it doesn’t exist. “Humans often ask for immortality, but they have no idea how to cope with it. Don’t you fear the Chamberlain’s fate?”