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The Ring of Runes goes to the Underground Grotto and unlocks the door to the Mystery Chamber. A laser destroys the center of the Mystery Chamber. It is in ruins. Someone doesn’t want you to make a wish.
The Keeper of Wishes is the only one who knows the ways in and out of the Mystery Chamber. The Keeper of Wishes is the Keeper of the Heart of the Mystery Chamber and is very unhappy the Chamber has been ransacked. MAP OPENS The Keeper of Wishes gives you the magic map that will help you navigate the world and find the villain who desecrated the Keeper’s home. Feeling outrage at the destruction of her home, the Keeper of Wishes vows to restore it…the sooner, the better. Even though a Mystery Chamber full of wishes sounds big, the Keeper of Wishes feels so lonely sometimes. Concentrating on repairing the Mystery Chamber will take the Keeper’s mind off the solitude. The Keeper reminds you that, although a spirit, her patience has limits.
Lord Chamberlain admits he’s responsible for the destruction of the Heart of the Mystery Chamber, but he gets his comeuppance when Arabella, his daughter, changes him into a purple bat. Chris the Assassin makes a shocking confession that he’s here to kill the Keeper of Wishes, albeit against his will.
The Keeper of Wishes stresses the importance of the Heart of the Mystery Chamber. With hard-working folks like you in this world acting as her assistant, the Heart will be fixed in no time. Lamenting the frailty of life, the Keeper finds it difficult being out of her home for such a long period of time and hopes it will be restored soon. She longs to restore peace to her sanctuary and asks your help with a little spiritual problem. The Keeper of Wishes, bored to death in her seclusion, enjoys your visits.
The Heart of the Mystery Chamber lights the globes above the Keeper of Wishes, but the machine is in worse shape than expected. Its Energy Storage must be repaired.
Keeper of Wishes offers to help free Oeland the Silver Mane from the space between worlds. He’s no longer captive to the witch’s curse and it takes everyone’s cooperation to finally get him back. But the effort took a toll on the Keeper of Wishes, whose power must be restored. The Keeper of Wishes is glad you made a good impression on this great person, but she needs help. It seems too many tracks were left while helping Oeland and the last thing anyone wants is to be found out by the witch. With your help the tracks were covered and the witch won’t know how Oeland escaped her trap. What a relief!
But the witch does suspect something, so you must set her on the wrong course. The witch inflicted some horrible curse on the Keeper of Wishes, but the Keeper managed to defend herself. However, you must be protected from the witch. And, even worse, the witch somehow managed to deprive the Heart of the Chamber of magic. That can be fixed but must be protected from future invasions by the witch. Thank goodness for the help of the Keeper of the Castle. The Storage Core with its concentrated magic fully restored the Heart of the Mystery Chamber, allowing the Keeper of Wishes to sleep at night, figuratively.
Something is wrong with the Heart; it seems to be losing its magic power. The Keeper of Wishes had no idea the Heart of the Mystery Chamber could even run out of magic power. There’s enough magic in the Mystery Chamber for only one wish. Now the Keeper of Wishes understands why she has felt so weak. She is the spirit of the Mystery Chamber and could lose all her power due to the Heart’s exhaustion. Will the potions you bring to the Keeper of Wishes be enough to keep her from disappearing? There must be something wrong with the Source of Magic responsible for the magic powers of the Mystery Chamber. It appears someone spoiled the Source of Magic and it’s impossible to fix it from here. The Source is very far away and the Keeper of Wishes decides to make the dangerous trip to see what’s going on there. The Keeper of Wishes bids you goodbye and disappears from the Mystery Chamber.
whitebutterfly54 (redbutter54) said:
***This is the unceremonious end to Chris Arwin the Assassin and Lilian.
And...and so they are gone forever? Oh, white butterfly, you do make the story lines alive to me again. Many Thanks!
LOL I would never say never in the crazy magical world of Midnight Castle. But for right now they're both AWOL.
All of this was wonderful to have together as a recap. Thank you for your time, effort and willingness to present this to us all.
Murk transforms into the Spirit of Chaos
Murk appears in the Commercial District and introduces himself as an old blind gnome. He assures you he’s not a demon and he used to have eyes, but a leap of faith rendered him blind. You can’t imagine how sad it is to live in eternal darkness but, thanks to you, his dull days became a little brighter. He’s bound to lead a miserable existence since an evil witch stole his eyes. Thanks to you Murk has hope of getting his eyes back. He performs a rite to find his eyes, but erred in his calculations and the rite doesn’t work. With the help of some of the sorcerer’s charms Murk managed to preserve, he’s sure a new rite will yield positive results. But once again, the rite fails. That cunning witch hid his magic eyes very well.
Murk reveals that he destroyed the two previous Expeditions. He may be blind but his sorcerer’s power is still with him. Truth is it wasn’t his idea to harm the destroyed Expeditions; he is a slave to another’s will until he gets his eyes back. His eyes will give him freedom and strength. While it won’t be easy, the evil witch will pay for everything! He vows to help your Expedition when he regains his eyes. With special reagents, his sight returns. The witch has no control over him and his strength is restored. Murk transforms into the Spirit of Chaos.
The Released One rids himself of the slave collar but couldn’t stay intact with his eyes stolen. He begins feeling the surge of energy and vows the guilty ones will pay for their atrocities! It’s a slow process, but the Spirit of Chaos is gradually regaining his powers.
Arabella says you made an awful mistake returning Murk’s eyes. Now she fears his revenge since the creature is much stronger than the witch. Long ago, Arabella summoned the ancient Chaos Spirit, but his strength was so great she removed his eyes in order to control him. For reasons of her own, she ordered Murk to get rid of the first two Expeditions. Something horrible will surely happen now that the Spirit is free. Arabella sent an agent to find out about Murk’s plans, but lost touch with him. Hopefully he didn’t blab too much to the Spirit of Chaos before he died. In order to get more reliable people from the greedy Spy Guild, palms must be greased. It doesn’t matter though because the Guild terminated the contract, so there will be no help. A simple plan might be the best choice.
The Spirit of Chaos is amused the witch sent you to learn about his plans. He claims to have no grudge against the witch for taking his eyes because his plans are more important. The Spirit of Chaos intends to open a Portal and summon chaos from his world, forcing this world to surrender to him!
Arabella knows the Spirit of Chaos has ominous intentions and the world is on the brink of catastrophe!
The Spirit of Chaos has grand plans that require the work of many elements, of which you are one. He will be the one to benefit from your Expedition to the Source of Sorcery. When you open the gates to the Source of Sorcery, the world will fill with magic. The Spirit’s legions are late, but when they come, it would be better for the world to be filled with magic. The more magic there is the more chaos can devour!
Ragnus Beardrune, Keeper of the Rune Garden, asks how the Spirit of Chaos got here. It doesn’t belong in this world and could disturb the balance. Even as Ragnus is trying to help banish the demon, the Spirit of Chaos is growing stronger. Searching through ancient volumes, Ragnus discovers the Unicorn is the only hope. But Oberon won’t give away the Unicorn’s whereabouts, so he’ll have to be tracked. The demon can’t be defeated without the Unicorn. (This went nowhere)
Both Chris Arwin and Henry the Archeologist agree to help banish the demon and are ready to face armed guests. They make a test foray to check the surroundings when Chris begins to mistrust his powers. Memories return and all Chris wants to do is escape with a fair lady, preferably Valeria. Chris and Henry tried to attack the target, but they failed. Chris blames himself for the failure because his mind is always on Valeria.
Arabella wants to do what she can to banish the demon. Back before the Chamberlain felt her power, he offered to teach her. Arabella had to give away part of her soul to fulfill her power. At some point, the pupil surpasses the teacher, and the shared knowledge should be enough to defeat the Spirit of Chaos. Arabella finds out the Spirit of Chaos draws magic power from his own dimension and was able to weaken him.
Anabel is beside herself with worry about the Spirit of Chaos interfering more and more. She doesn’t want to involve the Knight for fear he would attack the demon and get killed. As long as the Spirit of Chaos is here, she’ll be buried in problems.
Valeria wants to help too, but her powers are limited. So she makes a contribution to the Guild and begins taking assassin lessons from Chris.
Anabel manages to sever the link between the Spirit of Chaos and his dimension. Then with the help of the Wise Dragon, she creates a magic trap to prevent the Spirit of Chaos from escaping justice. The Spirit, deprived of all earthly power, vows these dragons will know his fury. Incredulous it was Anabel’s plan, the Spirit wonders how he could have been so wrong. Spirit of Chaos explodes and disappears from the Commercial District.
The poor little Griffin didn't have very much to do at all. Near the end of Level 29, Oberon disappears from the Castle Gates and the Griffin appears. His description says "This griffin won't let anyone fly him yet." But once you get the final piece to the Griffin's Horn, it sounds at the Castle Gates and the Griffin flies away to Cloud City. Cloud Pier opens and you can see in the pics right above Rudoguil's head the Griffin Stall both before and after his arrival.
The Stone Fairy in Ancient Park was flying to a flower holiday when she was suddenly petrified. The Fairy is very weak and wants to know what happened. There should be at least a tiny drop of magic but it feels like magic is gone all over the world. Why would anyone petrify a fairy? With your help, she tries to perform a fairy ritual. But she’s been petrified so long, she forgot how to make magic and perform rituals. It’s over and the Fairy is worn out.
Strange creatures (Oberon, King of Elves and his spies) are wandering around and the Stone Fairy is worried. It turns out these creatures don’t only inhabit Ancient Park and the Stone Fairy wonders what they want and who they serve. She also feels someone’s invisible presence. Since the Source of Sorcery is getting weaker, supernatural forces are making their way into the world. The Fairy temporarily manages to distract the ghosts, but the fabric of the world is getting weaker without the Source of Sorcery. She doesn’t like what’s going on.
The Fairy is aware of the upcoming Expedition and wants to help. She’s heard the Expedition procurement leaves much to be desired and gives you a few things for the leader of the Expedition. She so wants to fly like the other fairies and wonders if she’ll be made of stone forever. She’s so sad and you do your best to lift her spirits. The Fairy recalls another ritual that may help dissolve the spell and it seems to work. Her hand becomes less stony.
Jeronimo, heartsick over Chris and Valeria, wanders into Ancient Park just to be close to Valeria. While there he meets the poor petrified Stone Fairy. He spoke to every merchant he knows in the hopes of finding help for the Stone Fairy. Touched by her suffering, Jeronimo finds it odd that anyone could be in more pain than him. The Stone Fairy noticed the innkeeper’s ghost around a lot lately and wonders what he’s looking for. The Stone Fairy comes to realize Jeronimo is wrapped in sadness because his spirit loves Valeria, but she’s busy with Chris. He can’t rescue himself but the Stone Fairy vows to cheer him up. Jeronimo promised to find a sorcerer to rescue the Fairy, but while he has a very kind heart, the Fairy doubts anyone can help. Stone Fairy transforms into Lost Fairy.
Free at last, the Fairy can feel her wings fluttering behind her back. Overwhelmed with thankfulness for all that Jeronimo has done, the Fairy must find a way to thank the innkeeper. He always seems gloomy and worried.
The Fairy heard the news of Jeronimo’s confession to murdering gnomes. She strongly disapproves of what Jeronimo did, but is sure he’s no cold-blooded murderer. He was fueled by his unrequited love for Valeria and hoped the murders would be blamed on Chris. The Fairy worries about Jeronimo; he must be rescued from himself. The Fairy manages to send Jeronimo a message in Cloud City Prison that there are people willing to help him. But first, Jeronimo must get his body back! The water from the Elvish Pond would do the trick. But there is a war under way in the forest (between the elves and werewolves) so getting into the forest, finding the pond and getting out alive won’t be easy. Henry the Archeologist tries to arrange a truce in the forest since many creatures are willing to help. But the truce failed. The Fairy never liked those werewolves! They smell like wet dog.
The Fairy, unable to speak to Jeronimo, is very worried about him being completely alone in prison. Those wild gnomes are demanding revenge and the hardest part is that Ragnus promised to punish Jeronimo. While she understands their anger, the Fairy’s heart is with Jeronimo and she must figure out a way to save the kind innkeeper. The King of Elves is kind and just, so the Fairy hopes for some advice from King Oberon. Hopefully he’ll find time to talk despite the werewolf attack in his forest. She can’t go empty-handed and asks your help in finding gifts for Oberon.
The Lost Fairy manages to arrange a meeting with the elf king, Oberon, but he has his mind on the Elf war in the forest and can’t be bothered with humans. Someone needs to convince him that a human life is important. It wasn’t easy, but the Fairy managed to get Oberon to understand the power of a single human soul. This is a matter of life and death for Jeronimo. King Oberon had a vision of the future so he agrees to give the Fairy water from the Pond of Life. The Fairy is a little worried what King Oberon will ask in return. You bring the water to Jeronimo in Cloud City Prison and one sip transforms him from a ghost to a young man. However, the effect is temporary so the Fairy works on making it permanent. She suspects King Oberon knew the effect from the water wouldn’t last but had to promise him not only her help in the future, but that of Jeronimo too. She had no other choice but worries how bad a deal she made. Still she’s happy Jeronimo is young again!
King Oberon is ready to collect from his debtors for the water from the Pond of Life. The Fairy will do her best but hopes Oberon doesn’t ask her to do anything cruel. Jeronimo has a sneaking suspicion nothing good is going to come of this, but he knows he owes Oberon a great deal. Oberon’s diabolical plan is for Jeronimo and the Fairy to poison the werewolves’ wells. The werewolves won’t even notice them, and if Jeronimo and the Fairy act fast, King Oeland won’t have time to raid the forest and the Elvyn people will be safe. (The elf Ilreth brought Oberon news of the impending werewolf raid.) The Fairy can’t believe the terrible task Oberon has requested. It’s hard to get to Oeland’s land and Oberon wants them to poison the spring in the werewolf capital. It seems everyone knows Jeronimo and the Fairy are spies and the Fairy is feeling low about doing something so awful.
Level 48How kind of Jeronimo to offer to do the deed himself. Jeronimo owes the Fairy, so he must be the only one with dirty hands. But a good deed for Oberon is an evil one for Oeland’s people. The Fairy never felt so terrible so Jeronimo tells her only Oeland’s evil soldiers will suffer. But the Fairy knows that isn
Oh, oh, oh......please don't forget the pics of Rudoguil as his meek self and as his pirate self........ (I will delete this post afterwards)..
Desperate to help her beloved Jeronimo in his battle with the Elemental of the Abyss, Valeria suggests persuading the Light Bringer to assist Jeronimo. The Light Bringer appears in Throne Hall with the less than helpful introduction, “You won’t know my name, so why share it?” He is, however, willing to help Valeria and Jeronimo. The Light Bringer is a member of the Order of Light, formed to fight evil. He suspects you know his brother, but they’re different as night and day. The Light Bringer offers to make a protection amulet for Jeronimo. The Light Bringer says you have a kind nature, but cruel circumstances can turn anyone into a monster and violence always has an impact. He must cleanse this place in preparation for a commemoration ritual to remember a soul left behind. Forgiveness is a good way to say goodbye to those we mourn. Then strangely adds “The Chamberlain was evil indeed, but it matters not.” The Light Bringer’s Order is said to guard a legendary heirloom of great age and power, a splinter of an elfish crystal.
For the second time, the elf Ilreth is wounded by an arrow. He’s feeling worse and worse and must see a doctor. The Light Bringer may be his last hope. The Light Bringer says helping the wounded Ilreth is the duty of every knight in his Order. Due to unforeseen circumstances, he can’t leave the castle right now but will try to make the healing brew. You provide two rare ingredients and give the Light Bringer some time until the brew is ready. Once a cleansing rite enhances it, the healing brew could even resurrect the dead! Ilreth is returned to good health. **This is the unceremonious end to the Light Bringer***
A confused Mountain Troll introduces himself as ‘Rustle.’ He professes that while you may be smarter, he’s uglier. The troll describes your uncle as a decent man.
The troll’s memory is described as a black portal in his mind and remembering the past is a struggle.
While Anabel is getting used to her new abilities, she remembers her father saying that with great abilities come greater responsibilities. Meanwhile, being a Mountain Troll and not a Snow Troll all this white snow and ice bores him. He barely remembers a time when he had a friend.
The troll fakes having the troll flu instead of guarding the tavern. He claims his master is looking for him, so he disguises himself as a fortune teller. Too bad, the disguise didn’t work and he’ll have to go back to growling and threatening people.
You try your best to do everything the troll wants in an effort to become his friend and, thankfully, he decides not to eat you. In the end, he accepts you as his true friend. After his delicate sensibilities are offended, the troll calls for a dual. But the cowards ran away when they saw the Troll standing in his battle armor polishing his clubs. “Rustle’ recites the tale of the beauty and the ugly troll where she kisses him and he becomes normal again. Alas, he can’t get anyone to come that close to him. You are his only friend. Some old sorcerer put a curse on him, but trolls aren’t afraid of anything; at least not anything they’d admit to. ‘Rustle’ knows a lady troll that gave him 3 boars to leave her alone. No romance, but he’s not hungry! Anyway, a lady troll would be better than a human girlfriend; less demanding. It makes him very sad that no one talks to him, except you. The troll thinks about, and then decides against, a pet goblin. He would hate to feed it humans. An alchemist claims he can cure the troll; if he lied the troll will be crushed, and so will the alchemist! It’s a success, Mountain Troll ‘Rustle’ transforms into human Henry the Archeologist.
Henry’s head is spinning since becoming human again is determined to find out who cursed him. He sees an image of the traitor…the Chamberlain cursed Henry! Henry warns you to tread carefully with him.
Henry wonders how you like him in human form and, while grateful he can concentrate on his work, needs help with his insomnia. After all…one paw washes another. Henry warns you to be careful of vampires prowling around and needs help getting rid of horrible rats.
Anabel begins looking for her father. All she knows is his name is Henry, he’s alive and living nearby. New info came to light of a troll living in the ice cave. How can she be a troll’s daughter, but a vampire? The stress of being a troll’s daughter has caused Anabel’s blood thirst to soar. What if he has the mannerisms of a troll?
Henry is trying to understand everything he missed while a troll. His daughter, Anabel, is so grown up and beautiful. Although Anabel is a vampire, as her father, Henry wants to know everything about his daughter’s admirer. An odd ritual was carried out nearby and Henry asks you to collect what’s left. Among those things Henry noticed the initials of Anabel’s admirer…and a werewolf’s sign. Henry doesn’t like any of this and protection might be in order. Helping Henry understand his daughter proves so invaluable, he vows not to eat you. Henry wants to give Anabel a gift but has no idea how to shop for a vampire. He gets a teddy bear and can’t wait to see her pale face at the surprise visit. He also confirms your uncle was murdered by the Chamberlain.
Henry is plagued by insomnia and terrible dreams about being turned back into a troll. Thinking about the fate of your uncle, Henry knows how fleeting life is. He’s completely broke; owing you and a dozen other people. He plans to search through his chests for treasures and sell the ones in high demand. He saw on Facebook one of his troll friends is having a birthday. And another friend, a necromancer (one who practices magic or sorcery), had a birthday recently, too. He needs gifts; one belated. Luckily the necromancer forgot his own birthday so Henry was his happy reminder. While resting, goblins broke into Henry’s hut and ransacked it. Henry thought about hiring a guard, but couldn’t afford his special demands.
Henry thinks about opening a store of relics but first needs to find some things to sell. The launch will be incredible! Now he needs a pretty sales assistant. Henry found a nice hut he could use for the store, but its location may be a problem. How sweet is the chime of the first coins earned! Cooperation is a good thing and Henry gladly pays you your share. But Henry’s not in a good mood today because of a terrible nightmare where he was a troll again and had two she-trolls fighting over him. Henry hopes business will distract him from those terrible images in his mind. Exhausted, Henry concludes he’s not really a businessman. Before the doors close for good, there are two more orders to deliver; one to a necromancer and the other to a werewolf. A horrible witch has threatened Henry so, despite being nearly ready to close the shop, he agrees to fill her order. Henry’s afraid to refuse her for fear she will turn him back into a troll. Finally, the business is closed, the witch is pleased and Henry is still human! Henry wants to get to the bottom of your uncle’s death. Despite his lack of detective skills, the facts are clear. Your uncle’s body was never found.
Henry thinks your uncle had something to do with the dragon in the Forbidden Tower.
Level 31Henry thinks he can help find out why previous Expeditions failed. Traces of a strange fire where the Expeditions disappeared were found; a demonic fire! It seems old Jeronimo Took knows something but won’t share it. Even still, Henry continues h