31 October 2020

Halloween Adventure/One Shot

Are you looking for a spooky/eerie one-shot, to run this Halloween? Well. I have something interesting for you. This is not your usual one shot, and is designed to push your players into experiencing a story in ways they (hopefully) won’t have done previously. The techniques employed in this adventure are actually straight from the repertoire of magicians, mentalists, and séance workers...


A Little Background


Outside of being a DM, I have a few other interests. Until The Event™, I was working as a full time, professional magician (and magic teacher). Unfortunately, the virus put that career path on hold (don’t feel bad for me though, I’m now working in a great place, and really enjoying myself). That doesn’t mean I don’t still perform, and it certainly doesn’t mean I’m not still thinking of new ways to put my skills to use. For a long while, I have wanted to combine my love of D&D and my love of performing magic together in a meaningful way (card tricks don’t really fit in the setting, I find).


In this adventure, I will be teaching you (fellow DM) a couple of techniques to create a truly magical atmosphere at your sessions, as well as giving you a fully written horror/Halloween themed adventure to employ them in. The techniques taught here have been around for a long time, with one dating back to séance workers in the 1800’s, and should bring an incredible element of mystery/unease to the table.


The Techniques


The first technique I will be teaching you is a very old idea. It is believed that ‘mediums’ in the 1800’s used it in seances to trick their audiences into believing they were possessing of some otherworldly power. Simply put, it is a way of producing a scent for your players to smell, without your hands ever leaving their sight. Mediums would often produce the scent of lavender (or other similar flower) whilst sat around with hands linked, when trying to communicate with the spirit of an elderly female relative. Most of the time, the audience would associate the scent with their dearly deceased grandmother, and immediately believe her “presence” to be in the room with them.


In actuality, it was achieved by keeping a lavender oil soaked tissue/cloth in the mediums shoe. Simply by slipping the shoe off their foot (using their other foot), the scent would subtly begin to fill the room. The audience would not generally notice this, until instructed to “take a deep breath” (or similar), and would suddenly remember something related to their relative (be it a perfume, potpourri, or whatever). The technique employed here is very similar. To achieve the effect, you will need some scented essential oil, a pair of slip on shoes, and some tissue paper. I will discuss the scents when we come to that in the adventure.


The second technique I will teach is a little harder to just describe. It might be easier to just demonstrate it right here. I will ask you all a simple question, for which I would like you to think of the first answer that comes to mind. “Imagine you are running down the road at night. Look up to the sky; what is the weather doing?”


It may seem like a stupid question, and the more you think about it, the more likely you are to notice that it is worded rather oddly. That doesn’t matter! Your players won’t get a chance to look at it, or even really think all that hard at all, as you’ll be asking them a lot of questions. You probably answered “It’s raining”, correct? Either that or something to do with a storm. Roughly 90-95% of people will give that answer. That is the point! By asking leading questions, and by having multiple outs (stormy, raining, spitting, and a bunch more answers I can’t be bothered to list) you can almost guarantee your players giving you the answer you want. Add in asking 8-10 questions along these lines, you’ll probably get at least 60% of the answers you want/need. 


I perform a piece in a number of my shows (especially in the lead up to Halloween) using this principle. The spectator holds a torn page from a book in their hands, without looking, and I guide them through describing the scene described on it. The important thing to remember is to emphasise the things they get right, and simply forget about the things they don’t give the ‘right’ answer to. Don’t mention them, and they’ll forget them too!


Included is a script, designed to guide your players through describing a scene, which will play an integral role in the adventure. The process will use both of the techniques described above, and will (if used correctly) guarantee you a game your players will never forget.


Requirements for Play


Unfortunately, for the scent production (as well as a few other of the ideas suggested as possible techniques) in this adventure, you will need to be running an in-person game. The guided storytelling experience should work completely fine no matter how you play (in person/online/whatever), but I would suggest writing up a physical copy of the diary entry further on, and actively mailing it to each of your players. This way, they can’t accuse you of editing the text within, to match their answers.


Due to these restrictions, I will be writing this adventure with the expectation that it will be being played in person, and that you will all be sat at a table together for the duration.


To ‘perform’ this session (to run the adventure) you will need a few things; a bottle of smoke scent oil (I usually use a ‘woodsmoke’ scent), a candle (preferably red), a pair of slip on shoes, a prop to ‘belong’ to a deceased character (will make suggestions later on), a printed/handwritten copy of the diary entry later on, and a stereo system.


Setting the Scene


Before your players arrive for the session (or whilst you are setting up in whatever venue you are playing in), you will want to do a few things to set the scene. The first would be dimming any lights in the room. The second would be to set two pieces of music to play simultaneously. The first track should be something low and creepy. When I run games such as this, I use a selection of tracks from Incompetech (they have a very comprehensive library, and they’re free), just search on there for “creepy” or “unnerving” tracks. There are hundreds.


The second track should be a single frequency note, sustained for as long as possible. You want to use an 18.98 hz. Frequency, played at a high volume. As long as you are using good speakers, they players (and yourself) should not be able to hear this frequency. It should be played all the way throughout your session, and never mentioned. The frequency is too low for humans to hear, but so close to our perception that it causes an uneasy feeling in people when they “hear” it. There are a lot of articles out there on it, written by people far more knowledgeable than myself, and I thoroughly recommend giving them a read, as the science behind it is fascinating.


The Premise


Whether or not you want to run this as a one-shot, or if you want to write it into a larger/ongoing campaign, is entirely up to you. The majority of this one is not combat based, so should not prove to be a problem for players of any level (though I wouldn’t recommend it for parties below level 3, or above level 10). Now we have the boring stuff out of the way, we can talk about the rest.


The party comes to a new town along their travels, one they are unfamiliar with, looking for work. The townsfolk seem agitated and anxious, especially around the party. Almost no-one even seems to want to make eye contact with them, and when asked about work, they will all just shrug, and suggest checking at the tavern. If they decide to listen for rumours in the town at all, they will hear a lot of talk about a couple, Elizabeth and Richard, and about something repeating.


When they reach the tavern, the building will be almost empty when they enter, save for an older woman working behind the bar. She will look tired, and as if she had been crying recently. When asked about any leads, or any possible work in the area (or even about her mental state/current situation), she will explain about her daughter/son-in-law.


The Bartenders Story


The bartender and tavern owner, Hellena, will tell the party of the troubles affecting her town. She will explain that, just under two months ago, the body of a young man, John, was found mutilated in his house. His wife, Samantha, was nowhere to be found, and the people were torn; some believing her to be responsible for his death, and fleeing afterwards, and others believing her to have been another victim of what/whoever killed John.


People continued to debate the fate of Samantha, until two weeks later, when the same thing happened to another young couple. A local baker, Robert, was found in his home, in almost the exact same fashion as John two weeks prior. Again, his wife Amanda, was missing. People tried to find a connection between the two, but could not besides the fact that they were local couples, without children.


People were starting to worry that whatever was responsible for the two prior deaths/disappearances would strike again, and their fears were proved right when, two weeks later again, another young couple were targeted in the same way. Hellena’s daughter, Elizabeth, and son-in-law Richard, became the third couple to be chosen. When She heard the new that there had been another murder, Hellena hurried straight to the house, where she found her son-in-law’s body lying on the floor, his flesh torn from his body, and his blood having been used to paint the walls, and Elizabeth nowhere to be seen.


The people of the town have grown quickly sullen, awaiting the next murders, hoping that they will simply stop, and leave the town free. Hellena will explain that the last scene was discovered 13 days ago, and that the town is aware that, should there be another, it will happen tonight. She will also explain that, given that the party are new faces in town, no-one is likely to trust them much, especially this close to another potential murder.


She will beg them to help her, promising to pay them whatever she can, as well as providing them free lodging, if they can find out what happened to her daughter. She will inform the party of another person whose help she has enlisted, a medium and spiritualist, Madame Kostana, who they can find in one of the upstairs rooms. She will ask them if they would be willing to take part in a ritual to try and contact Elizabeth.


The Medium


When they head upstairs to meet her, Madame Kostana will be sat at a table, littered with cards, a crystal ball, candles and a collection of personal effects. She will agree to help the party (and Hellena) in their investigation, but will need one of them to volunteer to aid her in her ritual. She will ask the party to sit down around a table (definitely describe it to look like the one you are all sat around, if you are playing in person), with the volunteer sitting at the head. She will light a candle (I suggest doing the same in person), and hand over something belonging to Elizabeth (actually give them something to hold, a hairbrush, a locket, a ring, anything) to her volunteer, and instruct them to hold it close to their heart and close their eyes.


“I would like you to hold this close to your heart, and close your eyes. We will be attempting to communicate with the spirit of Elizabeth, whether or not she is still on this mortal plane. Please, breathe deeply, and allow her to guide your words, while I ask my questions. I want to go back to the day you disappeared. Tell me Elizabeth, look up to the sky and tell me, what is the weather doing?”


At this point, your player will hopefully have just said “It’s raining” or “it’s stormy”, or similar. If they do, then amazing, that’s hit number one. If they do not, this is not the end of the world. You can play off the first failure as being a bad connection between the two spirits. Either ask another player to take this place if you think the player is being difficult on purpose (or if they are trying to be funny), or simply tell them “I do not remember it being as such, but perhaps this is an issue of your two spirits connecting poorly. Let us try again.” and have them perform some form of breathing exercise, and move on to the next section of script.


“Elizabeth, I can see movement ahead of you, what did you see move?” obviously here you are hoping they will say either a cat or a dog (but any small animal will still be a partial hit, just make sure you respond with “so you see a small animal?”). “Interesting. Please, I know that you went home, tell me, as you stand outside of your door, what colour is it?” White or Red are the only real answers that will work here, but no matter what, continue in the hopes of a minimum 50% hit rate. “Step inside and tell me, what do you see?” This is a great one to guarantee a hit. There are three possible options that are a perfect hit, and over 90% of people seem to give these three answers; Stairs, Coats/Coat Rack and Hallway.


At this point, remove your shoe, allowing the scent oil inside to begin to fill the room.


“I know what you must have seen next, and I shan’t ask you to relive that. But please, I can sense a large presence in the room with you. You can see a man? Or a woman, in the room with you?” This is a great loaded question. You literally say “You can see a man” but then work it as if it’s a question. With the right wording, this will turn a 50/50 choice into a near 100% guarantee. “What is he/are they wearing?” really, this is probably the least likely question to get a hit. If your player mentions a hat or coat, then amazing, but if not, make sure you bring no more attention to this.


“Breath in deeply, and tell me. What can you smell in the room with you?” As you say this part, make sure to demonstrate by breathing in through your nose. If done correctly, your player will 100% smell the smoke scent in the room for real, and answer that. For an even better guaranteed hit rate, however, maybe consider soaking a small amount of scent oil into the object your player is holding.


Definitely put your shoe back on now.


“I can sense you want to run. Please, leave your house, and tell me where you go. Do you turn left out of your door, or right?” I actually cannot explain this one. Maybe it’s because people prefer to pick the first option provided, or maybe we’re hardwired to always pick left, but over 80% of people will answer left here. Weird, huh? “What was that? I saw a flash of light and then nothing else! Elizabeth, what was that? No. She’s gone again. Tell me <player>, that flash, what colour was it?” The final chance here, you can only hope they say Red. Oddly, about 65% of people do, thankfully. If this is wrong, however, you can play it off later as Elizabeth sending a message to Madame Kostana, rather than a direct description of the event.


“A <colour they named> flash, you say? That could only be…” she fades off, and quickly hurries out of the room. The party can hear her rummaging around, and she comes back in holding a large tome. She places it down on the table, and explains to the party that the entity they are dealing with is an extra dimensional being that feeds on fear, and delights in bloodshed. As she rummages through the pages, the party will not be able to decipher any information in the book, it all being in a language they are unfamiliar with. She will find a page containing a table of sorts, and she will look at it, suddenly going wide eyed. 


“He will attack again tonight. There may already have been a death, but if you are quick, you might be able to prevent a second.” She will pour over a map, drawing three circles over the areas of the past victims homes, and suddenly draw a fourth. This one in a different area of the town, but clearly forming a fourth point in what might be a pentagram. She will give them directions to the area, and tell them to keep their eyes open whilst there.


If you really want to have a higher chance of getting hits on the two colour questions, then I would recommend using a red candle for the seance section, as well as possibly using some red items as decor around the room. Keep it subtle though, if it’s obvious, they will actually avoid picking it.


The Scene of the Crime


When the party approaches the street described, it will be quite obvious which house they should investigate. The quiet row of houses will be shrouded by the darkness of the night, mostly with lights/fires dimmed for the evening. One house will still have all of its lights on, and will have its door hanging open. As the party gets closer, they will notice a spray of blood coming from inside, onto the pavement at their feet.


The door, opened inwards (the same colour as the flash of light they mentioned earlier), is covered in blood, with what appear to be human entrails hanging over the top, in a crude mimicry of bunting. The stench of death will come from inside, as well as rotting flesh and fresh blood. The lights inside are dim, and from where they are, the party will not be able to see anything inside besides more blood.


Before they get a chance to enter, they will hear a scream from behind them (maybe actually scream when you say that? Depends on whether or not you want to go for a jumpscare here - I personally wouldn’t, but I prefer psychological horror over jumpscares). They will see a young woman running towards the house, with tears streaming down her face. She will notice the party, and quickly stop running, going pale as she does so. She will see the party as being responsible for the murders, but can be convinced otherwise if the party catches up to her (she will run away immediately, have them make a Strength (athletics) check, DC 14, to catch her up), and explain the situation to her. To do so, they will need to make a Charisma (persuasion) check, DC 15, which can be made at advantage if they roleplay well.


Either way, she will refuse to enter the house, and will allow the party to continue their investigation. When they enter, they will notice the body of a man, dead, on the floor. The corpse will be laid out on the floor, completely out-stretched, with a gaping hole in its stomach. A number of organs and other internal structures will be laid out around it carelessly, and some will have tiny maggot-like creatures crawling inside them (rot grubs). As the players investigate, they will notice the tongue has been ripped from his throat, and is hanging over the fireplace, almost like a Christmas stocking. If they choose to investigate inside the mouth, they will find a small colony of spiders crawling out of his throat, and covering his face.


After they finish investigating the body, they will be interrupted by a voice inside their heads, talking to them telepathically. “Well. You’re not who I was hoping for.” it will begin, speaking in a guttural and low voice. “You spoiled all of my fun. Not that it matters. Your screams will be just as delightful while my babies eat you from the inside out.” As the party hear this last bit, the corpse’s mouth will open up, and a large stream of maggots, rot grubs, spiders and other insects pour out, piling on the ground in front of the party. Slowly rising up, and making the figure of a large man (roughly 8 ft. tall), shrouded by a long coat, and a wide brimmed hat. No features are visible beyond these, but the flesh underneath the coat seems to be writhing.


“This is the part where I suggest you run.”


If the party attempts to attack or damage the creature in front of them, the creature in front of them will simply move its body around the attacks. If they attempt to slash at it, the blade will just pass through the body, with the creatures making it’s bulk up parting around it. Any damaged creatures will simply grow back, and multiply from the remaining grubs.


If the party continues to attempt to fight the creature, it will melt into a puddle of its constituent creatures, which will regain any autonomy they normally have, either crawling, flying or scuttling away from the party. The voice will return; “You are more interesting than I thought. Maybe I should meet you myself!”.


If the party decide to run, have the creature follow them, but describe how unnaturally it moves, leaving a trail of maggots and other creatures behind it with every step. Have it taunt them, “This is brilliant!”, “Oh, I wouldn’t have gone this way… Such a shame…”, and other things like that.


Regardless of whether they run or stay, the next thing they will all see is a flash of red light, engulfing them.


The New Place


When the light fades, the party will find themselves in another unfamiliar location. All around them will be tall brick walls, covered in rotting materials and flesh, that seem to stretch up as far as the eyes can see, leading up to a black, starless sky. The entire area is in dim light, and if the players investigate the walls, they will notice that some of the bricks are actually squirming masses of maggots and rot grubs.


The room they will find themselves in will be square, with only one exit to the north. Laying on the floor in front of them is the decaying, rotting corpse of a young woman. The body will be face down, with her dress torn and partially rotted in places, a wisdom (perception) check, DC 12, will reveal a small amount of squirming underneath her skin. If a player gets too close, a swarm of rot grubs living inside her body will emerge and attempt to attack any living thing nearby.



The Map


This is where you can finally use a map for the “dungeon” pocket dimension that the players are currently in. The map, as follows, is quite small, and only consists of a few rooms and corridors. The main idea of this adventure, however, is not to be a large dungeon crawl, or a slog-fest battle heavy game.


H1: Elizabeth’s Final Rest

The players will begin in this area, having been transported from wherever they were before. In front of where they start, the corpse of Elizabeth will be lying on the ground (as described above). Lying on the ground next to her, just centimeters from her outstretched hand, is a torn page from some kind of notebook. Should the party read it, they will find Elizabeth’s Letter (below). 


The room itself is relatively unremarkable, unless the party looks closely. There is only one way into/out of it, to the north, which seems to lead down a dark, seemingly pulsating corridor. If the party examines the walls of the chamber, they will find the bricks to be made out of living matter. Each brick is made of lightly pulsing flesh, filled with rot grubs, maggots and more, with a faint heartbeat being able to be felt throughout the entire dungeon.


The exit to the north of this chamber leads the party to a fork, with the northern path leading to H2, and the eastern path leading to H3. The walls of the corridor are made of the same material as the first area, still pulsating, and as the players pass through it, the sound of the heartbeat will grow louder.


H2: Web Pit


Looking into H2, the party will see a stairway leading down 5 feet, and seemingly meeting with a floor made up of nothing but web. To the eastern side of the chamber, another, identical stairway leads back up and out of the room. Inside this room, the pulsating walls are still visible, albeit behind a veil of webbing coating all surfaces available. Any creature that comes into contact with the webbing must succeed a DC 12 Strength save, or become restrained (as per the Giant Spider (basic rules - p136) web rules).


Any creature that touches the webbing on the floor of this room will fall straight through it, falling 10 ft. into a pit below. The pit is 10 ft. below the level that both stairways end, and sheer on all sides. To climb up, a creature must spend one whole turn climbing, and succeed a DC 14 dexterity (acrobatics) check. A player attempting to jump from one set of stairs to the other will need to first pass a DC 15 acrobatics check, or also fall into the pit.


Inside the pit are 3 Giant Spiders and 4 Swarms of Spiders (basic rules - p391). Any creature (other than a spider) entering the pit will become the target of the spiders inside, which will attempt to first restrain the party, and then quickly kill and eat them. 


There are two exits to this room, one to the east, and one to the south. Each of them are only accessible by climbing out of the pit (as described above), and each leads to a corridor. The eastern passage leads the party to a fork, to both H3 and H4, whilst the southern exit leads back to the turning to H1 and H3.


H3: Sea of Grubs


As the players get closer to the chamber, they will notice that the floor itself seems to be alive. A wisdom (perception) check (DC 11) will reveal that the floor is covered with maggots and rot grubs. No matter how well they roll, they won’t be able to tell how deep the layer of grubs are. If they roll perception, any roll above a 16 will reveal the presence of something large moving around underneath the layer of grubs.


This room contains a 3 ft. deep pool of rot grubs/maggots, and 3 Giant Rot Grubs. Any player wading in the “pool” will have to make a DC 13 Constitution save upon first entering (and at the end of any turns they spend inside), or be subjected to the effects of a Bites attack from the Swarm of Rot Grubs statblock. Wading through this pool is considered difficult terrain, and as such, reduces player movement by half. Any creature that enters the pool, except a rot grub, will become the target of the Giant Rot Grubs, which will attempt to kill the intruders to provide food for the swarms..


No matter how much damage is dealt to the pool, the rot grubs and maggots seem to keep coming from somewhere below, as they continually multiply to fill in any gaps created through magical (or other) means.


This area has two separate exits; one to the west, and one to the north. The western exit leads the players back to the fork, and to H1 and H2. The Northern pathway leads them to another T junction, where turning left will take them to H2, and turning right will lead them to H4. The walls down both corridors are still pulsing with signs of life, and as the party heads down them, the heartbeats seem to be becoming louder/more frequent.


H4: Mouther Den


Inside the next chamber, the party will see 3 hulking mounds of what appear to be liquid flesh. Coming from each of these creatures, they will be able to hear an incoherent babbling sound, that only gets louder as they approach. These three Gibbering Mouthers (basic rules - p314) will only attack creatures that attempt to move through their room towards H5. After beginning to attack a creature, however, the Mouther will not relent, and will continue to attack it, even to the point of pursuing it out of the room.


This room has to exits, one to the north, and the other to the south. The northern exit leads the party back to H2 and H3, whilst the southern exit leads to the Azan’eth’s Lair (H5). The walls leading to the south become more slick with blood and viscera, and the pulsing becomes uneven (with there seemingly being multiple pulses in the walls, each at a different pace).


H5: Anaz’eth’s Lair


After a long passageway, the party will find themselves in a large, open room. On the floor, in the centre of the room, the party will see a small cluster of maggots. As they enter the room, the cluster will seemingly grow, bubbling up from a small crack in the floor below. The shape will eventually form the figure from before (complete with coat and hat). The figure will laugh at the party, and congratulate them on making it to him. It will tell them how much it enjoyed watching them struggle against <whatever they fought>. After quickly talking, it was tell them it has had it’s fun, and is now hungry, and will attack.


Lair Actions: On initiative count 20 (losing initiative ties), the Azan’eth takes a lair action, using its control over its domain to cause one of the following effects; the Azan’eth can’t use the same effect two rounds in a row:

  • Summon Swarms: 4 swarms of CR ½ or lower (rats, spiders, rot grubs, etc.) seep through small cracks that form in the walls/floor in any available space (including that of another creature) and each roll their own initiative.

  • Revolting Healing: The Azan’eth calls any number of swarms in the room with it towards it, and absorbs them, adding their health to its own as temporary hit-points.

  • Dissonant Voice: A mouth opens up on a brick in the wall, and calls out. Each player must make a Wisdom save (DC 14) or believe it to be the voice of a loved one crying out for help. Any creature that fails this save becomes distracted until the end of their next turn, and must make all attacks at disadvantage.


After the party finally emerges victorious, the Azan’eth will melt into the floor, dissolving into nothing but a pile of maggots, grubs, and spiders. All around them, the walls of the room they are in will begin to dissolve in a similar manner, bubbling and melting around them, and begin to steam. When the air clears, the party will find themselves standing in the same place they were in before they were teleported away, surrounded by the bodies of 3 women, half rotted and covered in grubs.


Epilogue


The party can return to Hellena and tell her of the overall fate of her daughter. If they provide her with Elizabeth’s Letter, she will thank them, and offer them payment (of your choice). There are so many horror clichés you could play on at this point.


Should they want to return to the scene of their return, you could have one of the bodies be missing, with nothing but a trail of damp footprints and dead grubs heading out of the town. Imagine their worries when they discover there could be a sequel! (they’re usually terrible, after all.)


Do you want to leave them with lingering worries? Why not have all of the food in their packs become rotten, and infested with maggots and other grubs? Describe the scent of rancid rood, and let them discover the lasting effects of their journey. Do these grubs have any connection to the Azan’eth? Probably not. But it’ll be a fun ending.


Have fun, and play with this in whatever way you want, and I REALLY hope you get something out of this… interesting… adventure.




Elizabeth’s Letter


“As I ran down the street, the rain pouring down on me, something moved out of the corner of my eye. Normally a cat or dog (for I know not which it was) would not capture my interest, but for some reason, the way it moved seemed almost unnatural. I took it as an ill omen, and returned on my way home, hoping I wasn’t too late. When I reached our door, however, I knew I was. 


The white door, now stained red, hung open like a beast's maw, daring me to enter. Knowing full well what I would find when I entered, but unable to pull myself away, I took a step into the dark building. The sights were familiar, and yet I took them in anew. The stairs up to our bedrooms no longer seemed inviting, the coats on the racks silhouetted against the wall like strangers, and the hallway into the rest of the house loomed ahead of me, taunting me, goading me to walk on. As I walked further into the house, each step taking me closer to the inevitable, my heart pounded. I stood in the doorway, looking down upon Richard's body. It didn’t seem real at the time. I kept telling myself it had to be some kind of sick joke. That he would simply stand up and laugh at my naivety. Even telling myself that, however, I knew that the scene before me was real.


I don’t know what I had intended to do when I reached him, but I felt the compulsion to approach his lifeless body. As I grew nearer, I became aware of another presence in the room with me. The first sign was his breath down my neck. The second was the immediate scent of smoke that filled my lungs. As I turned to run past him, I could only make out the barest of features. The way he towered over me, bathed in darkness, the way his hat came out to cover and shadow his whole face, and the way that his long coat draped down to the floor, without even the barest piece of flesh visible. I’m certain that I heard him laugh as he saw the fear in my eyes.


I ran out of the house, turning left down the street as I ran, I could hear footsteps following. There was a flash of light behind me, the entire world seemingly bathed in red light, as the sky turned dark.


I know not where I now am, and I fear that I will not survive here long, but I write this in the hopes that someone reads my words, and helps put an end to this horrible cycle. Please, dear reader, find Him. Find Him, and end this. There is only one piece of advice I can offer. As he has chased me through these walls, the only thing I have seen to cause him to retreat has been light. I am nearly out of fire lighting supplies, and there seems to be no natural light in this place, so I can only hope this helps you more than it has me.


I fear I have only been delaying the inevitable. I hope Richard and I can be together in the next life.


Elizabeth”








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