Master talks to this mad motley fool, who tells us their are many skull keepers that roam these halls. He also tells us that in order to leave this maze we must become "perfect", abandon the flesh, and perfect the artifice, we should have brought marsh water, these machines would seize up. Trying to find our way forward, another corpse, stripped of clothing and its head. The Wandering One shows us a clean kill with a bladed weapon, dead within the week, before the rot sets in deep.
Moving ahead it smells of roast flesh, a grand cookoff in the swamps after a great victory. Master comes to a huge pull of blood, and throws a rat into it, must be a strange elf thing.... an elven boy, of blood, asks him for a body, something he said must have enraged this spirit as it threw this rat at him. Seems the boy is scared, and leaves the Master to move on his way.
They are sure having a shindig, which Master seems keen on crashing, I sure do hope we can kill some of these fools. Yet again he chooses his tongue over his blade, a waste of good meat. They speak of the black tar, and how it changes them into these beasts. They also destroyed their orbs, and tell us of the leaders, who betrayed their followers.
Though they are able to keep the skullkeeper at bay, though it takes one of them with him. They have not passed the blood, and they have knowledge of another survivor, this Maker, a forge master? Miss Amrith, tries to force them out of their lair, but they wish to remain, his weapon a flaming brand.
Master calls for my return, no killing today, maybe they can be fodder for the skull keeper later. As we continue the Master wisely looks both ways before crossing, seems all lessons were not lost on him. He identifies a number of sprung traps.
Seems there are more people to meet, an old cripple, the forge master, or at least clever forge minder. Seems this one knows of the festival, though he is disfigured greatly. His shop is in some dissarray, making this tidy may help Master's standing. Though drugs seem to also buy a way in, for a map and possibly a way out. He shows us the gate, the path out of here, but no clear way to open it. He tells us this place was a machine, he must have designed. Before his rage takes hold, soup must be served.
Seems he has trapped some wisps down below to create a small garden, clever. His poison is rare parylitic, and he parts with a vial. We rest for bit as we talk, and set out towards the gate.
Master spies the skull keeper, we are able to beat him back, but Master has fallen in the battle