You travel towards the city, seeking out the Boarding House- You've heard of a few unusual folks, people who have had experience with the strange goings on in town lately, and it sounds like a good idea to get a little help to stop these things. The dark evening has the strange undertones of menace that have been growing slowly, the sickly yellow pulse of Aldeberan becoming more visible, in the distant starscape. You walk your way through the streets, finally stopping as the night falls over you, finding the guest rooms of the Silver Twilight Lodge relatively hospitable. You settle in for a long night, sleep coming furtively, slowly.<br/><br/>During the night, the curfew is enforced more heavily, the panic in the city prompting the police station into action, even as a portal back through time, to the City of the Great Race, the first place you managed to escape from, opening on the Unvisited Isle, throwing the gates there back into strength once more. Another cultist exits it, the woods around town just a little bit fuller...<br/><br/>The next morning, you find yourself convinced into signing the membership to the Silver Twilight Lodge, paying Carl Sanford nervously as his two rather hefty goons flank him, giving you a polite yet menacing grin. You find yourself ushered out quickly, and make your way over to the Boarding Lodge. You find yourself meeting a pair of men who you've heard of, even in England- Eric Colt, renowned as one of the steadiest guns to have ever fought in the Great War, a handsome man of about 40, dashing, and quick-moving, and seeming undisturbed by anything you tell him, including the artifacts you found from the Great City, and the bizarre other dimension that you found yourself in. Joining you soon after is a 6'6 mountain of a man, Tom "Mountain" Murphy, renowned as a drinker, fighter, and a winner. He looks more than capable of taking on most of the creatures you've seen with his bare hands, and his presence helps you to feel safer, as he looks through the scalps of the monsters you managed to take down, whistling quietly. " Looks like you've been busy keeping the peace here in Arkham." says Eric, smiling quietly. " Seems to me that we'd be remiss to not help you out a bit, ma'am- But for now, it's getting dark, and those creatures get right wild when it gets dark, so I might recommend we spend the night here, and set out in the morning. I hear the ol' Witch House is supposed to have some extremely odd happenings about it around now..."<br/><br/>The two men are exceedingly chivalrous, as you sleep on the bed, Colt sleeping seemingly with one eye open at a small chair, a position he seems all too familiar with, and Murphy hanging over the edge of a small couch, looking larger than the couch itself.<br/>---<br/>OOC: Personally, I'd DEFINITELY recommend going to the Witch House, taking out the portal to Yuggoth, because it'll sweep aboooout... 5 monsters off of the game board, heh. The two allies will be fairly helpful, and I figure give her an opportunity to have a relatively comfortable and soft scene with one of them that night, before I go through the Mythos phase and all that... Terribly sorry that it's been so ridiculously long since I updated, I felt myself sorta being worried about messing things up, heh.