The Surreal: Returning to the Darkness

In my last year at college my preferred means of procrastinating was trying to understand art - reading Gombrich, and listening to classical music. I purchased my wife a Dali print - "Woman with a Flower Head".
I only knew the image from the printer's website, and between the quality of the image online and the quality of my early LCD display, the pencil sketched portrait of a man on one knee was not visible until the piece arrived for me to see in real life. The pencil sketched man unnerved me.
I knew how to read art the way I learned from Gombrich: what technique was used to create the art? What was the intention, the cultural context, the state of mind? What does the art evoke in me? Applying this analysis to the unexpected background subject got me nowhere. Did I just print a notebook doodle on a canvas? What does this mean for my taste in art? What does it mean about me that I see this unfinished man with unease, like a mistake?
My wife had a different reaction. She loved it without question. She understood Dali in a way that I could not. Interacting with Dali isn't about how the light of the work affects you. It's about descending into your own darkness and confronting what you have left behind.
Key: The Darkness

Amanda Lee Franck via Prismatic Wasteland. DISCLAIMER: this blog post is a statement of where the art took me, not a statement on the actual genre of the art.
The magic of the surface world does not penetrate the depths of this darkness. By following this map, each level of the darkness can be escaped, but at a cost. The gods demand a member of your company will be left behind at each level (they do not care whom, or why).
Play Notes:
This adventure "key" assumes a company of 5. Character loss is necessary to complete this adventure. Some recommendations for how to handle this:
- Players share agency of characters as they are lost.
- Players run pet companions after their character is lost.
- Play this as a duet with the player running all 5 characters.
- A banquet hall with high ceilings and crystal chandeliers. Floor to ceiling widows frame an endless starry landscape. Finely dressed gentle-people chat over soothing music (Satie). Whatever you speak to them about, they find it so incredibly interesting. A long table overflows with fine food and features fountains of wine. There is no reason to ever leave, and you are forbidden from doing so by the other guests within.
- Pneumatic works release loud whistles of hot steam at irregular intervals. You escape the previous room through a tight crevice in the machinery. Navigating the machine from the inside is treacherous. Each misstep threatens entrapment within the works. Only careful investigation reveals the path out. Investigation also reveals the function of the machine - to give life to the theater of the banquet hall (1).
- Vast dark caverns house the pneumatic works (2). Outside the machinery the caverns are occupied by monsters that wander the darkness - the void is thick with the echo of their cries. Upon interrogation the company will learn that each is a lost adventurer, consumed by some part of themselves.
d6 cavern wanderers
- Consumed by hunger: A swarm of bats. Can only be damaged by AoE. Inflicts weakness when dealing damage. Attempting to satiate only makes them more hungry.
- Consumed by weakness: Amorphous ooze that makes no attempt to engage. If touched, the ooze will attempt to "suck you in" - you are unharmed but cannot move.
- Consumed by vanity: Kneel to the grotesque Nupperibo and be left alone (true sycophancy may be met with aid). Fail to kiss the ring and the beast responds in violence.
- Consumed by hatred: This sentient flame cannot be extinguished. Attempting to do so will only make it spread like an oil fire.
- Consumed by fear: A screaming goat. Will speak to you from a distance (in screams). Flees on approach, faints if you catch it.
- Consumed by shame: A simple, spiteful goblin impedes your progress. Defeat the goblin and all other beasts are summoned to your location.
- The Foreman's station is occupied by a visage that mirrors any one character that attempts to escape to the surface. The visage guards the surface with force. On return, any character left at the foreman station will guard the descent.
Magic Artifacts Found on the Surface
Upon reaching the surface and availing yourself of the magic to be found there, you find yourself either alone, or in conflict with the gods.
Adventurers may return to any level of the darkness they have left, but the further they backtrack, the more they lose their senses. They become blind, and mute. Artifacts aid the descent.
- Servant homunculus: lacks sentience of its own.
- Frozen Tear: You remain mute, but you may choose a part of yourself to release into the artifact. Only that part of you may speak. Choose wisely, or be consumed by it.
- Glass Bell: You remain blind, but so long as the bell rings you may recite a poem to give another sight. If the poem is bad, the bell shatters.
There are only 3 magic artifacts.

