Our Land of Azurth 5e campaign continued last night with the party following a puppy automaton into a scret cave where they found a strange observatory, and it's observer, Lum-One, a automaton version of Mirabilis Lum. He says he's been expecting them. He needs them to go into the prehistory of Azurth and foil "the Shadow" (by which he means the servants of the Anti-Sun, not the living shadow that has been perplexing the party). Lum's theory was that Azurth was born from solidified chaos magic that fell to earth in the distance past (these celestial objects were the origin of the Whim-Wham Stone), and the Anti-Sun's servants are trying to co-opt that.
He reveals to the party that Lum is likely still alive, but senile, and residing in a junkyard city in Sang. He doesn't know anything about the Clockwork Princess' current doings.
He also suggests the shadow the party has been dealing with may be a temporally fractured individual.
All that deep lore out of the way, the party agrees and is transported to a landscape that looks post-apocalyptic (there are ruins of strange buildings) but they do find the knife-like, black tower he told them to find.
Eldritch glyphs that decorate many doors and some floors prove punishing for the unwary, and the party doesn't make it far before needing to rest. Kully does get to viciously mock a gray ooze, though. They do find out something of the tower's workings, however from the writings of whoever was here before. It was apparently built to capture and channel the chaos magic of the stone from the heavens.
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