Kozmo's in a pickle. A storm has swept in from the west, his horse has deserted him, and the young man is over ten miles from the nearest village with dusk a mere two hours away.
Oh, but what's this approaching? It's none other than a trap carriage with three occupants. He waves them down with the hope they can direct him to nearby lodgings.
The trap's passengers are a young woman, a teenage girl, and a giant plush bunny; after a brief exchange, they suggest he stay at their grandma's cottage for the bargain price of a shilling.
Why does their grandma look so peculiar?
What are the rules for the bracelet game?
And is it safe to drink sherry with Mister Flopsy?