Aaaaa, thank you! I'm so glad people are enjoying reading about our weird tabletop AU adventures!
And MAN, that could go a couple of different ways... It's the nature of the game to try to set up situations that will be a fun kind of tense for the players, but those are often different from the parts that might be tense as the DM/GM/Keeper?
For the players, they'd know better than me what has stuck with them as tense! But I like to think the finales did a decent job. The Masked Messenger's final sudden attempt to compel their subservience with the 'shut your mouth/eyes/ears' commands -- some of which they would have succumbed to if they hadn't managed to bolster each other! -- seemed pretty tense. And the second scenario's finale had a lot of high-stakes things all coming to a head at once, especially with Joey's 11th-hour insanity-induced bid to bind himself to the Stone!
I also suspect the times player characters have been kidnapped have been tense for them! Having your characters threatened with being fed to a crocodile, or realizing the expert they're talking to is actually pretty unhinged and also now waving a gun, or that their lives and/or sanity may be hanging in the balance based on how well they can play piano is pretty stressful! Funnily enough, about half of those kidnappings I hadn't actually considered happening, which made it tense for me as well because it had me thinking on my feet! The time Prophet first appeared and ran off into the night in his pajamas as well as most of Joey's more iconic plans have been tense for me for the same reason; I may have known the general constraints of the NPCs and environment involved, but suddenly I too had no idea what was coming next!
Thankfully this is generally a fun kind of tense for me as well, since I know my players will be, if anything, flattered if I have to call for a pause in the game to plan in response to their creative actions, haha!
Another set of moments from season 1 which I think are memorable and also get into that player/DM difference are the hallucinations from season 1. Looking back, most of those frightening visions were a manifestation of the group's repressed memories leaking through. They weren't currently real or dangerous, unless the group's confused reactions somehow put them in danger. Joey was not actually being chased by an inky abomination, Sammy was not actually turning into a goo person. As a DM knowing this, it was still a lot of fun! But less tense, as little was unknown. But to the players having no idea what was happening to their characters or how much of the danger was real, the stakes probably seemed very high!!
Meanwhile I feel like the resolution to these hints and foreshadowings fell on the opposite end of that spectrum. After the trio had hiked up to the star pools and Sammy and Joey had already vanished and Henry was sitting next to a tree alone while the players tried to make sense of what had just happened, I think for the party it might have felt like a time when the tensest moments had already passed. Catastrophe HAD befallen them, and for the moment they were just confused by this latest bewildering occurrence, with nothing actively threatening them any more.
But for me, holding my breath and on the edge of my seat waiting to see which clue would be the one to make it all click, this was perhaps the tensest part of the entire game!! The moment when Maf went from a confused, "…What…?" to "…..Oh my god, I AM crazy…!" is squarely one of my all time favorite moments from tabletop gaming.