let's set d o w n some (
groundrules) wrote in
westwhere2021-09-17 07:35 pm
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Entry tags:
- avatar: zuko,
- doctor who: the doctor,
- harry potter: lily evans,
- mo dao zu shi: xiao xingchen,
- oh! my emperor: beitang moran,
- oh! my emperor: su xunxian,
- original: emmet fox martin,
- star wars: anakin skywalker,
- taravast,
- test drive,
- tian guan ci fu: xie lian,
- umbrella academy: allison,
- watch_dogs: wrench
headed straight for the witches' castle
Welcome to the bashful event covering 17 September – 9 October, working double duty as a test drive meme (TDM).
Existing players can strut their stuff here, or make separate logs & network posts. Our TDMing guests are stranded in this playground, but can include network options among play prompts.
If you’re test driving a character, you can apply them until 8 October without a game invite. Apps stay open beyond that, but you might need an invite or please get in touch @ groundrules to figure something out..
Cousins Macaluso and Vannozza Spina vie for the favour of the witches of Bessis, in their bid to succeed their grandfather Bonaccorso as liege of magical citadel Taravast. In exchange for their endorsement, the Bessis have asked both electoral candidates to present extraordinary sorcery at a fete commemorating the Bessis truce with fellow court witches of Attaryl.
On the day of the
It’s all fun and games if you’re enjoying Bessis hospitality upstairs — test drive characters might be rating their hotel stay a little less enthusiastically.

TDM TOURISTS
Days ago, you woke up sequestered in an immense bird cage, chained near the ceiling of a tall, dark room that once served as a library or academic hall. Imprisoned with you are several strangers, equally warded from their supernatural powers and partly sedated — all the better to amuse the nearly two dozen (visibly) undead who roam the room, despite being loosely fettered to posts. They often swing for your cage, but fail to reach it.
- ■ Sorcerer sentries briefly release characters daily to feed or bathe in a repurposed nearby quarter with a large pool.
■ Characters receive basic devices that translate speech and writing, so they can understand their caretakers’ instructions. All along, the guards urge, Keep the animals distracted.
■ The undead reek of burning and wail their hurts. They are gifted in telepathy and often mentally share memories of carnage — two armies of sorcerers, one raining fire upon its enemies. At night, the undead seek to control the minds of caged characters, luring them to come down or harm others.
■ Necromancers sometimes visit to study the undead. The latest necromancer guest temporarily immobilises the creatures and throws three bundles of identical keys into the cage — he reveals he is employed by a Merchant, who wants the outsiders to travel east and return to their homes. They are currently in Taravast, captives of the witches of Bessis, who hold annual celebrations tonight. The keys will help with escaping the cage and accessing nearby tunnels.
■ The necromancer leaves behind rope, two daggers, and three potion vials that generate mist once smashed on the ground. Leave within an hour of your dinner, he says, before releasing the undead from his magic.
■ Get out. As soon as you can, running like hell from guards and the undead. If caught, the undead will rip you to bathe in your body’s waters and ease their burns.
■ The underground tower tunnels are patrolled by guards, who can be overpowered by groups. Characters will recover any supernatural powers within 40 minutes of leaving their prison. Escape tip? Steal the guards’ clothes.
■ The tunnels inevitably lead to the aqueducts, allowing you to meet Vannozza’s group.

UPSTAIRS
The halls of the Bessis sprawl over a pristine ivory tower, whose walls refract light in homage to the witches’ devotion to fire.
The tower receives guests today to celebrate the armistice between the sorcery schools of Bessis and Attaryl. The two groups futilely sought to slaughter each other many moons ago, with the Bessis notoriously gaining the upper hand — explaining the tense smiles of the Attaryl witches on premise.
The event is a standard Taravast masque: if there were coin to spare, someone poured it into the obscene dining displays and alcoholic fountains. Enjoy dimmed lights, the rare pickpocket or recreational narcotic — or test your luck at gambling tables, where winners can claim a forcibly extorted secret from losers over games of dice or cards.
Come masked and visibly unarmed — weapons are confiscated at the doors. Smuggle them in. Just outside the tower, take a walk through labyrinthine walled gardens surrounding a deep water moat and leading to abandoned aqueduct pipelines.
OF NOTE:
- ■ Magical sentries — armed with swords and fire spells — watch the banquet halls, stairs and outside grounds.
■ Bessis practitioners showcase fire, wind, water and air dances in the reception halls, along with performing token duels. Get involved, if you want.
■ Don Urbano, a respected Bessis sorcerer returned from abroad, announces his betrothal with Wen Qing, as orchestratedand financedby Beitang Moran.
■ Come sundown, Macaluso invites fete guests, Vannozza and the Bessis to join him on the balconies and behold the canal moats, where swims his recently captured white dragon. The creature is magnificent but tense, its ice power crackling.
ASSIGNMENTS:
- ■ Run recon of the halls. Keep track of guards, divert them from the aqueducts and alert your friends downstairs of their presence. Be obnoxious, loud and attention-grabbing when sentries get near the opened aqueduct entrance.
■ One of the night’s most profligate gamblers, Caterina Zalle, leads a coalition that produces magical weapons. She is allegedly in talks with forces abroad that fight their undead oppressors. Even tipsy, she only speaks with those who best her at the gambling table — pair up and figure out how tocheatimprove your chances, then drop a line here to win donna Caterina’s answer(s).

DOWN BELOW
A jaded spirit, Vannozza knows Macaluso’s historical patronage of the Bessis makes them unlikely to favour her. Better to take advantage of leaked information: the Bessis hide a secret that’s required them to mysteriously invite necromancers each day. Learn what the Bessis are shrouding, so Vannozza can extort them later.
The lady offers her protegees — and anyone dragged along for the ride — a map to abandoned aqueducts accessible through the sentry-patrolled gardens that surround the tower of the Bessis. Guards will be thinner at the start of the evening festivities, but keep in touch with your counterparts upstairs, who can distract them while you infiltrate.
- ■ The aqueducts can be entered through a shielded gateway that will require characters to dig extensively for access. Divert the guards creatively: use magic, tricks, everyone is a hapless beggar or a drunk...
■ The intricate waterways once served Bessis sorcerers who specialise in water arts. The pipelines range from roomy and rusted to highly claustrophobic and slick with a coating of dark tar that gradually starts to follow you.
■ You find out quickly why the pipes were abandoned: the tar starts to accrue behind you, taking your shape and diplomatically doing its best to choke or drown you. Luckily, the creatures disperse after scant minutes — characters who traversed the Stairs of Sighs will recognise this is the same molten tar found in the rocky corridors.
■ Brace yourselves — for a short stretch, the canal dips into the moat surrounding the tower, home to Macaluso’s dragon. The creature is currently peaceful, but its constant chill has largely frozen the waters. Swim across the moat through ice pellets to re-enter the canals.
■ The aqueducts ease characters into pool quarters, which show signs of recent use for bathing. In the nearby corridors, guards are posted before a room that erupts in frequent howls. Get in, somehow —
■ ...and find a large study hall with an immense suspended cage, a series of freshly freed newcomers and undead witches, who use telepathy, levitation and light mind control to their advantage.
■ Now, you take your newcomer fools, choose between returning through the aqueducts or daring the heavily guarded tower corridors — and you run.

EVERYONE TOGETHER NOW
Nothing spices a party like nearly two dozen undead witches that seek to salve their burn wounds with the blood of the living. Some undead invade the banquet halls, others the gardens, while a few head into the aqueducts. They use telepathy, levitation and mind control diligently — and wear the decayed insignia of witches of Attaryl.
The chaos and the undead that enter the moat agitate the water dragon, who goes on hours of rampage, breathing sheets and walls of ice around the tower and effectively locking everyone within for two-three days.
...with the wandering undead. The witches of Bessis assist with fire magic and torches, but it’s every man for himself. Beware: the dragon starts with magical attacks, but quickly progresses to throwing itself bodily to topple the tower.
TO-DO LIST:
- ■ Calm or immobilise the berserk dragon to ease the ice storms
■ Capture the fire-fearing undead
■ Protect and evacuate Taravast’s useless 1%
■ Stay alive?

NOTES & MAP
■ Old timers: GO HERE to vote on the fates of the dragon
■ TDMers: TDM events count as game canon if you app in! TDM questions here.

no subject
they're going to, because they have to.
lorna's fingertips run through his hair a few times in an attempt to comfort, both him and herself. when he apologizes, she leans forward, kissing his cheek. ]
This isn't your fault. [ she'd meant it when she'd said that this was wrong, that them being here was wrong. they've been pulled into something for a purpose they hadn't agreed to. ]
No. [ he's right, whatever's attacking them and putting visions of their suffering in their heads can't be reasoned with; they just want to show how they suffered and who did it. part of her can relate, but she knows that's dangerous. ] I'd like to get some answers, once we can.
no subject
He keeps that to himself, along with a possibility that he doesn't want to give a voice to. That the telepaths are dead, and whoever killed them somehow reanimated their corpses to use their powers. The Hound program was horrible enough.
Another breath and he refocuses on her, finally responding to her touch by leaning into it. ]
I do too. [ He wants them now, but rationally he knows they aren't in any hurry to give them. Hopefully by the time they do, the sedation will have worn off. Until then... he shakes his head and falls back on the only plan he can think of. ] We'll ask around, but stay close. If they can only hit us one at a time, that gives us a chance. We can try to pull each other out if they try something else.
no subject
he leans into her and she curls against him, winding her arms around him and placing her hand on top of his. no one around them seems to know any more than they do, no one seems all that capable of answering the questions they want to ask and they're not really in any shape to ask them, so when he states the part of a plan he's managed to form, she nods. ]
Okay. [ she looks up at what she can see of his face. ] Maybe we can start to learn how to prepare for it.
[ she doesn't necessarily want to bring up the time she'd been gone, when she'd turned her back on marcos and kept him from their daughter. but it feels necessary, if she's going to teach him how to block their attacks. or attempt to block them, anyway. ]
no subject
When Lorna suggests there's something they could learn how to fight it, of course he thinks back to one of the hardest things he's ever had to experience. Subconsciously he grabs her hand and tries not to get lost in the past. ]
The only time I was able to break a psychic hold... it took a lot out of me. [ He was so desperate to get her back, to save his family. He sounds uncertain to approach the subject, but he has to. ] But you were closer to telepaths. Did you learn anything?
no subject
Yeah. [ it's all she says, because what else can she say? they both know what happened. it's something they should probably address, but not when they're both being held hostage above a pit of undead that are psychically attacking them. ] I kind of had to learn to tune them out and make my thoughts blank. If that makes any sense. Tried to create a lot of neutral thoughts to make a barrier between my thoughts and theirs.
no subject
He can feel some of those same emotions surface when he thinks about the risks she took, and how terrified he was of her being discovered... it amazes him that Lorna was able to stay undetected while living with three powerful telepaths. ]
I don't know how you managed that for so long. [ He doesn't say anything else for a moment, he just looks at her with concern, only eventually nodding at her advice. ]
So it's like meditation, except you could never let yourself slip. [ He's not sure how much that will help them now, but at least it's something productive they can focus on. ] It sounds exhausting.
no subject
her control had been a little less rigid at first, more focused on dawn and tending to her needs, especially after she'd gotten sick. but after esme had gone into her baby's head to calm her to sleep, she'd started getting becoming more alert to the possible signs and more wary of the possibility. ]
Yeah, I didn't say it was a simple solution. [ and she's not sure how well it's going to work against these things. but it's worth trying. ]
no subject
There's so much they don't know. Their friends could be out there, trying to get to them as they speak. They could also be somewhere worse off. They could be dead. Nothing feels right. ]
I don't think I can. [ The cage continues to sway and he looks towards the distant corpses reaching out to them. ] How are you supposed to block out that?