groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote in [community profile] westwhere2022-10-22 07:42 pm

the clock tower


Happy Hallow-elevator! The clock tower event lasts between 22 October and 8 November. ICly, the tower incursion stretches around a week, and you’re welcome to have your character investigate something else, if they finish early!



THE CLOCK TOWER




ALL IS AS ALL WAS| TRIAL & NO ERRORS | THE TOWER




ALL IS AS ALL WAS

Play it cool, as Serthica’s customs officers pore over your passport papers, before grudgingly allowing you overground. Minaras, you hear, is hunting a delinquent.

Both it and Eidris fare well, with no sign of the damage that preceded the Unwinding. Locals no longer behave eerily, dragons and clockwork droids roam freely, and everyone hates taxes.

Yet perfect strangers insist they know you. Your assigned address leads to a different house. The roads, buildings and architecture look ‘lived in,’ but changed.

No one remembers the Unwinding.

Burlap mannequins sometimes watch from mirrors, windows and reflecting surfaces.

■ You might hear shifting and scratching in Eidris walls.

Minaras has doubled its bounty for a man not unlike Leonard McCoy.

Black fungal spores are found on the increasingly voluminous experiment vials, specimens and supplies thrown out by Minaras medical facilities.

■ Frail and confused, Ellethia survivor Zenobius finally awakens. A short thread is up for RNG grabs.




TRIALS & NO ERRORS

The guard troops that Eidris and Minaras assign to the Neutral Zone now protect King Thivar and High Councillor Arabella during the annual Sanctuary Reckoning trials. Both adjudicate cases that violate the ceasefire.

Prolonging the trials buys time for your companions in the clock tower.

■ Create a distraction — flood the judgement hall rooms? Fire? Illusions?

■ Pose as trial participants: perhaps you are of Eidris, and you caught this wicked Minaraian raiding your home? Mayhap this wretched man of Eidris stole your girlfriend? Wait, you’re a Minaraian who wants to kill King Thivar?

■ …organise breakouts, if Thivar or Arabella have your jailed. You are first imprisoned in makeshift Sanctuary cells — all but poorly locked, glorified closets. Get a trial sentence!

Thivar and Arabella treat the trials as a box-ticking exercise.





THE TOWER

As Eidris and Minaras play court, you can infiltrate the Neutral Zone clock tower of Vassarizhia.

■ Only token security remains. The door is unlocked.

Karsa supplies paper talismans that must be burned in the watch fire at the tower’s top level.

■ Each burned talisman amplifies the reveal spell that Karsa activates. Link a finished burning thread by 8 November to help the cause.

■ A November mod post will describe how much of Serthica’s ‘undeath’ characters can see.

■ Placing Magnus’ dragon eye before the tower’s telescope will allow characters to always see Serthica’s undeath, moving forward.




✘ ELEVATOR ETIQUETTE

Imperfect stillness dominates Vassarizhia: your footsteps do not click, words die in your mouth. The tower’s rickety gear slither silently. Your heartbeat aligns with the clock’s tick… tock.
You have the growing, gnarly certainty that you have invaded something ancient and alive.

The tower’s entryway level is large, deserted, stacked with gears. At its core is a dilapidated open elevator shaft.

A large sign says to find and pull the floor lever, if elevators stop.

■ There are two elevators. Each narrow lift can hold up to four people, crammed. The upper half of the carriage is chain-link fence, while the floors contain hatches that sometimes open mid-travel for 30 seconds. Hold on to ceiling-bound leather straps.

■ The ropes holding the elevators are thick, but tattered.

■ The elevator’s creaking squeals can awaken swarms of 1m-tall bats and bat wyverns. They rattle the lift, but ultimately withdraw.

■ The elevator can stop at as many levels as you want (or none!).

■ Beyond the second level, you feel intensely paranoid and see your companions as the persons you most hate/fear for five to 10 minutes. Reaching the top, you are tempted to cut the lift ropes of those who follow. (The ropes and elevators recover, after crashing to the bottom. )

■ On each floor, as you exit the elevator, a nearby wall shows a different scratched instruction, signed by DAVID.


LEVEL I: THE LABYRINTH| LEVEL II: THE ANCESTOR | LEVEL III: TAG! YOU’RE IT
LEVEL IV: THE ROOM WHERE NOTHING HAPPENS | LEVEL V: IT’S RAINING (AGAIN)




LEVEL I: THE LABYRINTH
CONTENT WARNING: MINOTAUR, BODY HORROR

Step into a jail maze, flooded to knee level. Confusing corridors narrow, widen and contort, while wall torches dim.

Intermittent howling reveals you’re not alone. Hiding, you see child-like chalk drawings of forest animals on walls — and a great minotaur. Keep silent.

■ David S P’s wall scrawl says, IT RUNS IN THE FAMILY.

■ Collect some of the many discarded daggers or axes. Rope bundles float in water — use them to paralyse your captive or briefly force them under your control.

■ Don’t linger in one place: rotting, bodiless hands surface to restrain you.

■ Bad news, if you swallow water when the minotaur or dead hands try to drown you: your skin stretches and bursts, while your bones pop and extend. You mutate into a half human, half woodland creature, all bloodlust. ( Inspiration, anyone? ) Your companions should still recognise you; between hazy memories and constant pain, you might struggle to remember them and even attack.

■ Morphed characters can (painfully) return to normal within minutes of re-entering the elevator.

■ A smaller and distressed three-headed minotaur also roams the labyrinth. Two of its heads sob, while the third urges you to hide with it when brother approaches. It tries to throttle you with a noose to make brother happy, if you follow. David did say.

■ The minotaur and its sibling have poor sight. They cannot enter a corridor where you’ve drawn or laid down a line.

■ Pull the lever, and a straight corridor leads you to the elevator.


TOP | LEVEL II | LEVEL III | LEVEL IV | LEVEL V




LEVEL II: THE ANCESTOR
CONTENT WARNING: GIANT SKELETON, BLOOD DRINKING

Here, only barren stone and thin rivulets of fresh water pouring from wall fountains with sharp-tipped ornaments — your spilled blood quickly infects the basins. Knives, pins and bowls have been abandoned nearby.

High pressure and vertigo overwhelm you. Follow a rhythmic heaving to where the upper half of an enormous skeleton — the Ancestor — has broken through a wall. White, silk thread fetters it. Dried blood rims its cracked mouth. Before it, the stone floor has been tarnished, up to a 5m radius.

The Ancestor appears dormant, a crown of iron thorns on its head. It clutches the lever tightly in its right hand. Above it, an engraving urges, SPILL WINE FOR YOUR ANCESTOR.

■ David S P’s elevator scrawl says, WATER TO WINE.

■ Dally staring and you feel dizzy, nauseous, depressed and compelled to share your close-death encounters. Before you know it, you are stepping into the Ancestor’s radius…

■ …where it plunges for you, if you don’t bear a filled cup. The silk ropes keep the Ancestor from reaching beyond 5m.

■ Two carvings under his fists read HONOUR THY FATHER and DISHONOUR THY MOTHER.

■ Quickly distract the Ancestor from crumbling his captives, tearing their arms or attempting to eat them.

■ The Ancestor is instinct-driven, consumed by thirst. It cannot see or smell, and only remembers taste. Sounds divert it.

■ Improvise: there is no actual wine here. Infuse water, spill blood, or vocally pretend you are delivering wine, and the Ancestor might spare you.

■ If sated, the Ancestor releases the lever.


TOP | LEVEL I | LEVEL III | LEVEL IV | LEVEL V




LEVEL III: TAG! YOU’RE IT
CONTENT WARNING: SCARECROW, SKINNED CREATURES

Enjoy pitch dark, dread and bile spreading in your gut. Take a candle from near the elevator and roam through small, unlocked rooms that feature tattered beds, strips of tanning leather and blood or wax spilled on the floor.

■ David S P’s wall scrawl says, O CATCHES IT.

■ Ahead, you see candle-bearing mannequins that dance a hora to the same song played by Jim Kirk’s music box: “Up the mountain, in the grove, hand in hand to Ke-Waihu, fresh harvest’s a treasure trove, each fall we feast anew.”

■ The creatures are patched abominations of wax, skinned flesh and burlap. In the middle of the hora is a wiry scarecrow, eyes blazing with candle fire as it points a large cleaver. In certain lights, the scarecrow’s face briefly contorts into that of your mother. It wears priestly robes that Arc III survivors may recognise from the House of Ravens.

■ As the dance finishes, you notice the lever in the middle of the circle, where flame spells out TAKE THEM, NOT ME. The game begins.

■ The abominations run, gleefully manic and screaming TAAAA~AAAAAG. YOU’RE IT! The scarecrow unflinchingly cuts them down while pursuing you. Hide in the abandoned rooms, or risk snuffing your candle to avoid detection.

■ Some abominations slap you, hold you, or alert the scarecrow. Others offer shelter. A few peel off wax skins from their limbs — showing black fungi beneath. They murmur, IT NEVER GOES AWAY.

■ Parchment strips fall from the scarecrow’s sleeves, reading, HAPPY NAME DAY, MOTHER KNOWS BEST, THE SIN RAN DEEPER THAN SKIN, IF YOU CAN BEAR IT, IT’S A GAME.

■ Bless David: draw the scarecrow into a drawn or makeshift circle to trap it.

■ Intense, paralysing fear arrests you, if the scarecrow catches you. The wax abominations chant, TAKE THEM, NOT ME. One might even take pity and move your numbed mouth to utter the words. Say them — and the scarecrow lands deep cuts on your arms, then pursues your companion.

■ If you betray someone, the abominations take the appearance of your worst version: whether physically mutated, with a temper that amplifies your worst features, or both.


TOP | LEVEL I | LEVEL II | LEVEL IV | LEVEL V




LEVEL IV: THE ROOM WHERE NOTHING HAPPENS
CONTENT WARNING: MANIPULATION, MENTAL COERCION

You enter a quiet room. The lever sits on a table, beside rope and a dagger. As you approach, your surroundings transform: perhaps your dearest dead appear to warmly welcome you. Crowds of your doubters celebrate your success. Or you are in a calm oasis, where nothing hurts.

■ David S P’s wall scrawl says, THIS DREAM IS A NIGHTMARE.

■ Whatever your deepest wishes, the room’s vivid illusions provide. With time, your beautiful dreams deteriorate into horror. Sometimes, you hear whispers of, Make a wish.

■ The room increasingly drains your life force. Within half an hour, you have gaunt flesh, brittle bones and a hunched back. Or you might feel compelled to harm yourself, clawing your arms and face, or pulling your hair out.

■ The damage comes undone minutes after reaching the elevator.

■ The room focuses on one person: if someone joins you, they see fainter echoes of what the room shows you, but they are not enthralled. They must coax or drag you away.

■ If you are under the room’s influence, it forces you to make any later intruders stay.


TOP | LEVEL I | LEVEL II | LEVEL III | LEVEL V




LEVEL V: IT’S RAINING (AGAIN)
CONTENT WARNING: PLAGUE, THE CHILD

At the tower’s open-sky top, fire crackles from a small stone pit, shielded by a familiar, immovable blood-spattered white umbrella. Nearby, discover an immense rusted telescope and other discarded astronomy tools.

You trip on rain-battered yellowed bones at every step. One skeletal hand holds a watch piece, engraved for Mr. David Sebastian Pumpkins.

■ David S P’s has only scrawled his signature.

■ You might reach the flame easily, or be overwhelmed by sickness, black fungal spores blooming on your fingers, while you cough blood and experience intense fever. The symptoms wane once you reach the fire.

■ Burn paper talismans and link finished threads to help Karsa’s spell.

■ The child with a fox mask from the Unwinding could appear. Sign up for one of three short threads, which must finalise by 3 November.


NOTES

■ Some of the bigger plot clues have been emphasised, to help navigate through the horror details.

■ You can hit up some NPCs during the trials.

■ Check out plotting posts for last-minute team-ups.

Back to the top.

QUESTIONS

traaaaaash: (points at u.)

Level III

[personal profile] traaaaaash 2022-10-22 09:06 pm (UTC)(link)
[ Okay, so. Pitch dark. That's fine. Eda takes one of the candles and looks around. As she discovers the abominations, she shudders. ]

Ugh, gross.

[ It's only a momentary reaction, though. Stepping closer to them, she recognizes both the song and the scarecrow's robes. ]

Hey, you look like the priest guys! Didn't we kill you guys dead enough?

[ But then the chase begins. Eda will defend herself and her companions valiantly while trying not to get caught herself.

Until she remembers what she read at the beginning. O catches it. ]


Can it be... ? [ The scarecrow is quickly approaching. ] Well, better try it!

[ She goes the extra mile and draws not only a circle, but a plant glyph on the floor, designed to entrap the scarecrow in vines. ]

Hey, bonehead! Over here, you dingus!
Edited 2022-10-22 21:06 (UTC)
spoilers: (close:  not sure)

[personal profile] spoilers 2022-10-25 04:24 am (UTC)(link)
[ River's lost track of how long she's been on this floor. She sees better in the dark than most, and she'd extinguished her candle almost immediately after catching a glimpse of Kovarian's face as the scarecrow turned. The feeling in the pit of her stomach is beginning to get to her, despite her composure, then one too many wrong turns puts her exactly where she doesn't want to be.

She scarcely remembers this kind of fear, isn't even sure she could name the last time she felt it. As a girl, maybe.
]

Take them, not me? What does that mean?

[ Then it's over, more or less. She's bleeding, unsettled, and...oh, that can't be good. The wax creatures are beginning to look distinctly like her younger self, some still quite resembling herself and others rather like her former self. And they all seem the slightest bit more murderous. Oh, she recognizes that rage.

Definitely time to make for that lever. Except,
] Oh, no.

[ She's coming from a different side and manages to reach Eda a few paces ahead of both mob and scarecrow. ]

Whatever you're doing, you might want to do it quickly. I think I've made it worse.

[ She really is very sorry. ]
traaaaaash: (deep sigh.)

[personal profile] traaaaaash 2022-11-01 08:44 pm (UTC)(link)
[ Eda lets out a groan when the lady who's stuck in this room with her says those words, because she knows magical tricks and knows this is going to get ugly for her. Which she is not a fan of.

Time to get to work, then. ]


Alright.

[ She taps the glyph, and thick vines grow out of the ground in front of her as the Scarecrow rapidly races toward her. The vines manage to entrap it -- for now. ]

Now let's find that lever!
spoilers: (upset:  concern)

[personal profile] spoilers 2022-11-08 02:36 am (UTC)(link)
[ It won't be the first time a mixture of curiosity and lack of planning put a spanner in the works.

She's seen plenty of impossible things, but magic and curses are well outside her area. Archaeology, mechanics, physics, time... But magic? That's still entirely alien to her.

And so, she lingers just longer than necessary to watch with genuine interest as the vines wrap around the scarecrow.
]

Quite the trick.

[ Then she's following, pointing as they reach the next set of rooms. ]

This way, I think. I've been up here awhile.
traaaaaash: (and make it double)

[personal profile] traaaaaash 2022-11-21 09:15 pm (UTC)(link)
[ Luckily, Eda spends enough time rescuing an extremely impulsive kid to be sort of used to these types of shenanigans.

Never mind that she used to be that kid herself.

She runs where River is pointing, making sure to take in her surroundings. Up ahead, more of the burlap creatures. ]


Oh look, more friends!
spoilers: (face:  ridiculous)

[personal profile] spoilers 2022-12-07 08:21 pm (UTC)(link)
[ At least she isn't fussing overly much about having a murderous scarecrow set upon her. River isn't above the odd instance of saving herself at the expense of someone else, but this time, it really hadn't been intentional. ]

Yes. There are quite a few of them, aren't there.

[ And all apparently newly-instilled with her own darker tendencies. ]

Well, on the plus side, we made easy enough work of him back there and these are just the foot soldiers.

[ Relentless and homicidal though they may be. ]
clavesregni: (106 05 01)

[personal profile] clavesregni 2022-10-29 03:45 pm (UTC)(link)
[Caitlyn's candle is beginning to sputter out as she navigates the unsettling tangle of dark rooms. She's trying hard not to think about the stains on the floor or the sheets of what she hopes are animal hide hanging from the ceiling, but her mind is too active and is very definitely betraying her now.

Her rifle's stowed in its case, since she can't hold both it and the candle, and having to make the choice between protection and light is only making her heart pound faster.

When she finds the circle with the words spelled out in fire, she whispers them aloud curiously as she reads them.]


Take them...

[She immediately regrets it. There's a wax creature standing across from her, which slowly morphs into... herself?

Her free hand reaches back to pull out the rifle, even if she can't wield it with only one hand, as she backs away from her own sneering face. Totally focused on the other her, she bumps into Eda just as Eda shouts for the scarecrow.]


The scarecrow isn't our only problem.
traaaaaash: (serious business)

[personal profile] traaaaaash 2022-11-01 08:47 pm (UTC)(link)
[ So saying those words summons a second self. Interesting, from a magical standpoint, but they don't exactly have time to puzzle over riddles right now. ]

Yeah, I can see that!

[ Eda activates the plant glyph and uses it to build a wall of vines to shield them. ]

Run along, girl!
clavesregni: (106 05 02)

[personal profile] clavesregni 2022-11-03 12:11 am (UTC)(link)
[The false Caitlyn scoffs derisively in Eda's direction. So this is who I'm meant to ally with? This creature?

Caitlyn is perfectly happy to take Eda's advice, and starts to make a run for it, but the other her grabs at her with a strength that the real Caitlyn doesn't have, snarling, Mages are dangerous, you know. They're criminals.

The real Caitlyn cries out as she's yanked backwards, towards the wall of plants. On the other side, she can hear the scarecrow laughing.

Out of the corner of her eye, she catches a glimpse of another wax figure stepping out of the darkness, reaching for Eda, and it... also changes to look like her.]


Watch out!