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

somebadnews: (229)

② Level Two

[personal profile] somebadnews 2022-10-24 12:44 pm (UTC)(link)
Five starts to have second thoughts about jumping into this entire mess when he gets a look at the Ancestor. Reality already felt like a rapidly vanishing concept, but they're really not being subtle any more.

A massive skeleton sticking out of the wall like a morbid decoration isn't the most disturbing thing he's seen, but it's hard to look away from. Worse, he notices too late that it seems to poison the air around them. The closer he examines it, the dizzier he feels. When he attempts to pull away, a wave of vertigo hits him so strongly that he nearly trips over his feet.

He swears and tries to right himself, but the bout of nausea persists. He spends a long moment staring at the inscription while trying to recenter himself. Unwittingly, memories of dying float to the surface of his mind, and he pushes against them. Eventually he gets his bearings enough to lock eyes with someone nearby.

"Less whimsical than the last time, but he's still stuck on riddles." The kid with the man in white. It's too similar to the games in the Unwinding to be anything more than the same. He should start to search for wine from those obvious clues, but for some reason, when he looks back he's compelled to keep talking. "Death seems to follow some people around. You could almost start thinking it has a grudge."
snowcleave: (pic#15822667)

[personal profile] snowcleave 2022-10-24 10:56 pm (UTC)(link)
After too much time in the skeleton's miasma of horrible feelings, Fei has hung to the back of the room where the air is somewhat clearer, and she feels less like she's going to be sick. Leaning against the hilt of the wide sword she's planted against the ground for purchase, Fei looks up when the stranger speaks, huffing out a breath of a laugh before she dares a look towards the Ancestor.

"Whatever its mother and father were, I do not think this is how they would wish to be commemorated." Nor does she have any idea why the carvings beneath the massive skeleton's fists say what they do about them.

"Spill wine," Fei repeats the words as she reads them and looks back at the presumably young man, hopeful. "Do you have wine?" She has wine, and she'll give it up if she has to, but better to check first, right?
somebadnews: (103)

[personal profile] somebadnews 2022-10-30 05:37 pm (UTC)(link)
Five doesn't recognize the woman, but she seems halfway competent on first glance. And from the looks of it, she might have the right idea to keep her distance. The sickness only got worse when he approached the Ancestor. Five would scoff at her question, but as unsteady as he feels on his feet, he probably does look drunk. Just shaking his head nearly throws him off balance again.

He rubs the back of his neck, willing the nausea to pass. Death remains on the forefront of his mind, but he attributes that to giant skeleton that still beacons his gaze.

"I found some. In an old cellar underground. That was before I knew what to look for, and I thought I could blink away before it collapsed," he keeps talking, but he's distracted. Like he's talking more to the skeleton than her. "You'd be surprised what someone can live through."
snowcleave: (pic#16005162)

[personal profile] snowcleave 2022-11-01 10:35 pm (UTC)(link)
It's not the response she's expecting, but she's too queasy to scowl about it as much as she would on a better day. At his last remark, Fei gives him a nod. "I always am." She's seen people get very close to death in very terrible ways - something she's not interested in experiencing here and now.

If the young man had wine, he would have offered it up already, she decides, and so it's with a frown that Fei begins patting down the roll pack still hanging from her hip, feeling the familiar shape of the flask she's carried all the way from home.

"I don't want to give it my wine." It's a sullen objection that's said as she's digging the gilded bottle out of her bag. Looking down at it once it's freed she gives the thing a shake. "It better not need more than this. One spoon of this is worth a jug of the swill of this land."

It's a weird thing to complain about, but Fei is more cranky than she is afraid.
somebadnews: (237)

[personal profile] somebadnews 2022-11-04 01:53 am (UTC)(link)
The memory he shared wasn't intentional, but he keeps fixating on it. One of the many times he'd nearly died in the apocalypse over the years. Not to mention what happened after he left it. He's walked side by side with death for decades, so a skeleton should be a welcome friend.

Morbid thoughts keep swirling with the persistent sickness that has him stepping closer to the Ancestor, up until she offers what she's been carrying.

"And you were asking me?" He looks at her in disbelief as she takes out a bottle. The words slowly piece together, and he picks out something that absolutely doesn't matter, but seems remarkable to someone like him. "...You've been carrying that since you came here?"