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

vdovy: (HAWKEYE 099)

[personal profile] vdovy 2022-10-26 09:07 pm (UTC)(link)
Yelena's skepticism deepens in response to the claim that it will be easy— nothing in this tower has been easy— but she steps as far out of the way as the space will allow, giving Lorna room to work. The green glow that emanates from her hands is both surprising and familiar: she is reminded of the Sokovian girl who blew up that airport with Natasha, only her magic was red.

"Okay, wow," she huffs out with a small laugh as they rise past the next level without pause. "I did not have a lot of faith, but this is cool!"
chromiums: (ld14469654)

[personal profile] chromiums 2022-10-26 11:51 pm (UTC)(link)
The smile remains on Lorna's face, growing a little wider at Yelena's reaction. So much of her time spent at home has been spent using her ability to fight, or trying to hide it out of fear of being caught, or just to be destructive. She can't remember the last time she did something with it for the joy of it, outside of needing a cover or distraction.

Technically that's not what this is either, but Yelena's almost acting like it is, and that and the fact that she's not reacting with fear is pretty cool.

"Thanks." The elevator moves past another stop, but once it's past that point there's a sudden heaviness to the energy. Pain spikes up the back of her neck and at her temples, threatening to throb as the elevator slows. Lorna's expression quickly shifts to one of panic, then determination as she redoubles her efforts and focuses harder.

"Nonononono, come on - "
vdovy: (HAWKEYE 105 00:11:53)

[personal profile] vdovy 2022-10-30 03:43 pm (UTC)(link)
Concern colors her expression as Yelena feels the elevator slow. More worrying is the panic on Lorna's face confirming that something has gone wrong. Her head whips from one side to the other as she scans the elevator around them for signs of failure.

The Sokovian girl is Yelena's only reference for this kind of power, and she remembers belatedly that the whole airport fiasco happened in response to an accidental explosion that girl was responsible for. Yelena is really not trying to end up splattered all over this elevator shaft.

"Hey, we're not in danger of blowing up or anything, right?"
chromiums: (ld14462188)

[personal profile] chromiums 2022-10-30 04:12 pm (UTC)(link)
They're not in danger of everything exploding, but she is momentarily worried about the elevator dropping back down quicker than she control it. That fortunately doesn't happen, but the movement grinds to a stop as she has to relent the use of her abilities, unable to keep going.

Lorna's eyes shut as she stumbles backwards and against the wall of the elevator, fists balled as she tries to breathe through the sudden migraine.

"No." A little belatedly, sorry Yelena. Lorna's eyes open after a few moments and she regards her with an apologetic expression. "But I don't know if I can get us moving again."
vdovy: (stars in my hair)

[personal profile] vdovy 2022-10-30 05:03 pm (UTC)(link)
"Hey, don't stress it." Yelena edges closer to Lorna's side of the elevator, positioning herself to catch the other woman should she collapse. "You got us pretty far. Are you going to be okay?"
chromiums: (ld14469653)

[personal profile] chromiums 2022-10-30 05:21 pm (UTC)(link)
"Yeah. I think so." After a few moments of steadying herself against the wall, she feels less prone to falling over, though she still remains against the wall as she tries to sense the metal around them. The connection feels...muted, somehow. Pain spikes again in her head when she tries to push past it and focus harder on it, so she eases off, sighing in frustration as her fist smacks the wall behind her.

"I just overdid it. It might be a while before I can try that again."

If she can, but she doesn't want to speak that fear out loud.
vdovy: (BLACK WIDOW 139)

[personal profile] vdovy 2022-10-30 06:25 pm (UTC)(link)
"Okay, okay, it's no problem." Yelena rests her hands on her waist as she paces the minimal space; more of a shuffling back and forth, really, but it does help her think. "We still skipped a couple floors. That's not nothing."

She peers into the gaping darkness of the level they've stopped on but gathers no clues as to what awaits. "Are you okay to keep going? If you need to stay here, I can go find the lever."
chromiums: (ld14454950)

[personal profile] chromiums 2022-10-30 07:56 pm (UTC)(link)
Lorna pauses, running her hand underneath her nose and checking for blood. There's not any, fortunately, but her head still aches and she knows that what's waiting outside for them might require more energy than she's currently capable of exerting.

"Give me a couple minutes." She pushes herself off the wall and goes to where Yelena's peering out at what waits for them. "What's out there, can you make it out?"
vdovy: (HAWKEYE 105 00:13:16)

[personal profile] vdovy 2022-10-31 06:49 pm (UTC)(link)
"Not from here," Yelena shakes her head. After a beat, she turns to face Lorna. "I'm going to scope it out. I'll be right back."

With that, Yelena grabs herself a candle and disappears into the dark. Several minutes later, she emerges, her candle snuffed out. She doesn't exactly look scared, but her expression betrays a level of unease. Whatever she saw, it creeped her out, to say the least.

"Okay, so! There are little patchwork monsters dancing in a ring around a giant scarecrow. He has a very large meat cleaver. And of course, the lever we need to reach is in the middle of the circle."
chromiums: (ld14454949)

[personal profile] chromiums 2022-11-01 03:52 am (UTC)(link)
Lorna spends the minutes Yelena is gone to take stock of herself and how well she'll be able to manage whatever's waiting for them. There's a persistent throb in her temples which warns her against trying to lift something as big as the elevator again any time soon, but she can stand without fear of keeling over.

Which is good, because from the sound of things there's some creepy shit waiting for them.

"I can probably get the cleaver away if I can't move the lever." Depends on how close they'll need to get. "How little is 'little'? Our size, smaller, bigger?"
vdovy: (HAWKEYE 105 00:13:21)

[personal profile] vdovy 2022-11-01 05:20 pm (UTC)(link)
Oh, smaller than the giant scarecrow but not exactly little, [ Yelena clarifies. She wrinkles her nose and adds, ] Although a few of them were child-sized, because being patched together from flesh and burlap wasn't creepy enough.

[ She pauses to take stock of their advantages and disadvantages. Despite being grossly outnumbered, they have a chance to strategize. If they play it right, that can make all the difference. ] Okay, that's a start. I was worried you were like one-hundred percent tapped out. So how do your powers work, exactly?