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

snowcleave: (pic#15568738)

[personal profile] snowcleave 2022-10-28 03:09 am (UTC)(link)
[ In truth, Fei hadn't been sure what response she was going to get from the three-headed dog either. When they're rushed a second time Fei's quick to cover her larger companion's back, moving with them side-by-side as they beat their way through. ]

Together, we can take the Scarecrow. Do not leave me and I will not leave you.

[ They aren't even through this thatch of horrors yet and she's already gearing up for the next big fight, as is her way. ]
growlies: (cerberus)

[personal profile] growlies 2022-10-29 06:01 pm (UTC)(link)
( Red doesn't know if the Scarecrow can die like she could not die at one point when she existed in the Underworld, but if they can slow it down, if it can be prevented from stopping Fei. Her loyalty to the woman that calls her meimei (little sister) shines through even in this current state like a tether back to her own humanity.

She doesn't want to let anything touch her.

And there it is in the way of the path to the elevator -

The scarecrow with its scythe, and Cerberus responds, rushing forward - scythe blade to the shoulder where fire flows out instead of blood. All three heads biting down as flame erupts from between its teeth. )
snowcleave: (pic#15600081)

[personal profile] snowcleave 2022-11-01 10:35 pm (UTC)(link)
[ As much as she wants to, she doesn't gawk at the flaming dog as it bears down on the Scarecrow. The hound is like nothing she's ever seen before, but as awe-inspiring as it is, that fire streaming from the wound on its shoulder tells her it's not impervious.

Like a shot she's behind the Scarecrow, Youhuang held across her chest as her free hand pools qi in her palm before expelling it as she brings it to hit against the creature's shoulder, making its hold on the scythe weaken, if not fall away completely.

The strike gets the creature's attention, at least, pulling the blade away from Cerberus before swinging at Fei, who is waiting to parry.
]
growlies: (cerberus)

[personal profile] growlies 2022-11-02 08:44 pm (UTC)(link)
( Even in her current monstrous state, Red-Cerberus can recognize the power in the warrior beside her, can be impressed by it and grateful for the diverted attention. The scythe drops to the floor with a clatter as it swings wildly at Fei who parries it in turn. With the scarecrow's back to it, Cerberus' heads reach out and bite hold on it from behind and the side at different spots, tearing into it.

Flame erupts through and around it before it falls.

They may not have been able to kill it but they have bought themselves time, and there's a huff of a sound from Cerberus. Red's struggling to hold on to the form at present especially with the wound upon the shoulder, but they can get to the elevator now. They'll get to the elevator.

Except it's right before the doors that the shift is forced - Red's too tired to hold on to the form anymore, and one moment there's a wolf-sized monster beside Fei and the next it's Red. Her shirt is torn where the scythe had scraped across her shoulder but otherwise, there's no evidence of any injury. Just a lot of exhaustion. She blinks and curses and presses her fingertips against the floor and keeps her head low. )
snowcleave: (pic#15600079)

[personal profile] snowcleave 2022-11-07 09:14 pm (UTC)(link)
[ Uncertain what's more bizarre - the flaming multi-headed hound, or the fact that said flaming hound was just her friend in another form, Fei says nothing for a long moment, looking down at Red's crouched shape in utter shock. She knew the young woman was special, but she could not have anticipated to what degree that word fit her.

Wary, she looks around, checking back the way they came before holding her hand out for Red, aiding her ascent back to a stand.
]

Xiao meimei– [ Fei moves to speak more and stops, not sure what there is to say. She's not the most eloquent person, and while most of the time she manages to sneak by relying on her husband's gilded tongue, in moments like these, she's on her own. ]

You...are, ah. [ Another short-lived attempt leaves Fei frowning furtively, still looking down at Red's bright hair. ] Is it you, or is it this place doing something to you?
growlies: (behind)

[personal profile] growlies 2022-11-08 09:59 pm (UTC)(link)
( Red grabs hold of her hand, using Fei's help to push her to her feet. Her eyes burn. Her throat locks with emotion when she still finds it in her to call her meimei after all that. She knows they're not exactly safe here so she's already moving forward towards the open doors (exhausted, aching, bruised, fuck this place). Fei is powerful, strong, a bad ass. She's the one that's taught her how to fight when she's like this, who calls her family (somehow, impossibly), but she's seen too many people in this Tower that she cares about get fucked up, and she doesn't want to see that happen to her, because Red's having too much of an emotional crisis to step forward.

It's only when the elevator doors close that she rests her entire back against the wall of it, and still keeps her head ducked, trying to let her emotions level out before she speaks. )


It's not this place. It's- it's me. I'm sorry. I should have said before- ( But she didn't know how. But she was scared. ) It's just a weird fuckin' thing to put to words, and I didn't-

( Finally, she glances over at Fei. ) But I'm really glad you're in one piece.