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INTO THE WOODS ※ GAME EVENT

INTO THE WOODS

The faerie faire goes on into the evening, the faire filled with the sounds of revelry. For those who've spent the day there, the cool evening air is welcome respite from the bright sun that's shined all day. Those who still have some faerie gold might even want to invest in a cloak if they haven't gotten one yet, because it may get chillier as night falls.
As evening descends and various floating flowers start to glow to provide light, the spring faeries start to bring out night-time merchandise and amusements, like brightly-colored phosphorescent flower jewelry. Fireflies are charmed to blink in different colors and magical fireworks paint the sky in vibrant light. They're quieter than normal fireworks, but there are still satisfying snaps and hisses.
It seems like it'll be a pleasant night at the fair and those only just arriving in the evening will find a charming scene opening up before them.
But one thing that isn't noticed as evening begins to fall is the way the winter faeries suddenly slink away into the rising dark. Or at least it isn't noticed until it's too late. Some of the summer faeries start to react to it with alarm.
"Where did they go? The winter faeries are supposed to provide security, they signed an agreement. Go tell Ponto and get some faeries with warding magic to shore up the wards." Faeries start flying with purpose to speak to others that need to be put on security. "We can handle it ourselves but we need to get enough people out to the borders."
"Should we disperse the faire?"
"No, there's no sign of any threats and if we re-ward it, they'll be safer here than people scattering in the woods at night. Even if we had the bad luck to be attacked before the wards are re-done we can defend them with our magic - and we're contracted to."
Unfortunately that bad luck hits too soon. While the faeries scramble to re-do the defense wards, an unearthly fog rolls in. Terrible screeches start to rend the air, sounding similar to the screams of foxes. Warning bells ring from warning wards placed in certain areas of the woods.
"Nightrenders!" someone calls out and people in the crowd start screaming, gathering their loved ones closer. Horrifying beings start to pour into the faire and the hand stamps of all the people who bought tickets ahead of time start to glow. Faeries rally around those people, casting powerful defensive spells. Due to the panic, several stalls start to go up in flames due to knocked over cooking fires. Fortunately the stalls are small enough for people to escape them easily and spread far enough apart that they can be avoided, but smoke joins the fog in the air.
If a faerie sees one of the squad of otherworlders, and their lack of glowing hand stamp they're quick to offer a warning. "You have to run! The people who bought tickets ahead of time entered into a magical agreement of protection. The warding takes time to charge. We can do nothing for you, without slow-charge wards we're not powerful enough to protect you. The Nightrenders will devour your brain, or your soul."
Apparently that little disclaimer about not being fully protected that some of them read while coming in (for those that had arrived earlier in the day) was more important than it seemed.
The faeries always point the same way, still trying to help the people without tickets. "To the north! There's a place in a canyon with a large, glowing crystal. It looks like an abandoned market and dwellings. You'll be safe there, the magic of the Heartstone will protect you."
USEFUL LINKS
NIGHTRENDERS

The beings known as Nightrenders start amassing on the faire. Their movements are quick but clumsy, as if every one of their movements is made up of a hundred janky, smaller fits and starts, like they're made of clockwork. The faerie magic summer faeries use seems to do no more than stagger them back or temporarily knock them over, but at least makes it clear to the squad that they at least can be knocked over and slowed down. At the very least it seems to take them some time to get off the ground and back to their feet.
Attacks
They attack anyone they see in different ways. Some they wound with massive claws. Or they squeeze someone's torso and nearly suffocate them to give them a chance at possibly chomping into the heads of their victims to get at the brains. Most dangerously of all, they breathe in with a loud sucking noise, clawed hands guiding the magic that lets them drawn out someone's soul to devour it. It looks like a small delicate thing, sometimes in the form of a glittering star or a flower, as its drawn out of the victim's mouth.
This process can fortunately be interrupted if the Nightrender is attacked. As long as the soul hasn't been sucked into their mouths, it goes back into the victim.
Cursed Aura
But the whole thing is complicated by the magical aura caused by the Nightrenders. When they draw close, everyone around them is choked with fear, grief, and dread. Some succumb to visions of their worse memories playing out in their heads over and over. Some might be able to still stagger away in this state, trying to see through the visions, especially if someone helps them along, but others will find it nearly impossible to do anything other than curl on the ground. It is unknown why some don't have the flashbacks or can power through them more than others, though it's thought that those that repress their bad memories or negative emotions struggle more.
Anyone that helps someone who's having visions may get a glimpse of their memories - and empathically feel a flash of the pain, fear, rage, or grief they felt during the memory. If two people try to help each other move forward when both are having visions, they may transmit glimpses back and forth.
Weaknesses
The Nightrenders cannot be destroyed, only knocked down, or slowed down. However, those with "holy" weapons, spells, or powers, or those who have weapons, spells, or powers that can hurt "ethereal" beings or evil spirits will find they can cause them enough pain that sometimes they run away. Spells and abilities that create magical manifestations of good will and happiness, as well as spells of light, or purification can also harm them and drive them away.
THE SISTERS

The Nightrenders don't speak, but some have the misfortune of hearing two voices echo out of the fog. The come in stereo, only just slightly out of sync.
"Chosen Ones, you must be so confused. You've become lost in the forest, and the Dark Lord's nightmares already pursue you. Fortunately for you, our mistress desires your company. You'll adore obeying her will. Don't run, embrace a better destiny."
Two woman in white masks and straw hats, with cloaks made from the feathers of ravens, come out of the fog, body language almost identical. No eyes can be seen through the eyeholes of their masks, just darkness.
They start attacking, and when they beset their victims they stop speaking, refusing to talk or answer questions, instead filling the air with wild, mocking laughter. One wields twin katanas, the other a kusarigama with a painful claw at the end of the chain that closes down when it hits something.
Nets
While they're extremely willing to injure the squad they seem to be trying to capture them instead of killing (albeit capturing them after they're maimed), occasionally tossing out nets of glowing silver of moonlight. Being caught in the nets renders someone paralyzed and weak, a deep cold settling into the marrow of their bones. Some may even hear the shrieks of dying loved ones, whether they've actually died in reality or not. The Sisters apparently have the strength to carry even the largest of the squad in the air and will attempt to fly away when someone is ensnared.
The nets are difficult to destroy, but can be with great force of some kind. It has to be aimed at the part closest to the Sisters' hands, because the force required to break the nets would also injure those trapped inside them. The cold and paralysis fades when the victims are free, but some of the rescued may feel weak and need help staying on their feet. Unfortunately, even when they're broken, the nets of moonlight seem to be something they can recreate within several minutes.
Smoke Monsters
For some, they don't attack directly. Instead, one of the sisters pulls out a pipe and smoke monsters pour out of it. They try to drag their victims closer to the sisters so they can be caught in their nets. Fortunately, they can be destroyed with enough force.
While the Sisters seem impossible to injure, they can at least be caused pain with extreme enough attacks, something that makes them teleport away before risking any further injury.
PROMPTS

a) RENT
Uh oh, a Nightrender has you. Either it's squeezing you so hard you're suffocating and about to chomp into some juicy brains, or it's in the process of sucking your soul out through your mouth. In either case, you're likely broadcasting visions of your worst memories in small flashes to whoever is near. You're in desperate need of rescue and the summer faeries can't help - their magic is all but useless on the Nightrenders if it didn't have time to build by a covenant. Only others that fell into the Wilderlands like you did can save you.
(Feel free to provide multiple memory options ala a memshare, but keep in mind they'd only be flashes instead of a full memory!)
Uh oh, a Nightrender has you. Either it's squeezing you so hard you're suffocating and about to chomp into some juicy brains, or it's in the process of sucking your soul out through your mouth. In either case, you're likely broadcasting visions of your worst memories in small flashes to whoever is near. You're in desperate need of rescue and the summer faeries can't help - their magic is all but useless on the Nightrenders if it didn't have time to build by a covenant. Only others that fell into the Wilderlands like you did can save you.
(Feel free to provide multiple memory options ala a memshare, but keep in mind they'd only be flashes instead of a full memory!)
b) NABBED
The Sisters have got you, their smoke monsters are trying to drag you away, or you're still trying to fight them to avoid being caught. It'll be a lot easier if you have help - otherwise you're outnumbered and possibly outclassed. The only way to stop them is fight back hard enough that they feel you're not worth the effort and teleport off.
The Sisters have got you, their smoke monsters are trying to drag you away, or you're still trying to fight them to avoid being caught. It'll be a lot easier if you have help - otherwise you're outnumbered and possibly outclassed. The only way to stop them is fight back hard enough that they feel you're not worth the effort and teleport off.
c) RESCUE
Perhaps you're not affected by the Nightrenders or are just good at powering through the haze of painful magic they're inflicting on the area. Either way, you're out to help the people around you. Perhaps you run into another member of the otherworlder squad that needs saving - or maybe they join you to protect a third otherworlder, or a denizen of the Wilderlands that also forewent a ticket and is therefore at risk. Unlike many of the people from other universes, many of the denizens of the Wilderlands are powerless and thought they were in for a day and night of safe fun.
There are also other hazards to rescue people from. Maybe a small child has been separated from their parents and is disoriented by smoke, in need of rescued from some flaming tents. Or maybe an elderly person has fallen and is at risk of being trampled. There are lots of reasons people might need help, due to fires, panicked horses, collapsing tents, and panicking crowds.
Perhaps you're not affected by the Nightrenders or are just good at powering through the haze of painful magic they're inflicting on the area. Either way, you're out to help the people around you. Perhaps you run into another member of the otherworlder squad that needs saving - or maybe they join you to protect a third otherworlder, or a denizen of the Wilderlands that also forewent a ticket and is therefore at risk. Unlike many of the people from other universes, many of the denizens of the Wilderlands are powerless and thought they were in for a day and night of safe fun.
There are also other hazards to rescue people from. Maybe a small child has been separated from their parents and is disoriented by smoke, in need of rescued from some flaming tents. Or maybe an elderly person has fallen and is at risk of being trampled. There are lots of reasons people might need help, due to fires, panicked horses, collapsing tents, and panicking crowds.
d) RUN
It's time to run! Perhaps, after some screaming and confusion - and teleportation - you finally grab a buddy and bolt through the woods. You better run fast because the Nightrenders and the Sisters may give up chase at some point but it may take time and moving through difficult terrain in the fog to lose them. Perhaps you and a partner have to help a third, injured otherworlder because they're having trouble walking.
Better head north like the faeries said. The faeries were right that this Heartstone to the north may be your only hope - and you'll have to reach it despite the fading evening light, skies overcast with dark clouds, and fog.
It may be easier navigating in the dark with a partner or two.
It's time to run! Perhaps, after some screaming and confusion - and teleportation - you finally grab a buddy and bolt through the woods. You better run fast because the Nightrenders and the Sisters may give up chase at some point but it may take time and moving through difficult terrain in the fog to lose them. Perhaps you and a partner have to help a third, injured otherworlder because they're having trouble walking.
Better head north like the faeries said. The faeries were right that this Heartstone to the north may be your only hope - and you'll have to reach it despite the fading evening light, skies overcast with dark clouds, and fog.
It may be easier navigating in the dark with a partner or two.
e) WILDCARD
Maybe you decide to do none of the above. Go nuts!
Maybe you decide to do none of the above. Go nuts!
❧ Quest magic: Players can handwave that the quest bond magic is tugging the group northward to the safe place, with the mysterious Heartstone. They can also use the quest magic as an excuse for many different threads. As the group tries to run, their scattering movements will affect the magic and cause people to teleport at random, allowing for many different encounters with many other characters. This can explain why two characters that might otherwise stay together through the whole thing might get separated.
❧ Network: The network can now be used. Mirrors can and do float if someone is trying to talk through one and running, and can follow someone as they move, allowing people to communicate on the go or during action. Feel free to start using the network in parallel with the log events.
❧ NPCing: The mods won't be npcing but players are free to npc the actions of bystanders, the Nightrenders, and the Sisters. The Sisters won't speak, just continue laughing, and players can npc their specific attacks, capture attempts, and teleportation. Please just don't have them talk or godmode them dying - they're currently a little too sturdy for that. If you have a question about whether/how something will affect them feel free to ask the mods in the first comment below.
❧ Environment: Feel free to manipulate the environment. There are things left over from the faire people can work with like bow and arrow sets from the competition, horses (which can be temporarily stolen, though we'd like to limit any that are permanently stolen to the (1) horse another player already requested), and even explosive faerie fireworks (they're quieter than the normal thing but still create a big bang). Abandoned stalls also have weapons and supplies to grab as people run for it. If they didn't think to steal or buy useful things during the day, please limit this to only grabbing one or two items as they run, like a cloak or sword. They won't have time to loot for more.
❧ Experimentation: We'd like to encourage people to experiment! Obviously ask other players if they're down first, but it could be fun to do something other than 2 person threads, like maybe 2 PCs banding to rescuing a 3rd. Players are also encouraged to set limitations if they think it'd be more interesting, like locking their final escape prompt from the faire grounds to a single thread partner and playing out the drama of a full escape.
[OOC: Plot is visible so people can see and start plotting together but not open until Nov. 1. The mods will enable comments then.]
no subject
The lack of sleep doesn't bother Raistlin. He hates sleep: it steals hours of his life in useless rumination, when he could be doing something productive.
While Guts is gathering wood for the fire, Raistlin goes through his pouches. He doesn't have much - his little knife, the herbs for his cough, some wound ointment, no bandages, the tin mug he uses for tea. Better fill that with water to boil. He doesn't see anything else usable for the purpose. And fetch a rock from the stream to boil it on, while he's there. If he's lucky there'll be watercress and cattail as well, something edible. Maybe even fish worth catching.
He gets to it.
no subject
The fire gets going quickly enough, using a flint and the metal of his prosthetic to shower his pile of kindling with sparks until it starts to smoke. Nursed from smouldering twigs and pine needles to a little core of leaping flames, he starts adding the larger sticks to generate some proper warmth for them.
As he works, he notices fresh blood dripping down his hand, hissing when it hits the fire. It traces itself up the dried lines of wine-red to the source higher up near his shoulder. One of the Nightrenders must have gotten their claws in when they'd clung to him, and his movement irritated the cuts to boot.
"Hm."
Sure enough, on the vulnerable inside of his upper arm snaked some ragged clawmarks across his skin. He didn't even notice the pain with his armor on. Unfastening his pauldron from this angle was going to be a challenge, but he's done it before. Using his hand, he aids his rigid metal fingers through the loops of the straps.
no subject
"Stop that! For Lunitari's sake - one moment." He sets down his tin mug, now full of clear-enough water from the creek. The rock he'd found steadies it near the flame, close enough to boil without posing too great a risk of burning him when he retrieves it. "Arm. Now."
And without really waiting for Guts to comply, he starts inspecting it. The wounds appear largely clean: no nasty little spikes or other surprises, which is a blessing. And no major arteries pierced, though one is perilously close. No smell of infection, either. Good. They need to be dressed and bound, though, or that state of affairs won't continue.
"I'm taking the pauldron off, now. Tell me at once if you feel any pain or sudden dizziness."
no subject
An annoyed look is leveled back at him, though the protest is a minor one. Raistlin did mention he was a healer as well as a mage, and Guts could trust those in the past.
He removes his iron hand as those golden flesh-and-blood ones work to examine him. Despite the supernatural nature of his armor, it was attached to its jagged breastplate much the way any armor was - with straps.
His arm (aside from being outrageously large) showed little signs of more serious complications for the moment. The wounds simply oozed a fresh red in tandem with his heartbeat, the healing process irritated by his movement. The jagged claw marks would eventually get to join all the other scars cross-crossing the well-traveled olive of his skin.
Once the pauldron is removed, the dulled pain grows sharper, though he was expecting that. His face remains largely stoic.
no subject
A closer inspection reveals no unpleasant surprises. Raistlin wraps his hand in one of his robes and moves the hot stone with the cup of water away from the fire. The water within is roiling nicely. He grimaces and cuts a few strips off the cleaning part of his sleeve. Then he wets half of them in the boiled water and takes the cup in hand, protecting his skin with his intact sleeve.
"I'm going to clean the wounds. Try to hold still. I'm afraid it's going to hurt."
no subject
no subject
"As soon as I can, I will need to make a poultice, but this will do for now. I can gather necessary herbs as we travel." He'd already found some wild garlic bulbs, down by the creek. Water may mean marshes, which would mean mallow; there were wildflowers here he recognized, with petals and leaves he could boil into at solution. "Avoid straining the arm, if you can."