wildestmods: (kodama)
wildestmods ([personal profile] wildestmods) wrote in [community profile] wildestlogs2021-10-31 08:54 pm

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

Setting Background/FAQ | Major NPCs


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!)

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.

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.


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.


e) WILDCARD
Maybe you decide to do none of the above. Go nuts!


OOC DETAILS

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.]
darvit: (surprised)

IV

[personal profile] darvit 2021-11-04 01:08 am (UTC)(link)

You know, she can practically hear Root's voice now—and it's not just the lingering effects of the Nightrenders dragging up memories like crap from the bottom of an old well—saying how if she had an ounce of sense in her, she'd have bolted north ten minutes ago. Maybe twenty. Instead, she's still here, running around helping people. With none of her usual gear.

She catches the hulking silhouette in the corner of her eye first, and honest to Frond she almost has a heart attack thinking it's one of the monsters coming her way, and getting a better look only makes her think it's a new monster— until said monster turns into a teenage human. A teenage human with a very no nonsense attitude to the situation, apparently.

Uh, what?

There's a lot of things she could say right now, but instead of any of them she just says, "...sure, I can do that."

credit_not_blame: (Pensive)

Re: IV

[personal profile] credit_not_blame 2021-11-04 08:36 pm (UTC)(link)
Stacia had assumed that the person was a lost child when she'd spotted her out of the corner of her eye, but then she'd realized that lost children don't move with that kind of purpose. And she needs some help with this.

"I saw some kids trying to hide in that booth," she says, gesturing to indicate which one she's talking about. It's taken some damage, but it's at least not currently on fire. "I think they're too scared to run on their own, and I'm not the most reassuring person around."

Even when she's human-shaped, kids are scared of her. Good job, supernatural Rage.

"Come on!"
darvit: (thinking)

[personal profile] darvit 2021-11-08 02:48 am (UTC)(link)

"No kidding." She's seen adolescent trolls shorter than... whatever this girl just was. She's not even going to try and unpack that one right now when there's people to rescue, first. She can, in fact, prioritise. "Alright, keep those things away so the path's clear and I'll try coax them out."

credit_not_blame: (crinos)

[personal profile] credit_not_blame 2021-11-10 09:54 pm (UTC)(link)
"Can do!"

Stacia briefly flashes the tiny woman (she's shorter than Stacia is, that officially makes her "tiny") a thumbs up, and then shifts back to Crinos. She starts prowling in an arc around the booth in a way that says that she is the only predator allowed near this potential prey.

Bring it on, other monsters, the big bad wolf is here.
darvit: (surprised)

[personal profile] darvit 2021-11-11 04:55 am (UTC)(link)

That is, quite frankly, terrifying, and if Holly hadn't stared a fully grown bull-troll in the mouth (seriously, it had her head in its mouth, talk about experiences you don't want to relive) and lived to tell the tale, it might actually stall her again.

As it is, she just files understanding whatever she's just witnessed away for later, and with Stacia setting a perimeter she beelines for the booth.

Even the kids hiding there have at minimum a few inches on her. She misses her wings.

They're jumpy, which she gets, all things considered, but it means she has to hold her hands up and try to hush them. "Hey, hey. Not a monster. I'm here to help you."

credit_not_blame: (crinos)

[personal profile] credit_not_blame 2021-11-18 06:49 pm (UTC)(link)
Most of the kids look at her, eyes drawn by the sounds of an authoritative, adult voice. Holly might be shorter than them, but she sounds like she knows what's going on, and that is worthy of their attention.

The few that don't are watching Stacia prowl through the smoke and debris nearby.

"We're trapped," one of them says, and a smaller kid starts to cry.
darvit: (surprised)

[personal profile] darvit 2021-11-18 07:59 pm (UTC)(link)

Sometimes she forgets not every kid 12 and under is as weirdly cool under stress as Artemis was at that age. She really hopes she doesn't look as much like a deer in the headlights as she feels when the crying starts.

Catalogue the situation. Damaged booth, but not so badly she can't get them out of here. Shapeshifting girl outside, still clearly terrifying the kids from afar. They won't want to go past her, that's clear enough.

"Not for long. I'm here. That monster's not a bad monster, she's a— helpful, monster. She's keeping the others away. Okay?" She looks around. "But we don't have to go near her, either. We can escape out the back. How about that?"

credit_not_blame: the new moon at night (new moon)

[personal profile] credit_not_blame 2021-11-22 09:58 pm (UTC)(link)
Fortunately for Holly, one of the bigger kids seems to be an older sibling of the cryer; or is at least an older sibling. She makes soothing noises until the crying reduces down to wet snuffling noises.

"Are you sure?" one of the kids asked, sneaking another worried glance in Stacia's direction. "It's really big."
darvit: (Default)

[personal profile] darvit 2021-11-22 10:15 pm (UTC)(link)

"You're right, she's really big, but I got past her, didn't I? She didn't hurt me." And had the girl wanted to, she could probably have done a real number on Holly, especially with her magic misbehaving as it is. A single swat and she'd be pretty screwed, at her size. "So yeah, I'm sure. I've gotten kids out of worse scrapes than this, trust me."

Again, that kid is a super genius who's gotten her out of trouble just as often, but details, details. Doesn't change her actual skillset, thank you.

"It'll be a lot easier than it seems to get clear once we're moving, okay?"

credit_not_blame: the new moon at night (new moon)

[personal profile] credit_not_blame 2021-11-29 09:18 pm (UTC)(link)
The kids all look at each other, but none of them seem to have a better idea than the one Holly's offering.

"O-Okay," one of them says, and the others make similar noises of agreement.

None of the Nightrenders have approached the booth yet, not unless one is crouched down behind some debris. They don't seem much like ambush monsters though, so Holly and the kids are probably in the clear.
darvit: (Default)

[personal profile] darvit 2021-11-29 11:30 pm (UTC)(link)

"Alright, come on. Stick close together and follow me."

She throws a last glance towards Stacia outside, and makes a quick sweep of the area in case there are signs of something hiding nearby—not exactly a sure thing without her gear, but it'll have to do. As far as she can tell, Stacia's prowling has given them the space they need.

So, making sure the kids are actually doing as she told them to, she coaxes them to follow her out the back.