reddosmod: (Default)
Deer Country Mod ([personal profile] reddosmod) wrote in [community profile] deercountry2023-03-08 01:10 pm

The House Always Wins

MARCH 2023 EVENT
Due to the UNIQUE NATURE of the Moss King, previous March events are NOT available during this month's event. Please keep that in mind.

IMAGE DESCRIPTORS IN ORDER OF APPEARANCE

Prompt One
[Image One: Fanged, smiling carnivorous plant from little shop of horrors ]
[Image Two: House overgrown by roots.]

Prompt Two
[Image One: Person covered in glistening film that seems to be suffocating.]
[Image Two: Woman's face splattered in blood. ]

Prompt Three
[Image One: Poker chip with an anime girl's face on it. ]
[Image Two: Dogs Gambling Painting, but it's famous horror monster villains instead of dogs. ]

TOO MUCH OF A GOOD THING
WHEN: March 8-31
WHERE: The City of Trench and surrounding regions
CONTENT WARNINGS: Plant-Based Peril, Isolation, Entrapment, Carnivorous Plants, possible but unlikely death.


The plentiful and bountiful harvest of plants that started to blossom towards the beginning of the month has continued, and if anything? It's getting more and more troublesome. The old saying goes that too much of a good thing is too much, and this is definitely the proof of that pudding. Plants are literally growing everywhere. Trenchies can be seen cutting branches out of impossible locations, and vegetation is beginning to grow inside of established businesses and homes. There is an ever increasing market for vileblood based defoliation options that are being offered by entrepreneurial Trenchies, but the fact that more than a few of those selling the stuff have gone missing under strange circumstances calls into question their efficacy.

For Sleepers, this means that the possibility of encountering enlarged and potentially dangerous plants such as those seen in the earliest parts of the months grows ever more real. A human-sized venus flytrap might very well try to snatch one up, with all of the peril that entails. However, while it is possible for any exotic plant to carry with it potentially lethal threat, most of these are able to be dealt with by even the untrained with a machete. The real problem is the root systems and the plants that ones that talk. The former are the most likely to be encountered. Root systems grow over entire buildings during the mid to late month, choking over light sources and blocking windows to dim houses. They clench their grip over doors, making getting out of one's house an act of willpower and muscle that may have to be repeaated over and over again. Worst of all is the fact that many of these root systems almost seem to be intentionally creating barriers around the Lantern Network! The little moaners are safe, but their sphere of protection becomes a dome of wood, shielding and keeping them away from those naughty sleepers trying to hack their way to a teleport.

The talking ones, though, are downright disturbing. They're not very large, at first they do indeed seem to whisper and beg to be fed. Naturally, only blood will do, and the longer that they're fed the larger and more dangerous that they can become. But, so long as one doesn't feed them, they're harmless, right? Wrong. True, they can bite and it's easy enough to avoid them. However, it's what they start to say when they're denied their food that becomes disturbing. “There is a consequence of your actions, you know.” “Do not think that you are immune.” “Saving the Moss Brat seems wise now, but have a long memory.” Things like that. The voices they take on are eerie, unnatural and do not match the plants' normal begging voices. They never clear up who is speaking or what they're speaking about, but surely it's not a big issue, right?

By the end of the month, the plants wither away and break off of the various homes and businesses, leaving no visible damage behind, as if whatever caused them has faded entirely.

THE LEECH
WHEN: Second Half of March
WHERE: Anywhere in Trench, but not the Outpost.
CONTENT WARNINGS: Magically Cursed Ailment, Severe weakness, Anemia


You didn't think it would be that easy, did you? From the moment that the first talking plants appeared in Trench, there has been another ominous presence. Unbeknownst to the people of Trench, but the Moss King is recovering from Riteior's attack and, while they are safe and slowly getting back to their normal self, this has allowed for Riteior to offer a little payback in an effort to cause trouble to those seeking to stop his attacks on the Pthumerians of Trench. In the night, while characters are sleeping, the plants strike. They wake to find a thin film over them, but otherwise it appears harmless. The next full day, there's nothing wrong and they feel hail and hearty. In fact, those pesky little talking plants are gone from their house. Of course, the next day the horror begins to settle in.

Within 48 hours, Sleepers will find themselves weak and lethargic in the extreme. The condition is not fatal, but it is problematic and irritating. They will find that no amount of food, water and rest quite gets rid of the malaise that they are experiencing, a strange drowsiness and lack of energy plaguing their every moment. The longer it persists, the more dangerous it becomes. However, there appears to be no obvious cause, at least until they visit someone capable of treating their condition, be they a Blood Minister or trained physician. Victims of this curse appear to be suffering from a severe, but not life-threatening anemia. There is no obvious cause, but the Ministers are certain that it is not natural and is likely a result of a curse of some kind. They can offer stimulants and high energy food, which will help the person experiencing the condition, but the real danger comes if they try to use their blood for a blood ritual of any kind. The insidious reason becomes obvious. Someone is attempting to stop them from safely having enough blood to perform the rituals to seal them away!

Victims are “fine” in the sense that they could get through the month safely without risk of death and just be weaker. However, if they attempt any form of blood ritual or blood letting, they risk running out of blood, which would indeed be a life threatening concern. The only solution, then, is a blood transfusion of another type. The Blood Ministers are willing to provide blood from their banks, but caution that it is better if a fresh supply is used. Do you have a friend willing to lend a hand? Or, do you miss one of the deadlines this month for fighting back Riteior?

FAQ:
  • This condition strikes after the mid-month, when the latest batch of rituals further weakens Riteior, and ensures the Moss King's safety.
  • This condition is not life threatening, unless a person attempts to use blood for a ritual or other purpose without first receiving a transfusion.
  • If a person attempts to perform a blood ritual before getting a transfusion, their anemia can become life threatening very quickly.
  • It is possible to completely avoid this prompt by not being targeted by Riteior. His cursed targeting is not that precise and he is clearly becoming desperate.
  • When a transfusion is given, both participants will be lightly anemic for another 24 hours, but the condition will fade afterwards completely.
  • It is suspected strongly by some of the Blood Ministers and Arcane Scholars that this is a curse brought about by a brief moment of control over the Moss King by Riteior. This can be learned easily in conversation with members of the orders in Trench.

  • HIGH STAKES
    WHEN: Second Half of March
    WHERE: Goat Turning in The Cellar Door
    CONTENT WARNINGS: Gambling, Possible Coersion, lowered inhibitions, Risk of Character Death


    The Moss King appears to be 'on the mend' by the latter part of the month, or at least he seems to be his usual self. A flyer advertising a special for all Sleepers and residents of Trench at the Goat Turning, his personal gambling hall, circulates throughout town. The doors of the Goat Turning will be open to absolutely everyone, and nobody will be turned away for an event that will last the last two weeks of the month! Anyone who comes will be given a complementary set of chips for free, along with a very special commemorative poker chip embossed with their own face on it which they are assured they can keep afterwards, assuming they don't lose it betting! In fact, that commemorative chip is the only way that a person can return to the Goat Turning during this period, and has to be shown to get admittance, though you don't need to bet it even if it appears to be worth quite a lot! Every night, a new allotment of chips is offered to gamblers. It isn't much, and if they're willing to trade a few goods to get more, they can supplement their stash. What could be more fun than a friendly game?

    The drinks and food are free for those attending, and even better? They don't seem to have a lot of strange effects. The drinks seem to ease the symptoms of corruption, in fact, and make a person more relaxed and at ease, along with lessening their inhibitions. The food is filling and pleasant, but salty, making one crave the drinks more. But, honestly, compared to Generosity's botched and spoiled food in January it's almost heavenly, even if it does make it easier to want to keep gambling and gambling. After all, those prizes for the big winners of the night are certainly something to behold, and the kinds of luxuries that Trenchies drool over.

    The Big Prizes: (Maximum 1 big prize per character for the month)
  • A Lunar Orb
  • A Vial of Pthumerian Blood that can leave a person feeling sickly and weak if they come in contact with it
  • A Genuine Lantern, enabling a second teleportation location to be placed!
  • A Blood Enchanted Weapon or Armor.
  • An Item from Home that a character might not normally find washing up on shore

  • The Lesser Prizes:
    Players are encouraged to use their imagination on lesser prizes that could be won. Food. Supplies. Furnishings. Weapons. Tools. Clothing. Any number of valuable could be won throughout the month.

    So, what's the catch? There's always a catch. Well, like any gambling hall, the saying goes that the House Always Wins. This isn't true universally. You could have a hot streak at the Craps table, or you might just win on your lucky number in Roulette. It is very possible to walk away with enough chips to win a big prize all in one night, or build up over time to claim such a lofty goal. But the trick is that commemorative chip. It's the admission, and it's also the only way you can leave the gambling den each night. The chip must be presented both at entry and leaving, and only then does the reality become clear. That chip is so valuable because it represents your life! You might literally be betting with your life here! Should you lose your chip and not have it at the end of the night, the impressive and powerful bouncers at the door will bar you from exit, and once the hall closes there is nowhere to go but the basement. Anyone who enters the basement after hours will find that their life is indeed forfeit, and their debt is called. They will die down below. How will they die? Well, considering the fighting pits down below, any of a thousand deaths, some more gruesome than others, are possible. And, if another player holds their chip, they will be given a special pass to remain below, to demand their price themselves.

    So, if you lose your chip is it still possible to get it back? Absolutely! It is a gambling hall, after all. Someone just has to be willing to give it back, or to win it back from another player or the house. What could be simpler? Of course, because there are no compulsions in the commemorative chip, and no rules about how it is to be used or transferred other than that it must be won from the house in a fair game, it is almost as if the Moss King is testing his own guests to see just how far they will go, and what they will do if their life or the life of a friend is on the line.

    FAQ:
  • Players are limited to one grand prize per character. Please record this prize on the prompt below.
  • Characters that die because of this event may die in any reasonable fashion in the basement. Tools are provided. This may be handwaved.
  • Because this event involves the potential of players bargaining for their lives and death, we remind players to be mindful and communicative with others regarding permissions and preferences during this event. Do not break permissions.
  • Lesser prizes can be won in quantity, but we ask that you be reasonable about this.
  • The Commemorative Chip is non-magical and there is no compulsion to gamble with it. It is simply worth a lot more.
  • The Event is not age restricted, so underage gambling is possible.

  • CODING
    hammerbearer: (Gaia-Oh!)

    [personal profile] hammerbearer 2023-03-29 08:46 am (UTC)(link)
    Been warned about glitterbomb have you?

    Gaia perks up attentively as Mayerling confirms his identity. But she doesn't look surprised. Either she'd been halfway to suspecting it as an option or there's something else. He might glimpse it; the occasional puzzled frown as if some nagging thought was bothering her.

    Long removed from the time she might have mistakenly thought she had met and knew the man personally, there's still this bothersome feeling that she should know him somehow. She shakes her head as though to dismiss it, turning to more practical matters before her.

    "I see." Gaia will not thankfully, say out loud that it might have been a bit foolish on Mayerling's part and not just because of the danger of provoking a strange vampire with her usual tart barbs. Experience has taught her to appreciate that it might have been worth the risks to the man in the end.

    "Do you need blood to manage or recover? If you stay here I can go buy you some."

    Gaia is most certainly not offering up her own thank you. But she is definitely at ease in offering. Depending on what Mayerling has seen or witnessed or been told, it might not be much of a surprise that she's willing to help him out.
    whowillmourn: (= snerk)

    [personal profile] whowillmourn 2023-03-29 11:06 pm (UTC)(link)
    Someday Mayerling will meet someone who will not know what the word vampire means, and he will be delighted. As Gaia knows D, this moment clearly won't be it. Alas. Dressing the part as he does, it shouldn't be much of a surprise to anyone familiar with the concept, even if some matters differ.

    "Thank you," Mayerling says, "I appreciate the offer. I have what I need on my person."

    Fresh blood, even drunk instead of straight from the source, in the middle of Trench? Even trapped in an abandoned building for the day, Mayerling would rather not.

    "If you would not mind, perhaps instead something to better cover the boarded up windows?" Mayerling suggests. "To prevent sunlight from creeping upon me as the day passes."

    He's trapped here, regardless. His cloak has many properties, but it will not protect him from sunlight.
    hammerbearer: (Gaia-eyesclose)

    [personal profile] hammerbearer 2023-03-30 08:19 pm (UTC)(link)
    For Gaia, the 'learning about vampires' party started months ago when she first met D. Mayerling is a bit late. But at least she doesn't have the concept of what a classic vampire fashion should look like. Or look like. Even if, admittedly the now three vampire-types she's met seem to share a similar theme.

    "Alright." Make no mistake. Gaia may appear relatively comfortable about the concept of the vampire but she's certainly no less alert. While she isn't necessarily trapped - she can after all teleport - she is in close proximity to an injured one no matter how composed. The alternative suggested does little to ease any inherent wariness though in honesty she's not entirely sure what to think of how courteous the gentleman is being.

    "Well that should certainly be easier to take care of." Gaia risks a glance at the windows. Some still have glass in them, others have broken panes. The girl's hands seem to fuss absently with the leaf before realizing it may be part of the solution; both to fulfill the request and indulge in a test of sorts.

    "I'll be right back." To see if Mayerling will let her exit into the sunlight again and not suggest that she make use of materials inside the room to block the windows. Which would certainly be a reasonable suggestion if there wasn't also certain concerns.

    Like if the vampire wants the freedom to move around the building where a tasty snack remains.
    Edited 2023-03-30 20:19 (UTC)
    whowillmourn: (Default)

    [personal profile] whowillmourn 2023-03-31 03:34 am (UTC)(link)
    Mayerling nods. "So long as it blocks the sunlight," he says. He's not being picky here. It was foolish, yes, but he has no regrets about being able to walk in sunlight himself for the first time in his life. Even dying and returning as a squid would be a price worth paying, though as a Greater Noble and this makeshift cover, Mayerling hopes it will not come to that. He can always phase through the floor to lie in the foundation, odd as that is.

    Options, when time is of the matter, are important. The floor isn't sunproof either, but it's yet another layer of protection.

    "I will be here," Mayerling bows, "Thank you for your assistance."

    Even should she simply leave and her assistance was her attempt to save his life. Even if her assistance is ineffective because she doesn't understand the needs of vampires. Regardless, he is thankful.
    hammerbearer: (Gaia-reach)

    [personal profile] hammerbearer 2023-03-31 03:59 am (UTC)(link)
    Gaia walks back to the entrance, though it's clear her path is meant to keep the vampire in sight. She might well be aware he could have done something long before now. But at the same time the teen is also a little embarrassed at having put herself at risk in the first place.

    "You're welcome," she answers after hesitating by the door. It seems as if she debates saying something else before shaking her head and leaving, closing the door behind her.

    Gaia does feel a little better being out in the sun again. But she didn't intend to take this opportunity to flee (at least now that it's clear the man wasn't going to stop her from doing walking out). Mayerling might hear her pacing around the building and might even catch glimpses of her through those windows, counting under her breath and muttering to herself. At one spot she holds up the leaf 'blanket' to see how much it covers and then she's out of sight again.

    The sounds of a blade cutting through thick stalks probably makes it clear what she intends to do even before she draws near the building again some time later.

    The leaves by themselves might have not been opaque enough to block the light completely. But Gaia is a Darkblood. And having a base material to warp into something else makes the task much easier. What remains of the framework and glass in the first window and the leaves themselves abruptly meld together into a solid, blank surface. The light is completely cut off.

    Gaia can be heard moving to another window before the process is repeat and eventually the only sign of sunlight in the room is the crack underneath the entry door. It is briefly and partially interrupted by Gaia's return as she stops outside and knocks.

    "I'm coming in," is her warning before a handful of seconds pass and she cautiously opens it. Wouldn't want to catch Mayerling in a sunbeam after all that work now, would she?
    whowillmourn: (+ wonder)

    [personal profile] whowillmourn 2023-03-31 05:35 pm (UTC)(link)
    Mayerling stays where he is at first, hidden away as best as possible. When the light seems more than blocked but gone, he does the geometry to navigate the room without crossing a single beam of sunlight, no matter how narrow. His dance across the room happens both with supernatural grace and supernatural speed. The blink of an eye, maybe less.

    He's still there when Gaia announces her return. "Come on in," Mayerling offers, distracted, as he stares intently at the physical structure of the magical substance originally of leaf and glass. It's incredible.

    "Remarkable. You never thought about doing that before?" Mayerling asks, "On the spot job? Just like that?"