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deercountry2023-03-08 01:10 pm
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The House Always Wins
MARCH 2023 EVENT
TOO MUCH OF A GOOD THING
THE LEECH
HIGH STAKES
CODING
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. ]
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. ]
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.
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.
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.
WHEN: Second Half of March
WHERE: Anywhere in Trench, but not the Outpost.
CONTENT WARNINGS: Magically Cursed Ailment, Severe weakness, Anemia
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.
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:
WHEN: Second Half of March
WHERE: Goat Turning in The Cellar Door
CONTENT WARNINGS: Gambling, Possible Coersion, lowered inhibitions, Risk of Character Death
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.
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)
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:
no subject
Luz, for all intents and purposes, found sitting still the hard part. It was ALWAYS the hard part, and the thing that drove most people crazy when it came to dealing with her. But over time, Luz had begun to see how she could quietly calm herself into keeping focus.
"The calm part is all about remembering what this is: this whole place is like a big board game, and you're the piece! To win, you have to show people you're a part of the puzzle that's chess. Complicated, intricate, and unbeatable. You have to ooze that charisma, and you have to remember that everyone is the enemy."
Luz maintained her stoic face. "Like this."
no subject
She tried to mimic the stoic expression, wiping her face clean of emotion, but she was still flushed from the alcohol and looking at Luz's face, an expression so unusual, cracked her own. She cleared her throat and tried again, lips pressed into a thin line, serious, "All right, how's this?"
no subject
She was not about to pass up this opportunity.
Luz had noticed that Sharon was out of sorts though, and seeing that she was a little looser than usual, she figured it was very likely she had gotten to drink a little.
"Better? You won't win any Poker games with that one, but who knows? Maybe the slots will bring us luck!"
no subject
"I've gotten a few wins from the slots so far," she admitted, "I've heard Blackjack is a good one, too. Tinya gave me a few lessons earlier. How about I leave the Poker to you and I take on Blackjack?"
no subject
"You got it! Glad you're having fun too, even if it is something I can't enjoy with you. Poker sounds like it could be interesting. Kinda wish I had a whole suit and hat to wear, so it would feel more authentic."
It didn't matter how much Deerington and Trench had changed Luz: in the end, she would still be a bit of a dork, and proud of that.
no subject
"But, if you'd rather, we can stick together. I can cheer you on when you play poker," she didn't mind taking the backseat for a few games and she liked spending time with Luz.
no subject
Luz seemed to raise her shoulders slightly. "I would look SO distinguished with a monocle!"
Here though, Luz brightened. "Cool! I'm...well, trying to get the big prize. I want the blood."
no subject
And, truly, Luz would look so distinguished with a monocle. It would be good for her to get out and do more with the other girl.
"Oh, the Pthumerian blood?" there was a mild curiosity to her expression, "What is it used for?"
no subject
Ooh, it would! Luz would even be tempted to put on a little accent!
"I don't know yet, but I'm not going to let that stop me. Blood is important enough in this world, I can't imagine where there won't be a time we'll actually NEED Pthumerian blood."
no subject
"Let's grab something from the bar and then we'll hit up the slots together?" She can always use another drink to get the luck flowing, right? Right.
no subject
"Oh, from the bar, sure! I'll get a Shirley Temple and you get whatever you want, ok?"
no subject
"All right, Shirley Temple for you and a pink drink for me," it's possible the drink had a name but Sharon didn't care enough to know. She knew it was pink, she knew it tasted like a starburst, and that's all she needed. As soon as they got their drinks, Sharon led the way to the slots and grabbed them a pair of machines next to one another.
She took a seat at one of the brightly flashing, chiming machines, "As a kid, this is all I thought gambling was. Just a slot machine. I never understood how people got addicted to it."
no subject
"Pink drink? Man, I thought they usually named cocktails."
Luz understood that Sharon was a little tipsy, but that was OK. Luz didn't mind helping her and having fun with a friend.
Luz took her turn at the slots, pulling the lever and only nearly getting a match.
"Me neither, until I learned about card games. I used to think they weren't that big a deal, but I sure learned that was wrong! Card games are WAY more intense!"
no subject
The machine Sharon had sat in front of was Spring themed, each reel patterned with butterflies and flowers and vines in the shape of words like WILD and BONUS. Some made sense, others would be a learning experience. She set her bet and pulled the lever and got a free spin.
"Yeah, card games require more of your brain. Even Blackjack is more intense than this and that's pretty simple."
It's a Twin Peaks Return reference, shh.
Luz was all about taste, so alcohol so far seemed very far and away when it came to something she'd want to stick her neck out for.
"Ooh, that one looks fun!"
Luz nodded. "I kinda like it though. I don't do those a lot of time, just so people don't get a bead on how I'm going to act. I let them try and figure that out on their own!"
Luz pulled the lever and hey! She got herself a Wild!
"Hel-LO!" She proclaimed, grinning.
love a good twin peaks reference
Sharon wore her heart on her sleeve. She was an easy read for skilled gamblers and she knew it.
I agree, even if its the one that's the most devisive!
Luz showed Sharon a handful of tokens. "I'm getting pretty close to the goal! A few more and then I'll cash in my winnings!"
Which reminded her. "What prize are you after?"
one day i am gonna finish it
Sharon came for the free food and drink and to socialize a little but she had no desire to win any of the prizes nor did she want to ask for something from home, not with how she's seen Moss King manipulate people's requests to hurt them.
How far did you get?
Right. The Moss King. He was pretty divisive. Luz remembered that while Varian had been fine with him, Fern had not vibed with him well at all.
"Very impressive though! But if you're sure...that'll get me more than halfway. Are you absolutely sure?"
maybe 4 episodes in! bad headspace when it first came out and forgot to restart it
She dropped all her winnings on Luz's own as if to punctuate her certainty. There was nothing in this place she really wanted. Sure, she'd considered a few of the prizes for a moment but it ultimately wasn't worth it to her.
The original or the new? they are VERY different animals. [CW-Intoxicated teenager]
Luz was so happy, in fact, she accidentally grabbed the wrong drink and sipped before spitting it out.
"BLEUGH! What the heck was that? That was awful! Did I-"
Yes Luz, you grabbed the wrong drink.
"Oops. Ok. OK! Fine. I just have a few more games to win!"
Luz said that without sounding loopy. She was pretty sure she did, anyway.
the new! i loved the original & movie for years.
The moment Luz took a swig from the wrong glass, Sharon snorted and tried not to laugh too loudly, "God, you should've seen your face. Maybe alcohol isn't for you."
The new one is a LOT. I understand people who don't like it, but I enjoyed it. Mostly.
Luz is still coughing, shaking her head. "I never thought it was for me! It tastes awful and makes people act strange if they have too much!"
i liked what i saw of it!
She didn't drink again until she came here. Until after she lost Rose, "Drinking too much definitely sucks, though, and some people turn into assholes when they drink. But some drinks can be delicious. You just gotta find what you like."
She took a dip sip of her drink, "What do you prefer to drink normally?"
It is. A LOT. I enjoyed it, but you'll need to have some patience at some parts.
For some people, Luz would have had explained to her what would lead them to drinking, but in Sharon's case, she could imagine what might drive her to drink. There was bound to be a lot that Sharon had to carry, and doing that was bound to lead to things to try and kill that pain.
She'd seen other people in Deerington do the same. She might not have understood ALL of it, but she could see where it would play its part.
"I've noticed that, yes. People can act VERY differently depending on the kind of person that are too."
Luz looked dubious. "I dunno, I kinda find that hard to believe. Me, I'm a fan of sweet things, and sour stuff on occasion. Is there a drink that can do that without tasting like pee or lighter fluid?"
Luz read a lot of fanfiction describing the taste.
i'll have to get around to doing a rewatch sometime!
Strap yourself in, things get WEIRD. I do have the soundtracks on vinyl though.
oh man i bet the soundtracks sound so good on vinyl
They sound great, and if you like the Return, perfect mood music to write to!
i am always looking for more music to write to tbh
Twin Peaks works great! Also, for my morbid times, the Little Nightmares soundtracks!
my go-to is usually a horror soundtrack. lately it's amnesia machine of pigs!
My fav classic is always the first American Mcgee's Alice!
oh god yes i am gonna add that to my playlist now
It's a good one! For something a little more ethereal, try "Oxenfree"! <--listening to Amnesia now
adding oxenfree to my 'to listen to' list! thanks for the rec!
I ordered the vinyl months ago! It'll be here soon to join my "Gravity Fall" soundtrack!
fun! i need to order more vinyls but i am so picky about what i add to my collection
SO AM I. I'm very picky, but there are some exceptions I make for albums I just love