Sol Raveh Mods (
solravehmods) wrote2016-10-01 12:45 am
October Intro Event: When It Rains, It Pours
The day when an influx of new soldiers appear in the castle never quite goes the way it should, does it? In a twist that many of the older occupants have feared the return of, with uneasy thoughts directed towards March, newcomers and various castle occupants alike just seem to...disappear.
It’s a turn of events that gives everyone a bit of a sinking feeling- which, as it turns out, is more significant in some cases than others.
For our Volunteers:
Beneath the various walkways and bridges that make up an area known only as the Drawbridges, little pieces of history hang forlornly over the side of the castle. Seven cages hang from chains that disappear into the stone above, circular in appearance with thick metal bars surrounding the sides, and wooden planks making up the roof and floor. Neither is doing much to stop the wind and rain from rushing through, and if things aren’t uncomfortable already, they will be very soon.
Because that sinking feeling from earlier appears to be rather literal. Although slowly, each cage is lowering- straight towards the unsettled sea below. If left unhindered, it’s quite possible those cages are all going for a little dip- which, for all intents and purposes, includes those lucky enough to occupy them.
So that’s the good news!
In worse news, those who attempt to get themselves out of the cages through force, technology, or magical means will find that it’s not going to be quite that simple. Any attacks or escape attempts, be they physical or magical in nature, will rebound against the insides of the cage; characters will have far more luck hurting themselves or others than they will getting out on their own.
Alongside the difficulty of being in the cages themselves, characters will find that they aren’t quite alone. The Queen is happy to ensure that no one feels even the slightest bit lonely, and ambushes from the shadows can happen at irregular intervals.
Characters’ only hopes, in this case, are to communicate, take note of the area around them, take note of the inside of their cage, and set the groundwork on the outside, before they’re left hanging just a little too long.
Details of who will be in which cage, and what information may be available to them, will be in the intro log.
For everyone else:
Locating those missing is only going to be the first part of your troubles. For the ones left behind, there’s plenty to do, in a very small time frame.
The Cages is an area that can be seen from the Drawbridges, with access given through the Sluices, recently cleared by a small party of characters in September. Navigating down to the location of the cages will lead characters into areas where the castle meets natural rock formations, and the area will be rife with shadow activity.
Upon arriving to the scene, characters will need to work together to stop the cages. By the beginning of the 2nd, all cages will be touching the water below-- and by midday, it will be far too late. Discussing this issue with those in the cages may help identify both the best way to stop them, as well as the best way to draw them all back up.
Each cage has an individual lock, which requires a key to open it. Details of the key’s locations will be within the cages themselves, and more information on how volunteered characters can decipher that information will be available in the intro log itself; once deciphered, however, it will be up to you to collect the keys in time--
After all, with the beginning of october 3rd; the nearby Eastern Reflector will be infested with Dementors and the Main Gate overrun with exasperating Derge.
Time is absolutely of the essence, as any characters still in the cages at this time may as well just be sitting ducks.
It’s a turn of events that gives everyone a bit of a sinking feeling- which, as it turns out, is more significant in some cases than others.
For our Volunteers:
Beneath the various walkways and bridges that make up an area known only as the Drawbridges, little pieces of history hang forlornly over the side of the castle. Seven cages hang from chains that disappear into the stone above, circular in appearance with thick metal bars surrounding the sides, and wooden planks making up the roof and floor. Neither is doing much to stop the wind and rain from rushing through, and if things aren’t uncomfortable already, they will be very soon.
Because that sinking feeling from earlier appears to be rather literal. Although slowly, each cage is lowering- straight towards the unsettled sea below. If left unhindered, it’s quite possible those cages are all going for a little dip- which, for all intents and purposes, includes those lucky enough to occupy them.
So that’s the good news!
In worse news, those who attempt to get themselves out of the cages through force, technology, or magical means will find that it’s not going to be quite that simple. Any attacks or escape attempts, be they physical or magical in nature, will rebound against the insides of the cage; characters will have far more luck hurting themselves or others than they will getting out on their own.
Alongside the difficulty of being in the cages themselves, characters will find that they aren’t quite alone. The Queen is happy to ensure that no one feels even the slightest bit lonely, and ambushes from the shadows can happen at irregular intervals.
Characters’ only hopes, in this case, are to communicate, take note of the area around them, take note of the inside of their cage, and set the groundwork on the outside, before they’re left hanging just a little too long.
Details of who will be in which cage, and what information may be available to them, will be in the intro log.
For everyone else:
Locating those missing is only going to be the first part of your troubles. For the ones left behind, there’s plenty to do, in a very small time frame.
The Cages is an area that can be seen from the Drawbridges, with access given through the Sluices, recently cleared by a small party of characters in September. Navigating down to the location of the cages will lead characters into areas where the castle meets natural rock formations, and the area will be rife with shadow activity.
Upon arriving to the scene, characters will need to work together to stop the cages. By the beginning of the 2nd, all cages will be touching the water below-- and by midday, it will be far too late. Discussing this issue with those in the cages may help identify both the best way to stop them, as well as the best way to draw them all back up.
Each cage has an individual lock, which requires a key to open it. Details of the key’s locations will be within the cages themselves, and more information on how volunteered characters can decipher that information will be available in the intro log itself; once deciphered, however, it will be up to you to collect the keys in time--
After all, with the beginning of october 3rd; the nearby Eastern Reflector will be infested with Dementors and the Main Gate overrun with exasperating Derge.
Time is absolutely of the essence, as any characters still in the cages at this time may as well just be sitting ducks.

Questions, Queries and Concerns!
Re: Questions, Queries and Concerns!
Basically, anything that would trivialize/bypass the need to decrypt the messages leading to the keys won't work, right?
OH ONE MORE: Can Sans summon Gaster Blasters to shoot bright energy beams at Shadows attacking other cages?
Re: Questions, Queries and Concerns!
Essentially, yes. Anything that detriments the need for the keys won't work in opening them.
MEGALOVANIA INTENSIFIES: bada ba ba, ba ba buh bababa
(that's a yes.)
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Re: Questions, Queries and Concerns!
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Re: Questions, Queries and Concerns!
curious seaserpents wish to know. Also if the chain is climbable from the outside.
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The cages themselves, as per the photo, do have about six feet worth of spiked metal surrounding the base of the cage. The rest of the chain is climbable, but people may have much greater difficulty when it comes to climbing back up.
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YOU SAW NOTHING
Re: Questions, Queries and Concerns!
...Also, on a less dumb-question note, if a cage gets low enough to be partially submerged, would Shadows attack from underwater?
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Shadows will also attack from underwater, should the cages become partially submerged.
Re: Questions, Queries and Concerns!
For another question though. Colin's planning a system of pulleys and grapnels to get supplies to people in the cages, among other things. Will anything, other than the storm, interfere with those reaching their intended recipients?
Re: Questions, Queries and Concerns!
Will the gears lowering the cages into the water have the same defenses as the cages themselves? Can said gears be jammed, if they're located?
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For the first questions; no, lock picking won't work. It does need to be the key obtained through the location specified upon each puzzle's completion.
Other than the storm, so long as none of the pulleys could be used in a manner that causes damage to the cages, there will be no problems setting them up, outside of the weather permitting it. Zaveid and Dove are also moving about the cages to disperse the supplies, as flying peeps do.
The gears do not have the same defenses, and can be jammed and even rewound, with force.
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The pulley system is probably the big thing Colin's working on to hoist people out of the cages, assuming nobody comes up with better plans. Between flyers and ropes, that should be doable.
And yay for the gears! (Though hopefully if they figure that out, it will be at a time where there's peril in place for everyone who wanted a near-drowning experience.)
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Re: Questions, Queries and Concerns!