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nightmods ([personal profile] nightmods) wrote in [community profile] nightlogs2023-10-24 01:17 am

TOIL AND TROUBLE ❄ PART 1


TOIL AND TROUBLE ❄ PART 1


The streets of Burgess under attack. They fly through the air on broom sticks, spreading in all directions, under the direction of the three who offered them something special: immortal life.

And at the expense of children, no less!

The Grand High Witch has made her orders clear. All witches are to cause chaos and draw the attention of those who might stop the Sanderson sisters from recovering the book and brewing their potion. The dark being that explained things to them made it very clear: after this All Hallow's Eve, when dawn comes, all of them might disappear or be drawn back into their worlds.

The Sandersons may be doomed but even for the other witches, being drawn away from such a precious possible source of immortality, one that will allow them to drain the life from children, is unthinkable.

They need to draw the attention of these Guardians they're expecting to see. They need last longer than the dawn.

And so the witches descend, casting broomsticks aside as they land, their cackling scaring the children. In areas where they land, the children go running in fear into their homes - but tugging on their parents' arms and trying to draw attention to the problem outside is to no avail.

For one, the adults cannot see the witches outside - they're myths in this world, after all. And two, a powerful spell has been cast on the area causing them to mindlessly continue their normal activities. Parents are staring at the TV like zombies, or washing dishes over and over, humming to themselves and not answering. Leaving their children only one recourse: hiding in their homes or trying to run away and hide somewhere else.

The Witches are fortunately able to be pegged as witches on sight, taking off their massive hats and wigs to reveal bald heads, wearing their frumpy outfits and sensible shoes. They have wide mouths and jagged, rotten teeth, nails like claws, and smile wickedly as they snap heir fingers to magically open the locks on doors.

They are delighted to have such extra power right now, and so many extra allies, and such free reign tonight to find all the ways they can possibly eradicate disgusting little children.

PROMPTS

a) Work, Witch

The children run and are chased through woods and parks in their little Halloween costumes. Or after finding that their parents are locked up and frozen, mindless like zombies, they lock themselves in their rooms and hide under beds and closets, sometimes grabbing siblings, cousins, or the nieces and nephews of much older siblings, and making them hide with them. Some silently cry themselves as they hold baby family members in their arms, trying to hush them and keep them quiet so they won't be found.

The old ladies wander through houses that don't belong to them, ignoring the vapid and nonreactive parents, sniffing and following the scents of the children to try to find them.

"Ooh, dearie. No need to hide. I'm just a dear sweet old auntie you've never met yet. Why don't you come out and introduce yourselves? I have chocolate."

The Guardians are going to have to take this fight house to house, stopping the witches at the doors or fighting them inside. Despite the guise of older ladies, the witches are young and spry, able to do damage with their claws as well as their magic.


b) Sanctuary

A local rec center has nothing going on today. They did their Trunk R' Treat event the Friday before and close earlier on alternating week days. Since it's a community rec center and not a specifically child-oriented place like a school, it's the perfect place to funnel some of the rescued children and teens.

They need to be brought here where they're safe. When there, they need to be soothed and entertained, given food and drinks, and need to be told why they have to wear sound-canceling headphones in case Sarah starts to sing her song.

Those who aren't used to children will be a little challenged here in having to do the most important part of a Guardian's job, in convincing the children they're taking them to safety, and that they're safe while there. They need to be prevented from panicking and running.

Those who truly struggle at it still can find something useful to do. Salt and some of the Pole's supply of dream dream sand needs to be poured in massive protective circles around the edges of the basketball court. The court fortunately doesn't have windows, it's in more of a large warehouse-like room, but it does have doors that need to be reinforced.

Fortunately, it only has to be a staging area, Bunny is able to tunnel the children to temporary refuge in the Warren. But doing them one by one by one would be quite the effort. It's easier to collect them together in the rec center, temporarily keep them safe, then tunnel them there in groups.


c) Grocery Run

The rec center refuge needs a lot of supplies. The Warren has food Bunny has grown and water, but they still need that staging ground for the kids to be gathered first. Right now the basketball court is surrounded by a ring of protective dream sand and salt - but the salt ring could afford to be thicker. They could also use more ear plugs and noise blocking ear phones. Toys, too, to calm the younger children.

Fortunately, human adults just can't comprehend their wares just walking out the door on their own and entirely glaze over what might be causing it to happen. Unfortunately, witches seeing myths carrying armfuls of salt canisters and toys are kind of noticeable.

For those who need a breather, they may be able to catch a quick chat with an ally without interruption. For others, it will be the grocery store run from hell. At least stores have lots of produce to throw, or shelves to knock down on enemies.


c) WILD CARD

Got something else in mind? Go for it!


OOC DETAILS

Plot Parts: This part of plot is open to all characters, and players can have their characters be in more than one prom[t. Part 2 of plot will have several plot parts with sign ups, such as talking Halloweentown into helping, the plan to sing and blast speakers to drown out Sarah's song, etc. Player sign ups for the 2nd part of plot will be limited to 1 character per player, with each player only allowed to pick 1 prompt. Part 3 of plot will go back to letting all characters in on it, in taking the Sandersons down.

NPCing: The mods won't be npcing in this particular part, but players are free to npc any witches. Handwave the levels of magic you want them to have, ranging from magical fireballs to transformation to stealing a lock of hair and improvising doll proxy they can injure to induce injuries. Spells can require chanting as needed (such as if you want to have a spell interrupted.)

Enemy damage: Players can have their characters successfully kill the villain npcs. There just will be more of them, they'll just keep coming.

Status effects: Witches have magic and that means curses and other injuries the myth healing might not instantly fix. (Magical burns, etc.) You can play with this as you want. Spells and effects can either wear off in a short amount of time, wear off when the plot is over when day breaks, or need magical healing intervention at the Pole. Player choice.

Long-term effects: Players who go with some kind of status effect for a character can optionally have long-term consequences from it if they like.

Environment: Feel free to manipulate the environment. You have a whole town to work with. You absolutely can hotwire a car to run over a witch.

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 together to rescue an overwhelmed 3rd.
oldbookshop: (i am NOT prepared to discuss it)

[personal profile] oldbookshop 2023-11-11 06:35 pm (UTC)(link)
It's proprietary heavenly knowledge that a demon would find very boring.

[ And also technically isn't allowed to have.

Not that demons are supposed to know about heavenly assignment details, either, let alone flip a coin with an angel to decide which one of them is going to go knock it out alongside a temptation, so it's really sort of a long-crossed line as much as anything else. But! Still!

Aziraphale has the superpower of taking bait 9 times out of 10. ]
demonicmiracle: (108)

[personal profile] demonicmiracle 2023-11-11 07:36 pm (UTC)(link)
Oooh, proprietary, is it?

[At least he's going back to multitasking with writing on the walls while trying to rile Aziraphale up.]

You're probably right about the boring, though. I do remember the actual Heaven bits of Heaven being boring as all get out.

[The space parts of it were fun.]
oldbookshop: (lil bitch alert)

[personal profile] oldbookshop 2023-11-12 10:54 pm (UTC)(link)
[ Can't disagree because it's not like Crowley's wrong overall, can't agree because he's an angel and he shouldn't be agreeing with that out loud.

Aziraphale rolls his eyes like someone very mature instead. ]


I'm sure you do. Silly creature. [ Gottem. ] Just focus on not banishing yourself accidentally, hm?
demonicmiracle: (059)

[personal profile] demonicmiracle 2023-11-13 12:31 am (UTC)(link)
[Got called silly and a creature??? That's a win for Crowley, who is super normal about the terms that Aziraphale uses to refer to him.

Still, he has to stick his tongue out at him in retaliation.]


I'll banish you.

[Mumbled under his breath, but he gets properly back to work since they really should finish this sooner rather than later.

Then they can get back to keeping the kids from having meltdowns about literally everything that a kid could have a meltdown about. It's rotten work, etc etc.]