TOIL AND TROUBLE ❄ PART 2

TOIL AND TROUBLE ❄ PART 2

They say to never split the party but this Halloween, they absolutely need to. A quick flyby of the Sandersons' house shows it's empty - they're out trying to find the children that stole their magic book.
In the meantime, they have other problems. They are seriously outnumbered by the witches and there are still un-evacuated children in the town. They know that Sarah Sanderson will likely soon sing her song to lure children to wherever the Sandersons' intend to feed on them. There are also allies to try to gather, and other witch problems that have surfaced.
There is nothing else for it. The Guardians have to split up in the hopes the situation will get stable enough they can find Jamie's classmates who stole the book before the Sandersons do.
Or hope they can run down the clock until dawn, when they'll disappear in the light of day.
❅ Format: The mod will be using prose because multiple npcs may need to be written speaking but players can pick any format they want, including actionspam.
❅ NPCing: This part of the plot will have mod npcing. If you can, please try to tag at least about once a day to your respective threads so the mod can try to block out some semi-predictable time for npc tags.
❅ Status effects: There will be more dangerous witches here. 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 in each setting location. You will often have whole setting areas to work with or even the whole open town. In some places, you absolutely can hotwire a car to run over a witch.

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Now, where are the bowling pins? Henry has An Idea. Maybe he should go back, it doesn't seem like nobody saw him.
Oh, there they are! He grabs a bowling ball, guides the throw. Strike!
Well, clearly it is perfectly logical that something will unlock now.
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Then the massive monster starts conducting and the music cues up again. Through the massive hall, giant spoked wheels start rolling at Henry at high speeds, trying to hit him.
He's the bowling pin now.
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"Oh man..."
Things do not look good. With his trusty sword of obedience, he has to make do. Swings it like it's a golf club to hit the wheels.
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The giant mermaid creature is agitated by Henry's continued presence. It starts to crawl downward out of its alcove towards him.
The music swells.
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Henry looks around. Which way can he go?
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Only, if he wants it, he's going to have a run because the wheels stop flying outward in straight lines and instead start rocking out horizontally across the room. Before long they're either going to hit him or cut him off.
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He figures he can get there pretty fast, and that there might be a pattern to understand when to step further to make sure he doesn't get hit, but the mermaid creature approaching gives him a limited time to do that.
Here's the plan: turn around to sprint forward really fast, stop, sprint forward really fast, stop, until he gets to the spear. He's going to have to leave the sword, too, because he has limited inventory.
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But then he's there, with the spear in front of him.
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"I got the spear."
He says to himself, dropping the Sword Of Obedience for now, probably because it helps him plan the next move. The next move being charging and skewering the creature's neck.