Lost Carnival Mods (
ringleaders) wrote in
lostcarnival2017-03-09 03:14 pm
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Entry tags:
⇨ HELL
Who: Vampire prisoners and rescue squad.
When: Evening Day 67 - Day 68
Where: Vampire Hell
What: The rescuers go to hell. Top levels are in approximate chronological order.
Warnings: Violence, torture, tryhard demons who aren't very creative.
When: Evening Day 67 - Day 68
Where: Vampire Hell
What: The rescuers go to hell. Top levels are in approximate chronological order.
Warnings: Violence, torture, tryhard demons who aren't very creative.
RESCUE MISSION: HELL↴![]() The air smolders as you travel through the star-shaped portal the Ringmaster has opened - the gateway to the hell dimension that has taken so many if you. Ahead, you can see the grand entrance to Morningstar's fortress, a single point of civilization in the center of a barren, lava drenched hellscape. Of course, you won't be entering from the front. That would be stupid. The Ringmaster's plan is simply in explanation but far more difficult in execution. Her instructions are that she will attack the fortress directly, and that the rescue team is to enter inconspicuously and rescue who they can while she engages Morningstar. She has provided you with silver weapons - daggers, swords, and some projectiles - which you may or may not choose to use. Shedding a trail of orange and green embers, the Ringmaster will sprout her dark, feathery wings and take to the air, leaving the rescuers to contemplate their instructions now that they've arrived. The fortress is large, and as such there are many potential side entrances to find. It will take some doing, but the group will be able to accomplish it. Meanwhile, many of the vampires within will be distracted by the Ringmaster's now very audible arrival, and don't seem to be expecting a secondary attack. The initiative is yours, and the captives are there to be found... but will you succeed? ► GATEKEEPING: For those who don't trust their mettle enough to travel all the way to hell, there is an important job to be done back at the carnival. The Ringmaster's obsidian daggers have opened a portal there, but while the rescuers enter that portal must be protected - both to keep it from collapsing and stranding everyone there, and to prevent anything demonic from escaping onto the carnival grounds and causing havoc. If you need to take it easy but still want to help, this is a good place to be. It's also a good place for nervous hand-wringing about whether any of your friends will make it back alive. ► PLAYPEN: The cavernous pits where the neonate vampires are dumped, in order to engage in a survival of the fittest style battle royale where only the strongest and most cunning will emerge. Those that were turned during the masquerade were dropped down here a couple days ago, and so someone needs to go collect them. Try not to get eaten by the hordes of other starving neonate vampires down there while you're at it. Maybe you could even try to save some of them, if any seem worth redemption. ► CAPTIVES: While the supervisors were initially all caged together in large cell surrounded with a moat of lava, it seems that most of them have now been moved elsewhere. Where they have ended up is a puzzle you'll have to solve quickly - there are plenty of vampire sentries about to try to get in your way, and some of the prisoners may already be significantly worse for wear. If anyone has any powers that help them find people, this would be the time to use them. ► MINIBOSSES: Unfortunately, the enemies here aren't only capable of damaging the body, but the mind, too. In these particular cases, that corruption of the mind has been used pointedly to Morningstar's advantage - two of the carnival's most dangerous members have now been turned against it. If you want to get out of here alive, you'll have to go through them. If you're really lucky, you'll get them out alive, too. ► BOSS FIGHT: Before the rescuers and the rescued can escape, Lord Morningstar will arrive to corner them, with an entourage of elders. Let's hope that she gloats long enough for something to turn the tables. |
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She reaches towards the door, first with an open hand, then folding down her pinkie and ring fingers. Her brass nails gleam in the crystal's light as she tries to stretch out with her senses. One issue is just that she doesn't know Zecora well. Even so...
"I don't think it's a good idea. We should try the others first," she says, frowning.
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Lambert's senses, on the other hand, offered a more concrete clue. Plenty of blood showed on the floor here, ranging from fresh to long-dried, but only one slow trickle corresponded to the occasional hoofprint on the grimy, sticky floor. That trail led further on, deeper into the darkness.
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"Okay," he agrees, swallowing. He looks towards the door. "Sorry... We'll come back later!"
He notices that Lambert seems to be searching for something, so he'll lift up his crystal to give him better lighting. Sorry, he has no idea you're using a magic eye potion right now.
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Now there's enough light for Scout to see where Lambert's looking, even to pick up on one of the hoofprints, but not to distinguish that blood from the rest of the mess here. This is the most striking difference between here and Vjun, she muses; the slaughter there had happened long enough ago, and the caverns flooded readily enough, that it hadn't smelled terribly. Here, well, here's a charnel house.
"See anything?" she asks.
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"There's a trail this way," he says, without much further explanation -- he's not even sure they're looking for the same person, but it doesn't matter much to him. He advances, following the trail where it leads, but truth be told he doesn't much know what sign he expects to find of the doctor. He'll just keep his eyes on the ground and one hand on his medallion, hoping -- although he guesses it's unlikely at this point -- that he might pick up ambient enchantment.
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And then nothing. The trail stopped cold, leaving them sandwiched between two blank walls.
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At least, up until they come to an obvious dead end. Steven is quiet for a few moment, frowning.
"...Are we lost?" he asks after a pause.
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"Trail ends here," he says. But there's nowhere to go. Hidden door, maybe? But what would she even open it with ... he runs his fingers across the walls regardless, idly thumping to see if he can detect a hollow spot, though he doesn't expect to find anything.
"I think it's the doctor. Haven't seen any of those demons with hooves yet." He offers. "Either of you know anything about her?"
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"You want to work out if that means anything, or should I just cut the wall open?"
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"Keep it handy in case the noise attracts anything," he suggests. "I should be able to knock this down..."
He squares his stance and raises a hand to sketch out a brief, sharp gesture to call on the spell he needed-- something that sent a short, sharp blast of telekinetic force at the wall, with enough force to break weakened stone.
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If that was what they wanted to do.
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Everyone knows you've got to open a hidden door when you find one, right? If nothing else, maybe there'll be something valuable behind it.
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In the faint light, Zecora looked almost an inch from death, and her struggles were mindless. She gave no sign of knowing they were there.
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"Zecora?" He raises his voice to be heard over the rattling chains, although he can already tell that if she can hear them? She's not in any state to comprehend them.
His silver sword's going to be no good for this, so he sheathes it, taking out the steel instead. "Watch the door," he tells Steven -- they're going to need that healing spit of his once they get her out of that crap, and in any case unless his spit also dissolves metal, he probably isn't going to be much use for this part -- and turns to Scout.
"Can that thing cut through iron?"
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She approaches and kneels, examining what she can in the low light. Carelessness with a lightsaber costs dearly, so while what she really wants is to just make a couple of clean cuts she takes a few breaths to evaluate. "Sure it can," she says absently as she studies the lay of the chains and the muzzle.
Then her blade moves - flick, flick, the tenor of its hum intensifying, and the spike and cuffs holding the chains fall, glowing orange from their contact with it. There's probably minor singeing where the heated metal was too close to flesh, but at this point does that even register?
"Lambert, drag those chains off her back," she orders, trying to remove the muzzle delicately, without catching it on Zecora's teeth. It feels unpleasantly cool against her hands, but her changes are relatively minor.
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Possibly lucky for them, but it certainly made the muzzle difficult to remove.
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Peridot had been one thing... she had obviously been mentally disrupted, but she was in one piece and she wasn't in pain. This is totally different. As Lambert and Scout enter, he's frozen in the doorway, only technically following Lambert's instructions. He's paralyzed with horror.
He doesn't think he can fix what's wrong here, and it's a sinking feeling in his gut. He's scared now - really scared - and a few moments later he has to force himself to look away.
Tears start beading from his eyes, against his control. He buries his face in his hand, sniffling and ashamed of himself.
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"Calm down, we're helping you," he directs the spell at Zecora, putting the force of will and magic behind it as he waves his hand in the air, dark enough here that the faint sigil he traces is visible. Honestly, Lambert's not sure the magic will take hold -- he's used it to calm panicking horses before -- but it's worth a shot.
In any case, he'll take this opportunity to do what Scout says and drags the chains off her back as quickly as he can without doing more damage to what's already there.
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"Sorry, Zecora," she says, and in the same tone, both sympathetic and certain, "Steven, it's going to be all right. We're going to make it all right."
The muzzle's definitely more difficult than she'd thought, not something she'll really be able to remove unless Zecora holds still. Scout runs through the pain-blocking technique in her head. Zecora's physiology is fairly removed in some ways from that of standard mammalians, but she's still based on that pattern, still carbon-based. "I can stop the pain," she says, with more certainty than she really feels. "But I've got to touch you for that."
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But do they block the pain first, or remove the muzzle first?
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"It'll be all right," Scout says again. "Let me touch you. I can make it feel better." Carefully, her fingers spread, she lays her hand on the zebra's neck, pulls a deep breath, and lets the living Force open up and reveal the extent of the task. It's pretty considerable.
Pain is a signal the body sends the brain. Damage, act accordingly. With the quiet help of the Force Scout traces nerves and judges that they're basically all signalling, and she can make this a lot faster if she sets up only two blocks - one big one at the back of the skull, receiving from the body in general, and the one cranial nerve that picks up most sensation.
The sensation as Scout fits blocks into place isn't numbness replacing pain, exactly. It's more a feeling of pressure and of cold or heat, maybe a hint of pins and needles, right on the edge of unpleasantness and still crossing over where the muzzle is but, she's judged, better than the kind of pain this degree of injury and exposure to iron creates.
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"How long's that gonna last?" he asks. Without a maddened zebra in the room, at least, it's quieter, though he can still feel the adrenaline coursing through. They're so far out of the clear here, it's not funny. "Can you take the muzzle off and do that at the same time, or should I ... ?"
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