groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote in [community profile] lostcompass2022-01-18 07:42 pm
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the lighthouse & plot rolls


Did someone say to… turn off the lights? Brace to explore Ellethia’s ghostly lighthouse — and help with a freshly baked plot roll. The below should tide us until 6 February.

If you’ve received a plot roll and want to rally the troops for assistance, feel free to top level for your search here, or do your own [community profile] lostcompass post, hunt down a carrier pigeon…

Note: Ellethia is surprisingly fertile ground for plot opportunities, and there is "spare plot" for about four more character. If you missed the 'deadline' to ask for a roll but still want one, drop a line in one of the subsections! But don't feel pressured: the people who have received a plot roll will need a lot of support, and there're plenty of ways to get involved with their roll. Allocated, thank you!



THE LIGHTHOUSE



Crawling, clandestine or crumbling, you’ve made your way to the mist-drenched lighthouse of Ellethia-Hamsour — a gargantuan, converted tower that regularly flashes an eerie green light signal. Those who know MORSE code can recognise a strange mix of BEWARE, STAY AWAY, DANGER — and COME THIS WAY.

The compulsion to possess the lighthouse disappears when characters come in a 3km radius of it. In the tower surroundings, they can find sweet water wells, vegetable gardens, chicken coops and sheep, all seemingly well looked after and self-replenishing overnight. These plants and creatures are not subject to Ellethia’s life-death-rebirth cycles. Characters who stay within the aforementioned 3km range of the lighthouse can now safely remove their haute couture red gear, Enam reveals. He urges the party to reside at the lighthouse for the next three weeks, at the end of which one of the Merchant’s ships will collect them to travel east.

Characters can journey back and forth to Ellethia-Allayar over this period.

The tower spreads over 12 floors, featuring exceptionally high and vast rooms with emptied bookcases, sturdy tables, and scatterings of technological tools on the ground. On the walls, mindful visitors can spot discreet engravings of an eye with a sun instead of a pupil. A room on the ground and first floor each have cracked signs, spelling out IN TI T OF TE N LO and IBRAR O AR S, respectively. The 8th and 9th floor house well-used sleeping quarters, with bathing rooms located on the 6th floor. The 10th floor is all one large room, barren except for the wealth of very thin, crushed shards of various mirror types. The 5th floor hosts several long, ornate discussion tables — at night, those who travel it can hear ghostly whispers of vitriolic conversation, with speakers insulting each other and their impudence.

Those who spend time in the 1st to 4th floor past midnight will sometimes hear screams urging everyone to retreat, as “they come from above.” Sometimes, the long staircases will grow wet overnight with blood and decay, which disappear come morning. Across the various floors, the nightly ‘soundtrack’ includes panicked shouts, glass smashing, feral screams similar to those of the undead and running steps.



The lighthouse keeper Zenobius takes little notice of his visitors, allowing them to make their quarters where they please and partake of his resources. Enam’s helpers supply Kaneki some lugged-around stale dead meat, or he can fish undead mermaids. Using a fluffy sheep as bait is always recommended.

Zenobius is often found on the 12th level, absentmindedly using mirrors, lantern lights and glass panes to flash MORSE indications. He is often rushed, distracted and unwilling to converse. Sometimes, he appears to forget the people he has already encountered; on other occasions, his own name eludes him.

Swarms of mermaids encircle the coastal area close to the lighthouse, furious, feral and trashing to crawl onto shore. Every few days, Zenobius brings broken glass pieces from the 12th floor and throws them in the water, briefly appeasing the creatures before their fury stokes once more.

Every day, Zenobius spends several hours on the 11th floor, whose main entrance is sternly locked and enchanted. Characters can still climb to the 12th floor — where Zenobius sleeps — without entering the 11th floor hallways. To the right of the 11th floor main hallway door is a mechanical device that requires a palm print, which Zenobius seems uses for entry. On the door, a sign asks, WHAT DO YOU WISH FOR? Scratched beneath it, possibly by human nails, TURN BACK. For each time they want to enter the 11th floor halls, characters must speak a different wish and face the consequences.

Inside the room sleep 10 men and women of various ages, seemingly comatose on stone slates. Some show signs of scratches or healed bite injury. Depending on the hour of entry, you might find Zenobius sponge washing their bodies, combing their hair, mending their clothes or massaging their limbs.

The Sleepers live.


PLOT ROLLS

Lily, Joker and Anduin

Five and Daenerys

Yennefer, Eleven and Moiraine

Lorna, Wrench and Marcos

Zuko and Slick

John Connor and Kaneki

Hermione and Jon Snow

weifinder: (ask | where shadows hide)

[personal profile] weifinder 2022-01-20 09:45 pm (UTC)(link)
Sounds great all around! Minor effect to the visibility.

And compulsion wise, it'll be hard to dissuade because they're outside of the radius? For having any of the small boat folks experience symptoms similar to what the PCs did outside that radius. Mostly how unwilling will those boats be to turn back even when faced with obvious, aggressive, undead mermaids?
weifinder: (smile | from the cold)

[personal profile] weifinder 2022-01-20 09:57 pm (UTC)(link)
Got it, that gives some good playroom (and sad consequences), thank you so much! Will come back with anything else that rises from the watery depths over this.