The Powers That Be ([personal profile] powersthatbe) wrote in [community profile] synodiporia_ooc2017-08-26 10:33 pm
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Jauntside: Week Two Summary/Week Three Plotting.

Week Two Summary

A sinkhole opens at the intersection of Hookstone and Hornbeam, allowing a glimpse of the relics of Harrogate's unpleasant past.

Zed taunts the living exploring the sinkhole, and when he tires of that, moves on to attempting murder by taxi. James attempts to discreetly ward Thistle House against unnatural interference to create a safe haven from the coming storm. Father Brown prepares for a fight against malevolent entities, and patrols the area around the sinkhole for signs of demonic influence. Ace recognizes the uncovered relics for what they are, and attempts to warn off any overly intrepid explorers. Skye and Kris film their exploration of the sinkhole. Elle provides medical assistance to those injured in the collapse - or foolish enough to go down into the hole voluntarily - but otherwise continues to keep to herself.

Down in the burnt-out streets of old Harrogate, Innkeeper Laing is still searching for his son.

Those who venture into the burnt-out husk of the Harrogate theatre encounter things more troubling than lonely wanderers: a horde of tattered spirits, violent poltergeists, children's rhymes and reeking whirlwinds, electronic interference and distorted echoes, phantom smoke and floors that leak pus.

And while the explorers dare the sinkhole in Harrogate, Matthew and Riddick attempt to get in contact with Death of the Arcana - and find themselves in what might be a dead Arcana's space instead.

Raidou's attempts to continue his investigations Deathside are disrupted by disquieting visions. Alcuin's nightime excursions draw unfriendly attention from the local "health inspectors". Beatrice makes use of haunting as a method for passing messages to the Investigators on the living side.

Jason tries to get an explanation on the sudden diminishment of the psychic network. Riddick gives a possible partial explanation to those on the living side, which probably isn't comforting to anyone. Eren checks in after busting through from the walkabout.

Week Three Plotting

  • At the beginning of this week, breathside, almost all dreams become vivid nightmares involving the dead. Possessions and poltergeist incidents become ten times more common than they already were. And the living can clearly and lucidly hear the dead in their dreams. The mass insomnia this inspires and public confusion or panic lead almost immediately to the government cordoning off the town, preventing any and all travel by road or rail from passing the city limits in either direction. The city government receives a notice that under the Emergency Powers Act, executive authority has been vested in agents of military intelligence already on site.


  • Deathside, the number of roaming, restless spirits grows tenfold, and the newcomers are almost all mad, deteriorated ghosts, little more than chaotic extensions of some necromancer’s will. Travel becomes unsafe for this reason, leaving hiding and dreaming as the safest course of action - and in dreams, the Veil is now all but nonexistent, permitting clear communication with any living soul they choose to contact.


  • On both sides of the veil, it is clear that whatever is afoot, time is rapidly running out to find the source of the danger and set things right. Whatever is coming up must be worse - unimaginably worse - than what has been seen so far. Even though knowledge of the unnatural is dangerous, ignorance is hardly safety, under the circumstances.


  • A dream exploration prompt will be provided for Travelers to submit their exploration of deep and dangerous dreams, but rather than RNG, this week we will be looking for especially creative and daring experiments to reward with fragments of plot. (If you submitted yourself for RNG in week 1, & link us a dream exploration this week, you’ll have preference in getting selected for something now).


As always, the plot can be fully deciphered through interaction with Plot Infiltrators; this bonus mechanic is meant to provide more options and let more people participate, not replace CR-driven plotting. We’ve been trying a different exploration mechanic each week to see what works best; & will continue to do so. Before our final mingle goes up in ten days, but after threads from this mingle have started, we’ll post a poll asking players to decide what exploration mechanic or mechanics they want available in Week 4. We appreciate everyone being willing to try new things with us & see what’s most helpful in making the plot accessible to all interested parties!
awitchdidit: (but what's puzzlin' you is the)

[personal profile] awitchdidit 2017-08-27 05:36 am (UTC)(link)
Yeah, swarms of the mad dead are bad. Beatrice is going to focus on finding the source of this problem, assuming she doesn't Double Die in the buried-theater thread I just remembered to tag. She's going to totally focus on this, part of which is going to be communing with our surviving mediums to get Breathside info on Zed, Bernkastel, and The Hole.

Most importantly, she wants to learn how to force ghosts to pass on. She could also do with data on binding them, but she's pretty sure she has a conspiracy theory on why that would be a bad idea long-term. She'll leave sealing The Hole to people with more Eldritch knowledge than her, but she's definitely going to be encouraging it.

Notes for myself, don't reply, feel free to look

[personal profile] awitchdidit 2017-08-27 06:44 am (UTC)(link)
Information to be learned this week:

1) (Brainstorm) Ghost swarm is a feedback loop of ghost summoning > negative emotions > more ghosts popping up.
2) (Brainstorm) Simply removing the instigator from this equation by somehow resurrecting them with Liminal Shenanigans might not solve the problem.
3) (Research) Ghosts can be bound temporarily using known magic, bound permanently using unknown magic, or they can be "moved on" by resolving their emotional issues - therapeutically or forcibly finishing their unfinished business.

Current conclusion: got a solid "How" and a tentative but likely "Who" (Bernkastel, as the most capable person around Zed). Learning "Why" the culprit is doing this and why she's a ghost in the first place would be both useful information and a way to stop her by moving her on. Might be worth figuring out if there's any way to mass-move-on the insaner ghosts too.