apocalypsehowmods: (Default)
Apocalypse How Mods ([personal profile] apocalypsehowmods) wrote in [community profile] redstringtheories2021-09-05 08:32 am
Entry tags:

TDM #3




➥ Arrival


(cw: potential for severe disorientation/vertigo, claustrophobia, arachnophobia, body horror)

It happens in the blink of an eye. You may have been asleep. You may not have. You may have stepped through a door or turned a corner. You may have seen a flicker of something at the corner of your vision and turned to look. Or maybe you didn't.

It doesn't matter. What matters is that you find yourself somewhere entirely new and entirely unfamiliar. The arrival point is not always the same. (If you're lucky, it might be a canteen or an open office. If you're not, well... you aren't claustrophobic, are you? Or arachnophobic. These ducts do seem to be a bit cobwebby.) There is no one waiting for you but you don’t seem to be alone, either. Even in a janitor’s closet or the bathroom, you’ll find at least one person who seems to be just as out of place as you are.

If characters have arrived in a location devoid of NPCs, they may want to work together to figure out what is going on... or to avoid their 'kidnappers.' If you’ve arrived in the middle of the entry foyer or the gym, there may well be a few people who startle a bit at your arrival and try to approach (or discreetly leave the room... where are they going?). Will you cooperate or fight? Do you even understand what they're saying? You might need to find a translator, if you’re not immediately willing to follow a stranger.

After characters follow their new hosts (or are forcibly taken in) there will be a limited tour and the chance to settle in at the ADI-provided housing. (Do you enjoy living with strangers? Well. It's a new situation to navigate, anyway.)


➥ The Butcher's Camp


(cw: animal death, both human and animal butchery, implied cannibalism, potential for flesh/small limb removal)

Weird things happen in Dogtown, everyone knows it. The Apocalypse Disruption Initiative (ADI) is not above taking advantage of that to test out the waters for its newest arrivals. They're not looking to send anyone to their death, though. That's far too much paperwork, you'd been assured with a wink from the employee who'd directed you to the park trailhead. You've been left with another person. Maybe they're a new arrival, as well, or a more seasoned 'veteran.' Either way, you're together for the next while and you've been asked to find and record any paranormal activity in the park. You have your phones and any other equipment you might have brought with you. Those who succeed in documenting anything peculiar will receive a $100 reward to be used as they see fit.

This month characters who venture into Dogtown will eventually stumble across what seems to be an abandoned camp. Its usage is fairly obvious: the remains of a hunting camp. And remains really is the operative word, considering that whoever used the camp wasn’t particularly fastidious about cleaning up after themselves. There are bits of various animal carcasses strewn around and by the looks of things the prey of these hunters was quite varied. Not all of them are prey animals either.

Stepping into the camp seems to have an effect: anyone who passes over the threshold to investigate will find themselves powerfully driven to mark themselves - or their partner - with lines that seem to indicate where a butcher might cut. There are black, red, and white paint pens littered around the camp that are perfect for this exercise. As they proceed, they will get the sense that once the lines are completely drawn, something will be coming along to make use of them.

Staying too long after those marks are completed - either through curiosity or through some other force - will result in a sudden unconsciousness. And when you wake up? (If you wake up…) Well. It seems the butcher has returned and taken just a bit more flesh. At least the wound is properly dressed, though. Thank goodness for small mercies.


➥ Mirror, Mirror


(cw: altered perceptions and unreality/hallucination, body horror, dissociation, wounds, cancer, stalking)

Something is wrong with the mirrors.

Everywhere around Gloucester - at ADI headquarters, in ADI housing, at Bonnie's Flophouse, even in the bathrooms of mundane businesses (and, presumably, the homes of the innocent and uninvolved), looking in the mirror has become...risky. It's not predictable; it doesn't happen every time and may or may not happen to any given person the same way twice, but look into the reflection and you may see something that should not be there.

Perhaps your own reflection has changed, a face (human or monstrous) you don't recognize looking back at you, eerily in sync as though it has every right to be your true reflection… or un-synced from your movements, smiling knowingly at your distress.

Or maybe you still see your own face, but something about your body is warped, wrong: a growth or a seeping wound you can't find on your own physical form but that exists glaring and insistent in your reflection and feels, somehow, as though it's there in phantom form.

Maybe it's a pair of eyes watching from over your shoulder, hiding in the shadows, peering at you from every mirror you pass. Is it watching you from your reflection in that window, too? Is it growing nearer?

Possibly there's nothing wrong with your reflection at all, but the reflection of the room behind you stretches and twists, a view into an impossible, broken world that leaves you dizzy and wandering, lost down an imagined maze of hallways or following a phantom figure until someone else can snap you out of it.

Something is wrong with the mirrors. Best not to look again, lest you find out what else they have to show you.


➥ Haunting Tunes


(cw: hallucination, hypersomnia, vehicular accidents, potential for injury)

The summer is fading, and businesses around Gloucester have taken note. Fall decorations go up, and even some very early Halloween decor is on sale. The air is crisper in the mornings and evenings, the ocean breeze just a bit stiffer. There also seems to be a new melody floating around the town, one that leaves people feeling fatigued, heavy. Did you hear a snatch of it near the docks? Something that's vaguely familiar to you, nostalgic, almost. Maybe it's more a memory?

That song or memory seems to grow stronger when approaching the graveyards scattered throughout Gloucester. So, too, does the fatigue. Wouldn't it be nice to just sit down and rest? To close your eyes and let every worry that troubles your mind be soothed into the quiet oblivion of sleep?

Those most affected might find themselves passing out, and they always seem to do it when they are putting themselves in the most danger. You might drop while crossing a busy street or while riding a bike or some other wheeled mode of transportation. Those who investigate will find that traffic accidents seem to have seen an uptick recently, associated with the onset of these haunting tunes. They seem to be focused on the graveyards, but there's nothing immediately apparent there that might be causing problems.

Drink lots of coffee, and be careful trying to do anything. Stepping outside could be the last thing you do.



➥ Mod Notes
  • ARRIVAL (Sep 1 - 21): Two people will always arrive in the same general location together. Arrivals occur throughout the early month, not all on the same day or in the same place. Arrivals are not naturally fluent in English/other languages immediately upon arrival. Characters may attempt to evade capture, but they will eventually be snagged before they can leave the building. PC's already in-game are more than welcome to interact with and try to guide new PC's to get them oriented. Please refer to the Arrival page for details regarding the arrival and onboarding process.

  • THE BUTCHER'S CAMP (Sep 1- 24): Characters will only encounter the camp once. Everyone will feel the compulsion to draw carving lines along their own skin or that of the person they're with. If they stick around for long enough, they will pass out and may not wake up again. Those who do wake up will find that a piece of their flesh is missing and the wound has been bandaged. Whatever is taken will be non-fatal, but it will likely be inconvenient (e.g., some part of their calf or forearm, perhaps a finger or toe). Once ADI is made aware of injuries happening, they will stop sending people to Dogtown for training and only send people with the understanding that this is a potentially dangerous mission. Please bear in mind that if a character dies in the TDM prompt, they are dead. A different version who doesn't have TDM memories may be apped in their place. Similarly, injuries will not magically disappear. If your character loses a chunk of themselves, it is gone unless they can find someone who might be able to magically heal them. No one at ADI will offer this service, just mundane medical assistance. Magical healing is reserved for fatal injuries given the price of it!

  • MIRROR, MIRROR (Sep 1- 24): Characters may encounter a mirror effects multiple times, and may experience the same effect each time or different ones. As noted in the prompt, there is no apparent rhyme or reason to when any particular mirror exhibits any particular effect. Within the first week of the effects becoming known, ADI will cover all the mirrors within their headquarters and send out an advisory for characters to do the same in their homes. Characters who experiment and/or interview locals will, after a lot of legwork, be able to ascertain that the effects seem to be most concentrated on the west side of town, nearest the empty fields where the Fenix Down Extravaganza had set up their circus tents last month, with additional concentrations around ADI-affiliated buildings and Bonnie's Flophouse. Mirror effects will gradually grow less frequent over the course of the month and cease to occur after the 24th.

  • HAUNTING TUNES (Ongoing Effect): The tunes will be oddly familiar to the character, even if they are not from modern Earth. There are currently no ill effects from the song apart from inducing fatigue in characters. They can fight it off with coffee/caffeine, or other things they'd typically use to wake themselves up, but that tiredness always returns. An examination of the graveyard will not turn up a specific source. It just seems to be something there.
bloodalwaystells: Hrm (Default)

Butcher Camp

[personal profile] bloodalwaystells 2021-09-07 06:51 pm (UTC)(link)
Jaeger, on the other hand, is very much used to research in the field and looks far more at-ease with the surroundings. His sensible work boots, pants, and long-sleeved shirt are suitable enough for another venture into Dogtown, his camera hanging by its strap and ready at hand for anything interesting as he takes in the area from behind a similar pair of sunglasses. He glances over at his current partner every now and then to make sure that Essek is keeping up, calm and patient as they pick their way through the brush toward what looks like a clearing.

"Quick would be good," he agrees in his quiet, rusty voice. "But I wouldn't count on it. These investigations can get very strange, so we should be ready for anything."

The smell hits him first, the sweetish decay of offal left out in the sun. Old blood, rotten meat. Unpleasant, to say the least, but it indicates that there will be at least something of interest when they finally break into the clearing ahead. Not something they want to find, but something at least to validate this little expedition.

He's starting to really hate Dogtown.
resonantcomplications: thelyss (Troubled)

[personal profile] resonantcomplications 2021-09-07 11:49 pm (UTC)(link)
"I can do that, at least." Travelling with the Nien and even just Aeor as it was gave him plenty of experience in expecting things to go sideways and prepared for anything was what he usually aimed for, with various levels of success.

Prepared for the smell was another thing entirely. He's had more than one occasion to come across unpleasant smells, but that didn't mean he was used to it by any means. He did his best to cover his gag behind the clasp of his hand, but cleared his throat and pressed on.

Not a useless rumor, more than likely. That was, ultimately, good. It meant this wasn't for nothing, even if what they found would be less than ideal.

"Will they be expecting samples or simply a report?"
bloodalwaystells: Hrm (Default)

[personal profile] bloodalwaystells 2021-09-08 12:04 am (UTC)(link)
"We should be as thorough as we can." He can feel the stench clotting up his senses, lingering like it's stuck there, and makes a mental note to bring Vapo-rub on future expeditions. He'd kill for some menthol right now, and it's not even the absolute worst it can be.

Because a lot of the scene looks fresh. Bits and pieces scattered around with their relevant tools. He goes very still, eyes casting about for signs of life, beyond just this grim tableau.

He looks at Essek again, to see how the other man(?) is handling it. He raises his camera for a moment, aware that he should start snapping pictures, but then lowers it again. Still not quite processing the details here, he needs another minute.

"The more details we can gather about the whole thing, the better. But be careful, I can't tell if any of this has magical purpose or not. I don't see any circles or charms, but that doesn't mean it's safe."

Yes, he's going to be matter-of-fact about the magic angle.
resonantcomplications: thelyss (By Candlelight)

[personal profile] resonantcomplications 2021-09-08 03:58 pm (UTC)(link)
Coming from the magic angle is something Essek can do and beyond the incongruity of the device the man wields and his talk of magic, it's the part that most resonates with him. It also happens to highlight his current frustration that flickers through his expression. If he weren't trying to be careful, he could cast all sorts of things to try and learn more. Unfortunately, he'd have to rely on more mundane options for now.

"If there are any, they're likely to be hidden, trapped, or even partially erased. Luckily, I would like to think I have a rather keen eye for that." He looked around at the hunks of flesh and efficient tools of this butcher's trade before sparing Jaeger a glance. "Whatever it is you intend to do with that device, I would recommend doing it quickly and carefully. I will take a look around to see if any sign of the arcane remains."

He hesitates only a moment, brow raising and expression turning dour for his disdain of their surroundings. "Other than the obvious, please be careful what you touch until we know for certain there are no traps here." He turns and begins searching a little deeper into the carnage, eyes tracing indifferently over the obvious signs of unpleasantness and looking more for the subtle things. Circles of chalk or anything else, symbols, runes, or even instruments left behind in a hasty exit, anything that might indicate more than a base physical interest in the flesh.
bloodalwaystells: Watching (watching)

[personal profile] bloodalwaystells 2021-09-09 02:05 am (UTC)(link)
"You be careful as well. I'm not sure what some of these corpses are." Not just deer and other expected prey animals, but he thinks that leg may be a bobcat, there are parts of dead birds hanging from a rack, and that rib cage is...suspicious.

They both have some similar background in common, because Jaeger is also watching very carefully for signs of things that aren't right. Beyond the array of body parts and viscera and tools. He's likewise lamenting his lack of magical ability, but fortunately he has a few other things at his disposal. Experience is useful, here, and he's eternally grateful to have fallen into an occupation that he can understand how to do.

"It's a camera. It captures images, and I don't have to touch anything to use it." He holds up the camera so that Essek can see the glass lens and small dials on the device, all in rather unassuming silver.

In demonstration, he picks a segment of the scene and snaps a few shots of it, without taking a single step. Turns in place, finds another spot, takes another few shots. He'll look at the images later: for now, he's letting the first impulse take him, snapping whatever looks even briefly interesting.