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goneawayworld2020-06-24 12:42 am
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THE PATHLESS WOODS - PART 1

the pathless woods

PLOT DESCRIPTION
Far to the west, deep in the mountains, there is a forest where none may tread. Superimposed into the wilds, it has only grown wilder. But these once-quiet woods are peaceful no longer. A town built around an iron foundry is encroaching on the wilderness, enraging the spirits within.
Complicating matters: many refugees of the Go-Away war have been taken in by the town's residents, relieved to finally stop their wandering through post-apocalyptic wasteland. They have now made it their home, a place free from Jorgmund's de facto apocalyptic wage enslavement. Some have also been altered by Stuff and have no chance of refuge in the Livable Zone.
Meanwhile, Jorgmund is eyeballing the resources of the forest and wants the New Hires to exacerbate the conflict and convince the humans within to move within the Livable Zone ("for their own good, you see;") to allow for "resource acquisition." The New Hires must choose whether to stay in Jorgmund's good books, and if not, must decide whether to try to mediate the conflict, choose a side, or face the deep, dark dangers of the woods to find two lost people that some of the spirits believe can act as a bridge between two worlds.
All the while, they must fight off "demons," corrupted forest spirits changed by rage and hate. These demons can be influenced by the rage and hate of the New Hires as well.
SCENARIO

As they're driven to the drop off point, the tinted, reinforced windows of the transport vehicles gives them occasional glimpses of but it's not what they might have expected. Thought some areas are burned from fires that ran out of control, this wasteland isn't filled with scorched earth, just the skeletons of buildings slowly being retaken by the wild, trees growing through cracked concrete, vines swarming the outside of abandoned buildings unchecked. Some areas look like spherical chunks were suddenly carved out of reality, sometimes bisecting buildings. Water collects in these hollows in glittering pools that are ringed with moss and flowers.
The price paid for this life renewed was far too high, but the wilderness cares nothing about prices or unfair trades and retakes what once belonged to it faster than it might have in the past, due to the reality-warping influence of Stuff. There are no people in sight. The land is filled with bitter ghosts.
Soon that becomes literal. They start to reach areas that aren't much more scorched than the rest of the world, but there are still remnants of the war that have wandered away from battlefields, the way even the rural countryside might have some errant zombies after a zombie apocalypse. It starts with people in gas masks and military hazmat suits reaching for the convoy as it passes. The drivers blitz past them without stopping, long since used to hazards like this. People in the rear vehicles will see what happens after the first vehicle in the line ignores them - the gear collapses in on itself all of a sudden like no one is wearing it. In other areas driver-less tanks gather in herds like animals, scattering and driving away when the convoy gets close, as if skittish.
They are let out once the roads become too rugged for the vehicles, near the rocky hills they're meant to traverse. They're told the range of the rig's sensors, the outer limits they can go to before the collars claim their lives instantly. For this mission, the range had been extended to about 60 miles instead of the usual 50 because of how far out the settlement they're supposed to contact is from the rig.
The drivers are considerate enough to warn them about Stuff monsters in the countryside, telling them to be on their guard, and to be very careful of who - or what - they trust, because things that seem human often aren't.
Then they have to start a long march and don't run into much trouble until they get into a small valley in the hills in the late afternoon. A caravan of people driving oxen, laden with supplies, is trying to get them through a narrow gap mountain gap. The group is an unusually mixed group, some of the individuals look as if they've been changed by Stuff into something fantastic.
Some Stuff is in the air in this area, mostly solidified but still fluid enough to wreak some havoc. The group, fearing war or running from it, sometimes have their fears projected around them. Waves of unreality occasionally sweep through, briefly plunging everyone into murky strips of time that are shaped by the idea of war. Nothing gory but filled with the pale shadow of it - bullets zip through the air, there's chaotic yelling in fog that's suddenly appeared, the ground is rocked by explosions - but then each strip of unreality passes or can be escaped by simply charging a few steps forward.
What stays consistent in reality or in these strips of unreality is that the supply caravan is under attack and only armed with massive shoulder mounted flintlock rifles. The group will find they can speak to them, that they've suddenly been granted knowledge of a slightly archaic form of Japanese, the common language the mixed group speaks, just like some of the New Hires randomly learned English upon exposure to the rig for the first time.
If they can get the caravan to the mountain gap ahead, they'll leave the dangerous valley behind them.
Some of the threats the group must contend with that are there both inside and outside the weird strips of unreality:
a) demons
The corrupted forms of great beasts of the forest, these massive creatures have been changed to demons by their rage. They scuttle around the group extremely fast, the corruption forming spider-like legs, attacking aggressively, the squirming dark worms on their bodies killing any living vegetation it touches.
The more rage the New Hires feel fighting them, the faster and more powerful they are, as if it fuels them.
If any of this corruption touches someone, it burns right through their clothes, creating a bruise-like blight on their skin, a situation they'll have to find resolution to later - or they'll die.
Many of these demons were once boars but a few are massive deer, their pronged antlers squirming with corrupted essence. They at least can be killed but it will take multiple attacks that actually reach the beast under the corruption to finally put them out of their misery. Once killed, the great beasts have all the flesh dissolve off their bodies until only bones are left. They curse the humans with their dying breaths.
b) Flamethrowers
Not soldiers, not people, these entities are like moving statues of cracked calcification that looks like pale ceramic. Between the cracks in their skins, roiling yellow-white flames can be seen sizzling inside. They attack by getting close to people or grabbing them and suddenly stoking their internal fires so that the flames scorch whoever is near.
They can be killed if the fire is extinguished - fortunately there are streams and other sources of water around the battlefield due to a recent rain. They can also be killed if enough force is used against them, but it takes a lot for the ceramic to crack. If it can be broken or damaged, then they collapse in on themselves and burn away into gray ash.
c) Artillerymen
Phantom soldiers shoot artillery fire from a distance. Fortunately, it is weaker than real artillery, with less fragmentation, but a direct hit can still kill you. They fade and vanish when someone gets close, without needing to even be killed, but their weapons need to be destroyed or new soldiers will coalesce out of the mist and use it again.
d) Samurai
The samurai seem to have the ox drivers and their handlers especially afraid, looming out of the mist to attack with their blades and arrows and fading back into it again. They can be killed if characters are fast enough or get the timing right by attacking and forcing them to reappear in another spot. Fortunately, their movements are somewhat predictable.
The corrupted forms of great beasts of the forest, these massive creatures have been changed to demons by their rage. They scuttle around the group extremely fast, the corruption forming spider-like legs, attacking aggressively, the squirming dark worms on their bodies killing any living vegetation it touches.
The more rage the New Hires feel fighting them, the faster and more powerful they are, as if it fuels them.
If any of this corruption touches someone, it burns right through their clothes, creating a bruise-like blight on their skin, a situation they'll have to find resolution to later - or they'll die.
Many of these demons were once boars but a few are massive deer, their pronged antlers squirming with corrupted essence. They at least can be killed but it will take multiple attacks that actually reach the beast under the corruption to finally put them out of their misery. Once killed, the great beasts have all the flesh dissolve off their bodies until only bones are left. They curse the humans with their dying breaths.
b) Flamethrowers
Not soldiers, not people, these entities are like moving statues of cracked calcification that looks like pale ceramic. Between the cracks in their skins, roiling yellow-white flames can be seen sizzling inside. They attack by getting close to people or grabbing them and suddenly stoking their internal fires so that the flames scorch whoever is near.
They can be killed if the fire is extinguished - fortunately there are streams and other sources of water around the battlefield due to a recent rain. They can also be killed if enough force is used against them, but it takes a lot for the ceramic to crack. If it can be broken or damaged, then they collapse in on themselves and burn away into gray ash.
c) Artillerymen
Phantom soldiers shoot artillery fire from a distance. Fortunately, it is weaker than real artillery, with less fragmentation, but a direct hit can still kill you. They fade and vanish when someone gets close, without needing to even be killed, but their weapons need to be destroyed or new soldiers will coalesce out of the mist and use it again.
d) Samurai
The samurai seem to have the ox drivers and their handlers especially afraid, looming out of the mist to attack with their blades and arrows and fading back into it again. They can be killed if characters are fast enough or get the timing right by attacking and forcing them to reappear in another spot. Fortunately, their movements are somewhat predictable.
➤ This is a multi-part plot. Later parts will involve speaking to npcs in Irontown and deciding how to handle the whole conflict.
➤ Characters will have both canon gear (and clothes, if they prefer it over their field uniforms) and the wilderness supplies described in the gear section of the game mechanics page. They will also be allowed to have canon weapons they came in with or will be given a weapon they're comfortable with.
➤ Feel free to ask questions in the question top-level below.
no subject
"You okay? There's going to be more of these things."
The faint, ambient sting of the brand assured him of this. Maybe they wouldn't be ambushed now, but there's no doubt that more would find them.
no subject
"Not that I would say no to help."
no subject
"You ever see any demons like this?"
Once the bones are dry of flesh, he feels comfortable examining it with his dagger, prodding at the bones and dead earth beneath it.
no subject
He looks at the demon, and shakes his head. "No. They're... different. Corrupt, but somehow less bad since hey're not perversions of humanity, or... seemingly products of it."
He doesn't elaborate on that, just staring at the erstwhile foe.
"They die readily enough, though."
no subject
What the fuck is a laser?
As Guts looks through the bones, the steel tip of his dagger hits something hard in the dirt. Curious, he sheathes it and brushes the dirt away with the fingers of his iron arm (the nice titanium one was back on the Rig).
In the palm of his false hand is a rugged looking iron ball, one that would be too large to fit in the barrel of his own weapon. It looked like it could have erupted from the guns nestled between a castle’s crenellations.
“This yours?”
He looks back at Loken, suspecting that it probably wasn’t his.
no subject
He hesitates for a moment, and then meets eyes with Guts. "is there anyone you trust to analyze it?"
no subject
He reaches up to touch the dried blood of his brand. As far as he could tell, this was just a sizable iron ball. Nothing particularly evil or demonic about it.
"Didn't see any of our own magic-users come with us. Saturday might be able to detect something we can't."
If she was sensitive to the od of his armor, it's possible she could have some insight into this too.
no subject
He pauses, and says more softly, "I have found, though, that the leavings of demons are often as dangerous as the beings themselves. You should be cautious of handling it."
He raises an eyebrow at Loken's comments about the sting, and asks "Can you sense demons coming, or the like?" Not letting on he has his own ability to do so, at least in some cases.
no subject
“Yeah. This mark attracts demons to me.”
He has no problem revealing this, turning his head away to show the brand embedded in his skin. Though it’s slow oozing had stopped, the scar had a red smear of drying blood as if it had just been freshly carved.
“It lets me feel when they get closer. The stronger the pain, the closer it is.”
no subject
no subject
Definitely the more annoying end, though. He liked it better when his enemies were easier to bifurcate with his sword.