Welcome Guest Board Index > Plot Center > The Witch's words
Run bySiglas
StatusCompleted
TypeMiniplot
Suseptible Character TypesEveryone/everything
Started 2:22 PM
Updated 6:23 AM
Finshed 1:00 AM
Invited
The Witch's words
Preplot Information
Several people will start to search on the outskirts of town, while others frantically search within the city for sentimental items taken by a devious beast that are lofty and cunning. It's pretty clear that something intelligent took them, after all, it's of high sentimental value. The victims are looking for all helpers, hoping that there might be someone they can either go with, or that can go out in their place. Safety in numbers after all.

-- OOC info, Please note that this is not a fighting plot. Those who sign up will allow themselves to be targeted for the later plot pieces. This can provide opportunity for a long-term, one-way body swap plot. You may ask Siglas/Salgis for some details, but the majority will be hidden --

-- You may sign up for the plot later. There is no restriction as to when you can join. --
Plot Overview
Plot Information
Stage one: Discovery
"Please... it was my mother's locket. It's the only thing I have left of her..."

There are newcomers that have lost items of sentimental value. Then some people who have been on Marsilion for a while have also had items they've noticed go missing.

Players who wish to have their character lose a sentimental item may instigate a search to try and find it. Siglas will have further information.
Ideas for random species that need 'help'
Bat
Cat
Centipede
Compsognathus
Donkey rat
Fox
Goat
Hawk
Hedgehog
King crab
Lizard
Monkey
Octopus
Otter
Owl
Pig
Raccoon
Rat
Raven/parrot/cockatiel
Scorpion
Spider
Flying Squirrel (australian animal)
Master
Snake
Slug/snail
Thrush
Toad
Turtle
Weasel
Stage one OP info
This is the best opportunity to showcase various areas that don't get explored very much. From the well known Community Centre and all it's various parts, to the more remote mysterious shack that was once built, and lies abandoned.

There will be sightings of above listed species trying to find gear. Within the city, a search would be based on a hunch where the victim swears they saw it somewhere there. Outside the city, a search would be initiated where there is more than one person, for safety reasons.

There are some goals here:
-To let players explore a lesser-known or unexplored area
-To reveal a clue done in a transposition cipher. (no substitution cipher unless the player wants it)
-To reveal some unknown bits and pieces from characters who lost the item.

When the characters find the item, there will be a cloth, box, or something attached to the item that leaves a clue. This clue will build the lead up to stage 2 (below). The clues are every third letter of an instruction. The instruction should encourage characters to be in public play so that others might watch, and allow them to do bizarre things.

--Example--
An instruction such as 'sing your anthem on a large box' which would be broken in hints in three separate pieces as follows:

-'S.G.U.N.E.N.A.E.X - 1/3'
-'I.Y.R.T.M.A.R.B - 2/3'
-'N.O.A.H.O.L.G.O - 3/3'

One could be found in the community centre. Another in a lonely shack half a day's hike past the outskirts of town. Another could be found in the alleyways of town, revealing a place or home of somebody. The sky is the limit.

--End example--

Instruction ideas and their breakdown:

'sing your anthem on a large box'
-'S.G.U.N.E.N.A.E.X - 1/3'
-'I.Y.R.T.M.A.R.B - 2/3'
-'N.O.A.H.O.L.G.O - 3/3'

'Help your friend but do not explain'
-'H.P.U.F.E.B.D.O.X.A - 1/3'
-'E.Y.R.R.N.U.O.T.P.I - 2/3
-'L.O.F.I.D.T.N.E.L.N - 3/3'

'Shave your ears in public'
-'S.V.O.E.S.P.L - 1/3'
-'H.E.U.A.I.U.I - 2/3'
-'A.Y.R.R.N.B.C - 3/3'

'Paint a murel'
-'P.N.M.E - 1/3'
-'A.T.U.L - 2/3'
-'I.A.R - 3/3'

Please note, every idea has to have three separate locations to be found. Do not start too many all at once, or it will get mixed up quickly.
Stage two OP info
So, the players found the clues, put them together, and found out they had to do the instruction. Upon completing the instruction, they will get the 'pleasures of the heart' that they listed upon entry to the plot. This will be granted to them either at the location, or somewhere where they can find it easily. (box on their front steps and so on).

Stage two is simply completing the instructions and receiving the items.
Stage three OP info
Stage three starts to speed up the 'scary' part of the plot. Tabitha, the witch, will start to play a more active role. Everyone that went to help the victims are targets for her, as they are the most likely to care for their friends. After a week or so of characters thinking they see little animals watching them, they will receive a dream.

Dream:
[The scenery is foreign and somewhat familiar to the character. Foliage brought forth by the imagination will obscure the vision past a few dozen feet. After a quick look around, a hidden path is found, discretely hidden by some plants. Following this will lead to a human woman tending to a garden of flowers, in brilliantly bright colours, from soft pink, to ultraviolet blue. She speaks softly 'If you had to lose a limb to save your friend, what would you sacrifice, and for whom?' The woman would act friendly and would converse lightly, but ultimately, she wants the answer for what limb they wish to give up, and who they will protect.]

If they cannot receive a dream (it is magical, and requires the character to dream), then they would receive a letter asking 'If you had to lose a limb to save your friend, what would you sacrifice, and for whom?' with two spaces. One for the limb of choice, and one for the friend.

If they have to send by letter, a small familiar will wait to collect it (you can choose from the 'Ideas for random species that need 'help'' list). They will refuse to take it if the letter is filled out incorrectly.


If the character refuses, the first week will be with met with direct attacks from familiars. These will be small, and non-lethal, but they will be inconvenient and frequent. Tabitha's dream, or Tabitha's familiar will attempt to get the information daily. If after a week or two, the characters still do not provide the information that Tabitha wants, the attacks will switch to their possessions and things relating to them, as a sign of how petty the witch is.


When the characters agree, the witch will return a week later, with the progression as follows:

- 1st agreement: The limb is marked with a symbol of the witch, and the words 'owned by Tabitha, as per the Witch's words'
- 2nd agreement: The limb that was marked, is now replaced by one that is identical to the friend's they wanted to protect. A second limb is now marked with a symbol of the witch, and the words 'owned by Tabitha, as per the Witch's words'
- 3rd visits and onwards: repeat visit 2
- This continues until a time where there are no more limbs to give. At this point, the witch will say "If you give me your body, I will consider this permanent forward payment for protection of you and your friend. This will be confirmed by a blood oath seal on my part.' once the character agrees, they will take the form of their friend, and their original body will be used to do the attacks of the witch on other players. A blood oath seal will be given to the character, which acts as a portable exclusion zone of about 3 m, by which none of the witch's powers (including minions and stolen bodies) can get inside. Any lavish gifts gotten will turn to gilt.

Note:
- Limbs taken this way are replaced with magically grown, but not magically living limbs. They will work normal under any dispel
- The markings is a pigmentation change and may feel sore.
- The friends may not be attacked if agreed to be protected
- Anti-magic measures will prohibit the dream and the TF for as long as the character remains in the anti-magic situation.

At death of the witch, the plot 'concludes'
Protected characters list
-
-
-
-
-
-
Stage four - Defeat the Witch
Some people will get wise to the witch early, others may take time.

-The Witch is defeatable by fire, water and salt, and reacts as if acid. These have to be in quantities proportionate to the size of her. A teaspoon of water will do a teaspoon of damage. However, the minions are only deterred by these, and will not react to these elements aversely. She is damaged by mundane means as well.

-The Witch can be found in the places that were up for exploration in this plot. She will be hiding as people, objects or familiars. Characters signed up that stay too long will be attacked by familiars. She can only be in one place at one time.

Hints should be dropped so that people might find out how to defeat her.
- Footprints that walk around water.
- Places that have salt are avoided such as kitchens and store-rooms.
- When it's raining, there is no presence of the witch, and affected characters might feel the Witch's magic unravelling or getting weaker
- The minions are tricked by mirrors (get creative?)
- An effigy of the character can be mistaken for the real one. (lure to attack the witch)
Stage five - Woe for those who lost themselves
Upon conclusion. Those who lost their limbs (but not their whole body) will slowly have the offending limbs retreat, replaced with the original limb. This can be in any way the player wishes, as long as it takes a non-trivial amount of wait time as 'penance' for not standing up to the witch.

Those who lost their bodies should corner their original bodies in either a trap (lure), or outmanoeuvre them to force the bloodseal to be in proximity to them. Upon contact, the body will turn into a pile of gilt or mud, and the original characters will return to normal within about 1-2 months.

The bodies will act like a witch's familiar, but seeing as the witch is dead, they might be about simply surviving, rather than attacking.

For the characters that prefer to have their body trapped for a longer time, their bodies might not be found for many months.
Stage one: Discovery
"Please... it was my mother's locket. It's the only thing I have left of her..."

There are newcomers that have lost items of sentimental value. Then some people who have been on Marsilion for a while have also had items they've noticed go missing.

Players who wish to have their character lose a sentimental item may instigate a search to try and find it. Siglas will have further information.
Ideas for random species that need 'help'
Bat
Cat
Centipede
Compsognathus
Donkey rat
Fox
Goat
Hawk
Hedgehog
King crab
Lizard
Monkey
Octopus
Otter
Owl
Pig
Raccoon
Rat
Raven/parrot/cockatiel
Scorpion
Spider
Flying Squirrel (australian animal)
Master
Snake
Slug/snail
Thrush
Toad
Turtle
Weasel
Stage one OP info
This is the best opportunity to showcase various areas that don't get explored very much. From the well known Community Centre and all it's various parts, to the more remote mysterious shack that was once built, and lies abandoned.

There will be sightings of above listed species trying to find gear. Within the city, a search would be based on a hunch where the victim swears they saw it somewhere there. Outside the city, a search would be initiated where there is more than one person, for safety reasons.

There are some goals here:
-To let players explore a lesser-known or unexplored area
-To reveal a clue done in a transposition cipher. (no substitution cipher unless the player wants it)
-To reveal some unknown bits and pieces from characters who lost the item.

When the characters find the item, there will be a cloth, box, or something attached to the item that leaves a clue. This clue will build the lead up to stage 2 (below). The clues are every third letter of an instruction. The instruction should encourage characters to be in public play so that others might watch, and allow them to do bizarre things.

--Example--
An instruction such as 'sing your anthem on a large box' which would be broken in hints in three separate pieces as follows:

-'S.G.U.N.E.N.A.E.X - 1/3'
-'I.Y.R.T.M.A.R.B - 2/3'
-'N.O.A.H.O.L.G.O - 3/3'

One could be found in the community centre. Another in a lonely shack half a day's hike past the outskirts of town. Another could be found in the alleyways of town, revealing a place or home of somebody. The sky is the limit.

--End example--

Instruction ideas and their breakdown:

'sing your anthem on a large box'
-'S.G.U.N.E.N.A.E.X - 1/3'
-'I.Y.R.T.M.A.R.B - 2/3'
-'N.O.A.H.O.L.G.O - 3/3'

'Help your friend but do not explain'
-'H.P.U.F.E.B.D.O.X.A - 1/3'
-'E.Y.R.R.N.U.O.T.P.I - 2/3
-'L.O.F.I.D.T.N.E.L.N - 3/3'

'Shave your ears in public'
-'S.V.O.E.S.P.L - 1/3'
-'H.E.U.A.I.U.I - 2/3'
-'A.Y.R.R.N.B.C - 3/3'

'Paint a murel'
-'P.N.M.E - 1/3'
-'A.T.U.L - 2/3'
-'I.A.R - 3/3'

Please note, every idea has to have three separate locations to be found. Do not start too many all at once, or it will get mixed up quickly.
Stage two OP info
So, the players found the clues, put them together, and found out they had to do the instruction. Upon completing the instruction, they will get the 'pleasures of the heart' that they listed upon entry to the plot. This will be granted to them either at the location, or somewhere where they can find it easily. (box on their front steps and so on).

Stage two is simply completing the instructions and receiving the items.
Stage three OP info
Stage three starts to speed up the 'scary' part of the plot. Tabitha, the witch, will start to play a more active role. Everyone that went to help the victims are targets for her, as they are the most likely to care for their friends. After a week or so of characters thinking they see little animals watching them, they will receive a dream.

Dream:
[The scenery is foreign and somewhat familiar to the character. Foliage brought forth by the imagination will obscure the vision past a few dozen feet. After a quick look around, a hidden path is found, discretely hidden by some plants. Following this will lead to a human woman tending to a garden of flowers, in brilliantly bright colours, from soft pink, to ultraviolet blue. She speaks softly 'If you had to lose a limb to save your friend, what would you sacrifice, and for whom?' The woman would act friendly and would converse lightly, but ultimately, she wants the answer for what limb they wish to give up, and who they will protect.]

If they cannot receive a dream (it is magical, and requires the character to dream), then they would receive a letter asking 'If you had to lose a limb to save your friend, what would you sacrifice, and for whom?' with two spaces. One for the limb of choice, and one for the friend.

If they have to send by letter, a small familiar will wait to collect it (you can choose from the 'Ideas for random species that need 'help'' list). They will refuse to take it if the letter is filled out incorrectly.


If the character refuses, the first week will be with met with direct attacks from familiars. These will be small, and non-lethal, but they will be inconvenient and frequent. Tabitha's dream, or Tabitha's familiar will attempt to get the information daily. If after a week or two, the characters still do not provide the information that Tabitha wants, the attacks will switch to their possessions and things relating to them, as a sign of how petty the witch is.


When the characters agree, the witch will return a week later, with the progression as follows:

- 1st agreement: The limb is marked with a symbol of the witch, and the words 'owned by Tabitha, as per the Witch's words'
- 2nd agreement: The limb that was marked, is now replaced by one that is identical to the friend's they wanted to protect. A second limb is now marked with a symbol of the witch, and the words 'owned by Tabitha, as per the Witch's words'
- 3rd visits and onwards: repeat visit 2
- This continues until a time where there are no more limbs to give. At this point, the witch will say "If you give me your body, I will consider this permanent forward payment for protection of you and your friend. This will be confirmed by a blood oath seal on my part.' once the character agrees, they will take the form of their friend, and their original body will be used to do the attacks of the witch on other players. A blood oath seal will be given to the character, which acts as a portable exclusion zone of about 3 m, by which none of the witch's powers (including minions and stolen bodies) can get inside. Any lavish gifts gotten will turn to gilt.

Note:
- Limbs taken this way are replaced with magically grown, but not magically living limbs. They will work normal under any dispel
- The markings is a pigmentation change and may feel sore.
- The friends may not be attacked if agreed to be protected
- Anti-magic measures will prohibit the dream and the TF for as long as the character remains in the anti-magic situation.

At death of the witch, the plot 'concludes'
Protected characters list
-
-
-
-
-
-
Stage four - Defeat the Witch
Some people will get wise to the witch early, others may take time.

-The Witch is defeatable by fire, water and salt, and reacts as if acid. These have to be in quantities proportionate to the size of her. A teaspoon of water will do a teaspoon of damage. However, the minions are only deterred by these, and will not react to these elements aversely. She is damaged by mundane means as well.

-The Witch can be found in the places that were up for exploration in this plot. She will be hiding as people, objects or familiars. Characters signed up that stay too long will be attacked by familiars. She can only be in one place at one time.

Hints should be dropped so that people might find out how to defeat her.
- Footprints that walk around water.
- Places that have salt are avoided such as kitchens and store-rooms.
- When it's raining, there is no presence of the witch, and affected characters might feel the Witch's magic unravelling or getting weaker
- The minions are tricked by mirrors (get creative?)
- An effigy of the character can be mistaken for the real one. (lure to attack the witch)
Stage five - Woe for those who lost themselves
Upon conclusion. Those who lost their limbs (but not their whole body) will slowly have the offending limbs retreat, replaced with the original limb. This can be in any way the player wishes, as long as it takes a non-trivial amount of wait time as 'penance' for not standing up to the witch.

Those who lost their bodies should corner their original bodies in either a trap (lure), or outmanoeuvre them to force the bloodseal to be in proximity to them. Upon contact, the body will turn into a pile of gilt or mud, and the original characters will return to normal within about 1-2 months.

The bodies will act like a witch's familiar, but seeing as the witch is dead, they might be about simply surviving, rather than attacking.

For the characters that prefer to have their body trapped for a longer time, their bodies might not be found for many months.
Characters
  1. Michael "Mike" Vasilyev
    Last Updated Aug 4, 2018 2:41 AM
    • Character's friend name — He doesn't have many contacts since the big switch, Taeryn comes closest to that right now.
    • Character's friend name — He'd really like an up to date smartphone with all of the bells and whistles.
    • Pleasures of the heart
    • Pleasures of the heart
  2. Taeryn Longôné
    Last Updated Jul 20, 2018 4:51 PM
    • Character's friend name — 86
    • Character's friend name — A very pretty dress with lots of glittery parts.
    • Pleasures of the heart
    • Pleasures of the heart
Postplot Information
Upon conclusion. Those who lost their limbs (but not their whole body) will slowly have the offending limbs retreat, replaced with the original limb. This can be in any way the player wishes, as long as it takes a non-trivial amount of wait time as 'penance' for not standing up to the witch.

Those who lost their bodies will have to work a little harder... Please talk to an OP.

[Insert info here]
Op Information
The plot is a medium-term plot, suggesting to take up to several months to get through the various stages.


--------------------------------------------------------

Stage one: Discovery




The first stage is discovery. The characters will go to one of the eight (or more, or less) locations that are part of Infinitas that can be explored, trying to find the item they saw in the visual apparatus on the associated Statue. The objects are simple things like an umbrella, a small chest or a backpack. Something that's obviously not of nature. The item does, however, have letters on them. such as 'S. M. T. F. T. N.'


--------------------------------------------------------

The second stage is that now that characters have the letters, they have to match them up with other characters to form the words. These will form short sentences. So the letters 'S. M. T. F. N. I.', 'W. I. H. O. T. N.' and 'I. N. E. U. A.'

e.x.
'S. M. T. F. N. I.'
'W. I. H. O. T. N.'
'I. N. E. U. A.'

When read from top to bottom, left to right, you will get the sentence 'swim in the fountain'

--PLEASE NOTE. THIS IS AN EXAMPLE ONLY--

Only one person needs to swim in the fountain to activate the third stage. This successful action should probably be posted to the forums to confirm correct guessing of the puzzle. It should be simple enough that this is only so that it can be decided who actually figured it out first.

Hints should be dropped
- Each list of letters should have an order, e.g. 1 of 3, 2 of 4, etc.
- The sentences should be short, to allow solveablility
- The instructions should engage some people in some RP, so it should be accessible in the town, or needs to be asked of another character. i.e. 'ask x on a date'


-------------------------------------------------------

The third stage is where things get faster paced.

The statues will at this point, start to crack and crumble, revealing the brittle stone they were made of.

The group of characters involved (And are signed up) get lavish gifts as part of completing their task. These are mundane, high-quality goods, and should be largely non-consumable.

Those characters who were signed up will suddenly get a dream. 'If you had to lose a limb to save your friend, what would you sacrifice, and for whom?' The witch is in play this time. She's asking the characters what they would give to her, in order to let their friends stay alive. This is a farce. The witch is basically doing an extortion, with the currency being limbs. This dream will repeat after a period of time, the witch demanding more and more of the signed-up characters.

If the characters refuse to give either piece of information, they will be attacked by the witch's minions, (typically small animals, vermin or creatures that are no larger than a housecat). If attacks against them fails, attack their posessions, the witch is petty.


When the characters agree, the progression is as follows:

- 1st visit: The limb is marked with a symbol of the witch, and the words 'owned by Tabitha, as per the Witch's words'
- 2nd visit: The limb that was marked, is now replaced by one that is identical to the friend's they wanted to protect. A second limb is now marked with a symbol of the witch, and the words 'owned by Tabitha, as per the Witch's words'
- 3rd visits and onwards: repeat visit 2
- This continues until a time where there are no more limbs to give. At this point, the witch will say "If you give me your body, I will consider this permanent forward payment for protection of you and your friend. This will be confirmed by a blood oath seal on my part.' once the character agrees, they will take the form of their friend, and their original body will be used to do the attacks of the witch on other players. A blood oath seal will be given to the character, which acts as a portable exclusion zone of about 3 m, by which none of the witch's powers (including minions and stolen bodies) can get inside. Any lavish gifts gotten will turn to gilt.

Note:
- Limbs taken this way are replaced with magically grown, but not magically living limbs. They will work normal under any dispel
- The markings is a pigmentation change and may feel sore.


The second part of this is how to find and defeat the witch

-The Witch is defeatable by fire, water and salt, and reacts as if acid. These have to be in quantities proportionate to the size of her. A teaspoon of water will do a teaspoon of damage. However, the minions are only deterred by these, and will not react to these elements aversely.

-The Witch can be found in the first 8 places in this plot. She will be hiding as the original objects that were there. Characters that stay too long will be attacked by minions. When she is an object in one place, the other places will not have the associated object as part of stage 1.


Hints should be dropped.
- Footprints that walk around water.
- Places that have salt are avoided such as kitchens and store-rooms.
- When it's raining, there is no presence of the witch, and affected characters might feel the Witch's magic unravelling or getting weaker
- The minions are tricked by mirrors
- An effigy of the character can be mistaken for the real one.
- The witch can only be in one place at a time.
- The witch has to return to one of those eight places.

-----------------------------------------------------

The fourth stage applies to those who lost their bodies to the witch. This might be revealed to players who might want a longer-than-normal body swap plot.

Those who lost their bodies should corner their original bodies in either a trap (tricking them to attack someone), or outmanoeuvre them to force the bloodseal to be in contact with them. Upon contact, the body will turn into a pile of gilt or mud, and the original characters will return to normal within about 1-2 months.

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