Entry tags:
Finals
Final Changeling today. We're going to do the endgame in the Hedge then the epilogue, which was initially just going to be its own game. The Arachnid is equally fine with destroying the interlopers or being destroyed. He's a stereotype villain who's fueled by spite. And I mean 'stereotype', in that as time had gone on for him, his existence became more and more centered around being a bad guy, of ruining and destroying for no reason but to do so, and to sell out fellow Changelings to inspire fear and to sustain himself with the beneficence of the Fae who tolerate him.
The seeds are planted. He's forged his domain in the Hedge. It's too late for the Arachnid - one of the few unambiguously bad guys I've ever written up. He's two dimensional because he's become two dimensional on purpose. Nobody remembers anything about him other then his role, and that's a torment and comfort to him. That's who they fight today. And they will fight him. The Arachnids last scheme that even these fellows can't ruin.
They start off in The White Room, a room backing the Control Room, which is slick and white. There's an intercom speaker and a security camera. There's a folding card table with four steel folding chairs, and on top is a Styrofoam cup with about an inch of cold coffee-like liquid. On the edge of one wall, there's a red push door with a red light above it. When they walk in, the loadspeaker crackles "Please wait where you are until someone arrives to escort you." but nobody comes. When the door is opened, a buzzing alarm goes off and the light turns on, flooding the room with red.
The White Room leads to The Interior Hallway. The florescent lights have gone off, replaced by all red light from panels on either end of the room. The buzz from The White Room is muted, but incessant. On either side of the long hallway, there are steel doors with closed viewing grates. They're either fused shut or wrapped in heavy, wrought iron chains. When passing them, they occasionally rattle and open a fraction, if chained. A mixture of rasping, weeping, and the screech of metal against metal comes from them. At the very end is a wooden door with a large, frosted glass pane that just says 'Arachnid'. At the top, there's a white panel that turns on when the players come near. The muted white light partially dispels the red. There's plain black text.
It says 'run'. The door is unlocked.
---
Inside is a classically designed parlor. There are large oriental rugs and waxed, dark wooden floors. The wide windows outside are poorly boarded up from the exterior, betraying glimpses of a wet, cloudy day. Rain beats against the room, along with sporadic thunder. Inside, the room is lit by two lamps covered in green and yellow stained glass. There's a table with a snifter of brandy and upturned glasses. Overstuffed couches and a chair that faces an burnt out fireplace are there. By one massive bookshelf by the wall is a small man with a charcoal vest, a white button up, gray slacks and scuffed black shoes. His eyes have no pupil and he wears gold spectacles and a gold fob attached to a chain. His teeth are narrow, pointed, and far too numerous. He smiles when the PCs enter the room.
The floor is sticky. Where there is carpet, it's liked something was spilt and never cleaned. Where there is wood, it is as if the wax was thick and melted.
That's the intro to the game. That's as creepy as I was able to make it. It pulls from a few nightmares I've had in the past.
The seeds are planted. He's forged his domain in the Hedge. It's too late for the Arachnid - one of the few unambiguously bad guys I've ever written up. He's two dimensional because he's become two dimensional on purpose. Nobody remembers anything about him other then his role, and that's a torment and comfort to him. That's who they fight today. And they will fight him. The Arachnids last scheme that even these fellows can't ruin.
They start off in The White Room, a room backing the Control Room, which is slick and white. There's an intercom speaker and a security camera. There's a folding card table with four steel folding chairs, and on top is a Styrofoam cup with about an inch of cold coffee-like liquid. On the edge of one wall, there's a red push door with a red light above it. When they walk in, the loadspeaker crackles "Please wait where you are until someone arrives to escort you." but nobody comes. When the door is opened, a buzzing alarm goes off and the light turns on, flooding the room with red.
The White Room leads to The Interior Hallway. The florescent lights have gone off, replaced by all red light from panels on either end of the room. The buzz from The White Room is muted, but incessant. On either side of the long hallway, there are steel doors with closed viewing grates. They're either fused shut or wrapped in heavy, wrought iron chains. When passing them, they occasionally rattle and open a fraction, if chained. A mixture of rasping, weeping, and the screech of metal against metal comes from them. At the very end is a wooden door with a large, frosted glass pane that just says 'Arachnid'. At the top, there's a white panel that turns on when the players come near. The muted white light partially dispels the red. There's plain black text.
It says 'run'. The door is unlocked.
---
Inside is a classically designed parlor. There are large oriental rugs and waxed, dark wooden floors. The wide windows outside are poorly boarded up from the exterior, betraying glimpses of a wet, cloudy day. Rain beats against the room, along with sporadic thunder. Inside, the room is lit by two lamps covered in green and yellow stained glass. There's a table with a snifter of brandy and upturned glasses. Overstuffed couches and a chair that faces an burnt out fireplace are there. By one massive bookshelf by the wall is a small man with a charcoal vest, a white button up, gray slacks and scuffed black shoes. His eyes have no pupil and he wears gold spectacles and a gold fob attached to a chain. His teeth are narrow, pointed, and far too numerous. He smiles when the PCs enter the room.
The floor is sticky. Where there is carpet, it's liked something was spilt and never cleaned. Where there is wood, it is as if the wax was thick and melted.
That's the intro to the game. That's as creepy as I was able to make it. It pulls from a few nightmares I've had in the past.