Blackstaff Travel (
travelagency) wrote in
the_last_resort2015-02-12 02:12 pm
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The Witches Huts
Who: Various
What: Swamp Hunting
When: M11 D27 - M11 D29 (Feb 17 - Feb 25) IMPORTANT NOTE days have been changed to make the plot more accommodating.
Where: Three different swamps far from the Village
Notes & Warnings: See the plot post for further details. You are allowed to go to more than one swamp. There's plenty of time, to. Plotting Links: The Marsh of Sorrow | The Offending Swamp | The Witch's Den. Participation is encouraged so that we can make later plots around expanded world access, or so that characters can use potions or cauldrons they didn't turn in themselves. The Slip 'n' Slide log is still open for tagging.
What: Swamp Hunting
When: M11 D27 - M11 D29 (Feb 17 - Feb 25) IMPORTANT NOTE days have been changed to make the plot more accommodating.
Where: Three different swamps far from the Village
Notes & Warnings: See the plot post for further details. You are allowed to go to more than one swamp. There's plenty of time, to. Plotting Links: The Marsh of Sorrow | The Offending Swamp | The Witch's Den. Participation is encouraged so that we can make later plots around expanded world access, or so that characters can use potions or cauldrons they didn't turn in themselves. The Slip 'n' Slide log is still open for tagging.
- The Marsh of Sorrow
- Foggy and murkey, sparse trees jut out of the bog like gnarled fingers reaching to an unseen sky. There's a light mist in the air- raining again in some form or fashion as every explorer who has returned has reported. Not all have returned, though, and caution is very much encouraged. There are more wild hounds than one would expect for somewhere that apparently doesn't have free grazing livestock. They seem to be waiting around for something.
It becomes obvious when a sheep becomes mired in the mud near the border. Easy prey. Luckily the hounds have never shown any interest in people.
The good sign is that that there are few skeletons and creepers. While one might assume that they're hidden by the fog, they're generally extremely sparse. Off in the distant fog there are lit spots, areas where old huts are, glowing mysteriously. Those are the places that the museum wants to be investigated. It just requires wading through the muck to reach them.
What the museum doesn't know is when the marsh is active, emotions play a role in whether someone can make it across. Unfortunately it's the only time that the huts can be located through the fog. People that are entering the swamp with grim feelings in mind will find themselves sinking. Perseverence, ambition, joy, curiosity? Those will help people strive through, and hopefully pull others to the surface. - The Offending Swamp
- The museum doesn't tell people why it provides them with face masks, but oh, they will know when they hit the border of the swamp. It's a terrible smell, not quite like being near a sewer but not far off. That unfortunate paper-mill smell. The mask given to them will allow people to speak freely and unmuffled, but it only blocks out about 90% of the stench. This is one of the situations where someone might hope that the rewards are worth it.
The ground is far more solid than in the Marsh of Sorrow, with plenty of firm areas to roam. It makes the stench more irritatingly mysterious. There are few animals, too. But the answer to that becomes obvious when bursts of flame pop out of small holes in the ground. Apparently getting through will require great care.
The museum did not provide fireproofed clothes. But when the hut is found, luckily alongside its cauldron will be an abundence of fireproofing potions. Their purpose isn't obvious so it would depend on the curious or the adventurous to figure it out. That will at least make getting back out easier. - The Witch's Den
- When entered, this swamp seems the more relaxing one. The temperature is moderate, the air isn't deplorably foul, the boggy areas are not as difficult to navigate. Once someone is within its limits, making their way to the hut, the more unsettling aspects of the swamp make themselves known.
Voices of people lost or left behind speak to people over their shoulders, soft and sometimes pleading, or accusing. They mutter secrets, things about their past, fears that people don't say aloud. Sometimes they're just whispers, and sometimes they're loud enough for the next person over to hear. Often they will tell people to go a certain way, toward another object or in another direction.
If they follow, it will put them back at the edge of the swamp.
There is a single hut in this one, far towards the center. As with the ones in the Marsh of Sorrow, it will glow as the swamp's abilities are active. It lies past the remnants of dilapidated houses and landmarks, a village likely abandoned long before any of the other ruins were formed. It is best found as the sky grows dark. Unlike the Marsh of Sorrow, though, enemies will crawl out of the dark.



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