futurologists: (Default)
Hathaway. ([personal profile] futurologists) wrote in [community profile] epidemiology2015-12-04 09:04 pm

EVENT ★ THE USUAL SUSPECTS

THE BARRIER

As promised, Arthur has the means to unlock that first, crucial step to saving the ALASTAIR recruits: unveiling the runes maintaining the barrier. He has sequestered himself in a rented room in the inn down the road from the prison; he’s at a good enough distance to keep his concentration unbroken, but near enough that he can reach the runes in question. The recruits are told to be ready, to wait for his signal before they take action.

The signal comes just after the stroke of 5 on the town’s clocks, at what would be dawn in a world of less darkness. There’s a shimmer in the air around the brick building of the jail, like the surface of a bubble. Then suddenly the runes are there: glowing bright green, flaming into existence at various points along and within the barrier.

There are at least 30 of them along the outside. They’re etched on walls, scribed into doors, carved into the very ground. These have to be destroyed first to make any progress, in any way the recruits are able to. Once these all have been broken, erased, or scattered (and some of them are cleverly hidden or out of reach -- have you checked the topmost brick in the clock tower of the jailhouse?), the first defense of the barrier has fallen. Then the jailhouse itself can be rushed, but magic is still hampered until every rune is destroyed. From there the runes can be found every few feet in the walls, ceilings, and floors of the jail, and only once each one is broken will the spell be completely lifted, magic and abilities restored to the area, and the inmates considerably easier to break out.

The recruits aren’t the only ones that can see those runes, though. The jailers are quick to react, and some spring to the defense of the runes while others rush to sound the alarm, calling even more armed guards to the area. Even city guards start to show up in response to the alarm -- there’s definitely a time limit on this venture. Dispose of the runes, rescue your friends, and be out of the area quickly, or you might just be overrun with armed, angry opposition.

THE ESCAPE

By the time those in the cells are finally brought out, it’s pandemonium. The guards, jailers and city guards alike, might not have been able to stop ALASTAIR’s recruits from destroying the runes and bringing down the barrier, but they’re determined at least to stop dangerous criminals from escaping into the city. And these criminals were due to be hung, so they’re not looking to take anyone down peacefully. They’ll be going for the killing blows.

The best chance will be to rely on numbers and scatter. In ones and twos and threes, people should be taking to shadowy alleys, slipping around corners, even dropping down into the sewers, if they have to. Anything to thin out and disappear. The most capable and destructive fighters are asked to stay as long as they can, giving the bulk of the rest of the escapees time to disappear into that unending night.

THE COOLDOWN

Those that helped free their friends probably won’t run into too many problems in the following days, unless you run into a guard with a few injuries and a long memory. The ex-prisoners, though, are another story. They were in there long enough that the men and women who guarded them know most of their faces quite well, and since they’re out of prisoners to guard, what else do they have to do but take to the streets and search? Ex-prisoners should play it carefully, then, if they don’t want to end up right back where they started. Guards are more than happy to cause an immediate fracas should they spot anyone that belongs in jail.

That’s not to say you shouldn’t go out at all! Just, you know, take a disguise with you. As if anticipating the rising demand for them, all local merchant shops seem to be stocking up on scarves, shawls, and bulky clothing. Isn’t that nice? Most of them don’t really care what anyone did to end up in jail, they just want to share in on those ALASTAIR-paid wages.

If spotted, townsfolk have varied opinions of the escapees. Some are mistrustful and bitter, and will immediately alert guards upon realizing who they’re dealing with. Some of them really don’t care. They’re tired of the darkness, tired of the conflicts, they just want to get on with life. One old man in particular seems to inexplicably love all ALASTAIR recruits, the ex-prisoners in particular, and will insist on buying a drink and playing a game of chess with any of them he runs into. The goblins, of course, have pretty good opinions of anyone on the wrong side of the king, and will be your best bet for finding lodging and food. Some of them might even think of you as a hero, or at least a roguishly charming vigilante.

Spend your post-breakout time well, and try not to make any more enemies.

digophelia: (Doll-bed held together with old rubberba)

[personal profile] digophelia 2015-12-12 05:31 am (UTC)(link)
[ She isn't sure which is worse -- to have a child tend to her or to have a needle to her skin. Alice glances away, drawing a sigh to herself. She's thankful, at least, that this part of her body doesn't have any sort of burn scars. In any event, Alice doesn't want to explain her obvious discomfort with medical procedures. I rational part of her comes to the conclusion that it's nothing like leeches or shock therapy.

Alice had a strong tolerance to pain, not once complaining about the pain of her wound or fretting over the loss of blood. Ointment or not, Alice was more concerned about being treated by someone younger than her, uneasy green eyes still watching her.

She says not to worry, but Alice can't help but worry.

"Why not? Asylum doctors are no different."

It was true, it wasn't as if they knew what they were doing to begin with and Alice was sure they made it up as they went along. Thankfully, Sebastian is here, because without an adult, Alice may have kicked up more of a storm. ]


Very well, then.

[ Really, she wasn't in much of a position to turn her away. ]

grunehexe: (bandages)

[personal profile] grunehexe 2015-12-15 12:13 am (UTC)(link)
[It was good enough for Sieglinde.

Despite her age, her experience would show through now that they were in the safety of her workshop, without the threat of discovery or violence that kept her nervous and scared. This was a simple matter- there was no danger any longer of bleeding out, but for the sake of infection, and recovery...

As she'd told Alice, the first thing she does is apply the "potion", a clear liquid that would sting slightly, froth a bit along the edges of the wound, but leave it clean. After dabbing gently at the skin to dry it, she then tugged on a glove and set about using the ointment, spreading it carefully along the edges of the wound- and then sitting back slightly to wait for it to take effect and the numbness to seep in, occasionally blotting at the injury to keep it from weeping, meanwhile.]


- Sebastian, please thread the needle.

[She waved over at where she kept her tools, then switching her gaze up towards Alice again. Keeping patients talking was always useful to gauge the state they were in... And the girls quietness was a bit suspect.]

You are very brave.

[Not... About the treatment, she wasn't trying to be condescending, but. Fighting in the prison break.]