Match Mount
On a grassy rise, white walls surround an expansive property of two-story stucco buildings. A central courtyard has a fountain and the brass-barred gate, twelve feet tall at its vicious points, has a smaller door & window built into it for consultation.
Deeper: A summit or asylum, depending on the session. At any given time, 2d6 patients or seekers of self-treatment are kept here and administered to by staff.
The treated are largely rich or socially powerful, except for two scholarship cases provided each year. The staff rotates, mostly teachers of the mind from Plath or at times, more distant countries.
Patients may not use their full names, nor declare themselves anything except a tribal chief or a criminal mastermind, a circumstance enforced by magical geas. The visit is a three-week visit, during which time patients participate in group and individual exercises designed around the dismantling of ego.
Visitors are only allowed on half of the grounds and are guided by sales-folk willing to expound on the curative methods instituted by the Mount.
Patients will likely approach the players with needs and desires, as among the any given session are typically two or three agents seeking to use the opportunity for betterment outside of Match Mount.
For example (1d6 Patients with Ulterior Motives):
- A man with a bag he will not part with, willing to pay money to be escorted from what he calls a cell but which the service team call a suite.
- A girl who claims her brother and she were being held against their wishes there, but he has been kidnapped and disappeared, and that she has been returned for three sessions in a row by enforcing agents.
- An individual, a retired version of one of the character’s class, has been approached by another of these examples and asked to help, but feels incapable.
- A criminal boss who has been paid to kidnap someone within Match Mount who has managed to secure their own suite and treatment but must act insane.
- A lieutenant whose boss is acting as their own servant who believes a rival organization’s weapon developer has a suite here also. The boss is going surprisingly mad from staff treatment.
- An alchemist recently returned from C-04 whose patron has hidden her here until they can develop a better means of extracting one of the following from the nearby hex; she has several samples in a bag that has been stolen and needs finding:
- 3 - Fear. Sweat of The Smouldering Ox* who shakes underground
- 4 - Crushed teeth, treated with red spices
- 5 - Something from a cauldron
- 6 - The innards of a ghost
- 7 - Corpseblood
- 8 - Three rods of Dynamik that release confounding electric pulses (found underground)
- 9 - Sound. Recorded laments of the Raze that slow time. Captured in shells.
- 10 - Liquid glass
- 11 - Powdered fire slime
- 12 - An unfolding impenetrable bubble shield, fifteen feet wide, that levitates and moves; six hefty blue balls allow access, each, and are carried along with the unfolding shield in a secure case.
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