At the far end of the reef, distant enough that the cliffs are only a bit of a vague haze in the distance, stands a rocky island with another lighthouse perched upon it. Unlike the one at Keystone, the tower of the Siren's Push lighthouse is intact... At least on the outside. No light shines from the top, but that's only to be expected when the place is abandoned, right? Even the little dock that must have once allowed the lighthouse keeper to come and go is worn away by time.
Actually entering the tower, however, will reveal that it's been gutted, quite literally and thoroughly - there's only a thin walkway around the edges of what was once the floor of the lighthouse, and the pit below opens to water that flows in from hidden caves around the base of the island. Indeed, those on the water side will find that some of those caves are easily wide enough to swim through, allowing access to the inside of the lighthouse from beneath the waves.
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ABOVE WATER
Those who enter the lighthouse above the waterline will find that the narrow ledges around the pool are already occupied. Though they don't look like much at first, these jellies - incredibly similar looking to the ones inside the Trivesta, though significantly larger and shaded in black and greys with the occasional splatter of glowing yellow - are not near as friendly as they counterparts. They're solid and have the ability to "sting" from their tendrils - not a literal sting, but a sort of mental paralytic that freezes the ability to think of their victims.
Did I mention that they're quite solid? Solid enough to, say, push some frozen or unwary person off the ledge? They're also a good bit more organized than the jellies of the Trivesta, almost as though someone - or something - were controlling them...
Luckily for all involved, Siren's Jellies can be dispersed with physical attacks, though attacks of pure magic tend to either go right through them or bounce back towards the caster. Eventually, however, the dispersed jellies will reform...
And below is the pool, where something else lingers, putting a faint pressure upon your minds and the smell of something rotting in the air...
BELOW WATER
Something here is rotting. That's the first impression you get, the taste of it thick on the water flowing through the caves. The second impression is a mounting pressure, pressure, pressure inside your head... A drone into your skull, almost like a song...
Whether you find yourself in the water via the caverns or a sudden fall, you are now face to face with the "siren" of Siren's Push. At first glance, it appears to be just a massive tangle of seaweed, but then something underneath shifts, revealing a stretch of black skin that somehow manages to look slick even beneath the water. (It's probably for the best to not question exactly what the "siren's" body shape is.)
The smell of rot and the shininess come from the same place - the siren's kin emits a layer of mucus that, over time, has dissipated into the water. Those who bring their skin into direct contact with the mucus (and boy, a lot of you are underdressed now, aren't you) will find themselves engaged in a battle of wills with the creature in order to regain control over their own bodies.
Fortunately, with so many potential victims, it's harder for the siren to keep control of all its new acquisitions, making it possible to break free.
HOW THIS IS GOING TO WORK
As in the previous boss fight, characters are free to attempt actions against the siren or its minions in threads with each other. Every twelve hours or so, mods will make a round call and post a summary of what's happened since the previous round. These round-ups, unlike the previous boss fight, will likely not involve strict one-to-one responses to each comment; instead, character names will be bolded in the round summary in order for you to find them easily.
Additionally, if participants in the boss fight would indicate in their first comment the level of injury or other harm they're looking for or willing to undergo with their characters, that would be extremely helpful to the mods!
Newly accepted characters are welcome to jump in once they've been through their admissions hoops!
BOSS FIGHT: SIREN'S PUSH
Actually entering the tower, however, will reveal that it's been gutted, quite literally and thoroughly - there's only a thin walkway around the edges of what was once the floor of the lighthouse, and the pit below opens to water that flows in from hidden caves around the base of the island. Indeed, those on the water side will find that some of those caves are easily wide enough to swim through, allowing access to the inside of the lighthouse from beneath the waves.
----
ABOVE WATER
Those who enter the lighthouse above the waterline will find that the narrow ledges around the pool are already occupied. Though they don't look like much at first, these jellies - incredibly similar looking to the ones inside the Trivesta, though significantly larger and shaded in black and greys with the occasional splatter of glowing yellow - are not near as friendly as they counterparts. They're solid and have the ability to "sting" from their tendrils - not a literal sting, but a sort of mental paralytic that freezes the ability to think of their victims.
Did I mention that they're quite solid? Solid enough to, say, push some frozen or unwary person off the ledge? They're also a good bit more organized than the jellies of the Trivesta, almost as though someone - or something - were controlling them...
Luckily for all involved, Siren's Jellies can be dispersed with physical attacks, though attacks of pure magic tend to either go right through them or bounce back towards the caster. Eventually, however, the dispersed jellies will reform...
And below is the pool, where something else lingers, putting a faint pressure upon your minds and the smell of something rotting in the air...
BELOW WATER
Something here is rotting. That's the first impression you get, the taste of it thick on the water flowing through the caves. The second impression is a mounting pressure, pressure, pressure inside your head... A drone into your skull, almost like a song...
Whether you find yourself in the water via the caverns or a sudden fall, you are now face to face with the "siren" of Siren's Push. At first glance, it appears to be just a massive tangle of seaweed, but then something underneath shifts, revealing a stretch of black skin that somehow manages to look slick even beneath the water. (It's probably for the best to not question exactly what the "siren's" body shape is.)
The smell of rot and the shininess come from the same place - the siren's kin emits a layer of mucus that, over time, has dissipated into the water. Those who bring their skin into direct contact with the mucus (and boy, a lot of you are underdressed now, aren't you) will find themselves engaged in a battle of wills with the creature in order to regain control over their own bodies.
Fortunately, with so many potential victims, it's harder for the siren to keep control of all its new acquisitions, making it possible to break free.
HOW THIS IS GOING TO WORK
As in the previous boss fight, characters are free to attempt actions against the siren or its minions in threads with each other. Every twelve hours or so, mods will make a round call and post a summary of what's happened since the previous round. These round-ups, unlike the previous boss fight, will likely not involve strict one-to-one responses to each comment; instead, character names will be bolded in the round summary in order for you to find them easily.
Additionally, if participants in the boss fight would indicate in their first comment the level of injury or other harm they're looking for or willing to undergo with their characters, that would be extremely helpful to the mods!
Newly accepted characters are welcome to jump in once they've been through their admissions hoops!