Counselor Garen Tennant
The Great Capture the Flag Game
Sun Nov 2, 2014 17:14

The school-wide game of capture the flag was part school spirit, part teambuilding, part Defense Against the Dark Arts practical work, and part corporate sponsorship. Garen Tennant was not entirely certain that a joke shop was an ideal sponsor for a school—at least, not from the school’s perspective; students were probably the joke shop’s target audience—but it sounded like something everyone would enjoy.

And in truth, Garen was very impressed with the joke wands. They were set to spray a certain amount of non-toxic dye in response to the incantation spoken by the person holding the wand. He’d tested on one of his office walls, and the amount of dye seemed to correspond to the severity of the spell; stupefy had yielded a larger stain than rictusempra.

(If he had known how difficult it would be to remove the paint from the wall, Garen wouldn’t have tested the wands in that way. He had a feeling the house elves assigned to the administrative quarters were less than pleased with him—though they’d had a much easier time getting it off the wall than the counselor had.)

The Finer Diner was, of course, the school’s nominal meeting place, so this was where all of the students were summoned for the mandatory game. For those who took Defense Against the Dark Arts, this was a large part of their grade; for those who did not, a few professors had offered credit in their classes. All usual activities had been suspended for the day. Garen had specifically chosen a Tuesday because Advanced Potions met on Mondays, Wednesdays, and Fridays. If anyone might’ve objected, it surely would’ve been Robert, but Garen had heard nothing from the Potions Master on the matter. Disappointingly, this meant Gallico also wasn’t participating—the event being open to all faculty and their families, since everyone would use joke wands regardless of magical ability—but Garen hadn’t really expected Robert to play.

Andrew’s demands to join had been… difficult to respond to. Garen had solved the problem by giving him a wand which shot royal blue dye (in contrast to the rich purple and emerald green he had chosen for the two teams). “You can be the assassin,” Garen told his son, thinking of Drew’s favorite video game.

Since playing Assassin’s Creed, Andrew very much enjoyed jumping out from behind furniture in their apartment stabbing his father with a cardboard dagger, and yelling “Got you!” Garen felt these skills would be useful in capture the flag.

“You just try to get everyone you can. But if one of them gets you, even a little bit, you have to go to the Infirmary to get cleaned up before you can get anyone else. Got it?” This was how the game worked for everyone. The dye spread through their robes after they took a hit—more quickly if the “spell” would have caused more damage. When their robes were entirely saturated, it would turn red, and they would have to go to the Infirmary to be “Healed” before they could rejoin the fight. Those who tried to keep fighting with red robes would find that their wands refused to work.

In the Finer Diner, Garen divvied up the wands. To cut down on arguing within the teams, he had placed the flags beforehand. The green team’s base was in the Rec Center, with their flag on top of the waterfall. Purple team would defend their flag’s position atop the rock wall at the Quidditch Pitch. There could only be two guards on a flag, and the guards had to stand at least ten yards from the flag unless an attempt was being made on it. “First team to bring the other team’s flag back to their base wins,” Garen called. “On your mark—get set—go!”

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