Post by The Rocketmen on Nov 19, 2018 17:11:57 GMT -5
CHAPTER 1 EVENTS:
The year was 1838. Our heroes awakened somewhere off the coast of the Atlantic. North. South. East. West. Directions were a blur. They pulled something wet from their faces. It was a short piece of cloth - a blind fold. Everything up to this moment was a mystery. All they could remember was who they were, and where they've come from. Everything about who themselves was clear, but everything beyond their sense of selves was fuzzy and confusing. Their hands were dirty from sand. Sand that surrounds them all. They each come to the same realization that there is a shipwreck on the banks of a tide that has gone out. The ship was ruined. Some assisted the other survivors in removing shackles that were still attached to a splintered pile of ruin. Everyone was a stranger. There was panic that some could be behind this whole ordeal, but their reactions of confusion are convincing to say the least. They are all prisoners, shipwrecked on an unknown island. A castle looms over the land in the distance. And our heroes gather around for introductions to hopefully solve the mystery of why they are all deserted on this strange island.
The first to wake up on the island was Dr. Joshua Milkmire Edwin Caligari. Some people had called him "Jaime", but when those people went to sleep, they never woke up. The second to awaken was Oliver James. They shake hands, and Milkmire quickly remembers he has the ability to perceive the history of an object by touching it. Oliver seems to perhaps have a speech impediment, or his accent was incredibly strong. But at a bit over six feet tall, and a muscular build, Oliver is a man that seems almost unbreakably fit.
The pair are soon joined by Carl Newton. A man of few words. He briefly talks about his fascination with animals, but hardly engages in most conversations. He only stares at a clasp attached to his foot, but no chain. It was a horrible anklet of absolutely no fashion sense. He is at best a man of independence and at worst a loner. Milkmire quickly determined who might be a gentleman and who was not. He was fixated on the idea of venison, but no one cared to discuss food at a time like this.
Jif woke up briefly and then went back to sleep. Soon after, Oliver requested assistance to remove a chain from his foot, but Milkmire, instead, touched the chains erotically and informed Oliver that he could get a sense for the history of the chains by touching them erotically. Oliver waited a long moment for assistance that never came. After Milkmire continued to re-explain his ability, Oliver shouted to Carl for help, but Carl ignored him. He yells something about dogs, and Milkmire opens a confusing discussion over animals to which Oliver provided no knowledge or insight. Carl continued to ignore them. He was a man of very few words.
Soon, Douglas "Bixby" the Third woke up. The third is presumably his last name. No one knows. He was a short, portly fellow. He experienced bullying first hand, probably on account of being a short, fat bloke who had orphan friends. He was also an orphan, so as you can see, it was easy to target and torment the little, pudgy bastard. When his friends with dead parents got hurt, Bixby was there. When his band of hungry ragamuffins were sad because all the food was gone, Bixby was there. When the foundlings were playing and didn't need to be healed, Bixby was not there. Bixby wanted to convince the others he had friends, and name dropped Jack Harrington and his ship, the Rusty Pelican. But no one bothered to ask him anything else. Instead, they talked about venison.
Oliver asked Bixby to build a fire, but Bixby was busy being sad about his life. Oliver, immediately asks for assistance and as he is is finishing his sentence tells everyone not to bother. It has been no more than 5 minutes since some of our heroes had begun to wake up on the island. Oliver, impatient a man could ever be, pulls the chain loose from a pile of rubble to learn it is attached to a cannonball. He asks if the chain can be melted by anyone, but he is ignored because Jif has now fully regained consciousness.
Jif. A man who can't speak, but speaks in animated actions or draws things in the sand. He could hear real good. He removed his blind fold, took a look around, didn't like what he saw, so he put his blindfold back on and stood aimlessly in place. Oliver asked him what his name was. Jif wrote Jif in the sand. Oliver confused the scribbled writing for a bread spread and Jif stared at him confused. Oliver asked Jif to hand him the sand, but referred to the sand as peanut butter, and Jif stared at him confused. Oliver, for all his muscular form, was not dullard.
Jif then revealed he had a bag, and the only contents was a chalkboard and some chalk he could use for improved communication. Milkmire checked his bag for venison, but no luck. Jif then furiously scribbled on his chalkboard, and ran around showing everyone, but no one could decipher it. As Jif stood in front of Oliver, pointing at his chalkboard, Oliver looked away from Jif and yelled at the castle. The castle, to no one's surprise, did not reply. Oliver was a dunce of a chap.
Oliver looked to move about the beach, but the cannonball attached to his foot limited his mobility much the same way a cannonball attached to ones foot would. Oliver cursed the cannonball, and Jif comforted him. Oliver asked for assistance, and Jif pretended to help, but did nothing of the sort. Bixby wandered over to inform Oliver he could heal his cannonball foot. Oliver, using his natural ability of spontaneous horrible decision making, raised the cannonball over his head, and dropped it onto his foot. It broke the clasp and his ankle, and turned an irritating situation into an incredibly painful one. Oliver compared a shattered foot to smoking tobacco. Oliver was an ignoramus.
Carl, long after he was spoken to, shouted "I don't have venison!" He then mumbled something about eating Oliver's foot. Carl then spoke about the Baba Yaga, but no one cared. Bixby, annoyed by Oliver's poor life decisions, healed his foot, but was distracted by a pile of ruin and Polish jokes and left Oliver with a significant limp. Milkmire heard Carl speak of the delicacy of a man's foot, and chased a hobbling Oliver around, attempting to bite at his metatarsal. When that failed, he collected himself and questioned everyone's literacy. He scrambled to find some papers in his pocket, but could find none.
Lord Byron then woke up, and mentions his missing cane, and then casually moved about the beach. Oliver, with much difficulty, limped over to Bixby and offered assistance searching a pile on account of Bixby being incredibly short. Oliver noticed something in the pile and reached down to collect it. Upon discovering it was a cane, he tugged at it, dislodging a corpse from the pile, and was trapped underneath the weight of the dead man. Bixby fell back in shock and horror of the sight. Bixby was unharmed by this as he is the shape of a blueberry and simply rolled about a little.
A bunch of shenanigans then broke out. Some thieving, some attempted cannibalism, and a whole bunch of complaining. Eventually a teensie weensie bit of murder. But then Byron reversed time, leaving Oliver with a scar, and vowing never to use his time travel again. None of our heroes remembered any of it, especially the murder part, which Byron was thrilled about. Milkmire cited Lord Byron a gentleman. Oliver collected a set of keys from the pocket of the corpse.
Bixby looked to the corpse and because Bixby was filled with love and compassion and the largest portion of every meal, he placed his hands on the dead man and attempted to revive him. It took a while and most of his energy, but he was successful in reanimating the corpse. The Kruze wind then blew in a screeching breeze that annoyed all of our heroes. Bixby, in between long, deep breaths, defended the Kruze. He was the only one.
Milkmire looked to the ship and ran off to swim out to the wreckage and search its contents. Oliver tried to follow, but was first tripped by Jif using Byron's cane for seemingly no reason. Jif then handed the cane back to Byron and moved out to the waters where he wafted in the water. Oliver collected himself, and used a short plank as a crutch to assist in his mobility. He swam out to the ship and pulled himself aboard.
Bixby, from land, shouted, "I'm going home!" But never left. Exhausted, he only required to rest and probably eat. He patted at his pockets for a set of keys and cursed Oliver for retrieving them before he had a chance to do so.
On the ship, Milkmire drags his fingers across the boards and chains and learns a horrifying truth - the ship was once alive. A creature of dark magic. "Holy fuck!" Milkmire's eyes went wide and he lept from the shipwreck, leaving Oliver behind. Oliver, who just got himself pulled onto the ship, dove back into the water and swam back to shore with his plank.
Milkmire rushed to the corpse and questioned him if he had his papers. It was then Albert Ming woke up screaming. A child of just 13 years old, he was tall and thin like an over sized Ethiopian. Milkmire, after receiving no response from the corpse, became irate for not receiving his papers. "The ship is alive!" he shouted over and over again, seemingly in retaliation for not receiving his papers, as if the secret was the only way he could get back at the reanimated corpse. Milkmire was satisfied with this decision. One wondered if he would bite his thumb at the creature, but he did no such thing, for Milkmire, you see, is a gentleman.
Albert had a flash enter his mind, and yelled out for Bixby to roll out of the way. Doing as told, Bixby avoided planks that pierced through the sand and threatened his chubby livelihood.
A rumbling came across the sands, and the planks and ropes united themselves with the reanimated corpse, and began to lash out at our heroes. The beach was under attack, and the first truth of the Island of Wisborg was unveiled.
CHAPTER 1 SUMMARY:
- Our heroes wake up on an island. They see a castle, and there is a shipwreck around them.
- Introductions are held among the members, as Milkmire shakes hands with some, and Oliver is chained to a cannonball.
- Oliver smashes his own foot with the cannonball to free himself, and Bixby heals the broken bones.
- A dead body is discovered, and investigated. Oliver pockets the keys, and Bixby begins to work on bring the corpse back to life. Byron retrieves his cane.
- Milkmire searches the ship with Oliver and learns a ghastly truth about the ship - that it is a creature.
- Jif plays in the water.
- Albert sees impending death and warns Bixby to move. He gets out of the way just in the nick of time as planks pierce through the sand attempting to kill our heroes.
- The healing spell used to bring back the dead has awakened the ship and its one occupant, which now threatens the lives of everyone on the beach.
ABILITIES:
Note: If the ability is scratched out, it has already been selected and cannot be used for a second character. You also cannot select an ability that is not listed below.
Acid Blood: Ability to use your acidic blood in various ways.
Elemental Minor Manipulation: Ability to manipulate elements with minor methods.
Force-field: Ability to create a moderate force-field to shield you and others from harm.
Illusion: Ability to alter the perception of others.
Luminescence: Ability to emit light from one's body.
Persuasion: Ability to force other's to obey one's commands.
Telescopic Vision: Ability to see clearly in darkness and magnify vision to various levels.
GAME NOTES/RULES:
The game is constantly evolving and things that can sway the story away from the guidance of the DM can be put here for deterrence to ruin the game, not to ruin your enjoyment.
This game will be more visual than what we've played in the past. Locations you visit will be accompanied by an image of the room you are in. This room can then be explored appropriately, but can also be referred back to for decision making purposes and assist in the imagination of your character's response.
As the game unfolds, anything stated by the DM (me) is gospel, canon, concrete. It cannot be altered. This is the foundation of the story you will play. Anything within the confines of this foundation is fair game. Example: If I say "the door is locked" you cannot state "no it isn't." But the method of attack the obstacle of a locked door is within your power and imagination.
Will also mention that just because your character has an ability does not guarantee it will work every time or work to the length you hope it will. So always write "attempt" when performing an action.
You can join the game at any point. We'll just consider you still unconscious from the shipwreck, so when you arrive you follow footsteps from the shores up to where our heroes are currently located.
Trolling or any attempt of ruining the game will be ignored, destroyed or countered by the DM. Example: you decide to just kill your friends, well, you're murdered by a falling piece of lumber that flew up into the air after the ship wreck and just happened to come down when you were being a dick.
TAGGING THE DM
From now on, there is no Temporal Rewind. The story will remain linear.
When you wish to perform an action, anything that could affect the environment or another character or the plot must be written as an attempt:
Ex: Wayne Gretzky attempts to shoot the puck at the net.
This format will allow the DM to react to the attempt, either making it successful or not, or allows other characters to become involved in the act.
Once an action is taken, please tag @ michealaldred the DM and write DM, so that I can ensure I do not accidentally skip your action request.