Post by The Rocketmen on Dec 27, 2018 9:17:22 GMT -5
CHAPTER 3 EVENTS:
CHAPTER 3 SUMMARY:
- Albert has a sketch in his pocket and gives Oliver driftwood to walk.
- Whole crew makes their way up a walking/stone-stair path to the castle.
- Albert finds hair along the way.
- Bixby sees scratches on the stone stairway, and determines they may not be human.
- Milkmire assists Oliver as he walks around.
- Bixby locates a fountain and a gate. Fountain has 2 buckets attached to a statue, and two figurines affixed into a placement with the third figurine missing.
- Tim signs Milkmire's documents.
- Bixby and Oliver take turns pissing in buckets. Then they fill it with rocks.
- A literal pissing match takes place.
- Albert signs Milkmire's documents, then tries to fill the pee buckets with his own blood.
- Tim tries to climb over a fence that has a ceiling.
- Milkmire uses his ability to learn the fountain was made by a man who drinks from a flask years ago, and there are gears connected from the fountain to the gate.
- Bixby starts a fire inside the statue that shines a light out at a stump with a carving etched into it.
- Bixby heals Carl and Oliver. Carl is now fine, and Oliver has a mild limp but is otherwise alright but can't run well.
- Jif played with a tree and got hit in the face by a branch. He is fine, but embarrassed.
- Tim pries open the stump and inside finds a cherub figurine that reminds him of something familiar.
- Bixby places the cherub in the placement setting on the fountain.
- Albert consults a sketch diagram of cherubs and solves the puzzle of the fountain.
- The fountain turns on, forcing black sludge up from out of the buckets, which then drop and release the mechanism securing the gate.
- Our heroes continue past the gate and a statue on the grounds of the monastery and into an ominous village that leads to the castle.
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.