Post by The Rocketmen on Feb 4, 2019 8:44:23 GMT -5
CHAPTER 4 EVENTS:
1. Heroes are walking through a decrepit village.
2. Albert, Oliver and Jif start seeing shadows and feel like they are being watched.
3. Albert sees glowing eyes in some brush.
4. Oliver counts at least 20 buildings in the area. Bixby knocks on doors but gets no answer.
5. Bixby finds a document with a strange poem, and Milkmire observes it to read something of Dolon Of Troy.
6. Oliver leaves the group and finds himself in an empty house with an old cabinet with rotted food, and hears scratching noises.
7. Albert leaves the group and finds himself near a brick wall by a large outdoor garden. He sees bullet holes in the brick wall.
8. Milkmire observes the document once more and using his ability sees floorboards, a sense of love and dread and pressure on his right ribs. When he drops the document, these feelings wash away.
9. Fog rolls in and trickery captures all of our heroes, separating most from the pack and playing psychological games on them, trapping them in their spells of mystery, terror and exploited secrets.
10. Bixby has left the group and is in a house where trickery makes him believe he is back in the orphanage and is watching his younger self get bullied.
11. Albert, separated from the group, tries to reach out to a silhouette but is started when he learns it may be a ghost.
12. Oliver, separated from the group, finds himself trapped in the fog, which performs trickery to make him feel like he is trapped in a bricked off alleyway, where bodies call out "guilty" to him, attacking his past.
13. Tim, now separated from the group, has his ability triggered when an apparition comes forward that tells him it is preying on our heroes pasts and their secrets.
14. Jif, now separated from the group, opens a door, sees a small child-ghost floating, and slams the door
shut out of fear.
15. Albet is running through the fog until he hears something running a head of him. When he stops, it tells him "death comes at a price. The price is four years the younger."
16. The fog dissipates around our heroes. The figures in the fog seem to have brought our heroes some items.
17. Oliver has an empty pistol. Tim has a dislodged piano key. Milkmire has peculiar looking bullets. Jif has a spiked jewel. Bixby has a golden spike.
18. A female figure walks off into the forest, and another hooded figure walks through the garden and disappears into the castle doors.
19. There's a series of scuffles between Milkmire, Oliver, Tim and Albert. Jif is confused and scared. Milkmire tries to talk people into signing his documents.
20. Tim kicks Oliver and collects his pistol. Tim now has the pistol and a dislodged piano key.
21. Albert failed at a chokeslam attack because the Undertaker hasn't thrown Mick Foley through a table yet.
22. Tim sidesteps Albert's tackle, Tim accidentally cuts his finger on Milkmire's documents.
23. Jif finds a rope and tries to swing on it, but falls off.
24. Albert and Bixby move toward the castle entrace, where Albert thinks he sees statues staring at him.
25. Bixby puts his hand on the glass, and when he pulls it away there is a hand on the other side pressed against the glass where his hand was.
26. Bixby uses the golden spike to break the glass.
27. Albert kicks the door in.
28. Bixby complains about wanting to go home and someone comes to the castle door.
29. Albert asks the doorman to move, but he demands a password to enter.
30. The doorman asks the heroes "Tell the tale of the son with five sisters."
31. Tim makes it known Milkmire's documents have been signed. He offers the documents in exchange for Milkmire's bullets.
32. The doorman demands the right password after failed attempts by Albert and Bixby.
33. Jif kicks at the door, but falls. He then investigates Bixby's document.
34. Bixby gives the right password: "Dolon of Troy."
35. The doorman allows entry to the castle. The doorman lights candles.
36. Milkmire yells for everyone to stop. Everyone stops and waits for Milkmire. Nothing happens.
37. Everyone moves inside the castle.
38. The doorman explains they are in the Monastery of Count Orlok Shreck.
39. The brick walls are an illusion, our heroes are in a room filled with mirrors.
40. Oliver sees a man racing his shadow in one mirror. Another reveals a terrifying creature. A third mirror features a large beast growling at Oliver.
41. Albert sees wilting flowers in a mirror.
42. Bixby approaches a mirror and sees a woman's face floating out of a thick, white fluid.
43. Bixby approaches another mirror and sees hands reaching from a wall. A third mirror reveals a hand by a trap. The fourth mirror is of a woman. Bixby is warned not to touch the mirror. He reaches out anyways, and his hand enters into the mirror realm and pulls the woman out. She gasps for air and silently screams until she evaporates into the air.
44. Bixby tries to blow out one candle, but all are blown out.
45. A spirit emerges from the smoke. It tells a tale.
46. Bixby tries to re-light the candles, but cannot without a flame.
47. Albert keeps asking about Orlok Schreck but is warned to keep his voice down by the Doorman.
48. Albert bangs at a mirror, and the sound of the thump echoes behind it.
49. Albert pulls at the mirror, but it is hard to open and he needs help.
50. Jif blows out all the remaining candles before Bixby has a chance to play with them again. Bixby likes to play with fire.
51. Bixby helps Albert open the mirror. Oliver joins in and they get it open. There's a tiny light far away that shines down the hallway.
52. Oliver asks the Doorman to go first, but he ignores him, and Albert walks through.
53. Jif walks into a mirror and drops a candle.
54. Milkmire does Milkmire things and contributes absolutely nothing.
55. Doorman tells Bixby "to go back he must go forward. The way home is through."
56. Albert, Bixby and Oliver walk through the mirrorway, a gust of win rushes past them, into the mirror room, collects all our heroes in a strange dust tornado and sucks them into the mirrorway, sealing the door shut behind them. The doorman was unaffected.
57. The gang make their way all the way down the hallway toward the light, which is coming through a square hole about an inch and a half in diameter.
58. Bixby looks through the hole and sees some kind of reddish material.
59. Oliver kicks Bixby, making him drop the spike. This sparks his thoughts in using the spike to shove into the square hole and open the secret passage into a dining room.
60. Tim kicks away everyone who annoys someone else into trying to steal their items, and then offers the signed documents to Milkmire again, who ignores him.
61. Bixby is hungry, but the chapter ends before he can eat.
CHAPTER 4 SUMMARY:
- TBD
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.