Post by The Rocketmen on May 28, 2019 10:39:09 GMT -5
CHAPTER 5 EVENTS:
1. Bixby climbs onto a chair, and it's tall so he's having a harder time getting onto it.
2. Oliver tries to elbow Milkmire, but he dodges it and then lies about being bullied and abused. He is not told to stand in a corner, where a bronze ornament falls from a shelf and hits him on the head, but he continues to stand there anyways.
3. Albert is unable to use his ability in this room.
4. Bixby eats imaginary food, and then a man appears sitting at the end of the table. The group wonders if he's been there all along. He welcomes the heroes to eat at the table, and now all of the group can see chicken and mashed potatoes, etc. a whole feast.
5. The man speaks of an odd tale. He confirms that Bixby did bring the ship back to life. But that there was evil attached to it, leeching the ship, and our heroes killed the leech. He explains that the island was not always evil until a new owner took over and began poisoning its guests.
6. Oliver throws chicken at Bixby, shouting that the food might be poisoned, but the man waves off that notion.
7. Albert is rude to the man, so he doesn't answer his questions. Bixby is not rude, so his questions are answered. The man explains that the mirrors may be frightening, but they offer safe keeping and safe travels.
8. The group get information out of the man in the dining room. He mentions a child to Milkmire.
9. He asks the group to assist him in ridding the castle of the hatred inflicted by Count Orlok Shreck. The man says his name is Henry Edward.
10. Henry Edward advises the castle has 13 mirrors in the castle, each is a portal. He says he is trapped within one such mirror due to the magic of the evil in the castle. He asks that they gather the fragments of a shard so he can make it whole once more, and in return he will provide them with a ship to return on their journey home.
11. Henry offers a glass vial to Tim for the journey. He wishes to have them poison Orlok with it.
12. There is a battle between Tim and Albert in the quest to get the vial. The vial ends up rolling down the table and into Jif's hands.
13. Milkmire frightens Henry Edward.
14. Henry advises they go through a window and advises that not everything is as it appears.
15. Bixby says he'll jump through the window before opening it, and Henry advises that's a terrible idea.
16. Oliver threatens to steal the vial from Jif, so Jif just gives it to the prick.
17. Oliver and Bixby jump out the window and float down into a hole connected to a dark hall. They land softly on a large pile of something soft that feels like hair or fur.
18. In this place, Oliver learns his ability is working again. Jif gets pulled through the window by Tim.
19. Milkmire pretends he is a bird woman statue. He fightens the group. Jif tip toes away.
20. Milkmire taunts people like a cunt.
21. The group moves down the hallway and their steps are crunchy. Tim thinks it's glass. Albert thinks it's snow. These are wildly different interpretations of crunch in a dark, decrepit hallway.
22. Bixby moves to the front of the group and walks face first into a fork in the road. Not a literal fork though. That would be painful. Although Bixby can heal things, so it's not like that would be a life threatening injury. A fork can't really do much except poke you, but a knife. A knife can stab! I'm glad it's not called a knife in the road. But that also wouldn't make sense because the whole point of a fork is that it separates into different lines. A knife in the road would just be a straight line. What about a spoon? Maybe a spoon in the road is a roundabout or something. But I digress.
23. The group splits into two paths: Tim and Bixby down one, and Oliver, Albert and Jif down another. Albert runs into a wall like an asshole.
24. Tim and Bixby try pushing on the boulder blocking their path, and they feel their bodies begin to float.
25. Albert runs face first into the wall and bounces off and floats away. He tries again and softly collapses into the wall.
26. Jif floats and starts meditating.
27. Oliver slams Albert's body into the wall and with the help of Jif pushing, an opening is made.
28. Bixby motions to attack the boulder, but it seems to be pushed aside from some other force.
29. To their surprise, the entrance and the boulder reveal a mirror that shows each side the opposite side. It seems the pressure from one side released the boulder on the other.
30. Bixby touches the mirror, Milkmire grabs a hold of Bixby, and Oliver touches the mirror from his side. They are all sucked through the mirror on opposite sides and end up in a large chamber.
31. Each chamber has a statue, stone carvings of weaponry, and a glass case, with a carpet spanning the width of the floor.
32. Bixby tries to move the statue, but to no avail.
33. Oliver helps Bixby shake the statue, but fails as well. Jif watches. Everyone does the Harlem Shake.
34. They assess the room.
35. Bixby tugs the hand of the statue and hears a click, but nothing happens. Oliver touches the statue's nipples. Jif is disgusted by what he is seeing.
36. Milkmire says he will solve the puzzle and promptly leaves.
37. Milkmire returns with a thought. He puts a shield in the hand of statue in Chamber 2, and avoids the gold rings on the floor by tip-toeing around them. Then he puts a sword in the hand of the statue in Chamber 1. The shield in chamber 2 clicks. The sword does not.
38. Bixby chances the shield in Chamber 1, and another click is heard. He puts an axe in the hand and nothing happens. He walks across the carpet, past the glass case and waits for nothing to continue to happen.
39. Milkmire throws the axe away, and puts the shield back. The statue clicks. Oliver threatens to reverse this obviously correct change, but Milkmire glares him into oblivion.
40. Jif tries to open the glass cabinet, but it won't budge. He stares at the gold rings on the floor.
41. Bixby places the wrong things in the statue's hand, even when the statue clicks when it's holding a shield.
42. Milkmire picks up the gold rings. He puts them on the statue, and the giant rug pulls away to reveal an alphabet puzzle on the floor.
43. Oliver thinks about stepping on a random letter, but he fears a terrible fate could come by stepping on the wrong one. He stares at a glass box in the corner of the chamber.
44. Tim finds a ghost mouse. It shows him something stuck under a letter "U". It's a skull.
45. Milkmire wanders through both rooms and solves the puzzle.
46. The crew stare in disbelief as Milkmire casually walks away.
47. The glass box swings open and a foreign text is revealed in two parts.
48. Tim combines the two documents and determines that they read as follows:
I heard tell
That warriors met in single combat
Hildebrand and Hadubrand between two armies
son and father prepared their armour
made ready their battle garments girded on their swords
the warriors, over their ring mail when they rode to battle.
49. Jif, upon hearing the tale, places a shield in both statues' hands. Both statues click and the wall that separates both rooms drops and reveals a two-sided mirror, reflecting the opposite chamber. In the mirror, both chambers can see a pink shard.
50. Bixby reaches for the shard, but the mirror grabs a hold of his arm and he is stuck. His fingers continue to grasp at the pink shard.
51. Oliver assaults the mirror. He hurts his hand, and is now "handy-capped" get it?
52. Bixby reaches into the mirror and grabs a hold of the pink rock.
53. Oliver pushes Bixby into the mirror and gets sucked into it as well. A cyclone picks up and swirls the pair into the air like rag dolls.
54. Albert follows after Oliver and grabs the shard. Lightning swirls and strikes at the heroes, causing a surge of electrical energy to pulse through their veins.
55. Bixby begins to chant the song of his people. The shard begins to glow a bright pink.
56. Oliver flips off Bixby, sending a bolt of lightning striking Bixby in the head. Bixby shakes it off and the three begin to bird flex each other, striking one anothe with lightning, one flip of the finger at a time.
57. All three reach for the shard and cause an electric wave to strike the stone. The shard bursts, exploding and releasing a soul that evaporates into the air.
58. Oliver attempts to use his lightning ability once more by flipping everyone off in the room. Nothing happens and he looks like an asshole.
59. Bixby heals Oliver's limped leg and in return, Oliver punches Bixby for invading his personal space. Bixby then unheals Oliver and returns to him his limp.
60. The heroes search for a way out of the chambers.
61. Bixby and Oliver push the statues around.
62. Oliver bits the statue and is bewildered to learn it tastes like an old statue.
63. Milkmire leaves.
64. Oliver and Bixby try to make the statues sexually assault each other and inadvertently push them together the right way, releasing a mechanism that opens a pathway by staircase.
65. The heroes descend into the unknown.
CHAPTER 5 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.