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Posted: Sat Jan 15, 2011 7:25 am
:: SIGN ME UP! :: Dark Fire Angel Mini-Pet Profile Name: Daffu
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Posted: Sat Jan 15, 2011 9:00 am
:: SIGN ME UP! ::Gaia Username: Meeki Mini-Pet Profile Name: Meeki
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Posted: Sat Jan 15, 2011 10:33 am
:: SIGN ME UP! :: Gaia Username: whimsicalDreamthief Mini-Pet Profile Name: Witchneko
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Posted: Sat Jan 15, 2011 6:03 pm
:: SIGN ME UP! ::Gaia Username: Vashtya Mini-Pet Profile Name: Vashtya
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Posted: Sun Jan 16, 2011 7:36 am
:: SIGN ME UP! :: Gaia Username: The_RedDaisy Mini-Pet Profile Name: DustyPinkDragon
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Posted: Mon Jan 17, 2011 12:58 am
Sign-Ups Closed! Officially. The game will start at 12PM (that's noon) EST and go to 5PM. Here are some extra notes that I'm throwing in.
Clarification: The game does NOT take five days to complete. Rather, I am giving it five days in which it can run its course. However, you will NOT be able to win this game in one day! Can't be done!
Moar Rules: 1. If I suspect you of cheating (ie. you do not start until the second or third day and move exactly the right paths), you will be disqualified. If we reach the third day, expect some changes to be made to the game anyway. You will not have an advantage by hanging back very long! 2. Note that, if you have a student, I would suggest you not RP them in this event. I make assumptions as to the character (fondly referred to as 'You') and obviously not every student is going to fit into the setting I've made. It's not that I'm disallowing you to play your student- if you'd like to, it's fine. Your choices will be limited, though, so I'm kind of cramping your creative style in that sense. This is just a note for anyone who thought they were supposed to be bringing their students to the plate. 3. Please post your choices in a clear manner, especially if rping a decision. Either copy the decision and put it in OOC or note it somewhere in bold print so I can catch it easier. 4. From here on out, if you have any questions or concerns regarding this game, PM me. 5. Once a round is closed (at 5PM EST in this instance), no more decisions will be allowed. You must wait until the next round of the game to be able to post your decision. Just kind of gestate on where you'd like your next move to be! 6. If and when you die, you are back to start and must make one move at a time like anything else. No "I move from point A>B>C" in one post. It'll be "I move from point A>B". Even if you went that route before and have seen it, you must relive it. This is the cost for getting a second/third chance and is, obviously, part of the challenge.
General Info: - The game will begin around 12PM EST, at which point I will make a response post every thirty minutes. As players move to different parts of the game, I will make a giant omni post telling you what each reaction does. Again, there will be many options for you to choose from and more than one way to the end.
- If you come in late to the game, that's fine. Basically what happens is you are standing where you started/stopped while others have moved on. I will indicate your position with each of my omni-posts, along with your options, so you don't have to backread. The disadvantage for you being late is that other players may be outrunning you, since you can only make one move per round. For example, the game started and you were an hour late. Players that were there on time are two steps ahead of you until they die (or, in some cases, find they are on a wild goose chase).
- Your decisions will affect your play. For example, if you choose to punt a bunny on your way to another section of the game, that bunny may exact its revenge on you two or three steps down the road. Players that didn't kick the bunny will not suffer the agonizing death that you do. In contrast, if you pet the bunny, he may appear later to aid you, where players that ignored him do not get this help. Your actions will have rewards and consequences, even if they are not immediate.
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Posted: Mon Jan 17, 2011 9:01 am
IT WAS A DARK AND SPOOKY NIGHT...
Round #1 Tonight was supposed to be the night. It’s the one you and your friends have been talking about for ages (well, ok, since last week) and you’ve been doing your best not to think about how excited you are. On a recommendation, you’ve all planned to go and haunt a spooky forest nearing the mountains. Apparently there’s a healthy bit of variety in comparison to your typical cemetery drive; a bar made out of the remnants of a train (mostly undead and ghosts), one or two abandoned houses, and miles of woods to explore.
The night is still fairly early, but you’re already having a great time. The trees howl at you- your friends shriek and shrill with them, then go on, cackling. You’re all making quite a ruckus (except for the poor boil that you’re initiating- he’s too busy trying not to buckle under the ice box you all made him lug along), because that’s how you prove that, tonight, you’re going hard, just like the world is yours. Or something like that. Everybody figures that, after you all find a suitable patch of wood, you’ll all make a temporary base and decide what to do from there. The popular opinion seems to be leaning toward hunting down the old crone that supposedly lives in these parts and seeing what torment you can inflict. Everyone’s heard the stories, but no one knows for sure if she’s real. You’re all debating on what you think she makes her infamous dolls from –hair, twigs, match-sticks- when, from behind, there comes a great clatter and a scream.
You turn just in time to see your trial-friend and the cooler go down, kicking and screaming, beneath what must be at least three evil gremlins. He doesn’t stand a chance, especially not now that you see there are more of the creatures coming. Their bright eyes shine with impish glee around the base of the trees, malice in their wide, razor-bladed grins. The rest of you don’t even think twice: you run.
One by one, you see or hear your friends go down around you; apparently you’ve run right into the gremlins’ trap and they’ve been waiting to drop down on your crew from the branches. You’re about to call it quits and let the little bastards have you (but damn, death by dismemberment hurts) when you smack right into a cast-iron gate. Idiot- you were too busy looking at what was going on over your shoulder to see where you were going!
You can hear a round of cackling from behind you, the sound of the pack fast closing in, and the distant shouting of your fallen comrades. It looks like the end for you. Hoping to salvage what remains of your dignity, you turn to face your attackers and start a battle cry!
Unexpectedly, a wave of cold washes over you as something passes through you and continues on. Ghost hounds! The gremlins are just as surprised as you are, falling over their own ranks as the canine creatures plow through them. There is a tug at your arm to distract you from the spectacle of flying, gremlin chew-toys. It’s one of your friends (ok, it’s one of your friend’s friends that always tags along; you never liked him much, but you’re reconsidering your opinion now), and he helps haul you to your feet.
“We gotta get out of here,” He says, breathlessly. You can smell the blood on him, and his stylish Ichorzombie & Witch apparel is tattered with evidence of a fight he must have narrowly escaped. “I bet if we can get back to the ice box, we can melt ‘em all, no problem.”
He does, however, seem to be looking for guidance. You check the area for options, because one question has really been nagging you – where did the dogs come from?
Turning back toward the gate, you stare through the brambles and behold a manor. Somehow, you didn’t notice it before (which is understandable since you weren’t really looking), but it’s a pretty big place, two stories tall, and properly foreboding. There are lights in every window, dim on the top floor (candles) and bright on the bottom; you get the impression of a wide grin. In the very center, up the steps of a wide porch, there’s an arch of yellow light and a humanoid silhouette. Someone is watching you and your friend from the entrance of that mansion.
What are you going to do?
> Make a dash for the mansion. The gate is open, even if it is overgrown with weeds and thorn bushes. Maybe they sent the dogs out to help you? Surely they’ll shelter you while you wait for your friends to come back!’
> Take your friend’s advice and run for the woods. Those dogs can buy you time while you get back to the camp and gather your liquids for a counter-attack. Besides, that mansion just seems a little too good to be true
Participants
Nio Love Mediciner Komse Toshihiko Two Manda elvyralani Sayuri_Nitta Amon Larethian Lucifer Force Bloodlust Dante iloveyouDIE Kanth MoonKitsune Eyulra Dark Fire Angel Meeki whimsicalDreamthief Vashtya The_RedDaisy
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Posted: Mon Jan 17, 2011 9:12 am
Quote: > Make a dash for the mansion. The gate is open, even if it is overgrown with weeds and thorn bushes. Maybe they sent the dogs out to help you? Surely they’ll shelter you while you wait for your friends to come back!’ Maybe the mansion did seem too handy? But the dogs had helped, and so maybe it was for the best that I dashed inside, hoping that I hadn't made a classic horror movie mistake and swapped an attack for a enticingly laid trap.. Pushing through the tangle of weeds and bushes that snagged at my clothes, I enter the grounds of the mansion proper, hoping with a thudding heart that I haven't chosen in error. (first person feels weird but as I'm not rp'ing my student I went with that XD)
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Posted: Mon Jan 17, 2011 9:17 am
((> Take your friend’s advice and run for the woods. Those dogs can buy you time while you get back to the camp and gather your liquids for a counter-attack. Besides, that mansion just seems a little too good to be true.))
A chance! He couldn't just leave behind his comrades! Who knows, those dogs might turn against them too. With a shake of his head to get his focus, he began a mad dash back to camp, hopefully the mansion will still be there upon his return, or maybe it will dissipate with the ghostly canines as well.
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Posted: Mon Jan 17, 2011 9:23 am
Quote: > Make a dash for the mansion. The gate is open, even if it is overgrown with weeds and thorn bushes. Maybe they sent the dogs out to help you? Surely they’ll shelter you while you wait for your friends to come back!’ Perhaps it was better to ask for help from whoever was in the mansion than to run back out to the woods and risk getting attacked again. Besides, if the hounds were after everyone, they would have attacked the kids too! The best idea would be to ask for help and find out if the hounds were indeed just chasing off the gremlins. They made a mad dash for the mansion.
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Posted: Mon Jan 17, 2011 9:24 am
Quote: > Take your friend’s advice and run for the woods. Those dogs can buy you time while you get back to the camp and gather your liquids for a counter-attack. Besides, that mansion just seems a little too good to be true. The mansion was just a little bit too spooky looking to trust--and if it turned out to house something else waiting to ensnare us, we'd have no defense at all--and the hounds seemed to be driving the gremlins back, buying us some time to regroup. Deciding I'd rather have a fighting chance, I nod at my friend, and tear off back towards the woods.
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Posted: Mon Jan 17, 2011 9:24 am
Quote: > Make a dash for the mansion. The gate is open, even if it is overgrown with weeds and thorn bushes. Maybe they sent the dogs out to help you? Surely they’ll shelter you while you wait for your friends to come back!’
Time for a Home Alone type stand-off, enough of these creepy woods! I've watched Evil Dead, I know where this story is headed. Woods, bad. Cabin, marginally better. Let's see if those dogs are carpet-trained.
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Posted: Mon Jan 17, 2011 9:32 am
Prelude Nio Love Mediciner Komse Manda elvyralani Amon Larethian Lucifer Force iloveyouDIE Kanth MoonKitsune Eyulra Dark Fire Angel Meeki whimsicalDreamthief The_RedDaisy Tonight was supposed to be the night. It’s the one you and your friends have been talking about for ages (well, ok, since last week) and you’ve been doing your best not to think about how excited you are. On a recommendation, you’ve all planned to go and haunt a spooky forest nearing the mountains. Apparently there’s a healthy bit of variety in comparison to your typical cemetery drive; a bar made out of the remnants of a train (mostly undead and ghosts), one or two abandoned houses, and miles of woods to explore.
The night is still fairly early, but you’re already having a great time. The trees howl at you- your friends shriek and shrill with them, then go on, cackling. You’re all making quite a ruckus (except for the poor boil that you’re initiating- he’s too busy trying not to buckle under the ice box you all made him lug along), because that’s how you prove that, tonight, you’re going hard, just like the world is yours. Or something like that. Everybody figures that, after you all find a suitable patch of wood, you’ll all make a temporary base and decide what to do from there. The popular opinion seems to be leaning toward hunting down the old crone that supposedly lives in these parts and seeing what torment you can inflict. Everyone’s heard the stories, but no one knows for sure if she’s real. You’re all debating on what you think she makes her infamous dolls from –hair, twigs, match-sticks- when, from behind, there comes a great clatter and a scream.
You turn just in time to see your trial-friend and the cooler go down, kicking and screaming, beneath what must be at least three evil gremlins. He doesn’t stand a chance, especially not now that you see there are more of the creatures coming. Their bright eyes shine with impish glee around the base of the trees, malice in their wide, razor-bladed grins. The rest of you don’t even think twice: you run.
One by one, you see or hear your friends go down around you; apparently you’ve run right into the gremlins’ trap and they’ve been waiting to drop down on your crew from the branches. You’re about to call it quits and let the little bastards have you (but damn, death by dismemberment hurts) when you smack right into a cast-iron gate. Idiot- you were too busy looking at what was going on over your shoulder to see where you were going!
You can hear a round of cackling from behind you, the sound of the pack fast closing in, and the distant shouting of your fallen comrades. It looks like the end for you. Hoping to salvage what remains of your dignity, you turn to face your attackers and start a battle cry!
Unexpectedly, a wave of cold washes over you as something passes through you and continues on. Ghost hounds! The gremlins are just as surprised as you are, falling over their own ranks as the canine creatures plow through them. There is a tug at your arm to distract you from the spectacle of flying, gremlin chew-toys. It’s one of your friends (ok, it’s one of your friend’s friends that always tags along; you never liked him much, but you’re reconsidering your opinion now), and he helps haul you to your feet.
“We gotta get out of here,” He says, breathlessly. You can smell the blood on him, and his stylish Ichorzombie & Witch apparel is tattered with evidence of a fight he must have narrowly escaped. “I bet if we can get back to the ice box, we can melt ‘em all, no problem.”
He does, however, seem to be looking for guidance. You check the area for options, because one question has really been nagging you – where did the dogs come from?
Turning back toward the gate, you stare through the brambles and behold a manor. Somehow, you didn’t notice it before (which is understandable since you weren’t really looking), but it’s a pretty big place, two stories tall, and properly foreboding. There are lights in every window, dim on the top floor (candles) and bright on the bottom; you get the impression of a wide grin. In the very center, up the steps of a wide porch, there’s an arch of yellow light and a humanoid silhouette. Someone is watching you and your friend from the entrance of that mansion.
What are you going to do?
> Make a dash for the mansion. The gate is open, even if it is overgrown with weeds and thorn bushes. Maybe they sent the dogs out to help you? Surely they’ll shelter you while you wait for your friends to come back!’
> Take your friend’s advice and run for the woods. Those dogs can buy you time while you get back to the camp and gather your liquids for a counter-attack. Besides, that mansion just seems a little too good to be true Back to the Woods Bloodlust Dante Vashtya You and your friend decide to run back to the woods. There’s a little clearing, only about ten or fifteen feet, between the gate of the manor and the forest. Just as you planned, the dogs give you enough cover to make it into the trees. As soon as the spectral hounds hit the threshold of the wood, however, they disappear. You and your friend are left in the very middle of an angry patch of gremlins.ENDTo the Mansion Sayuri_Nitta Lucifer Force Toshihiko Two
You decide to grab your retarded friend and drag him through the gates, toward the manor. He stumbles a little, clearly not expecting to move in such away, but he does his best to keep up. As you approach the door, the silhouette within steps away and disappears into the light. It’s a bit strange, but since they left the door open, you don’t think twice about your decision to take shelter there. You shove your partner in first (just in case it IS a trap) then dart in after him. The door shuts itself behind you.
Of course.
The place is well lit, at least. It’s actually… a little charming, in a sense. You’re in the foyer, clearly. There’s a dead plant on the table ahead of you, and a chandelier above. Long, iron stands are placed strategically around the room so that the candles they bare cast just the right amount of light. A giant staircase leads up to the second floor, just out of sight for now, a red, velvet rug pooling down it like a tongue. There are two doors on either side of that staircase, and one to either side of you. All of them are made of some sort of dark wood.
Turning around, you check the door from which you came in: it’s unlocked. You can leave if you wish.
However, you are advised against doing so by a simple message, scratched into the very wood of the door.
’Don’t go out! -Ratwel’
“What the Hell?” Your partner grumbles, then sighs. “Okay, what now?”
> Oh no, you’re not coming with me. (Go through the door directly right of you, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door directly right of you)
> Oh no, you’re not coming with me. (Go through the door to right of the staircase, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door right of the staircase)
> Oh no, you’re not coming with me. (Go upstairs, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go upstairs)
> Oh no, you’re not coming with me. (Go through the door to the left of the staircase, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door left of the staircase)
> Oh no, you’re not coming with me. (Go through the door directly left of you, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door directly left of you)
> Let’s go. (Leave the manor)! Notes ! Hooray! You are not completely alone in this mansion after all! You’ve got a partner that has… the potential… to help see you through. But he’s hurt. After trying to run you off into the woods, his intelligence seems a little questionable as well. But he’s gutsy (hahaha), you have to give him that. Now it’s time to decide whether you leave him behind or continue on with him.
Partner Benefits: - You may, at any time*, ask your partner what they think about your current situation. They just may have some insight toward your next move! However, if you abuse this privilege, he may start to question your ability to lead… - You can overcome obstacles you couldn’t before with your partner.
Drawbacks: - Your partner is hurt, so he may have to stop and rest at certain times. To keep him, you will have to forfeit a turn and wait with him. - He may spark a random event in a room that wouldn’t have happened if you were alone. This may lead to death.
** Some circumstances may not allow you to chat with your partner.
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Posted: Mon Jan 17, 2011 9:37 am
Congrats on the first death, guys. You start out in the mansion with everyone else now. You just have one death on your head!
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Posted: Mon Jan 17, 2011 9:39 am
((Death count:1)) Choice is: > Isn’t it obvious, Gimpy? (Take your partner and go through the door left of the staircase)
*gremlin rawrs* "let's head back to the forest!" Oh yes, smashing idea, LETS GET TORN LIMB FROM LIMB YET AGAIN. He understood now why he never bothered to pay attention to him, the stupid git. "No, we hide in the mansion, and figure out the game plan from there and so help me Jack, you better come up with better LIFE SAVING IDEAS!" So as he grabbed his and he says the term loosely, "friend's" collar, he drags Gimpy into the spooky mansion.
"This. Place. Is. HUGE." Gimpy said, the words bouncing around the giant hall. "Focus Gimp!" Dante whispered in a shushing tone, he didn't want to reveal their location in the manor, since he knew there was another person lurking in the shadows. It could be a friend sure, but there is a higher chance that it may also be a foe, waiting for the right time to strike. he knew they had to stay on the move. "lets take this passage over here." The door had seen better days, its fibrous wood looking very haphazard and frail, like a solid hit with his shoulder could topple it very easily. Dante took its metal ring in hand and gave it a tug, dust from the top of it cascaded to the floor like a river of age as it creaked open, he ushered Gimpi in with haste, trying to get out of the open room as fast as their feet could allow.
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