hot_mess_express (
hot_mess_express) wrote in
auroraexpress2019-09-05 09:28 pm
Entry tags:
The Eighteenth Trial
Who: Trialgoers
When: Day 41, morning
Where:
I hope you were expecting to suddenly find yourself in a very different body from the one you're used to. No? You weren't? Ah, that's too bad … It's happened, and you're just going to have to Deal With It. In your hands is a foldable waterproof map, a six-sided die, and a whistle that you can hang around your neck.
To add insult to injury, you cannot, no matter how hard you try, reveal who you are or what team you're on.
Mingle | Rules & Info | Whistles | Walkie Talkies
Zone 1 | Zone 2 | Zone 3 | Zone 4 | Zone 5
Finish | Turn in
When: Day 41, morning
Where:
I hope you were expecting to suddenly find yourself in a very different body from the one you're used to. No? You weren't? Ah, that's too bad … It's happened, and you're just going to have to Deal With It. In your hands is a foldable waterproof map, a six-sided die, and a whistle that you can hang around your neck.
To add insult to injury, you cannot, no matter how hard you try, reveal who you are or what team you're on.
Zone 1 | Zone 2 | Zone 3 | Zone 4 | Zone 5
Finish | Turn in

MINGLE
There's plenty of space to mingle up here, with benches to sit on and old, battered-looking vending machines you can kick if you want some soda or candy to snack on before you begin your journey.
At the northern end of the plaza is a huge inflatable arch with the word "START" written in comic sans. Nobody can move beyond this point without first rolling their die, but you can see that you've got two choices: walk down what must be at least 500 steps to reach the first square, or take the equally long but infinitely more fun bouncy inflatable slide.
Re: MINGLE
[OH GOD WHY DO I FEEL TERRIBLE]
[May just fall over from body disparity and lacking magical field.]
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No, no. Nope. Nope.
NOPE.
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Re: MINGLE
Heeeeeey, this is! New! Just one question, how do I trade back?
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Nnno, no thank you.
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no subject
huh]
Well, heck.
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Rules and Information
Aims of the Game
OBJECTIVE 1 - Make it around the board as quickly as you can. Keep track of how many turns you've taken.
OBJECTIVE 2 - Figure out the true identities of as many of the others as you can.
Rules & Information
✰ Powers and abilities are ON.
✰ Characters cannot reveal their true identity or which team they're on — any attempt to do so will be censored by an obnoxiously loud BLEEP sound (or pixellated out).
✰ Use 1D6 to move across the board. Whatever square you land on, use THIS SPREADSHEET to find out what happens!
CONSTITUTION AND HP:
The "Constitution" stat is effectively your character's HP, so please keep track of it! If it reaches 0 at any point, they will be "KO'd" and miss three turns - they will wake up fully refreshed. Please ignore the other two stats.
"BOSS BATTLE SQUARES":
This is very loosey-goosey and experimental, so let me know if it doesn't work…! Boss battle squares will be highlighted on the spreadsheet. You are welcome to NPC the boss battles yourselves but please feel free to hit me up if you'd like me to do it!
If a BOSS BATTLE is initiated:
Roll your 1D20 again! Add +2 to your roll if you whistle for help and somebody comes.
20 - critical success, defeat the boss or escape without damage!
19~17 - win or escape with 10% damage
16~12 - win or escape with 25% damage
11~5 - win or escape with 50% damage
4~2 - win or escape with 75% damage
1 - critical failure with 100% damage
While characters feel like they actually are inhabiting their new body, damage is video game-y and simulated! Damage and pain translates to "discomfort", and while it may be more or less severe depending on what actually happened, it will never be debilitating.
Example 1: Dusk gets hit by a car. It's very uncomfortable and throws him around, but there's no gore or broken bones.
Example 2: A moose bites 80H on the nose. Her nose remains in-tact, it's just very uncomfortable.
Example 3: Cat gets stuck in a blizzard. While she definitely feels very, very, very cold, there's no danger of Actual Frostbite.
IC Instructions
Each character will find themselves with one D6 die, a map, a whistle, and a walkie talkie.
The Die: To move across the course, they must roll their die and walk forward the corresponding number of squares. To cross a bridge, they must land on the square where the bridge starts. I.E. if the bridge is 4 squares away and they roll a 5, they're SOL. The same principle applies to trap squares: they only activate if someone lands specifically on that square.
The Map: The massive course is split into five zones, each with different terrain, plus the "start" and "finish" areas. Each zone has 11 squares, made distinct by the faintly glowing borders that surround them. The borders are red in Z1; orange in Z2; green in Z3; blue in Z4, and pink in Z5.
The Whistle: Blowing the whistle allows other characters to come to your character's aid, regardless of anyone's position on the board. They must return to their positions before they can roll again.
The Walkie Talkie: It's important to keep in touch! Characters can chat no matter where they are on the board.
QUESTIONS??
Feel free to ask them here.
Re: Rules and Information
Re: Rules and Information
WHISTLE LINKS
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WALKIE TALKIE CHAT
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ZONE 1 - SWAMP
Frogs bellow and insects buzz, and from time to time you might notice something a little … unsettling. Glowing eyes in a patch of shadow; a sinuous ripple of Something beneath the otherwise still water; a long, low gurgle …
On Square 11, just before murky swamplands transitions into a spring forest in full bloom, you find a rope-bridge … on a dauntingly steep but not completely unreasonable incline. Good thing it looks sturdy! If you're lucky enough to stop on this square, you may choose to take this shortcut instead of continuing on.
Turn 1
Fuck!
[ They dodge, but only barely, a hard swat of the crocodile's tail sending them face-planting right into the water. They scramble frantically up onto the nearest scrap of (relatively) dry land, sputtering and fumbling with their die. ]
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Turn 1
Turn 2-4
TURN 1
Turn 4
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ZONE 2 - FOREST
Square 17 marks the beginning of a steep hill, cresting at Square 20, where you'll find the other end of the rope bridge you saw earlier. By the time you reach Square 21, the trees are starting to thin, going from lush, dense forest to steadily more scraggly woodlands.
Turn 3
Pack of gummy worms? Here...?
[ Oh, what the heck. They're not open, and they deserve a treat after that godawful swamp. Time to sit down in square 21 and snack on some delicious worms. ]
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Turn 7
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Turn 5 and 6
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Turn 5
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Turn 6
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Re: ZONE 2 - FOREST
ZONE 3 - CANYON
Square 27 is an interesting one, in that it's a huge skeletal spine laying across a ravine with a river rushing down below. It looks like there used to be a bridge, but, uh. Not anymore. Anyone just scampering along the spine will be fine, but those who have to roll here may be in for an Interesting Time.
Likewise, anyone landing on Square 29 had better watch out.
Turn 4
[ Where they find a cowboy hat. ]
... What's with stuff being left laying around in this place? I guess it is pretty cool, though. [ Picks it up, dusts it off ... plops it on their head. ]
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Turn 10
Turn 11 and 12
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turn 15
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Turn 7
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ZONE 4 - MOUNTAINS
There's a steep drop to the west of Square 34 — if you look down, you can see a rope ladder descending down to the river. Square 35 is a steep, icy staircase leading up into the mountain proper. From there, it's a wintery trail along winding paths, peaking at Square 40. The descent on the other side is rapid, except for Square 42, which is a short but very, very, very dark tunnel.
Turn 9
... [ Then they spot the flask, and they can't help Investigating it. ]
Oh! Hot cocoa! [ SWEET. ]
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Turn 10
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Turn 12
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turn 13
Turn 14
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ZONE 5 - TOWN
Just … watch out around Square 52. The ancient mine shaft may have been paved over, but the workmanship was a little on the shoddy side …
Turn 11
... Great. Just - [ wrings out their hat ] - great.
[ Rolls a 4 ...! ]
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Turns 20-23
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Turn 16
Turn 17
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~FINISH~
no subject
[ But they're here. After 17 turns, they're here and free and they're going to dig right into one of those picnic baskets. ]
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Turn 20
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Re: ~FINISH~
Re: ~FINISH~
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TURN IN
Guess who! Submit your (IC) guesses for who is who, based on the interactions you had with them:
no subject
Guess who:
Dusk in Eliza's body
Crow in Cat's body
Felix in Faito's body
Eliza in Crow's body
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Re: TURN IN
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Re: TURN IN
Re: TURN IN
Re: TURN IN
Winners & Endgame
[ Look forward to new stars in goldenrod, apple, and hot pink! ]
Re: Winners & Endgame
He is, at the moment, blissfully unaware that the back of it was bedazzled with "Abstinence is the way to go!" in a lovely, flowery, sparkly script. ]
I'm me again...!
[ He lets out a relieved sigh.
(And if you are Rean Schwarzer, you may hear Crow calling out telepathically for you.) ]
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Re: Winners & Endgame
Re: Winners & Endgame