hot_mess_express (
hot_mess_express) wrote in
auroraexpress2018-12-07 06:50 pm
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Entry tags:
The First Trial
Who: All Brave Heroes
When: Day 4, morning
Where: The Witch's House
[ Something is amiss.
The jungle goes still, unsettling in its silence. Not a leaf shudders and not a beast makes a sound, as if everything alive outside is holding its breath in dead… or anticipation?
All of the lights on the Aurora begin to flicker. And while at first it may seem as though it is simply the beginnings of another power outage, the notion is quickly chased by the entire train abruptly swaying and shuddering-- as if something seized hold of it and started shaking it from the outside.
Come hither, Heroes. Prove thy worth.
If you step outside you will see it. There, sitting just in sight of the train, is a place that most certainly had never been there before. Or had it always been there?
Based on the outside, it seems like a place that no one has lived in for quite some time. The wooden shutters on the windows are barely hanging, rotting from age. The stones that make up the house look weathered and are covered in moss. The roof is missing shingles, any plantlife around the building appears to be dead . . . and yet the chimney has smoke coming out of it.
The air around the house seems to waver and the darkness of the world seems to be drawn, to gather around its worn silhouette.
Likewise, whether by compulsion or sheer curiosity, you are also drawn towards the house.
Entering is simple enough. You need only go through the front door to enter your first Trial. As you enter a voice greets you from nowhere, ]
“Welcome, children. This is the real beginning of your journey. Let’s see how strong you truly are. Oh, but do be careful, and . . . “
[ There is a chuckle. ]
“Don’t die. ♥”
[ The house that you entered is no longer a house. Rather, it is a moonlit clearing, with vegetation surrounding reminiscent to the jungle you just left. Around you, you may hear the familiar sounds of the beasts. They wait for you. They wait for you to fall so that they may feast.
But the beasts are the least of your concerns. As soon as you enter this clearing you feel it-- a burning hot sensation, the world spinning around you, and a sick twisting feeling in your gut.
You know immediately. You are sick. You’ve been poisoned.
Lining the edges of the clearing are seven cauldrons, and around each of them a circle of flowers growing in seven different colors. At the center of the clearing is a similar circle, in the middle of which lies a book full of blank pages, a collection of feathered pens, and a knife of which the handle is inlaid with a beautiful earthy gemstone.
To each cauldron is pinned a piece of parchment that reads “antidote” before a list of ingredients scrawled in a muddled mess of handwritings.
You may want to read these parchments carefully. Your time is already running out. ]
Instructions and Rules ☆ Q&A ☆ Ingredients and Turn-In ☆ Winners and Consequences ☆ Endgame
When: Day 4, morning
Where: The Witch's House
[ Something is amiss.
The jungle goes still, unsettling in its silence. Not a leaf shudders and not a beast makes a sound, as if everything alive outside is holding its breath in dead… or anticipation?
All of the lights on the Aurora begin to flicker. And while at first it may seem as though it is simply the beginnings of another power outage, the notion is quickly chased by the entire train abruptly swaying and shuddering-- as if something seized hold of it and started shaking it from the outside.
Come hither, Heroes. Prove thy worth.
If you step outside you will see it. There, sitting just in sight of the train, is a place that most certainly had never been there before. Or had it always been there?
Based on the outside, it seems like a place that no one has lived in for quite some time. The wooden shutters on the windows are barely hanging, rotting from age. The stones that make up the house look weathered and are covered in moss. The roof is missing shingles, any plantlife around the building appears to be dead . . . and yet the chimney has smoke coming out of it.
The air around the house seems to waver and the darkness of the world seems to be drawn, to gather around its worn silhouette.
Likewise, whether by compulsion or sheer curiosity, you are also drawn towards the house.
Entering is simple enough. You need only go through the front door to enter your first Trial. As you enter a voice greets you from nowhere, ]
“Welcome, children. This is the real beginning of your journey. Let’s see how strong you truly are. Oh, but do be careful, and . . . “
[ There is a chuckle. ]
“Don’t die. ♥”
[ The house that you entered is no longer a house. Rather, it is a moonlit clearing, with vegetation surrounding reminiscent to the jungle you just left. Around you, you may hear the familiar sounds of the beasts. They wait for you. They wait for you to fall so that they may feast.
But the beasts are the least of your concerns. As soon as you enter this clearing you feel it-- a burning hot sensation, the world spinning around you, and a sick twisting feeling in your gut.
You know immediately. You are sick. You’ve been poisoned.
Lining the edges of the clearing are seven cauldrons, and around each of them a circle of flowers growing in seven different colors. At the center of the clearing is a similar circle, in the middle of which lies a book full of blank pages, a collection of feathered pens, and a knife of which the handle is inlaid with a beautiful earthy gemstone.
To each cauldron is pinned a piece of parchment that reads “antidote” before a list of ingredients scrawled in a muddled mess of handwritings.
You may want to read these parchments carefully. Your time is already running out. ]
Instructions and Rules ☆ Q&A ☆ Ingredients and Turn-In ☆ Winners and Consequences ☆ Endgame
INSTRUCTIONS and RULES
Step one: Post! With a top-level comment and/OR respond to someone else's top-level under the same header.
Step two: Mingle! Discuss icly as well as oocly what ingredients you want to collect with the person you have tagged and perform the required actions!
Step three: Turn-in! Respond to the ingredients and turn-in top level that corresponds to your team with a link to the threads you are counting for ingredients. Turn-in is due by Dec 8th, 8pm PST.
RULES:
- FOR THIS GAME YOUR CHARACTER IS POISONED AND WEAKENED. Powers will not be turned off, however you should keep in mind your character’s current state. They probably wouldn't be able to wrestle a pig-monster on their own for example.
- Ingredients are shared by teams! You may split the workload between you and your unit members. Or you could not do that. Your choice really. Communicate with your team!
- In order for an ingredient to count as “gathered” you must have a thread with another player that either completes the required action or is leading to the completion of the required action. If you try to put an ingredient in the cauldron on your own the ingredient in question will burn up upon contact. So maybe don't try this with your own personal possessions. (Unless you want to I mean I'm not here to tell you how to live your life...)
- For the more … interpret-able ingredients, get creative. As long as it has some relation to the requested ingredient it will most likely work. The point is to interact and cooperate with your fellow Heroes. If you’re not sure feel free to ask under the q&a top level.
- Not all ingredients need be physically thrown into the cauldron. (Unless you want to. Again, I'm not here to tell you how to live your life......)
- You may venture into the jungle surrounding the clearing to acquire ingredients. Just don’t wander too far. Pay attention to your environment and the needs of your comrades.
- Failure to acquire all of the ingredients will result in an after-game consequence for your entire unit. The more ingredients you gather the less severe the consequence will be. Heroes that don’t attend the game will not be affected even if their team loses.
- This consequence is not permanent.