- kmj10
- Posts : 22
Join date : 2018-08-20
Fort Midia Robbery-Kerfuffle-Investigation
Mon May 04, 2020 10:26 am
- Plot:
- “Hey, hey! Jim! Over here, old pal, I got some news for you!
“You know Fort Midia, couple hours west of town, right? The one armed to the teeth, owned by Crazy Monroe? Well, turns out old Monroe finally bit it a few days ago. Just happened to be traveling through Estfeld when that incident with the horseshoe happened- But! That’s not important right now! My point is, Monroe never had any kids or nothin’, so everyone was waiting to see who all that stuff he collected was going to. I mean, it’s not like he was gonna have all those old collections and weird “mystic” trinkets buried with him, right?
“Point is, I’ve got a buddy who knows a guy who’s got an in over in Estfeld, and I got a telegram just a few minutes ago. They read Monroe’s will yesterday morning, and he’s really done it this time- his will said that all the fort’s contents are up for grabs. The hired guns are gone, the landmines got removed (because of course Crazy Monroe put landmines around the place), heck, the gate’s even going to be unlocked! It’s all finders’ keepers, first ones there get to take whatever they can haul with them. Money, art, antiques- if you can pick it up, it’s all yours... provided no one takes it off you, ‘course.
“I came right to you as soon as I found out. You’ve got that large wagon you’re not using right now, and we’re one of the closest towns to Fort Midia; we can dart over, snap up the best items, and hightail it back before anyone knows we’re gone! We’ll be set for years, with nobody the wiser...
“And here’s the kicker- Monroe left an especially fancy item hidden somewhere in the fort. Something “worth more than the rest of my old junk put together”, apparently- said “you’ll know it when you see it”. If that thing is really that valuable... well, our kids won’t be having money troubles either if we find it.
“It’s a solid plan, right? What could go wrong?
“Just keep this between us. We wouldn’t want to have competition, and we’re the only ones outside Estfeld that know about this right now… What? Yes, I’m sure! What’re the odds of someone else this close to Fort Midia knowing someone in Estfeld?”Meanwhile...
You've arrived at Fort Midia.
It’s been here as long as most of the towns that surround it. Rumors abound as to its origin. Built by the Army in advance of an invasion from the South. Built quietly by an invading force in order to defend against the Army. Built by aliens as the first stage of global domination. Built by Monroe to “fight aliens”- well, you get the drift.
One thing’s for sure, though- Monroe kept it in excellent shape. The stone walls surrounding the interior area are standing tall and unblemished, and the gate looks as shiny as the day it was made. You can even see some of the rather nicely painted interior buildings from this angle.
You pull your wagon out of the woods surrounding the fort, making your approach towards the entrance... and immediately notice the other wagons emerging from the woods, heading in the same direction.
Well.
Looks like things are about to get... complicated.
You’ve attacked Castle Lololo and defended Castle High, now get ready for...
Crazy Monroe’s Fort Midia Robbery-Kerfuffle-Investigation
or “How many words can I shove in a title before it stops making sense?”
or “CMFMR-K-IoHmwcIsiatbisms” for short
or “Midia RKI” for even shorter
Crazy Monroe’s Fort Midia Robbery-Kerfuffle-Investigation
or “How many words can I shove in a title before it stops making sense?”
or “CMFMR-K-IoHmwcIsiatbisms” for short
or “Midia RKI” for even shorter
- What the Heck is This?:
- Welcome to Fort Midia RKI, a little something I've whipped up for you all to (hopefully) enjoy. You could consider it a bit of a spinoff of the venerable Murders of Monroe series; the goal is to mix together the "investigation" and "combat" portions of the mainline Monroe games into a single, continuous game, while reducing the tension and paranoia inherent in Monroe settings. In essence, I wanted to make Monroe: Lighter and Softer Edition. Here’s the bullet-point version of what that means:
-How do I win?
-Your goal is to get filthy rich; like, Scrooge McDuck swim-in-your-bank-vault level of rich. The person (or team) who makes it out of the fort alive with the most money will be the victor. (You cannot take it with you.)
-How do I earn money?
-Loot the illustrious Fort Midia to the bedrock. You can either leave with an item or sell that item in order to earn money. (Where do you sell it? That’s a secret~, but the shop will be easily accessible.) Of course, the items won’t just be useless shiny rocks, small metal discs, or pieces of paper. Antique swords, cursed guns, suspiciously unsuspicious plate armor, a pan of really good lasagna... in essence, the more useful an item is, the more it will be worth, so improving your equipment will also improve your final score.
-How many items can I hold?
-There are actually four categories of item!- Item Categories and Inventory Space:
- ”Tiny” Items: These are the items that, regardless of their actual size, you will never have to leave behind. Because The Plot Said So. This category includes things like keys, physical puzzle clues, useless items you want your character to have for flavor, and other such oddities.
-Small Items: Items that could fit in your pocket, be it a smallish loaf of bread or a smallish gun. You can hold four by default.
-Medium Items: Items that you can hold in one hand, but won’t fit in a pocket, such as a sword or a baguette. You can hold two by default, because you have two hands.
-Large Items: These items require you to pick them up with both hands. Because they’re large. You won’t have to drop your Medium items, as that would be rude game design. However, you cannot Attack while holding these items; you must either Run or drop the item and Attack if someone challenges you. Be sure no one steals the item you dropped while you’re fighting! (Attacking and Running covered in Essentials. If you fail to Run while holding a Large Item, you must choose to Run or drop the item again; you will not automatically drop the item.)
There may be items that expand your inventory lying around, or you could make them yourself! There’s probably an easier way to move Large Items around, too...
-Can I do anything else with my items?
-Yes! You can combine items into better, more valuable items by Crafting. There are lots of ways to Craft- if it makes logical sense, it’s probably a viable method. Melt down your sword and forge it into better bullets for your gun! Tape a knife to your gun and make a gunblade! Tape two swords together! Use your Brawn to forcibly merge two swords together into a plus shaped doublesword! Make a delicious Cake! Make a poisonous Trap Cake! There’s as many possibilities as you can think of, and the best levels of items can only be obtained from Crafting.
-Can I beat other people up and steal their loot?
-Of course you can! That’s rather the point! Combat is a major game mechanic- you should absolutely throw hands with anyone and everyone you wish to. Only one person or team can win, after all.
-So what’s stopping me from just running for the hills with a fistful of shiny rocks or a cool sword?
-Well first of all, that would be kind of against the spirit of the game, wouldn’t it? You’ve gotta meet me halfway sometimes, ya know. Do you ask “why should I play PvP” in Roll to Dodge- okay, never mind, bad example. Anyways, secondly, you’re all going to be trapped in the fort for a while, so there’s that. Don’t feel too down, though, you’ll get out eventually. In fact, leaving will be mandatory a handful of rounds after the exit opens. (Why does it close? Why do you get booted out after it opens up again? How long do these phases last? Spoilers~)
-You mentioned teams. How will those work?
-Teams are fair game! If all teammates exit the Fort intact, the Team’s total score will be divided evenly amongst its members. You either win as a Team or you lose as a Team. How many team members can there be? As many as you want! Just remember that team membership is not binding until at least one Player- from any Team- has exited the Fort. If someone decides that having all of the money would be pretty nice, and that they’re willing to stab you in the back to get it, well, that’s their prerogative. Of course, if you betray your team, your former team is totally free to beat you up in return; don’t get too paranoid about traitors.
-What’s the soundtrack for this?
-Phoenix Wright investigation music, with abrupt transitions to AC/DC or Guns ‘n Roses whenever a fight starts.
- What Are Stats?:
- Much like most games, Stats are the core of Midia RKI. You’ll have a set of eight stats, or nine if you count your HP separately. Each stat has its own role and affects separate scenarios. We’ll go down the list of stats and then take a look at how stats function, both in and out of combat.
- What Do Stats Do?:
- GUMPTION (GMP): Your character’s Gumption is used to determine Maximum HP and Debuff Resistance. Max HP is simple- multiply your GMP by 5, then add 10, and you have your Max HP. Debuff Resistance is used whenever you are under a timed negative effect, such as poisons that damage you over time or paralyzing agents that reduce other Stats. At the start of every round, you’ll roll a GMP Check to see if you shrug off the effect early.
BRAWN (BRN): Your Brawn is representative of your sheer physical strength. With higher BRN, you’ll find it easier to both attack with and defend against melee weapons. You’ll also be stronger overall; if you need to lift a heavy piece of debris, BRN’s the tool for the job.
NIMBLE (NIM): How rogue-like are you? Fast enough to pickpocket that guy over there, or avoid a tripwire? Good at sneaking and hiding? Can you pick a lock or sew a wound closed? Your Nimbleness refers to your precision and speed. Anything that requires quick fingers- and quick thinking- is this Stat’s domain.
COOL (COL): Being COOL means that you can do, well, cool things! Acrobatic maneuvers, stunts, dodging physical projectiles, firing a gun- if it’s the kind of thing that you’d see in an action and/or kung fu movie, you’ll need to be COOL to pull it off.
SHARP (SHP): Being Sharp means you’ve got a good head on your shoulders and solid instincts. You’ll have the know-how to craft items more easily, the ability to tell what the heck the weird thing you found is used for, and an inherent understanding of trickery. Whether you’re looking at a suspicious bit of the room or keeping an eye out for an underhanded attack, you’ll be harder to fool and mislead.
NOSY (NOS): A Nosy person knows exactly what their neighbors are up to, where that needle fell onto the floor, and whether or not they left the oven on. This Stat will allow you to easily find items and hidden elements- be they puzzles or people- in the room you’re in. You’ll also be more observant in general, providing you with more information on your opponents’ actions- but that’s explained later on.
HOCUS (HOC): There are some things in this world that cannot be explained. There are also some sick magical items lying all over the place! Hocus is your magical know-how and capability; it’ll help you attack with and defend against magical spells or items. It’ll also help you out if you’re trying to craft magical items, regardless of their nature.
CHUTZPAH (CHZ): Have you ever seen someone walk away from an event that should have left them stone-cold dead? They just might’ve had a lot of Chutzpah. This stat lets you dodge the undodgeable, accidentally find secret passages, and generally do things that would normally require some kind of divine intervention. Just keep in mind that Chutzpah is anything but a reliable defense- this Stat is your last resort, not a Jack-of-all-trades.
Movement: Players may Move up to three Tiles once per round. They may also spend one of their Actions to move an additional three Tiles. You may not split movements- if you use your free Move to move one Tile and then Act, you may not move another two Tiles for free after that Action.
Note: Be aware that this isn't a comprehensive list of everything each stat will apply to, only the most important ones. There may be additional, though niche, uses for any or all Stats. Don't let that influence your build too much, though- they're meant to be bonuses for those who have those Stat, not penalties against those who don't.
Now that you have a general idea of what Stats apply to, here’s how they operate in and out of combat.- How Do Stats Work In Combat?:
Whenever you Attack another character, they’ll Defend! There’s... probably not going to be anyone who lets you stab them. Just as a general rule.
The Stats used to Attack and Defend are not the same in all cases. Here’s some general guidelines.
-Melee Weapons: Attacker and Defender use BRN.
-Bow-type Ranged Weapons: Attacker uses NIM, Defender uses COL
-Gun-type Ranged Weapons: Attacker and Defender use COL
-Sneaky/Stealthy Attacks: Attacker uses NIM, Defender uses SHP
-Magical Attacks: Attacker and Defender use HOC
Naturally, these cannot be hard-and-fast rules. Certain weapons or items may change the Stats used by the Attacker, the Defender, or both. Furthermore, you may be able to choose between Stats to use in certain situations.
Once you know which Stats you’re using, it’s time to crunch those numbers! Step One is to subtract the Defender’s Stat from the Attacker’s Stat. Let’s say that Aeront has his copyright sniper, with a COL of 6, shoot me for ripping off basically all of Monroe. (This would never happen.) We subtract my COL of 4 from Sniper’s 6, leaving us with the number +2. This is the Sniper’s Attack Modifier. A positive AM provides bonuses to the attacker; a negative AM provides bonuses to the Defender. In short, Attack Modifiers equate to rolling extra dice in combat. Here’s the table with all of the sweet, sweet numbers:- Mmmm, numbers...:
In this case, thanks to his AM of +2, Sniper would roll an extra D8 in addition to the standard D20. In order for the attack to land, the Attack Roll has to meet or exceed the Defender Roll. In this case, Sniper’s 1d20+1d8 would have to beat my 1d20. I would have a 29% chance of living, which is honestly way higher than I’d put my actual real-life odds of surviving sniper fire.
Do note that, unless a weapon specifies otherwise, damage dealt is identical regardless of the margin by which the Attacker Roll exceeds the Defender Roll. An AR of 20 against a DR of 1 will deal the same amount of damage as an AR of 1 against a DR of 1.
- How Do Stats Work Outside of Combat?:
- Outside of combat, Stats still function along similar guides. The most important thing to note is that your “Standard Modifier” for a Stat is equal to that Stat minus 4. You’ll then use this Modifier similarly to how you would use an Attack Modifier; a positive Modifier will provide you with extra dice to roll according to the chart. However, in the event that you have a negative Standard Modifier, the GM (that’s me!) will roll the appropriate Modifier die or dice and subtract the result from your roll.
Please note that this does not represent a GMPC entering the game world and screwing with your character directly. Probably.
The average DC you will have to meet or exceed in order to succeed in your non-combat action is 10. However, the DC will change depending on how easy or difficult the action you are performing is, relatively speaking. “I look for a weapon” may have a DC of 10; “I look for any kind of sword in the ‘Filled with Swords’ Room” will have a much lower DC, while “I look for Excalibur in my backyard” will have a much higher DC. Unless your character is King Arthur.
...Your character is not allowed to be King Arthur.
Your Stats will be your most important resource in Midia RKI, so make sure you know their ins and outs!
- Essentials of Playing:
- You know the general objective of the game & that any Action you perform will be based off Stats. Here’s the nitty-gritty as to how the game will be actually played. I might retread a few topics, but they’re important bits. Anything contained within spoiler boxes is “extra” information; it’s there because that’s the relevant place to put it. While it will be useful to know, I recommend skipping over the spoiler boxes until you’ve read through the whole thing.
-The game will progress in Game Rounds (Rounds), with two Action Turns (Actions) per Round..
-Players may Move three Map Tiles per Round. You can move before, after, or in-between your Actions. You may not split movement- if you do not use all three Tiles of movement before using an Action in your destination, the remaining Tiles of movement will be discarded.
-Any single task that you perform will count as one Action. You can also spend one of your Actions to move an additional three Map Tiles in a Round.
-Your objective is to get rich. You can do this by collecting items, either to take them home or to sell them during the game.
-Items will provide stat improvements or additional options, both in and out of combat, in addition to money at the end of the game. Some items can be found by using Actions to search areas, but the best Items must be Crafted.
-You may hold four Small Items, two Medium Items, and one Large Item, by default. See “Item Categories and Inventory Space” for details.
-Items only affect you while you’re using them. Having a Sword of +2 Brawn in your pocket will not help your other attacks; you will only receive the +2 Brawn while you are attacking with the Sword.
-Item value is based on two aspects: the item’s size and its power. The bigger and better the item, the more money it will be worth.
-You will receive some, but not all, information about other player’s actions during the Round, no matter where they are. The closer you are, and the higher your Nosiness, the more information you will receive. (For example, if Player A finds a Sword of Obliterating Everybody Else behind the bathroom mirror, a player on the other end of the map may only be told that Player A “investigates the bathroom”, while another player who is also in the bathroom may be told that Player A picked up “a very scary-looking sword”.) This may change if a Player decides to somehow hide themselves or their actions from prying eyes.
-You can pick a fight with anyone whenever they are in the same room as you. Challenging a Player at the very start of the Round does not cost an Action. You can also spend an Action lying in wait to challenge the first player who wanders past or to wait in an area for one specific player. If you are challenged, you must choose to Attack or Run; if you choose to start a fight, you may not change your mind once a target is selected. If you’re waiting to ambush “the first person to walk by,” make sure you exclude people you don’t want to fight! (Teammates will automatically be excluded unless specifically named as targets.)- “Attacking” and “Running”:
During the initial Action Turn of a fight, the Player who initiated the fight (Initiator) must attack. The targeted Player (Target) has two options: Attack and Run.
Attack starts a fight as normal; any Actions the Target had yet to perform this Round will be cancelled.
Attempting to Run will allow the Target to continue with the rest of their turn as planned, but only if they successfully block the Initiator’s first attack. If the attack succeeds, damage is dealt as normal; the fight then continues in the next Action Turn, without the Target getting to attack during the start of the battle. Effectively, the Target will either escape from the fight or give the Initiator a free attack.
After the first Turn of the fight, or in the event that two Players start a fight with each other simultaneously, either Player may attempt to Run during any Turn, with the same rules as before. Successfully Running will end the fight and allow the player who Ran to move one Map Tile in any direction. Four specific events will allow a Player to automatically succeed in Running:
-The Player has previously failed to Run twice in this combat
-Both Players attempt to Run
-Player’s Attack on a Running opponent is interrupted (e.g. if a third party intervenes)
-Opposing Player states in their action that they will allow their to opponent to Run if the opponent choose to- On Counter Plans:
-Whoa, whoa, whoa. Interrupting turns in a play-by-post game? How are you going to handle that?
-This game is meant to be faster-paced than the mainline Monroe games. I intend to process updates within two days of all actions being submitted, minus events such as interrupted actions. Fights are pretty much the only way to interrupt another player’s actions, and they’re not something to enter into lightly. I feel like I can handle it, and it shouldn’t be a burden on the players, especially considering that in most cases Players will only be Attacked in the second Turn. It shouldn’t be awful to either decide to Run or plan a single Attack.
However, if a player does not want to worry about submitting new actions mid-phase, they can also submit a Counter Plan, separate from their standard Actions. This Counter Plan would consist of two Actions worth of Fighting, be those actions Running or general attacks; if the player is challenged, I would only ask them to verify that they want to implement their Counter Plan, removing the requirement to come up with a plan “in the moment.” Counter Plans persist indefinitely and can be changed or discarded at will. This should be an easy, simple, and fast option for the Player on the move.
-During a fight, every Combat Action you take can be specified as one of three separate Priorities: Quick, Standard, and Cautious. A Standard Priority action is a normal version of whatever attack you’ve listed, no frills. Quick Actions occur before Standard and Cautious Actions but incur a -1 Attack Modifier penalty. Conversely, Cautious Actions occur after Quick and Standard Actions but gain a +1 Attack Modifier bonus. What’s more important for the attack you’re about to perform: speed, or accuracy?
-There are no “defined” attacks. You can describe any manner of attack you please with the weapon you are using, so long as it is at least somewhat plausible. (Please do not throw your sword.)
-The Start and End of the Game:
-At the start of the game, the exit from the fort will be closed.
-After a certain number of Rounds passes, the exit will re-open. All players will receive a warning one round in advance of the opening of the exit.
-A number of Rounds after the exit opens, anyone still within the Fort and not Fighting will be rendered unable to win the game. This will be The End of the game. You will be provided with a warning three rounds in advance of The End.
-During the last Warning Round, you will not be allowed to start Fights. Existing Fights will continue until one player wins. Running will not be an option during the final turn.
-In essence: The ending mechanic is not intended to eliminate players or to be used as a weapon; it is intended to end the game.
-Once The End has occurred, player and team inventories will be tallied. The player with the highest score (or team with highest per-member score) will win the game.- Prizes:
- First Prize: The right to complain about as many game elements as you want with no countercriticism from the GM.
Second Prize: A special item that has value equal to the difference between the First Place monetary total and the Second Place monetary total, minus one dollar.
Third Place: One (1) standard-issue small bronze trophy, with a misspelling of your name engraved on the front.
Last Place: The right to complain about as many game elements as you want with no countercriticism from the GM.
- Making Your Character:
- In order to make your character, you’ll need to submit your Name, Flavor, and Stats to me. Name and Flavor are optional.
Name: What does your character go by?
Flavor: Who is your character? Why do they wanna get filthy rich? (“To be filthy rich” is an acceptable answer.)
Stats: The important part! Every character’s default template is to have a 4 in each stat; changing these stats will either give or take away Points. Your final stat block must cost a total of Zero Points. Your base stats have a minimum of 2 and a maximum of 6; the Point value for each stat level is as follows.
-Having a 2 in a stat gives you Three Points to spend.
-Having a 3 in a stat gives you One Point to spend.
-Having a 4 in a stat neither gives nor takes Points.
-Having a 5 in a stat costs One Point.
-Having a 6 in a stat costs Three Points.
These Point Values apply when moving from a base value of 4 to the value in question. For example, moving a stat from 3 to 2 would only give two additional Points; moving from 3 to 4 removes a point, and moving from 4 to 3 adds three points.
- The Map!:
This, is a map.
>Dear God.
There’s more.- Map Tile Only Map:
- ”Full” Map:
Signups are open right now! Deadline for signups will be one week from now, on 11:59 PM, Monday, May 11; the game will start on the 12th.
Applications can be posted in this thread, or sent through DMs here on Terra Firma or over on Skype.
The Skype groupchat for Fort Midia RKI can be found here! If you have any questions about the game, or if my explanation for something sucked, feel free to ask me about stuff in there!
Hope yall have fun!
- kmj10
- Posts : 22
Join date : 2018-08-20
Re: Fort Midia Robbery-Kerfuffle-Investigation
Mon May 04, 2020 12:13 pm
Current Signups:
Team: Occult Strike Force 3
- OSF3 Member: James Achilles (GM):
- Name: James Achilles
Flavor: James Achilles is what they call an "occult detective." His job is to uncover the supernatural. It's good money, but it's not very steady. It could be that you banish a ghost from the haunted mansion of a big bad CEO who owns 7, or it could be that you're fighting cryptids in an abandoned reservation center. As a result, the prospect of both doing his job in researching an area often rumored to be haunted and getting enough money to keep him steady for the foreseeable future was very attractive to James.
Stats:
GMP: 3
BRN: 3
NIM: 4
COL: 4
SHP: 5
NOS: 5
HOC: 6
CHZ: 2
- OSF3 Member: Giovanni Alphonse Isseli (Violet):
- "I don't mind splitting the goods with yae, but ye'd better find both our weights in gold, ya hear?! That's the kind of hard work I do for my friends--'cause my mam didn't raise a slacker!"
Name: Giovanni Alphonse Isseli
Flavor: Giovanni is the son of the famous pilot/treasure hunter/mailwoman/hero/cartographer extraordinaire, Nagi Isseli... and the grandson of the infamous pilot/freedom fighter/gambler extraordinaire, Finn Isseli. Long ago, during a lesser-known, month-long civil war in Ireland over a tax increase on alcohol products, Giovanni's grandfather accepted the equivalent of a five dollar loan from a charismatic businessman to cover his bar tab. Never one to stay in one place for too long, however, he left--planning to never pay the man back, just as he did with most everyone else. Later on, the very same grandfather faked his death in a legendary dogfight with the President to end the war, and was never seen again by the public at large.
Little did the people know, Isseli had settled down in his hometown with a husband and two adopted children--but after his daughter achieved such incredible heights of fame, word was bound to get out that he was, indeed, still alive. Most of those who found out left him alone, seeing his service to Ireland as a fair enough tradeoff for the trouble he made; but one particular businessman did show up at his doorstep (alongside a few "helpers") to discuss the fifty year interest on his five dollar debt...
Shift back to Giovanni, who has spent most of his young adult life getting into trouble with his gang of flying maniacs, The Gray Hares. Though he has always been at odds with his smart, successful mother, seeing her so distraught with her father's plight stirred his heart. In secret, he began setting out on flying expeditions and rescue missions to scrounge up whatever cash he could: but after hearing whispers of a legendary treasure in Fort Midia while hanging out at the arcade bar, he set out towards Estfield aboard his trusty biplane. There was no doubt in his mind that he would be competing for the goods--but he certainly didn't plan on flying home without his fair share.
(Design Flavor: ( https://i.imgur.com/yFOBCUQ.png ) Giovanni keeps an enchanted sparkler in his mouth at all times--like a cigarette except its only purpose and effect is to make him look cool. It emits photons rather than fire, so it also can't be used to blow up the fort.)
Stats:
GMP: 4
BRN: 5
NIM: 4
COL: 5
SHP: 5
NOS: 4
HOC: 2
CHZ: 4
Team: Hangman's Gambit
- HG Member: Gaven Golvell (Aeront):
- "Listen, if you wanna know something, I'm your guy, alright? Now let's grab some loot and get out of here before the feds show up..."
Name: GavenRelvetGolvell
Flavor: The town of West Mentella, like many other mining towns across the country, was rather unremarkable, filled with dust and the poor. The Relvet family were among them: though they'd moved to West Mentella seeking fortune, they found the mines nearly barren, and themselves without the money to go anywhere else. The youngest of his seven brothers and sisters (two of which died in mining accidents), Gaven was told his entire childhood that he would end up down in the mines, and likely die down there like the rest of his family. When he repeatedly suggested they save their money to try and move back east, he was only ever met with laughter or anger, depending on his parents' moods. A week before he would be sent to the mines himself, he left the sad town, wishing everyone in it the slow, miserable deaths they deserved.
Several years later, thanks to some lucky breaks, Gaven held steady business working as the janitor on a new-fangled trainway. Of course, this wasn't his real job (he was better than working for peanuts), but instead his cover. Gaven's real occupation was selling crucial information about the trainway to... interested parties. Always an observant fellow, he would pass along vulnerabilities, guard rotations, and perhaps leave a few doors unlocked, and find reasonable compensation from his patrons. Despite the frequent train robberies, no one's been able to trace anything to him... yet. That said, he knows he needs a new plan before he ends up rotting in jail (which is no better than rotting back in the mines). Thus, when he heard at an arcade bar about Monroe's massive wealth up for grabs, he saw his golden opportunity to leave this godforsaken place and start a new life in the mythical cities to the east.
Stats:
GMP: 3
BRN: 3
NIM: 5
COL: 2
SHP: 3
NOS: 6
HOC: 5
CHZ: 5
- HG Member: Maud Valentine (Sharks):
- "Oh hey, the minefield is gone?! Lucky, lucky! This is gonna be easier than I thought! Hey, where d'you think he kept his liquor...?"
Name: Maud Valentine - Ghostmaker, Hell's Grace, That Crazy Bitch Who Wrestled A Bear That One Time
Flavor: Maud is a simple woman with a storied past, mostly in that there are a bunch of stories about it, almost none of which are actually true. Traditionally, she was born and abandoned on the peak of a snow-capped mountain, and then raised by a cabal of cannibals, who saw the wickedness in her heart and knew that it could be forged into a weapon that even God might fear - they taught her to wrestle as Jacob did, to topple the firmament and reach Heaven through violence, but her evil was too sharp, and they cut themselves on her double-edged soul, and were vanquished. Now, she wanders the countryside, a darkness-devouring-darkness, a wrong-righting-wrong, a devil that Satan forgot, come to wreak her mighty vengeance upon his vile disciples.
Alternatively, she was a perfectly ordinary, demure, polite girl, the daughter of a respectable banker - until she was taken hostage by a band of robbers, who brought her to their secret hideout in the town cemetery, where, after a tense shootout, she is accidentally shot through the head by her own brother - and struck by lightning at the same time. For three minutes, she doesn't move - but then she rises, with wrath churning in the pits of her eyes like volcanic ash, grabs a knife from a dead man's boot, and slaughters the bandits to the last. From then on, she's a hell-raiser, moving from town to town, checking off bounties one by one, drinking saloons out of business, smoke spilling seamlessly out of the hole in her head all the while.
Or maybe she's a relic of a bygone age, the princess of some far-off kingdom raised from the grave; or she's the only survivor of an orphanage fire, and the ghosts of her old friends haunt her and drive her to lay waste unto the banditry; or she was raised by coyotes, or wolves, or rattlesnakes, or horses; or she's the harbinger of some long-dead god who would be better left forgotten; or maybe she never existed at all, not really, a story given shape and form, driven to fulfill some arcane aspect of her nature.
Whatever the case, it is generally agreed that she absolutely, definitively wrestled a bear that one time, and is also kind of a crazy bitch.
While the exact nature of her origins is inscrutable, she has been, for several years now, a bounty hunter, a party fiend, and a sincere lover of all-out bloodsport. She's even been known to let bounties go, every now and again, if they're entertaining enough, just so she can fight them again later when they're both stronger. She's not particularly driven to justice, at least not more than the average person, and probably at least a little bit less - but she does have something against lying and deception, although that's less a moral compunction and more because it complicates things. She's a fairly straightforward woman, not one to hold grudges, and generally the sort of person you either love or loathe.
She's remarkably tall, especially for a woman, at 6'6'', with voluminous, pale, almost silvery blonde hair cascading down her shoulders all the way down to the backs of her knees, when it isn't braided, which it nearly always is - into nooses, only around one of which is the proper size for an adult human neck. These come out from underneath a non-braided, wavy layer of hair which reaches her upper back, and they themselves go down to her lower back at the lowest. Her skin is paler than it ought to be, for how often she's outside, and her eyes are the slate-grey of headstones. She's almost startlingly muscular, although not grossly so, and her teeth are almost frighteningly straight, unlike her orientation, hey-o. Her outfit can largely be described as "sleeveless goth cowgirl chic," with a platinum, upside-down skull belt buckle and a pitch-black hat she never takes off. Maybe there's a smoking bullet hole under there...?
In any case, she was hired to take the bounty of some serial killer in a town called Southwest - real creative - and it turned out it was a werewolf. And her client. And the mayor. Since the body reverted to human form when he died, the law had a hard time seeing things her way, and she skedaddled over to Fort Midia to grab all the loot she could so she'd have the money to lay low for a while. She'd actually planned on raiding it even before she learned the defenses had been taken down - she's a just a little bit of a crazy bitch, remember.
Stats:
GMP: 5
BRN: 6
NIM: 2
COL: 5
SHP: 5
NOS: 2
HOC: 4
CHZ: 4
Team: Quick-Footed Scrappers
- QFS Member: Ayla Rhosyn (Tempest):
- "Well, if this what he wanted, I don't mind taking all this wealth off his shoulders. Or at least, as much as I need to."
Name: Ayla Rhosyn
Flavor: Prodigal tinkerer and scavenger, Ayla has made a barely-adequate living finding unwanted objects and fashioning them into something more practical to sell. She's practical, clever, and more than willing to make ends meet however she needs to, though that stubborn, do-it-all-herself behavior has gotten her in deep water before. Speaking of which... she knows that the kind of life she's been living isn't exactly one she can keep up forever; she's gotten herself injured during her escapades more than once, and has even replaced both her arms with prosthetics of her own design because of it. Ayla's hoping that with one last heist, she can make enough money out of Monroe's wealth and secure financial well-being, so that she can finally settle down with a certain special someone.
Stats:
GMP: 3
BRN: 4
NIM: 5
COL: 3
SHP: 5
NOS: 5
HOC: 4
CHZ: 3
- QFS Member: Ilia Lentegel (Mirk):
- Name: Ilia Lentegel
Flavor: Ilia is probably known by somebody to be one of those travelling adventuring folk that seems really suspicious. Possibly a great asset if you're going into some sorta dungeon or something, but not necessarily a great person to just chill and hang out with since she might just steal your stuff if you aren't paying attention. Or at least that's what it seems like. And what you've heard. Maybe she would be a nice pal. There is one other thing you've heard about Ilia. That she traded in her hocus, her innate power to do magic, for good luck or something. She doesn't care too much about what all these rumors say about her, though. It's none of her business. Well, maybe it is, but she doesn't seem to care, in any case. Why did she come to this crazy nonsense possible murder party? She probably would love to be filthy rich. No more worrying about working unless you want to do something, that's pretty good. And then again this is sorta similar to going into some haunted mansion or ancient castle to try and loot it, which is maybe what she usually does. So yeah. Ilia.
Stats:
GMP: 4
BRN: 4
NIM: 5
COL: 5
SHP: 5
NOS: 2
HOC: 2
CHZ: 6
Team: The Diode Sisters
- Team Flavor:
- As actual relatives of Crazy Monroe, the Diode Sisters find the idea that he's just putting his considerable fortune as the prize of a free-for-all to just be ridiculous.
...I mean, sure, they're the daughters of his half-sister's cousin's husband's brother. And sure, they're already wealthy, so it's not like they have any pressing need for it (though some of it sure would be nice to have.) And sure, they only met him once, when he came to their great aunt's for thanksgiving. And yes, once midnight rolled around, he blew up the host's house for reasons unknown. But they did talk to him, and that's more than anyone else here has done. So they'll be leaving with everything they can carry- including, with any luck, the deed to the fort.
- DS Member: Sophia Diode (Sock):
- "Hello! Yes, get out of my mansion... I WILL CUT YOU."
Name: Sophia Diode
Flavor: The sweet baby sister of the Diode family. Sophia has curly silver hair, shoulder-length. She wears a violet dress with black leggings, a compromise between function and fashion. She wears a practical pair of plain brown shoes that just barely work with the look. Her secret taser is hidden in a dress pocket (the dress pockets are also secret). She wears the same lightning bolt pendant that the others have.
Stats:
GMP: 3
BRN: 2
NIM: 6
COL: 5
SHP: 5
NOS: 3
HOC: 5
CHZ: 3
- DS Member: Evelyn Diode (Jan):
- Name: Evelyn Diode
Flavor: One of the Diode triplets. Evelyn was born exactly two minutes after Theodora and four minutes and fifty-three seconds before Sophia. Her silver hair is thin and straight and it goes all the way down to her waist. She wears purple pants that are baggy and made of silk with a white silk top and a cutoff half black jacket. Her shoes are black stiletto heeled boots. She wears the same lightning bolt pendant that the others have. She keeps her taser in her back pants pocket.
Stats:
GMP: 5
BRN: 5
NIM: 6
COL: 2
SHP: 2
NOS: 6
HOC: 2
CHZ: 5
- DS Member: Theodora Diode (Hobbes):
- “Look, darlings— it doesn’t matter what his WILL said— we still have more of a claim to this place than any of you. Just stay out of our way, and I won’t have to electrocute you, mmkay?”
Name: Theodora Diode
Flavor: The eldest of the Diode sisters, Theodora is an inveterate tinkerer. An excess of money and free time to study gave her resources and knowledge, and her hunt to determine the true nature of reality has lead her to become a competent mechanist and arcanist. Unfailingly loyal to her sisters, and quite ready to electrocute anyone and everyone else. Though she does TRY to be polite, of course, her social graces aren't quite as refined as her sisters'-- she can't quite hide the fact that she views most people as potential test subjects at best.
She keeps her silver hair cut short and close-cropped, and wears a sturdy coat- formerly white, now somewhat grey- and black gloves. She does not bother to keep her taser a secret, and it's attached to her belt and at the ready.
She carries a leather satchel filled with useful tools of the trade- and a wrench can double-up to bludgeon someone, if need be. Like her sisters, she wears a copper lightning bolt pendant on a chain around her neck-- but she wears a second necklace of her own design, with a larger, mechanical pendant that can arrange itself into different arcane sigils to help with casting.
Stats:
GMP: 5
BRN: 5
NIM: 2
COL: 5
SHP: 6
NOS: 2
HOC: 6
CHZ: 2
- kmj10
- Posts : 22
Join date : 2018-08-20
WoG List
Mon May 11, 2020 1:00 pm
Word of God Listing:
This is a list of game-relevant statements made in the Fort Midia Skype group.
1. You do not have to be a human, so long as you have hands or appendages that function as hands.
1a. This also counts for non-handed entities in human-shaped robot suits.
2. No one "dies"- when your HP hits zero, your loot is all dropped on the spot, and your unconscious body is removed from the fort via catapult.
2a. The catapults cannot be used by players.
2b. You can still RP actions that would kill people. You can stab someone in the heart- they just won't die from it.
3. There is at least one bean.
3a. The one bean is the Chicago Bean. Monroe stole it.
3b. Players may not steal the Chicago Bean.
4. Living things may not be used as alchemy ingredients.
5. Mojo is not a dump stat. It's likely that Mojo will provide minor bonuses to a fair handful of things.
6. When in doubt, assume design decisions were made because I felt like it was funny at the time.
7. The Snake Pit (aka the Snake Hole, when I forget I called it the Snake Pit) is a building you can enter as normal. However, you are unlikely to survive entering the Snake Pit. Furthermore, the interior of the Snake Pit may count as more than one Map Tile.
8. You will be told the name of every building at the start of the game, excluding Buildings D and M. You can freely enter any building except for Building M.
8a. The following is a list of buildings, in no particular order.
-Tavern
-Mysticism Lab
-Viking Exhibit
-Samurai Exhibit
-Chemistry Lab
-Kitchen
-Transportation Exhibit
-Stuffed Animal Exhibit
-Alchemy Lab
-Forge
-Knight Exhibit
-Snake Hole
-Building D
-Building M
9. The Shop is not an independent building- it will be part of Zone 20.
10. There are ample normal Ingredients in the Kitchen. Unless you're cooking magical food, you can safely assume you can cook anything your Stats will allow you to prepare.
11. You can have as many "cosmetic" items as you want- these will be classified as Tiny items and can't be used for anything other than looking cool.
11a. In essence, any item you enter the Fort with will provide absolutely no bonuses.\
12. Buildings were colored and placed according to their group. There are three groups of buildings, along with independent buildings D, M, and Snake Pit. The contents of each group will be s\hown at game start.
13. "PvE mode" is not the trigger for the snakes escaping from the snake pit, and Old Man Monroe is not the snakes' Glorious Leader.
14. No one is gonna start the game with functional combat skills. You have to find stuff to enable those, even fisticuffs.
15. The Snake Pit is not just an open hole. People cannot jump into, be pushed into, or otherwise rapidly enter the snake hole. Treat it as a building with a door and walls.
16. There is nothing on top of the walls of Fort Midia, or on top of the roofs of the buildings inside Fort Midia (where applicable).
17. Team Memberships are locked in once one Player- from any Team- leaves the Fort. Not even death will remove Team membership at this point. Prior to that, Team Membership may- but does not have to- be revoked in the event of the player's death.
18. Movement mechanics were altered on May 13. Previously, all movement required spending an Action. Currently, Players are provided with free Movement equal to three Tiles each Round.
This is a list of game-relevant statements made in the Fort Midia Skype group.
1. You do not have to be a human, so long as you have hands or appendages that function as hands.
1a. This also counts for non-handed entities in human-shaped robot suits.
2. No one "dies"- when your HP hits zero, your loot is all dropped on the spot, and your unconscious body is removed from the fort via catapult.
2a. The catapults cannot be used by players.
2b. You can still RP actions that would kill people. You can stab someone in the heart- they just won't die from it.
3. There is at least one bean.
3a. The one bean is the Chicago Bean. Monroe stole it.
3b. Players may not steal the Chicago Bean.
4. Living things may not be used as alchemy ingredients.
5. Mojo is not a dump stat. It's likely that Mojo will provide minor bonuses to a fair handful of things.
6. When in doubt, assume design decisions were made because I felt like it was funny at the time.
7. The Snake Pit (aka the Snake Hole, when I forget I called it the Snake Pit) is a building you can enter as normal. However, you are unlikely to survive entering the Snake Pit. Furthermore, the interior of the Snake Pit may count as more than one Map Tile.
8. You will be told the name of every building at the start of the game, excluding Buildings D and M. You can freely enter any building except for Building M.
8a. The following is a list of buildings, in no particular order.
-Tavern
-Mysticism Lab
-Viking Exhibit
-Samurai Exhibit
-Chemistry Lab
-Kitchen
-Transportation Exhibit
-Stuffed Animal Exhibit
-Alchemy Lab
-Forge
-Knight Exhibit
-Snake Hole
-Building D
-Building M
9. The Shop is not an independent building- it will be part of Zone 20.
10. There are ample normal Ingredients in the Kitchen. Unless you're cooking magical food, you can safely assume you can cook anything your Stats will allow you to prepare.
11. You can have as many "cosmetic" items as you want- these will be classified as Tiny items and can't be used for anything other than looking cool.
11a. In essence, any item you enter the Fort with will provide absolutely no bonuses.\
12. Buildings were colored and placed according to their group. There are three groups of buildings, along with independent buildings D, M, and Snake Pit. The contents of each group will be s\hown at game start.
13. "PvE mode" is not the trigger for the snakes escaping from the snake pit, and Old Man Monroe is not the snakes' Glorious Leader.
14. No one is gonna start the game with functional combat skills. You have to find stuff to enable those, even fisticuffs.
15. The Snake Pit is not just an open hole. People cannot jump into, be pushed into, or otherwise rapidly enter the snake hole. Treat it as a building with a door and walls.
16. There is nothing on top of the walls of Fort Midia, or on top of the roofs of the buildings inside Fort Midia (where applicable).
17. Team Memberships are locked in once one Player- from any Team- leaves the Fort. Not even death will remove Team membership at this point. Prior to that, Team Membership may- but does not have to- be revoked in the event of the player's death.
18. Movement mechanics were altered on May 13. Previously, all movement required spending an Action. Currently, Players are provided with free Movement equal to three Tiles each Round.
- kmj10
- Posts : 22
Join date : 2018-08-20
The Beginnening
Mon May 11, 2020 4:26 pm
Good lord that’s a lot of wagons.
Benny peered out at the motley assortment of vehicles- and people- that had just arrived at the fort’s gates. Nine people, but definitely in four groups; this could be trouble. He grabbed the megaphone he kept on his belt and called out to the assortment with a loud “Oi, you lot!”
The wagons, which were already slowing to a stop due to the shiny object blocking the gateway, halted entirely, the people within filing out. Time to do his best to head off any problems at the pass...
“Yeah, you all down there! I’m betting the bunch of you are here to loot the place, yeah? Well, sorry about the Bean- no idea where Monroe got it, but it’s too heavy to move. You’ll just have to leave your wagons outside and head in on foot. Anyways, there’re a handful of ground rules, so listen up, and then I’ll lift the gate for ya! First off, I’ll let you all in at the same time, so no shoving. Secondly, Monroe set some kinda magical ward around the place- none of you’ll die while you’re here, but you can’t use any weapons you bring in, either. Fair trade, if’n ya ask me," not that anyone does. "Finally, don’t go into the Snake Pit. We won’t kick you out or anything, the snakes’ll just bite the tar outta ya. There’s not anything down there but the snakes, anyhow... Now then, lemme get this gate open." What lever was it again?
Pulling the lever with the label that mostly looked like an open gate, Benny winced as a screech erupted from the mechanisms. The (excessively) large, solid-metal gate inched its way upwards, dragged into place by chains and motors. “Well, that’s- probably fine? Come on in, I guess." Do it quickly, just in case...
Needing no further prompting, the sizable group of scavengers quickly made their way to the interior of the fort, the last person entering-
BANG!
-just barely before something gives way. The gate slams back into the ground with a resounding thud, while the controls- and the motors- begin belching a worrying black smoke.
Well.
“It, uh, it appears I’ve got some bad news. The gate has chosen right now to die. Because why would anything go right? Whatever, this could take a while to fix, so go ahead and... do whatever it was you were planning to do. I’ll let you all know when I get the dang thing workin’ again, alright? All of the buildings should be unlocked. ...Come to think of it, though, I've never seen the door to Building M opened before. Don't even know the name of the place, just the letter! If you want to try and get into it, you should probably have a look around the building first. See if there's anything important 'n all."
Benny rolled up his sleeves, fishing around in his bag. Let’s see, lunch, wrench, screwdriver, map pamphlet, oh here’s the maintenance manual- oh, right!
“By the way, you’re probably wondering which building is which; there should be some map pamphlet down there somewhere, just hunt one down. You're all in Zone 20 right now, if you were wondering.”
Flipping through the gate’s manual, Benny braced himself for another long repair session. Noooo, Monroe couldn’t possibly have a normal gate, he had to get the fancy mechanical kind...
Benny peered out at the motley assortment of vehicles- and people- that had just arrived at the fort’s gates. Nine people, but definitely in four groups; this could be trouble. He grabbed the megaphone he kept on his belt and called out to the assortment with a loud “Oi, you lot!”
The wagons, which were already slowing to a stop due to the shiny object blocking the gateway, halted entirely, the people within filing out. Time to do his best to head off any problems at the pass...
“Yeah, you all down there! I’m betting the bunch of you are here to loot the place, yeah? Well, sorry about the Bean- no idea where Monroe got it, but it’s too heavy to move. You’ll just have to leave your wagons outside and head in on foot. Anyways, there’re a handful of ground rules, so listen up, and then I’ll lift the gate for ya! First off, I’ll let you all in at the same time, so no shoving. Secondly, Monroe set some kinda magical ward around the place- none of you’ll die while you’re here, but you can’t use any weapons you bring in, either. Fair trade, if’n ya ask me," not that anyone does. "Finally, don’t go into the Snake Pit. We won’t kick you out or anything, the snakes’ll just bite the tar outta ya. There’s not anything down there but the snakes, anyhow... Now then, lemme get this gate open." What lever was it again?
Pulling the lever with the label that mostly looked like an open gate, Benny winced as a screech erupted from the mechanisms. The (excessively) large, solid-metal gate inched its way upwards, dragged into place by chains and motors. “Well, that’s- probably fine? Come on in, I guess." Do it quickly, just in case...
Needing no further prompting, the sizable group of scavengers quickly made their way to the interior of the fort, the last person entering-
BANG!
-just barely before something gives way. The gate slams back into the ground with a resounding thud, while the controls- and the motors- begin belching a worrying black smoke.
Well.
“It, uh, it appears I’ve got some bad news. The gate has chosen right now to die. Because why would anything go right? Whatever, this could take a while to fix, so go ahead and... do whatever it was you were planning to do. I’ll let you all know when I get the dang thing workin’ again, alright? All of the buildings should be unlocked. ...Come to think of it, though, I've never seen the door to Building M opened before. Don't even know the name of the place, just the letter! If you want to try and get into it, you should probably have a look around the building first. See if there's anything important 'n all."
Benny rolled up his sleeves, fishing around in his bag. Let’s see, lunch, wrench, screwdriver, map pamphlet, oh here’s the maintenance manual- oh, right!
“By the way, you’re probably wondering which building is which; there should be some map pamphlet down there somewhere, just hunt one down. You're all in Zone 20 right now, if you were wondering.”
Flipping through the gate’s manual, Benny braced himself for another long repair session. Noooo, Monroe couldn’t possibly have a normal gate, he had to get the fancy mechanical kind...
- Map Pamphlet:
Key:
A: Kitchen
B: Transportation Exhibit
C: Tavern
E: Chemistry Lab
F: Forge
G: Alchemy Lab
H: Mysticism Lab
I: Viking Exhibit
J: Samurai Exhibit
K: Knight Exhibit
L: Stuffed Animal Exhibit
Sneks: Snake Pit
The D and M buildings are conspicuously missing from the buildings list.
GAME START!
Action deadline is by 11:59 PM on May 19th, one week from now May 17th.
Actions can be submitted by DM on Skype or through Terra Firma- whatever you prefer.
Re: Fort Midia Robbery-Kerfuffle-Investigation
Tue May 12, 2020 11:41 pm
(Ayla's prologue: https://pastebin.com/HVy53Cua)
Ayla took a glance back at the gate that had trapped her, the adventurer she had followed, and seven other wily-looking looters inside Monroe's sprawling fort. If she didn't know better, she would have thought she was being forced into a gladiator battle, forced to duke it out in bloody conflict against the most ravenous warriors. She shook her head; no, focus. She agreed to team up with this adventurer (whose name, Ilia Lentegel, she had just learned a few hours ago) for one reason: get in, grab what was valuable, haul it out. That said, she was outnumbered, and time wouldn't be on their side if things did get violent.
"Ms. Lentegel," she borrowed the redheaded traveler's attention. "There's several other people here, and we're all after the same things." Ayla took one more peek at her pamphlet before nodding to Ilia, a goal already set in her mind. "Let's finish up as soon as possible."
Ayla took a glance back at the gate that had trapped her, the adventurer she had followed, and seven other wily-looking looters inside Monroe's sprawling fort. If she didn't know better, she would have thought she was being forced into a gladiator battle, forced to duke it out in bloody conflict against the most ravenous warriors. She shook her head; no, focus. She agreed to team up with this adventurer (whose name, Ilia Lentegel, she had just learned a few hours ago) for one reason: get in, grab what was valuable, haul it out. That said, she was outnumbered, and time wouldn't be on their side if things did get violent.
"Ms. Lentegel," she borrowed the redheaded traveler's attention. "There's several other people here, and we're all after the same things." Ayla took one more peek at her pamphlet before nodding to Ilia, a goal already set in her mind. "Let's finish up as soon as possible."
- kmj10
- Posts : 22
Join date : 2018-08-20
Round One Results
Tue May 19, 2020 3:02 pm
Round One
Turn 1
Ayla moves to the Knight Exhibit.
Ilia moves to the Samurai Exhibit.
Theodora moves to the Mysticism Lab.
Gaven moves to the Knight Exhibit.
Maud moves to the Knight Exhibit.
Evelyn moves to Zone 24.
Sophia investigates Zone 20.
James investigates Zone 20.
Giovanni investigates Zone 20.
Turn 2
Sophia moves to Building D.
James moves to Zone 24.
Giovanni moves to Zone 24.
Ayla investigates the Knight Exhibit.
Ilia investigates the Samurai Exhibit.
Theodora investigates the Mysticism Lab.
Gaven and Maud investigate the Knight Exhibit.
Evelyn investigates Zone 24.
Turn 3
Ilia investigates the Samurai Exhibit.
Gaven and Maud investigate the Knight Exhibit.
Theodora investigates the Mysticism Lab.
Sophia investigates Building D.
James investigates Zone 24.
Giovanni investigates Zone 24.
Evelyn investigates Zone 24.
Ayla’s whereabouts are unknown.
Intercoms across the fort’s grounds crackle to life...
“Hey, is this thing on? Oh good, this is the intercom button, the manual’s diagram wasn’t too clear... Anyways, Benny here from the break room, got an update for you all. Uh, not about the gate though, sorry if I got your hopes up about that. I did find something else while I was looking around in here for my spare rubber mallet. Monroe installed some kind of automated shop in Zone 20 a week or so ago, right next to the gate. Never got around to starting it up, but the instructions say that if I just press this... yeah, I see something movin’ around down there!
“You could probably sell any spare stuff you don’t feel like carrying anymore, and it says here that the shop will have a rotating purchase inventory, too! New items come in after the end of each Round and whenever an item is purchased, apparently. Pretty nifty.
“Hmmm, the only readouts are in Zone 20 and a display up here, though... I guess I’ll take a few minutes to read it out for you whenever it changes, then! Good to take short breaks every half-hour or so anyways, right?”
- Round Two Shop Inventory:
“Looks like a handful of items are available right now... but are plenty more are on the way.”
Currently Available:
Leaving in two rounds: Cow Doll ($11)
“Uh, says here it’s shaped like a cow and made from cow leather? I feel like that’s how you get cursed...”
Leaving in two rounds: Sunrise Sass-Palooza ($10)
“I thought it was my favorite soda, but it’s some knockoff brand... it’s probably still okay?”
Leaving in three rounds: Completely Normal Dagger ($6)
“It’s a dagger. Not much to say about it.”
Leaving in three rounds: Very Abnormal Dagger ($28)
“This just looks like a dagger. I’m not sure what’s odd about it, to be honest.”
Incoming Stock:
Arriving in one round: Flamin’ Sword ($16)
“Wait, ‘flames sold separately’? They just stuck some flame decals onto the sides of a normal sword! What a rip-off!”
Arriving in one round: Fiery Powder ($15)
“It looks like this bag of magical dust is the actual ‘fire’ part of the ‘flaming sword’ equation, you dunk the sword into it and then it lights on fire or whatever. Hold on, wouldn’t it burn off the decals?”
Arriving in two rounds: Generic Burger ($5)
“This doesn’t look like it’s very tasty. Good thing I brought food from home.”
Arriving in two rounds: Deluxe Burger ($50)
“Holy- what is this burger made of, gold?! It just looks like a normal burger in the photographs...”
Further stock will be listed as items rotate into shop inventory.
“Well, I suppose that’s all for now! I’ll get cracking on that gate again- good luck with whatever you’re doing out there!”
Begin Round Two
Action deadline is five days from now, by 11:59 PM on Sunday, May 24.
- kmj10
- Posts : 22
Join date : 2018-08-20
Round Two Results
Tue May 26, 2020 8:34 pm
Round Two
Turn 1
James and Giovanni move to the Forge.
Sophia moves to the Chemistry Lab.
Theodora investigates the Mysticism Lab.
Ilia investigates the Samurai Exhibit.
Maud and Gaven investigate the Knight Exhibit.
Ayla's whereabouts are unknown.
Evelyn's whereabouts are unknown.
Turn 2
James investigates the Forge.
Sophia investigates the Chemistry Lab.
Theodora investigates the Mysticism Lab.
Giovanni investigates the Forge.
Ilia moves to Building D.
Maud moves to the Forge.
Gaven investigates the Knight Exhibit.
Ayla's whereabouts are known, but only by the Duolingo Owl. You're still in the dark.
Evelyn's whereabouts are unknown.
Turn 3
James investigates the Forge.
Sophia investigates the Chemistry Lab.
Theodora idles in the Mysticism Lab.
Giovanni investigates the Forge.
Ilia investigates Building D.
Maud investigates the Forge.
Gaven moves to the Forge.
Ayla's whereabouts are unknown. Maybe the Duolingo Owl killed them...?
Evelyn moves to Zone 20.
- Round Three Shop Inventory:
“Benny here again! Here's the upcoming shop inventory!”
Currently Available:
Leaving in one round: Cow Doll ($11)
“Uh, says here it’s shaped like a cow and made from cow leather? I feel like that’s how you get cursed...”
Leaving in one round: Sunrise Sass-Palooza ($10)
“I thought it was my favorite soda, but it’s some knockoff brand... it’s probably still okay?”
Leaving in two rounds: Completely Normal Dagger ($6)
“It’s a dagger. Not much to say about it.”
Leaving in two rounds: Very Abnormal Dagger ($28)
“This just looks like a dagger. I’m not sure what’s odd about it, to be honest.”
Leaving in three rounds: Flamin’ Sword ($16)
“Wait, ‘flames sold separately’? They just stuck some flame decals onto the sides of a normal sword! What a rip-off!”
Leaving in three rounds: Fiery Powder ($15)
“It looks like this bag of magical dust is the actual ‘fire’ part of the ‘flaming sword’ equation, you dunk the sword into it and then it lights on fire or whatever. Hold on, wouldn’t it burn off the decals?”
Incoming Stock:
Arriving in one round: Generic Burger ($5)
“This doesn’t look like it’s very tasty. Good thing I brought food from home.”
Arriving in one round: Deluxe Burger ($50)
“Holy- what is this burger made of, gold?! It just looks like a normal burger in the photographs...”
Arriving in two rounds: Sord ($15)
"...this is a very bad picture of a sword? I guess the system bugged out..."
Arriving in two rounds: Plate Armor ($30)
"It's made of dinnerware. Wow, I didn't think even Monroe would stoop that low."
Further stock will be listed as items rotate into shop inventory.
Begin Round Three
Action deadline is five days from now, by 11:59 PM on Sunday, May 31.
- kmj10
- Posts : 22
Join date : 2018-08-20
Three, Sir
Tue Jun 02, 2020 10:44 pm
Round Three
Turn 1
James investigates the Forge.
Sophia investigates the Forge.
Giovanni investigates the Forge.
Ilia investigates Building D.
Theodora moves to the Viking Exhibit.
Maud and Gaven investigate the Forge.
Ayla's whereabouts are unknown. Maybe she got banished to the Shadow Realm.
Turn 2
James moves to the Mysticism Lab.
Sophia moves to the Mysticism Lab.
Giovanni investigates the Forge.
Ilia investigates Building D.
Evelyn investigates the Viking Exhibit.
Theodora investigates the Viking Exhibit.
Gaven and Maud move to Zone 24.
Ayla finally turned up in the Forge! Thank goodness.
Turn 3
James investigates the Mysticism Lab.
Sophia investigates the Mysticism Lab.
Ilia moves to the Chemistry Lab.
Evelyn investigates the Viking Exhibit.
Theodora investigates the Viking Exhibit.
Gaven and Maud investigate Zone 24.
Ayla and Giovanni idle in the Forge.
- Round Three Shop Inventory:
“Hi again! I'm sure you've gotten used to looking these over by now."
Currently Available:
Leaving in one round: Completely Normal Dagger ($6)
“It’s a dagger. Not much to say about it.”
Leaving in one round: Very Abnormal Dagger ($28)
“This just looks like a dagger. I’m not sure what’s odd about it, to be honest.”
Leaving in two rounds: Flamin’ Sword ($16)
“Wait, ‘flames sold separately’? They just stuck some flame decals onto the sides of a normal sword! What a rip-off!”
Leaving in two rounds: Fiery Powder ($15)
“It looks like this bag of magical dust is the actual ‘fire’ part of the ‘flaming sword’ equation, you dunk the sword into it and then it lights on fire or whatever. Hold on, wouldn’t it burn off the decals?”
Leaving in three rounds: Generic Burger ($5)
“This doesn’t look like it’s very tasty. Good thing I brought food from home.”
Leaving in three rounds: Deluxe Burger ($50)
“Holy- what is this burger made of, gold?! It just looks like a normal burger in the photographs...”
Incoming Stock:
Arriving in one round: Sord ($16)
"...this is a very bad picture of a sword? I guess the system bugged out..."
Arriving in one round: Plate Armor ($36)
"It's made of dinnerware. Wow, I didn't think even Monroe would stoop that low."
Arriving in two rounds: Pokemon Sword ($28)
"Are we going to get sued for this one?"
Arriving in two rounds: BRAND X Orange Soda ($10)
"My brand!"
Further stock will be listed as items rotate into shop inventory.
Begin Round Four
Action deadline is five days from now, by 11:59 PM on Sunday, June 7th.
- kmj10
- Posts : 22
Join date : 2018-08-20
Round Four Results
Tue Jun 09, 2020 10:53 pm
Round Four
Turn 1
James and Giovanni move to the Stuffed Animal Exhibit.
Gaven and Maud move to the Alchemy Lab.
Ayla investigates the Forge.
Ilia investigates the Chemistry Lab.
Sophia moves to the Viking Exhibit.
Theodora and Evelyn investigate the Viking Exhibit.
Turn 2
James investigates the Stuffed Animal Exhibit.
Giovanni investigates the Stuffed Animal Exhibit.
Gaven investigates the Alchemy Lab.
Maud investigates the Alchemy Lab.
Ayla moves to the Chemistry Lab.
Ilia idles in the Chemistry Lab.
Sophia and Theodora investigate the Viking Exhibit.
Evelyn investigates the Viking Exhibit.
A bolt of lightning from the clear blue sky strikes the Snake Pit! You feel a greater sense of dread at the thought of entering the Snake Pit.
Turn 3
James investigates the Stuffed Animal Exhibit.
Giovanni investigates the Stuffed Animal Exhibit.
Gaven investigates the Alchemy Lab.
Maud investigates the Alchemy Lab.
Ayla investigates the Chemistry Lab.
Ilia investigates the Chemistry Lab.
Sophia, Theodora, and Evelyn move to the Stuffed Animal Exhibit.
- Round Three Shop Inventory:
“I wonder what that lightning was all about? Ehhh, it's probably nothin'."
Currently Available:
Leaving in one round: Flamin’ Sword ($16)
“Wait, ‘flames sold separately’? They just stuck some flame decals onto the sides of a normal sword! What a rip-off!”
Leaving in one round: Fiery Powder ($15)
“It looks like this bag of magical dust is the actual ‘fire’ part of the ‘flaming sword’ equation, you dunk the sword into it and then it lights on fire or whatever. Hold on, wouldn’t it burn off the decals?”
Leaving in two rounds: Generic Burger ($5)
“This doesn’t look like it’s very tasty. Good thing I brought food from home.”
Leaving in two rounds: Deluxe Burger ($50)
“Holy- what is this burger made of, gold?! It just looks like a normal burger in the photographs...”
Leaving in three rounds: Sord ($16)
"...this is a very bad picture of a sword? I guess the system bugged out..."
Leaving in three rounds: Plate Armor ($36)
"It's made of dinnerware. Wow, I didn't think even Monroe would stoop that low."
Incoming Stock:
Arriving in one round: Pokemon Sword ($28)
"Are we going to get sued for this one?"
Arriving in one round: BRAND X Orange Soda ($10)
"My brand!"
Arriving in two rounds: Mobile Shopper ($5)
"Looks like this lets you... buy a Shop Item from anywhere? There's some fine print, but I can't make it out."
Arriving in two rounds: Queen Bomb ($50)
"That is a very large-looking bomb."
Further stock will be listed as items rotate into shop inventory.
Begin Round Five
Action deadline is five days from now, by 11:59 PM on Sunday, June 14th.
- kmj10
- Posts : 22
Join date : 2018-08-20
Re: Fort Midia Robbery-Kerfuffle-Investigation
Wed Jun 17, 2020 11:42 pm
Round Five
Turn 1
James and Giovanni move to Zone 17.
Ayla moves to Zone 20 and purchases the Fiery Powder.
Ilia investigates the Chemistry Lab.
Sophia investigates the Stuffed Animal Exhibit.
Theodora investigates the Stuffed Animal Exhibit.
Evelyn investigates the Stuffed Animal Exhibit.
Gaven's and Maud's whereabouts are unknown.
Turn 2
James investigates Zone 17.
Giovanni investigates Zone 17.
Ayla moves to the Chemistry Lab.
Ilia investigates the Chemistry Lab.
Sophia investigates the Stuffed Animal Exhibit.
Theodora investigates the Stuffed Animal Exhibit.
Evelyn moves to Zone 17.
Gaven's and Maud's whereabouts are unknown.
Turn 3
James and Giovanni move to Zone 24.
Ayla investigates the Chemistry Lab.
Ilia investigates the Chemistry Lab.
Sophia moves to Zone 20.
Theodora moves to Zone 17.
Evelyn investigates Zone 17.
Gaven's and Maud's whereabouts are unknown.
Something stirs in the Snake Pit. An ominous glow lights the sky directly above it.
- Round Six Shop Inventory:
“There's nothing in the handbook about ominous glows being emitted from the Snake Pit..."
Currently Available:
Leaving in one round: Generic Burger ($5)
“This doesn’t look like it’s very tasty. Good thing I brought food from home.”
Leaving in one round: Deluxe Burger ($50)
“Holy- what is this burger made of, gold?! It just looks like a normal burger in the photographs...”
Leaving in two rounds: Sord ($16)
"...this is a very bad picture of a sword? I guess the system bugged out..."
Leaving in two rounds: Plate Armor ($36)
"It's made of dinnerware. Wow, I didn't think even Monroe would stoop that low."
Leaving in three rounds: Pokemon Sword ($28)
"Are we going to get sued for this one?"
Leaving in three rounds: BRAND X Orange Soda ($10)
"My brand!"
Incoming Stock:
Arriving in one round: Mobile Shopper ($5)
"Looks like this lets you... buy a Shop Item from anywhere? There's some fine print, but I can't make it out."
Arriving in one round: Queen Bomb ($50)
"That is a very large-looking bomb."
Arriving in two rounds: Personal Jesus ($17)
"It looks like a little statuette in the picture."
Arriving in two rounds: The Other Half of Benny's Sandwich ($17)
"Wait, what?!"
Further stock will be listed as items rotate into shop inventory.
Begin Round Six
Action deadline is five days from now, by 11:59 PM on Monday, June 22nd.
- kmj10
- Posts : 22
Join date : 2018-08-20
Re: Fort Midia Robbery-Kerfuffle-Investigation
Wed Jun 24, 2020 11:55 pm
Round Six
Turn 1
James moves to Zone 20 and purchases the Pokémon Sword.
Giovanni moves to Zone 20.
Ayla investigates the Chemistry Lab.
Sophia moves to the Tavern.
Ilia moves to Zone 17.
Theodora moves to the Samurai Exhibit.
Evelyn moves to the Transportation Exhibit.
Gaven's and Maud's whereabouts are unknown.
Turn 2
James moves the Transportation Exhibit.
Giovanni moves the Transportation Exhibit.
Ayla investigates the Chemistry Lab.
Sophia investigates the Tavern.
Ilia moves to the Transportation Exhibit.
Theodora investigates the Samurai Exhibit.
Evelyn investigates the Transportation Exhibit.
Gaven appears in the Chemistry Lab!
Maud appears in the Transportation Exhibit!
Turn 3
James investigates the Transportation Exhibit.
Giovanni investigates the Transportation Exhibit.
Ayla spins around on the spinning chair in the Chemistry Lab.
Sophia moves to Zone 20.
Ilia investigates the Transportation Exhibit.
Theodora investigates the Samurai Exhibit.
Evelyn investigates the Transportation Exhibit.
Gaven investigates the Chemistry Lab.
Maud investigates the Transportation Exhibit.
Something is approaching wakefulness in the Snake Pit.
- Round Seven Shop Inventory:
“A bit busy right now... sorry, guys."
Currently Available:
Leaving in one round: Sord ($16)
"...this is a very bad picture of a sword? I guess the system bugged out..."
Leaving in one round: Plate Armor ($36)
"It's made of dinnerware. Wow, I didn't think even Monroe would stoop that low."
Leaving in two rounds: BRAND X Orange Soda ($10)
"My brand!"
Leaving in two rounds: Mobile Shopper ($5)
"Looks like this lets you... buy a Shop Item from anywhere? There's some fine print, but I can't make it out."
Leaving in three rounds: Queen Bomb ($50)
"That is a very large-looking bomb."
Leaving in three rounds: Personal Jesus ($17)
"It looks like a little statuette in the picture."
Incoming Stock:
Arriving in one round: The Other Half of Benny's Sandwich ($17)
"Wait, what?!"
Arriving in one round: Placeholder ($39)
"Not a bug... says it's some magic item named Placeholder?"
Arriving in two rounds: Pot of Tea ($15)
"Earl Grey? Well, I suppose it's a classic..."
Arriving in two rounds: Spider Cider ($15)
"By spiders, for spiders, of spiders!"
Further stock will be listed as items rotate into shop inventory.
The intercoms crackle to life...
Hey guys, it's Benny again! Good news! I finally figured out what the heck went wrong with the gate; all that's left is to actually fix the issue. The gate will open in three Rounds, at the end of Round 9. I've uh... I've got a bad feeling about the Snake Pit, to be honest, so you might want to get ready to leave if you think you're done taking stuff. Anyways, I'll go get to work!
Begin Round Seven
Action deadline is four days from now, by 11:59 PM on Sunday, June 28th.
- kmj10
- Posts : 22
Join date : 2018-08-20
Round Seven Results
Wed Jul 01, 2020 8:19 pm
Round Seven
Turn 1
Gaven moves to the Transportation Exhibit.
Maud investigates the Transportation Exhibit.
Giovanni investigates the Transportation Exhibit.
James investigates the Transportation Exhibit.
Ayla moves to the Alchemy Lab.
Sophia purchases the Sord and Plate Mail before moving to the Tavern.
Theodora investigates the Samurai Exhibit.
Evelyn moves to Zone 20.
Ilia spins around on a spinny chair.
Turn 2
Gaven investigates the Transportation Exhibit.
Maud and Ilia investigate the Transportation Exhibit.
Giovanni moves to the Kitchen.
James moves to the Tavern.
Ayla investigates the Alchemy Lab.
Sophia investigates the Tavern.
Theodora investigates the Samurai Exhibit.
Evelyn moves to the Knight Exhibit.
Turn 3
Gaven examines the Transportation Exhibit.
Maud moves to the Stuffed Animal Exhibit, taking Gaven with her.
Giovanni investigates the Kitchen.
James investigates the Tavern.
Ayla moves to the Forge.
Sophia moves to the Transportation Exhibit.
Theodora moves to Zone 20 and purchases the Queen Bomb.
Evelyn investigates the Knight Exhibit.
Ilia investigates the Transportation Exhibit.
The Incarnation of Hate is now awake.
- Round Six Shop Inventory:
“That's not good."
Currently Available:
Leaving in one round: BRAND X Orange Soda ($10)
"My brand!"
Leaving in one round: Mobile Shopper ($5)
"Looks like this lets you... buy a Shop Item from anywhere? There's some fine print, but I can't make it out."
Leaving in two rounds: Personal Jesus ($17)
"It looks like a little statuette in the picture."
Leaving in two rounds: The Other Half of Benny's Sandwich ($17)
"Wait, what?!"
Leaving in three rounds: Placeholder ($39)
"Not a bug... says it's some magic item named Placeholder?"
Leaving in three rounds: Pot of Tea ($15)
"Earl Grey? Well, I suppose it's a classic..."
Incoming Stock:
Arriving in one round: Spider Cider ($15)
"By spiders, for spiders, of spiders!"
Arriving in one round: Free Money ($24)
"Get an extra $6 or your money back... huh?"
Arriving in two rounds: Worn Grindstone ($5)
"This is from some third-hand goods seller. How'd they get into the inventory?"
Arriving in two rounds: The Shop ($390)
"T-this is just a picture of the Shop Hole! How can you buy the Shop?!"
Further stock will be listed as items rotate into shop inventory.
Due to interest in cooperative play, a new path to victory is now available. Upon defeat of all enemies currently in the Snake Pit, each individual players involved in the battle will recieve a large sum of bounty money that pushes each member to an equal number. In essence, all Players that group up to clear the Snake Pit will win as a group, excluding the existence of non-participant Players or Teams with an astonishing sum of money. This is unlikely, at best, though a possibility.
Begin Round Eight
Two Rounds remain until the gate opens.
Action deadline is four days from now, by 11:59 PM on Sunday, July 5th.
- kmj10
- Posts : 22
Join date : 2018-08-20
Re: Fort Midia Robbery-Kerfuffle-Investigation
Wed Jul 08, 2020 11:50 pm
Round Eight
Turn 1
Gaven investigates the Stuffed Animal exhibit.
Maud investigates the Stuffed Animal exhibit.
Giovanni investigates the Kitchen.
James investigates the Tavern.
Ayla investigates the Forge.
Ilia investigates the Transportation Exhibit.
Sophia investigates the Transportation Exhibit.
Theodora moves to the Mysticism Lab.
Evelyn investigates the Knight Exhibit.
The Snake Lord launches a ranged attack at the Incarnation of Hate, but misses its shot! Hate closes the gap with blistering speed and retaliates with a brutal Dagger strike!
Turn 2
Gaven moves to the Mysticism Lab by way of train. The train currently rests in Zone 12.
Maud moves to the Mysticism Lab by way of train.
Giovanni cooks a delicious meal, then boards the train.
James mixes a "delicious" drink, then boards the train.
Ayla investigates the Forge, then boards the train.
Ilia attaches her spinning chair to the train after boarding it.
Sophia boards the train, upgrading it after it stops.
Theodora investigates the Mysticism Exhibit.
Evelyn moves to the Chemistry Lab by way of train.
Snake Lord summons more snakes, but it's no use! Incarnation of Hate is too strong- it rips straight through them, hungry for more!
Turn 3
Gaven investigates the Mysticism Lab.
Maud investigates the Mysticism Lab.
Giovanni idles in Zone 12.
James idles in Zone 12.
Ayla idles in Zone 12.
Ilia idles in Zone 12.
Sophia idles in Zone 12.
Theodora investigates the Mysticism Lab.
Evelyn idles in Zone 12.
Snake Lord thrashes about in a wild panic, attempting to hit the Incarnation of Hate with its coils- to no avail! Hate dodges the waves with contemptuous ease before landing a devastating counter-strike with Dagger! Things are not looking good for the Snake Lord!
- Round Nine Shop Inventory:
“Hey, good news! I figured out how to pause the Shop Inventory's remove cycle! Items shouldn't leave on their own now... of course, there won't be any new inventory, either... It'll still display the leaving counter, but just ignore that."
Currently Available:
Leaving in one round: BRAND X Orange Soda ($10)
"My brand!"
Leaving in one round: Mobile Shopper ($5)
"Looks like this lets you... buy a Shop Item from anywhere? There's some fine print, but I can't make it out."
Leaving in two round: Personal Jesus ($17)
"It looks like a little statuette in the picture."
Leaving in two rounds: The Other Half of Benny's Sandwich ($17)
"Wait, what?!"
Leaving in three rounds: Placeholder ($39)
"Not a bug... says it's some magic item named Placeholder?"
Leaving in three rounds: Pot of Tea ($15)
"Earl Grey? Well, I suppose it's a classic..."
Leaving in four rounds: Spider Cider ($15)
"By spiders, for spiders, of spiders!"
Leaving in four rounds: Free Money ($24)
"Get an extra $6 or your money back... huh?"
Incoming Stock:
Arriving in one round: Worn Grindstone ($5)
"This is from some third-hand goods seller. How'd they get into the inventory?"
Arriving in one round: The Shop ($390)
"T-this is just a picture of the Shop Hole! How can you buy the Shop?!"
Begin Round Nine
One Round remains until the gate opens.
Action deadline is four days from now, by 11:59 PM on Sunday, July 12th.
- kmj10
- Posts : 22
Join date : 2018-08-20
Re: Fort Midia Robbery-Kerfuffle-Investigation
Thu Jul 23, 2020 3:59 pm
Round Nine
Turn 1
Ayla tinkers with her shield.
James tinkers with his sword.
Giovanni gives Chef Bunsay the Hand-Crafted Scimitar.
Gaven, Maud, and Theodora dismantle the Fortune Teller Machine, converting it into a gun.
Sophia mixes her Hi-C Ecto Coolers with a bottle of scotch.
Ilia finds some snacks.
Evelyn moves to Zone 12 and boards the train.
The Snake Lord is seriously panicking at this point, a fact that Hate is more than happy to take advantage of! She dodges the wild thrashing and drives Dagger into a weak point once more- one more solid hit and it's curtains for the Snake Lord!
Turn 2
Evelyn, with Ayla's help, tinkers with her armor.
Theodora boards the train.
Gaven and Maud investigate the Mysticism Exhibit, upgrading Gaven's arrows.
Sophia converts her vitamin gummies into extra bullets.
James, Ilia, and Giovanni idle around on the train.
The last of the Snake Pit's snakes arrive to assist the Snake Lord, only to be shredded by Hate's aura of malice!
Turn 3
Gaven and Maud board the Train. Everyone is on-board.
Evelyn collects more bullets from the train's luggage car.
Theodora tinkers with her armor.
As a free action, Giovanni serves up the Phoenix Hot Pot to all players on the train! All players recieve Second Wind.
As a free action, Sophia serves up the Ecto Scotch Abomination to all players on the train! All player recieve Cool Improvement: +2 and Slightly Buzzed for Timer: 6 Turns, in addition to an immense feeling of regret and scarred taste buds.
It's time to go.
Gaven sits in the driver's seat, revving the engine. Giovanni stands near the front of the train, ready to leap into the fray; James and Ilia are right behind him, observing the surroundings. The others remain seated in the passenger car, catching their breath from the Round's exertions.
You're ready.
Everyone is ready.
The train begins to move.
In a heartbeat, you're screaming across the terrain- this train moves fast, and there aren't any obstacles in its way. James barely has time to glimpse the outside of the Snake Pit before you're barreling through the exterior wall, reinforced steel no more effective than tissue paper at blocking your path. Still, he's pretty sure that there's nothing outside of the Snake Pit that's dangerous; in addition, the only entrance is the one you've just made. Whatever's within will have to go through you to get outside.
The train plummets several feet before landing on the metallic flooring with a screech; looks like you broke through the wall opposite the actual "entrance." The floor gently slopes downwards, forming an enormous spiral which descends into the black, unlit depths of the Pit.
Gaven continues driving.
As you pass further and further down the ramp, lights flicker on ahead of you. Despite your speed, the unlit conditions prevent you from moving as fast as possible. For some reason, there's a distinct lack of snakes in the area, though you note the frequent piles of magical dust lying about. It's absurd to imagine all of those coming from snakes, though; did the Incarnation of Hate somehow...?
There's no time to think about that, though- you're close enough to the bottom of the Pit that you can see what's going on. It's a massive, flat plain, large enough to fit three Buildings. You could fit four, but the massive void in the center of the area would make that difficult. You can also make out the brawling figures very close to the bottom of the ramp.
It's not looking good.
The Snake Lord- a half-man, half-snake abomination standing twice as tall as any of you- is firing another blast of acidic spit from his chest at the Incarnation of Hate. Despite being at point-blank range, she delicately twists out of the way. She brandishes Dagger and-
{ADAPT}
-plunges her Claws into the chest of the Snake Lord?
What?
Despite being pinned to the ground by one set of claws, the Snake Lord somehow squirms out of the path of Hate's followup strike with the second pair; he then wrenches himself free and slithers away rapidly. Hate moves to follow-
Ilia fires an arrow! Hate was distracted, and Ilia has a sharp eye- it sails through the air and sinks deep into her left shoulder! She whirls around, bewildered as she registers the train barreling towards her!
Somehow, she leaps to the side of the train, practically brushing against the wings; those in the front of the train very nearly could have reached out and touched her. She skids to halt after landing.
"Who the devil are you lot, dragging a train into my Pit?!"
Her body is composed of broken, jagged fragments of something, gleaming a bloody crimson; you're reminded of shattered stained glass for some reason. Her hair, nearly floor length, is composed of the same material & makes a sound like knives being sharpened as it brushes against itself. Even her clothes are made of it- she's wearing an ornate, flowing gown and ankle-high boots, both composed of intertwining groups of the crystalline substance. She's quite tall, nearly meeting Evelyn at eye level despite her armored suit, and her hand-mounted metallic Claws are brandished in your direction.
Oddly, the only part of her that doesn't emanate murder is her voice; it's more akin to windchimes, if anything. Nonetheless, you're still certain of one thing from her tone: she is very, very mad.
"I'll just have to show you rabblerousing commoners why you should stay in the dirt where you belong! Oh, and don't think I've forgotten about you, Summoners. I've something very special in mind for those who bother their betters."
Was that last bit directed towards the Diode Sisters...? It doesn't matter now- she's headed straight for you!
BOSS ENCOUNTER: Elizabeth, Incarnation of Hate
- Current Stats:
- Elizabeth:
HP: 28/40
GMP: 6
BRN: 6
NIM: 6
COL: 6
SHP: 6
NOS: 6
HOC: 6
CHZ: 6
- Snake Pit:
All Players and Elizabeth are currently in Zone IV; the Snake Lord escaped to Zone V or Zone VI. You didn't get a good look at where he went.
Note that Zone I is connected to Zone 1; i.e. you may exit the Snake Pit from Zone I. The center of the Pit does not count as a Zone. You may not kick entities into the bottomless abyss, nor may you leap into it yourself.
- Round Ten Shop Inventory:
"I'm gettin' my dog and I'm leaving."
Currently Available:
Leaving in one round: BRAND X Orange Soda ($10)
"My brand!"
Leaving in one round: Mobile Shopper ($5)
"Looks like this lets you... buy a Shop Item from anywhere? There's some fine print, but I can't make it out."
Leaving in two round: Personal Jesus ($17)
"It looks like a little statuette in the picture."
Leaving in two rounds: The Other Half of Benny's Sandwich ($17)
"Wait, what?!"
Leaving in three rounds: Placeholder ($39)
"Not a bug... says it's some magic item named Placeholder?"
Leaving in three rounds: Pot of Tea ($15)
"Earl Grey? Well, I suppose it's a classic..."
Leaving in four rounds: Spider Cider ($15)
"By spiders, for spiders, of spiders!"
Leaving in four rounds: Free Money ($24)
"Get an extra $6 or your money back... huh?"
Leaving in five rounds: Worn Grindstone ($5)
"This is from some third-hand goods seller. How'd they get into the inventory?"
Leaving in five rounds: The Shop ($390)
"T-this is just a picture of the Shop Hole! How can you buy the Shop?!"
Begin Round Ten
The Zone 20 Gate is currently open.
Action deadline is four days from now, by 11:59 PM on Monday, July 27th.
- kmj10
- Posts : 22
Join date : 2018-08-20
Re: Fort Midia Robbery-Kerfuffle-Investigation
Wed Jul 29, 2020 8:08 pm
Round Ten
Turn One
As Elizabeth breaks into a sprint towards the temporarily halted train, Ayla and Maud leap off with intent to intercept; behind them, James, Giovanni, and Evelyn dismount as well, though for altogether different reasons. Evelyn promptly engages the Pois-B-Gone, rendering all Players immune to poisoning for a short while. Shame there are no snakes around to protect from...
While she's doing that, Giovanni runs off towards Zone V- he wants none of this, apparently! James instead takes a moment to analyze Elizabeth's weapon, or at least her weapon's current form. Form:Dagger and Form:Claws have been identified, and he's confident he'll be able to identify the next one she swaps to.
That's enough about the supporting cast, though. Ayla and Maud, weapons and shields ready, prepare to engage with Elizabeth- who blazes right past them, just as Maud was about to strike! Looks like Ayla wasn't expecting her to move towards them, and Maud wasn't expecting her to turn down a fight. Elizabeth definitely knows how to fight smarter rather than harder.
Gaven's just pressed down on the gas pedal once more when Elizabeth launches herself onto the roof of the train to meet Theodora and Sophia- that's a hell of a grudge. The train moves back and forth between Zone V and IV; is Gaven trying to throw her off? It eventually comes to a halt in Zone V. Ayla manages to make it to Zone V just as Sophia and Theodora finally let go of the handles they were clinging to for dear life, though not before Elizabeth follows suit and takes a wild swing of her
Suddenly, Maud is there, right in front of Sophia with her shield at the ready. She has just enough time to notice that Elizabeth isn't surprised before she slips past Maud's guard, sinking the axe into her shoulder. Maud lands a solid hit with her morningstar as Elizabeth wrenches the axe free, but is still too slow to prevent her from launching another overhead swing at a defenseless Sophia! That one's definitely leaving a mark, even through the armor!
Of course, what's about to happen will leave a much worse one- everyone still on the train has gotten past the shock of Elizabeth's brazen assault and is ready to brawl. Or fire, as it may be- Ilia looses arrow as Theodora hurls a lightning-wreathed paper airplane. Elizabeth can't dodge both, despite her efforts, and she takes the arrow to her side as she ducks under the lightning. She's inflicted with Sick Burns by the blazing arrow, just to add insult to injury.
Sophia chooses just then, as Elizabeth is recovering her balance, to fire a barrage from her gun. Her patience is rewarded- both bursts strike true, sending Elizabeth reeling and... producing the image of a slot machine just above her head?
A jingling noise plays as the five slot wheels stop one by one, each revealing a prominent red seven. As the last seven slides into its place in line, the slot machine blares a triumphant jingle as coins begin spilling from the image.
The illusion disappears, but not before doing something to Elizabeth- she's split in half??? Not literally- her crystalline body begins to shake violently before separating into two sections of roughly equal size. One appears almost exactly as Elizabeth did beforehand, only scaled down; she's barely a few feet high. The other forms into a nebulous floating orb.
The smaller Elizabeth(?) immediately begins attempting to gnaw off Sophia's foot with her- fangs? You note that she also has prominent cat-like ears and a long tail. The orb... lets out a deep sigh?
"Oh, now you've really gone and mucked things up, haven't you?"
While all of that was happening, Giovanni moves from Zone V to Zone VI... what could he be looking for? Could there be hidden passages somewhere in the metallic walls and flooring of the Snake Pit? Could there be useful items dropped into this abyss and long forgotten?
Could there be a giant snake-man hybrid trying to hide behind a particularly large chunk of rock?
There's definitely one of those, actually. He hisses fiercely at Giovanni, who approaches carefully.
"Who are you? Why are you here? Are you with- whatever that thing was?! Don't come any closer, I've got acid spit and I'm not afraid to use it!"
Fortunately, Bunsay is a master of persuasion.
"Look, do you want to get healed or not? We were on our way to beat up Elizabeth, and if you'll use your ears you can hear the rest of us shooting her now! Of all the things to find down here, a paranoid snake? What a day..."
...it'll probably be fine. As Bunsay is, er, "negotiating," Giovanni pokes around the area a bit more- oh, what's this? A hatch in the floor? Someone in Zone VI could easily duck in and check it out as a free action next Round!
Round 2
The orb, newly dubbed Liz, proceeds to... berate your 'generalized and staggering incompetence' while explaining that you 'shouldn't have meddled in extradimensional affairs'. Or something along those lines. You're not really sure.
"-can't believe the audacity you lot possess, to hit a dimensional anomaly with an unknown random effect! What would you have done if I'd exploded and killed all of you, or split into more than one Elizabeth for you to fight! Honestly, I'm not sure whether the fact that you did it or the fact that it worked out offends me more! The nerve of some people-"
To be honest, you've mostly tuned her out at this point- it looks like Liz isn't going to fight you anymore, and neither will Beth. Well, Beth is trying, but Sophia's armor remains bite-proof despite her best efforts.
"-and- oh, please stop trying to eat her, Beth! Or at least use dinnerware!"
"Tools are for cowards! These riffraff don't deserve anything better than being bitten! Death to the peasantry!"
"Look at what you've done! We were a perfectly harmonious combat engine, and now I'm an orb and she's a catty half-pint!"
"What did you just call me?! IT'S NOT MY FAULT I'M THIS SHORT! IF YOU THINK IT'S THAT BAD, GIMME BACK MY HALF!"
...and now Beth is doing her level best to chew through Liz, who's rapidly chiming and attempting to shake her off.
You can't help but feel let down. Was this really the whole fight? You didn't even have time to hurl insults or interesting banter back and forth...
Ah, Evelyn and James decided to meet up with the rest of you here in Zone V. The fighting does seem to be over- no reason not to.
Giovanni, blissfully unaware of the events in Zone V, puts the finishing touches on the Snake Lord's stitches. With Bunsay's help it goes rather well- the Snake Lord is back to full HP!
"Thanks... I'll uh, go back to the thing, yeah? Fight the good fight, all that. Yeah, I'll see you around."
The Snake Lord slithers off rather quickly- he's certainly eager.
Turn 3
Giovanni moves to Zone V, meeting up with the rest of the party once more. Everyone moves to the interior of the train once more. Since you've defused the situation down here-
"I SAID GET OFF ME, YOU UNCOUTH LITTLE BRAT!"
"WE WERE IN MY FORM FIRST, SO WE SHOULD GO BACK TO MINE!"
...you've mostly defused the situation down here, so you should be save to head out. You've saved the Snake Lord, separated Elizabeth into her less-omnicidal counterparts, and collected a fair amount of loot to split. A job well done.
Everyone takes their seats, Gaven puts the train into drive, and the Snake Lord lunges out of his hiding place before promptly smacking Beth to the side and devouring Liz's orb whole. A glowing light narrowly escapes it just before the event, somehow.
What?
He immediately begins screaming about 'infinite power' or something, simultaneously glowing a low, intimidating crimson. He twists in on himself in a way that hurts your brain to process and, in a flash of blinding red light, changes.
Shit.
He's... definitely more reptile than man, now. He's all reptile, actually. He's holding some kind of orb- are they bombs?!- in each hand, with more on his body. He's also about as twice as big as the train, if not bigger.
"Well, I'm glad my consciousness doesn't need that body... but it still had all my power. See, this is why you don't use randomly generated effects!
How do you even fight something that big... it has to have some kind of weakness, doesn't it? Maybe you could sniff it out if you take the time to look it over, or maybe if you just hit it everywhere you'll find it by chance?
Either way, pick your strategy fast, because it looks like the fight isn't over after all! Get ready!
FINAL BOSS ENCOUNTER: Blast Liz-ard, Destroyer of Anything
- Current Stats (All Characters):
- Blast Liz-ard:
- HP: 100/100
GMP: 0
BRN: 9
NIM: 9
COL: 9
SHP: 9
NOS: 9
HOC: 9
CHZ: 0
Effects:
??? (??????)
??? (??????)
??? (??????)
- Player Party:
- James Achilles (GM):
- HP: 25/25
GMP: 3
BRN: 3
NIM: 4
COL: 4
SHP: 5
NOS: 5
HOC: 6
CHZ: 2
- Giovanni Alphonse Isseli (Vio):
- HP: 30/30
GMP: 4
BRN: 5
NIM: 4
COL: 5
SHP: 5
NOS: 4
HOC: 2
CHZ: 4
Unique Statuses: Regeneration (Timer: 3 Turns, +1.5HP/Turn)
- Gaven Golvell (Aeront):
- HP: 25/25
GMP: 3
BRN: 3
NIM: 5
COL: 2
SHP: 3
NOS: 6
HOC: 5
CHZ: 5
- Maud Valentine (Aeront/Sharks):
- HP: 32/35
GMP: 5
BRN: 6
NIM: 2 (+1 Armor)
COL: 5
SHP: 5
NOS: 2
HOC: 4
CHZ: 4
- Ayla Rhosyn (Tempest):
- HP: 25/25
GMP: 3
BRN: 4
NIM: 5
COL: 3
SHP: 5
NOS: 5
HOC: 4
CHZ: 3
- Ilia Lentegel (Mirk):
- HP: 30/30
GMP: 4
BRN: 4
NIM: 5
COL: 5
SHP: 5
NOS: 2
HOC: 2
CHZ: 6
- Sophia Diode (Sock):
- HP: 19/25
GMP: 3
BRN: 2
NIM: 6
COL: 5 [+1]
SHP: 5
NOS: 3
HOC: 5
CHZ: 3
- Evelyn Diode (Jan):
- HP: 35/35
GMP: 5
BRN: 5
NIM: 6
COL: 2
SHP: 2
NOS: 6
HOC: 2
CHZ: 5
- Theodora Diode (Hobbes):
- HP: 35/35
GMP: 5
BRN: 5
NIM: 2
COL: 5
SHP: 6
NOS: 2 [+2]
HOC: 6
CHZ: 2
- Liz:
- HP: 1
GMP: 0
BRN: 0
NIM: 0
COL: 0
SHP: 3
NOS: 3
HOC: 3
CHZ: 3
Orb: Orbn't
- Beth:
- HP: 1
GMP: 0
BRN: 3
NIM: 3
COL: 3
SHP: 0
NOS: 0
HOC: 0
CHZ: 3
Cat: Cat
Current Party-Wide Statuses:
Second Wind
Cool Improvement: +2 (Timer: 2 Turns)
Slightly Buzzed (+1 Melee Damage) (Timer: 2 Turns)
Poisonproof (Timer: 1 Turn)
- Map:
Currently, all characters- including Beth, Liz, and Blast Liz-ard, are in Zone V. Remember that there's a Mystery Hatch in Zone VI, should you choose to explore it.
- Round Ten Shop Inventory:
Currently Available:
Leaving in one round: BRAND X Orange Soda ($10)
"My brand!"
Leaving in one round: Mobile Shopper ($5)
"Looks like this lets you... buy a Shop Item from anywhere? There's some fine print, but I can't make it out."
Leaving in two round: Personal Jesus ($17)
"It looks like a little statuette in the picture."
Leaving in two rounds: The Other Half of Benny's Sandwich ($17)
"Wait, what?!"
Leaving in three rounds: Placeholder ($39)
"Not a bug... says it's some magic item named Placeholder?"
Leaving in three rounds: Pot of Tea ($15)
"Earl Grey? Well, I suppose it's a classic..."
Leaving in four rounds: Spider Cider ($15)
"By spiders, for spiders, of spiders!"
Leaving in four rounds: Free Money ($24)
"Get an extra $6 or your money back... huh?"
Leaving in five rounds: Worn Grindstone ($5)
"This is from some third-hand goods seller. How'd they get into the inventory?"
Leaving in five rounds: The Shop ($390)
"T-this is just a picture of the Shop Hole! How can you buy the Shop?!"
Begin Round Eleven
Blast Liz-ard has destabilized the area! The Zone 20 Gate will collapse at the end of Round Thirteen!
Action deadline is four days from now, by 11:59 PM on Sunday, August 2nd.
- kmj10
- Posts : 22
Join date : 2018-08-20
Re: Fort Midia Robbery-Kerfuffle-Investigation
Tue Aug 11, 2020 4:53 pm
Round Eleven
Turn One
Several members of the party move to attack- but Blast Lizard beats them to it! At least, you're pretty sure nobody on your side of the field summoned the several dozen person-sized dice that are suddenly falling from the sky in your general direction.
Oh, he's started screaming something about "dice of infinite power". Definitely him, then.
The party scatters in every direction, like that scene from Ratatouille, but only some of them manage to avoid the hail of cubes. James and Giovanni take d6's directly to their noggins for 10 Damage; Maud and Theodora get bonked as well, but only take 8 Damage thanks to their armor. Oddly, Ayla's armor is hit by one, but immediately sends it flying back at Blast Lizard without it harming Ayla in the slightest. I mean, sure, he bats it away like a fly pretty easily, but it was still kinda cool...
Having taken the opening attack, Maud closes the distance and gives Blast Lizard a solid smack to the shin with her mace. It, uh. It barely nicks him. That ain't good.
Gaven and James wander up and take a good, long look at Blast Lizard's shin, right where Maud just smacked it- since Blast Lizard already attacked this Turn, it's perfectly safe. Gaven gives the scaly material a good rap with his knuckles- that's a solid hide right there. Can't be easy to move around in, though. Gaven and James judge that, while normal attacks are fairly ineffective against his impenetrable skin, it's unlikely Blast Lizard can actually dodge attacks.
(Blast Lizard complains about how unfair it is that he only gets to do one thing per Turn, and thus is helpless against their investigation, but if it was that important to him he shouldn't have gone first.)
After they're safely out of the firing lanes once more, Sophia and Ilia open up with ranged attacks, despite Liz's fervent protests against more use of "that stupid slot machine gun". Ilia nails one of Blast Lizard's bomb with a flaming arrow, detonating it and dealing 5 Damage! Store your explosives safely, kids! Sophia's unaimed burst fire has less of an effect, though Blast Lizard does seem a tad unbalanced.
While all of that was going on, Theodora, Evelyn, and Giovanni snuck over to the very edge of the central abyss, intending to dump the Queen Bomb into the depths, thereby demolishing the entire Snake Pit. However, in his lust for "infinite power" or whatever, Blast Lizard dives over and gulps down the bomb just after Theodora Arms it, totally ignoring the one-Action-per-Turn rule! He flips the bird at the fourth wall, but I deal 2 Damage to him as an example to the others and he settles down.
Ayla has opted out of the chaotic battle, instead moving to Zone VI and ducking down the conveniently unlocked Mystery Hatch. Inside, she finds a well-lit corridor; the walls and ceiling are a stark white, while the floor is covered in a rather expensive-looking black carpet. She instinctively wipes her shoes off on the door mat near the ladder- it's a really nice carpet, no reason to ruin it.
Turn Two
As penance for acting twice on Turn One, and definitely not just because I don't feel like rolling more dice, Blast Lizard is unable to act! He flips the fourth wall the bird again, so I deal another 3 Damage to him. Know your place.
James takes a long, hard look at the bomb Ilia exploded. Yep. Sure is a bomb. Sure did explode. Smacking the bombs with something energy-based is definitely a weak point. Theodora, Gaven, and Ilia follow that advice, striking with their lightning magic and fire arrows respectively, for a combined 15 Damage once all three struck bombs detonate. Evelyn finally gets to use her weapon for something, Adapting it into a Flare Shotgun and shooting two bombs at once for another 10 Damage.
Giovanni sneaks behind Blast Lizard and slams his hammer into one of the orbs... only for it to just sort of break apart. There's no explosion, which isn't that surprising in hindsight.
Maud moves to play bouncer over by the Mystery Hatch, just as Ayla moves deeper into its interior...
By this point, Ayla had walked down the same straight corridor for at least two minutes, which was mildly disconcerting. However, just up ahead a sharp right-hand turn was visible; hopefully there would be something down here other than a dead end.
She makes the turn... and is met with an inexplicable, terrifying opponent.
- Spoiler:
Nearly everyone who lives near Fort Midia has heard the tales of the Greaser Mouse, he who dominated every Super Bash Sisters Melee tournament within fifty miles of the Fort with his TAS-quality Fox gameplay before disappearing into the aether fifteen years ago, promising to return "when the time was right". A legend turned myth, some doubt he ever existed, while others assume he simply cheated his way to the top. However, as he locks eyes with Ayla- and utters the infamous battle cry of "Nobody can beat my Fox, haha!"- there's simply no denying the immense aura of power surrounding him. There's no malice, simply a challenge. If she won, the rewards would likely be immense...
His Fox is simply too skilled to defeat unassisted, though. She's going to need an edge.
She's going to need port priority.
Ayla challenges Mickey Mouse to a Togepi Roulette battle. Setting down his GameCube controller, he nods in acceptance and boots his computer.
Round 3
Ayla's gamble pays off immediately- with a devastating Sheer Cold on the first turn, she gains an incredible early lead that Mickey is forced to struggle against in vain for the remainder of the first match. A string of unlucky NVE moves didn't help his case, either, and the match rapidly draws to a close in Ayla's favor.
The second match doesn't go much better- while things still look close in the early game, a string of unlucky healing moves leave Ayla with the HP advantage once more. Despite some lucky status moves and stat boosts, an Octolock to his final Togepi leaves Mickey's defences in shambles; Ayla mops up the last of his HP with ease.
The resulting Fox vs. Fox matchup- no items, Final Destination- is truly a match for the ages. It's a shame I've never seen any Melee played. I'd love to describe it for you; really, I would. There are probably a lot of wave dashes? I think I've heard that word used before? Shines too, most likely. Fox has a gun, right?
Either way, Ayla ekes out a narrow victory during Sudden Death in game five, just as the rest of the party finishes travelling down the hatch's corridor and arrives in the central room. Mickey gives Ayla a respectful handshake, then salutes her- the title passes from one mouse to another, just as the prophecy foretold.
He walks away with his head held high; despite the fact that Ilia pokes her head around the corner just after he leaves, he's nowhere to be found. Odd.
Outside, Blast Lizard moves towards Zone VI, settling himself directly outside of the mystery hatch. He's willing to wait for you to come to him, apparently.
The Queen Bomb chooses that moment to explode from somewhere withinin his gut, instantly dealing 64 Damage to him and Glassing Zone VI. Blast Lizard gets hurled into Zone IV by the blast.
What, did you think eating it would stop it from going off? That's not how bombs work at all.
Blast Lizard barely clings to life, at a critical 1 Hit Point. He begins to struggle to his feet, intent on somehow healing himself before simply bringing the Snake Pit down on top of the party...
Mickey Mouse arrives.
Before Blast Lizard can even register that he's appeared, Mickey snaps his fingers. The entire environment changes around them- they're suddenly surrounded by a pitch black void, the only notable features being the white terrain they stood on and the massive, gleaming white door with golden handles.
Blast Lizard is filled with an immense, sourceless sense of dread.
He moves to throw a bomb at Mickey, but Mickey is suddenly _right next to him,_ sending him flying into the air with a single punch. His flight path is intercepted by a second punch, from the opposite side- Mickey's performing the forbiddenest of forbidden techniques, the One-Man Wobble!! Blast Lizard struggles desperately in every direction, but it's no use- he's trapped!
The door slowly begins to open as Blast Lizard is juggled towards it, inch by inch. He knows what's coming next, but is helpless to stop Mickey's final full-force kick, line-driving Blast Lizard directly through the doors- which slam shut behind him. Blast Lizard has been banished to the Shadow Realm by Mickey Mouse, never to return.
Just a moment after, Mickey himself fades away- his task here is finished.
The party didn't see any of that, though. They heard Blast Lizard screaming really loudly, so he's probably dead- that's good enough for now. It's not like they can go back up the hatch to check or anything. No one has any radioactive-material-proof equipment, unfortunately.
Instead, they ascend the spiral staircase helpfully labelled with an "Exit" sign, emerging from a trap door in Zone 1. Just as they walk out, the Snake Pit collapses in on itself- Blast Lizard's definitely dead now, if he wasn't before.
It's a shame, really. He had a great backstory, lots of intrigue and betrayal, sick action sequences, the works. He was going to shift back to being Snake Lord once his HP hit zero, tell his tale, and then kick the bucket- you know, traditional RPG fashion. He's not technically dead, though, and he's not even here, so I'll probably just skip over that part. It just wouldn't be the same.
Oh! Somehow, the Train is out here as well- that's convenient. Wonder who moved it...?
The party boards the train once more. Gaven turns it around and drives it out of the fort...
...and everyone immediately hops off. They can't just leave their wagons here, those things are expensive! It's less cool than riding off in the ultra-fast train, but who wants to lose money from their money-making gesture?
Thus, everyone except Gaven rides away from the fort kind of slowly, with Liz and Beth deciding to tag along with the Diode Sisters- Beth is already basically one of them, and Liz isn't letting Beth out of her sight.
A few hours later...
A covered wagon emerged from the woods surrounding Fort Midia. Everything seemed fine... until the front gate suddenly slammed into the ground with a horrendous CLANG, thoroughly blocking entry into the fort. Just afterwards, a sudden earthquake rocked the area as an entirely inxeplicable fissure opened, dropping the exact square of land the Fort was constructed on deep into the bowels of the Earth. Not a single trace of the fort's existence was left behind, despite the consternation of the figures in the wagon.
"Jim?"
"Yeah, Steve?"
"We're never following one of your 'leads' ever again."
"...yeah, that's fair."
END OF GAME
Thank you all for playing!
Thank you all for playing!
- Wait, that's it?:
- I'm sure some of you are wondering things like "Hey, that's a lame epilogue!" or "Why didn't we get a score total, even though we totally ignored score and went PvE?" The answer is that I'm leaving the ending open in case you want to write your own epilogue. If you don't, that's fine too- do as you please! I just felt that this was a good point to end the game proper, and honestly, was there really a plot to begin with?
So yeah, if you wanna do that, do that! If you don't, I'll still be going over all of the "major" occurrences eventually, such as the Special Item's background- though those will likely be on Discord.
(There'll be more non-"Plot" end-of-game things in the Discord server as well, such as dev retrospectives, a dump of all of the individual updates, and maybe even a player survey? Stay tuned!)
- Monroe? Epilogue:
"So wait, I'm getting isekai'd again?!"
The nebulously-shaped divine figure nodded its head, poking the massive book in its hand-analogous appendages. "Yep, says so right here. 'Kurt Monroe- roll back age to 20, deliver directly to Generic City in Dimensional District MG1', clear as day."
Kurt shook his head in disgust. "That'd disgusting," he said repetetively. "I just got done with a whole 'sent back in time to remove the main villains from the timeline' plot, now I gotta go do another adventure? I just wanna retire, Benny..."
Benny, God of Passage, shrugged. "Hey, you unwrote your previous death from the timeline, so technically this is your first adventure. Nothing I can do about time shenanigans, Dialga's been out to lunch for the past hundred years or so. Ran off in a hurry about 'forgetting about Ash Ketchup' or something, nobody's really sure."
"...darn. Am I at least going somewhere cool this time?"
Benny flipped through another book. "Says here Dimensional Quadrant MG1 is filled with a brand of Magical Girls called Ideal Defenders-"
"Oh dang, I'm getting to sent to a magical girl anime? Those rock, why didn't you lead with that?!"
"...although the leaders of the Ideal Defenders, the Grands, have become dangerously disconnected from the nuances of reality and, if unopposed, pose a dire threat to all sentient life in the local dimensional cluster."
"...Should've known it would be the serious Magical Girl anime. Whatever, Benny, just wipe my memory this time and chuck me in."
"Are you sure you want to go through with that, Kurt?"
"Hell yeah I am, do you wanna be some old dude in a 20-year-old body? That's skeevy as hell! Better to start fresh."
"...Fair point."
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Fort Midia Robbery-Kerfuffle-Investigation
Tue Aug 11, 2020 10:26 pm
- James Achilles - Epilogue:
- "I keep telling you, no one could have guessed that this was as big as it was."
James was not a spender. He had taken his fair share of the bounty, but he saved it. In his mind, never having to worry about paying for his rundown apartment in the occult center of the Hellmouth of Cleveland was more than enough of a reward. James didn't desire fame or power-all he really wanted was to satisfy his curiosity. That said, something still pressed on this mind.
"I've been looking into the cult-the one that created Elizabeth." James had connections. Not huge ones, but enough that if he asks around enough he'll eventually be able to find someone familiar with a cult that nearly brought about the apocalypse. It's not like apocalypse-ending cults are small, and as for how common time travel is, you'd be surprised.
"Did you track them down?" James' friend on the end of the line was a psychic named Abigail Becker, generally known as Abby. As public as self-proclaimed psychics are, the real ones tend to not advertise outside of the occult community. It's not like no one knows they exist, but the magic community has always been close-knit.
"Of course I have. Most of the people I found knew them secondhand. Some of them were survivors from another timeline who had fought them. A small handful were agents of the cult-and at that point, I had my hands full. But I have my ways." OK, he lied. After the event, he spent some of his money on better gear. He had struck gold on approximately jack shit. If he was going to dedicate his life to foiling a giant fucking snake that eats counterterrorists for breakfast, he better be prepared.
"Should have known. You always had a desire for a denouement that's bordered on the insane." There she goes again. It's not like it was inaccurate, but really all he desired was to wrap up a case. If the suspects are still at large, there's no closure-not yet. So he looked around. Made some friends. Stopped a few small conflicts-small, because based on his evolving description of the events of the murders of Monroe, they were nowhere near on the scale of those events. It was going to need a lot more than just him, and he was going to need a lot of help. Plus they were probably going to lose. But maybe...
"I can hear you, you know." Ugh.
"I know you know."
"Just felt the need to remind you." Why is she like this...
"Beyond the history of Monroe, I've also been monitoring the Diode sisters. I still don't trust them. Never will." James smiled. He could never really claim to be their rival, but he got a kick out of watching them. They were the greatest allies and the worst enemies he could ever have. It was no wonder he dedicated his life to finding an ending-this was the best day of his life, and there were plenty of people to find cryptids in the boonies.
"How do you feel about the television deal?" You could hear the smug aura eminating from Abigail's voice. She knew this was a sore spot for him.
"I know, I know. I'll speak on TV to advertise the film." Honestly, James had next to no say in the content of the movie. Combine that with generally wanting to lay low, and this film was likely to do more harm than good. It didn't help that the filmmakers really had no idea how big this case was. They thought it was just one of those small tidbits you hear about on the news, which in many ways it was. But the background ran far, far deeper.
"They'll name kids after you." Way to rub it in.
"My next case is to continue to investigate this and make sure that something like this never happens again." As difficult as that sounds, it really wasn't. Most everyone involved was really tired of all the murder. James wasn't seriously afraid of Jormungandr coming back-although he had heard rumors that the beast had been summoned in the body of a girl. When you consider that, it's no wonder that this knowledge was being used to fund catgirls.
"And after that?" Abigail's voice was strained, as if he wanted him to wrap this up. She was always awfully impatient.
"This is my life's work. I doubt it will ever be complete." He wasn't kidding.
"What happens after you're gone?" Abigail said.
"Hopefully there won't be any more need. The world will have forgotten. But that's a bit unrealistic, isn't it?" James winked. She couldn't see it, but it's the thought that counts.
"You seem awfully calm." Abigail said.
"It's OK." James said. "I'm not the only one with too much curiosity for their own good. It was that that got us all into this mess, after all."
- Mirkwood
- Posts : 31
Join date : 2020-04-27
Age : 24
Location : Sorta the mountains
Re: Fort Midia Robbery-Kerfuffle-Investigation
Wed Aug 12, 2020 4:22 pm
- Ilia Epilogue??? (probably don't take this seriously):
- Ilia was spinning in her chair. The one that she had attached to the train. Luckily no one had yeeted it off the train while fighting the glass lady made of murder or the explosives reptile, so she was able to take it home with the rest of her stuff. Unfortunately(?) for her, despite the considerable amount of stuff she had acquired from the fort, she didn't really sell any of it. A magical lucky fish? A cool bow that is good against magic users? Fire arrows? All of those things are very good, she couldn't sell those! And the food? She had eaten the pretzel by the time she got home. She was getting hungry, despite the bowl of hotpot that she had had before the big fight. What could she say, fighting giant lizards and stuff really works up your appetite. It's not like anyone was gonna spend like $15 dollars on a pretzel. Even if it was pretty darn good, especially for being on a train for an indeterminate amount of time. She had gone on some more adventures and stuff. Fought this weird vampire lady in a castle with even weirder companions, a shapeshifting wizard, a dinosaur werewolf, and another dinosaur that spit napalm, and a literal child with a rusty sword and healing staff. There was also the not weird one, a jumpy spear lady. Unfortunately for Ilia, that particular adventure ended badly, as the dinosaurs and wizard and child all ran away with the loot while she and the spear lady were sleeping. But, Ilia had gotten enough money to buy a pretty nice house by doing some gambling. It turns out if you've got the actual Spirit of Luck on your side, winning money gets pretty easy. Large aquariums were now banned from most casinos in the area. It was worth the nice carpets, though. Not as nice as the carpet in the snake pit hatch, but still pretty good. What to do now, though... She hadn't heard of any cool adventurey stuff happening recently, and she probably needed some more money for food, soon. Maybe she could try prospecting. Gold was pretty expensive...
"Heyo, Ilia."
In a wobbly flash, Ilia drew her Magebane and nocked an arrow, pointing it at the stranger that was standing on the stairs up to the second floor. "What are you doing in my house?!"
"Hey, hey, chill, I'm just here to say hi. Don't shoot me, we wouldn't want your nice house to catch on fire." As Ilia's vision focused, she could see that the mysterious man was wearing some sort of green cape. What a nerd.
"You're lucky that you caught me spinning, or else you would already be on fire!"
"Yeah, yeah. Anyway-"
"How did you get in my house? I didn't hear any windows breaking or anything..."
"I came in through a door."
"Then how did you come from upstairs?"
"That's where the door was."
"What?! I don't have any doors to the outside from upstairs!"
"Oh, really? Maybe you should invest in a patio up there or something. A balcony maybe. Oh yeah, I'm basically a huge cheater that ignores normal existence rules, that's how I got in."
"...What even...?"
"Don't worry about it. By the by, you can call me Mirk."
"Murk? Like how you'd-"
"No, no, Mirk. With an I instead of a U. Like Mirkwood. From the Lord of the Rings. Do you have the Lord of the Rings in this timeline?"
"Do you mean Lady of the Circlets? I think there was something about a Mirkwood, maybe, in that."
"Lady of the Circlets... Well, I don't know what I was expecting, with 'Super Bash Sisters Melee' in this timeline. This timeline is wack, you know. It's like, sometime in the 1800's or something? And there are movies? And video games? And cars?"
"Yeah. Is there a problem with that?"
"Yeah, uh, Idunno. It's just different than what I'm used to. Anyway, how's Lucky?"
Ilia, who had relaxed her bow for a moment while the conversation continued, drew her bow, and pointed it more directly at Mirk this time. "How do you know about her?!"
"I'm very observant. You talk to her while you're alone and bored. Also I know that you got her from the red building in the fort, building D, and poured some Gitgud juice on her and she got more good. She helped you find the pretzel and peanuts in the train, and when you created your Magebane."
"What the..."
"Don'e worry about it. I'm not gonna tell anyone about her or anything. I'm actually probably gonna just stop by what'sisname.... ah, right, James, and then I'll leave this timeline."
"And how can I trust you?"
"If I really wanted to hurt you with this information, I probably would've done it already. You can ask the fish, she knows me, maybe probably."
"Alright, then, I will." And with that, Ilia went over to the other room and pulled over Lucky's aquarium to the room in which Mirk was leaning against the wall.
"Okay, Lucky, do you know this guy?" As Ilia asked the question, a flash of recognition seemed to cross Lucky's face. Well, at least as much as a fish can have an expression that looks like they recognize someone. Anyway, Lucky seemed about to speak when Mirk spoke up.
"Not now, Lucky, I can't have you talk to me right now, or Kmj might get mad for commandeering his characters too much or something. Feel free to tell Ilia all about it later, though.You saw that recognition expression, right Ilia? She knows me."
Ilia, though still a bit skeptical, supposes that this weirdo probably doesn't mean her harm, if Lucky recognizes him and isn't freaking out. Probably. But then he started talking again. Ilia hoped that this guy wouldn't keep appearing in her life or something. That would be annoying. "So, uh, how about the movie they're making? I heard James is gonna talk about it on TV or something."
"Yeah, I heard. I can't believe that they didn't ask me to do anything for it... I'm more interesting that that that investigator guy who looks at things real good."
"Idunno, he is pretty cool. He's like a ghostbuster, or something. And his last name is Achilles. That's pretty cool. Unlike the mess of your last name."
"Hey! You take that back!"
"Yeah, okay, it's not like it's your fault. It's mine if anything."
"...What?! Are you like my ancestor or something?!"
"Uh, no. I don't think so. Don't worry about it."
"You sure tell me to not worry about a lot of things that I should probably worry about."
"Yeahhhh, maybe. You know what, when the movie comes out, I'll take you to see it. My treat."
"...Like a date?"
"Yeahhhh, no. That would probably be illegal or something."
"Oh, are you my time traveling son from the future or something?"
"Uhhh, no. Just trust me. Don't worry about it."
"...Fine."
"Anyway, I best be off to see James. I can't wait to see his face when I tell him that I was there for all four of the Monroe Murders, and that I died 3 outta 4 times. That'll surprise him! Hopefully. Even if he's not surprised, I do always take a chance to tell people the grand saga of Murder Party on a Train, Murder Party on a Train 2: Cultlectric Boogaloo, Murder Party in a Train Museum, and Murder Party on a Space Station."
"Wait, you've died 3 times?"
"Yeah, at least. Well, sorta. Maybe. Iiiii gotta go." And with that, Mirk dashed past Ilia and around the doorway to the room where Lucky was staying before. When Ilia walked through the doorway, though, he was nowhere to be found, Just like Mickey Mouse.
"What? I just... Whatever. Time to get back to spinning, I guess." And so Ilia got back on the spinny chair and started spinning. Lucky then opened her mouth, and began to speak...
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