Recollé Mods (
recollecters) wrote in
recolle2019-01-05 05:32 pm
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JANUARY EVENT - PART ONE
EVENT
PREMISE • RULES • FAQ • TAKEN • RESERVES • APPLICATIONS
REGAINS • HIATUS/DROPS • PLOT SUBMISSIONS • CALENDAR • MOD CONTACT • NAV
REGAINS • HIATUS/DROPS • PLOT SUBMISSIONS • CALENDAR • MOD CONTACT • NAV
Re:Format
I.
It starts in the morning. It starts on the morning of January 5th the moment you step outside and notice that something's not quite right here. It's warm enough to venture into the city without a jacket, and over the course of the day the temperature seems to rise to an almost intense degree. All around you the snow begins to melt, rivers of ice water flowing down the sidewalk and into the streets soaking through your shoes and leaving your socks pretty damp. Gross.
That's not all that seems to be dissolving though. For anyone who ventures over to Tisse near Wiffle-Waffle, you'll find that Santa's Workshop is being dismantled. You may recognize the faces of the construction workers as those of the elves you encountered last month, though they are now full-sized people and don't seem to wish to engage. Walls are torn down, set-pieces are moved away, James' dunktank is emptied and Wiffle-Waffle resumes to its original state. Linger too much, however, and you'll be put to work helping haul away materials and load it into the giant moving truck labeled Sleigh-ers.
Likewise, over in Tribunal Square the members of Re:Va and other volunteer associations are working over the weekend to take down and de-decorate the large Christmas tree to haul away and store the ornaments until next year. You may wish to grab anything that's yours, including the baubles from last month. These volunteers could really use some extra hands, so pitch in and get to work! It's faster and easier with everyone tackling the same goal, after all. As the tree begins to droop under the heat and a shower of pine needles falls over you, the baubles containing your past home worlds will become frozen in place with a scene from the location you visited. Touching these baubles will give you a clear vision of the location and though you may not return yet, a pleasant, warm feeling will settle whenever these memories occur.
But that doesn't seem to solve what, precisely, is causing the insane heatwave taking over the city. The sun sets at its normal winter hours (around 5pm) and yet the temperature remains the same. It's to the point citizens can roam in tank tops and shorts if they wished to, and as the evening drags on the scent of something sweet albeit smoky fills the air. Huh. That's weird...but at 9pm on the fifth, a whoosh of air overtakes the city as bright red and orange colors appear in the distance. Looking around, these colors form a circle around the city and seem to be far off in the distance. If you're feeling rather adventurous, however, it's easy to track down the source of light. Approaching the edges of the city just beyond the districts citizens will come face to face with an earth-to-sky-high wall of flames, gently licking the sides of the buildings, encasing the air before you and slowly closing in.
What will you do?
It starts in the morning. It starts on the morning of January 5th the moment you step outside and notice that something's not quite right here. It's warm enough to venture into the city without a jacket, and over the course of the day the temperature seems to rise to an almost intense degree. All around you the snow begins to melt, rivers of ice water flowing down the sidewalk and into the streets soaking through your shoes and leaving your socks pretty damp. Gross.
That's not all that seems to be dissolving though. For anyone who ventures over to Tisse near Wiffle-Waffle, you'll find that Santa's Workshop is being dismantled. You may recognize the faces of the construction workers as those of the elves you encountered last month, though they are now full-sized people and don't seem to wish to engage. Walls are torn down, set-pieces are moved away, James' dunktank is emptied and Wiffle-Waffle resumes to its original state. Linger too much, however, and you'll be put to work helping haul away materials and load it into the giant moving truck labeled Sleigh-ers.
Likewise, over in Tribunal Square the members of Re:Va and other volunteer associations are working over the weekend to take down and de-decorate the large Christmas tree to haul away and store the ornaments until next year. You may wish to grab anything that's yours, including the baubles from last month. These volunteers could really use some extra hands, so pitch in and get to work! It's faster and easier with everyone tackling the same goal, after all. As the tree begins to droop under the heat and a shower of pine needles falls over you, the baubles containing your past home worlds will become frozen in place with a scene from the location you visited. Touching these baubles will give you a clear vision of the location and though you may not return yet, a pleasant, warm feeling will settle whenever these memories occur.
But that doesn't seem to solve what, precisely, is causing the insane heatwave taking over the city. The sun sets at its normal winter hours (around 5pm) and yet the temperature remains the same. It's to the point citizens can roam in tank tops and shorts if they wished to, and as the evening drags on the scent of something sweet albeit smoky fills the air. Huh. That's weird...but at 9pm on the fifth, a whoosh of air overtakes the city as bright red and orange colors appear in the distance. Looking around, these colors form a circle around the city and seem to be far off in the distance. If you're feeling rather adventurous, however, it's easy to track down the source of light. Approaching the edges of the city just beyond the districts citizens will come face to face with an earth-to-sky-high wall of flames, gently licking the sides of the buildings, encasing the air before you and slowly closing in.
What will you do?
II.
Well. That's unfortunate. The ring of fire appears endless and spins around you, engulfing the city at a glacial pace. Strangely, however, it seems as though the flames are passing straight over buildings, flora and fauna without actively burning them. The firewall leaves little damage in its path and it's near impossible to notice that the wall begins to inch forward at its crawling pace.
Your first instinct may very well be to call the fire department. It's hard for them not to notice this, isn't it? The fire department's on the case and will rush to the scene of the crime, but...it's everywhere. How can they fight a fire that's everywhere? The flames aren't destroying the city, and firefighters find themselves puzzled as to how the fire can be active without putting anyone at risk. Smoke inhalation is only a risk for those directly up against the fire, and while they'll encourage citizens to step back the flames are too massive for them to combat on their own.
Good thing a mass text is sent to your phone on the morning of the sixth.
Funny, when they called it a firewall I didn't think they meant literally. It's okay! You should be safe as long as you don't stick too close too long. Beyond the wall is the next security measure that needs to be opened; do your best! We're counting on you! - Jo.
An electrical jolt shocks your hand once the message is read and your whole body grows warm. The heat is a little more bearable now, and as you get closer to the flames you'll come to realize you're just a little more heat-resistant than usual. How convenient.
A voice inside your head seems to speak up, whispering suggestions of how to put out the flames and guiding you to new locations in the city. Following these directions can lead you to the location of the nearest fire extinguisher, a tower of baking soda boxes, the longest hose available in any particular distance or even a stack of blankets. Work together to guide each other and combat the flames, dear citizens. It seems there's something beyond that's worth investigating.
Well. That's unfortunate. The ring of fire appears endless and spins around you, engulfing the city at a glacial pace. Strangely, however, it seems as though the flames are passing straight over buildings, flora and fauna without actively burning them. The firewall leaves little damage in its path and it's near impossible to notice that the wall begins to inch forward at its crawling pace.
Your first instinct may very well be to call the fire department. It's hard for them not to notice this, isn't it? The fire department's on the case and will rush to the scene of the crime, but...it's everywhere. How can they fight a fire that's everywhere? The flames aren't destroying the city, and firefighters find themselves puzzled as to how the fire can be active without putting anyone at risk. Smoke inhalation is only a risk for those directly up against the fire, and while they'll encourage citizens to step back the flames are too massive for them to combat on their own.
Good thing a mass text is sent to your phone on the morning of the sixth.
Funny, when they called it a firewall I didn't think they meant literally. It's okay! You should be safe as long as you don't stick too close too long. Beyond the wall is the next security measure that needs to be opened; do your best! We're counting on you! - Jo.
An electrical jolt shocks your hand once the message is read and your whole body grows warm. The heat is a little more bearable now, and as you get closer to the flames you'll come to realize you're just a little more heat-resistant than usual. How convenient.
A voice inside your head seems to speak up, whispering suggestions of how to put out the flames and guiding you to new locations in the city. Following these directions can lead you to the location of the nearest fire extinguisher, a tower of baking soda boxes, the longest hose available in any particular distance or even a stack of blankets. Work together to guide each other and combat the flames, dear citizens. It seems there's something beyond that's worth investigating.
III.
Despite having the appropriate tools, clearing the flames doesn't appear to be an easy task, now does it? The fire seems to respond best to magic, but the flames can be doused with water, smothered with blankets or even just finding a way to separate the flames will cause the fire to extinguish. Utilizing any methods you have will help though and the further you cut into the firewall, the further back you'll venture in. Creating a tunnel for yourself, the wall expands as it stretches further and further and an inferno expands to give you space to explore. Though the journey is rough and the smoke begins to make your eyes water, inside each man-made tunnel will be a large silver door.
The extra boost in heat-resistance will help you here as the doors would normally be too hot to touch. You can place your hands safely upon them and even take the time to review the carvings engraved on each panel of the door. The scenery reflects locations you may recognize as the locations of the founders' estates you received access to in November and this close you can hear the sound of the wind howling and voices behind the door. Was this what Joanne meant about security measures? There's only one way to find out.
Granted, you may find that your door doesn't open. No matter how hard you push or shove or even try to punch it down, the door will remain locked and a small keyhole glows just enough to grab your attention. Without a key these doors will not budge, but another path of flames opens up for you to follow. Several doors that you come across will provide the same results, though you will find yourself rerouted until you hit a door that's already been opened. Will these doors contain what it is you seek?
The unsealed doors will remain open until two or more people step through the threshold at which time they'll swing closed and glow a golden color instead, indicative of being occupied. The world beyond each door appears different than the last in spite of how many doors you seem to find. Beautiful landscapes, desolate wastelands, and looming planets lurk in these spaces. The path is much less clear now as the space before you stretches for miles past your line of vision. The door behind you closes again, sealing you into this space and immersing you in this pocket dimension for the time being. While each space is different, you'll find that no matter which door you slip through the space around you shimmers and warps, reaching directly to your presence. Sinkholes appear beneath your feet. Clouds of dust loom over you. The pull of gravity gives out and in some cases these pockets send you somewhere with its own set of rules. You may find yourself wandering for some time, unsure of a clear path, but don't fret. It's only a matter of time before the sound of barking fills the air, and you come across one of ten creatures, all wearing collars.
Don't linger for too long though. They're impatient little things, and they will immediately grab whoever's nearby to begin dragging them along. Good luck getting them to release your pants from their jaws.
Despite having the appropriate tools, clearing the flames doesn't appear to be an easy task, now does it? The fire seems to respond best to magic, but the flames can be doused with water, smothered with blankets or even just finding a way to separate the flames will cause the fire to extinguish. Utilizing any methods you have will help though and the further you cut into the firewall, the further back you'll venture in. Creating a tunnel for yourself, the wall expands as it stretches further and further and an inferno expands to give you space to explore. Though the journey is rough and the smoke begins to make your eyes water, inside each man-made tunnel will be a large silver door.
The extra boost in heat-resistance will help you here as the doors would normally be too hot to touch. You can place your hands safely upon them and even take the time to review the carvings engraved on each panel of the door. The scenery reflects locations you may recognize as the locations of the founders' estates you received access to in November and this close you can hear the sound of the wind howling and voices behind the door. Was this what Joanne meant about security measures? There's only one way to find out.
Granted, you may find that your door doesn't open. No matter how hard you push or shove or even try to punch it down, the door will remain locked and a small keyhole glows just enough to grab your attention. Without a key these doors will not budge, but another path of flames opens up for you to follow. Several doors that you come across will provide the same results, though you will find yourself rerouted until you hit a door that's already been opened. Will these doors contain what it is you seek?
The unsealed doors will remain open until two or more people step through the threshold at which time they'll swing closed and glow a golden color instead, indicative of being occupied. The world beyond each door appears different than the last in spite of how many doors you seem to find. Beautiful landscapes, desolate wastelands, and looming planets lurk in these spaces. The path is much less clear now as the space before you stretches for miles past your line of vision. The door behind you closes again, sealing you into this space and immersing you in this pocket dimension for the time being. While each space is different, you'll find that no matter which door you slip through the space around you shimmers and warps, reaching directly to your presence. Sinkholes appear beneath your feet. Clouds of dust loom over you. The pull of gravity gives out and in some cases these pockets send you somewhere with its own set of rules. You may find yourself wandering for some time, unsure of a clear path, but don't fret. It's only a matter of time before the sound of barking fills the air, and you come across one of ten creatures, all wearing collars.
Don't linger for too long though. They're impatient little things, and they will immediately grab whoever's nearby to begin dragging them along. Good luck getting them to release your pants from their jaws.
IV.
The dogs (and cheetah) are very excited to see you and will immediately begin leading you onward on a mission. These creatures aren't what they seem at first sight, and as you delve deeper into the closed off areas, they will use their specific skillsets to help you.
The cheetah is quick and she will be a good battle ally, charging in to destroy all foes. The chihuahua sports a tiny bowler hat but when pet in the right fashion, he will grow to be about 50 times its size. The german shepherd's eyes will glow like headlights and he can light up even the most darkened caverns. While the husky is only good for puzzle-solving, she's a clever girl and may help locate hidden items or crack codes. The bloodhound will pinpoint items buried in the dirt and he'll dig as far as the eye can see. The great dane is protective and if she senses danger she will bark and bark until she spits out fireballs. If told to speak, the dalmatian will open his mouth and spit out a hydrojet of water. The golden retriever will be able to knock out walls and he can deliver physical blows, the pomeranian (with a tophat) is small enough he can slip through small crevices and cracks, and the shiba inu has the ability to teleport ten feet ahead and search for hidden objects, and he has the ability to sense out wrong paths.
These creatures are used to search and rescue missions by now and will help all Retrospec users navigate the areas around them searching for hidden keys. These keys will be used to unlock the doors you've previously encountered, but for every door that becomes unlocked more keys appear inside.
Even with the animals helping out with these missions, combating monsters and helping you find the right paths, the keys themselves will not be easy to obtain. Sprouting silver wings or little feet, the keys will send users on a wild goosechase through the area. It will take some clever thinking (or brute force) to catch the keys and take them back, but upon holding them in your hands a thin, silver-esque substance will begin to spread over any expanse of exposed skin. The longer you take to get back and find the exit to unlock another door, the harder it will become to move the parts of your body coated in metal. For the truly unlucky, this may even mean becoming a living statue, stuck in these portals until someone can figure out a way to either pick you up and bring you back or break the key curse itself.
How does one break the curse though? Your four-legged friends seem to have the answer as they will disappear and return with a note tied to their collars, elegant handwriting bearing instructions.
The key to unlocking is unlocking the key.
Very specific, isn't it. If users appear stumped, the creatures will begin to bark (or meow, in the cheetah's case), waiting for users to understand the clue. It seems that something in particular must be said to the silver-bearing user to shed their second skin, and with some trial and error users will discover any use of the word "understand" does the trick. "I understand where you're coming from." "I don't understand you." "I wish you understood more." A conversation of enlightenment provides an answer, but it will only work with the right questions.
Good luck, Retrospecters. There are lots of tunnels to explore and doors to find, keys to obtain and paths to unlock. The task may seem endless, but as more doors are opened the flames around the city will begin to lessen.
The dogs (and cheetah) are very excited to see you and will immediately begin leading you onward on a mission. These creatures aren't what they seem at first sight, and as you delve deeper into the closed off areas, they will use their specific skillsets to help you.
The cheetah is quick and she will be a good battle ally, charging in to destroy all foes. The chihuahua sports a tiny bowler hat but when pet in the right fashion, he will grow to be about 50 times its size. The german shepherd's eyes will glow like headlights and he can light up even the most darkened caverns. While the husky is only good for puzzle-solving, she's a clever girl and may help locate hidden items or crack codes. The bloodhound will pinpoint items buried in the dirt and he'll dig as far as the eye can see. The great dane is protective and if she senses danger she will bark and bark until she spits out fireballs. If told to speak, the dalmatian will open his mouth and spit out a hydrojet of water. The golden retriever will be able to knock out walls and he can deliver physical blows, the pomeranian (with a tophat) is small enough he can slip through small crevices and cracks, and the shiba inu has the ability to teleport ten feet ahead and search for hidden objects, and he has the ability to sense out wrong paths.
These creatures are used to search and rescue missions by now and will help all Retrospec users navigate the areas around them searching for hidden keys. These keys will be used to unlock the doors you've previously encountered, but for every door that becomes unlocked more keys appear inside.
Even with the animals helping out with these missions, combating monsters and helping you find the right paths, the keys themselves will not be easy to obtain. Sprouting silver wings or little feet, the keys will send users on a wild goosechase through the area. It will take some clever thinking (or brute force) to catch the keys and take them back, but upon holding them in your hands a thin, silver-esque substance will begin to spread over any expanse of exposed skin. The longer you take to get back and find the exit to unlock another door, the harder it will become to move the parts of your body coated in metal. For the truly unlucky, this may even mean becoming a living statue, stuck in these portals until someone can figure out a way to either pick you up and bring you back or break the key curse itself.
How does one break the curse though? Your four-legged friends seem to have the answer as they will disappear and return with a note tied to their collars, elegant handwriting bearing instructions.
The key to unlocking is unlocking the key.
Very specific, isn't it. If users appear stumped, the creatures will begin to bark (or meow, in the cheetah's case), waiting for users to understand the clue. It seems that something in particular must be said to the silver-bearing user to shed their second skin, and with some trial and error users will discover any use of the word "understand" does the trick. "I understand where you're coming from." "I don't understand you." "I wish you understood more." A conversation of enlightenment provides an answer, but it will only work with the right questions.
Good luck, Retrospecters. There are lots of tunnels to explore and doors to find, keys to obtain and paths to unlock. The task may seem endless, but as more doors are opened the flames around the city will begin to lessen.
BONUS.
Back in the city the fires continue to circulate and as doors are opened wider holes appear in the firewall. Citizens still cannot leave, but upon noticing that the flames won't destroy their homes residents continue to carry on and let the fire department handle it as best as they can. The temperatures continue to be sweltering over the course of the month and you're still expected to carry on with your every day life. Go to school and work during the day, fight the fires and explore the security walls at night. It's a full-time job, but one that can work with your schedule.
This carries on for days, but on January 13th, a new text arrives to your phone from delta#02018329.
Man...it's about time the wall broke down. Do me a favor and fill each other in on what's going on? I still can't receive messages, but I can read them.
Without warning, you'll find yourself put in contact with another Retrospec user via text or video call, prompting you to begin a conversation. Well? What has happened since last August? Inquiring minds wish to know.
Back in the city the fires continue to circulate and as doors are opened wider holes appear in the firewall. Citizens still cannot leave, but upon noticing that the flames won't destroy their homes residents continue to carry on and let the fire department handle it as best as they can. The temperatures continue to be sweltering over the course of the month and you're still expected to carry on with your every day life. Go to school and work during the day, fight the fires and explore the security walls at night. It's a full-time job, but one that can work with your schedule.
This carries on for days, but on January 13th, a new text arrives to your phone from delta#02018329.
Man...it's about time the wall broke down. Do me a favor and fill each other in on what's going on? I still can't receive messages, but I can read them.
Without warning, you'll find yourself put in contact with another Retrospec user via text or video call, prompting you to begin a conversation. Well? What has happened since last August? Inquiring minds wish to know.
NOTES.
Welcome to
recolle's January event part one!
You can claim two freebies on this log!
-Players may claim one freebie for attempting to put out part of the firewall. This thread must be at least five comments from you.
-Players may claim one freebie by entering one of the doors and exploring the area. This thread must be at least five comments from you.
-As indicated in the above links for prompts 3 and 4, please use these forms if you would like to sign up and receive a small, randomized location or exploration scenario! You are also free to create your own fantastical, challenging locations for characters to explore based on anything you wish to create, alternate versions of memories your character has obtained or alternate versions of canons not represented in-game. You can also sign up for key missions in prompt 4.
Finally, any questions you have regarding this event may be directed to the mod comment here. Be sure to review the mods' question thread on the plotting post for additional information as well!
Welcome to
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
You can claim two freebies on this log!
-Players may claim one freebie for attempting to put out part of the firewall. This thread must be at least five comments from you.
-Players may claim one freebie by entering one of the doors and exploring the area. This thread must be at least five comments from you.
-As indicated in the above links for prompts 3 and 4, please use these forms if you would like to sign up and receive a small, randomized location or exploration scenario! You are also free to create your own fantastical, challenging locations for characters to explore based on anything you wish to create, alternate versions of memories your character has obtained or alternate versions of canons not represented in-game. You can also sign up for key missions in prompt 4.
Finally, any questions you have regarding this event may be directed to the mod comment here. Be sure to review the mods' question thread on the plotting post for additional information as well!
KEY MISSIONS
Characters Involved:
Abilities:
Specific Notes: Do you have something specific you'd like to have appear to help with potential regains, scenarios, etc?
Re: KEY MISSIONS
Abilities: Malik: Astral Projection and Summoning Ra (Ra can smite people with lightning bolts non-lethally.)
Togusa: Reasonable with handguns, cyber-brain allows him to plug into computers to analyze things with his mind.
Specific Notes: We need to get Togusa shot, please. Non-lethally, I promise. It doesn't have to be by a person, robots or monsters are cool.
no subject
Hello! Upon entering a door, Togusa and Malik will find themselves in a location similar in appearance to this. The bridge before them into the city is long, and as they walk they will find they have to be careful where they step as parts of the bridge will crumble beneath them. In entering the city, the pair of them will find that the buildings around them will twist and turn to block them in and shunt them into specific paths. The closer they get to the location of a key, the more-likely the buildings themselves will bend at the top and block out the sky above them. They'll have to figure out a way to scout ahead or find a light source to keep going.
The city itself doesn't seem to have any other residents, but several shadows will appear along walls and crevices. As they explore further, they may either use one of the dogs or just have a sense that the key they're searching for is located inside a large blue-tinged building to the west.
Upon finally getting past the maze of buildings (including buildings that bend enough that they will have to climb over them), they will find themselves in front of the building which is heavily guarded and flanked by several guards. Noticing them, the robots will turn to them and as Togusa and Malik attempt to proceed they will begin to shoot at them via their hands. The robots can be disabled via direct physical contact (i.e. punching), shooting back, Malik's lightning or tricking them into attacking each other. They will, unfortunately, have to disable all of the robots because as they defeat the last robot, a small mouse-sized hole appears in the door of the building before them. One of them will have to be brave enough to stick their hand inside, feeling around and catching the key that will try to run away. Once it's captured, they will find that a path lights up before them, leading them to a door on the other end of the city to escape.
Let me know if you guys need more details, etc!
(no subject)
(no subject)
no subject
Abilities: Xiaolang: Magic talismans (for wind, water, fire and lightning), a magic sword (that he can summon from his hand and also use as a normal sword), magic detection/sensitivity and a tracking spell! (spell only works if he has an item belonging to the person he wants to find, though)
Elliot: List of Elliot's abilities! Most notable being elemental magic and healing, though.
Specific Notes: Nothing in particular! Probably something with some decent action, but they're both squishy mages (and Xiaolang's an actual child) so nothing that's going to put their lives in mortal danger is probably best!
no subject
The paths of the mountains are windy and they will be strong enough it might knock the boys off-course! If they can figure out a way to combat these elements they'll have an easier time navigating. It seems that the path beneath their feet lights up and points them in the right direction and they're going to find they have to climb up and over several paths.
Along the way, if they aren't careful and find themselves lingering in paths, they'll find themselves approached (and attacked) by herds of mountain goats. These goats are frosty and will shroud themselves in clouds to hide, but they will be relentless in chasing them through the mountains.
It's only when Xiaolong and Elliot get to the top of the mountains that they'll notice the sun has disappeared. When they look up, they'll catch a glimpse of something shiny above them; a silver key with wings flaps just out of their reach, but the longer they look the more they'll notice that the key is attached to a monstrosity. This whale will not make things easy for them, flying out of reach and even in cases trying to eat the two of them to get them out of the way. The whale can be immobilized, stunned, or outright killed. It's most weak to elemental spells to bring it down from the sky as well.
Upon destroying this whale, the boys will be able to grab the key! However, unfortunately, their door to the exit is inside the whale's mouth. Have fun venturing forward.
Let me know if you guys need more details, etc!
no subject
Abilities: eren has 3dmg to fly and slash with blades, plus he can go wumbo (currently also packs hardening/crystal creation). elliot is the greatest wizard of all time
Specific Notes: the only thing i ask for on my part is questionable things to break by eren so he can eat them and no more fire for elliot! the rest can be wildcard.
no subject
It's eerie and quiet as they walk up toward the castle and it seems as though their only obstacles are the blocked areas to get there. However, as they approach the castle the music playing will grow louder and they'll find themselves face to face with several monsters who were the prime source of music. (Note: they aren't actually Heartless, but they're similar in size and shape.) They will notice that the key is tied to the bow of the violin monster, and without warning the creatures will attack.
It will mostly be a physical battle, though the creatures' music may act as a hypnosis effect! If they linger for too long, the music will take them over and briefly disorient them until the spell's broken. The monsters can be taken down via magic or brute force. Once defeated, they will hear the sound of shattering glass from behind them and the sounds of the kingdom celebration will ring out below. They won't be able to go backwards, but they may enter the castle and have to wind their way through many floors to find a golden door that serves as an exit.
Let me know if you guys need more details, etc!
no subject
Abilities: eren has 3dmg (flying, swords) and can go wumbo (currently also packs hardening/crystal creation). rean’s current abilities are here!
Specific Notes: . . . more questionable things for eren to eat. the rest can be a total wildcard!
no subject
Hi guys! When Eren and Rean enter their door, they'll find themselves falling. And falling. And falling into a large pile of tall grass. The open field in which they land seems to stretch for miles and miles and they'll have to start navigating their way through. The grass remains tall and they'll have to cut their way through or push/break the blades to the side so they can go forward.
For a while, they're going to be lost. They're going to be wandering this field for some time, but they'll notice that the grass appears to be flatter in some areas than others. The flat grass is where they want to go, and as they wander they may find themselves ambushed by small mulch creatures that will chase them and beat them with their fists. They're pretty easy to combat and for the most part Rean should be able to sense when they're about to be ambushed.
It's only when they're much further into the grass that it begins to thin out. As they approach the end, Rean's sensing will flare up tremendously and the pair will find themselves faced with a stone monster. The silver key they're seeking seems to flutter around this creature and dips into crevices on the creature's body. Eren and Rean will have to break the creature apart stone by stone to grab the key itself. The monster is a heavy-hitter and the rocks will hurt. However, as swordsmen they should be able to fight and break the creature apart. Eren might also want to eat it. That's gross, Eren.
In the end, they'll find themselves most likely bruised and exhausted and the key will dive into the tall grass beyond the battleground. They'll have to chase it down and catch it, but if they tame the key it will fly ahead and lead them to the door to the exit.
Let me know if you guys need more details, etc!
no subject
Abilities: flying, titanizing and crystallizing for eren, magic and guns for crow 👏
Specific Notes: wildcard is!!!
no subject
As they enter the town, they'll find that most of the buildings are boarded up. They're free to break and enter and explore both up and downstairs. They'll find areas such as a basic drug store, a saloon, the jailhouse, and at the edge of town they'll find the sheriff's office.
The heat of the sun continues beating down on them, rays of light temporarily blinding them and if they're left out in the sun for longer than five minutes at a time they'll start to experience hallucinations/seeing mirages. These images will reflect people they know trying to guide them forward, items they want to pick up, or even each other.
Whether it's by their own volition or the hallucinations, they'll find themselves at the Sheriff's office. The key they're seeking hangs on a peg inside along with several other keys, and it almost seems that easy to reach. However, once one of them touches this key it'll fly out of reach and the walls of the building begin to warp. Several humanoid wooden creatures (think shaped like gingerbread men) pop out of the framework and will begin to swarm them, shooting splinters and nails at the two of them to get them to back off from taking the key. The longer this fight takes, the more the wood of the office will begin to sway and the foundation threatens to fall. If they manage to clear the room of all of the creatures before a new one can pop up, the spell will seemingly be broken and they'll have to get up into the rafters to obtain the key.
With the key safely in hand, they'll be able to exit the building and find a horse waiting for them, neighing urgently and waiting for the boys to mount it. Sorry, there's only one. They'll have to share, and once they figure it out the horse will begin running at lightning speed, taking them far into the desert to their exit back to the wall of fire.
Let me know if you need more details, etc!
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Locations Interested In: Fantasy or Steampunk-y elements
Specific Notes: If possible could the "guarded material" be called Nethecite? That'd be a significant regain
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They'll have to navigate through the city via rising and falling platforms, moving sidewalks, and skybridges that lead them through the city itself. They'll have to listen to the gossip of the shadows or follow their instincts to delve into the heart of the city and they'll find themselves entering a pit below.
In this damp, rickety area, they'll find that the underground is lit with bright white and pink crystals that act as a guiding light. Watersnakes will slither by their feet and they'll hear the sound of chattering further in the darkness of the cavern, along with the flapping of several wings.
What they'll find upon entering this last cavern is a large, metallic bird designed in the shape of an eagle guarding several eggs shaped like this. One of these eggs contains the key that they need, but these eggs will also act as explosives and the bird will attack as they try to get close. The girls will have to use a combo of magic and physical skill to dismantle the bird and try to find the right egg while avoiding being pecked, cut and electrocuted.
Upon finding the right key, they'll then have to backtrack and find the correct platform marked with a blue, flower symbol. Standing on this platform, they'll rise higher and higher above the city until they reach a similar city in the sky and their door awaits them to return to the firewall and Recollé.
Let me know if you need more details, etc!
Re: KEY MISSIONS
Abilities: Derek: magic and CSI skills. Tatsuo: CSI skills and martial arts
Specific Notes: something puzzle-y and would help Derek remember the Room of Requirement. Some monsters that Derek and Tatsuo could handle (mainly Derek)
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Derek and Tatsuo will have to do some investigation in these districts for what's possibly causing this shift and where their potential key is hidden. This means checking out districts they think might be a potential source and most likely they'll be able to pinpoint Tisse as the prime problem.
Getting into Tisse may be a problem as the pair of them will find themselves swarmed with monsters similar to those who reside in the outlands of town. Namely, these creatures will appear in groups of five to shoot at them. They can be taken down, but they never appear alone.
Upon entering Tisse, Derek and Tatsuo will find a large, literal jigsaw puzzle that will be used to create a chain of events. They will have to work together to summon pieces of the puzzle from hidden locations in Tisse and logically suss out the chain of events revolving around the history of the Founders (i.e. the creation of Retrospec and Vanderweele's betrayal.) They'll find that the puzzle can be created but will be missing one piece. Try as they might, they will not be able to find the piece by skill alone. It's only when they walk past the door three times that they'll hear an awful creaking noise and the last portion of the puzzle is filled in, creating a solidified door for them to enter.
However, upon entering the room, they'll find thousands and thousands of keys with feet running everywhere, attempting to mob the two of them and drag them down and further into the room. They'll have to fight them off and find the correct key among the others (a well-worn silver thing) before the creatures decease and desist. With the right key in hand, they'll have to walk further through this new room until they come to two doors. Knights in armor guard each door, one that's the exit and one that leads to death. The guards will speak to the two of them and ask them which door they'll choose. Each guard will also say that one of them lies and one of them tells the truth, though there are no hints as to which is which. The guards give them a choice to ask one question to determine the answer.
This is another critical thinking puzzle and Tatsuo and Derek will have to think wisely as to which guard is which. Depending on their question, they can determine which guard is truthful and which is not. Should they outright ask the guards which door is the exit, the lying guard will point to the door of death. The truthful guard, however, will know the liar will try to trick you and also point to the door of death. They'll have to come to the conclusion to choose the opposite door in order to safely pass with their key. If for whatever reason they choose the door to death, they will be met with consequences.
(If for some reason you want to go that route, let me know and I'll do an additional write-up.)
Otherwise, if they're clever, they'll choose the opposite door and be able to pass through safely back to the wall of fire and the city of Recollé.
Let me know if you need more details, etc!
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Characters Involved: eren and clover
Abilities: those things i wrote earlier and clover is part intoner
Specific Notes: we would like something forest related please! may or may not include experiments/dolls :’)
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Hello! When Eren and Clover enter through their door, they'll find themselves in what appears to be an ethereal forest of multicolored beauty. It's quiet though...perhaps a bit too quiet. Eren and Clover will have to venture further into the forest and enter the thicket of trees and mushrooms around them.
They'll find that the path is blocked by giant pod-esque forms! These pods vary in terms of what's in them. Sometimes they'll be lucky and they'll be able to break a pod apart and it's only filled with tree sap. Other times, they'll break a pod apart and rouse a half-grown monster of some kind. These monsters will promptly attack the pair if they're disturbed, but they can be taken down fairly easily if they work fast. The monsters will focus on elemental attacks but can be taken out with physical skill, etc. If they get a closer look though they'll be able to see that these creatures are tagged with IDs (a mixture of alphabet and numbers) and also a barcode attached to said-tag. Strange that they're growing in these pods, isn't it?
As they walk forward, they'll find that these pods appear more frequently and they'll have to be extremely careful about what they crack open as the monsters will be stronger and stronger the further into the forest they are. It's only when they break through a forest to a clear crystal pool that they'll receive a sort of breather and escape the pods.
The pool itself is clear and calm, though there appears to be something floating in the middle of the water. Out in the pool is a small toy boat, and in this boat are small, handknit dolls (sort of like voodoo dolls) in the likeness of Eren and Clover. The Clover doll in particular seems to be holding the silver key (with feet) in its hand.
They'll have to figure out how to get the boat toward them as it seems to be stuck in the center. If they're clever and avoid touching the water itself they'll be able to retrieve the dolls just fine and get the key! However, if they even so much as cause a ripple the doors will unravel apart and a large, twin-headed creature will lunge for them and also swallow the key. They'll have to fight to get the key back, but they'll find that this creature can mirror some of their attacks if they aren't careful.
In the end no matter how they get the key, they'll see that the boat's enlarged enough to seat the two of them. If they trust it, they can climb into the boat and sail down a side-river to a new door that's covered in vines and bright blue flowers. If they don't trust it, they can follow the river on foot with their key and seek out the door.
Let me know if you need more details, etc!
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Abilities: All - Elemental magic and healing (note: because they only have enough MQs to power two ARCUSes, only two can use elemental magic at a time). Elliot - bubble staff, music magic, healing. Crow - magic gunfu, belief in the heart of the cards. Rean - weeb sword, sensing.
Specific Notes: Something Fantasy-ish please! Also maybe no fire.
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Hello! When this trio enters through their door, they'll find themselves on the doorstep of a large castle. Luckily the castle isn't on fire. Actually, it's surrounded by beautiful pools and waterfalls, lush plants and lovely, friendly creatures such as these in the water and these in the forest-esque areas of the castle grounds. Things to be strangely harmonious and they may feel as though this mission's going to be pretty easy.
They thought wrong, of course, but it was nice while it lasted.
The moment they try to enter the castle, one of them (your choice) will find themselves suddenly ambushed by robbers, picked up and kidnapped and leading the other two on a chase into the castle itself. The kidnapped party will find themselves locked in a magically-sealed box, and the two remaining characters will have to engage in conbat inside the dining room. There's food laying around that they may eat for status boosts as well! Sweets will give them a boost in speed, meats a boost in strength and liquids will enable temporary invisibility for sneak attacks. (Sound familiar? Hm.) The two will have to work to defeat four of the robbers and break their friend out of the chest. Magic can also be used on the box itself, so they may be able to rescue themselves, but they'll be shoved back into the box at each movement until the four robbers are defeated.
Once the four robbers are stunned/knocked out, the chest will open at the top to allow the kidnapped character an escape route, but the bottom will also hollow out to reveal a staircase. Should the three of them decide to jump into the box, they'll head down a long-winding staircase and into a literal cave of wonders. Treasure as far as the eye can see, they'll find themselves surrounded by gold, jewels, and most importantly their silver key happily seated at the head of the room, embedded into a silver crown. It may be easy to miss, but Rean's sensing in particular will act up to guide them through the chamber toward the key.
As they approach the key, they'll have to figure out a way to disembody the key from the crown, and the moment this is done the room begins to shake. Water from the outside begins to fill the room and the treasure falls away from the wall. Those cute little creatures from before will also swarm in and begin spraying jets of water at them and slapping them with their tails (think like low-level Pokémon. Annoying, but not entirely dangerous.) Elemental magic can work on them, and Crow can also use his ice gun magic to "freeze" the creatures in place and potentially stop the spouts of water flooding the room. With the key in hand, they'll have to swim and find the trap door/tunnel in the chamber that will get them out of the room and lead them back to the city of Recollé with the key in hand that can be used to unlock other doors.
Let me know if you need more details, etc!
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Abilities: Li-Na: Innocence (mist wind, water shackles, sound shackles, iron shackles, crystal shield). James: roboarm, russian assassin moves
Specific Notes: I'd like for Li-Na to have a reason to bust out her new crystaline shield and if they could go up against something that is OP and vaguely angelic shaped, that would also be cool. And for James, Lisa would like something involving brainwashing, impostors, atonement, or resurrection. Basically, these two need to get involved in some sort of weird mad scientist espionage situation.
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Hello! When Li-Na and James enter their door, they're immediately going to find themselves hitting the ground running because they'll be falling straight down toward the ground and will have to figure out a way to either shield themselves from impact or a way to catch themselves. In particular, Mist Wind might work to slow the fall as they descend onto the roof of a lab. They'll either have to find a way in by climbing down and sneaking in or they can take the ceiling hatch and come in from above.
The thing they'll notice first is that the air smells sticky-sweet, almost intoxicating. If they inhale a little too much they may find themselves forgetting exactly why they're there. That could be a problem. The halls are empty and they'll hear the faint ringing of an alarm somewhere east from their location. They'll have to explore further and head deeper into the large, winding lab.
As they move forward, they'll come across several areas of shattered glass and a thin clear liquid all over the ground that isn't quite water but it's hard to identify. It seems to be something used for preservation, however, as they can find traces of the same liquid in various broken glass tubes flanking some of the walls of the hallway. They'll also find several people facedown and spread out throughout the facility, several in lab coats and some not! They're not dead (probably) but they appear to be completely unconscious. If they choose to take the time to rouse some of these scientists, it'll take a while but they'll immediately begin to scream, warn them about the Perfect Battle Angel and bolt from the premises. As they run, Li-Na and James will notice they seem to glitch out of existence and are sealed back into a different tube in another part of the facility.
Yikes.
In addition, as they're walking through they'll have moments where the walls suddenly burst open and humanoid, zombie-esque creatures will raze the vicinity and try to also eliminate them. They're a fairly strong enemy but can be taken out via physical skill and the use of Li-Na's Innocence. They don't always stay down, so they may have to cut their losses and run. The likelihood of injury if they stick around too long is fairly high!
What they may not realize, however, is that these paths and the zombie-creatures are pushing them toward the east where the alarm's grown louder. They'll find themselves entering what looks like a small sort of cathedral set-up, and a looming angel hovers over them. This seems to be the cause of the alarm as it appears to not only be dripping in the same sweet brainwashing liquid but also holding a human heart.
The angel with give them a moment to confess any sins they may have, wings flapping enough to try and disarm them and knock them over. The angel also seems to know quite a bit about their memories and will try to use these against them. Upon close inspection, Li-Na and James will find that the key they seek is looped around the angel's neck. The moment they notice, however, the angel will attack.
Its main attacks involve throwing pieces of equipment around to try and strike them, disappearing and reappearing in different parts of the room for sneak attacks, and entering in a barrage of attacks that will be tough to combat! If they're smart, they'll be able to find a way to use the angel's attacks against it (reflecting the items back at it, punching it down and damaging its wings, etc) and once they fully disable it they'll be able to grab the key as the creature dissolves and turns into that same thin liquid.
Their exit can be located just under the blaring alarm where there's an unused pod. They will be able to step in one at a time and get back to the city with key in hand.
Let me know if you need more details, need me to adjust things, etc!
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Abilities: Lucy has short range telekinesis that can throw cars, Freya is a Final Fantasy character
Specific Notes: A horror/survival scenario that will dislodge both of them from their comfort zones. Preferably with elements from this because I am definitely not biased or anything.
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When Lucy and Freya enter their door, they might wonder if they've stepped into a wall of smoke instead. The fog around them is thick and intense, shrouding the entire area and making it almost impossible to see. The girls will have to stick together in order to move, though the fog seems to follow them as they navigate this wasteland. The flora around them is dead and razed and though it's hard for them to see any fauna that approaches seems to have something wrong with it. Two-headed deer, birds with skeletal wings, bugs the size of cars. These things are hiding in the fog and will attack on sight if the girls happen to stumble over them.
Looking for a key in this kind of fog is going to be difficult. They'll have to navigate somewhere where the fog breaks up a little and as they go they'll find themselves in an open field surrounded by marshy lands. The cattails grow tall and the grass is dead under their feet. There's a creaking of rusty hinges nearby, and as they step forward on the field several houses and buildings begin to pop up alongside them sort of like a pop-up book. Not all of these buildings can be entered and most will be thin and fall back down as they walk past them, but there are several they can check out, namely a small crooked house and a looming apartment complex. From both of these buildings, a tune will play, and it's up to them which building to check.
If they go to the apartment first, they'll find that the floors seem to disappear around them. That is to say if they're on floor two, floor one and floors three-ten will be inaccessible. Entering the apartment building will be the most difficult route. The fog will finally leave them and they'll discover the apartment itself is dusty and run-down like it hasn't seen life for years. While the atmosphere is eerie and quiet, as they explore these buildings they'll be able to get a general sense that most of the families who lived in these apartments were unhappy. Several of the apartments will feature drawings on the wall depicting much less happier times, and small shadows will peer at them from around corners, leading the girls onward through each floor.
Of course, they're bound to run into others who aren't as happy to see them and would love to rip them from limb to limb instead. It'll take quick skills and even quicker thinking to outrun them and get to the top floor of the apartment. Doors and staircases will appear as they clear each area, and they can only clear the area once they've explored the rooms and found the hoard of monsters waiting for them. Fun!
At the top of the fifth floor, they'll find an empty open flat and someone asleep and guarding one of the keys with its life. If the girls are careful, they can take the keys without disturbing the monster and head out of the building via the fire escape. If they awaken it, they'll be faced with tentacle-y wrath that will need to be dismantled.
On the other hand, they could go for the small crooked house instead. Inside this house will be nothing but darkness sans a small wash of red over the walls and floors. They'll have to navigate and face off several blocky, jagged beings that will attempt to dissolve the girls. If they're touched, they too will take on a jagged appearance. The key is hidden in the basement of this crooked house, and they'll have to sneak past the monsters and down the stairs. Once they've obtained the key, however, the wall of the house will shatter and something else will rise from the marsh to break the buildings and stop the girls from leaving. They can either fight it or try to outrun it. They'll have to make one of the other buildings stand upright long enough to form a door and jump through it, portal waiting on the other side to get back to the city of Recollé.
Let me know if you need more details, etc!
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REPLACEMENT BECAUSE DW MESSED UP.
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Abilities: Xiaolang: Magic talismans (for wind, water, fire and lightning), a magic sword (that he can summon from his hand and also use as a normal sword), magic detection/sensitivity and a tracking spell! (spell only works if he has an item belonging to the person he wants to find, though)
heightened Sakura senseSakura: Just the ability to do magic, but nothing to channel it just yet! She's also fairly athletic, too!
Specific Notes: NOTHING HUGELY DANGEROUS, since they're both kids and Sakura doesn't have her cards/staff back just yet, but something a little challenging so they can flex their powers of teamwork! (and tbh maybe the appearance of these sheep would be fun for a regain too)
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