You find yourself in a musty rectangular room floored with tatami. The room is not large, but luckily fits your team without seeming too claustrophobic. It seems to have been set up as a sort of study. There is a low desk against one wall, covered in stacks of paper cards and writing utensils. Near the desk are, of course, cushions for everyone to sit on. A circular latticed window is set into the wall perpendicular to the desk. Bright moonlight filters through, enough to provide illumination for your task. If you look through the window, you can just barely make out the shapes of a shadowy garden beyond and below… you must be at least on the second floor.

The other end of the room is dominated by a large apothecary's chest. There are many, many drawers, but none of them open save for the fourteen in the middle that have been painted with team colors. A hand-lettered sign has been placed on top of the chest: "Please turn in your stories here."
You find yourself in a medium-sized traditional Japanese-style room: tatami on the floor, shoji screens for the walls, etc. It smells slightly musty from disuse. There is a wooden door in one corner. Candles on stands like the ones in the ring provide plenty of light — definitely enough to see that the room is oddly empty save for a central display: Read more... )
[You find yourself in a large, tatami-floored room. Three of the walls are made of paper, the fourth side of the room has bamboo screens tied up to the ceiling to reveal a wide wooden corridor that serves as a porch. Beyond it is a lovely garden, though it's difficult to see clearly -- it's night, after all, and there are only so many lanterns. The room itself is well-illuminated by candles on tall stands. Its main feature is an elaborate sleeping area in the very center: what is presumably a futon and "bedroom" concealed from view by a canopied tent that hangs from the ceiling. It is tied closed. A row of lacquered screens and kimono stands draped in rich fabric stretch from either side of the canopy to the walls. You can't quite see past them, but you have the impression that there are people on the other side. The faint smell of incense wafts from a nearby burner.

Despite the opulent furnishings, the entire room gives the impression of faint decay, as though it has not been used in quite some time.]

SAPPHIRE

Jan. 1st, 2012 10:13 pm
[You are outside a featureless house. There is nothing notable about the outside of it at all except its red door, which is before you. It is wide open.]
[When you go behind the silk screen in your team's color, you find a small, neat stack of opened letters along with a chest that has thin slots— 108 of them, to be precise. When touched, each slot murmurs the name of a hero or knight, and they're also labeled. There are also pens and sheets of paper… and a few letters lying unfolded next to them.

There are also snacks, here— just veggie tempura, shrimp-flavored chips, nori crackers, and, bizarrely, cheese curls, along with the tea and sake.]

If you would please sort the letters and send them to the person you believe they're for, I would appreciate it. They're very short, and I cannot understand.

Sapphire

Oct. 15th, 2011 10:44 am
[ You find yourselves in a small study, with a desk at the center of the room. If you approach the desk, you will find ten sealed envelopes on top of it. Each envelope is numbered. Next to the envelopes is a piece of paper that reads:

Instructions

~ This game consists of five rounds.

~ At the beginning of each round, one of you must choose an envelope.

~ Each envelope contains a task that must be completed. Please follow the instructions on the card to the best of your ability. The teammate who opened the card must participate in completing the task.

~ Your team may forfeit and chose a new envelope once without penalty.
]
[ You find yourself in an empty banquet hall. At one end of the room is a long table, on the surface of which you'll find a blank sheet of paper, a pen, and a pot of ink. ]
[When the ring of the grandfather clock fades, you find yourselves in a relatively small, rectangular room. Wherever you stand in the room, you can hear a pervasive ticking noise. The floor, walls and ceiling are all covered with chequered tiling. There is just enough space in the room for a table, surrounded by several chairs. There is a piece of paper on the table, and five ornately engraved chess pieces on the table, perhaps three times the size of a standard chess piece:

- a white knight
- a black queen
- a white king
- a black bishop
- a white pawn

At the end of the room, there is a large machine. The closer you get to it, the louder the ominous ticking sound gets. It is made entirely of metal, full of twisting gears and plated wires, but everything is covered and coated and completely unassailable. The only parts of the machine that is easily interacted with are the four round slots on the console, which are conveniently the exact size of the chess pieces on the table. Beside the slots are four circular lights, placed in a square. None of them are currently lit. There is a plaque nailed to the machine which reads: "DEFUSE ME ♥!" Uh oh.

There is a clock above the machine which reads twelve, midnight. At the centre of the clock, "1" is written.]
[ You're in the middle of an empty field, save for your team and a table large enough to seat everyone. On the table are pen and paper, as well as a small black box. The box itself has an area covered with wire mesh and a large red button on it labeled "Record". As you settle in, a voice seems to come out of nowhere: ]

Today, we're here to test your wilderness survival skills. Are you ready?

(OOC: Each situation is both read aloud and can be found written on a piece of paper on the table. Answers can be written or spoken into the recorder.)
dramatispersonae: (☁ hummbird in the storm)
[ The Call that compels you to the Ring tonight is cheerful and wanting. As soon as you step into the Ring you're greeted by an empty open blue sky and seven arches. Each arch is made out of black iron and decorated with strands of silver bells.

Next to each archway is a large cushion and on that cushion are some people you might recognize. Rabbit from Coral, Burn from Citrine, Lelouch from Peridot, Mau from Sapphire, Acedia from Ruby, King from Tiger's Eye and . . . well. It's a blob of shadow. From Peridot, if you're in the know. They're sleeping (?), please don't draw on their faces.

Dream -- eyes full of stars with his hummingbird shaped chest hole :B -- sits on a cushion of his own, looking eager. ]

Have you thought about what happened next time? And how to match the internal sound to the external one? Have you thought about music?


[ SIGN-UP POST || ASSIGNMENTS || MINGLE || HEARTS || ENDGAME MINGLE ]


OOC INFO )
[As the game starts, the ring seems to expand and the borders seem to dissolve; the blankets are further apart, now, and there are cherry blossom trees in full bloom swaying above you. Next to the baskets, four jug have appeared, labeled with a 0, a 1, a 2, and a 3. Looking at them, you somehow know what those labels mean.
0 = completely nonalcoholic fruit juice.
1 = fairly mild sake. It will take most people a while to get drunk.
2 = medium-strength sake. It won't take most people too long to get drunk.
3 = incredibly strong sake. Most people will be out before they know it.
For dragons and other nonhumans, there are appropriately sized shallow cups/bowls of the player's choice.
Though there are only those four jugs, they cannot be broken, and, if spilled or emptied, they will fill themselves again. Kiriko's voice filters through the area.]

Please, know yourselves and judge your limits. It's only a game, after all. You may start drinking at any point.

[Please note that you may judge your character's tolerance and limits however you'd prefer! Just keep in mind that you should know how much it would take to make your character falling-down-drunk or passed out, etc, and play accordingly if they end up drinking that much. If your character has any superhuman alcohol tolerance, it has been blocked for this game, but any innate or non-superhuman alcohol tolerance skills can be treated however you'd prefer to play it. If you want your character to get drunker faster than they usually would, that's fine; if you want them to keep their tolerance and be less affected, that is also fine.]
[ You find yourselves inside of an empty great hall. Torches and candles light the hall, showing the remains of a feast scattered on the tables that run the length of the room. ]

((OOC: This is entirely at your own pace! Ping me in IRC when your team is ready to move on to the next round.))
[You find yourself on a circular island of grass. Though night has fallen, the island is surprisingly well-illuminated by a stone lantern at its center. The lantern's light reaches far enough to reveal that the island is surrounded by water -- a pond? The water's glassy, greenish surface is only broken by the stems of huge white lotuses. Each lotus flower seems to glow ever so slightly, providing just a bit more light to the scene. The air is full of the scent of flowers and greenery, and the sound of crickets is almost deafening at first. It doesn't seem a stretch to assume that you're in some sort of garden.

Four ornamental wooden bridges, painted red, stretch over the pond in opposite directions. You can't tell where they lead. For the moment, the entrance to each bridge is blocked by a thickly-woven rope with zigzags of white paper hanging from them.

There is no moon in the sky, and the stars are only dim points of light.]

Sapphire

Apr. 24th, 2011 07:36 am
[You find yourselves surrounded by mud walls and a ceiling, the grass of the clearing still dense under your feet. The room is well-lit by the usual lights that litter Aather during the night. There is a small pool of water in one corner and a piece of paper stuck to one of the walls]
[ YOU ARE IN A ROOM. There is a divider that cuts the room in half leaving only a series of small holes (each hole is six inches in diameter) that connects the two sides. In the middle of each side of the room is a closed box. ]

Sapphire

Apr. 12th, 2011 06:53 pm
[ You find yourself in a small room, filled with nothing but straw and a spinning wheel. There are no windows and the door appears to be locked from the outside. ]

Sapphire

Apr. 8th, 2011 07:44 pm
[You find yourself in a medium sized room, large enough for a round table and seven chairs. There are a few things of note on the table:

-12 glass bowls in the colors of the teams. They cannot be moved from the table or broken.
-12 large black marbles
-A platter of cheese squares on tooth picks, Cheddar, Pepperjack, Swiss]


Each marble represents five attack points. Each marble must be placed in a bowl, but you may distribute them however you wish.

Know that no team can hope to survive more than thirty arrows.
You find yourselves in an ornate garden maze, hedges towering high above your head. If you continue to look up, you’ll see a dark sky, glittering with bright stars in unrecognizable constellations. The moon is full and bright. The leaves of the hedges are dense and dark green, riddled with bunches of tiny white flowers and the occasional cluster of red berries.

There are four exits around in the hedge around you, and a gazebo hung heavily with blossoming vines in the center of the small clearing. The air is hushed and quiet; your voices are clear, but other sounds are muffled, as if unwilling to break the silence.
[ As you pass through the door you feel a slight chill -- but that might have been your imagination. On the other side of the door is a short white hallway with two more doors. The first door has a stylized clock sketched on it. The second door has a stylized heart sketched on it. ]

As before, make a careful choice.
[ As you pass through the door you feel a slight chill -- but that might have been your imagination. On the other side of the door is a short white hallway with two more doors. The first door has a plus sign sketched on it. The second door has a cross sketched on it. ]

Choose one, but think carefully.

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