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6.3 Event Plotting
6.3 Event Plotting
OOC info
Welcome to the end of the cycle! The storm is upon us, and a new area has been opened.
There will be no event post on the main comm. Instead, make your own logs to include these prompts, and any other prompts you want to add. There will be a end-of-the-month post and the TDM around the 20th.
Use the happenings form to report on what your character’s been up to!
Post any bulletins to the bulletin board and bother your fellow guests with your walkie-talkies!
Fill out as much or as little of this form as you like:
New this month
At the Staywell
The dining hall features one long table and the same meals every day: a nice, continental breakfast, sandwiches for lunch, and chili with cornbread for dinner.Throughout the month, new books appear on shelves in the hotel lounge. However, the are strangely unintelligible. Some are written in familiar letters, but the letters don't make words. Some are written in letters that none of the characters in Wellstone have ever seen before. The existing books are still there, but nothing readable is added to the library this month.
Also, the pool is broken, since the antlion destroyed it. The pool area is cordoned off, and the pool itself dry.
The General Store
The General Store's stocked up with cowboy-themed memorabilia. And knives! There are a lot of knives. Utility knives, hunting knives, cooking knives. There's a whole display of them. Wonder why!Around town
The diner’s special for the month: pecan pie! Again.The diner is somewhat operational again. There is food, more than just pecan pie. But no matter what you order, the waiter brings you either: a giant platter of chicken nuggets, a sandwich with pickles instead of bread and jam as filling, or a cold can of soup. If you want the pecan pie, you'll need to serve yourself from the display on the counter.
Monsters are still around, stalking the edges of town, looking for their next meal.
When you visit the few other locations in town, you’ll find the employees friendly and welcoming, although they may say some strange things, in addition to the handful of phrases they usually say:
The receptionist: "Fine day today! A nice one to go out for a stroll on your own. Give you some time to think!"
Owner of the General Store: "Whoa! Is that a knife in your pocket or are you happy to see me?"
The bartender: Cleans glasses and stares out the window.
The waiter: "Good morning! What will you have? Oh, great choice!" He doesn't wait for a reply and comes back an empty glass.
The gravedigger: Stares into the horizon, seemingly lost in thought.
The sheriff: He's back on bath-duty, and gives those who spent copious time in pool jail a Stare when they enter the baths.
The weather
Hot. Hot hot hot and dry. The ground feels like dust beneath your feet, little puffs of dust cloud around each footstep. The sky is clear and the sun is bright.The cistern
The cistern has been located under the graveyard, but it is nearly inaccessible, so far down that it would be dangerous to try to get in there without supernatural or technological means.The Storm
Content warnings: natural disasters, earthquakes, mass destruction
The first two weeks of the month, everything is clear and calm. Yes, there are still monsters out there, but everything else seems oddly normal for the last month of the cycle. The waiter looks a bit worse for wear, sagging as if from the heat, and the monsters start to attack earlier in the day, but aside from that, nothing of note occurs, at least not weather wise.
The third week, the tremors begin. At first, it could just be someone running on the floor above you, or it could be a train passing by--except there are no trains in Wellstone. The tremors happen randomly, and might shake a glass off a table, or make you miss a step.
They escalate toward the fourth week, bigger tremors, more often. Things fall and shatter, bottles break in the saloon, NPCs waver. The waiter falls over, often, his eyes more and more terrified.
Cracks start to open up in the earth, and people may tumble into them. The bathhouse is the first building to go, falling into the earth.
The last day of the month, the shakes rarely give you a break, tearing the town apart. Buildings fall, and the Staywell starts to shatter, a fissure opening up, separating the pool from the rest of the hotel (thanks, Antlion). The north side of the hotel falls off, and by the end of the day, the entire hotel collapses to the ground, along with anyone in it.
tl;dr:
The first two weeks of the month, everything is clear and calm. Yes, there are still monsters out there, but everything else seems oddly normal for the last month of the cycle. The waiter looks a bit worse for wear, sagging as if from the heat, and the monsters start to attack earlier in the day, but aside from that, nothing of note occurs, at least not weather wise.
The third week, the tremors begin. At first, it could just be someone running on the floor above you, or it could be a train passing by--except there are no trains in Wellstone. The tremors happen randomly, and might shake a glass off a table, or make you miss a step.
They escalate toward the fourth week, bigger tremors, more often. Things fall and shatter, bottles break in the saloon, NPCs waver. The waiter falls over, often, his eyes more and more terrified.
Cracks start to open up in the earth, and people may tumble into them. The bathhouse is the first building to go, falling into the earth.
The last day of the month, the shakes rarely give you a break, tearing the town apart. Buildings fall, and the Staywell starts to shatter, a fissure opening up, separating the pool from the rest of the hotel (thanks, Antlion). The north side of the hotel falls off, and by the end of the day, the entire hotel collapses to the ground, along with anyone in it.
tl;dr:
- It's that time again: Wellstone will be destroyed by the end of the month.
- Objects, people, and buildings will fall into the growing fissures in the ground throughout the month, until at last the Staywell is enveloped by the earth.
The Urge
Content warnings: monsters, killing monsters/animals, murder, possession, not being in control of your own body
You wake up not where you were before. You have no idea how you got here. You have no idea why your hands are covered in blood.
In front of you is something, or someone. A monster, perhaps. A vulture, a six-legged dog, a cacti creature. Or a person: a friend, or an NPC. You have killed them, with a weapon, or with your bare hands. You have no idea how or why.
You might wake up in the hallway of the hotel, in the back of the diner, or out in the middle of the desert. It isn't where you were before. You don't know how much time has passed, but quite a bit of it. What you need to figure out is: what do you do now?
An urge takes over characters' bodies, much like in 5.3, but this time, that urge is simply to kill. The urge isn't directed at anyone or anything in particular, but it is only sated by killing. Once you have killed, you come back to yourself. And now you have to deal with what you've done.
When a character is taken over by this urge, they are a strange version of themself. They're much like their double in previous third months of the cycle: the worst version of themselves. But no matter which worst version this is, this one really, really wants to kill. Any character is capable of murder with this prompt, and improvised weapons will often be found and used.
Characters can't be talked out of this state, but they can be redirected. If a character is first going after another player character, they can be redirected to a monster or an NPC, and vice versa. Think of a monster in a bad monster movie, whose only impulse is to kill.
At first, it's more likely to kill monsters, but by the end of the month, it becomes harder and harder to resist the urge to kill your fellow player characters.
So: you've killed. What now?
You may gain up to five memory points with this prompt. One for each time you engage with it (up to 3), and two extra points if your character is killed using this prompt. You do not have to follow the usual death penalty with this prompt.
tl;dr:
You wake up not where you were before. You have no idea how you got here. You have no idea why your hands are covered in blood.
In front of you is something, or someone. A monster, perhaps. A vulture, a six-legged dog, a cacti creature. Or a person: a friend, or an NPC. You have killed them, with a weapon, or with your bare hands. You have no idea how or why.
You might wake up in the hallway of the hotel, in the back of the diner, or out in the middle of the desert. It isn't where you were before. You don't know how much time has passed, but quite a bit of it. What you need to figure out is: what do you do now?
An urge takes over characters' bodies, much like in 5.3, but this time, that urge is simply to kill. The urge isn't directed at anyone or anything in particular, but it is only sated by killing. Once you have killed, you come back to yourself. And now you have to deal with what you've done.
When a character is taken over by this urge, they are a strange version of themself. They're much like their double in previous third months of the cycle: the worst version of themselves. But no matter which worst version this is, this one really, really wants to kill. Any character is capable of murder with this prompt, and improvised weapons will often be found and used.
Characters can't be talked out of this state, but they can be redirected. If a character is first going after another player character, they can be redirected to a monster or an NPC, and vice versa. Think of a monster in a bad monster movie, whose only impulse is to kill.
At first, it's more likely to kill monsters, but by the end of the month, it becomes harder and harder to resist the urge to kill your fellow player characters.
So: you've killed. What now?
You may gain up to five memory points with this prompt. One for each time you engage with it (up to 3), and two extra points if your character is killed using this prompt. You do not have to follow the usual death penalty with this prompt.
tl;dr:
- You are taken over by an urge to kill. You wake up minutes or hours after your last memory, and find something or someone dead in front of you.
- When under the influence of the urge, you are your worst self.
- You may kill monsters or people with this prompt.
The Catacombs
Content warnings: caves, tight spaces, claustrophobia
So, you've died. Someone, taken over by the urge, has killed you. That sucks, my guy! It sucks, and you hurt, your head aching like you've just tried to remember something important. No matter where you died, you wake up somewhere cold, dark, and damp. You're on a stone floor, and you're quite sure you died, but you seem fine. You are, in fact, fine. And you're nowhere that you've ever been before.
Welcome to the catacombs. A sprawling web of tunnels and rooms, that seemingly stretch on forever. You're welcome to explore, to seek things out, to discover why you're here, and where, in fact, you are.
Strangely, the ever-present feeling of being watched is absent here.
The area you will wake up in is a series of small clear spaces connected by tight tunnels. Some are so tight it's terrifying to try and get through. The walls and floor feel like solid stone in some places, and oddly squishy in others. Some tunnels are damp, while others are bone dry. The walls can be smooth, or oddly dotted with what appears to be old bones. For those in tune with the feeling of death, it is palpable down here, death surrounding and encompassing you, coupled with an intense, deep, thrumming feeling of life.
As you explore, you may find yourself in various caverns:
Further exploring may turn up more discoveries, but it will take a long time to traverse this place, and the paths are confusing and winding and difficult to remember where you've been. It's desperately dark, so unless you can figure out how to light it up, it's even more impossible to travel through.
There also doesn't seem to be a way back to the surface. Try as you might, no way up appears. Even in the cistern, the surface is so far above you, and the ground up there so thick, it's impossible to break through. And your walkie talkies can't reach the surface, but you can talk to folks below!
Food can be made in the glistening room, and shelter can be found in the derelict Staywells, or in the ships. You can survive down here--but for how long?
tl;dr:
So, you've died. Someone, taken over by the urge, has killed you. That sucks, my guy! It sucks, and you hurt, your head aching like you've just tried to remember something important. No matter where you died, you wake up somewhere cold, dark, and damp. You're on a stone floor, and you're quite sure you died, but you seem fine. You are, in fact, fine. And you're nowhere that you've ever been before.
Welcome to the catacombs. A sprawling web of tunnels and rooms, that seemingly stretch on forever. You're welcome to explore, to seek things out, to discover why you're here, and where, in fact, you are.
Strangely, the ever-present feeling of being watched is absent here.
The area you will wake up in is a series of small clear spaces connected by tight tunnels. Some are so tight it's terrifying to try and get through. The walls and floor feel like solid stone in some places, and oddly squishy in others. Some tunnels are damp, while others are bone dry. The walls can be smooth, or oddly dotted with what appears to be old bones. For those in tune with the feeling of death, it is palpable down here, death surrounding and encompassing you, coupled with an intense, deep, thrumming feeling of life.
As you explore, you may find yourself in various caverns:
1. A large space taken up by what looks to be the Staywell. Except it looks like the Staywell Manor on top of the Staywell Manor on top of the Staywell Hotel, on top of the Staywell Hotel, and so on. Some rooms are accessible, but most are crumbled under the weight of a hundred Staywells.
2. A strange, wet cavern, echoing and filled with the sound of dripping. If you explore this cavern, you can find derelict ships, similar to the ones found out in the desert in cycle 3.
3. The cistern. Stone stairs descend into the cistern, and it stretches out in front of you, impassable as ever.
4. A strange cavern with glistening walls. They aren't wet, but if you shine a light on them they sort of... glitter. This room is strange, for when you're in it, and you think of something you want, it appears. No matter what it is, it appears. It is usually not quite right, but there it is! Sort of!
5. A long ways through this maze of tunnels, you can find a strange membrane blocking a section.
Further exploring may turn up more discoveries, but it will take a long time to traverse this place, and the paths are confusing and winding and difficult to remember where you've been. It's desperately dark, so unless you can figure out how to light it up, it's even more impossible to travel through.
There also doesn't seem to be a way back to the surface. Try as you might, no way up appears. Even in the cistern, the surface is so far above you, and the ground up there so thick, it's impossible to break through. And your walkie talkies can't reach the surface, but you can talk to folks below!
Food can be made in the glistening room, and shelter can be found in the derelict Staywells, or in the ships. You can survive down here--but for how long?
tl;dr:
- You've been killed by someone overtaken by the urge. You find yourself underground in a series of confusing tunnels.
- If you explore the tunnels, you may find various things of interest.
- Food and shelter can be found, but there is no apparent way to leave.