Apr. 3rd, 2015

indecadence: (Default)
Week ✘✘
April 2015
IC: ???


Main Event: The Too Wild West
There is no law


Timeline: Day 1.

So, the experiment hasn't ended. Or that's just what COMPASS wants everyone to think. For whatever reason, characters are now part of a simple western town. They are the saloon workers or the bank tellers, the church-goers and the ranchers. They contribute in some "useful" way to the livelihood of the town and have known no different.

Get out there and meet thy neighbor... and try to ignore those posters being nailed up by the local deputies.


Day 2-3.

As soon as characters wake up on the Day 2, they will regain all their memories of who they were before without any repurcussions. However, they might notice something strange. Any NPCs they might have interacted with will only remember them by their previous identity. Asking them about Zelien or COMPASS or anything else will only get them some blank stares and a suggestion to visit the town doctor. Now is the time to explore and check things out, maybe try to find out as much as possible about where it is they've landed.

Some locations are as follows:

the general store
the church
the saloon
the jailhouse
the bank
abandoned buildings

The mine, however visible to characters, is currently inaccessible no matter how they try to break in and explore. All trespassers will be detained in the town jail for half the day if caught.

If any character tries to leave the border of the town and its surrounding buildings, they are reset back to where they woke up on the morning of Day 2 with the feeling not to return in whatever direcction they'd been going in.


Day 4-5.

Those WANTED posters from before?

The town sheriff captures these outlaws (characters would recognize them as some of the cultists from Zelien) and executes them via public hanging. Once the dust settles and the sun begins to set, strange things noticeably being to occur. People in the town slowly begin to disappear, sometimes even mid-task and leaving behind whatever it is they're holding, and a darkness that had clung to the edges of the town like a bad storm begins to creep closer. If approached or touched by characters, it creates an unbearable urge to travel in the opposite direction of it and the town toward the once-closed mine shaft.

On Day 5, all that's left of the town now is a few buildings on the outskirts that lead to the mine. Lights that weren't once there have appeared as if leading directly to it, and creatures that had only been rumored as causing problems by the townfolk slowly begin to emerge from the shadows.

Some include: melon heads, the dwayyo, and tailypo.


Day 6-7.

Regardless of how much a character resists, the only way to escape the swarming creatures and the enclosing darkness is to take shelter in the mine. From here, characters are free to explore its depths, but beware the monsters that come crawling from incomplete passages. The entrance, while not unblocked, cannot be exited once inside. It's up to the characters to find their own way out or be left to suffocate once the shaft begins to cave in on itself late day 7.

Creatures that can be found inside the mine are boo hags and squonks as well as other various things.


ITEMS

While there is a general store, most of the supplies will slowly dwindle to nothing. Characters will be looking at something like this by Day 4. Small items are likely to be found in the saloon or other buildings.


FAQ


✘ If you're unsure, just improvise! As long as it doesn't break the limits of the scenario, go crazy!

WEATHER

IT'S WARM!!! IT'S THE WEST!!!