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|  | The Arrival We knew the Shield of Virtue was in a kingdom ruled by Walter. Which Walter that was, surprised us all when we learnt it was none other than Walt Disney. That's right kiddies, we're off to Disneyworld, Florida. Maeve made a quick call to Xanatos, who politely asked that they at least -try- not to destroy everything then made arrangements to have the park evacuated so that we could search. Marines and National Guard troops quickly surrounded the park, helicopters and planes flying overhead as the announcement was made "Attention. The Dimensional Warriors are on approach to Disney Land. Evacuate the premises immediately. Jameson may have a jeep. I repeat, Jameson may have a jeep." The previously happy families enjoying the rides and such at the park suddenly made their way towards the exit like a herd of stampeding wilderbeast. Miraculously though, only one life was claimed during this few seconds of chaos, a simple hand stamping attendant who didn't know to get out of the way. Stampeding people aside, the park was now clear and awaiting our intrepid travellers as they approached.
Landing in the Mickey Mouse lot with their Puddle Jumpers, they braved the sunshine and heat of Florida in search of the coveted item. As they walked inside, scouting on their map for the best position to set up base camp, someone uttered the words Shield of Virtue. From the tallest tower in the park, there was a blaze of magical light that shot high into the air before cascading down around them, sealing the warriors inside the park. The magical shield stopped UMN signals passing through, stopped telepathic thoughts from penetrating it, and also stopped anyone going in or out. The warriors were truly on their own now.
That wasn't the only strange thing to happen, for as soon as the shield was sealed around the park, one of their allies known as Caith Sith suddenly became... real. Cut off from his operator on the outside, Caith Sith suddenly had his own mind and emotions, as felt by Aziel. It was as if he had always been... alive. This sent a shiver of fear through some of the warriors, for this event was surely a sign of things to come.
It was decided that as the light had shone from the tallest tower of the castle, it had to be where the item was being concealed. The warriors marched onwards, while some set up camp, the others explored the shop areas. The candy bars and food in the stores all seemed different to those well familiar with Earth history. It all seemed dated, going back to when they were just children. As the party moved towards the castle, they observed what seemed like pictures on the door. Before they could get too close, the pictures all flew off the door and scattered into the park so rapidly, no one could follow where they went. The door was found to be locked, and the clue to unlocking it would seem to be the pictures.
They all headed back to base camp to discuss their next move. A suggestion was made that they should follow some sort of order and clear the park section by section. Little did they know what lay in wait for them on their adventures.
Credit to Xarat for writing this section.
The Haunted Mansion So, having entered the park in search of the shield, our intrepid adventurers decided to take at look at the Haunted Mansion. Cait Sith was brought along, although he was none too happy about it. As they approached the Mansion, it was to as expected. Chill winds swirling around the place, a sort of overcast gloom and very little sunlight. A graveyard at the back, bathed in the dark of night, while eerie shrieks escape from within. The door creaks open and the adventurers step into a dusty, dingy place, light barely getting in through the windows. They head down a dim corridor, the gas lamps barely throwing any light out, though they cast eerie flickering shadows all over the silent house. The group find themselves in what once was a sun room or green room, the dead remains of plants lay in their pots, the glass way beyond dirty. Within the room is a murky looking pool of water, probably a grand pond at one point. Suddenly the door slams, unnerving our adventurers, though they strive onwards. Now slightly unnerved, Daedalus advises caution against approaching the pool, as ripples break the still surface. Lloyd decides that no murky pool of water scares him, and disturbs a skeletal goldfish, which leaps out at the party. Satisfied nothing is in this room to get them, the party move onwards
Walking through the seemingly deserted house, the sound of footsteps on creaky floorboards is heard. A trapdoor springs open, though no one is swallowed by the cunningly hidden device. Maniacal laughter echoes from upstairs, then an angry cry of “Get out of my house!” is heard, before creepy moans are heard on the breeze, chilling everyone to the bone and turning several people white as a ghost. Literally. Heading upstairs, they find themselves in a lady’s bedroom. Removing a portrait from the wall, they hear soft sobbing from nearby. Lloyd begins talking to someone, though it seems there’s nobody there. At his request, the portrait is placed back where it belongs. The lady begins to tell them the tale of how she was murdered with her lover, and why they roam the house now still. Once her tale was heard, they decided to help solve her murder in the hopes it would lead them to a clue about the picture they need.
Heading to the study, they discover that the young lovers were likely poisoned, as the wine residue left behind was clearly laced with some form of poison. The question is though, whodunit? Erica the sheep decided to do her own investigating, almost becoming a new resident before she was cured of the poison. More trapdoors are sprung as the party move out of the study, its clear someone … or something does not wish to solve the murder mystery. Jerico meanwhile is their portable CSI lab, scanning and checking bottles for prints, trying to match up the prints to the residents of the house. While they’re all trying to dig for clues, poor GIR is attacked by dust bunnies. The panic sends him hurtling into a wall and knocking him over. The house has everyone on edge it seems.
By some brilliant deduction from Lloyd based on the evidence, he concludes that it was in fact the butler, how cliché. Making their way back to the young womans room, they announce their suspicions. This does not go down well, as mister butler begins having a temper tantrum upstairs. Heading to meet with him in the library, the group find themselves being threatened by him, while a smokescreen of books fly around to conceal something. Determining the pattern to the books, they begin to put them away on the shelves again. Several books are successfully categorized and put away, though one springs out and conks Mikoto on the head. After a bit of teamwork, all books are put away which reveals something to the group. A secret door! Who would have thought it, a secret rotating door in the library?
The young woman ghost appears to them, bringing with her a very proud looking male ghost. Their names are revealed as Sarah and William, the two lovers who were murdered. After Lloyd details his theory of the murderer to them both William decides that the butler must be confronted in order to settle their suspicions. With the decision made, they all head into the secret passageway, into a dark corridor and down some stairs. At the bottom of the stairs, they find what could be called as a mad ghosts lair, books and papers strewn all over the place. In the corner there is a ghost in spectral chains, seemingly afraid of the elderly ghost in a butlers uniform. As the butler speaks, it’s clear that he’s the one who murdered them, though the chained ghost believes he is responsible. Unafraid, Llloyd lays out his deductions before the butler. He correctly guesses the entirety of the story, that mister Scott the butler murdered the parents and then the lovers in a bid to inherit the family estate. He made the uncle feel responsible, and killed him as well, making it seem like suicide. Once the revelations are complete, the ground opens beneath the evil butler, dragging him down into what seems like a glowing firey doom. The crack snaps shut, leaving the party with Sarah, William and William’s Uncle.
Helping the Uncle to his feet, Sarah gives them the location of the picture they need for their own purposes. Telling the group to take whatever they wish from the house, the ghosts fade away into the peace they were long denied, leaving behind an undead goldfish. With their spirits high and their loot bagged, they return to camp to begin planning the next adventure.
Acquisitions: 1x undead bagged goldfish, 1x picture.
Credit to Xarat for writing this section
Pirates of the Carribean he decision was made, the course laid in, this time the route took us to Adventureland where pirates lurk and jungles are dangerous. As the warriors crossed the bridge, the air growing warmer and more humid than where they had been only a few minutes ago. The vegetation was thick and lush, though concession stands and restrooms could still be seen in amongst it. Ahead was a structure, reminiscent of a Spanish Caribbean fortress. The warriors stepped inside and immediately heard the sounds of gunfire, screaming, raucous laughter, explosions, breaking glass and metal clanking on metal. Hiding behind a broken wall, they took a look at the chaos that was going on ahead of them. Out on the open sea was a large pirate ship firing directly at the town, which was being ransacked thoroughly by pirates. Women were being auctioned off and other pirates were standing around getting drunk, while more still were running rampant through the streets and terrorizing the townsfolk.
A choice was made to split into two teams. One group would assault the pirate ship, the others would sneak into the town and help the townspeople. Alex headed off towards the ship team along with Aziel and several others, while Missy Saber and Lloyd made their way towards the town. Both groups were successful in remaining unseen as they progressed towards their respective targets. Alex's team took to the water to swim silently towards the ship, although Aziel took a more unorthodox approach and teleported his way over. Missy's team crouched amid the chaos and began to plan the best approach. Thorough a combination of Saber and Missy's ideas, it was decided that the best place to strike first would be the group around the auction, as they would not be prepared for a fight. As the warriors readied their weapons, the call was made to strike. Shots were fired, felling several pirates quite quickly before Saber and Lloyd moved into melee range. Saber proved to be their worst nightmare, a woman wielding an invisible blade as she slashed her way to victory. Lloyd intimidated several pirates, while Missy and Jerico felled them with bullets. As the last pirate fell, a plea from the prisoners went up, and Saber freed them with one swing from her sword.
Meanwhile, those headed towards the ship had already made their way on board silently, taking out pirates as quickly and quietly as possible. While Alex ran below decks taking out the depraved buccaneers, Aziel was concealed above deck playing with the Captain's mind. Inciting a riot between the Captain and First Mate, Aziel then began to pick off the pirates one by one, Alex still sneaking below and taking them out as he goes. Planting explosives as a contingency plan, he made his way onwards, a one man pirate killing machine. Between them both, the ship was soon cleared.
Back on dry land, Missy and her group turned to the next group of pirates, a group of boozed up alcoholics. They seemed amused that Saber, a woman, was trying to threaten them. They said some fairly choice things, which made her mad. Unfortunately the pirates didn't see this as much of a threat, considering she is a woman. Missy fared no better when she engaged them, the pirate simply ducking. Saber grew so angry that she eventually cleaved the hands from one of the no good-nicks. This turned the tables on them and the pirates began to flee back to the safety of their ship. Alex and Aziel were notified of incoming people, as Mikoto looted herself a nice pirate hat. Aziel brought back the stolen booty of gems jewels and gold to the townspeople as it was theirs after all. Due to a slight miscommunication between them, Alex ended up trying to out run a c4 explosion, but Aziel stepped in and ensure he lived to fight again. Pirates 0 - Dimensional Warriors 1
Credit to Xarat for writing this section.
It's A Small World The team decided to find the next picture and heading to 'Small world' which is a ride in Disney world to see dolls dancing and happy music. The team get on the boats and the ride goes, some of the team thought it was alright and some..well..little ok. Sudden the music changes, further they go they could see a strange doll which had a black cape, horns, green skin and staff which remind them pretty well of Maleficent, the mini boss 'Dolleficent.' The doll could move to different platforms but good range for the team to hit it. This doll, like the real Maleficent, could shoot fire, send thunder bolts and move pretty fast to avoid taking damage. The first round did went well yet some of the team took the first damage from the thunder bolt the doll made. Second turn it begins to change, some of the team fall after they made their first action when some stood up and continue chasing and try to find out this doll's weakness. The third round was more people falling down and some enters the battle to aid and even try to bring that doll down. Till the end, they found out the weakness, Fire. After they fired their attack with normal and magical attacks, the doll fell. yet it seems it had some life left. They found out what it was and they fired at the lights so the doll still remained, until Aldo lifted it upon into the air with his wind power and it disintegrated into nothing. And then, the small world begins to live again. The end of the ride they find the picture they were after... This picture in the same Celtic tapestry style as the others (very similar to the book of Kells) shows a green skinned white haired woman with violet eyes standing tall amidst a chaos of darkness and death. People are hiding or running from storms, thorns, and black yellow eyed creatures. The woman however strides purposefully down into a cave.
Credit to Chanree for writing this section.
Rewards: Going to Disney for the week: 10 Haunted Mansion: 15 Carousel: 5 Pirates of the Carribean: 10 Jungle River Cruise: 5 Swiss Family Robinson Tree House: 5 It's a Small World 10 Mission to Mars 5 Autopia 5 Country Bear Jamboree: 2 Davy Crockett's Explorer Canoes: 5 Tom Sawyer Island: 3 Timekeeper: 5 20,000 Leagues Under the Sea: 3 Cinderella's Castle: 30 xp Patience XP: 10
1 Undead Goldfish 250,000 Credits worth of Ruby 1,000,000 Credits worth of Onyx 200,000 Credits worth of Emerald 1 Druidic Spell Book of Hallow 1 Clerical Spell Book of Mark of Justice 1 Bardic Spell Book of Dispel Magic, Greater 1 Arcana Spell Book of Break Enchantment 1 Arcana Spell Book of Demiga 1 M-Potion 1 S-Tonic 1 X-Tonic 3 Mid-Tonics 3 Phoenix Downs 2 Delta Ethers 1 Gamma Ether Restoration of Consumables used on this mission
*One item of onyx grants the following: +25 to magic to soak, +50 to magic soak specifically against darkness, as an accessory has two slots for magical augmentation. In the case of darkness, these soaks do not stack. If an armor is made of Onyx it can grant no more than +15 Endurance bonus regardless of type. An accessory of Onyx cost 200,000 credits, and requires half that worth of Onyx to make. (This information could be obtained easily from Ghaleon, Melchior, Evermore, Frederich)
[Submitted by GirlElf] |  |
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