DAWON
[You exit the parlor through a doorway in your team's color and find yourself in some kind of entry hall. Aside from the one behind you, there are four doors - one on each of the side walls, and two opposite the entrance - each with an image carved into it. They're a bit hard to make out, however, since only one torch on the far wall is lit, lending the place a gloomy atmosphere. What you can see is that the room, once richly decorated, is now a mess; the walls are covered in peeling, royal purple wallpaper, and great swaths of the ceiling are coated with sticky cobwebs. The floor is covered with large marble tiles, inlaid with some kind of swirling design in glittering gold - but sadly, it too is out of shape. The tiles seem to shift a bit under your weight, and some of them are even missing altogether.
If you try the doors you'll find that all of them are locked, and no amount of manhandling can get them to budge.]
[OOC: This game is a treasure hunt/dungeon crawl! Your characters will be exploring the rooms they pass through and facing different challenges in each one. Some rooms will be exploratory, others will have specific rules! The goal is just to reach the end. Teams will be scored on things like teamwork, cleverness, creativity, etc.
Skills are ON, but there will be penalties if you mess up Knut's castle. He lives here, you know!]
If you try the doors you'll find that all of them are locked, and no amount of manhandling can get them to budge.]
[OOC: This game is a treasure hunt/dungeon crawl! Your characters will be exploring the rooms they pass through and facing different challenges in each one. Some rooms will be exploratory, others will have specific rules! The goal is just to reach the end. Teams will be scored on things like teamwork, cleverness, creativity, etc.
Skills are ON, but there will be penalties if you mess up Knut's castle. He lives here, you know!]

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ROOM 1 - FOUR DOORS
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[huffs, though, before going to grab the torch.]
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[tracing over each shape with her finger as she goes from door to door, checking by touch for any additional carvings.]
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ROOM 2 - THE PATH OF DANGER
Until you take a step forward. And an axe falls from the ceiling to land mere centimeters from your foot.
Holy shit, don't just stand there! In another few seconds, knives and bullets start shooting from the walls and if you don't move quickly they'll be making swiss cheese out of you. You can't go back; the door has just loudly locked behind you. But the path ahead doesn't look much better, what with the swinging blades that have suddenly appeared and the continuing barrage from the walls. There's no choice though, you're just going to have to make a run for it and try to dodge as best you can- but watch out for the tripwires!]
[ooc: pick an order and thread sequentially what your characters are doing- what happens will be based on DnD style dicerolls!]
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[she looks incredibly in her element, and. probably the happiest she's been for awhile.]
I know what to do. We'll have to move together though, because I can't give you speed buffs if you're too far away from me, got it?
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ROOM 3
Wait, what?
You look around at yourself and your teammates and realize that at some point in the darkness, your clothes have magically changed into some kind of bizarre costume. Bizarre, but appropriate: a glance back will reveal that the tunnel you came through is a mousehole, and you now stand in a truly MASSIVE room, surrounded by immensely tall pieces of furniture. The perspective might throw you off for a minute, but it appears to be a fairly ordinary looking living room...seen from the scale of a rat. Have you shrunk or has the building grown? There's no way of knowing.
On the plus side: you all look adorable.
You quickly realize that the wooden floor isn't actually a floor; you're on a tabletop overlooking the room. And right next to the mousehole is a large cage-]
Hey you! Are you crazy?! Get over here, quick!
[-inside of which is a white rat, who is frantically trying to get your attention.]
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[I DON'T WANT TO WEAR THIS COSTUME]
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Nnn....let's just talk to that guy.
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ROOM 4
And then the floor opens up underneath you.
HAVE FUN PLUMMETING SEVERAL STORIES. Don't worry though; there are a number of giant spiderwebs that intermittently break your fall as you tumble down, so you're completely and totally unharmed when you finally land! In another spider web. A giant one that stretches across the entire room, and is much tougher than the others. So now you've probably had a heart attack, you're covered in gross sticky spiderwebs, and you're caught in another one. Are we having fun yet?
There's a minute or two to catch your bearings. You are indeed hanging roughly ten feet off the ground, in a dim, dank room. It looks like a dungeon of some sort, which makes sense considering how far you fell, and it's partially flooded, which could potentially help your landing. When you figure out how to get down, that is. The giant web is sticky and moving is like flailing around in a massive hammock, but you can move on it.
Before you have the opportunity, though, something moves in a dark corner of the room. It slowly approaches, skittering over the web with eight massive black legs...]
Oh myyy, look what we have here! How delightful! It's been so long since we had humans for dinner...
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[But after awhile she ... glances around ...]
Oh my god.
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also tearing at the web with wolf teeth....]
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ROOM 5
Well, no. As you enter three other figures are moving toward the boat- translucent, wispy, white humanoid shapes that turn to you with hazy faces.]
Oh, hello. I didn't know we had company.
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Hi! Is this your boat?
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ooc: got permission to handwave ivy from dis point on okok
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ROOM 6
It's a round stone room with a pit sunk in the middle. Unless you can fly or crawl on walls, there's pretty much no special way around- you just walk straight through the middle. Directly across, you can see the last door, gilded and pretty and waiting for you!
And in the center of the pit, precisely positioned between you and it, is a hulking, growling chimera.]
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....I might have an idea.
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