AMALTHEA
[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!]

ROOM 1 - FOUR DOORS
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[Said a bit sharply. He's not liking the looks of any of this.]
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Well, let's try for something a little more... optimistic, alright?
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[ Or 1000000000000 spiders. ]
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suspiciously easily.]
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Re: ROOM 1 - FOUR DOORS
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No good. Guess we're stuck with this for right now.
[Walking close enough to try and see the right-hand wall's door in the light of the torch.]
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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!]
Re: ROOM 2 - THE PATH OF DANGER
[ well he doesn't have his Guild speed and strength back yet. But his skills with swordfighting and martial arts at least give him some movement? ]
We can't go back either-- we have to make a run for it and try to avoid it all. Follow me!
[ he quickly sprints forward first, eyes darting around everywhere. The floor, the walls, the ceiling, trying to time movements of things he can spot and either jumping, rolling or swerving through, around and over things as best he can, hoping the others are close behind him. ]
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From a safe distance.
So really Rook is just acting as a meat shield here, but he's thin and good at weaving around things. ]
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[Said as he covers his head with his arms, doing his best to use what speed he has - nothing special, but some of his regained skills offers him some fluidity from a combat style meant to strike and dodge.
Right now, dodging would be in his best interest. He's also keeping rather low, flanking alongside Rook.]
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Otacon does a pretty good job too, though he stumbles a bit on a pothole in the floor.
Technin's strategy of staying low betrays him, and he is struck directly in the arm by a large knife!
Which bounces off instead of cutting him. Further inspection reveals that it's made of rubber. But it was still going pretty fast, so your arm might ache a bit.]
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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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We're ... rats?
[ glancing over to the cage, attention easily captured! And heads over to it. ]
Hey-- what is it?
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[ Squeak squeak. ]
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[Too distracted over the fact that I LOOK LIKE A GIANT MOUSE WHAT THE HELL. He's hesitantly following behind Rook, glancing up warily at the giant furniture.]
...What in the world...
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[ LOOKING ... AROUND THE ROOM. ]
Who?
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