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Werewolf 99: The Suffering Game – Day 1

You are several parties of adventurers in this fantasy kingdom, all having banded together for the time being to survive your journey through the dangerous and mysterious Felicity Wilds, a dense and gnarled forest. You all have traveled through the Wilds for days, aching to reach your destination, and finally it is upon you: at the center of a clearing in the woods is a squat cylindrical building. Inside this unassuming structure, you shall find your destiny. Inside it, you shall find Wonderland, where your heart’s desire, whatever it may be, can be rewarded to you … for the right price. 

You enter the mysterious building. Two androgynous elves, clad in tight-fitting neon garb, stand before you all on an elevated, elongated platform. The elves snap their fingers, causing loud, bombastic music to kick in and the massive chamber to light up from numerous multicolored neon panels that cover its every surface. The music, the lights, and the duo are all perfectly in sync. The lights are flashing and the elves are dancing to the beat of the pulsating electronic music. The runway descends so that the duo may look deep into the eyes of every adventurer. 

Edward (Spookyfriend): “You made it! Welcome to Wonderland!”

Lydia (Lovely Bones): “Hopefully you didn’t have too much trouble navigating the Wilds!” 

The two elves have now appeared behind the adventuring parties. They cast no shadows and seem to be weightless. You don’t feel their hands on your shoulders. In unison, they declare: “Aren’t you excited?! Whatever you seek, you will find it here in Wonderland!” 

Lydia: “It’s not going to come easy though! Are you all … prepared for that?” 

Just as suddenly, they teleport back onto the platform. 

Edward: “The rules are simple. You will be evaluated through a series of tests and games in order to determine the extent to which you truly want your prizes.”

Lydia: “Whether you deserve it, whether you have earned it. The tests are rough, but they’re vital. In Wonderland, you will discover what you truly desire by losing what holds you back.”

Edward: “Follow our rules, push through the pain, and you will leave here happy. Break the rules, try to find shortcuts…you won’t leave here…happy.”

Once more, the elves speak in unison: “Ready to get started?”

ROUND ONE…BEGIN!

[spoiler title=”Rules”]

Your duty as Adventurers is not only to eliminate all Saboteurs threatening your victory inside Wonderland, but to defeat all other Parties besides your own as well.

The are two central Events/Games that the Hosts of Wonderland will challenge you with: The first will be a daily spin of the Wheel of Misfortune. One person out of the entire group will be randomly selected to spin the Wheel at Twilight (and Morning on Day 1), and whatever they land on will have an effect on every living player for the following Day. Sacrifices will be made to abide what the Wheel has landed on. Spinning the Wheel is mandatory to advance forward to the next challenge of Wonderland. You may refuse to accept a given effect from the Wheel, but this will result in the penalty of an extra spin for the Day and a new sacrifice. Multiple spins will eventually be mandatory in later Days/Rounds.

The second central Event/Game is Trust or Forsake, which occurs intermittently (non-daily), roughly every two Days. Trust or Forsake pits two of the Adventuring Parties (randomly selected) against one another, as they will vote through their respective QTs for one representative in this challenge. The representative can never be the same person as before. These two representatives will choose whether to Trust or Forsake their rival adventuring party for the day. An alternative event-game will occur if both representatives choose Trust. If one trusts and the other forsakes, the person who trusted dies. If both players choose forsake, a 50/50 chance will determine which of them dies.

Additional undisclosed events will occur over time, including a special Bonus Round!

We will be tracking the collective morale of all players. If the morale meter gets too low at any point during the game, there will be consequences.

Typical Werewolf still rules apply. A Day phase where you vote for who to kill, a night phase where roled players use their powers.

Role-playing is highly encouraged. It’s okay for your character to reach beyond the traditional confines of a Dungeons and Dragons setting, within reason.

DO NOT DIRECTLY QUOTE from any of your QT’s. Do not edit comments under any circumstances.

Please note that you must make a minimum of three posts per day to avoid being mod-killed.

Please be mindful that some of our players live on a different continent and will not always be able to be active at the same time as other players.

[/spoiler]

[spoiler title=”Roles”]

17 Adventurers

5 Saboteurs 

[/spoiler]

[spoiler title=”Players”]

  1. Captain Video – Elf Paladin
  2. Wasp – Warforged Cleric
  3. Hayes – Dwarf Barbarian
  4. April – Gnome Wizard?
  5. Banner – Aarakocra Ranger
  6. Indee – Bugbear Paladin
  7. Jake – Tiefling Druid
  8. MrImMyOwnGrandfather – Elf Rogue
  9. DW – Human Monk
  10. Owen – Aarakocra Wizard
  11. Glitch – TBD
  12.  Hoho – Bugbear Monk
  13. Demyx – Dwarf Bard
  14. MacCrocodile – Dragonborn Warlock
  15. Jude – Dragonborn Barbarian
  16. Sic Humor – Dwarf Druid
  17. Grumproro – Tiefling Rogue
  18. Ralph – Orc Bard
  19. Mayelbridwen – Gnome Ranger
  20. Lamb Dance – Elf Rogue
  21. Donalbain – Dwarf Wizard
  22. Josephus Brown – Orc Druid

[/spoiler]

Day 1 ends on Wednesday at 4 PM Eastern time.

Credit for the header art goes to the one and only Griffin McElroy!

This is our Wheel that will be used for Events:

 

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