It’s been five days since you arrived in Wonderland, and there’s no sign of that prize you all came here for. Right now, your heart’s desire (or whatever took you here) is escaping. But you know that’s definitely not going to happen.
At least you’re whittling down the betrayers one by one, right? Nope. As soon as Zadie, that poor, sweet, sniffly druid, dissolved into mist, one person felt their allegiances turn away from the lawful and towards the chaotic. Someone was chosen as the new Saboteur Captain overnight.
Excited to use their new puppet, Lydia and Edward propped them up and sent them towards an adventurer they found particularly… annoying. As their new agent crept slowly closer to their target, prepared to strike, the two grew more and more excited–
Which lead to their inevitable fury when the puppet hit nothing but the floor.
The team of saboteurs were slightly more productive. As the parties (or, what was left of them) rested, the two crept around towards someone who had been bugging them for some time. Aera Verlyma fought hard, but fell quickly. Their body dissolved into smoke before anyone woke up.
BannerThief/Aera Verlyma is dead. He was the Boy Detective.
Despite their anger at the new serial killer for failing to kill for them, the hosts were excited for the new round. This round was to be affected by the Chance item on the wheel! They appeared in front of the adventurers, arms intertwined and speaking in haunting unison: “Today, you decide what to sacrifice!”
Lydia clarified, “Tell us privately what you are willing to give up.”
Edward nodded, and replied, “Whatever you, as a group, decide to sacrifice has to be good enough to satisfy us.”
“And if it’s not enough by the time the next wheel is spun?”
In unison, they both cry: “There will be consequences!”
Today is Chance day! Anyone can choose to give up something by telling us in their QTs. This can be anything, from in-game powers to the ability to use certain words or phrases to RP-related things. Not everyone needs to sacrifice something, but the total amount of things sacrificed has to be enough to satisfy Bones and I! You will be able to use whatever you sacrificed until Bones and I have announced that you have given up enough, or until twilight happens (whichever comes first).
Good luck.
Round 5… BEGIN!
- Captain Video – Elf Paladin, Santa Claus
- Wasp – Warforged Cleric, Katy
Hayes – Dwarf Barbarian, Tanka Mountainfist, AdventurerApril – Friendly Gnome, Stanley, AdventurerBanner – Aarakocra Ranger, Aera Verlyma, Boy DetectiveIndee – Bugbear Paladin, Lord Kutisv,AdventurerJake – Tiefling Druid, Zadie, Saboteur, CaptainMrImMyOwnGrandfather – Elf Rogue, Lord Edge/Blandrew McBlanderson, Saboteur, Lover- DW – Human Monk, Goku Black
Owen – Aarakocra Wizard, Diane, TwinGlitch – Blinky the Beholder,Saboteur- Hoho – Bugbear Monk, Fra Hoho
- Demyx – Dwarf Bard, Gem Glitterrock
- MacCrocodile – Dragonborn Warlock, Professor Bipps
- Lindsay – Aarakocra Witch, Robin Branch-Break
Sic Humor – Dwarf Druid, Teeger Gusterson, SaboteurGrumproro – Tiefling Rogue, Nemeia, Adventurer- Ralph – Orc Bard, Ralph Loaf
- Mayelbridwen – Gnome Ranger, Eppie
Lamb Dance – Elf Rogue, Princess Leaves,AdventurerDonalbain – Dwarf Wizard, Paul Daniel, TwinJosephus Brown – Orc Druid, Daisy Orchid, Adventurer
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.
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.
12 Adventurers
114 Vanilla AdventurersThe Twins: Secret siblings who trust each other completely and communicate in secret. (Masons)- The Protector: An adventurer who loves their comrades so wholeheartedly that they will keep them from moving or acting at all during the night. (Jailkeeper)
The Boy Detective: An intrepid young adventurer who simply can’t resist any opportunity to sniff out a mystery! They will try to determine the identities of Edward and Lydia’s agents during the nighttime. (Cop/Investigator)- The Peacemaker: A zealous adventurer who has one chance to secretly attempt to remove one saboteur in the night. (Vigilante, can only target wolves, not just somebody they know is in a rival Party)
- The Raven’s Prophet: An adventurer with mysterious connections to the beyond, who receives guidance from the Astral Plane in the night. (Receives one random message from the Graveyard during each Night Phase)
2 Saboteurs
- Saboteur Captain: The leader of the saboteurs and infiltrators may occasionally receive direct orders from Edward and Lydia in their private QT. A Captain must always be in play, so if they are eliminated, there will be a recruitment (Alpha Wolf)
- The Lonely Journal Keeper: An infiltrator who quietly observes and records notes on the Adventurers they are ingratiated with. Once per night they can attempt to discover the role of one Adventurer. (Wolf Investigator)
The Lover: A proactive and sociable infiltrator who loves to commiserate with the Adventurers, and uses this friendliness as a pretense for obstructing the actions of their victims. (Wolf Roleblocker)2 Vanilla Saboteurs
1 Serial Killer: They are an independent agent of Edward and Lydia serving to further heighten tensions and create chaos among the Adventurers.
Day 5 ends on August 30th at 5 PM EST.
Credit for today’s header goes to ravenclawkohai(?). At least for the mixtape if not the art.