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  • #7829
    ÉricÉric
    Keymaster

      Helix 25 – Investigation Breakdown: Suspects, Factions, and Ship’s Population

      To systematically investigate the murder(s) and the overarching mystery, let’s break down the known groups and individuals, their possible means to commit crimes, and their potential motivations.


      1. Ship Population & Structure

      Estimated Population of Helix 25

      • Originally a luxury cruise ship before the exodus.
      • Largest cruise ships built on Earth in 2025 carried ~5,000 people.
        Space travel, however, requires generations.
      • Estimated current ship population on Helix 25: Between 15,000 and 50,000, depending on deck expansion and growth of refugee populations over decades.
      • Possible Ship Propulsion:
        • Plasma-based propulsion (high-efficiency ion drives)
        • Slingshot navigation using gravity assists
        • Solar sails & charged particle fields
        • Current trajectory: Large elliptical orbit, akin to a comet.
          Estimated direction of the original space trek was still within Solar System, not beyond the Kuiper Belt (~30 astrological units) and programmed to return towards it point of origin.
          Due to the reprogramming by the refugees, it is not known if there has been significant alteration of the course – it should be known as the ship starts to reach the aphelion (farthest from the Sun) and either comes back towards it, or to a different course.
        • Question: Are they truly on a course out of the galaxy? Or is that just the story Synthia is feeding them?
          Is there a Promised Land beyond the Ark’s adventure?


      2. Breaking Down People & Factions

      To find the killer(s), conspiracies, and ship dynamics, here are some of factions, known individuals, and their possible means/motives.


      A. Upper Decks: The Elite & Decision-Makers

      • Defining Features:
        • Wealthy descendants of the original passengers. They have adopted names of stars as new family names, as if de-facto rulers of the relative segments of the space.
        • Have never known hardship like the Lower Decks.
        • Kept busy with social prestige, arts, and “meaningful” pursuits to prevent existential crisis.

      Key Individuals:

      1. Sue Forgelot

        • Means: Extensive social connections, influence, and hidden cybernetic enhancements.
        • Motive: Could be protecting something or someone—she knows too much about the ship’s past.
        • Secrets: Claims to have met the Captain. Likely lying… unless?
      2. Dr. Amara Voss

        • Means: Expert geneticist, access to data. Could tamper with DNA.
        • Motive: What if Herbert knew something about her old research? Did she kill to bury it?
      3. Ellis Marlowe (Retired Postman)

        • Means: None obvious. But as a former Earth liaison, he has archives and knowledge of what was left behind.
        • Motive: Unclear, but his son was the murder victim. His son was previously left on Earth, and seemed to have found a way onto Helix 25 (possibly through the refugee wave who took over the ship)
        • Question: Did he know Herbert’s real identity?
      4. Finkley (Upper Deck cleaner, informant)

        • Means: As a cleaner, has access everywhere.
        • Motive: None obvious, but cleaners notice everything.
        • Secret: She and Finja (on Earth) are telepathically linked. Could Finja have picked up something?
      5. The Three Old Ladies (Shar, Glo, Mavis)

        • Means: Absolutely none.
        • Motive: Probably just want more drama.
        • Accidental Detectives: They mix up stories but might have stumbled on actual facts.
      6. Trevor Pee Marshall (TP, AI detective)

        • Means: Can scan records, project into locations, analyze logic patterns.
        • Motive: Should have none—unless he’s been compromised as hinted by some of the remnants of old Muck & Lump tech into his program.

      B. Lower Decks: Workers, Engineers, Hidden Knowledge

      • Defining Features:
        • Unlike the Upper Decks, they work—mechanics, hydroponics, labor.
        • Self-sufficient, but cut off from decisions.
        • Some distrust Synthia, believing Helix 25 is off-course.

      Key Individuals:

      1. Luca Stroud (Engineer, Cybernetic Expert)

        • Means: Can tamper with ship’s security, medical implants, and life-support systems.
        • Motive: Possible sabotage, or he was helping Herbert with something.
        • Secret: Works in black-market tech modifications.
      2. Romualdo (Gardener, Archivist-in-the-Making)

        • Means: None obvious. Seem to lack the intelligence, but isn’t stupid.
        • Motive: None—but he lent Herbert a Liz Tattler book about genetic memories.
        • Question: What exactly did Herbert learn from his reading?
      3. Zoya Kade (Revolutionary Figure, Not Directly Involved)

        • Means: Strong ideological influence, but not an active conspirator.
        • Motive: None, but her teachings have created and fed factions.
      4. The Underground Movement

        • Means: They know ways around Synthia’s surveillance.
        • Motive: They believe the ship is on a suicide mission.
        • Question: Would they kill to prove it?

      C. The Hold: The Wild Cards & Forgotten Spaces

      • Defining Features:
        • Refugees who weren’t fully integrated.
        • Maintain autonomy, trade, and repair systems that the rest of the ship ignores.

      Key Individuals:

      1. Kai Nova (Pilot, Disillusioned)

        • Means: Can manually override ship systems… if Synthia lets him.
        • Motive: Suspects something’s off about the ship’s fuel levels.
      2. Cadet Taygeta (Sharp, Logical, Too Honest)

        • Means: No real power, but access to data.
        • Motive: Trying to figure out what Kai is hiding.

      D. AI & Non-Human Factors

      • Synthia (Central AI, Overseer of Helix 25)

        • Means: Controls everything.
        • Motive: Unclear, but her instructions are decades old.
        • Question: Does she even have free will?
      • The Captain (Nemo)

        • Means: Access to ship-wide controls. He is blending in the ship’s population but has special access.
        • Motive: Seems uncertain about his mission.
        • Secret: He might not be following Synthia’s orders anymore.

      3. Who Has the Means to Kill in Zero-G?

      The next murder happens in a zero-gravity sector. Likely methods:

      • Oxygen deprivation (tampered life-support, “accident”)
      • Drowning (hydro-lab “malfunction”)

      Likely Suspects for Next Murder

      Suspect Means to Kill in Zero-G Motive
      Luca Stroud Can tamper with tech Knows ship secrets
      Amara Voss Access to medical, genetic data Herbert was digging into past
      Underground Movement Can evade Synthia’s surveillance Wants to prove ship is doomed
      Synthia (or Rogue AI processes) Controls airflow, gravity, and safety protocols If she sees someone as a threat, can she remove them?
      The Captain (Nemo?) Has override authority Is he protecting secrets?

      4. Next Steps in the Investigation

      • Evie and Riven Re-interview Suspects. Who benefited from Herbert’s death?
      • Investigate the Flat-Earth Conspiracies. Who is spreading paranoia?
      • Check the Captain’s Logs. What does Nemo actually believe?
      • Stop the Next Murder. (Too late?)

      Final Question: Where Do We Start?

      1. Evie and Riven visit the Captain’s quarters? (If they find him…)
      2. Investigate the Zero-G Crime Scene? (Second body = New urgency)
      3. Confront one of the Underground Members? (Are they behind it?)

      Let’s pick a thread and dive back into the case!

      #7824
      Yurara FamelikiYurara Fameliki
      Participant

        Sharon, Gloria & Mavis

        The 3 elderly ladies are ready to investigate that murder mystery onboard Helix 25

        #7581

        After leaving the clamour of her fellow witches behind, Frella took a moment to ground herself after the whirlwind of ideas and plans discussed during their meeting.

        As she walked home, her thoughts drifted back to Herma’s cottage. The treasure trove of curiosities in the camphor chest had captivated her imagination, but the trips had grown tiresome, each journey stretching her time and energy. Instead, she gathered a few items to keep at her own cottage—an ever growing collection of mysterious postcards, a brass spyglass, some aged papers hinting at forgotten histories, and of course, the mirror. Each object hummed with potential, calling to her in quiet moments, urging her to dig deeper.

        The treasures from Herma’s chest were scattered across her kitchen table; each object felt like a piece of a larger puzzle, and she was determined to fit them together.

        As Frella settled into a chair, she felt a sudden urge to inspect the mirror; the thought of its secrets sent a thrill through her, albeit tinged with trepidation.

        It was exquisite, its opalescent sheen casting soft reflections across the room. She held it up to the light, watching colours shift within the glass, swirling like a living entity.

        “What do you wish to show me this time?” she whispered.

        As she gazed into the mirror, her reflection blurred, and she felt a pull—a connection to the past. Images began to form, and Frella found herself once more staring at the same elderly woman, her silver hair wild and glistening.

        As the vision settled around her, Frella felt the air shimmer with energy, and the scene began to shift again. She focused intently, eager to grasp every detail.

        Oliver Cromwell sat at a grand wooden desk piled high with scrolls and papers, his quill poised in his hand and brow furrowed in concentration. The room bustled with activity—servants hurried to and fro, and shrill laughter floated in from outside, where a gathering seemed to be taking place.

        “By the King’s beard, where is the ink?” Cromwell muttered, his voice a deep rumble. With a flourish, he dipped the quill into a small inkwell that looked suspiciously like it had been made from a goat’s hoof.

        With great care, he began to write on a piece of parchment. The ornate script flowed from his quill, remarkably elegant despite the chaos around him.

        “To my dearest friend,” he wrote, brow twitching with the effort of being both eloquent and succinct. “I trust this missive finds you well, though your ears may be ringing from the ruckus outside. We’ve recently triumphed over the King, and while my duties as Lord Protector keep me occupied, I have stolen a moment to compose this note.”

        He paused, casting a wary glance around the room as if expecting eavesdroppers. “I must admit, I have developed a curious fondness for a young lady who claims she can commune with spirits. I suspect she may know a thing or two about the secret lives of witches. If you find yourself in town, perhaps we could investigate together? Bring wine. And if you can manage it, a decent snack. One can hardly strategise on an empty stomach.”

        Cromwell’s mouth twitched into a wry smile as he added, “P.S. If you happen to encounter Seraphina, do inform her that I’ll return her mirror just as soon as I’m done with my… experiments. I fear she may not appreciate the ‘creative applications’ I’ve discovered for it.”

        With a sigh of resignation, he sealed the parchment with an ornate wax stamp shaped like a owl. “Now, where did I see that errant messenger?” he grumbled, scanning the room irritably.

        Frella placed the mirror gently back on the table, her heart pounding. She needed to unravel the mysteries linking her to Seraphina and Cromwell. The time for discovery was upon her, and with each passing moment, she felt the call of her ancestors echoing through the very fabric of her being.

        But could she untangle the mystery before her fellow witches set off on yet another ill-fated adventure? She would have to make haste.

        #7521

        It was matins, the early break of dawn at cockcrow, and the sisters had been diligent to call everyone for prayers.

        Mother Lorena was expounding on the powers of prayer while Eris was struggling to keep her friends awake after the short night.

        “Our Sister Hildegard,” Mother Lorena was droning, as to make everything painfully clear to the newcomers “was one of the founding members of our secret order of nun-witches as you would like to say. But make no mistake, she tapped into a power much much older. The power of prayer of the early Christians was capable of great miracles…”

        “If we’re here for a history lesson, hope she tells us more about the dragons…” muttered Truella, still groggy from her sleepless night.

        As if the absurdly hearing-impaired Mother superior had heard the plea, she went on “It is that same power of prayer from the early covens of nun-witches that helped vanquish the hordes of dragon-boat riding invaders.”

        “Did she say dragon??” 

        “Ssshttt!” Jeezel and Eris shushed Truella as they were struggling to keep up with the rosary count.

        “Of course, I mean the viking hordes with their drakkar boats. Such be the tale forever embedded in our embroidered tapestries.”

        “She didn’t say about the frogs nuns though, has she?” Truella ventured, hoping the hearing/inspiration spell would still work.

        “I suppose the frog-nuns were symbols of transformation, alchemy — or mastery about the water element from which the invaders came, or maybe just waiting for a prince’s kiss… what should I know?” Eris shrugged, mildly annoyed. Her phone was busy spewing messages. Luckily the silent prayer was over, and everyone was invited to the breakfast in the great hall.

        “What’s happened?” Jeezel ventured.

        Eris sighed. “I’ll have to leave you for today. Another bank errand for Austreberthe. Hope it doesn’t become a habit… Luckily she’s asked Mother Lorena to allow me to use the covent’s portal to make haste.”

        She turned to Truella. “I trust you with this Tru, please don’t make a mess of it while I’m gone. There are forces at play here, and we can’t be distracted; I’ll be back as soon as I can. We still have the crypts and the reanimated nuns to investigate, but I’m sure they can wait for a few hours more.”

        Before Truella could protest, Eris was on her way.

        #7511

        “What? Malové sent you a personal letter? And a golden key! We merely had a memo for the merger,” Truella said, pacing quickly in Jeezel’s bedroom.

        “You’ve been swooning over Mr. Dark since we got here,” said Jeezel. “Have you even checked your own things? Maybe you have some kind of message or clue or I don’t know what. But stop pacing like that, you’ll bore a hole in my floor.”

        “That’s not your floor,” said Truella with fire in her eyes.

        “Girls, stop. That’s not the point,” said Eris, her voice carrying icy breeze of Sweden’s coldest winters. “We don’t even know if that message is from Malové.”

        “What do you mean?” asked Jeezel and Truella in unison.

        “Yes, what do you mean?” asked a floating glowing orb with Frella’s voice.

        Eris brushed a few sparkling dark purple powder from her chest. “Bloody dragon soot,” she muttered. “Well, from what you told us, Silas tried to jinx you when you were discussing about the rituals. Baiting you with the idea that there are amongst or around us forces that would rather see this merger fail. Then, conveniently, handsome Garrett comes to your rescue and warns you about Silas’ evil plot, and talks to you about the very thing Malové supposedly entrusted you with in that letter, and muddying the waters even further with that tale about ancient Punic families.”

        “What’s wrong with Punic families,” said Truella.

        “Why are you blushing?” asked Jeezel.

        “The point is, that it could very well be part of a plot to plant doubts about everyone and everything, so that we make the merger fail ourselves.”

        “And then exit the witches from the picture,” said Frella’s glowing voice.

        “But who could possibly have hidden the envelope amongst my things without me noticing?” asked Jeezel.

        “Who comes and goes into your home?” asked Eris.

        “Yes, who?” asked Truella with a sudden renewed interest.

        After a few moments of reflection, Jeezel raised her hand to her mouth. “You can’t mean Joe? My fan’s brother who came to do some works for me.”

        “I don’t mean anything. But if I recall well, you mentioned you gave him the keys or your home so that he could come do the repairs whenever you’re not there.”

        “You gave him your keys?” asked Truella, her eyes wide open.

        “But Luminia would have seen him.”

        “Well even a familiar needs to go out sometimes.”

        “Or maybe after a torrid night, when you’re finally resting,” suggested Truella.

        “Ooh! You would love that!” Jeezel said. Then she put the back of her hand on her forehead and moaned: “My brain’s not made for that kind of messy story. I can’t investigate, do the rituals, flirt with the enemy. There are too many things to do and too many possibilities.”

        “There, dear. You have us now,” said Eris, still brushing the dragon soot from her dress.

        “And I know one who needs to go to the bottom of a chest,” added Truella. “Frella, we need you here.”

        “I’m not sure,” Frella said. “I guess someone has to investigate what really happened to Malové. Who knows if that postcard and that love affair are even real? I’ll let you know.”

        #7488

        Despite her initial misgivings, Truella was looking forward to the weekend at the Cloisters.  It had belatedly come to her attention that another group were joining them for the event, the Mortician’s Guild. She wondered if Austreberthe had bitten off more than she could chew, introducing all these new characters at the same time.  But the more people, the more confusion, the better the opportunities to slip off unnoticed and investigate the grounds.

        Truella was the first to arrive.  Before entering the building, she paused under the shade of a towering eucalyptus tree, taking it all in, receptive to the ancient whispers calling from the surrounding forrest.  A nightingale beckoned from the trees beyond one of the terraces, and Truella was irresistably drawn towards it.  Crunching softly on the crisp dry leaves underfoot and squinting in the bright sunlight, a flash of movement caught her eye.   Was it a bear in the woods? Surely not, not so close to habitation.  Truella inched closer, curious, her muscles tense, keyed in readiness to flee. But she was overdramatising, and made a little self deprecating snort of mirth.

        The tall man clad in a floor length leather coat heard a snort and paused, wondering how close the wild boar came to the old building. Surely they kept away from people, people were so dangerous.  Pull yourself together, Rufus, old boy, he said to himself.  Why did this place remind him of… well it was no good harking back to that…maybe he should go back inside.  He threw his broad shoulders back and strode out from the cover of the trees, the hem of his coat gathering prickly seeds from the undergrowth.

        Truella clapped her hands delightedly, and laughed. “Well look at you, you big bear in the woods, you must be one of the guys from the Mortician’s Guild.”

        Rufus spun round, his duster coat flaring open to reveal the crimson satin lining, his face a picture of moody glowering.  Truella was momentarily nonplussed.  Handsome guy, but what an attitude.  But maybe she should not judge too quickly, after all, he probably resented having to come here.  Maybe she could soften him up over the course of the weekend.

        “We may as well go in and meet the others. I’m Truella, pleased to meet you,” she said, offering a hand in greeting.  To her surpise, than man took her hand and kissed it. “Rufus, at your service,” he said with a slight bow.  He peered at her and added, “Have we met before? You seem strangely familiar.”

        “Why yes, so do you!”  He didn’t, but Truella’s hand was tingling warmly from the kiss and she decided to play along.

        Rufus 2

        #7373

        The disturbance had been felt in the bustling heart of Rio.

        The warmth of the night had amplified the vibrant energy of the Carnival in Rio, a pulsating heart that reverberated through the city’s veins. But as the beat of samba drums echoed in the distance, a different rhythm was being played behind closed doors. Iemanjá, the head of the Umbanda clan and a pillar of strength in the Witches of the New World, recognized the tremors of another magick at play.

        Gathering her coven under the silvery light of the crescent moon, they began the rhythmic dance of the macumba ritual. The air grew heavy, scented with copal and the salty tang of the ocean. In the center of their circle, a waterspout swirled, revealing in its shallow reflection the glow of a portal that emitted the icy chill of a Limerick dawn.

        Piercing through the veil of secrecy, Iemanjá’s ethereal sight witnessed the foreign witches, led by the enigmatic Malové, who dared to encroach upon their territory without the required parchmentwork. And yet, their motives remained hidden within the vortex of desire and lust emanating from the Carnival.

        A murmur of discontent rippled through the Umbanda clan. Mesmirah, her second, couldn’t stop herself shouting Sacrilégio! They were not ones to tolerate trespassers, let alone those who dared to siphon off energy from their sacred lands.

        Silêncio! Iemanjá commanded the crowd. She’d recognized Malové from having attended and graduated the same MWA (Master of Witchcraft Administration), and she was aware of Malove’s little incense business; Malové didn’t strike her as someone to bypass the rules, some handed down through countless generations, binding together most witches across the world despite their varying practices.

        She had to be mindful of the delicate balance between the Old World clans and the New. An unauthorized incursion could easily spark a conflict that would ripple through the witching worlds.

        Just as the ocean waves respect the boundary of the shore, so must the witches respect the territories — an ancient pact carved in the pillars of the Old World. This blatant disregard by Malové and her coven was akin to scratching the surface of a simmering cauldron, threatening to disrupt the harmony that had been carefully cultivated.

        As the revelation sunk in, Iemanjá knew they had to tread carefully. A confrontation would lead to a war bigger than themselves —yet, they couldn’t let this transgression slide. Their pride and the protection of their territory demanded action.

        Mesmirah! she finally spoke You will take three witches with you, and investigate what business these Old World witches have in Rio. You will report to me.

        Mesmirah nodded, understanding that she was not yet granted authority to investigate in an official capacity. Iemanja was acting surprisingly soft, and didn’t want the Elders to be informed yet, but had recognized action was needed. Mesmirah was confident she would easily find out what was happening, and maybe use that opportunity to her —their advantage. The game of power was on.

        #7270
        TracyTracy
        Participant

          Finnley’s been down the cellar for over two months,” Liz said to Godfrey who was still wearing a toga.  “I confess I  hadn’t even noticed, but now that I have, I feel I should investigate her whereabouts and well being, as it were.”

          “All you have to do is write her back in, Liz.

          Liz thought it was high time Finnley wrote herself back in, but was prepared to be flexible, as usual.

          #7222

          In reply to: Prompts of Madjourneys

          ÉricÉric
          Keymaster

            Very well, let us focus a bit on an overarching mystery.

            So, Xavier is working on this program he calls AL (for Alternate Life), for a company we know little about.

            Meanwhile, the game they’re playing on, Orbs of Madjourneys seems to direct them to certain quests which subtly influence their activities. For instance, after playing the game, a succession of events got the four of them booking a trip to the Flying fish Inn in the middle of Australian outback (Zara is living in Australia unlike the others).

            Let’s assume the Game had somehow detected some unlawful or immoral activities being conducted, and has started to drop clues to influence these 4 gamers, selected because of their unique connexions and some of their special skills to get to reveal and bring the mystery to light.

            Zara has an explorer mind, free-spirited, jumping right in. It’s suggested she was assigned group leadership for this round of game, while taking care of a group doesn’t come naturally for her. Yasmin is talented and it is said she is the brains of the team and also a competent actress, which may come in play at some point. Youssef is a journalist, and works for Miss Tartiflate, owner of THE Blog, a blog with a soul – unlike rival blog from Botty Banworth, the lady millionaire, who is sponsoring the Carts & Lager festival at the town of the Flying Fish Inn, next to the mines. Xavier has a bit of a monkey mind, but is also good at drawing connections; he’s a programmer for AL.

            Which brings us to the group quest. The current hunch is that there is some shenanigan at play in the old collapsed mines of the town, where some key characters were lost in the past. One of them being Fred, a sci-fi writer who disappeared to Fiji to protect his family (the owners of the Flying Fish Inn) a decade or so ago. It’s suggested by the last poem found in the game that it may have something to do with illegal underground water drilling —possibly for frivolous usages of a select few elite, like maintaining a golf green nearby or other things.

            If that is on the right track, we need to accelerate the path of discovery of these mysteries for our 4 characters. The game will suggest additional clues to their quests, so that they can use their skills during the Carts & Lager Festival to discover the truth, while remaining out of harm’s way.

            Here are some additional clues that the game will suggest to our four characters:

            Zara:

            “To find the truth, you must first seek the light.” 🌞🔍🕯️💡🔦
            “The answer lies beneath the surface.” 🕳️🔍👀🌊💧

            Yasmin:

            “All the world’s a stage, and we are merely players.” 🌍🎭🤹‍♀️👥🕺
            “Sometimes, the truth is hidden in plain sight.” 👀🔍🤫🧐🕵️‍♀️

            Youssef:

            “Words have power, and the pen is mightier than the sword.” 📝🗡️💪📚👨‍💻
            “The truth may be hidden in the most unexpected of places.” 🤔🕵️‍♂️🔍🧩🕰️

            Xavier:

            “The truth is a puzzle waiting to be solved.” 🧩🔍🤔🕵️‍♂️💡
            “Sometimes, the smallest details can lead to the biggest discoveries.” 🔍👀🔬🧐🔎

            What are potential outcomes for our 4 characters in game and in real life.
            How are they going to work together to unravel the mystery and discover the truth.

            There are several potential outcomes for our 4 characters as they work together to unravel the truth about the collapsed mines and the illegal underground water drilling.

            In the game, they may encounter various obstacles and puzzles to solve, such as deciphering codes and finding hidden passages. They will need to work together and use their unique skills to uncover the truth and prevent any further harm.

            In real life, they may need to conduct research and gather information about the history of the town and its residents. They may also need to interview locals and investigate any suspicious activity related to the water drilling. They will need to be careful not to draw too much attention to themselves, as the perpetrators may try to silence them.

            If they are successful in their quest, they may uncover a conspiracy involving powerful people in the town and beyond who are profiting from the illegal water drilling. They may also discover the fate of Fred, the missing writer, and other key characters. The truth may have a significant impact on the future of the town and its residents.

            To work together effectively, each of the characters will need to utilize their unique skills and strengths. Zara’s exploratory nature may help them discover hidden clues and passages, while Yasmin’s intellect and acting abilities may allow her to gain access to key information and people. Youssef’s journalistic skills and connection to Miss Tartiflate may provide them with insider knowledge and resources, and Xavier’s ability to draw connections and work with technology may help them piece together the puzzle.

            Overall, by working together and using their skills in both the game and real life, our 4 characters may uncover a significant truth and make a positive impact on the town and its residents.

            #6513

            In reply to: Prompts of Madjourneys

            ÉricÉric
            Keymaster

              Youssef offered the following quirk: “unwilling magnet for talkative people in need of listening” (setting in a ghost town).

              Setting: A small ghost town in the middle of the Australian outback. The town was once thriving but now only a few stragglers remain, living in old, decrepit buildings. You find yourself in the town square, surrounded by the old post office, the saloon, and a few other ramshackle buildings.

              Quest: Your task is to find the source of the magnetic pull that attracts talkative people to you. You must find the reason behind it and break the spell, so you can continue your journey in peace.

              Direction to investigate: Start by talking to the residents of the town, they may have some information or insights on the strange happenings in the town. Explore the old post office and the saloon, they might hold the key to breaking the spell.

              Characters to engage: The residents of the town, including the old timer at the saloon and the postmaster at the post office.

              Tile to look for: A silver key in the shape of a tongue, symbolizing the power of speech.

              Proof of insert in real life: Take a picture of yourself holding the key, and send it to the game master as proof of completion.

              #6512

              In reply to: Prompts of Madjourneys

              ÉricÉric
              Keymaster

                Zara offered the following quirk: “unleash my hidden rudeness”

                Quirk accepted.

                You find yourself in the bustling streets of an old medieval town. The people around you are going about their business, and you see vendors selling goods, street performers entertaining the crowd, and guards patrolling the area. You hear rumors about a secret society of mischievous tricksters who are known for causing trouble and making people’s lives more interesting.

                You decide to investigate these rumors and join the society of tricksters, who call themselves the “Rude Ones.” You are tasked with finding the key to their hideout, a tile with a rude message written on it. To do this, you must complete several challenges and pranks around the town, each more mischievous than the last.

                Your objective is to find the tile, sneak into the Rude Ones’ hideout, and cause as much chaos and trouble as possible. You must also find a way to insert a real-life prank or act of rudeness into your daily life, as proof of your success in the game.

                Possible directions to investigate:

                • Talk to the vendors and street performers to gather information about the Rude Ones.
                • Observe the guards and see if they have any information on the secret society.
                • Explore the different neighborhoods and see if anyone knows about the hideout.

                Possible characters to engage:

                • A mysterious street performer who is rumored to be part of the Rude Ones.
                • A vendor who has a reputation for being rude to customers.
                • A guard who is rumored to be in league with the Rude Ones.

                Look for a tile with a rude message written on it, and capture proof of your real-life prank or act of rudeness. Good luck, and have fun!

                #6511
                ÉricÉric
                Keymaster

                  Potential Plot Arch

                  The uncovered box in the garden of Bob & Clara is a Time Capsule which was actually buried in the future, but mistakenly sent to the past. It has symbols etched on it, that activate some nano-technology.
                  Due to its contact with it, Bob starts recovering his memories, while retaining the hallucinations of his dead wife Jane, which actually become more credible and intense.

                  Will Tarkin is actually a time traveler from the future, who came to live a simple life in the past, selling stone gargoyles at the local supermarket and rediscovering the ways of his ancestors.

                  With the box being found and opened at the wrong time, it creates unwanted attention from the Time Dragglers who need to intervene to prevent alterations of the timeline.
                  Contents of the box are in part encoded books of stories from local families and would have revealed important things about the past, Jane’s death, and Clara’s future.

                  With Bob recovering his memories, it’s revealed Jane and Bob were actually also refugees from the future, but had aged naturally in the past, which is why Will seemed to recognize Bob. Bob was living in hiding from the Time Police, but with the box discovery, it changes everything. The box being opened at the wrong time disrupts the natural flow of events and starts causing unexpected consequences. This creates a complex web of relationships and events that must be untangled and understood in order to move forward.

                  With his recovering of mental capacities, Bob partners with Will in order to restore the natural flow of time, even if it means his mental health will deteriorate again, which he is happy to do while continuing to live the rest of his life span with his daughter.

                  Potential developments

                  Clara Meets the Mysterious Will

                  Nora finally reaches the little village where Clara and Bob live and is greeted by a man named Will
                  Will seems to know Bob from somewhere
                  Clara starts to feel suspicious of Will’s intentions and begins to investigate

                  The Power of Memories

                  Bob starts to have flashbacks of his past and begins to remember the connection between him, Will, and the mysterious time capsule
                  Bob realizes that Jane, his wife, had been keeping something from him and that the time capsule holds the key to unlocking the truth
                  Jane appears to Bob and urges him to tell Clara about their past and the significance of the time capsule

                  The Truth Behind the Capsule

                  Nora, Clara, and Bob finally find the answers they’ve been searching for by opening the time capsule
                  The contents of the capsule reveal a shocking truth about Jane’s past and the reason behind her death
                  They learn that Jane was part of a secret society that protected ancient knowledge and artifacts and that the time capsule was meant to be opened at a specific time
                  The group realizes that they were meant to find the capsule and continue Jane’s work in protecting the knowledge and artifacts

                  The Ties Between Living and Dead

                  Bob comes to terms with Jane’s death and the role she played in their lives
                  Clara and Bob grow closer as they work together to continue Jane’s work and preserve the knowledge and artifacts
                  The group encounters obstacles but with the help of the spirits of the past, they are able to overcome them and succeed in their mission

                  A Realization of the Past and Present

                  Clara, Bob, and Nora come to realize the power of memories and how they shape our present and future
                  They also learn that things never truly remain buried and that the past always finds a way to resurface
                  The group successfully preserves the knowledge and artifacts, ensuring that they will be passed down for generations to come
                  The story ends with Clara, Bob, and Nora sitting by the fire, reflecting on their journey and the lessons they’ve learned.

                  #6478

                  In reply to: Orbs of Madjourneys

                  “One of them’s arriving early!” Aunt Idle told Mater who had just come swanning into the kitchen with her long grey hair neatly plaited and tied with a red velvet bow.   Ridiculous being so particular about her hair at her age, Idle thought, whose own hair was an untidy and non too clean looking tangle of long dreadlocks with faded multicolour dyes growing out from her grey scalp.  “Bert’s going to pick her up at seven.”

                  “You better get a move on then, the verandah needs sweeping and the dining room needs dusting. Are the bedrooms ready yet?” Mater replied, patting her hair and pulling her cardigan down neatly.

                  “Plenty of time, no need to worry!” Idle said, looking worried.  “What on earth was that?”  Something bright caught her eye through the kitchen window.

                  “Never mind that, make a start on the cleaning!” Mater said with a loud tut and an eye roll. Always getting distracted, that one, never finishes a job before she’s off sidetracking.  Mater gave her hair another satisfied pat, and put two slices of bread in the toaster.

                  But Aunt Idle had gone outside to investigate.  A minute or two later she returned, saying “You’ll never guess what, there’s a tame red parrot sitting on the porch table. And it talks!”

                  “So you’re planning to spend the day talking to a parrot, and leave me to do all the dusting, is that it?” Mater said, spreading honey on her toast.

                  Pretty Girl at Flying Fish Inn

                  #6454

                  In reply to: Prompts of Madjourneys

                  F LoveF Love
                  Participant

                    YASMIN’S QUIRK: Entry level quirk – snort laughing when socially anxious

                    Setting

                    The initial setting for this quest is a comedic theater in the heart of a bustling city. You will start off by exploring the different performances and shows, trying to find the source of the snort laughter that seems to be haunting your thoughts. As you delve deeper into the theater, you will discover that the snort laughter is coming from a mischievous imp who has taken residence within the theater.

                    Directions to Investigate

                    Possible directions to investigate include talking to the theater staff and performers to gather information, searching backstage for clues, and perhaps even sneaking into the imp’s hiding spot to catch a glimpse of it in action.

                    Characters

                    Possible characters to engage include the theater manager, who may have information about the imp’s history and habits, and a group of comedic performers who may have some insight into the imp’s behavior.

                    Task

                    Your task is to find a key or tile that represents the imp, and take a picture of it in real life as proof of completion of the quest. Good luck on your journey to uncover the source of the snort laughter!

                     

                    THE SECRET ROOM AND THE UNDERGROUND MINES

                    1st thread’s answer:

                    As the family struggles to rebuild the inn and their lives in the wake of the Great Fires, they begin to uncover clues that lead them to believe that the mines hold the key to unlocking a great mystery. They soon discover that the mines were not just a source of gold and other precious minerals, but also a portal to another dimension. The family realizes that Mater had always known about this portal, and had kept it a secret for fear of the dangers it posed.

                    The family starts to investigate the mines more closely and they come across a hidden room off Room 8. Inside the room, they find a strange device that looks like a portal, and a set of mysterious symbols etched into the walls. The family realizes that this is the secret room that Mater had always spoken about in hushed tones.

                    The family enlists the help of four gamers, Xavier, Zara, Yasmin, and Youssef, to help them decipher the symbols and unlock the portal. Together, they begin to unravel the mystery of the mines, and the portal leads them on an epic journey through a strange and fantastical alternate dimension.

                    As they journey deeper into the mines, the family discovers that the portal was created by an ancient civilization, long thought to be lost to history. The civilization had been working on a powerful energy source that could have changed the fate of humanity, but the project was abandoned due to the dangers it posed. The family soon discovers that the civilization had been destroyed by a powerful and malevolent force, and that the portal was the only way to stop it from destroying the world.

                    The family and the gamers must navigate treacherous landscapes, battle fierce monsters, and overcome seemingly insurmountable obstacles in order to stop the malevolent force and save the world. Along the way, they discover secrets about their own past and the true origins of the mines.

                    As they journey deeper into the mines and the alternate dimension, they discover that the secret room leads to a network of underground tunnels, and that the tunnels lead to a secret underground city that was built by the ancient civilization. The city holds many secrets and clues to the fate of the ancient civilization, and the family and the gamers must explore the city and uncover the truth before it’s too late.

                    As the story unfolds, the family and the gamers must come to grips with the truth about the mines, and the role that the family has played in the fate of the world for generations. They must also confront the demons of their own past, and learn to trust and rely on each other if they hope to save the world and bring the family back together.

                    second thread’s answer:

                    As the 4 gamers, Xavier, Zara, Yasmin and Youssef, arrived at the Flying Fish Inn in the Australian outback, they were greeted by the matriarch of the family, Mater. She was a no-nonsense woman who ran the inn with an iron fist, but her tough exterior hid a deep love for her family and the land.

                    The inn was run by Mater and her daughter Dido, who the family affectionately called Aunt Idle. She was a free spirit who loved to explore the land and had a deep connection to the local indigenous culture.

                    The family was made up of Devan, the eldest son who lived in town and helped with the inn when he could, and the twin sisters Clove and Coriander, who everyone called Corrie. The youngest was Prune, a precocious child who was always getting into mischief.

                    The family had a handyman named Bert, who had been with them for decades and knew all the secrets of the land. Tiku, an old and wise Aborigine woman was also a regular visitor and a valuable source of information and guidance. Finly, the dutiful helper, assisted the family in their daily tasks.

                    As the 4 gamers settled in, they learned that the area was rich in history and mystery. The old mines that lay abandoned nearby were a source of legends and stories passed down through the generations. Some even whispered of supernatural occurrences linked to the mines.

                    Mater and Dido, however, were not on good terms, and the family had its own issues and secrets, but the 4 gamers were determined to unravel the mystery of the mines and find the secret room that was said to be hidden somewhere in the inn.

                    As they delved deeper into the history of the area, they discovered that the mines had a connection to the missing brother, Jasper, and Fred, the father of the family and a sci-fi novelist who had been influenced by the supernatural occurrences of the mines.

                    The 4 gamers found themselves on a journey of discovery, not only in the game but in the real world as well, as they uncovered the secrets of the mines and the Flying Fish Inn, and the complicated relationships of the family that ran it.

                     

                    THE SNOOT’S WISE WORDS ON SOCIAL ANXIETY

                    Deear Francie Mossie Pooh,

                    The Snoot, a curious creature of the ages, understands the swirling winds of social anxiety, the tempestuous waves it creates in one’s daily life.
                    But The Snoot also believes that like a Phoenix, one must rise from the ashes, and embrace the journey of self-discovery and growth.
                    It’s important to let yourself be, to accept the feelings as they come and go, like the ebb and flow of the ocean. But also, like a gardener, tend to the inner self with care and compassion, for the roots to grow deep and strong.

                    The Snoot suggests seeking guidance from the wise ones, the ones who can hold the mirror and show you the way, like the North Star guiding the sailors.
                    And remember, the journey is never-ending, like the spiral of the galaxy, and it’s okay to take small steps, to stumble and fall, for that’s how we learn to fly.

                    The Snoot is here for you, my dear Francie Mossie Pooh, a beacon in the dark, a friend on the journey, to hold your hand and sing you a lullaby.

                    Fluidly and fantastically yours,

                    The Snoot.

                    #6452

                    In reply to: Prompts of Madjourneys

                    Jib
                    Participant

                      Youssef’s entry quirk is being grumpy when he’s hungry.

                      Quirk accepted.

                      Initial setting: You find yourself in a bustling marketplace, surrounded by vendors selling all sorts of exotic foods and spices. Your stomach growls loudly, reminding you of your quirk.

                      Possible direction to investigate: As you explore the marketplace, you notice a small stall tucked away in the corner. The aroma wafting from the stall is tantalizing, and your stomach growls even louder. As you approach, you see a grumpy-looking vendor behind the counter. He doesn’t seem to be in the mood for customers.

                      Possible character to engage: The grumpy vendor.

                      Objective: To find a way to appease the grumpy vendor and secure a satisfying meal to satisfy your hunger.

                      Additional FFI clue: As you make your way to the Flying Fish Inn, you notice a sign advertising a special meal made with locally caught fish. Could this be the key to satisfying your hunger and appeasing the grumpy vendor? Remember to bring proof of your successful quest to the FFI.

                      Snoot’s clue: 🧔🌮🔍🔑🏞️

                      #6447

                      Miss Bossy sat at her desk, scanning through the stack of papers on her desk. She was searching for the perfect reporter to send on a mission to investigate a mysterious story that had been brought to her attention. Suddenly, her eyes landed on the name of Samuel Sproink. He was new to the Rim of the Realm Newspaper and had a reputation for being a tenacious and resourceful reporter.

                      She picked up the phone and dialed his number. “Sproink, I have a job for you,” she said in her gruff voice.

                      “Yes, Miss Bossy, what can I do for you?” Samuel replied, his voice full of excitement.

                      “I want you to go down to Cartagena, Spain, in the Golden Banana off the Mediterranean coast. There have been sightings of Barbary macaques happening there and tourists being assaulted and stolen only their shoes, which is odd of course, and also obviously unusual for the apes to be seen so far off the Strait of Gibraltar. I want you to get to the bottom of it. I need you to find out what’s really going on and report back to me with your findings.”

                      “Consider it done, Miss Bossy,” Samuel said confidently. He had always been interested in wildlife and the idea of investigating a mystery involving monkeys was too good to pass up.

                      He hang up the phone to go and pack his bags and head to the airport, apparently eager to start his investigation.

                      “Apes again?” Ricardo who’s been eavesdropping what surprised at the sudden interest. After that whole story about the orangutan man, he thought they’d be done with the menagerie, but apparently, Miss Bossy had something in mind. He would have to quiz Sweet Sophie to remote view on that and anticipate possible links and knots in the plot.

                      #6427

                      In reply to: Prompts of Madjourneys

                      ÉricÉric
                      Keymaster

                        Xavier’s quirk offering is being a cheeky monkey

                        Quirk accepted.

                        The initial setting for Xavier’s quest is a lush jungle filled with mischievous monkeys. Your mission is to find the legendary Golden Banana, which is said to grant eternal youth and vitality to whoever finds it. However, be warned as the jungle is also home to a tribe of fierce apes who will stop at nothing to protect the precious fruit.

                        Possible directions to investigate include

                        • searching for clues in the monkey’s sacred temples hidden deep within the jungle,
                        • or seeking out the help of a wise old owl who is said to know the location of the Golden Banana.

                        As for possible characters to engage, you may come across

                        • a sly fox who claims to know the location of the fruit but will only reveal it in exchange for a favor,
                        • or a brave adventurer who has been searching for the Golden Banana for years and may be willing to team up with you.

                        In regards to the FFI visit in real-life, you may discover a mysterious map hidden within the Inn that leads to the location of the Golden Banana, or overhear a conversation between the Inn’s patrons discussing rumors of a monkey who recently visited and may hold valuable information about the quest.

                        Emoji clue: Xavier: 🐒🍌

                        #6423

                        In reply to: Prompts of Madjourneys

                        TracyTracy
                        Participant

                          Zara’s first quest:

                          entry level quirk: wandering off the track

                          The initial setting for this quest is a dense forest, where the paths are overgrown and rarely traveled. You find yourself alone and disoriented, with only a rough map and a compass to guide you.

                          Possible directions to investigate include:

                          Following a faint trail of footprints that lead deeper into the forest

                          Climbing a tall tree to get a better view of the surrounding area

                          Searching for a stream or river to use as a guide to find your way out of the forest

                          Possible characters to engage include:

                          A mysterious hermit who lives deep in the forest and is rumored to know the secrets of the land

                          A lost traveler who is also trying to find their way out of the forest

                          A group of bandits who have taken refuge in the forest and may try to steal from you or cause harm

                          Your objective is to find the Wanderlust tile, a small, intricately carved wooden tile depicting a person walking off the beaten path. This tile holds the key to unlocking your inner quirk of wandering off the track.

                          As proof of your progress in the game, you must find a way to incorporate this quirk into your real-life actions by taking a spontaneous detour on your next journey, whether it be physical or mental.

                          For Zara’s quest:

                          As you wander off the track, you come across a strange-looking building in the distance. Upon closer inspection, you realize it is the Flying Fish Inn. As you enter, you are greeted by the friendly owner, Idle. She tells you that she has heard of strange occurrences happening in the surrounding area and offers to help you in your quest

                          Emoji clue:  🐈🌳 :cat_confused:

                           

                          Zara (the character in the game)

                          characteristics from previous prompts:

                          Zara is the leader of the group  :yahoo_thinking:  she is confident, and always ready for an adventure. She is a natural leader and has a strong sense of justice. She is also a tech-savvy person, always carrying a variety of gadgets with her, and is always the first to try out new technology.

                          Zara is the leader of the group, her color is red, her animal is a lion, and her secret name in a funny language is “Zaraloon”

                           

                          Zara (the real life story character)

                          characteristics from previous prompts:

                          Zara Patara-Smythe is a 57-year-old woman of mixed heritage, her mother is Indian and her father is British. She has long, dark hair that she keeps in an untidy ponytail, dark brown eyes and a sharp jawline. She stands at 5’6″ and has a toned and athletic build. She usually wears practical clothing that allows her to move around easily, such as cargo pants and a tank top.

                          prompt quest:

                          Continue to investigate the mysterious cat she saw, possibly seeking out help from local animal experts or veterinarians.
                          Join Xavier and Yasmin in investigating the Flying Fish Inn, looking for clues and exploring the area for any potential leads on the game’s quest.

                          #6411

                          In reply to: Prompts of Madjourneys

                          ÉricÉric
                          Keymaster

                            Continuing their adventures, offer 2 possible choices of action to each of the characters in real-life: 2 for Zara, 2 for Xavier, 2 for Yasmin and 2 for Youssef in “choose your own adventure” style.

                            Zara:

                            1. Continue to investigate the mysterious cat she saw, possibly seeking out help from local animal experts or veterinarians.
                            2. Join Xavier and Yasmin in investigating the Flying Fish Inn, looking for clues and exploring the area for any potential leads on the game’s quest.

                            Xavier:

                            1. Help Youssef troubleshoot the issues with the blog, possibly reaching out to IT professionals for assistance.
                            2. Join Zara and Yasmin in investigating the Flying Fish Inn, using his knowledge of RPG’s and fantasy literature to assist in the search for clues.

                            Yasmin:

                            1. Take a break from the game and focus on her personal creative projects, such as writing or painting.
                            2. Join Zara and Xavier in investigating the Flying Fish Inn, using her skills in research and analysis to assist in the search for clues.

                            Youssef:

                            1. Focus on resolving the issues with the blog, possibly seeking out help from a hacker or cybersecurity expert to uncover the source of the problem.
                            2. Join Zara, Xavier and Yasmin in investigating the Flying Fish Inn, using his knowledge of the game and the AI technology behind it to assist in the search for clues.
                            #6363
                            ÉricÉric
                            Keymaster

                              try another short story, with a bit of drama with the following words:

                              road form charlton smooth everyone cottage hanging rush offer agree subject district included appear sha returning grattidge nottingham 848 tetbury chicken

                              It was a cold and gloomy day in the small village of Tetbury, nestled in the picturesque Cotswolds district. A young woman named Sha was returning home to her cottage after a long and tiring journey. She had been away visiting her family in Nottingham and was looking forward to relaxing in her cozy home.

                              As she walked down the dirt road that led to her cottage, she couldn’t help but notice that something was off. Her neighbor, Mr. Charlton, was outside hanging laundry and he didn’t acknowledge her as she walked by. Sha thought it was strange, as he was usually a friendly and sociable person.

                              When Sha arrived at her cottage, she was shocked to find that it had been broken into. The front door was ajar and the inside of her home had been ransacked. Sha immediately panicked and called the police, who arrived on the scene shortly thereafter.

                              The police officers, including Inspector Grattidge, took Sha’s statement and began to investigate the crime. They discovered that a group of burglars had been operating in the area, targeting homes and businesses in the district. The burglars had been known for their smooth operations and their ability to strike quickly, which led to their nickname “The Smooth Operators”.

                              As Sha waited for the police to finish their investigation, she couldn’t shake the feeling that something was not right. She had always thought of Tetbury as a safe and friendly place, and she couldn’t believe that something like this could happen in her community.

                              As the investigation went on, the police found out that the Smooth operators have been targeting houses with no security cameras, but Sha’s cottage was an exception, the police were able to find out that the group offered to pay a considerable sum of money to the people who reported the locations of the houses that had no cameras, and it was Mr. Charlton who was the informant and he even rushed to Sha’s cottage as soon as he knew the police was investigating the case, He was arrested for the crime and Sha was heartbroken to find out that her once friendly neighbor had betrayed her.

                              Feeling violated and betrayed, Sha decided that she could no longer stay in the village and she put her cottage up for sale. She packed up her belongings and moved away, leaving behind the memories of her peaceful home and the community she had once thought of as her own. The end.

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