Syrenrei
Connoisseur of Romance
Adventure 2: "The Grand Experiment"
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And then one evening Lloyd teleported you away from the safety of Psydrium. You’re relatively confident something you ate or drank had a roofie in it because you slept pretty goddamn hard to have had to passively accept his teleportation abroad. You started to come to when a female figure, wearing a plain white porcelain mask, shot poor Lloyd. You saw some other people near you as well as shadowy figures. Belatedly you realize the haze around you is gas, not just your weariness, and you pass out after a few moments regardless how much you struggle not to. “Welcome to the grand experiment,” you hear someone say.
You wake up the next morning clad only in what you had gone to sleep in. The house you are in is an abandoned, derelict home that is barren of anything- even useless trash. You can hear others rousing from their unconscious state in other rooms. There is no sign of Lloyd or the shadowy figures, but you’re sure this isn’t a dream because where you are is a hell of a lot warmer than Psydrium.
Welcome to rural Georgia in the middle of May.
FAQ:
Why can't our traveler just teleport us away?
Several reasons. First and and foremost, your characters do not know where they are geographically. Traveling to Psydrium without knowing where you are is very risky; if you don't have enough power to do so, you could end up somewhere unfortunate or simply dead. Once the characters know where they are, they might want to know what is going on in this strange little place and be reluctant to leave behind the other player characters... since only very powerful travelers can travel across the sea with a group and no preparation.
Why can't a traveler come get us?
To communicate where you are to another traveler, they will need intimate knowledge of your locate. A precise geographical sense of it, as well as the feeling of it, can be sent to the traveler via an author but even with that guidance it would be a big risk for a traveler to come get you. If they are off in their estimations at all they will die, and if they do not, they could 'miss' and end up in the middle of the war between DOC and Celes. Going to the United States is already risky in the setting as is and extremely discouraged.
How will we get home?
After the mystery of the plot is resolved and any antagonists dealt with, you'll have every reason and opportunity to leave either via a traveler or more conventional means (boat, plane, etc.)
What about after this adventure?
If the characters have a reason to stick together, such as all wanting to be Justicars or helping Preservers, I am happy to allow these characters to continue on a new journey either led by myself or someone else (with me as loremaster).
Can I be an antagonist?
No. The characters are meant to be protagonists. I may elect to have someone co-GM with me at some point to help with any antagonist(s) or other opposition forces, but the group is expected to triumph over them, not join them or turn on each other. Characters that attempt to harm each other or go blatantly 'dark side' will be forfeited to me to bunny!
Does my character need to be good at combat?
No. Generally I like to have conflicts that can be resolved with conflict or without; it's up to the choices of the players and how they work together. Just remember every action has consequences, both good and bad. I'm happy to relate those to you if you have any questions of what your character would know about such consequences relative to psion society.
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