When we last left our intrepid travelers, Pooh was still MIA and the rest of our group was huddled outside a darkened warehouse watching a shadowed character ring a tiny bell. Their quest? Locate the three Ghosts from “The Muppet Christmas Carol” and also the “slab, stick and stone.”
Suddenly, a frightened looking rat zooms around the corner yelling, “Felicia! Felicia!” The group turns to watch and the shadowed character slips inside the building. Further attempts to open the door fails, and the team is despondent. How will they ever find Pooh now? <Creak> Suddenly the door opens and who should appear? Jack! His appearance is unexpected, but not wholly unpleasant. As the team crowds around him to ask after Pooh, a well-dressed pig with two daughters in tow appears. Unable to not offer gentlemanly assistance, Jack approaches and is quickly felled by a one-two to the jaw. This pig is not easily impressed. As Spud helps Jack up, the door opens once again to reveal Pooh! With singular focus, our favorite silly old bear follows the pig around the corner and out of sight. After a moment of recovery, everyone follows. Welcome to market street in London! Every available space is crammed with carts of goods, merchants, and singing vegetables. The pig and her daughters (now believed to be Mrs. Cratchit!) disappear into a row home on the west side of the street. After some discussion, the group approaches the door and knocks. “Come in, — come in! And know me better, man” The door swings open to reveal a large, bearded man — the Ghost of Christmas Present! They enter the Cratchit home, into a large room with a fireplace and a table set for 5. A small chair sits next to the fireplace. Where is the family? How to set the scene to keep the story moving? After a bit of searching, and not a lot of help from the ghost, Chris locates a small broom closet — but the door is locked tight! With a bit of snack-based encouragement, Pooh open it. A lot. Inside, a small crutch — perhaps a companion to the small chair by the fireplace? With Jack’s help, Julie places the crutch gently in its rightful place. The Cratchit family appears, enjoying a Christmas dinner … all is right in the Muppet Christmas Carol World. Exiting with cheers and high-fives all around, the group is stopped cold by the sight of: The Ghost of Christmas Past. Suddenly it’s Christmas Eve again, and the team is back at the schoolhouse — back to the start of their entrance into the world of Muppet London. Once again, young Scrooge works his figures at his small desk as his teacher, Sam the Eagle, watches. Attempts to communicate with the characters are unsuccessful. All the team can do is wait to see what happens. The shelves on the wall of the schoolhouse fall, sending Rizzo and Gonzo tumbling … then suddenly the atmosphere goes “wavy” and everything re-sets. Team huddle! During this go-round Chris manages to take the slate away from young Scrooge, and Brooke his chalk. Julie completes the math figures on the slate and Chris falls to the floor, blinded. (Oh yeah, that’s a super-charged magical slate now!) Sam turns to Julie and begins to speak — he believes her to be Scrooge, and is telling her about her new opportunities in business. The team has failed. After the shelves fall, the scene resets again. Attempt number two finds Julie ALMOST completing the figures, but then giving the slate and chalk back to Scrooge to complete. Chris falls unconscious, Pooh falls … and Scrooge helps him up? [Insert much discussion and buzzing about Scrooge being able to see and interact with Pooh now.] Scrooge looks around, confused, and walks. Out. Of. The. Schoolhouse. The shelf falls. The room does not reset! The team is literally frozen to the spot. (Thanks to a Full Stop played by Julie.) As each slowly unfreezes, the group takes stock: the slate is no longer enchanted. Scrooge is not at his desk. How to get everything back to “normal” to get everything moving again? With work, and bribes, Pooh is convinced to bring Scrooge back inside to his desk. (There was a bit of desk-throwing and wanton destruction mixed in, but who needs to read all of that?) The slate is reinstated, Scrooge is at his desk, and the schoolhouse is put back into its former order. (Thank goodness Spud has some furniture repair skills.) Jack quietly asks Scrooge to turn in his slate to Sam, which he does. The slate glows, and the group MOVES ON! Knowing the next destination must surely be the cemetery, Julie casts a spell to bring the group there directly. In the distance, among the headstones, is Scrooge in his nightshirt and a hooded figure: the Ghost of Christmas Yet to Come. As the group approaches, Scrooge fades away. After a few attempts to communicate with the Ghost, Chris decides to throw snowballs at it. This first misses. The second — does not. The team suddenly finds themselves dumped unceremoniously at the Ghost’s feet. This doesn’t look good. SUDDENLY Pooh casts a 60-second reset spell, rewinding the action. Jack makes sure Chris doesn’t throw any snowballs this time around. [Insert lengthy group argument here about how Chris did it for a reason and how they ruined his plan and he could have gotten all the answers from Death if they just would have trusted him.] Scrooge disappears again, and the letters on his headstone jumble. As the team peppers the Ghost with questions (which are abjectly ignored) the grave next to them starts to rumble. As the earth cracks, a skinny statue pushes through the earth … it’s a … rubber chicken? [Yes, of course it’s Fozzywig’s grave!] Suddenly, our brave army is engaged by 21 rubber chickens. [The sound, you can imagine, is deafening.] Chris attacks first, wielding his wand to communicate with the plants and weeds of the cemetery — he takes down 5 chickens. Brooke, being a kind and gentle soul: runs for her life, ducking behind the headstone for cover. Julie digs into her pack and uncovers a bear horn, using it to stun 3 chickens. Shannon swings her staff, hitting three more and killing one. Spud brandishes a set of wire cutters from his pack, but unfortunately misses everything but Shannon. Pooh reveals the Honey Staff and attacks the remaining chickens with an army of 55 bees. There are only two left! Chris smacks one with a flashlight — SQUAWK. Brooke takes down the last with a dramatic tail drop! VICTORY!!!! And the headstone at Scrooge’s grave is glowing — the letters are back in order! The group troops out of the cemetery to see a parade celebrating Scrooge and his new outlook on life. A portal appears, and all confidently step through … and fall about half a story to the floor of the Wilderness Lodge lobby. Ouch. Better luck next time, huh? MVP - Pooh Oh, Bother! - Chris
0 Comments
Lights up on our intrepid crew: Spud, Pooh, Chris, Julie, Shannon and Brooke.
Sound up to … yelling. So much yelling. Our heroes pile in to the boss’ office, hopeful that will make him stop. What’s happened? There is a report of vandalism at the Wilderness Lodge Resort! The team is to report to the site, meet with security and the client contact immediately! (Faster, if possible.) After a fairly drawn-out process of gearing up, “All I got was a bag full of ‘no’” grumbles Brooke, it’s a quick trip to the Wilderness Lodge. Gasps of awe escape lips — the lobby does look lovely when it’s decorated for the holiday season. At the foot of the absolutely gigantic Christmas tree stands a security guard. A scared & feeling quite unsecure security guard. With a bit of prodding, he agrees to demonstrate the problem. Approaching the fireplace, he flips a switch to turn the lights on the tree. <WHOOSH> Suddenly, a beautiful pine lounge chair goes flying into the tree … and disappears. Looking around, our heroes do notice a few holes in the otherwise organized lobby furniture layout. General speculation and confusion follows. Suddenly … Spud becomes very interested in something at the base of the tree — Rizzo the Rat! To prevent any unnecessary death (and the inability to question Rizzo about his appearance) Spud is knocked unconscious. (For his own good, of course.) In the meantime, the rest of the team makes their way into the Whispering Canyon restaurant, and have a meeting with Kermit — their client contact. He informs them that the Ghosts have gone missing from the Muppet Christmas Carol, and their help is needed. They must go through the door and obtain the slab, stick and stone to put things right again. (And hopefully return the Wilderness Lodge lobby to its intended arrangement.) Wait … what’s that noise? Brad! Rizzo! This could be bad. As Spud and Rizzo circle the lobby tree in a frenzy, the rest of the group is unsure how to intervene. Julie attempts an action, but it is turned against her and she instead joins Spud in his merry chase of Rizzo. Knowing that there is no good end to this romp, Shannon whisks Rizzo to safety at the top of the tree. Suddenly, Rizzo jumps! … and [poof] disappears into the tree. Could this be the “door” Kermit spoke of? Cautiously, Shannon engages her grappling hook and shimmies down the rope … [poof] Julie tosses her hook … [poof] and the rope keep going! Quickly the remaining team grabs Spud and the rope and are yanked into the tree to … London, England?? Yes, it’s a thoroughfare of Industrial Revolution London — the very same place A Muppet Christmas Carol takes place. Momentarily stunned, the group takes stock … and Pooh walks off down the street. The remaining crew discusses next steps, reviewing Kermit’s words: the Ghosts are missing, and they must obtain the slab, stick and stone to put things back to rights. Unsure of their place in the timeline, there is discussion about where to start. Looking around, they discover they are in front of young Scrooge’s school and decide to explore it — hoping for clues. Inside, they find a young Scrooge and teacher (Sam the Eagle.) Chris engages his special skill: identifying magic. Young Scrooge’s slate is glowing … could this be the “slab” that Kermit spoke of? Unfortunately, our heroes discover they are not able to grasp or interact with young Scrooge — as if they are ghosts themselves! Perhaps they are not in the correct timeline for recovery? They decide to locate Pooh and see what shenanigans have befallen merry old England. Thanks to a finding spell from Julie, they quickly arrive at the waterfront tracking Pooh-sized golden footprints. As they follow, they approach a warehouse with dark, hulking silhouette. A bat with a peg leg approaches, warning them to steer clear, but when have they ever taken advice (and from a bat with a peg leg? Never!) The dark shape responds without words … but with the ringing of a small bell from a white-gloved hand. A shadow looms large over our heroes … what approaches in the darkness? Find out … next time. 12/17/17 I realize this is late, Brooke was on top of getting this back to me and I blew it. Brooke, you did an AMAZING job of note taking! -S
Charlie Company – July 15 Curtain up on a bland, sterile briefing room. Waiting inside, our favorite cast of characters: Brooke, Julie, Shannon and Chris. Their mission: travel back in time to 1986 and fix a disturbance in time. Hooter has disappeared from the Captain EO attraction, and without him the historical opening cannot take place. Even now, the effects are being felt — and there’s no saying what havoc it will wreak in present time. As the team straps in and fires up the Peabody Machine their mission is clear: Find Hooter, restore the timeline, and for the love of Pete — make it home. Upon arrival, the team finds themselves at the EPCOT World Showcase — and encounters an extremely friendly trash can. As they make their way to the attraction, they have a close encounter with Michael Eisner … and a not quite as close spotting of Patrick Duffy, It’s September 11, 1986 and the Captain EO attraction is scheduled to open in less than 24 hours. The queue is long, the sun is hot, and our heroes have their work cut out for them. Arriving at the attraction doors (and fending off some more-than-slightly-crabby onlookers) Shannon charms the crowd with a thoroughly entertaining routine (featuring her new BFF, the trash can) while Julie employs her Hitchhiking Ghost ability to get into the queue room. Unfortunately, the doors are not operable from the inside, either. With a little further exploration, Julie finds herself inside the ride room — and trapped by cyborg-like beings. With no way to escape, or communicate with the team outside, she sets to work trying to locate missing Hooter. Meanwhile, outside, Shannon and the trash can continue to enthrall the crowd. With a little finessing by Brooke, Chris becomes enraged (she hates having her shins kicked) and shrinks to the size of a thimble. Squeezing through the gap between the door and jamb, Chris also makes it inside the queue room! As the effect of the ability wears off, Chris located the control board and squeezes inside the case … and blows it to smithereens. On the plus side, the doors to the exterior are mechanically opened as are the doors to the ride room. On the minus side, Chris has one heckuva headache. As Chris sits, stunned, he is comforted by a blue, elephant-like trunk, extending from the ceiling. Hooter has been found! With some charming by Shannon (and a few zip-tie cuffs) Hooter is charmed, then carried, back into the ride room. With the aid of our trash can hero, Hooter is restored to the attraction and the ride is re-set. In a rush, our heroes return to the Peabody Machine, dial in 2017 and return home safely. The team celebration that night? A clandestine viewing of Captain EO in 3-D, “borrowed” from Tier 3 storage, of course! Kingdom Traders
July 8, 2017 Alpha Team We have a new Character Player joining Alpha Team, Kate - Welcome! In attendance: Jon, Tiffany, Kate, Brad, Ashley, Shannon and Sketch (and Outlaw) We start out in the debriefing room. The Commanding Officer comes into the room and explains there has been a “Ripple Effect” at EPCOT. A change in the timeline in, 1986, on the soon-to-open Captain EO ride, has occurred. Objectives:
Our team is escorted to a small room that has 1 door and above the door it says “1986” and there is a keypad that has a credit-card-type slot. Numerous members, with many abilities, try to access the door but, only Tiffany can gain access with her ‘override’ ability… ”Imagineering Override Accepted.” Inside are 6 seats with 5-point-harnesses. Before we enter, Tiffany examines the keypad and notices it looks like a small explosion happened on it. The interior looks posh and smells of cotton candy and donuts. We all sit down and buckle in. A voice comes over the speakers, “Waiting for command.” A number of us try to speak a command and finally, Tiffany’s voice is recognized and she asks for us to arrive one day before the Captain EO ride opens in 1986. We wake up to the sound of engines powering down and the window in the door is frosted over. Some of us start to unbuckle, Ashley tries and ends up ripping the belt right off the seat. The door won’t open so, Ashley takes a run at it and the group feels the whole container slide forward but, the door remained shut. Tiffany asks the door to open and a voice asks, “Query? Should I activate cloaking mode?” An emphatic “Yes” comes from the group. Tiffany says, “Activate Character Mode,” and after some bumbled dice from some of us, Donald and Pocahontas appear where Shannon and Kate were standing. Tiffany says, “Open Door.” Brad wants to explore outside to see how far Ashley moved the container and discovers they are cloaked in a Red Call Box in England at Epcot. From a distance, a group of screaming girls with autograph books are coming at them aiming for Pocahontas, Tiffany steps in between the group and Pocahontas to intervene, Donald and Pocahontas dive into the call box, Tiffany shouts “Deactivate Character Mode” and Kate and Shannon appear out of the box. Kate grabs the girl’s autograph book and signs, POOKIHUNTUS, and the girls, confused, start walking away. Brad wants to get his photo taken by a Disney Cast Member, Shannon says, “then you can walk into the photo lab back in the future and claim your photo from 30 years ago!” We finally start to head to the Captain EO ride. As we start walking, a group of men in suits are coming at us surrounding another man that is somewhat recognizable, they are coming across the bridge. Shannon says to the team, “That’s Michael Eisner.” We keep on task, heading towards our destination. There are thousands of people around the ride. Patrick Duffy and Justine Bateman are there for their dress rehearsal. There are tons of security guards in purple shirts and that means there are some unmarked guards around too. Trying to figure how they are going to get into the Captain EO building, Shannon suggests they use the ‘cart’ as a prop to gain access - we are here to do some repairs or something to that effect. We make our way around the building, after Kate gets Ashley to rejoin the group, and Jon uses his persuasion ability to get a purple shirt to call for maintenance to let us in. He trusts us, after asking for our badges, and leaves us at the door while he takes care of something else. One door has a key lock but the other doors have nothing. Kate, using one of her ‘abilities,’ blows on the lock and it opens - we proceed in, quickly. We are standing in what appears to be the Entrance to the ride. There are tv monitors and posters on the walls and a set of doors on one wall, again with no way to open them. We can hear noises on the other side of the doors and above us. Brad heads over to the control center. The door we came in has been compromised so, although we were able to get into the building, we have no way of keeping anyone else out. Ashley tries to use her honey to ‘stick’ the door shut and ends up getting caught up in eating it too, which makes the door pop open with every lick. Jon comes over and tries to get around Ashley to hold the door shut so, we can work undetected inside. Shannon wants to examine the ‘cart’ that’s been following her and discovers that not only is it starting to vibrate but it is really warm too. Interrupted by a fussing Ashley and Jon at the door, Shannon notices that someone is up in the ceiling above them and discovers, using her Geo-Lan Pin - ‘Best in Tracking,’ it is Hooter, trying to lick at the honey. Ashley is getting excited and is jumping up at the ceiling - at first mad that someone was trying to eat her honey but soon realized, she found a friend. Shannon gives Tiffany her Snickers Candy Bar to try to lure Hooter down from the ceiling then uses her Geo-Lan Pin - ‘Carousel of Progress - Happy Happy Joy Joy’ to calm a Pooh-bear that is getting angry about someone shooting at her new friend and she could take Jon out in the process. Tiffany loads up an arrow with the Snickers bar and uses her ‘Entertainment’ ability to get Hooter to grab onto it, he does and comes down from the ceiling, candy in hand. Objective 2 complete! Ashley and Hooter become fast friends as they share their treats. Brad is messing with the equipment on the control panel trying to see if something will open the doors but, after cycling through the buttons, there are only controls that run the lights and music in the Entrance. There is a commotion on the other side of the doors - Brad wants to explore on the other side of the doors with his ‘Eagle Eye’ ability but, at the advice of the GM, decides he doesn’t want to risk reappearing in an electrical cable or worse, another person on the other side of the doors. Kate uses her ‘Grandma Willow’ ability to ask advice from the GM - it is recommended to use Ashley (aka Pooh-bear) as a battering ram to get through the doors. With a bumbled roll by Ashley, she looks at Brad, who was trying to get her attention and get her away from Hooter, and then puts her focus on Shannon, Pooh-bear is getting angry. Shannon uses her Geo-Lan Pin ‘Off Like a Rockstar’ to run so fast, no one could catch her. The idea is to grab Ashley’s friend, Hooter, as she runs to get Ashley to follow and run through the door but, they aren’t sure how Shannon will be able to stop so Brad trades a card with Shannon - she has a ‘Full Stop’ card now but, bumbles the roll and ends up running right into Brad (he suffered some damage) which does eventually stop her and Hooter. The door is down and Ashley is laying in the doorway, unconscious. Peering into the room, we notice there are 5 guards looking back at us and they are ready to pounce but see Ashley, passed out, at the door. Tiffany uses her card, ‘Bing Bong,’ to create an imaginary friend right before the guards eyes as a distraction so that we can keep on task. Jon and Shannon want to use their ‘Stealth’ abilities to sneak into the room, a quote from Shannon derives from this move… “He has his own theme music and everything!” And another quote from the GM, “She’s a rug.” referring to the Pooh-bear passed out in the doorway. Jon, Shannon & Hooter start to move towards the door when Ashley wakes up and is looking for Hooter. Seeing that Shannon still has Hooter, Ashley gets mad again. Jon tries to calm her but, bumbles the roll. Brad tries but a bumble as well. Tiffany and Kate both use their “Diplomacy” to talk to Ashley and they give her a partial jar of honey … she thinks this is a 4th jar that has been given to her but, it is actually one she already had … she calms down and expresses her disgust that the jar isn’t full - “Damn Hufflelumps.” Shannon lets go of Hooter and he sidles up to Ashley once again. We notice the guards are chasing after something and moving away from the area we are trying to get in to. Jon and Shannon move stealthily past Ashley and Hooter into the room but, the ‘cart’ has a squeaky wheel! As the ‘cart’ enters the room it’s almost as if time slows down and movements are duplicated and triplicated in slow motion, multiple images of a person or object show up in slow motion behind them. Brad tries to get past Ashley, who is still in the doorway but bumbles the roll as does Kate. Brad tries asking nicely and Ashley then moves. Tiffany tries to persuade Ashley and Hooter into the main room with her Entertainment skills, Kate realizing what’s going on, boosts Tiffany’s ability and Ashley comes into the main room but not Hooter. Kate uses her ‘Animal Control’ ability and with a boost from Tiffany, Hooter finally enters the room. The ‘cart’ starts to shake. Tiffany and Kate come over to us near the ‘cart’ and try to get Hooter to come over too but, he starts to slide away in the opposite direction along with the ‘cart,’ he starts to screech and can’t control what’s happening to him; he’s starting to panic. Brad tries to head over towards Hooter to calm him and we all notice the shadows on the wall (guards) are coming towards us now. Jon heads in their direction and uses his ‘Madders Hat’ ability on them - all 5 shadows stop and turn horizontally. Energy waves leave Jon’s body and 5 shadows fall to the ground. The temperature in the room begins to rise. Hooter is still being pulled by something, he’s now on his back and sliding across the floor and the ‘cart’ is going in a different direction. We are running out of time and we need to make a quick decision as to what is happening, should we stop it with the EMP (Electro Magnetic Pulse) Ashley is carrying or facilitate where Hooter and the ‘cart’ are moving towards? We opt to help push both of them towards the direction they are headed and SUCCESS! Objective 1 is complete - the package (song) has been delivered and Hooter has stepped back into his role on the ride. Objective 3 still needs to happen, get back to the present, alive! We make our way back to the Red Call Box, and, after some quick sewing of a harness for Ashley, make it back home safely. Quotes of the Game: “He has his own theme music and everything!” -Shannon about Jon Quotes of the Game: “She’s a rug!” -GM about Pooh-bear Ashley laying in the doorway, passed out MVP of this game: Shannon Whoops or “Oh Bother” awarded to: Ashley Biggest Surprise of the Game: Tiffany shoots the GM towards the end of the game with a Nerf bow and arrows she concealed from everyone! Game start: 6:00pm (approximately) Game end: 10:30pm Greetings Camper's! Since I am stuck home with Pneumonia, I decided to turn my attention towards the website and if you haven't seen it so far, I have made some pretty big changes to it.
1st, there is, as you have seen, a new splash page (Intro page) right before you log in, that just kinda talks about the game a little bit, kind of an ad and background "thing." 2nd, Brooke's "Adventure Log" for Charlie Companies game last Saturday is up, she did a great job ... I think she should do it more! ;) Nice job Brooke, thank you. 3rd, new rules are up about badges, ranks(XP), and lanyards. Should add an interesting twist. 4th, Alpha Teams Personnel Files are uploaded with their badges. Ready for their next game. Don't get it? You will. 5th, the new calendar is up and I have put all the important dates that would affect us, you'll thank me for this one later. 6th, I am working on some other puzzles too for those of you that wanted more and wanted them a little easier. I'll get those out shortly. If you have anything for me, leave a comment below. Too Infinity and Beyond! Three of our intrepid travelers (Julie, Brooke and Jack) found themselves in a sterile waiting room, awaiting their briefing. After receiving their assignment: rendezvous with Shannon and Chris, outside of Graycie Manor and return the misbehaving ghosts to their rightful home, they stocked up with supplies and headed to the Magic Kingdom.
Met with the eerie sight of an empty park, they made careful way to the Haunted Mansion, by way of Liberty Square. Reunited with Shannon, and introduced to Chris, the team was ready to investigate the happenings. “Fairy hormones are the WORST.” – Brooke After encountering a ghostly horse (who could only be seen and controlled by Chris) and a surly, unhelpful Butler, the group decided the best course of action was to approach the ride as visitors and try to determine what (or who) was out of place. After hitting the emergency stop, the adventurers proceeded into the dark ride. “There are three of them. Put them back to stop them all.” – Ghost (or nude) Butler As the team worked its way deeper into the ride, they stopped a moment to search the library. Unbenownst to them, Chris had wandered down the endless hallway and discovered: a hidden access door! On the other side they found themselves in the maintenance access to the ballroom, accessible by a trap door and ladder. Upon arriving in the room, they were surprised to discover Phineas (one of the infamous Hitchhiking ghosts) asleep in a large arm chair. Not appreciating the disturbance, Phineas attempts to apparate, but is foiled by Julie’s quick action with a "Please Stand Clear of the Doors" a.k.a a BUMBLE card. As Phineas became more and more irritated, the team tried everything they could think of to capture the ghost. Finally, Jack attempted to be friends — not realizing how close he and Phineas were about to become. With Jack bound by ropes (battling with Phineas for control over his body) our band of adventurers return to the omnimover track and walk further into the ride. Finding Gus (Hitchhiking Ghost #2) in the séance room playing with himself, and Ezra (Hitchhiking ghost #3) riding a pop-up skull in the graveyard — the team manages to board the re-started ride, expose the ghosts to their special effect, and set everything to rights. (The Butler even got his threads back.) It was a happy ending for most, but not everything was resolved. Who was this “evil queen” who released the ghosts in the first place, and for what nefarious plan? What good is it to have keys to everything when in fact you don’t seem to have keys to anything? Will we ever know whether to refer to Chris as s/he? Until next time … Sorry guys, I seemed to have screwed up on the puzzle. 13 across was listed wrong. I have gone back to the original file and changed it, download the new one if you like. Thank you Charlie Team for pointing out my mistake and being kind about it.
Starting next game session I am implementing a "MVP" and "WHOOPS!" Award, voted on by all at the table at each game. Essentially its a greatest moment and worst moment recognition but, the recipients will receive the cards pictured below with special pins on them. Note: Pins pictured below are NOT what will be on the cards AND they WILL change.
Good luck players! Well, all good things must come to an end and this is no exception. It happened tonight, at the last minute, the die turned on the GM and cost him the game. CONGRATULATIONS Charlie Company for finishing all three minor objectives and completing the FINAL objective as well. You should be very proud, you all worked VERY well as a team....even the new girl...uh...guy. ;)
The Pictures are posted in the photo album and I expect Brook to get to me the story soon. Nice job guys. Three of our intrepid travelers (Julie, Brooke and Jack) found themselves in a sterile waiting room, awaiting their briefing. After receiving their assignment: rendezvous with Shannon and Chris, outside of Graycie Manor and return the misbehaving ghosts to their rightful home, they stocked up with supplies and headed to the Magic Kingdom.
Met with the eerie sight of an empty park, they made careful way to the Haunted Mansion, by way of Liberty Square. Reunited with Shannon, and introduced to Chris, the team was ready to investigate the happenings. “Fairy hormones are the WORST.” – Brooke After encountering a ghostly horse (who could only be seen and controlled by Chris) and a surly, unhelpful Butler, the group decided the best course of action was to approach the ride as visitors and try to determine what (or who) was out of place. After hitting the emergency stop, the adventurers proceeded into the dark ride. “There are three of them. Put them back to stop them all.” – Ghost (or nude) Butler As the team worked its way deeper into the ride, they stopped a moment to search the library. Unbenownst to them, Chris had wandered down the endless hallway and discovered: a hidden access door! On the other side they found themselves in the maintenance access to the ballroom, accessible by a trap door and ladder. Upon arriving in the room, they were surprised to discover Phineas (one of the infamous Hitchhiking ghosts) asleep in a large arm chair. Not appreciating the disturbance, Phineas attempts to apparate, but is foiled by Julie’s quick action with a __________ card. As Phineas became more and more irritated, the team tried everything they could think of to capture the ghost. Finally, Jack attempted to be friends — not realizing how close he and Phineas were about to become. With Jack bound by ropes (battling with Phineas for control over his body) our band of adventurers return to the omnimover track and walk further into the ride. Finding Gus (Hitchhiking Ghost #2) in the séance room playing with himself, and Ezra (Hitchhiking ghost #3) riding a pop-up skull in the graveyard — the team manages to board the re-started ride, expose the ghosts to their special effect, and set everything to rights. (The Butler even got his threads back.) It was a happy ending for most, but not everything was resolved. Who was this “evil queen” who released the ghosts in the first place, and for what nefarious plan? What good is it to have keys to everything when in fact you don’t seem to have keys to anything? Will we ever know whether to refer to Chris as s/he? Until next time … |
Archives
April 2018
Categories |