The Mods Grimm (
themodsgrimm) wrote in
grimmoired2018-07-28 08:34 am
CHAPTER SEVEN ; TRIAL
CHAPTER 7 - WEEK 7 Wakey wakey, naughty murder children. It's a lovely Saturday, after all. Breakfast is served piping hot at its usual time and all of the evidence has been removed from the scenes of yesterday. No matter how you choose to spent your morning though, the clock will begin to chime the moment both hands reach the large, ornate twelve. Before your eyes materializes a door...but not just any door. Unlike the door leading to the festival, this door sits primly and properly right in front of the foyer. Whether you exit the castle on your own or you feel a friendly, invisible push, you begin to walk under an arc of wisterias. Behind you, the clock continues to chime with every step you take. By the time the time the clock strikes twelve, you've entered a beautiful garden. In front of you is a long table, 19 seats on each side. Around the garden are several glass cases containing evidence collected yesterday. As noon intensifies on the sun-shaped clock, you'll find Dragon at the head of the table, a glass-covered rose near her right hand. Tick tock, Narrators. You have nine hours to deliberate. The garden is strangely silent and there are no snacks today...it seems as though you'll be left to your own devices. ![]() Welcome to your trial post! Please see here for the OOC summary of events from yesterday's investigation. In addition, please be sure to vote! Please see the voting page on how to vote, as we will have two special things to vote for. Voting will close at 9pm EST/6pm PST or sooner if the game ICly elects so. If you have any questions, please ask on our Discord server or ping us on plurk. Please direct pings for the NPC to Dana (
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Instinctively, they will know that they have to accomplish three things in order to obtain three keys.
- Trick a traveling nobleman lost in the woods into giving up one of his treasures.
- Find and return seven pickaxes belonging to seven dwarfs who are roaming the woods.
- Find a magically hidden entrance to a cottage in a clearing at the center of the woods.
For each completed task, they will also receive one silver key.
Upon identifying the cottage's entrance, the door will materialize and swing slowly open, at which point they will be compelled to enter. One they do, the door slams shut behind them; they will instinctively know that they must explore the cottage in its entirety, including a hidden room where a chest with three individual locks lies waiting for them.
Once your characters find the chest, please reply to this comment so we can let them know what they’ve found!
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