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 The Deal of the Unown. - FGD&D

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Jamy
Plot Co-Ordinator and Head of Event Music
Plot Co-Ordinator and Head of Event Music
Jamy


The reluctant typo King.

Gender : Male
Posts : 371
Join date : 2010-07-18
Age : 35
Location : I am everywhere, and nowhere, for my being as all, is questionable to existance.

The Deal of the Unown. - FGD&D Empty
PostSubject: The Deal of the Unown. - FGD&D   The Deal of the Unown. - FGD&D Icon_minitimeThu Aug 04, 2011 9:58 pm

I've been thinking of this forum game for a little while now:

Plot: A group of Pokémon trainers have mysteriously found themselves trapped in a room, inside the Ruins of Alph.
To escape, they must turn to the assistance of the Unown.

Some of the Unown, on the other hand, have a different idea; They know at least one of the trainers is dead, as they can feel the spirit's energy. As such, some of the Unown lock onto this spirit-pattern in order to keep the soul here, where it belongs.
This creates the "Blood Unown", which are red Unown. They seek the damned. The trainers, do not know this, but fear the Blood Unown...

The Unown of course, are sporting Pokémon, & cannot understand the Blood Unown themselves, & so make a deal with the Trainers:
Around the ruins are clues of how to get out & who is dead. At each clue site is a single Playing card.
The trainers must collect these cards, in order to fill the blanks on the walls, & try to get out.
A playing card of a red suit, is one to help decipher who is dead, while the black ones, help find your way out.

The Unown will give a simple riddle to the next clue site. The Blood Unown may too, but their riddles will always be a strange dialect, which oddly still is English.

You must work as a team to find who is dead, before you escape (even if you do know how).
If you guess whom is dead wrongly though, but still leave, the live trainer left behind will instantly die inside the ruins, by the Blood Unown...you must not let this happen, as you will return back to ruins.
Only finding the one(s) who is dead will guide you home...be careful though, the Blood Unown cannot speak English too well, their clues, even if all found, may not be too easy...

If all Red clues are sussed wrong, the once dead get to live & are free, but the once living die inside the ruins & lose the game.

The back of a playing card will give you a code to crack, as you place them on the "wall" to get out.
If you put the cards in the right order, the wall is "fixed", then you just need to work it out for yourself.

The wall looks like this:
A = A =
B = B =
C = C =
D = D =
E = E =
F = F =
G = G =
H = H =
I = I =
J = J =
K = K =
L = L =
M = M =
N = N =
O = O =
P = P =
Q = Q =
R = R =
S = S =
T = T =
U = U =
V = V =
W = W =
X = X =
Y = Y =
Z = Z =
! = ? =

You get a Map, too. It features four floors with various landmarks...use the map & the landmarks to find the clue sites.

Clue example:
9D-1D-KD 1D 3D-QD-8H-5D-KH

If you a ratio here of one-to-one for each letter. I.E. 1D = A, 2D = B, etc...it would say "I am a clue".
Of course the codes aren't that easy to decipher.


Well guys...what do you think?
Any questions..? Would like to help with this forum game?


Last edited by Jamy on Sat Aug 06, 2011 11:16 pm; edited 3 times in total
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Jamy
Plot Co-Ordinator and Head of Event Music
Plot Co-Ordinator and Head of Event Music
Jamy


The reluctant typo King.

Gender : Male
Posts : 371
Join date : 2010-07-18
Age : 35
Location : I am everywhere, and nowhere, for my being as all, is questionable to existance.

The Deal of the Unown. - FGD&D Empty
PostSubject: Re: The Deal of the Unown. - FGD&D   The Deal of the Unown. - FGD&D Icon_minitimeThu Aug 04, 2011 11:59 pm

Exit clue 1:
4S 5C-JC JS-KC-9S-6S 5C-KS-10S KC-7C-KS-6S-KC-7S
3S-4S-KS-9C JC-6S 5C 3S-7C-KS-9C

"I am blue and lonely
Sing me a song"

Clue's answer; SombreAria
Sombre = Down, gloomy. Thus the clue "blue" means as such.
Aria = Singing alone. Thus matches "Sing me a song" & "Lonely"

Exit clue 2:
4S AS-7C-KC-10S 5C 8S-6S-7S 7S-7C-9S 2S-5C-KS-KS-7C-5S AS-5C-QC-6S
4S AS-5C-QC-6S 5S-AS-6S JS-5C-8C-3S 7S-7C-9S 2S-5C-KS-KS-7C-5S JS-8C-6S-5C-8S
4S 6C-4S-KC-KC AS-7C-KC-10S 3C-KC-8C 5C-3S KC-7K-KS-9C 5C-3S 4S-5S 5S-5C-8S-6S-3S

"I hold a key you cannot have
I have the bars you cannot break
I will hold for as long as it takes"

Clue's answer; Imprisoned
The keys & bar represent a prison cell.
Holding those possibly indefinitely, is Imprisonment.

Exit clue 3:
4S-KS-2S-8C-6S-5C-3S-6S 7S-7C-9S-8C 10C-5C-2S-6S 5S-AS-4S-3S 4S-3S 5C 8C-5C-2S-6S
5S-4S-JC-6S 4S-3S 8C-9S-KS-KS-4S-KS-9C 7C-9S-5S

"Increase your pace, this is a race
Time is running out"

Clue's answer; Hurry
Increase your pace = Speed up
Time is running out = Signalling limited time, & a sense of panic.
Under either condition, one is likely to "hurry".

Exit clue 4:
AS-5C-3S AS-6S 9C-7C-5S 7S-7C-9S KS-7C-6C 7C-8C
5C-KC-KC 6S-7S-6S-3S 3S-AS-5C-8C-10C 6S-KS-7C-9S-9C-AS 5S-7C
3S-6S-6S 5S-AS-6S 3S-5S-5C-8C-5S 7C-3C 6S-5C-2S-AS KC-4S-KS-6S-MJ

"Has he got you now or
All eyes sharp enough to
See the start of each line!"

Clue's answer; Has
The start of each line, once spelled out is "H-A-S".
Also the first word of the clue is "Has".

Exit clue 5:
4S-KS 5S-AS-6S 6C-7C-8C-KC-10S 7C-3C KS-6S-6C
5S-5C-8K-6S 5S-AS-6S 3C-4S-8C-3S-5S 5S-6C-7C 5S-AS-4S-8C-10S-3S 5S-AS-6S-KS 6C-6S 6C-4S-KC-KC JS-6S JC-6S 5C-KS-10S 7S-7C-9S

"In the world of new
Take the first two thirds then we will be me and you."

Clue's answer: Us
The new world is referring to America or "USA", & the first two letters of the three lettered USA is "US"
Me & you = us.

Card code (black):

A = 5 of Clubs (5C)
B = Jack of Spades (JS)
C = 2 of Spades (2S)
D = 10 of Spades (10S)
E = 6 of Spades (6S)
F = 3 of Clubs (3C)
G = 9 of Clubs (9C)
H = Ace of Spades (AS)
I = 4 of Spades (4S)
J = Ace of Clubs (AC)
K = 8 of Spades (8S)
L = King of Clubs (KC)
M = Jack of Clubs (JC)
N = King of Spades (KS)
O = 7 of Clubs (7C)
P = 10 of Clubs (10C)
Q = Queen of Spades (QS)
R = 8 of Clubs (8C)
S = 3 of Spades (3S)
T = 5 of Spades (5S)
U = 9 of Spades (9S)
V = Queen of Clubs (QC)
W = 6 of Clubs (6C)
X = 4 of Clubs (4C)
Y = 7 of Spades (7S)
Z = 2 of Clubs (2C)
! = Monochrome joker (MJ)

Though I've not made all the black clues yet, they should say:
"OUR HOST HAS IMPRISONED US HERE! TELL SombreAria TO LET YOU OUT! HURRY!"
Once they've deciphered all of them.

I'll be using Unown sprites for the card codes on the back of the playing card, & for riddles to the clue site location.
As Jya kindly volunteered to create some red Unown sprites, I'll just put the normal ones down here, for easy access.

Code:
A -[img]http://pkmn.net/sprites/dp/unown/201.png[/img]
B - [img]http://pkmn.net/sprites/dp/unown/201b.png[/img]
C - [img]http://pkmn.net/sprites/dp/unown/201c.png[/img]
D - [img]http://pkmn.net/sprites/dp/unown/201d.png[/img]
E - [img]http://pkmn.net/sprites/dp/unown/201e.png[/img]
F - [img]http://pkmn.net/sprites/dp/unown/201f.png[/img]
G - [img]http://pkmn.net/sprites/dp/unown/201g.png[/img]
H - [img]http://pkmn.net/sprites/dp/unown/201h.png[/img]
I - [img]http://pkmn.net/sprites/dp/unown/201i.png[/img]
J - [img]http://pkmn.net/sprites/dp/unown/201j.png[/img]
K - [img]http://pkmn.net/sprites/dp/unown/201k.png[/img]
L - [img]http://pkmn.net/sprites/dp/unown/201l.png[/img]
M - [img]http://pkmn.net/sprites/dp/unown/201m.png[/img]
N - [img]http://pkmn.net/sprites/dp/unown/201n.png[/img]
O - [img]http://pkmn.net/sprites/dp/unown/201o.png[/img]
P - [img]http://pkmn.net/sprites/dp/unown/201p.png[/img]
Q - [img]http://pkmn.net/sprites/dp/unown/201q.png[/img]
R - [img]http://pkmn.net/sprites/dp/unown/201r.png[/img]
S - [img]http://pkmn.net/sprites/dp/unown/201s.png[/img]
T - [img]http://pkmn.net/sprites/dp/unown/201t.png[/img]
U - [img]http://pkmn.net/sprites/dp/unown/201u.png[/img]
V - [img]http://pkmn.net/sprites/dp/unown/201v.png[/img]
W - [img]http://pkmn.net/sprites/dp/unown/201w.png[/img]
X - [img]http://pkmn.net/sprites/dp/unown/201x.png[/img]
Y - [img]http://pkmn.net/sprites/dp/unown/201y.png[/img]
Z - [img]http://pkmn.net/sprites/dp/unown/201z.png[/img]
! - [img]http://pkmn.net/sprites/dp/unown/201zz.png[/img]

The Deal of the Unown. - FGD&D 201i
The Deal of the Unown. - FGD&D 201wThe Deal of the Unown. - FGD&D 201iThe Deal of the Unown. - FGD&D 201sThe Deal of the Unown. - FGD&D 201h
The Deal of the Unown. - FGD&D 201i
The Deal of the Unown. - FGD&D 201cThe Deal of the Unown. - FGD&D 201oThe Deal of the Unown. - FGD&D 201uThe Deal of the Unown. - FGD&D 201lThe Deal of the Unown. - FGD&D 201d
The Deal of the Unown. - FGD&D 201uThe Deal of the Unown. - FGD&D 201sThe Deal of the Unown. - FGD&D 201e
The Deal of the Unown. - FGD&D 201tThe Deal of the Unown. - FGD&D 201hThe Deal of the Unown. - FGD&D 201iThe Deal of the Unown. - FGD&D 201s
The Deal of the Unown. - FGD&D 201oThe Deal of the Unown. - FGD&D 201n
The Deal of the Unown. - FGD&D 201dThe Deal of the Unown. - FGD&D 201eThe Deal of the Unown. - FGD&D 201fThe Deal of the Unown. - FGD&D 201The Deal of the Unown. - FGD&D 201uThe Deal of the Unown. - FGD&D 201lThe Deal of the Unown. - FGD&D 201tThe Deal of the Unown. - FGD&D 201zz


Last edited by Jamy on Thu Aug 11, 2011 3:16 am; edited 6 times in total
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Jamy
Plot Co-Ordinator and Head of Event Music
Plot Co-Ordinator and Head of Event Music
Jamy


The reluctant typo King.

Gender : Male
Posts : 371
Join date : 2010-07-18
Age : 35
Location : I am everywhere, and nowhere, for my being as all, is questionable to existance.

The Deal of the Unown. - FGD&D Empty
PostSubject: Re: The Deal of the Unown. - FGD&D   The Deal of the Unown. - FGD&D Icon_minitimeFri Aug 05, 2011 4:39 pm

Plausible Exits:

Possible sacrifice exit; A single player tries to leave. To PM me their exit answers.
If they get both black & red clue correct, they exit & are free.
Get the red clue wrong, but the black right, means they will return ruins & stay trapped.
If they get black wrong, it won't matter if they get the red wrong as they're not going anywhere.
If they're dead though, & find that out, by decoding a red "dead" card. I must question a random "live" player, & ask them "Who is dead in clue [number]? If they get it right, the dead lose, if they get it wrong, the dead win & replaces the living.

Accused & escapee; A single player tries to leave, by hopefully deciphering the clues, accuses another of being dead.
If they're right, the "dead" vanish (lose) & they're free.
If they wrong on the red, they go nowhere & randomly ends up killing one other member.
IF wrong on the black, they go nowhere...

All at once;
All player band together & vote to on the answers. Majority vote wins.
If they're right on both, all dead players "lose", & the others are free.
If they're wrong on some red, those that are behind stay, & the same number of members are randomly chosen to return back to the ruins. Half of them "die", & the game continues.
If all red are wrong, all "living" members die, & the dead replace them & win.
If the black is wrong, they're not going anywhere...


Last edited by Jamy on Sat Aug 06, 2011 10:40 pm; edited 1 time in total
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Jamy
Plot Co-Ordinator and Head of Event Music
Plot Co-Ordinator and Head of Event Music
Jamy


The reluctant typo King.

Gender : Male
Posts : 371
Join date : 2010-07-18
Age : 35
Location : I am everywhere, and nowhere, for my being as all, is questionable to existance.

The Deal of the Unown. - FGD&D Empty
PostSubject: Re: The Deal of the Unown. - FGD&D   The Deal of the Unown. - FGD&D Icon_minitimeSat Aug 06, 2011 10:35 pm

I'll be using braile for the code order on the back of the cards. Thus referencing the third generation of Pokémon.

I need this site at hand for that: http://www.afb.org/braillebug/braille_print.asp
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Jamy
Plot Co-Ordinator and Head of Event Music
Plot Co-Ordinator and Head of Event Music
Jamy


The reluctant typo King.

Gender : Male
Posts : 371
Join date : 2010-07-18
Age : 35
Location : I am everywhere, and nowhere, for my being as all, is questionable to existance.

The Deal of the Unown. - FGD&D Empty
PostSubject: Re: The Deal of the Unown. - FGD&D   The Deal of the Unown. - FGD&D Icon_minitimeSat Aug 06, 2011 11:39 pm

Blue Unown; The blue or "shiny" Unown know how you got down here.
There is 52 sighting of them. One letter for each clue site.
This is what they'll say:

HE?
HE TRAPPED YOU HERE!
HE MADE ME
FLOOR II
THE CEILING KNOWS


Upon looking up on the second floor the player(s) will find a sealed slab with this inscription:

"My name holds the secret. I found you, I sealed you in.
Blood of three stains my hands.
Blood stains the mysterious.
I am with you. I am watching...
You cannot leave...
...I sing alone...
BE...MY...FRIEND..."
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Jamy
Plot Co-Ordinator and Head of Event Music
Plot Co-Ordinator and Head of Event Music
Jamy


The reluctant typo King.

Gender : Male
Posts : 371
Join date : 2010-07-18
Age : 35
Location : I am everywhere, and nowhere, for my being as all, is questionable to existance.

The Deal of the Unown. - FGD&D Empty
PostSubject: Re: The Deal of the Unown. - FGD&D   The Deal of the Unown. - FGD&D Icon_minitimeMon Jan 30, 2012 8:27 am

Hmm...I should be able to use these, somehow...

The Deal of the Unown. - FGD&D 180px-Alph

The Deal of the Unown. - FGD&D Ruinsofalph3

The Deal of the Unown. - FGD&D Ruins_Of_Alph_2_Fixed
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The Deal of the Unown. - FGD&D Empty
PostSubject: Re: The Deal of the Unown. - FGD&D   The Deal of the Unown. - FGD&D Icon_minitime

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