Late Sunday night, the ominous fog outside thickened, enough that anyone looking out probably wouldn't see anything; if anyone was outside, visibility dropped to maybe a couple feet, at most, and there would've been a thick, oppressive feeling to the strange mist.
Edit/note: As per most of the "field trip" type plots, the "Manor" proper is "gone" for the week; people will find themselves in random locations across the town, at MUN preference - apologies for any confusion!
Monday morning, everyone is waking up scattered in Silent Hill; as this is a survival-type field trip, they could be just about anywhere, and will only have with them what they'd usually carry on them. Power nerfs are somewhat optional with some rules; if a character's powers would be something where they'd be able to breeze through monsters or obstacles, they'll get nerfed town to "normal" or "near-normal", but if their powers can make things more complicated, then feel free to leave them intact! For anyone with control issues, the Town will be trying to get them to lose it, for one example of a reason to leave powers intact, and psychics or those with sensing abilities will be aware of the morass they're walking through.
There is, however, one small gift from the previous plot; everyone will wake up with a little, bright colored, pumpkin-shaped basket next to them. Inside will be a couple handfuls of candy from the previous plot, a note reading "Yours to keep, no expiration - use wisely", and one of two items, at MUN option:
1) A small bottle of some kind of blue liquid, labelled "Healing Potion - One Dose". If drunk (or poured down someone's throat, depending), all injuries that person currently has heal; if there's chronic injuries or illnesses, or other negative lasting physical effects, the character will be free of them for one month's time.
2) A box with a single carved figurine of a ruby slipper. The inside lid reads: "Instructions: Rub the slipper and recite 'There's no place like home' - One Use". If used, the character and anyone within a five foot radius around them are transported to a replica of the character's living space in their home world, with everything there as they last left it. It will last for two days or until they attempt to leave the "home", at which point it will vanish, although clothes, books, or small mementos carried on someone's person will stay with them.
The gifts are permanent, or at least until used - as the "no expiration" note implies, they won't vanish at the end of this plot.
As always, feel free to pester mods with questions in chat, PM, IM, or wherever - due to "who's more familiar with the setting", most questions about how the place works should go to Birdy (Shirhanblade on AIM)!
( Setting Information )( Notable Places )( Monsters and Creatures )On that note about weapons, it's not that hard to find improved weapons. Somewhere within a range of wherever a given character wakes up there'll be something vaguely useful, whether it's a board with a nail through it, crowbar, a piece of pipe, or some other similar melee object.
Firearms and more effective weapons won't be found this week. If a character had a weapon they were carrying with them, it will remain, although special powers will be limited the same as other powers getting nerfed down.
Why yes, this plot will be longer than one week. Also, things like a character-specific monster
can be introduced during the plot and not necessarily show up stalking the character immediately!