[personal profile] midpointmods
PLAYERS: Everyone!
LOCATION: Midpoint, and the Lucky Break for a precious few
GOAL: Wind down and gear up for next round
WARNINGS: None
OTHER: Have fun!

Ten people wake up in the morning to find notes on their bedside tables, coffee tables in the suite, next to their bathroom basin, or even on their pillow next to their face. One wakes up in a cool jail cell with sand, dust, and the distant whistle of a steam engine for her alarm.

For Soldat and Jo, the note reads: Round 86 begins in three days. Your briefing will be delivered tomorrow morning by Nicholas St. North. Be prepared.

Taako, Hajime, and Yoda, get a similar one: Round 86 begins in three days. Your briefing will be delivered tomorrow evening by Nicholas St. North. Be prepared.

For the rest - Fuwa, Inara, Sara, Irene, and Misty, the note reads: Round 87 begins in three days. Please pick up your final teammate and your briefing from The Lucky Break.

North has no information for anyone just yet, but for half the players active this round, there’s nothing to do but loaf around town waiting, and trying to casually suss out who might be on their team and who they have to fight, until the next day when they get their instructions. This has happened before, older players will assure them: if there’s no new players, sometimes they don’t make you trek all the way out to the jails for your briefings.

For the other half of the active players, there’s a new teammate and information to pick up. Who wants to make the trek and crowd into the small jail to free them?

And of course, there’s the expected couple days of chatter as every player, active or not, crowds into the saloon to see who’s getting sent out this month and who isn’t. North has plenty of food for everyone, as usual; there’s a series of shows playing all day at the theater (which turns out to be the Adam West Batman); and everything makes merry the best they can, up to the time people have to leave to get to work entertaining the masses. Good times, right?
[personal profile] midpointmods
PLAYERS: Rocket and Groot, Taako, Yoda, Jiro Azuma VS. Sam Wilson, Misty Day, Jo Harvelle, Sara Lance
LOCATION: Bank Town, the Ranch
GOAL: Keep hands on the cargo of the stagecoach travelling from Bank Town to the Ranch
WARNINGS: Attempted murder
OTHER: OOC post for plotting and questions!

The stagecoach isn’t ready for transport when the two teams arrive at Bank Town just before sundown, and the bank manager who is in charge of the shipment will only speak to someone on the driver team, so the bandits are shit out of luck even if they try to get to it first. There appear to be some delays, in fact, and the bank manager has many apologies, but the stagecoach isn’t loaded up with its cargo until noon the next day - as Bank Town has no inn, the teams had best find somewhere out of the wind to spend the night, whether by borrowing an empty house in the sparsely populated town or bedding down against the ravine walls.

There are two routes marked as safe for stagecoach travel on each team’s map: one that swings north following the railroad tracks and passing close to Midpoint, and one that swings south along the floodplains. It’s up to the drivers which path to take, and up to the bandits to guess the right one. It’s a breezy day: tracks won’t last for long. (The bandits might do well to check at Booker’s General Store before they leave.)

The stagecoach won’t make good time, burdened as it is, and the horses can’t run all day, but that’s why there’s a note on each route for the drivers on where to change horses. That might be a good place to wait out the darkness-- unless someone is foolhardy enough to drive the new team of horses all night. The cargo is due at the Ranch by the end of the third day, so there’s plenty of time... but there’s the threat of bandits to worry about.
[personal profile] midpointmods
The town of Midpoint: called thus because it is at the exact center of the game arena, a busy little Western town full of strange people, many of whom don’t look remotely human, because this is where all the players gather and live. Midpoint Saloon: called thus because it is the only bar in Midpoint. It’s also the biggest building in town, four stories high, dotted with windows, painted a jaunty yellow and decorated with red and green flowers in all the window boxes.

This is where your veteran teammate points you. Or just stomps off to and hopes you follow.

Downstairs is a bar and tavern, Old West style, right down to the upright piano in one corner and a raucous crowd of locals - largely locals, but with a healthy smattering of unusual or downright alien faces that clearly indicate the presence of other Players - eating, drinking, gambling, and getting into trouble. There’s a broad, bearded man behind the bar, waving cheerfully at you as you enter.

The rest of the night and the next day is yours to do with what you see fit. Explore the town, take a long nap in your new room, try to get to know people... everyone is here for the next twenty-four hours before travel to the mission site, so it’s a good chance to scope out the competition, at the very least.
[personal profile] midpointmods
You find yourself in jail. An old-fashioned, dusty jail: three cells wide, six foot to a side and below ground level, judging from the tiny barred window half a foot from the ceiling, that looks out onto a flat expanse. Shimmering heat waves are already starting to form, the sun already burning hot, but your cell is comfortably cool and dry.

And empty. The only things in your cell are a sturdy plank bench, chained to the wall like a hammock, a solid-looking pillow and a hairy blanket sitting thereon. Any items you might have had on your person are sitting on the wall opposite your cell, nearly four feet away from the iron bars holding you: propped up on wooden shelves, hanging from thick metal hooks, or sitting on the floor if the item is particularly large.

Outside the occasional jangle of leather and metal, and the occasional chuffing breigh suggests that there must be horses outside, but otherwise the area is silent. Before too long, though, there's the sound of footsteps and jangling keys echoing from upstairs, getting louder and clearer as someone makes their way down to you...

I. Sooey Jail

The view from the windows drops off quite suddenly, about a mile past the bare scrubland bushes and occasional screeching roadrunner. In the distance, a plume of smoke is the only sign of a freight train rushing along its tracks, until the faint echo of its whistle hits the ear. While Inara Serra will likely be entirely unimpressed by the lacking cell, Daylight vis Lornlit will find it's far too small for him. Bucky Barnes is near silent as he dismounts outside.

II. Southern Point

The walls of the cells here are distinctly discoloured to nearly five feet high, an ugly brown with black mold growing in the cracks around the benches and corners of the room. The air is musty and damp, in sharp contrast to the hot, dry wind that blows in through the windows. Quicksword Irene will find her ever-present claymore on the wrong side of the bars, but Hajime Aikawa has company behind his - Ryo has come along, too. The sound of Fuwa tying his horse up is interrupted by a sharp yelp of annoyance.

III. Mountain Hole

The windows are cast in shade in these morning hours, which makes the cells distinctly cooler than the glimpses of clear blue sky and rolling heat waves suggest. Fully grown trees with needle-like leaves are visible outside, and the keen might just hear the echo of a chugging train. Taako will no doubt find the scene familiar; Yoda as well, if less sandy than some oft complained about; Jiro Azuma is undoubtedly the most confused here. Rocket and Groot can be heard outside, approaching and bickering.

IV. Dead Man's Doorstep

The higher the sun rises, the warmer it gets in the cells; even before midday it's unspeakably stuffy, and the hot breeze carries light waves of sand into the cells. The sound of ropes creaking, gentle and intermittent, under the strain of something heavy echoes through the cells, adding a disconcerting background noise to the already alarming context. Jo Harvelle will find sand in her hair; Sara Lance finds it everywhere else. Outside, Misty Day and Sam Wilson tie their horses together, and brace for their new teammates.

Profile

Midpoint Saloon: A Private Game

July 2020

S M T W T F S
   123 4
567891011
12131415161718
19202122232425
262728293031 

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated 4 January 2026 03:16
Powered by Dreamwidth Studios