Sir? Do I look like an officer to you, miss?
Alright, you lot the Man says, pointing out Cho-Ja, Jack, the Eye, Dar'yajira, Fiddler, Subjects Wa through Wk, and Big Bigger, Follow Hendricks here. he's the one waving. On your left. Your OTHER left. That's him.
And you lot gesturing at Ssslavina, Durmokh, Clunkers, Sirkie, Ebony, Reggie, (Terrance, pending Doc's agreement) and Aylia, Go get in that boat over there. The big wooden thing sitting in the sand. That's a crate. Get out of the crate. The bigger wooden thing. There you go.
Freshies. All of them.
Team One
Team One follows an unshaven, scarred man in leather along a hardpacked trail in the desert, away from the greenery and down, through a rugged crevasse and into the slightly cooler air below. After some time, they xit onto the floor of a canyon of sorts, which curves in a rough arc in both directions from their entrance. Their guide gives them little time to gawk, leading them along the wall to a low opening, through which he ducks. Then down a long hall to an empty sandstone room. Several stone archways line the perimeter of the room, and the man walks up to one, pulls out a gem the size of his fist, inserts it into an indentation, and strikes the stone inside the arch with a short, metal rod. The stone wall shimmers, then goes still and black. In you go.
You all enter the blackness of the archway and walk forward several steps in blackness before seeing a dim light ahead, which turns out to be coming from under a doorway at the top of a set of stairs, on the other side of a large room, filled with benches standing on end, mops and buckets, musty rags, and a rather large metal furnace.
Team Two
Team Two makes their way to the boat sitting in the desert, they climb in and settle in. the armored man shouts a few more instructions at them, about equipment in crates, and about sitting still for the journey. it is a tad crowded in the boat with all seven of you in there, but you are able to find seats and other accommodations. Just as whichever of you inevitably decides to start rifling through the supplies gets up to do so, the boat lurches forward, propelled by some unknown drive, throwing the comical unfortunate backward over their seat. Al eyes are turned toward him or her when you hear a splash and feel the boat rocking in a most unterrestrial manner. Looking out, you find yourself adrift on a small lake surrounded by bog and mire, an ugly little grey town on the near shore. Those of you with intelligence above a -1 have decided instantly that whoever named Seahaven was an idiot, or a very cruel person.
Important, Please look here!
When you post actions for the GM, please begin your post with two things. 1) your character name, and 2) your team. Make ONE action post. you are allowed to edit this action before the turn, but do not erase actions. instead, strike them through and post your new action after the strikethrough, preferably on a new line. Bold Actions or I won't use them. I will probably miss colored bold actions. similar to ER, of course, for you veterans of that game. please assist the others graciously, even ifyour character is planning on stabbing theirs in the back in the next turn.
Finally, it's a game, and a role play. let's have fun! Thank you all for being here!