The Adventure Zone: Amnesty - Episode 3

Synopsis
''Fate draws our heroes towards the same spot in the Monongahela National Forest, where, at long last, their destinies entwine. Ned has a remarkable dream. Duck travels to a strange land. Aubrey starts a fire.''

Edmund "Ned" Chicane
Barclay, now in his Bigfoot form, races towards and tackles the monster bobcat a couple dozen yards in front of Ned, who kicks off his snowshoes and gloves and jumps behind the wheel of his car. Ned, a hundred percent convinced he is in a dream and ready to live like he is in one, puts his Lincoln Continental in drive and guns it towards the Barclay and bobcat.Acting Under Pressure, Ned drives towards the two monsters, and Barclay, seeing the headlights of the car heading towards him, pushes the bobcat off of him with his foot, flinging it backwards, and rolls out of the way as the bobcat slams into and rolls over the hood of the car. Ned does a sweet move where he changes the gear shift and slams the brakes causing the car to curve and slide right beside Barclay, and, looking through his rearview mirror, he sees some black fluid shoot out of the body defeated bobcat and group back together and quickly slither away into the forest.

Duck Newton
Duck steps through the gate and into another world. After stepping through, Duck's vision starts to become slightly disoriented and he becomes slightly sick, and, for some reason, angry. Despite being somewhat disorientated, Duck is able to notice a few things about his new surroundings. Behind him is another stone gate identical to the one he just entered that is enclosed inside of another, large stone structure. There are massive pillars propping up the ceiling overhead, and through these pillars Duck is able to faintly make out some bright colorful shapes in the distance and some round buildings. Beyond these buildings is a massive castle with a large orange shape jutting out of the ground just in front of it. A s he assesses his situation, anger continues to build inside Duck at an alarming rate. Two figures standing in front of a pillar notice Duck's presence with surprise and they shock him unconscious with rods.

Duck awakens bound to a chair positioned in front of wooden table in a dark, small room; a scarf-like thing wrapped around his neck by his captors, and, for whatever reason, the anger and disorientation he felt when he entered this place now gone. Seated across from Duck is a helmeted person in a large set of chainmail armor and covered by a tabard featuring an orange crystal radiating light in every direction who immediately addresses him.The figure explains that they're also a man of the law and makes the assumption that Duck stumbled through the gate accidentally, which he confirms, and they ask him for his name, which he gives them.Vincent asks Duck if the reason he knew about the gate was because Mama told him of it, but Duck denies knowing anyone of the name Mama and explains that it appeared to him as he was being pursued by a "large, non-earth bear" in the woods. Vincent writes all this information down in his notepad, almost if he were taking an statement.Vincent explains to Duck that he can't allow him to leave until they figure out just how he found the gate. He then removes his helmet and places it on the table, revealing the face of a goat underneath.

Aubrey Little
Aubrey, minus Dr. Bonkers who she left behind with Dani, walks through the woods behind Amnesty Lodge with Mama, who is carrying an oil lantern in one hand as she leads her swiftly through the pines. Mama explains to her that there's something she need her to see, and that she needs her to promise on her life not to tell another soul about what she's seen tonight, as doing so could have repercussions for the rest of the world.Mama tells Aubrey about Silvane, a world separate from ours that runs on magic and uses that magic to sustain its inhabitants, naturally making them very protective of the world they live in. Throughout history and for unknown reasons, gates to this world have been appearing in various places on Earth, allowing humans to cross over and cause all sorts of problems. This has had the side effect of causing a bit of blood between humans and the Silv's, and also creating beings that Mama calls "Abominations". As tensions got worse between humans and the Silvs, the stricter laws became in Silvane in regards to governing who can and can't live there.WIP

Featured NPCs

 * Barclay
 * Mama
 * Vincent

Featured Locations

 * Kepler
 * Silvane