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Camp Half-Blood RP

EmberQuest


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Character Name: Emberlynn Knight

Cabin: Iris

Other Characters involved in Plot: Oracle, Benji Baker, Sage Roberts, *At least one character must be willing to receive a temporary injury

Plot Overview:

Emberlynn was just getting used to life at Camp Half-Blood. She's made some friends, found some family, and even made some breakthroughs with her photokinesis. But she's nowhere near ready when the oracle calls upon her to track down and eliminate a monster that's been terrorizing a high school in suburban Indiana. Ember and her team attempt to infiltrate the school by posing as transfer students, but her lack of confidence in herself costs them their chance and gets a friend injured. Terrified of getting someone else hurt and desperate to prove herself, she attempts to take on the enemy by herself. This ends in absolute disaster, but she does manage to find out the monster (an Empousa)’s weakness - being insulted. Realizing her prior mistakes, she trusts in her friends and defeats the creature using her tongue rather than her sword. She returns to camp victorious in her quest, and a better person and better friend for it.

Plot Outline: 

  • Emberlynn receives a vague prophecy telling her to hunt down a monster  in the "state of a score, ten, and eight".
  • Emberlynn is unconfident and tries to reject the quest, but is ultimately convinced that she needs to go
  • The party is formed and figures out that “state of a score, ten, and eight” is Indiana
  • The group takes a train towards Indiana and gathers information pointing toward the high school
  • The party investigates and identifies Emily Greenberg as the monster
  • The Half-Bloods confront Emily. Emberlynn fails to act at a crucial moment and another team member is injured. Emily pins the chaos on the group and gets them banned from the campus.
  • Emberlynn sneaks away to confront the monster on her own.
  • Emberlynn fails miserably, is knocked unconscious, and is nearly killed. She accidentally discovers that the monster’s weakness is being insulted.
  • Teammates nurse Emberlynn back to health and are furious with her for going off on her own.
  • Hearing her story, a companion puts together that the monster must be an Empousa. The group comes up with a plan to kill her - this time together.
  • The team has a final confrontation in which Emberlynn uses her telltale quips to weaken and confuse the monster while the others come in to deliver the killing blow.
  • The campers return and celebrate victory. Emberlynn realizes how important it is to believe in both herself and her friends.

Plot Locations: 

  • Camp Half-Blood
  • Train to Indiana
  • (Maybe local library for researching info)
  • Suburban High School
  • Empousa’s lair - clearing in nearby woods
  • Return to Camp Half-Blood

Full Plot:

Emberlynn has been at Camp Half-Blood for about a year now, and is finally starting to get used to things. She spends most of her days in relative peace - working on crafts, developing her powers, and deepening her relationships with her newfound friends and family. But the more she learns about the world of demigods, the more alienated she begins to feel. Much as she yearns to be, Emberlynn doesn't feel like a hero. Her combat skills leave much to be desired, and for all her creative pursuits, she's unable to determine a true talent she can boast of. She longs to find a purpose here, to help these people who have given her a home, but her self-esteem issues make it hard to see herself as anything but useless.


So it comes as an absolute shock when she receives a prophecy from the oracle. She is tasked with tracking down and slaying a monster in the "state of a score, ten, and eight". At first she claims it must be some sort of mistake, that the quest must be meant for one of her older sisters or one of the more "hero-like" campers. But when it is made clear that the prophecy is indeed for her, she begrudgingly accepts and finds a few other campers to join her. The group figures out that the vaguely-described monster must be in Indiana - the 38th state - and set out to begin their adventure.


As the group travels closer, they find information that points them to a particular high school in the suburbs. They enter the school posing as transfer students from another district there on a visit. It soon becomes apparent that something is off with the "popular clique", and in particular with the captain of the softball team- the almost supernaturally popular Emily Greenberg. Having identified their monster, the team formulates a plan of attack. They confront the creature, and things seem to be going well until it comes down to Emberlynn needing to make a split-second decision. Unsure of her answer and lacking confidence in her skills, she freezes. Another member of the team is wounded. Emily takes the opportunity to use her charmspeak on the principal, getting the Half-Bloods banned from campus and pinning the chaos on them.


Emberlynn feels beyond guilty over her wounded friend, fully blaming herself for their failure. While the others plan and regroup, she secretly decides to try and take out the monster by herself. At least that way, she figures, nobody else can get hurt. She tails Emily and her clique back to their lair, but gets discovered and surrounded. Normally Ember is all quips during a fight, but in her determination to "do it right" and "act like a real hero", she keeps silent and focuses on the fight - a fight in which she is severely outnumbered. She fails miserably, getting beaten to within an inch of passing out. Just as the monster is about to feast on its prey, she lets out a feeble insult... and the creature shrieks and flees from the room. One of her companions tracks her down just in time and drags the unconscious Emberlynn back to safety.


Her teammates are understandably furious with her, but her story of what occurred strikes a chord with one of them. They've heard of a monster who screams and flees at the sound of insults - an Empousa. This time they know what they're up against, and they're going up against it as a team. They manage to isolate the ringleader and Ember uses what she now realizes is her special talent after all - her words. She hurls the best insults she can think of, and as the monster reels back, the others close in and turn it to dust. The group returns victorious. After everything that's happened, Ember has not only learned that it's alright to rely on those around her but is a bit more comfortable relying on herself too.


Does this impact more than just my character and those I'm writing with directly?


No, only quest participants and (minimally) residents/students in the small suburban town.


Would this make major headlines or otherwise ensue panic or happiness on a massive scale?


No, the reality of most of the chaotic events is obscured by the Mist, and nothing large enough to make any major headlines will occur. At most the school newsletter might mention something vaguely related.
 

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Approved

We are happy to announce you've been approved to start your personal plot!

Please make sure to contact the people that are part of your plot, and remember to mark this plot as ready to archive once it's completed.

CONGRATS!

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