1. As mentioned in January's TDM, the doppelgangers will do literally anything save for shattering themselves into pieces just to get free. Breaking through ropes and a closet door is entirely within the realm of possibility for them; they're tenacious like that and are incapable of feeling pain, much like Robbies. That being said, we're a bit confused by this question. Could you please go into a bit more detail and clarify what it is you'd like to do and where?
2. This will be made clear on the event post, but you can expect repeated variations of the phrase "Living Island". 2a. No. 2b. No. 2c. No.
3. No. The force responsible for the poltergeist activity will not be able to communicate with characters beyond the messages that will appear in their bathroom mirrors. However, the more violent activity only seems to start up if characters don't see the messages and intensifies the longer they go without reading them. Especially if they're willfully trying to ignore what's going on around them. 3a. No. Trying to engage in back-and-forth with the poltergeist won't result in any meaningful interactions. However, it has a stubborn streak and will undo attempts at trying to restore order; if, for example, your character awakens to find all the chairs in their kitchen stacked on the table and goes about putting them back down, they'll return to the top of the table the moment your character turns their back on it. Additionally, if your character is more concerned with provoking it and largely ignoring the messages in their bathroom mirror, the activity will flare up as the poltergeist attempts to steer your character in the right direction to the bathroom.
4. Yes, this will all be made clear when the event goes up and you can see how it's structured. There will be an expository prompt in the main body of the post where characters will find out the location of the lab no matter what from an NPC; it's unavoidable if they're taking part in the event. They will then have a chance to thread this interaction out below with one of the two NPCs.
You do not have to thread with one of the NPCs to have your character investigate the lab. You can simply handwave the meeting as the event post will show. However, if you'd like to flesh out that conversation a bit more, the option is available for you.
5. The thing to keep in mind is that the doppelgangers are the hunters, not the prey. They aren't dumb animals; they will be intelligent enough to be able to tell when a character is trying to lure them into a trap by communicating with them and will repeatedly cajole your character, making up excuses for why your character has to come to them. That being said, it is possible to take them by surprise in other ways, like springing an ambush with another character as bait.
6. Nope! Go insane, go insane, throw some monsters around, make it rain.
7. Nope, it only happened in the player character homes. None of the NPC neighbors or townspeople heard anything from their own houses and will be completely confused if questioned about the broadcast.
no subject
2. This will be made clear on the event post, but you can expect repeated variations of the phrase "Living Island".
2a. No.
2b. No.
2c. No.
3. No. The force responsible for the poltergeist activity will not be able to communicate with characters beyond the messages that will appear in their bathroom mirrors. However, the more violent activity only seems to start up if characters don't see the messages and intensifies the longer they go without reading them. Especially if they're willfully trying to ignore what's going on around them.
3a. No. Trying to engage in back-and-forth with the poltergeist won't result in any meaningful interactions. However, it has a stubborn streak and will undo attempts at trying to restore order; if, for example, your character awakens to find all the chairs in their kitchen stacked on the table and goes about putting them back down, they'll return to the top of the table the moment your character turns their back on it. Additionally, if your character is more concerned with provoking it and largely ignoring the messages in their bathroom mirror, the activity will flare up as the poltergeist attempts to steer your character in the right direction to the bathroom.
4. Yes, this will all be made clear when the event goes up and you can see how it's structured. There will be an expository prompt in the main body of the post where characters will find out the location of the lab no matter what from an NPC; it's unavoidable if they're taking part in the event. They will then have a chance to thread this interaction out below with one of the two NPCs.
You do not have to thread with one of the NPCs to have your character investigate the lab. You can simply handwave the meeting as the event post will show. However, if you'd like to flesh out that conversation a bit more, the option is available for you.
5. The thing to keep in mind is that the doppelgangers are the hunters, not the prey. They aren't dumb animals; they will be intelligent enough to be able to tell when a character is trying to lure them into a trap by communicating with them and will repeatedly cajole your character, making up excuses for why your character has to come to them. That being said, it is possible to take them by surprise in other ways, like springing an ambush with another character as bait.
6. Nope! Go insane, go insane, throw some monsters around, make it rain.
7. Nope, it only happened in the player character homes. None of the NPC neighbors or townspeople heard anything from their own houses and will be completely confused if questioned about the broadcast.