Posts Tagged: 'grace+gibson+%28original%29'

May. 28th, 2022

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MINI-EVENT: MIMICS

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MINI-EVENT: MIMICS



May 28th – June 1st, 2022

The Peregrine recently stopped in Bhujerba and took on a whole bunch of new supplies, courtesy of the ship's crew. The transport bots are now positioning those massive pallets of supplies in the storage facility, and wardens (and sneaking inmates!) won't have trouble noticing them: unlike the smooth metal and glass cases that make up the bulk of the storage facility's freight, these were packaged in Bhujerba. They look like great black-and-gold amphoras with matching legs. Practical? Certainly not. Nicer to look at? Well, beauty is in the eye of the beholder, but it sure breaks up all this minimalist shit.

And then one morning, the passengers will discover that some of the amphoras have been moved, and no one really seems to know by who (though Archimedes has ideas).

This event takes player submissions for what will be found in the amphoras, which you can find on the OOC post here. If you have any questions about the event, please ask here.



1. Missing!

They're gone.

One day there were dozens of amphoras, lined up in neat rows on a metal pallet, and now their numbers are halved. The storage facility is supposed to be off-limits to inmates, but it doesn't stop them from walking in anyway to poke around. Thieves, perhaps? Stored goods don't just get up and walk away on their own.


2. Fighting the Mimics

The amphoras show up all on their own a few days later, tucked into corners in odd rooms, between rows of plants in the greenhouse, under a desk in the resource library... Anywhere a door wouldn't stop them and, even then, they occasionally sneak in. A sharp eye might notice the slightest variation in color, or question how they got in at all, but a curious cat will find the answer quickest.

When touched, the amphoras come to life, their stands unfolding into four spider-like legs, the body pivoting parallel to the ground. The lid becomes a terrible eye. It may look like a machine, but its thick carapace makes it an insectoid.

What it wants, unfortunately, is to feast on sentient brains.

Good luck!


3. Goodies

Destroying the mimics yields loot: a dropped cache of goods. The problem is there's no way to tell what belongs to who...and finding the intended owner means knowing what that person might want.

Please respond here if you'd like your character to find any items; just remember, it's their job to figure out who it rightfully belongs to! (There's a cheat sheet here with what items are intended for who, but it's always fun to consider who your character would think would want that item...if only to play keep-away.)


May. 12th, 2022

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when is a sibling not a sibling?

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Passengers: Grace, Jason, a big pile of depression
Location: The Peregrine's gym, specifically, The Pool (tm).
Date: Like a day after leaving Bhujerba
Summary: Finally catching up after the Port, about the Simulation, inmates, wardens, and various other goings-on
Warnings: Probably discussion of depression, trauma & death.

there once was someone. then there wasn't. )

May. 4th, 2022

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PORT: THE SKY-CITY OF BHUJERBA

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PORT: THE SKY-CITY OF BHUJERBA



May 4th, 2022 – May 11th, 2022

Welcome, bhadra, to the city-state of Bhujerba! The Peregrine touches down on May 4th, in a proper port — airships are the only way on and off the city, so the Aerodrome is a busy and bustling place. As a sky-city built on a mountainous structure floating ten thousand feet above the ground, it has little in the way of wilderness, but it has a sprawling city with deep mines stretching down beneath it. Look down past the railings when the thick clouds part and you'll see the world below; look up and you'll see great blue crystalline structures, a mark of the deep magicks that keep the city in the sky.

The full OOC write-up for the port is here. If you have any questions about the event, please ask here.



1. Disembarking

It's been months since the ship made port, but whether it's been days or months, it's always exciting to see somewhere new. The Aerodrome is thriving with people, passenger ships and merchant ships and military ships alike making berth in the docks, all contributing to the rivers of people pouring in and out of the building. The sounds of the crowd bounce around the vaulted ceilings, humid tropical air hotter still for the press of bodies everywhere. Navigating the crowds takes a certain confidence, lest you get knocked aside by a burly creature carrying a crate on his back, or separated from your companions by a throng of chattering flight stewardesses.

Of course, not everyone will disembark. Inmates cannot leave the ship without a warden as escort, and wardens are responsible for inmates in port — they don't have to be glued to each others' sides, of course, but it's harder to make trouble under a watchful eye.


2. The Cloudborne Tavern

Thanks to the Navarch, there are rooms booked in the Cloudborne for passengers who do not want to trek back and forth from the Peregrine. Staying above a busy and bustling tavern isn't always the most restful affair, of course, given there isn't really a closing hour, but it certainly makes for a life experience.

The tavern below is full of colourful characters, drawn by the ludicrously cheap pints. It isn't uncommon for people to get soundly drunk, but a watchful Seeq keeps an eye out on the place: get too rowdy or violent and you might find yourself thrown out on your ass.


3. The Lhusu Mines

Though the mines are closed, there's plenty to do in the labyrinthine tunnels winding deep into the mountain.

The Paling — Talk with the locals in the taverns and on the streets and you might notice a frequent topic of conversation: the paling's fall. The paling was a Crystal used to create a magick barrier that kept fiends at bay in the mines, so that the miners could work safely. However, something — or someone — has stripped the paling of its magickal energy, and now the fiends have overrun the abandoned tunnels. Sometimes they even make their way out and attack the locals. It is imperative that some brave hero makes their way deep into the tunnels, finds the paling, and recharges its magick power. But so far no one has been up to the task...

Hunting Marks — A bulletin board in the Cloudborne has posters for bounties, seeking hunters willing to deal with the fiends that spill out of the mines. Many are for looking for materials, such as bat fangs fresh from the jaws of the massive, four-winged bats, or bone fragments from the undead skeletons. Or, for the particularly ambitious: the mighty Nidhogg, a colossal snake with a highly venomous tail spike. A prize awaits the first to return with its skin!

Filthy Pirates! — Not everyone ventures in to mop up trouble for the locals: the mines are a considerable draw to those who are happy to risk the fiends for the chance to loot the goods left behind. Many people have fallen in these attempts, leaving gil, armor, weaponry and other goods strewn through the depths. Be careful, though: not all treasure is as it seems.


4. Shopping!

The marketplace is as busy as the Aerodrome, with massive crowds clustered around covered tents, wooden booths, and humble cloths laid out on the stone floor, all bearing incredible wares. The atmosphere is raucous: people haggling boisterously, children scampering between adults' legs, people hollering for others to move, move, as they shove their way through with carts of purchases or goods for sale.

Food is plentiful: turnips and onions are particularly popular, given the season, and tomatoes fetch a high price. Street food vendors sell stewed cockatrice (chicken-esque!), chunks of moist cactus, flank steaks on sticks, and something aptly called "bacon bread".

And, given the war going on and fiends loose in the world, there is no short supply of weaponry and armor. Swords, pikes, bows, axes, daggers, even a small number of rudimentary firearms, all available to those with ample coin. Armor is popular too, with artisans prepared to make it custom within a day or two — leather is affordable, but the price of metal could feed a laborer for a year.

Beware of pickpockets. Happy shopping!


Apr. 9th, 2022

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I know the breakdown. Everything is gonna shake now someday

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Passengers: Alex and anyone else interested
Location: Inmate Bunks
Date: After the SIM
Summary: Alex is having a small nervous breakdown, on top of the physical effects of dying in the SIM.
Warnings: Language

I know the breakdown. Tell me again am I awake now )

Apr. 1st, 2022

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SIMULATION: ANOTHER BORDER

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SIMULATION: ANOTHER BORDER


"I felt in that moment as if it were all a dream—the training, my former life, the world I had left behind. None of that mattered anymore. Only this place mattered, only this moment, and not because the psychologist had hypnotized me. In the grip of that powerful emotion, I stared out toward the coast, through the jagged narrow spaces between the trees. There, a greater darkness gathered, the confluence of the night, the clouds, and the sea. Somewhere beyond, another border."
― Jeff VanderMeer, Annihilation

Introduction

April 1st – April 7th, 2022

Welcome to the event log for the "Another Border" simulation.

Twenty years ago, a strange phenomena overtook an undisclosed area of Florida coastline. It manifested as a metaphysical border, visible only as a shimmering halo. Animals, humans, vehicles, radio signals, internet, waves — anything that crosses the border is lost. As far as anyone knows, nothing has ever returned, but year by year, the border creeps forward, engulfing more and more of the land. It could be decades before it reaches the nearest city, but considering it has eluded all understanding thus far, it feels like time is running tight.

Every few years, the government sends new recon parties into "Area X", hoping this team will find the source of the phenomena, return, or simply establish communication from within. And it's time to send in another crew.

If you have any questions about the event, please ask here. You can familiarize yourself with simulation basics on our events page.



1. Entering Area X

Security is tight. There are military checkpoints, final psychological and physical exams, gear to be inventoried and mounted. The plastic sheeting and polished steel, and the air smells of gasoline from the generators and the faintest whiff of rubbing alcohol. Sterile. A world away from the untamed wilds ahead of them.

There's a cold finality to it all: it is very likely that none of these explorers will come back. Is there a glimmer of hope that they will this time, or is it all just rote, we go because we must, because we've been ordered to, because the idea that something more will make the difference? It's hard to say. Someone passes around beers. Some prattle. Some just sit with their thoughts. We all prepare in different ways. Does any of it change the first steps through the shimmering halo of Area X?

Or perhaps you've evaded security entirely — the borders of Area X are ever-growing, and ever harder to police. There is very little beyond common sense preventing people from wading through swamps, boating out just past the coastline, or simply creeping through the vast miles of forest under cover of darkness.


2. Strange Discoveries

The world is full of strange and wonderful things, especially so in a place where the basic building blocks of life intermingle freely and without judgement.

In this way, the strange can become familiar. Millennia ago, before civilization and industry and the written word, a human could wander the forest in the purest state of nature, no different from other animals. That can be true here, too. People have come here in flak jackets and rip-stop and nylon, and the world around them asks them to consider a life without, a world where saplings sprout from deer skulls and you can come home. The roofs of the buildings in an ancient town have collapsed, as nothing here needs a roof over its head. One can press their palms into the earth and feel sustenance without a single morsel passing their lips. You can belong here.

And in another way, the wonderful can become terrifying. Maybe it's the way plants grow into facsimiles of human forms with boughed arms, and if you dare to touch them, they reach to touch you. Maybe it's finding the corpses of past explorers subsumed in fungal growth, human arms wrapped around mushroom and mushroom sprouting from skin. Maybe it's some animal, an alligator possessing human eyes and fingers, birds capable of speech, a manatee that splits open to reveal human organs.

What cannot come along is your damage. It doesn't — shouldn't — matter here, but humans are often too sentimental to let it go. That may be the strangest and most wonderful challenge at all.


3. Annihilation
"That which dies shall still know life in death for all that decays is not forgotten and reanimated it shall walk the world in the bliss of not-knowing. And then there shall be a fire that knows the naming of you, and in the presence of the strangling fruit, its dark flame shall acquire every part of you that remains."
― Jeff VanderMeer, Annihilation
There are countless ways to die in Area X. Even if you evade the refracted wildlife, avoid merging with the flora, or survive encounters with other explorers, you fragment with every step. What's left of you when you're broken down into the base parts of yourself? What can you let go?

It's a truth you'll have to confront, or lose your sense of self to the world around you, yet another explorer swallowed by the wilds beyond the shimmering barrier.


4. Escape

There is no peaceful waking up. Post-death or post-change, awakening is a weightlessness shattered by a hard and sudden connection with the ground.

You wake in your bed or your bunk and, in that first instant, everything is as real as if you're still there. And then, at your own pace, there's a coming down to earth: this is you, these are your memories, and they're different from the ones that have flooded your mind for the past few days. It was real, if only in a dream.

The ship is quiet. The light are dimmed, swelling to life only when someone passes through the area and settling back into darkness on their heels. Many are still asleep in their beds. Their eyes twitch beneath their eyelids, and they move occasionally, shivering, mumbling. They will wake for nothing, not until they've completed their task, as you have.


Mar. 31st, 2022

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[No Subject]

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Passengers: William and 🤗 friends 🤠 and corporate ptsd 🚫🍟
Location: Loading bay, YOUR BED???, the cabin Grace and William are gonna break into
Date: Backdated a couple days, let's say the 26th
Summary: William returns from hell his mission, please don't ask him about it (please do).
Warnings: No one's dead yet!

Culina had beautiful views, but they had—like practically everything on the planet—been manufactured )

Mar. 23rd, 2022

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BACKSTORY: ANOTHER BORDER

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BACKSTORY: ANOTHER BORDER


"Slowly, painfully, I realized what I had been reading from the very first words of his journal. My husband had had an inner life that went beyond his gregarious exterior, and if I had known enough to let him inside my guard, I might have understood this fact. Except I hadn't, of course. I had let tidal pools and fungi that could devour plastic inside my guard, but not him. Of all the aspects of the journal, this ate at me the most. He had created his share of our problems―by pushing me too hard, by wanting too much, by trying to see something in me that didn’t exist. But I could have met him partway and retained my sovereignty. And now it was too late."
― Jeff VanderMeer, Annihilation

Introduction

March 23rd – March 31st, 2022

Welcome to the backstory log for the "Another Border" simulation! Here, we play out big moments in our characters' AU histories. We've included a list of ideas below; feel free to experiment and figure out what feels right for your character's past and motivations. Consider what specific moments might have prompted them to venture into Area X!

This log is set before a simulation begins, to give players a head start on ironing out the specifics of their AUs. During this time, Peregrine life will continue as normal.

If you have any questions about the event, please ask here. You can familiarize yourself with simulation basics on our events page.



Ideas

  1. Your first meeting with an important or influential person.
  2. Doing something important for someone.
  3. A time you really screwed someone else over.
  4. A personal loss in your life.
  5. An injury, illness, or similar struggle.
  6. Domestic events: falling in love, getting married, building a home, having a child, navigating a change in a relationship, divorce.
  7. Getting a new job or a promotion.
  8. Discovering a passion.
  9. An important religious or philosophical moment, a moral challenge.
  10. An event that changed how you see the world for the better.
  11. An event that changed how you see the world for the worse.
  12. A sight you saw or place you visited that made you consider your place in the world.
  13. A dark night of the soul.
  14. Learning about the discovery of Area X.
  15. Getting your Area X assignment.

Mar. 19th, 2022

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an assortment

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Passengers: Viktor + i. Grace / ii. Conner
Location: i. Storage Complex / ii. Mess Hall
Date: i. today / ii. backdated to temp assignment day
Summary: i. spook show / ii. meet n greet
Warnings: tbd

they're just like, whoa, that tall child looks terrible )
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[No Subject]

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Passengers: Lucifer + Theo; Lucifer + Grace; Lucifer + y o u
Location: Greenhouse; conservatory; the vicinity of the gym; others by request
Date: Mid-March
Summary: Lucifer needs to explain himself to Theo; Grace is gonna talk (!?!?!) to Lucifer; Lucifer kills time while a nefarious plan executes; others by request
Warnings: Uhhhhhh none yet I'll edit if necessary

Here there be prompts )

Mar. 10th, 2022

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[No Subject]

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Passengers: Jason & Bucky; Lucifer; Grace + maybe more later.
Location: here and there
Date: March 10.
Summary: Bird arrives, does warden tour.
Warnings: Panic attack, alcoholism, talk about death, will add as things come up

in comments )

Mar. 4th, 2022

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closed

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Passengers: Bucky Barnes, Grace Gibson, Theo Crawford
Location: Around the Peregrine
Date: early March
Summary: Collective set of logs. Bucky holds hands with a ghost, Bucky giving an inmate a knife, and other stories.
Warnings: for Grace, nothing. for Theo, language, violence.

Feb. 18th, 2022

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meeemory all alone in the moooonlight

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Passengers: Silco + Grace
Location: The SIRE
Date: After this
Summary: Show and tell
Warnings: Violence

when is macavity showing up as an inmate )

Feb. 11th, 2022

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PORT: MEODRIOTOPE

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PORT: MEODRIOTOPE



Feb 11, 2022 – Feb 13, 2022

Welcome to Meodriotope! (Try spelling that without double-checking. I double-dog dare you.) This is our first port. Ports are, as the name implies, a visit to "shore", which can be just about any planet in the Oos Galaxy. This time, the Peregrine is dropping in on a flower-gathering errand, but it's a good opportunity for characters to stretch their legs.

The full OOC write-up for the port is here. If you have any questions about the event, please ask here.



1. Disembarking

For some passengers, this will be the first time they've touched land in almost forty days. Is it unusual, stepping down onto solid ground and breathing cool, fresh air? Is it frightening, to look upon the sea of blue grass and pale sky and realize you have never been so far from home? Is it exciting? Awe-inspiring? Gross, because who likes the outdoors anyway?

Of course, not everyone will disembark. Inmates cannot leave the ship without a warden as escort, and wardens will be responsible for inmates in port — they don't have to be glued to each others' sides, of course, but it's harder to make trouble under a watchful eye.


2. Camp

There'd be a lot of walking without the ATVs, so the Navarch has deployed both vehicles to serve as transport and support for housing. The campsites, once set up, look very much like regular Earth camping — turns out at some point in human development, people pretty much perfected what a rapid set-up/rapid tear-down camp can be, give or take some aesthetic trappings. A sleeping bag is a sleeping bag. A camp stove is a camp stove. It's just cooler when it's made of sleek white metal with designer rounded edges and blue lighting, and all.

There are four tents set up, each sleeping 4-6 people, so even if everyone decided to camp, it won't be too crowded. They are equipped with a solar-air tube that can generate power from sunlight, so they are climate controlled and have built-in lighting. An additional tent serves as a mess tent, though you'll all be eating on little folding chairs. Plastic trunks store rations. Those who want a bit of local fare will have to work for it.

Wardens also have a locked toolbox containing a hatchet, a firestarter, and a pair of utility knives. Should be handy for setting up a campfire at night. Shame no one picked up marshmallows from the commissary; that would have been nice.


3. [Mis]adventuring

There's plenty to see out in the world of Meodriotope:

Burrowing holes — Beware your ankles: the fields are home to colonies of littari, rabbit-like creatures the size of labradors. They leave large holes that are easy to fall into, if you're not watching where you step. This time of year, they usually stay deep in their warrens, but occasionally they pop up to smell the wind and scavenge for edible plants in the thick grasses. They're largely harmless, preferring to flee when possible, but they may go for the calves with their large, blunt teeth when cornered or struck. (They also taste good with mint sauce.)

Lover's Kiss — These little plants can be difficult to find, as they thrive under the grasses' shade, but when you find one, you find a lot of them. Each vine has fifty or more bright, red blooms, pinched at the sides and bowed in the middle like a pair of juicy lips. The Navarch requests that they be harvested; they're used in medicines on a neighboring planet and the Admiralty has asked the Peregrine to pick some up while we're in the area. Be careful, though: if you pluck them too roughly, they'll explode, and the red markings take weeks to wear off skin, even with dutiful scrubbing.

The Fishwives' Village — Five hours west is a small village close to the shore, home to...well, who knows if they're wives, but they have fish heads and bodies with humanoid arms and legs, and they wear little robes. Kind of like reverse mermaids. They are quite small, barely reaching four feet tall, and they speak their own language, leaving communication to little gesticulations and gestures. They live in small stone huts, arranged in concentric circles with a small market in the middle, and barter roast seafood, handicrafts, crabgrass beer, and small tools for off-world goods. Most of their culture seems to revolve around fishing and goods made of woven grasses. The fishwives are fussy about outsiders and carry little fishing spears when they visit, just in case.

The Shoreline — Long, long, long coastlines looking out at the sea, with beaches made up of smooth stones. There are plenty of interesting sea creatures to see in the rocky tide pools, but try not to handle anything indiscriminately (many things bite and some of those things are venomous). You can walk a long way out before the water gets deep, but be careful and make sure you aren't too far out when the tide comes in.

Rock Formations — Weathered in fascinating shapes from centuries of storms and high winds, these formations curl across the southeastern plains. They make swooping sounds when the wind passes through them, like deep and echoing woodwinds. Suneoff, resembling cat-sized mudskippers, dwell in the formations' shadow, while the bat-like knassu nest in the better protected crannies.


4. A Very Wet Last Day

Looks like we didn't manage to miss the rain. The storm clouds on the horizon take their sweet time to arrive, but on the last full day before departure, wardens and inmates will wake to the sound of heavy rain on the roofs of their tents. For some, it may be a struggle to leave the warm, dry confines of the tent to venture into rain. It's the kind that comes down relentlessly, soaking you to the skin within minutes, and cold to boot.

To make matters worse, the rain has transformed the long grasses into a veritable slip-n-slide. Step too quickly and you might find yourself shooting down a sloping hill, or at the very least on your ass. Visibility drops to barely twenty feet ahead.

Packing up in this? Ugh. We have to be back on the ship by nightfall! Anyone who isn't aboard gets left behind.


Feb. 4th, 2022

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sincerity may be too much to ask for

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Passengers: Grace Gibson and Volk
Location: Mess Hall
Date: 1/29
Summary: Unpaired Warden-Inmate Bonding Time over Coffee, possibly some sort of shenaniganry?
Warnings: probably a lot of cursing

Read more... )

Feb. 1st, 2022

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spoopy meetcute

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Passengers: Grace Gibson and Bucky Barnes.
Location: Bucky's Room, Warden Room 104
Date: Jan 29
Summary: Spook and Spooky have a meetcute.
Warnings: n/a

Read more... )
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this is the part where prison is more or less dave and busters

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Passengers: Everyone who wants to come see what the weird vending machine is about for the first time it is open to them! This is an open mingle/party style log.
Location: "a corner," the location of the Commissary
Date: February 1 - 7 on year one of our cool and sexy journey
Summary: 14 space idiots squint at the ATM that can supposedly make elk meat and clown shoes for them
Warnings: Will add as needed! I'm 90% sure someone's going to ask for drugs or blades, just as a weather forecast

Nov. 9th, 2021

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LOG TEMPLATE

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LOG TEMPLATE

Passengers: The involved characters.
Location: Where things are happening.
Date: The date and/or time of things happening.
Summary: A brief summary of what's happening.
Warnings: Any relevant warnings.