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DETAILS ON CABIN SEARCHES
Cabin searches! All the Heads of House, plus Ms. Lilywhite and Mr. Covington, go to perform searches on cabins and lockers, looking for the stolen jewelry. But if they find contraband along the way, you'll have to face the consequences!
Luckily, Quinn Cunningham's plan was a success, allowing students across campus to hide their drugs and alcohol. What this means is that your character won't get in trouble unless you want them to. Staff is focused on finding the stolen jewelry, they're not interested in a witch hunt. As such, any minor offenses are likely to get off with a warning.
Locker searches will be done in the morning, during breakfast, with cabin searches happening immediately after. Cabin searches start with the freshmen cabins, and move up towards the senior cabins. Students will be asked to wait out by the fire pit while their cabin is being searched. Only male staff will search the boys' cabins, and only female staff will search the girls' cabins. Once they're finished, students will be allowed to return to their cabin. If contraband or something else troubling is found (i.e. something that makes staff concerned for the well-being of a student), they will be pulled aside privately to talk.
The search will be performed with Detection Spells, which will scan for contraband. There will be spells that will detect Dark artifacts, and can inspect areas in a X-ray-like fashion. They will automatically flag contraband items and concealment spells of any kind. If the spells get a hit on a forbidden item or any traces of spells meant to hide, deceive or disguise, the drawer/bed/box/etc. will be searched. If staff has an issue with something you own, e.g. a locked container with suspicious spells on it, they'll ask you to open it so they can inspect it. Long story short, your contraband must be out of the cabin to avoid being found.
As for who knew this was coming, yesterday...
The cabin searches are being done in the following order:
The following items are considered contraband and will get confiscated, and your character will likely be punished:
The following items are grounds for immediate suspension, pending probable expulsion. (They're screened for upon arriving at camp, and your character just straight up can't get them onto campus. We don't want these in the game setting.)
The rules on food:
You will not get in trouble for:
Luckily, Quinn Cunningham's plan was a success, allowing students across campus to hide their drugs and alcohol. What this means is that your character won't get in trouble unless you want them to. Staff is focused on finding the stolen jewelry, they're not interested in a witch hunt. As such, any minor offenses are likely to get off with a warning.
Locker searches will be done in the morning, during breakfast, with cabin searches happening immediately after. Cabin searches start with the freshmen cabins, and move up towards the senior cabins. Students will be asked to wait out by the fire pit while their cabin is being searched. Only male staff will search the boys' cabins, and only female staff will search the girls' cabins. Once they're finished, students will be allowed to return to their cabin. If contraband or something else troubling is found (i.e. something that makes staff concerned for the well-being of a student), they will be pulled aside privately to talk.
The search will be performed with Detection Spells, which will scan for contraband. There will be spells that will detect Dark artifacts, and can inspect areas in a X-ray-like fashion. They will automatically flag contraband items and concealment spells of any kind. If the spells get a hit on a forbidden item or any traces of spells meant to hide, deceive or disguise, the drawer/bed/box/etc. will be searched. If staff has an issue with something you own, e.g. a locked container with suspicious spells on it, they'll ask you to open it so they can inspect it. Long story short, your contraband must be out of the cabin to avoid being found.
As for who knew this was coming, yesterday...
Mr. Hightower told Ravinder Dhaliwal and Sun-mi Choi.
Mr. Merrill told Cecil Honeychurch, with the assumption he would inform Quinn Cunningham and Jesse McBride.
Ms. Rhee told Magdalen Gillis.
Ms. Vector told... nobody. You kids are accountable for yourselves.
The cabin searches are being done in the following order:
- Ribbonfin
- Azurcrest
- Coppertale
- Ebonhide
The following items are considered contraband and will get confiscated, and your character will likely be punished:
- Drugs
- Alcohol
- Medication you don't have a prescription for
- Fireworks
- Blades longer than 5"
- Weapons (brass knuckles, etc. You're not losing LARP weapons so long as they're made of foam and/or fiberglass.)
- Magical "bigger on the inside" tents
- Items with offensive messages/iconography (i.e. no hate speech; your weed memorabilia and t-shirt with a swear word on it are safe)
- ETA: Tobacco
- Anything else the staff find that they deem unsafe or a potential fire hazard. If you're not sure, just ask!
The following items are grounds for immediate suspension, pending probable expulsion. (They're screened for upon arriving at camp, and your character just straight up can't get them onto campus. We don't want these in the game setting.)
- Firearms
- Ammunition
- Explosives
- Hard drugs, like cocaine, methamphetamine, etc.
The rules on food:
- Non-perishable snacks kept in sealed containers are allowed
- If you are discovered to have a pantry full of food, staff will ask you to cut back
- No heating or cooling units, magical or otherwise, are allowed in cabins
You will not get in trouble for:
- Medicine with alcoholic content that does not require a prescription
- Salvia (it's legal in Utah! ... Calvin and Cole may not know this.)
- Medication you have a prescription for (obviously)
- Cookies, a few pieces of fruit, non-perishable food, etc. Although staff would prefer only non-perishables, as long as your snacks are properly sealed, you'll get off with a warning to eat it before it goes bad or mice find it.
no subject
no subject