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balance_logs2019-11-08 03:54 pm
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Entry tags:
- ace attorney: franziska von karma,
- ace attorney: maya fey,
- ace attorney: mia fey,
- ace attorney: phoenix wright,
- cowboy bebop: spike spiegel,
- danganronpa: kokichi oma,
- danganronpa: maki harukawa,
- digimon: erika mishima,
- doki doki literature club: monika,
- doki doki literature club: natsuki,
- doki doki literature club: sayori,
- doki doki literature club: yuri,
- final destination: alex browning,
- fire emblem: flayn,
- good omens: aziraphale,
- good omens: crowley,
- homestuck: dave strider,
- jjba: guido mista,
- kingdom hearts: hayner,
- kingdom hearts: roxas,
- legend of zelda: zelda,
- love live: honoka kousaka,
- marvel: loki,
- my hero academia: izuku midoriya,
- nier: 2b,
- original: christine delacroix,
- original: ferran gallagher,
- original: mira delacroix,
- overwatch: jesse mccree,
- overwatch: soldier 76,
- percy jackson: piper mclean,
- persona: minato arisato,
- persona: ryuji sakamoto,
- persona: shinjiro aragaki,
- red vs blue: agent washington,
- red vs blue: leonard church,
- rwby: blake belladonna,
- rwby: ruby rose,
- the good place: chidi anagonye,
- the good place: eleanor shellstrop,
- the good place: michael,
- the idolm@ster: nana abe,
- trigun: nicholas wolfwood
Field Mission 6: A Day in Thay, Part 1
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![]() ![]() Ready or not, rested or not, it's time to get moving, Reclaimers. You've got a very, very long day ahead of you. And another one. And another one. And, you get the joke. Early Friday morning, with the Director there to see them off, the Reclaimers load up into the Bureau's transportation orbs for the sixth time since this whole ordeal began, and make their way to about a mile or two outside of Thay. It's important to try to stick to the story, at least — that you're all visitors from a faraway school, here to spend some time with the students and faculty of Boarbumps. As much as Lucretia would have liked to join you, she can't. None of the other leading members of the Bureau of Balance can. Whoever enters Thay, after all, is entering a bubble, after all. A time trap. Nobody will be able to leave until the Relic, the Lamp of Undoing, is either retrieved or destroyed. Someone needs to be able to continue if you all can't. 1. SEVEN O'CLOCK ALREADYAs we noted in the OOC post, prompts on this log will be a quick few sentences of specific things happening during each hour. It's expected that Reclaimers will be seeing all of these events multiple times! So feel free to play with them as you see fit. If you're not sure if something you want to do would warrant a roll, please ask us in the RNG thread. ![]() ○ The Reclaimers have arrived in Thay, much to the curiosity of the highly intelligent, occasionally highly ... suspicious ... residents. Nevertheless, they recognize you as visiting, esteemed students, and, though perhaps still suspicious, welcome you into their fold. Also, as a note: Every time the relic is used, time is reset to this moment. ![]() ○ Afternoon classes at Boarbumps begin, starting with a lecture on the magical circuits of the common toad. If you happen to sit in on this one, as a visitor from another school, you may be asked to assist in the dissection. You will be heckled by the rest of the class as deemed fit. ![]() ○ The second afternoon class at Boarbumps begins. Are you three or four time loops in and in desperate need of a nap? This class, The History of Boarbumps, is for you. You will be treated to a long and droning lecture about how the students attending during Boarbumps' very first semester banded together to stop a particularly plucky troll. Which you'd think would be an interesting tale. It is not. ![]() ○ The third and final afternoon class at Boarbumps — Fighting with Fire — begins. The professor, known to be slightly more unorthodox in her teaching methods, will recruit any Reclaimer who happens to be there to defend themselves from the students' incoming fireball spells. The potency of the fireballs themselves range from the tickle of a candle, to that one time you ate a ghost pepper, to one particularly fiery spell that might actually hurt you. ![]() ○ There's a slight catastrophe over in the Town Square. That is to say, a giant spider seems to have escaped from Boarbumps and is terrorizing the vendors, to everyone's surprise. Subdue or dispatch it, it's up to you. ![]() ○ Cleanup of whatever damage the spider did is underway. In the meantime, the faculty of Boarbumps and the Hermetic Order of Red Wizards invite the Reclaimers to a small dinner in one of the public meeting rooms at the Red Keep. Every member of the Red Wizards are present, aside from Onerion Wyvernspur and Brian Darling. ![]() ○ No matter where you are in Thay, you'll feel the ground rumble underneath your feet. The residents largely pass it off as an earthquake, but will note that they have become much more frequent lately. ![]() ○ With a sudden loud roar, the ground of the town square suddenly begins to split. People, shops, and everything else begin to drop into the chasm, despite the Red Wizards, and everyone else's, attempts to save them. 2. OOC: A SPECIAL SHOUTOUTYou are welcome to keep track of how your character experiences these time loops as much or as little as you're comfortable with — we'll also be tracking what you all are doing! Our Minato player Kel came up with some extremely snazzy coding if you would like to track how each loop plays out for your character more closely. Thank you, Kel! Of course, this is completely optional. Keep up with as much as you'd like, have fun as you see fit, and we hope you enjoy this mission! |
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Any DC is fine!
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So, yes, Ferran is able to tell that the mirror is, indeed, magic. And the shades help — though, the mirror does not quite radiate the same levels of magic as Yggdrasil, or even a Grand Relic for that matter, so it's sort of the equivalent of staring at a very bright light bulb while wearing sunglasses.
He learns something else, too: The glass seems ... almost like it should be weirdly permeable. Like, he gets the sense that he should be able to put his hand through it. Try as he might, though, in this particular moment, he can't quite figure out how.
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2) I do have another thing to check out, though! Just after one of the 5 o'clock dinners, Ferran and Sayori would try to approach Gromph, Ferran with the curiosity of a student of conjuration and Sayori as a budding wizard, with the intent to work their way around to asking about a couple of things:
Ferran will be taking point on the conversation, with Sayori as support to show their sincerity and friendliness. What they'll bring towards this end is some good old fashioned conversation, patience, and both of their charisma/intelligence archetypes, and Ferran will gladly use his Academic-ed familiar, copying magic, and
huge nerderyintent to study summoning to prove his interest and gain Gromph's trust.He would do his best to be subtle about his questions, bringing them up between academic interests (his recent learning of the Haste spell leading to asking about the time journal, for instance), and Sayori would interject with the occasional personal question, like asking how he got into the types of magic he specializes in. Sayori will also be watching carefully for any signs that Gromph recognizes her from throwing her in the dungeon in a previous loop.
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We don't really feel like the interaction with Gromph requires an RNG roll since most of this is straightforward and there's a lack of magic being used to manipulate the outcome.
Here's what we'll give you on this:
Gromph Baenre is an old, highly intelligent wizard who has had quite a few years of teaching rambunctious and inquisitive students over the years in his tenure as the equivalent of Boarbump's Defense Against the Dark Arts class.
His demeanor is detached, not engaging warmly in conversation, unlike his counterparts- most markedly Onerion, who brims with a certain kindness in his every action. Gromph is very reserved and distant, but still, compassionate and kind in a way that he had to learn to be so.
When shown the journal, he'll take it over and begin to look at it, reading a few pages on the dribbles of a man who clearly thought long and hard about the implications of utilizing time magic to their advantage.
He doesn't talk much as Ferran begins to attempt conversation, and almost dismissively, he holds up a finger, asking for patience. He realizes this is rude, and as a way of asking forgiveness, he speaks up: "Please, allow me a second to collect my thoughts."
He continues on, largely unaffected by Sayori's gleeful demeanor (he's lived with Rainer being a fellow professor as well as the head of the council for a while now, he's largely immune to genki energy), and closes the binding with a rather frustrated sigh.
"That idiot."
He hands the book back to Ferran.
"Time is a deterministic kind of divination. It's widely considered the least scientific of the arts, as visions and thoughts of the future and past are ever-changing, ever-morphing into the whims of cause and effect.
To complicate matters and attempt to change the course of events from happening that lead to a change in the present is to undo the construction of this very star. You see, no matter how valiant and earnest you attempt to change something, fate will find a way to take its course back on the prescribed path it was meant to go.
It's a fool's errand. Many a great mind have attempted this very thing, and many potentially great mages were cut short of their true potential before it could be realized. The goddess who resides over fate cannot and will not allow the manipulation of time.
And certainly not by such an awful person as the man who wrote this."
Whoa, Gromph.
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With Gromph, though:
Ferran and Sayori exchange a Look, and decide to ask Gromph if they can speak in private. It's about an important matter they think the Archmagus will want to know about, something that might be related to this journal.
If he agrees, they'll leave Peanut and Agate outside to watch for anyone who might approach. Given how opposed to manipulating time Gromph seems, they feel assured enough to share this with him:
There's something wrong happening in Thay. It might not be something they can convince him of, but something or someone is rewinding time here each day to prevent a catastrophe, and has been for a while now. Like clockwork, every time at 7 P.M., an enormous monster rises from somewhere under the town square and obliterates it. If he's not convinced, they can use more exact details of what's going to happen between then and now: the undead freezing and unable to be reanimated, the animals freaking out and trying to escape, the earthquake starting at exactly 6:18, and so on.
Maybe the goddess of fate has decided that Thay has to be attacked, but they'd like to stop the time loops and prevent the destruction of the town if they can. Anything that he can provide them with—indications of who might have been looking into time magic, acting suspicious, or if he's noticed anything else out of sorts—would be helpful. They'll ask if anyone else might have connections to the author, and Ferran will ask if it's DeVir who wrote it.
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And he is, for the record, very much against time manipulation. Certain spells like hate or slow have their place in battle, but that makes a single person act differently, which is different from altering the whims of fate in general.
Gromph is taken aback by the information Ferran is tossing his way.
He's pensive, and quiet, and doesn't have much to say right away. He's clearly thinking of something in his head, and he keeps those thoughts bundled up privately so that no one else ever gets to them. Expressionless, there's an awkward pause, and he looks toward a clock to see what time it is.
He notices that much of the day is already wasted, if that's the case, but he doesn't say that he agrees with Ferran- no indication that he's going to go along with any of this. After all, you are a bunch of students from another Academy, and he's used to kids playing tricks on the other professors around school.
But there's something else he's obscuring from this conversation, something he's not forthright about, and it's pretty clear that the events of something else are also weighing on his mind.
In the end, he hands Ferran a slip of paper, and with a wave of his hand, ink appears on it, in beautifully perfect cursive. It contains a name. "Triel"
He instructs Ferran, if this is all true, to find him out early in the day on another time loop and present this to him. "I need time to think, which... apparently is a fortune not on our side, young scholar."
Gromph is also guarded enough that he's not offering suspicion on anyone at the moment.
He does, however, refute that it was Vizeran who wrote this journal. He knows who it is, but perhaps there's still enough time for some pedagogy.
"Have you visited the statue in the middle of town?
The person depicted there is the author of this book."
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They'll contact Alex regarding the journal, and the three of them will spend the remaining time in the loop visiting the statue and then splitting up to ask locals and research the history behind it and the person it depicts. If all else fails, one of them can attend the history class in the next loop and ask the professor, but attending the class is a lower priority compared to...
Finding Gromph, of course. When time resets, Sayori and Ferran will immediately get to work looking for him in the hopes they can at least find him before the 4 PM spider disaster. They'll ask around and have their familiars track him down if necessary, but presuming they find him, they'll cut out the chit chat and say they need his help, presenting the (original) note to him as directed.
Hopefully they can find him somewhere private, but whenever they're reasonably sure they're alone, they're willing to bring Gromph up to speed starting with the journal thing (whose owner they will mention, if they have that information at this point), and then delving into the same time loop explanation as before, with more details on how the loop usually plays out, including the spider nonsense at 4 PM.
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Teaming up with Shuichi and Ogata, in one loop they will have Shuichi try to use his Friends spell on the mirror to get it to recognize him as its owner. In the meantime, Ogata will be seeking out any insects or animals in or around the school who might have seen Casariel using or otherwise interacting with the mirror and interrogate them using Speak with Animals, in the hopes of finding out how she attuned to it. Should Friending fail and Ogata find anything out, they'll attempt doing those things with the mirror if possible.
If neither of these work out, in a following loop, Ferran will sit down in front of the mirror as soon as it's available and use his significant practice with the familiar summoning ritual to meditate in front of the mirror for (hopefully) the full hour. Ogata and Shuichi will be on guard duty to keep other people from distracting him.
Any DC is fine, and I'm okay with this using an additional roll if you feel it's appropriate!
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The statue, currently residing in the middle of town, shows a man in a robe that drapes downward onto the base of the statue, stylistically chosen to appear as if the stone is a platform, holding him up, and the would-be cloth flows down below it. Much of his visage is obscured, but you can make out the facial features of the man, as well as an inscription on the base of the plaque:
But make no mistake- the person embodied in that statue is none other than the archmage Karsus. It's hard to forget a mug like that, for better or for worse.
You're able to convince Gromph of what you're experiencing with an alarming amount of speed; the note that's provided to him immediately makes his eyes shift from the paper to the two of you. Whatever that word means, it clearly has a deep effect on Gromph, and he takes Sayori and Ferran to his office.
There, he thumbs through a book on a shelf, and, realizing it's not the right one, knocks it to the floor until he subsequently finds the one that he's specifically looking for.
Moving through the pages quickly, he pushes the open side of the book to you two.
"If what you're saying is true, and I hope to Lloth it isn't," he sounds disgusted even mentioning Her name, "Someone is manipulating time in order to get to this."
What you see there, is an illustration of a pool of water.
"I found this book during my time in the Underdark. It appeared to me in the Maze Engine, a strange device, teeming with magics that are beyond our comprehension as scholars of the arcane. You see, it just appeared to me, as if it were flung out of thin air. I think I understand now.
This book was sent to me through time.
I've had my suspicions, but there was no way to tell.
At least, until I found another copy of it. In the library of Boarbumps. Or rather, I shouldn't say another copy, but the real thing. Casariel checked it out this afternoon."
What
the fuck?
"This is known as the Wellspring of Magic."
There's a pause, and he stops.
"It's the lifeblood of the Weave made material. Think of it as the source of all magic in the world as we know it."
We'll say that Ferran lets Gromph know about the mirror and the suspicions that he has about it. He'll ask Sayori to do her best to tail Casariel, and asks Ferran if he wouldn't mind going to the mirror, but advises that they take someone who's prepared to fight, should it come down to needing the extra muscles.
That's where Shuichi and Ogata come in. Gromph attempts to dissuade Ogata from the attempt to investigate, in lieu of standing by in the mirror room. If he's not successful in that endeavor, let us know.
In any case, the lot of you make your way to the mirror, as Gromph tries to discern, in particular, what's going on with it. Shuichi tries to make friends with it, (7 on the roll, and fails). Gromph suggests attempting to attune to it, and Ferran does. Shuichi and Ogata stand guard as he practices meditating on it for the full hour.
We gave you advantage on the roll for Gromph attempting to help. That's a 13 and an 11, both of which don't seem to work. Frustrated, and realizing that time is encroaching closer, he suggests to try something a bit more... unorthodox.
Well, a lot more unorthodox. He feels like he's onto something.
"I'd like to try something dangerous."
You wait with a little bit of anticipation.
"I'd like to planarly shift us and the mirror to a different realm of existence."
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She'll shoot a quick message to Sans, then! Mr. Teleport. And their approach will be as follows:
If there's time, Sayori is going to find the passage from the Adventurer's Guide on stealthily tailing someone to give advantage on this roll. Regardless, Sans will use Digital Phantom to hide them while they trail Casariel. In the spirit of doing completely wild shit for my rolls at all times, Sans is going to try to use his liveriver orb to record Casariel's actions from a vantage point a safe distance behind her--sneakily, by hiding it in his skull if it fits. If not, they will try to record what they observe with their bracers.
If it seems that Casariel might suspect that she and Sans are present, Sayori would use Prestidigitation to create a minor aural distraction elsewhere to try and draw her attention away from where Sans and Sayori are--the exact sound depends on where they'd end up by following her since she'd try to do something appropriate to the surroundings, but something like a small object falling over or footsteps from somewhere else.
Sayori has Message to communicate with Sans silently, and using this, she'll tell Sans that if they get caught, he needs to Blink or teleport out. Should Casariel catch them, he'll attempt to do it unless there's some indication that Casariel can do something to Sayori that would persist after the loop is reset. If GOD FORBID everything totally goes to hell and it seems like Casariel might really hurt them, Sayori would try casting Sleep on her so they can get the hell out of dodge.
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DC 12 to trail Casariel properly. Correct us if we're wrong but you don't have any bonuses to tracking (like hunter's mark, etc) in your party, so no bonuses to the roll there.
The more important part is not getting caught, though. You're dealing with an archmage who had the ability to kill a familiar with the wave of her hand after detecting its presence. She's the headmaster of Boarbumps so you probably figure that she's exceptionally good at dealing with the bullshit the kids throw at her. But you're also highly prepared. DC 17, but we'll give you +3 for the combined efforts of prestidigitation and the digital phantom spell, and it'll be rolled at advantage.
If shit hits the fan, we'll deal with it then!
Sound good?
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Anyway. Sounds TERRIFYING, let's do it.
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Trailing Casariel seems to be going well until she gets the hint that she's being followed. She doesn't show signs of it at first, but watching her you notice that she's an incredibly gifted actor. Her movements are precise, her footsteps have all the practice of grace- everything about this is a show.
And for the most part, she lets you follow her. There's a feeling of anxiety that probably wades over both Sayori and Sans, since this definitely feels off in a lot of rather awful ways. She eventually comes to an old room, and notices that the lock on the door has been pried open. Her eyes wander to where you two are being concealed, and you know that she knows that you know you're watching her.
Slowly, she enters the room, you hear a panicked "Mou!"
And then silence.
Following after her, you realize that she's just gone.
No trace of her.
The little cat is, for better or worse completely fine... although ruffled a tad.
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The three of them will agree to go along with Gromph's plan. It sounds like they need to find out more about Casariel, so...
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He asks everyone to hold hands around the mirror and sign a school trip form, waiving Boarbumps and indemnifying anything that should happen to them including, but not limited to a loss, major or otherwise, of life, limb, or soul.
Great! Now that that's over and done with, onto the highly dangerous magic that no professor of a school, or at least, a professor in his right mind, would subject students to.
Gromph's eyes glow a pure white as he channels the conjuration of another plane of existence in his mind's eye. Of course, this being Gromph Baenre, this place is the Abyss; the home to demons and devils and those who have crossed over to worship them. And then, all around them, the room shifts, everything blurs, and suddenly they're surrounded in quite possibly the most infernal place they've ever been to in their entire lives.
He checks to make sure the mirror is still there.
"The reason why you were unable to attune to the mirror in there, young scholar, was most likely because it's currently recognizing someone else as its master. So, of course, we just remove it from the Prime Material plane and shatter the connection with its former owner."
As he explains this, he holds out his hand and casts a 7th level fireball into a crowd of encroaching demons.
This is literally just another Wednesday for this guy.
"This is where the rest of you come in. Ferran is going to need to spend an hour concentrating on the mirror and you're going to have to hold off legions of demonic spawn trying to steal our souls. Look alive, won't you? I don't plan on dying here.
Again."
What.
"Ferran, I hate to tell you this first hand, but concentrate, boy!"
We'll give you some liberty to design out the abyss and what you do during that hour in case you'd like to thread it out. That's all on you, but after an hour of Ferran being further traumatized by fire all around him, he's attuned.
And wouldn't you have it.
The mirror's surface looks to show another place, becomes amorphous and loses its surface ability to remain hardened. It has an almost... wave-particle feeling to it.
A long, dark hall, marble finished, lit by several torches.
You can only presume you know of one place in all of Thay like this, and as you stare into it, you feel the heaviness of a Dragon's lair before you.
NOTE: The events leading up to this will grant you control over the mirror as well as access to the final area where the CTA will occur.
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(it really is though thank you)
(aaaaaaaaaaaaaaa)
Are you ready?
You see the dragon in front of emanating a sheen of purple aura, as Casariel channels something in the distance.
Rainer notices your group approaching, but keeps her gaze steadily on her adversary. You get the feeling that this is a chess match. Two moves away from checkmate, Rainer has no power in stopping her king from being cornered.
Inside your mind, you hear a soft plea from the familiar voice you've come to know over the last month of resets.
Rainer could have possibly just told everyone everything about what was going on- and maybe that would've sped things up just a little bit. But putting herself on Casariel's radar meant opening up variations in her timeline. Rainer knows each and every move by heart at this point, and desperately needs to keep each timeline more or less the same in order to prevent Casariel from doing anything worse than what she has planned already.
We're going to assume you agree to sit and watch for a few moments. Otherwise, Rainer will just reset time early and call this loop concluded.
Welcome back to 12pm.
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edit: can bracer calls transcend planes?
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Bracer functionality, however, does work to a certain degree. Remember how Miss Zarves was trapped in the Ethereal plane and still made contact with the Reclaimers? That's pretty much the same for someone stuck on the Abyss as well!
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