balance mod (
balancemod) wrote in
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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Provided they actually stop fighting and disperse, McCree will ask Erinne what the fight was all about. He wants to get a sense of what her headspace is before suggesting they head out to the marketplace, because he heard through the grapevine that there's gonna be a violinist there at 2pm and some music might be nice. He wants to watch carefully for her reaction to that to see if she's maybe surprised he's heard about it or intrigued to go or whatever.
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Does a DC of 12 sound OK?
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How ... how does McCree know about that? She hadn't even finished set — er. Hm. Erinne stops herself very quickly.
The violin is nice, doesn't McCree think? She admittedly finds something very nostalgic about playing it. She is from Lyrabar, you know — and her sister, Irene, is particularly good at it. She personally thinks people should find good, and be good, on their own merit, but there is something to be said about how music can change someone's attitude.
You rolled pretty high here, so Erinne is much more open to answering another question or two.
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He also nods along to what she says regarding music and goes on to add, "I'm a big fan of music myself. I brought my guitar, and was hoping to strum a little later today. You got room in your schedule for a duet?"
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It's difficult to tell whether Erinne looks mildly embarrassed, or if she's just clamming up at McCree's question.
"It's been a while. We lead pretty different lives, right? If you were there recently, then you saw that much. I should write her."
She, despite herself, perks up a bit at the offer for a duet.
"Sure. I can show you where I was going to play — that you ... seemed to know about, somehow."
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"Yeah, strange thing, that. But hey, it gives us the chance to play together, and I haven't had much opportunity to play with others. First time in a long time was a concert some of the students put on last month. It made me gain an appreciation for performing with others."
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She nods, though, and will lead McCree to her violin playing spot: It's a bit of a climb, but he looks like the sort of person who does a lot of climbing? Adventuring. Yeah. That. But they both eventually wind up on the roof of The Red Keep.
"Don't tell anybody about this spot, all right?"
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He gives her a wink. "You got it." He can't, of course, stop anyone else from finding out on their own, but he won't reveal the spot.
"You wanna start a song and I'll see if I can't follow along?" Since he has his guitar strapped to his back at the ready like a true bard.
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It goes something like this.
McCree is able to strum along with her, providing some harmonic counterpart to the piece.
Erinne looks moved. She doesn't play with other people often, and it's a weird feeling to hear two sounds coming together as one. Ultimately, at the end of the performance, she lets her violin hang downward and her shoulders slump.
You get the sense she's thinking about her sister. And then, as if her pluck returns, sighs and stares at McCree.
"Remember, you promised. See you around."
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If it's all right, I'd like McCree to do the same thing in several additional loops (obvs not the ones where other Reclaimers find Erinne alone at the top of the Red Keep) because he thinks Erinne could do with the nice duet and thoughts of her sister after that fight with Adriel. He doesn't try to pry more out of her; he's just wanting to play the duet a few more times.
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Eventually there comes a loop where she's playing and you just start playing with her, and there's no words or contact- it just happens. And at the end of it, she breathes in, unsteady and says:
"It's the weirdest feeling.
It's like I know you'd be here. I don't know how I knew that, and I don't even know who you are.
But you remind me of my sister, Irene."
This is weird for her, to be so open and honest.
"I don't really tell anyone much about her, but she sent me off to school here when I was young. Lyrabar was going to hell and she wanted to keep me safe."
She shakes her head, though, and continues playing.
And in the end, she realizes how much she loves Irene and wants to her again one day.
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"I wish I'd gotten the chance to talk to her, but obviously she was pretty busy. I think a few of the students might have gotten the chance though."
He pauses to find his place in the song, but at length, he speaks again.
"Is there a reason you don't like telling people about her?"
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She sighs, again- it's weird for her to talk about herself like this.
"And part of me still probably... I don't know, it's weird? Like, schooling is great and everything, but why couldn't I stay in Lyrabar? She always thinks she knows what's best for me and sometimes it's just overwhelming."
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"Maybe it's something you should talk to her about? I don't know the ins and outs of the place, but while we were there, we had a bit of a hand in stopping the pirates that were patrolling the waters."
He can't just keep omitting that anymore. It's clear she misses Irene and misses home. If she wants to return, maybe letting her know it's safer now will open up a conversation between her and her sister.
Provided they even get out of this loop, of course.
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But something McCree says catches her extremely off guard.
"The... pirates?"
You get the sense that this is news to her, definitely.
"What are you... what're you talking about? Irene never said anything about pirates. I just got a letter from her last week."
You see, she did say that Irene sent her here because Lyrabar was getting more dangerous. But there never was a mention of pirates.
Which might make something click for McCree about the situation currently in Thay. Erinne unfolds a piece of paper that she's kept in her pocket. Indeed, it's a letter from her sister.
She shows it to him, and it's dated: 1505.
McCree, you know what today's date is. The current year is 1511.
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"Maybe she didn't want you to worry about things. Or maybe it wasn't a big deal to her." Or maybe it's been six goddamn years you've been stuck here and your sister thinks you've gone missing.
There's really no way to undo what he's said, but at least he has the luxury of her not remembering next loop.
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Erinne takes a deep breath of the cold winter air, and salutes McCree with her violin bowstring.
"Er, anyway, old man. It's been great talking, but I got some first years to terrorize."
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"That one hurts, y'know. Not even forty yet." But he moves to put his guitar on his back instead. "I enjoyed it. Maybe we can do it again sometime. Y'know. Before my school leaves."