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balance_logs2019-04-08 09:39 am
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Entry tags:
- ace attorney: franziska von karma,
- ace attorney: maya fey,
- blazblue: hibiki kohaku,
- danganronpa: gundam tanaka,
- danganronpa: kaede akamatsu,
- danganronpa: komaeda nagito,
- doki doki literature club: sayori,
- fire emblem: dwyer,
- homestuck: dave strider,
- kingdom hearts: roxas,
- legend of zelda: zelda,
- my hero academia: izuku midoriya,
- original: ferran gallagher,
- overwatch: jesse mccree,
- overwatch: soldier 76,
- persona: akira kurusu,
- persona: goro akechi,
- persona: minato arisato,
- persona: ryuji sakamoto,
- red vs blue: agent washington,
- rwby: qrow branwen,
- umineko: lion ushiromiya,
- umineko: willard wright,
- undertale: sans
Field Mission 3: Brushing the Sun, Part 1
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![]() 1. FIRST, YOU DRAW A CIRCLE![]() A. IT'S TIME TO GET TO WORK That certainly isn't to say that your previous efforts have not been hard work. But one half of this mission has been fine tuned, a logistical machine of well-oiled cogs, the creative efforts of a man who has so much to make up for. After the three-hour journey across the sky, you and the three other Reclaimers you boarded the glass orb with will be deposited right in the dead center of Maru, where the Bureau has set up a small camp for gathering, sorting, and sending off supplies. It's chilly, but not unbearably so. The air is thin, but up here, it's probably the cleanest you've breathed anywhere else in Faerun — new and old Reclaimers alike. Whatever goal you decide to work toward during your stay here, after a quick rundown of how supply gathering will work (it's pretty simple: You bring supplies, the unnamed Bureau members assigned to the base will send them off), you're turned loose to the gnarling wilds of the floating continent. Because, as the header says, it's time to get to work. And you most certainly haven't gone unnoticed. 2. USE YOUR PATH ACTIONS WISELYB. ROWDY RUMBLE Those of you who aren't quite combat ready might be getting something of an instant crash course in the art of a hostile encounter — though, perhaps in a bit of a lucky streak, goblins, like the pack of three of them that are leading the charge here, are, uh. Well, they're morons. But these particular three see a bunch of humanoids flying in on what are very clearly cursed globes, and they see a bunch of humanoids wandering the lands and attempting to cash in on their treasure. They were here first, you know! Even if they don't entirely understand why the mine they were here first in isn't exactly on the ground anymore. Or where exactly they are to begin with now. Or ... well, frankly, nothing about any of this makes any sense. Whether you're back at the base at the center of Maru, or whether you're out in the fields, toeing at the ground for hints of treasure underneath, you, and whoever you happen to be traveling with, will be approached by a rather bold trio. And whatever treasure you may have on your person? They're rather keen on taking it. What will you do? Fight? Try to reason with them? For those of you with the combat experience, there are, of course, much bigger fish to fry. Take a look at the YOLO's guide to monsters for a full list of the hostile critters you can challenge to a wrestle during your stay on Maru. ![]() You've probably heard the rumors by now — the fact that nobody seems interested in going to the small lake and waterfall on Maru once nighttime rolls around. Seems pretty silly, right? Superstitious, even. It's a rather beautiful patch of the floating continent, and if your previous expeditions digging through the ground are any indicator, there's a wealth of valuable items to be had underneath the surface. Hubris might lead you to camping out near the water's edge, for just one evening. And sometime around midnight, provided that same hubris hasn't put you to sleep, the light of your campfire, or the light of the moon, suddenly extinguishes. It's like being wrapped up in a cloak of vantablack, in very nearly every single sense, not just sight. No rustling of leaves, no sound of the wind passing through every nook and cranny of the continent. No light. No nothing. If you decide to book it out of there, be careful, lest you accidentally wander into the lake, without a clear sense of where exactly the exit is. But if you choose to hold steady, after about an hour, the silence and darkness clears — and the scenery returns to normal, as if nothing happened. Something did happen, however. Whether you stayed there for just a moment, you sat through it, or you slept through it, if you were anywhere near the lake at midnight, you'll be subject to a nightly enchantment coming from an unknown source. You may pick one of the following: ○ The next time you are asked a question, whether it's what you had for dinner or whether you're all right, you will be magically forced to answer it truthfully. The effect wears off after one question. 3. MINE CART MADNESSD. I'M ABOUT TO LOSE MY MINE, UP IN HERE, UP IN HERE. Eventually, you'll probably find yourself down in the mine's labyrinthine system of tunnels and networks that seem to sprawl out in nearly endless directions. Be careful when you turn corners, as there may be an Umber Hulk or a Basilisk waiting for you in the darkness, but as you look down, you do notice tracks that head in nearly every direction. Whoever had initially excavated this area was quite laborious and thorough with the pathing down in its deepest delves. One turn leans to another long corridor, and maybe another turn leads you back in a circle. Mining equipment can be found almost everywhere, left to rust and decay with the passage of time that could only indicate hundreds of years of being completely unbothered. You step forward, and look to see a path that carves out into four directions- straight, left, right, and back. And you quickly realize something doesn't feel right. That's true- as you begin to step forward and take a path, you find yourself back to where you started after walking for a little while. Turn back, and you might notice that you're in the exact place you just were as well. Maybe you brought some chalk with you, or maybe you managed to drop something here like a breadcrumb trail to tell you which way you've already headed. Or maybe you don't even notice it until you've been walking for hours, but you're stuck in a loop. Of those four directions, you'll notice something peculiar if you start to take notice. ○ One direction will always lead you back to where you started. ![]() Mind boggling puzzles aside, you're welcome to explore the depths of the Lost Mine of Phandelver. One of the more ridiculous, albeit, fun adventures you can take is a mine cart ride through the mine down to the farthest reaches. It starts off relatively bumpy and doesn't seem to smooth out at any given point, but it's the closest thing you're going to get to a roller coaster ride down here in Faerun. Reaching the end is a matter of waiting the cruise- and you eventually come to a dead end. There's stuff you can mine down here as it empties out into a vast, damp cavern. Iron, several types of cheap gemstones, and rocks can be found pretty much anywhere. If you're looking to rebuild Vista Virs, this is a good place to start. If you're looking to make a little cash on the side, that's possible too. We're not here to judge your moral intentions. Getting back isn't as fun as it was coming down here, as you're pretty much stuck pushing the cart back to where it was if you want to take things out. Don't worry about the logistics too much; there always seems to be a cart available for you to descend, and oddly enough, it never feels like it's the same journey down and back twice in a row. F. BEEN HERE ALL NIGHT. BEEN HERE ALL DAY. There are a few notable places to explore while you're down in Phandelver: ○ An administrative office, complete with desks that haven't been touched in years. Several papers are still there, with dates that go far and wide back into the past. Touching them causes it to disintegrate into dust. For anyone who makes it down there, there is a lockbox to be found that can be opened by smashing it on the ground or attempting to unlock it with thieves' tools. While the contents are up to you to decide, nothing in there should be magical beyond a simple potion of healing, aged... several centuries. 4. WILDCARDThe floating continent of Maru is your world to explore, and your story to write! You may use any of the prompts we've given you here, or you may come up with your own prompts — you can utilize any part of the setting provided in the OOC post. If you'd like the outcome of a particular thread randomized, or if you'd like to investigate a particular part of the setting, feel free to drop a note in the RNG thread and we'll set up a roll for you. As always, be amazing. You're two for two on reclaiming Grand Relics, and we can't wait to see what you do here. blurb code by photosynthesis |
WHAT BREAD KNOWS
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This is the best day of Bread's life, considering it's been a while since he's had a banana. The nice skeleton who's still apparently missing his necromancer and nap buddy will get a headbutt of thanks.
This is kind of wild though, isn't it? Bread, being a cat, is always inclined to climb and hop on things he shouldn't, which is sort of how he wound up on Maru to begin with. The hunting's good, though, and there's plenty of resources to go around. At least, as far as he can tell — nobody's been fighting over anything that he's seen. But then, there's only so much that a floating continent can hold before it runs out. Bread doesn't know a lot, but sniffing out livable habitats is one thing he does know.
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That's not to say he hasn't been watching, though. It's peaceful, but he sort of gets the sense it'll become more uneasy soon, and that's largely a resource issue. They have to run out eventually, right?
Also, did Wash know that the mountain over on the corner of the continent is pretty much the best scratching post Bread has ever encountered?
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The resource issue is a pressing one; hopefully they can help. Is there anything in particular running dangerously low, or is it Everything?
And no, Wash hadn't heard that about the mountain! What makes it such a good scratching post?
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Food's probably the biggest pressing issue, to be honest. There's definitely no shortage of shiny things! And, oh! Bread can show Wash, if he feels like tagging along to learn why the mountain is the best scratching post ever.
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She'll even be a lot friendlier to a giant cat than she is to most people, she promises.
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To answer her questions, though! Bread climbed a giant tree to get up here when it was passing by, and now he's pretty much stuck with the rest of them. Discounting the wild animals and the occasional goblin trying to figure out if he's a threat, though, he hasn't noticed anything particularly unfriendly about the place.
In return, though, Bread wants to know where Maria came from!
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Where she came from? She just came from where all the other weirdos did! Some weird place she's still trying to figure out, honestly. Every time she thinks she gets it, it gets weirder and she REALLY hates that.
Oh, wait, wait, does he want to know about where she was born? If he does, she'll say she came from a very faraway city that really freaking sucked and does he really want to hear about that?
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He might be able to relate to the birthplace sentiment, though if asked, he's not quite sure if he could explain why. He's got both territorial instincts about the concept of home, seeing as he is, again, a cat, and more complicated feelings, seeing as he also seems to be a pretty damn empathetic cat.
But, home's where your territory is. It's where you leave your claw marks. And if she'd rather leave her claw marks on the weird place as opposed to where she was born, that's fine too. Is that kind of what Maria's thinking, too?
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The place is very different from what she's used to, is all, and it feels strange in a way she can't get used to yet. Like, hey, indoor plumbing? Why'd no one ever tell her about that before?
And, actually... maybe Bread's got a point there? She thinks putting it in those terms actually makes a lot of sense, huh. She had her own territory in that city, but she lost it all even before she came here and that's a lot of complicated feelings right there. Maybe she should be leaving some claw marks on the weird place, after all.
She does hope he's been leaving his claw marks somewhere nice though.
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Wait, Shinji means to say he found toys in the shack? Can he lead Bread there?
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Please hold for a few minutes while Bread attempts to squish himself on top of a shelf in the corner of the shack. It's not working very well, considering he is a Pretty Big Cat — he's more like gracefully hanging off the side, accomplished over being the tallest thing in the room, lording over his new cat domain.
Oh hey, there's something up here. Bread, being a cat, elects to swat it to the ground. It's shiny! It's a tin box.
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that's adorable....
shinji opens the box!!!
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He has a shot at redeeming himself — or just going for battle round two.
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That said, he is at least going to offer a verbal challenge for a rematch rather than just.... assaulting the poor cat.
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Before he accepts or declines though, Bread has a question: Why?
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When asked Why, Kenpachi has to think about it for a long moment because he hadn't really thought about why before. Then decides it's just because he's never fought a warrior like Bread before, and they didn't finish the fight properly last time.
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Bread has been on many adventures inside of Maru by now — did Maya know about all the weird rope that's all over the place?
He thinks it's yarn, personally. But then, he's a cat, basically anything that is vaguely yarn-like is probably yarn to him.