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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 |
jesse mccree
It's a scenic place, and he really can't recall the last time he was somewhere that looked so lush and green. He takes it all in, but stays mindful that they're here to find out just what's going on here and secure the Grand Relic that's causing this. Spotting a fellow Reclaimer, McCree tips his hat in greeting.
"Hello, there. Doing some searching out here too? Figured we could find some supplies or better yet, figure out how we're floating up here. Wanna team up?"
{ basilisk adventures for maya}
"We're starting to make a habit of exploring dark, underground places together, aren't we?" He asks it with a crooked grin as he and Maya traverse the depths of the mine. The tracks are easy enough to follow, but something about this place doesn't seem quite right, other than the fact they're on a giant floating island, of course. They should be running into whomever made these tracks, but McCree swears they've been this way before and they haven't seen a soul yet. These aren't their tracks, so who's are they?
{ aftermath of the basilisk for hibiki }
It's an experience McCree doesn't ever want to repeat: being trapped in his own body, swallowed by darkness, but still able to hear Maya talking. He can't just shake it off, and once he's back to normal and in a somewhat safer place, he leans against a wall, breathing heavily. It's not a panic attack, but his body sure is reacting to what just happened to him. Here's hoping no one catches him in this sorry state.
{ i'm about to lose my mine, up in here, up in here (open to all) }
This is getting frustrating. McCree is a ranger and he has decent tracking skills, but all it's telling him is that he's walking in circles. How's he meant to find anyone to question if he can't find any of the dwarves that are missing, in hiding, whatever they are? He turns a corner and digs an X in the dirt with his boot before walking on, swearing he's seen these exact rock walls before. He notices the tiny fire beetles and takes it as a good sign. If there are signs of life here, then surely he'll run into a person sooner or later, right?
And suddenly he's back at the entrance again. Shoulders slumping, he nods to the person standing there.
"First time here or did you get turned around too?"
{ been here all night. been here all day. (open to all) }
The office seems as good a place as any to search out any clues as to what's going on here. Obviously the mine was abandoned long ago and the Rockseekers came to start operations again, but with three of them recently disappearing, McCree wonders if they'll find any clues in here. After all, it's a floating island. They have to still be here somewhere, unless they fell off. Maybe they found their way in here and read something that made them bolt.
Once he's come up empty there, McCree manages to find a storeroom and once he gets the cap off of a bottle, he realizes that it's aged whiskey. He's a man of simple tastes, and a good whiskey is all he really needs in life. Well, that and cigarettes. So he sits back and takes a swig straight from the bottle. It's his now; get your own. But no, he'll point out the many bottles stored here and take a load off with you for a little while to recap what you've learned so far.
{ wildcard }
Hit me up with a starter or contact me at
office
Got any "make papers a few decades younger" spells?
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Sure don't. Still don't rightly understand magic, and yet somehow I got myself some things I can do now that are magical. Nothing like turning back the clock, though.
[ He nods towards San's bracer. ]
Maybe there's a way to enhance those to make the image clearer.
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about to lose my mine
The place reminded Chiron all too keenly of the minotaur's home. But that was a built construct, that labyrinth. This one had a different texture to it, the sort of thing that didn't seem to suggest that it was a living, breathing organism, but that train of thought may not be too far off the mark.
There's an unhappy noise from the centaur, and his tail flicks back and forth, taking the place of pacing.
"How many times have you tried to make sense of this place?"
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"This is the first time I've been routed back to the start, but I've been deep in it for... at least two hours now. So I've seen the same paths way too many times already. Finally thought I was getting somewhere when I started following those glow bugs, but now I can scratch that marker off the list. It ain't helpful unless you're looking to give up."
Which McCree doesn't want to do. He wants to come back with something helpful to make up for all the time he's put in.
"You think this is what happened to those Rockseekers that up and vanished? They're stuck in here somewhere?"
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Chiron is cautious, and while one hand is over his chest, the other holds his own chin, rubbing thoughtfully.
"Perhaps they found some other combination of paths that has locked them into the same form of repeated motions, but deeper in the cave. One might think of them as a set of rooms that rotate, and you have to align them all up precisely in order to travel to where you need to be."
It's a theory. Chiron has no idea how true it may or may not be, but it feels better to pitch something anything out there at the moment.
"You should sit, at the very least."
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MINE
This is a lie. Jack is about as directionally challenged as the next guy, and he is a bit proud to ask for directions. He'd rather try and figure something out himself before asking for help--much less ask for help from McCree. But they've been through the mines and back again, and it keeps spitting them out at the entrance.
He came here not believing in magic, but he's dealt with enough of it to realize that's probably what's at play here.
"Something about this isn't right."
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"Think it's the Grand Relic trying to keep us away from whoever's using it?" He personally hasn't been tested by a Grand Relic yet, but if they're these all powerful items, he could see it doing this crazy magic.
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They've only just arrived here, after all, and Jack isn't willing to discount anything, at this point. Maybe it's an inherent quality of the caves themselves.
"But it wouldn't surprise me if there's something down there that doesn't want to be found."
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ya that's good for me
mine wanderings
I think I've done this a couple of times? It's easy to lose track.
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"You see any of those glowing fire bugs on your way here?"
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I don't think I did. It was pretty dark the whole way...I did see the broken pickaxe a few times.
Do the fire bugs mean something?
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i'm about to lose my mine, up in here, up in here
"Hope!" it was quite pleased with itself. "Hope will make all paths clear!"
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"And how's that working out for you? The having hope bit?"
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i only prose for u bc i love u
In all honesty, it does make her nervous to be out here -- underground caverns leave a bad taste in her mouth, both from last mission, and also because her previous kidnapping experience makes her wary of small, dark spaces, but McCree is here with her, so it puts her at ease. She falls in step with him, with Nick Junior perched on her head (and providing some light and heat for them), humming the Steel Samurai theme under her breath.
"You know... I'm getting the weirdest sense of deja view. "
That's deja vu, Maya.
i'm blessed ;_;
But it's more than simply getting lost. This place has a weird feeling settled across it like a heavy blanket in summer. He can't put his finger on it yet, but something isn't right. His hand rests on the handle of his holstered gun, just in case.
:*
That being said, as uneasy as she is, she's also herself, so:
"You know, I never asked you about your arm. Is it really cybernetic?"
The stupid questions in the middle of the investigation are a staple of hanging out with her, yes.
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if u dont mind i'll bring the basilisk in like the next tag or so!
sounds good!
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1/2
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grotto!
Everything here is so weird that she is not sure she'd notice if something was extra weird. She straightens her hat. "Teaming up sounds fun!"
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Since she's agreed, he moves closer and tips his hat back a little to better view the area.
"Name's McCree. And yourself?"
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Really, he could be anything, but you have to have good aim to use a gun properly so she's assuming he's the class that specializes in ranged weapons.
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aftermath
"Hello. You look strangely familiar," There's no need to be sarcastic, is there. "Are you feeling any better?"
Probably better than when he was stone cold.
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"Now that I can feel my limbs again? I'm just dandy." He's not, but he'll keep pretending he is, even when all signs suggest otherwise.
"Guess I should be grateful I wasn't put on display as a warning to others."
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Not that it would have been technically doable, but a statue of a Reclaimer would make an excellent warning.
"Are you usually this reckless or is it your first time?"
No matter how you slice it, this must be a loaded question.
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