balancemod: (Default)
balance mod ([personal profile] balancemod) wrote in [community profile] balance_logs2019-06-03 01:54 pm

Field Mission 4, Etude in Blue, Part One


You're not leaving until you've got this shanty memorized
NAVIGATION


Click here for the RNG thread!




1. ETUDE IN BLUE: WELCOME TO THE SEA OF FALLEN STARS


A. A WATERY LANDING

You'll be going down from the Moon Base via glass spheres, shot by the flight technician staff member Avi. As usual, each capsule can hold up to 4 people, although it does get increasingly uncomfortable the more people are crammed together. You're shot down to the planet in the most horrifying way possible, seeing the landscape violently change quickly and without remorse or guilt towards your possible motion sickness or uneasy feeling. The landing this time, is a canonball. All along the middle of the Sea of Fallen Stars, blips of orbs will be falling straight down into the water. From the Moon Base, Lucretia watches on as the majority of you land. It's quite a spectacle to see the splashes from this high up.

And once you're there, you're... kind of up a creek without a paddle. Without a propulsion or engine system to move your orb forward, you don't have a lot of choices here. If you're lucky, you might find a mercantile ship out in between voyages. If you're extremely unlucky, you're going to have to swim... or maybe you can pop the sphere hatch open and find something to paddle with. Be careful of the sharks? Definitely be careful of the sharks. Your destination? Lyrabar.



2. THE LAP OF LUXURY, THE DANGERS OF LYRABAR


B. THE CITY OF MERCHANTS' DREAMS



Let's get something out of the way first: Lyrabar is a gorgeous city — and when you step off the S.S. Codfather and onto the docks about a hundred yards from the edge of the city proper, you'll be treated to a clear view of the entire skyline: Ornate, twisting towers of marble, stone buildings and finely crafted wooden structures form the city into a neat semicircle, with the marketplace at its epicenter. At the far end of the city stands a castle, a nearly glittering, extravagant structure, a maze of hallways and towers that seems to be stretching high toward the other planes of existence themselves.

Lyrabar is on an entirely new level compared to Vista Virs, New Aspen, or even the comforts of the Moon Base itself. This is by far the most luxurious corner of Faerun that you've encountered yet — even the standard-level rooms you might find in an inn around Lyrabar are well maintained, the sheets are clean, and the food is delicious. The food, though! Pretty much anything you can think of is on the menu somewhere, and, no offense to an enduring and malfunctioning robot back on the base, but his cuisine chops can't even compare to what's on offer in Lyrabar.

If only the people of Lyrabar were nicer. Weren't so suspicious of anyone new who passes through those gates. There is a lot of gold passing through the city gates, after all.

And the pirates who are slowly overrunning the city are well aware of that.



C. THE HOBBY HORSE

A lot of you strong archetype Reclaimers, and even the ones who aren't, will probably eventually find your way to The Hobby Horse, a tavern that is absolutely just a tavern, if a bit more crude compared to the other watering holes nearby and around Lyrabar, and absolutely not a place where pirates higher up on the pecking order go for a bit of Jabba-the-Hut-lair entertainment. Of course it isn't. That would be silly!

In any case, maybe you've signed the waiver, paid your 20 GP, and had a go at The Death Cave — essentially a long hallway, leading from one ring to the next, with waves of aggressive monsters brought in from the ocean and beyond for you to fight through. And for some of you, those of you who have played a hand in reclaiming three Grand Relics at this point ... honestly, The Death Cave might seem a little too easy.

The man taking your payments and signed waivers, a man who goes only by Old Numbers, a gruff, bearded old fart who seems to be more battle scar than human, seems to have a solution for that. He leans forward over the counter, eyeing you near suspiciously.

"Oi ... if it's an actual challenge yer lookin' for, Old Numbers can whip you up somethin' more ... randomized. Y'seen those Sea Quartz around town, right? Those rainbow lookin' stars that the fancier folk keep grindin' up into shampoo. Bring me three of those, and I'll give you a fight worth yer chops."

True to his word, you pay Old Numbers three SQ, he'll have you sign another waiver (essentially, you're going to have to name a next of kin — someone who's fit and willing to drag your corpse out of The Death Cave, because Old Numbers here sure as hell isn't going to do it), then he'll draw a random placard from a stack of three and affix it next to the entrance of The Death Cave. The excited energy in the crowd is palpable. Now the real battling betting begins.

Your goal here isn't to defeat all the enemies: It's simply to make it to the final exit.

Here's what the placards mean (As a further warning, these are highly dangerous encounters! You signed a second waiver for a very good reason.):

Sword: In the final room of The Death Cave, you will be pitted against a swordsman who seems to have been taken in by some sort of Faerun equivalent of malevolent corruption — and boy, is he having the time of his life. He is extremely fast, his blade is freshly sharpened, and he will not hesitate to strike down anyone who was unfortunate enough to roll him, while laughing about it. He does have what you might consider an ultimate attack: Gathering up energy into his blade, he swings it, channeling said energy into one devastating plume of magic shot directly toward you. You're going to want to find a way to avoid it.

Bow and arrow: As you make your way through The Death Cave, you'll be pursued by the, uh. Boss of this round, a ranger whose accuracy with her bow and arrow is unrivaled. Assuming you make it to the final room without being arrow'd, you'll have to face her head-on, too. She is nimble, and now that you've reached the end, she is much less keen on missing. To make it past her, you will want to disarm her — which means closing the gap between the two of you as much as possible, to force a melee.

Wand: Woe to the Reclaimer who manages to roll the magic user course. When you step inside, you'll find that the entire cave is flooded at about knee height, meaning unless you can figure out a way across it, you'll be fighting while wading.

The Caster — sorry, I mean Wizard — at the end of the line specializes in ice and electric elemental spells. Have fun with that!


D. IN WHICH LITERALLY EVERYONE WANTS YOUR COIN

For those of you who have gold burning a hole in your pocket, the shopping available in Lyrabar is near endless. The marketplace, located at the center of the city, seems to sprawl on forever, with stalls, storefronts and eateries that seemingly cater to every fancy, whether it's fashion or weaponry. If it's souvenirs you're looking to take home, the most popular items are necklaces made out of those ever popular Sea Quartz, that are being used at The Hobby Horse and ground up into shampoo, and very sarcastic postcards: Think, "I visited Lyrabar and all I got was this crappily printed postcard" sort of sarcastic.

Generally, though, as long as the item is not magical, and as long as the tech is not more advanced than what you'd find on the Moon Base, you can probably find it at the Marketplace. If you're not sure about an idea, feel free to ask right here!

Some other things of note about what you'll find while shopping:

There are a lot of pickpockets. Maybe you shouldn't actually have a hole in your pockets. Even with the people of Lyrabar as distrusting of each other, and of you, as they are, those looking to pilfer a little extra cash off an unsuspecting visitor will find no shortage of targets. Perhaps you're one of them. Perhaps you're the sort willing to start a brawl in the middle of the Marketplace to get your most valued possessions back. Maybe, if you look close enough, you'll see that many have the same insignia branded on their arm. It seems, if you'd like to join in with, or infiltrate a pirate crew, this band of kleptos might be a good place to start off.

The Auction House is located on one of the far corners of the Marketplace. It's large, marble and a bit chilly inside, and the biddings start at around 6 p.m. each night, but it seems there's something ... a bit strange about the auctions themselves. That is to say, you'll have a seat one evening, and about halfway through selling off half of the evening's inventory, you'll watch them bring out the next item: like a pearl, or a particularly large and beautiful clamshell — nice enough trinkets, but nothing at all compared to the other goods that have hit the auction block so far.

And why are they starting the bidding at 1,000 GP? And why are the people around you actually enthusiastically going with it? Man, they can't be that blatant, can they?



E. JUSTICE

Maybe by this point you've had something valuable snatched from you, or you can't quite figure out how nobody's put a stop to some very clear money laundering happening at the Auction House, and you feel the need to serve up some serious justice to the pirates out there who have done you wrong. Who runs the justice joint around here, anyway?

That inquiry will lead you straight to the royal guard — the captain of which is going to groan in exhaustion/annoyance at you questions, or even your bid to help out. You think he hasn't heard that story before? The second a silver-tongued charlatan charms their way into the ranks of the royal guard, they're looking the other way while their visiting pirate friends rob the rest of us blind. He's got no time for this. If you want to truly help, you are going to have to prove it first.

And so, with that, you will find yourself immediately thrown into an undercover operation, one the captain doesn't mind doling out, because at the end of the day he loses nothing from it except for a few disguises. That's right: you'll be given a disguise, whether it's a smelly pile of peasant rags or, if he's feeling less charitable with his budget, a pair of these (look, it's not like he actually cares about your safety here), and a piece of paper with one or two names on it. Your mission? Bring these suspects back to the captain without causing a scene. Or, well, go ahead and cause a scene. He has little shits to give, remember?

Pull this off, though, and consider a private audience with the one member of the royal family who still keeps an audience nowadays, Princess Irene, secured.

Back to top




3. OUT ON THE OPEN SEA


F. CONGRATULATIONS, YOU'RE THE NEW OWNER OF A YACHT

Whether you've had your fill of luxury, bar fights, enforcing the long arm of the law in town, or just gorging out on incredibly tasty food, eventually you'll recall that Lucretia had actually sent you down here with a purpose. She asked everyone to find a way to obtain a ship- one that isn't the S.S. Codfather (thank you very much, Sans!)- as the investigation into the Grand Relic can only get so far within the streets of Lyrabar. To that end, there are a number of options and opportunities for you to obtain such a vessel.

Steal it. This is how pirating works in a place like this. You find something, you take it, and you put a nice new flag on it to make it yours. Of course, there are some complications with that. Get caught, and you're going straight to nautical prison- don't pass the Hobby Horse, don't collect $200. But the docks district of this port town is known to be rather quiet at night, when the merchant fleets are out swindling cash at the bar, drinking themselves blind, or maybe just settling home with their family after an honest day's work. There are hired guards keeping watch, but it shouldn't be that difficult to incapacitate them. When they wake up in the morning, they'll assume what it always is around here. Someone forgot to pay the red tithe.

Buy it. There's always the option of offering something in exchange for a rowboat. Maybe you've come across a bountifully magical item that you want to dispose of at the auction house, or maybe there's a collector out there who's willing to make a fair trade. Renting them doesn't seem to be that much an issue either; transport around the region is always done by boat. Just know that you're going to have to put a down payment and collateral down. You also... run the risk of running into some unscrupulous merchants who are working with the pirates on the down low. Be careful not to get swindled out of everything you own, only to walk up to a tiny rowboat.

Mutineer it. You could find some work on boats, but it's mainly hard labor. You'll be loading the ship up for transport, and taking a trip across the Sea of Fallen stars to destinations at other major port cities. You might not need to know that some of these ships are exchanging some rather questionable goods to get the hint that there's a fair share misconduct going on around the sea. Time to throw the captain overboard and take command of your own dreamliner.

Other. Well, depending on how crafty you are, there are a number of ways to get a hold of a boat. These were just some guiding ideas, but we think you'll find a way. You always do.


G. 20,000 LEAGUES UNDER THE SEA

There's some adventuring to do out in the open sea, and treasures both vast and mighty. It's not entirely uncommon to find islands dotted along the landscape, and those are particularly good for docking and getting a sense of what's gone down around here since Captain Ferryn's taken command of the high seas. You might've gotten the sense that loose lips really do sink ships- that evidence is coming up pretty bill in your search for actual piracy going on around here. The good captain is incredibly skillful at both deception and infiltration, and with the Soul Blade helping him, there's almost nothing stopping him from completely dominating the entire sea and crowning himself the new royal in town. Mum's the word around these parts, so you're going to have to do some exploration. Pop some of those shrimp chips and head down to explore the underwater depths of the seabed.

There are an unbelievable amount of ships that have been wrecked and forgotten under the violent chops of the aquatic basin. With a few hours' search, you're incredibly likely to find one, waiting for you to go down and pluck whatever's down there. Be careful, however, since The Drowned are fiercely protective of their death locales. Fight through them and live to the tell the tale, and you'll come back graciously rewarded.

Many of the ships seem to have crates still on them- all with the official royal seal of Lyrabar stamped plainly on their lid. When popped open, you'll notice there's an abundance of sea quartz- the gems that are used to constantly provide a source of energy to the town. Hard to tell why pirates wouldn't be interested in that, when the trade is absurdly lucrative.

You'll also find areas where ships aren't present. Instead, you might come across entire fields of sea quartz. But in their current state, they're pretty useless and look like the trinkets you might have found on the streets of Lyrabar. Devoid of any magical energies, they lay deep on the ocean floor, a nuisance and an eyesore to nature. You'll also notice that natural enemies like sharks and Sahuagin steer clear of these areas, for better or for worse.

Good luck down there, and make sure you have a buddy system set up. Getting a glass sphere down into the water is near impossible, but Dr. Tank is on board the S.S. Codfather for emergencies.

H. NOBODY KNOWS THE TROUBLES I'VE SEEN

Know that the sea is not calm in temperament or safety. There are things to be weary of at every step of the way, and it's best to ensure that you have a good, seasoned crew to man your boat in order to keep you passing through safe waters. While you're out there, though, danger truly does lurk around every corner.

Pirates, for one, are particularly good at various ways of warfare. Many of them don't even look or appear to be like the ones you might have heard of in stories or experienced elsewhere. Some even fly under the banner of Lyrabar, cruising safely without notice by anyone that would be wise to what they're up to. Sail out for too long without a purpose or linger in an area too long, and a ship will approach, lining up side by side with you. They'll tell you that they're part of the Royal Navy, and hell, they might even be wearing the garb of the official uniformed ranks, and when they announce they're here for usual inspection, they'll request to board your ship. Protocol, you see, because of the rampant acts of piracy out in the open waters. Refusing might make you look more suspicious, but letting them on board as inspectors and tax adjudicators can be equally dangerous. Some of them are legit, and some of them will look to take command of your ship and leave you out in the ocean to drown. You're going to have to be cunning to figure out which one is which.

Storms rage all over the Sea of Fallen Stars. With the encroachment of the warmer months ahead, the weather itself battles for its rightful claim to the area. The signs of a storm coming are easy enough to spot, and they're frequent. Some will last 2-3 days and make travel nearly impossible. Getting out of the water is an important step in keeping your crew safe; and spending a night on an island or in a grotto is always better than running the risk of joining the armies of The Drowned below.

Maelstroms are an equal threat of immense dread. If you happen to see a swirling vortex of water, start heading in the opposite direction immediately. There's a certain magnetic pull that they have, and once you've been caught in the outer rings, it's going to take a lot of teamwork to get yourselves out. Good thing you've had a month to build upon that, or else you might be toast. For those of you who are highly less fortunate, you'll notice yourselves getting sucked in, closer, and closer. You can look over the epicenter and- good god, is that a tentacle!? What is that thing!?

The Prespuran Triangle also poses a major issue while traveling across the sea. Legend has it that if you sail too close to its navigable coordinates, your ship will vanish and you'll never be heard from again. It might seem like a wives' tale, but it's absolutely true. Come too close to it and you'll notice your compass begin to spin out like there's no tomorrow. Continue inward, and, well. You'll see something, alright. It's a tower that stretches into the sky, tall and unwavering. And also, completely impregnable and without doors. You're going to have to get yourself out of there somehow, and for your sake, let's hope you know the exact coordinates you came in through or else... you mind wind up on a completely different side of the world.

Last but not least, the pirates aren't the only ones looking to hop aboard your newly crowned baby. Don't forget about the Sahuagins, either. They seem to attack only during the dead of night, when the moon is ripe and full in the sky. They bring with them charming magics and are particularly good at getting people to willfully walk over the edge themselves, without even drawing a blade.

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4. OOC


This is your story to write, and your setting to play with! Anything on the OOC post is fair game, and if there's something you'd like to try, please don't hesitate to let us know on the RNG thread.

But most importantly, Reclaimers, be amazing.

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blurb code by photosynthesis
ribticklers: (Default)

[personal profile] ribticklers 2019-06-03 10:19 pm (UTC)(link)
1) Roll to passively acquire information while selling food to whoever wants food. He's selling shrimp chips, spice root, the permanently warm/soft chocolate chip cookies, and elderflower macarons, and alcohol out of his tankard of potent drink, if that impacts this.

2) Not sure if this requires a roll, but since Sans has used Academic to get in with the wizards, he's going to check out their books and see if that sea quartz is actually useful.

3) Also not sure if this requires a roll, Sans will hang out at the auction to see what's going on here and people watch. Does it seem like these people are just weirdo rich people who are willing to pay too much for fancy trinkets, or does it seem like something more might be going on, either in terms of conversation or regarding the stuff on auction? Sans is capable of determining things like how many times a character has died based on observation alone in his canon, so he's good at reading people.
Edited 2019-06-04 00:01 (UTC)
unrecovered: (Well...)

[personal profile] unrecovered 2019-06-03 10:56 pm (UTC)(link)
Wash will 100% earn his audience with Irene via the Justice route: namely, knocking out his target as subtly as he can manage, then carting the body through town using the "my buddy is really drunk, I'm just trying to get him somewhere to sleep it off" song and dance. (He will absolutely give a repeat performance if the captain decides several more suspects are required as tribute. Wash can do this all day.)

(He will also, if given enough time to prepare, down a charisma Oreo or two before his audience, because why not tilt the odds in his favor?)

He wants to know what information she has - on the Soul Blade, on Captain Ferryn, on the situation in town. Information starts at the top and doesn't always trickle down, and anything she can give him that isn't publicly known will be invaluable.
petsthedog: (pic#12716679)

[personal profile] petsthedog 2019-06-03 11:01 pm (UTC)(link)
1) roll to see if shinji can get a place to stay/information from the locals in lyrabar using rustic hospitality

2) roll for beating up some pickpockets that try to mess with him and grilling them for pirate info

3) i'd like for shinji to accidentally start a brawl in the hobby horse via tavern brawler; can i get a roll to see how this would go for him and if he might win the respect of some locals and/or pirates?

4) idk if i need a roll for this but since shinji returned jingler's key thing to him in phandalin how would it go if he asked the birb for help getting a boat?
noblegarnet: (f: everything is perfectly fine)

[personal profile] noblegarnet 2019-06-03 11:14 pm (UTC)(link)
Hello here I am again!

1) Roll for MAGIC ARCHITECTURE RESEARCH heck yeah

2) Roll for using Detect Magic to sense anything about the sea quartz aside from ~magical energy source~

3) And a request for whatever Diego may know about the Sea of Fallen Stars! Ferran is definitely willing to recount some (redacted) tales of their adventures in return.
protegge: <user name="peaked"> | dnt (Default)

[personal profile] protegge 2019-06-03 11:25 pm (UTC)(link)
hewwo

1) roll to see if mista manages to deflect arrows for long enough to disarm the ranger at the hobby horse or if he gets shot full of arrows. idr what the bonus for bullshit baby bullets was. 2 maybe?

2) roll to charm his way into a pickpocket gang. wink

3) roll to see if he finds anything dope or plot relevant or expensive while exploring the shipwrecks

thanks you have rolled a nat 20 in Me Loving You
splinten: appl-juice42 @ tumblr (who thook a dump)

[personal profile] splinten 2019-06-03 11:52 pm (UTC)(link)
1) Dirk is going to be going back to his Houstin, Atlantis routes and deep sea diving. Anything of interest to find there?

2) Qrow will do his goddamned job and sell some Chemist potions to acquaint himself with people. Then, ideally, he'd like to toss around some Inquire nonsense to see if he can get any intel expanding on the Lyrabar royal family's myths and also how they've been declining in power. Not enough money in their navy? Bad policing against piracy? How exactly have they been messing up here.

3) Following/in relation to that, he wants to hang out at the Auction house and see if he can trail the person who gets the pearl.

4) Dirk wants to dig up deets on the various pirate crews around so he can decide which ones he dislikes most and therefore would be most likely to try to take a boat from, because what is chill, never heard of it.
rockymountaindie: (country roads‚ take me home)

[personal profile] rockymountaindie 2019-06-04 12:07 am (UTC)(link)
1. Let’s break out that Force Distrust! Alex is going to try that to try and make those pickpockets friendly toward him, because he really doesn’t want to get his things taken and that seems like a good way to get information?

2. Whether that works or not- he’s definitely going to send his familiar after someone with one of those insignias and tail them to try and see where they’re stationed. Not too close tailing, 30 feet and all, but is a red-eyed raven going to see anything?
mccreehaw: unless stated otherwise (Default)

[personal profile] mccreehaw 2019-06-04 12:28 am (UTC)(link)
McCree and Wash are going to have an aquatic race with McCree on a dolphin and Wash on a seahorse! We'd like a roll to see who wins. Also, Sans would like to play bookie to take bets on the race as well as try to get interesting info out of any NPCs who might watch. So how much would he end up making and would he learn any interesting tidbits?
splinten: appl-juice42 @ tumblr (and there he goes)

[personal profile] splinten 2019-06-04 01:40 am (UTC)(link)
Yeah wreck me
oculusriffs: carcinovantaskisu @ tumblr (i swear to god)

[personal profile] oculusriffs 2019-06-04 01:44 am (UTC)(link)
hi! dave kind of wound up asking to speak with her highness on a whim and is more or less here on accident

but could we please roll to see who would win a snark off argument between the two? any dc is fine — if he wins and she finds that agreeable, he might try asking where he might find more information on the pirate captain and also just faerun pantheons in general

otherwise i guess throw him in jail!

dave's arguments include:

- he did not even mean to wind up here
- his sister dunked him way better than that come on
- she smells like the aristocracy
- that's not a compliment
noblegarnet: (f: ????)

[personal profile] noblegarnet 2019-06-04 01:45 am (UTC)(link)
Hmm...! That sure does have some implications. He'll tuck that info into his pocket for now.

2) Sounds good! Hit me with that roll.

3) Gentle, huh...? Ferran won't argue, he loves the sea in general, but what does he mean by that? Does he think it's conscious of what's going on around it enough to react in a certain way? He's also curious about what makes Diego think so—aside from the rescue, of course.
alethiological: (Petronilla de Meath (d. 1324))

[personal profile] alethiological 2019-06-04 01:46 am (UTC)(link)
So for context, this is all mostly regards to this that i just realized i needed to tag back on oops and the fancy map. All DCs from here and onwards are buenos.

1) You told me to roll for maps so HIT ME. He's more looking for continents that match the part shown and is adamant on no one knowing shit about it. For DC logistics, the goal here is to identify which continent it is, where it is in relation to here, and then using that to get the guesstimate location.

2) If and only if there's a match, what does the Jingler want in exchange for renting one of his mysteriously-sourced boats.
rockymountaindie: (miner's lady‚ strange to blue water)

[personal profile] rockymountaindie 2019-06-04 01:54 am (UTC)(link)
Alas on Force Distrust not having the desired effect, but let's do this roll! DC of 12 is good!
protegge: <user name="peaked"> | dnt (Default)

[personal profile] protegge 2019-06-04 02:08 am (UTC)(link)
1. 🙏🙏🙏
he's so delighted, he'll buy her as many drinks as he wants. he will finally relent and learn how to use a bow in her honor. i'm in hysterics.

2. while mista was probably the least skilled of his squad of idiots back home at pickpocketing and sleight of hand, he does at least have a little prior experience, so i think i'm gonna say he picks it up okay and manages to scrape together the 100gp! barely under the time limit, rip. still he is very proud of himself and wants to steal More Things. yay, crime!

3. this is fucking stupid but if mista dumps a bunch of sq on living plants, do they die. this is #science
dialetheism: (🌠 so much of me is made)

[personal profile] dialetheism 2019-06-04 02:17 am (UTC)(link)
1) First things first! Lion would like to roll to try asking the Umbrella for some nebulous amount of Help getting to shore? Mista's maybe-related-to-it note did say something about it (possibly!) being connected to the Elemental Plane of Water - maybe a wave? Or another breeze? pls help, umbrella wan kenobi, you're not quite their only hope

2) Continuing in the vein of Umbrellaquest, and a kind-of-roll-but-maybe-not, Lion would like to talk to Diego about the umbrella, since he's specialised in water magic and there was that aforementioned note. If he'd like to have a look at it, they're willing to hold it for examination - while also warning him that it's a rather temperamental umbrella and it might yeet him if he touches it.

3) They'd also like to try talking to Jingler about it too, since they didn't get a chance back on Maru, but in his case they're willing to do something for him/find payment if he's not open to a friendly chat

4) Amended roll: Lion's going to try their luck down by the docks, and offer their services as a Cleric to anyone who needs healing or fresh water with the aim of keeping an ear to the ground. They're not directly asking Questions, because that invariably attracts the wrong sort of attention in a place like this, but more just... trying to make some social connections, get a feel for the situation, that sort of thing.

5) Roll for buried treasure! Or, uh, trying to find some, at any rate. Lion's going diving - they'll especially be interested in any shipwrecks, or seeing the fields of sea quartz with their own eyes.

any dc is fine for all of these, as usual! (also gomens about linking the note, I asked Kat if I should and she said it'd be a good idea for referencing purposes!)
Edited (edited my roll req. for more clarity on the info one + adding the exploration roll i wanted to do) 2019-06-04 04:47 (UTC)