balance mod (
balancemod) wrote in
balance_logs2019-09-02 04:13 pm
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Entry tags:
- ace attorney: maya fey,
- ace attorney: mia fey,
- carmen sandiego: carmen sandiego,
- danganronpa: kaede akamatsu,
- danganronpa: kokichi oma,
- danganronpa: shuichi saihara,
- doki doki literature club: sayori,
- final destination: alex browning,
- good omens: aziraphale,
- jjba: guido mista,
- original: ferran gallagher,
- overwatch: jesse mccree,
- overwatch: soldier 76,
- persona: minato arisato,
- red vs blue: agent washington,
- sailor moon: minako aino,
- umineko: lion ushiromiya,
- umineko: willard wright,
- undertale: sans
Field Mission 5: Il Prigioniero, Part 1
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![]() 1. IL PRIGIONIERO: WELCOME TO CORMANTHORA. A CRASH BETWEEN TWO FERNS Lucretia has given the orders and locale for the next Grand Relic to be reclaimed and destroyed, a task that will present itself with many new and weird dangers that the Reclaimers haven't come across before. For anyone looking to brush up on their history of Myth Drannor, the Netheril, and the forest of Cormanthor, some of you have already learned a great deal of what occurred here, in bits and pieces. Leon, the Artificer of the Bureau of Balance, had described the tale of a very unfortunate city facing a major energy crisis that was bleeding out the land. You've already met the culprit behind one of the worst decisions humanity has ever made (Spoiler: it's Karsus, a god-tier shit wizard who sacrificed himself to get some of you out of dodge back in Lyrabar), and seen the destruction, first hand, of what happened to the Netheril via the events of Vista Virs. Phew, that's a lot of lore to take in all at once. ![]() But that's all ancient history at this point. No one's been able to make it deep enough into the woods to find out what really happened. Most often, they find the city of Shadowdale instead, and with that... Wonderland. Speaking of which, you'll be blasted down to the outskirts of the forest. The entire balance of magic in this area is highly off kilter, which isn't entirely new to some of you veteran Reclaimers. When a Grand Relic is used, it often leaves behind a very distinct path of destruction that makes even the most learned scholars scratch their head. Magical interference runs nigh high throughout all of Cormanthor, which makes this mission particularly dangerous. Bubbles are not able to penetrate the canopy of Cormanthor or land directly at Wonderland. As Lucretia had said a few months ago, these missions are going to get harder and come with higher consequences. She has faith in all of you to make better decisions. You're the most amazing and stalwart people she's ever met, after all. Blasted down to Cormanthor in parties no more than 4, you land somewhere near the outskirts of the forest. Look behind you, and you can see the yellow-hued mountains of the Netheril behind you, boasting a land of pure desert and its own uniquely cursed roster of flora and fauna. Pitter patter, Reclaimers.
2. THROUGH THE LOOKING GLASSB. EMPTY WOODS The woods of Cormanthor were stunningly beautiful once. Before most people who walk among these trees were born, sure — but once upon a time, this was a beautiful place. A living, thriving forest, like any other great wood. When the Reclaimers enter, however, the first thing they'll notice is the silence. Unnatural, ubiquitous, and oppressive, silence is the single unifying factor throughout these woods. The trees themselves shift, first sparse pines, then white ash and beech, and finally towering oaks, maples, and hickory. The silence doesn't change. There is no noise but the wind rustling the leaves on the trees — and as you get further in, even that begins to fall away. It will become quickly apparent that there's no animal life here. This is a forest in stasis, certainly, but it's utterly devoid of birds flying overhead, four-legged creatures scurrying through the leaf debris. No deer, no wolves, no bears. No monsters. No insects, even, if you're paying attention. Those with the ability to speak with animals will notice very quickly that life simply doesn't seem to exist here. Those with the ability to speak to plants may be even more alarmed, because while the trees and other plants do respond, their replies are sluggish and distant, somewhat reminiscent of speaking to someone suffering with a severe fever, drifting in and out of consciousness. Travel through Cormanthor's forest takes a few days' time, and so much time spent in silence begins to take a toll. Never mind the fact that no matter your Boy Scout badges, you can't forage for anything useful out here: nothing from the forest that is eaten provides any sustenance. Eat a bucket full of berries, and you'll still be as hungry as if you hadn't eaten a thing. The trees press in on all sides, and you know each one is different from the last, but after a while they all start to look the same. Some will be more affected than others. Those with a madness effect (RNG'd or chosen from the list on this mission's dossier) will begin to feel it by the end of the second day. There are infinite options of how to play with this in the frozen forest, but here are a few possibilities: ○ If you have forgotten something important to you (1), it can happen quickly or slowly. Perhaps you're camping with your bubblemates, talking about someone from home. That Greg Grimaldis, was he really that bad? the Reclaimer to your right asks. Who, you ask, perplexed, brow furrowing, is Greg Grimaldis? C. EMPTY CITY ![]() Then you look up. You can't help but look up. Stretching so high you've got to crane your neck to see to the top is a great gold tree sprung from the center of town. You couldn't see any of it from outside of Shadowdale's borders, but the town, it seems, wants you here. It wants you to see Wonderland. This could be paradise for a while, a place to stay safe from prying eyes and protected by the vastness of the forest as the Reclaimers track down this latest relic. Except, not to put too fine a point on it, it's kind of creepy here. The whole place is empty — not everyone-got-up-and-left-in-a-rush empty, but ghost-town empty. Nobody wants to stay here, it seems. Maybe there's somewhere else they'd rather be. Regardless, it leaves you with plenty of lodgings to choose from. If you don't mind making your own fun, there's plenty to do, too: bookshops to visit, bakeries to use, butcher shops to — okay, maybe not that one. There's a courthouse, though. Who wants to play Judge Judy? Consider any shop or government building one might find in a small town to be fair game. After a few hours, though, it becomes clear that this place isn't quite empty after all. You aren't the only ones investigating. D. A FAMILIAR FACE (OR TWO) ○ The first face you see is a friendly one. Upon seeing the bracer on your wrist, Matthew Hollyweather walks right up to you, all the more readily if he remembers your face from New New Aspen. Despite the setting, he's clearly and genuinely pleased to see Reclaimers here. To those he's met before, he's eager to share all the positive change going on in New New Aspen: the newfound peace, the booming economy, pictures of one bajillion bouncing new spider-nieces-and-nephews. To those new to him, he introduces himself as Mayor Hollyweather of New New Aspen with just enough good-natured self-derision in his tone that he comes off as authoritative but kind of embarrassed about it. Of course, you can't stay in Shadowdale forever. Literally: you can't. Every Reclaimer's feet are inexorably pulled to the entrance to Wonderland after not very long at all. The golden tree at the center of town is impossible to ignore. Step into the elevator at its base, and you might very well find yourself elbow-to-elbow with Matthew or Angus, staring as the numbers tick up . . . up . . . Carrying you to Wonderland. 3. WELCOME TO WONDERLANDE. A BEARY GOOD TIME ![]() Yeah. You know what this guy is all about. Chutes and ladders will take you all over the various places of the park, all branching out from Terminal Square. The entirety of the complex is, at scale, ridiculously large. All throughout Wonderland, you'll be treated like a king if you let yourself be pampered. The sheer amount of gilded perfection that went into crafting this place is at a scale even larger than the Moon Base. Gorgeous fountains spouting golden water are not infrequent, stands selling food of every type imaginable pepper anywhere there's space, and often as you pass by, you can hear people having the time of their lives here. F. PLAY WITH ME IN THE SPACE! There's so much to do in Wonderland. So much. Honestly, you wouldn't be the first to say it's overwhelming. That's part of the fun! Wonderland sweeps you away with all of the fun it brings. We could fill pages with the wonders in Wonderland, but why don't we stick with a few highlights and let you fill in the rest? ○ Wonder Square: When you first enter the confines of Wonder Square, you'll notice it looks and feels sort of like a casino... minus the strong and pungent smells that usually accompany those types of areas, typically. The wide birth of the room overlooks a beautiful vantage point of the top of Cormanthor's forest; pale greens look out into a sea of leaves for miles on end, as if the rest of the world doesn't exist outside of Wonderland itself. And why would you think it does, when you're here? Everyone gets in on the fun here in Wonderland. No matter how reticent one might normally be to do so, something about this place just puts pep in everyone's step. Nine times out of ten you might be the kind of person who finds rides, games, and having fun to be childish or beneath you, but guess what? Here in Wonderland, you're at least a little into it. So are the few non-natives you see. Angus is here, trying to figure out the rules of all these arcade games. Matthew is here, getting lost in Ghost Square and wandering the food court. A couple of other faces, too. Anything in the dossier is fair game for your use. But keep in mind, Reclaimers: those madness effects? They're still very much in effect. You're still in Cormanthor forest, after all. The longer you stay, the more you play, the worse it gets. Little by little, hour by hour, day by day. Have fun, kids. Be yourselves. Don't do anything Lucretia wouldn't do. ![]() ![]() ![]() 4. OOCIn order to keep to our goal of providing the most personalized Wonderland experience for all of you, we're setting a limit of 3 RNG attempts per character this log. Additionally, please be aware that while more mundane rolls will have standard-level DCs (for this log, anyway), any RNG with the potential to uncover plot information is high-risk high-reward and will have a very high DC along with steep penalties for failure. As always, we will let you know of this before we roll, and you have the option to decline any roll at any time. Other than that, 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. blurb code by photosynthesis |
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Some of the Professional Lad Behavior loosens up a little after he's encountered her a few times. The brownies help, although he does watch her make them before he'll eat them, in a way that reads more as interest in the process than anything else. Angus McDonald loves brownies. He'll tell her this, but also let her know that Caleb Cleveland, Kid Cop, does not love brownies, and in this one matter they disagree. He opens up a little, in other words. Not much, but a little. Once she reminds him, he always remembers to bring along an extra blanket.
In Wonderland, he checks on her. There's a frown line between his tiny serious eyebrows when he asks her if she's all right, ma'am, and how many fingers is he holding up. He won't have told her down in town what he's actually doing here, but up in Wonderland he'll tell her this much:
He's here to solve a mystery.
"What are you finding out, ma'am?"
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Christine can definitely tell him how many fingers he has up, and wonders if something looks wrong with her. She'll say, "I'm finding everything to be so fun! Wonderland is great!" Then she pauses, looks faraway for a moment, then says, "It sounds silly, but something about this place makes me lose all track of time. I can't remember the last time I ate. Have you eaten lately, Angus? And something more than stuff dipped in batter and fried?"
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Strangely, Christine extolling the virtues of Wonderland doesn’t seem to make Angus any more jazzed. He looks extremely worried, actually. Yes, Wonderland is fun, but— “Have you ever tasted something made with strawberry extract? It doesn’t taste like real strawberries at all. That’s what fun at Wonderland is like, ma’am. Do you know what I mean?”
(He has eaten, by the way. In fact, he digs into his Bag of Holding and gravely holds out an orange for her to eat at her leisure. Fair’s fair.)
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Christine takes the orange and looks rather surprised at what he asks. It makes sense to her, and she finds herself slowly nodding as she starts to peel back the orange peel. But Wonderland has been so fun. How can it be artificial fun? She wants to examine this closer, but at the same time, her mind is trying to race away from the concept. So instead she asks, "What mystery are you trying to solve?" She'll start to eat the orange as he answers.
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He can see her struggling to stay focused, so he doesn’t pursue his initial line of reasoning — he thinks it’s taken root, and that’s what matters. As to her question . . . he only hesitates for a moment before answering.
“People keep disappearing here. I need to find out why, ma’am, and how to bring them back if I can.”
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"Disappearing." She rolls that around in her head. "And they haven't been going back down, because the town below is abandoned. We didn't see anyone, except that man, Matthew." The one the other Reclaimers know and helped.
"Have there been any clues?" Part of her is thinking they should go ask Roland, but, well... that's probably not a good idea. You try one little spell just to see if you can make it work and now a bear's having an existential crisis about the nature of love.
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He shakes his head. “It’s like what I said before, ma’am. Fun at Wonderland is fake, so these people think that they’re having fun and don’t want to leave, but — I don’t think they’re really having fun at all. I think they’re stuck here against their will. I just don’t know how.”
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As soon as she says it, her mind wants to disagree because Wonderland is a great place! But there's doubt creeping in too, and she focuses on that.
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Angus’s expression goes grave. “That’s very dangerous, ma’am. But . . . something that extreme would certainly make sense. Though that begs the question, who has it and where are they? Plus, why would anyone want to control people to stay in a theme park? That doesn’t seem worth using such a powerful artifact on.”
Angus was clearly born a grandpa.
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"I guess an object might be hidden somewhere to keep other people away from it, but that might depend on what the object looks like. It might look pretty innocuous." And therein lies the problem with investigating relics. This is Christine's first mission and she doesn't know where to even start. Mia mentioned something about following every clue until it leads to a dead end, but Christine isn't sure she has any clues. Maybe Angus does.
"Have you followed any of the missing people up here to see if they go to inaccessible areas?"
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“I haven’t been able to find everyone on my list yet. It’s possible that some people are here and in areas none of us can get to. To be honest, ma’am, I don’t go to the casino at night either.” He quite simply hasn’t gotten desperate enough for leads yet to take that risk. “But I do know their lineup changes a lot. Maybe some of the missing people who arrived before I got here worked there and disappeared.”
He frowns a little.
“This is a lot of conjecture, ma’am, I’m sorry. That’s not like me. I’ll have facts to back up my theories before you know it!”
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