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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okay, so
if you think mista is leaving just because he has needles in his throat you have ANOTHER THINK COMING, he is going to pursue this line of reasoning because she's very clearly still fucking upset and not okay. i figure he probably can't talk great at this point but he is gonna try to like, persistently mime concern and try to communicate to her that she is crying and this is obviously NOT great and does she need help??? he can help
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He asks if she needs help and she goes perfectly still.
Like. Actually Paralyzed levels of still.
But she finds her words again and looks at him, darting back and forth between both eyes. He's trying to help. Maybe he can? They helped once. They almost helped once. It could've been worse. They helped.
Do you want to see one of her performances?
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of course he wants to see one of her performances. if that's what it takes to get her to tell him what's actually going on.
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She pulls out a flyer one of the folds of her skirts, wrinkled to hell and back, and hands it over. Her signature has already been hastily scribbled on the back. 'Friend of Stylosa ♥', with a kiss at the end. The Night Show is from nine to midnight, every night. There's a new act since her voice has been getting worked dry, so she'll only be back on stage starting this weekend.
It's right here where her voices stays smooth and friendly, but goes from smooth-like-jazz to smooth-like-glass. Frigid, breakable, still and precise, and she strangely asks him to Be Careful.
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they will enter, two dumb boys and one genius roland, armed with as many copies of those night show flyers as they can get their hands on. mista is hanging onto the one stylosa gave him in case it functions as a ticket, while overall the flyers are meant to function as something relatively inconspicuous mista can take notes on in case leaving this place makes them all fucking forget everything. they are also armed with a bag of goodberries (maya) and will be trying to take inconspicuous pics with their bracers for further in-case-we-forget-later proof.
before the show, they will try to get backstage so that they can see what shape kaede and minato are in back there. (i'm fine with that being a separate roll from the rest of this if that's easier in determining success!)
after that, they will take their seats like good boys and roland and watch the show. for . . . better or worse.
no subject
Maria is overjoyed. The new act is already bringing in new people. The Night Show's room is grand - and also a bit of a misnomer. While she blocks the doors to take tickets, they're open wide to see past her. It's essentially a VIP casino. One table stands for each favorite, roulette, poker, blackjack, craps, all scattered in a large orchestra hall so the acoustics carry. Hand-carved statues of people adorn the walls, fountains, an open bar where waiters run back and forth bringing drinks and food. Maria verifies their tickets. Mista. Shinjiro. Da Vinci. Wonderful. She explains to them how the Show works.
Pick your game of choice and sit. Talking is allowed in whispers, but no yelling. Switching seats is allowed, but only between songs. You can place bar orders for no charge, but eat silently or between tracks. Essentially, if it interrupts the act in any way? You're Out. If they agree to these Rules, then tear off the ticket on your flyer and give it to her. The hand stays out expectantly.
While it will not cost you a roll, all three of you, individually, will be hit with a DC 18 check. Unique comments aren't necessary, but get everyone's okay.
Consent is important here in the Casino. :)
no subject
cw: gore, memory loss
Kaede and Minato come out on stage to deafening applause. They bow a few times. Kaede does a spiel about how she's grateful to be hear and hopes you love their duet as much as they do! Tonight you'll be hearing some Beethoven again, but the pick is Apassionata, followed by Chopin's Scherzo - a special duet they made themselves! - and Schubert and yeah Mista's not listening anymore. She has this cute little comedy routine where occasionally she'll point to Minato for an answer, and he just gives one-word quips until she gets annoyed and gives up. At least they're being normal.
Then they open with the Night Show's opening, one note, deep, wrenching, deep in your stomach, then up the scales one after the other, little pops of fingers tapping up your spine until the last note. It stabs straight through your brain, a lobotomy with no pain. And with results of 16 for Shinjiro and 4 for Da Vinci, they are no longer aware of anything.
Mista, with a 19 gets to hear the whole song. Kaede is a pianist possessed, pounding on keys in a song that sounds like HATE. Minato's violin is a wail of anguish regret, nails on a chalkboard, desperately scratching. It wants to come in. It wants to come out. It loved you. Once. Once.
The song ends with a flicker, static, a record skipping, and suddenly the casino dealer at Mista's table changes. It's Maria now. She blinks in confusion once, then smiles brightly. Another Maria comes up to the man sitting next to him with the drink he order, smiling like the sun, do you need anything else? He smashes the glass and stabs her in the throat with it. No one notices. At every gambling table, the dealers are replaced with Maria. The bartender is Maria. The waiters and guards of the exit and everyone is her face. Placidly smiling as she's insulted by people who lost their rolls, backhanded when she gets the order wrong, spit on for not being fast enough. She moves on every time.
The games are more interesting. Shinjiro ponders a poker play, sets a few chips down, bets his Regrets. He wins with resounding results. Until the end of this mission, his self-worth is through the roof. Euphoria and false confidence will overtake him at times, but he'll wake up at midnight - and every day Until - feeling a whole lot better.
Da Vinci, at the roulette table, bets her love of Beauty, and loses miserably. Her world goes gray, drab, an apathy that follows her until the end of the mission. She'll find it extremely hard to care about anything that goes on around her.
Kaede and Minato remain unchanged. They continue to do their two-man gag fest like nothing's wrong. For one song, Stylosa joins in with an aria, spots Mista, waves lightly and coyishly, like how she
is in Vista Virs.No. Was. They needed the money. Everyone here does.If Mista even makes an attempt to gamble, the Maria at his table will freeze. Place her hand on his. Smile. You're a special guest tonight sir. There are no bets for you. Just enjoy the Show.
A man bets 20 years of his life.
A wife bets her womb.
A Maria, between the sets, is hacked to pieces by a man who bet the love of his wife.
By the next set, she is unharmed, tries to wipe the blood off her outfit and fails, continues her work.
The last song begins. It's the same wrenching tune as the first, but lighter, somber, plinking keys like dying breaths and long droning violin notes like tears, sobbing, a mother who misses her son.
Please. Do not forget me. Please.
And with a 3 - Mista forgets.
no subject
okay some questions.
- given that they are trying to take notes during the show and mista remains as lucid as conceivably possible until the last minute, can we assume that they do manage to smuggle some notes on the show out or nah? if yeah, how detailed can they be?
- will they remember any of the contents that aren't the show (ie placing bets, other details) or is their memory wiped from the moment the set starts? if the latter, do they just remember waking up outside the show the next morning?
- does mista remember seeing stylosa?
- does mista remember the overall Holy Fuck Shit That Was Bad-ness of it and have the associated emotional repercussions, or does he just flat-out have no lingering psychological effects?
- if mista watched the video sans made, would he remember his own experience? if this would be a roll i'mma hold off on it for now.
no subject
- Most of the notes would be confiscated through the nights by various Marias, but Mista's a gang member. He probably slipped some shit in his terrible shirt. Assume they're the type of notes you like. Speed-scribble on a napkin and hide before someone takes it away, because that's how it is.
- Their memory is gone the instant the set starts. They remember the set ending, and leaving the VIP area, and having a ballin ass time. Memories of their Bets are also gone. They just think being no longer depressed/having apathy/being 20 years older is Normal.
- Yes. Her song was KILLER.
- Because he was aware, he doesn't get the WOW THE NIGHT SHOW IS AWESOME part. He knows something is Wrong here.
- He would remember it. Permanently. No roll needed. However, Mista will still suffer the same pain, both physical and emotional, that sans did. As if everything that happened in that one night replays in his head over the course of one song. The worst physical damage he'll get is a really bad nosebleed.
Again, as Mista remembers, this will only happen the first time. Anyone else trying to get their memories back who failed the awareness roll will just keep KOing themselves.
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no subject