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balance mod ([personal profile] balancemod) wrote in [community profile] balance_logs2019-09-02 04:13 pm

Field Mission 5: Il Prigioniero, Part 1


There was a theme park in Caleb Cleveland, Kid Cop #7: The Carnival Caper. Sirs, I gotta say, I liked that one a whole lot better.
NAVIGATION


Click here for the RNG thread!




1. IL PRIGIONIERO: WELCOME TO CORMANTHOR


A. 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 as history would have it, there are always a few sides to every story, and the fall of the Netheril wasn't the only mass of land that had been affected deeply by its twisted magical decay. The forested region of Cormanthor, not far from the source of corruption, did as well. Cormanthor was once home to capital of High Elves. They had resided in a city deep within, warded carefully from the outside world, known as Myth Drannor. Today, it lay in shambles, lost forever and protected by the sickened forest that surrounds it. You see, over 200 years ago, a floating city of Netherese fashion had appeared over the vicinity of Vista Virs. A battle raged on between heroic paladins and the cult that had raised it into this plane of existence. The result of that war sent the planar magics that bound the raised city into turmoil. Its target? Myth Drannor. And what didn't destroy the city from impact damage left a far deeper, darker problem among the elves that lived there. A twisted sickness, a dark corruption, it seeped deeply into the hearts of all that dwelt there. Legend has it that the Tree of Life itself, Yggdrasil, is at the heart of Myth Drannor.

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.

Watching a coast as it slips by the ship is like thinking about an enigma. There it is before you, smiling, frowning, inviting, grand, mean, insipid, or savage, and always mute with an air of whispering, "Come and find out."



Joseph Conrad, Heart of Darkness

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2. THROUGH THE LOOKING GLASS


B. 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?

○ If reality is beginning to distort (2) for you, you might become abruptly certain that you're going the wrong way. Wonderland is back the way you came. Anyone trying to convince you otherwise is absolutely up to something — trying to make you look bad? Trying to hurt you? Who knows, but they're definitely up to something.

○ If you've lost valuable skills (3), they might drop out from under you at the worst possible moment. Even a forest in stasis has its hazards: pitfalls, roots that disguise holes and twist ankles, flimsy bridges that collapse and leave you hanging perilously over ravines, et cetera. Design peril to fit the skills you've lost. When you reach for your tried-and-tested knowledge, what do you know? It isn't there. You have to figure out another way out of this.

○ If you're feeling unlucky (4), guess what? The one person/thing in this whole realm that was keeping you safe isn't here right now. Everything around you is a portent of awful luck. Is that tree telling you to go die? It probably is! Paranoia creeps up on you from everywhere. Even your teammates. There's something about them that makes you certain everything's going to go to hell any minute now.

C. EMPTY CITY

Before you enter, you can see a town and only a town. Step across the border and you'll feel a barrier, something invisible and not quite permeable. After a pause, it seems to accept you, and your foot touches down in Shadowdale.

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.

It becomes obvious pretty quickly that he's been here a while — a few weeks, perhaps, more than long enough to get kind of lonely. Matthew's only company so far has been that kid, who's nice enough, but only showed up a couple days ago. And why is Matthew here? Well, that's where he stops being quite so much of an open book. He's looking for something, that's what he tells you. Something he's missing . . . and that's all. If you want to know more, you're going to roll for it. Everyone can get information from Matthew, but if you were present for the New Aspen mission, you'll get +2 on any DC on top of your existing class or skill bonuses.

○ The kid Matthew is talking about makes himself known soon enough. Perhaps you catch him perusing the bookstore in his fancy-boy suit and spiffy fancy cap, nose deep in a tome his thin arms tremble to hold, clearly paying no attention to you. Or maybe he's chowing down on some truly unusual-looking fried concoction (where did he get that?) in the town square by the fountain, clearly paying no attention to you. Wherever you first see him, he is clearly paying no attention to you.

Once addressed, he will brightly greet you and introduce himself as "Angus McDonald! I'm a little boy, I'm ten years old! Who are you? How did you get here? It's a really nice day, isn't it? It's nice to meet you!" Angus says a lot, actually. But other than giving off a strong vibe of needing to be noogied, nurtured, or both, he doesn't actually tell you much. Asking him anything is a good way to get the question turned right back on you. But then, nothing ventured, nothing gained, right? If you can stand listening to him extoll the virtues of Caleb Cleveland, Kid Cop for a few minutes, you might level up enough to actually learn something.

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.

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3. WELCOME TO WONDERLAND


E. A BEARY GOOD TIME

You arrive in Terminal Square, where you can sign up for a membership with Roland and find out more about this larger-than-life amusement park. The entire theme park city seems to run on a currency known as Wunderbux- directly inscribed via magic into a stone you're handed after filling out a small precursory screening by the giant anthropomorphic bear. Gifted with some starting credits and maybe a really gaudy Roland-eared hat, depending on how much of a good Wonderperson you've been so far, he explains that certain actions in the park will add credits or remove them. He advises against owing Wonderbux to Wonderland, if you can help it. "Wouldn't it be unbearable not to be able to ride the rides!?"

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?

Tables are set up for games, games, and- you guessed it- more games. Arm wrestle against a machine to test your strength. Shoot hoops into a basketball for 60 seconds. Engage in a few games of chance: Queen's Call is particularly abundant in this area. You'll notice this is where Maria can most likely be found, surveying the area like a snake mother, carefully winding herself around the pit and ensuring that no one is up to anything less than pure, unadulterated fun around these parts.

You can do you best to scam a few extra Wonderbux here, either through legitimate play at any number of the machines present, or otherwise through less than scrupulous means. Don't get caught, though... it never ends up quite well.

Dodging in and out of the crowds of Wonder Square, often charging forward and giving his best at a VR simulation of as snowboarding game, you might find Niel here as well. He's awfully energetic, a typical cornerstone of youth in the midst of a truly killer arcade.

One thing you might notice, or might... not notice? Every now and then you might look at someone one moment, enjoying themselves thoroughly or getting a little deep into the game they play. You blink, and suddenly they're gone. And so is the recollection of events that've happened the entire last hour of your life. Something tells you not to question it, deep down. If you could only remember what they looked like... or the fact that they were even here to begin with.

Oh well, there are games to be had. Might want to head on over somewhere else. We hear Event Square has a ton of live entertainment for you to check out. Some people are even saying that there's a cactus like creature performing Jazz tonight! Now that's something you've never seen before!

Round Square: How did you end up in this luxurious tram? It's truly fantastic. Wheeling around the entirety of Wonderland as night falls, you're swept away with the romance of it all. Look at those stars! Look at that moon! You gaze fondly at the person sharing this ride with you, and—

Wait, who's that? How did they get in here? For that matter, how did you get in here? You don't remember getting on this ride. But here you are, with a fellow Reclaimer and, if you're particularly (un)lucky, a native elf, too. In the latter case, it might be a good time to ask them some questions. In the former case . . . snuggle? We're not your boss or mom.

Speed Square: Upon entering the speed square for the first time, another Roland will ask if you got your Roland Racing Registration! Then you'll have a stamp card shoved in your hands. Going on each roller coaster gives you one stamp on your card, which you can then hand in to a friendly Roland for a beary special reward.

Ghost Square: While the Ghost Square has many options to take some years off your life — from haunted houses to fortune tellers to wandering workers done up in bedsheets — the main attraction here is the Hall of Mirrors. It boasts of the "longest mirror maze in Faerun!*". Inside, all the mirrors are kept polished to perfection via magic, varying between normal reflections and wavy funhouse style, but some of the mirrors might reflect something... weird. Either a friend from your home world, or a version of you from your past, or even a reflection of the person's soul. It's a fun ghost story everyone shares.

*: The poster has the tiniest print of 'that we know of'. Whoever runs Wonderland has a good lawyer.

Reeducation Ride™: Not everyone's the funloving sort we want here in Wonderland, but there are ways to deal with that. For anyone who cheats, is rude to carnival workers, or is a persistent curmudgeon, party pooper, or fun sponge, it's time for the Reeducation Ride™. On this disciplinary ride, you are strapped into a cart that wheels in a wide circle for three hours, during which you are hugged and complimented by a slew of Roland Replicas™. Begone, sour face! Elevate, low self-esteem! Be snuggled! Be huggled! Be happy.

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.



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4. OOC

In 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.

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blurb code by photosynthesis
feytality: I like how she always looks shocked in fanarts when he hugs her. AFFECTION? WHAT'S THAT? (Nick you really are too touchy-feely)

[personal profile] feytality 2019-09-10 06:03 pm (UTC)(link)
[ she's trying really hard to get ahold of herself, since it's pretty embarrassing to cry in front of him, and something is clearly wrong with him -- but it's hard when he goes and says things like that, and pulls her into a very cold, stiff hug. it feels all sorts of wrong, physically, but emotionally -- it's her anchor. ]

[ she's still trying not to tear up, though. especially when he goes and says things like that when he should be focused on his own horrible, horrifying situation. ]


Dummy.... [ that's the only way she can swallow back her tears and focus, by being a dork about it. ] I, I know.... I know you won't.

[ she basically folds into the hug, but a snakes a hand up to touch his skin because it feels off ]

What happened? Is this... glass?
alethiological: (Andrey Vlasov (d. 1946))

[personal profile] alethiological 2019-09-10 08:34 pm (UTC)(link)
[ Being a dork is fine. They're both dorks and it gives something else to focus on than what just happened. Maybe it was all one really vivid hallucination anyway. This entire amusement park is cursed, so it wouldn't be that far of a jump. Either way, the anchor is two-way. A point of clarity. Whatever had dislodged their connection edges off, mostly, still cracked at the edges, but it's repaired Enough. Her panic and despair and overwhelming relief are mirrored exactly; the only difference is his comes with Loss/Mourning. Weird.

Maya doesn't get time to analyze it since she says one specific word and he freezes, hugging a statue. That. But he ripped them out. That shouldn't- the question is small and chipped, a fear that can't even be put into spoken words.

it's still there??

But Her Side confirms it. Cold. Stiff. Off. Yeah, redact that whole upper narration, the confirmation is followed by a burst of horror/panic so strong it shorts the mental link out entirely. Again. Pain be damned, he pulls from her like someone burned. Or trying to keep Maya herself from said burning. ]


No- don't touch the-it. It's- are you alright?
feytality: (y u mad tho)

[personal profile] feytality 2019-09-14 01:51 am (UTC)(link)
[ yeah, she doesn't get a chance to react --- she senses something off, but it's too quick, and before she can actually touch him and process what's happening --- he's pulling away. ]

[ and the connection shorts out again -- when it comes back on, it's a miracle it doesn't short out again from her escalating and returning panic. ]

[ Will? Will!? WILL!? ]

[ and now she has to be firm. she doesn't respond to what he's asking (but she isn't glassing, if that's of any comfort to him), instead she stares him straight in the eye. ]


Tell me what happened.

[ it's firm in a way she normally is -- but it's clear that fear is her driving motivator here. concern. ]

.... Please.

[ she wants to help. she needs to help. ]
alethiological: (Michel Ney (d. 1815))

[personal profile] alethiological 2019-09-14 09:14 am (UTC)(link)
[ Normally he's really on the ball with multitasking thoughts, but not here. Neither her panic nor her yelling nor her pleading come across. It's all focused on just an endless mantra of please no please no please no to the exclusion of all else. All she has to work with is the expression of someone clearly Losing Their Shit.

Her wrists are grabbed and turned over. Hands. Unharmed. No glass at all. Still- she's still-

It melts to the most visceral relief right after. Haven't been that high strung since Bernkastel, probably lost a couple decades of his life there, ughhhh. But it's not on her, she's safe, and he looks up straight into her eyes. It's not even the usual Honest Request rule at play. It's how blatant her fear is, her worry, how that last comment about helping is so loud it shouldn't even be in brackets.

It's a mess. He's a mess. There's a few still-rattled attempts at starting here, thoughts borne into syllables before being cut off, trying to describe a horror beyond words. But it keeps circling around the one problem. He was made for this type of madness, and he fell for it. There was even a warning from a survivor, not just physical injuries, what's-their-name lost twenty years. Dangerous is an understatement. What the hell is wrong with him. Worthless angel.

No. Beyond worthless now. He breaks eye contact first, eyes drifting off to stare at nothing, but the bone-deep terror mixes with Loss. Both the expression and the voice crack into something small and withered in a way that's Wrong on him. ]

It took my wings.
feytality: I'm quitting while I'm ahead (That's enough Phoenix Drive references)

[personal profile] feytality 2019-09-15 06:05 am (UTC)(link)
[ that's reassuring!!! just kidding, it's absolutely not. she wasn't expecting him to grab her wrists and turns them over -- why is he concerned about her at a time like this? ]

[ well, actually, that's just like him. ]

[ she tries to grab onto his hands in turn, (those aren't glass yet) her emotional state automatically steadying out into comforting as he veers off into panic. he's not worthless, he never was. she can only hope her feelings reach him. still, at least she's not panicking anymore. she's calmer. soothing. firm. she has to be strong, now. she can recognize that much. ]

[ it's tempting to get up on her tiptoes to try to wipe his tears away, but she doesn't want to spook him. ]


.... Let me see.

[ It can't keep them. It's just a dumb mirror. ]

[ it has anxiety. ]
alethiological: (Alse Young (d. 1647))

[personal profile] alethiological 2019-09-15 10:58 am (UTC)(link)
[ This is a role reversal and he hates it. He's not supposed to be the one who cracks (ha) like this. Lion said no more hitting the Switch purely to turn off emotions. Need to stay with that. But it's beyond words, description, an overload so bad you don't even know where to start. He's not even aware of what his eyes are doing. Or anything. It's like trying to comfort a pile of glass shards.

That immediately snap back into one piece at the thought sent across, resounding like a bell being struck, she is Wrong, on so many levels, where to even start- Even with the Contract translating how this thoughts work into something tangible, the entire first part is a Mess. Emotionally it's fury and horror, the sense of infinite colors and infinite Nothing, a world shattering and pulling itself back together out of spite. There's a tangle of information between it that gets entirely lost, only his Certainty popping out as a result on Maya's end.

Those are not mirrors.

Whatever the hell that thing was, either that one pane or the entire building, that wasn't it. That absolutely wasn't it.

Actually. That works. Stay mad. Use that. It worked as an anchor enough to get out of that waking nightmare, it'll work enough here to have a conversion. Almost a conversation. The answer is partially sent through the Contract first, then halted. No, words, spoken words, from a physical body whose hands she's grasping, when did that happen, wasn't it the other way- focus. Focus. ]


No. [ Rude!!!! But he knows how it works. She'll ask why not, demand it, he'll cave eventually, just. Dodge the game entirely for now. ] It spread to- Spreads. Thought it was out, but- if- you can't. I'm sorry.
feytality: (ALL-PURPOSE SUPPORT FACE (tm))

[personal profile] feytality 2019-09-15 11:59 pm (UTC)(link)
[ that's fine. her side of things will stay steady, calm, as she holds onto his hands. even if it's not effective right away, or at all, her panicking would only make things worse for him, so she's not going to do that. ]

[ I don't care what they are. They're not keeping any part of you. ]

[ she's firm on that, with maybe unwarranted confidence. but things must be really bad if he's doing his usual obtuse song and dance. but she understands. that's why he pulled away in the first place. ]


I won't touch it. [ reassuringly! surely there's no way for her to get glassed now. it's fine. ]

I'm touching your hands right now, and they're okay. See? You even looked just now.

[ if he needs further assurance she disentangles one of her hands to hold it up and show him. there's absolutely no way this can end badly ]
alethiological: (Johann Albrecht Adelgrief (d. 1636))

[personal profile] alethiological 2019-09-19 12:39 am (UTC)(link)
[ It is entirely unwarranted confidence by most logical standards, but logic is for dumb idiots most of the time. What matters is Certainty and Maya's snapped response has enough spine behind it to be taken seriously. The chance of getting his wings back is next to nil, but if there even is one? She'd pull it off.

Between her aura of Hey I'm Competent And Unharmed, her calm words, and reinforcing that her hands aren't glass earns her a few more moments of weighted silence. Then a sigh. Maybe she's right. Maybe it won't end badly. Maybe it's just contagious to angels.

Maybe to a lot of things really. ]


Okay. That... okay. [ Stop freaking out, jfc. Theres one deep breath in and out, and it's enough to arrange himself back into something proper. He's not supposed to be the one having panic attacks. ] Not here, though. Too many people.
feytality: (she's like 10 years old in this icon????)

[personal profile] feytality 2019-09-20 04:56 pm (UTC)(link)
[ chance goes out the window where ace attorney protagonists are involved. or at least, that's what she'd have him believe. she has to be strong right now, though. that's all she's thinking about. ]

[ her hands are tiny in his, but she threads her fingers through his fingers and gives them a firm little squeeze. then she lets go of just one of them, so they can start walking. ]


Okay. Where do you want to go? We'll take it slow.

[ so he doesn't get hurt. she can lead him -- nick junior is flying around the mirror maze, he can probably find an exit. .... if there is one. ]