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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 |
B-IV
[...well, probably not. Different dimensions.]
[Still, this is not the kind of place he'd ever go to if he were in his right mind.]
[He's missing time again.]
[God damn it.]
[But that's something to worry about later; right now, priority one is getting out. He traces a wall of mirrors with his hand - that old trick to get out of a maze - and pointedly ignores his reflection as it changes from mirror to mirror (different armor colors, no armor at all, a kid holding a black cat, Maine with his helmet missing and his head on fire, Connie with an axe buried in her chest, a straitjacket-)]
[He rounds a corner to see Michael looking startled and whips around, following Michael's line of sight to see...]
[Well. Not the first time he's seen someone unexpectedly covered in viscera. Plus, Michael's a demon - this may well have been in the job description. He adds it to the list of things to worry about later and turns his gaze back to Michael.]
C'mon, Redrum, let's get out of here.
no subject
Pfff, please. I am much scarier than a small child talking in a weird voice.
[He mimes Danny's finger thing mockingly for a second, glances sidelong as his doppelganger doing the same thing as viscera glistens under his fingernails, and stops abruptly.
He's not afraid of it in general. He's seen in it regular mirrors plenty of times before. But what a strange reminder to be confronted with out of nowhere! It's...maybe a little unnerving.]
Yeah, let's go.
no subject
Okay, so if you've seen horror movies, then why the hell did you go into the hall of mirrors in the creepy carnival? You had to have known something like this would happen.
[It's not an in-earnest scolding - more something to keep the conversation off the bloody reflection in the mirror. Wash's reflection joins it briefly as he passes - armored but missing his helmet, blood spatters and broken ribs, bloodshot eyes with dark circles and a haunted expression to round it all out-]
[Yeah, he doesn't need to go back there. The less said, the better.]
Please tell me you remember the way out.
no subject
[Case in point: Michael only casts a brief glance at Wash's changed reflection as they pass it by. Wounded, but none of that looks lethal.]
This way. I saw a map - apparently I kinda work here now.
no subject
[Not that Wash does either, but if it's anything like what he saw in the caverns in Vista Virs, he doesn't want to know.]
[He stops short at that revelation.]
You what?!
[Yep, his voice sure did go up an octave or so. One of the reflections winces and puts its hands over its ears.]
no subject
It was very strange! I'd been talking to the guys working in the Ghost Square - you know, about making some improvements to their lame haunted house - and they couldn't remember who was in charge of design there in the first place. So I asked a Roland, and he said I should just do it.
[Michael hadn't really been aiming for that. Even excusing the entire hellishness of this place, it's not like he plans to stay here long-term. But he shrugs.]
Didn't make me sign anything. I kinda just show up when I feel like it and make some design decisions. It seemed like an easy way to make a little cash.
I swear I thought I posted this like four days ago
You've actually seen horror movies! You should know that the creepy thing that wants to eat your soul doesn't always need a contract!
[He makes a frustrated noise and rubs his temples. Michael. Buddy. You really should know better than this.]
no subject
[Like, maybe that's overly literal, but really now]
Look. We aren't going to get anything done if we don't take any risks. I'm fine being the one to do that. You need anything looked at in the employee spaces, let me know, and in the meantime I'm gonna make things a little easier for the poor people stuck working here.
no subject
[That said, Michael does actually have a point, and it's a painfully familiar one. How many times has Wash taken the hit so that someone else didn't have to? Michael is doing here what Wash would normally do in a combat situation, and unlike half the people here, Michael knows enough of the rules of horror for it to be an informed decision.]
[Wash doesn't like that Michael has put himself in danger, but goddammit, he can't argue with it.]
We need to figure out who or what the manager is. If you hear anything on that...it might be a good start.
Just...be careful, okay?
no subject
[He laughs a little, although...yeah. He knows.]
I'll be careful. But if anyone ought to sign up for this, it should be an actual demon. I've worked in Hell before.
no subject
[Yeah, he still doesn't like it.]
Like I said: you've worked in a hell. The rules here are probably different.
no subject
[Obviously it's not the same - this isn't the afterlife, for one.]
I can't really say I'll be fine. But I'd rather me get hurt than someone else. [Well. He's thinking specifically of Eleanor. He stayed out of the big fight last time, and look how it went for her.]