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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 |
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I'll keep an ear out for anything people might send over the bracers— once we get there, you can just focus on taking some time.
[She steals another sideways glance, catching the barest glimpse of the ends of those clawmarks once more.]
Your face... was that from the shattered glass, or did the bears do something?
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Glass.
[He doesn't like the feeling of being looked at right now—he doesn't even know what it looks like yet—but he keeps himself from withdrawing further.]
The bear didn't even do anything. Just said I looked like I needed to cheer up, and put me on this slow ride.
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[As if that changes anything. She frowns to herself, turning her attention forward again.]
That's when you held up the mirror?
[She can only assume.]
... I should have been there. None of us should have been wandering in this place alone.
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That was after the mirror. Like it didn't even recognize that I was hurt.
[Blake's statement just brings him back to the thought that the attempt seemed cautious. A magical mirror and a mascot bear. Not disrupting anything—just looking. Goes to show what he's learned about this place, he guesses.]
It figures... the one time I thought I'd be useful...
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[The timing of the Roland's offer hadn't even occurred to her before, because it was so very nonsensical. She swallows hard, her expression still mostly neutral, but there's just a touch of anger peeking out from behind her eyes, breaking through her usually calm demeanor.
He had been badly injured, and the bear had just thought to shuffle him onto a ride as though it were nothing.
She exhales, forcing herself to remain collected.]
This isn't on you. You know that, don't you? And you've been a lot of use to the Reclaimers since you got here.
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His tone is pretty drained when he changes the subject, both aloud and in his own mind.]
It's around this next corner.
[If nothing else, they've learned that this place follows its own rules and nobody else's. There's only the vague idea of an amusement park here, covering up whatever the relic is doing, but Ferran doesn't know how to approach it at this point.]
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Quietly, she reaches over and, without looking, takes one of his hands as they walk.]
Right. Lead the way.
[But they're not done talking. She'll just let him get comfortable first.]
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Agate flies up to perch on the eaves of the house several feet ahead of them, on the lookout for threats, and Ferran raises his free hand to open the door with a quick cast of Thaumaturgy. What use that will ever be... well, he guesses it's just like the rest of him and what he knows. The familiar will follow them through the door once they're inside, and Ferran will close the door behind him in the same way. His pack is already sitting on a table nearby.
He lets out a shaky sigh.]
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She's grateful for the friends she has left, Ferran most certainly among them.
When they arrive, she notes that his pack is waiting for him, and she gives a faint half-smile that doesn't quite reach her eyes.]
Looks like you've already made yourself at home. That'll save time.
[She looks back to him, a concerned frown taking the place of that smile. She knows better than to ask if he's okay— he's obviously not, but she hates feeling useless when a friend is in pain. It's something she's been forced to experience far too many times in her short life.]
Is there anything I can do for you?
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I don't know.
[It's not a no. He did ask her to come with him—he wants her company, just... doesn't know what might help that he's willing to ask for. That's the thing with not experiencing a lot of trauma beforehand and cutting yourself off from your support system when it does happen—you don't know how to deal with anything. All he can think is that he doesn't want people to worry about him.]
Thanks for coming with me.
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That glass really had done a number on him, but he'd been lucky. It could have been a lot worse.]
We can just sit here, if you want. We don't have to talk.
[It's the same offer she'd given him back in Lyrabar, too. Ferran, she's gathered, doesn't really know how to talk about what's bothering him— something she relates to.]
It may not feel like it right now, but... I think you got lucky.
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Maybe he doesn't want to be grateful. Maybe he just wants to be angry.
But Blake only means well, and she's a close friend that he would do any number of things for. Besides that, she's right, and this isn't the same level of incident as the one that's come to define him. Out of everything he knows as a possibility, temporary injury is on the lower end, even when coupled with terrible memories. He manages a neutral tone and expression when he replies:]
Yeah. The relic behind all this... I'm sure it could do a lot more than shatter a mirror.
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I don't mean that you shouldn't be upset, or angry. You should. Be angry for as long as you want.
[He hadn't said anything about wanting to be angry out loud, but she can tell.]
I'm just...
[She looks back.]
I'm glad you're here. That you weren't hurt worse than this.
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... thanks.
[He can't quite look at her when he says it, but his gaze does move in her general direction.]
The last thing I want to do is worry anyone.
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Afraid you can't do anything about that part. Friends worry.
[Often in far less severe circumstances than even these.]
Actually— we're more than friends, aren't we?
[That could mean all sorts of things, but:]
We're teammates. So we look out for one another. We help each other bear our burdens.
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No, of course. Teammates. Still...]
I... we have a different idea of teammates, I think...
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[She's not sure if that's at all helpful, but she watches him with interest for a moment.]
Until I made the right friends. I won't forget what they taught me— that I never had to do anything alone. I'm not going to let you forget that, either.
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That's not an easy task you're signing up for.
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A faint, wry smile pulls to one side of her mouth in response.]
Well. I wasn't so easy to deal with myself, when my team first took me on. You tend to sell yourself short. You shouldn't.
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It's better than false confidence...
[He would much rather everyone underestimate him, at this point, than expect anything great out of him. He holds back a sigh, trying to change the subject... again.]
It sounds like they mean a lot to you.
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[Her smile warms slightly, her gaze both fond and wistful as she turns it away for a moment.
He's right, and she misses them.]
They do. I loved them more than I ever thought I could love anyone. I wouldn't be who I am today without them. The people we choose to spend our time with— they can change us for the better.
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It hasn't worked out that well for me.
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Well...
[She looks back to him, offering a small, cautious smile.]
Maybe your luck is due to change.
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I don't think I want to get my hopes up... but maybe.
[He can at least manage that much.]
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[She knows from experience that sometimes, that's the best you can give. For now, she reaches out to lay a hand over his on the table, hoping to offer some small amount of comfort or reassurance.]
Can you at least accept that there are people here you mean a lot to? Whether or not you value yourself, we do.
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