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![]() 1. THE FATE OF WONDERLANDA. CRESCENDO; FINALE The beauty of the sentient mind is that hope is hard to kill. Even living in illusion for so long, the Bureau of Balance as a whole believed to the end that a happy ending was possible in Wonderland. That's a good thing, even if an unrealistic dream. Without that vision, that hope, there's no way to succeed. You all know that, don't you? You knew it when you went back into the tree to save absolutely anyone that you could. Strangers some of them. Strangers most of them. It didn't matter. There's a happy ending to this story; everyone believed in it as surely as they carried out the innocent, as surely as they carried out each other. You knew it when you got crafty with needle and thread, trying to reassemble the cruel joke Wonderland made with those who lost their way and fell into debt. Nine bodies are saved — including Henrik's, Henrik whose soul is reattached to his body, Henrik whose shaking arms can finally reach out to hold his son. You knew it when you spoke to a dying Yggdrasil, Maya taking in the suffering and sickness of its years, listening with an open heart until, suddenly, as the tree's consciousness began to collapse, she was taken Somewhere Else. To speak with a man in a sharp suit with places to be. Things to do. Planar systems to devour. You know how it is. A poisoned arrow to Yggdrasil's open wound brought it down for good, leaving Shuichi to hurriedly plant the new Golden Leaf for a new World Tree; leaving Sayori and Angus McDonald to pick up the pieces of their dazed comrades. You knew it when you tricked the Mirror Maze into glitching apart, giving it quite simply too much to keep track of. The fact that you found a helper along the way certainly didn't hurt, but let's face it: this was genius. The reward is Niel, crystallized, encasing the Compact. Suffering, as he has been for a very long time. You knew it when three warlocks and a very angry wizard embarked on an ultimately suicidal mission, which just goes to show that the best-laid plans of mice and men sometimes lead to a 50% vore rate. A desperate attempt to keep Adrian distracted for long enough that the Compact could be retrieved was only able to delay him in the end. Just because success is possible doesn't make it guaranteed. Sometimes a fight with the villain ends in stalemate. Sometimes a fight with the villain isn't a fight at all. Sometimes it's an outstretched hand (or two, or four), and sacrifices from each member of the party, and pain, and . . . self-awareness. Sometimes the villain just wants to let go. Sometimes there are happy endings, but this time Niel — fused into the Tree itself, his life tied up in the dying Yggdrasil, extended by the Compact — just wants it to stop. He doesn't want to hurt anyone anymore. His friends are holding his hands as they take the Compact and make it stop. This isn't a happy ending. But that isn't your fault. Hope for a happy ending has, quite literally, saved the world. The nightmare is over. Wonderland slips away. 2. ON THE EDGE OF THE HORIZON![]() B. THE PEOPLE And as suddenly as the myriad indulgences of Wonderland went to ... well, complete shit, there's something of a metaphorical blink of light. Those who were meant to be dead are - both your fellow Reclaimers and the Rolands who could not be fixed in time - but there is still many that are saved. Injuries knot back together at the slightest curative magic. Smog and negativity vanish like they never were, taking the last shambling monsters away with it. The souls of Shadowdale that you have returned to their respective bodies have a new life to forge. Things can be fixed. If only it were that easy. Shadowdale, for all intents and purposes, is uninhabitable. For the first time since the Bureau's mission began, an entire city population has lost its home, and must move on. No matter how much blame you may place on yourself for the way things turned out, whether it's guilt or hope that drives you forward, time, and the cycle of life itself, spins onward. And the people who live march on. To New New Aspen. Matthew has promised to bring the survivors of Shadowdale to his home, to give them a new chance. You have a couple of options here, if you would like to help them. You may serve as guard, helping escort the people of Shadowdale to New New Aspen. Super convenient for you, since it's right by the Moon Base! You may help them build and settle. The people of New New Aspen, only months away from Candlenights, are hard at work carving their annual ornaments. You may help the new residents acclimate - whether it's helping them work the fields, start a business, or take part in their new home's most coveted tradition. And you'll have a new ornament to bring home with you, too. ![]() The deadened woods you traveled through to reach Shadowdale at the beginning of this mission seem somehow even more silent, cloaked in demise, than when you first stepped in it. The madness is gone, replaced with double the silence, a stillness like nothing you've ever experienced before. It's almost as if your senses, save for however you perceive the light of the sun, are gone. At least, until someone speaks to you. A wood elf - he doesn't give you his name, but he does identify himself as someone who was trapped. Someone who, through your efforts to restore the Rolands, you gave life to again. And he does have a request for you. "This place has little hope for revival," he says, sniffing slightly, taking in the silence around you both. "At least, it has little hope in your lifetime. But I do have something to ask of you. Give this place life, the way you did for the people here. Even if you, or even I, for that matter, will never likely live long enough to see it." That's sort of an existential way of asking you to do some hardcore landscaping. But you will be provided with seeds of all sorts, and you will have the opportunity to plant them as you see fit. If you would like to build a shrine, or remember those who lost their lives here in some other way, you are free to do that as well. There's something else curious, though: literally anything you plant, regardless of what it is, will eventually produce a viable bud sprouting from the gray, dry soil. What does that even mean? If you plant a book of poems, are you going to get a poetree? Are you even going to live long enough to see it in full bloom? D. THE EXHAUSTION You might not be on Lucretia levels of exhausted (she is, remember, zonked, and will remain so all the way back to the Moon Base and beyond for a while), but this has not been an easy mission for anyone who dared to test this Grand Relic's powers. Whether you return from New New Aspen, or whether you finally catch a ride back to the Moon Base from the forest, you are now free to return home. This is your welcome home wildcard, a chance for you to try to recuperate, address anything at all before the next Lunar Interlude begins. You will find that the Moon Base has an awfully somber feel to it, from the inner members of the Bureau to the people serving the Reclaimers in the town. Word is starting to trickle in on what you all went through. blurb code by photosynthesis |
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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 |