Spellbind Mods (
spellbindmods) wrote in
spellgrinders2017-06-17 07:42 pm
( TDM | #1 )


You blink and that's all it takes. At first the picture doesn't come in clear, like you're waiting for a screen to fully load -- more aptly, it's like you're waiting for a camera to focus so you can find image clarity. Before you happened to rapidly close your eyes and open them, your life was normal...well, normal for you, anyway. Fighting an alien, making a quesadilla, dying. And then that blurry picture suddenly takes over. Depending on your situation and ability to acclimate, you may not fully understand what's happening. A dream, a hallucination. But when you feel the trunk of the trees surrounding you, it's oddly...real. The smell is real. The moisture on the ground is real. The small grass snake you find slithering close to your feet seems very real as well. There are a few other sensations that also begin to feel a little more like reality with every passing second. Like the fact that your intuition is trying to tell you something that doesn't seem plausible. One is more obvious -- you now have a new piece of jewelry inserted snuggly between your collarbones. Maybe that's when you realize it is real. When you realize that there's no delusion here -- you aren't where you once were. But if that's the case...where are you?
There's also a mysterious trail of soft, felt bags, tied off with thin rope, leading your character to what appears to be a specific destination. These items can be as useful as a granola bar to as seemingly useless as a stapler. Let's just say that some of these mysterious objects are pretty out there. They're free to travel off the beaten path, but that comes with its own perils. Maybe your character has a power that could fend these creatures off...? They aren't exactly happy about sharing their territory. |

After an hour or so of trekking through the forest, you finally come upon a break in the tree line that reveals to you an area that appears to be inhabitable. Your first stop is the large mansion that sits in the valley of the opening...if anyone is here or there's a way to get out of here, the house makes the most sense, right? There are a variety of rooms in this mansion, and you're free to explore them. You also spy a lot of crates sitting in the middle of the floor in one of the main rooms...are you curious enough to open them?
If you want some specifics, there are a few rooms of note: the game room (containing a working pool table, non-electric pinball machines and a card table with supplied chips and multiple decks), the cellar (filled with a variety of liquor and wines, all aged quite well) and a large room upstairs that contains a glass ceiling and a variety of books in a foreign language. One more thing -- if you happen to go rummaging around, you may find tiny pin cameras. They're minuscule...you may not even notice them unless you look hard enough. At this point you notice that you aren't alone -- there are other people in the same boat as you! When they're around you, that signet you feel in your chest tingles slightly. The sensation isn't unpleasant, but instead like a warm tingle is spreading from their neck outward. You instinctively attempt to talk to your fellow kidnapping victims, and that works just fine...but what are all these voices you hear in your head now? Are you crazier than you thought you were?
For those more inclined to adventure, there's also another building to investigate. From the outside, it looks very circular and unidentifiable, but upon entering you'll discover that it's a fully-functioning bath house.
|

Exploring the mansion and the bathhouse was fun and all, but aside from the crates they didn't prove to be very useful. When you came into the clearing, you also saw a row of very colorful buildings down near the beach. It makes sense that this area may be more beneficial to any escape plans you have, and taking a dip in the ocean might be nice! It's not until you reach the beach huts that you realize that murky blue color you spied wasn't the ocean. It's outter space. There goes any hopes you had of swimming to safety.
Even though it turns out the ocean was a lie and you're precariously close to falling off the edge of the world, the area around the huts is decidedly beachy. Sitting on the beach is a lobster trap, though about 10 times the size of any you might have seen before. Inside are more felt sacks, though larger. The weirdest part is that peering through the bars, you notice each has a nametag attached. The reason you know this to be true is because you just spied your own name written on one of the labels. There's also something else underneath it. The descriptor may not mean much to you yet, but it will soon: it's the title of their newfound magic. In each felt sack is a sort of starter kit: a set of dated and drapey plainclothes, a bag of dried boar jerky, a leather flask filled with water and a small tube of sunblock (the writing is in a bizarre pictograph language, but the giant picture of the sun on the tube should explain the purpose). There's also a rolled up paper tied with a string that reads as follows: "Welcome. Things will be explained in due time. For now, understand that you have been blessed with a gift of magic. Look into your brain and feel the instinct for both. Practice makes perfect."
...What if you're a wildcard, though? Someone who doesn't play by the rules and follows a different path, no matter what direction the world may be guiding you in? This island is large and contains many areas of interest, from crystal streams to hidden locations. Maybe you want to do something different...so break the mold and explore!
|

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A trail of bread crumbs, yet it? But Dirk glances around with level calm.
"At this point, I have no thoughts on how this place works. There is just not enough data to put down any kind of bullshit probability to a hypothesis, even if you were an obnoxious overclocked supercomputer."
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"The gameroom didn't help any," Waver says, his own tone clipped and unhappy. He knew he should be curious about this situation, but not understanding anything was pushing him to annoyed instead. "I was hoping the library might at least have some kind of underlying theme or themes in it to give a hint about who gathered these books and why."
There isn't a magic way to divine that kind of intent. Logic has to be used instead.
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"Did you notice the surveillance cameras on our way up?"
Dirk sure did. He didn't like them.
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"Where were they mounted?"
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In fact, he catches something out of the corner of his eye: the camera in this room. He walks over to it, set up in a corner, and points.
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It is more subtle than a painting with the eyeholes cut out, but also creepier. Those paintings require someone be right there. Cameras like this can be used remotely.
"How very reassuring about this entire situation," he manages with a sort of flat, unimpressed tone that could just as easily be delivered with hot anger and dripping venom.
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Someone being this sneaky about cameras could, by all logic, be sneaky about where they were hooked up to. A remote viewing room seemed like a pretty good bet in Waver's opinion.
"And I am not going into the forest again."
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It didn't seem that bad, to Dirk, who is still holding a sword in hand because he has nowhere to put it.
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"Also that place isn't well marked and who is to say when the sun is going to set? It'd be safer to wait out the night then leave in the morning."
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"Then we might as well check out the mansion before tryin' anywhere else."
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"Where have you been so far then? Those are rooms to not bother with."
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So not too many so far. He is newly arrived.
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Actually.
"Did the kitchen have food in it?"
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Waver sighed.
"You can eat boar, right?"
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That, at least, Dirk is certain about. He grew up surviving in the ocean, not in a forest, but the basic principle is the same. Hunt, cook, make use of the remains.
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"Do you want to explore this place solo and meet back here then, or--?"
Waver himself isn't sure if he wants to be alone right now or with a stranger to process all of this.
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"Then I vote we meet back here in an hour."
What could go wrong in a house anyway?
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"See you then."
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Damnit, did he just offer to take the basement?! Idiot!
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Waver does not appear to be holding a sword, but Dirk is, so he has no problems offering to go where serial killers hide.
Or like, piles of gross worms that feed off of magical life force.
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"I guess I should get going, huh?" Waver says with a slightly forced smile, his eyes glancing around the room. There should be a clock in here, right?
"You wouldn't also happen to have the time, would you?"
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