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!
|

no subject
Sure. [Anything for his bro's...bro? Man. It sort of bums him out to think about the fact that everyone's dead (thanks to not meeting up with the other two Betas just yet) but he ignores it. Even if he doesn't know him, Dirk is someone he recognizes and that's enough for him right now.] I'm not sure it is really invading when I don't remember how we got here in the first place. Do you? [He's already shifting his weight from foot to foot like he's going to keep walking, but he's also not about to leave Dirk here in case there are more boars lingering around.]
no subject
[He glances at John.]
Our conversation.
[He takes the cue and starts walking too, his sword uneasy in his hand. He prefers to have it in his dex, dammit???]
no subject
I remember a little after that. [A beat.] I, uh, found Roxy. But I do not think she is here. We separated. That's the last thing I remember. [Leaving out a whole lot of other details but you know what, Roxy seemed to know the guy.] It's Dirk, right?
no subject
no subject
She's okay. [It's quick to reassure because he remembers what Roxy had said to him then. "He is like my only friend who isn't dead yet."] She's okay, she was going to go somewhere and I had a mission, too. But she is alive. ["We're going to fix things" goes unsaid. It's a little awkward now, he thinks, looking at Dirk and walking along knowing the things he knows.]
You are not the one who failed. I'm just saying. [Just. Again, to reassure. He won't elaborate on that, but maybe that will help? Haha oh boy, how do you even deal with this sort of thing, and why does he know so many blondes who like disappearing into voids?]
no subject
"You are not the one who failed." God. There's something wrong with that family, the way they are so damn good and see the best in people who do not deserve it. Jake and Jane are like that too. Hell, Roxy is. The one there's something wrong with is him.
He hopes boars try to kill them.]
It's alright. It isn't really relevant when this is what we're dealing with.
[HA HA YEAH RIGHT he thinks about it constantly]
no subject
All he can really do is keep his head up and try to make the most of this even though he. Straight-up watched Dirk fly off.]
I guess so. [Not that he's going to forget it because yeah, they fucked up. He fucked up? How is he supposed to go back and fix things now if he doesn't even know where they are?] But that would also imply we know what we are dealing with, and besides "angry boars" I've got nothing. [...ugh.] This kinda sucks.
no subject
Anyway Dirk keeps up that chill attitude but. Ugh.]
That's the point of recon. We look around, we try to learn about the place we're in and whatever has been left behind. We can decide what to do once we have enough information.
no subject
I know what recon does, but it is not something we've had to do recently in our game. [Not exactly, anyway. Finally though it's hard to resist and he's scuttling over to one of the felt bags, setting his hammer down to pry it open with nimble fingers and pull out...a plastic whistle. Why in the fuck is this here?]
The first thing I think I have learned about this place is that these bags are weird.
no subject
[Dead pan but also. He wants to see it? He looks at it in curiosity.]]
no subject
[For kicks, it's probably also an orange plastic whistle. Have fun.]
no subject
[NSA may or may not have brass. This doesn't matter.
What matters is Dirk blows the whistle.]
no subject
Sweet, it works! [Well duh? He's going to leave Dirk with his whistle and start looking for another bag he wants to open.] You think the rest of these have anything useful? Carrying everything is going to be a pain, but if things are small it shouldn't be so bad.
no subject
[In John's presence, Dirk's accent isn't as strong. He hasn't spent enough time around Dave for it to start warping badly. The pocket just gets held roughly in his hand as he goes along.]
Choose between door number one, two, or three. [It's a game show!]
no subject
Three. No one ever picks door number one.
no subject
[Who knows if that was ironic or not, but he opens the third bag and tosses the contents to John without looking.]
no subject
What number would you pick then? [Since he's eyeing three bags now.]
no subject
I'd open all the doors and dismantle the gameshow system that pretends at opportunity for the disenfranchised but merely makes exploitable spectacle out of misfortune and the illusion of prosperity.
[Rose's father.]
Do you hate 'em too?
[Gushers, he means.]
no subject
That is a very elaborate analysis of a hypothetical situation, dude. [But okay.] I don't hate them, but I've lost taste for them. [Because he hates them and he hates Betty Crocker and hasn't come to the realization that there are bigger problems yet. But he's trying to play it cool? Dirk seems cool? (He has yet to realize that Dirk is not cool.) As such, he's opening another pouch, pulling out a fork and knife set.] Do you think these things are leading us any closer to where we need to go? Or are we being led away?
no subject
[that's a fucking lie
He glosses over the Gusher thing since it's too ambiguous to deal with, not realizing John is trying to pretend to be cool, and looks at the cutlery set. Fancy.]
I have no idea about where we need to go, but I'm reminded of trails of bait.
no subject
Like those stories where people follow trails of bread crumbs? That would mean someone purposefully set these up for us. [The cutlery goes back in the bag and he's just taking the bag with him. Oh well.] That is a lot of time spent on that.
no subject
no subject
no subject
I also failed at flashsteppin'.
[It's the BIGGEST INSULT]
no subject
I am not surprised you can do that, too. But that's not even part of your aspect or anything is it? Why would that stop working?
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)