sassafrisk (
sassafrisk) wrote in
melodiesofeternity2018-11-16 11:26 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Player Plot: Winter Isn't Coming, it's Already Here
Who: Everybody who signed up for the event.
When: November 23rd-30th
Where: The Uncharted Territories
What: Frisk leads an expedition into the North to try and find Hades. It doesn't go well.
Warnings/Notes: Post a toplevel to each of the segments below if you want. Encounters will be posted under the appropriate toplevel. For combat, I'd appreciate it if you put where your putting your passive job stat boosts in the subject line of your first post, plus any other boosts your character may have. Thank you!
THE STAGING GROUND (DAY ONE)
The directions that the volunteers have been sent over mail lead to a chocobo ranch just a day away from Armstrong Fort. For a groundbreaking journey into the unknown, the staging ground for Frisk’s expedition isn’t all that impressive. A quaint, if run-down, farmhouse lies next to the chocobos’ grazing patch, where Frisk can be seen arguing with a surly-looking Elezen. White chocobos coo at the new arrivals next to a mound of barely organized high-quality camping gear, staring at them curiously (or blankly, depending on how much intelligence to ascribe to chocobos). It’s a brisk November morning, and the cold bites into marrow of one’s bones as frost-encrusted dead grass crunches beneath the chocobos’ feet. Bleak grey clouds block out the sun, threatening snow but never quite delivering. Resignation and bleakness permeate the air. This certainly isn’t an auspicious start to an already dubious quest.
INTO THE VAST (DAY ONE)
The first day of the expedition is, in a word, boring. Dreary, depressing, monotonous, and several other words of similar caliber would also be apt descriptors. The moody weather doesn’t change through the long hours of plodding towards Armstrong Fort, the clouds oscillating between grey and sullen, and black and intimidating; but always refusing to actually burst and bring down snow on the party’s head. Not even random encounters deign to make an appearance to spice up the day, due to the extensive efforts of Tark Varentain’s military. Perhaps the only redeeming factor of this first day is that the flat terrain and docile chocobos make the actual riding of the birds a breeze, with only the most inept of chocobo riders--such as Frisk--falling off or bruising their rumps through other means. With MogNet reception growing spottier as the team approaches the Claus Snowfields, the only way to pass the time is with conversation.
ARMSTRONG FORT (NIGHT ONE)
When Armstrong Fort appears on the horizon near sundown, it brings a sudden change in weather. Snowflakes begin falling from the sky, increasing in numbers and force as the expedition party makes its way towards the imposing fortress. After just thirty minutes, it’s nearly impossible to see ten feet past your chocobo’s beak. Thankfully, the white chocobos are used to such conditions, so the expedition party still makes good time. The party arrives at Armstrong Fort an hour after the inclement weather begins, and they’re greeted by grim guards who refuse to let them in after a solid fifteen minutes of arguing with Frisk, despite the permit for lodging that they display.
Inside, the fort is just as bleak as the outside, although in a significantly different way. Primarily elezen and human soldiers huddle around sputtering fires on the walls, peering through the snowstorm looking for any signs of monsters. The cries of the wounded echo from the medical hall, although all of the soldiers remain stoic even to their comrades’ pain. If pressed, one of the guards will begrudgingly explain that without a regular shipment of mana potions, their healers often can’t use magic on every wounded soldier, forcing them to do it the old-fashioned way.
The empty bunks that the volunteers are escorted to are uncomfortable, cold, and barren, but it’s marginally better than sleeping on the floor. Marginally. But whatever slumber the party gets is interrupted at one in the morning, when a pack of ferocious yetis attacks the walls. The soldiers stationed at Armstrong Fort are used to such assaults and don’t need any help fending off the monsters, but if any of the adventurers give their assistance anyways, they’ll earn the guards’ grudging respect and perhaps a little something for their trouble.
CLAUS SNOWFIELDS (DAYS TWO AND THREE)
The volunteers are awoken just before the crack of dawn, dragged (by force if need be) to a breakfast of heated ration block and hustled out the door before the sun would even peek over the horizon if it wasn’t completely obscured by the endless snowstorm. From there, a boring journey becomes downright miserable.
Everybody has to huddle uncomfortably close together on their chocobos to keep from losing each other in the oppressive whiteness of the storm. Even the high-end survival gear that the volunteers are wearing only slightly blunts the biting edge of the cold, the raw frigidity of the environment digging deep into the marrow of the bones and nestling there like some twisted parasite. The white chocobos, as surefooted as they are in this environment, struggle against the howling gales, each step forward seeming like a monumental accomplishment.
It isn’t long before all sense of direction is lost. Compasses stop working just a few hours in, their only use being pointing a way vaguely forward to venture towards. The only reliable way to tell the time is the frequency and strength of monster attacks; as the day inches towards night at an agonizingly slow pace, more and more monsters bound out of the snow to savage the party. At the start of this leg of the journey, packs of roving monsters only came once or twice every hour. But as the hours grind past it begins seeming like the party can’t have five minutes of peace before being interrupted by some manner of beast. It’s not just yetis and ice elementals, either: there are strange, exotic animals, all the apex of physical perfection that comes with the ability to survive in such a harsh environment. Magical constructs such as ice golems and undead dressed in the clothes of other explorers also sometimes come charging out of the snow at the party, forcing a confrontation.
When: November 23rd-30th
Where: The Uncharted Territories
What: Frisk leads an expedition into the North to try and find Hades. It doesn't go well.
Warnings/Notes: Post a toplevel to each of the segments below if you want. Encounters will be posted under the appropriate toplevel. For combat, I'd appreciate it if you put where your putting your passive job stat boosts in the subject line of your first post, plus any other boosts your character may have. Thank you!
The directions that the volunteers have been sent over mail lead to a chocobo ranch just a day away from Armstrong Fort. For a groundbreaking journey into the unknown, the staging ground for Frisk’s expedition isn’t all that impressive. A quaint, if run-down, farmhouse lies next to the chocobos’ grazing patch, where Frisk can be seen arguing with a surly-looking Elezen. White chocobos coo at the new arrivals next to a mound of barely organized high-quality camping gear, staring at them curiously (or blankly, depending on how much intelligence to ascribe to chocobos). It’s a brisk November morning, and the cold bites into marrow of one’s bones as frost-encrusted dead grass crunches beneath the chocobos’ feet. Bleak grey clouds block out the sun, threatening snow but never quite delivering. Resignation and bleakness permeate the air. This certainly isn’t an auspicious start to an already dubious quest.
The first day of the expedition is, in a word, boring. Dreary, depressing, monotonous, and several other words of similar caliber would also be apt descriptors. The moody weather doesn’t change through the long hours of plodding towards Armstrong Fort, the clouds oscillating between grey and sullen, and black and intimidating; but always refusing to actually burst and bring down snow on the party’s head. Not even random encounters deign to make an appearance to spice up the day, due to the extensive efforts of Tark Varentain’s military. Perhaps the only redeeming factor of this first day is that the flat terrain and docile chocobos make the actual riding of the birds a breeze, with only the most inept of chocobo riders--such as Frisk--falling off or bruising their rumps through other means. With MogNet reception growing spottier as the team approaches the Claus Snowfields, the only way to pass the time is with conversation.
When Armstrong Fort appears on the horizon near sundown, it brings a sudden change in weather. Snowflakes begin falling from the sky, increasing in numbers and force as the expedition party makes its way towards the imposing fortress. After just thirty minutes, it’s nearly impossible to see ten feet past your chocobo’s beak. Thankfully, the white chocobos are used to such conditions, so the expedition party still makes good time. The party arrives at Armstrong Fort an hour after the inclement weather begins, and they’re greeted by grim guards who refuse to let them in after a solid fifteen minutes of arguing with Frisk, despite the permit for lodging that they display.
Inside, the fort is just as bleak as the outside, although in a significantly different way. Primarily elezen and human soldiers huddle around sputtering fires on the walls, peering through the snowstorm looking for any signs of monsters. The cries of the wounded echo from the medical hall, although all of the soldiers remain stoic even to their comrades’ pain. If pressed, one of the guards will begrudgingly explain that without a regular shipment of mana potions, their healers often can’t use magic on every wounded soldier, forcing them to do it the old-fashioned way.
The empty bunks that the volunteers are escorted to are uncomfortable, cold, and barren, but it’s marginally better than sleeping on the floor. Marginally. But whatever slumber the party gets is interrupted at one in the morning, when a pack of ferocious yetis attacks the walls. The soldiers stationed at Armstrong Fort are used to such assaults and don’t need any help fending off the monsters, but if any of the adventurers give their assistance anyways, they’ll earn the guards’ grudging respect and perhaps a little something for their trouble.
The volunteers are awoken just before the crack of dawn, dragged (by force if need be) to a breakfast of heated ration block and hustled out the door before the sun would even peek over the horizon if it wasn’t completely obscured by the endless snowstorm. From there, a boring journey becomes downright miserable.
Everybody has to huddle uncomfortably close together on their chocobos to keep from losing each other in the oppressive whiteness of the storm. Even the high-end survival gear that the volunteers are wearing only slightly blunts the biting edge of the cold, the raw frigidity of the environment digging deep into the marrow of the bones and nestling there like some twisted parasite. The white chocobos, as surefooted as they are in this environment, struggle against the howling gales, each step forward seeming like a monumental accomplishment.
It isn’t long before all sense of direction is lost. Compasses stop working just a few hours in, their only use being pointing a way vaguely forward to venture towards. The only reliable way to tell the time is the frequency and strength of monster attacks; as the day inches towards night at an agonizingly slow pace, more and more monsters bound out of the snow to savage the party. At the start of this leg of the journey, packs of roving monsters only came once or twice every hour. But as the hours grind past it begins seeming like the party can’t have five minutes of peace before being interrupted by some manner of beast. It’s not just yetis and ice elementals, either: there are strange, exotic animals, all the apex of physical perfection that comes with the ability to survive in such a harsh environment. Magical constructs such as ice golems and undead dressed in the clothes of other explorers also sometimes come charging out of the snow at the party, forcing a confrontation.
Stat Boosts: M. Def - C, Speed - A
Klonoa spoke up first when the armor came into sight, but he was more on Corrin's side. He didn't draw his sword yet, but his hand was itching to do so. He would just be ready to counter if necessary.
no subject
And while she was just thinking that it might be better with more people, the approaching suits of armor weren't at all what she had in mind. She remained silent and seated, even as Klonoa and Corrin moved to address them. There was no need to rush in blindly, and she saw no reason to play the aggressor in this situation.
Boost: M. Power to S
So she waits to see what it does. But she's ready to attack if it does.
no subject
Corrin: 91/113
Adrien: 202/214
Ena: 150/150
Marinette: 64/64
Klonoa: 105/105
no subject
She saw the third going for Adrien, but they're too far away for her to help him right now, and even if she did, she might end up hitting him instead.
no subject
However, adjusting his sword, he doesn't use it to strike back. Instead, his team's fairly vulnerable unlike him - heck, some people don't have so much experience with their asterisks. So he braces himself, watching the Wights, ready to counter further - just Eye for an Eye.
no subject
And so she's going to use this to her advantage by aiming a Brasier at the one bothering Adrien. It's not entirely her bias showing, but that's the closest one and she's going to take advantage of the thing being distracted.
no subject
Corrin is blind, is she?
Klonoa grins, hurling a ball of cleansing light that flows into her body and clears her eyes. Not after Esuna, she's not!
no subject
So with her long legs she takes a wide step backwards and casts Maelstrom on the group of Wights. Hopefully, that'll do some damage.
no subject
In an attempt to stabilize, the Wights mobile and in unison begin fighting with fire: extending their hands, each casts Leechra, with two targeting Corrin and one targeting Ena. They all manage to hit, drawing dark crimson energy out of the party and into the Wights.
Irony, however, is a cruel mistress, and in trying to recover the Wights end up dealing damage to themselves. In a flash, Adrien cuts the Wights into pieces with his Eye for an Eye, leaving them all reeling and severely wounded!
As if to back them up, five skeletons can be seen coming out of the storm, but they're not here quite yet...
Corrin: 74/113
Klonoa: 105/105
Marinette: 64/64
Adrien: 202/214
Ena: 142/150
no subject
"Keep it up everyone, we can take them!"
Klonoa holds his hands out as a Protective barrier forms over the party before vanishing from view.
no subject
no subject
Grip adjusting, legs shifting, he's going after all of the Wights again to try clearing them out with Eclipse.
no subject
It hadn't worked before, but she's going to try again with another Brasier because there's no way it could miss twice in a row. Right?
no subject
no subject
no subject
no subject
"Keep going, I'll give you continual healing!" He says as Regenerative magic suffuses her body.
no subject
no subject
So she tries again, telekinetically sending the knife in the direction of the skeleton next to it, hopefully taking it by surprise.
no subject
Either way, she's not helpless and she doesn't intend to sit around twiddling her thumbs. Instead, she aims a Sacre at the group.
no subject
Each of the remaining skeletons descends upon the Party, Rending them apart with their blades. Corrin manages to avoid one of the blows aimed at her, but the rest hit home. Thankfully, thanks to the boost from her Shadow Yato and her heavy armor, it does minimal damage--although due to her Soul Eater, even some damage is dangerous. Klonoa, likewise, avoids one of the blows, but Marinette doesn't fair nearly as well. She takes all of the hits, even getting struck by two critical hits, and the cuts are deep enough to cause bleeding. Adrien also can't avoid the skeletons' attacks, but he isn't hurt nearly as badly as Marinette. Ena's reflexes kick in, allowing her to avoid most of the skeleton's attacks, and what few hits the monster gets in are glancing blows.
In response to the assault, Adrien's own blade flies through the air at dizzying speeds, slicing three of the skeletons into pieces. Only the one currently attacking Adrien remains, as the blows from his Counter weren't enough to destroy it.
Corrin: 31/113
Klonoa: 95/105
Marinette: 41/64 (BLEEDING!)
Adrien: 189/214
Ena: 138/150
no subject
Marinette was bleeding.
He already destroyed the skeleton that caused that to happen, but that didn't stop his eyes from narrowing on the last skeleton before him. Again, one of these monsters made his friend from home bleed. His counter hadn't been enough to take it out since it only targeted him, but he was more than ready to finish it off from the enhancement of said counter. Was Midare Setsugekka potentially overkill? If it hits, yeah, maybe...
Cue the victory fanfare
The howling of the wind is more distant now, as it the night has reluctantly retreated... for now. The skeleton Adrien annihilated drops a particularly high-quality blade with serrated edges, it could do some major damage if used in the right hands. The monsters also dropped a total of 10,000 gil.
Skeleton's Sawblade: The longsword's edges are cruelly cut into saws designed to inflict as much damage as possible with each strike. Whoever wields this weapon gains an additional rank in Physical Power, and all of their attacks gain a 25% chance of inflicting the Bleed status.
Woohoooo
Putting his sword back into its sheath, that also took care of what little damage he sustained really. Looked like they'd gotten some loot too, but that could wait a second.
Turning, he walked over to Marinette, frowning.
First thing to mind was to ask if she was okay, but no, she was still bleeding. He wished he got rid of them before this happened at all. "Here, let me help..." Pressure would help stop some of the bleeding, right? Maybe Klonoa could cure this? Did they have bandages if Esuna didn't work? He looked to the others. "I can go stand guard if everyone wants to patch up around the fire."
Speaking of the fire, they should probably feed it.
*Fancy sword twirl*
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)