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sassafrisk) wrote in
melodiesofeternity2018-11-16 11:26 am
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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.
DARKNESS FALLS (NIGHT TWO)
Pitch black skies turn to dirty while, marking the coming of morning, and just like that it’s time to get moving again. Somehow, it’s even worse on the second day.
FIRST WATCH: Frisk.bin, Azusa, Kanji, Naoto, Uendo
For a few minutes, there's nothing but dead silence.
Then, maniacal laughter. Two shadowy figures in raggedy, frost-encrusted cloaks swoop out of the darkness, four arms made out of ice already weaving spells. From the other end of the camp march two suits of battered plate armor, animated by some unholy mix of dark and ice magic and equipped with massive greatswords.
Then, as one, they charge. What do you do?
Magic Defense raised to B
Kanji was just taking a drink from a thermos, taking in flavors of barley and a touch of honey when the laughter started. Immediately, the container was stowed away and his gloved hand grasped the handle of the large warhammer.
Well. They didn't waste time, did they?
Movement all at once. From his seat, he slammed down the hammer and called upon a Ground Shaker, hurling up pillars of stone and earth underfoot of their foes.
Magic Defense to B, Physical Defense to A
Settled in and keeping an eye out, her eyes narrowed at the laughter. Considering what happened when the arrived the day prior, this was only to be expected honestly.
With Kanji unleashing Ground Shaker, Naoto opened enough of his cloak to expose the muzzle of her weapon, taking aim at all the creatures before using Flamethrower. Meanwhile, from Kanji's head, Ifrit unleashed a Little Inferno upon one of the frost-cloaked beings.
Speed to C, Physical Power to D
Puppeter: Boosting Speed to C, Boosting Phys Def to C
Speed to SS, Magical Power to B
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you guys know the drill and i'm not typing up all that melody flavor text rn
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SECOND WATCH: Terra, Asriel, Frisk.exe, Papyrus
Almost the entire shift passes without incident, but forty-five minutes in there's the distinct trousling of bones. And, for once, it isn't coming from Papyrus. Four skeletons shamble out of the darkness, wearing the clothes of other explorers from a bygone era and wielding swords made of ice. You only have a few moments before they reach you; what do you do?
Re: SECOND WATCH: Terra, Asriel, Frisk.exe, Papyrus
Asriel suddenly turns about a second before most everyone else, glaring into the darkness as he stops making heat. "I don't think these guys are friendly." He says, taking a few steps back. He turns to look at Frisk and... well. Frisk helped him with crazy time bulls
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But Papyrus isn't stupid. In his readings, he's gleaned bits and pieces about monster attributes- undead enemies have a very particular weakness. One that he could potentially exploit, with the right job.
So he switches to Chemist and proceeds to mix two potions together. Next opportunity he gets, he'll throw it their foes, but for now, it's best to prepare.
Phys Def Boosted to D
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THIRD WATCH: Klonoa, Ena, Adrien, Corrin, Marinette
The darkness seems like an almost tangible thing now, struggling to pierce the comparatively small halo of light that the bonfire provides you to suffocate all of you. Its furious silence is eventually broken by the clanking of old, old armor, and heavy iron boots crunching across snow, as three suits of plate mail animated by dark and ice magic come into view to challenge the third watch. What do you do?
Good Feelings Attack
"Hello. Come to sit at the fire?" He asks, good-naturedly.
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"Stop! Do not come any closer! Identify yourselves first."
Stat Boosts: M. Def - C, Speed - A
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Boost: M. Power to S
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Cue the victory fanfare
Woohoooo
*Fancy sword twirl*
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FOURTH WATCH: Tilly, Madhuri, Finn, Serge
As if attracted by the moon's light that seems to shine directly down on the camp, countless glittering eyes peer out of the darkness, shifting and moving around the camp in a circle. Soft growls can be heard. Then, by some unknown signal, two yetis accompanied by an ice elemental bound into the campfire's light, headed straight on a collision course with the fourth watch. What do you do?
Magic Power is S
The holy magic spread outward in a dome from the focus crystal upon her staff, granting a Protect to the party and bolstering their defenses. Let's see them try to break through the line!
Oh my, but what if she could perhaps tease that ice elemental a bit? But how does one tease a... well, a mindless thing with no feelings?
Magic Defense is B; Attack Potency is S
So he wasn't exactly in a good mood when attacked and doubted he would find a good mood within himself for the next several days. Without much ceremony, Finn let out a volley of Trigger Happy on the closest Yeti to him.
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Physical Defense is B
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FIFTH WATCH: Nozomi, Reno, Castor, Naomi
...something a bit more mirthful, if impish. It starts subtly. Shoes are tied together. "KICK ME" is written on Castor's back in hard frost. Nozomi keeps tripping over something. Until, finally, after almost an hour of pranks, the culprits finally reveal themselves: having had their fun, five snow imps rise out of the drifts, claws extended and cackling. What do you do?
Re: FIFTH WATCH: Nozomi, Reno, Castor, Naomi
So Reno was here. And he was not in the mood for stupid pranks. Especially not after the yetis.
"There you are, you fuckin' assholes!" Having switched to Dragoon after hearing others had faced multiple enemies, Reno didn't hesitate to meet the imps with a blast of Fire Breath.
Chemist -> White Mage: Passive Boost - None
... Or, something had disturbed the other three she was with. Weird.
When the imps appeared, she didn't do anything herself to them. Instead, she just switched her job to White Mage and prepared for... whatever was about to happen. A fight she guessed.
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oh man I just realized my speed is now SS
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SIXTH WATCH: Gladio, Sasami, Ignis, Prompto, Ravus
Countless eyes glimmer with firelight in the darkness. Flashes of white fur are seen for a moment before retreating from the flame. Eventually, four of the yetis grow bold enough to charge out of the darkness, teeth bared, as the howls grow ever louder. What do you do?
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Of course, that's when she saw the yeti charge at them. What would she do?
Shriek in holy terror.
rolled 3 for successful save. RIP Ignis
Unfortunately, the deep snow and harsh wind are a true challenge, despite his abilities. He manages to grab her just in time the yeti lunges at them. The only thing he manages to do is shove the girl the opposite direction of yeti before he's flung across the ground and in the nearby rock, causing the snow to fall off it and cover him. He can feel the hot liquid on his side and Ignis is almost a hundred percent sure it's from the monster's claw.
He just hopes he got the girl out of their reach, or at least distracted enough for her to take cover.
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Swordmaster- Attack Potency boosted to S rank
Oh the dice are cruel....
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SEVENTH WATCH: Pidge, Ashelia, Kuja, Snow White
There's a blur of white, imprinted on the backs of their eyelids, passing just around the edge of the campfire. Then another. Then another and another and another. And just when whatever animal mechanism controls the human heart is ready to give out, three lanky beasts, covered in silky white fur and rippling with powerful muscles, bound out of the darkness, massive teeth bared. What do you do?
Seventh Watch
Re: Seventh Watch
"Indeed."
The first one to make a move would be met with a Contre Sixte from the demon princess.
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Boosts: Attack Potency B -> A
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Magic Power: SS, since it matters now
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tfw you forget ashelia's stunned sorry for the late tag folks
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holy shit the rng on this was unreal
EIGHTH WATCH: Red, Dante, Richard, Dylas
Two skeletons and two animate armors run out of the darkness almost immediately, wasting no time in attacking. What do you do?
Physical Defense to B, Healing Potency to D (lol)
Dylas is speaking mostly to Dante and Red. He's shivering so badly and has fallen asleep three times so far during their watch. Heavy robe, heavy jacket, a few heavy blankets...he's trying so hard to keep from freezing to death. Being a snake is suffering sometimes. He gestures at them one by one, attempting to indicate their...bestial uniqueness. He doesn't look at Richard.
"I don't know what he did, but how does that make you...hey."
He turns as the enemies start to approach, voice raspy as he mutters the incantation for Dark Savior at whichever armor is closest to him for some good ol' dark damage.
"It's rude to interrupt!"
Speed to SS
Or maybe it's the fact that he's one of the few people in the group that has a long coat right there on his profile picture and they figured that the last shift was going to be out the longest. Richard bet on that one.
"Could be that they figured we'd be out a bit while everyone was waking up from the morning grog." He suggested. "I'm used to working nights, and we seem to be the only ones who're ready for the cold. I mean, did you see Kuja on the last shift here? He wasn't even wearing clothes. He was wearing the suggestion of clothes."
He gave Dylas a grumpy look, non-visible eyes drifting across the horizon. Snow. Snow. Dead tree. More snow. Weird skeletons. Rocks. Snow.
Wait, what?
Richard ducks down beneath a mound of snow, grasping a crystal in his hand that becomes a weapon not unlike an overly long cattle prod. He gives the party a shifty, almost regretful look. "Right." He muttered. "I'll be right back." There was a snapping sound, a whoosh of air, a small plume of snow flung up into the air. And Richard was gone, [Jump]ing over roughly where he guessed one of the armors were going to be.
Physical Defense is B
Speed and Magical Defense raised to C
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