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Mischief and her party turn up in Venture during a rescue mission gone awry.
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"Okay, well my ship is just this way. I already got the custom seats installed." They start walking, their gait is a bit strange it's like they want to be bouncing but they can't due to the high gravity.

"We're pretty lucky, the weather predicts there'll be a launch storm on a nearby island in about forty minutes. Sometimes you need to wait hours for those."

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"<That's good. We're pretty sure that Wrinkle won't suffer any permanent damage from this, but it's definitely uncomfortable enough that he was planning on sedating himself for a good part of it.>"

They'll set themselves (or, be set by Sandy, in Wrinkle's case) in the seats provided, wait out the remaining time working through hypothetical encounters inside the Bramble over their psychic link. To an outside observer, Wrinkle appears to be dozing but not quite fully asleep, Mischief is double checking the numerous crystal dowels and occasional other gadgetry that she has in her suit's pockets, and Sandy himself is sitting calmly, occasionally glancing around, and maintaining readiness in case Sylvite (or any other crew this ship might have, if there is any) have something to say to or ask of the party.

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Syl pilots the ship as gently as possible over to the other island and sets them down in the middle of what might be a purple illusion of sorts projecting a rotating purple spiral.

"And now it's arriving as scheduled. Make sure everything is stowed for acceleration." Syl narrates as they can hear the sounds of wind picking up outside the ship. The gravity fields cushion them a bit but it's still a brief window of even stronger g-forces as they're tossed up into orbit along with the island they were on. "And now we're in space. I'm breaking connection before we fall back down." There's another burst of acceleration as Syl pilots them into an a departure orbit and then the g-forces diminish to well below the level on Timber Hearth.

"Alright, we're on auto-pilot now we should be sustaining this burn for another half an hour or so and then we'll be in micro-gravity until the insertion burn slows us for landing sometime tomorrow."

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Wrinkle conks out during the launch (ironically enough, without any sedation necessary), and naps through the exit burn and a little ways into micro-gravity, before waking up and seemingly being fully recovered from the strain of moderately heightened gravity.

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A few hours of gaming out their forthcoming exploration of the Bramble, including thoughts on how to handle the fog, additional precautions they can take to avoid attracting unnecessary Angler attention, some ideas on how to fend off Anglers, and tests that Wrinkle wants to perform to see what he can learn about the Bramble's nature and whether it can serve some function in finding their way home.

Eventually, Sandy will seek out Sylvite to ask, "<Would it be alright if Wrinkle set an additional teleportation waypoint here on your ship? It seems like might save us some time and trouble if we could potentially come right back here rather than going all the way back to Timber Hearth.>"

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"You can if you want but I probably won't stick around long. I'll either be bringing people back if they need it or working on the search for the shadow."

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"<That...is a good point. Do you think there'd be a reasonable place to one after we land?>"

He consults with Wrinkle for a while longer then continues.

"<Wrinkle believes he should be able to configure the teleport to form a more persistent 'tunnel' which I and Ounu could use to communicate with you, so we'll probably ask whether you're closer to the Bramble than Timber Hearth is, if that works?>"

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"I'd be happy to. I've been following your work a little and it's fascinating. With everything new we've been learning I think we might be able to build a new Nomai style teleporter in less than a year. And if we can make a permanent link with where you're from there will be so many new people to meet and places to explore."

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Sandy smiles brightly at that. "<It'd be a great exchange, I'm sure of it.>"

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Given permission, Wrinkle will go ahead and find a good place to put the waypoint, before performing the requisite ritual dowel-waving and incantations. The result doesn't have any obvious visual effect, but it's not inconceivable that some of ship's instrumentation, if finely enough tuned, might be able to pick up that there seems to be a (very) slight change in the mass distribution of the ship, as though Wrinkle's taken a light-weight object out of one of his suit's pockets and left it there.

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After that, the three of them have a brief meal of rations, then return to refining their plans for the coming delve.

This generally describes how they spend their time on the way to the Bramble.

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The ship is fairly cramped but they can still manage to find room. Syl will contribute a little about Bramble since they were one of the people involved in rescuing Feldspar. They're also happy to ramble about other bits of the space program history and the order discoveries were made.

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The history mostly gets filed as fun trivia, if only for the sake of preventing Wrinkle getting distracted by the topic, but the rescue in particular seems germane to the delve and any information that Syl shares will be incorporated into the party's considerations.

After getting a bit of rest, in the last couple hours, Sandy will let Syl know that they're going to perform a proper simulation, and that they won't be able to hear them for a while, and that they'll be sort of covered in darkness but that they don't need to worry about that unless they're still like that during the landing burn, in which case they should wave this crystal dowel at Mischief, which they hand Syl to place wherever works for themself.

Then they take their seats, Mischief waves a crystal dowel without saying anything, and then suddenly the three of them have been replaced with volumes of utter darkness that conform to their shapes, with Wrinkle and Sandy's shapes being connected to Mischief's by two thin strands of darkness.

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Syl will accept that. When they get out of their simulation Syl will ask about how that happened and how it worked.

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The darkness disappears a bit over an hour later, with even less fanfare than it arrived. The three do look a little more harried than before, but not to a great degree.

"<I don't know the full details of it myself, Mischief is as always a very private person, but she's familiar with all sorts of Dungeon-y things and this is one of them, or so I assume given the whole darkness aesthetic,>" Sandy replies simply.

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"I think I've heard you mention that before or maybe in a report I read. What's the dungeon? Also we're going to be starting the deceleration soon make sure you're strapped in."

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Wrinkle makes sure to strap himself in right away, while Sandy and Mischief follow with less haste.

Sandy sort of grimaces uncertainly and raises a hand in a gesture of ambiguity. "<It's a bad place. The bad place, arguably, if one discounts the Abyss. It's some kind of prison, I know that's why it's the Dungeon and not, like, the Cave or something, and Torog's the jailer and occasionally lessor of what's kept inside, and that pretty much everything that comes out of it is some variety of monster, and that power that comes from it always looks like that...that,>" he gestures again, indicating the party in general and to a degree Mischief in particular. "<Total, impenetrable darkness. Nothing is visible in the Dungeon unless it wishes to be seen, or something like that. The details are for the Powers and Mischief,>" he finishes with a chuckle.

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"Oh right, the reports said you have those greater entities that control things. Wait is Mischief one of those somehow?"

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Sandy chuckles, then properly laughs at that until Mischief punches him in the side (seemingly pretty hard, though Sandy doesn't appear bothered or hurt). "<Ah, sorry, no, if Mischief were a Power I expect she wouldn't subject herself to all the discomfort this adventure has caused her. She is just very, very familiar with the Dungeon, quite possibly our world's foremost expert on it, or in the running for such a title at the very least. Metaphysically speaking, Ounu and Wrinkle are arguably closer, since Ounu is a sort shard or spore of Power and Wrinkle retains some connection his patron, for all that he's forgotten who they are.>"

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"Oh! That's impressive too. Deceleration burn in 6... 5... 4... 3... 2... 1." The engines throttle up to their highest force at about 1.5Gs and stay there.

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The three of them brace (or, Wrinkle mostly, though he at least doesn't seem to be struggling to stay awake) during the throttle, and make it all the way through the landing sequence without any major issues, at least on their part.

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They land on a mass of ice suspended on a branch of Dark Bramble. Syl leads them over to an elevator leading deeper into the ice. On that level they can see a decent sized Hearthian building with something of an airlock, a giant red jellyfish encased in partially chiseled away ice, another elevator going even deeper, and a wooden walkway leading deeper into the ice.

Syl leads them through the airlock. "Welcome to basecamp. From here you can either walk out that door to the hidden passage or take another elevator down to the main seed. The advantage of the hidden passage is there's no Angler Fish in that region and that's also where the skeleton you were asking about is. The main seed leads to a bigger chamber with more seeds though, we're not even sure we've mapped all of them but some of the ones we have mapped are known to be reversible."

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Wrinkle slaps his own forehead at not having thought there might be a base camp that's still outside the Bramble's interior, and Sandy quickly asks, "<Would it be alright if we broke here for a while longer so that Wrinkle could create another teleportation waypoint?>"

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"Of course, I'll stick around for a while if you need me."

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"<Thank you, Sylvite.>"

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