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nightmods ([personal profile] nightmods) wrote in [community profile] nightlogs2024-03-15 07:48 pm

BEYOND THE SHADOW YOU SETTLE FOR ❅ PART 1


BEYOND THE SHADOW YOU SETTLE FOR


Finding the facility after they know to look was never going to be the problem. Not with the resources and Guardians at their disposal. It was always knowing to look at all. There were rumors of some mysterious entity capturing myths, possibly even human-related, but no specifics.

Now that they know for sure, the place is found through various magical and scientific means.

As they hide around the periphery of the facility, made to look like an unassuming office building on the top level, Jack talks to them all over the comms.

"I hate that we're going in blind when it comes to the underlevels but I don't think there's any way we can find out what's in there - and we don't have time to try. They could've been found out and for all we know, the people in charge will move locations make the facility disappear."

Or kill the three people they promised they'd help, including a kid.

"So just be ready to adapt. Be ready for a fight including against humans, probably with guns. If they can see other myths, they can see us. If we get split up and the comms don't work for whatever reason, instead of looking for each other, just free any imprisoned myths you can and incapacitate any resistance in whatever ways seem appropriate. Use all the spare snow globes to teleport myths out."

The yetis had gathered all of the very smallest snowglobes so that they can all carry more of them. The marble-sized micro-globes can take months to build. This will clean out a solid year's supply in one go.

"If you start facing some heat and get overwhelmed, hit your panic buttons. If it's too much, just portal out. We can only do what we can do."

The information the tech nerds to pull on the place means they know some important things: location, plans for the upper floors, locations of breaker boxes, location of where the building connects to the power grid.

Jack crowdsourced ideas on how to approach. Stacia's idea of tossing roadkill into the main breaker is unconventional but it works and the quick power outage means they'll be scrambling for a bit, giving them time before they realize the power station's guards were knocked out and bound.

Nightwing manages to clock where the cameras are and disable them.

Tim and Branch's ability to infiltrate the vents while tiny is a boon. It's easier to maneuver and avoid tripping traps, letting them dismantle them first. It takes some doing but they find their way past the boundary to the underlevels. The elevator down is a bit of a bottle neck but the both that and the largest vent shafts are a way down.

Disabling security sensors is easy. Thwarting some of the magical defense (how do they have magic to use for traps??) is more complicated.

The basic alarms and traps are one thing but the second they manage to slip in to a fairly large warehouse-sized room everything goes to hell. All of a sudden, there's the sound of clanking and and grinding gears. Walls shift, turn, and flip, floor panels rotate and tilt. The entire area shifts and reassembles itself ins short order, quickly separating everyone, as if the facility is one giant clockwork machine.

Now divided into pairs and trios, they all find themselves split up in dangerous trapped rooms meant to slow them down.

Don't worry, though, it's only forever that they might be in there, not long at all.

OOC DETAILS

Format: The mod will be using prose because there will be a lot of description of traps and responses.

NPCing: This part of the plot will have mod npcing. If you can, please try to tag at least about once a day to your respective threads so the mod can try to block out some semi-predictable time for npc tags. The mod will not comment in after every tag around, since characters may need to discuss things. Instead, the mod will comment in when IC actions are taken manipulating the environment.

Environment: The entire point of this is to attempt to manipulate the environment to get around the traps. Players are encouraged to either have character ICly communicate with each other to figure out each course of action, or to communicate oocly to plan it. Questions to the mod can be asked in the question comment or to the mod plurk about the plot if you want more real-time communication. The mod will answer what questions they can, such as providing more description, or letting players know if a part of the environment can be manipulated, but will not reveal the consequence of a course of action until it is ICly taken.

Status effects: The traps will be dangerous and potentially cause magical status effects or injury. This will be an unavoidable consequence and a requirement of participating in the plot. Before inflicting any effects, though, the mod will tell the players what's about to happen and make sure a slight variation isn't necessary for ooc comfort reasons.

Long-term effects: Players who go with some kind of status effect for a character can optionally have long-term consequences from it if they like. A lot of this has magical and has the capacity to cause long-term damage and scarring.

Resources: Elle will be their man in the chair acting as a coordinator for the mission on the games. Players can handwave that important information was conveyed to or from Elle.

Mini-globes: Mini snow globes the size of marbles will have been given to everyone to use to transport myths out as well as emergency transport to the Pole. For those who don't carry storage with their normal outfits, they'll have been given fanny packs to carry them.

Devices: Courtesy of Miguel, there are mini bombs; spy bots that can fly and scout ahead, transmitting video to their comms; and elemental handheld devices can use to cause localized effects of extreme freeze or extreme heat. The latter is hot enough to melt the door looks to the thick cell doors.

Magic crystals: These can float over the hand to guide the Guardians towards other myths, as well as provide the location of their home habitats so Guardians can tell the snowglobes to right location to transport them home.

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