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TDM#1: Welcome to Phlan
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![]() WELCOME TO PHLAN![]() Click on the map for a full view BACKGROUND. The port city of Phlan, located just north of the Moonsea region, is not an idyllic landscape, filled with images of swashbuckling sailors and brimming commerce. It's a place that's been razed and rebuilt so many times that even the people of this rough and tumble town seem to embody a particular nonchalance to the chaos that exists within it. Entire streets of the city remain either unfinished or abandoned. Farms on the outskirts of town lend prayer to the Goddess of harvest and bounty, and yet, year after year they struggle to make ends meet. The main road leading into town, called the Iron Route, splits at the path just outside the city's gates. To your left, a quiet and somber collection of headstones litter the grounds of the Valhingen Graveyeard. They remind all who venture into this city from the main road of one simple thing: those who are born and raised here rarely make it out. The Director has sent her Reclaimers here, and as the glass bubbles are shot from the Moon Base, they land with thuds against the lining of the Quivering Forest. There are rumors that there's a powerful item hidden deep, somewhere within the confines of towns dotting the landscape of the Moonsea region. Your purpose is simple. Ingratiate yourselves as travelers, offer aid where it's needed, and keep an ear out on the ground for any whispers that might give lead to the location of a Grand Relic. 1. THE WELCOMERS![]() The Laughing Goblin is run by a staff of two; a boisterous human woman who everybody calls Bonnie (although no one actually knows if that's her name or a callback to the sailors who frequent the town during stints in the Moonsea), and a rather rotund man named Mar (who tends the kitchen but has a serious soft spot for cats or juicy gossip). You can almost hear the raucous shouts of vulgarities from just outside the doors of the bar. Even tonight's musical guests, a trio of halfling bards who call themselves the Dandy Warhalls, don't seem to be outpacing the chatter and heated conversations going on within. Opening the doors and making your way into the room gives you more of a sense of what Phlan is really about than any other moment you've spent wandering the streets and being a really unfortunate tourist who decided on the worst vacation spot this side of the Sword Mountains. This place is alive. And in some ways, it's a good welcome to the world of Faerun, as you'll be spending quite a lot of time within these sorts of establishments, attempting to make your way through the inner workings of a possibly unfamiliar world. A. WHAT THE BAR KNOWS. ○ Bonnie is running herself to death trying to keep up with the orders. She can't seem to pour ale quick enough to keep the patron's glasses filled to the brim. She knows that this is a dangerous crowd, but she's tough as nails. A skirmish begins breaking out between two humans at the far end of the bar, disagreeing on the roles of the local law enforcement and how helpful they've been to their beloved town. Bonnie flares up almost immediately. "ENOUGH OF THAT OVER THERE. ONE MORE PUNCH AND I'M CUTTING YOU OFF FOR A WEEK, NIFF." Whoever Niff is, he snaps to immediately and sheepishly scratches the back of his head. You can almost swear you hear a defeated "Yes, ma'am," before Bonnie's attention is drawn elsewhere. She could use a hand, if you're particularly good behind a bar, and won't object to the assistance, even if she's leery at first. She just doesn't trust a whole lot of people. Get to know her a little bit, and she'll even complain about how the lighthouse's lens going out last week has made everyone in town anxious as trade seems to have come to a halt. ○ Reizem, Mof, and Jimbob, the trio performing in the back of the room on instruments and trying to invent the concept of rock and roll, are not exactly being welcomed with the type of applause that they'd like. They'll take a break midway through the set list, and are more than happy to talk to some refined guests of higher culture. Jimbob, who's currently sporting a number of upper cartilage piercings, is happy to talk about how this place is the literal worst. Not just any "worst." The literal worst. He's also a little bit drunk. ○ Mar, the only cook and also the only waiter in the tavern, will be happy to stop at your table and fill you in on "The Happs" in town, much to Bonnie's absolute dismay. A loud voice, even among the patrons that are currently three sheets to the wind, he'll disperse a few gems with the promise that if you know anything, you'll return the favor: ○ The local police, named the Black Fist, have been up in arms over the last few days about a shipment that was supposed to arrive at HQ. No one would bat an eyelash at that, since trade seems to have completely stopped once the lighthouse has gone out, but Mar's friends with a few low ranking guards who play bridge with him on the weekends. Yeah, he plays bridge. They got "real quiet" when he mentioned the missing shipment, covering it up with something about their training supplies getting cut short. Seems fishy, even for a place that reeks of fish pretty constantly. ○ The lighthouse over at Sokol Keep has gone out. "First time since I've been alive, that's happened," actually. He'll explain that one of the few rich families of Phlan (old money, he clears his throat with a sound of detestation in his voice) controls the lighthouse. The Black Fist have been sent over there to investigate but no one knows what the hell is happening. ○ Be careful of the Welcomers, a group of bandits who run around trying to steal anything they can get their hands on. "You'll notice you came across one of 'em on a'count of them missin' a gods forsaken ear." B. EVERY D&D ADVENTURE BEGINS WITH "YOU MEET AT A TAVERN, AND..." And it's a good time to meet your fellow Reclaimers, as well. Some of you might have been paired up during the Test of Initiation into the Bureau of Balance, or maybe you dropped into an apartment room to meet a flatmate you never knew you had (or maybe wanted), but there hasn't been a whole stint of time available to you to really get to know each other. Take a seat, grab some ale, complain about the music. The meal of the day, as it has been every day for the last 2 decades, is cabbage soup. It's kind of delicious. You're going to need to figure out lodging for the night as well. The Laughing Goblin has some rooms, but it's definitely not enough to fit all of the Reclaimers in the upstairs apartments. Lucky for you, your handy-dandy Bureau Issued Adventuring Supplies (BIAS, for short) has a sleeping sack and a tent. Maybe it's time to rough it for the night. C. LIKE TWO SHIPS PASSING IN THE NIGHT On your way out though, should you decide to cut it short and head elsewhere, you should probably stick to the main roads within town. A little ways away from the docks district, you can swear you hear a woman crying. Following the source of the sound leads you into a back alley, and just as you approach, you and your companion find yourself cut off on both ends of the street as the woman stands up, sardonic smile twisting around her lips. "Welcome to Phlan." And wouldn't you know it? She's missing an ear. Let's roll some initiative. 2. AROUND TOWNYour first night in Phlan either went amazingly smooth, filled with nothing but a pleasant experience of pure country bumpkin culture at its finest, or knocking out some thugs in a dark alleyway who were attracted to you by the value of your silver armlet. Either way, don't be discouraged, because it's daytime in Phlan, and time to set out to see what this place is like in the light of day. A. THE MARKET There are various stalls open for trade and business. Several of them seem to be closed up; without fresh fish and meat traded in from the nearby cities, access to certain goods is nearly impossible for any of the residents of Phlan. It's cabbage soup all the way down, it seems. Either way, there's a bit of a crowd coming and going from the center square. It's a great place to meet any number of people, Reclaimers or not. B. WHERE'S MY WRIT? Attempt to enter any of the stores that sell weaponry or armor and the first thing you're going to be asked here is if you've obtained the proper license from the Black Fist in order to purchase weaponry. See, there's a bit of a pay-to-play scheme going on here in Phlan. The merchants are offered protection by the local (mafioso) police in exchange for a highly lucrative bribe system, requiring anyone who wants to purchase anything sharp or potentially stabby to head over to the Black Fist HQ to pick up a "writ." And wouldn't you know it? The old man sitting at the receptionist desk of the Black Fist mansion has a mountain high pile of paperwork to go through. But he supposes he might look the other way if you happen to grease his palms a little bit. Anyone who can distract the earnest, hard-working, underpaid administrator to check that stack of paperwork will notice that there's nothing written on any of the sheets below the top one, which is basically just a diary entry from the man to make it look like official paperwork. While accepting your bribe, he bemoans how hard it is to make it by in Phlan these days. C. THE TELLER OF MISFORTUNES ![]() No matter how bright your prospects may be, she'll alert you that there's some impending doom in your life to come. She's seen a dark figure in your past, an ex-lover, an obsessed stalker. It's never good news with Filistrom. Ever the lover of theatrics and flare, she'll put on quite the show, and offer to cleanse your spirit of dark influences. Although the ritual does work (you're bathed in sage for a solid 5 minutes straight), she charges a hefty 5 gold pieces for it. Refuse, however, and she will absolutely cast a hidden Bestow Curse on you. And your luck from there only gets worse. 3. MISSING CARGO![]() There's a few options in front of you to begin your search. ○ Look around the docks. There's a container yard that holds crates waiting to be shipped to and from the city of Phlan. With the lighthouse out, they can't be loaded onto ships and sent across the Moonsea. The waters are just too dangerous to go without a guiding light. You see a number of crates with city seal of Neverwinter on them. Little weird, since anyone that's spent time getting to know Faerun at the library back on the Moon Base knows that Neverwinter is on the other side of the continent. Searching inside any one of the crates (don't get caught!) you'll mostly find grain and agricultural wares meant for trade along the sea route. But one crate in particular has a subtle acrimonious smell to it. Open it up inside and you'll see it's filled to the brim with statues of Tyr. Tyr is a very well respected and beloved God within Faerun, denoting justice and law. Smash open any of these idols and you'll notice enchanted ink dust. Weird. The shipping label points to an appointed spot outside of town. 4. THE BROKEN LIGHTOUSEFiguring out that the lighthouse being out is a huge source of financial ruin for the town, you eventually make your way over the Sokol Manor. The administrative head of the house sits at her desk, one Leela Sokol, pure white hair tidied neatly with a combover part and bright red lipstick on. She taps her fingers on the desk, looking bored and disinterested in your offer for help, but the second you mention that you're not affiliated at all with the local law enforcement, the very edges of her lips perk upward. "Oh, I do love some adventurers just gallivanting about upon our private property." Thinking it over, she rolls her eyes upward to the ceiling, but she guesses this will just have to do. Those of you from Earth may notice two things: she's wearing a bright red pair of heels and happens to look incredibly similar to Meryl Streep. Anyone who mentions that to her will be met with a confused stare and a request for clarification, mentioning that the Streep family over in Melvaunt, a neighboring town on the Moonsea, has no ties to House Sokol. Whoosh. ![]() "Oh, and should you get there in one piece, please do remember not to steal anything. I'll know." Time to get a group of fellow Reclaimers together to find out just what went down over on Thorn Island. A. ARRIVAL AT SOKOL KEEP The Keep is on Thorn Island, surrounded by water in all directions. It's a rough swim, as the Moonsea isn't exactly a calm body of water. Maybe you can scope out a rowboat to help you get there. Either way, coming ashore at the massive mansion will be rather quiet and uneventful. There are no butlers to greet you. No Black Fist standing watch at the gate. Maybe Philip was just that reclusive, or maybe there's another reason that this place feels abandoned. There are 5 main structures on Thorn Island- the Sokol Keep itself, the lighthouse, an eastern tower, a western tower, and the barracks, used to house the guards that come and go from the mainland during their stay here. The stone mansion itself has two floors, and up until recently, looks like it was incredibly well maintained. Funny, since you didn't see any attendants on the island to greet you. Not a speck of dust, anywhere. The banquet hall looks filled as if an evening meal was being served just a few hours ago. Unfortunately, whoever was served this delicious looking feast didn't have time to finish it. It looks like it's been sitting out for days, and the smell of rotting meat is more than just a little pervasive to your senses. B. LOOKING AROUND ![]() Your examination of the lighthouse itself shows a crystal at the top of the structure encased in glass that's been warded off and reinforced through magical means. There's no indication that someone had come here to snuff out the light or steal the lens from which the lighthouse operates. It just simply... won't glow. Ransacking the eastern tower reveals a place that doesn't look like it's been touched in ages, aside from a chair that's been moved, uncovering a trail of clean floor in the midst of dust literally everywhere. The dust seems to be everywhere, and spending a particularly long amount of time in here makes your lungs hurt and your eyes water. You do, however, find a small Holy Symbol, a rosary of beads with a small coin on it, the image of a Faerunian god etched into the metal. You're starting to get the sense that this island has been dealing with some below-board stuff lately. Cults, religious symbols. And did you just hear that chair begin to creak? Why do those empty bookshelves up against the wall look like they're vibrating? Time to get the hell out of dodge on this one. Investigating the western tower, however, reveals a bare floor that's been broken into via a pickax. Move some of the earth away and you'll find a hatch. Wouldn't you know it? It's unlocked. C. THE CATACOMBS If you didn't get the chills from the seemingly haunted eastern tower, dropping down through the hatch reveals a damp, dark passageway after a drop of roughly 10 feet below. The catacombs smell damp, have a particularly unsettling feeling about them, and touching the walls reveals an ungodly amount of mud that never seems to quite settle. Prestidigitation that off, if you will. Going deeper, you realize that you're descending below sea level. Eventually, you hit a snag- in the form of a whirlpool that seems to block your way through to the other side. It moves concentrically, and trying to cross it without a plan will end up getting you sucked right into it. At the bottom? You're tossed around like a gnome being fired out of a canon, and hitting the bottom of that pool of water reveals sharpened bones. Most likely human in nature. Better move fast, you can almost feel something reaching out to touch you. Provided you don't drown to a group of skeletons sitting at the basin of the whirlpool, you'll come to a wide open room with an altar towards the back of the cave structure, emanating a sickly violet light. On a raised platform, the body of Leela's beloved nephew, Philip, lies sacrificed. There's a trail of blood that leads from the dais to the pool of water surrounding this statue. Looking closer, you notice that the statue itself depicts something with the body of a woman and 6 slithery heads of a snake, crested with jade jewels for eyes. A hollow laughter fills out from the room as a figure moves forward from the statue. Where the hell did that come from? "Stay for dinner, we've got the early bird special prepared, just for you." Of course, it's Captain Grim. Did you ever think that a dude named Grim wouldn't be evil? He's sacrificed the poor boy and is now currently possessed by some unrepentant six-headed snake beast. His tongue slides out of his mouth, licking his bottom lip. Yep, that's more snake than human too. Make sure you kill this guy. D. THE AFTERMATH Killing, or otherwise subduing Captain Grim (what's your alignment, again?) is enough to make the lighthouse mysteriously come back to life. Whatever desecration was going on in the catacombs below seems to be lifted. Too bad you can't be treated like heroes upon your return to Phlan proper. Leela has made absolutely sure to spread a rumor at the Laughing Goblin about how efficient the Black Fist were at resolving the issue on Thorn Island. Oh well, you weren't doing this for fame and accolades, right? 5. CALL TO ARMS (DEXTROUS): THE SCROLL THIEF![]() But it doesn't end here, not quite yet. There's the sound of a parade of footsteps emanating out from the direction of the Black Fist headquarters. The entire guard has begun to give chase, and the city is quickly mobilized to a state of apprehension that you haven't seen at all during your stay here. Wherever you are, you're stopped nearly dead in your tracks as a man, not much older than 20, knocks you or one of your party members over on a beeline straight to the ships. You see, tucked neatly under his arm, an ornate looking piece of parchment paper that's been rolled up tightly. The man smiles at you, apologizing, just as a battalion of Black Fist agents begin to approach off from the distance. The youngster who has just collided with you turns his head to look upon this scene and groans. "Typical lugheads. Just what I was expecting outta this shit hole." And he takes off for the docks. He needs to get out of Phlan, and quick. What do you do? ![]() OOC: A LETTER FROM YOUR MOD TEAMHello everyone and welcome to the first TDM for Balance, an experimental DWRP game that looks to combine light elements of time-honored and classic strategy games like FFT, Octopath Traveler, Tactics Ogre, and the wonderful worldbuilding experience of D&D. Our setting and concept is heavily based on the McElroy Brothers' popular D&D podcast, The Adventure Zone. If you're here, there's a good chance that you have interest in some, or all, of the components listed above. First off, this TDM is a little bit different than the TDM's that will come in the future app cycles. This one is structured like a mission mod log and assumes your character has already come to the Bureau, passed the Test of Initiation, and have been deployed on your first foray out into the world of Faerun. The reason we've done this is two-fold: to avoid any possible duplication with the introduction log (as you'll have the opportunity to thread out your arrivals), and we wanted to give everyone a sense of what the real core of the game will be like. So, for the purposes of this specific TDM, and only this one, you cannot take events that occur here as canon upon apping into Balance. Future ones will be more aligned with the Moon Base cycle and can potentially account for CR to transfer into the game. What we're aiming to do with Balance is a little different from your typical DWRP game. In a typical setting, the mods set up some NPCs that have limited contact with you, the player, under a very structured set of conditions. For example, The Director is one of those NPC types, as are her two counterparts (Davenport and Garfield). However, in Balance, we'd like to take a moment to instill something early on as we run through the first TDM of the game. We've listed a few NPC's up there to give you a flavor of their personality and what their look and feel constitutes. Those NPCs are completely pilotable by any of you, at any time. What we're looking to do is give you all a structure for adventure and seeing where you all can take it. It's part of our core value and how we'd like to see things move along. Be amazing- not just in the sense of being amazing to each other and to your characters, but also with your character choices in-game. The world is completely malleable and up to you to meld, mend, repair, or bust. In a nutshell, what we're saying is... go wild. It's okay not to ask permission for something cool you'd like to do. We've given you some outlines of events, but the story that you create as you thread these out is entirely yours. And we, as a mod team, can't wait to see what you bring to the table. blurb code by photosynthesis |
angel | borderlands
3
He approaches, having just completely buried a candied cabbage wedge on a stick, and tucks the skewer into his pocket (gross), for now.]
Oye...
[Maybe she needs to be saved from hearing Drought Story Number 300?]
Can everyone just SHUT UP FOR A SECOND?
[That... might have gotten their attention for a moment.]
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... Thanks, Ryuji.
[ right. she draws herself up to her full, unimpressive lack-of-height and she tries to project the infallible confidence she used to when she was pretending to be the guardian AI. nobody ignored her then, so maybe she can make it work here, too. ]
Okay, I was wondering how the whole barn burned down without anyone doing anything? If it was an accident, then surely you would have known there was a fire before it got bad enough that you lost your cows—
[ unfortunately, Angel has said the magic word, and the couple dissolves into grief once again; the husband angry that she's accusing them of negligence, the wife bemoaning this year's upcoming county fair.
Angel stares at them in stunned silence a moment, and then just turns around to face Ryuji. ]
I'm usually better at this. I swear.
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He should've brought a second candied cabbage stick. Man, those things were addictive. What did they do them back in the market?
There's a few more lines of questioning before all hell breaks loose, again, and Ryuji looks over at her and gives a half-shouldered shrug. Aside from yelling, he doesn't have any additional plans here. Barbarians. What are they good for?]
It's cool, these dudes just have their heads lodged 3 feet straight up their ass.
[Crossing his arms, he barks out another-] Oi!!! Stop it, will ya!? Jeez, it sucks that your cow's dead and all lady, but, we're tryin' to get to the bottom of this shit so we can find out who the hell did this to you and send their asses to jail.
[Uh... that was really, really fucking blunt.]
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she's so, so far from home.
when her laughter settles, she reaches out like she's going to touch Ryuji; but her palm stops a few inches from him, like she was going to put it to his chest and then didn't quite make it for whatever reason. she doesn't turn around to see what the couple's reaction was. ]
Maybe we should just go investigate by ourselves?
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Why is he smiling?]
Yeah, y'know what? Screw it. I dunno 'bout you but I don't think we're any closer to figuring out Ben and Jerry's dealie.
[GOD...]
Thanks for your time, we're gonna go take a look at the barn.
[Right, Angel? He looks at her expectantly, and then sees the outstretched hand. Oh. Okay?]
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Mmhm, let's go. [ she walks out with him, and as soon as the door is shut behind them, she sighs. ] Well, that was... a waste of time. I really am usually better at getting people to listen to me, but— I guess I normally have more options, too.
[ things are usually under her control, even if she's under Jack's control. she sees all the paths and she can tell people which ones to take, or she can force them where she has to; bypasses locks and takes over systems, reads everything she could ever need to know right from the source itself. she's glad that she's free, finally, and for the first time ever; she just didn't expect to be so thrown by being powerless. living as a normal person, it turns out, means that she'll never feel safe the way she used to.
which— what a stupid thing to bother her. all that time spent waiting to escape her father, and now she misses it. it makes her feel like a terrible person, or maybe just the helpless child he always thought she was.
she shakes her head. ] Thanks for trying to help out.
no subject
It's cool, you don't gotta apologize or nothin'. You were doin' your best back there.
[People in the in-group are never wrong in Ryuji's eyes. Those farmers were just too wrapped up in their bullshit to actually be of any assistance. If Angel believes that it was something she was lacking or somewhere that she missed the mark, personally- then Ryuji's more inclined to tell her to treat it like water under the bridge.
And he usually has more options too... when it comes to figuring out peoples' intentions. Stripped of the Metaverse again, he'll just have to rely on his own two feet to do the scouting.]
Uh... I mean, same, kinda. Just means we gotta get better at this shit. There's always room to grow.
[Looking at the barn from the outside... this is a fucking mess. Those cows are ding dong dead, and even though the fire has decimated the place, it's obvious that the rubble is still smoldering. Ryuji is a little surprised by that- he thought that once a fire happens and topples a building it's a once and done thing. But this place is probably going to be a literal hot pile of crap for a while.]
Full on effin' yikes here. You know anything about burnin' buildings?
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[ because she's seen enough of that to have some second-hand experience. more explosions than fires, though.
she crouches down to lay a hand over the rubble so that she can cast Ray of Frost; if she cools as much of it as she can, she figures, then they can at least sift through those parts to see if there's anything suspicious about the remains. everything else pointed them here, so there must be some kind of connection, some reason why this particular farm is involved. either the barn was destroyed to hide something, or it was destroyed as a threat. ]
This place would have had to have burned for a long time to get like this. You'd think they could have gotten the cows out in all that time.
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[It's a joke!!! It's a joke. Hear Ryuji bust out a chuckle in self-satisfaction and... he's the worst. Placated, though, by the fact that he's literally living the procedural drama life right now, he tries to make sense of where the fire could've started from before spreading out. Logically speaking, and Ryuji's not particularly great at that to begin with, you'd think that the area that looks the most damaged or has had the ability to cool down the longest would be the origin point.]
Hey... if you can figure out where the fire started... do you think we could get an idea of what the asshole was doing when this all went down?
[It's the longest of long shots.]
And uh.
How good are you at tellin' when people are lying?
no subject
his idea isn't a bad one. she gives it due consideration while she waits for Ray of Frost to reach its limits, and when she feels it come to a stop, she gets to her feet and nods. it's worth a shot, if nothing else; it might tell them whether the fire was deliberate or accidental, whether it was started from the inside or the outside. ]
That sounds reasonable. I'm sure we could find something... if I can figure it out. [ which is a big if. she's not sure just being smart is enough to pull this off. she sighs, because: ] I would have been able to do it so easily from satellite imagery — but obviously, I don't have a satellite uplink anymore...
[ her frustration with that leaks into her voice. sure, it was another tool for Jack's plans, but the satellite was still hers, and it gave her a nigh-omniscient eye over Pandora. this won't be the last time she's in a situation where her technological reach would have been useful beyond measure, she knows. she'll just have to figure out how to be useful without it. ]
I'm very good at knowing when someone is lying. [ she is, after all, a liar raised by the universe's biggest liar. ] Why?
1
she's wandering around outside the inn, taking a look at the little camp the reclaimers are setting up in the meanwhile. she's already set for the night, what with her little Dancing Hustle she's got going on - might as well check on others, right? this isn't her first time camping out. or being ripped away from home into a strange new world. either or, really.
when she hears angel correct her little curse, she can't help but giggle a bit. god. that's familiar, huh. ]
Sorry! Um, yeah, of course I can help. [ maybe. she's going to try, at least. ] You've never had to set a tent up like this?
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in the more immediate future, having someone who knows what they're doing with this is a huge relief. Angel sighs, grateful, and bends down to pick up one of the tent poles. ]
Yeah, I'm, um... I've never been camping. [ she flashes a brief, nervous smile. ] I had a pretty sheltered upbringing.
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[ she's sure not. sorry! she appreciated the spirit but they kind of sucked! she picks up one of the tent poles, examining it warily. hm. ]
This is supposed to go in kind of like... this, right?
[ oh god no, venus. that isn't where it goes at all. what are you doing ]
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Yeah. My dad had to know everything I was doing. [ that's an understatement, but she doesn't really want to talk about Jack. she looks at the rest of the tent poles, and the one Venus is attempting to set up, and holds up the one in her hand kind of helplessly. ] Maybe? So, there are five of these. I... thought you just put one standing straight up on either end of the tent?
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[ like they don't even think of you as a person. but maybe that's a little heavy for now. she focuses her energy on the tent spikes instead. ]
No. Maybe? I think... you're supposed to put one on each of the corners. So, like, that's four of them?? [ where does... the fifth go. what is this. ]
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[ ... somewhere? Angel stares at the two poles in her hands for a few seconds, helpless, and then puts them down in abject defeat. they must be missing something here. she digs through the pile of tent parts, turns the fabric over— ]
Oh! Look, there's a connecting part for the poles. So two... go... [ she slots two of them into the piece to make the v-shape, then plugs a third pole in at a 90 degree angle from the other two, and puts another connector on the other end of it. ] And the fifth one is at the top? Like a triangular prism that goes inside the tent.
no subject
Maybe.......
8|a
You still have to set up the tent, even if it's not enough. And by setting up, you mean letting someone else set it up for you, because the result is the same and it saves time for going to check on your other close friends -
- for coming back, likely being presumed done, being presumed competent? Fluster, and the urge to dodge and scamper, rattle in her gut. Erika stops and turns and stares wide-eyed for the few seconds it takes A Person, Only Somewhat Familiar, Mysterious, Daunting to resolve into a teammate at least and someone who would be hypocritical to mind cluelessness at-or-approaching most.]
Mmm? [Silent regard....and a look over the tent. Erika looks less than certain too.] ...Mm. [That one was an affirmative noise. She approaches the mess without looking back up.] I only sort of understand.
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if she can't approach the situation as an all-knowing AI, then she supposes she has to do it as a person? she steps forward herself and crouches down to pick up the bits and pieces of the tent, her voice gentle and calm: ]
Two heads are better than one, right? [ she looks up at Erika with a sheepish smile. ] Sorry. I'd usually just look these things up.
no subject
And she nods, simply. And kind of - she can either do eye contact or talking, both feels weird and naked at this point, so she meets that look like her gaze is fingers on a too-hot bowl. You know, with quiet courage but also urgency, and then you let go ASAP.]
There is a solution. [In that conceding, musing sort of tone that indicates an unspoken line of logic. It is true that there is a solution; therefore this is can be approached as a solvable problem by working backwards, right? Right?? So maybe two heads applies? Maybe this will go fine and not end with her running off to ask for help again? Erika drops into a crouch across from Angel, then to kneeling, looking over the components.] What about...
[...
Erika glances back over her shoulder, towards another, successfully-pitched tent over the next little hill. Reverse engineering?]
no subject
Oh! That's a good idea. [ and one she probably should have considered, too. she's creative when it comes to work-arounds with technology, why is this so much harder for her to get in the mindset of? ] It's the closest we can get to looking at schematics, I guess.
[ she doesn't spring to her feet so much as she... carefully struggles to straighten herself up, like she would if she'd been crouched for much longer than she has been. as if maybe her knees are bad, or her muscles just won't cooperate with her. but once she's up, she seems alright again, cinching her wizard robes tighter around her waist. ]
That's... probably a little strange, isn't it. Schematics for a tent.