BOARDMASTER (
boardmaster) wrote in
pawnstorm2016-09-19 07:13 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
- !dungeon,
- alice liddell (american mcgee's alice),
- arashi narukami (ensemble stars!),
- archer (fate/),
- bolin (legend of korra),
- caren ortensia (fate/),
- commander syrlya (guild wars 2),
- corrin (fire emblem: fates),
- elise (fire emblem: fates),
- favaro leone (rage of bahamut: genesis),
- felicia (fire emblem: fates),
- gilbert nightray (pandora hearts),
- jae-ha (akatsuki no yona),
- kaede (elfen lied),
- kija (akatsuki no yona),
- koumei ren (magi),
- lenalee lee (d.gray-man),
- mammon of greed (umineko),
- masakuni doudanuki (touken ranbu),
- masamune date (sengoku basara),
- mikleo (tales of zestiria),
- minato arisato (persona),
- miranda lotto (d.grayman),
- niles (fire emblem: fates),
- one (drakengard 3),
- orihime inoue (bleach),
- owain (fire emblem: awakening),
- pacifica northwest (gravity falls),
- rory connor (original character),
- setsuna f. seiei (mobile suit gundam 00),
- sion astal (lolheroes),
- slaine troyard (aldnoah.zero),
- sorey (tales of zestiria),
- subaki (fire emblem: fates),
- wander (wander over yonder)
DUNGEON ♛ GRANTEBRYNCGE LIBRARY
20 SEPTEMBER (SYLVANT) 2016



In the morning, the Heroes chosen for the dungeon will receive a message via Carrier to meet at Grantebrycge. Heroes already in Grantebrycge will have a quick trip. For those who are not, however, the recommended method is to use Platform 42 5/8ths and then head to Cochrane's train station. The ticket is sponsored, and will arrive with the orders.
The train will pass through Friedgood before arriving at Grantebrycge. It's a long ride. Sit back, have your breakfast if you haven't eaten already, and hold your breath when riding through Friedgood.
After arriving at Grantebrycge Library, Verdoni can be seen with a number of professors. Nosy students stare at him (and you) from a distance. A few might try to introduce themselves to you before being shooed away by their professors.
Basic info on the dungeon can be found here. Dungeon mechanics can be found here. All OOC questions about the event may be directed to the thread below.
The train will pass through Friedgood before arriving at Grantebrycge. It's a long ride. Sit back, have your breakfast if you haven't eaten already, and hold your breath when riding through Friedgood.
After arriving at Grantebrycge Library, Verdoni can be seen with a number of professors. Nosy students stare at him (and you) from a distance. A few might try to introduce themselves to you before being shooed away by their professors.
Verdoni Despite the ongoing investigation, we haven’t the slightest idea what would cause this anomaly… [ pause ] That was my attempt at humor, mind; save your laughs for later. Someone has been practicing forbidden magic deep within the library. Who, why and since when are unknown, as it is impossible to enter. However, the mana fluctuations match the dungeons, which I’m sure you’re all acquainted with. Investigate the library and find the dungeon core. Failure is an option, but we don’t need to embarrass ourselves, do we? [ snaps his file shut ] |
Basic info on the dungeon can be found here. Dungeon mechanics can be found here. All OOC questions about the event may be directed to the thread below.
ONE ♙
It's eerily quiet when you enter the first room, which, given that it's a library, says something.
The first thing you'll encounter is a massive library counter. Atop it are three things: a bell with a sign that reads “Ring to get the librarian's attention”, a sign, and a list. There's no librarian to be seen. If you try ringing the bell you'll discover there's no clapper inside of it and it makes no sound. If you try reading the sign it says, "Please return all books in a timely manner." If you look at the list, it has the names of unreturned books.
You can try to leave, but for some reason no matter how far you go or how many times you turn, you seem to pass by the same three shelves and end up right back where you started. Strange. Was that potted plant always there? How about that couch? All of the bookshelves look alike after a while...
The only way to continue is to return the books to the front counter and scan them with the magical lens there. And it will be a hunt. Behind that potted plant (and how is it growing when it's so dark below?) is a copy of Wretched in the Fog. Over, under the chair, is Friends Behind the Counter. (There's nothing behind the counter. You checked.) In that drawer, halfway shut with traces of blood on the handle, is They're Watching You. And there's more books above bookshelves and wedged in shelves incorrectly, sandwiched between 15 medical records which shouldn't be there.
Once you're done the doors behind you will open up to the rest of the library. And running towards you are...
Once the mandrakes are defeated, the way is clear and you can move to the next area. Ahead of you is a long and dark hallway with several closed doors. They have signs telling you which department the room belongs to, but you can't quite read what they say. Must be the lighting. Or maybe you just forgot how to read. They do seem to be getting more and more nonsensical as the seconds pass.
Why does it feel like you’re being watched?
Attempt to turn the doorknobs, and you and your teammates will hear chilling whispers of “You had everything. I had nothing.” And if that message doesn’t sink in the first time, perhaps the way the words are quite literally being carved into your arm will make it stick.
Unfortunately, there’s no other way to get through. You must keep trying to open doors. Eventually one will open, right? Just how long is this hallway, anyway? You tried twenty doors but you've barely moved away from the entrance. Eventually, you'll discover that one door is unlocked.
TWO ♙
It's a study room, complete with two couches, a rug, and bookshelves. And more bookshelves. Lots of bookshelves. Did we mention bookshelves yet? You can't see an end to them. You may attempt to leave, but outside is the same corridor as before, unchanged and with all of the doors locked. If there's a way forward it must be inside the study room.
Searching the couch will reveal a note written in Prehnite green talking about adding to the underground tunnels and a code to unlock the doorway. If you search the bookshelves you'll discover that there's one particular book which seems to attract your attention. Do you dare pull it? Of course you do. One sharp tug later, you unwittingly summon:
Once all of the ridewords are defeated, one of them will drop a key. Back to the hallway.
THREE ♙
The hallway suddenly doesn't seem so long this time. Unlock the door at the end and you'll see a long and winding, spiral staircase, surrounded by bookcases, leading below. Keep an eye out, as ridewords will pop out from the shadows or from the bookcases themselves. They'll drop from the upper levels, launch themselves from behind darkened shelves, and so on. You can fight, but there's too many to fight off indefinitely. You can only run.
To make matters worse, the ridewords seem to have some friends. Massive and ornate paintings decorate the walls around you. Initially benign, as paintings tend to be, they now literally fill the hallways with new life. The subjects jump at you from the walls, hostile. Between them and the increasing numbers of ridewords, it would do you good to figure out an escape quickly!
Calm down for long enough to examine the paintings further, and you'll notice that the clues are in the colors...
Keep going, and you’ll eventually reach the next area. It's another library room, with more bookshelves and books. The lighting is as bad as before but luckily, there seems to be a lack of ridewords. Given the number of book corpses on the ground, their fate seems obvious… or if there were ridewords they all were killed given the number of book corpses on the ground.
There are no doors in sight, except for the mess of books on the ground, and there is a sign that reads: “Please return the books to their rightful place when you are done reading and arrange them properly.” The way is unlocked by arranging the books in alphabetical order on the empty bookshelf in the middle of the room. It doesn’t matter if it’s by title or by author, as by coincidence the author’s names start with the same few letters as the title. The poor lighting and blurry font on the books will make the task tedious. Is that an ‘o’ or an ‘e’?
Heroes will have to be creative in coming up with a light source. Those who brought the Prehnite note from the study room will probably have an advantage? It did mention a well-hidden reading lamp behind a certain set of shelves in the corner… Except after you finally locate it, you realize it’s broken. There’s a note that reads: "Sorry man, we broke it. We'll bring down a replacement later.” Either try repairing it yourself or start looking for an alternative which doesn’t involve burning the books you need.
Once the puzzle is solved, the center bookshelves will suddenly move by itself to reveal the final passage leading to the last room in The Detention Hall.
FOUR ♙
In the deepest part of the dungeon is a research room, one that seems to be dedicated to the study of alchemy. There's a strange scent, akin a women's perfume. The walls are covered with photographs of blurred out faces. If you look closely, you'll discover that most of them have been scratched at or appear nicked.
Most likely you will not have the time to investigate, though. A hysterical laugh echoes in the area. If you hesitated too much or entered too quickly, violent matagots pounce you. And while you fend off the matagots, a beautiful woman enters, looking young enough to be a recent graduate. If it weren’t for the ancient cruelty in her eyes, she might have fooled you into mistaking her true age. She refuses to give her name, though if you ask nicely enough she'll introduce herself as the Mistress.
The moment anyone in your party says anything about Pigeonsblood or asks what she’s doing here, she'll start her agitated rant. She'll talk about how things have taken a turn for the worse, how talents are wasted, and how they're driving the school into ruin, how misguided everyone is. The Mistress says she'll turn the tides of the academy and she'll make everything right again. Starting with your defeat.
The Detention Hall’s beginning to fade away like ink on old paper while a school bell echoes. Looks like school’s out.
FIVE ♙
The moment you return, the people of Grantebrycge will cheer, and pop lights or throw confetti… but not too many. They know that you're tired.
… Though some Prehnite students might try to slip you their dorm room number and ask if they can talk to you about the dungeon later.
Heroes who have enrolled in Pigeonsblood will have access to their dorm rooms, where a hot meal is already waiting for them if they're hungry. Heroes who have not enrolled will have a temporary room assigned to them. A hot meal will be belatedly brought to them; however their portions seem to be more rushed, considering the quality...

In the morning of the following day, Heroes will receive news that the Royal Family of Cochrane, House Amethyst, will be sponsoring an extravagant field trip for Heroes with regards to their job well done and continued service for Gammon. Details on this will be released in a few days.
It's eerily quiet when you enter the first room, which, given that it's a library, says something.
The first thing you'll encounter is a massive library counter. Atop it are three things: a bell with a sign that reads “Ring to get the librarian's attention”, a sign, and a list. There's no librarian to be seen. If you try ringing the bell you'll discover there's no clapper inside of it and it makes no sound. If you try reading the sign it says, "Please return all books in a timely manner." If you look at the list, it has the names of unreturned books.
You can try to leave, but for some reason no matter how far you go or how many times you turn, you seem to pass by the same three shelves and end up right back where you started. Strange. Was that potted plant always there? How about that couch? All of the bookshelves look alike after a while...
The only way to continue is to return the books to the front counter and scan them with the magical lens there. And it will be a hunt. Behind that potted plant (and how is it growing when it's so dark below?) is a copy of Wretched in the Fog. Over, under the chair, is Friends Behind the Counter. (There's nothing behind the counter. You checked.) In that drawer, halfway shut with traces of blood on the handle, is They're Watching You. And there's more books above bookshelves and wedged in shelves incorrectly, sandwiched between 15 medical records which shouldn't be there.
Once you're done the doors behind you will open up to the rest of the library. And running towards you are...
MONSTER ♟ Mandrake | ||
Weak against Fire |
Strong against Earth |
Immune to Water |
Creatures born of an ALCHEMY EXPERIMENT GONE WRONG. They have precise control over the growth and movement of their roots, which they use to ENSNARE OR HIT TARGETS. Don’t get hit by the POISON EXTRACTS that they launch via their leaves, either. As a last resort, they will shriek loudly, STUNNING any Hero nearby. Killing a Mandrake makes it lose its magical nature, and they cannot be replanted. DROPS: Mandrake Core, Leaves, Roots, Poison Extract, Mana-rich Powder |
Once the mandrakes are defeated, the way is clear and you can move to the next area. Ahead of you is a long and dark hallway with several closed doors. They have signs telling you which department the room belongs to, but you can't quite read what they say. Must be the lighting. Or maybe you just forgot how to read. They do seem to be getting more and more nonsensical as the seconds pass.
Why does it feel like you’re being watched?
Attempt to turn the doorknobs, and you and your teammates will hear chilling whispers of “You had everything. I had nothing.” And if that message doesn’t sink in the first time, perhaps the way the words are quite literally being carved into your arm will make it stick.
Unfortunately, there’s no other way to get through. You must keep trying to open doors. Eventually one will open, right? Just how long is this hallway, anyway? You tried twenty doors but you've barely moved away from the entrance. Eventually, you'll discover that one door is unlocked.
TWO ♙
It's a study room, complete with two couches, a rug, and bookshelves. And more bookshelves. Lots of bookshelves. Did we mention bookshelves yet? You can't see an end to them. You may attempt to leave, but outside is the same corridor as before, unchanged and with all of the doors locked. If there's a way forward it must be inside the study room.
Searching the couch will reveal a note written in Prehnite green talking about adding to the underground tunnels and a code to unlock the doorway. If you search the bookshelves you'll discover that there's one particular book which seems to attract your attention. Do you dare pull it? Of course you do. One sharp tug later, you unwittingly summon:
MONSTER ♟ Rideword | ||
Weak against Water |
Strong against Wind |
Immune to Status Effects |
MAGICAL FLYING BOOKS that cast spells, the nature of which is BASED ON THE BOOK’S GENRE, at their targets. Horror books will cast waves of darkness, religious texts deal Holy damage, and romance novels will either engulf their enemy in flames or charm teammates into fighting each other. These are just a few examples, but there are many more genres of literature, and these little books are creative with their spells. DROPS: Enchanted Book Pages, Glowing Bookmark, Saucy Pin-ups, Bags of Potato Chips |
Once all of the ridewords are defeated, one of them will drop a key. Back to the hallway.
THREE ♙
The hallway suddenly doesn't seem so long this time. Unlock the door at the end and you'll see a long and winding, spiral staircase, surrounded by bookcases, leading below. Keep an eye out, as ridewords will pop out from the shadows or from the bookcases themselves. They'll drop from the upper levels, launch themselves from behind darkened shelves, and so on. You can fight, but there's too many to fight off indefinitely. You can only run.
To make matters worse, the ridewords seem to have some friends. Massive and ornate paintings decorate the walls around you. Initially benign, as paintings tend to be, they now literally fill the hallways with new life. The subjects jump at you from the walls, hostile. Between them and the increasing numbers of ridewords, it would do you good to figure out an escape quickly!
Calm down for long enough to examine the paintings further, and you'll notice that the clues are in the colors...
MONSTER ♟ Surface Painting | ||
Weak against Fire (red), Lightning (yellow), Earth (green), Water (blue) |
Strong against None |
Immune to None |
A magical animated blob of paint that can move between finished works of art or CAUSE PAINTINGS TO FLOAT. It’s the mischievous type, finding fun in jumping from painting to painting, using its camouflage to animate pictures. THE COLOR OF ITS ORIGINAL FORM INDICATES ITS WEAKNESS, which makes things quite confusing! DROPS: Oil Paints, Playing Cards, Sunflowers, Floppy Clocks, Fig Leaves |
Keep going, and you’ll eventually reach the next area. It's another library room, with more bookshelves and books. The lighting is as bad as before but luckily, there seems to be a lack of ridewords. Given the number of book corpses on the ground, their fate seems obvious… or if there were ridewords they all were killed given the number of book corpses on the ground.
There are no doors in sight, except for the mess of books on the ground, and there is a sign that reads: “Please return the books to their rightful place when you are done reading and arrange them properly.” The way is unlocked by arranging the books in alphabetical order on the empty bookshelf in the middle of the room. It doesn’t matter if it’s by title or by author, as by coincidence the author’s names start with the same few letters as the title. The poor lighting and blurry font on the books will make the task tedious. Is that an ‘o’ or an ‘e’?
Heroes will have to be creative in coming up with a light source. Those who brought the Prehnite note from the study room will probably have an advantage? It did mention a well-hidden reading lamp behind a certain set of shelves in the corner… Except after you finally locate it, you realize it’s broken. There’s a note that reads: "Sorry man, we broke it. We'll bring down a replacement later.” Either try repairing it yourself or start looking for an alternative which doesn’t involve burning the books you need.
Once the puzzle is solved, the center bookshelves will suddenly move by itself to reveal the final passage leading to the last room in The Detention Hall.
FOUR ♙
In the deepest part of the dungeon is a research room, one that seems to be dedicated to the study of alchemy. There's a strange scent, akin a women's perfume. The walls are covered with photographs of blurred out faces. If you look closely, you'll discover that most of them have been scratched at or appear nicked.
Most likely you will not have the time to investigate, though. A hysterical laugh echoes in the area. If you hesitated too much or entered too quickly, violent matagots pounce you. And while you fend off the matagots, a beautiful woman enters, looking young enough to be a recent graduate. If it weren’t for the ancient cruelty in her eyes, she might have fooled you into mistaking her true age. She refuses to give her name, though if you ask nicely enough she'll introduce herself as the Mistress.
The moment anyone in your party says anything about Pigeonsblood or asks what she’s doing here, she'll start her agitated rant. She'll talk about how things have taken a turn for the worse, how talents are wasted, and how they're driving the school into ruin, how misguided everyone is. The Mistress says she'll turn the tides of the academy and she'll make everything right again. Starting with your defeat.
BOSS ♟ Mad Matagot Mistress | ||
Weak against None |
Strong against Lightning, Status Effects |
Immune to Dark |
![]() With a sharp clap of her hands the Mistress summons her familiars, her FAITHFUL MATAGOTS. Seemingly harmless, they will nevertheless CLAW AND SCRATCH at any Hero while she casts off quick but DESTRUCTIVE ELEMENTAL SPELLS. Heroes who ATTEMPT TO CAST A SPELL themselves may find a matagot attacking their head! Unlucky Heroes will discover them attempting to claw out their eyeball, or trying to scratch out their tongue. “Hehe, what’s wrong? We’re just getting started! Show me more, show me why they noticed you, what makes you so special…” They CAN BE PACIFIED. Food and toys work wonderfully, and Heroes who dare to pet them will be rewarded. Singing a sweet lullaby for them will put them to sleep. A Bishop Tamer’s ability can win them over temporarily to the party’s side, though a Queen’s charm magic is ineffective. The matagots will not betray their Mistress, but they can be convinced to STOP ATTACKING. The Mistress will use her charm to regain influence over her matagots if they’ve taken too long to attack. ”Oh no no no, you didn't think that would work, did you? You should know better. My babies are incredibly loyal, you see.” Distracted Heroes, watch out! The matagots will start attempting to steal your blood, a scrap of your clothing, or some of your hair. If the Mistress gets these items, she will use her ability to create VOODOO DOLLS that will render you immobile, making you easy targets for her spells and for her pets. And if you are male, she will give you a PRIVATE LESSON, where she enticingly steals mana to fuel her next attack. The only thing that can free a Hero will be destroying the doll. “I was the special one, once. I was the one who... well, it doesn't matter, does it? They passed me over. But mark my words, darling, Pigeonsblood was mine. Not his, mine!” She will also use “Private Lesson” to SEDUCE MALE HEROES and turn them into her willing human shields. In order to snap them back to their senses, you must overwhelm her charm magic. For example, KISSING an affected Hero will instantly free them from her control. The more intimate, the better. ”I've worked so, so hard! I did so much for the academy! And how do they repay me?! How?!” The Mistress is now angered and will begin displaying her remarkable grasp on COMPLEX ELEMENTAL MAGIC. She will combine multiple elements to blast her enemies. Her favorites are water with lightning for painful shocks, or fire and wind in high speed flame curtains that sear the very air. The ALCHEMY BOTTLES in her dress will turn her attacks into an overwhelming force. For instance, she will use poison with her water magic to create acid rain in the room. Break or steal the bottles before she has a chance to use them. ”I just wanted to make the school a better place. I really, truly did.” With tears streaming down her cheeks, she falls, and the DUNGEON CORE appears in her hand. Her beloved matagots, the only ones the Mistress could count on, will drag her body into the shadows. The core is left for your party to take. DROPS: Catnip, Fish Heads, Toy Mice, Dead Mice, Alchemist’s Dress, Assorted Alchemy Potions, Life-like Dolls, Pins and Needles, Lesson Planner, Alchemy Recipe Book |
The Detention Hall’s beginning to fade away like ink on old paper while a school bell echoes. Looks like school’s out.
FIVE ♙
The moment you return, the people of Grantebrycge will cheer, and pop lights or throw confetti… but not too many. They know that you're tired.
… Though some Prehnite students might try to slip you their dorm room number and ask if they can talk to you about the dungeon later.
Heroes who have enrolled in Pigeonsblood will have access to their dorm rooms, where a hot meal is already waiting for them if they're hungry. Heroes who have not enrolled will have a temporary room assigned to them. A hot meal will be belatedly brought to them; however their portions seem to be more rushed, considering the quality...

In the morning of the following day, Heroes will receive news that the Royal Family of Cochrane, House Amethyst, will be sponsoring an extravagant field trip for Heroes with regards to their job well done and continued service for Gammon. Details on this will be released in a few days.
Team Mo Money Mo Problems (Artoria, Mammon, Willa)
One
So... what do you two think, one of the shelves is a door lock, or is it something behind the counter?
no subject
[ With a small huff, Mammon goes to the counter. It sure is pretty big for a library counter. She sees a bell, a sign that reads, "Please return all books in a timely manner", and the list of unreturned books. She picks up the list and jumps over the counter to see if there's anything important, because some people could have forgotten to simply mark them off the list if they had gotten the books back. However, she doesn't see anything. ]
There's nothing here...
[ She pouts and puts the list back on the counter. She taps on the bell, but no noise is made. At this point, Mammon just wants to beat up the bell, to be honest. She's clearly frustrated. ]
What now? Anyone got an idea?
no subject
Peeking over the counter, she sees its empty. No extra sign, nothing. She looks at the signs that are stationed here... Is it really that easy? ]
... From my experience, these dungeons are one for puzzles and riddles. [ That might not mean much to them, but she eyes the list. ] Everything is here for a reason.
no subject
Hey, one of you, what are those books on the list again?
*She didn't look at the list, probably should have. She's got a very good memory for details. Helps when you need to forge things. Like signatures.*
Is 'Wretched in the Fog' on there?
no subject
You're right! The list has the following: Wretched in the Fog, Friends Behind the Counter, They're Watching You... and some more.
[ And she grins. Wow, this is morbid. Right up her alley! She also doesn't bother reading the entire list, because it's long and she wants to get down to business. ]
I'll put the list on the counter if you want to take a look. I'll go look for some! [ She's pretty eager, shown by how fast she goes to the bookshelves in hopes of finding one. ]
no subject
These are some strange names, but she starts making her journey to look for some books herself. Eventually, Saber stumbled upon a towering bookshelf. The top shelf is filled to the brim with medical records sticking out.
She's short. ]
Have either of you seen a ladder anywhere?
[ Aren't they all small girls? This is going to be ridiculous. ]
no subject
Is the Ladder called 'They are Coming'?
*Willa was checking out the sofa and the cushions, not coming up with much.*
...Just climb the shelves. I don't think the librarian will mind.
no subject
Well. Hope you haven't started climbing that shelf, Saber. Mammon activates the money bag's ability and money shoots en masse at a jet stream towards the shelf to knock it down rather forcefully.
Mammon is all for books, but sometimes... you just gotta do what you gotta do. ]
They definitely won't.
[ She says, as the bookshelves start toppling over like dominoes. ]
no subject
Her vehement trance breaks when she hears the sounds of cascading bookshelves. This... THIS ISN'T THE SAME THING AS CLIMBING BOOKCASES AT ALL. She's was between them and it plops onto her like a fly swatter onto its prey. ]
no subject
Probably a good thing you weren't climbing that.
I really hope this stupid trap doesn't care what condition the books are in either.
*Honestly if they were locked in this place because some moron destroyed a book she would be pissed.*
no subject
...
Well, it's time to get Saber out of the heap, so she uses her weapon to knock back the fallen bookcase. ]
You alive there...? Give us a sign!
no subject
If you were going to do something so drastic, at least give some notice.
no subject
*Willa has another book under her arm to go with the first one she found. Sauntering over to the others, hand on her mace still.*
So... are dungeons usually so not dangerous one of your party has to try and flatten you with a bookshelf?
no subject
[ This is definitely one of those "Good thing you can heal" moments. Or block. Or have good reflexes. Such essentials. Very wow.
Poor Saber, really. ]
no subject
[ With hands on her hips, she looks down to the rumble of castaway books. They're just in piles now, but there are still identical bookcases on the other side and adjacent to them.
One book in particular gets her attention, only because it's practically dripping in blood. She picks it up to read the front cover. ]
"They're Watching You".
no subject
*Willa feels like there are easier ways to lock a door than 'find several creepily titled books' but if it's this easy then whose to complain. Especially if the books area all ones with a level of blood attached.*
Find the books that are liable to have hep-c, there are only a few more.
*She pauses, turns to Mammon.*
No more dropping bookcases on people that are important. That means any of us.
no subject
[ She seems enthusiastic all the same, so she skips out to find the next book. Well, yes. she did knock over a bunch of bookcases. She's not sure if there's any left to knock over in this section.
She moves books over to get through and her money bag to move over bookcases that are already toppled over to see what's under them. ]
I don't see any bloody books over here!
[ So it's safe to say that it's a waste of time looking around where she is. ]
no subject
Since she's here already, she reads out loud the rest of the titles on the list for her party. ]
We are looking for: "Wretched in the Fog", "Friends Behind the Counter", and "The Demon's Toenail".
no subject
*Willa wandered over and added that book to the pile. She then glanced at the other book she had.*
And this one is Demon's Toenail.
Just one more then.
no subject
Mammon looks down at the first book she's been holding for a while. ]
I got "Friends Behind the Counter"! This means we're done, right? What do we do with these? Stack them? Arrange them in alphabetical order?
no subject
[ Scanning these books, she scrutinizes Demon's Toenail for a second before casting it away--it smells like feet. Almost instantly after the last book is scanned, there's a rumbling... Behind them is a door that opens. The mandrakes make their appearance in the distance, jogging like athletes in the Olympics. ]
Prepare yourselves.
[ One mandrake extends its limb, so far it is close enough to touch them. It's attempting to needle it's way to keep them together. ]
no subject
*Willa pulls her scarf up, the magic slipping into place and Willa's features blur. These are low level monsters, probably not able to pierce her veil as she slips to the back and tries to use the shelves to make a different approach on the monsters. You know, so they aren't all grouped together.*
*She may be letting her teammates go first into the fight, because she'd much rather they get hurt than she does.*
no subject
Any plans? Can we just step on them?
no subject
[ She's talking about Kojirou assassin. For now, she casts a barrier using her grail; it blocks the limbs from swerving between them. They jab at the barrier to no avail, but she can't hold it forever. ]
Since they are still plants from what it looks like, I believe fire magic should be considerably effective.
[ That's her hunch, so she whispers a small incantation, but it summons a large wisp of fire. Like a whip, she hits one of the mandrakes. While not as strong as a Queen, her fire spell knocks one down for the count. ]
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)