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pawnstorm2016-09-19 07:13 am
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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 Variety Pack (Iri, Potemkin, Wander, Serpico)
one
they've already established that blindly forging forth only results in a disorienting loop, and they've started gathering books now. which is ... not exactly what he expected a 'hero' to be doing. ]
This should be another one from the list, I think.
[ the second-to-last one left, in fact. serpico nimbly makes his way down from where he's climbed to the top of a bookshelf, book in hand. he lands lightly, jogging his way over to the counter, where he stops to blow a thick coating of dust off the book in his hand -- and then coughs from the resulting cloud that puffs up around him. ]
-- I'd like to ask. [ one more shallow cough. ] Are heroes always tasked to things like this? It doesn't seem like anything that necessitates a 'hero' so far.
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This is only part of it. Collecting books will lead us somewhere that we will perform more... "hero-like" tasks.
[ By hero like, she meant beating things up. ]
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[He reached out to playfully bump his elbow against Serpico.]
Aaand, it makes a pretty good place for a... [He sang:] Scavenger Hunt! Let's see, that's one, two, three... We're tied, and there's only one left. Which means, first one to return the last book wins!!
[He ran off, laughing as he went.]
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Watching Wander run off into the darkness doesn't seem to inspire Potemkin into speeding up. He stays in his spot, and starts eying the next promising piece of furniture (a couch).]
I don't think the speed of the search is the necessary part. Exercise enough patience, and it will be found inevitably.
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Aah, not that I'm complaining, of course. I'd much rather spend the day here searching for books than dealing with any monsters. So perhaps there really isn't any need to rush.
[ he's only joking! or is he.
still dusting his hands off, he looks over his teammates. a rather regal looking lady, a frankly ridiculously huge man and ... their other member, whatever he is. what a strange bunch they must look like. ]
Still, it feels like we've searched most of the room. There aren't too many more places for a book to be hiding. [ upon noticing potemkin's still vigorously lifting furniture. ] -- oh, would you please hold that still for a moment? There seems to be caught something on the underside of it.
[ maybe it's the last book, or maybe it's just a bunch of old papers. either way, just hold still and don't drop that couch on him okay. thanks buddy. ]
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But when we have the books? Do we return them?
[ But then springs the question - where? Was there some trick to the books themselves? ]
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[Somehow, Wander scaled a tall bookshelf in that short amount of time and he investigated the top of it when he heard Serpico. It sounded like he found the book.]
Did you find it?!
[He made his way down, his hands slipping on the dusty shelves more than once. Down below, his carrier whined. She was worried and, though she had no arms, she was ready to catch him if he fell. Luckily, it did not come to that. He safely came down and ran to them so he could see for himself.
There was an awful lot of coughing going on here. First Serpico, now Irisviel. Wander reached into one of the bags his wyvern carried and shook a flask full of liquid.]
Anyone want tea?
no subject
Hmmm?
[Potemkin cannot see the actual bottom of the couch while he's lifting it, so if something's somehow stuck there like a wad of gum then he needs the help. He's able to stop moving on reaction, obviously unbothered by the weight of the thing.]
Libraries usually have a voluntary way for visitors to drop off books. Perhaps there's a bin somewhere.
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Four
AAaaahahaha!!
[The shouting melted to laughter as he scratched their chins and petted their heads. While he showered the matagots with affection, his attention turned to the lady that came in. Regardless of the look in her eyes, he rose from the pile of fur and casually approached her with his hand held out for a friendly handshake.]
Well, howdy there, miss! Are these cute little critters yours? What's your name? And their names? Folks call me Wander!
[The two went on for a while, just talking. Eventually, the woman grabbed Wander and wrapped him in her arms. She petted him from his head to his back, much like how she would treat her beloved matagots. She even started referring to him as such. It shocked him, but only for a moment before he smiled and meowed like a cat.]
no subject
The sight which unfolds in front of him is even weirder.]
Wander?
[Potemkin starts muttering theories, mostly to himself.]
Maybe the dungeon core isn't located in this room like suspected...
no subject
To be honest, I'd been wondering what he was. But I wouldn't have guessed he was a cat, either.
[ but what does he know about non-human creatures, really.
a couple of matagots are hissing at them, but most seem distracted by wander's liberal handing out of pettings. which is a good thing, isn't it? watching the cozy (?) display going on, serpico ponders it for a moment longer. ]
Perhaps we can resolve this situation peacefully?
no subject
Perhaps, I just hope that Wander knows what they're doing...
no subject
"Gossip. Talking, talking, like I don't hear them. Mocking potential, mocking me. They never understood potential. Those fools, how could they understand? If I knew what would happen, then it would not be called research, now would it? Oh-- but oh, my. It appears I've drawn in some special little guinea pigs. I'm all full up on living subjects, but that's an easy fix, isn't it? Let us begin."
[She grabbed Wander and dropped him aside into a pile of matagots. With a clap of her hand, the creatures collectively began scratching and clawing at the barrier. Wander stood over them and clicked his tongue.]
If y'all were hungry, you should've said something. Come here, Wynona!
[The wyvern shivered from inside the barrier, yet she so loved Wander that she approached the edge so Wander could reach for his picnic basket. The tuna sandwiches were popular amongst the matagots. Soon, their attentions turned to food rather than battle.]
One for you, and you, there's plenty for everyone. Sergeant Socks, you get a turkey. Good for you, Sergeant!
[Without the turkey meat, the sandwich in his hand was now vegetarian, so Wander shrugged his shoulders, sat down, and began eating.
Meanwhile, the Mistress began her attack, aiming for the group, but completely ignored Wander. How could she attack one of her own precious familiars?]
no subject
The solution is to eliminate the source. Potemkin thinks about the woman behind a wall of Matagots, which is now drifting away from her due to their hunger.]
I could pull the Mistress from the Matagots, but there's too much distance!
no subject
[ honestly, it's hard to tell if things are going very well, or very badly. but as the magic attacks start raining down on irisviel's barrier, he squints at the mess spread out before them. ]
But for us, it looks like staying here won't do much good. We should move.
[ he draws his rapier with a sigh, then gently taps the tip of it at the ground. ]
I think I have a way of forcing all of the Matagots to one spot. And hopefully something --[ a small clear of the throat and a meaningful glance. wander, he means you ] -- will keep them occupied there. Would the two of you be able to attack her, while they're out of the way?
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Yes, I believe if Potemkin attacks with his might, I will be able to shield him from taking too much damage.
[ Because she's got no attack power whatsoever, but she has a lot of mana that is best spent keeping him from harm. ]
I will have to the bring the barrier down entirely in order for us to charge forward, so when you are ready...
[ She trails off, looking at the mistress with a little bit of a worried expression. She can feel the opposing mana being hurled against the barrier around them and the sooner she could bring it down, the sooner she could erect one just for Potemkin. ]
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Three
Potemkin can already tell that to fight here is going to make friendly fire a very real danger. As if to prove that Potemkin cannot have a concern without it arising sooner than later, the rear end of a horse (from a romantic painting of a noble hunt) pops out of the walls to give a kick to the step in front of it.]
Everyone! Position yourself all above or below me!
[He puts all his attention to tracking where all three heroes are before turning the whole place into a chimney; fire rises, and gravity falls, his attacks could make contact with his party members without even being on the same level as them.]
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distracted as he is by the ridewords, he doesn't see the painting's attack until he hears potemkin's shouting. ]
Are there more enemies?!
[ the next rideword to come their way gets punted away unceremoniously before serpico quickly positions himself on the level directly above where potemkin is. he can stall for a little time, but hopefully whatever's being planned won't take long. ]
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Ooh, this one's spooky! My hair is standing! Look at this, a mystery! I wonder who the criminal is. Better not skip too far ahead. Is this one romance? [He soon slammed the book shut, biting his lower lip.] ...That one's a little too spicy.
[At Potemkin's command, Wander quickly stopped and jumped onto his wyvern's saddle. As the two flew up to join Serpico, Wander called out to the books swarming around them.]
Hey, which of you folks got a really good story? I'm looking for something that's got it all. Thrills! Chills! Romance, and an ending you'd never see coming!
[Suddenly, one of the Ridewords began fighting the others to get to Wander, then, more joined in the tussle. Each book thought it had the far superior story and it deserved to be read more than the rest.]
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The painting that was just attacking them was lying on the ground, motionless now. But something didn't seem quite right with it, it seemed devoid of any mana signature now and seemed more austere than what she saw. It was just a painting.
She looks around for any other paintings in the stairwell and there are lots. Far too many. ]
Look for paintings that look too bright, or seem colourful!
[ she calls out to everyone. ]
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Paintings can only be hung on flat walls, not curves or corners, so thankfully they aren't completely surrounded. Keeping Iri's advice in mind, Potemkin takes a moment in a safe-ish part to scan the walls. It's hard to be attentive when there's already chaos in the air, but Potemkin has an artist's instinct.
Who would use chartreuse as a highlight for a primarily dartmouth green palette?
Potemkin internally criticizes the monster painting while he thrusts his arm, hitting its side as it emerges.]
Down!
[At first it recoils, but then it starts fall much further and faster than what should be warranted for a punch, plummeting for several flights until it lands in a splat (of paint. Good thing no one was below, or they would need a new uniform).]
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fire. ugh, of course it had to be fire. even if it effectively roasts the ridewords to a crisp, it's still not particularly welcome.
he flinches rather hard when the blast of heat comes roaring up through the air, and though he nimbly jumps over the railing to the staircase below him as soon as the air's cooled, his landing's a little wobbly -- drastically different from how sure-footed he'd seemed just a few moments ago. ]
Are there any more of them? The things in the paintings.
[ he gently deposits wander back on his feet before straightening up, looking just a little pale and woozy. ]
Or perhaps we should damage all the paintings on our way down, just in case?
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I got you, friends!
[He hugged his hat full of dangerous creatures as the fire soared through and clutched it close as the two plummeted down. It was hard to hide how much he trembled in his grasp, but all was well once they landed. He smiled at Serpico when he placed him down.]
Thank you, Ser! Hey, you're not looking so great. Are you okay?
[The ridewords, however, were not feeling as grateful for Wander's acts. One of the books escaped from the hat and opened its pages, readying a bolt of lightning at his face. Wander looked at it, then the painting behind it. Using Irisviel's observation, he slapped the book closed and held it up, just in time to intercept a glob of green paint. It was now part of the book's cover. He dipped his finger in the paint and used it to paint happy faces on the characters on the cover.]
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[ Irisviel's carrier makes a noise of distress as it claws at a stray Rideword, before Irisviel fires a blast of energy towards it. Leave Myrtledove alone, she thinks before she turns her attention back to everyone else. ]
Wander, did you...
[ Did he manage to get it into one of the books? She couldn't even bring herself to form the question because it seemed so counterintuitive - there was no way it was that easy to catch the magical paint. ]