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balance mod ([personal profile] balancemod) wrote in [community profile] balance_ooc2019-11-06 07:11 am

Field Mission 6: A Day in Thay, OOC post


ive had the time of my life and i owe it all to u
*uve
*yove
w/e u know what i mean
NAVIGATION




It's ... been a bit of a whirlwind, hasn't it? You just got back, or you just arrived for the first time, settled in. Perhaps you rested, or visited as many cities as you could, or managed to have your favorite food ruined, or had too much fun at a Halloween party — and before you knew it, three weeks had blown by like it was nothing.

Time is kind of funny like that.

Anyway!

ICly, on this fine Wednesday afternoon, Madame Director calls all of you, her Reclaimers, for a talk. You're gathered in a private room in the Academy, and she sits at the head of the classroom, looking ... well, better than she did three weeks ago. But there's a weariness somewhere in her expression that doesn't seem to have been there before.

"The next Grand Relic ... We believe we've been observing its effects for some time now," she begins, then pauses. She wants to be able to give you a play-by-play, a specific list of instructions to reclaim this thing and return home safely. But the truth is, all she has to go on is speculation — and what she knows of the town she's about to send you all to.

"That is to say, I can tell you about it — and I can tell you what I suspect is happening as a result. But as of right now, I have no way of confirming it. Every Seeker we have sent for reconnaissance has so far been unable to return."

She's choosing her words carefully here. But a frank dissemination of intel is what's most likely to help the most, after all.

"The Grand Relic you will be reclaiming next is the Lamp of Unwinding. As the name implies, it controls time — in both directions — in a variety of different ways. After observing your target location, Thay, for the past few months, I can speculate that someone is using the lamp to trap the entire town in a time loop. Perhaps they're resetting in an attempt to save Thay from a great calamity. Perhaps it's for a reason that I can't currently fathom. We have no way of learning the truth without getting entangled in its web ourselves.

"I need you to go to Thay. Find out who is using the lamp and stop them. Bring the lamp back here. Let time move forward as it's intended. The best advice I can offer you is to remain steadfast, believe in yourself and your fellow Reclaimers — you will most likely find yourself reliving all of Thay's current moments, repeatedly, and there may be little sense to be found in any of it."

After a pause, she adds a higher note to a rather somber moment.

"I advise dressing warmly. It certainly wouldn't hurt to bring along your Academy uniforms. One of the more well-known wizarding schools in Faerun is located in Thay, after all."


1. WELCOME TO THAY




Thay is a small and quiet town located on one of the hillier areas of Faerun, wracked with the bitter cold of winter, when you arrive. A blizzard whips at you fiercely, making it rather unpleasant to stay outdoors for extended periods of time.

Not that it matters. You've got nothing but time at the moment.

Thay is a little bit stuffy, and a lot magocratic. The majority of its resources and residents are dedicated to serving Boarbumps Academy for the Magically Inclined, which is a small boarding school located on the east side of town.

The hermetic order of wizards that govern this town are known as "The Red Wizards of Thay," and is led by Rainer, a powerful necromancer whose court resides in the Red Keep, a castle and focal point of the town. More on her in the NPC section!

Here are a few points of interest:

The Red Keep: A small castle that houses The Red Wizards of Thay, and anything/anyone else needed to assist them in governing the town. The inhabitants of Thay are largely students and scholars who highly value their studies and their particular schools of magic, and the Red Keep most certainly reflects that. Doors open and close themselves for you. If you happen to be invited for a meal, each plate for each course will serve itself to you. If you're feeling particularly lazy or fascinated by the spectacle, you could probably get the utensils to feed you, too.

That's the easy life. What isn't easy is obtaining a council with The Red Wizards of Thay — but with the right plan or persuasion, it is possible.

Please note: Any attempts to swindle enchanted items from The Red Keep, no matter how mundane, will result in swift and immediate execution.

Boarbumps Academy for the Magically Inclined: Small on the outside, ornate and still lively on the inside, this boarding school is home to about 30 students, many from families who have attended Boarbumps for generations.

Lucretia wasn't kidding when she said you'll need your school uniforms, by the way. In a small town of highly educated, highly suspicious wizards and warlocks and such, a giant group of people wearing Bracers suddenly arriving might look a little, well. bSuspicious.

Which is why, if someone asks, you will be posing as visiting students from a faraway school. Older Reclaimers? You're student chaperones and/or their teachers. Reclaimers not quite so magically inclined? You're the bodyguards hired to protect the visiting students and faculty.

At 1 p.m., you might hear a lecture on the magical circuits of the common toad. You may be invited to help with the dissection.
At 2 p.m., sit down for a bit of a boring and droning lecture on the history of Boarbumps.
At 3 p.m., grab your shields or what-have-you and stand there as a meat shield for Fighting with Fire: Students will lob the fireballs they've been practicing all semester at you — all you have to do is defend!

There is also a library located on campus. You never know when you might need one of those.

The town square: A very small and quaint shopping district in the center of town. You'll find various knick-knacks, supplies for potions and catalysts for spellcasting for sale. You'll also find one inn: The Sleepy Willow. It's 5 gold a night to stay in this hostel-style inn — and let's be real, regardless of what time of the loop it actually is, you're going to have to use some of it to rest at some point. You can't stay awake forever.

Which brings up another point: Spend your money wisely. You'll run out of it sooner than you think, and do you really want to spend a few time loops grinding out more currency? We don't recommend stealing it, unless you want to meet the same fate as a thief of The Red Keep.

A small line of shrines on the north side of town: Unkept and unmarked and, surprisingly, nobody in town knows who all they're for — and there are certainly enough people around here with a patron. Perhaps it's meant for everyone?

It is a nice place to sit and meditate, however.





2. PEOPLE TO MEET, THINGS TO KILL, NOT IN THAT ORDER


YOUR GUIDE TO BOARBUMPS.

Congratulations, acolyte, on your recent acceptance into the Boarbumps Academy for the Magically Inclined! During your stay here, you'll meet wizards, warlocks, sorcerers and necromancers who will one day grow up to be incredibly powerful, and yes, sometimes highly feared members of Faerunian society. The alumni of Boarbumps span several centuries both backwards and forwards throughout the annals of history and include some of the most impressive and influential names in the world. The school is split into 4 houses, named after generous donors- er, highly accomplished archmages who have in one way or another altered the course of history. In no short time, you'll come to see and understand the highlighted differences between House DeVir, House Arunsun, House Silverhand, and House Wyvernspur. Students who apply and are accepted here are naturally placed into a house for the entirety of their stay at Boarbumps, where they'll forge everlasting bonds of friendship, and deep rivalries.

Wondering what house you belong in? Have no fear! You're a representative of the Bureau Academy, a lesser known university from the Far North. Noted for its exhaustive adherence to red tape, complicated faculty procedures, and a staff of less-than-reputable professors, your time here in Thay will be surely met with the warm welcome of the Council of Red Wizards and general student body.

FIXED NPC'S: THE COUNCIL OF THAY.

RAINER ARUNSUN. The Regent of Thay and Highest of the Hermetic Order of Red Wizards, Rainer is the youngest member of the Council to achieve the status of archmagus in the last 600 years. She's known for her incredible aptitude for the art of necromancy- effortlessly bringing back to life those who were recently or otherwise departed. Aside from the specific moral scruples of performing such magic, she's single-handedly advanced the state of Boarbumps and propelled its culture and society into the 16th century. Notice all the skeletons around town performing valuable tasks such as cleaning, tour services, and general upkeep? That's all thanks to Rainer! A bright and bubbly girl, her sweet malevolence is noticed by all in Thay. Due to a childhood illness, she has lost the use of her legs and can be found on a state of the art Tenser's Floating Chair, a mobility device that is controlled by her own psychic powers. It has a number of compartments for various snack storage and sports sick skull motif rims as well as hover lights.

CASARIEL SILVERHAND. A highly esteemed member of the Council, Casariel has achieved the illustrious title of Mage of the First Order, a rare designation for a magus who has risen to the highest standards of Waterdavian thaumaturgy. She represents the Blackstaff tower, an open order of wizards sworn to protect and serve the city of Waterdeep. After several years at her post, she received a request to join the Council of Thay, at the behest of a dear friend, Rainer Arunsun, to help her as Casariel has helped the Open Lord of Waterdeep, Laerel Silverhand. Since then, she's served as Rainer's right hand in everything regarding matters of the state and academy. As such, she currently presides as the Headmaster of Boarbumps, and her voice is largely influential in the Red Keep. Casariel and Rainer are incredibly tight- as can be seen by their matching friendship bracelets- simply put, two matching red strings tied around their wrists. Some believe that they pledged an oath to each other and, if broken, one or both of them would die.

ONERION WYVERNSPUR. The voice of reason within the High Council, Onerion represents the more... celestial element of the ruling powers of Thay. Noted for his high inclination towards the healing arts, Onerion has served as a member for the last ten years as the only cleric on the council. A high priest of the Silver Dragon Bahamut, the one true god of Dragons, he's devoted his life to understanding the meaning of mercy. It is no secret that he's been blessed by the grace of Bahamut; he brings it up... rather often. His most prominent feature is a spear he carries on his back, with a sharpened edge that resembles a great beast's tooth. No one has ever seen him use it in combat, which gives rise to the butt of many student body jokes that he wouldn't even know how to throw it. A member of the council, his chief role has been to guide the actions of the ruling body of Thay towards a more compassionate stance. Rainer and Onerion have had quite a number of arguments, as one could imagine when a cleric and a necromancer are engaged in discussions of ethics.

GROMPH BAENRE. It is no secret that Groph Baenre is an exiled member of high Drow society. Once a faithful servant of Lloth, he had been commanded by her to summon an army of the Demon Lords of the Abyss into the subcontinental terrace world of the Underdark as a means to test (in a highly Darwinian way) the merits of his own people. While he was successful in bringing them into the Prime Material plane, he realized his mistake almost immediately. She had manipulated him into doing something truly horrible. While the maddened high priestesses of Lloth prepared to welcome the Demon Lords to the Underdark, Gromph rebelled. He offered extremely confidential information to a band of adventurers by showing them to the path of the Maze Engine, a mysterious and long-forgotten relic of immense power that wielded chaotic energy beyond the likes of anyone's understanding. It was there that the Demon Lords were banished back to the Abyss, and, disgraced from the Drow capital city of Menzoberranzan, he was offered to come to Thay by ways of one of the adventurers whom he had helped. Upon entrance, he was accepted as the Archmagus of Conjuration, given a chance to redeem himself as a professor of the arcane arts, and now currently resides on the High Council. He is oft seen as aloof and pensive, but it was by his own hand that Boarbumps began accepting magically gifted students who don't come from long lines of powerfully adept mages. He was once close friends and intense rivals with the greatest Drow Archmage of his time, Vizeran DeVir- the same DeVir that lends its names to one of the great houses of Boarbumps.

THE STUDENTS OF BOARBUMPS.

BRIAN DARLING. Let's face it- we would be incredibly remiss not to introduce you to a man whose reputation precedes him. Brian Darling (not his Christian name), is a 3rd year student at Boarbumps, House DeVir, who has gained a bit of a reputation for his natural affinity towards fantastic beasts. Nicknamed "The Black Spider," Brian spends much of his time in the shadows (he is a Drow, after all), talking to and taking care of friendly spiders all throughout the Academy. If you happen to see a web somewhere with a message written in it, there's a very likely chance that Brian has been at work here. Speaking with him is almost always a treat, but he can be difficult to understand sometimes as his accent frequently changes between a flamboyant German and Swedish tone.

ERINNE D'SEINE. A second year student at Boarbumps, house Arunsun. Erin is a quick-witted, sharp tongued half-elf. She hails from the city of Lyrabar, but doesn't offer much about her childhood spent there. Her natural talents lean towards the arts of illusion and has been caught several times dipping out of class, only to leave a near perfect copy of herself still in her seat. Erinne has been known to take charge of situations where an adult should have stepped in to course correct, but didn't. She can't sit still and watch while other students are bullied or put down due to heritage or rank, and is quick to both make friends and lose them at the drop of a hat. Erinne also bears a rare and unique imprint on her shoulders- what scholars have come to call "A Dragonmark." It is highly unlikely that a half-elf would carry such a crest, but any attempts to talk about it are usually evaded and brushed off by Erinne.

ADRIEL FONTANE. Current president of the student body, 4th year Silverhand. Adriel is about as pompous and annoying as they come, but it's only 90% his fault. The son of Laerel Silverhand, the Open Lord of Waterdeep, he's been raised with all the pomp and circumstance of court nobility. Coming to Thay has been the first time he's left the confines of his home city, and since then he's grown quite a lot, but still displays an almost, yet unfortunately, callous misunderstanding of the world around him. Deep down, however, he is kind and compassionate, it just... doesn't always come off that way. Adriel openly refers to Casariel as "Aunt Cas," an affectionate term that he picked up from a very young age.

SZASS ASTROSZ. A 2nd year Wyvernspur dragonborn who hails from the Tymanther region, Szass is an honor-bound and somewhat stubborn copper scaled student. A draconic sorcerer himself, he departs from the formalities that belong to his particular metallic color and what it usually represents. Copper dragons are known for their deviousness and clever nature, often using their intelligence to test and meddle in the affairs of humans. Szass, on the other hand, is extremely tired of that limiting motif, and strives to break free from the mold he's been given in life. Szass is also seen to be highly introverted; he keeps to himself and doesn't interact with the student body and instead spends much of his time in the library or the wilds around Thay.




3. TIME LOOP MECHANICS


This mission will be working a little differently compared to the others! See the notes below:

○ Characters will arrive in Thay at 12 p.m. In the first log, the prompts provided will be a quick few sentences of various things that are happening for each hour of the time loop.

○ At 7 p.m., however, the ground rumbles ominously, then cracks, and you hear a roar, as the town begins to crumble. And then, without warning, everything simply ... resets, and you are back where you were at 12 p.m. There is no pain, no evidence of death, but you can't seem to shake the odd feeling that you just might have...

○ On that note, when you're reliving the same seven hours via Grand Relic like a fantasy Groundhog Day, death is pretty much meaningless! If you happen to die at some point before 7 p.m., you will simply reawaken at the start of the next loop, at 12 p.m. It won't feel like any time has passed at all, and you won't incur any death penalties as you would have in any other missions.

○ You will be allowed three investigation rolls for the first leg of this mission. Use them wisely! Your goal here is to stop whoever is rolling back time — or stop whatever it is that's destroying the town at 7 p.m.

○ Until there is a breakthrough in the investigation rolls, it is safe to assume that your characters will reach 7 p.m. and experience the full time loop and events multiple times. Your character will remember this! The residents of Thay, however, will be going through the same motions of the same seven hours, and they will not believe you if you try to tell them they're in a time loop.

○ Finally, your roll results themselves, if it's disastrous enough, may cause whoever has the Relic to reset as well. We'll provide an official tally of exactly how many time loops the Reclaimers go through by the end of the mission.





4. INVENTORY MANAGEMENT


BIAS.Your backpack can be found within your locker at the hangar and contains the following items:

○ A crowbar
○ A hammer
○ 10 pitons
○ 10 torches
○ a tinderbox
○ 9+1 standard days' worth of freeze dried rations
○ a waterskin
○ 50 feet of hempen rope
○ a compass
○ a bedroll

All complaints as to the durability of these items can be brought up with the Fantasy Costco Customer Service Delivery Hotline. The average wait time is 3 years.



5. HOW TO USE THIS POST


This information introduction will serve as your campaign guide throughout the entire month of November. Please utilize this to ask questions from the mod team for clarification, and feel free to discuss your plans for the mission.

All information in this guide should serve as a creative springboard for your RNG rolls, or allow you the setting in which you can be as creative as you like. We'll post up the IC log with some guided prompts to play out, but by no means is that the be-all, end-all for this mission. We love when you get creative! Have fun and be amazing, Reclaimers.





blurb code by photosynthesis

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