red — sɐɔnן ʎqnɹ — once υpon a тιмe (
eviscerates) wrote in
faderift2016-09-06 10:28 pm
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( closed ) player plot: the stars go waltzing
WHO: Adelaide, Araceli, Avery, Bellamy, Bruce, Ciri, Cosima, Daenerys, Jamie, Korrin, Lexa, Martel, Merrill, Ruby, Sabine, Teren.
WHAT: catch all log; the capture of shardbearers, their rescue, and related shenanigans.
WHEN: Gently timey wimey for flexibility, Team Rescue arrives at the outpost on the 10th.
WHERE: Orlais/Nevarra borders (roughly halfway between the Fields of Ghislain and Trevis), and then a Creepy Place.
NOTES: Log for the missing shardbearers player plot; ooc here & here. Only the travel threads for teams one and two are going up for now, the rest will go up on Friday :]b And to clarify - when I say party style, what I mean is subthread to your hearts content!
WARNINGS: HORROR THEMES. Abduction, experimentation/torture, forced ingestion of lyrium, implied past deaths/murder, violence.
WHAT: catch all log; the capture of shardbearers, their rescue, and related shenanigans.
WHEN: Gently timey wimey for flexibility, Team Rescue arrives at the outpost on the 10th.
WHERE: Orlais/Nevarra borders (roughly halfway between the Fields of Ghislain and Trevis), and then a Creepy Place.
NOTES: Log for the missing shardbearers player plot; ooc here & here. Only the travel threads for teams one and two are going up for now, the rest will go up on Friday :]b And to clarify - when I say party style, what I mean is subthread to your hearts content!
WARNINGS: HORROR THEMES. Abduction, experimentation/torture, forced ingestion of lyrium, implied past deaths/murder, violence.
SPEEDY LINKS
- TEAM ONE: escape attempt — Cosima, Jamie & Lexa only
- TEAM TWO: regroup & into the dungeons — plus a Lexa-shaped guest star


click for bigger version. full map of Thedas here.
East of Perendale and south of Trevis, next to a river's winding course, there lies the bones of a fortress. It is an old and almost forgotten place, a dramatic, clawed seeming thing reaching up into the sky, harsh against the the rolling hills.
It is an ancient place, dating back to 660TE, a testament to an Empire suffering after civil war and grasping to restore its wealth and influence after it had been so shaken. It stands as a memory of grandeur, rather than an icon of it, and bears the marks of devastation and scarring that so much of the land suffered during the First Blight. It was all but abandoned thereafter, host only to the desperate and the greedy, and never for long. Once ornate mosaics now only hold flecks of gold, flakes that stubbornly resisted the hands of looters trying to pry them away. Other colours, reds, whites, greys and blacks, they all remain.
The site was chosen for its riches, sitting atop a mine that once held immense wealth, seams of gold that would bring wealth back into the Empire and help restore stability. Opulence, the central Tevinter staple (aside from slavery and blood magic, some might say).
But they dug too deep, and when the First Blight came so too did the darkspawn.
It has a new master, now, and he serves the Elder One. Parts of this stronghold may be in ruins now, but remember: it is not what lies on the surface that counts, but what lurks beneath it.AD VICTORIAM, AD GLORIA.
TEAM TWO: take the outpost.
STEALTH & SEARCH: BRUCE, BELLAMY, SABINE, CIRI.
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But at least there is a modicum of competence to back it up; gloved hands seek sure handholds when they don't rely on the dangling rope, and her feet are quiet. Her usual cascade of ginger curls have all been tamed into a tight braid, and she wears two knives visibly. The location of more weaponry will have to be guessed at, but are hidden in boots, and up sleeves.
She pauses at the largest break in the tower wall where the grappling hook had stuck, and slowly does it, peers through. Her confirmation that the coast is clear merely comes in the form of her abruptly yanking herself bodily up and inside, swift as a blade, disappearing into the dark.
A moment later, her pale face appears again, and she extends a gloved hand out to the next intrepid adventurer.
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With all of that said, it has been a while since he's actually had to do anything like this. The fact that he's not entirely recovered from the battle with Highwind isn't of much help, either.
So he takes the help where its offered; he hates to impose but his pride (or what little is there of it left) is irrelevant to their mission right now. When Sabine pops back over to offer him her aid he reaches for her hand and uses it as leverage to haul himself up to the top too, dropping inside with minimal noise.
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Unfortunately, Weisshaupt's maps had been rather sparse when it came to the inner workings of most of the marked locations but old towers like this are not complex. Truly, the only thing to worry about is the sort of information that would not have been on those old maps.
And no doubt that they had outfitted this old tower with traps and other such to try slowing them down.
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On the far side of the room there is a table, with a lap map stretched over it, and a few other items that might be of interest.
Behind the heavy wooden door there is no sound, other than the footsteps moving away from the room. The door is locked from the outside.
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Far more immediate a threat are the footsteps, and he goes right to the door, dagger already in hand for what could end up being a close-quarters fight but for virtue of the fact that the footsteps--whoever they belong to--are moving away from the door. This is still no time to relax: Bellamy listens a moment longer, tracking the path and distance of the footsteps. Then he carefully tries the handle.
It's locked. He doesn't have to say it; the dull and cut-off clack that the handle gives confirms it.
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From there, she can apply Sufficient Skill to the lock using two fine, silvery tools she has ferreted up her sleeve, ducking down to carefully -- quietly -- shift lock into looseness.
She pinches the end of her tongue with canine tooth in concentration.
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The map is what gets his attention first however, and he quietly goes over to the table, squinting as he looks over the map to see if it'll be of any use to them. Maybe it could be a map of the area around here, or this structure itself. That would be incredibly helpful.
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but there is not, because designing a fortress map was too much for my commitment issues.
Instead, Bruce finds a map of Orlais and Nevarra with about sixteen different sites marked. Perhaps a third of them correlate with sites where the Inquisition has dispatched agents to close rifts. There are simple numbers marked next to them; 1 by most, 2 by two, and 7 by one close to the village of Craintellier. Furthermore, on the north-eastern corner of the map lies eight Inquisition sending crystals. What a coinkydink.
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Bruce frowns as he studies the map, noticing the marked sites and correlating some of them to the stuff that he's heard. He doesn't really keep track so much about the rift closures since he tends to avoid doing that if possible (considering his condition and everything) but considering the notes he found in his search with Ataash earlier, and this '7' near the village...
It's something to think about later. Right now though getting to the others was more important, and after a moment Bruce takes the map and pockets that, swiping the sending crytals while at it. He brings those over to the rest of the party and passes them around. "Here. This should be of some use."
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He accepts the crystal without really thinking about it, hyper focused on wariness and their immediate situation. After a second, he makes sense of what he's holding, and looks up at Bruce.
"This was on that table?" No way to tell who it belongs to, beyond the general. "At least we know we're in the right place. Take 'em with and we'll return 'em."
Optimistic. There's no point in being anything but, not when they're about to head out. Bellamy slips the crystal into the pouch at his belt with his own as he turns back to Sabine.
"You almost got that or what."
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After the disaster that was her visit Emprise du Lion there is worry that they might just find a similar sight on the other side of this door. The boy's cracked and warped face is still vividly clear in her mind and she hates it all the more.
The sooner they could leave this place the better.
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ATTACK: ADELAIDE, AVERY, KORRIN, MERRILL, TEREN.
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--and so on and so forth. Everyone gets the idea, yeah? Just imagine that as the ongoing mental mantra throughout this entire course of events, because this is just about the stupidest thing Avery has ever done, but boy howdy is she about to do it anyway. It's really their best chance to get the drop on these assholes and get through this situation with as few casualties as possible, and well... apparently she cares about that.
Leading to this current awful moment where she stumbles her way across this small stretch of questionable stone over a deep pit of death and straight towards more, slightly different death. Her wounds have mostly been healed, but she still looks as terrible as she did when they were fresh, so the addition of a small false limp should be enough to play her part convincingly enough, right?
"Is- Is anyone there?!" she calls in a halting, slightly breathless voice as she draws close. "Please! I need help! I..." Her voice trails off for a moment.
"Please."
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It's an archer that spots Avery first, making some inaudible but jeering comment to the other on watch with him. Maybe their words are indistinct, but the tone carries mockery.
Rather than say anything, he idly tossed loose pebble at Avery, clattering near her feet.
Its a second later when there's an audible-- "The girl from the rift! The Inquisition can't find us!"
The pebble is followed by a poorly loosed arrow, rushed, and there is a rush of bodies visible in the windows, before the outer set of great wooden doors begins to groan open.
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"Wh--?!" And to think, she was going to try again at playing like she didn't know who was in the fort, but the moment the shout goes out and the arrow comes flying, Avery is ducking and scrambling backward, despite it not actually coming anywhere near her. At the very least she tries for a shocked expression as she looks in the direction it came from?
Then her eyes go legitimately wider at the sight of the doors opening, and she groans, "Oh, fuck me," and turns to limp quickly (but not so quickly that they lose sight of her) back the way she came.
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They wear the typical garb of Venatori gladiators - bare chest and legs, but with a heavy collar that latches their helmet on. There's a good ten of them, or so, moving without any great rush to get to her. It's inevitable that they'll catch her, and a quartet of mages follow up the procession as the doors slowly grind shut. This is a march they've done before.
"Get the girl," one of the mages calls from the back. "Maris might have a use for her."
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As she leads the Venatori toward the ambush point, occasionally casting hurried looks over her shoulder to the approaching crowd, Avery briefly considers playing into the trope a bit harder. You know, shouting uselessly for help or begging the enemy for mercy or some such? But whether it's a conscious decision or just terrified instinct, what ends up coming out instead is that internal monologue from before, in a moderately loud string of panicked curses.
For one especially horrifying moment, she even thinks she's gotten mixed up and isn't heading the right way anymore, before realizing her destination is right in front of her. She tries to mask her relief though as she stumbles to her hands and knees, then slowly stands and drags herself forward to lean against the nearest tree, breathing heavily.
"Please," Avery feebly says again as the Venatori begin catch up. "Don't."
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As it turns out, being overly prepared also doesn't go terribly well. They should probably contact their union.
"Bring her in. Unharmed," the lead mage says, a wry kind of mockery on the last word, that suggests perhaps he does not mind too much either way how harmed she is, given the state of her. "Go."
With a strange, precise shift, all blades raise at once, points aimed at Avery and shields high, as the gladiators begin to encircle Avery.
Mage B looks at Mage C. Why are we even here, bro? Idk bro, maybe it's for some inexplicable plot reason.
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"If that's the way it's to be." Her voice raises as her fingers flex around the handle of the blade and she looks to each of the warriors in front of her. "Bring it on then! Right now!"
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The three of them draw together, and the slave warriors raise their shields to protect themselves from the meteors, although one is not quite quick enough, and staggers from his injuries, even as Steve and Gus cast barriers over their warriors.
Timmy, meanwhile, is displeased by this sudden turn of events; he casts despair, and follows with a vicious spray of ice attacks.
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She cannot harm them with magic, but she can stall them. Paralyze them.
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She vanishes, appearing a moment later next to Avery; the earth let her move through it, but it likely won't do the same for the other woman. Still, Merrill extends the hand not holding her staff. "Come on, let's move!"
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I have tracking on this but keep not getting notifs so feel free to plurk punch me!
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blow connecting and felling timmy with GM permission
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Merrill's dagger removed with mun permission
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