[Angel] (
fairwind) wrote in
auroraexpress2020-01-05 07:37 pm
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Entry tags:
Origin Star Finale: Session 3
Who: explorers
When: Day 54, early afternoon
Where: The Final Island
[After returning from the second mission with a little extra cargo, Thyme waits another 20 minutes before calling for the third and hopefully final round of totem hunting.
Characters attending session 3 may now board the airship. As it flies, they'll get their briefing:]
If you haven't gone in yet, please pay attention.
Your objective is to find and deactivate a totem -- a source of Malice in the target area. You'll probably come up against enemies, but try to defeat them by showing them positive emotions, not through combat. Defend yourselves if you have to, but keep in mind killing things won't purify them.
This is the last totem as far as we can tell, so it's vital that you get to it one way or another.
[You land, this time, in a clearing in front of a ruined temple. The heavy bronze doors, cast with images of stars, have swung open, and one has fallen from its hinges to lay in the grass.]
When: Day 54, early afternoon
Where: The Final Island
[After returning from the second mission with a little extra cargo, Thyme waits another 20 minutes before calling for the third and hopefully final round of totem hunting.
One more. If you have the energy to help, climb aboard.
Characters attending session 3 may now board the airship. As it flies, they'll get their briefing:]
If you haven't gone in yet, please pay attention.
Your objective is to find and deactivate a totem -- a source of Malice in the target area. You'll probably come up against enemies, but try to defeat them by showing them positive emotions, not through combat. Defend yourselves if you have to, but keep in mind killing things won't purify them.
This is the last totem as far as we can tell, so it's vital that you get to it one way or another.
[You land, this time, in a clearing in front of a ruined temple. The heavy bronze doors, cast with images of stars, have swung open, and one has fallen from its hinges to lay in the grass.]
START
I'll wait here in case you need to run. Remember your entire mission depends on this, so take it seriously.
[You can proceed into the first room. If you need to heal or leave, return here.]
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[ Crow mumbles this to himself, but he'll listen! He'll listen.
He turns to head to the first room. ]
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. . . To be honest, she's nervous to do this again. It... was dangerous. And a little scary, too. But if they can't help fix things, then nothing will get better, either. ]
I guess... here goes nothing.
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[And is writing in a journal.]
[For reasons.]
ROOM 1
There is only one door, facing south. You may take it, or spend time investigating.]
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It's been a long time since this place was used...
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pretend i didn't
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I wonder how long it has been like this for...
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[He's gonna investigate.]
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ROOM 2
There are two doors near the altar: east or west. From the east, you hear the whistle of wind. Pig tracks, some tiny like the ones you've found in the atrium, go into the west.]
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[Well, no one has been attacked yet, but things have been strange as is.]
[Pulling up the top of her dress over her mouth and nose, and will carefully step towards the altar.]
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ROOM 3
On the floor about halfway up is a statue of a deer. Resting in its antlers is a very real sword.]
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ROOM 4
On the floor about halfway up is a statue of a deer. Resting in its antlers is a very real shield.]
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The only exit is back to the hall.]
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On the altar, there is an ornate glass bottle, full of a sickly glowing, red-black liquid.
The only exits are into the jungle or back to the hallway.
As you enter, roll 1d10.]
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