<< march open log: of truth and lies >>
This is our special event that everyone earned by their thread donations back in January! Because it's a unique event, all threads are worth 6 points each. Since this is also our only open log, players are free to include MANTA Board quests in their toplevels.
For your toplevel, please include the following: Character Name | Canon | Armada Choice.
For your toplevel, please include the following: Character Name | Canon | Armada Choice.
NORHPIP
Upon arriving at the ancient crab leviathan, Norhpip, everyone will be greeted by a small army of crabs of all types and sizes. They are, understandably, very distrustful, but some are also quite curious and more welcoming. It will soon become clear that Norhpip is a leviathan that is even older than Nogard, Elah, and Eltrut, existing from times before the great flood that changed the world of Escordvi to what it is today. It's also clear that the leviathan could have important answers about the rifts and the relic that people are still searching for, however they won't be given so easily. Those who are brave enough to face the challenges held within Norhpip's mountainous shell may garner some respect and trust from the leviathan, and perhaps then he may reveal some of the world's secrets—and those important clues.
However, it won't be easy. All over the leviathan there is a strange atmosphere that will make everyone feel one of two things. Sometimes this feeling will switch around, but it will be one or the other with varying degrees of intensity. Some may feel more distrustful and suspicious of others, making it more likely that they will try to do things on their own than work with others. There's a higher chance to betray and lie. The other will make people more trusting and believing of others, making it more likely they will follow whatever they hear no matter how ridiculous it may sound. There's a higher chance they will only tell the truth, regardless if it's a good idea or not.
Finally, some may feel a bit crabby and actually turn into crabs at random intervals. It's a temporary effect, but one that could make exploring either easier or more difficult depending where they are. It will certainly make performing the challenges more, well, challenging.
Perhaps pitying the explorers, occasionally the little crabs will appear and offer to "relieve their mind" of whatever effect is currently influencing them most. However…is this also a test? Should they trust the crab? Roll a 10 sided die to determine how the crabs help you. If it's 6 or higher, the crabs will offer a friendship bracelet woven from colorful grasses to clear the enchantment; 5 or below, they get a big pinch that… somehow also helps, but not quite as well as the bracelet. The higher or lower the number, the stronger or worse it is (ie, a 10 will have the best effect in clearing one's mine, while a 1 will be the most painful pinch of their life).
However, it won't be easy. All over the leviathan there is a strange atmosphere that will make everyone feel one of two things. Sometimes this feeling will switch around, but it will be one or the other with varying degrees of intensity. Some may feel more distrustful and suspicious of others, making it more likely that they will try to do things on their own than work with others. There's a higher chance to betray and lie. The other will make people more trusting and believing of others, making it more likely they will follow whatever they hear no matter how ridiculous it may sound. There's a higher chance they will only tell the truth, regardless if it's a good idea or not.
Finally, some may feel a bit crabby and actually turn into crabs at random intervals. It's a temporary effect, but one that could make exploring either easier or more difficult depending where they are. It will certainly make performing the challenges more, well, challenging.
Perhaps pitying the explorers, occasionally the little crabs will appear and offer to "relieve their mind" of whatever effect is currently influencing them most. However…is this also a test? Should they trust the crab? Roll a 10 sided die to determine how the crabs help you. If it's 6 or higher, the crabs will offer a friendship bracelet woven from colorful grasses to clear the enchantment; 5 or below, they get a big pinch that… somehow also helps, but not quite as well as the bracelet. The higher or lower the number, the stronger or worse it is (ie, a 10 will have the best effect in clearing one's mine, while a 1 will be the most painful pinch of their life).
Coral Forest. Lining the lower parts of the crab's shell are vast rings of coral forests, some stretching as high as dozens of feet tall. While some are harmless, there are sharp anemones among them, so adventurers should watch where they turn lest they get pricked by one, which may make the more weak-willed susceptible to telling bold truths or lies until the pin is safely removed. There are also old shipwrecks caught within, and who knows what treasures and secrets might be found there? These ships no doubt hold stories of the crews that once lived on them, so go forth and explore! Just watch out for the crabs that have made a home on these ships—they aren't too fond of visitors!
Clam Fields. Further up the crab's shell are the clam fields which are exactly as they sound: stretches of clams that have attached themselves to Norhpip as a means of both travel and safety from underwater predators. That doesn't mean that the clams are welcoming, however. Some are very protective of the pearls and jewels that they hold, and they will trap anyone inside that wanders too close or dares to steal from them. Only way to get out is to either pry them open or tickle them from the inside. However, there are others that will hand over their treasures to anyone that can protect them from the seagulls that swoop in looking for food.
Toxic Vents. Occasionally, Norhpip's body will rise just far enough out of the water to reveal its underside. Anyone daring enough to journey beneath the shell will find themselves in the most hazardous, steepest terrain of all. Only experienced climbers should wander below. Norhpip's shell has vents to allow steam and water to flow through, and sometimes, that steam can be toxic. Breathing too much of it has some side effects, such as dizziness, drowsiness, and in more severe cases, paranoia. But there could be great treasure, including hard to find relics and artifacts. Scraping off the barnacles attached underneath will also yield valuable materials used in healing and detoxification.
Pools. Around Norhpip's shell are dips where small pools of water with their own ecosystems have formed, many different kinds of fish calling them home among the reefs. However, thanks to the leviathan's magic, the water in these pools can be collected and used as a mild truth serum. They are also shallow enough that anyone interested can take a small dive into the pools to check them out.
Clam Fields. Further up the crab's shell are the clam fields which are exactly as they sound: stretches of clams that have attached themselves to Norhpip as a means of both travel and safety from underwater predators. That doesn't mean that the clams are welcoming, however. Some are very protective of the pearls and jewels that they hold, and they will trap anyone inside that wanders too close or dares to steal from them. Only way to get out is to either pry them open or tickle them from the inside. However, there are others that will hand over their treasures to anyone that can protect them from the seagulls that swoop in looking for food.
Toxic Vents. Occasionally, Norhpip's body will rise just far enough out of the water to reveal its underside. Anyone daring enough to journey beneath the shell will find themselves in the most hazardous, steepest terrain of all. Only experienced climbers should wander below. Norhpip's shell has vents to allow steam and water to flow through, and sometimes, that steam can be toxic. Breathing too much of it has some side effects, such as dizziness, drowsiness, and in more severe cases, paranoia. But there could be great treasure, including hard to find relics and artifacts. Scraping off the barnacles attached underneath will also yield valuable materials used in healing and detoxification.
Pools. Around Norhpip's shell are dips where small pools of water with their own ecosystems have formed, many different kinds of fish calling them home among the reefs. However, thanks to the leviathan's magic, the water in these pools can be collected and used as a mild truth serum. They are also shallow enough that anyone interested can take a small dive into the pools to check them out.
Seagulls. All around Norhpip's shell, there is one threat to rule them all: the seagulls. They are relentless in their attacks, dive bombing and stealing smaller crabs right out of their homes as well as anyone who might threaten their food. Protect the crabs, fight them off, but be warned: they are aggressive and truly an enemy to be reckoned with. They travel in large flocks, so taking them on alone is not recommended. One must also be on the lookout for the dangerous sharkgulls that may appear…
Crab Nursery. Aww look at those little baby crabs—oh no. Help collect all the little crabs that try to escape using whatever means necessary. Nets, buckets, shirts, whatever can be used! However, these little babies have really honed in on their "stranger danger" lessons, so they will not only be distrusting, but very quick to pinch and bite unless they can be convinced otherwise.
Relic Hunting. One special task the crabs will set is to find special crab statue pieces that are scattered all over the leviathan. Parts of claws, legs, shell, eyes—whatever can be found. The more pieces found, the higher Norhpip's approval rating for everyone will go and the more likely he will reveal more information. Other artifacts and relics can be found that are free for the taking, though most of them will be either cooking, swimming, or water related.
Crab Nursery. Aww look at those little baby crabs—oh no. Help collect all the little crabs that try to escape using whatever means necessary. Nets, buckets, shirts, whatever can be used! However, these little babies have really honed in on their "stranger danger" lessons, so they will not only be distrusting, but very quick to pinch and bite unless they can be convinced otherwise.
Relic Hunting. One special task the crabs will set is to find special crab statue pieces that are scattered all over the leviathan. Parts of claws, legs, shell, eyes—whatever can be found. The more pieces found, the higher Norhpip's approval rating for everyone will go and the more likely he will reveal more information. Other artifacts and relics can be found that are free for the taking, though most of them will be either cooking, swimming, or water related.
Due to the unnatural tension caused by the atmosphere around the leviathan, the two Armadas have become more suspicious of one of another. Distrust and doubt only feed into the already hostile opinions the two groups have for each other, and while it starts off as moderate at first, as time goes on it gets worse and worse and attacks and fights become more frequent. Eventually Corsairs start trapping Paladins or become more cruel and ruthless in their deceptions and lies, and Paladins are more quick to try and arrest and isolate any Corsair they come across even if all they're doing is just stand there. At some point, they will see each other as a threat, and some will even kill without question. Even those who only act out of self defense will find that option preferable over other alternatives.
Of course, the opposite is also true—while conflict is more likely to rise, a sense of trust and willing to give the other benefit of the doubt will also bloom between Corsairs and Paladins. They will try to defend and protect each other even more fiercely, which can also cause a ripple effect in conflict. But even so, this may also be their only hope in preventing a complete collapse between the already tenuous relationship the two Armadas held prior to exploring Norhpip.
Of course, the opposite is also true—while conflict is more likely to rise, a sense of trust and willing to give the other benefit of the doubt will also bloom between Corsairs and Paladins. They will try to defend and protect each other even more fiercely, which can also cause a ripple effect in conflict. But even so, this may also be their only hope in preventing a complete collapse between the already tenuous relationship the two Armadas held prior to exploring Norhpip.
CHALLENGES
Once inside the mountain shell, explorers will find numerous paths, tunnels, rooms, and walls they will have to try and pass through. To make it even more challenging, they will often find themselves suddenly moved from one location to another, often separated by those they were originally with and now in another group entirely. This often occurs via sudden holes appearing at their feet, revolving walls, and even activating a hidden teleportation stone that will move them.
Fortunately (or unfortunately), there are many little "crab guides" that will help inform and direct those who are lost and confused, and give instructions once they reach a particular challenge. As fun as it is to watch everyone be bewildered, they also don't want anyone to be stuck within the leviathan's shell forever. On the other hand, free meals…
Perhaps it's the crabs everyone should be most suspicious of all.
In-between the challenges, there will be unique doors that can only be opened if someone either tells the truth or tells a lie. The doors will either be clearly marked or have a crab to warn them. Each person must stick their hand into an opening in the shape of open crab claws that will either not move if answered correctly and allow them to pass freely, or will clamp down and squeeze painfully until they do. Careful, there are rumors that some have lost their arms…
(Note: this is not an exhaustive list of challenges and players are free to come up with something else so long as it fits the theme! All effects from the previous section are active in this section.)
Fortunately (or unfortunately), there are many little "crab guides" that will help inform and direct those who are lost and confused, and give instructions once they reach a particular challenge. As fun as it is to watch everyone be bewildered, they also don't want anyone to be stuck within the leviathan's shell forever. On the other hand, free meals…
Perhaps it's the crabs everyone should be most suspicious of all.
In-between the challenges, there will be unique doors that can only be opened if someone either tells the truth or tells a lie. The doors will either be clearly marked or have a crab to warn them. Each person must stick their hand into an opening in the shape of open crab claws that will either not move if answered correctly and allow them to pass freely, or will clamp down and squeeze painfully until they do. Careful, there are rumors that some have lost their arms…
(Note: this is not an exhaustive list of challenges and players are free to come up with something else so long as it fits the theme! All effects from the previous section are active in this section.)
Tests of Loyalty will be ultimate challenges of trust, even with those they normally wouldn't grant it. They will have to set aside those differences and work together to get through.
🌉 Invisible bridge. There are occasionally large gaps that must be crossed, and the method to create the bridge or get past will be different. A person calling out instructions for the other to step on invisible tiles; taking turns holding down a button at different checkpoints to create a portion of the bridge for the other to cross; completing small objectives to unlock passages for the other to get through. The key point is they are separated and must rely on each other to get across.
🧗♂️ Co-op climbing. Whether it's using one rope, forced to be connected to each other in some way, or have to link arms and press back against each other to "walk up" a narrow tunnel upwards, they must work together to climb up. If they start doubting each other, however, water will trickle down the walls to make it slippery.
💦 Water room. Trapped in a small cave, it will slowly fill with water. One person will be able to escape through a small hole before it's sealed off, and they must solve a few simple puzzles or answer questions to make it and stop and free the other. However, they will also be tempted to escape early as they will also have water filling the room, but are free to leave at any time. So long as there is continued trust, the water level will remain low and flow slowly, but if there is doubt or suspicion, it will rise faster.
🌉 Invisible bridge. There are occasionally large gaps that must be crossed, and the method to create the bridge or get past will be different. A person calling out instructions for the other to step on invisible tiles; taking turns holding down a button at different checkpoints to create a portion of the bridge for the other to cross; completing small objectives to unlock passages for the other to get through. The key point is they are separated and must rely on each other to get across.
🧗♂️ Co-op climbing. Whether it's using one rope, forced to be connected to each other in some way, or have to link arms and press back against each other to "walk up" a narrow tunnel upwards, they must work together to climb up. If they start doubting each other, however, water will trickle down the walls to make it slippery.
💦 Water room. Trapped in a small cave, it will slowly fill with water. One person will be able to escape through a small hole before it's sealed off, and they must solve a few simple puzzles or answer questions to make it and stop and free the other. However, they will also be tempted to escape early as they will also have water filling the room, but are free to leave at any time. So long as there is continued trust, the water level will remain low and flow slowly, but if there is doubt or suspicion, it will rise faster.
Betrayals Most Foul is where the goal is to harbor doubt and betray those they are with. It is the most selfish of the challenges and will surely test relationships after.
💻 Crabmongus. There are multiple rooms with multiple people trying to perform tasks, but someone is a saboteur who will "capture" people in a bubble while pretending to be an ally. Either figure out the saboteur or if the saboteur, be the last one standing (either scenario will allow everyone to proceed; if the saboteur wins, they will be sent to a farther location).
🔪 Backstab. Tensions will rise as you never know when your partner will turn on you and literally stab you in the back—with a plastic crab claw. The trick, however, is that no one will know when this challenge is active, and the person that is "stabbed" must actually have some belief in the person they are with. It won't count if they are suspicious.
🦀 Crab-and-Seek. Trapped in a maze-like cavern, there is a very large crab that roams through,hunting looking for any unwary adventurers. While working together to get past is an option, at the end of the day it's every person for themselves and others within the maze will try to make the crab go towards other people instead to give them the opening to escape. Those caught by the crab, well… Perhaps they can escape, or perhaps play the big con and try to betray it instead.
💻 Crabmongus. There are multiple rooms with multiple people trying to perform tasks, but someone is a saboteur who will "capture" people in a bubble while pretending to be an ally. Either figure out the saboteur or if the saboteur, be the last one standing (either scenario will allow everyone to proceed; if the saboteur wins, they will be sent to a farther location).
🔪 Backstab. Tensions will rise as you never know when your partner will turn on you and literally stab you in the back—with a plastic crab claw. The trick, however, is that no one will know when this challenge is active, and the person that is "stabbed" must actually have some belief in the person they are with. It won't count if they are suspicious.
🦀 Crab-and-Seek. Trapped in a maze-like cavern, there is a very large crab that roams through,
Deceive to Believe is similar to betrayal, however the sting is a little less and there is a bit more cooperation between those involved. A battle of lies, wits, and trickery, can they lie their way to victory?
🚪 Escape room maze. Trapped in a maze like room, the only way out is to pass through without alerting the crab statues that watch from various pedestals. They can do whatever they need to to deceive the statues, such as distracting one while the other activates a door or covers it, even destroying them. Just don't blink or turn their backs on them or the crab statues will move and try to squirt tartar sauce on them.
🃏 Card games. A simple challenge where players can pick a variety of different games that are designed to trick and deceive each other to end with the winning hand. A particularly easy one is Old Maid, where one must try to subtly trick the other in taking the Crab Joker card and not be left with it in the end.
🎭 Posers. The oldest trick in the book is to pretend to be something you're not, and for this challenge everyone will need to brush up on their acting skills to get past a very discerning panel of crabs. Whatever the act, they must convince them and receive a passing grade before they continue. If they don't, the crabs will chuck tomatoes at them.
🚪 Escape room maze. Trapped in a maze like room, the only way out is to pass through without alerting the crab statues that watch from various pedestals. They can do whatever they need to to deceive the statues, such as distracting one while the other activates a door or covers it, even destroying them. Just don't blink or turn their backs on them or the crab statues will move and try to squirt tartar sauce on them.
🃏 Card games. A simple challenge where players can pick a variety of different games that are designed to trick and deceive each other to end with the winning hand. A particularly easy one is Old Maid, where one must try to subtly trick the other in taking the Crab Joker card and not be left with it in the end.
🎭 Posers. The oldest trick in the book is to pretend to be something you're not, and for this challenge everyone will need to brush up on their acting skills to get past a very discerning panel of crabs. Whatever the act, they must convince them and receive a passing grade before they continue. If they don't, the crabs will chuck tomatoes at them.
Honest to a Fault will have people wishing they could bury themselves in a hole after they are forced to spill out truths they may have preferred to keep secret. Sometimes honesty isn't the best policy.
🎈 Truth balloons. There is a giant balloon that one must sit on to cross over a large gap of tartar sauce, and to make it move they must answer whatever question that appears honestly. If they don't, the balloon will pop and they will fall into the pit. Questions will likely be embarrassing or something very difficult for them to admit the truth of. Need some help? Try a random question generator for ideas!
🍻 Never Have I Ever. A fun game especially for those who like to drink. Those who participate must go through five (5) rounds with a very potent but delicious crab vodka as the drink of choice. Someone asks a question, and if the act has been performed a drink is taken. If not, then they continue as is. After the five rounds, they must try and walk over a path made of swaying giant crab shells, but they can help support each other. The crabs will have Lobsterade as a detox drink for them whether they cross or fail three times. Should they fail to pass, they have to start the game over. (The crabs may give a bottle of the vodka to those who answer three questions honestly.)
🥊 Brutal Honesty. Sometimes people tell white lies to spare feelings. Unfortunately, this is not one of those times. Armed with giant boxing gloves in the shape of crab claws, two people must face each other on a raised platform and "fight" not only by trying to punch them off the ring, but also by saying only the worst, honest statements about them they can think of. True compliments and flattery can work, but only the hard truth will strengthen the claw and inflict stronger hits.
🎈 Truth balloons. There is a giant balloon that one must sit on to cross over a large gap of tartar sauce, and to make it move they must answer whatever question that appears honestly. If they don't, the balloon will pop and they will fall into the pit. Questions will likely be embarrassing or something very difficult for them to admit the truth of. Need some help? Try a random question generator for ideas!
🍻 Never Have I Ever. A fun game especially for those who like to drink. Those who participate must go through five (5) rounds with a very potent but delicious crab vodka as the drink of choice. Someone asks a question, and if the act has been performed a drink is taken. If not, then they continue as is. After the five rounds, they must try and walk over a path made of swaying giant crab shells, but they can help support each other. The crabs will have Lobsterade as a detox drink for them whether they cross or fail three times. Should they fail to pass, they have to start the game over. (The crabs may give a bottle of the vodka to those who answer three questions honestly.)
🥊 Brutal Honesty. Sometimes people tell white lies to spare feelings. Unfortunately, this is not one of those times. Armed with giant boxing gloves in the shape of crab claws, two people must face each other on a raised platform and "fight" not only by trying to punch them off the ring, but also by saying only the worst, honest statements about them they can think of. True compliments and flattery can work, but only the hard truth will strengthen the claw and inflict stronger hits.
But he is! Badly!
I know it sounds the height of madness, but I have crossed an invisible path over certain death before.
[ He furrows his brows a little. ]
However, I did have a guide to limit the number of times I fell once I understood the impossible task wished of me.
[ Sherlock looks around. Is there something they can use? The invisible bridge is only part of this puzzle as he thinks he sees a solid path in the distance. ]
he's a little confused, but he's got spirit
Next time, maybe lead with that. It's an... idea on paper, but I'd rather neither of us plummet into who knows what could be down there. [Solid ground, moat of ravenous beasts, tartar sauce. She can't tell from how far up they are. Up here, it looked like a bottomless pit with no bottom to be seen.
Furrowing her brow and rubbing her chin, the martial artist looked around until she noticed what looked like a button on the floor. Ranma'd walk over and stepped her foot on it, and with a rumbling sound, whatever enchantment or veil over the first portion of the bridge was lifted. A stone bridge appeared right before their eyes for a second, and when Ranma took her foot off in shock at the sudden unveiling, disappeared once more.
Blink blink. On, off, on, off. Visible, invisible, visible, invisible. Tangible, intangible, tangible, intangible. She does this about four or five more times, before looking over at Sherlock.]
Think I found our solution, but it looks like one of us is gonna have to stand here and keep the button pressed.
no subject
So you have.
[ Gods, what has that place done to him for him to overlook such a mechanism? To think of some... absurd method first? ]
I'll test the bridge, miss, if you would just stand there. Then I will report back.
[ He's not sure he fully trusts what his eyes sees, but he's not able to have a young lady test whether it's sound. ]
no subject
Knock yourself out... Actually, hold on there a sec. [Ranma isn't so sure whether or not this is a trick either. For all they know, that could just be an illusion. The martial artist took off one of her shoes and tossed it onto the bridge to see if it'll pass through.
Thankfully for her, it connected with solid stone and stayed, sitting there idly for now.] Okay, now knock yourself out.
no subject
Sherlock pulls out his magnifying glass as if that would help explain what is going on. It does not. There is something at play beyond his understanding. Again. He puts a foot onto the bridge, tests his weight, then continues to walk across to the end of the bridge. Nothing happens. ]
There is a path further ahead as we thought, and there's a switch I can pull. Watch for any changes.
[ He pulls the switch, and a click echoes through the room. Nothing else seems to change. Following what he said earlier, Sherlock walks back across the bridge, retrieving the shoe on his way back. ]
Your shoe, Cinderella.
[ Should Ranma step off the button, the bridge will remain visible and solid. ]
no subject
The detective wouldn't find much to do with the bridge that makes it clear how it work. The most he could find before it was made visible was that faint outline of dust surrounding it. Ranma reckoned it had something to do with magic or some kind of glamour to keep it from being there.
She waited patiently for the other to return, keeping an eye out. When Sherlock pulled his switch at the end of this section, while it made the first part of the bridge appear, Ranma was sure she saw another part briefly blip into existence before going back out. The little display of chivalry made the tiny fighter roll her eyes.]
Thanks a lot, Charming. [She said flatly as she took her shoe back.] There was another part of the bridge that appeared when you pulled that switch. I'll go on ahead this time while you keep it up. [Ranma wasn't waiting for him to agree or disagree, stepping on the visible portion of the bridge to get to the next section.]
no subject
At least Ranma doesn't have to worry about Sherlock doing more than a fairy tale reference. He's not about to flirt and propose. ]
If you insist.
[ Sherlock follows the young lady to where he had pulled the switch. Then he pulls it again and holds it down. The second part of the path appears. He's reminded of when John had done such a thing and then threatened to kick Sherlock for not moving ahead fast enough. (Maybe he had been teasing John a bit much then.)
The bridge appears. ]
I'll hold this down until you tell me otherwise.
no subject
Good. That's what made this place a little bit better than her old world. If he tried anything, she would've kicked him off the edge and into the abyss below. Hey, if he can fall several hundred times for an invisible bridge puzzle back home, he can do it here!
Sherlock wouldn't have to wait long for the small redhead taking forever. The second the bridge appeared, she was running across like a scalded cat. Ranma decided, since this part of the bridge was a bit longer than the last, to just cut out the middle man and jump forward when she was halfway across. Jumping about a good fifteen to twenty feet, the martial artist touched down like a gymnast landing gracefully, landing perfectly on the switch for Sherlock to get across.]
Alright, you can come across now!
no subject
He continues with his end of the task and watches the young lady jump across a portion of the bridge. He lets out a low whistle. ]
That was an impressive leap.
[ He walks at an easy pace, looking down at the abyss below to see if anything changes. Sherlock doesn't see anything, but he's not surprised about that either.
The real question is how much further they must go to finish this challenge. Is there more after this, or have they proven they can trust each other for the task? ]
Sorry for the wait!!!
... Except in comparison to the first two, the former sections looked pristine and brand new. The last section was visibly damaged, cracks forming all throughout its stone and a chunk of the bridge on the left side was missing. It looked like it could fall apart at any moment should neither of them be careful.]
Hmm... [Yeah, this part might be a bit of a hassle...]
Likewise
Ah. Damn.
[ That looks less like a puzzle and more just straight peril. (Or something that he'd encounter in that other world.) ]
Did that only appear when you landed on the switch?
[ He kneels upon the ground to press a hand to the bridge, trying to get a sense of sturdy the bridge might still be. ]
no subject
[She lifted her foot, watching as it disappeared into the ether once more. While the others were a case of the bridge being simply invisible however, as Sherlock reached out to gauge a sense of how well it could hold them, he'll feel the stone structure of the bridge vanish from his touch.]
no subject
You are smaller and lighter than I. Between the two of us, you would be more likely to cross the bridge without it collapsing under you. Your martial arts skills may give you an advantage should the bridge start failing.
[ Sherlock stands and moves towards the switch. ]
And if whatever you find on the other side does not improve the bridge's condition, then the integrity of the bridge will only be partially compromised if I cross after. I think it would be more dangerous if we went the other way around.
[ He can be logical! Not just wanting to walk over a gap as if he can walk on air. ]
no subject
[Better to let the nimble and agile one go than the man who literally suggested to jump off the bridge to test how the puzzle run. She'll let the latter comment slide and not make a big fuss over it, even if she wanted to give him the stink eye. Ranma held her tongue surprisingly and motioned her hand in a 'get on it' manner.
The second the bridge became tangible once more, she made a mad dash to the other side. Even the lightest amount of weight put on top of the structure made the bridge audibly start to crack and crumble. Some spots Ranma stepped off of fell to the bottomless pit below and leaving holes behind that made traversing the bridge all the more difficult and daring.
Thankfully for the both of them, Ranma made it to the end once more and began examining the area. She could see the outline of where the door was from the patches of light seeping through. But where...]
Aha! [Button on the wall by the door, don't mind if she do! She pressed it, and apart from the cacophonous noise of rocks grinding together, the bridge should remain once the detective gets off.] Think that done the trick! [Ranma called out, waving Sherlock over.] Get your keister over here already!
no subject
Impressive once more. I'm on my way!
[ With careful steps, Sherlock walks onto the bridge. Pieces crumble underneath his feet, but no holes form. It is as if there is something invisible underneath this crumbling surface. One step gives a loud crack. Sherlock turn around to see that a major section of the bridge would have collapsed if not for this hidden support. As far as men his height go, Sherlock is underweight, but it was still enough to cause that. ]
... And that is why I suggested you go first.
[ He hurries across after that. ]
A door. Finally. I am keen to leave this all behind.
[ But this door seems... odd. It only opens when they are a distance away and starts to close at a steady pace. Rushing to reach the door, no matter how fast they go, will end with the door shut as they reach it. There is no button, no switch, nothing for one of them to stand on.
Sherlock blinks and then gives a small laugh. This seems eerily familiar to him. ]
I believe I know this one. Can you trust me no matter how mad it might sound?
[ A final trust puzzle. ]
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... Maybe that's because the bridge was the penultimate obstacle they'd have to face. The door was the true BBEG of this game, opening up and going at a snail's pace to tempt them to coming, just to slam shut before they could escape. Ranma nearly busted her nose the first time it slammed down. It was just a door, she thought, she probably could smash it open... No, wait. A lot of these puzzles have something enchanted into them to prevent 'players' from taking an easier way out. Chances are the door's not going to budge even if she used her full strength.
The laugh from the older gentleman made her eyebrow quirk up. Don't know if she liked that or not, but... What does she honestly have to lose going along with a potentially dumb idea.]
Any idea's better than no idea. Shoot.
[Do not let her down Sherry.]
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We walk. Do not hurry even as the door closes. Walk.
[ As illogical as it sounds, at least it is not one that could result in their deaths should Sherlock be wrong. ]
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['Consulting detective', huh? This feels a lot like a 'never meet your heroes' moment. Only instead of turning out to be a scumbag (for now), he turns out to be a dumbass.]
Walk? Your brilliant idea is...
[The redhead stopped herself and simply sighed in defeat.]
Alright, we walk. [Better plan than anything else.]
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[ However, walking does seem to be the answer. The door does start to close, but it doesn't start to speed up. Rather, they will reach the door with just enough time to slip through to the other side.
Again, the atmosphere of the leviathan influences Sherlock to say more than he normally would. ]
That was one of the first puzzles I had to solve in a world other than my own.
[ He had to walk off a ledge to get the item to start the puzzle, so they should both be thankful that it was not a complete replica. ]
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Alright, I'll give you that. You're not as daft as I thought you'd be.
[Said with an innocent smile on her face despite the wording.]
C'mon, let's get outta here already.
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Yes, let us end this challenge.
[ Another challenge complete which has hopefully helped to impress the crabs enough, so the leviathan provides them information about the rifts and relic.
And then the crab eating discussions and fights happen.... Whoops. ]
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