Flow (
princesssavvy) wrote2021-05-16 09:36 am
Heart Game Round 2

You find yourselves standing in a large room that… appears to be swaying slightly, the longer you stand there the more you seem to notice it. A quick look out the window reveals an open ocean, you must be on a ship! I hope you don't get seasick! But it's eerily quiet in here, the only sounds coming from anyone else occupying the room with you. There is only [one door visible in the room], the faint sound of voices just barely penetrating through the door. A small letter sits on the door, which reads:
To meet Captain Île Flottante, bring a treasure worthy enough to earn your place among the crew.
Scattered around the room are [various map charting and navigation tools], along with [basic weaponry]. Swords, spears, shields, bows and arrows, even a few old-style flintlock guns. They all look clean and well-used.
The most eye-attracting piece though is a [large red crystal] atop a stone pedestal sits in the middle of the room, a glowing golden lamp sitting atop it. The three sides of the crystal pillar shimmer with a golden light, faintly glowing with different shapes and a description underneath:
Legends say this tiara belonged to the princess of a queendom who unfortunately perished at a young age. Whomsoever holds this tiara may make their claim as the ruler of the queendom, which is why the tiara stands under heavy guard by an invading kingdom. Break in and retrieve the tiara, so it may be returned to its rightful owner.
Legends say this goblet was the treasured item of a band of heroes who faced numerous foes together. The goblet represented their bond and traveled wherever the band did, but one day tragedy struck and their boat sank. Though the heroes all survived, the goblet was lost to the sea. New rumors have emerged saying that a recently beached ship might just be the lost ship of heroes. Investigate the beached ship and find the goblet so it can be returned to the heroes for one more shared drink.
Legends say this cursed dagger was used to end the life of a tyrant queen and plunged a queendom into ruin. A band of thieves have taken up residence in the ruins and plan to sell the dagger to the highest bidder. Travel to the ruined queendom and find the dagger before it can be used to ruin another.
Instinctively, you know that putting your hand against one of the sides of the pillar will begin your treasure hunt. Take the time you need to prepare yourself before heading out.

OOC NOTES
There are also key points in which you can interact with that are marked with a water droplet like so: [💧] At any of these points, share or feel. 'Share' will mean sharing a memory of their own experience relating to the theme underneath the droplet (for example, a droplet above the word family would expect a memory about family). 'Feel' will mean experiencing Flow's memory associated with that theme. Your character instinctively knows this upon arriving in the heart.
Powers/Abilities/Magic are Always On.
STARTING ROOM
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Well. Well -- let's just take a second here.
[Let's investigate the map/navigation materials before using a teleporter, huh? Look at the big mage brain on this one, thinking something through.]
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Palace Front
When you can feel the ground under your feet again, you find yourself at the gates of a palace. The red crystal floats in the air behind you, humming with the same magical energy it did before. There is no one currently in sight, but you can hear the sounds of approaching footsteps…
To your left, you can see a [gate to a garden area]. In front of you is the [front door to the palace], unguarded. There is a [locked side gate] to the right, but the footsteps seem to be coming in that direction.
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The sound of footsteps decides it for her -- she turns on a heel and makes for the garden.]
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The Garden
You escape into the gardens as the footsteps reach the gate and the rattle of keys echoes behind you. The garden you enter is quiet and well taken care of, the [fountain] nearby gurgling quietly. On the far side of the garden you can make out a [large greenhouse]. The garden also runs along the back of the palace, but every door and window on the ground floor appears to be locked if you look. There is one [balcony door] on the third floor that looks to be ajar though...
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[Just plunging her hand into the water, reaching for the dagger-like shape!]
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The Greenhouse
You enter the greenhouse, noticing that the smell of strongly scented plants mixing together in your nose is a little strong. A few of the plant beds are clearly marked out. The [flowers] take up the majority of the planted greenery, crowded and spilling out of their boxes. The [herbs] and [vegetables] are young plants that have yet to fully grow, and the [grains] are tiny sproutlings that have just punctured the earth. There are a few [empty raised garden beds] with fresh dirt in them.
To the side, you can see two glass jars, the labels faded and hard to read. [-ro--- jar] contains a thick blue liquid, while [--th-- jar] contains a milky gray liquid.
A door to the left leads out to a larger area of the greenhouse, where you can see fruit trees, a vast majority of them [apples], healthily growing.
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[Well. She's getting distracted for a minute with the flowers, checking them out and trying to get a whiff.]
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Next stop, nabbing the jars -- she'd love to cast Identify on them, but that's not necessarily going to go anywhere, so instead, she'll just go and drip some of the --th-- jar at the base of an apple tree.]
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Palace Entryway
You duck into the palace doors. Gently closing the door, you turn around to see a grand entryway greeting you. To the left, oddly enough, you can see a [carriage] sitting within the room as well as a [cabinet] on the right. There are two doors on the upper landing, [one door to the left] where you can hear the hurried whispers of children again. The [door on the right] has the sound of footsteps and the low murmur of adult voices. There is also a [golden door on the lower landing] that has the sound of marching footsteps within it.
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The Bedroom
You slip in through the door to find yourself in a bedroom. A [dirty mirror] sits on the nightstand in the room, a caking of dust making it impossible to see anything in it. [Perfume bottles] sit on the nightstand under the mirror. The [bed] is cluttered with pillows and discarded clothing, it looks comfy enough to take a quick nap on…
A [door] stands at one end of the room, where you just came in fromt, opposite to an open [balcony door] on the other end.
Whatever you saw come in to this room is not immediately obvious, if it's still in here. Or was here at all...
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[Kids are good at hiding? She'll check the bed -- especially under it -- and the discarded clothing.]
Someone's either messy or got up to something interesting.
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The Throne Room
You slip into the throne room to find four guards blocking your way, along with a [hooded figure] sitting on the throne.
You only have a moment to react before you are caught.
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[Her moment's reaction? Throw that handful of flowers she collected at the guards, and then chuck the -ro--- jar at it.]
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The hooded figure remains still on the throne.
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