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extra mission log 1 : the island of dancing animals

EXTRA MISSION : LOG ONE
Mission Dossier | NPC Information | Setting Information | Questions
"Being a detective in real life isn't like it is in stories. I can't solve this one alone." |
A New Transmission.

Something's missing, um, in my head. Memories. I know I should know some things, but when I reach for them they're gone. There's a Relic on this island, I know that much, but I don't know where or what it is. I don't know where the Director is, or the Bureau, and I don't know where the Hunger is but I know — I know it's out there. It's close. It's coming.
If you can hear me, if you can help me, please come find me. I know we can figure this out, but being a detective in real life isn't like it is in stories. I can't solve this one alone."
The Island of Dancing Animals.

The island of Baisla has been hospitable to you Reclaimers for the past few weeks, its Animalian hosts eager to share knowledge, housing, food, and work with your seemingly-shipwrecked souls. The menagerie wastes no time introducing Reclaimers (and, for some reason, a few Lyrabar socialites and pirates) to their vibrant music, energetic dancing, enhanced technomancy, and magical connection with the runestone beasts of the southern ruins. Though there has been no sign of any member of the Bureau of Balance while you've been here (and no one to brief you on a mission, of course), a light appears in the form of some direction from one Angus McDonald.
The mysteries don't stop with you, either. As beautiful as this island is, there are certain... oddities.... such as the shimmering barrier that surrounds the water at all times, keeping everyone in. Or the Gilded Wall, rumored to hold back a terrible evil.... or the glitches that seem to keep cropping up. It seems every moment spent here is accompanied by a newer, fresh mystery. Some questions loom more than others, though: Will your investigations uncover the secrets behind this island and your — and Angus's — lost memories? Or will your search for the last Relic leave you marooned?
G-G-G-Glitching
By now you've noticed those strange glitch-like images all around you on the island; fruits that don't quite "load" correctly and instead display fruit-shaped static; otherwise-ordinary-looking but immaterial trees and lampposts with miscolored squares and rectangles pieced out of them; even natural stone walls that can't be climbed as they display nothing but what appears to be a warped, miscolored stone-texture; and so on.
The more adventurous Animalians have discovered that using different path actions can fix these glitches (or worsen them, depending). They don't have much other intel on them, but tampering with the glitches seen around the island may lead to some.... interesting outcomes... Success will certainly earn the gratitude of the Animalians, who would really like their island to not look like a heat-damaged VHS tape.
A Wall of Gold
Some of you may have encountered the consecrated Gilded Wall and its strange magic-dampening properties as you've gotten the lay of the land. It's a pretty noticeable landmark, both opulent and foreboding. The Animalians have discouraged you from getting too close, referring only vaguely to its necessity in keeping the residents of Baisla safe. Some of them don't seem to want to talk about it, in the sense that speaking of evil gives the evil power. Some of them, though, just don't understand the history well enough to explain it.
But there is someone on the island who understands the history, because he was there to see it: Elder Marinero, who the Animalians may eventually point you towards if you're particularly persistent in asking after the Gilded Wall. However, if you try to ask him about it in Common, you may be out of luck; he only speaks Animalian! Magic and old-fashioned studying will certainly be a boon in communications with this stubborn old bat. If the Elder is a bust, it's possible to get past the fussy Animalians to investigate the Gilded Wall yourself. Try to test your magic by the wall again, and you'll find that it's working now. Surely someone can figure out what's got the islanders so spooked about this great golden landmark.
A History in Ruins
On the other hand, maybe the Strange Ruins will have a hint on your current predicament. They're a wonderful experience for the academically-inclined, regardless of your interest (or lack thereof) in the Gilded Wall. Animalian archaeologists and tourists from Lyrabar are a common sight at the Strange Ruins, both groups often being guided by Professor Jerry or his assistant, Kipper. Prof. Jerry explains that these ruins are what Animalians have based their practice of magic on for all of recorded history; they're much older than even Elder Marinero! You can enjoy the sights with the tourists or lend a hand to the archaeologists--including Angus, whose sharp detective instincts have led him to the murals in these ruins. He doesn't know why, but these images call to him. He's certain they have something to do with his missing memory and the location of the Relic! Perhaps deciphering some of these images will help him solve this mystery. Or at least (re)teach you some pretty cool path actions!

Runestone Rubble
If you want old stuff that's less academic, check out the Coliseum. You can watch all kinds of cool fights here--or participate in them! Of note are the large, animal-like creatures made of glowing stone, which feature in many of the challenges. They say the eccentric magpie K.V. of K.V. Labs is the resident expert on these beasts, as well as the rest of the magitech on Baisla. It might be worth paying the lab a visit if you're curious about the nuts and bolts of it all--but if the Coliseum is your kind of place, you're probably more interested in punching than studying!
Thankfully, you're allowed to do that. Respected Baisla warriors and fearsome magitech beasts are happy to meet you in battle to test your mettle. You can fight your fellow Reclaimers here too, for fun and bragging rights. Victors are rewarded with a variety of prizes, though you never know what you're going to get. And the experience of battle is its own reward, paying dividends in keeping your mind and body sharp. Maybe you'll even learn something about the beasts or gain some loyal fans with your performance in the fights. There are three potential routes you can take: fighting your fellow Reclaimers for some clout, fighting the island's elite Animalian warriors for a variety of rewards, and the most difficult (but exciting) battles of all: taking on the magitech beasts and their handlers, something even most respected Baisla warriors fall short of accomplishing. The rules of the Coliseum are as follows:1.) Show respect and good sportsmanship.
2.) Only those signed up may fight--no outside help once the battle has begun.
3.) Nonlethal bouts only. A victor is declared once surrender or incapacitation occurs.
Island Hospitality.
Cafe Calamari
The Bureau of Balance is missing, which includes Bender! How will you ever get your magical grub on?
At Café Calamari, of course! For some reason, Chef Miso Fou is here smack dab in a saltwater lake in the middle of the island. His cute little swim-up tiki bar caters to the Reclaimers especially with a very familiar menu, as well as a few new courses and the exciting potential of new dishes, should you request them! The aesthetic really seems to vibe with the tourists that flock to it, though the food is not always to everyone's taste.
...But something's a bit strange there, or rather, someone. A goose named Ronaldo paces around the area trying to get the attention of newcomers and convince them of weirdo conspiracy theories about the lake under Miso Fou's bar!! He carries around crayon drawings of otherwise-normal-looking jellyfish with pictures projected in their domes, but most Animalians and tourists alike pay Ronaldo no mind. He's well-known for his... unorthodox ramblings. Could there really be something to his suspicions? The locals certainly don't think so!
Boardwalk Boogie
Looking for supplies, food, or perhaps even a job? Head down to the Brightway Boardwalk for just that! Night and day, the island's economic hub is always at least simmering with excitement, if not bubbling over! Especially with all these tourists and new folk around to entertain. Located just behind most of the seaside cabanas, the Brightway Boardwalk is more than just a bunch of studios, businesses, and fish markets; it also hosts the grounds for the seasonal Dance Competition.
The Boardwalk Boogie Band plays nearly every day at the Boardwalk Square, where one can usually find the island's mayor-of-sorts, a cow named Lola. A tall Astrologian in a starry cape, she makes a cutting figure... if not elusive. Lola might actually be a bit hard to get a hold of, what with a new Dance Competition coming up. If you manage to stop her, she'll simply urge you to join in; after all, non-locals have a place in the competition as well! Dance teams are limited to 3 people for out-of-island entries. You have plenty of time to practice before the big Boardwalk Boogie night, which starts at sunset and ends at sunrise. It seems like Boogie Night is all the island can talk about and studios are even offering free classes lately. Why not jump in and learn to dance?
...Unless you aren't interested, of course. That's just fine! The boardwalk connects to the harbor, where Captain Baxley and his mixed-bag crew pull in the island's share of fish every day. They seem a bit disoriented by being unable to sail out as far as they usually do, but the fishing fare near the shore is just as well. They'll certainly put you to work if you seem bored or they need the help! The fish market caters to early risers and the sea-side taverns cater to late sleepers. Here is where you'll find experts in a wider variety of paths, and even a few fox Vulpish who might be willing to train with a Reclaimer or two.
Scenic Spots
If you're still looking for more places to hit up, there's still quite the array of areas! Academics can refresh their path actions or read up on Baisla at the Roswell Center, a hospital up north that also hosts a pretty good library and all sorts of studies. Just to the west of the center is the scenic natural resort Las Cascadas, or the Cascades. Though most of this smaller island is simply a lush, naturally-organized paradise perfect for relaxing and hanging with platypuses, the highest areas of the Cascades also provide a vantage point where the curious can see the dark mist past the Gilded Wall.
For the more hunting-and-monster-fighting-oriented explorer, the Foggy Forest on the mainland is home to huntable animals and animal hybrids such as frog-squirrels and raccoon-crows. Once you deal with the glitches, the forest also bears the fruits the Animalians love so much; you might be able to strike a sweet deal if you offer them for trade! They will warn you, however, not to venture too far into the forest....
On the outer islands lay Miaoteo's Workshop, where Reclaimers in need of equipment can trade fish for weapons made right in front of them; Elder Marinero's house where Animalians gather for oral retellings of their history; and even an unclaimed island perfect for camping. Try to avoid that last island if you don't want trouble, though; the pirates lurking there don't seem as friendly as those on the mainland.
Check out more to explore on these areas in our Setting Information page!

Island Wilds.
The Crystal Lagoon
Surrounding the main island is the Crystal Lagoon, picturesque still waters full of gorgeous reefs that resemble crystal, which are teeming with docile wildlife like gentle sharks and jellyfish. The ecosystem here is bountiful and full of life -- ideal for the Reclaimer who wants to study, or just cool off and relax. The locals will shoo you off if they see you making too much of a splash, as they prefer these waters remain undisturbed!
It's curious, though. With so much algae and reef underwater, one would expect the waters to be more on the shallow side -- but if a Reclaimer chooses to dive down, they may discover that the waters run much deeper than they might expect. The water itself becomes darker, murkier, as they stray from the coral...
Curious indeed.
Deep Foggy Forest
No Animalian would dare wander here, as there are whispers of terrible creatures lurking within and other strange happenings... But if any Reclaimer should venture out here against their advice, they'll find a peculiar atmosphere, indeed. Despite being part of the Foggy Forest, there's a marked difference in the visuals alone. The foliage itself almost seems to be hostile: denser, more like a jungle, gnarled and threatening to trip you at every turn. The fog pervades, making it difficult to see more than five feet in front of you. Even some of the trees seem to be in decay.
The glitches, too, are more threatening in this place: black sap, glowing fruit, vines that clip through the ground and grab you, patches of quicksand that seize you the second you make a wrong step, insects much larger than you’d ever expect to see them, and so forth.
Worse than that, the further in you go, the more you may feel as though you're being watched -- every so often, you catch sight of something monstrous and grotesque in the corner of your eye -- but as soon as you move your head, it's gone. Strange, indistinguishable whispers fill your ears, just louder than the buzzing of insects, and well. Best to be alert. Most creatures you may encounter are not hostile, but the more time you spend here, the less the forest seems to tolerate you. Your luck may not last so long.
Tread lightly, Reclaimers.
Whispers in the Water

Speaking of peculiar happenings, there seems to be more strange happenings afoot. Or... aswim, rather. If a Reclaimer should be swimming around Miso Fou's Bar, the Crystal Lagoon, or the Cascades, they may find themselves hearing voices.
Some unfamiliar, some familiar -- some so familiar, actually, that Reclaimers may hear words they could have sworn they've either said themselves or heard another say to them -- giving them the strangest sense of deja vu.
The voices subside just as abruptly as they began, leaving the source difficult to identify.
A note from your Navigators.
Welcome, Reclaimers, to your first Extra Mission Log! Thank you for sticking with us! We hope you'll enjoy the plans we have for you in this mysterious adventure to find Lucretia and the missing Relic.
We have a couple of fun signups available here, including a special NPC interaction! These particular signups will be open until August 13th at 9PM EST. Regular NPC interactions can be found here!
For adventure rolls head over here and to order food from Miso Fou, head over here! Please direct any questions here!
Thanks for playing, and happy navigating!
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1. Unfortunately, they're not able to be of much help. They're also deeply curious about the glitches, but their theories are so widely varied as to be basically useless. (DC 12; +1 INT = 8+1 = 9) One scientist believes the glitches are a psychosomatic effect, the result of some new parasite brought to Baisla by the unruly pirates down the cove. One believes they are the result of some fundamental magical breakdown. One posits that they are a new kind of organism entirely and ought to be studied. In the midst of all of this conversation, one or the other of the scientists admit that they have no fucking clue and really no evidence on which to base any theories. But Sayori has been out there more than they have, lately; what are her theories?
As far as exploring the books go, the technomancers warn her that there's almost no information written down about the glitches, and they're right to do so. (DC 15; +1 INT = 3+1 = 4) The best Sayori finds is a journal that was clearly written recently, although it's been thrown in the back of a messy desk with no name attached. It's full of the written equivalent of the technomancer's rambling theories, plus a lot of doodles of the glitches and several angry pencil scribbles.
2. Initially, Sayori does really well with the magitech beasts of KV Labs! They seem to appreciate her attitude and the fact that she is enthusiastic but quiet. The lab techs, too, appreciate her presence! It's nice to have someone around who's interested in the beasts but also doesn't get underfoot.
That being said: the poetic approach doesn't seem to be working as well as expected. (DC 13; +1 CHA, +2 Bardic Inspiration = 7+3 = 10) While none of the animals run away or anything, and some of them perk up their glowy rock ears at particularly good rhymes or rainbows, they are not wowed. One beast, an older model of wombat-type creature, observes her solemnly before backing its very hard butt into her shin, for which it's suitably chastised by the techs.
Speaking of them . . . they don't look that surprised. Maybe they have a tip or two?
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She's very energetic with all of these suggestions. But they have a point; she has been out there more! So maybe she can go out and do some field research, and then report back to the lab with her findings?
(If they agree to this, I'll follow it up in a separate RNG thread so it's not mushed together with the beast stuff!!)
She'll take photos of the journal pages on her bracer, too, just in case. They're very relatable, frankly.
2.) As for the beasts: this is what she deserves. Her shin is bruised, but she is not deterred by combat wombat. She will even tell the techs that it's cute and she admires its spirit!!! (ಥ▽ಥ) But she'll explain that she's never seen anything like them before coming to this island (she thinks) and did not mean to offend this sweet wombat with her poems. Is there something it likes better? Or something else she should be doing with them to help the techs with their research?
She is big-time working that charisma where applicable for all of these interactions. Friendship.
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They're so excited about her theories and overall Genki Energy that not only do they send her out exploring with a bunch of healthy snacks and cold water, they also send her with a helper: a springbok Animalian Technomancer named Antonella, who is pretty shy and startled about being shoved into this situation but very eager to help. Congratulations, Sayori is a senpai now.
2. No roll needed for this one, as Sayori's pretty well in the Lab's good graces now. The combat wombat's trainer reluctantly admits that there's been a shortage of runestones lately, and the wombat in particular desperately needs a new one. They work sort of like batteries, y'see, and when they run low he gets cranky.
He being the wombat. Sayori may notice his trainer is also kind of crotchety, but softhearted underneath it all. He isn't openly asking for help, but . . . she can probably read between the lines? This is a fetch quest. Does she accept?
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Paring this thread down to just 2. Sayori understands being in a bad mood when your batteries are low! She gets cranky when she's tired or hasn't had breakfast too.
She accepts the unspoken fetch quest, of course! In her gentle way, without making a big deal of not being asked outright. If the trainer can tell her more about the runestones and where to find them, she'd be happy to go look for one for their tired wombat friend. She's not an expert, but she's got some experience with magic rocks! (Not that she remembers Rockkat right now, but it's a very strong feeling.)
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Anyway, he suggests going to explore the Ruins for runestones. If she spots anything else from a laundry list of materials (including special sizes and types of rocks, specific plants and moss, etc), it’d be appreciated if she brings those back too, but runestones are the rarest and what the combat wombat as well as other Beasts are in greatest need of.
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But she will head to the Ruins with her shopping list, then!! Her plan for finding the supplies is as such:
• She'll be gently recruiting the help of the visitors and archaeologists around the site. Not screaming her mission to the heavens, but like, "oh, I'm looking for X Y Z, if you see anything like that can you let me know?" She will be working her natural CHA here, and whatever clout her INT and Academic might give her with the archaeologists in particular!
• She will use Find Familiar to give her familiar the form of a rat, which apparently has an incredible sense of smell??? Today I Learned. Anyway she will send Cheddar the rat around to look for these materials too, probably letting her sniff where the wombat hit Sayori's leg to give Cheddar the scent of magitech rock beasts...if there is a scent...... She can peek through Cheddar's eyes as long as Cheddar is within 30ft of her so she'll be doing that to look in small spaces too.
• Not sure if the runestones would count as devices, but we are going to find out, because Sayori will be using Information Surge to see if she can sense any faint...technomancy battery magic energy around! And try to follow what she senses, if anything, to the sources to see if they are buried runestones! (She is going to end up shutting off a random person's fancy holoscreen tablet in the process though. She is most likely to pick a target who is being loud/rude in some way as her collateral damage for sensing the devices in the area.)
• And of course, just old fashioned crawling around in the dust and dirt with all the gleeful abandon of someone who does not care about getting filthy or looking stupid.
• If she finds anything, she'll put her stuff in her new Bag of Holding so she doesn't have to worry about how she's getting it back to the lab! Since presumably rocks and stuff...are heavy.
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(DC 12; 11) Poor Cheddar doesn’t have much more success. He probably gets more frustrated than Sayori does, actually, because he keeps almost getting close to something. The existent runestones smell kind of mossy but sparky with magic, too, and every once in a while she catches something similar before it drifts away on the wind. His frustration at least gets them closer to their goal in a roundabout way, but that doesn’t put runestones in the Bag of Holding, now, does it.
Now, with Information Surge, Sayori does find something. Actually, she finds a lot of things. Having followed the faint trail Cheddar found, she comes to a cluster of tourists in a corner of the Ruins using magitech spyglass set up for viewing the stone formations close-up. (DC 12; +1 INT = 4 + 1 = 5) Which Sayori promptly shorts out. Oops.
A lesser person might give up. But Sayori never does. As the sun begins to go down, she’s still crawling around on her hands and knees, looking under rocks and in every nook and cranny to find what she’s looking for. Despite everything, as the light falls, her hand lights on something that her technomancy-sensitive magic can identify at once: a runestone.
No, two! There are two runestones tucked back in this crevasse. (DC 12; 18) Sayori comes in clutch at the end of the day with plenty of extra materials and two runestones, one for the wombat magitech beast . . . and one to fix the magitech scope she fucked up. Yeah!!!
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She'll help fix the scope while she's there, of course, as an apology for fucking it up in the first place 。゚(゚´Д`゚)゚。 And then...it is time to return to the lab with her spoils.
She will be very apologetic that she couldn't find more. But she has the stone for the wombat, at least!!! And, uh, many other rocks, if they need normal rocks for something. She'll be very interested in watching/assisting with the actual repair process too, if she's allowed! I'm not sure if that'd be a roll, but if it is: Prodigy would be seeing use to help her learn; Mage Hand to help hold tools etc; Academic-boosted Healing Word if the beasts can benefit from healing magic; and ofc general Technomancer knowledge. She doesn't want to mess up and hurt this wombat friend though, so she'll just observe if the wombat trainer thinks that is best!!
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There's not a whole lot that can go wrong with this process; the wombat's Technomancer dad is in charge, and he's very firm in the fact that he'll take over entirely if anything starts to go sideways. Still, he welcomes her assistance, especially when he learns she's a Technomancer who knows Healing Word. After a thoughtful look at her, he decides maybe this is a good time to teach her a new trick.
Healing magitech beasts requires a unique skillset, you see. Most of the time magical healing techniques don't really work on them! But for somebody attuned to both technomancy and healing magic, there's the possibility of tweaking healing magic to serve inorganic rather than organic creatures. In other words, she can provide the magitech wombat with some magitech Tylenol while it's getting its repairs done!
The instructions the technomancer gives Sayori are, admittedly, vague. All the same, after a few tries, she gets it! (DC 13; +2 Academic Healing Word +1 Technomancy = +3 = 15 + 3 = 18) The wombat gets a little less fussy, settling under its caretaker's precise touch. The technomancer gives a gruff laugh and explains that this is the wombat in a good mood, and she's done a good job.
The repairs themselves go quite smoothly. (DC 12; +1 INT +2 Prodigy +1 pain relief = +4 = 4 + 4 = 8) Even with her use of Prodigy and Mage Hand, there comes a point where the technomancer shoos Sayori out of the way, declaring it too fiddly a moment for an amateur in the mix. Nonetheless, everything is resolved quickly and in the end, the wombat sits up on its haunches.
The technomancer trainer hands it a Kindness Rock. Where did he get that? Doesn't matter. The magitech wombat slowly crunches the rock into little tiny rock crumbs while making direct eye contact with Sayori. Then it screams. The trainer claims this is a sign of acceptance and affection? So that's good, although kind of terrifying.