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- ! event log,
- ! open,
- altered carbon: takeshi kovacs,
- critical role: percy de rolo,
- doctor who: clara oswald,
- doctor who: river song,
- doctor who: the doctor (11),
- fear street: ziggy berman,
- grishaverse: alina starkov,
- grishaverse: the darkling,
- gundam seed/destiny: yzak jule,
- knives out: marta cabrera,
- marvel comics: gwen stacy,
- mass effect: kaidan alenko,
- mcu: daisy johnson,
- mcu: shang-chi,
- pacific rim: newton geiszler,
- pacific rim: raleigh becket,
- star trek aos: james t. kirk,
- star trek aos: leonard mccoy,
- star wars: finn,
- star wars: luke skywalker,
- supernatural: dean winchester,
- the 100: clarke griffin,
- the old guard: andromache,
- towards the terra: soldier blue,
- transformers: drift,
- transformers: megatron,
- twisted wonderland: deuce spade,
- yakuza 0: goro majima,
- yakuza: zhao tianyou
MISSION: BAD COMPANY, PART 2
● ● ● M I S S I O N 4 . 2

It is barely past twilight in Scorpion’s Bend, the twin suns having just set, taking their light with them — but the moons delay, and so darkness lingers over the town as Lan Xichen’s conversation with one Welford Branson comes to an abrupt end. At the same time, all around the town, the team will notice the town natives around them stilling — some freezing in the middle of a sentence, a man with a fork in the air, a woman mid-step on the street, some youngsters with their mouths open in laughter. All of them become statues in less than a heartbeat; still, eyes vacant, like everything that made them seem alive has been taken away.
And then — a reverberating sigh, echoing heavily in the ears of all the Orbers. What follows are words, spoken by a chorusing voice now familiar to most of the team —
The orb’s echoing sound is filled with disappointment, even annoyance.
Some may see that amidst all the frozen townspeople, an old man runs, clawing at his thinning hair. Some of you may hear his words, muttered, desperate:
The disbelieving mumbles trail at his wake, making it clear he does not know what is going on at all — in fact, you may have a better idea as to what has happened than he does. But as you turn to follow him, open your mouth to yell at him to stop... everything around you shatters.
The lights in the buildings grow dim and break; the smell of food disappears; the horses in the stables simply fade away. You notice that if you were wearing or carrying something you bought while here, it too disappears, your clothes turning to those you had on upon arrival, all equipment shimmering away slowly.
But perhaps most importantly… the frozen statues of people crumble into ash right in front of you. It may fill the floors of the now-silent, dusty and worn-down houses, or it may blow away with the harsh desert wind — whichever it is, sans the team, the town of Scorpion’s Bend is now devoid of people.

The town that now surrounds the team is very different from the one it used to be — the houses are quiet, filled with sand and dust; doors broken, tables turned over, drawers open and mostly empty, aside from anything not valuable. The beds in Thornbush Inn are ragged, insects of various sizes skittering along the floors. The Saloon is dusty, furniture broken, and a lone piano stands in the corner, half its keys having crumbled away. The door to the Mayor’s office is ajar, a banging sound repeating as it hits the wall in time with the wind.
1.0 In the corners of the Sheriff’s office, the school and the church, the embera slither along, searching for food; owl-shrews hide from the Orbers on the streets, while feathered coyotes howl at the five moons now lending their light to see the town’s destruction better. The team may be the only living humanoids, but they are not the only living beings in the town anymore; in the absence of people, animals have made the town their home. And coexist they must, now, to survive the rapidly dropping temperature of the night that has fallen upon them.
2.0 The next morning, as the moons disappear underneath the horizon and let the two suns bring out their scorching rays once more, the team wakes up to the reality of having to survive Scorpion’s Bend… with very little supplies. So search the empty houses, for they still stand; the fire that has burned away the people has not touched the buildings… but they have not been immune to the passing of time, or the harsh weather in the desert. You may find clothing, basic equipment, pots and pans left on a now-cold stove; but no valuables, no money, no gems, no jewelry, no weapons.
But amidst your search through the town, remember that what you need, first and foremost, is to find water and something to eat — it will not be long until the suns are high in the sky, and some of you are already in desperate need of proper nourishment, without being left to endure the scorching temperatures the days on the planet of Badrock bring.
3.0 But should you want to brave the heat, you’ll find it is now possible to leave the town and venture out into the desert. Out there, the rock dragons search for prey, while bald vultures circle above your head in groups of three or four, their shrieks growing in volume the farther you walk. If you show weakness, any weakness, they strike — and the dragons, sensing their chance, are not far behind.
And when you least expect it, the ground underneath you trembles, like a small earthquake is approaching you… and then you see it: from the sand, a whale surges up, then another, and another, arcing through the air like suspended there, before the sand swallows them once more. Should you get too close, you too may be swallowed underneath the sand; unless you’re very, very careful, or have in your arsenal something else that may help you to deal with these near-immortal giants that have swam across the deserts for hundreds of thousands of years.

Time passes at a snail’s pace without the comforts of the town you were used to. Scorpion’s Bend is now a wasteland you must survive, and it clearly isn’t easy. Some of you might question whether retrieving the orb is still an endeavour worth pursuing after all of this, but the rest of you know that it is. That you’ve come this far and you’re nearly there; you just need to band together and form a gameplan.
As the suns begin to set over the horizon on yet another grueling day of scorching heat and rough, dry sand in the ghost town of Scorpion’s Bend, you might begin to hear a distant thunder that has nothing to do with an oncoming desert storm or otherwise. It rattles at the already weakened structures of the old Saloon and the General Store, bits of broken glass and debris vibrating with the raucous sound of clattering hooves, feet, and paws. And as the sound of the invasion grows louder – you’ll hear the unmistakable manic howling and bellowing in accompaniment: these are the Bouldersnakes that some of you have already heard much of.
4.0 The Bouldersnakes are not a group to be taken lightly, and have garnered the fearsome reputation that they now hold for a reason. Kicking up dust, they arrive like a cloud of chaos in different sizes, shapes, and forms. Some have the ability to shrink and grow in size to match their opponents in physical size and weight. Other Bouldersnakes are agile and quick; and others yet are superhumanly strong and robust – either way, they make for formidable opponents when you, yourself, have been weakened from weeks of a lack of proper nutrition and sleep. The individual members of the Bouldersnakes are like a band of bloodthirsty brothers: from all walks of life and all colours and creeds, with a severe and mean streak to them, who will stop at nothing to achieve their goals.
What goals, you ask? Should you listen carefully, their leader, riding a winged lizard-like creature, shouts to their underlings:
As it so happens, you are not the only crew in search of that elusive orb; the Bouldersnakes have been tracking down the whereabouts of this mysterious and all-powerful object themselves, burning through towns – quite literally – to get it. News that Scorpion’s Bend has seen a resurgence of life and might still be the resting place of the orb has the bandits seeking out the town again. Their first round through Scorpion's Bend about a year ago had them coming up empty-handed (save for a few bits and baubles), but this time they are determined to find what they've come here to find. Though if there’s anything left here to salvage... they’ll ransack as they please.
Whether you confront them head-on or they catch you in hiding, they won’t easily back down from a fight. It will be best to keep your distance if you can manage it, and hope that they’ll pass you by. But the Bouldersnakes have their weaknesses too: once maimed, they still bleed, and none of them are immortal, though they are notoriously difficult to kill based on their talents alone... and when they carry weapons, too, well — those not accustomed to battles may find it best to hide. And even for those with fighting experience under your belt, teaming up with your fellow Orbers and combining your shared skills will be your best chance at survival.
5.0 By the time the suns have disappeared and the moons have risen, the Bouldersnakes invasion will make the bandit attack from the other night seem like a childish tussle. The Bouldersnakes don’t play nice and have adapted to the harsh lands as ruthless survivors. They arrive like a wave, many equipped with weapons: guns, sabers, pistols and small knives. A few others have engineered their own specially crafted weapons made of metal and magic (in the shape of guns, blow-torches, and blades) that wield a special element harnessed from mined ore called ‘pulsefire’. It is this pulsefire, glowing a deep blue (like the hottest colour of flame), that has the capability to destroy all living beings and allows the bandits to systematically ravage unsuspecting towns down to ash, reap its benefits (either for the town’s riches and wealth, or and especially: for any supply of ore), and then leave without a trace.
The best way to fight against pulsefire is to acquire weapons of pulsefire of your own and best a Bouldersnake before they best you. (Think high stakes, noon-time duels of the pistol.) Of course, this is a very risky and very dangerous affair as one shot by pulsefire could mean your untimely demise and the element itself isn't easy to put out either, so it might be best to work in teams to strategically disarm and swipe a pulsefire weapon to use before they manage to overwhelm you.
All through this, you must still remember your goal — it is not to stay in Scorpion's Bend, or even fight the Bouldersnakes, but to find the orb... and that means finding Welford Branson. How will you convince him to give you the orb, when all signs point to him not even knowing what it is, or what it has done? That is what you must decide... if you survive the Bouldersnakes in one piece, of course.
F Y I
• The voting for how to get the orb is now open! Please head HERE to submit your idea for how the team should proceed to get the orb, or +1 others’ ideas.
• The conclusion of the mission and the return to the station will be posted on February 13.
• If you have questions about anything in this log, please direct them HERE.
• And finally, your soundtrack for this log: ♪ ♪ ♪
no subject
( billy knows he hasn't been here that long but there's so many clashing personalities in this place that no one's really able to become the leader or anything like that. they'd get shot down at every turn. )
Probably for the best. Think people are too on edge to really handle a pep talk.
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[ Jim certainly is too on edge to handle one. And besides all the different personalities, they all come from different backgrounds, different life experiences. It's hard enough to manage those speeches for his crew, and they all share the same goals and beliefs. Here, he's got nothing to truly connect him to anyone on that level.
Anyway, not talking at all seems like the best idea while they're out in the open. The Bouldersnakes aren't a quiet bunch, but Jim would rather not take his chances, and he'll consider it a success if they manage to slip by undetected. ]
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he waits for a few moments, trying to make sure they aren't about to be ambushed before he looks over at the other man. )
Never thought I'd want to go back to that fuckin' station, you know.
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Jim lets out a huffed chuckle, glancing back to Billy. ]
That's usually how we all feel by the end of every mission. [ He tips his chin at him. ] It's your first, right?
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( that seemed like child's play. )
No one trying to kill us and turning to dust either.
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[ Weird nightmare experiences aside, it hadn't been downright bad. This one, however, got gradually worse as time went on, and now they're stuck in this shitshow. ]
I know some people are guarding the saloon. Our supplies are there, as well as a few injured people. Let's head there and see if they need help.
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( saloon sounds like a strange place to make a stand but whatever fucking words at this point. it's better to be inside and out of the line of fire than to be just walking around with your back exposed. )
Spent a lot of time in there when things were quiet. Even religious men need a little break.
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But right now, it's their best bet. Billy's not looking too bad either but he does have some injuries that could stand being cleaned up at the very least. ]
Right, [ He huffs, lips curling lopsidedly. That's never gonna be funny.
As they reach the saloon, Jim peers around a corner first. For the moment, it looks like some of the Bouldersnakes are scattered around town, and near the doorway there are only a couple of them, though armed with pulsefire weapons. ]
Let's try going around?
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( billy's all for going around at this point, too beat up and tired to want to just run full bore at them but he doesn't want to get them pinned down either. )
Most of these places have one but I wouldn't be surprised if this fucked up place was the one town without a backdoor to a bar.
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[ To that effect, Jim's quiet as he takes point, leading them on a longer way around the buildings adjacent to the saloon, so they can make their way to the back in the safest way and attracting as little attention as possible. Hopefully he can stun whoever's by the backdoor, then they can get one of their people inside to unlock the door and slip in unnoticed. ]
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( billy know that jim's not an invalid but he doesn't want the other man to do too much after all the shit before. and billy's very used to knocking the shit out of people for something as simple as getting into a saloon. )
You watch my ass. Don't stare, though. Not the right time.
( he sends a look over to jim and smirks. )
no subject
On the other hand, if his phaser doesn't manage to knock them unconscious, it could be a real problem. And he's seen very clear evidence that this group doesn't think twice about taking lives, even when it's only for their own personal pleasure.
Billy's remark just gets a roll of his eyes. Not the right time indeed, he seems to say, then just gestures ahead for Billy to take the lead, though his grip's still firm on his phaser, just in case Billy's plan doesn't work out. ]
no subject
can't they get a break?
he sighs and starts moving, glancing back at jim to make sure he's still there, that he's doing okay. )
Look like you need about five drinks.
no subject
More than. It'll have to wait, sadly.
[ Even ignoring the fact that there's no alcohol around for them to get their hands on, Jim wouldn't indulge now of all times. Once he's back on the station, though, he's definitely going to grab a bottle or two. ]
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( billy thinks they gotta be getting close to the saloon or maybe he's misjudging it all. it's hard to fuckin' tell with this place now that it's just dust and blood. )
Look, we both survive this shit, we'll drink when we're back on the station. Drink until we fall down or some shit. I'm tired of this running for my goddamn life.
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[ While moving and speaking in a quiet voice, it doesn't take them long to reach the saloon indeed. He pats Billy's arm and puts a finger over his own lips to make sure he's quiet, then gestures ahead. A few more steps, and he urges Billy to stop near a corner, where they're mostly hidden in the shadow. With Billy taking the lead, Jim motions for him to look around the corner, where he'll be able to see the backdoor and any possible Bouldersnake keeping watch there. ]
no subject
One guy.
( so, not terrible odds with the two of them but these things are tough and that one guy is bigger than the others that billy's gone against. )
I'll go out there, get his attention and you hit him with that gun of yours. Even if it doesn't knock his ass down, it should stun him and I can get him down after that.
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Alright. I'll be ready for it. [ He taps his own ear. ] Let's talk through the earpieces if we need to.
[ Before Billy heads out, he takes hold of his arm, tugging gently. ] Be careful, Billy.
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( smirking, he reaches over and gives jim's shoulder a quick pat before he slips off. he doesn't make a lot of sound as he moves, trying to give jim time to prepare.
once he gets almost within arms length, he whistles and takes off at a run to barrels into the guy to try and catch him off guard so jim has a better shot at him. )
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The whistle is all the warning he gets before Billy's slamming into the guy, sudden enough that he can't even call out for help. And then Jim's quick on the trigger too for good measure, not wanting to give him enough time for that. Three successive shots, just to make sure he manages to knock him out, and the heavy weight falls limp to the floor, stunned but not dead.
Still aiming at the bandit for good measure, he approaches Billy. ]
We should probably tie him up, or... something.
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( he pats his pockets and then glances over at jim, frowning. )
You got any rope? String? I can use my boot laces if we need to. Just checking before I go unlacing the shit.
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Hold on—
[ He finds some broken leftovers of barrels in a corner, and kicking around the sand, digs up what's left of the ropes that were around those barrels. He find one that's more or less intact and brings it back, so he can tie up the bandit, making sure to get some around his mouth too so he can't call out for help. ]
Help me shove him into the next building over. I don't want to leave him out like this.
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( billy reaches down and grabs him by the legs, starting to just tug the fucker towards the building. he doesn't mean to be gentle since this shit's tried to kill them and they're leaving him alive.
that's nice of them.
once he and jim have wrangled him into the building, he sighs and nods back at the saloon. )
Come on, let's go.
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With the guy safely shoved out of sight and tied up, he nods and leads the way back to the saloon, closing the door behind them once they're both inside. ]
You've got some injuries, [ He points out, gesturing to Billy's forehead. He probably has others, Jim figures. ] Mind if I patch you up?
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( he supposes he should take care of things so he doesn't end up with some weird planet infection from this place. that'd be his fucking luck to die from some weird alien disease. )
Guess I can sit still for a few minutes and let you do that.
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