Larry moves across the blasted wasteland of Mercury without so much as a second thought, feeling that if Cal didn't have the foresight to predict where exactly he would land, he is no doubt better off trying to find his own way on this planet. Looking at the pit as he walks off, he concludes that it's probably some kind of artificial structure built for an enigmatic purpose, and that if he were to examine its depths, no doubt he would find something very interesting, like a radio signal that makes his head hurt and his consciousness fade, so he elects not to investigate it for his own health - instead he traverses the wastes further, seeking the other structure, his feet fleet and his movement undeterred and fast along the sphere of heaven, so much so that it is not long at all before he notices the grand thing he had previously glimpsed over the horizon - a tower, one that is perhaps nine stories tall and looks like it may have grown from or been carved out of the ground itself, so organically does it flow into the landscape.
As the large storm of dust Larry has kicked up behind him through his quick travel subsides, he approaches the tower to take a closer look - it is a great spike jutting up from the ground, its sides dotted with holes hinting at an entirely dark and deathly interior with their stillness.
And yet Larry feels like the tower has something to it - the silence around it is deeper than on the rest of Mercury and filled with curious meaning at that, all directed at the new arrival. Though he does not know how exactly he can perceive all this, he nevertheless can easily tell that the tower is
listening.
* * * * *
Dave is determined to catch that strange moon he has devised, and to that end continues his research into avenues of magic.
[Dave's mind roll: 4+2]
A moment of introspection is all it takes, and Dave disappears into a world inside him, a world of five spatial dimensions that is quite frankly painful to think about for longer than a few moments. And yet a six-dimensional carrot awaits him at the end of a simple maze (five-dimensionally speaking, in four dimensions it is nigh-unsolvable, as Dave quickly discovers). It takes both him and his pig a good two minutes to agree on who takes which dimensions to consider, and to figure out a method of communicating to one another about them efficiently. The system, as it is, is quite ingenious - the pig closes its eyes and Dave hops around on one foot to get himself oriented in the first two dimensions, then lets the pig take control to handle the other three - the results are stupendously good when Dave manages to get through the entire thing in only five minutes, and nobody is more surprised at this than Dave's pig, especially when Dave gratefully feeds it the carrot at the very end, letting the feeling of teamwork well executed give way to forbidden magical knowledge as he returns to, oddly enough, a much stranger, if duller world.
1. Pit of Grandparents
2. Weaken Bees
3. Evilize Robe
Superb work as usual, friend! Hopefully you can use some of these wonderful spells!
* * * * *
Halesey wills his way to God's vicinity, getting there in no time at all, though it's probably been some time already since he has last beheld God's glory - and He is looking glorious indeed today. In good health, too, which is good to know.
"I see you have both externalized the vortex within you and obtained a student, my prophet. You work without delay, and this pleases me," God tells him without much in the way of delay. Nigel's nowhere to be seen, though.
"Be careful, however - another pilgrim approaches, and in a much less agreeable mood," God adds before Halesey can rightly ask which student exactly it might be referring to.
* * * * *
John does not feel like doing anything and instead lays on his couch as he peruses the magazine for some new and interesting spells to work with.
[John's mind roll: 3]
Just as his mind wraps up in itself, though, something seems to go a tad wrong. The slip is strange, the endpoint different than expected. The area all around is gray, and wherever he looks, there is only cow. Cow as far as the eye can see. Cow to the left and cow to the right, which seems a little familiar to John. Lots of cow-things on the side as well - cow-walls, cow-gardens, cow-prisons and cow-towers presiding over cow-towns. The mooing is quite deafening, imparting John with a singular piece of knowledge before he suddenly awakens.
1. House of Bloody Thylacine Gremlins
Huh. Not quite what I planned, but let's roll with it. Take this spell and go, or maybe take it and try again. One of those two, probably.
* * * * *
THE DUNKER, oxygenated to a point where he is ready for action once more, launches a new plan of action.
[THE DUNKER's affinity roll: 4+2]
A chain of canned goods that simply beg to be examined in more detail to determine the exact nature of the mystery meat contained within suddenly extends from the seat of the man's pants, interlocking cans forming a stiff rope that extends for a great distance behind, presumably reaching back toward the entrance to the sewer. Step one: magnificently successful!
"Dentists! To me! Save your master from this predicament!" he then commands the darkness behind him.
"There will be booze in it for you!"The lack of reply may indicate one of two things - either the dentists are long gone by now, or they have been eaten by no doubt nefarious creatures lurking in the sanitation system. Either way, this is a poor sign.
An even poorer sign is that he's pretty sure something exploded a little while ago topside, and that those girls shouting for him from afar seem to have gone a different way than they probably should have. Despite the way he called out to them several times. THE DUNKER would sigh, but that would mean taking a deep breath of where he is right now, something he's expertly avoided thus far.
* * * * *
Eta, wasting no time, walks up to Hungry Pete and starts kicking him absently to put the fire out - when this fails to help and only results in more yelling as well as Ivette protesting, she pushes him into the sewer, which he takes reasonably well, she supposes. Ivette, judging by the smell, must have taken a dive in there as well. By reflex, which is a bit impressive.
A look around reveals nothing of real interest around, at least nothing Eta didn't see before. The street, signs of explosion and conspicuous absence of Menkau aside, seems completely unchanged. If there was something responsible for that sudden explosion, it is staying well out of sight.
Suddenly, however, Eta becomes aware of something next to her - the smell alerts her first, cigar smoke and cheap cologne. Caradog. She turns to face him, noticing that he looks mighty pleased with himself for some reason. Probably that shoebox he's holding.
"Did something blow up while I was gone? You look like shit!" he says, pointing at you and grinning.