5 |
DEX |
6 |
| Moonflower | |||
Playing |
[Playing] You roll a 6 (required 10). Partial success.
Your party agrees to spend some zen in the housepony's establishment. After bowing him farewell, you make your way back to the main hall, and begin to browse the games once more.
Moonflower: "I know he said most demons aren't nice, but from what I got so far they don't seem so bad!"
Tsu-Ko: "(sigh) Most of them act nice. That's how they get you to trust them. And then they manipulate you into — oh, I don't know — gambling some money away?"
Honourshine: "Spend is the word he used, so I can't dispute his honesty there. And besides, he didn't ask for anything in return until Blaze suggested it."
Tsu-Ko: "Fine! But don't go trusting demons like they're regular ponies; they always reveal their true colours sooner or later."
You assure your sprite companion that you won't. Still, meeting the demon gave you some much needed direction, and you feel like paying it back is the least you can do.
With that in mind, you decide to check out the Tuoluo hall. Small crowds gather around a dozen tables, upon each of which spinning tops duel in low-dished arenas. By the far wall is the master's table, where challengers bet against the house in an attempt to win exclusive prizes themed after the game.
As you stand in front of a sign by the entrance, Tsu-Ko takes a moment to read the game rules to you. First, players are required to purchase a launcher — a wooden bit with a flat string coming out of one side — for twenty zen, and to borrow a regulatory spinning top from the same counter.
You trade 20 Zen for Tuoluo Launcher.
With a spinning top in hoof, and the help of a few instructional images, you wind the launcher around the top by crossing the string on the first loop as to lock it into place. Once the launcher is fully wound, you are taught to gently hold the top in place with one hoof, then pull the launcher back horizontally before letting go of the top.
It takes you a few attempts, but when you finally manage a proper launch, the top whirls into life with a satisfying whistle — and spins so fast that your eyes can no longer tell which direction it's going.
Moonflower: "Whoa! That looks super fun! Ooh, ooh! I wanna try too!"
Once Moonflower gets her own top, you spend some time playing against each other, watching them bounce erratically off of each other in an unpredictable dance until one eventually falls. And although the bat pony's technique seems more consistent than your own, launching the top successfully makes you feel pretty cool every time.
While you and Moonflower have fun duelling, Honourshine decides to go and grab some snacks. She returns shortly with a box of strawberry cream-coated biscuit sticks, which she shares with the two of you.
After a quick snack break, you decide to go ahead and challenge the house master. You approach the master's table feeling confident — not that you can win, but that it will be an experience worth paying for.
You bet 50 Zen.
You bow before your opponent — a dark blue-haired Kirin stallion who mirrors the gesture — and, once the signal is given, you launch your spinning tops into the arena. Soon, the two meet in the centre and engage in combat over the cheers of several spectators.
However, after roughly a minute of taking heavy hits, your own top visibly begins to lose momentum. The master's top, on the other hoof, remains as stable as a mountain. Then, with one final strike, your top is sent tumbling sideways in a dramatic defeat.
You share a smile and another bow with the victor before retiring your slightly burnt-smelling top back to the counter.
Moonflower: "Heehee! Good try, Blazer! Looks like ya gotta practise a lot to win these kinds'a games."
Enter a comment
Also we should show Tsu-Ko the bell we have, perhaps she will be able to tell us something about its magical properties.
I have this general todo list in mind.
- Get a map of the whole region in the castle.
- Send the letter to Twilight.
- Visit the training grounds and get ourselves cleared to leave the towns.
- Follow up on the lead in Taihon Nonchan.
- Ask more folks about Dirt's whereabouts in Shui-Ti/the area he supposedly toured.
- Travel to meet Lexicon Anathema.
So I feel like there's plenty of work-related stuff we could be doing, even if we can't visit Taihon Nonchan for a few more hours.
Also, I love the exploration of new (stylistic) ground in the art :P
While having a map of the region would be nice I don't think we really need one right now. We can travel between cities by using the magic portals and we also already have a map to the hermit's hut.
At this point I feel we should maybe wait a bit. We're (hopefully) close to talking with Dirt. So we can then use a letter to inform Twilight that we have found him. Or pretend we didn't find him because he has a valid reason for disappearing.
That's going to be my next suggestion. We probably want to talk to Anathema which means leaving the cities. Proving ourselves to be capable fighters is a lot cheaper than hiring three mercenaries. Besides we still have some time to kill right now.
That should be our main priority, because we are here to find Dirt. So as soon as it's day we should take the portal to Taihon-Nonchan.
We seem to have a pretty good lead right now and I think other stuff – like visiting the training grounds – is more beneficial to us.
That should be our next priority after talking with Dirt. Unless something more important happens. I just hope we don't have to travel back to Equestria immediately after finding him.
You may have a point if the Taihon-Nonchan lead pans out. I was a bit worried that it's a red herring somehow, or that Dirt has moved on since then, but we'll find out soon.
I don't think it will come to that. Unless I'm misreading this greatly, our mandate doesn't include the power to foalnap ponies in foreign lands unless the situation is truly desperate. Simply "he refused to return with us" will be more than satisfactory in terms of fulfilling the duties of our job, even if we don't get paid the full amount. (Gonna need to ask Twilight about what the contract says in that case!)
Yep, we're on the same page there. It seems inevitable that we'll have to. Hope the test isn't too difficult!
I don't think so, but I could be wrong. I think the captain would have a mandate not to just leave without us unless we're actually "missing", and if we simply inform him of how long we'll be expected to be away, it should be fine.