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INTO THE WOODS ※ GAME EVENT

INTO THE WOODS

The faerie faire goes on into the evening, the faire filled with the sounds of revelry. For those who've spent the day there, the cool evening air is welcome respite from the bright sun that's shined all day. Those who still have some faerie gold might even want to invest in a cloak if they haven't gotten one yet, because it may get chillier as night falls.
As evening descends and various floating flowers start to glow to provide light, the spring faeries start to bring out night-time merchandise and amusements, like brightly-colored phosphorescent flower jewelry. Fireflies are charmed to blink in different colors and magical fireworks paint the sky in vibrant light. They're quieter than normal fireworks, but there are still satisfying snaps and hisses.
It seems like it'll be a pleasant night at the fair and those only just arriving in the evening will find a charming scene opening up before them.
But one thing that isn't noticed as evening begins to fall is the way the winter faeries suddenly slink away into the rising dark. Or at least it isn't noticed until it's too late. Some of the summer faeries start to react to it with alarm.
"Where did they go? The winter faeries are supposed to provide security, they signed an agreement. Go tell Ponto and get some faeries with warding magic to shore up the wards." Faeries start flying with purpose to speak to others that need to be put on security. "We can handle it ourselves but we need to get enough people out to the borders."
"Should we disperse the faire?"
"No, there's no sign of any threats and if we re-ward it, they'll be safer here than people scattering in the woods at night. Even if we had the bad luck to be attacked before the wards are re-done we can defend them with our magic - and we're contracted to."
Unfortunately that bad luck hits too soon. While the faeries scramble to re-do the defense wards, an unearthly fog rolls in. Terrible screeches start to rend the air, sounding similar to the screams of foxes. Warning bells ring from warning wards placed in certain areas of the woods.
"Nightrenders!" someone calls out and people in the crowd start screaming, gathering their loved ones closer. Horrifying beings start to pour into the faire and the hand stamps of all the people who bought tickets ahead of time start to glow. Faeries rally around those people, casting powerful defensive spells. Due to the panic, several stalls start to go up in flames due to knocked over cooking fires. Fortunately the stalls are small enough for people to escape them easily and spread far enough apart that they can be avoided, but smoke joins the fog in the air.
If a faerie sees one of the squad of otherworlders, and their lack of glowing hand stamp they're quick to offer a warning. "You have to run! The people who bought tickets ahead of time entered into a magical agreement of protection. The warding takes time to charge. We can do nothing for you, without slow-charge wards we're not powerful enough to protect you. The Nightrenders will devour your brain, or your soul."
Apparently that little disclaimer about not being fully protected that some of them read while coming in (for those that had arrived earlier in the day) was more important than it seemed.
The faeries always point the same way, still trying to help the people without tickets. "To the north! There's a place in a canyon with a large, glowing crystal. It looks like an abandoned market and dwellings. You'll be safe there, the magic of the Heartstone will protect you."
USEFUL LINKS
NIGHTRENDERS

The beings known as Nightrenders start amassing on the faire. Their movements are quick but clumsy, as if every one of their movements is made up of a hundred janky, smaller fits and starts, like they're made of clockwork. The faerie magic summer faeries use seems to do no more than stagger them back or temporarily knock them over, but at least makes it clear to the squad that they at least can be knocked over and slowed down. At the very least it seems to take them some time to get off the ground and back to their feet.
Attacks
They attack anyone they see in different ways. Some they wound with massive claws. Or they squeeze someone's torso and nearly suffocate them to give them a chance at possibly chomping into the heads of their victims to get at the brains. Most dangerously of all, they breathe in with a loud sucking noise, clawed hands guiding the magic that lets them drawn out someone's soul to devour it. It looks like a small delicate thing, sometimes in the form of a glittering star or a flower, as its drawn out of the victim's mouth.
This process can fortunately be interrupted if the Nightrender is attacked. As long as the soul hasn't been sucked into their mouths, it goes back into the victim.
Cursed Aura
But the whole thing is complicated by the magical aura caused by the Nightrenders. When they draw close, everyone around them is choked with fear, grief, and dread. Some succumb to visions of their worse memories playing out in their heads over and over. Some might be able to still stagger away in this state, trying to see through the visions, especially if someone helps them along, but others will find it nearly impossible to do anything other than curl on the ground. It is unknown why some don't have the flashbacks or can power through them more than others, though it's thought that those that repress their bad memories or negative emotions struggle more.
Anyone that helps someone who's having visions may get a glimpse of their memories - and empathically feel a flash of the pain, fear, rage, or grief they felt during the memory. If two people try to help each other move forward when both are having visions, they may transmit glimpses back and forth.
Weaknesses
The Nightrenders cannot be destroyed, only knocked down, or slowed down. However, those with "holy" weapons, spells, or powers, or those who have weapons, spells, or powers that can hurt "ethereal" beings or evil spirits will find they can cause them enough pain that sometimes they run away. Spells and abilities that create magical manifestations of good will and happiness, as well as spells of light, or purification can also harm them and drive them away.
THE SISTERS

The Nightrenders don't speak, but some have the misfortune of hearing two voices echo out of the fog. The come in stereo, only just slightly out of sync.
"Chosen Ones, you must be so confused. You've become lost in the forest, and the Dark Lord's nightmares already pursue you. Fortunately for you, our mistress desires your company. You'll adore obeying her will. Don't run, embrace a better destiny."
Two woman in white masks and straw hats, with cloaks made from the feathers of ravens, come out of the fog, body language almost identical. No eyes can be seen through the eyeholes of their masks, just darkness.
They start attacking, and when they beset their victims they stop speaking, refusing to talk or answer questions, instead filling the air with wild, mocking laughter. One wields twin katanas, the other a kusarigama with a painful claw at the end of the chain that closes down when it hits something.
Nets
While they're extremely willing to injure the squad they seem to be trying to capture them instead of killing (albeit capturing them after they're maimed), occasionally tossing out nets of glowing silver of moonlight. Being caught in the nets renders someone paralyzed and weak, a deep cold settling into the marrow of their bones. Some may even hear the shrieks of dying loved ones, whether they've actually died in reality or not. The Sisters apparently have the strength to carry even the largest of the squad in the air and will attempt to fly away when someone is ensnared.
The nets are difficult to destroy, but can be with great force of some kind. It has to be aimed at the part closest to the Sisters' hands, because the force required to break the nets would also injure those trapped inside them. The cold and paralysis fades when the victims are free, but some of the rescued may feel weak and need help staying on their feet. Unfortunately, even when they're broken, the nets of moonlight seem to be something they can recreate within several minutes.
Smoke Monsters
For some, they don't attack directly. Instead, one of the sisters pulls out a pipe and smoke monsters pour out of it. They try to drag their victims closer to the sisters so they can be caught in their nets. Fortunately, they can be destroyed with enough force.
While the Sisters seem impossible to injure, they can at least be caused pain with extreme enough attacks, something that makes them teleport away before risking any further injury.
PROMPTS

a) RENT
Uh oh, a Nightrender has you. Either it's squeezing you so hard you're suffocating and about to chomp into some juicy brains, or it's in the process of sucking your soul out through your mouth. In either case, you're likely broadcasting visions of your worst memories in small flashes to whoever is near. You're in desperate need of rescue and the summer faeries can't help - their magic is all but useless on the Nightrenders if it didn't have time to build by a covenant. Only others that fell into the Wilderlands like you did can save you.
(Feel free to provide multiple memory options ala a memshare, but keep in mind they'd only be flashes instead of a full memory!)
Uh oh, a Nightrender has you. Either it's squeezing you so hard you're suffocating and about to chomp into some juicy brains, or it's in the process of sucking your soul out through your mouth. In either case, you're likely broadcasting visions of your worst memories in small flashes to whoever is near. You're in desperate need of rescue and the summer faeries can't help - their magic is all but useless on the Nightrenders if it didn't have time to build by a covenant. Only others that fell into the Wilderlands like you did can save you.
(Feel free to provide multiple memory options ala a memshare, but keep in mind they'd only be flashes instead of a full memory!)
b) NABBED
The Sisters have got you, their smoke monsters are trying to drag you away, or you're still trying to fight them to avoid being caught. It'll be a lot easier if you have help - otherwise you're outnumbered and possibly outclassed. The only way to stop them is fight back hard enough that they feel you're not worth the effort and teleport off.
The Sisters have got you, their smoke monsters are trying to drag you away, or you're still trying to fight them to avoid being caught. It'll be a lot easier if you have help - otherwise you're outnumbered and possibly outclassed. The only way to stop them is fight back hard enough that they feel you're not worth the effort and teleport off.
c) RESCUE
Perhaps you're not affected by the Nightrenders or are just good at powering through the haze of painful magic they're inflicting on the area. Either way, you're out to help the people around you. Perhaps you run into another member of the otherworlder squad that needs saving - or maybe they join you to protect a third otherworlder, or a denizen of the Wilderlands that also forewent a ticket and is therefore at risk. Unlike many of the people from other universes, many of the denizens of the Wilderlands are powerless and thought they were in for a day and night of safe fun.
There are also other hazards to rescue people from. Maybe a small child has been separated from their parents and is disoriented by smoke, in need of rescued from some flaming tents. Or maybe an elderly person has fallen and is at risk of being trampled. There are lots of reasons people might need help, due to fires, panicked horses, collapsing tents, and panicking crowds.
Perhaps you're not affected by the Nightrenders or are just good at powering through the haze of painful magic they're inflicting on the area. Either way, you're out to help the people around you. Perhaps you run into another member of the otherworlder squad that needs saving - or maybe they join you to protect a third otherworlder, or a denizen of the Wilderlands that also forewent a ticket and is therefore at risk. Unlike many of the people from other universes, many of the denizens of the Wilderlands are powerless and thought they were in for a day and night of safe fun.
There are also other hazards to rescue people from. Maybe a small child has been separated from their parents and is disoriented by smoke, in need of rescued from some flaming tents. Or maybe an elderly person has fallen and is at risk of being trampled. There are lots of reasons people might need help, due to fires, panicked horses, collapsing tents, and panicking crowds.
d) RUN
It's time to run! Perhaps, after some screaming and confusion - and teleportation - you finally grab a buddy and bolt through the woods. You better run fast because the Nightrenders and the Sisters may give up chase at some point but it may take time and moving through difficult terrain in the fog to lose them. Perhaps you and a partner have to help a third, injured otherworlder because they're having trouble walking.
Better head north like the faeries said. The faeries were right that this Heartstone to the north may be your only hope - and you'll have to reach it despite the fading evening light, skies overcast with dark clouds, and fog.
It may be easier navigating in the dark with a partner or two.
It's time to run! Perhaps, after some screaming and confusion - and teleportation - you finally grab a buddy and bolt through the woods. You better run fast because the Nightrenders and the Sisters may give up chase at some point but it may take time and moving through difficult terrain in the fog to lose them. Perhaps you and a partner have to help a third, injured otherworlder because they're having trouble walking.
Better head north like the faeries said. The faeries were right that this Heartstone to the north may be your only hope - and you'll have to reach it despite the fading evening light, skies overcast with dark clouds, and fog.
It may be easier navigating in the dark with a partner or two.
e) WILDCARD
Maybe you decide to do none of the above. Go nuts!
Maybe you decide to do none of the above. Go nuts!
❧ Quest magic: Players can handwave that the quest bond magic is tugging the group northward to the safe place, with the mysterious Heartstone. They can also use the quest magic as an excuse for many different threads. As the group tries to run, their scattering movements will affect the magic and cause people to teleport at random, allowing for many different encounters with many other characters. This can explain why two characters that might otherwise stay together through the whole thing might get separated.
❧ Network: The network can now be used. Mirrors can and do float if someone is trying to talk through one and running, and can follow someone as they move, allowing people to communicate on the go or during action. Feel free to start using the network in parallel with the log events.
❧ NPCing: The mods won't be npcing but players are free to npc the actions of bystanders, the Nightrenders, and the Sisters. The Sisters won't speak, just continue laughing, and players can npc their specific attacks, capture attempts, and teleportation. Please just don't have them talk or godmode them dying - they're currently a little too sturdy for that. If you have a question about whether/how something will affect them feel free to ask the mods in the first comment below.
❧ Environment: Feel free to manipulate the environment. There are things left over from the faire people can work with like bow and arrow sets from the competition, horses (which can be temporarily stolen, though we'd like to limit any that are permanently stolen to the (1) horse another player already requested), and even explosive faerie fireworks (they're quieter than the normal thing but still create a big bang). Abandoned stalls also have weapons and supplies to grab as people run for it. If they didn't think to steal or buy useful things during the day, please limit this to only grabbing one or two items as they run, like a cloak or sword. They won't have time to loot for more.
❧ Experimentation: We'd like to encourage people to experiment! Obviously ask other players if they're down first, but it could be fun to do something other than 2 person threads, like maybe 2 PCs banding to rescuing a 3rd. Players are also encouraged to set limitations if they think it'd be more interesting, like locking their final escape prompt from the faire grounds to a single thread partner and playing out the drama of a full escape.
[OOC: Plot is visible so people can see and start plotting together but not open until Nov. 1. The mods will enable comments then.]
Cammie MacCloud
1. headsnatcher (cw: violence, memories of decapitation by proxy)
2. not gonna get me again
3. wildcard
1a
"Cammie? Cammie, that you? It's me. Saturday. From the Rig. We gotta move." She tugs at Cammie's shoulder, trying to get her to stand. "Get up! Move! Come on!"
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Saturday's hand touches Cammie's shoulder, Cammie recoils, and the flash of memory turns to the pressure of a strong, metal hand wrapped around the same spot, pushing down on her body whilst the other latches onto her head, tugs and twists and—
There's that strange sensation of metal tearing, of sparks and electricity arcing, of pain that's somehow tinged artificial and yet feels no less real. That piercing, visceral scream sounds electronic, and yet exactly the same as Cammie's real voice in the here and now, letting out an aborted cry of her own.
But reality must be creeping back in at the edges, because as Cammie shakes her head she splutters out a response.
"Saturday? Saturday, Saturday I—" A pitiful whimper. "Can't, I can't, he's got me, he's got me I can't—"
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She has both hands on Cammie now, metallic and flesh, but her metal arm is magic, not technology, warm and pliable as a real arm. And her eyes are boring into Cammie's, unmistakably not those of a machine.
"You can do this. You survived the Rig. This is nothing. Just lean on me, I'll get you up. We gotta move, Cammie."
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Cammie's eyes seem to focus and unfocus, torn between seeing what's really here and seeing what's in her head. Gritting her teeth, tugging so hard at her hair it's a miracle she isn't pulling strands out, she lets out a frustrated, wordless shout.
"Fuck that guy," she repeats with a nod, voice still strained with the effort of fighting whatever this hell is to get one of her feet under her. "He's dead. He's— he's dead, and he cannae be here, and—"
She survived the rig. She helped everyone else survive the rig. Right. Right.
She stumbles, but she doesn't let herself fall back to her knees. She leans against Saturday, wordlessly doing what she says she needs to. The memory isn't gone, she can all but feel the claws on her chest, but Saturday's flesh and blood and here right now. She tries to focus on that.
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She slings Cammie's arms around her shoulder, hauling her to her feet. "Left foot first, then right, keep repeating. We'll get outta this. It's just some kind of fucking - despair aura. Hurts like a bitch but if we just clear the radius, we'll be fine."
She hopes they'll be fine. But her own memories are starting to hammer with her pulse at the cracks in her self-control. Maybe Cammie can sense them: insect wings and screaming and viscera on the floor; a body, dead but still breathing, staring blankly as an ovipositor slides lovingly into its slack mouth -
Saturday shakes her head, hard.
"Don't let it distract you." Don't let it distract me.
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Cammie flinches, it's hard not to. A part of her is used to flashes of other people's memories, she's shared her mind with her team so many times, she's caught bits and pieces, they all have, but it's nothing like this. Like having the worst things thrust right at you.
Despair aura. Sounds about right.
But she keeps her feet under her. Has to rely on Saturday a bit, for now, but she keeps her feet under her. Left foot, right foot. One step at a time, just get away from these things. Don't think about Saturday's memories, of screaming and dead bodies and ovipostors and gore. Don't think about Nemesis, clawed hands and purple clouds of nanites and isolating her away from the only people who could ever hope to help her and—
"He was like— like fourty foot tall. And metal, and so strong, and—" Deep breath, she lets out a laugh that might sound forced for how strained it is, but it's genuine. It's real. "But right now I dinnae doubt for a second ye'd kick his giant metal arse."
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She adjust Cammie's weight a little, trying to think of anything that isn't chitinous legs skittering over Maggie's face, or fresh rot spreading in Caim's wound.
"Reminds me of this cartoon I used to watch. Had a really stupid theme song. You dig gi-ant ro-bots. I dig gi-ant ro-bots. We dig gi-ant ro-bots. Chicks dig gi-ant ro-bots."
Her voice is dreadful - like someone gargling razors at the bottom of a well.
"We're getting to the trees. Heading north, like the summer folk said. Something called a Heartstone there. Sounds like a nice place. It's gonna be okay."
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b.
She's ripped her extremely expensive prom dress off at the knees, but the tight, heavy fabric is still slowing her down as she stops using her exhausting vampire speed to zoom and starts to just run like a normal person, breathing hard. She's no longer looking for anyone who needs help; she's just looking for an escape.
But she does find someone who needs help. A nightrender has a girl with bunny ears in its fist, and is opening its mouth to suck the little star out of her. Caroline doesn't know what that little star the nightrenders are eating is, but she's completely certain that it's something Bunny Ears would miss.
"Hey, jerk!" Caroline uses a last burst of speed to dash over to the nightrender, fangs descended, eyes bloodshot with frenzy, and chomps down on the nightrender's neck. The hunter just became the hunted.
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The horrid sucking noise stops and the little star drifts right back to where it belongs, and as it disappears it's like Cammie takes a sharp breath of her own. Startled back into a moment of clarity, the visions receding to the edges of her mind, her eyes snap open wide and those bunny ears shoot up straight. Holy fucking—
She has barely a second to think, not long enough for a thank you and hardly enough to take in the person she'd be thanking—this other girl in a torn dress with her teeth sank into this monster's neck—before she apparently becomes a much less immediate target for the Nightrender than the one attacking it. Dropped unceremoniously to the ground, she yelps both from the impact and surprise.
What the fuck, what the fuck, what the fuck—
She can feel the memory creeping back in at the edges, the fear of being pinned down, her Holon's head disconnected and thrown aside leaving her blind and yet still screaming as Nemesis tried to get into her chest compartment, but she grits her teeth and tries to get her feet under her.
Under her breath, she repeats, "Not gonna get me again. Not gonna get me again," even as she stumbles, landing on one knee. She has her sword on her back, if she can just get up then maybe she can help rescue herself.
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She yanks the nightrender's neck with a crack, and it goes limp in her hands, but she knows she's only bought the two of them a few seconds of time. The girl she just rescued is alive and getting up and armed. Caroline gets just enough of a moment to realize that before the nightrender comes to and sinks its claws into her shoulder.
"Bunny Ears! A little help here!" Caroline screams, pained.
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"Shitshitshit—" Okay, rescuer's being attacked, talk about motivation to get your arse in gear. Keep it together, Cammie.
Cammie's legs still aren't the steadiest things in the world, but she's standing on them now and through she has to bite her tongue to give her something real to focus on, stop her falling back into the memory right away, she still gets her hands on her sword. The damn thing's almost as tall as she is but somehow, that doesn't seem to bother her once she's got a good grip.
She has no idea how, or why, let alone how she seems to know exactly how to use the damn thing, but it's not exactly the time for that kind of curiosity, is it? Cammie steadies herself, hefts the sword up, and lunges. She brings the blade down against the Nightrender's arm and forces it away from the bitey girl, before rebalancing and trying to get it in the torso. Knock it down, or back, or— something.
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As long as she gets out of here. Which is looking a little dicey, now that most of her energy is spent and sucking blood isn't helping.
"How fast can you run with that thing?" she asks Cammie, clutching her own shoulder.
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Cammie's a little pale in the face—christ, she is not used to dealing with fights that aren't metal against metal and no real harm done—but she swallows the lump in her throat and subconsciously sets her ears in a very upright, focused position. Fake it 'til you make it.
"Lighter than it looks, so about as fast as I can any time which is— uh— I mean it's better than average?" Which isn't taking into account the fact she still feels like her legs could collapse under her at any moment. Or how her ribs ache from being grabbed, she's sure she'll come out in just lovely bruises later.
But it's not like there's really any other choice but running. If she doesn't get away from this thing soon she's sure she'll be a useless lump on the floor again soon enough.
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"We've got to move." Preferably as a duo, as they're both probably too beat up to go it alone. "Quick. I'm Caroline. Thank me later."
As if Caroline didn't get saved by Cammie seconds ago.
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/end?
2a
But despite everything, Ange isn't some heartless girl. Even though she had been running away -- having been left behind by a lot of people, partly because she's been meandering all over the place in a futile effort to disorient the Nightrenders, and partly because despite everything she did pull one or two random people away from danger -- and didn't want to stop, she did stop on her tracks, a tad exasperated with herself.
This is a bad idea. This little detour may be the death of her, she thinks, but she does come to give a hand.
"Wouldn't it be easier to cut it?"
This place perhaps had blades to use, she thinks, but finding something in this chaotic situation is a bit like finding a needle in a haystack.
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“Maybe, but all I’ve got on me is my sword, and I dinnae wanna accidentally gut anyone under there with it.” The sword’s on her back, and almost as long as Cammie is tall, which isn’t saying anything obscene considering she’s barely above 5’, but still. “Might be somethin’ that got thrown from one of the stalls, but—”
Needle in a haystack, for sure. Still, she casts a glance around their immediate surroundings, just in case.
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Besides, standing around making objections probably would delay things even further! Without further comment, she went and grabbed the edge of the tent, trying to remember if you were supposed to hold your breath or something while lifting heavy stuff. Lift with your knees, not your back, was it?
Whatever. She'll figure it out, she thinks.
"Let's just get it done. Fair word of warning: I'm not renowned for my physical strength"
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“Oh, well, we have that in common, then. I’m only strong when my muscles are made of literal metal.”
One day she may stop dropping confusing comments about her day job to people with no context, but today is not that day.
She gets a good grip on the tent herself, then looks over and nods before moving to heft it up.
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"...do you mean that literally?"
Hearing such things without context is quite surprising! But after today -- and everything that's happening right in this moment a short distance from them, such as nets made of moonlight, supernatural creatures, and being dragged into another world in the first place -- Ange can't bring herself to be as surprised as she should be.
Instead she feels exhausted. This is so much at once.
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With the two of them they do, at least, start to make some progress getting the tent off the ground.
"Oh, yeah. Totally literally. Sometimes my brain's uploaded into a robot, I'm like 30 foot tall and super strong then."
It's said totally seriously, because she's totally serious. That's just a thing in her universe. A relatively new thing, and not at all common, but being a robot part-time sure is a thing for her.
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2a
Which means he's the perfect person for the job.
"I've got it!" He picks up the entire mess - the whole bundle of it - and clean and jerks that shit right onto his brawny shoulders, using both arms to keep it there and keep the cloth and beams bundled together.
Even without super strength he's built like someone who carries around hay bales.
The people are somewhere deeper within, probably in help of finding the way out.
"This way!" he calls out. But there's a lot of confusion. They may need help being led out. "They're probably disoriented. I can't move from here if you want an exit."
He's got to keep the way open.
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Cammie does an honest to god doubletake between the floor and the bundle of tent now across his shoulders. Wow. Yeah, okay, that sure covers that part of the problem.
"Right, yeah, you stay— doing that, mister human support column, and I'll duck in, lead 'em out. Just don't you go and drop it on my head, aye?"
She absolutely does not think he's going to drop it on her head, like, at all, but what is she if she's not being a little cheeky?
She flattens her ears against her head, because he may have it held up above her height but material sags and droops and she'd rather not get them caught, and ducks through the exit he's made.
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Case in point, his voice is already getting horse. He's stuck with smoke billowing up all around him through the hole while she's looking.
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"Right. Quick as I can, not my first rodeo with panicked folks."
Granted the last time she was 30ft tall and could physically pick people up to get them to safety, but arguably this should be easier than a rescue mid-hurricane and flooding anyway. If it really catches light, then they have a big problem, but for now, easy peasy. Right?
She moves deeper in, listening for the tell-tale sounds of panicked people, and thank fuck it's not as if it's exactly a maze. She has to push the material up in places and when she finds some folks they're clearly not sure which way to go, some crouching some stood to create space.
"Oi! C'mon, we've got an exit. Follow me, before we all get into some real shite."