|
|
|
|
|
|
Posted: Mon Jan 17, 2011 11:06 am
Quote: > Isn’t it obvious, Gimpy? (Take your partner and go through the door directly right of you) Well, at least I and my partner hadn't been killed straight away, and now after seeing the written warning about going outside I'm even more certain that not listening to my friend was the right thing to do. But now, inside and faced with even more choices I was wondering what exactly I'd gotten myself into. Maybe a quick death was preferable..
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jan 17, 2011 11:06 am
Prelude Nio Love Mediciner Komse Manda elvyralani Amon Larethian Lucifer Force Kanth MoonKitsune Eyulra Dark Fire Angel Meeki whimsicalDreamthief The_RedDaisy Tonight was supposed to be the night. It’s the one you and your friends have been talking about for ages (well, ok, since last week) and you’ve been doing your best not to think about how excited you are. On a recommendation, you’ve all planned to go and haunt a spooky forest nearing the mountains. Apparently there’s a healthy bit of variety in comparison to your typical cemetery drive; a bar made out of the remnants of a train (mostly undead and ghosts), one or two abandoned houses, and miles of woods to explore.
The night is still fairly early, but you’re already having a great time. The trees howl at you- your friends shriek and shrill with them, then go on, cackling. You’re all making quite a ruckus (except for the poor boil that you’re initiating- he’s too busy trying not to buckle under the ice box you all made him lug along), because that’s how you prove that, tonight, you’re going hard, just like the world is yours. Or something like that. Everybody figures that, after you all find a suitable patch of wood, you’ll all make a temporary base and decide what to do from there. The popular opinion seems to be leaning toward hunting down the old crone that supposedly lives in these parts and seeing what torment you can inflict. Everyone’s heard the stories, but no one knows for sure if she’s real. You’re all debating on what you think she makes her infamous dolls from –hair, twigs, match-sticks- when, from behind, there comes a great clatter and a scream.
You turn just in time to see your trial-friend and the cooler go down, kicking and screaming, beneath what must be at least three evil gremlins. He doesn’t stand a chance, especially not now that you see there are more of the creatures coming. Their bright eyes shine with impish glee around the base of the trees, malice in their wide, razor-bladed grins. The rest of you don’t even think twice: you run.
One by one, you see or hear your friends go down around you; apparently you’ve run right into the gremlins’ trap and they’ve been waiting to drop down on your crew from the branches. You’re about to call it quits and let the little bastards have you (but damn, death by dismemberment hurts) when you smack right into a cast-iron gate. Idiot- you were too busy looking at what was going on over your shoulder to see where you were going!
You can hear a round of cackling from behind you, the sound of the pack fast closing in, and the distant shouting of your fallen comrades. It looks like the end for you. Hoping to salvage what remains of your dignity, you turn to face your attackers and start a battle cry!
Unexpectedly, a wave of cold washes over you as something passes through you and continues on. Ghost hounds! The gremlins are just as surprised as you are, falling over their own ranks as the canine creatures plow through them. There is a tug at your arm to distract you from the spectacle of flying, gremlin chew-toys. It’s one of your friends (ok, it’s one of your friend’s friends that always tags along; you never liked him much, but you’re reconsidering your opinion now), and he helps haul you to your feet.
“We gotta get out of here,” He says, breathlessly. You can smell the blood on him, and his stylish Ichorzombie & Witch apparel is tattered with evidence of a fight he must have narrowly escaped. “I bet if we can get back to the ice box, we can melt ‘em all, no problem.”
He does, however, seem to be looking for guidance. You check the area for options, because one question has really been nagging you – where did the dogs come from?
Turning back toward the gate, you stare through the brambles and behold a manor. Somehow, you didn’t notice it before (which is understandable since you weren’t really looking), but it’s a pretty big place, two stories tall, and properly foreboding. There are lights in every window, dim on the top floor (candles) and bright on the bottom; you get the impression of a wide grin. In the very center, up the steps of a wide porch, there’s an arch of yellow light and a humanoid silhouette. Someone is watching you and your friend from the entrance of that mansion.
What are you going to do?
> Make a dash for the mansion. The gate is open, even if it is overgrown with weeds and thorn bushes. Maybe they sent the dogs out to help you? Surely they’ll shelter you while you wait for your friends to come back!’
> Take your friend’s advice and run for the woods. Those dogs can buy you time while you get back to the camp and gather your liquids for a counter-attack. Besides, that mansion just seems a little too good to be true To the Mansion (Foyer)
Toshihiko Two Vashtya (x) Bloodlust Dante (x)
You decide to grab your retarded friend and drag him through the gates, toward the manor. He stumbles a little, clearly not expecting to move in such away, but he does his best to keep up. As you approach the door, the silhouette within steps away and disappears into the light. It’s a bit strange, but since they left the door open, you don’t think twice about your decision to take shelter there. You shove your partner in first (just in case it IS a trap) then dart in after him. The door shuts itself behind you.
Of course.
The place is well lit, at least. It’s actually… a little charming, in a sense. You’re in the foyer, clearly. There’s a dead plant on the table ahead of you, and a chandelier above. Long, iron stands are placed strategically around the room so that the candles they bare cast just the right amount of light. A giant staircase leads up to the second floor, just out of sight for now, a red, velvet rug pooling down it like a tongue. There are two doors on either side of that staircase, and one to either side of you. All of them are made of some sort of dark wood.
Turning around, you check the door from which you came in: it’s unlocked. You can leave if you wish.
However, you are advised against doing so by a simple message, scratched into the very wood of the door.
’Don’t go out! -Ratwel’
“What the Hell?” Your partner grumbles, then sighs. “Okay, what now?”
> Oh no, you’re not coming with me. (Go through the door directly right of you, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door directly right of you)
> Oh no, you’re not coming with me. (Go through the door to right of the staircase, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door right of the staircase)
> Oh no, you’re not coming with me. (Go upstairs, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go upstairs)
> Oh no, you’re not coming with me. (Go through the door to the left of the staircase, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door left of the staircase)
> Oh no, you’re not coming with me. (Go through the door directly left of you, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door directly left of you)
> Let’s go. (Leave the manor)! Notes ! Hooray! You are not completely alone in this mansion after all! You’ve got a partner that has… the potential… to help see you through. But he’s hurt. After trying to run you off into the woods, his intelligence seems a little questionable as well. But he’s gutsy (hahaha), you have to give him that. Now it’s time to decide whether you leave him behind or continue on with him.
Partner Benefits: - You may, at any time*, ask your partner what they think about your current situation. They just may have some insight toward your next move! However, if you abuse this privilege, he may start to question your ability to lead… - You can overcome obstacles you couldn’t before with your partner.
Drawbacks: - Your partner is hurt, so he may have to stop and rest at certain times. To keep him, you will have to forfeit a turn and wait with him. - He may spark a random event in a room that wouldn’t have happened if you were alone. This may lead to death.
** Some circumstances may not allow you to chat with your partner.> Inspect the Knife iloveyouDIE + You decide the knife is just a little too interesting to pass up. You approach it, mindful of keeping a chair between you and it. You’re not vagrants, you tell it. You were seeking shelter, and maybe some help.
“Help? Ha! I could say the same.” And yes, indeed, that voice IS coming from the blade. “Well, don’t just stand their with your jaw on the floor. Pick me up and let me see the face of my unsuspecting guest!”
Guest? You do as you’re told, though, picking up the knife and (this is stupid), flashing its reflective steel up to hold your image within it. Your partner peers over your shoulder curiously.
There are vibrations in your hand as the knife chuckles darkly. “Well, aren’t you a sorry lot? You must forgive me; usually I am not so indisposed as this. I would have you seen to. As it stands, you’ve met me… at a very strange time in my life.”
> Ask the knife for more information > Place it in your pocket and continue on: (one of the choices below) > Leave the knife and continue on: (one of the choices below) > Inspect the handprint on the door > Go through the door with the handprint > Look out the window > Go back> Ask Your Partner their Opinion Lucifer Force + Dutifully, your partner bends over to get a good look at that passage, his lips drawing thin.
"It'd be a tight fit," He tells you, glancing at your figure sidelong (hey!). "That gives you no room to do anything but go forward or back. What if something's living in there? Let's just say, if you expect me to go in there..." He laughs.
> Enter the passage in the fireplace > Tell your partner to give the old armor a good one-two. > Inspect the armor yourself. > Tug the cord > Inspect the bobble-head > Inspect the fireplace/painting > Turn on the skelevision > Go back Right of the Staircase Bloodlust Dante (xx) + With your mystical powers of eenie-meenie, you have decided that this is the right way to go. The door opens to a hallway which is, rather oddly, very pink. You begin to walk forward, only to find that the floor sinks beneath your feet. One of your legs goes knee deep in some sort of gook.
Before you can turn and try to pull yourself up, your partner limps in behind you and bumps you. “Sorry!” He curses, but you are already falling forward, face-first into the goop. You sink, but don’t swim.END((Dante, you are out of the game! I'm sorry, but that's three strikes! Better luck next time, dude. :< )) The Dining Room (to the Right) Sayuri_Nitta + You enter a long, spacious room. Straight ahead, there is a wall lined with long, large, glass windows. The moonlight hasn’t reached this side yet, but you can imagine how glorious it must be when it does. For now, there are candles, set along a large table. It is set for five, though it’s very clear that it could hold a whole party. Who lives here, you wonder. And why haven’t you seen anyone yet? You’d think someone would come along, at the very least to throw you out!
No one is here, but there’s a door at the other end of the room. It is stained with a red handprint.
“Hark, a vagrant!” You turn to look at your partner reproachfully for the outburst, but they look thoroughly bemused.
“It wasn’t me!” He insists.
Disturbed, you look back to where your instinct told you to (reason just told you not to give it credence)- the table.
At the head-of-the-table’s place setting, the knife seems to flash beneath the flicker of the candle.
> Inspect the knife > Inspect the handprint on the door > Go through the door with the handprint > Look out the window > Go back((x - you had a death ; + - you took your partner with you ))
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jan 17, 2011 11:09 am
((I found out where not to go in the main hall!))
*his ghostly apparition floats about in the foyer*
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jan 17, 2011 11:10 am
No one has tried upstairs yet, so you don't know if you got all the death doors. oooooo twisted
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jan 17, 2011 11:12 am
[[ >Ask the knife for more information ]]
"Whoah!" The knife was talking to me but didn't seem to be too bad of a sort. Well, at least not yet.
"I apologize for how this all seems.. he apologizes too." Gimpy sheepishly hung back, seeming to be worried about a talking knife. "This knife might be better company than you.." I muttered under my breath to Gimpy and elbowed him in the ribs. Of course his groaning seemed to start up again as soon as I'd done it.
"We were attacked in the woods and were seeking shelter here. Some hounds seemed to run off our attackers but.." I stopped, feeling impolite. It would be really bad to piss off a knife and I was not prepared to fend it off in the case of an attack. "I'm sorry.. I'm being very rude. Is this your house? How did this happen to you?"
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jan 17, 2011 11:12 am
Quote: > Inspect the bobble-head "Dually noted, partner. Let's check something else. This seems too tight for my liking..." They turn around and spot a bobble-head. How bizarre! Let's check it out!
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jan 17, 2011 11:14 am
Oops, crap, ilu. I forgot to put in the info for it! Editting that in now. You may change your decision if you want.
Please tell me if you change anything.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jan 17, 2011 11:19 am
((Thanks BA =)) I purse my lips; that was really weird. Either my partner was more addled than I thought..or, or there was something else in here that had spoken. But was unseen - for now.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jan 17, 2011 11:24 am
Bloody Anubis Oops, crap, ilu. I forgot to put in the info for it! Editting that in now. You may change your decision if you want.
Please tell me if you change anything. (( Edited post. Thanks. ))
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jan 17, 2011 11:41 am
Prelude Nio Love Mediciner Komse Manda elvyralani Amon Larethian Lucifer Force Kanth MoonKitsune Eyulra Dark Fire Angel Meeki whimsicalDreamthief The_RedDaisy Tonight was supposed to be the night. It’s the one you and your friends have been talking about for ages (well, ok, since last week) and you’ve been doing your best not to think about how excited you are. On a recommendation, you’ve all planned to go and haunt a spooky forest nearing the mountains. Apparently there’s a healthy bit of variety in comparison to your typical cemetery drive; a bar made out of the remnants of a train (mostly undead and ghosts), one or two abandoned houses, and miles of woods to explore.
The night is still fairly early, but you’re already having a great time. The trees howl at you- your friends shriek and shrill with them, then go on, cackling. You’re all making quite a ruckus (except for the poor boil that you’re initiating- he’s too busy trying not to buckle under the ice box you all made him lug along), because that’s how you prove that, tonight, you’re going hard, just like the world is yours. Or something like that. Everybody figures that, after you all find a suitable patch of wood, you’ll all make a temporary base and decide what to do from there. The popular opinion seems to be leaning toward hunting down the old crone that supposedly lives in these parts and seeing what torment you can inflict. Everyone’s heard the stories, but no one knows for sure if she’s real. You’re all debating on what you think she makes her infamous dolls from –hair, twigs, match-sticks- when, from behind, there comes a great clatter and a scream.
You turn just in time to see your trial-friend and the cooler go down, kicking and screaming, beneath what must be at least three evil gremlins. He doesn’t stand a chance, especially not now that you see there are more of the creatures coming. Their bright eyes shine with impish glee around the base of the trees, malice in their wide, razor-bladed grins. The rest of you don’t even think twice: you run.
One by one, you see or hear your friends go down around you; apparently you’ve run right into the gremlins’ trap and they’ve been waiting to drop down on your crew from the branches. You’re about to call it quits and let the little bastards have you (but damn, death by dismemberment hurts) when you smack right into a cast-iron gate. Idiot- you were too busy looking at what was going on over your shoulder to see where you were going!
You can hear a round of cackling from behind you, the sound of the pack fast closing in, and the distant shouting of your fallen comrades. It looks like the end for you. Hoping to salvage what remains of your dignity, you turn to face your attackers and start a battle cry!
Unexpectedly, a wave of cold washes over you as something passes through you and continues on. Ghost hounds! The gremlins are just as surprised as you are, falling over their own ranks as the canine creatures plow through them. There is a tug at your arm to distract you from the spectacle of flying, gremlin chew-toys. It’s one of your friends (ok, it’s one of your friend’s friends that always tags along; you never liked him much, but you’re reconsidering your opinion now), and he helps haul you to your feet.
“We gotta get out of here,” He says, breathlessly. You can smell the blood on him, and his stylish Ichorzombie & Witch apparel is tattered with evidence of a fight he must have narrowly escaped. “I bet if we can get back to the ice box, we can melt ‘em all, no problem.”
He does, however, seem to be looking for guidance. You check the area for options, because one question has really been nagging you – where did the dogs come from?
Turning back toward the gate, you stare through the brambles and behold a manor. Somehow, you didn’t notice it before (which is understandable since you weren’t really looking), but it’s a pretty big place, two stories tall, and properly foreboding. There are lights in every window, dim on the top floor (candles) and bright on the bottom; you get the impression of a wide grin. In the very center, up the steps of a wide porch, there’s an arch of yellow light and a humanoid silhouette. Someone is watching you and your friend from the entrance of that mansion.
What are you going to do?
> Make a dash for the mansion. The gate is open, even if it is overgrown with weeds and thorn bushes. Maybe they sent the dogs out to help you? Surely they’ll shelter you while you wait for your friends to come back!’
> Take your friend’s advice and run for the woods. Those dogs can buy you time while you get back to the camp and gather your liquids for a counter-attack. Besides, that mansion just seems a little too good to be true To the Mansion (Foyer)
Toshihiko Two Vashtya (x)
You decide to grab your retarded friend and drag him through the gates, toward the manor. He stumbles a little, clearly not expecting to move in such away, but he does his best to keep up. As you approach the door, the silhouette within steps away and disappears into the light. It’s a bit strange, but since they left the door open, you don’t think twice about your decision to take shelter there. You shove your partner in first (just in case it IS a trap) then dart in after him. The door shuts itself behind you.
Of course.
The place is well lit, at least. It’s actually… a little charming, in a sense. You’re in the foyer, clearly. There’s a dead plant on the table ahead of you, and a chandelier above. Long, iron stands are placed strategically around the room so that the candles they bare cast just the right amount of light. A giant staircase leads up to the second floor, just out of sight for now, a red, velvet rug pooling down it like a tongue. There are two doors on either side of that staircase, and one to either side of you. All of them are made of some sort of dark wood.
Turning around, you check the door from which you came in: it’s unlocked. You can leave if you wish.
However, you are advised against doing so by a simple message, scratched into the very wood of the door.
’Don’t go out! -Ratwel’
“What the Hell?” Your partner grumbles, then sighs. “Okay, what now?”
> Oh no, you’re not coming with me. (Go through the door directly right of you, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door directly right of you)
> Oh no, you’re not coming with me. (Go through the door to right of the staircase, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door right of the staircase)
> Oh no, you’re not coming with me. (Go upstairs, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go upstairs)
> Oh no, you’re not coming with me. (Go through the door to the left of the staircase, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door left of the staircase)
> Oh no, you’re not coming with me. (Go through the door directly left of you, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door directly left of you)
> Let’s go. (Leave the manor)! Notes ! Hooray! You are not completely alone in this mansion after all! You’ve got a partner that has… the potential… to help see you through. But he’s hurt. After trying to run you off into the woods, his intelligence seems a little questionable as well. But he’s gutsy (hahaha), you have to give him that. Now it’s time to decide whether you leave him behind or continue on with him.
Partner Benefits: - You may, at any time*, ask your partner what they think about your current situation. They just may have some insight toward your next move! However, if you abuse this privilege, he may start to question your ability to lead… - You can overcome obstacles you couldn’t before with your partner.
Drawbacks: - Your partner is hurt, so he may have to stop and rest at certain times. To keep him, you will have to forfeit a turn and wait with him. - He may spark a random event in a room that wouldn’t have happened if you were alone. This may lead to death.
** Some circumstances may not allow you to chat with your partner.> Inspect the Knife Sayuri_Nitta + You decide the knife is just a little too interesting to pass up. You approach it, mindful of keeping a chair between you and it. You’re not vagrants, you tell it. You were seeking shelter, and maybe some help.
“Help? Ha! I could say the same.” And yes, indeed, that voice IS coming from the blade. “Well, don’t just stand their with your jaw on the floor. Pick me up and let me see the face of my unsuspecting guest!”
Guest? You do as you’re told, though, picking up the knife and (this is stupid), flashing its reflective steel up to hold your image within it. Your partner peers over your shoulder curiously.
There are vibrations in your hand as the knife chuckles darkly. “Well, aren’t you a sorry lot? You must forgive me; usually I am not so indisposed as this. I would have you seen to. As it stands, you’ve met me… at a very strange time in my life.”
> Ask the knife for more information > Place it in your pocket and continue on: (one of the choices below) > Leave the knife and continue on: (one of the choices below) > Inspect the handprint on the door > Go through the door with the handprint > Look out the window > Go back> Inspect the Bobblehead Lucifer Force + The little toy seems to be staring at the skelevision, which is switched off. It's a black cat with a little body and an overlarge head, staring forward, impassively, with giant, yellow eyes. You poke it curiously.
The head bobbles.
It's adorable. Even your partner's expression softens.
> Tell your partner to give the old armor a good one-two. > Inspect the armor yourself. > Tug the cord > Turn on the skelevision > Go back > Ask the Knife for More Information“This house is mine,” Said the knife, “At least, it was. I’m no longer sure of how to defend my claim in such an inanimate state. I confess, I do not remember much of what happened, but I was once as motion-worthy as you and your compatriot. Indeed, I was a noble demon, and my family only the best of blood.
I took to writing as a career, and was often in my study. I suppose that was where I was when this happened to me. I suspect that it, heavily, has to do with my butler. Oh! How you must think of me - how I think of me! I was too absorbed to see the treachery, the sudden, but inevitable betrayl! And now, here I am... I only pray that my family has not met the same fate as I. I did not often see them."
It is silent for a moment. "Ah... this is rather rude to ask a guest, but may I ask a favor of you?"
"I don't like it," Says your partner, squinting at the knife, "But I have bad experiences with cutlery."
> Yes, tell me more. > Place it in your pocket and continue on: (one of the choices below) > Leave the knife and continue on: (one of the choices below) > Inspect the handprint on the door > Go through the door with the handprint > Look out the window > Go back((x - you had a death ; + - you took your partner with you ))
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jan 17, 2011 11:46 am
Quote: > Ask the knife for more information Well this isn't too weird is it? I think to myself as I do what the talking..cutlery requests of me and hold it gingerly up near my face, still mindful of the fact that talking or not it is a blade I am holding. 'Indisposed?'
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jan 17, 2011 11:47 am
Quote: > Turn on the skelevision "Well, this goes against my better judgment but... let's try turning this on? I dunno, the passageway gives me the creeps..." Poking the skelevision on, we back up to watch what happens!
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jan 17, 2011 11:49 am
[[ > Yes, tell me more. ]]
I felt for the knife.. demon.. knifedemon. Well I felt as much as I could for him in such a way where I could be perfectly cooperative and maybe I would live to see another day!
Gimpy's doubts went in one ear and out the other. He was not exactly high on my list of people whose advice I should take, so I put on a concerned face and continued my conversation with the man.. err.. knife of the house.
"It all sounds awful.. and especially awful for you. We will certainly help you if we can." I was hearing a lot of interesting things that seemed to need checking out. The study. His family. The Butler. The Butler always does it! Hmmph.. isn't that always the way?
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jan 17, 2011 12:17 pm
Prelude Nio Love Mediciner Komse Manda elvyralani Amon Larethian Lucifer Force Kanth MoonKitsune Eyulra Dark Fire Angel Meeki whimsicalDreamthief The_RedDaisy Tonight was supposed to be the night. It’s the one you and your friends have been talking about for ages (well, ok, since last week) and you’ve been doing your best not to think about how excited you are. On a recommendation, you’ve all planned to go and haunt a spooky forest nearing the mountains. Apparently there’s a healthy bit of variety in comparison to your typical cemetery drive; a bar made out of the remnants of a train (mostly undead and ghosts), one or two abandoned houses, and miles of woods to explore.
The night is still fairly early, but you’re already having a great time. The trees howl at you- your friends shriek and shrill with them, then go on, cackling. You’re all making quite a ruckus (except for the poor boil that you’re initiating- he’s too busy trying not to buckle under the ice box you all made him lug along), because that’s how you prove that, tonight, you’re going hard, just like the world is yours. Or something like that. Everybody figures that, after you all find a suitable patch of wood, you’ll all make a temporary base and decide what to do from there. The popular opinion seems to be leaning toward hunting down the old crone that supposedly lives in these parts and seeing what torment you can inflict. Everyone’s heard the stories, but no one knows for sure if she’s real. You’re all debating on what you think she makes her infamous dolls from –hair, twigs, match-sticks- when, from behind, there comes a great clatter and a scream.
You turn just in time to see your trial-friend and the cooler go down, kicking and screaming, beneath what must be at least three evil gremlins. He doesn’t stand a chance, especially not now that you see there are more of the creatures coming. Their bright eyes shine with impish glee around the base of the trees, malice in their wide, razor-bladed grins. The rest of you don’t even think twice: you run.
One by one, you see or hear your friends go down around you; apparently you’ve run right into the gremlins’ trap and they’ve been waiting to drop down on your crew from the branches. You’re about to call it quits and let the little bastards have you (but damn, death by dismemberment hurts) when you smack right into a cast-iron gate. Idiot- you were too busy looking at what was going on over your shoulder to see where you were going!
You can hear a round of cackling from behind you, the sound of the pack fast closing in, and the distant shouting of your fallen comrades. It looks like the end for you. Hoping to salvage what remains of your dignity, you turn to face your attackers and start a battle cry!
Unexpectedly, a wave of cold washes over you as something passes through you and continues on. Ghost hounds! The gremlins are just as surprised as you are, falling over their own ranks as the canine creatures plow through them. There is a tug at your arm to distract you from the spectacle of flying, gremlin chew-toys. It’s one of your friends (ok, it’s one of your friend’s friends that always tags along; you never liked him much, but you’re reconsidering your opinion now), and he helps haul you to your feet.
“We gotta get out of here,” He says, breathlessly. You can smell the blood on him, and his stylish Ichorzombie & Witch apparel is tattered with evidence of a fight he must have narrowly escaped. “I bet if we can get back to the ice box, we can melt ‘em all, no problem.”
He does, however, seem to be looking for guidance. You check the area for options, because one question has really been nagging you – where did the dogs come from?
Turning back toward the gate, you stare through the brambles and behold a manor. Somehow, you didn’t notice it before (which is understandable since you weren’t really looking), but it’s a pretty big place, two stories tall, and properly foreboding. There are lights in every window, dim on the top floor (candles) and bright on the bottom; you get the impression of a wide grin. In the very center, up the steps of a wide porch, there’s an arch of yellow light and a humanoid silhouette. Someone is watching you and your friend from the entrance of that mansion.
What are you going to do?
> Make a dash for the mansion. The gate is open, even if it is overgrown with weeds and thorn bushes. Maybe they sent the dogs out to help you? Surely they’ll shelter you while you wait for your friends to come back!’
> Take your friend’s advice and run for the woods. Those dogs can buy you time while you get back to the camp and gather your liquids for a counter-attack. Besides, that mansion just seems a little too good to be true To the Mansion (Foyer)
Toshihiko Two Vashtya (x)
You decide to grab your retarded friend and drag him through the gates, toward the manor. He stumbles a little, clearly not expecting to move in such away, but he does his best to keep up. As you approach the door, the silhouette within steps away and disappears into the light. It’s a bit strange, but since they left the door open, you don’t think twice about your decision to take shelter there. You shove your partner in first (just in case it IS a trap) then dart in after him. The door shuts itself behind you.
Of course.
The place is well lit, at least. It’s actually… a little charming, in a sense. You’re in the foyer, clearly. There’s a dead plant on the table ahead of you, and a chandelier above. Long, iron stands are placed strategically around the room so that the candles they bare cast just the right amount of light. A giant staircase leads up to the second floor, just out of sight for now, a red, velvet rug pooling down it like a tongue. There are two doors on either side of that staircase, and one to either side of you. All of them are made of some sort of dark wood.
Turning around, you check the door from which you came in: it’s unlocked. You can leave if you wish.
However, you are advised against doing so by a simple message, scratched into the very wood of the door.
’Don’t go out! -Ratwel’
“What the Hell?” Your partner grumbles, then sighs. “Okay, what now?”
> Oh no, you’re not coming with me. (Go through the door directly right of you, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door directly right of you)
> Oh no, you’re not coming with me. (Go through the door to right of the staircase, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door right of the staircase)
> Oh no, you’re not coming with me. (Go upstairs, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go upstairs)
> Oh no, you’re not coming with me. (Go through the door to the left of the staircase, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door left of the staircase)
> Oh no, you’re not coming with me. (Go through the door directly left of you, alone)
> Isn’t it obvious, Gimpy? (Take your partner and go through the door directly left of you)
> Let’s go. (Leave the manor)! Notes ! Hooray! You are not completely alone in this mansion after all! You’ve got a partner that has… the potential… to help see you through. But he’s hurt. After trying to run you off into the woods, his intelligence seems a little questionable as well. But he’s gutsy (hahaha), you have to give him that. Now it’s time to decide whether you leave him behind or continue on with him.
Partner Benefits: - You may, at any time*, ask your partner what they think about your current situation. They just may have some insight toward your next move! However, if you abuse this privilege, he may start to question your ability to lead… - You can overcome obstacles you couldn’t before with your partner.
Drawbacks: - Your partner is hurt, so he may have to stop and rest at certain times. To keep him, you will have to forfeit a turn and wait with him. - He may spark a random event in a room that wouldn’t have happened if you were alone. This may lead to death.
** Some circumstances may not allow you to chat with your partner.> Ask the Knife for More Information Sayuri_Nitta “This house is mine,” Said the knife, “At least, it was. I’m no longer sure of how to defend my claim in such an inanimate state. I confess, I do not remember much of what happened, but I was once as motion-worthy as you and your compatriot. Indeed, I was a noble demon, and my family only the best of blood.
I took to writing as a career, and was often in my study. I suppose that was where I was when this happened to me. I suspect that it, heavily, has to do with my butler. Oh! How you must think of me - how I think of me! I was too absorbed to see the treachery, the sudden, but inevitable betrayl! And now, here I am... I only pray that my family has not met the same fate as I. I did not often see them."
It is silent for a moment. "Ah... this is rather rude to ask a guest, but may I ask a favor of you?"
"I don't like it," Says your partner, squinting at the knife, "But I have bad experiences with cutlery."
> Yes, tell me more. > Place it in your pocket and continue on: (one of the choices below) > Leave the knife and continue on: (one of the choices below) > Inspect the handprint on the door > Go through the door with the handprint > Look out the window > Go back> Turn On the Skelevision Lucifer Force + There is a crackle as you switch the television on. Out in the woods, you can see why it would get poor reception, but this is rather annoying. It churns and hisses with a gray-fuzzed monitor. You attempt to change the channel, but that seems to be the only show on at the moment.
But then, through the fuzz, you hear a voice, shaping the buzz around itself to form a language that you actually understand. It is, decidedly, a feminine voice, for its pitch. You can hear the sneer in each syllable.
“My Jack, I thought you’d never find me,” It hisses, indignant, “I thought you planned on wasting your time, having your way with my home. Simpletons, I declare... Well, you're here now, I suppose. Would you care to be of some use?"> Apologize (wow, this woman voice is annoying) and ask for more information > Tell your partner to give the old armor a good one-two > Inspect the armor yourself > Tug the cord > Go back ((x - you had a death ; + - you took your partner with you )) > Yes, tell me more iloveyouDIE "Oh! Thank you. I see there is some decency left in the world," The knife hums and sighs, pleased, "I, Sir Harold Rotgud, am in your service and debt. What I would ask of you is simply this: vengeance. Something is rotten in the state of my manor, and I would find and punish the fiend responsible... if only I could. Take me with you, so that I may be of some help with you. I may not be mobile, but you may see for yourself that I am sharp and capable!
Find Ratwel. We keep his quarters in the far back of the manor. The quickest way there is just a step forward, I assume. If the b*****d is as black as I believe, I wish for you to strike him down with the fury of myself and my family. I would see to it that you were rewarded, handsomely."
"Now you're talking," Says your partner, his eyes glimmering at the prospect of a reward.
What a strange night this was shaping up to be.
> Place 'Sir Rotgud' in your pocket and continue on: (one of the choices below) > Leave 'Sir Rotgud' and continue on: (one of the choices below) > Inspect the handprint on the door > Go through the door with the handprint > Look out the window > Go back
|
 |
 |
|
|
|
|
|
|
|
 |
|
|
|
|
|