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Posted: Mon Jan 17, 2011 12:18 pm
I listened, mouth and eyes round to the sad tale the knife told. When finished I gave my partner a sharp look. 'Wouldn't you want help if you were like this?' I asked, turning back to the knife. 'Ask away.'
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Posted: Mon Jan 17, 2011 12:25 pm
Quote: > Apologize (wow, this woman voice is annoying) and ask for more information "Apologies, ma'am! We're just lost and rather scared and well... my friend here, he's injured! But yes, we can help. What exactly is going on here?"
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Posted: Mon Jan 17, 2011 12:27 pm
[[ > Place 'Sir Rotgud' in your pocket and continue on. ]] [[ > Go through the door with the handprint ]]
"Well if you don't mind me saying sir, you are a rather impressive instrument. I'd be happy to help." A little flattery never hurt. I slipped him into my pocket all the while pondering what I'd heard. The prospect of bloodshed was only slightly appealing. Should I worry about what this Ratwel's perspective on the situation was? Should I strike him down without explanation?
"The only reward we need is safety and eventually getting home." Gimpy seemed to choke, revealing that whatever reward he'd hoped for was not that.
"We should continue on though." I pushed through the door with the hand print and paid no mind to truly inspect it. I was feeling a little more bold with a companion and a weapon. And Sir Rotgud seemed to be much more polite than Gimpy had been so far...
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Posted: Mon Jan 17, 2011 12:39 pm
(( Sorry I'm late! Hopefully I can still start here... ))
[[ > 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!’ ]]
"Being inside is better than out in the open! Come on!"
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Posted: Mon Jan 17, 2011 1:01 pm
Quote: > 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!’ Forward was always better than going back. And so was shelter.
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Posted: Mon Jan 17, 2011 1:13 pm
Prelude Nio Love Mediciner Komse 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) Manda elvyralani
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.> Yes, tell me more Sayuri_Nitta "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
> Apologize (wow, this woman voice is annoying) and ask for more information Lucifer Force + “Hmph. Honestly.” She huffs, “I am the lady of the house. That picture there, over the fireplace? The one with the lovely demoness?” You glance at it – she’s not THAT good looking. “That is me. Until this terrible thing occurred. We had only been living here for a few years, you see. My husband and I move from our gated community on the hill to these woods, where he claimed it would help his inspiration. He’s an idiot. Luckily, we were given some help in keeping the home- our housekeeper, Ratwel, came along for free. You must imagine that I was overjoyed to realize that all the work of a team of maids could be summarized in this butler. He really was amazing, my dear.
But then, some strange things started to occur recently. I began to fear for my life as I began to believe… Do NOT mock me, here, child. I began to believe the manor itself was watching me. Doors would open or shut themselves and, all the time, I felt as if eyes were upon me. Still, for my husband, I wished to be the good wife. Even if he neglected the children and I, it was not for spite. He, too, was simple, you see, in his way.
What I remember is lying alone in my bed after a day of taking my son through the hedge labyrinth we had put in outside. I heard the door open, and felt someone come across the floor. I thought it was Harold, you see. He works at all hours, odd hours. When I turned to chastise the fool, I was pulled below the sheets. The next thing I knew, I was here. I suspect my family has, at some point, found their fate as well. I am trapped here, by a force I do not know how to break. If there is anything I am thankful for, it is that at least my daughter survived, and perhaps she will come looking for us when she receives no further correspondence.”
> 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 > Place 'Sir Rotgud' in your pocket and continue on > Go through the door with the handprint iloveyouDIE +^ Bravely, you decide to brush through the door with the red handprint. So what if someone might have smacked a bleeding palm to it on their way through? You’re a trooper.
As it turns out, you’ve entered what looks like a kitchen! It’s spacious enough to move around in, but still small enough to be quaint. You could see some sort of maid busily bustling about, making dishes for the prestigious and pretentious inhabitants of the house. It smells… oh JACK DAMN, it’s PUTRID. Something stinks!
There’s a belch and a shuffle, and you look through some pots hanging, ready, from hooks in the ceiling to see a creature there, on the opposite side of the kitchen. It’s massive, in a stout sort of way. It’s a pot-bellied, bi-pedal, reptilian beast, with a mouth taking up most of its body. It isn’t long before it notices you, either, and turns its slitted eyes.
It lurches forward with surprising speed, making a beeline toward you (your partner peeps with fear), snarling. You think for sure you are in trouble, but then, there is a snap of metal and a yelp. The creature falls back and rolls. You notice now that it bears a manacle on one of its feet, and it is chained to a place leading under the sink.
"Pleassssee," It says, slowly lumbering to an upright position again. "Pleasse helps us. We's so hungry. Come and chain'd usss. Givess no foodss."
"b*****d!" Shouts your pocket. You can feel Sir Rotgud vibrating there, furious, "Speak no more, you contemptible cur! YOU have had a hand in this, I know it!"
"NO!" The monster shrinks back in visible fear, right in front of the only other door in the room (besides the one you came in). "We didn't do anything but what we's told, Massster. We was good! We tried to be good!"
"VILLAIN!"
The creature whimpered, curling in upon itself. Once vicious, it now looks rather pitiful there, gazing up at you plaintively.
"Pleassse help us," It entreats you. "Pleasse sets us free. We just wantsss to go. We don't want nothing to do with thisss."
"Kill him!" Sir Rotgud commands. "Kill the worthless turncoat!"
> Ask the Creature for more information > Ask Sir Rotgud for more information > Attack the Creature > Help the Creature > Go back((x - you had a death ; + - you took your partner with you ; ^ - Sir Rotgud's Aid ))
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Posted: Mon Jan 17, 2011 1:22 pm
Quote: > Isn’t it obvious, Gimpy? (Take your partner and go upstairs) "Hopefully my idea has a better outcome than your last brilliant one did, Gimpy...." I mutter.
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Posted: Mon Jan 17, 2011 1:27 pm
Also, I know I ran over some time here. The game is extended until 5:30 to give you the full ten moves I expected to owe today. So two more omni-posts before the round is closed for the day!
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Posted: Mon Jan 17, 2011 1:34 pm
Quote: > Ask for more information "That sounds terrible. Is there anything else you can tell us? Maybe where your daughter might be, or who did this to you? Obviously if you couldn't see them... but still! Any sneaking suspicions?" Man, this place was weirder than they thought!
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Posted: Mon Jan 17, 2011 1:51 pm
Prelude Nio Love Mediciner Komse 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) Manda elvyralani
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.> Yes, tell me more Sayuri_Nitta "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
> Place 'Sir Rotgud' in your pocket and continue on > Go through the door with the handprint iloveyouDIE +^ Bravely, you decide to brush through the door with the red handprint. So what if someone might have smacked a bleeding palm to it on their way through? You’re a trooper.
As it turns out, you’ve entered what looks like a kitchen! It’s spacious enough to move around in, but still small enough to be quaint. You could see some sort of maid busily bustling about, making dishes for the prestigious and pretentious inhabitants of the house. It smells… oh JACK DAMN, it’s PUTRID. Something stinks!
There’s a belch and a shuffle, and you look through some pots hanging, ready, from hooks in the ceiling to see a creature there, on the opposite side of the kitchen. It’s massive, in a stout sort of way. It’s a pot-bellied, bi-pedal, reptilian beast, with a mouth taking up most of its body. It isn’t long before it notices you, either, and turns its slitted eyes.
It lurches forward with surprising speed, making a beeline toward you (your partner peeps with fear), snarling. You think for sure you are in trouble, but then, there is a snap of metal and a yelp. The creature falls back and rolls. You notice now that it bears a manacle on one of its feet, and it is chained to a place leading under the sink.
"Pleassssee," It says, slowly lumbering to an upright position again. "Pleasse helps us. We's so hungry. Come and chain'd usss. Givess no foodss."
"b*****d!" Shouts your pocket. You can feel Sir Rotgud vibrating there, furious, "Speak no more, you contemptible cur! YOU have had a hand in this, I know it!"
"NO!" The monster shrinks back in visible fear, right in front of the only other door in the room (besides the one you came in). "We didn't do anything but what we's told, Massster. We was good! We tried to be good!"
"VILLAIN!"
The creature whimpered, curling in upon itself. Once vicious, it now looks rather pitiful there, gazing up at you plaintively.
"Pleassse help us," It entreats you. "Pleasse sets us free. We just wantsss to go. We don't want nothing to do with thisss."
"Kill him!" Sir Rotgud commands. "Kill the worthless turncoat!"
> Ask the Creature for more information > Ask Sir Rotgud for more information > Attack the Creature > Help the Creature > Go backUpstairs Vashtya + You decide to climb the stairs to the second floor. It’s like another world up here, bright from the shine of two chandeliers (one from the entrance, the other ahead). You go ahead to the banister immediately and front of you and look down. There’s some sort of tiled floor down there. You decide you’d rather not jump down, but you can look just fine. You can hear music playing, just softly, somewhere below. There are four doors. The first one your eye becomes drawn to is rather ornate, wood jutting out in appealing, carved designs. Its handle is silver. There’s another door, plain but appealing in the sense that it is slightly ajar. You can’t see into the room from here, but you can tell that it’s open by the shaft of light coming from it. One door is made of black wood, and as you squint a little closer, you can make out what the little marks are on them: they’re stickers. A little black cat, some skulls with bows, moons, and spiders galore. It’s pretty adorable. The final door is fairly unremarkable. It’s next to the ornate one, and you can tell that it’s locked because there is no longer a door handle on it. Your partner didn’t enjoy the climb much at all. He huffs and slides to his knees, clutching his side. Swallowing, clearly trying to keep a tough face, he stares at you. “I couldn’t blame you if you wanted to go on. If you just gimme a second, though…” > Go through the ornate door. > Go through the door with the stickers. > Go through the door that’s slightly open. > Go back down the stairs. > Wait for your partner to recover and ask him his thoughts ((Note: If you choose to move on, you do so without your partner. You must choose to stay with him if you wish to have him continue on with you to the next area )) > Ask for more information Lucifer Force + You ask for more information from the Lady Rotgud (as you come to know her name), and she gladly gives it to you. As it turns out, she's got a lot to get off your chest, having not had anyone very mature to talk to in a while. Politely, you wait, but she doesn't stop. She tells you her hopes, her fears, about the bookclub and knitting circle she left behind. You glance over your shoulder at one point and see that your partner has discretely slipped out of the room.
And you are stuck there. Yes, you were just bored to death.END ((Back to the Foyer!))((x - you had a death ; + - you took your partner with you ; ^ - Sir Rotgud's Aid ))
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Posted: Mon Jan 17, 2011 1:58 pm
Quote: > Wait for your partner to recover and ask him his thoughts. "We're in this together..." I say, trying not to look too impatient. Honestly, the mansion seems a little less eerie, with him along.
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Posted: Mon Jan 17, 2011 2:06 pm
O NOES I was bored to death hahah. Back to the foyer! Quote: > Isn’t it obvious, Gimpy? (Take your partner and go through the door directly right of you) Let's head to where Halo was~ "Whew... guess we know what the deal is but... let's not head in there again. To the right, duder! Let's go!"
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Posted: Mon Jan 17, 2011 2:26 pm
[[ > Isn’t it obvious, Gimpy? (Take your partner and go upstairs) ]]
"When in doubt... always go for higher ground!" .... Maybe.
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