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elvyralani

Fashionable Rabbit

PostPosted: Tue Jan 18, 2011 2:53 pm


Quote:
> Oh no, you’re not coming with me. (Go through the door to the left of the staircase, alone)

Well leaving the mansion was going against the little note on the door. "I'm going through that one, you are staying." Didn't need to be dragged down...
PostPosted: Tue Jan 18, 2011 3:08 pm


[[> Ask Munches for his side of the story]]

"Ahh.. Well he should have information at least. Before I slay the beast!" I wave the knife at Munches, hoping to instill a little fear in order to get more information.

"Munches.." I approach cautiously but well out of range of his chain. "What do you know about what happened to your master?" I wave the knife, allowing Sir Rotgud to shine and shake menacingly, though his thirst for blood seemed much more genuine than my own. "Your Master says you were loyal.. so perhaps if you continue to help him your fate won't be so terrible. You may even get something to eat...."

Bribery seemed like a good method for the large monster and I toed Gimpy in the leg, hoping to get some support from him.

iloveyouDIE
Crew

Unstoppable OTP

27,425 Points
  • Falling For You 25
  • Married 100
  • OTP 200

Kanth

Fallen Galaxy

21,490 Points
  • Object of Affection 150
  • Treasure Hunter 100
  • Battle: Rogue 100
PostPosted: Tue Jan 18, 2011 3:13 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!’


Kanth sighed and pulled him inside. "There's no way I'm going back. True, the dogs might be keeping them busy, but what's not to say that there's MORE at another location? No, we're going inside. C'mon!"
PostPosted: Tue Jan 18, 2011 3:18 pm


Quote:
> Ask the knife for more information


(Like, is his name Mack?)

We're, of course, blinking at the knife. It's a TALKING KNIFE. "Are you like the lady in the skelevision? What happened to you, sir?"

Lucifer Force

Sparkling Senshi


Bloody Anubis

PostPosted: Tue Jan 18, 2011 3:27 pm


Prelude
Nio Love
Mediciner
Komse
Amon Larethian
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
Kanth






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
Lucifer Force (x) +


“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



> 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







A Girl’s Room (Sticker Door)
Vashtya (x) +


For whatever reason, the stickers placed on this door seem welcoming to you. You push open the door to find a room as black as sin. Good thing you can see in the dark! You can tell it’s a girl’s room- it’s got a four-poster bed with frilly, black lace curtains and a wagon-load of pillows. As you enter, you see a ripple in the covers hanging over the bed. Is someone under there, perhaps? Or maybe it was just the wind from the door…

There are dolls everywhere, mostly of black cats or little Lolita girls. The air smells sharp and sweet. There is a large vanity against the left wall, where you can see make-up cluttering all surfaces. There is a silver mirror for the vanity, fairly large.

You hear a faint tapping sound.

> Check under the bed
> Inspect the dolls
> Check yourself out in the mirror
> Go back




Upstairs
Manda +


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.



The Family Room (The Left)
elvyralani


You enter what looks like a den. Is a fireplace at one end of the room, where two moldering armchairs face one another. At another corner of the room is a suit of armor which stands at a cold attention, leaned against the wall. There is a settee upon which, of all things, sits a bobble-headed cat toy. There is also a skelevision.

A painting on the far wall, over the mantelpiece of the fireplace, surveys all. There’s also a velvet, braided cord that hangs from the ceiling, not far from where you are. The ceiling is too high for you to tell where it goes.


> Inspect the armor yourself.
> Tug the cord
> Inspect the bobble-head
> Inspect the fireplace/painting
> Turn on the skelevision
> Go back



> Ask Munches for his side of the story
iloveyouDIE


The monster perks a little as you deem to actually question it, slowly sliding out of its crouch to its full height. It’s a squat thing, no more that four feet tall, but broad enough that getting around seems to be an impossible feat. If you want to get to that door, it looks like you’re going to have to make it move in some manner.

“We’s worked fer hornded Masters since we’s born. Trash, Munchesss take, eat good. Good Munches. Munches just do what he’s told. Lock us up, though. No more foodsss. Sooo hungry! Pleasse lets us go. Please! Please!”

“You are not innocent!” Cried the knife, “What did you do, Munches? What did HE tell you to do?”

At the force of the yelling, the creature (Munches, it seems) begins to blubber, big, rubbery tears seeping out of its eyes in slow rivulets, thick as molasses.

“Suitysweetsss tells usss get the missuss! Nothing elsssee. We swears!”

There is a moment of horrified silence from the knife. It is still in your pocket, almost lifeless, like it was any other utensil and not, as it claimed, some demon lord thriving with energy.

“I remember now,” Says Sir Rotgud, slowly, “I knew it was something to do with you and now… I remember. It was you. All the night, I heard a scraping, as if within the walls themselves. I thought it merely the weather, but it was you, wasn’t it? You came in through the walls. You took me. But how? How did I not see you?”

There is a guilty silence from the creature, who shuffles its back further into the corner.

“We never wass to hurt you, Masster. He said it was good. He saids you was leavings. Munches… We liked it here. Not no more. We wants to leave, no more troubles! Just let us go.”

“Fiend,” Spat Sir Rotgud, “Stupid wretch.”

“That’s ******** up.” Your partner agrees.

“Put him out of his misery, my friend. No penitence will satisfy me but his death. Show no mercy – he is not worthy of forgiveness, stupid as he may be!”

Munches shivers again, the fins on its massive head flattening. Rotgud may be full of rage, but you are the outsider looking in. What do you see? Is he truly a perpetrator, or another victim? Is he sorry, truly? And if he is, does it matter- should he die?

Your partner looks at you firmly. He'll back up whatever you do, though he seems to have his own opinion.

> Attack Munches
> Set Munches Free
> Go back



((x - you had a death ; + - you took your partner with you ; ^ - Sir Rotgud's Aid ))
PostPosted: Tue Jan 18, 2011 3:31 pm


Quote:
> Isn’t it obvious, Gimpy? (Take your partner and go through the door left of the staircase)


Kanth sighed and eyed the dead plant warily, biting her tongue. "I see. Well. Isn't it obvious?" She grabs his hand again and pulls him up the staircase, taking the door to the left. Stairs were always a good sign, except when you were being pursued.

And they weren't being pursued!

... were they?

Kanth

Fallen Galaxy

21,490 Points
  • Object of Affection 150
  • Treasure Hunter 100
  • Battle: Rogue 100

Vashtya
Crew

Tipsy Hoarder

PostPosted: Tue Jan 18, 2011 3:46 pm


Quote:
> Inspect the dolls


"Not quite what I was expecting..." I mutter under my breath, more than a little creeped out. There's something about dolls that just seems...shifty. Moving forward, I go to inspect them gingerly.
PostPosted: Tue Jan 18, 2011 3:46 pm


Quote:
> Yes, tell me more.


Clearly we need more information!

"Sir, what other information can you provide us?"

Lucifer Force

Sparkling Senshi


iloveyouDIE
Crew

Unstoppable OTP

27,425 Points
  • Falling For You 25
  • Married 100
  • OTP 200
PostPosted: Tue Jan 18, 2011 3:47 pm


[[ > Attack Munches ]]

It was funny that Sir Rotgud was much more frightening a being when still and emotionless. I weighed my options and watched Munches obvious guilt and remorse.

"Munches.." I tried to keep my voice calm and walked forward. I held the knife to the side as if I would not use it in offense. "You are obviously a good and loyal servant and I think you wouldn't harm us if we freed you and gave you some food."

I hoped that Gimpy truly would back me up in this decision. I hoped that Munches would also trust in me.

"Here.. " I leaned forward as I was close (hoping that without looking back Gimpy would be behind me, no matter how injured) and made as if to free the beast's ankle. Of course it was a ruse and at the last minute I sliced the knife upward, hoping Sir Rotgud would help in anyway he could. I also hoped that Gimpy would leap helpfully into the fray.

Munches had betrayed a whole family... and I was much more afraid of his knifedemon master turning on me!
PostPosted: Tue Jan 18, 2011 4:01 pm


Prelude
Nio Love
Mediciner
Komse
Amon Larethian
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
Kanth






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 +
Lucifer Force (x) +


"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







> Inspect the dolls
Vashtya (x) +


This is some quality s**t. The dolls are well seen to, not a curl out of place. However, they are a little dusty. Their eyes are not so luminous, even if they are glazed and impassive. There are ceramic ones, cloth ones, even ball-jointed ones. The detail on them is properly disturbing. Why would anyone keep these sorts of things?

Whoever this girl was, she was very spoiled.

> Check under the bed
> Check yourself out in the mirror
> Go back





Upstairs
Manda +


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.



The Family Room (The Left)
elvyralani


You enter what looks like a den. Is a fireplace at one end of the room, where two moldering armchairs face one another. At another corner of the room is a suit of armor which stands at a cold attention, leaned against the wall. There is a settee upon which, of all things, sits a bobble-headed cat toy. There is also a skelevision.

A painting on the far wall, over the mantelpiece of the fireplace, surveys all. There’s also a velvet, braided cord that hangs from the ceiling, not far from where you are. The ceiling is too high for you to tell where it goes.


> Inspect the armor yourself.
> Tug the cord
> Inspect the bobble-head
> Inspect the fireplace/painting
> Turn on the skelevision
> Go back




The Family Room (The Left)
Kanth +


You enter what looks like a den. Is a fireplace at one end of the room, where two moldering armchairs face one another. At another corner of the room is a suit of armor (your partner is excited for this particular addition, limping over to begin trash talking it in an attempt to win your approval) which stands at a cold attention, leaned against the wall. There is a settee upon which, of all things, sits a bobble-headed cat toy. There is also a skelevision.

A painting on the far wall, over the mantelpiece of the fireplace, surveys all. There’s also a velvet, braided cord that hangs from the ceiling, not far from where you are. The ceiling is too high for you to tell where it goes.


> 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



> Attack Munches
iloveyouDIE + ^


Munches has to die, it's just that simple. In the name of the Rotgud family, you will slay him!

As soon as you make the quick gesture with the knife, Munches shoves his girth, hard, into you. You topple over. When it comes to his life, it seems like Munches is going to defend himself! And oh, if you didn't realize it before, you do now- the monster is intimidating. His mouth takes up the majority of his body; he could swallow you whole!

Your partner is there, sending an axe-kick hard down on the beast's snout. It gets a mouthful of his leg and he screams as it shakes him, viscously, from side to side. Get up! The time to strike is now!


(( Please roll 1 d-100 so that your fate can be decided. You must roll over 30 to survive ))

((x - you had a death ; + - you took your partner with you ; ^ - Sir Rotgud's Aid ))

Bloody Anubis


Bloody Anubis

PostPosted: Tue Jan 18, 2011 4:05 pm


I'm giving one more response (at 7:30) for the time I missed, btw.
PostPosted: Tue Jan 18, 2011 4:10 pm


Quote:
> Tug the cord


Kanth smirked slightly at seeing Gimpy try to trash talk the armor, but the rope beside her just bugged the Jack out of her.

She tried to see where it went, but she couldn't quite tell. So, upon the other not looking, she pulled it.

Kanth

Fallen Galaxy

21,490 Points
  • Object of Affection 150
  • Treasure Hunter 100
  • Battle: Rogue 100

Vashtya
Crew

Tipsy Hoarder

PostPosted: Tue Jan 18, 2011 4:10 pm


Quote:
> Check under the bed


((crap, hit the submit button too soon! editing in my reply xD; ))

Dropping to my knees, I lean over, trying to avoid doing so near any of the extremely life-like dolls as I do so. In for a penny, in for a pound.
iloveyouDIE rolled 1 100-sided dice: 96 Total: 96 (1-100)
PostPosted: Tue Jan 18, 2011 4:11 pm


Oh s**t! Munches was not as much of a pushover as I had thought!

As soon as Gimpy lashed out I felt bolstered but my confidence was severely shaken. That thing's mouth was huge!!

Munches lunged for me as he recovered from the kick and I found my opportunity. I cried out for Sir Rotgud to help me!

I thrust the knife towards the gaping maw. If I succeeded I could stab straight through into it's brain!! If I failed...

.....well then I gave Munches his promised meal.

iloveyouDIE
Crew

Unstoppable OTP

27,425 Points
  • Falling For You 25
  • Married 100
  • OTP 200

iloveyouDIE
Crew

Unstoppable OTP

27,425 Points
  • Falling For You 25
  • Married 100
  • OTP 200
PostPosted: Tue Jan 18, 2011 4:12 pm


(( HAHA! AWESOME! *excited* ))
Reply
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