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Bloody Anubis

PostPosted: Tue Jan 18, 2011 4:36 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







> Check under the bed
Vashtya (x) +



You definitely saw something move under that bed, and now you're going to check it out. Is someone hiding from you under there?

You call out, but there's no reply. So you get on your knees and prepare to lift the covers from the end of the bed.

Your partner is curiously picking up things from the vanity, and when he squeezes the bulb on a bottle, he gets a face full of perfume. He sneezes. You're startled by the noise, glancing over reproachfully.

And then something slaps itself around your neck.

It's cloth, or at least, from what little glance you got, it seems to be. It wraps round and round your neck, choking off whatever yelp you tried to give. Your partner is busy getting the perfume out of his eyes to notice that you've just been dragged beneath the bed. Everything is black.


END (( Proceed to Foyer ))


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




> Tug the Cord
Kanth +


Oh, that cord is just too tantalizing to ignore. Your eyes shine as you approach it, and your partner looks over from the armor to watch you.

With a flourish, you yank the cord. A door in the ceiling opens, showering you with confetti. Yaaaaay! Somewhere a bell jingles.

You're just starting to feel good about your situation when the piano drops on you.

Who the hell keeps a piano on ready call in the family room, in a trap door?

Insanely rich people, that's who.


END ((Proceed to Foyer))


> Successfully Attack Munches
iloveyouDIE + ^


From your place on the floor, you rise up in righteous fury. Munches flings your partner aside like a ragdoll (he hits the wall with a sickening crunch), but before he can deal with you, you slip into his blind spot.

"FROM HELL'S HEART, I STAB AT THEE!" Roars Sir Rotgud, just as you plunge the knife into the soft underside of the beast's mouth. It siezes up immediately, writhing in protest. With a high keen of pain, though, it yields beneath your blade and slumps, finished. You push its girth away, letting the body spill across the floor, limp with death. The knife vibrates in your grip.

"Yes..." It whispers, beneath the slime that was the beast's blood.

From the floor nearby, your partner groans, alive but worse for wear than he was before.

There's a jingle as you try to move Munches away from the door. A key has fallen out if its massive jaws, slimy, but no worse for wear. It is a brilliant silver color.

You pick it up, and try the door in front of you, but it's locked. You try the key in it, but it doesn't work. Apparently this key is not for this door.

> Wait for your partner to recover. He's really hurt.
> Leave without your partner





((x - you had a death ; + - you took your partner with you ; ^ - Sir Rotgud's Aid ))
PostPosted: Tue Jan 18, 2011 4:38 pm


ROUND 2 WILL RESUME AT 9 O'CLOCK EST!

Bloody Anubis


Lucifer Force

Sparkling Senshi

PostPosted: Tue Jan 18, 2011 4:38 pm


Quote:
> Place 'Sir Rotgud' in your pocket and continue on: (one of the choices below)

>Go through the door with the handprint


"Let's DO DIS. LEEEEROOOOOY--wait."

Let's just walk through it. At least we have a weapon!
PostPosted: Tue Jan 18, 2011 4:45 pm


(( ROFL wow. XD I should have known better. /diiies laughing ))

Kanth

Fallen Galaxy

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

Bloody Anubis

PostPosted: Tue Jan 18, 2011 4:59 pm


-pats Kanth- rofl
PostPosted: Tue Jan 18, 2011 6:00 pm


OPEN FOR MORE DECISIONS!

Bloody Anubis


iloveyouDIE
Crew

Unstoppable OTP

27,425 Points
  • Falling For You 25
  • Married 100
  • OTP 200
PostPosted: Tue Jan 18, 2011 6:08 pm


[[ > Wait for your partner to recover. He's really hurt. ]]

I was almost in shock that I actually succeeded! Sir Rotgud also seemed pretty pleased. Gimpy, on the other hand, looked pretty bad.

I wipe off the knifedemon and put him back into my pocket. He got a little weird at the end of that altercation.

"Gimpy are you alright?" I couldn't leave a guy who'd helped me out in that fight. "That was a pretty sweet kick." I move to him and offer him a hand in help. He's slow to move. "Let's just stop for a second. Let you catch your breath and then try to find whatever this key goes to."
PostPosted: Tue Jan 18, 2011 6:16 pm


Quote:
> Inspect the bobble-head

Hmmmm. The bobble-head doll looked suspicious, right??? She went towards them in hopes that she could inspect them.

elvyralani

Fashionable Rabbit


Bloody Anubis

PostPosted: Tue Jan 18, 2011 6:33 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 (x)
Vashtya (xx)






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






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.



> Inspect the bobble-head
elvyralani


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.


> Inspect the armor.
> Tug the cord
> Turn on the skelevision
> Go back



> Wait for your partner to recover. He's really hurt.
iloveyouDIE + ^


Your partner coughs and groans hands moving down to nurse at the wound in his leg. Munches' teeth were sharp as ********! He stares up at you, reproachfully, at first. The 'Gimpy' thing is getting old. Since you can't remember his name, though, and he hasn't corrected you yet, it looks like he's just gonna be stuck with it.

"Damn right, it was sweet. Saved your candy a**, didn't it?" He grins, lopsidedly. "Stop lookin' at me like that. I'm alright. Not a baby." Gritting his teeth, he pushes his way up the wall, back to a stand, and stumbles toward you. Blood drips from his leg and spots a trail after him.

"My friend," Says Sir Rotgud, "Our job is not done until the villain is defeated. This door ahead, if it is locked, I no longer know the way to reach Ratwel's room." He seems morose about the whole ordeal.

> Go back (to the dining room)





((x - you had a death ; + - you took your partner with you ; ^ - Sir Rotgud's Aid ))
PostPosted: Tue Jan 18, 2011 6:36 pm


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

Kanth pulled on his arm, tugging him to the right. "This way!"

Kanth

Fallen Galaxy

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

iloveyouDIE
Crew

Unstoppable OTP

27,425 Points
  • Falling For You 25
  • Married 100
  • OTP 200
PostPosted: Tue Jan 18, 2011 6:46 pm


[[ > Go back (to the dining room) ]]

"Yeah. Let's get this over with." I look at my injured companion and grimace slightly. It looks pretty bad. I hope he doesn't collapse from blood loss because I'm pretty sure I couldn't carry him.

We turn and leave the kitchen, leaving Munchies corpse where it lay. I am sure there's some other weird monster around to dispose of it. These people were crazy rich. Emphasis on crazy.
PostPosted: Tue Jan 18, 2011 6:48 pm


(( Home now! *jumps in* ))

[[ > Wait for your partner to recover and ask him his thoughts. ]]

"No problem. Any opinions on which door to take?"

Tamawolien

Skilled Explorer

8,700 Points
  • Beta Gaian 0
  • Beta Citizen 0
  • Brandisher 100

elvyralani

Fashionable Rabbit

PostPosted: Tue Jan 18, 2011 6:53 pm


Quote:
> Turn on the skelevision


It was cute. She wanted to take it but that probably a bad idea. It seemed to be looking at the skelevision. The ghoul went to turn it on.
PostPosted: Tue Jan 18, 2011 7:00 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 (x)
Vashtya (xx)






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






> Wait for your partner to recover and ask him his thoughts
Manda +


A sort of light fills your partner's eyes as you linger at his side. For a moment, you think things are going to get uncomfortable (if he CRIES, you're LEAVING), but he quickly looks away and composes himself within the next moment. Thank Jack.

Clearing his throat to ground himself, he'll stretch slowly and turn his head this way and that.

"It's weird that no one's here," He states. "I'm startin' to wonder if anyone lives here at all. It's possible the dogs were just an old security system, left behind."

You point out that you saw someone. You DEFINITELY saw someone, standing in that door the moment you decided to make a break for the manor.

"I guess you're right. Who else is gonna keep up the lights? I dunno if you noticed, but... the candles are new. They haven't been burnin' for long tonight." He nods to one of the stands nearby. It's true- the wax on the candles has just began to pool down and collect at the bottom. The top of it hasn't warped very much, if at all.

"Weird." Your partner says again. "It's up to you, but I think that door looks pretty friendly. It looks like something a ghoul would do." He nods toward the door with the stickers. A mildly lecherous grin steals over his lips, "I've never been left alone in a ghoul's room."

Gingerly, he gets to his feet once more. "Alright, I'm ready. And uh... thanks."

> 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



> Turn on the Skelevision
elvyralani

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



> Go back (to the dining room)
iloveyouDIE + ^


You head back to the dining room, expecting to head right back to the foyer, when you find it holding something new.

It's a man or, at least, it's humanoid. He's very tall, pale as a corpse, with long, white hair bound behind his head. He seems very dapper, very clean indeed, right up to the little bowtie at his throat. Even his horns are tiny, unobtrusive things, poking out of his forehead. He's got his arms full of towels, and when he sees you and your partner, his face lights up ever so slightly...

Until his pale eyes look beyond you and spot the slumped body in the other room.

"Good Jack, what have you done?" He whispers, his lips parting with anguish.

"Who is that?" Sir Rotgud demands. "Take me out of this lent! Let me see!"

> Demand to know who he is
> Attack him
> Try to walk around him and out the door (into the foyer)



Right of the Staircase
Kanth (x) +


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 ((Proceed to Foyer))


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

Bloody Anubis


Toshihiko Two

Sugary Marshmallow

PostPosted: Tue Jan 18, 2011 7:01 pm


(( Sorry about that! I didn't see the times gameplay would be open for. It's my first CYOA, so I didn't understand the rules/when I needed to post. sweatdrop I THINK I AM IN THE CLEAR NOW??? MAYBE. PROBABLY. LET'S TACKLE THOSE STAIRS. ))

Quote:

> Oh no, you’re not coming with me. (Go upstairs, alone)


"Here, you guard the foyer. I realize you are injured and am therefore ready to face your worst nemesis, STAIRS, alone. Try not to do anything horrible while you're down there."

It's best that I left whats-his-face to fend for himself.

I'd probably have to lop his head off with a shovel when he inevitably gave into the darkness, anyway. Going upstairs without clearing the bottom floor wouldn't be a good move if I was playing SWAT 4, but there WAS a guy standing in one of the windows. I expect partner will yell from down the stairs if he dies.
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