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Post by Treble Tech on Jul 31, 2016 18:35:22 GMT -5
Welcome one and all to the grand reopening of my old CYOA, The Author! For those who weren't able to take part in it earlier, The Author is a CYOA I began back on the Brawl in the Family forums, and, unfortunately, let die there. But! I'm bringing it back to life right here on #kun! I'll be migrating all of the story content over from the old forums, usually grouped by day unless there was a lot of posts on any particular day. The only stuff I’m going to bring is the story content, not actions, although I will keep any posts I quoted to respond directly to. Please don't post in this thread until all of the old content is up here and I post the new update. Like back on bitforums, this first post will be a continually updated list of information about the CYOA, with party members, inventories, etc. Whenever anything happens in the story, I’ll update here if it’s needed. Enjoy! Party:
Ackerman: Health: 60/60
Ink: 0/10
Spexen: 31
Equipment: Weapon:Whip - A leather whip (11-16 damage)
Head:Fez - A red fez with a tassel
Torso:Leather vest (2 defense)
Legs:Simple pants
Feet:Simple shoes Kinniekins:Health: 40/40
Current damage: 7-12 (3-8 base)
Relics: Razor Gloves- boosts damage and can cause bleeding Steele:Health: 55/55 Mana: 15/15 Current damage: 13-18 Abilities:Blink: Teleport to an enemy and deal 5 damage - Mana cost: 3
Inventory:Important Items: Paper - A piece of paper
Pen - A pen made from an eagle feather
Inkwell - An enchanted inkwell. It is glowing slightly.
Seer orb - A small crystal orb filled with what looks like smoke. Ask it where you need to go and it may give you a hint.
Equipped weapon: Whip Other Items:Fedora - A black fedora
Screwdriver - Just a normal screwdriver
Vase shard - A sharp, jagged piece of ceramic
Vial- A small glass vial with a jeweled stopper
Scrivener power core - A small cylinder with a pulsing blue light inside
Metal cog(2) - A small metal cog
Goblin dagger - Damage: 7-10 (doubled when attacking an unaware enemy) Books:The Legend of Betforms:I have heard many strange legends throughout my travels. However, the one which I convey to you now is by far one of the strangest and most terrifying.
There are tales of a land far across the sea, known as Entyrnet. Like all lands, it has both beauty and malice hidden within. According to legend, there is a dark mountain, Mount Betforms. If one is careless, you can easily get lost, never to emerge. However, the true danger lies in the inhabitants. They say that strange, terrible creatures wander through the mists and bogs in that forsaken place.
The first tale I heard was of the nyankirby. This creature hides itself in the mist, waiting for a hapless traveler to pass by. When one does, it begins spouting streams of bad advice and pointless demands, mimicking a human voice. It has been known to lure people off the road and to their doom. You must take great care if you hear someone speaking through the fog. Do not trust them unless you can see them.
Another creature, the scraggy, is said to sometimes assist the aforementioned nyankirby in tricking passersby. However, it is most well-known for something completely different. It travels the roads, constantly moaning about its lack of a belt. When it sees someone, it proceeds to follow that person around, repeatedly asking "Do you have a belt?" This constant pestering is said to lead to insanity, death, and extremely awkward dinner dates.
Next is the planetbox. It seems to consider itself the ruler of the rest of them. If it spots you, it may begin to give you demands and tell you what to do. If this happens, the best thing to do is pretend to be a baki. It respects bakis and will usually leave them alone. Be very careful, as the planetbox is highly volatile and may explode without warning.
The asphoxia is an altogether different beast. It seems to exist in its own little world. It is possible to start a conversation with one, but it will begin making references to the worlds in its head, leading to much confusion for all persons nearby. It usually does not notice, or if it does, doesn't care.
The only creature known to understand the asphoxia is the equally puzzling koopario. No one has ever seen its face, as it keeps itself hidden away in its shell. Its face has never been seen, and it seems to move with some sort of strange magic. Little else is known.
The spindow is not a beast you want to anger. It can appear from nowhere to strike at whomever it pleases. You never know when it might be watching, so it is best to exercise caution at all times. You do not want to provoke it.
The anagelmeshshu is thought to have four heads. It will sometimes argue with the asphoxia over the latter's use of something called "references". When the anagelmeshshu is around, nearby events have been known to descend into utter madness, despite its best efforts.
By far, the worst of the creatures is the malevolent trebletech. I saw a drawing once, and had nightmares for weeks. It simply sits on the ground, rocking back and forth and mumbling to itself about "pokemon" and "doctor who". However, it should not be underestimated. If anything at all strays too close, the trebletech looks at them with piercing red eyes. Then, it will begin chasing the poor traveler, who will be relentlessly pelted with bananas and stuffed ponies. It never tires. It never sleeps. And the only way to stop it is with an offering of "fish fingers and custard". Unfortunately, no one I talked to knew what that could be.
These are by far not the only legends of the mountain, but they are the ones I could find the most information on. I sincerely hope I never have to visit. It sounds horrible. Experimenter’s Journal:Entry 1:
The experiment was a success! The little fox has become much more intelligent and resilient than others of her species. However, she ran off before I could continue my studies. I must try to catch her soon. I learned of something interesting today. There are supposed to be words from an ancient language that can have powerful effects, but they only work when written by a special person. Who that might be, I don' know. I will have to look further into this.
Entry 2:
After all this studying, I have made a breakthrough! I believe that the words, if used correctly, can be combined for an even more powerful effect. I think it could be as simple as writing two of them at the same time. However, none of the books I have read elaborate on what theses effects could be. I hope to find more soon.
Entry 3:
I may have to abandon the castle soon. Goblins have been appearing closer and closer to the gates. I wish I could stay, but I need to keep myself safe. Unfortunately, I was only able to discover three words. They are "catagage", "wyldpilas", and "pareth". I do not know what their effect is.
Entry 4:
I am leaving today. The goblins are too close. I never discovered any more words, and I still have not gotten into the locked door in the tower, but there is nothing to be done. I saw the fox again. She seemed alright, but she still would not come to me. I can do nothing but leave her here and hope she is safe. Vocables (Words):Single:Catagage - Releases nearby locks - Ink cost: 1
Wyldpilas - Shoots fire from the paper - Damage: 13-18 - Ink cost: 2
Pareth - Heals you and nearby allies 10 health points - Ink cost: 1
Atureed - Causes plant growth, but effects can be unpredictable - Ink cost: 2 Combinations:Catagage + Wyldpilas - Releases locks enchanted with fire- Ink cost: 3
Wyldpilas + Pareth - Creates one will-o-wisp for each ally which act as a single use shield - Ink cost: 3
Atureed + Wyldpilas - Causes plants to grow and burn - Ink cost: 4
Achievements:Questions, Questions - Press a character for information
Trailblazer - Decide to step off the beaten path
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Post by Treble Tech on Jul 31, 2016 18:37:11 GMT -5
March 8th, 2014
You wake up in a large bed. It is extravagant, and seems very expensive. As you look around, you see that the room you are in is made completely out of stone. There is a large window on one wall, and opposite the window is a wooden door. Besides the bed, there is a writing desk, an empty picture frame, and a table. It looks like there is something on the writing desk, and on the table are two hats, a fez and a fedora.
You can't remember much, not even your name. However, when you look around, you see four words scrawled on the ceiling. "You are the Author."
What will you do?
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Post by Treble Tech on Jul 31, 2016 18:37:56 GMT -5
March 8th, 2014
Since you can't remember your name, you simply decide to call yourself Ackerman.
You walk over to the table and put on the fez. When you turn back around, the picture frame is no longer empty. Now, it shows a man you don't recognize. He is wearing a fez and a bowtie and holding what looks like a strange screwdriver. You briefly wonder what would happen if you put the fedora on.
You walk over to the writing desk. There is a feather pen, a blank piece of paper, and an inkwell. The inkwell seems to glow slightly, but you don't know why.
What next?
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Post by Treble Tech on Jul 31, 2016 18:38:50 GMT -5
March 8th, 2014
You walk back to the table and put on the fedora. When you turn around, the picture has changed to a different man. He looks like an adventurer. He wears a fedora and has a curled-up whip at his side.
You begin to write on the paper, as there is nothing else to do. You dip the pen in the inkwell and write a few words. However, as soon as you write a word, the ink lifts off the paper and returns to the inkwell. Nothing will stay on the paper.
You check the door. There is a small piece of paper nailed to it. On it is a strange word. "Catagage." Strangely, when you read the word, it disappears from the paper, but it feels as if it has been... locked in your mind, in a sense. The door is locked. There is no key in sight.
What do you do now?
Note: Also, I will keep an inventory on the original post. Forgot to mention that earlier.
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Post by Treble Tech on Jul 31, 2016 18:39:17 GMT -5
March 8th, 2014
1. It's a painting. You can't steal it.
2. Sonic screwdrivers don't work on wood.
However, you do put the fez back on and the painting changes back.
You move to the window and look out. You see a huge landscape, with fields, forests and hills going into the distance in every direction. You seem to be looking out of a window high in the tower of what seems to be a castle. However, it seems abandoned. There is ivy growing up the walls, and old stables in a courtyard.
You turn back to the room. The paper, pen, and inkwell are still on the desk. Other than that, there's not much else.
You walk back over to the writing desk.
You write the word Catagage. Nothing happens for a moment. Then, the word sinks into the paper, which lets out a pulse. You hear a click from the direction of the door. Also, the picture, which is currently showing the man with the fez, swings open and drops a small screwdriver before shutting again. You pick up the screwdriver, and decide to keep the pen, paper, and inkwell, too. You notice that this time, the ink did not return to the inkwell.
1 unit of ink used. Ink: 9/10
Note: Going to start putting stats on the original post. Also, the words section will now show the effect of this word. As you discover more, the list will be updated.
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Post by Treble Tech on Jul 31, 2016 18:39:53 GMT -5
March 8th, 2014
You put on the fedora and write catagage again. The picture swings open and drops a whip on the ground. You pick it up. Now you can fight if you need to. The picture frame closes and the picture fades away.
1 unit of ink used. Ink:8/10
You walk up to the door. It is now unlocked. You step out and are at the top of a winding stairwell.
Will you go down?
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Post by Treble Tech on Jul 31, 2016 18:40:49 GMT -5
March 8th, 2014
You walk down the staircase. You see nothing of any interest until you reach the bottom. You walk through another door and emerge into a hallway, where you can go either left or right. To the left, there is a very large and grand door. You don't know where it leads. Then, you hear a crash and look to the right. A small creature has knocked a vase off of a table. You get a glimpse and realize that it is a fennec fox before it yelps and flees from you. It disappears around a corner. There is nothing else in the hallway.
Do you go left to the large door or go right and around the corner?
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Post by Treble Tech on Jul 31, 2016 18:41:24 GMT -5
March 8th, 2014
The vase broke when it fell. You pick up a sharp vase shard. Probably wouldn't be very useful as a weapon, but at least you can cut stuff if you need to.
When you walk around the corner, you find another door and step through.
You come out into what looks like an old kitchen. The first thing you see is the fox. She is sitting on a table and looking hungrily at a pheasant breast hanging from a rack. It is fresh, which makes you think this castle must have been inhabited until recently. When you enter, the fox sees you, jumps off the table, and hides under a nearby counter. She goes back against the wall where you cannot reach her.
The room has many counters and tabletops, with some food, pots, and pans. There is a fireplace for cooking food in one wall, and a dumbwaiter opposite it. This means there might be a dining room a floor above you.
What do you do?
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Post by Treble Tech on Jul 31, 2016 18:42:02 GMT -5
March 8th, 2014
You climb onto the table and use the vase shard to cut the pheasant breast down. You climb back down and offer it to the fox. Slowly, but surely, she begins to crawl out from under the counter. She then takes the food and eats all of it. She still seems wary of you, but is willing to stay in the open. She looks very thin, and has scratches and bruises. Then, the fox runs to the fireplace and digs at the ashes, revealing a partially burned piece of paper.
You feel hungry. There is enough food to make some stew, but you have no way to make a fire.
What next?
You pick up the piece of paper. There is another word scribbled on it. "Wyldpilas". As soon as you read the word, it disappears.
The fox looks at you expectantly. What now?
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Post by Treble Tech on Jul 31, 2016 18:42:37 GMT -5
March 8th, 2014
You bend down to talk to the fox, but she backs away. She still doesn't completely trust you yet.
You pull out your paper and write down wyldpilas. Nothing happens at first. Suddenly, the word glows red and a jet of flame shoots out of the paper. Luckily, you weren't holding it directly under your face. The flames scorch the ceiling, and a stray spark lights a fire in the fireplace. The fox sits down in the warmth. You notice that your inkwell is beginning to run out of ink.
What will you do next?
2 units of ink used. Ink: 6/10
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Post by Treble Tech on Jul 31, 2016 18:43:37 GMT -5
March 8th, 2014
You successfully burn yourself in the fire. You lose 5 hp.
Way to go, Scraggy
You warm up some food. The fox is full and doesn't take any, but you eat some yourself and regain 3 hp.
Health: 48/50
You have used all of the fresh food.
What next?
There seems to be nothing to replenish your ink, in this room at least.
When you take a closer look, you realize that the dumbwaiter is broken. The mechanism that used to move it has deteriorated beyond being useful. Unfortunately, it would take a lot more than a screwdriver to fix this.
The fox walks to the door you came into the room from. She might be trying to tell you something.
What will you do?
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Post by Treble Tech on Jul 31, 2016 18:44:08 GMT -5
March 9th, 2014
You follow the fox and decide to give her a hug. She allows you to, which makes you think she has begun to trust you. You decide to try to think of a name for her.
She leads you out of the room and back down the hallway, through the large door you had seen earlier. You step into a large library. There are multiple desks around the room, but only one has anything on it. It seems to have a few books, but you can't tell what they are. There is another fireplace, with a few armchairs in front of it. Then, you notice two goblins in the center of the room. They are arguing and standing over some stones that seem to have been dug up and replaced. They have not yet noticed you.
The library has three other doors leading out of the room, one in each of the other walls.
What will you do?
You decide to name the fox Kinniekins. You then say hi to the goblins.
They turn around, call your mother an ugly troll, and begin charging towards you.
Will you defend yourself?
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Post by Treble Tech on Jul 31, 2016 18:44:51 GMT -5
March 9th, 2014
You run to the nearest bookcase and grab a stack of books. You begin flinging them at the goblins. You hit one of them and do 8 damage. Additionally, one book lands in the fireplace, which is not lit at the moment.
The goblins keep coming. One swings at you with a wicked-looking dagger. He misses, but just barely.
The other attempts to attack you, but Kinniekins darts past you and leaps at him. She begins biting and scratching at his face, doing four damage.
Ackerman: 48/50 Health, 6/10 Ink
Goblin 1: 12/20 Health Goblin 2: 16/20 Health
Kinniekins: 25/25 Health
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Post by Treble Tech on Jul 31, 2016 18:45:21 GMT -5
March 9th, 2014
You attempt to leap at Goblin 2, but they're quick and he's expecting it. You miss by a long shot.
You then write wyldpilas on the nearest book. It explodes into a jet of flame and you manage to hit both goblins. It does an incredible 17 damage, frying both goblins. As they die, they call you and your family some rather unflattering names. You would paint on their faces, but you don't have any paint. 2 units of ink used. Ink: 4/10
With the goblins dead, you can look around the room again. Like you had suspected, the stones they had been standing over looked as if they had been dug up at some point. The goblins corpses are nearby. You can't tell if there is anything in the armchairs, but you can now see that on the table is an inkwell and a few books. The doors in the other walls look the same as the ones you came through.
What will you do now?
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Post by Treble Tech on Jul 31, 2016 18:45:46 GMT -5
March 9th, 2014
You search the goblins. You take the dagger one had attacked you with. You also find nine small golden coins. You think that they're called spexen.
You walk to the table and pour the ink from the inkwell into your own. It completely refills it. Ink: 10/10
You look at the books. Only two of them seem interesting. The first is an old book which seems to be about an ancient legend. The other seems newer than the rest, and has nothing on the cover. It might be some kind of journal.
Which book will you read, or will you read both?
Items obtained: 9 spexen
Goblin dagger - Damage: 7-10 (doubled when attacking an unaware enemy)
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Post by Treble Tech on Jul 31, 2016 18:46:45 GMT -5
March 9th, 2014
You decide to read both books, starting with the old one. The Legend of Betforms:I have heard many strange legends throughout my travels. However, the one which I convey to you now is by far one of the strangest and most terrifying.
There are tales of a land far across the sea, known as Entyrnet. Like all lands, it has both beauty and malice hidden within. According to legend, there is a dark mountain, Mount Betforms. If one is careless, you can easily get lost, never to emerge. However, the true danger lies in the inhabitants. They say that strange, terrible creatures wander through the mists and bogs in that forsaken place.
The first tale I heard was of the nyankirby. This creature hides itself in the mist, waiting for a hapless traveler to pass by. When one does, it begins spouting streams of bad advice and pointless demands, mimicking a human voice. It has been known to lure people off the road and to their doom. You must take great care if you hear someone speaking through the fog. Do not trust them unless you can see them.
Another creature, the scraggy, is said to sometimes assist the aforementioned nyankirby in tricking passersby. However, it is most well-known for something completely different. It travels the roads, constantly moaning about its lack of a belt. When it sees someone, it proceeds to follow that person around, repeatedly asking "Do you have a belt?" This constant pestering is said to lead to insanity, death, and extremely awkward dinner dates.
Next is the planetbox. It seems to consider itself the ruler of the rest of them. If it spots you, it may begin to give you demands and tell you what to do. If this happens, the best thing to do is pretend to be a baki. It respects bakis and will usually leave them alone. Be very careful, as the planetbox is highly volatile and may explode without warning.
The asphoxia is an altogether different beast. It seems to exist in its own little world. It is possible to start a conversation with one, but it will begin making references to the worlds in its head, leading to much confusion for all persons nearby. It usually does not notice, or if it does, doesn't care.
The only creature known to understand the asphoxia is the equally puzzling koopario. No one has ever seen its face, as it keeps itself hidden away in its shell. Its face has never been seen, and it seems to move with some sort of strange magic. Little else is known.
The spindow is not a beast you want to anger. It can appear from nowhere to strike at whomever it pleases. You never know when it might be watching, so it is best to exercise caution at all times. You do not want to provoke it.
The anagelmeshshu is thought to have four heads. It will sometimes argue with the asphoxia over the latter's use of something called "references". When the anagelmeshshu is around, nearby events have been known to descend into utter madness, despite its best efforts.
By far, the worst of the creatures is the malevolent trebletech. I saw a drawing once, and had nightmares for weeks. It simply sits on the ground, rocking back and forth and mumbling to itself about "pokemon" and "doctor who". However, it should not be underestimated. If anything at all strays too close, the trebletech looks at them with piercing red eyes. Then, it will begin chasing the poor traveler, who will be relentlessly pelted with bananas and stuffed ponies. It never tires. It never sleep. And the only way to stop it is with an offering of "fish fingers and custard". Unfortunately, no one I talked to knew what that could be.
These are by far not the only legends of the mountain, but they are the ones I could find the most information on. I sincerely hope I never have to visit. It sounds horrible. You then read the newer book, which is indeed a journal. Many of the entries are unreadable or have been torn out. Experimenter's Journal:Entry 1:
The experiment was a success! The little fox has become much more intelligent and resilient than others of her species. However, she ran off before I could continue my studies. I must try to catch her soon. I learned of something interesting today. There are supposed to be words from an ancient language that can have powerful effects, but they only work when written by a special person. Who that might be, I don' know. I will have to look further into this.
Entry 2:
After all this studying, I have made a breakthrough! I believe that the words, if used correctly, can be combined for an even more powerful effect. I think it could be as simple as writing two of them at the same time. However, none of the books I have read elaborate on what theses effects could be. I hope to find more soon.
Entry 3:
I may have to abandon the castle soon. Goblins have been appearing closer and closer to the gates. I wish I could stay, but I need to keep myself safe. Unfortunately, I was only able to discover three words. They are "catagage", "wyldpilas", and "pareth". I do not know what their effect is.
Entry 4:
I am leaving today. The goblins are too close. I never discovered any more words, and I still have not gotten into the locked door in the tower, but there is nothing to be done. I saw the fox again. She seemed alright, but she still would not come to me. I can do nothing but leave her here and hope she is safe. As soon as you read the word "pareth" it disappears. You inkwell shines brighter for a moment. What will you do next? Note: The views expressed in these books are those of the author alone, and not the creator of this CYOA.
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Post by Treble Tech on Jul 31, 2016 18:47:18 GMT -5
March 10th, 2014
First, you write down pareth. There is a flash of green light, and you feel refreshed. You also notice that Kinniekins looks better than she did when you found her. Fully healed. 1 ink used.
Health: 50/50 Ink: 9/10
You then begin trying combinations. Only two seem to have any effect. When you write wyldpilas and catagage, the words glow, but then return to the inkwell. They may do something together, but there might not be anything nearby that it will affect.
However, when you write wyldpilas and pareth, two small will-o-wisps burst from the page. One begins circling you, while the other revolves around Kinniekins. They don't seem to do anything else at the moment. 3 units of ink used.
Ink: 6/10
What next?
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Post by Treble Tech on Jul 31, 2016 18:47:53 GMT -5
March 11th, 2014
You would go to Betforms, but you don't know how to get there. After wandering around in circles for a while, you leave by the east door. Kinniekins follows you.
You find yourself in another hallway. There is a small door at the end of a hallway, and a metal plate screwed into one wall, near the floor.
What will you do?
You yell as loud as you can "Watch out for the stairs, anagelmeshshu!" You then realize that you wish you had some yogurt.
You then take out your screwdriver and unscrew the plate from the wall. Behind it is what looks like a small tunnel. It runs into the wall before making a sharp turn. You can't see what else might be back there. You are too big to crawl into the tunnel.
You decide to send Kinniekins down the tunnel. She obeys, and goes around the corner where you can't see her anymore. After you wait a few minutes, she comes back out with a small pouch clenched in her teeth. You take it and open it up. Inside is 15 spexen and a small crystal orb. It seems to be filled with a white smoky substance. You have no idea what it could be. You don't see any way to open the crystal.
You cannot smash the crystal, and looking at it in the light reveals nothing. When you ask it what to do next, the smoke moves to the part of the sphere closest to the door you have not been through yet. You walk through.
You emerge into a small room. All you see is a small dais in the center. There is a small bottle on it. It is corked with a stopper that has a small gem in the top. There is a strange blue light floating inside.
What will you do?
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Post by Treble Tech on Jul 31, 2016 18:48:29 GMT -5
March 12th, 2014Unfortunately, you don't know of anything that could allow you to summon those creatures. You take off the stopper. The small blue light floats out and into the air. There is a flash of light, and suddenly, there is a strange spectre floating before you. It takes the form of a hooded figure. It simply looks at you for a moment. Before soaring out a nearby window. The door crashes open behind you. Three more goblins walk into the room. Two of them have daggers, while the third has a bow and arrows. One of them poimts at you and begins jabbering. The two with daggers move towards you as the last one nocks an arrow to his bow. What will you do?
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Post by Treble Tech on Jul 31, 2016 18:48:59 GMT -5
March 13th, 2014
You write wyldpilas. It hits the two goblins coming towards you, but the archer is too far away for the flames to reach. It does 13 damage to one and 18 damage to another. 2 units of ink used.
One goblin is too injured to attack this turn. The other tries to slice you with his dagger, but misses. The archer, however, fires an arrow directly at you. Before it can hit, the will-o-wisp that had been floating around you flies in front of you. When the arrow hits it, they both disappear.
Ackerman: 50/50 Health, 8/10 Ink
Kinniekins: 30/30 Health
Goblin 1: 7/20 Health Goblin 2: 2/20 Health Archer Goblin: 20/20 Health
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Post by Treble Tech on Jul 31, 2016 18:49:26 GMT -5
March 13th, 2014You take the stunned goblins dagger from him. You then charge towards the archer. However, as you pass the other goblin, he cuts you with his dagger, doing 7 damage. You reach the archer and swing the dagger, doing 10 damage. The goblin you took the dagger from has recovered and pulls another from his boot. The archer shoots an arrow at you, which does 5 damage. Meanwhile, Kinniekins is sitting to the side wondering if you have any orders for her. Ackerman: 38/50 Health, 8/10 Ink Kinniekins: 30/30 Health Goblin 1: 7/20 Health Goblin 2: 2/20 Health Archer Goblin: 10/20 Health Sing "We're all in this together!" to convince them to leave you alone. Response:
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Post by Treble Tech on Jul 31, 2016 18:49:55 GMT -5
March 13th, 2014Oh yeah! Put on the Fedora. Be the Adventurer. You're actually still wearing it. Wyldpilas your whip, show them who's the boss. Unfortunately, the whip is made of leather, which won't burn. You command Kinniekins to attack the other goblins. She hits the weaker one and defeats him. Meanwhile, you attack the archer and deal 10 damage, killing him. There is now only one goblin left. He slices at Kinninekins with his dagger, but her will-o-wisp blocks the attack. Ackerman: 38/50 Health, 8/10 Ink Kinniekins: 30/30 Health Goblin 1: 7/20 Health Through a combination of kicking, whipping, and other forms of violence, you do enough damage to subdue the last goblin. You then decide to hold it as a prisoner and question it. What will you ask?
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Post by Treble Tech on Jul 31, 2016 18:50:51 GMT -5
March 14th, 2014You begin asking questions. What's your favorite color!? "Blood! Your blood! Filthy not-goblin!" Why are you trying to kill me? "You a trespassing not-goblin! You shall die!" Ask it why they are so intent on this castle. "This our castle! Only goblins here! Not-goblins must die!" How do you get to the Betforums?! "Wouldn't you like to know!"
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Post by Treble Tech on Jul 31, 2016 18:51:19 GMT -5
March 15th, 2014 Ask it why it doesn't have a name cleverer than not-goblin. It does. It then proceeds to call you a multitude of names that I'm not going to put on here. I'll call you gobly the goblet goblin It responds with a fresh wave of insults. "Yes, I would like to know! Now tell me, or you die!" "Not if I kill you first, not-goblin!" Offer to let him be your sidekick. Benefits include being allowed to wear the fez and your not killing him. "You not kill me! Goblins invincible. I not even die if you throw me out window! Ha!"
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Post by Treble Tech on Jul 31, 2016 18:51:47 GMT -5
March 15th, 2014 You begin writing wyldpilas and threaten to use it if he doesn't tell you how to reach Betforms. This is your response. "Ha! Stupid not-goblin! I don't know! Goblins no need stupid mountain to be best! I trick you! Hahahaha!"
The goblin breaks down into uproarious laughter at your expense. Tired of his shenanigans, you throw him out the window. He continues laughing all the way down. Once he is gone, Kinniekins looks very relieved.
What will you do now?
You examine the room. There is nothing besides the pedestal which held the strange bottle and the other two goblins. You doubt there would be a map to Betforms, as the book made it seem that no one knows if it is even real. You are still about halfway up the height of the castle, so jumping out of the window would likely kill you.
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