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Post by adelza on Sept 13, 2018 20:16:27 GMT -5
I'd say we go back in the river using Marshall's Moses like skills and find what it is tugging toward. Depending, the pendent and whatever its drawn toward could be used as a weapon if two people flanked, You'd just let it travel through people/enemies on the way back to whatever it is drawn toward. Yes it may be evil, but it would be a waste to just chuck it back in the river without further investigation.
Amanda shouldn't let him see any money on the grounds that she wants to see the flitter piece first before she pays for it. Otherwise he could just be trying to take her money and "it's only fair" and she needs to know where it is above all else. That opens up an opportunity to sneak in and steal it rather than having to fight the entire place looking for the flitter piece if diplomacy fails further.
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Post by OshaliteX2 on Sept 17, 2018 15:26:39 GMT -5
This update brought to you by Boxnapkins Inc., putting boxes inside of napkins since 1963. You try to convince Marshall to go back into the river, saying it'd be a waste to just leave the pendant without finding what's pulling on it.
He looks at you strangely, "And you... you think we'd be able to find it? Now?" he places his hand on his neck, "I mean, if you think it'd help us..."
"I cannot say I agree," says Isra, "but if you two want to waste more of our time, go ahead. I will be waiting here."
With that, she crosses her legs and sits down, head resting on her hands, eyeing you with an irritatingly patient expression.
You ignore her and go back to the river's edge with Marshall. Before he does his thing he hands you the pendant, of which is now pointing diagonally down towards the river. That's probably a good sign?
As before, Marshall is able to bend the current to his will and create a safe bubble to enter the river with. Since you're down a person he doesn't need to make the space as large, and thusly seems to do so with relative ease. Before you can say "Soggy Corn Flakes" you're back the the bottom of the river and ready to begin searching.
You look at the pendant as a guide to where you should look, but, oddly, the darn thing seems to have stopped acting like a compass. It hangs motionless below the hand where you hold its chain.
"Maybe we're right above whatever's pullin' it?" suggests Marshall. You test his theory by moving around a bit in the bubble, but there's no change.
"... maybe the thing's really big?"
You shake your head. It doesn't seem to be attracted to anything right now. When you were outside the water, the pulling felt like it'd rip out of your hand the moment you let go, but now you can toss it in the air and have it land back on your palm nicely. Whatever was pulling on it seems to have just... stopped. You walk to the side and hold your hand out into the current to make sure the pulling isn't just significantly weaker, but sure enough the pendant starts flipping around with the water rushing about it.
"Well... I guess we don't need to do any more stuff, then." concludes Marshall. He makes to exit the river, and you follow.
You reach land quickly, but the moment you step onto the grass you feel that same tugging sensation as before. You hold the item out, and the pendant points back towards the river like the hand on an overexcited clock.
"I see the mission was a failure." Isra remarks. She's holding the exact same irritating position as before, which makes her smug comment all the more irksome.
"I don't get it..." Marshall says, "It'd stopped movin' just a second ago... what's its deal?"
"It must really like the river..." she says lazily, "Why do you not just throw it back in?"
"Ain't sure it's really our call to make..."
They both look at you.
What do you do?
Ace: 34/80, broken ribs Marshall: 125/125 Isra: 35/35
-~-~-
"Not until we get to see the slab. Do you think us fools?"
"Fair enough." the stranger's tone lilts almost mockingly, they then turn to the guardsmen that brought Amanda and co there in the first place,
"Take these three away, I need to tell the boss that there's a valuable item within city limits..."
"W-wait just a knifing second! We came to buy it! We have the money!"
The stranger looks at Amanda with a mean smirk, "Oh I don't doubt that, it's just that coordinating your purchase isn't my job. I'm sure my boss will be pleased to acquire the slab for herself anyway, and I personally thank you for your time and information."
As the guards descend, there are only seconds to act before they attempt to restrain the party.
What do they do?
Apollo: 75/75, no weapon Amanda: 70/70, no weapon Pyralis: 100/100, "no weapon"
~~~
New Items: None Persony Bits: None Recent (A): Entered river to try and find tuggy-pendant - Found nothing, but pendant stopped tugging - Left river, pendant resumed tugging - Isra is irritating - Watdo? Recent (B): Asked to see slab before presenting money - Stranger doesn't comply, orders Party B to be removed - Guards are descending - Watdo? Time Split: Party B is one day ahead of Party A
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Post by adelza on Sept 18, 2018 22:36:20 GMT -5
Party 1 Fill up a managable sized container with the river water, get far away from the river and see if the pull of the river can be changed to the pull of the river water in the jar or whatever they have on hand. Not miles away, at least out of eye sight.
Party 2 Attack before they can, snag their weapons?
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Post by Planetbox on Sept 20, 2018 17:56:43 GMT -5
Team 1: Seconded
Team 2: Strike with Pyralis's "weapon."
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Post by OshaliteX2 on Sept 28, 2018 15:30:31 GMT -5
This update brought to you by the guy who says "I don't understand what's going on here!" in Sneakman.You ask Marshall if he has any manageably sized containers on his person or within his items. He obliges your inquiry and rummages through his bag for a moment before producing a small jar suitable for storing jelly. Following such, you direct him to fill up the jar with water from the river, of which he also does, already seeming keen on your plan. From there he returns to you and, as per your request, places the jar in your free hand. Isra doesn't quite seem to follow, judging by a lack of snarky comments coming from her general direction. That is, up until you have both the pendant and jar in your hands, upon which you hear her snicker from the side. "You cannot sensibly think the pendant will just--" Before she finishes her sentence you place the item in the jar, bauble-first. As hoped, upon contact with the water it stops pulling, and once you let go it drifts peacefully to the bottom of the jar. A brief silence ensues. "... so does this answer our questions or just raise more of 'em?" "Invariably the latter, dear Marshall."Isra sits in livid silence. Of all the solutions... > Got it! River Pendant: An eerie pendant that tries to possess whoever puts it on, also is forcefully drawn to water from a certain riverYou stow the jar-pendant in your inventory, much to the discomfort of Min, and take a bearing on your situation. The windmill from before is still visible in the distance, and past that looks to just be more tall-ish-grass prairie. Honestly, the windmill is the only thing keeping your bearing if you don't have the map like Marshall. Most recently, you just spent a good number of minutes figuring out how to stop a pendant that you scalded your skin and broke your ribs for from trying to not be in your possession. What do you do now? Ace: 34/80 , broken ribsMarshall: 125/125 Isra: 35/35 -~-~- The guards approach unevenly. The first on the reach the party is the first guard from the same day. He makes the mistake of going for Amanda, of whom swings an elbow at him the moment he gets within reach. It hits with a sharp clang and he ends up staggering back, now with a sideways-facing helmet. She takes the opportunity to spring forward, past the stranger, and runs over to the pile of weapons. There, she find and grabs her sword, spinning back around to face them. Almost immediately after that, the room erupts from below. -- The guards, while slightly startled by the older one's courage, still make towards the other two without hesitation. Two of them, the second and third guard, target the blonde-haired boy. He doesn't seem to want to comply, and turns towards both of them, arms outstretched, and unleashes a blinding flash of lightning magic. Now while to most this would be an effective deterrent, but after the spell clears they both stand just as they were before. The only visible difference is that now their armor has a slight, fading glint around it. The third guard turns to the second and grins from the corner of his mouth (though nobody can tell through his helmet), "Looks like they didn't get the memo about our armor." The second one just nods frantically, still shaken by having just received orders to use force. The fourth guard, through all this, is busy trying to reorient his helmet so that he can hear what's going on. Two and Three now start towards upon the boy again, but this time the younger girl stands in front of them. "Don't touch him!" she says, trying to sound intimidating. "I'd leave you all alone if I could, little lady." Three replies, taking another step towards them. At that she grits her teeth. "I warned you!" she yells, and shoots her hands to the floor, just enough to touch it. -- Columns of stone break through the surface of the ground in front of Pyralis with a loud, grinding rumble. The first punches Three in the chest and onto his back. Further emerging columns carry him back and do the same to two, who can be heard to scream as he's pushed down. Both of them are ferried into one and crash into One, falling into a pile with the appropriate sound. "Nice one, 'Ral!" Apollo beams, and runs over to his sister to grab his scarf. Pyralis finds herself smiling at his praise. Amanda is somewhat startled. She asks Apollo when he reaches her, "Has Pyralis always been able to do that...?" "At least from what I heard, technically, no." he replies. Amanda is not content with this answer. The pillars created by Pyralis seem to be receding back into the earth. From behind Pyralis, the fourth guard has reoriented his helmet and regained the ability to perceive things clearly. Of course, the first thing he perceived upon doing such was some girl touching the ground and causing pillars of stone to appear that were strong enough to topple a grown, armored man. From an outer perspective, his body language communicates that he finds this to be extraordinarily unexpected. "What are you idiots doing!?!" screams the stranger, now hugging the edge of the space in fear, "Use your weapons!!!" As instructed, the guards pick themselves up and remove from their backs and ready an assortment of spear-looking things. Upon being equipped, the weapons seem to activate and fizzle with dangerous-looking open electricity near their pointy ends, something not seen before. Amanda gets a hunch that the party should try to avoid those. "Restrain them!! Now!!!" What does the party do? (Note: battle positioning for Party B will be from Apollo's perspective since he's the first character listed in the status section. I'm probably gonna streamline this better later, though...) (Bonus note: for those who've been following my CYOA for a while, "armor" used to be a thing in encounters, but I'm removing it as a hard mechanic and leaving it to something more tied to the narrative and how enemies act in battle. Of course, if a normally armored enemy loses its armor and that significantly impacts how it acts in combat it'll be addressed in the status section, but y'all can read, ergo y'all can tell what's happening to the enemy's defenses without a separate health bar being present.)Guard One: 60/60 Guard Two: 25/25 Guard Three: 45/45 Guard Four: 75/75, behind PyralisVisored Stranger: 30/30, off to the side of the wallApollo: 75/75 Amanda: 70/70, just to his leftPyralis: 100/100, past the guards~~~ New Items: River Pendant: An eerie pendant that tries to possess whoever puts it on, also is forcefully drawn to water from a certain river. (Party A) Persony Bits: We're getting into Pyralis's first battle, so as promised it's time for another lowdown on the hoedown for her abilities! Pyralis Atk 18 Def 15 MgAtk 0 MgDef 22 HP 100 Igneous Origin: (passive) When Pyralis's HP goes below half, her past talent with Fire Magic partly manifests itself, adding magma effects to anything she does (detailed in respective abilities below). Stone Claws: Pyralis forms claw-tipped extensions of her arms with surrounding earth, and can use them to attack. Can be influenced slightly by different types of terrain. With Igneous Origin: Claws lose their shape and become swinging blobs of spewing magma, boosting damage but decreasing melee range. Terraform: Pyralis taps into the abilities forced upon her in the past. A moderate amount of terrain can be reshaped into a simple structure, like a column or a crude statue, in the blink of an eye. Pyralis needs to touch the ground in order to use it, and the structure will shrink back into the earth soon after creation. With Igneous Origin: Magma begins to bubble up around the structure, hurting anyone or anything that touches it. Crushing Spyralis: Pyralis concentrates stones in front of her before launching them at the enemy. With Igneous Origin: Turns into “Smoldering Spyralis”, a magma blast that, while considerably more powerful, causes Pyralis to damage herself by as much as the last attack she received. (remember that this stuff is all listed on the front page) Recent (A): Got jar - Put water from river in jar - Put pendant in water from river in jar - Pendant is seemingly successfully pacified - This makes Isra mad - Got it! - Windmill is still there off in the distance - Watdo? Recent (B): Amanda elbowed One, ran past and re-equipped her weapon - Pyralis tries to defend Apollo - Successful defense w/Terraform - Amanda: "Could she always do that?" - Apollo: *shrugs* - Apollo also gets his scarf back - Stranger is scared and hugging the wall - Guards have hurty-zappy-looking weapons and don't seem keen on being very nice- Watdo? (atmospheric battle music) Time Split: Party B is one day ahead of Party A (from now on I'll be providing a link to the front page for easier access) >CYOA Front Page
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Post by Planetbox on Sept 28, 2018 18:11:59 GMT -5
1: Continue to the windmill I guess. Maybe see if you can fix your dang ribs.
2: Try to throw more guards into other guards or the visor guy, cause that's just pretty cool.
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Post by Dimitri on Oct 9, 2018 20:37:27 GMT -5
1: Do something about your rib hurty. That's probably not good.
2: Go after the visored stranger. Maybe he'll be less resistant to lightning damage than the others...
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Post by Koopario on Oct 10, 2018 17:52:09 GMT -5
1: We could use some Sauna Pulses to see if that helps the rib yeah.
2: Do whatever you can to take the visor dude hostage. Apollo is the thunder magician, so maybe he can try to do something with those shocking weapons? Amanda and Pyralis, you two are on chase duty. Pyralis needs to provide cover for Amanda's advance and Apollo helps where he can.
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Post by OshaliteX2 on Oct 18, 2018 23:26:00 GMT -5
This update brought to you by Jim and Ben's Bonbon Baguetteers, sweetening breads since 15 years!You've been back on track for almost two hours now, getting towards the windmill. With how far away it still is, you wonder how you were able to tell it was a windmill before now... Bored, you make a passing comment about how your ribs are broken, and how it's seriously making this less enjoyable for you. Marshall and Isra glance back at you, surprised. Admittedly, both of them forgot you broke your ribs, but only because you've been so gosh dang passive about it. Though the point still stands that they forgot, and they clearly both feel a bit of guilt in the regard. Marshall tells you to stop walking for a sec and lays down his bag, telling you to lean on it. "Won't take long," he says. You comply and he kneels down beside you, casting a healing spell over you. The nice, warm feeling of the spell is contrasted by the squelching, pinlike sensation of your ribs sewing themselves back together. You find it hard to not reel a little bit at it. Marshall notices your discomfort at that and seems awkward--no wonder, as far as you know he's only done this for unconscious people. After that brief break you do feel better. You hear Min in your head say, "Hmph, took them long enough."This begs the question, how come she didn't remind them of your injury? Even though you know she can hear your thoughts, she doesn't reply. You may be inclined to think that she, too, forgot. -- You reach the windmill just after noon. The structure itself is gigantic, towering high above you and the rest of your party, and certainly larger than any normal windmill... It's only the skeleton of a windmill with no siding, and what's there is made of metal-reinforced wood. It shows many visible signs of wear, yet when you go up to and push on it a little it doesn't budge at all. A strong structure, to be sure. There's a basin to its side made similarly that looks to be filled halfway, likely from rain. Looking directly, though, the water seems to shudder with grimy mold and an accompanying plethora of diseases. You wouldn't need to be asked twice to not drink that. "Why would someone need to build something like this to such scale?" Isra wonders aloud, looking up at its top. You also look up its top, squinting in the afternoon sun. It... really is quite tall. And it sure is a windmill. ... Nothing seems to stand out as far as your vision tells, but you can't shake the feeling like something about the size of this structure has a hidden aspect to it. Of course, that may very well just be a feeling. What do you do? Ace: 78/80, unbroken ribsMarshall: 125/125 Isra: 35/35 -~-~- The guards charge at Apollo and Amanda, but Pyralis doesn't let them get even an inch away from her before a wave of dirt swells under their feet and sends them toppling over each other again, sweeping them across the room. They smash into the wall where the stranger was, but the man himself is no longer standing there. Before that can be considered, though, Pyralis suddenly yells out in pain as the guard positioned behind delivers a shock with his weapon. She takes 15 damage and falls to the ground, feeling numb. That guard moves to attack again, but his weapon suddenly gets caught by an invisible force. Confused, he pulls it back and tries again, but to the same result. He looks around before noticing the boy, arms outstretched, glaring intensely at him. The electricity on his weapon, oddly, then begins to snake up the shaft of the weapon towards his armor. He only gets a second to notice this before the girl suddenly whips around and he feels a hard force strike at the side of his helmet. Pyralis's hands coated in stone, she swings behind at her aggressor, dealing 16 damage enunciated by a rigid TOW sound. The guard is knocked on his side, and at this moment Amanda catches sight of the visored stranger. He's retreated towards the village side of the gate, and looks to be punching a pattern into a series of buttons while glancing periodically at the gate. Noticing this, Amanda makes a windblown stride between Pyralis and the pile of guards, ready to subdue him with her sword. However, as she gets within pinning range, the stranger seems to notice her presence and ducks out of the way. The motion is surprisingly coordinated, but the sudden speed of the motion gets him grazed by the tip of the blade for 5 damage. He runs away to the left side of the gate where there seems to be another series of buttons and punches in a code, then waits frantically, ear to a metallic piece located directly above it. His eyes are completely locked with Amanda as he does this, and he seems all the more nervous for it. Her gaze is already boring into his soul at this point. The guards behind her seem to have gotten back on their feet. Guard One seems to get up the quickest and is clanking towards Amanda, weapon readied in front of him. Pyralis stands over Four, breathing heavily. He limbs still feel tingly, but nothing compared to the initial sensation. She should warn Apollo and Amanda of the danger these weapons pose! Two stands behind Three, both of which tarry toward Pyralis to aid their prone comrade. No eyes seem to be on Apollo. That's probably a good thing? What action does the party take now? Guard One: 60/60, advancing towards AmandaGuard Two: 25/25, advancing towards Pyralis, behind ThreeGuard Three: 45/45, advancing towards PyralisGuard Four: 59/75 Visored Stranger: 25/30, to the left of the town gate, ear to some metal pieceApollo: 75/75 Amanda: 70/70, to the right of the town gatePyralis: 85/100, standing over FourNew Items: None Persony Bits: None Recent (A): Repared ribs - Reached Windmill - Windmill is kinda freaky big - It sure is a windmill - Feeling that there's a reason for its size but... ? - Watdo? Battle Turn (B): Pyralis's Earthwave (toppled One, Two, Three) - Four's weapon shock (15 + numbing to Pyralis) - Four's insult to injury (stopped by Apollo) - Apollo's lightningmancy (interrupted by Pyralis) - Pyralis's Stone-Coated Swing (16 + knock down to Four) - Amanda's Windblown Stride (5 to Stranger) - Stranger's buttons and ear-to-piece (???) - Guards are back up and advancing on the party - Watdo? (atmospheric battle music) Time Split: Party B is one day ahead of Party A >CYOA Front Page
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Post by Planetbox on Oct 19, 2018 22:01:10 GMT -5
Ace: Try spinning the windmill, if you can. Maybe look for a huge mouse.
Apollo: Sneak attack guard 1. Amanda: Attack the weird dude with windy magic. Pyralis: Warn the others loudly of the guards' shenanigans.
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Post by OshaliteX2 on Nov 23, 2018 2:37:33 GMT -5
This update brought to you by Eye Em's Back-Baby Ribs.You find your gaze aimed at the grass blowing in the wind, then looking back up at the windmill. It's actually pretty windy out here, and yet this windmill doesn't seem to be turning at all... You're pretty sure windmills are supposed to turn, to that matter. The fact that something that looks so much like a windmill isn't turning in this weather seems odd. "Maybe it's just rusted still?" suggests Marshall. Whether or not that's the actual case, you feel like you should try to get it to turn... There's a metal pole by the water basin that looks to lead up to the top. You walk over to it and try to turn it, but no motion occurs. All you get is a short scratchy sound coming from above. "It still does not move..." Isra says. "Yeah, I think he noticed." She ignores Marshall and looks at you, "Could you perhaps climb it and spin the blades?" "And HOW would he do that?!?" Marshall asks. "By climbing it." "But that's what you just said!" "It was that, yes." "I-" Marshall's forehead crumples and flattens, "... why're you so interested in getting this thing to turn now, too?" "It has been the only human-made structure we have seen in quite some time. I find it curious." "That's... actually pretty fair." "See?" "Well, yes and no." He walks up to the structure and taps on it, "The thing's strong, but I don't wanna know what'd happen to anyone who'd try to climb it and fell. Not to mention we're still, y'know, trying to head north at a reasonable pace..." "Fair as well." This matter of risk, method, and time seems to be falling on you. What do you do? Also, before you forget, you ask Min to scan the area for any mice, curious if any present match the scale of the windmill. She gladly does so. "Scan complete. There are no mice living at or near this windmill. While a common mill used for grain would be protected from the elements and offer a good source of food for any rodent creature, the mill in front of you lacks fortification against rain or cold, standing on structure alone. However, the basin beside it seems to be a very suitable home for a large array of bacteria and fungus..."You look over at the basin on that note. The bacteria do seem rather big... Ace: 78/80 Marshall: 125/125 Isra: 35/35 -~-~- Amanda holds her sword front of her and points at the stranger, and from its tip erupts a spiraling gale. For some reason the stranger can't seem to break eye contact with her as she does this, much to his own misfortune, as the cutting breeze hits him square in the chest for 9 damage. His jacket gets shredded where the blast hit and he skids from the metal piece into the corner of the room. He lands into it relatively softly and tries to push off, but another storm presses him against the wall for 9 damage. Meanwhile, Apollo jumps forward, unravels his scarf and slings it at One's feet. With sharp tug following it, the guard is freshly faceplanted upon the dirt. Apollo conjures a flash of lightning to hit him in the back, but that gets absorbed into the armor like before. His attention is drawn to the sound of Pyralis's voice immediately after. "Watch out for their weapons! They make you numb!!" He keeps that warning in mind. In noticing her voice, though, he also notices two other guards almost in range to attack her with said weapons. He swings his scarf off of One and lashes it at Two, and with another tug Two trips and falls at Three. Three's light on his feet, though, and steps out of the way before his ally falls flat. However, he's not light enough to not get caught by Pyralis. A jet of rock lifts his foot out from under him the moment he turns to face her. As he trips, he spins on his other foot and swings his weapon at her, managing to catch her in the shoulder. Pyralis attempts to block with her arms to little avail and takes 8 damage. The shock ripples through here, but she manages to keep her footing... Or, she does, until another spear catches her calf for 15 damage. Four is almost standing again and has thrust his weapon at her. Pyralis staggers before falling forwards onto her knee. Four tries to zap her again, but Apollo stops his spear with magic. Amongst all this, the stranger screeches form the corner. "GET UP!! GET UP AND GET THEM!!!" One does that, though now Amanda's shifted her glare towards him. It might also be her imagination, but she thinks she hears a new voice in the room. It seems to come from from the metal piece the stranger was working with before... but she can't quite be sure. Two and Three get up and connect the dots between Apollo and Four's weapon. They start at him this time. One also finally builds up enough courage to go for Amanda again, though instead runs diagonally to try and cut her off from the stranger. Four is waiting for Apollo's concentration to drop so he can continue attacking Pyralis. What does the party do? Guard One: 60/60, trying to cut Amanda off from StrangerGuard Two: 25/25, advancing towards ApolloGuard Three: 45/45, advancing towards ApolloGuard Four: 59/75, standing over PyralisVisored Stranger: 7/30, 0.5x Def, in the far corner from Amanda past the closed gateApollo: 75/75, stopping Four's attackAmanda: 70/70 Pyralis: 62/100, numbNew Items: None Persony Bits: None Recent (A): Odd windmill doesn't turn - Can't be turned from the ground, either - Climb and spin blades? - Fall could be risky, though - Wat/How to do? - Large bacteria Battle Turn (B): Amanda's spiraling gale (9 + 0.5 def to Stranger) - Amanda's spiraling gale redux (9 to stranger) - Apollo's scarf sling (stopped One's advance) - Pyralis's warning (noted) - Apollo's scarf sling redux (atopped Two's advance) - Pyralis's foot rock (stopped Three's advance) - Three's falling swing (8 to Pyralis) - Four's calf strike (15 + numbing to Pyralis) - Four's strike again (stopped by Apollo) - Stranger yells stuff - Metal piece by gate sound? (???) - Guards are moving - Watdo? ( atmospheric battle music) Time Split: Party B is one day ahead of Party A > CYOA Front Page[/font]
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Post by Planetbox on Nov 23, 2018 8:40:09 GMT -5
Why the heck did I say to look for a giant mouse? I honestly don't remember
Ace: Why not get that thing to turn, it sounds fun. Maybe it'll spin so fast that it will throw us to our destination.
Apollo: Shove Four away and then do a cool attack where you send electricity in all directions Amanda: Frickin' jump over that nerd
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Post by OshaliteX2 on Jan 10, 2019 14:22:56 GMT -5
This update brought to you by National Midnight Day(s). I can't believe it's been a year since I last posted for this...You start climbing the windmill at a reasonably fast pace. "... I did not expect him to actually try my idea." You hear Isra comment from below. "You can heal him if he falls, right?" "I can, but at this point I'm not sure if I wanna." Marshall says. -- The windmill is easy enough to climb. Its structure is dry and easy to grasp on to, and you have enough strength so that the wind isn't an issue. This is all good, because as you ascend the winds only start to feel stronger, and you end up almost having to brace yourself against the structure to avoid getting blown off. It eventually becomes hard to judge how far you've climbed, not for any particular reason than that you haven't been looking down. Why? Because you're starting to get a better view of the top of this thing, and it looks... well, at the very least you know why it's not turning. In the center of where the blades of the mill meet is a tight, scraggly mass of metal woven around it like a case--and the mass of it all is bigger than you with your arms stretched out. Whether or not it was put there intentionally, it looks like it's been there for a very long time, as it's covered in rust and is slight bent around the direction the mill would be turning. Without a doubt this is what's keeping the mill from spinning. You also take a moment and look off into the distance where Marshall's map has been leading. You can see all the way across the prairie, but further off your view is blocked by a forest leading up to a series of smaller mountains. ... cool. What do you do now? Ace: 78/80 Marshall: 125/125 Isra: 35/35 ~~~ Amanda smirks at One. One doesn't understand why she's smirking at him until she suddenly leaps several feet into the air, then blows across the room towards the Stranger, flying over the guard completely! The Stranger doesn't have time to finish saying "Wha-" before she brings her sword into the back of his visor, broadside, knocking him out. One now understands why Amanda was smirking. She points her sword at him, now looking more serious, "Stand down." "I don't think I'm supposed to..." "Who's telling you not to, though?" She leans her head towards the Stranger. "..." One just stands there, unmoving. Negotiations with the Stranger fell through, but maybe Amanda can convince these guards to at least stop attacking them long enough for them to figure out some way into the town? None besides One seem to have noticed the Stranger yet. -- Meanwhile, Apollo focuses and makes a finger gun pointed at Four's weapon. A sudden buildup of energy bursts from the weapon's tip, propelling it backwards--and dragging Four along with it! The guard stumbles away from Pyralis, eventually falling prone on his back. Apollo then attempts to intercept Two and Three by losing forth a brilliant arc of lightning. The attack has enough visual menace to get Two to break off and back down, but even then the lightning gets absorbed into the armor just like before. Two takes 2 damage from it, but Three is thoroughly unfazed. He reaches Apollo amidst the discharge and swings his weapon into his side, thrashing and shocking him for 13 damage and--ohhh boy, Pyralis wasn't kidding about these weapons making you numb... He flops helplessly to the ground, where Three takes another stab at him for 13 damage. The metal piece by the door seems to have stopped making noise, at least from Amanda's perspective. She is closer to it now, and if she can't hear it... yeah, it definitely stopped making noise. She gets a feeling that's not a good thing. The scene doesn't look that good, either. Both Pyralis and Apollo are prone on the ground. Four is closing in on Pyralis again, as is Two to Apollo. What does the party do? Guard One: 60/60, non-hostile?Guard Two: 23/25, advancing towards ApolloGuard Three: 45/45, attacking ApolloGuard Four: 59/75, advancing towards PyralisVisored Stranger: 0/30Apollo: 49/75, numbAmanda: 70/70 Pyralis: 62/100, numbNew Items: None Persony Bits: None Recent (A): Marshall doesn't wanna heal - Windmill is pretty easy to climb - Windmill is stopped by a buncha metal wound around it - further off is a forest and a few smaller mountains - Watdo? Battle Turn (B): Amanda's Broadside Leap (KO to Stranger) - Amanda's negotiations (pacified One?) - Apollo's Finger Gun (blowback to Four) - Apollo's Intercepting Arc (2 to Two, 0 to Three) - Three's Discharge Swing (13 + numb to Apollo) - Three's Stab Again (13 to Apollo) - Metal piece has stopped making noise (probably bad) - Scene doesn't look that good - Amanda can probably try to convince guards to stop, though? - Watdo? Time Split: Party B is one day ahead of Party A >CYOA Front Page
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Post by Planetbox on Jan 11, 2019 23:13:27 GMT -5
Ace: Fire Up a couple hundred times and see if you can Eagle Punch that thing off.
Amanda: Promise Nunber One a cut of the uhh...earnings, or whatever. Apollo: Try to throw yourself off the ground with enough force to drop kick Three into Two.
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Post by adelza on Jan 15, 2019 17:01:49 GMT -5
In addition to the above, pyralis can try to disarm four?
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Post by Asphoxia on Jan 26, 2019 22:54:13 GMT -5
Amanda: convince the guards to stop. Ace: Know what you could go for right now? a grilled cheese sandwich.
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Post by Koopario on Jan 30, 2019 0:22:01 GMT -5
Ace: Surprise everyone by sticking the landing from all the way up there. Marshall: Continue to refuse to heal him when he inevitably fails to stick the landing.
...I have no idea what to do for the B-side. I send you luck.
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Post by OshaliteX2 on Mar 23, 2019 23:19:41 GMT -5
This update brought to you by Muchmud Peak, your one-stop-shop for all things that slop and plop!You scuttle up to the wacky wires, every intention to turn them into whacky wires. As in wires that will be whacked. Haha! Sleight of words! ... you could swear that sounded funnier in your head. Is the air up here is getting thin? Either way you clamber along the blades of the windmill, holding fast with your legs and free hand. Your other hand is busy charging up an Eagle Punch, of which mallets into the bottom of the metal mass keeping this mill motionless. A fiery wave of flame erupts from the point of impact, roasting the restraints. It's working! A few more good thwacks later and you feel the blade you're clinging to start to wiggle. Satisfied to get on with this, you shimmy back to the lower part of the windmill and wrestle the blade until vast chunks of hot metal start raining down. With one last big push, a creaking groan can be heard for miles around, and the windmill is freed. Now, to get down. -- Isra holds her hand to block the sun, making sure she saw that right. The falling wire bits were an early indication that you did it, but still, she's having a bit of trouble believing it herself. She then sees you turn your back to the windmill and eye the ground below. "... I think Ace is going to jump." Marshall's head twists to make sure he heard that right, "You think he's gonna what" -- You spring from the top of the windmill. If Min knew this was a bad idea, she probably would have said something by now. Either way you've made bigger jumps than this before, you'll be fine! - one hour and thirty minutes later - Camp has been set up and you think you've regained feeling in your legs. From the pad that's been laid out for you while you recover you can look up and see the windmill. It spins with loud creaks that can be heard from all the way down here--maybe the reason it was wrapped up before was to keep it quiet? Still, the creaks seem to have been getting quieter over time, so it's slowly becoming easier to rest. Marshall commented on how he was surprised you remained conscious for any of this, and the fact that you could take a few steps after "sticking" the landing was promising as well. Still, shortly thereafter you collapsed facefirst. On the plus side Min was kind enough to spare him the trouble of healing you, according to her you didn't need it. What a helpful superencyclopedia she is. While your legs seem to be back in working order, Min and Marshall agreed that a stop should be taken here to avoid further chance of injury. "His body is like a pile of blocks right now. They remain stacked, but one good kick might knock 'em down for good," she said. All of this seems to have irritated Isra, of whom has been avoiding contact with most of you this afternoon, instead deciding to poke around the area surrounding the windmill. It doesn't take a genius to deduce she's ticked about this being the second major delay today. Kinda hypocritical since she seemed so into checking the mill out, though. And... oh yeah, that pendant debacle was eariler today, wasn't it? Time sure doesn't fly when you're climbing a windmill, you guess. Marshall's a few yards away mulling over the map with a pencil. In fact, he has several maps laid within reach. It's hard to tell what he needs all those for, but he seems to be putting in good work. With all that laid out, and with your legs (probably) workable after their... er, sudden compression 90 minutes ago, you still have a good stretch of day left to recover and head out in the morning. What do you do? Ace: 78/80 Marshall: 125/125 Isra: 35/35 ~~~ Amanda and the first guard share an awkward silence as she remains standing with her sword drawn at him "I'll give you a cut of the gold...?" One gives a look like he figures she was bluffing when she initially claimed her missing piece was made of gold, but doesn't make a move nonetheless. Meanwhile, Apollo and Pyralis both try to do stuff, but can barely manage to roll clumsily out of the way as the other guards attempt to stab them through with their shocky sticks. Pyralis wills a clump of earth to push her out of harm's way, while Apollo instead uses the arm on his not-as-numb side to push himself straight into Three mid-stab. Three was not prepared for this young man to suddenly toss himself into his shins, but that doesn't stop the incoming poke for 13 damage. The motion at least keeps Two from following that up, as Three rolls Apollo off his feet and away from the other guard, leaving him disappointed with himself that he wasn't able to do anything. That'll show him. Having gone a decent few seconds without being subjected to these guards' weapons, Pyralis manages to shake off the numbness and get to her feet. She notices One in a sort of stand-off with Amanda and wonders what that's about, but can't help but focus more on the fourth guard running at her with his weapon as well as the second and third continuing their attacks against Apollo. What does the party do now? Guard One: 60/60, non-hostile?Guard Two: 23/25, advancing towards ApolloGuard Three: 45/45, attacking ApolloGuard Four: 59/75, advancing towards PyralisVisored Stranger: 0/30Apollo: 36/75, numbAmanda: 70/70 Pyralis: 62/100 New Items: None Persony Bits: None Recent (A): Freed windmill - Stuck the landing (too much) - Set up camp - Regained feeling in legs - Mill is turning, is loud and squeaky, but is getting less so towards the latter - Min says to rest, greater party agrees - Isra is hypocritically irritated and exploring about the area - Marshall is doing stuff with multiple maps - Legs (probably) work - Watdo? Battle Turn (B): Amanda's offer of bounty (didn't really do anything) - One's gaze of figured bluffing (see previous) - Pyralis's willful earthclump (movement in a pinch) - Apollo's shin push (surprised Three) - Three's incoming poke (13 + numb to Apollo) - Two's self-disappointment (poor guy) - Pyralis's feet getting (relieved numbness) - One in a standoff, Four rushing Pyralis, Two and Three still attacking Apollo - Watdo? Time Split: Party B is one day ahead of Party A >CYOA Front Page
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Post by Asphoxia on Mar 24, 2019 18:11:04 GMT -5
Ace: Anything else of interest in the windmill? As long as you're not walking too much it'll be fine.
Party B: Amanda, keep trying to convince the guard, Apollo, f i g h t, Pyralis I forgot what your abilities are so play support?
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Post by Koopario on Mar 27, 2019 22:13:08 GMT -5
Isra: You're just done. Go to sleep. Ace: Do everything in your power to keep Isra awake. Marshall: Cook delicious food. Well. More delicious food. maybe.
Apollo: Slap thyself in the face. Pyralis: He's too numb. Slap him for him. And catch everyone else in the crossfire. Maybe.
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Post by Planetbox on Mar 30, 2019 10:12:11 GMT -5
Ace: Just do what the other people said.
Apollo: Activate IRK-THUNDA
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Post by Dimitri on Apr 15, 2019 16:07:03 GMT -5
Ace: If you shouldn't be standing on your feet, then stand on your hands
Apollo: What Planet said
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Post by OshaliteX2 on Sept 3, 2019 20:53:59 GMT -5
This update brought to you by Coalition of Concerned Chefs Against Limeless Guacamole. Add appropriate limey zest to your guac today!!! Special note: Actions that change circumstances in this CYOA will now be noted in bold. The post-update log will still be a thing--this is just to help contextualization via easier visualization since these updates tend to get pretty big.You decide to go check on Isra, reasoning exposing her to your presence more will help mediate any hard feelings from earlier. Besides, you're fine! It's Min and Marshall who are all up in arms about resting the rest of the day away!! You could try to outvote them, now that you think about it. But without Isra the tally would be two (Min and Marshall) against one (heckin' you), which, in a sense, is even more reason to find her. Granted that this would still be two against two. Maybe you could put it to a show of hands? Min doesn't have any of those, after all. -- As you make your way over to the windmill, Isra is already on her way back. Usually, she's pretty good at hiding her emotions. This time, however, she makes no effort to hide an aggressive glare aimed directly at you. She moves to pass, but you slide yourself directly into her way. Not unlike an attention-seeking puppy, honestly. You even have the eyes going, look at you. Isra's glare quickly turns to puzzlement, "... what are you doing?" You figure it's obvious--you want to spend time with her! She scoffs, "Have you not stalled me--no, us enough by injuring yourself?" Well that was uncalled for. Either way, it's just your legs! You could stand on your hands just fine! That thought being thoughted, you stand on your hands. Isra looks thoroughly unfazed, but internally wonders how long you'll be able to keep this up. All said, she looks bored. You ask her what she was planning to do, anyway. "I was going back to camp to..." she thinks on what she says next, must not have given it much thought, "... take a nap." You sense the lack of resolve in that plan. Perhaps you can offer her a better idea? Maybe even ask her if she found anything? She was spending a lot of time around the mill, but stands in front of you oddly empty-handed right now. Marshall sits back at camp, completely oblivious to you two at the moment. What do you do now? Ace: 78/80, handstandMarshall: 125/125 Isra: 35/35 ~~~ Amanda continues to try and negotiate,"Okay, but have you ever even seen gold?" Guard One shakes his head and gives an exasperated look, "No but I have seen bad liars." "That's... wait, come on! That wasn't even a good comeback!" We'll just leave them alone for the time being. -- To counter the oncoming helmetman, Pyralis will wills a mass of dirt and rocks around her hand with her palm open. She squeezes her eyes shut, crosses her fingers, and flings her arm to intercept him with a wide swat. To spare readers any suspense, this works far better than intended. First, the guard which Pyralis wanted to swat to begin with: Number Four. Behind his metallic mask, he wears an expression of mixed surprise and self-deprecation. He really should have seen this coming, and yet he's too busy realizing the fact to adjust his stance. Or something. He's a bit confused by the sudden surge of self-consciousness coming over him too and-- THWACK. His armor receives a dent and he gets sent flying for 16 damage!Second, guards Two and Three, of whom are assailing Apollo. While Apollo tries (and fails) to slap himself back into the fight, Three raises his weapon to deliver a mean lil' zappypoke to the young gent. However, Three is two slow at this, and is rudely interrupted by a loud gonging sound from the other side of the room. He looks up to see what it is just in time for the sound to fly into his shoulder and send him toppling. Surprise! It wasn't a sound, but a PERSON. Guard Four, specifically, that had been sent flying by Pyralis. Three takes 8 damage sent rolling across to the other other side of the room by the flying Four. Right in between guard One and Amanda, no less.Amanda thanks the stars for this bit of persuasive leverage here, she was losing the negotiation something horrid. Any longer and she'd have to threaten with baseless violence. "Your allies seem to be having trouble," she gives a false but very confident smirk. "I... don't see the point you're trying to make." "Really?" She sees straight through him, "It appears we have two bad liars here now." "Your wording was not at all decisive." Disregarding his hurtful words, "But I'm not wrong, am I??" "..." His silence is rather telling. Perhaps she can provide some stronger terms of negotiation now...Meanwhile, guard Two has just noped out of fighting for now after seeing two of his allies get blown across the room. Apollo just watches him, no longer numb, but he's finding the ground is kinda comfy. What does the party do? Guard One: 60/60, non-hostile?Guard Two: 23/25, nopeGuard Three: 38/45, in a pile by One and AmandaGuard Four: 43/75, in a pile by One and AmandaVisored Stranger: 0/30Apollo: 36/75 Amanda: 70/70 Pyralis: 62/100 New Items: None Persony Bits: None Recent (A): Checked on Isra - Stood on hands - Isra wonders how long handstand will last - She seems bored and oddly empty-handed - She's headed back "for a nap" - Better idea? Battle Turn (B): Amanda's negotiation? (eh) - Pyralis's wide swat (16 + fling to Four) - Apollo tries to slap himself (failed) - Pyralis's wide swat aftermath (8 to Three + pile to Four and Three) - Amanda's negotiation! (opening for further points) - Two's nope (nope) - Apollo's comfy floor (yup) - Watdo? Time Split: Party B is one day ahead of Party A >CYOA Front Page
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Post by Planetbox on Sept 4, 2019 20:13:45 GMT -5
Ace: Offer to join her for another sweep of the windmill, with the purpose of tricking her into revealing what she discovered.
Apollo: State threateningly at Two. Hope he skedaddles and trips over Three and Four on the way out. Amanda: Offer him some of the random objects in your inventory. Maybe some of the books from the Jorrahn Peak Incident. They might fetch a high price with historical societies. Maybe a few Pwaants too.
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Post by OshaliteX2 on Jan 9, 2020 0:39:36 GMT -5
This update brought to you by ThaumaCo, the leading brand in Magicware. Buy their new premium limited Arrow of Shooting while supplies last! Also I rescind that part about bolding important things because ain't nobody got time for that.You tell Isra that you were about to go sweep through the windmill ruins and that she's welcome to join you. She just shakes her head at the prospect, "That would be far too risky for you in your condition," ... immediately after saying that, she pops a mischevious eyebrow, "But that just makes it a better idea for someone to accompany you." Haha! Yes! You smile and attempt to give Isra a friendly nudge--one she slips out of the way of when you try. She then gives you a look. Must not have forgiven you for slowing the group's pace yet. Someone knows how to hold a grudge... though she'll follow you for this. The Windmill was resting on a slight hill, one that you couldn't quite see over from your campsite but now that you're close to it is a veritable vantage point. Cutting to the chase, the most notable new thing that you see by it is a deep, dark hole torn into the ground where the scrap you tore off the windmill fell. One piece made a notable impact, and seems to have shattered the ground to reveal the opening. You ask Min if this is at all unusual. "What do you think, genius? Well technically, in frozen lands with underground caves--like back in that tundra--this could make some sense if ice somehow froze over, but in this open field, no. But look closer with me,"Min's scanner feeds into your brain as she zips out and examines the edges of the hole. Through her eyes, you quickly realize the hole isn't just a hole of dirt--it's a sheet of metal! "And not Santrito, either. If it was, I'd be getting signals, unless they block me. But the shape of this place leads me to believe nobody has the resources for either."A beat passes, and Min flies back over to you. She aims a concerned look, "Please don't tell me you plan to go down there. You still haven't fully recovered from the jump before."Good point. Isra was already over here, though. You ask her if she could tell you what's down there to spare you the journey. Isra thinks for a moment like she's not sure how to put this. She's definitely mocking you, "Well, I would, but it is far too dark down there for any human to see..." "She's lying!""About the darkness down there? Oh, no, I would never!" "Ruby has ways of dealing with that, though. That should hardly stop him.""Well, why does he not go down there? I'll follow him to make sure he's safe. There is not that much..." "You literally implied it was hard to see down there, though.""That it is." "And this is why we like you."-- You slide down into the hole with a rope that the author will say Isra just had on her. Sadly, this makes you have to drop the handstand you were holding. Isra takes note of how long it was--three minutes and about 15 seconds. It's not a long way down, and you touch a grated, solid surface that taps underneath your footsteps. The air down here smells almost like the ocean, which is strange considering Basin Sea (let along any salty body of water is still a far, far way off according to Marshall's map. Aside from the empty space and metallic floor, though, darkness encloses much else around you. You ignite a flame in your palm to illuminate the area. Isra feigns surprise as you do so, but you may or may not ignore her petty passive-aggressiveness. There's a large metal rod from the windmill that turns underneath it from the spinning of its blades. Usually, windmills are to mill grain or bring up water--though this contraption seems to do neither. Instead, the metal rod has divets on this lower portion, and these divets lock into a gear system that feeds into a tank-looking... battery? The tank-battery is more like a giant rune-covered box with a gear chomped onto its side, and several symbols scribed onto its others. Min immediately identifies these as magical capture runes, essentially what powers technology when it's not weird junk like her or what Santrito puts out. Also she resents being called weird. The runes seem to just be carved into the metal, and are, as far as you can tell, inactive. Following your eyes around the room, you spot a trail of runes that snakes over to a covered minecart on rune-carved rails. The cart and rails are both intact, and the rails continue on into darkness that seems unending. "It is unending," notes Isra, "I tried walking down it. All that is there is more rune-carved railway." It doesn't take a genius to figure that the windmill was somehow powering the minecart through the gears and runes. But if that was the case, why's it just sitting there, and why are all the runes inactive? If you want to figure out any of that, the first step is probably to get the runes working again. Min answers your pondering, "My guess is that something inside that rune-covered gearbox there has something wrong with it. The question there, though, is how one might open it without simply breaking it and never learning what it does in the first place..."A predicament indeed. What do you do? Ace: 78/80 Marshall: 125/125 Isra: 35/35 -~-~- Amanda continues to continue to try and negotiate, "I have books. Rare books. Firsthand accounts from what happened at the peak!" With her free hand she fishes out the journal and Pyralis's scrapbook, both of which look suspicious and damaged enough to perhaps be the genuine article. "What?" Guard One seems surprised, "How did you even find those? We--this town has sent so many people to try and learn what happened there! And... the other day the big dome on top of it just disappeared. Was that... your doing...? No, no, you have to be lying again. Badly, still!" "Caught your interest now, have I??? But I'm telling the truth this time!" "Prove it!" Haha! She's got him on the ropes again! Now if she can just play herself and those books up the right way this should be checkmate! -- Apollo gets up, and STATES at Guard Two, "You're dumb!" "No, you." ">:0" Guards Three and Four are just watching the negotiations of both Amanda at One and Apollo at Two, respectively. Three at least seems as intrigued as One is by Amanda's claim, and waits to see what kind of "proof" she can present. His inactivity is making it hard for Four to get up even if he wanted to. What does the party do? Guard One: 60/60, intriguedGuard Two: 23/25, no uGuard Three: 38/45, in a pile by One and Amanda, intriguedGuard Four: 43/75, in a pile by One and AmandaVisored Stranger: 0/30Apollo: 36/75, >:0Amanda: 70/70 Pyralis: 62/100 New Items: None Persony Bits: None Recent (A): Isra follow - There's a big metal hole - Isra: "It is dark" - Into the hole! - It is dark - Light - Runes powered by windmill - Runes power a minecart - Runes are inactive? - Probably because of something inside a runebox - how to open runebox without breakage? - Watdo? Battle Turn (B): Amanda's negotiation? (yeh!) - Apollo's state (countered by Two) - (Almost) All eyes on Amanda - Watdo? Time Split: Party B is one day ahead of Party A >CYOA Front Page
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