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Post by Treble Tech on Jul 31, 2016 18:52:12 GMT -5
March 16th, 2014
You take the bottle and head back to the library. There are two more doors you have not been through yet, to the north and the west.
3 for North. 2 for West. And then NyanKirby. North wins.
You go through the door to the north. You find another staircase going down. It is very long. When you finally reach the end, you go out through another door. You emerge into a large entrance hall. You came from a small door in one wall. On the wall to your left are two large double doors which probably lead out into the main courtyard. There is another door across the room. To your right is what used to be the main staircase. However, it has collapsed, and would be impossible to climb.
Where will you go?
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Post by Treble Tech on Jul 31, 2016 18:52:56 GMT -5
March 17th, 2014After attempting, and failing, to climb the stairs, you decide to turn back. You return to the library and go through the door to the west. There is a short staircase going up. You then walk through a corridor and emerge into a large dining hall. A huge table fills the center of the room, with many chairs around it. There are covered platters all along the length of the table, and in one wall you can see the ruined dumbwaiter from earlier. A large chandelier hangs over the table, and there are no doors besides the one you came through. You don't see any goblins. What will you do? You walk over to the dumbwaiter. It is just as broken as it was in the kitchen. You then walk towards the table. However, before you get there, you hear rattling. The chandelier plummets towards the ground and smashes into the table, which somehow stays intact. The candles flare up, and thin lines of fire snake down the sides of the chandelier. They form a wall around the entire table, with a flaming keyhole in front of you. You won't be able to reach the table without burning yourself. You examine the keyhole. It is pure fire, and feels very hot. You don't think you know a word that will extinguish fire. (A list of all your words is on page 1) You can see nothing else with which to extinguish the fire, so you begin writing. Catagage does nothing, so it doesn't use any ink. You write wyldpilas, but the wall simply absorbs the flame with no visible change. 2 units of ink used. Ink 6/10. You take 5 damage. Health 45/50 You write both catagage and wyldpilas on the paper. The words seem to unravel and swirl together on the page. They move towards the edge, where a small trail of fire lifts from the paper. It winds through the air and into the keyhole. The keyhole and wall of fire then dissipate, giving you access to the table. 3 units of ink used. Ink 3/10 Nothing happens.
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Post by Treble Tech on Jul 31, 2016 18:53:28 GMT -5
March 17th, 2014It does nothing again. Combining these two has no effect whatsoever. You examine the table. You see many empty platters and old pieces of silverware. In the center of the table, on a small stand, you see another vial, like the last one. There doesn't seem to be anything else of interest. Then wonder where Kinniekins is. Unless you give her a command or I state otherwise, Kinniekins is just following you around.
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Post by Treble Tech on Jul 31, 2016 18:53:52 GMT -5
March 18th, 2014
You open the vial. Like last time, a small blue light floats into the air and forms into a spectre. After regarding you for a moment, it flies out towards the door you entered through. The door flies open and the ghost disappears down the stairs. Also, shouldn't combining Catagage and Pareth lock or repair nearby locks? Not every combination will have an effect. You follow the ghost and end up back in the large entry hall. The ghost moves towards the two double doors, but as you move into the room, the small door at the other end catches your eye.
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Post by Treble Tech on Jul 31, 2016 18:54:32 GMT -5
March 19th, 2014
You decide to follow the ghost. You push open the large doors and find yourself outside of the castle, in the main courtyard. Large walls surround the entire area, and grass grows up through old, worn down cobblestones. You walk into the center of the courtyard. Across from you, there is a huge portcullis made of metal, and beside it is a lever, probably used to raise it. Then, you freeze as you hear a bone-chilling scraping sound, like a sword being pulled out of a scabbard. You turn to face the old stables that you saw from the window. A wicked-looking goblin is facing you with a sharp sabre in his hand. He is wearing a horned helmet and a cape made from a wolf's pelt, and is larger than the other goblins you had seen. Behind him are four more goblins, who had been sitting around a cooking fire. They begin to rise with cruel smiles on their faces and an assortment of knives held in their hands. To the side, you see a strange crystal that glows with dark energy. The large one says, "I had feeling someone here. My soldiers not return. I suppose it your fault." He looks at Kinniekins and licks his lips. "Me thank you for bringing dinner. I not had fox in too long. Sadly, you not be around to share the meal." At this point, you notice the goblin on top of the wall, who is aiming an arrow at you. You don't have time to do anything as the arrow is released. It whistles through the air towards your heart. Suddenly, something flashes in front of you and knocks the arrow out of the air. The archer stands still with his mouth open for a moment. Then, a white streak hits him from behind, knocking him off the wall. He barely has time to scream before hitting the stones with a sickening crunch. Two blurs swirl around in the air. They manifest into the two specters that you saved earlier and float down beside you and Kinniekins. They seem to flicker slightly, and you can see more than just a rough image. One, for an instant, looks like a knight clad in impressive armor, while the other looks like a sorceress in a long robe. The phantoms seem to fade into these people before losing their shape again. The large goblin takes this in for a moment, and looks at the newly formed goblin pancake. "They not the brightest, but they still goblins. As I am Chief Dragim, I bound to avenge them." He turns back to you. "Goodbye, not-goblin." He raises his sword and lets out an earsplitting screech. The other goblins begin running towards you, and the ghosts move forward to meet them. Allies:Ackerman: Health 50/50, Ink 3/10
Kinniekins: Health 30/30
Ancient Knight: Health 35/35
Ancient Sorceress: Health 30/30 Enemies:Chief Dragim: Health 45/45
Goblin Soldier 1: Health 30/30
Goblin Soldier 2: Health 30/30
Goblin Soldier 3: Health 30/30
Goblin Soldier 4: Health 30/30
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Post by Treble Tech on Jul 31, 2016 18:55:05 GMT -5
March 20th, 2014
You begin running towards Chief Dragim. You bring your whip back and take a mighty swing... which misses completely. He slices at you in return, but you dodge in the nick of time. Kinniekins attacks one of the other goblins, doing 4 damage. The knight ghost swings at another goblin with talon-like claws for 5 damage. The sorceress phantom throws a ghostly flame at the goblin Kinniekins attacked. It explodes, doing 7 damage to the one it hit and 3 points of splash damage to the other soldiers. Chief Dragim jumps away from you. "I thought I rid of these fools," he says, gesturing towards the ghosts, "until you free them. But I fought them before. I do so again!" He turns and sprints towards the stable, grabbing the dark crystal that you had noticed. He raises it in the air. It shines a deep violet and shoots dark tendrils at the ghosts. The tendrils impale them where their heart would be. The phantoms are frozen in mid-air, their once snow-white form now tinged purple. The goblins turn their attention to you and Kinniekins. Two strike at you. One misses, but the other hits you, leaving a large gash and doing 9 damage. The other two attack Kinniekins. One hits and does 6 damage. The two ghosts remain motionless. Allies:Ackerman: Health 41/50, Ink 3/10
Kinniekins: Health 24/30
Ancient Knight: Health 35/35 Immobilized
Ancient Sorceress: Health 30/30 Immobilized Enemies:Chief Dragim: Health 45/45
Goblin Soldier 1: Health 19/30
Goblin Soldier 2: Health 22/30
Goblin Soldier 3: Health 27/30
Goblin Soldier 4: Health 27/30
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Post by Treble Tech on Jul 31, 2016 18:55:48 GMT -5
March 21st, 2014You successfully grab the crystal from Chief Dragim. You then bring it down on top of his head. It does 8 damage and stuns him for one round. Kinniekins runs for the first goblin, but he dodges. When the crystal shattered, a dark orb rose from inside and dissipated into the air. It seems as if a shadow has been lifted from the castle. The sky seems brighter, and the castle itself seems more inviting. You turn towards the ghosts. They have been freed from the crystal and, right before your eyes, they begin to change. They shadowy, wraith-like form they once held disappears. One becomes a knight in elaborately decorated armor, wielding a large sword. The other transforms into a woman wearing long, elegant robes. They look like they could be the former owners of the castle. However, you cannot admire the changes for long. The goblins are still there, and are quickly recovering from their shock. The knight begins moving towards the goblins, while the sorceress heals you and Kinniekins back to full health. Allies:Ackerman: Health 50/50, Ink 3/10
Kinniekins: Health 30/30
Liberated Knight: Health 45/45
Liberated Sorceress: Health 40/40 Enemies:Chief Dragim: Health 37/45
Goblin Soldier 1: Health 19/30
Goblin Soldier 2: Health 22/30
Goblin Soldier 3: Health 27/30
Goblin Soldier 4: Health 27/30
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Post by Treble Tech on Jul 31, 2016 18:56:22 GMT -5
March 22nd, 2014
You put on the fez. Then, you attack the chief with your whip. It hits and does 12 damage. Kinniekins and the ghosts engage the other goblins. Kinniekins does 8 damage to the first goblin, and the knight strikes the same one for a further 9 damage. The sorceress shoots a curse at the second, doing 4 damage and poisoning him for three turns. The chief has recovered. He swings his sword, hitting you and dealing 10 damage. The other four goblins attack the ghosts. Two attack the knight, one of whom misses. The other deals 7 damage. The remaining two goblins attack the sorceress. Both hit, dealing a total of 17 damage. Allies:Ackerman: Health 40/50, Ink 3/10
Kinniekins: Health 30/30
Liberated Knight: Health 38/45
Liberated Sorceress: Health 23/40 Enemies:Chief Dragim: Health 25/45
Goblin Soldier 1: Health 2/30
Goblin Soldier 2: Health 18/30 Poisoned-3 turns(2 damage per turn)
Goblin Soldier 3: Health 27/30
Goblin Soldier 4: Health 27/30
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Post by Treble Tech on Jul 31, 2016 18:56:56 GMT -5
March 22nd, 2014
You write Wyldpilas and aim the flames towards the goblins. You hit the chief and two of the soldiers, but miss the other two. You do 14 damage to the chief, kill the weakest goblin, and do a staggering 18 damage to the fourth soldier. 2 units of ink used. Ink: 1/10 Kinniekins leaps at goblin #2. He dodges her, but is struck by lightning from the sorceress for 12 damage. The knight swings at the chief, but misses. The poisoned goblin takes 2 damage. Chief Dragim jumps back from the fight. He pulls a small bottle of red liquid from his pocket and drinks it, healing 20 health points. The three remaining soldiers attack. One fails to hit his mark, but one of them hits the knight and the other hits Kinniekins. The knight takes 10 damage, while Kinniekins takes 6. Allies:Ackerman: Health 40/50, Ink 1/10
Kinniekins: Health 24/30
Liberated Knight: Health 28/45
Liberated Sorceress: Health 23/40 Enemies:Chief Dragim: Health 31/45
Goblin Soldier 1: Health 0/30
Goblin Soldier 2: Health 4/30 Poisoned-2 turns(2 damage per turn)
Goblin Soldier 3: Health 27/30
Goblin Soldier 4: Health 9/30
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Post by Treble Tech on Jul 31, 2016 18:57:35 GMT -5
March 24th, 2014
You attack the Chief, doing 16 damage. Kinniekins pokes goblin 2 for 2 damage, and he then dies of poison. The knight slices off goblin 4's head, and the sorceress shoots fire at the last soldier, causing 12 damage. The chief hits the knight for 10 damage, while the final soldier does 9 damage to the sorceress. Allies:Ackerman: Health 40/50, Ink 1/10
Kinniekins: Health 24/30
Liberated Knight: Health 18/45
Liberated Sorceress: Health 14/40 Enemies:Chief Dragim: Health 15/45
Goblin Soldier 1: Health 0/30
Goblin Soldier 2: Health 0/30
Goblin Soldier 3: Health 15/30
Goblin Soldier 4: Health 0/30
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Post by Treble Tech on Jul 31, 2016 18:58:15 GMT -5
March 25th, 2014
You successfully finish off the last soldier. When you turn around, Chief Dragim has grabbed a bow and is aiming an arrow directly for your heart, grinning wickedly. Before he can release, it however, Kinniekins dashes forward and bites at his ankle. He yells and drops the bow, kicking Kinniekins away. Then, the knight plunges his sword through Dragim's chest. With all of the goblins dead, the courtyard falls quiet.
The two ghosts turn to you, and the sorceress speaks first. "Thank you for helping clear these beasts from our castle. We have been imprisoned for years, unable to resist as the goblins took our home." The knight sheathes his sword. He looks curious. "During the battle, you used a Vocable. Where did you get that power?"
What will you do now?
You tell the ghosts that you don't remember much, or know much at all about your power.
The sorceress begins to explain. "I'll tell you as much as I can. A long time ago, there was a race of people known only as the Scriveners. They had the power to use their words to shape the world around them. They are thought to have lived on the nearby mountain called Betforums."
You interrupt with a question. "Betforums? But a book in the library said it was in a faraway land."
"Well, you see, that book was written in a faraway land. This is the land where Betforms is. In fact, while I was living, I would send messages to a friend of mine who lived near it. Anyway, the Scriveners had great power, and their cities were enormous and opulent. But then, they splintered. Two sects appeared, the Literalists and the Dreamers. The Literalists wanted to use their words only to expand upon already existing knowledge. The Dreamers wanted to create new works instead of building off of old ones. In the end, civil war tore them apart. Now, there are said to be a few Scriveners left, but no one knows who they are. You must have some of their power."
The knight joins in. "You came from a room in a tower, didn't you?"
You say that you did. The two ghosts share a glance before the knight responds. "That room has been locked for generations. No one has ever been able to get in. We don't know how you came to this castle, because you've actually been here longer than even we have. Feel free to ask any questions you may have, but I cannot guarantee that we will be able to answer them. Oh, and I doubt you've seen any hospitality. Welcome to Castle Argent."
Kinniekins begins sniffing at the remains of the dark crystal the goblin chief used.
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Post by Treble Tech on Jul 31, 2016 18:59:06 GMT -5
March 26th, 2014
You sniff a shard and it explodes
You begin asking questions.
Ackerman: "Where did Kinniekins come from?"
"Before the goblins came, there was an old wizard who lived here. He would sometimes experiment on animals, and Kinniekins was a test subject."
Ackerman: "Who were the people in the pictures in my room?"
"We couldn't open your room, remember? We've never been inside."
Ackerman: "What were the Scriveners like before the war?"
"Not much is known about them, and we're probably not the ones to ask. All we can say for certain is that they were very powerful. There are people who study their ruins, but we don't know where you could find someone."
Ackerman: "Is there anyone else here? And do you have any ink?"
"No, we are alone. If you go back inside the castle, there will be a small door across from the stairs you came down. It leads to a storage room that might have some ink in it."
Ackerman: "Was your friend's name Jade or Arianna?"
"No, it wasn't. My friend was a scholar named Rotild. He lived in a village on Betforms. I doubt he's still alive, but you could send a message to the village if you want."
Ackerman: "Are there any more creatures in Betforms?"
"Oh, yes. Many more. I never actually visited, but I've heard that there are others."
Ackerman: "What is this crystal that the goblin had?"
The sorceress picks up a shard and looks at it. "These are Pessical Crystals. When the Scriveners were alive, all of their words had power. When they had their war, they fought with both weapons and words. Kind words could have good effects, while insults and curses had negative effects. One of the effects was these crystals. It used to be that they would be found every once in a while, but they have been appearing more and more as of late. They suck the life out of the surrounding area, causing decay and sickness until they are destroyed. I don't know how the goblins obtained one, or why they are appearing more frequently now, but if the crystals spread too far, our whole world will face the consequences."
The sorceress uses her magic to carve a message into a small stone. It reads: "Is there anyone named Jade or Arianna there?"
She then transports it to the village in Betforms. Nothing happens. She says "There must not be anyone there who can use magic."
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Post by Treble Tech on Jul 31, 2016 18:59:34 GMT -5
March 28th, The Black Year
You start to head back inside the castle, but the sorceress stops you.
"Oh! You had asked about Betforms! I remember hearing about a creature called the sockoutthewindow. It's supposedly much older than the creatures in that book. Usually, it can be trusted, but sometimes it joins the scraggy in spouting nonsense. You don't want to anger it. If you do, it grows in size through something called megavolution. It has been known to tear entire towns apart if it feels like it."
You walk back inside and check the other small door. You find a storage room with a few bottles of ink. You use them to refill your own inkwell. You also find 12 spexen scattered on the shelves. You begin to wonder if it might be time to leave the castle.
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Post by Treble Tech on Jul 31, 2016 19:00:13 GMT -5
March 29th, Year of the Nighthawk You decide to leave the castle. You exit into the courtyard and begin to walk towards the portcullis. The knight is at the lever, waiting to raise it. "Before you leave, I want you to know that you're always welcome here if you happen to come this way again. Be careful. There are many beasts wandering the wilderness, and remnants of the Scriveners' war. The safest places are the towns, but you should still be wary." The knight pulls the lever, and the portcullis grinds upwards. You walk out, and it crashes shut behind you.
There are two paths leading away from the castle, with a signpost nearby. However, before you can read it, you hear a yell from behind you. You whirl around. Coming around the corner of the castle wall is a very familiar-looking goblin...
"Ha! Stupid not-human! You think I dead, but me trick you again! Gargoyle break my fall! Now I get revenge! No one escape from Gripnork the goblin! No one escape from my-"
Gripnork is cut off by a deafening screech as a gargantuan shadow passes overhead. He barely has time to look up before a huge talon pulls him into the air. On the other end of the claw is a monstrous bird, half the size of the castle, which you remember is called a roc. You can see Gripnork struggling, unleashing all of his extensive vocabulary on the bird, before the roc disappears into the horizon. Kinniekins yawns.
You turn back to the signpost. The path on the left leads to Arborel Forest, while the one on the right leads to the Shattered Cliffs. You remember seeing a map in the castle that seemed to have a town on the way to the forest.
Which way will you go?
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Post by Treble Tech on Jul 31, 2016 19:01:06 GMT -5
March 30th, 2014
You walk through the middle. Unfortunately, you did not know that the goblins had laid traps to catch wild animals. You fall into a pit with sharp spikes at the bottom.
You head towards the town. After walking for many hours, you see it in the distance. It looks very small, and doesn't seem very lively. Night is starting to fall. Will you stop in the town or continue on to the forest?
(I'm gonna be unable to post for most of this week. If I have some free time, I might update this, but don't expect many.)
You stop in the town. You see a blacksmith shop and a nearby inn, called the White Rose. The blacksmith's would probably have equipment for sale, but it's closed for the night. The inn would likely have beds to rent, so you walk inside.
The interior of the inn is warm and bright. There is a fire in a fireplace and many tables scattered around. A few people are sitting at tables with food and drink, and there is a woman behind the counter cleaning glasses.
What will you do?
You ask the woman how much renting a room for a week would cost.
"Well, it's 10 spexen for one night. Do the math."
You feel slightly insulted by this curt reply.
Upon asking where your Quest Bed is, she replies, "I don't know what you're talking about, but we've got plenty of normal beds upstairs. Now, are you gonna buy something or not?"
You ask if there is a discount for multiple nights.
"No. There isn't."
You show her the coupon that you have.
"Ha! I don't give out coupons! Trying to cheat me, are you? Boys!"
Two very large men get up from a table. They grab you by the arm and toss you out the door. You hear the woman yell "Come back when you want to make an honest deal!"
As you lie on the dirt, Kinniekins gives you a disgruntled look.
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Post by Treble Tech on Jul 31, 2016 19:01:39 GMT -5
April 3rd, 2014
You decide the safest action would be to stay in the inn for the night. You pay ten spexen to rent a room and go to sleep, restoring all of your health.
The next morning you head downstairs and walk towards the door. However, before you reach it, someone begins whispering to you. A man in a long black coat is sitting by the door. He has a hood pulled up which hides his face. "Hey, new blood. If I'm right, you're heading to the forest. I was headed that way myself. If you want, I can point you towards some treasure, in return for a favor."
Will you listen to the man's offer, or will you ignore him and leave?
"If I agree to help you, what would this favor involve?"
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Post by Treble Tech on Jul 31, 2016 19:02:11 GMT -5
April 4th, 2014
The man reaches into a bag by his feet and pulls out a map of the forest. "There are ruins of an old mill somewhere in that forest. I have heard that there is something of interest to me in that mill. All I ask is that you accompany me into the forest. It can be dangerous to go alone. In return, I can help you find some treasure in the area."
What will you say?
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Post by Treble Tech on Jul 31, 2016 19:02:37 GMT -5
April 8th, 2014
You agree to help, but ask a question first. "Why are you being so secretive? What are you looking for?"
The man sighs. "Years ago, I was in a bit of an... accident. I've heard that there is a book in the mill with a spell that might help me. Oh, and thank you for agreeing." He reaches down towards Kinniekins. She sniffs his hand before jumping onto the table and sitting down. She looks at him warily.
Suddenly, the door bursts open. Gripnork the goblin runs in and yells when he sees you. "Ha! No stupid bird beat a goblin! I find you again!"
The woman behind the bar slams her hand on the table. "We don't serve goblins here, you little rat! Boys!" The two large thugs get up and grab Gripnork, quickly tying him to a chair. They walk outside, and you, the man, and Kinniekins follow. The men wheel a large contraption out of a shed. A sign on the side reads "Goblin Catapult. 10 miles guaranteed, or your money back!" They place Gripnork in the catapult and pull the lever. Gripnork flies off into the distance, spitting at anyone he passes over. Interestingly, none of the townsfolk seem to think this occurrence is out of the ordinary.
The strange man turns back to you. "We should leave soon, but you have time to check the blacksmith's shop if you want."
Will you check the shop or continue to the forest?
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Post by Treble Tech on Jul 31, 2016 19:03:11 GMT -5
April 9th, 2014You decide to check the shop. Blacksmith:Iron shield(10 defense) - 30 spexen
Iron sword(13-18 attack) - 15 spexen
Leather vest(2 defense) - 5 spexen
Icestorm Staff(Sends a blizzard towards enemies) - 100 spexen
Heartstone(Increases your party's health) - 10 spexen Will you make a purchase, or head to the forest?
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Post by Treble Tech on Jul 31, 2016 19:03:39 GMT -5
April 13th, 2519 You decide to buy the leather vest and the heartstone, which increases all your party members' health by ten. You don't know of anywhere to get more spexen, but if you explore somewhere, you might find treasure.
Will you stay in the town or move on to the forest?
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Post by Treble Tech on Jul 31, 2016 19:04:07 GMT -5
April 15th, 2014
Explore some more! What other buildings are there? The only other buildings are houses, nothing important. You decide to head to the forest. You set out along the path with Kinniekins and the man. You have a while to walk, because the forest is fairly far from the town. As you are walking, the man turns to you. "I'm sorry for not properly introducing myself before now. I didn't want to... frighten the townsfolk. Please don't be alarmed." He reaches up and pulls the hood of his cloak back. Your eyes widen when you see his face. Well, you don't see his actual face. He is wearing a knight's helmet, but it is grafted to his head. The skin of his neck seamlessly changes to the metal of the helmet so perfectly that if you hadn't known what a human looked like, it would have looked natural. He speaks to you through the visor. "As you can see, it might not have been the safest thing to remove my hood in the village. As for my name, most people call me Steele. I'm sure you can guess why." "What happened to you?" you ask. "I was a subject for an experiment. A wizard was trying spells to improve the fighting capabilities of knights. It didn't go according to plan. That is why I want to find the book. There might be a spell inside that can remove this helmet." Just then, Kinniekins starts rubbing against your foot. She runs a slight distance, then stops and looks back at you. You can see a camp in the distance behind her. There is a thick, gray smoke rising into the air, but it is impossible to make out any details. You don't see anything moving around inside. Will you stay on the path or check the camp?
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Post by Treble Tech on Jul 31, 2016 19:04:40 GMT -5
April 18th, 2014
Also, when you get a chance, open Steele's visor to see what's underneath. You reach for Steele's visor, but he smacks your hand away. "Just don't. Trust me." You begin walking towards the camp very cautiously. When you reach it, you stop dead in your tracks. It looks like some soldiers had been camped here while they were traveling. Unfortunately for them, something didn't appreciate that. There are at least five dead soldiers scattered around a dying fire, with numerous gashes and wounds on their bodies. Some have arrows sticking out of them. Two of the tents are nothing but shredded tatters. The third is still standing, but has a large hole torn in the side. In the center of the camp, beside the fire, is a strange cube, three feet on each side. It has grooves running through the faces, and a strange blue energy is running through them. Steele draws a large falchion from underneath his cloak. It has runes engraved on the sides. "Be careful. Whatever did this might not have left yet. Also, I don't trust that cube. If it was valuable, why would it have been left by whoever attacked this camp?" What will you do?
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Post by Treble Tech on Jul 31, 2016 19:05:05 GMT -5
April 25th, 2014
Cautiously, you examine the camp. The torn-up tents are useless. You walk towards the third, but are stopped by a buzzing noise. The small cube flashes twice before rising into the air. With a sharp grinding noise, it begins to unfold itself. You see limbs begin to take shape, and a head. After the transformation, a strange humanoid being stands before you, made from a golden metal. Two blue eyes shine from a blank, featureless head. It stands on two slender legs, and seems like it should have two arms. However, one has been torn from it's side, leaving a sparking bundle of wires hanging out. Also, there are holes torn in the thing's torso. The one remaining arm doesn't end in an arm, but a crossbow. As you watch, an arrow slides into it from inside the arm.
Steele enters a fighting stance. "A Scrivener Footsoldier! They were left over when the civilization crumbled. Get ready for a fight!"
Will you fight, or run?
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Post by Treble Tech on Jul 31, 2016 19:05:54 GMT -5
May 9th, Year of the CatYou decide to fight. You try to give the Footsoldier a command, but it simply tilts its head before aiming its crossbow. It fires a bolt, hitting you for 7 damage. Kinniekins charges towards the Footsoldier, but isn't close enough to attack yet. Steele uses Blink! He teleports to the Footsoldier, and slices it for 5 damage. Give your commands! Allies:Ackerman: Health 53/60, Ink 10/10
Kinniekins: Health 40/40
Steele: Health 55/55, Mana 12/15 Enemies:Scrivener Footsoldier: Health 30/35
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Post by Treble Tech on Jul 31, 2016 19:06:55 GMT -5
June 3rd, 2014
Have Steele and the soldier engage each other in a blinking contest. Unfortunately, the Footsoldier can't use Blink, so this is impossible. You write Wyldpilas, and the flames cause 15 damage to the Footsoldier! Ink:8/10 Kinniekins charges at the Footsoldier and tackles it. It topples over, and takes 3 points of damage. As it climbs to its feet, Steele slices at it, landing a glancing blow. It does 7 points of damage. The Footsoldier uses Electric Burst! One of its feet glows blue, and it stomps the ground, releasing a pulse. The pulse does 3 damage to your entire party, knocking all of you back. Additionally, Ackerman and Steele are stunned for the next turn. Allies:Ackerman: Health 50/60, Ink 8/10
Kinniekins: Health 37/40
Steele: Health 52/55, Mana 12/15
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