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Amarant: Unknown Path


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Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

Results:

Choice: Continue deeper within.

You sit there, still staring at the bloody scrap. This held the medallion that changed its shape, the medallion that… you’re still not sure what it did, just that you lost yourself in the moment. Had Beatrice not snapped you out of it, you don’t think any good would have come of it.

No time to stop and focus now though: If Beatrice is still alive then she most likely still carries that medallion, completely unprotected from its effects… whatever they are. You stand up, tucking the blouse in your bag, and then make your way to the black double-door, ready to face what lies ahead.

After you cross the door’s threshold, however, you realize that this may be easier than you had first thought, the corpses of more ghouls lying on the ground, two of which lie directly in front of you, with what looks to be another two further down the hall. The hall itself seems to be a bit different from what you’re used to, the ceiling rising up a few more feet than usual and a series of columns positioned at regular intervals on each side of the chamber. The columns themselves seem a bit redundant so close to the wall, the lines carved all around them leading you to believe that they simply stand there as some sort of decoration. A metal sconce hangs from each column at about shoulder height. Unfortunately, it seems as though they are all empty.

You step forward, closing the door once you've cleared it, and continue into the hall. Again, it seems this section of the complex is warmer than the rest, the side passage where you faced the wraith and the stairs leading outside a bit colder than this hall. You begin to wonder if it was the fire from earlier or if there is indeed another source of heat down this way.

You look down at the two ghouls lying by the door: One’s head is missing – more or less – only a small portion of his neck and jaw remaining, as the rest looks to have been removed with some force. You don’t even flinch at the sight, the wounds these things have suffered so far barely having an effect on you anymore. The other seems to have taken a gunshot wound to the head as well as the spray from a larger firearm’s spread around its cheekbone. You have an inkling about what may have transpired here.You continue forward, confident they won’t be getting up again.

A couple of steps in and you glance between the columns, making sure that no other threats lurk between them. You don’t find any foes, but the glint of light does catch your eye. You cautiously step closer, deciding to inspect the reflection. You’re met with a grisly sight as you see a skeleton lying in the corner, the pile of bones clutching what looks to be a bent, metal rod. You eye it a bit closer and notice a series of small, intricate levers and holes lining its edge. It doesn’t take you long to figure out that this piece of scrap used to be a flute. It’s completely unusable as is, and it seems the poor soul who used to own it met an untimely end, a possible dungeon crawler searching for loot and treasure. You search the bones but find nothing of use… Whoever they were they are of little concern to you now.

You stand back up and continue towards the end of the hall, now getting a better look at the other two bodies: It seems one suffered the same fate as the last two, a dark hole evident against its pale complexion. The last one of the four seems to have taken a blow from some pointed object, a punctured hole exposing a portion of its skull. You think you have a pretty good idea of how they died, considering what you heard earlier.

For a second, you thought you were going slightly crazy, the sound of gunfire ringing out a little too loudly in your mind. You quickly realize however, that the sound is of more shots –a set of two with a small break… and then another two…! – coming from further within. As for the distance, you’re not sure if it’s right on the other side or not. For a moment you find yourself a bit thankful actually, happy that Beatrice is mopping up whatever lies in your path.

You start to move again, quickening your pace towards the door at the end of the hall as another two shots ring out. Like the previous one, this one is ajar as well. You stand against the wall, revolver at the ready, and look through the door. You’re surprised as you notice light within the next chamber. However, it’s not orange like you’d expect from Beatrice’s lantern. Instead, it is a faint blue that gives the walls an almost teal tinge. You move your head side to side and notice that the room is a large one as well, the sight of a… balcony giving you slight pause. You’re not sure how to take these details, but prepare to enter nonetheless.

Sword and firearm at the ready, you slip between the opened doors and scan for any nearby foes. No foes await you, but this isn’t what surprises you though, as you are now finally able to take in the size of the room:

You stand on a balcony, the length of which circles the entire chamber. With a series of small, stone columns supporting the railing, the balcony stays at the same height on this side and the side opposite, but dips down on the other two walls. Stairs lead down and away from the balcony at each corner to two corresponding platforms, positioned halfway between the balcony and the ground floor, elevation wise. More stairs, which fan out in a curve, finally connect a path from the balcony to the lower level. Four pillars, each one about five feet in diameter, stand in the room, each one evenly spaced a few feet from each of the balcony’s corners. They seem more utilitarian than the previous ones, their placement necessary to support the ceiling. You notice now that they hold the sources of light you noticed earlier, each one holding a small, orb-like object that glows with a calm, blue light. They’re set high up on each column, the light shining down onto the room below and creating dark shadows under the balcony. Scanning the upper level you can see four wooden doors, all of them more sets of double-doors: three on the opposite side and one to your right, against the side you’re on.

“Which way did she go?” you mutter under your breath.

You take a few steps forward, now scanning the lower floor. You’re glad you kept quiet:

Below, you see eight ghouls wandering about, some of them waist deep in a pool of water which you just noticed. It is against the opposite wall and covers the entire side of that level. In the middle there is also a small, stone platform rising about a foot out of the water. On top of that sits a small, wooden pedestal, a small, gleaming object resting on top. You squint, trying to get a better look at what it is, but can only surmise it is some sort of jewelry from this distance. You don’t dare try and get a closer look yet, well aware of the mass of ghouls below. They seem agitated by the gunfire from earlier, soem of them... twitching, but they don’t seem to be congregating in any particular way, apparently confused as to where the sound came from. None of them appear to be on the upper level at least

This pool, the balcony, this grand, elaborate room… What kind of place for the dead is this you ask yourself.

You stay low, peering through the railing to observe the ghouls below. At least I have view of the entire room for once, you note. This victory is short-lived though, as you remind yourself that you still have no idea where Beatrice is. In fact, you’re curious as to how she got past all of these. Perhaps she was lucky... or perhaps they weren’t here before?

You glance at the doors along the balcony again and try to see if there are any clues…

Only one of the two doors on the opposite side is ajar, and the one to your right remains closed. For a moment you think you see another, third door on the other side, but notice the passage seems to be collapsed, rocks and stone blocking the entrance.

Perhaps you could call out to her… it may work, but then again it could also give the ghouls a target they could identify. You remind yourself of your ammunition count: Twelve for your revolver and one round for your rifle – thirteen in all. You wish she would fire another shot and let you know where she is, even if you are worried about how much ammunition she has left. Just one more… and you may figure out where she may have gone.

As if that wasn’t bad enough, you look down and notice that the burning rod has gone out, its limit reached. You don’t light one right away, seeing as how you’re in a well lit room, but make a mental note that it is out.

Now, crouched low near the door you came through, you think about your course of action…



Map:

Thought this map may help some of you visualize the area better. This is only for a room as complex as this and I will very rarely be using maps in the future.


Choices:
Decide on a course of action.

Primary Vote:

A) Wait where you are and avoid making any noise, hoping for some sound to indicate Beatrice's location.
B) Attempt to sneak over to the other side of the balcony - taking the left or right side - thinking Beatrice is through one of those two doors...
(Choose at least one from the subsets below, specifying order if more than one is selected):
-1 and then simply wait, hoping to hear some indication as to her whereabouts.
-2 and then check inside the closed door, near the center of the balcony.
-3 peek inside the door that is slightly ajar.
-4 Other
C) Check inside the closed door to your right.
D) Try and fight the ghouls to gain access to the lower level.

X) Other


Z) Minor Action. Available

---

Minor Actions Explanation:
Minor Actions are small actions you may do in addition to your Primary Vote (A, B, C, etc.). They will usually just provide you with additional information or perhaps, in rare circumstances, an item. If it would cause an encounter or runs the risk of causing general havoc then it's best to put it as an additional detail under primary vote.

Examples are asking someone a simple question, inspecting an object or feature in the environment, checking on or using an item in your bag, or changing some feature on your person. (i.e. Putting your hair into ponytail - See: Sections explained > Appearance)

They may help you, but please, try not to abuse the system. Trying to examine a couple objects in detail may be fine, but picking every item off the shelf in a store can get a bit... tedious.
And as always: I retain the right to reject them however much it may pain me to do so...

STATS: Jacqueline

Current Inventory:

Gold: 8
-Ticket from Hangsmire to Novo. 2nd Class.
-Ticket from Bayton to Respeiro. 1st Class.
-Ticket from Novo to Bayton. 3rd Class.
-Red Discrete Crystal x3
-White Discrete Crystal x2
-Note from “J”
-Bundle of Rope with treble Hook on end.
-Lock-pick.
-Metallic Brooch (Type:?)
-Leather Dress-Boots.
-Leather dress Gloves. Brown. Covered in blood.
-Compass.
-Healing Potion. Will heal all but the most brutal of wounds.
-Goblin Potion. Unknown Effect.
-Sealing Wax. Can be used to fuse or seal objects together.
-Dark Green Potion. Highly negative effect.
-Teal Potion. "Isn't Harmful".
-Black Potion. Unknown effect
-Small container of water. Professionally Made.
-Waterskin. Half filled with some sort of alcoholic beverage. Seems to be wine.
-Empty Vial. Fragile.
-Three burning rods. Can be lit on fire to produce light. One has been extinguished.
-Blood Stained Blouse. Torn. Had necklace inside it.


Weapons:
-Revolver. Single Action. Single load. Holds six Rounds.
-Rounds: x12 (3 in Cylinder)
-Small skinning knife. 2 inch blade. In belt.
-Short-sword. Has Scabbard. Fastened to left hip.
-Rifle. Bolt Action. Holds one round. Slung across left shoulder.
-Rounds: x1
-Dagger. 9 in. Blade.

Apparel:
-Belt & Holster. Secured on right hip. Knife between buckle folds.
-Small Belt-Pouch 1: Contains - Shards of Metal. Can be used as caltrops. Recoverable. Sealing Wax.
-Small Belt-Pouch 2: Contains - Healing Potion, Goblin Potion, Vial of Holy Water, Dark Green Potion, Teal Potion, Black Potion.
-Duster. Down to calves. Khaki. Cut on right sleeve. Back covered in Dirt. Blood-stained along the arms and shoulders.
-Skirt. Ends just above the knees. Black.
-Shirt. Buttoned. Large tear above left breast, slightly revealing bra beneath.
-Vest. Dark Leather. A bit shrunken.
-Wraith's Cloak. Slung and tied across chest. Acting as shawl. Portions drenched in holy water.
-Leather Vambraces. Covers the forearms.
-Sturdy Leather Gloves.
-Sturdy Boots. Brown Leather.
-Bra. Black. Silk.
-Underwear. Black lace. Silk.
-Stockings. Transparent. Black. Heavily torn.


Abilities/Effects:
- Recovering Amnesiac: You have lost your memory but are becoming more knowledgeable about the world.
- Revolver Training: "It ain't much but you're a natural" -Tinder
- "Quite the Bust": Your vest adds a certain appeal to your bosom.
- "....."
- Ghoul Anatomy I: "The head is key: destroying it is the only effective way to stop them." -Beatrice

Physical Appearance:
-Red/Auburn Hair: Little longer than “Shoulder Length”. Messy, dirtied. Bedraggled look.
-Height: ~5’ 7”
-Bullet wound scar on left abdomen.
-Arms are lightly bruised, making the tops of your forearms somewhat sensitive. Swelling has died down significantly.

Crystal explanations can be found in the first post.

Explanation of Sections:
A "*" next to the "STATS" title will denote that there has been a modification since the last post.
A blue + will denote that an item has been gained.
A red - will denote that an item has been lost or destroyed.

Current Inventory: What you have with you.

Weapons: Objects that may be used to inflict harm on opponents. Note, that these are your primary means of damaging an enemy in combat but you may use other items you possess or objects in the environment in creative ways. This includes your bare hands and feet.

Apparel: Clothes that are currently being worn. Any damage will be detailed as well. Clothing not being worn will be held in your inventory. A “???” symbol denotes the knowledge of it being worn, but no specific details are known.

Abilities/Effects: Special abilities possessed by the character. Some may be directly linked with items/pieces of clothing. Also lists passive effects present upon the character, including passive skills and negative conditions.

Physical Appearance: A basic overview of the physical features of your character.
Some aspects may be altered via a minor action if necessary requirements are met (Tying hair up into a ponytail), or against the character’s will depending on the nature of the alteration.

STATS: Beatrice Status Unknown

...
 
Last edited:

gamefreak999

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Re: Amarant: Unknown Path

B3

Might as well take a peek while we wait. Sitting in one spot for an extended amount of time hasn't been working out well in this place.
 

Gear47demon

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Re: Amarant: Unknown Path

B3

Might as well take a peek while we wait. Sitting in one spot for an extended amount of time hasn't been working out well in this place.
I concur, but I will add a Z action to tie the rope on the rungs of the eastern stairwell (which is where I think Jacqueline should move to) in a manner so that if anything decides to walk up the stairs it will trip and, hopefully, give our battered and exhausted warrior some warning . Besides, ghouls that are tripping over themselves are easier targets to kill, and easier to run away from.
 

tomaito89

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Re: Amarant: Unknown Path

B3 as well. Not so sure about the rope thing.
 
OP
Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

Results:

B3 I will put in the “rope thing” but, if anyone wants to come out and fully oppose the idea, then I shall remove it.


At the moment, you remain crouched by the railing, switching your gaze between the available doors; all but one is closed and you feel that the one that lies open is probably your best chance to find Beatrice. You look through the railing again and see that the ghouls below seem a little less active but still somewhat agitated, their forms twitching and arms jerking upwards. You wonder how good they are with stairs and wonder if there is some way you can set up a trap. No, not a trap, but some form of alerting you.

As you think you decide to slowly make your way to the right, taking refuge behind the stone pillar. You examine the door while you’re there but dare not open it: something could be behind it that you’d rather not deal with right now.

You look out from the pillar, this time towards the stairs leading to the lower level. A thought crosses your mind, but you’re unsure if it will work. The rope that hangs at your side could be used as a trip wire of sorts across those stairs; it may not be an amazing system but it could offer you a little warning or even act as an obstacle for any of the ghouls that do notice you. The only issue is remaining hidden while setting it up.

You debate about whether or not you can do it or not and decide that it just may be crazy enough to work. Standing up, you stow your weapons and unravel the coil of rope from your belt, taking extra care with the hook to make sure it doesn’t hit the floor. That done, you creep forward, ready to set it up.

You stay as hidden as you can against the railing, the balusters not as dense as you would like. Still, you try your best to remain silent as you take the treble hook and wedge it over top of the newel post, making sure it is secure. Now, the hard part: Rope in hand, you make sure to keep it taught as you cross over to the other side of the stairs, lest the hook fall. Slowly, but urgently, you make your way, your eyes transfixed on the closest of the ghouls.

You’re now in the middle of the twenty-some foot landing, and still remain undetected. Twice you have stood frozen as one of the nearer ghouls threatens to turn towards you. You hope, by some miracle, that if they do manage to look towards you, your lack of movement may keep them from noticing you.

You actually get a better look at one of them and notice what appears to be charring on its skin, as though it were burned in some way. You push it from your mind and continue on, eventually making to the other side.


Finally, you reach the other side, and set about tying the loose end around the top rail. You feed the rope through over and again, eventually tying off the other end. With one last tug on the rope you make sure it’s secure and now have a trap of sorts to prevent any unwanted company or, at the very least, give you warning of them beforehand.


That done, you sneak up to the next pillar and take a small rest in your more concealed location. You are actually able to see what lies upon the pedestal in the middle of the water is indeed a necklace. The chain looks to be made of some silver and the pendant is a large piece of turquoise that matches perfectly with the light produced by the light-giving orbs hanging above.

Hm, I may have to come back for that if the opportunity presents itself, you note. Of course, if it’s anything like the one you acquired earlier…

You turn your attention away from the necklace and sit up into a squatting position. You creep forward, your duster dragging on the ground behind you, and take out your sword again as you take a position up against the wall by the door.

Of the two doors, the one on the right is pushed into the room with just enough space for you to see through. Orange light illuminates this room instead, its radiance reaching just enough to allow you to see another wraith inside. Your hand shoots for the revolver at your hip, but you stop yourself as you notice its form slumped against the wall, motionless. You let your firearm slip back into its holster and inch forward with caution, examining the creature.

The tendrils, and a good portion of the core of the beast itself, are covered with gaping holes and blistering wounds. No blood is to be seen on or in any of the wounds, only more black flesh being revealed under the injuries. The damage looks to have been inflicted recently. The wall it leans against is a bit unusual, a series of holes making a three by four pattern across it. From the bones and dust piled within, it looks as though the dead were set to rest there. You look across the ground and see that portions of the black tentacles lie strewn across the ground, severed from the creature somehow. A few white fragments also litter the area, possibly the remnants of the wraith’s skull

You then notice, lying amidst the skull’s, fragments of a different form. They were almost invisible in the low light of the room, but a glint caught your eye. You squint, straining your vision, and eventually realize they are shards of glass.

You inch even closer, going as far as you can without requiring you to open the door more, and notice the body of a ghoul and the feet of another lying just in view. From the look of the first, with a portion of its neck and lower jar missing, you assume the other suffered a likely fate.

There’s no doubt in your mind now that Beatrice went this way.

As you go to open the door however, you now notice an interesting series of sounds: Heavy breathing, low, and from many different sources. You’re not quite sure if they’re ghouls or not, but, considering what you heard from those before, you don’t think you’re too far off. They sound as though… they’re in pain or being strained in some way – perhaps one is wounded, you think. You listen to the best of your ability, but find that the only other information you can get is that there are probably more than five or so.

Whatever the case, Beatrice headed in this direction. You think she would have taken these things out, but then again there are a dozen right behind you as well. It seems you might have to get your hands dirty if you’re to keep pursuing her. You think about how to proceed:

The gap in the door isn’t wide enough to fit through at the moment and you can’t see to the right any more than to see the two dead ghouls. You don’t have much to go on, even the relation the ghouls have to the door a vague guess from what you can distinguish. You’ll be going in blind, but so far, it doesn’t seem as though these things pose too much of a threat.

You think about your decision…



Choices:
Decide on a course of action.

Primary Vote:

A) Enter the room (How? Details?)
B) Attempt to check another room.
C) Try and fight the ghouls to gain access to the lower level.

X) Other


Z) Minor Action. Available

---

Minor Actions Explanation:
Minor Actions are small actions you may do in addition to your Primary Vote (A, B, C, etc.). They will usually just provide you with additional information or perhaps, in rare circumstances, an item. If it would cause an encounter or runs the risk of causing general havoc then it's best to put it as an additional detail under primary vote.

Examples are asking someone a simple question, inspecting an object or feature in the environment, checking on or using an item in your bag, or changing some feature on your person. (i.e. Putting your hair into ponytail - See: Sections explained > Appearance)

They may help you, but please, try not to abuse the system. Trying to examine a couple objects in detail may be fine, but picking every item off the shelf in a store can get a bit... tedious.
And as always: I retain the right to reject them however much it may pain me to do so...

STATS: Jacqueline

Current Inventory:

Gold: 8
-Ticket from Hangsmire to Novo. 2nd Class.
-Ticket from Bayton to Respeiro. 1st Class.
-Ticket from Novo to Bayton. 3rd Class.
-Red Discrete Crystal x3
-White Discrete Crystal x2
-Note from “J”
- Bundle of Rope with treble Hook on end.
-Lock-pick.
-Metallic Brooch (Type:?)
-Leather Dress-Boots.
-Leather dress Gloves. Brown. Covered in blood.
-Compass.
-Healing Potion. Will heal all but the most brutal of wounds.
-Goblin Potion. Unknown Effect.
-Sealing Wax. Can be used to fuse or seal objects together.
-Dark Green Potion. Highly negative effect.
-Teal Potion. "Isn't Harmful".
-Black Potion. Unknown effect
-Small container of water. Professionally Made.
-Waterskin. Half filled with some sort of alcoholic beverage. Seems to be wine.
-Empty Vial. Fragile.
-Three burning rods. Can be lit on fire to produce light. One has been extinguished.
-Blood Stained Blouse. Torn. Had necklace inside it.


Weapons:
-Revolver. Single Action. Single load. Holds six Rounds.
-Rounds: x12 (3 in Cylinder)
-Small skinning knife. 2 inch blade. In belt.
-Short-sword. Has Scabbard. Fastened to left hip.
-Rifle. Bolt Action. Holds one round. Slung across left shoulder.
-Rounds: x1
-Dagger. 9 in. Blade.

Apparel:
-Belt & Holster. Secured on right hip. Knife between buckle folds.
-Small Belt-Pouch 1: Contains - Shards of Metal. Can be used as caltrops. Recoverable. Sealing Wax.
-Small Belt-Pouch 2: Contains - Healing Potion, Goblin Potion, Empty Vial, Dark Green Potion, Teal Potion, Black Potion.
-Duster. Down to calves. Khaki. Cut on right sleeve. Back covered in Dirt. Blood-stained along the arms and shoulders.
-Skirt. Ends just above the knees. Black.
-Shirt. Buttoned. Large tear above left breast, slightly revealing bra beneath.
-Vest. Dark Leather. A bit shrunken.
-Wraith's Cloak. Slung and tied across chest. Acting as shawl. Portions drenched in holy water.
-Leather Vambraces. Covers the forearms.
-Sturdy Leather Gloves.
-Sturdy Boots. Brown Leather.
-Bra. Black. Silk.
-Underwear. Black lace. Silk.
-Stockings. Transparent. Black. Heavily torn.


Abilities/Effects:
- Recovering Amnesiac: You have lost your memory but are becoming more knowledgeable about the world.
- Revolver Training: "It ain't much but you're a natural" -Tinder
- "Quite the Bust": Your vest adds a certain appeal to your bosom.
- "....."
- Ghoul Anatomy I: "The head is key: destroying it is the only effective way to stop them." -Beatrice

Physical Appearance:
-Red/Auburn Hair: Little longer than “Shoulder Length”. Messy, dirtied. Bedraggled look.
-Height: ~5’ 7”
-Bullet wound scar on left abdomen.
-Arms are lightly bruised, making the tops of your forearms somewhat sensitive. Swelling has died down significantly.

Crystal explanations can be found in the first post.

Explanation of Sections:
A "*" next to the "STATS" title will denote that there has been a modification since the last post.
A blue + will denote that an item has been gained.
A red - will denote that an item has been lost or destroyed.

Current Inventory: What you have with you.

Weapons: Objects that may be used to inflict harm on opponents. Note, that these are your primary means of damaging an enemy in combat but you may use other items you possess or objects in the environment in creative ways. This includes your bare hands and feet.

Apparel: Clothes that are currently being worn. Any damage will be detailed as well. Clothing not being worn will be held in your inventory. A “???” symbol denotes the knowledge of it being worn, but no specific details are known.

Abilities/Effects: Special abilities possessed by the character. Some may be directly linked with items/pieces of clothing. Also lists passive effects present upon the character, including passive skills and negative conditions.

Physical Appearance: A basic overview of the physical features of your character.
Some aspects may be altered via a minor action if necessary requirements are met (Tying hair up into a ponytail), or against the character’s will depending on the nature of the alteration.

STATS: Beatrice Status Unknown

...
 

gamefreak999

Tentacle Monster
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Re: Amarant: Unknown Path

A

Light up one of the candles and roll/toss it into the room like a flare to get a better view before just jumping in. Sneak in quietly.
 

Gear47demon

Tentacle God
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Re: Amarant: Unknown Path

A: Open the door wide open and stand back with your weapons drawn and wait for something, if anything, to come through. If nothing does then proceed with caution - scan all sides of the room thoroughly.
 

Tassadar

Panda King
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Re: Amarant: Unknown Path

A: a combination of the above two. Open the door a crack, peak inside, and then see if you can't get some light in there to see by discreetly.
 
OP
Cevrik777

Cevrik777

Sex Demon
Joined
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Re: Amarant: Unknown Path

Results:

A: Had to weigh and toss some options but pretty much: Open it a smidge, peek in, light another rod, if the coast is clear, and then sneak in and decide what to do from there.



You crouch near the door, thinking on a course of action. Many thoughts run through your head: you contemplate even throwing one of the rods in to further illuminate the rest of the room or perhaps throwing the doors open and waiting for whatever comes. You eventually decide that you should just peak in and go from there.

You reach into your bag and take out another rod, ready to light it when needed. Your eyes lay on the corpse of the wraith for a bit, finding the thought that there could be more of these things a bit troubling. With sword in hand, you put your other hand up on the door and give it a slight push. A low creaking comes from the hinges, the pieces of iron in a poor state. At first, you hesitate, worried you would alert something, but keep pushing. More of the dead ghoul’s body comes into view, revealing his wounds to be similar to that of the others. From what you can see so far, the wall ends not too far away. With that and the relative sound of the ghouls, you surmise that the room is rectangular in shape, with you near one end.

The door opens wider and wider and with it, the sound of the ghouls is ever clearer. Their raspy grunts and groans are out of place; the ghouls in town, as well as the one you killed earlier, seemed to simply wheeze as they stood there. With the noise they’re making, they seem to be as riled up, if not more, than those by the pool. Another sound also falls on your ears, nothing like what you’ve heard down here before, but familiar nonetheless. Is it another ghoul? you wonder, trying to single out the sound. It seems to fade and then pick back up along with the grunts of the ghouls themselves. You put it from mind for now.

Finally, with the door open just enough to slip in, you let it halt, thankful the creaking has stopped. You listen carefully for any signs of movement close by before eventually standing up and sticking your head through the gap.

As you look inside, the orange glow from earlier intensifies as you gain greater sight of the room. From the shape of the it, it seems the source of the illumination isn’t too much farther out of sight. Eventually, your eyes pass the edge of the door and you see the source:

A large, bookshelf rests against the opposite wall, further away. The wood is stained and the edges are carved into intricate patterns. The lower portion appears to be a cabinet, the section extending out a bit for larger items to be placed on top. It seems to be in a poor state of repair, only one or two of the shelves remaining intact and only one door of the cabinet is still hinged properly, the other either missing or lying nearby. The only item that sits on top of it is a small, lit, bronze lantern. It’s square in shape, with a cylindrical base. The outside is a rusty bronze, while the inside, a polished mirror to focus the light out of a small, circular hole cut into one side.

A small, short breath and you find yourself staring, wide-eyed.

Beatrice’s Lantern! your mind screams.

You’re almost sure she’d never part with it willingly. From what you could tell, it was her only remaining light source. The presence of her lantern and the sound of many, many ghouls… you hesitate to further enter this room for fear of what you may discover. Despite this, you continue to edge into the room with sword and light at the ready, until you have sight of the entire space, knowing you must press on.

The room, as you thought, is indeed rectangular in shape, you currently near one end. A subtle stench permeates the air; it’s not much but is still enough to make you wrinkle your nose every once in a while. A dilapidated table rests in the center of the room, a little ways from the bookshelf. It is splintered apart in the middle, a shredded table cloth covering the split as it lies on the ground. Broken and upturned chairs lie around it, most of which are missing at least one of their legs and you can see a few cups, broken bottles, and some utensils scattered about as well. A bookshelf is also set up opposite the other, the wooden framework just ten or so feet away from you. A smaller table rests a few feet down the wall from the first bookshelf, it’s surface littered with what look to be papers and unique instruments, many of which still held glass jars, all of them broken. Their purpose is unknown to you. A few barrels littered the far corner as well: some of them broken, loose staves and broken hoops haphazardly strewn about and the remnants of what they held oozing out into a congealed mass.

More bodies lay around the rest of the room, as well. Seven more, to be exact, and most seem to have shared similar fates as those that came before. Split skulls, chests and jaws peppered with iron pellets, and a few with distended joints and shattered limbs. Their forms make a rough line from one end of the room to the other, their congealed blood spattered over the stonework and furniture.

Overall, the room was a complete mess; You don’t know how much was like this beforehand but Beatrice probably didn’t make it any nicer.

Still, the presence of a table, as well as utensils surprises you, finding yourself wondering what they’re doing down here in such a place. These thoughts, and all the elements that lay before you, all pale in comparison to what else remains:

In the final corner to the right, opposite of the barrels, was the horde of ghouls you heard earlier. Pale skin and hairless bodies, the faint, orange light barely revealed them. They stand amassed, all of them facing inwards, towards the corner. The outer ones sometimes shuffle from side to side while those in the middle remain stationary. Most of them have their heads hung low, as though staring at the ground. You can’t help but furrow your brow as you look upon the unclothed congregation, every part of them laid bare for your eyes. Some of the outer ones turn enough to expose their extremities, but you divert your eyes the best you can. You find the overall presentation a bit disturbing, but are quite thankful they aren’t all facing towards you.

You’re about to sink back and plan out what to do next, but notice that same, unidentifiable sound. Now that you’re inside, it is much more distinct and you can almost place it. It sounds like one of the ghouls, deep and guttural, but rising in pitch with each short burst. It changes every once in a while, the noise now muffled and strained.

A worried feeling sets down in your gut, like a brick sitting in your lower abdomen. Despite this, you can’t help but inch closer, trying to get a better look.

You continue to examine the mob as you step closer. You’re still undetected, for the moment, and you cast your gaze to the ground every once in a while to avoid stepping on anything. There are at least a dozen… maybe two dozen of these ghouls – what has them all drawn to this spot?

You stop, now able to see their eyes. It is barely noticeable with the pale milky orbs, but you notice they are all focused on something, something at their feet. Yet, those you see do not seem to be doing anything but staring idly.

More grunts and groans, and then the strange sound takes on a different quality. One of relief, one of release. It sounds like someone who had just had a significant weight lifted from them. A sound like that of someone who had just gotten done fighting. A sound of pleasure.

You crouch behind the bookshelf that was a few feet from the door. They haven’t noticed you, so far, and you could probably leave just as easily as you entered if you so choose.

You’re about to take another glance towards the mob, but find your attention caught by a speck of color in this otherwise bleak and gray place: A small, blue button rests by your feet. You barely noticed it as it lay right next to the bookshelf, the small speck a little out of the ordinary for such a place. In fact, you thought it curious. You thought it… alarming, actually. It was a piece to a puzzle that you didn’t want to solve, but as you continued to scan the room and look towards the mob again, you saw more of these pieces to this harrowing problem:

A leather vambraces sitting near the broken table. Shell casings amidst the broken chairs. A scrap of blue cloth, lying on the ground. A revolver… lying at the feet of the mob.

You didn’t want to fit the pieces together. It’s not something you wanted to figure out, and yet you stared at the mob for some form of affirmation. Pale flesh, a mass of limbs, and grunts, groans, wails of release. You felt yourself shaking your head back and forth and you stared past the wooden frame, mouthing the words No again and again, but reality set it, and, between rows and rows of legs that shuffled about, you saw a boot, just like hers, protruding from the mass, the attached leg rising and falling in a steady rhythm. The rhythm… matching that of the cries. Then, a different cry. At first you thought it one of pain and from a ghoul. Neither was the case, though: As it was one of pleasure… and that of a woman.

You now know the stench from earlier: it is that of sex and secretions, of fluids and of friction.

You transitioned from simply mouthing the word to barely uttering it, the sound almost inaudible against the ensemble of cries. You almost found yourself doing the same, the revelation finally dawning on you of what was happening to Beatrice. A few moments passed, the thought of what is happening to her locking you to inaction. Eventually, her cries and moans are no longer, the absence of them bringing you back to your wits.

“Beatrice…!” you utter, whispering to no one but yourself.

Did she pass out… or did she… You find it hard to think.

I could just turn and… If I were to simply walk through that door I’d… Neither thought you want to finish.

Yes, you could leave but what would that gain you? Being spared from a fate similar to that, perhaps. You have the element of surprise, but what does that count for when there are more than fifteen of them… perhaps twenty, or even greater? If you leave you’d be able to escape… you could even make it to Bayton: you have the compass and are aware of its general direction. Although… what of Beatrice? If You attempt to save her you may succumb to… to the same…

Did she run out of ammunition? Was this the Necklaces doing? Is she still able to...

What would you gain… what would you lose…? As a result of either choice.

You consider your options with utmost care, considering what effects either of these choices will have, immediate and long lasting, and then carry out your decision…



Choices:
I think I may let this one have some time to mull over. I do have some important work to take care of this weekend and I may leave this vote open for a while so that everyone can input their opinion. I promise you, though… depending on the choice, and how you handleit, great rewards or great loss will come about... perhaps even both.

Oh, and as a small disclaimer: Jacqueline’s story will not end until the actual END of the story; especially not while I’m at the helm.

I’m sure you can guess which I would rather write, successful… or not. :D

Decide on a course of action.

Primary Vote:

A) Save Beatrice. (How? Plan of Attack? The battle will not take place all in one turn/post.)

B) Flee.


X) Other


Z) Minor Action. Available

---

Minor Actions Explanation:
Minor Actions are small actions you may do in addition to your Primary Vote (A, B, C, etc.). They will usually just provide you with additional information or perhaps, in rare circumstances, an item. If it would cause an encounter or runs the risk of causing general havoc then it's best to put it as an additional detail under primary vote.

Examples are asking someone a simple question, inspecting an object or feature in the environment, checking on or using an item in your bag, or changing some feature on your person. (i.e. Putting your hair into ponytail - See: Sections explained > Appearance)

They may help you, but please, try not to abuse the system. Trying to examine a couple objects in detail may be fine, but picking every item off the shelf in a store can get a bit... tedious.
And as always: I retain the right to reject them however much it may pain me to do so...

STATS: Jacqueline

Current Inventory:

Gold: 8
-Ticket from Hangsmire to Novo. 2nd Class.
-Ticket from Bayton to Respeiro. 1st Class.
-Ticket from Novo to Bayton. 3rd Class.
-Red Discrete Crystal x3
-White Discrete Crystal x2
-Note from “J”
- Bundle of Rope with treble Hook on end.
-Lock-pick.
-Metallic Brooch (Type:?)
-Leather Dress-Boots.
-Leather dress Gloves. Brown. Covered in blood.
-Compass.
-Healing Potion. Will heal all but the most brutal of wounds.
-Goblin Potion. Unknown Effect.
-Sealing Wax. Can be used to fuse or seal objects together.
-Dark Green Potion. Highly negative effect.
-Teal Potion. "Isn't Harmful".
-Black Potion. Unknown effect
-Small container of water. Professionally Made.
-Waterskin. Half filled with some sort of alcoholic beverage. Seems to be wine.
-Empty Vial. Fragile.
-Three burning rods. Can be lit on fire to produce light. One has been extinguished.
-Blood Stained Blouse. Torn. Had necklace inside it.


Weapons:
-Revolver. Single Action. Single load. Holds six Rounds.
-Rounds: x12 (3 in Cylinder)
-Small skinning knife. 2 inch blade. In belt.
-Short-sword. Has Scabbard. Fastened to left hip.
-Rifle. Bolt Action. Holds one round. Slung across left shoulder.
-Rounds: x1
-Dagger. 9 in. Blade.

Apparel:
-Belt & Holster. Secured on right hip. Knife between buckle folds.
-Small Belt-Pouch 1: Contains - Shards of Metal. Can be used as caltrops. Recoverable. Sealing Wax.
-Small Belt-Pouch 2: Contains - Healing Potion, Goblin Potion, Empty Vial, Dark Green Potion, Teal Potion, Black Potion.
-Duster. Down to calves. Khaki. Cut on right sleeve. Back covered in Dirt. Blood-stained along the arms and shoulders.
-Skirt. Ends just above the knees. Black.
-Shirt. Buttoned. Large tear above left breast, slightly revealing bra beneath.
-Vest. Dark Leather. A bit shrunken.
-Wraith's Cloak. Slung and tied across chest. Acting as shawl. Portions drenched in holy water.
-Leather Vambraces. Covers the forearms.
-Sturdy Leather Gloves.
-Sturdy Boots. Brown Leather.
-Bra. Black. Silk.
-Underwear. Black lace. Silk.
-Stockings. Transparent. Black. Heavily torn.


Abilities/Effects:
- Recovering Amnesiac: You have lost your memory but are becoming more knowledgeable about the world.
- Revolver Training: "It ain't much but you're a natural" -Tinder
- "Quite the Bust": Your vest adds a certain appeal to your bosom.
- "....."
- Ghoul Anatomy I: "The head is key: destroying it is the only effective way to stop them." -Beatrice

Physical Appearance:
-Red/Auburn Hair: Little longer than “Shoulder Length”. Messy, dirtied. Bedraggled look.
-Height: ~5’ 7”
-Bullet wound scar on left abdomen.
-Arms are lightly bruised, making the tops of your forearms somewhat sensitive. Swelling has died down significantly.

Crystal explanations can be found in the first post.

Explanation of Sections:
A "*" next to the "STATS" title will denote that there has been a modification since the last post.
A blue + will denote that an item has been gained.
A red - will denote that an item has been lost or destroyed.

Current Inventory: What you have with you.

Weapons: Objects that may be used to inflict harm on opponents. Note, that these are your primary means of damaging an enemy in combat but you may use other items you possess or objects in the environment in creative ways. This includes your bare hands and feet.

Apparel: Clothes that are currently being worn. Any damage will be detailed as well. Clothing not being worn will be held in your inventory. A “???” symbol denotes the knowledge of it being worn, but no specific details are known.

Abilities/Effects: Special abilities possessed by the character. Some may be directly linked with items/pieces of clothing. Also lists passive effects present upon the character, including passive skills and negative conditions.

Physical Appearance: A basic overview of the physical features of your character.
Some aspects may be altered via a minor action if necessary requirements are met (Tying hair up into a ponytail), or against the character’s will depending on the nature of the alteration.

STATS: Beatrice Status Dire

...
 
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gamefreak999

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Re: Amarant: Unknown Path

This is tricky. I don't see how even a surprise attack would help you take out 20 ghouls that are crowded together. Even if it is successful, she would lose all her ammunition plus maybe some melee weapons to do so. After that, Beatrice would be a liability anyway because Jacqueline would have to drag her out of this place while there are still ghouls and wraiths out there. The most sensible way is to just leave her and keep all your equipment plus maybe gain loot outside.
B

The plan to save her in my opinion would be, move some of the furniture into a wall. Cover the table cloth and other flammable things with the alcohol in the waterskin. Grab the lantern. Toss the dark green potion while open at the ghouls. This should grab their attention. Light the furniture on fire. Draw your sword and kill any that get nearby. I don't want to use the gun because the sound might attract more attention but I guess a fire would too but hopefully these things only respond to sound. The problem would be getting out of there with Beatrice in the fire plus getting her out of the building completely because she will be helpless.
 

1Cyka

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Re: Amarant: Unknown Path

Whoooa thats some shit. I think we can do it probably. This run has been a bit tame compared to the other storys and its time we do something really reckless. been staying out of it but i think i need to vote now.
A definitely.
12 shots thats twelve of thesefreaks out of the picture and then we cleanup with a the sword. well probly have a few dealing with artificer woman so if we takeout the others and then help her out. even if we "go under" for a bit it will make for something new.
 

Dracador

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Re: Amarant: Unknown Path

The plan to save her in my opinion would be, move some of the furniture into a wall. Cover the table cloth and other flammable things with the alcohol in the waterskin.
[/unlurk]
Create that barricade first then close the door carefully and wedge it with an intact chair. Avoids reinforcements appearing for a time, at least. Save a mouthful of wine when dousing the barricade and fully load the revolver and the rifle. Also, get the unknown potions (teal, goblin-gifted and black) out and have them at hand in case something goes wrong and there's no choice but to use 'em. Might even work to douse some of the fire later. Oh, and grab some books to light and throw at them. They'll be a good icebreaker even if the dead bastards aren't flammable enough to catch alight from one.
When everything's prepared, drink that remaining wine, light the barricade (break the lantern to do it if need be) and prepare to toss the green potion of nastiness when they've moved away from little miss 'violated by zombies' a bit. Fire the rifle (should be an easy shot - can just drop it after 'cos no ammo) and yell 'LEEROY JENKINS' at them to get them going.
As they approach, pick off as many as possible via revolver and burning book bomb.

NB: order of importance in case something notices before everything's ready
1: barricade created, doused and ready to light quietly
2: door closed and wedged quietly (if 1&2 can't both be done this might not go to plan)
3: weapons loaded quietly
4: other minor preparations quietly
5: battle cry of awesome ... exercise those lungs

What could possibly go wrong?

[/lurk]

EDIT: In case anyone couldn't tell, that was an A
 
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Iwanako

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Re: Amarant: Unknown Path

Riiiiiiiiiight. So far I've seen two suicidal Jenkins wannabe's and a shameful display of cowardism.(Joking, of course.)

Let's realistically look at our options:
We can kill them in a "fair" fight. I would guess our odds higher if we just asked them to let her go.
We can lure them away and ambush them. Possible, but risky.
We can kill both the zombies and Beatrice in one go. Easier, but removes the point of engaging the zombies anyways.
We can say she got what she deserved for her idiocy and leave. Easy, but we'll be at negative karma for the next two centuries.

The calculating part of me says 'Shut up and leg it', luckily I don't listen to that part of me very often, and today is not an exception.

So: While there's little to go by in terms of layout, I would guess that the table, chairs and if reasonably possible the cabinet all contain dry wood and/or cloth. Being in a dusty place for probably ages will make it burn even quicker if anything.

So, we create one big bonfire-ish trap in the middle of the room. If we can set it alight from a distance that's nice, if not we set it ablaze before luring the zombies in.
We could lure the zombies either through the door, which makes it easier for us to escape if stuff goes poor, or in a corner, which make's Beatrice's possible escape easier but sets us up on the bomb. I vote for luring them through the door.

How to lure them: Fire a round into the mass, preferably the rifle round and aim for collateral. Then toss the dark green potion for good measure.
After seeing them go towards us, we retreat out the door, possibly closing(But not locking!) it, and heading back a safe distance, maybe a different city or so.

This way we give enough time for Beatrice to get away using the distraction we made, unless she's incapable of movement, but that's a death sentence here anyways.
 

Minerve

Tentacle God
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Re: Amarant: Unknown Path

We can say she got what she deserved for her idiocy and leave. Easy, but we'll be at negative karma for the next two centuries.
Let's do not care about karma...

That's a B but we won't call it "fleeing", just "turning our back" or "walking away".
 

Gear47demon

Tentacle God
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Re: Amarant: Unknown Path

A I'm agreeing with starting a fire. First and foremost Jacqueline should reload the rifle, just in case. That strip of clothing, the one that still has holy water doused on it, could act as a nice bit of holy fire. Pour some of the alcohol in the empty vial Jacqueline's carrying, stuff some of the cloth inside, and try to get some sort of barricade formed. I would vote for not luring the ghouls until the fire is started by breaking the lantern (if it can't be reached by hand then just shoot it). Once the fire is started then douse the short sword in the black potion (I'm interested in the effect and I'm pretty sure the green potion is a poison, which wouldn't be that great against undead), stand back with sword and gun, and take well aimed shots for the head until the revolver is empty before switching to the short sword. Lead them out of the room and towards the stairs where Jacqueline tied the rope. Hopefully the rope will prevent any ghouls from below coming up too fast, and the stairs should cause any pursuing ghouls to trip and fall, making them easier targets to pick off with the sword. Given that it's a hall I would opt to use the rifle when they're all in a nice line for some bullet penetration to take down a few and then immediately dumping the gun and returning to good old sword and revolver action.

That's as far as my plan goes and I more or less agree with Røse and Dracador with making some sort of barricade and starting a fire (fire is more important than anything in my opinion). If things become too hairy then forget about Beatrice and retreat.
 
OP
Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

Well, writing this one isn't going to be easy...

I'm going to be working until late Sunday, then I'll have some time to sit down and iron out a concrete plan. Since it seems that A will be the option, I'd like you guys to work together and perhaps decide on an agreeable plan:

Give your preparations: What will be done and in what order before you decide to start the fight yourself.

Priorities: List what actions you would like to be considered the most important as you fight. i.e. "Use revolver if at range", "Use sword when an enemy is close", "Don't use gear's improvised molotov until blah blah blah".

Contingency plan: If things become a bit overwhelming perform "such n' such action".

This isn't an "official" template, but simply try to agree upon a plan and I will do my absolute best to give it flair, action, and tension.

You guys are well aware I reward creativity and, to a degree, recklessness. Still, comign up with the most insane plan in the world will not necessarily get you through scot-free. Keep in mind though, while it may be hard to completely lose... there are different degrees of... let us call them "set-backs" in these fights, and, even while you are down... you are definitely not out.
 
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Tassadar

Panda King
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Re: Amarant: Unknown Path

I concur with the general idea of Rose's plan. Will maybe flesh out other ideas if/when I get the time to devote to such.
 

Dracador

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Re: Amarant: Unknown Path

As before:
1. Barricade. Some measure of caution
2. Door. There are enemies outside and fighting them at the same time will in no way end well. If they start charging before these two can be sorted, I'd say run instead.
3. Weapons loaded. A rifle that takes half of the time for one's enemy to approach to load is no good here. Likewise firing half of a revolver's capacity won't be as time efficient.
4. The rest

In combat, go for rifle shot first, take the time to line it up well to try and put it through more than one. Then switch to revolver. When reloading it, no need to worry about having a full 6 bullets loaded if they're starting to get close.

When they've got about half way down the room lob a couple of bits of burning debris - try to make the front ones less keen, I can't imagine that they like fire.

Once they're up close hack 'n' slash, but keep the revolver close to hand in case they pin the hacky implement of slashy death (aka shortsword).

If everything should happen to go so badly that it's obvious this won't work out, grab something with one end burning, remove the chair and prepare to barge through a crowd of upright dead people. The fire might put them off balance (if that's even possible). Following this, run the hell away and out of this creepy mo'fo'in underground mansion
 
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OP
Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

Merry Christmas, (or other holiday) all. Just a quick update from my phone...

The power has gone out and since the document was on my desk top, I'm in a bit of a bind. I do have a laptop with limited battery life so that I can at least attempt to finish it and then combine the passages. However, I will not be able to upload it until I haave power back. Expect that any time between tonight and Christmas Day.

Anyway, after this update i will be taking a break from writing for.... suspeeeeeeense... a fewbit days, probably up until next week. Have a safe holiday and I'll hopefully have the last update up before morning.
 
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