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Go On An Adventure (Pt. 4)

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File: HeyWe'reLiveOnceAgain.jpg (8KB, 183x275px) Image search: [Google]
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And we have a new thread! Welcome new and old to the weekend thread... Let's start things up once more with some announcements! The schedule will change every so often, be sure and check up on either discord or twitter for changes. As for recent announcements tomorrow and August 11-14 are going to be slow on my end, but other than that it seems like smooth sailing for now.. I'm also going to be working on art, and the like for a while, try not to expect it soon, but it'll happen eventually! (And don't expect it to be good either) Other than that, I mostly use discord to notify when updates are up and to chat between updates, while my twitter eventually contain art and when the thread is live.

>Archive
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=GOAA

>Twitter
https://twitter.com/TheWebIsStrange

>Discord
https://discord.gg/fXMjmju

>Recap
You and the majority of your party have chosen to enter a tower for the promise of 45 gold pieces.. However upon entering the tower sealed itself and you inside! Now, you're tasked to defeat a rouge spirit gallivanting around the tower creating illusions and puzzles for you to sift through. And so while you've passed through a handful of rooms within the tower, you keep on ending up back in the main room of the tower. Yet when you open the door to leave it, it's another room altogether... Upon entering the newest room your party was split yet again, one of your members even going as far as to be dragged through a mirror! Not all is lost though! Not when even one of you still stands! Even if they're outside of the tower, and are exploring the wonders of science!

And now. Back to the story.

>You are Hilda
Okay, so now it's time to finally get the final dialogue option done. Or, well the last one you can think of... Anyways, what have these scientists even been doing to figure out all of this? You're going to ask, and hopefully get an answer.

You do indeed get an answer, once again not one that helps you greatly, but it's something! Kind of. Apparently the scientist were trying to test the materials the obelisk is made of, but couldn't get anything to chip off. Something about it being an impossibly hard substance.. After that they resolved to just examining it, but didn't get much out of that either, just a general sense of the thing. As in, its a half buried stone that is made of a substance that isn't found here, and contains a stone of sorts within it. Nothing you hadn't already figured out.. However they did touch it once, but only once, because instead of gaining knowledge about the obelisk like you, the scientist ran off into the woods screaming. You feel pretty lucky about the course of events that took place for you. Hm. Well, okay that was some "useful" information. Now, do you continue to explore the base, or just keep asking questions?

>Explore the station (Dinning Room/The Study/Storage/Lab/Etc)
>Ask a question (Error: Out of topics)
>Other
1/2
>>
>>1743744

>You are Eric
Oh God, that's bad. That's very, very bad. The door closed! The door closed? It isn't supposed to do that, oh what do you do?! Sehlum's gone, and Chow... Oh God what gonna happen to Chow? Okay. Okay. Calm.. Calm. You just need to pull the failsafe lever, and everything'll be fine. You reach for the now, hopefully, unlocked lever within the reoccurring room and pull. The lever clunks softly as the lever slides downwards! As it reaches the end of its motion a whirring can be heard from all sides of the room... A third door appears within the room? You didn't think that would happen, but more importantly, can you escape using it? Only one way to find out.

>Open the new door
>Wait for Sehlum and Chow
>Go further into the tower
>Other

>You are Chow
So, the mirror just consummed your friend. You think. Well, the perfect course of action is to try and use the mirror to escape right? It seems like it at least! You go and gently remove the mirror from the wall, careful to keep it facing away from you, and prop it up next to the lever, and wait... And wait, and wait. As nothing continues to happen you attempt to pull the lever while the mirror is still there, and something both terrifying and interesting happens! A hand shoots out of the mirror to grab you, but you move at the last second and the mysterious hand grips the lever breaking it... However. The lever was pulled before it gave way. A new door appears to the side of the lever. But can you leave knowing that Sehlum could be trapped inside the mirror?

>Go through the mirror
>Go through the door
>Wait for Sehlum
>Other

>You are Sehlum
God your head hurts.. Where the hell are you anyways? Everything is so dark in here! You stand and pat the dust of you coat, and find that your sword and potions are missing. Dammit you've already had enough trouble, can't you at least have your stuff?! Well. Yelling into darkness won't get you anywhere except for the after life, so what comes next...

>Try and find a light
>Call out for help
>Wait a while
>Other
>>
>>1743744
>>1743770
Hilda
Check storage

Eric and Yorick
Open the new door!

Chow
Guide mirror thru door. Break some more rules!

Sehlum

Talk to the nice floating eyeball! It's too cute to be an enemy!

Or you are hallucinating.

Or maybe the cute eyeball MAKES you hallucinate
>>
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>>1743945

>You are Hilda
So, this guy obviously isn't going to be of much more help, no now is finally the time... The time for breaking and entering! You walk around a bit, and find both the storage room and a couple of guards next to it. One inside s booth right next to the door inside with a lever inside it, as well as standard office supplies. The second guard is leaning against the booth slightly chatting with the other guard about something. Well, this seems to put a damper on the whole, get in get out idea. Welp. Time to strike up some diplomacy? Or something else..

>Create a distraction
>Go up and have a pleasant conversation
>Knock them out somehow
>Attempt to sneak past
>Other

>You are Eric
You open the door and find yourself walking right back into the room you were previously in? This doesn't bode well.. In fact it looks like the spirit that messing with everything has either messed with the failsafes or just really doesn't want the old man out of here. Or both. You suppose it makes sense though, if any room should be disabled it would have to be the one that has person that can one kit K.O. you. Still why tinker with everything if it isn't even going to work? Well, you guess you didn't know it wasn't going to work.

>Wait for Sehlum and Chow
>Go further into the tower
>Ask the old man a question
>Other
1/2
>>
>>1744057

>You are Chow
This seems like a bad idea. You've already broken a failsafe and freed yourself, but taking a cursed mirror with you? It seems a bit dangerous... However, Sehlum was pulled inside it. You can't exactly leave him in there. You really hope you don't regret this..

As you walk through the new door you find yourself in a stark white room? The door you walked through closes silently, and the room shifts.. Before you is not the whit room, but instead a variety of buttons and levers, all with labels that have a letter then a number after it. You presume this allows a person to travel all over the tower! However when you press A1 nothing happens, you try this with a lot of the buttons and levers, and nothing happens.. You take another look around to try and find out why nothings working and stuble upon a blackboard, it shows the letter/number combo of the last lever you'd pulled and reads next to it, overridden. Perhaps you can do something to change that? Or, anything other than smash away at levers and buttons.

>Activate Room (Letter Number)
>Investigate the blackboard
>Touch the mirror
>Other

>You are Sehlum
What eyeball? You can't see anything remember.. Anyways you figure you should try wandering a bit, maybe find a wall or something. If you walk in one direction long enough you'll find something right? Then again the whole cliche of this is tower is that everything changes.. So. You'll admit that you might be fucked right now, but doing something has to give you different results than just standing in the dark! Knowing how adventuring usually goes you'd say hostile results, but results none the less.. Also you think your eyes are adjusting a bit to the dark, you can see that the floor is moss covered stone bricks, with a steady trickle of water flowing around the bricks weaving their way into the dark. Hm, that is a piece of information. With this new information you reassess the situation, and come up with some choices..

>Follow the water
>Call out for help
>Find a wall, and/or a light
>Examine your surroundings in depth
>Other
2/2
>>
>>1744062
Hilda
Hilda uses Succubus for distraction! Go snoop!

Eric and Yorick
Wait for Sehlum and Chow.


Chow
Erase one of the tags on the blackboard and write "Exit" as name of the room. Connect this lever to "main room"
>>
>>1744062
Sehlum
Follow water!
>>
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>>1744161
>>1744165

>You are Hilda
Hm, you haven't used your cards in a while.. Maybe the succubus could actually come in handy for once? You feel a bit sorry for these guys, but you need information! The pursuit of knowledge can't be stopped by something as simple as ethics, or morals after all! You summon the succubus and leave it to its prey... She quickly draws them away from the booth, and you go to open the door to the storage and enter unobstructed.

Inside you find multiple files and scrolls, you start to filter through them separating the useful from the trivial.. You quick;y find some items of interest and being to read them to yourself
Please roll 2d100

>You are Eric
You take a seat on the couch next to the old man and decide to wait... There isn't much to do, and there isn't much you feel you should do. Not while Chow and Sehlum are missing. Yorick takes up a place near the fireplace and beings to play a song. Maybe you should collect your thoughts? There are few rolling around right now..

>Discuss Past
>P.I.M.P.
>The Tower
>Other

>You are Chow
You try and mess with the blackboard and even find a piece of chalk to write with, but as soon as you start to erase something the whole board went blank! This doesn't stop you so much as it raises more question... You pick up the chalk and write "Exit - A1" Your writing quickly disappears and is replaced with "Invalid" Maybe your missing something? You wish you knew how this thing worked.

>Enter command (View/Help/Status/Etc)
>Enter room (Letter Number)
>Back
>Other

>You are Sehlum
You decide to follow the water, it'll lead you to a lake right? Or a drain.. Maybe you should've thought a bit about the repercussions of following water inside a building. Eh, too late now. You walk for what seems like hours until the water starts to get more and more prevalent and the room chills. You walk a bit further and discover where all the water is going.. You still can't see the walls or ceiling, but directly in front of you, you can see an expanse of water as far as you can see! Which you don't think is very far, but still this is something. You also notice that along with the chill the air also seems damp. You weren't planning on going for a dip, and not in this cold of water, so what else can you do here?

>Follow the water upstream
>Feel the water
>Walk along the shore
>Examine your surroundings intently
>Other
>>
Rolled 72, 55, 22 = 149 (3d100)

>>1744273

Eric
Discuss PIMP

Chow
Enter "View A1"

Sehlum
View intently
>>
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>>1744297

>You are Hilda
You find a lot of information which was being hidden from you! Well, not really hidden so much as not told to you. Probably for a good reason too, too bad you don't respect private property. You gather up three folders filled to the brim with information before retreating from the storage and down the many hallways of the building. As you leave you narrowly miss the guards going to take up their original positions.. You look over the information once again, this time in relative safety. You also recall your succubus, who seems to have had a fun time.. You choose not to ask about that.

It seems like they've been trying to track down any information about the people who made the obelisk, and are succeeding! Somewhat.. So far they've found three or four people who knew something about it, but every time they get a proper statement from them they disappear. That raises a lot of questions for you, but there is still more information to sift through before you deal with it. The four people they found came from pretty remote areas, none of them close to each other either. The first was found deep within Elven territory in a village called Scilyph, but you don't find any records of it on your map or in the folders. Next is an Argonian somewhere on a isle in the Southern Sea... This one doesn't even have a solid name to go on. The third is rather close, and somewhat detailed! A Human emissary that lived within belli civitas, a military city inside Meridni one of the Human kingdoms. And the fourth once again drops in information... This one tells of a well off dwarf living beyond the Eastern Mountains. God, why are these guys going so far out of their way to get information on this obelisk, and why is everyone they find disappearing? They can't be doing something with them right? ... If they are you need to leave.. Shit, you wish you hadn't found this now, then again maybe finding this is the only thing that's going to keep you alive. Shit. ..

>Explore the station (Dinning Room/The Study/Storage/Lab/Etc)
>Talk to the guards
>Leave
>Other
1/2
>>
>>1744454

>You are Eric
P.I.M.P. he shows up everywhere now a days.. You don't have a great idea of how far spread he is, or how much redundancy he has in his supplies. You're honestly terrified that you'll fuck this one up, and if you do what then? You'll lose your chance at him. He'll disappear into the dark corners of the world never to be seen till it's too late? You don't know, but what you do know is that he underestimates you. That's about all you have on him. That and the information that if you look closely you'll find his trail of terror.. But that's a good thing. He leaves behind people who hate him, people you'll help you! Once you have a place for them to gather of course, and you have the money to do that now too. Your information on him also says he lives the high life, and is left alone for large periods of time, he's too cocky. You could sneak in.. Hilda would be better at it, but might get turned if you're not careful. Course you could go in do to the potions not effecting males, but it'd be harder. Even before that however you'll need to make it to the city and set up your plan on how to even get in. ... This is going to be difficult.

>Discuss Past
>Loan
>The Tower
>Other

>You are Chow
You write onto the board "View A1" and the board complies! Kind of. It's not exactly a direct picture of the room so much as a constantly changing chalk drawing. A very detailed one at that! It shows Eric, Yorick, and the old man all sitting around the fireplace listening to Yorick's song. Eric looks a bit troubled, probably because of you and Sehlum. Hm, well just viewing the room doesn't do much for you at least. Maybe you should try a random room? You might even be able to find Sehlum or any of the lost adventurers!

>Enter command (View/Help/Status/Etc)
>Enter room (Letter Number)
>Back
>Other

>You are Sehlum
You look around you trying to pick out any details, and you find some.. Noting much, but it's something. The floor has changed from the standard cobble to more of a natural stone, and it looks like you're in some sort of cave. With a lake in it.. You look at that and you see an out cropping in the middle of it with a bridge reaching from the shore to the out cropping a little ways away! That means someone was here! Probably a demon, but someone.. Maybe you'll find your stuff? You stop yourself before you run off to the structure and think for a moment about what to do next...

>Follow the water upstream
>Feel the water
>Walk along the shore
>Go up to the structure
>Other
2/2
>>
>>1744454
>>1744457
Hilda
Next is the study! You MUST know about this Obelisk!

Eric
Discuss loan with old man.

Yorick
Summons skellies to do a mini concert

Chow
"Status Mirror"

Sehlum
Feel the water.
Be the water.
View and reflect on ones self
>>
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>>1745155

>You are Hilda
Alright the storage wan't really filled with anything, at least not anything new. Just food, and old papers... Which means that if you're going to die, you might as well do it after breaking into a study! You get up from your hiding place and walk down the corridors to the study, you find it filled to the brim with scientists talking, writing, or drinking. Seems like this is quite the hot spot for them, it also seems like you're going to have quite the time getting in, taking something, and getting out. However you'd say that getting in might be the easiest part if you do this one way. This is going to be dangerous... But you just have to know about this obelisk now. How are you going to do this?

>Act like you're just visiting and walk in.
(You may be able to look at the books, but getting real information, and then out will be difficult)
>Sneak in and out
(Getting in and out may be difficult, but you won't be surrounded by scientists)
>Jump a scientist
(If you aren't lucky you may end up with the guards at your heels)
>Other

>You are Eric
You were just planning on mulling over everything yourself, but the old guy might know something about this.. You're still going to mull over it first, exposition, feelings, and such. The loan. You admit you just thought the only issue would be getting the money on time, but that guy really pulled the wool over your eyes! You aren't really sure how you're going to find him, but you have some clues.. Residue from a spell, and a few gold pieces. The gold probably won't help, but still can't have enough of it. You think that he went to a black market or something. No matter how strong you are, you can't teleport very far, only far enough to lose someone, not to mention that he'll have to gather all his stuff and skip town. To dangerous not to, you're an idiot, but even idiots can call the city guard. You could ask around for someone leaving unexpectedly, find out about the spell, call the guards, or even find out about illegal activities and any of it might get you a bit closer to him. This isn't his first time doing this though, or so you presume, it'll be hard catching him. Then you have to figure out how to keep him in one place so you can pay him. Now you decide to ask the old man.
Roll 1d100 please

>You are Yorick
Things are really kicking off over here! The mood's still fucked cause of Sehlum and Chow, but you're making progress! Even if you're not, you'd like to think that the whole skelly dance group is a nice addition to your band... All you need now are more instruments. Maybe just drumsticks for one of 'em, and just let them bang away on their ribs?
1/2
>>
>>1745369

>You are Chow
You enter in a new command "Status Mirror" the board quickly goes through listing every detail about the mirror, but a couple pieces of information present themselves to you. Apparently the mirror is cursed? You look through some more and find that it's probably the spirits doing, and the mirror contains a puzzle. Sehlum won't be able to leave till he solves it.. At least he has a chance! You quickly think up some new ideas to enter into the board

>Enter command (View/Help/Status/Etc)
>Enter room (Letter Number)
>View/Status Sehlum
>View Mirror Puzzle
>Back
>Other

>You are Sehlum
You peer into the water, the whole mirror situation plays back in your head.. Maybe you're just meant to reflect upon yourself? Could that be the solution? You settle down at the waters edge letting some of it lap against you, and you think back on your life. It was a good one, you were a bit rebellious though. Heh. You remember when you nearly gave mother a heart attack when you first took granddad's sword and booked it to the closest monster den. Kobolds. They weren't anything special, but to an alchemy major without any potions and no sword training? Still not completely dangerous, but close. To think the thing that would've done you in would've been a pit not the monsters! God they chased you right into it to. Luckily the guard found you... You didn't let that setback stop you. Maybe that's why you like Eric? He's an idiot sometimes, but others he's... A hero. More than you anyways. ... That's enough reflecting for now. You start to stand, but find your leg stuck under something? You must not have been paying much attention while reminiscing! You try and shift it out from under the rock but your leg digs in deeper. The rock, or you should say crab, shifts exposing a blade. Fuck.
Roll 1d100 please
>>
Rolled 1, 82 = 83 (2d100)

>>1745369
Hilda
Sneak inside!


Eric
Ask old man


Chow
"Mirror Override"
If that doesn't work
"View mirror puze"

Sehlum
Roll
>>
>>1746939
I'm sorry to say this, but I'm considering ending this quest. However, I'm glad to say that I've learned a lot from it, and I'll be back with something better in the future.. Maybe even a continuation with this quest eventually? Only time will tell, so let's end it on a high note! One last session to go out on! I'm sorry I couldn't keep it going for longer.

>You are Hilda
You decide on just sneaking in altogether. Maybe you'll manage to escape the views of the scientists long enough to get to a quiet cornor full of hidden knowledge? Hopefully, only time will tell you suppose. And luck. Luck will probably be a big factor in this.
Roll 3d100 please

>You are Eric
You ask the old man about the clues you've managed to gather. He smiles slightly and says he'd be more than happy enough to look over it. As he takes the vial it slips from his hands and scatters across the floor... Oh. Okay. That's not good.. In fact this is going to make your life much harder in the days to come. Well then, you attempt to salvage what you can, but fail to gather anything that isn't completely useless. You stop hearing anything around you, and focus on only trying to gather up what you can. In this state you miss the old man's apologies. Eventually you just sit on the ground over what used to be an easy way to find the criminal that you owe money to. This isn't so much a problem for the now, but one for the future you assume.

>Discuss Past
>Labyrinth
>The Tower
>Other

>You are Chow
You write on the blackboard Mirror Override.. However nothing happens. No text appears, nothing. Only every now and a again you swear something changes on the blackboard, a chalk image only there for a moment before disappearing when you look closely. You erase the command and put in a new one. View Mirror Puzzle, the blackboard fizzles slightly before popping to life showing you..
Roll 1d100 please

>You are Sehlum
You slowly shift your leg away from the monster concealed in the dim light, and free your leg.. You start to back away before the, relatively small, crab charges at you! You back up slightly bringing your foot down upon the crab, and you hear a sickening crack resonate across the cave walls followed by a screech and more scuttling. The crab advances hurt slightly.

>Run across the bridge to the outcropping
>Flee back the way you came
>Fight the crab
>Other
>>
Rolled 90, 54, 23, 47 = 214 (4d100)

>>1747509
>You are Eric
>Discuss Past

>You are Sehlum
>Fight the crab
>>
File: KickTheShitOutOfIt.jpg (507KB, 2000x1500px) Image search: [Google]
KickTheShitOutOfIt.jpg
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>>1747572

>You are Hilda
You manage to get in without problem, the door was unlocked after all, and everyone was inside anyways.. The next part was considerably harder to complete. You had to duck in between shelves and tables, you think you looked extremely stupid, but at least you weren't caught looking stupid. You approached a shelf that looked packed to the brim.. You examined all of the books it contained, but didn't find much of worth? It seems that they don't keep the files here! You think they might be in the lab, either the files, or something about the obelisk has to be in there! You gather what you can to help you, and begin to leave, but before you get the chance a man turns the corner and bumps into you.. With hands full of classified documents and crazy eyes. You'll admit this isn't the best situation you've been caught in. He quickly turns on his heels and rushes out the doors of the study and into the hallway calling for the guards. You strain your ears and legs, both beginning to run and listening to what the man is yelling... He says, "She knows!' You pump your legs even faster than before.

You manage to get outside, but you can hear the guards of the lab streaming out, one of them saying something about fanning out. You need to do something before they catch you.

>There's strength in numbers, Meet up with your party
>Hide in plain sight, go to the markets
>Alleyway have never steered you wrong, go into an alleyway
>Other

>You are Eric
You don't like talking about the past.. You weren't good at much, you don't really know why either. You had great support from your family and even the village! You just didn't do well at much. You've tried just about everything, cooking was one of your latest endeavors, you hadn't messed up too terribly either! However, ever sense Sehlum showed up one day you'd been thinking about adventuring. At least that way if you fucked up you could go to a different city, one where no one knew you.. So far it's been going better than expected though! Really well in fact! You've had some hiccups, and close calls, but this.. This might actually help you get out of your old habit of messing up. ... Sometimes you wonder if you mess up so often because of luck, or just you not persevering through it. You've tried both. Gambling didn't get you too far though. You have a lot of stories from the past, too many to count, but if you could take anything away from them it'd be to keep optimistic. If you don't whats the reason for doing anything? Optimism. Nothing's better than it.

>Discuss Labyrinth
>The Tower
>Other
1/2
>>
>>1747825

>You are Chow
The blackboard shows you a map of sorts, in the corner there's what you would assume to be a live feed from it, but you get nothing. The map shows a large expanse in the center with nearly nothing in it, but downwards it shows a more natural looking formation, a cave maybe? The top of the map seems to shrink than expand into some sort of structure.. It looks like houses maybe? The left shows a small connection of tunnels leading in and out of each other, spiraling every which way. A maze? No.. It has things scattered about it, rooms. Your not sure what it is. To the right you see a walkway leading off of the map... You try and see whats past it, but the black board can't seem to find anything. Strange.

>Enter command (View/Help/Status/Etc)
>Enter room (Letter Number)
>View/Status Sehlum
>Back
>Other

>You are Sehlum
You quickly back up slightly, and turn to face the giant crab. It may be dangerous, but you managed to piss it off, and crack it's sell by kicking it. You can do this.. You still have your armor as well. There's no reason to run anywhere. After this maybe you'll take a gentle stroll up to the thing in the middle of the lake? Who knows.. You have to kick the shit out of this crab first
Roll 1d100 please
2/2
>>
Rolled 89 (1d100)

>>1747825
Hilda
To the alleyway

Eric
Discuss labrynth

Chow
Help Mirror

Sehlum
Attack!
>>
>>1747916

>Hilda
You quickly turn away from the main road, and begin to weave in between alleyways and houses. Soon you find yourself stuck at a dead end breathing deeply, you hope they didn't follow you.. It wouldn't be too hard, but from the sound of it they didn't even see you when you first left. You should be fine for now, but you're going to have to do something soon lest they find you here. God, what the hell are you going to do? Skipping town seems like a very good idea currently, but if they found those four.. No. No. You don't know that yet! Sure he said she knows, but that could mean anything right? Just, just calm down and think.. think.
Roll 1d100 please

>Hide somewhere (Inn/Bar/Tower/Etc)
>Skip town, with or without your party
>Act as if nothing has happened, and go about your day
>Other

>Eric
Heh the labyrinth. It's.. Something. You're not really sure what to say about it though. It's insanely difficult from what you've experienced, and is only going to get harder. However, you've heard that some of the challenges within it have ways to solve them that are marginally easier which is nice.. Not that you've found them though. Then again you haven't really gone anywhere but down the main pathway, so maybe that's the issue? You assume that if you take the side paths you might still reach the center and with ease, but it'll take longer. You can't really say much else about it in general though. Other than it plays more like a gantlet than anything. Maybe you'll come back later, maybe you'll try it soon who knows.

>The Tower
>Other

>Chow
You figure it's time to try out that help command. You're not sure this is how it's used, but it can't hurt anything! The blackboard begins to change once more, this time simply showing you your command with a list beneath it on one half, and the map of the puzzle on the other.. The list reads as follows: 57 Errors Present See Status For More, aAR%)fsdf@#, Activate (87_G-d), ********, ^...^. It seems.. Corrupted? That's the best term for the list as you can tell. Maybe you should tinker around elsewhere? You still haven't found a way out of this room yet.

>List: Status / aAR%)fsdf@# / Activate (87_G-d) / ******** / ^...^
>Enter command (View/Help/Status/Etc)
>Enter room (Letter Number)
>View/Status Sehlum
>Back
>Other

>Sehlum
You pick up the crab and smash it against a nearby rock before it has a chance to advance any further.. This one doesn't even have a helath bar it's so weak. You feel somewhat bad about this, but stop before you do any major damage. It won't be able to move properly for a little while, but won't be down forever. You feel this is more than enough to teach it not to chase after you... You move away from the crab, which is currently nursing it's wounds, and sit back down near the shore. This time a little bit away from the water.

>Help the crab
>Go to outcropping
>Follow the shore
>Feel the water
>Follow the water upstream
>Other
>>
>>1748178
Hilda
Run to a Tavern, put on your waitress face!

Eric
The Tower

Yorick
finds some spoons! Skeletons begin xylophoning their bones!

Gud Chow
Check status for that file. If it doesnt work replace "G-d" with "Gud", if not that, then "God".

Sehlum
Help the crab
>>
File: You'reGettingThereBoyo.jpg (7KB, 259x194px) Image search: [Google]
You'reGettingThereBoyo.jpg
7KB, 259x194px
>>1748229

>You are Hilda
You can't stay here.. God you aren't even a waitress anymore! Not to mention you never worked at the tavern in this city. Know what. Fuck it, if I'm dead anyways might as well try the plan. You really hope this works, the tavern seems busy, but is it busy enough to hide you? You're not sure. You've got to try though.

>You are Eric
The tower. This tower. You thought it was going to be easy, help an old man make a potion, get some gold.. Then you heard the stories around it, that's what really drew you in. You thought, maybe it's P.I.M.P? Maybe I can save them? Etc. Honestly you didn't expect it to backfire this badly.. You are stuck in here pretty much indefinitely after all. You could keep trying different rooms till you pass out, but there's no guarantee that you'll find the spirit! For all you know it's changing up the rooms all the time, creating new ones and recycling the old, an infinite loop of monsters. Unless you find out how it's doing that, and put a stop to it then you might just be stuck here forever with this old guy. Not a bad way to go, but you don't plan on this being the end of you. But everyone thinks they're invincible. Maybe this will be it? Who knows. All you know is you won't go down easy, that much you can promise. .. ... You have to do something.

>Examine the lever door
>Go further into the tower
>Other

>You are Yorick
You decide to raid the kitchen for some makeshift instruments.. Nothing will stop your band! Alright now you've got a man on horn, and someone on.. xylophone? You would've thought it'd sound like drums, but this just shows what you know about music/anatomy. You still need two more instruments for a full skeleton band now! You put your nose to the grindstone, and get to finding some more within the room.

>Find Instruments!
>Other

>You are Chow
You input into the blackboard, Status (87_G-d), you want to know what you're dealing with before you activate it after all. The board once again shows a jumble of letters and numbers, but there are some pieces you manage to pick out of the mess..

>You are Sehlum
This is going to end badly.. You can just feel it in your bones, but it's just so pathetic. You're not too sure how you can help it yet, but you do your best, which is pretty much nothing. However, you've managed to tie it's claws together with your shoelaces and even managed to find some algae to put over its wound. You're not sure the algae is the most sanitary of bandages, but it's stopped the bleeding... Kind of. The crab struggles against your grasp, but calms slightly as you place it within your satchel which has plenty of room do to holding no potions. Well. You've done a thing. Maybe you'll get some good karma? Eh, you just did it because you wouldn't be able to live with yourself otherwise.

>Go to outcropping
>Follow the shore
>Feel the water
>Follow the water upstream
>Other

----
>Please Roll 2d100
---
>>
Rolled 69, 80 = 149 (2d100)

>>1748367
Eric

Examine lever

Yorick
Find more instruments!

Sehlum
Feel the water as you walk along the shore.

Name the crab Cecil.

Hilda and Chow get muh rolls
>>
File: It'sADoorMyBoyAVeryStrangeDoor.jpg (13KB, 182x277px) Image search: [Google]
It'sADoorMyBoyAVeryStrangeDoor.jpg
13KB, 182x277px
>>1748426

>You are Hilda
After spending a while in the bar, and not seeing any guards you sigh in relief. Then the manager of said bar kicks you out... You think you've managed to lose them for now, but you'll have to be more careful moving forward. You take a chance to go over the information that you managed to retrieve from inside the study.. It isn't much, but instead refers to a bunch of ancient myths about obelisks, and how they were often found in seemingly random areas with no data on how they got there. One of the myths even goes as far as to say they were put in place by the creator of your world! Well, you hate to break it to the person you wrote the myth, but the one who put this obelisk in place is very much a man, and very much a mortal! Well.. Now that everything's calmed down you should figure out what to do next, you could even go back to the lab if you wanted.

>Visit Location (Newsstand/Church/Market/Library/Restaurant/Inn/Bar)
>Go back to the lab
>Other

>You are Eric
You go up to the door that the lever unlocked, something must be here.. There has to be some reason why the door didn't work, but you're not sure why or how to stop it. All in all it appears to be just a normal door, but as you look closer you find something peculiar...

>You are Yorick
You search through the old man's belongings with wild abandon! You gather only the best of instruments! You've found some rubber bands, and have made a terrible banjo, alongside having the last one simply sing! With the band together you play the song of your people https://www.youtube.com/watch?v=hzPpWInAiOg

---
>Roll 1d100 please
---
1/2
>>
>>1748658

>You are Chow
It seems to be a program that's attached to all of the rooms? It originated from A1, and spread out quickly from there, taking over the failsafes first, then warping them into something different.. Is this the spirit's work! It must be! This is what's holding everything together, if you could find a way to stop it you might be able to leave, you might even stop the spirit too! All you have to do is find a way to stop it! ... Now that's the hard part isn't it. Also, why would the program need to be activated if it's already running? Or at least you assume it's running.. It doesn't say if it is. But if it isn't activated than what would happen if it was? Maybe it's not the spirits and is a protocol against it.. Is it worth the gamble though. If it is the spirit than it could do much more damage than good. You leave the activate part alone for now and check the rest of the status page, it seems the program changes every couple of minutes, and has shut down room A1 completely.. However, you think you can still enter other rooms other than A1 if you're careful.

>List: Status / aAR%)fsdf@# / ******** / ^...^
>Enter command (View/Help/Status/Etc)
>Enter room (Letter Number)
>View/Status Sehlum
>Activate (87_G-d)
>Back
>Other

>You are Sehlum
http://www.welcometonightvale.com/
You glance down at the crab again.. You're thinking about naming it. But once you name something you have to keep it, that's the rules.. You're going to name him Cecil G. Palmer after one of your favorite news announcers. Not everyone knows him, but you do and that's all that matters okay? Hm. Well, you still haven't done anything yet. Now what should you and Cecil do?

>Go to outcropping
>Follow the shore
>Feel the water
>Follow the water upstream
>Other
2/2
>>
Rolled 47 (1d100)

>>1748658
Hilda
Check the news stand.

Eric
Rollin

Rattles MeBones
Your new band is called Calcium Fortified

>>1748666
Chow
Activate G-d


Sehlum
Feel water.
>>
File: YouCanFindAnythingOnTheInternet.jpg (58KB, 570x468px) Image search: [Google]
YouCanFindAnythingOnTheInternet.jpg
58KB, 570x468px
>>1748778

>You are Hilda
You decide to go the newsstand and hear the latest news.. You keep an eye out for any guards along the way, but only run into the regular city guard not the ones you saw at the lab. As you approach the newsstand you find their just starting a new announcement! You stand in the forming crowd to listen.. Apparently Meridni is at war with an unseen force to the West, and unlike before they seem to be struggling? It looks like they plan on forming a pact with Luncae, but your homeland, and the one you're in, Solera is staying out of it. The Elves are also taking an interest in this fight, but haven't made a formal choice as of late.. The lands across the Southern Sea, and Eastern Mountains have taken the same stance as Solera for now. Hm, a war, and with an unknown force. Strange.. and possibly dangerous. You're lucky that it's on the western boarder of your continent.

In local news it seems that more and more brothels are popping up across the countryside, and many are being displaced for more to be built.. They seem to be traveling Southward, or are simply disappearing. In the towns where the refugees have disappeared there have been rumors of fighting within them before nothing.. Well, that isn't concerning at all, at least you won't lack soldiers if you can manage to scrape together something to oppose P.I.M.P.

>Visit Location (Church/Market/Library/Restaurant/Inn/Bar)
>Go back to the lab
>Other

>You are Eric
You find countless runes etteced into the door frame? Perhaps that's how the tower shifts.. You look at the other doorway and sure enough the runes are there, but they're lit! Does that mean all you need is a flow of magic and the door will work properly? Maybe.. It's worth a shot, and you just so happen to have a magic user with you..

>Have Yorick Activate the doorway (Roll)
>Examine the room
>Other

>You are Rattles MeBones..
..The best band leader this side of the Eastern mountains! Here to bring you more Calcium Fortified for your enjoyment! So, sit back, relax, and let the smooth waves of are songs wash over you! https://www.youtube.com/watch?v=3d7coxhZQm0
1/2
>>
>>1749073

>You are Chow
You decide to take the risk and activate (87 G-d).. The blackboard breaks. Um. All the levers start to move up and down, and the buttons are pushed at an impossible speed. Oh God.. Multiple doors appear and disappear all across the room. What have you done.. A spirit appears wearing a suit and seems to be quite surprised to find you here as everything stops moving. He greets you with a polite, but curt.
>"Oh? Hello there, I suppose you're the one who let me in here eh? Well, thank you kindly now if you'd give me a moment I have business to attend to.. I'll be with you shortly if you'd be so kind as to wait for me."
Is- Is this a bad thing? You're meant to kill this thing right? Well you need to do something whether it be that or something else.

>Preform DiplomaNcy
>Engage Battle Stance
>Other

>You are Sehlum
Last time you tried this you didn't really get to feel the water, you were to busy with other issues. However this time you don't seem to have any, and you take in the feeling of the water en mass. The first thought that hits you is that it's cold, but as you let your hand drift downwards you feel the temperature change to a warmer state? You try and go further, but you would have to enter the water in order to, and who knows what lurks beneath the depths, or even how deep the water is.. You retract your hand and consider coming back here once you have your potion of breathing back within your grasp.

>Go to outcropping
>Follow the shore
>Follow the water upstream
>Other
2/2
>>
>>1749078
I've decided to take a short hiatus, but keep an eye out for more information.. Because this is far from over! Also I'll be moving to the weekend schedule only
>>
>>1749363
Okay boss
>>
>>1749073
Hilda
Pray for better luck at Church. That lab was tricky.

Eric
Have Yorick activate the doorway

Chow
DiplomaNcy "So you wanna leave too, huh?"

Sehlum
Follow the shore
Thread posts: 32
Thread images: 11


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