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Gem Quest

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>Last One out of 2016 Edition

The coastal town of Diamond Shoals, a popular tourist destination in the summer but otherwise relatively sleepy in the off-season. Occasionally though, there is some supernatural activity abound which is usually seen to by a few strange denizens of the town. For as unnatural as this activity might be though, it usually goes unnoticed by most everyone else. Usually.

You've seen your fair share though and are starting to think you picked the wrong town to move to.
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Today though at least, so far has been pretty alright. No work so sleeping in a little later than usual, and not much in the way of obligations. You were asked along to the middle school to give a talk, but there's no real set schedule for that. As well, you got a call from Lee that you let go to message before you went out, asking for some help or other.

And so you, Owen, have spent the late morning out for your usual run. Always that, before anything else. Settling on a bench in town to catch your breath though, you figure to decide on how to go about the rest of the day.

>Get a bite to eat, you're hungry after that run!
>Head on over to the middle school, might as well get that out of the way.
>Head back to your place and give Lee's message a listen to, see what she wants.
>[Write-in.]
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>>996164
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>>996203
>Get a bite to eat, you're hungry after that run!
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>>996232
Right right, can't very well go about the day on an empty stomach. After taking a rest from the run and enjoying the ocean breeze for awhile, you jog back into town with food on the mind. Diamond Shoals for as small a town as it is though, has more than a few restaurants of various sort and quality. From fast food to the tourist trap surf and turf place. This would just be lunch, but have you got something in mind?

>Quick and easy to go, the Windswept Minimart has wraps and stuff and it's close by.
>Go for a sit-down, something proper. Murricane Holly's fits that, and Lee works there, maybe you'll run into her and see what she was after?
>Break the bank, you're having a power brunch at The Captain's Table, a lobster sounds good to your minimum wage budget right about now.
>[Write-in.]
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>>996289

>Go for a sit-down, something proper. Murricane Holly's fits that, and Lee works there, maybe you'll run into her and see what she was after?
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>>996289
>Quick and Easy
Just like ourselves.
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>>996289
>>Go for a sit-down, something proper. Murricane Holly's fits that, and Lee works there, maybe you'll run into her and see what she was after?
>>
>>996289
>>Quick and easy to go, the Windswept Minimart has wraps and stuff and it's close by.
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>>996303
>>996316
>>996327
>>996335

Looks like an even split, will give it a couple minutes for a possible tie breaker.
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>>996289
Option 2
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>>996303
>>996327
>>996369

You have a hunger more than wraps can sate, and figure Holly's would be nice around this time. It's a ways across town for sure but still not as far as The Captain's Table, so you can make decent time. You get over there to the little establishment and take an outside table where one of the waitresses, Megan roller skates over with a menu. Out of curiosity, you ask after Lee but you learn she's off-duty for the rest of the day, left a short while ago. Megan has her cell phone number though, if you need to reach her.

At any rate you look over the menu and come to remember that most of the things offered around this time are wraps. So a few wraps later, you're feeling less starving, and more ready to go through the rest of the day.

>School time now, those kids want to hear from a real track star! Or well... a real track runner.
>Back to your place first, it may be better to change first before anything, rather than your usual running clothes.
>Busy yourself in town for awhile, you did see Clarissa on the way over here, and you did kind of promise to help her with something last time you met.
>[Write-in.]
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>>996386
>School time now, those kids want to hear from a real track star! Or well... a real track runner.
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>>996386
>>School time now, those kids want to hear from a real track star! Or well... a real track runner.
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>>996388
>>996446

On it is then, over to the Diamond Shoals Middle School. You thought maybe to change, but given the speaking you're supposed to be doing, it would probably look better if you showed up in a track suit after all.

So back across town you go, one of the benefits (and things you love) about living here, that you can get almost everywhere by foot. In good time too, which is fair on Coach Bradford. You'd feel better not keeping him waiting, after all he's one of the main reasons you were able to stay in town in the first place. Doing small favors every once in awhile like making appearances or talking to students, is a small price to pay for his ongoing support.

Anyway, you reach the school well enough, going inside to ask around and being led out to the field. Coach is already out there with a few classes doing a field day, and when he notices you he calls you over, glad to see you though your back may lament the strength he slaps it with. After some simple greetings, he says he'll gather the kids and give you an intro, then give you the stage.

To be honest you feel a little bad that you hadn't prepared any speech or anything, especially given how much the Coach seemed to be looking forward to your presence. It's not like you can mess something this easy up though, he just wanted you to stop by and talk to the kids about the importance of sports and your own accomplishments in an effort to get them interested more in sports. Particularly for the coming teams in Diamond Shoals High.

What kind of speech do you want to give?

>Just a simple pep-talk, you're not one for lengthy talks.
>In lieu of preparation, talk about your own experiences, particularly with college track.
>Wing it, give as big of a speech as you can! All you have to do is sound like one of those sports stars who does ads for cereal, or drug awareness.
>[Write-in.]
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>>996495
>>Just a simple pep-talk, you're not one for lengthy talks.
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>>996505

Put on the spot and without preparation, you can't do much better than a simple pep-talk, telling the kids how sports are good and they should look forward to professional sports. You lie and say it was the best time of your life, since you know Coach will like that. For what it's worth, as simple as your talk is, the kids seem to like it. Maybe because you're so informal with them, whereas a big speech would probably have bored them. You do happen to notice though that Coach is absolutely ecstatic, which makes you feel even worse given how little you prepared for this and didn't take it seriously.

Interestingly though over the course of your unprepared talk, maybe because you recognize hers in the small sea of faces or maybe because she keeps waving her arms to catch your attention, you notice Sarah. You're surprised at first though you suppose you shouldn't be, it makes sense she'd go to school like any other kid, even if her... legal guardians? are some strange gem women. At least you think there's more than one, or so you've been told.

At any rate, when you run out of things to say, Coach jumps up applauding loudly which prompts the kids to at least halfheartedly follow suit. He turns it to questions for the kids though, which you soon find was a mistake to have shown up here in the first place. Some are fair enough, but soon some of the... well, meaner kids at least, start asking about your track record and rumors about it. Eventually you outright get asked about your failing out of Tar Heel University, before Coach interrupts with some uneasy laughter and says that's all that there's time for.

He thanks you for the speech and his genuine appreciation almost makes up for the questions. Almost.

>Lie down.
>Try not to cry.
>Cry a lot.
>Find a spot out of the way and try not to think about it too much.
>[Write-in.]
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>>996563
>find a spot
We need to find a quiet place where you they won see us crying
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>>996995

Taking the chance to leave, you go and find a place to yourself out of the way for a few minutes, a spot beside the sports equipment closet. Normally your academic past doesn't bother you too much, mainly because you just try to avoid thinking about it, but being questioned so directly... stirs up a mix of feelings you'd rather not deal with.

"Hi Owen, I liked your talk!" pipes up Sarah, leaning around the corner to startle you.

"Oh yeah? Well it kind of fell apart at the end there." you try and save face, and pretend like you weren't bothered by anything.

"Don't let them get to you, they're mean to me as well. That's why I don't come to school anymore, except for special things like field day."

Well maybe you were wrong about her, if she normally doesn't attend class then. You wonder if Risky County has any truancy officers? Whatever the case, her family can't approve of that.

"So what do you do when you're not at school then? It's kind of a full-time thing."

"I explore around the island, and find things to do. Staying away from school, staying away from home, I get a lot of time to have fun and go on adventures of my own." she answers plainly enough, for something which may normally be some cause for concern, "Like after field day is over, I'm gonna' go to the water tower, I think there's something messing around inside."

"Ah right, well... don't hurt yourself I guess?"

You tell her to be careful but she's a little indignant, saying how she regularly does stuff like that. She apparently knows what she's doing, or at least has the confidence to say so, before saying goodbye and returning to the field day activities.

>...
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>>997096

Well that was a nice little chat, but you fulfilled Coach Bradford's weekly-to-monthly request, all in all somehow worse than usual. Something like a track display, you'd much prefer. Never any anxiety with that, just you in your element.

Anyway, what now?

>Get on out of here, back to your place maybe to change finally.
>See what Sarah will be up to later, following her if you have to.
>Busy yourself in town, you'll hit main street well before you reach your place after all.
>[Write-in.]
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>>997107
>See what Sarah will be up to later
Just ask her geez
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>>997192

Well you know what she'll be up to, but it doesn't sound like something she should be doing on her own, or at her age, or at all. Getting back up you figure to wait till she's done, but Coach seeing you doing nothing tells you to join along with the field day activities. Seeing no reason not to you follow his suggestion, and while it's obviously a little weird for you to be doing such activities with middle schoolers, you end up having a lot of fun anyway. Opting to partner with Sarah in any team activities as well, you can tell she appreciates it.

Enough at least that she's still talking about it after you've left the school behind (having to slip away after Coach called an end to field day and everyone to go back to class), and headed a ways across the island. Crossing some streets, yards, and empty land, eventually nearing the water tower.

"So you've been here... up there before?"

"That's right, it's a nice view too. Not as good as the lighthouse but this is closer to town."

"Well I don't know about the other times, but with the fence and gate... and lock, without the keys I guess you'll have to come back some other time when it's open."

You pace around a little, looking at the pretty strong-looking metal fence around the water tower and small processing building, and the stronger-looking locked chain gate. Imagining a situation of how you might get in, such as when a sanitation worker happens by on duty, only after do you notice Sarah already through and looking around the ground inside the fence for something.

"What the?! Sarah, hey! What are you- wait, how did you get in?"

"Through the gate, it opens enough for me. I said, I think there's something up inside. Gotta' go and listen again."

True to her word, despite being chained, the gate does open just a little. Too tight a squeeze for you, but Sarah must have managed.

>Talk her out of this if you can, long enough at least to get her to wait till you can come up with a better idea.
>Try and go after her, now you know this is actually too dangerous for her.
>Go get help, you don't want to abandon her but a city official, one of the rangers even maybe would be able to get her to stop.
>[Write-in.]
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>>997262
>Try and go after her
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>>997288

As much as you'd rather go and get someone else, ideally an authority to scare her a little into coming down, you don't feel comfortable leaving her on her own in this situation. Just as well, you also clearly don't know her well enough to be able to talk her down. As much as you hate to do so then, you decide to go after her. Fitting through the fence won't work, the gap is too small for you, but pacing around you find that it actually connects to the back of the small service building (more like a hut really) rather than fully enclosing it. So, getting a run, you jump and end up slamming against the outer wall, but are able to grab the roof. After that, it's a struggle for sure, but you do manage to clamor up onto the roof. A simple matter after that to climb across the roof and drop down into the enclosed area.

When you do so you can see the enclosed maintenance access up to the tower is open, as you run over to it and call up after Sarah. It's dark but she can't be that far above you, calling back down to you and sounding surprised you followed her.

Well, only one thing you can do.

---

The water tower is fairly tall but not fearfully so, maybe a few houses stacked on top of each other. The climb though takes awhile since it is pretty cramped and you're not used to it, having a hard time adjusting to the tight enclosed space. Fortunately once she finds you following up after her, she doesn't just ditch you and keeps at a pace you can follow so you're not just alone in the dark.

"There you go, almost there... you know, Lee would never go along with this. She'd just go and tattle to Soleil."

Some ten or more minutes later and you reach the top, relieved to be out of the tight space and into the open air... but maybe not so open. As your eyes adjust you panic for a moment, seeing the outside and beyond of the water tower, and the expanse of the island stretching out before you below, and the ocean beyond. Fortunately, Sarah holds onto your arm for support, herself not at all afraid.

"W-Wow... some view."

"I know, it's nice. I like it up here, though no one would ever let me if they knew."

You can see why, as the hatch opens simply onto a narrow walkway around the exterior of the big water tank of the tower, with only a small albeit firm railing to provide support and keep one from falling off. Sarah seems to have no trouble as she starts to go along the walkway, though you have to take a minute to adjust, going on your hands and knees at first.

>Take some time to get used to the height, sit and take in the view maybe.
>Ask Sarah for help, if she's used to it she should be able to.
>Look for any safety equipment, maybe a worker left some around, or regulation requires some to be up here.
>[Write-in.]
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>>997336
>Take some time to get used to the height, sit and take in the view maybe
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>>997372

Given the circumstances you don't want to be the one not in control of the situation, as in relying on a ten year old girl. So you sit back and steady your breathing, getting used to the height and the stronger sea breeze up here. It occurs to you that you've never been up this high since moving to town, and never gotten to see it like this. The view really is something, especially in the late afternoon sun, and you can understand why Sarah would come up here in the first place.

But enough of that, you've gathered your senses, and looking down to the ground below you no longer feel dizzy. Clamoring to your feet with help of the railing, you start to pace along the walkway around the big water tank, but before long you can walk just fine without the railing. Passing the emblem of the town displayed large for all to see on the side as you round the tank, eventually you catch sight of Sarah again, seemingly inspecting the metal siding. You see a blanket and a little umbrella set up as well as some other assorted things (a large number of Shark Sizzler wrappers) and you get the impression that she's a regular up here more than she let on. For now though, she's busy with something else.

"Hey, what are you...?"

"I'm listening." she says with an ear pressed to the side of the big tank, "Shhh... sometimes you can hear something, I'm sure of it."

You stand by to listen as well though without pressing your ear like her, but hear nothing. Undefeated, she tries rapping on the metal with her small hand, though it doesn't result in much. Even so, she listens again intently.

>Try listening as well, putting your ear against the surface if you have to.
>If she's expecting a noise she'll need to make more than that, bang on it yourself with something louder.
>This was fun but not really worth the time or risk, urge her to come along so you can both head back down.
>[Write-in.]
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>>997381
> try listening in

Yo qm. You got some summary of the quest so far? Last time i joined was that tentacle invasion
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>>997460
>summary

Sure, it began with Owen first meeting Sarah by chance after recently moving to town, and from there slowly becoming aware of gem-related things. Not long after and he encountered the shell monster, some sort of malicious gem creature, but managed to defeat it with Lee's help. Afterward things were kind of intermittent, like a situation involving a lost dog and reward, before resuming as normal with the pier monster, another gem creature. Owen helped to lure it away from any people and got some help to deal with it. Continue to the present, and the happenings of this thread.

All in all it's been a hectic mix of strange occurrences with Owen often unwillingly caught in the middle. You can see in more detail some of the past threads here;

>http://pastebin.com/E9Eu48Kz

Also, will be resuming with this thread shortly.
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>>997460

You figure to humor her if you came all the way up here already, and try listening again. Still nothing though, despite her insistence that there is indeed a sound. With the wind up here though, it'd be a lie to say you could hear everything perfectly. Deciding to make double sure, you lean in close like her, against the curve of the big tank and press your ear against to listen.

"...no I'm still not-

"There! Hear that?"

You draw back sharply for a second in surprise, as indeed, you heard it. Very faint, but a definite tapping, and from the inside you think, no less. Drawing close again you try to listen for anything else, but it's gone quiet again. At least until Sarah tries knocking on the side again, three times which after a lengthy pause is met in kind, with another three faint taps from within.

"What do you think it is?"

"Is it... a person, inside? They did respond back the same."

>Try to find a way to look inside, if it is a person they might be stuck.
>Signal better to try and better figure it out, bang louder if you have to.
>Go get help, if it is a person inside you'll need a professional to help.
>[Write-in.]
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>>998240
>>Go get help, if it is a person inside you'll need a professional to help.
>>
>>998373

Well that's an alarming thought, you certainly wouldn't want to be inside a water tower. Best to get help rather than risking anything on your own.

"Maybe it is a person? You think they got stuck?"

"I don't know but we should get someone to help, someone who can."

"Help, up here? You mean... where I come and hang out?"

Leaning back from the tank, you turn back the way you came to leave but after a few paces notice yourself alone. Looking back you see Sarah hesitant, clearly caught in a conundrum.

"Uh, yes I do mean that. You have something else in mind?"

"...leave them?"

"No Sarah, we're not leaving them. If you're worried about getting in trouble, just pack up all your stuff and take it down with us. You can bring it back up later if you want."

Still a little hesitant but much more in agreement with the plan, she busies herself for about a minute with bundling up all the stuff she had up here, including the trash. Carrying it in her arms she follows you along the walkway around the big water tank and back to the service ladder down. You figure to go first, but notice her arms full, that she might have some difficulty. She's looking over the edge down to the ground though, clearly something in mind.

"Owen you... you think I could drop it down? Would anything break?"

"No I... I don't think so? It's just an umbrella and some junk wrapped up in a blanket. Or is that a towel?"

Excitedly at your affirmation, she ties the bundle to the handle of the umbrella, and opening it up drops it over the ledge. Leaning forward yourself, together you watch it sail down to the ground below, hitting the ground bursting into pieces all over the place.

"Don't worry, I'll buy you a new one."

---

Back on solid ground after having made it down the service ladder, together you exit the fenced area each in your own way, Sarah through the gap in the gate and you back over the little monitoring hut.

"Where should we get help then?" she says before stifling a worried gasp, "Not any of the gems, please?"

"No not them..."

>The police, you can probably go back into town and find an officer.
>A ranger, the park is right close by so finding help there may be the fastest.
>Whoever it is the first person you run into.
>[Write-in.]
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>>998531
For some reason, wouldn't let me post a pic with that post.
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>>998531
>use phone

If no phone then
>get ranger
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>>998999

"Hey Sarah can I use your cell phone?"

"I don't have a cell phone."

"Why don't you have a phone?!"

"Why don't you have a phone?! You're a grown-up, I'm only ten!"

She has a good point, though you have your own reasons for not owning a phone. Looks like just calling for help won't work, so you settle on looking for a park ranger, given the reserve is right near to the water tower. Telling Sarah to wait here in case anyone happens by she could ask for help, you head over to the service center for the park, a good few minutes run. Fortunately you catch Ranger Judy getting into a 4x4 and rush over to explain the situation. She agrees to help, and gives you a ride back to the tower.

"Sarah... I should have known." you hear her sigh as the car pulls up near the tower.

Indeed, Sarah is still there waiting, and seemed to have brought over Mike the pizza delivery guy. How he was supposed to help though, you have no idea. Seeing the ranger with you though, you can see panic clear in the young girl.

"Hello Sarah, keeping out of trouble are we?"

"Y-Yes Ranger Judy."

Following after the ranger towards the gate, you explain again along the way how you think there's someone stuck in the water tank, and conveniently make up a story about hearing it from down on the ground in order to cover for Sarah and her trespassing. Judy perhaps rightly seems suspicious, but accepts your story and comes to study the fence and gate for a bit while pondering things.

"So how do we get in?"

>Show her your way, climb over the monitoring station hut and accompany her up the tower.
>Suggest she move the car into place by the fence, watch her go up the tower from the ground.
>She can handle it from here, take your leave. Maybe escort Sarah home as well.
>[Write-in.]
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>>999186
>show her our way
>>
>>1000994

You figure to help, best see to this as soon as possible. The trick is to try to continue passing it off as if you never trespassed to begin with. So you point out one way (your way) Judy could get in, and at her skepticism you offer assistance and lead the way. Helping her up and over the roof, she thanks you before standing at the base of the tower and looking up, having to hold her ranger hat in the process.

"Hurry up! I ain't got a lot of time here, know what I'm saying?" calls Mike from the other side of the fence, gesturing to his car and the lighted pizza delivery sign on top.

"Oh, well you don't have to stay now. With the Ranger here, that should be all the help we need."

"You kidding? I want to know what someone was doing inside our drinking water!"

While conversing with Mike, you notice Judy returns from a quick detour to the little monitoring hut with some actual proper safety climbing gear, harnessing herself up like it's second nature to her. Probably a lot of tree climbing for her job.

"You can head on up if you're coming with Owen, I'll be right after you. Just be careful up there."

---

A faster climb than the first time and you made it to the top, helping Judy up when she reaches the opening to the exterior. Already used to the height you offer a hand in support like Sarah did for you the first time, and you get a sincere thanks as the ranger goes through the same sudden adjustment you had to upon catching the view. After a moment though she handles herself well and goes along with help of the safety harness.

"Now that's a view, wouldn't you say so?"

"H-Hey yeah, definitely!" you respond, looking down and waving to Sarah and Mike down below. You try to feign awe, though you're pretty sure by now she knows your story may not have been totally truthful.

Either way you soon round the end of the walkway, to the last ladder which runs up the side of the tank to the top. Fastening herself to the ladder frame by the harness, Judy asks you to hold her hat before she makes the short climb to the top, to the seal on top of the tank. She struggles for a bit to get it open, having to fumble with a pair of keys to do so. Eventually she lifts the hatch up though, and leans over looking around inside.

"I'm not seeing anyone in here... weird though, water's lot higher than it should be, I think. You said you heard something?"

>That can't be right, maybe she could try with her flashlight?
>Better than telling her you can show her, bang on the side for the response to follow.
>Call down to Mike, see if he can get over the fence too and get something running in the monitoring hut to deal with the water.
>[Write-in.]
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>>1001185
Same picture attachment problem as last time, weird.
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>>1001185
>write in

Throw a short rope and then bang the side. Make sure we can let the rope go if it suddenly pulled
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>Resuming now

>>1001200

There's no way both you and Sarah were imagining the same thing, only to have it vanish under actual scrutiny. The simplest solution to you, is to show Judy the same thing as before. You ask her to lower a rope in case, though she says if she knows there's someone inside she will, otherwise she can't in good conscience drop something into the town's water supply. Not that a rope is particularly risky, but on principle.

"Eh, fair enough. Listen out though, you'll hear it."

Asking Judy for a piece of metal, she chucks down one of the fasteners from the safety harness. Then winding up with your hand, you go to bang on the side of the tank three times. There's no waiting for a response though, as before you can make the third strike, a pointed object violently pierces out of the metal tank wall from the inside. Only barely do you avoid both getting jabbed in the process, and falling off the tower as you draw back sharply in alarm and hit the railing. You hear a creaking of metal as the spike withdraws back into the tank, and you're left with a small spray of water from the resultant hole.

"Owen! You alright down there?!"

"Yeah, but I don't think... it's a person inside."

You have a worrying suspicion now as to what dwells within, suddenly wishing you weren't up here anymore. Judy now believing you more than she did before leans over the hatch and calls in, getting that rope ready to be lowered and trying to take out her flashlight. Similarly she too almost gets stabbed when several long thin spikes shoot up out of the opening, causing her to drop what she was holding and fall backwards in a panic and slide down the side of the tank. She ends up landing hard with a yell, but fortunately she did land on the walkway at least. You figure to go and help her, but lose balance when the top of the tower starts to shake with a reverberating groan. Several more punctures to the tank begin to follow now as many more spikes begin to pierce outwards in all sorts of directions. Between the increasing sprays of water leaking out you can now see trickles of light within from Judy's dropped flashlight, though the holes are too small to see clearly what is inside.

>Go to help Judy, she might be hurt from that fall.
>Make a ruckus and try to draw attention of the thing within to yourself, giving her a chance to get away.
>Every man for himself, leave her and make for the ladder!
>[Write-in.]
>>
>>1003324
>make a ruckus
>write in

Shout to the pizza guy and the girl to help judy
>>
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>>1005061

Well they're down on the ground while you're still up on the tower, but you try and call down to them that something is wrong at least. As if it wasn't already obvious though with the tower shaking and leaking water. For now, you've at least got to get to them for any help. You're not going just abandon Judy though, and have an idea of how to help her out safely. For her that is, not safely for you.

"Up and at 'em Ranger, time to go!" you call back to her, as you clench the metal fastener and muster courage for what you're about to do. She's still a bit disoriented from the fall but hears you and seems to have enough sense to get to safety on her own. Now to just deal with the spikes.

So, running away from her to draw the attention, you start banging on the big water tank with the metal fastener and making quite a racket. The loud noise is met with a fearsome shriek from the thing inside which shakes the tower again, and is near-immediately followed by a sudden withdrawal of all the spikes about the tower. You think for a second maybe you solved the problem, until the portion of the tank wall you'd banged on rips open from a cluster of the spikes all focusing on piercing it at once. Good thing you weren't standing there, else you'd similarly have a rather large hole in your torso right about now.

At least it looks like your plan is working, and Judy won't have to worry about getting jabbed by random spikes when they're all focusing on you. And so you continue, running along the walkway around the tank and continuing to bang on it for noise effect, as the wall keeps getting shredded from the spikes trying to stop the source of the noise. A few times you have to double back as the thing inside attempts to predict where you'll hit next and stabs out ahead of you, and more than once you very nearly take a hit. Your agility is what saves you here though, and eventually while making another round trip of the tower you hear (over the tearing of metal) some yelling from below and see Judy calling up and trying to get your attention.

Good, now all you need to do is get down yourself! Easier said than done perhaps, as the thing inside may just be learning from your pattern, and juts out a wall of the spikes from one side of the walkway. Probably an attempt to block you off from continuing to run all the way around now, and it may well end up boxing you in. While looking back the other way, you glance past the tank seeing it much more damaged from the constant spiking, enough to better see inside. Faintly illuminated from Judy's dropped light, you can make out amid the steadily lowering water a small green gleaming object. The source of the spikes, if you had to guess.

>Run back the other way, the coast seems clear now.
>Try and smash through the wall of spikes in front, the ladder down is more or less on the other side.
>Climb up instead, and try to just quietly wait the creature out.
>[Write-in.]
>>
>>1006146
Smash the wall of spikes
>>
>>1008609

With Judy down safely, you have only yourself to look out for, and quite frankly you'd like to get off this tower as soon as humanly possible. So rather than taking the risk of running all the way back around, likely to get jabbed in the process, you go for the most direct route. A few steps back to get a running start, you bring your arms up and jump at the wall of spikes.

"Oof-!" a rough hit to be sure, but with a snapping sound you manage to smash through the wall of spikes and tumble through to the other side. You hear a shriek in response reverberate through the tower, but don't stick around long enough to see why. Staggering straight for the service ladder, you quickly make your way down as fast as you are able, only barely avoiding some random spikes jutting into the ladder well at the start. A pretty scary and tense experience as you climb down, feeling the tower shake and hearing the shrieking sounding all about you, but finally you reach the ground and rush outside.

"Owen, over here!"

"Quickly, get outside!"

Judy and Mike both call out to you, the former trying to get something from the trunk of her 4x4 and the latter hanging out the side of his car ready to go. Sarah though, is just waiting by the fence watching, clearly worried.

Seeing no reason to linger, you make a break for the monitoring hut to climb back across the roof, stopping short in alarm when the hatch to the top of the big water tank comes falling down and happens to smash into the roof right next to you. Looking up to the top of the tower now from a better view, clear to see the extent of the damage from all the spikes, you can just make out something emerging out of the top. Still a ways up but it looks like... some sort of oversized sea urchin? A ball of spikes at any rate.

>Try and figure out a plan with everyone there, this isn't the first monster you've encountered.
>Flee, get in one of the cars and tell them to hit it!
>Tell them to get out of here, engaging this thing is a bad idea.
>[Write-in.]
>>
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>>1008717
>Pic as well
>>
>>1008717
Let's plan while fleeing to get a little bit of space between the monster and us. We might need some back up on this.
>>
>>1013632
Have you a preference on fleeing? Like do you want to stick together with Judy or Mike and go via car, or keep to just you and Sarah, or even just you?

To the best of your knowledge, Mike and Judy haven't encountered these sorts of gem monster things before, so it could be quite dangerous for them. Or well, it would be dangerous for anyone, but at least you and Sarah have dealt with them before.
>>
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>>1013632
>>1013652

Well at any rate you clear the roof of the monitoring hut and make it outside the fenced area, rejoining the others by the cars. You see Judy undoing a case in the trunk of her 4x4, and asks if you're alright when you give back her ranger hat.

"Hurry up all! Let's get the fu- oop, sorry kid, the heck out of here!" calls Mike from his car, obviously wanting to peel out of here, but not enough that he's not filming everything with his phone. And Sarah, she was by the fence when you reached the ground, but now she's backing away and looking afraid enough to want to leave.

"Hey don't worry too much guys, it's not like it's coming down, so we don't need to pani- oh no it's coming down!"

Maybe you cursed yourself with your words, or perhaps the creature isn't just a mindless monster, but after spiking around on top of the tower it begins to move in the general direction of the cars. Rather than just dropping off the tower or climbing down though, it appears able to extend its spikes far enough down to reach the ground, and then lower itself by retracting those many long spikes. Before long it's at ground level, and the only thing separating you all and a menacing cluster of spikes is a fence. Well, a metal fence but a fence with holes in it, chain-link.

So...

>Stay or go, do you want to involve the others?
>>
>>1013948
GO GO GO GO GO
>>
>>1021348
Shame there aren't more players. Ive been following this quest for a while and I'm having a lot of fun.
>>
>>1021356

Well thanks, I always have fun running it. On another note, this thread is almost done, when I make the next one would you prefer to continue where this leaves off, or in a new different situation as normal?
>>
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>Well at any rate, to bring the thread to a close

>>1021348

Pretty much the moment the creature reaches the ground, Mike slides back into the driver's seat of his car, wishes you all good luck and says how it's getting late and he has a pizza to deliver. Without much ado he peels out of there, his tired kicking up rocks and sand, and before the car is completely out of earshot you swear you can hear the sound of blasting music being tuned on the radio.

"...he's got the right idea I think. We should get out of here befo- Sarah?" you realize you may have been talking to yourself, when you notice the girl discreetly trying to leave on her own, backing away from you and the fenced area. "Hey Sara, let's go. Judy can drive us out of here."

You directly address her this time to catch her attention, but she doesn't seem all that keen on your words. Looking pretty scared, you know the feeling and want to get away from here as fast as you can, but she looks like she wants to separate and go her own way on foot.

"It's n-not coming to get me... it wants y-you and Ranger Judy." she mutters, a worrisome lack of concern in her shaky voice. For just a moment you're dumbstruck, wondering if you actually heard her right.

"I don't ...what? Did you see the shiny green part on it? I think it's one of those gem monster things, isn't that something you deal with? We're going to need your help if it is."

Maybe she's just scared, you are too and you're an adult. It isn't your plea that changes her mind though, but when the creature (after smashing against the fence a few times) raises itself over by extending on spikes. Looking back to her anxiously, Sarah finally accepts the situation and follows after you, as fast as you both can go.

"Heeey Judy! Whatever you're doing back there, I don't think we have the time for it!" you call as you round the back of the 4x4, trying to reach the passenger seat on the other side. She straightens up, holding some funky-looking rifle and a little confused at your hurry.

"What? It's a tranq gun, ought to put the thing right to slee- ah! Maybe later!"

The sudden shock of seeing the urchin monster over the fence and locomoting its way towards the lot of you along its extending and retracting spikes, drives home your hope of driving away from here without you needing to say. Chucking the partially assembled tranquilizer gun in the trunk and slamming it, like you she bolts around to the front of the 4x4 for the driver side. Only barely do the both of you avoid getting spiked, by opening the car doors (said spikes hitting against the windows) and quickly getting in.

>To be continued...
>>
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>>1026280

>https://www.youtube.com/watch?v=XuDCTzqJc40

Thanks for playing. Expect the next thread in the next couple days or so. Probably will resume from where this one left off.
Thread posts: 52
Thread images: 22


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