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Amarant: Unknown Path


Tassadar

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Re: Amarant: Unknown Path

Revote after yon answer might not hurt.
 
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Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

Results:
A, but not without asking Beatrice about the side passages and the potential danger they posses first.

Replies:

By the way, welcome back! \[T]/
Heh, thank you. It's a good feeling when you know people are interested in your writing. Even though a lot of the new ideas I've had won't come in until later on in this adventure, and it's tempting to rush through this section to get to them, I shall still try to make each and every entry the best I can. Unfortunately, this also may be why it might be a while between each entry. As I'm sure perhaps a few of you have noticed my writing times are usually on Tuesdays and Thursdays. So, just to let you know: if you (Three) can vote quickly on Tuesdays - as you guys just did - then I'll be able to respond that Thursday. Sometimes, free time, work, life, and inspiration allowing, I'll be able to respond during the weekends. I know it's been a bit bumpy and this story took a rather long hiatus, but now I'll be damned if I take another break such as that without Jacqueline either dying or getting to Respeiro and meeti-- *mumble mumble shuffle* Gack-!

Beatrice stands there, her hand against the door. She lets it fall, feeling the texture of the smooth, black stone. She looks up and down, taking it in for a moment. She looks distraught, almost ready to cry, but she recomposes herself quickly. She then turns back to you.

“Ready to proceed?”

You weren’t. You turn your head to each side, glancing into the black that was each side of this corridor. You can’t help but shake the feeling that more of those things could be down here. If that were true, then you fear what may happen if they were to bar you path on the way out. You turn back to Beatrice but she responds first.

“Frightened?”

“No,” you respond, unsure if you’re lying to yourself. “but I am concerned as to what lies down each end of this hall: if more of those things are down here then they may become a problem later when we try and leave. We may want check them out first before heading any further.”

Beatrice doesn’t even look away as she takes in what you’ve just said, simply standing there for a bit, her gaze making you shift uncomfortably. You’re not sure as to what she’ll say, but hopefully, as the one with more experience here, she’ll come to some logical conclusion. A few more moments pass and then, instead of answering, she places her lantern down on the ground, along with her pack, and starts sifting through it. You lean your head in, curious as to what she’s searching for. She removes a few items such as a blanket, some parchment supplies, and a jar, but then finally produces three sticks, their surface a pale orange. She then packs up the other items and stands up, handing the sticks to you. You take the objects and notice how they have a bumpy, coarse texture to them. Upon further inspection you also note that the surface seems to have a certain oily quality to it, not unlike that of wax. You look back up to Beatrice and ask what they are.

“They are burning rods: strike the end of one against a hard surface and it’ll smolder, producing a faint, but reliable source of light for little under an hour.”

Upon hearing this you hold them with a bit of wonder, somewhat impressed at the concept. You find yourself a little confused however as to how this is her answer to your suggestion and also as to why she didn’t give you at least one of these earlier. Upon asking, she simply replies:

“You never asked. Still, it would be a waste for us to use such a limited source of illumination while we still have this.” The hand that carries her lantern rising slightly as she says this.

You can’t quite argue with that… but still wonder as to why she’s giving them to you now. You are about to speak again, inquiring as to why she doesn’t come with you but she then begins again, this time with a much more stern and threatening tone.

“My objective, however, lies ahead...” She begins, “Whatever lurks down those passages is irrelevant until it comes between me and delivering what I came here for to the guild. If you want to hunt more of those things and secure our way out then I won’t stop you, but I’m pressing on towards what I came here for regardless of your decision. If there is anything that has the misfortune of blocking my path then I will be sure to deal with it as brutally and swiftly as has anything else that has previously come between me and my goal.”

By the time she’s finished her breaths are a little uneven and teeth, bared, her Orcish heritage apparent in the last few moments. You find yourself a bit intimidated, if not by the idea of wandering through this place alone then by your companion. It seems she has given some thought to your suggestion but not in the way you had hoped. You look back down at the rods and then return your gaze to Beatrice, her demeanor a little bit calmer now.


“If we do… split up, that is… how will I find you again?” you ask.

“Beyond this door is a single path, you can come and find me or wait here. It’s your choice.”

How does she know this? you think to yourself. Does she have a map?You contemplate whether or not to question her when she’s so pent up but, before you can even inquire, she has already grasped the edge of the massive door and started to pull it open. It opens slowly, the grinding of stone reverberating down the halls. You better make a decision quick, as it seems Beatrice is not waiting around for your decision.

You could scout these side passages, making sure there is nothing to surprise the two of you on your way back or you could head with Beatrice. You could also stick together, taking on whatever awaits the two of you as a team. Still, if you were to go alone, you find it somewhat difficult to actually fear for Beatrice; with how long she has been out here, exploring, killing, and even living in such a place, you find it hard to not have faith in her skills. Your own skills are still a mystery to you, though: A perfect shot with your revolver and a sword-arm that can dispatch two vicious thugs? What other skills do you posses alongside these?

You shake your head, reminding yourself you have other, more pressing issues at the moment: you can figure all of this out once you’re in town, or better yet, in the city the letter mentions. You think back to when Beatrice asked you earlier and, perhaps it is only your ignorance, but even after how you’ve dealt with those on the train, shot those goblins in the forest, and killed a few of the ghouls yourself… Yes, you still fear this place to an extent. Even so, you’ll have to press on.

You think carefully about your decision…


Choices:
Decide on a course of action.

Primary Vote:

A) Follow Beatrice through the door… it’s better to stick together, no matter the complications.
B) Leave Beatrice to find whatever it is she is looking for and go explore this place on your own, taking either the left or right passage.
C) Try and convince Beatrice to accompany you as you explore one of the passages. (How?)


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.
-Vial of Holy Water. Fragile. Can be uncorked or throw at enemy.
-Three burning rods. Can be lit on fire to produce light.+


Weapons:
-Revolver. Single Action. Single load. Holds six Rounds.
-Rounds: x15 (6 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. Small tear above left breast.
-Vest. Dark Leather. A bit shrunken.
-Leather Vambraces. Covers the forearms.
-Sturdy Leather Gloves.
-Sturdy Boots. Brown Leather.
-Bra. Black. Silk.
-Underwear. Black lace. Silk.
-Stockings. Transparent. Black. Slightly 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. Covered in dirt, especially the back. 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*

Current Inventory:

Gold: (?)
-Dried meat (x3)
-Fruit (X1)
-Canteen: Holds water.
-Blanket.
-Compass
-Piece of Chalk
-Quill
-Parchment. 4 sheets.
-Corked Inkwell
-Lantern Oil. Contained in a ceramic Jar. Corked.
-Lantern.
- Three burning rods. Can be lit on fire to produce light. -
-Flint & Tinder.
-Canteen: Filled with Water.
-(2x) Vial of Holy Water. Fragile. Can be uncorked or thrown at enemy.
-Blood Stained Blouse. Torn. Has the necklace Inside it.
-Crowbar. Three ft. long. Steel. Curved hook on one end and a slightly angled tip on the other. Slightly Bent.

Weapons:
-Long-barreled Revolver. Single Action. Swing-out Cylinder. Holds five Rounds.
-Rounds: 8 (5 in Cylinder)
-Shotgun. Break action. Two barrels. Holds 2 shells. Slung across left shoulder
-Shells: 7 (2 loaded)
-Pick. Steel. Small. Shaft is 1 foot long.
-Shock Sphere. Throwable. Will explode and stun all nearby enemies.

Apparel:
-Thigh Holster: Holds Long-barreled revolver.
-Blue button up shirt. Buttoned. Long sleeved. Cloth.
-Bandolier. Left Shoulder to Right hip. Contains: 2 Vials of Holy Water, 7 shotgun shells.
-Belt 1. Supports pouch 1. Holds: 8 revolver rounds. Lantern. Crowbar hanging from hip.
-Belt 2. Supports pouch 2. Holds: Small pick on left hip. Shock Sphere.
-Pouch 1. Contains: Canteen.
-Pouch 2. Contains: -
-Left thigh Belt. Holds: Three burning rods.
-Small vest. Cloth. Ends at waist level. Sleeveless.
-Leather spaulders.
-Leather vambraces.
-Cloth pants. down to ankle.
-Leather chaps. Perfect for riding and adds protection around your legs.
-Sturdy Boots.
-Bra: Grey. Cloth.
-Underwear: Grey. Cloth.
-Backpack: Contains: dried meat(x3), Fruit(x1), Compass, Piece of chalk, Quill, Inkwell, Lantern Oil, Flint & tinder, parchment,

Abilities/Effects:
- Artificer: A member of the Artificer's Guild, a guild known for studying magic and lost technology.
- Reclaimer: Reclaimer rank. A hunter of the eldritch, you scour lost ruins and abandoned pieces of civilization for history of old.
- Revolver Training I: "Better... but there's always perfection." -Smith Mordel
- Shotgun Training II: "You're almost as good as me now, 'Trice!" -Flint
- Half-Orc: An orc half breed. Born from the coupling of an orc and a human. You, luckily, got more from your mother's side.
- Meticulous: You are one for planning and preparation, and aren't good at improvising when things don't go as planned.
- Firearm Favored: Confident with a gun in your hand, but you find yourself quite distressed when fighting without one.
- Bayton Raised: Born and raised in the pirate city you learn certain skills and rules... or guidelines, rather.
- Curious of Alchemy: You can't truly make potions, but you can most likely discern potion from poison.
- Bookworm: You not only read, you take pleasure in acquiring any new information.
- Gunsmith/Tinkerer II: Knowledge on how to fix and repair many different types of firearms and mechanical devices.


Physical Appearance:
-Snow-white hair: Slicked back. Cut just above the neck.
-Sharp face, with narrow, green eyes.
-Height: ~6' 2"
-Bullet wound scar on right forearm
-Large blade scar on right abdomen.
-Large blade scar on left thigh.
-Small tusks protruding from lower lips, an inch from the gum-line.
 
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Gear47demon

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Re: Amarant: Unknown Path

C: Just because whatever Beatrice needs is beyond the door ahead doesn't mean that there isn't an important item that may help her to reach said item. This is a mausoleum/catacombs after all, and most people try to respect and protect their dead. There could be traps, locked doors, puzzles, and who knows what else? Checking the other corridors for important items that might be of value to her guild, be a piece of a larger whole to whatever it is she's looking for, or a key to progressing further on are all likely possibilities. Not to mention that if there are threats lurking down the other passages it would be better to deal with them now in some fashion rather than having the possibility of being blocked off later on. Besides, no matter how skilled or determined you might be it's always best to be prepared and leave nothing to chance, because even the smallest error in judgement or bit of bad luck could end you. If she listens to reason then go down the flips coin... right passage first! Do so cautiously looking out for traps, hidden passages, etc.

Besides, a town full of undead and we're going into the heart of where the dead lie? Come on, there's gotta be a lich or something around!

If she won't see reason then A, but be cautious and wary of your surroundings for traps, hidden passages, etc.
 

Iwanako

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Re: Amarant: Unknown Path

That just made no sense. For someone deadset on achieving her goal, she seems to not care at all about getting trapped and/or killed. That is, unless she somehow knows the passages are empty. Anyways, going solo in here is pretty bad for one's health.

While wholly expecting it to bite us in the butt, I see no other option than to call A.
B is pretty much suicide, and Beatrice made it clear that C is not an option. But if she gets us killed, we better come back as a ghost and haunt her for the rest of her days.

Edit: I suppose gear does have a point, and trying to reason for C might be worth a shot.
 
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Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

That just made no sense. For someone deadset on achieving her goal, she seems to not care at all about getting trapped and/or killed. That is, unless she somehow knows the passages are empty. Anyways, going solo in here is pretty bad for one's health.

While wholly expecting it to bite us in the butt, I see no other option than to call A.
B is pretty much suicide, and Beatrice made it clear that C is not an option. But if she gets us killed, we better come back as a ghost and haunt her for the rest of her days.

Edit: I suppose gear does have a point, and trying to reason for C might be worth a shot.
I was tempted to go on a tangent about Beatrice's character and motivations... but I think I'll simply let it play out, rather. I'm actually making this post more to confirm if you're vote is for A or C? Of course, if more than three were to vote, then the scales might be a little bit easier to distinguish.
Let's not forget our scrying crystals, something we've yet to take advantage of.
 

tomaito89

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Re: Amarant: Unknown Path

I vote A. Decided it was worth voting this time, if only to help things move along. Back to lurking again.
 

Iwanako

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Re: Amarant: Unknown Path

I was tempted to go on a tangent about Beatrice's character and motivations... but I think I'll simply let it play out, rather. I'm actually making this post more to confirm if you're vote is for A or C? Of course, if more than three were to vote, then the scales might be a little bit easier to distinguish.
Let's not forget our scrying crystals, something we've yet to take advantage of.
I changed to C, even though it, as far as I understood from the exchange, is not a valid choice. I just don't get the sudden and complete dis-interest in any form of safety that just "happened". Also, the crystals would probably not yield much except for a vague hint. Unless that hint would show a hundred zombies preparing dinnerware in the two sidepassages, I don't think that this case would yield anything useful.

That being said, it's not a difficulty in making a choice between a/b/c, it's lacking being able to grasp why someone could just say "Whelp, now that we're close to our goal, let's disregard anything remotely sensible and go yolo".
 
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Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

I changed to C
That being said, it's not a difficulty in making a choice between a/b/c, it's lacking being able to grasp why someone could just say "Whelp, now that we're close to our goal, let's disregard anything remotely sensible and go yolo".
A small "spoiler-ish" look into Beatrice and perhaps story spoilers, but nothing too revealing. Rose may want to read, although the rest of you can skip it if you want.

The thing about Beatrice is... she doesn't think she's throwing caution to the wind at all: She has survived here for the better part of two months, isolated, but still able to survive. Her sense of confidence, or recklessness if you prefer, is born of not only the fact that she has overcome every obstacle up to this point, but also that she is now so very close to finishing this expedition. You guys, and by proxy, Jacqueline, take the necessary steps to ensure survival, even if they may take a little longer. This to her, to a woman who has been in such a place for quite a time, who is a half-orc no less, sees your suggestion as an unnecessary caution, an extension to her stay, a delay when the end is so close at hand.

Besides... Beatrice has only ever encountered ghoul after ghoul after ghoul in all this time. It may be flawed to think that it's the only thing one may encounter here, but Beatrice isn't always one to place logic ahead of all else.

Come on, I assure you that I am better than I was 3 months ago. Have a little faith? ;)

I hope that helped, as while I'm not too fond of going inside a character's mind, I would rather clear something up that is confusing for a reader, than let it play out and leave them baffled for "nth" number of entries.

Also, while yes, the crystals won't reveal a horde of undead or any specific details, it will give a vague description of the possibilities that lie down each path and what each one holds in relation to the other.

EDIT: Also, as the votes are tied for A and C, there might have to be either a bit of diplomacy or another vote, before Monday night preferably. I'd much rather the choice chosen among voters rather than a resulting to a coin-flip or otherwise.
 
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Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

Result:
Well, while the vote is a tie, I’m going to have to err on the side of C. My reasons for doing so lie in that not only is it the more “Cautious” route in your eyes, but also the fact that out of my three regulars, two opted for C (Sorry, Tass). Also, I think it's become apparent, but the further you get into this story, the more curve-balls I'm going to attempt to throw at you guys. If everything goes as expected then everything would be rather dull.

Also, Gear mentioned the right side…

Now, on with the story.

Beatrice continues to slowly pull the stone slab open. You are conflicted about what should be done: On one hand you could simply let Beatrice go and do as she says, but you could still attempt to get through to her, perhaps convincing her to, at the very least, to go further without you. You’re not quite sure what you could possibly say to convince her: You have no idea what is going on here, or what is causing this.

“Wait, Beatrice! Please, we don’t know what’s down here. There could be traps, locked doors, puzzles, and who knows what else? If there are other threats in these sections, here, it would be best to deal with them now. No matter how skilled or determined you might be it’s always best to go prepared.”

She doesn’t continue to open the door, only standing there, staring at nothing. You wonder if you’ve gotten through to her.

“Please, let us scout these passages first, but at least don’t go deeper into the heart of this place. Besides, there could be items of value to your guild here, as well: I’m sure you could bring them back as well.”

She stands there a bit longer before pushing the stone door closed and turning back towards you, her face void of emotion. Her eyes, however, seem conflicted. You hope you’ve gotten through to her in some way. She looks at you for a long while before finally speaking.

“The guild gave no other edict than the main objective… but I can’t very well do that while incapacitated.”

She gives you another long look, her eyes narrowing as she scans you up and down, eyes resting on the firearm at your hip for a while before matching yours.

“Alright, fine. This can’t very well shoot in two directions at once and I don’t want to solely rely on you if there are too many of these things.” she says, motioning to the veritable blunderbuss slung across her shoulder.

You are a little hurt at the comment but still, anxious to hear what she has to say next.

“Which direction were you planning on going?”

And with that, your concern is lifted and relief fills its place. Finally, you think to yourself, she actually has concern for her own safety…

You think about what she said, though and turn your head down each side. Neither side has any odd description, the immediate part of the two passages, for all intents and purposes, completely identical. You think about it for only a second and throw out a random direction.

“The right side.” You tell her, pointing in the direction.

Beatrice nods and then turns and starts walking… down the opposite direction, turning her head back to speak.

“Good, I’ll get this side then.”

And with that, just as quickly as your relief replaced concern, relief was replaced with confusion.

“Wait,” you call back to her, “I meant for us to go together.”

She stops and fully turns towards you.

“Your concern is endearing… but really, we’ve both demonstrated our ability to deal with these abominations. I’ve given you more than ample ammunition and you seem to be adept at using that sword. Hopefully, I don’t need to tell you to simply keep your distance while you continue to shoot.”

She’s right in that regard, although you can’t help but fear being cornered.

“Once I’m done, I’ll come back here and wait for you, but if you’re not back after a while I’m going to continue on. Hopefully, we’ll make it out of here before nightfall.”

That said, she then turns around and walks away, the orb of orange cast from her lantern growing smaller and smaller. Realizing the darkness is caving in around you, you take one of the sticks she gave you and strike it against the floor. Immediately it bursts into a cool flame and then extinguishes itself, the white fire retreating back into the rod, contained inside. You stare at it for a while, the white cylinder illuminating the immediate area around you. Now, no longer threatened with blindness, you look back up and down the hall to see the small flickering of Beatrice’s lantern fading and fading, until finally, it is almost completely gone, the half-orc rounding a corner far down the corridor.

You stand there for a bit, a bit lost. You’re confused, but also angry. "For someone deadest on achieving her goal, she seems to not care at all about getting killed," you think to yourself, almost fuming. Is she that confident in her abilities, or is she simply cocky? You release an exasperated sigh and let out a few choice words under your breath:

“That… simple-minded, green-blooded bitch…” you mutter.

You’re not quite sure where that came from, but it seems appropriate for the situation. Why wouldn’t she see reason? Was there something else you could have said to convince her or perhaps it was something you did say? Either way, she’s already on her way. Why was she so set on going alone? Does she crave a challenge? Does she want to die…? Perhaps she has some other agenda? Whatever…

Still, you can’t help but worry about her, even after being so irrational. You wonder if she’ll get cornered: Sure, the chances of that happening are much lower with you taking care of this end, but you can’t help but wonder if that corridor is entirely linear, or for that matter, if yours is.



You set the rod down on the ground, the white light shining against the set of two black doors, and check a few things before heading out:

You squeeze the trigger or your revolver and a quick spin of the cylinder reaffirms that it is indeed fully loaded. The potions you retrieved earlier from Beatrice’s cache, as well as your own, are still in your pouches for quick and ready access as well. The healing potion will definitely come in handy, and the sealing wax can be handy in a few circumstances, but the other three are wild-cards in this place, the effects of two of them unknown besides “not harmful” for the teal one and “highly negative” for the dark green. It may be beneficial to try the teal one, but depending on the effect, it could make things much more difficult down here, even if it is benign. The holy water, Beatrice gave you can also be handy in a pinch. As for the goblin potion… even though it could be anything, you’re going to save it as a last resort... drinks offered to you at spear-point aren’t usually the most helpful of concoctions.

Reaching into your bag you come across your compass and think about what else you had almost forgotten about that could be helpful down here:

The rifle, slung across your back from hip to opposite shoulder, only has one round. It’s in your pocket for now, but it can probably come in handy in certain situations. The white crystals could also be handy… you still don’ understand how they work, at least no more than the “woman” who gave them to you explained, but, from what you understand, they may offer some insight when you’re a situation become extremely dire. And of course, you still have the two blades on your belt, ready to deal with any unexpected close encounters.

Besides that, the water-skin holding the goblin’s alcohol, the train tickets, and the other, miscellaneous items in your bag don’t seem to be all that relevant at the moment.

The question now is: Do you go ahead and check the opposite passage, as Beatrice expected you to, or go after Beatrice? She may not be too happy about it, but you it might not hurt in the long run. Although… you muse about the possibility of heading deeper into the catacombs by yourself, your eyes passing over the black sheen of the closed double doors. You shake your head, realizing that such a move would be completely stupid, going against every caution you’ve strived for just now. Still, the curiosity of what lie in the heart of this place is tantalizing.

You pick up the white rod and glance down the two passages…

You think about your decision


ALSO, there will be NO UPDATE on Thursday given Thanksgiving. I may update over the weekend, if not, definitely Tuesday.


Choices:
Decide on a course of action.

Primary Vote:

A) Go down the opposite passage: Stick to the plan and follow Beatrice's order. (How? Fast, cautious, certain precautions)
B) Follow Beatrice: Even if it may anger her, you don't care... sticking together is paramount.
C) Head further in, it's reckless... but perhaps you can scout out what lies further in. You could even come back here if you run into anything you aren't prepared to handle.


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.
-Vial of Holy Water. Fragile. Can be uncorked or throw at enemy.
-Three burning rods. Can be lit on fire to produce light.+


Weapons:
-Revolver. Single Action. Single load. Holds six Rounds.
-Rounds: x15 (6 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. Small tear above left breast.
-Vest. Dark Leather. A bit shrunken.
-Leather Vambraces. Covers the forearms.
-Sturdy Leather Gloves.
-Sturdy Boots. Brown Leather.
-Bra. Black. Silk.
-Underwear. Black lace. Silk.
-Stockings. Transparent. Black. Slightly 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

Current Inventory:

Gold: (?)
-Dried meat (x3)
-Fruit (X1)
-Canteen: Holds water.
-Blanket.
-Compass
-Piece of Chalk
-Quill
-Parchment. 4 sheets.
-Corked Inkwell
-Lantern Oil. Contained in a ceramic Jar. Corked.
-Lantern.
- Three burning rods. Can be lit on fire to produce light. -
-Flint & Tinder.
-Canteen: Filled with Water.
-(2x) Vial of Holy Water. Fragile. Can be uncorked or thrown at enemy.
-Blood Stained Blouse. Torn. Has the necklace Inside it.
-Crowbar. Three ft. long. Steel. Curved hook on one end and a slightly angled tip on the other. Slightly Bent.

Weapons:
-Long-barreled Revolver. Single Action. Swing-out Cylinder. Holds five Rounds.
-Rounds: 8 (5 in Cylinder)
-Shotgun. Break action. Two barrels. Holds 2 shells. Slung across left shoulder
-Shells: 7 (2 loaded)
-Pick. Steel. Small. Shaft is 1 foot long.
-Shock Sphere. Throwable. Will explode and stun all nearby enemies.

Apparel:
-Thigh Holster: Holds Long-barreled revolver.
-Blue button up shirt. Buttoned. Long sleeved. Cloth.
-Bandolier. Left Shoulder to Right hip. Contains: 2 Vials of Holy Water, 7 shotgun shells.
-Belt 1. Supports pouch 1. Holds: 8 revolver rounds. Lantern. Crowbar hanging from hip.
-Belt 2. Supports pouch 2. Holds: Small pick on left hip. Shock Sphere.
-Pouch 1. Contains: Canteen.
-Pouch 2. Contains: -
-Left thigh Belt. Holds: Three burning rods.
-Small vest. Cloth. Ends at waist level. Sleeveless.
-Leather spaulders.
-Leather vambraces.
-Cloth pants. down to ankle.
-Leather chaps. Perfect for riding and adds protection around your legs.
-Sturdy Boots.
-Bra: Grey. Cloth.
-Underwear: Grey. Cloth.
-Backpack: Contains: dried meat(x3), Fruit(x1), Compass, Piece of chalk, Quill, Inkwell, Lantern Oil, Flint & tinder, parchment,

Abilities/Effects:
- Artificer: A member of the Artificer's Guild, a guild known for studying magic and lost technology.
- Reclaimer: Reclaimer rank. A hunter of the eldritch, you scour lost ruins and abandoned pieces of civilization for history of old.
- Revolver Training I: "Better... but there's always perfection." -Smith Mordel
- Shotgun Training II: "You're almost as good as me now, 'Trice!" -Flint
- Half-Orc: An orc half breed. Born from the coupling of an orc and a human. You, luckily, got more from your mother's side.
- Meticulous: You are one for planning and preparation, and aren't good at improvising when things don't go as planned.
- Firearm Favored: Confident with a gun in your hand, but you find yourself quite distressed when fighting without one.
- Bayton Raised: Born and raised in the pirate city you learn certain skills and rules... or guidelines, rather.
- Curious of Alchemy: You can't truly make potions, but you can most likely discern potion from poison.
- Bookworm: You not only read, you take pleasure in acquiring any new information.
- Gunsmith/Tinkerer II: Knowledge on how to fix and repair many different types of firearms and mechanical devices.


Physical Appearance:
-Snow-white hair: Slicked back. Cut just above the neck.
-Sharp face, with narrow, green eyes.
-Height: ~6' 2"
-Bullet wound scar on right forearm
-Large blade scar on right abdomen.
-Large blade scar on left thigh.
-Small tusks protruding from lower lips, an inch from the gum-line.
 
Last edited:

Gear47demon

Tentacle God
Joined
May 15, 2013
Messages
793
Reputation score
35
Re: Amarant: Unknown Path

Hard-headed... alrighty then, let's go with A with the lit burning rod in Jacqueline's offhand with her short-sword in her dominant hand and move cautiously ahead, taking care to look for traps and enemies.
 

Iwanako

Mystic Girl
Joined
Dec 18, 2012
Messages
218
Reputation score
8
Re: Amarant: Unknown Path

A. Go cautiously and I suppose just finding out if and how many zombies are in there is a priority.

I guess some people just don't care about living.
 
OP
Cevrik777

Cevrik777

Sex Demon
Joined
Jan 16, 2011
Messages
276
Reputation score
22
Re: Amarant: Unknown Path

Results:

Well, A it is.

Noted:
- Carry burning rod in off hand and short-sword in other hand.
-Move cautiously
-Look for traps and enemies.
-Find out how many enemies are down this passage, if any at all.


With Beatrice gone you find it harder to think; this is the first time she’s left you alone since you’ve begun this venture. Not that much has happened since you two met in the middle of town, but it feels like it’s been months. Still, you try to remain focused, even as the fact that you’re completely alone sinks in.

You’ve already thought about what to do – and even though you still begrudge Beatrice for being so stubborn – you decide checking out the other passage is the best option. You decide that checking for enemies – if there are any – is a priority. With a lit burning rod in one hand and your sword in the other, you take a deep breath, exhale, and pivot towards the other end of the dark hallway, slowly stepping forward.



It’s been a little while now and you’re not quite sure of the time; it could have been minutes or hours – all sense of time seems to be lost down here. Nevertheless, step by step you continue forward, always looking for any signs of danger. Your footfalls are slow as you glance back and forth between the dark corridor and the floor below, scanning for any oddities. You’re not sure what kind of traps would be down here but you feel safer going at a much more cautious pace. Step by step, stone by stone, you continue on, the hallway curving slightly from one side to another.

As you traverse down the hall you notice the warmth you felt near the base of the stairs is no longer present. Along with the cold comes a musky stench, not unlike that of the one ghoul who tried to maul you back in town. Goosebumps spread across your exposed legs and a small shiver is sent through your form as you reflexively bring your arms in closer. It is then that you notice the burning rod you carry doesn’t actually burn. In fact, it emits no heat at all. Instead, the air around it seems as cool as anywhere else, the “fire” contained completely inside the white cylinder. “Is this some of the technology Beatrice’s guild possesses”? you wonder to yourself, ”or is this a treasure Beatrice claimed while exploring the ruins of this town”?. These questions will have to be answered later, for now you notice that where the dark and light meet begins to extend outward on each side of you, the walls giving away to a room.

You catch your breath in your throat, due not only to fear of what you may find, but also the intensifying odor. You let our your breath tentatively and fear taking in another, but find the odor is… not that bad. In fact, the wet musk reminds you of the sense one would have at eating a sour treat, the bitterness subsiding after each taste, eventually revealing a more pleasing flavor. You continue to breath normally, for now… eventually convincing yourself it’s nothing to worry about, the signs of any negative effects nonexistent.

You hold up your light source, dependent on it to grant you vision into the open space. As you peer into the room your eyes adjust little by little and you listen closely for any signs of movement or otherwise. Eventually, blurred outlines and certain shapes start coming into view:

You take a step and pass the threshold, entering the room. It appears you’re on the left side of the room, the previous hall conjoining right near a corner of the room. Against the left wall you see two massive, rectangular objects that seem to be made of stone, each one a little more than three feet tall, the long ends of them up against the wall with the two of them being about two feet apart. You glance further down the wall on the left and can make out a small depression in the rock… no, another door! With how the light reflects off of it you know it isn’t stone but can’t be sure of the material. With the opposite corner of the room still shrouded in darkness you skip over it and look over to your right and notice another door, this one ajar. It hangs at an angle as it leans against the wall, the top hinge dislodged from the wall from what you can see. For a second you think your eyes are playing a trick on you with the lighting but are surprised to see that the walls leading down that path shimmer… as though a sort of liquid coated its surface, the surface as smooth as glass. “Peculiar…” you think, curious as to what happened.

The two edges of the room revealed you slowly start to step forward, yet again glancing between the darkness and the stone floor, wary of traps as you try and see what lies at the far side of the room. Only after a few steps, however, the farthest reaches of the light begin to reveal the outline of another object, obscured by the darkness. Another single step forward and your heart almost stops, the profile of a ghoul’s head evident in the gloom.

You act on instinct more than anything else and crouch behind the giant stone to your immediate left, taking cover from your foe. Your footfalls are stunningly quiet as you crouch down, your muscles slightly protesting as your kneel down by the stone. Thoughts rush through your head, the worry of whether or not he saw you causing your heart to quicken.

“Did he see me?”

“Do they react to light… or is it only sound?”

“Are there more of them? Did they see me too?”

“Can I fight more than one while holding this thing?”

“Why do these things have to be so damn quiet?”

“How aggressive is it? Is it as violent as those in town?

You stay down, your breath beginning to burn your throat as it begs for release, not daring to breath. Leaning on your shoulder, you hide behind the stone and don’t make a single sound as you strain your ears, listening intently for any shuffling or signal that the ghoul is coming after you. A few seconds go by and you have to filter out your heartbeats from everything else, the rhythmic pulsing becoming more prevalent as your breath continues to hold.

As you sit there, you passively notice the object you’re leaning against actually appears to be some sort of tomb, a small lien running between the base and the lid. The designs seem old, the small portraits and figures in the stonework blurred and quite shallow against the edges of the lid. Small cracks also run throughout the lid as well, the stone slab in a horrible state of disrepair. One might be able to life one of the sections off with enough force but it would take a lot of strength.

After having listened for a while and still hearing no signs of pursuit, you finally chance at letting out your breath. You return your breathing to normal, your torso lifting and falling against the stone grave. You don’t want to, but you know you have to chance a glance around the edge, if only to see if your ears deceive you. You tilt your head to the side a bit and just barely manage to see the shady silhouette of the ghoul… accompanied by another similar shape. You focus your eyes the best you can but you can’t discern any real features on either of them, their forms too obscured.

Dammit! Aren’t these things ever alone?”. The thought crosses your mind.

There stand two ghouls, one, the closer of the two you first saw, has his right side turned towards you and the farther one is facing away from you at the moment. You think back to the ambush in the graveyard and wonder about what you should do here: You could simply try to sneak past and explore further in another direction, choosing either the door to the left or the open one to the right. Of course, as that would still leave them alive, you could also take the two of them down here and now. Although, another portion of the room still has yet to be revealed, making you unsure if attacking would be the best option. Maybe you could even just simply wait a bit and decide what to do after you’ve watched them a bit. Or you could simply go back the way you came – it might not make much sense but perhaps you just need a break. Whatever your choice, you’ll have to deal with the constant darkness that surrounds you.

You think about your decision…



Choices:
Decide on a course of action.

Primary Vote:

A) Attempt to sneak past them and enter the door on the left.
B) Try to sneak past the ghouls and head down the passage to the right, where the walls are slick.
C) Ambush them so that you don’t have to deal with them later.
D Wait. Perhaps they move or move to a better location for something else.
E Sneak back the way you came, either stopping back at the door or


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.
-Vial of Holy Water. Fragile. Can be uncorked or throw at enemy.
-Three burning rods. Can be lit on fire to produce light.+


Weapons:
-Revolver. Single Action. Single load. Holds six Rounds.
-Rounds: x15 (6 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. Small tear above left breast.
-Vest. Dark Leather. A bit shrunken.
-Leather Vambraces. Covers the forearms.
-Sturdy Leather Gloves.
-Sturdy Boots. Brown Leather.
-Bra. Black. Silk.
-Underwear. Black lace. Silk.
-Stockings. Transparent. Black. Slightly 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:

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
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Re: Amarant: Unknown Path

D for no more than 2 minutes while planning for C. Then C.
 

Iwanako

Mystic Girl
Joined
Dec 18, 2012
Messages
218
Reputation score
8
Re: Amarant: Unknown Path

C. Altough waiting a little bit to see if one of them stumbles close won't hurt.
 
OP
Cevrik777

Cevrik777

Sex Demon
Joined
Jan 16, 2011
Messages
276
Reputation score
22
Re: Amarant: Unknown Path

Results:

As Rose voted for C but also seconded Tass… I shall opt for the more cautious route.

EDIT: Well, you made it just in time, Gear. Glad to see you make it, haha. Well then, it's pretty much unanimous!



You sit with your back to the large, stone coffin, the rifle on your back shifted so as to not give away your position. On the other side, about eight or so feet away, stand two more ghouls. You could attack them now but given the distance to them you’d rather they stumble a bit closer. You weigh your options and decide that staying put for a minute or two is your best option, waiting for them to stumble closer. Unfortunately, at the rate these things move, you may be here for a while – only three steps taken by the two of them in the short time you’ve been sitting here. There you remain, with your head tilting up to one side every once in a while to see them out of the corner of your eye over the top of the sarcophagus.



Your sense of time doesn’t really feel the same down here; you’re not sure if it’s the lack of light or the presence of some threat nearby but after what you think is half a minute, the two foes have moved apart from each other, one father from your location and one closer. With the closer one now almost facing you, you are almost sure that your light source doesn’t affect him. Of course, at the moment you’re not willing to test your theories further and keep the rod by your side, the pale, white light illuminating just enough to see a couple of feet clearly.



A minute now, and they’ve still barely moved from whence you last checked. The closer one is now near enough the foot of the second coffin that you are able to get a better look: A quick glance reveals that he is completely naked, the passage of time or some other force leaving the bald husk devoid of any clothes. You know you shouldn’t look but your eyes trail down his form and rest on his flaccid member. A pang of disgust forms, followed quickly by a sense of surprise, finding yourself a little impressed at the size of the ghoul’s… The disgust wells up again, this time at the thought that you have reference enough to call such a thing “large”. You’re a little disturbed at the thought, curious of what kind of memories gave you such insight. You can even feel yourself blushing a bit, worried about what exactly you have seen earlier on in your life…



A minute and a half now from what you can tell and he’s only about a foot closer from where he started. Although, now the other has almost completely receded further towards the back of the room, his outline barely visible from where he is now. You sit back down and rest your head against the tomb again. You listen to the slow sliding of their decrepit feet shuffling against the floor. One foot forward… and then slowly… the other… their pace aggravatingly slow as you can't help but focus on it. You keep listening but notice something a bit off. You can’t quite place where it’s coming from, but it sounds like it’s the same noise, although smaller, and repeating many, many times over and over again, never ending. It sounds almost like that of dozens of snakes, tensing and shifting over stone. You can’t tell where it’s coming from at the moment, finding the noise too far-off.



Two minutes have gone by now and you peek over again to see that the closer of the two foes is now standing just on the other side on the second sarcophagus, his back towards where the tomb and the wall meet. Six feet – a small distance, but one that seems so very far away at the moment. If you were to attack now you’d have to either walk around or vault over the stone coffins. Unfortunately, the other one has faded back into the blackness that covers the opposite end of the room, only his faint footfalls barely audible until they finally disappear as well. You sit back again and the unending sound creeps into your mind once more. You look around in vain, the darkness still refusing to reveal the source. You shut your eyes and listen… but can only surmise that it might be in this room somewhere or close by in one of the passages – not that helpful…

Blade in hand you edge up and take another look to see the ghoul still remains where he is, subtly wavering from side to side. You look down at the small gap in between the two sarcophagi and imagine you could fit in there; it may be somewhat tight, the small gap affording you little room to move, but the thought of being concealed from both sides and having only to lean over a bit to attack your foe is quite tempting. From the length of the giant stones, you could even lie down completely between them and still have a few feet worth of cover before it ends. You could also vault over both of them in a quick fashion, striking your opponent down in a rush or, perhaps, even sneak around the side, hoping to remain hidden as you make your way to the foot of the other coffin, striking from a different angle altogether. Although, yet again, you could stay put and wait, or move slowly, attempting to sneak to one of the passages and ignore whatever foes are nearby.

You think about your decision…



Choices:
Decide on a course of action.

Primary Vote:

A) Attempt to sneak past your foes by way of... (How and what route) and head…
-1 to the wooden door on the left.
-2 to the open passage on the right.
-3 further into the room in an attempt to find out what else is here.
B) Carefully climb over the sarcophagus you are leaning against and then hide in the gap between them…
-1 and use your new position to then take out the ghoul standing on the opposite side.
-2 and wait, hiding there in the improved cover.
-3 and “Other
C) Rush over the top of the two sarcophagi, taking out the ghoul before he knew what hit him.
D Continue to wait… hoping that they continue to move to a better location or perhaps something else advantageous.
E Go back the way you came, satisfied with your reconnaissance.


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.
-Vial of Holy Water. Fragile. Can be uncorked or throw at enemy.
-Three burning rods. Can be lit on fire to produce light. One is lit.


Weapons:
-Revolver. Single Action. Single load. Holds six Rounds.
-Rounds: x15 (6 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. Small tear above left breast.
-Vest. Dark Leather. A bit shrunken.
-Leather Vambraces. Covers the forearms.
-Sturdy Leather Gloves.
-Sturdy Boots. Brown Leather.
-Bra. Black. Silk.
-Underwear. Black lace. Silk.
-Stockings. Transparent. Black. Slightly 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:

Gear47demon

Tentacle God
Joined
May 15, 2013
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Re: Amarant: Unknown Path

B-1 and then E - take this guy out then run back to the entrance, because I have the sinking feeling that Beatrice might have opened that door and gone ahead. Make sure to drop the burning rod somewhat close to the entrance of the hallway to see in the dark and pick off anything that comes looking for Jacqueline if the door is closed. If it's open then forget about picking anything off and book it inside after Beatrice.
 
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Iwanako

Mystic Girl
Joined
Dec 18, 2012
Messages
218
Reputation score
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Re: Amarant: Unknown Path

B-1. If possible without much risk, kill the second ghoul/zombie too. After that E and let Beatrice know that somewhere in either the main area or our side passage is a whole horde of them, either trapped or just unaware.

I'm personally going to hazard a guess and say that the horde is on our side, probably in the side room with the door ajar.
 
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