Cevrik777
Sex Demon
- Joined
- Jan 16, 2011
- Messages
- 274
- Reputation score
- 21
Re: Amarant: Unknown Path
Results:
You rest against the tomb, sitting in the same spot that you have been for a while now as you observe the ghouls movements. While one has retreated back into the dark the other is just on the other side of these two massive, stone slabs. You bring your sword arm up a bit as you think of taking him out but find the shuffling sound from earlier coming back to your attention. You can hear it a bit clearer now, an almost squirming like quality to it, the quality of which is completely unknown to you. It could be a great many more of these things but it could also be something worse. It’s at this point you decide that perhaps going back to the door you and Beatrice split up at is a good course of action, but not before taking out this lone ghoul – it will be one less you’ll have to deal with later if at all and you’re in a prime spot to do it. Fingers tensing around the hilt of your sword, you slowly turn and rise.
You place the rod on top of the first stone coffin and then your open hand, steadying yourself as you slowly bring one foot and then another up onto it. Light pours forth over the edge and you can see the eerie silhouette of the ghoul painted against the wooden door, his sickly skin even more pale as it’s bathed in the white light. You make sure to make as little noise as possible as you gently lower yourself into the small gap between the two sarcophagi, your boots inaudible as they make contact with the stone floor.
For a second as you lower your feet, you could swear that you hear the same shuffling again, this time as though it’s right next to you. However, before you are able to identify where it is coming from, it fades. You try and steel yourself and focus on your primary concern of taking out the ghoul.
Rump resting on the stone lid you peer over the other, cracked coffin, this one in a much worse state of repair than the previous one, and see the ghoul’s skin in all its horrid detail, the flesh eerily smooth, time and age taking its toll and leaving it a hairless, grey husk. It hunches over, its posture making it look feeble and decrepit. You know better however, having seen what kind of frenzy these things can transition into. Actually, as you are this close, you are able to see subtle differences between this man and the one in town. The one in town had hair whereas this one does not. This one’s arms and fingers are distended in a way whereas those from the one in town were not. The vertebrate along this ghoul’s back protrude out a little bit, making the skin come to a series of grotesque points down his spine. This ghoul is definitely different… but you’re not about to study its behavior any further as you grasp the edge of the coffin and rise up ready to cleave it’s head from its neck like those that you encountered earlier.
You bring up your sword to strike but a series of loud cracks echoing throughout the chamber catch you off guard, your head turning slightly back towards the sound. They’re far off down the passage you came from earlier, five of them in total they happen in quick succession. You already know what they are, sure that it is Beatrice discharging her weapon. Their pace was hurried however, as though she were trying to fire as fast as possible. You can’t help but worry, concerned for her wellbeing.
Beatrice is the least of your concerns at the moment though, as you realize the ghoul has heard this noise as well, it’s form slowly turning around. You waste no time now and let your sword arm fly, your right hand bringing it over your left shoulder to sail just above his. The steel catches, the resistance tangible but only for a moment, and then nothing. A sickening thud sounds on the other side of the coffin, followed by the crumpling of the body. It was truly dead now. You wonder the other one hasn’t decided to go investigate the noise from earlier, hoping it will simply turn if anything at all.
You sigh out a silent breath of relief and try to lower yourself down into the gap and give yourself a second to recompose yourself. You find your shoulders and hips barely have enough room to squeeze into the restricting space. Your rifle makes it even more awkward; it’s barrel poking up above the top of the coffins. To make matter worse, you find the stones here aren’t even with the rest of the floor and you’ll have to shift and sit with your bottom on the ground if you want to completely hide in the gap.
The ghoul now taken care of, you can start to make your way back to the entrance. You bring your hand up to retrieve the rod from the top of the previous coffin, but freeze as you hear that sound again. Its sound is completely clear now, the shuffling and squirming pristine in the blackness. A sense of dread washes over you and your hand trembles over the light source as you see a form drifting out of the open passage to your left. You lower yourself down so tat your sitting in the crevice, your head eyes barely poking above the edge of the coffin as you take cover, then remaining absolutely still as the light gives you a terrifyingly clear sight of the thing:
It is a cloaked figure, rags and tattered cloth covering up its entire form. Small strips of the cloak drift behind it, caught in an imaginary wind, as it almost seems to glide across the room. It has the shape of some sort of humanoid, but nothing is visible under the torn and twisted material. The only semblance of humanity you can attribute to it is the simple white skull sitting on top of the draped mass. The lower jaw absent and eyes completely empty, it sits atop the black mass acting as a haunting guise to this otherworldly being. You can’t see it’s feet, but from what you can tell, it is the sole source of this repetitive, shuffling sound.
You don’t even have any idea what this thing is or could be it’s appearance unlike anything you’ve encountered before. By the time you had even reached your hand up to try and take the rod it had managed to drift to within the immediate vicinity of the passage back to the black door. This isn’t something you know how to deal with and you might want to think twice before engaging it. At the moment your legs are out in front of you, pointed away from the wall and your bottom against the floor as you hold yourself up.
The floating monstrosity twists and for a second you think it’ll see you. Not wanting to be seen, you leave your light on top of the coffin, and lie back so your back rests against the ground. You reach over with your right hand as quietly as possible and grab the firearm, making sure it doesn’t clatter against the stone, laying it down to it lies parallel to your form. However, as you set it down your eyes wander back over the face of the crumbling coffin. Large cracks cover the surface, interweaving with each other. You wanted to ignore it, to not think about what may lie inside, but find yourself overcome with the most horrid of sensations as you hear the same shuffling again. This time you know why it sounded so close as you hear it right in front of you, inside the coffin. Your breath becomes a bit hard to control, finding it hard to keep steady as your form trembles a bit. You can’t help but seem to keep your eyes locked against the cracks, your pupils following their length. You remind yourself that whatever is inside it trapped, the massive stone lid sealing it away. It has to be hundred of pounds, no force could lift that. You remind yourself of this fact as you try desperately to think about you should do…
Given the situation, your choices are limited and fall into either two categories: Letting whatever this thing is know about you or remaining hidden and desperately hope it decides to go away. You can hear it slowly slithering on the other side of the coffin, but don’t think it’s coming directly for you. You need to decide if you should try to dash by it and make it to Beatrice, engage it on your own and hope to defeat it, or remain where you are and hide, waiting for it to either leave, move away and provide an even greater margin of success for getting past it, or for it to move into a position where you can ambush it from. If you do hide, it’ll take all your willpower to stay put, the shuffling, slithering sound so close, threatening to break your mental state before it does the stone that confines it.
You think about your decision…
Choices:
STATS: Jacqueline
STATS: Beatrice Status Unknown
Results:
Primary:B-1
Attempt at Secondary: E
If successful, return to main passage and try to find Beatrice, checking to see if the main passage’s door is open.
----------
Also, this is apparently (as far as what I have it saved as) the 50th entry into this story! (And the 25th page, imagine that). I don’t know what emotion to feel about going so long without any sexual scenarios for at least FIFTY entries – especially when compared to the vast majority of stories on here – but hey, I still have you guys contributing to it and keeping up with it, so I’m going to choose “happiness with a side of pride”.
Rose, Tass, Gear… thank you, as I know you three have been regular voters for quite a while now. And to those out there reading, I implore you: Go ahead and make an account and vote… you may want to have a say in the events to come… although I will say: Rose, Gear, and Tass have, let us say, more sway with their votes.
Attempt at Secondary: E
If successful, return to main passage and try to find Beatrice, checking to see if the main passage’s door is open.
----------
Also, this is apparently (as far as what I have it saved as) the 50th entry into this story! (And the 25th page, imagine that). I don’t know what emotion to feel about going so long without any sexual scenarios for at least FIFTY entries – especially when compared to the vast majority of stories on here – but hey, I still have you guys contributing to it and keeping up with it, so I’m going to choose “happiness with a side of pride”.
Rose, Tass, Gear… thank you, as I know you three have been regular voters for quite a while now. And to those out there reading, I implore you: Go ahead and make an account and vote… you may want to have a say in the events to come… although I will say: Rose, Gear, and Tass have, let us say, more sway with their votes.
You rest against the tomb, sitting in the same spot that you have been for a while now as you observe the ghouls movements. While one has retreated back into the dark the other is just on the other side of these two massive, stone slabs. You bring your sword arm up a bit as you think of taking him out but find the shuffling sound from earlier coming back to your attention. You can hear it a bit clearer now, an almost squirming like quality to it, the quality of which is completely unknown to you. It could be a great many more of these things but it could also be something worse. It’s at this point you decide that perhaps going back to the door you and Beatrice split up at is a good course of action, but not before taking out this lone ghoul – it will be one less you’ll have to deal with later if at all and you’re in a prime spot to do it. Fingers tensing around the hilt of your sword, you slowly turn and rise.
You place the rod on top of the first stone coffin and then your open hand, steadying yourself as you slowly bring one foot and then another up onto it. Light pours forth over the edge and you can see the eerie silhouette of the ghoul painted against the wooden door, his sickly skin even more pale as it’s bathed in the white light. You make sure to make as little noise as possible as you gently lower yourself into the small gap between the two sarcophagi, your boots inaudible as they make contact with the stone floor.
For a second as you lower your feet, you could swear that you hear the same shuffling again, this time as though it’s right next to you. However, before you are able to identify where it is coming from, it fades. You try and steel yourself and focus on your primary concern of taking out the ghoul.
Rump resting on the stone lid you peer over the other, cracked coffin, this one in a much worse state of repair than the previous one, and see the ghoul’s skin in all its horrid detail, the flesh eerily smooth, time and age taking its toll and leaving it a hairless, grey husk. It hunches over, its posture making it look feeble and decrepit. You know better however, having seen what kind of frenzy these things can transition into. Actually, as you are this close, you are able to see subtle differences between this man and the one in town. The one in town had hair whereas this one does not. This one’s arms and fingers are distended in a way whereas those from the one in town were not. The vertebrate along this ghoul’s back protrude out a little bit, making the skin come to a series of grotesque points down his spine. This ghoul is definitely different… but you’re not about to study its behavior any further as you grasp the edge of the coffin and rise up ready to cleave it’s head from its neck like those that you encountered earlier.
You bring up your sword to strike but a series of loud cracks echoing throughout the chamber catch you off guard, your head turning slightly back towards the sound. They’re far off down the passage you came from earlier, five of them in total they happen in quick succession. You already know what they are, sure that it is Beatrice discharging her weapon. Their pace was hurried however, as though she were trying to fire as fast as possible. You can’t help but worry, concerned for her wellbeing.
Beatrice is the least of your concerns at the moment though, as you realize the ghoul has heard this noise as well, it’s form slowly turning around. You waste no time now and let your sword arm fly, your right hand bringing it over your left shoulder to sail just above his. The steel catches, the resistance tangible but only for a moment, and then nothing. A sickening thud sounds on the other side of the coffin, followed by the crumpling of the body. It was truly dead now. You wonder the other one hasn’t decided to go investigate the noise from earlier, hoping it will simply turn if anything at all.
You sigh out a silent breath of relief and try to lower yourself down into the gap and give yourself a second to recompose yourself. You find your shoulders and hips barely have enough room to squeeze into the restricting space. Your rifle makes it even more awkward; it’s barrel poking up above the top of the coffins. To make matter worse, you find the stones here aren’t even with the rest of the floor and you’ll have to shift and sit with your bottom on the ground if you want to completely hide in the gap.
The ghoul now taken care of, you can start to make your way back to the entrance. You bring your hand up to retrieve the rod from the top of the previous coffin, but freeze as you hear that sound again. Its sound is completely clear now, the shuffling and squirming pristine in the blackness. A sense of dread washes over you and your hand trembles over the light source as you see a form drifting out of the open passage to your left. You lower yourself down so tat your sitting in the crevice, your head eyes barely poking above the edge of the coffin as you take cover, then remaining absolutely still as the light gives you a terrifyingly clear sight of the thing:
It is a cloaked figure, rags and tattered cloth covering up its entire form. Small strips of the cloak drift behind it, caught in an imaginary wind, as it almost seems to glide across the room. It has the shape of some sort of humanoid, but nothing is visible under the torn and twisted material. The only semblance of humanity you can attribute to it is the simple white skull sitting on top of the draped mass. The lower jaw absent and eyes completely empty, it sits atop the black mass acting as a haunting guise to this otherworldly being. You can’t see it’s feet, but from what you can tell, it is the sole source of this repetitive, shuffling sound.
You don’t even have any idea what this thing is or could be it’s appearance unlike anything you’ve encountered before. By the time you had even reached your hand up to try and take the rod it had managed to drift to within the immediate vicinity of the passage back to the black door. This isn’t something you know how to deal with and you might want to think twice before engaging it. At the moment your legs are out in front of you, pointed away from the wall and your bottom against the floor as you hold yourself up.
The floating monstrosity twists and for a second you think it’ll see you. Not wanting to be seen, you leave your light on top of the coffin, and lie back so your back rests against the ground. You reach over with your right hand as quietly as possible and grab the firearm, making sure it doesn’t clatter against the stone, laying it down to it lies parallel to your form. However, as you set it down your eyes wander back over the face of the crumbling coffin. Large cracks cover the surface, interweaving with each other. You wanted to ignore it, to not think about what may lie inside, but find yourself overcome with the most horrid of sensations as you hear the same shuffling again. This time you know why it sounded so close as you hear it right in front of you, inside the coffin. Your breath becomes a bit hard to control, finding it hard to keep steady as your form trembles a bit. You can’t help but seem to keep your eyes locked against the cracks, your pupils following their length. You remind yourself that whatever is inside it trapped, the massive stone lid sealing it away. It has to be hundred of pounds, no force could lift that. You remind yourself of this fact as you try desperately to think about you should do…
Given the situation, your choices are limited and fall into either two categories: Letting whatever this thing is know about you or remaining hidden and desperately hope it decides to go away. You can hear it slowly slithering on the other side of the coffin, but don’t think it’s coming directly for you. You need to decide if you should try to dash by it and make it to Beatrice, engage it on your own and hope to defeat it, or remain where you are and hide, waiting for it to either leave, move away and provide an even greater margin of success for getting past it, or for it to move into a position where you can ambush it from. If you do hide, it’ll take all your willpower to stay put, the shuffling, slithering sound so close, threatening to break your mental state before it does the stone that confines it.
You think about your decision…
Choices:
Decide on a course of action.
Primary Vote:
A) Attempt to rush past this new foe, back towards the passage to the main entrance and make it to Beatrice, running as fast as you can.
B) Hide and wait…
-1 and prepare to ambush this new enemy.
-2 and listen/taking a peek until you have a better shot at running past it.
-3 until “Other”
C) Attempt a different course of action such as…
-1 running for the wooden door and entering it.
-2 sneaking to the wooden door in an attempt to enter it silently.
-3 running for the passage it just came down.
-4 “Other”
D Attack it immediately… (How? With? From where? General Strategy/Tactics?)
X) Other
Z) Minor Action. Available
---
Minor Actions Explanation:
Primary Vote:
A) Attempt to rush past this new foe, back towards the passage to the main entrance and make it to Beatrice, running as fast as you can.
B) Hide and wait…
-1 and prepare to ambush this new enemy.
-2 and listen/taking a peek until you have a better shot at running past it.
-3 until “Other”
C) Attempt a different course of action such as…
-1 running for the wooden door and entering it.
-2 sneaking to the wooden door in an attempt to enter it silently.
-3 running for the passage it just came down.
-4 “Other”
D Attack it immediately… (How? With? From where? General Strategy/Tactics?)
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...
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:
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.
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
...
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