Seems to be like the VILLAGE you entered when you first got here.Well, a bit smaller maybe.You should look for that bright orange glimmer you saw from the hill and see if anyone in this VILLAGE needs any help..but you want to see if this place has a SHOP first.
>Connor: You swing at the weaker looking OGRE, but are unable to deal much damage before his companion hits you with a massive fist, knocking you back again.
>Greg: You manage to find a small SHOP, offering pretty much the same type of stuff as the other ones you've found thus far.
STICK: 1 BOONDOLLAR
ROCK: 2 BOONDOLLARS
STICK AND ROCK TIED TOGETHER: 10 BOONDOLLARS
STONE CUP: 50 BOONDOLLARS
BLACK ROBES: 1,000 BOONDOLLARS
BLACK KNIFE: 2,500 BOONDOLLARS
OCTET OF BLADES. SPACE AND TIME. 10 BOONBUCKS.
BLAZING CADENCE. SPACE AND LIGHT. 10 BOONBUCKS.
CANTATA OF CREATION. SPACE AND LIFE. 10 BOONBUCKS.
DISSONANCE SCOURGE. SPACE AND MIND. 10 BOONBUCKS.
LIBRETTO OF THE END. SPACE AND HOPE. 10 BOONBUCKS.
You look at the stuff this SHOP has,but alas you don't have enough BOONBUCKS for the fraymotifs..or you are assuming those are the fraymotifs.Blast.You do make a note of them and their price in your JOURNAL for future reference.
You walk away from the SHOP and ask the various SALAMANDERS walking around about the a bright orange glimmering object and if they may know where it is.
You assume that the weaker ogre is in too much explosive damage and knee pain to harm you at this point, and you focus your attention at the more healthier one.
>Chas: You charge forward with all the classiness of a deposed French aristocrat. Namely, with no class whatsoever.
Your FEDORA decapitates one of the IMPS, and your LASERKICKS take out a couple others. Opening your BRIEFCASE sprays the rest of the IMPS with a salvo of light, destroying them. The DOOR slides open.
>Greg: Right the orange thing. That's totally still there.
The SALAMANDER you ask points out the Third Gate, which is hovering above a large staircase in the middle of the outpost. It looks like its a bit high to jump into though; you'll have to figure out someway to enter it.
>Cool guy? At this point, I am portraying a realistic combat for your level. Do you want me to show you trolling? I can totally do that. Drop a few GICLOPSES on you. Only, of course, if you want me to troll you.
You look toward the location that the SALAMANDER points you too.A bit of a high jump to reach.And it could take you anywhere.And you currently aren't in the best position to fight anything right now.
You ask the SALAMANDER if there is any place near by where you could rest for alittle bit.Or if there isn't,any way you could return to your HOUSE.Granted,you doubt the SALAMANDER would know where your HOUSE is..but it never hurt to ask.
>Xavier: Enter the door
You can't you don't have the key, really, you should of found the key first. Priorities dammit!
>Well shit, find the key or something
You go NORTH (or whichever way is right from where you are, WAFFLES isn't that good with directions) in search of the key.
>Cool Guy: Remind GM that dangers of his character's universe are behind a fourth wall.
You made do what you like to my alternate self, but I'm still here behind this little glass window wall thingie.
Now while I could care less what you do to my character, for his sake, lets not try to kill him yet as to not ruin the story.
>Connor: Observe the crippled ogre.
You really did a number on him, your not even sure he can walk. You think you should put the poor bastard out of his misery, but that won't be very nice ether. You think finishing him off is the right answer. You come up closer to him and beat the shit of his legs some more until he falls over, then you smash his head in.
>Greg: The friendly SALAMANDER says that you can feel free to take a nap anywhere in the area. Sure, it might not be comfortable, but you'll be alerted to enemy attacks by the panicked screams of the SALAMANDERS.
Or, he adds, you could try out that weird blue spirograph floating just beneath the Third Gate. He has no idea where it goes, but its probably somewhere interesting.
>Xavier: So, you head EAST? Heading that direction leads you back to the room you just left, with the broken riddle thing still carved into the wall. It doesn't look like there's anything left in this area.
>Chas: You fail to drag the KEY like someone from a GIRL CARTOON. Because anime is pretty much the epitome of manliness. Well, at least a few series are. Also, I think your metaphor got away from you there.
Regardless, heading north. You find yourself in a massive chamber, occupied by a sleeping GICLOPS. There's a LOCKED DOOR heading EAST.
You thank the SALAMANDER for his time then watch him walk..scuddle..shuffle..however SALAMANDERS walk..away.
You glance back over to the Third Gate and then to the weird blue spirograph floating just beneath it.Hmmm.While you would like to stay here and make sure this place would be ok...you should return home to make sure everything is ok.Granted,you don;t know how to do that..but you will find a way.
You walk over to the weird blue spirograph,give it a look over,sigh,then jump into it.Here goes something.
You decide it's time to get acquainted to this past version of your LAND. As you walk off to explore a bit, you start to ponder that conversation you just had. This DAEDALUS guys seems nice enough, but you can't help but feel something is OFF. Your intense knowledge of VIDEO GAME AND ANIME TROPES gets to work as you analyze the situation. First of all, he doesn't know how he got where he is. That probably makes him a GAME CONSTRUCT. Second, he's an OLD MAN. That means he can only be one of two things: a KIND, OLD MASTER who will teach you some amazing techniques, or a VILLAIN.
And he seems obsessed with creating his own world. As much as you hate to jump to conclusions, VILLAIN seems the obvious choice. And yet, he was so affable the whole time. You couldn't help but feel like you could trust him. You decide to consult YOURSELF on the matter when you get back to your time. Unfortunately, PESTERCHUM does not allow you to cross timelines in your incessant botherings of others. In the meantime you think you'll go and find those old RUINS you found that IGUANA ELDER in. Maybe they're useful in some way.
Future Dirk: React
Oh look, a GICLOPS. You remember those things, and when they were a threat. You think it's kind of CUTE now, in a weird monsterish way. You ask CHAS if he wants to try his hand, or if he wants you to handle it yourself. You're hoping he's smart enough to do it himself, but you never know with him anymore.
>Greg: You find yourself falling though time and space for a minute. They've got pretty lights in the space between the 12th and 19th dimensions.
You "land" back on top of your house, standing on top of LILYSPRITE's additions. Everything looks pretty much the way it did when you left, except for a few new occupants. It seems that a few SALAMANDERS have found their way into your home, as well as a few more IMPS. However, under LILY's watchful eyes (And threat of angelic flames burning the ever-loving crap out of them) neither party has gotten up to too much mischief.
>Dirk: Luckily, you somehow remember exactly how to reach the ruins you found before. Which is very, very good; you don't think you'd be able to recognize the place as it is now.
You find yourself standing before a massive stone tower, easily a couple miles in height, and about a thousand yards in diameter. Its outer walls are coated in more obscure carvings, and an enormous gate lies in front of you, its doors held shut by a gigantic pair of wooden planks. You can spot a (regular sized) key-hole in the middle of the gate, at about your height.
Sorry man, Pesterchum's been giving me problems for the past few hours. I only just now got it to work, but I'm open for a chat-log whenever you want to do one.
As you neglected to mention which SPORK you were using (You have what, 30 of them?) the GM assumes it was just a regular one, which is unable to pierce the GICLOPS thick eyelid. It is, however, enough to wake the beast up.
Groggily, it rises to its feet, blinking down at you and Future Dirk. It seems as though it's still too sleepy to move quickly.
You stand there for a moment,not quite sure where "there" is,blinking the light from your eyes.Lights just do not like you it seems.Maybe its because you pissed off Chas?
Once you have finally gotten the light out of your eyes and can see again,a familiar sight greets your eyes.Your standing on giant orange CUBES made leading down to a HOUSE that is,despite the various scorch and flame marks,is still largely intact.A smile spreads across your face as you start racing down toward the ground.
You are home.
Once you make it to the ground,you see that a few SALAMANDERS have found their way into your home, as well as a few more IMPS.Its good to see that things are peaceful here.You would rather this place be a safe zone of sorts.
Your already growing smile deepens when you spot a familiar face standing among the various critters.She seems to be keeping things in order,threat of angelic flames burning the ever-loving crap out of someone who misbehaves probably helps.You start running and,just as she turns around and sees you,you jump and give her a big tacklehug.
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