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  1. #1
    "Well, I should probably start by... OOH, SHOPS! I wonder how their security is...?"
    Search (3) Disaster Defense and (11) The Invincible Drifter for poorly-guarded wares free samples.


    Sometimes the scars on your soul are the only things keeping you sane.

  2. #2
    Quote Originally Posted by ARandomTool View Post
    "Well, I should probably start by... OOH, SHOPS! I wonder how their security is...?"
    Search (3) Disaster Defense and (11) The Invincible Drifter for poorly-guarded wares free samples.
    You stand in the Salvage Keep bazaar, wondering which shop to enter and explore. One that piques your interest is Disaster Defence, an armour and weaponry shop. You check around the exterior first, trying to sniff out anything of use. You see something sparkle in the dirt, only to find out that it's a bottle cap. A useless, partly shiny bottle cap.

    There are scraps of metal out the back, as well as an outdoor workshop. Tools of all kinds lie here, as well as a forge, and various materials. It seems as if the rhydon who owns this place makes a lot of her own wares. As you're scavenging through some of the materials outside, something in particular catches your eye.

    It looks to be a long, wooden rod. At first you wonder why it got your attention, but then you notice how finely carved it is. It's been preserved nicely, and when you look closer, you can see strange runes in it. You survey the area again, and see nothing quite like it. Perhaps the rhydon came across this rod somewhere, as opposed to making it. There's also something about it that seems to draw you in, like it's soothing you. Something in your mind tells you to hang onto it, so you decide to take it with you.

    [Staff Shaft] was added to the Team Inventory.

    You rest the staff in a secure-looking nook and cover it with some larger materials before you head inside Disaster Defence and begin to look around for anything interesting. Weapons, armour and equipment are for sale here, as well as materials that look to be used to craft some of these items.

    Shop: Disaster Defence discovered! Added to the Map.
    Spoiler:
    (3) Disaster Defence
    "Buy something, get [Blueprints: Dagger] free!"
    1. [M:Padded Strips] $20 SP$
    2. [M:Iron Ore] $30 SP$
    3. [M:Titanium Ore] $60 SP$
    4. [M:Wood] $10 SP$
    5. [Blueprints: Padded Armour] $100 SP$
    6. [Blueprints: Scale Mail] $140 SP$
    7. [Blueprints: Chain Mail] $200 SP$
    8. [Blueprints: Plate Mail] $300 SP$
    9. [Blueprints: Gemstone Headband] $70 SP$
    10. [Blueprints: Elemental Dagger] $200 SP$
    11. [Blueprints: Dagger of Dispersion] $200 SP$


    You hear shifting in the back room before a thud, and then muttering. You figure that the rhydon is probably in a storeroom of sorts, and you hide before she emerges. You hear the clatter of several weapons against the main counter, which you use as cover to slip into the back and look around. Aside from a few silver splinters, you don't see anything that stands out like the rod did. Nevertheless, you pocket the splinters.

    $12 SP$ was added to Nicklefool's Inventory.

    You manage to slip out the back, then find the staff again and head to your next location.

    Nicholas "Nicklefool" Foligan the Mr. Mime (M: Psychic/Fairy)
    Health: 10/10| Sanity: 8/8 | Purity: 10/10
    Battle Stance: Fight
    Perk: Diplomacy



    You next find yourself at the Invincible Drifter, the store in the bazaar that is by far the most colourful. Again you start with the exterior, scouring every inch of it to the best of your ability. Again you find nothing of real worth, so you head inside, hoping to find something--whether it's loose cash, stray items, or something similar to the rod you already found.

    You are met with display cabinets filled with items and objects of many kinds. There's one particular shelf with a line of different boxes, and a sign near them reading "Single-use skill boxes!" You wonder what this means, but you know that the box labelled "Silver Tongue" makes you immediately think of your proficiency with diplomacy.

    Shop: The Invincible Drifter discovered! Added to the Map.
    Spoiler:
    (11) The Invincible Drifter
    1. [Aqua Gear]: $150 SP$
    2. [P:Lockpicking Tools]: $200 SP$
    3. [P:Silver Tongue]: $200 SP$
    4. [P:First-Aid Kit]: $200 SP$
    5. [P:Blessed Charm]: $200 SP$
    6. [P:Old Tech]: $200 SP$
    7. [P:Tinkerer's Tools]: $200 SP$
    8. [M:Elemental Orb]: $300 SP$
    9. [M:Smoke Ball] $350 SP$
    10. [M:Light Ball] $350 SP$
    11. [M:Focus Ball] $350 SP$
    12. [Adrenaline Orb]: $300 SP$
    13. [Ancient Relic]: $200 SP$


    Out of everything there, the strange, faintly glowing relic near the entrance draws you in the most. To your surprise, it gives you the same feeling that the rod does, and you can't help but wonder why. You consider breaking the cabinet and taking it, but the store's owner, a girafarig, has her eyes fixed on you as she pretends to work away at the counter.

    You spend some more time wandering slowly around the shop, and eventually head back outside again. You notice that the door to the back rooms is open, and you creep inside, hoping your fellow psychic-type doesn't notice. As you rummage quietly around inside, you come an odd piece of paper. You pick it up, and it's just...squares.



    =Mysterious Squares= was added to the Team Records.

    You pocket it despite not knowing if it's significant at all. You also find a small coin purse and chuckle as you pocket that as well.

    $17 SP$ was added to Nicklefool's Inventory.

    Aside from those things, you can't see anything more. You exit the shop and head back to base, keen to share your findings.


    Nicholas "Nicklefool" Foligan the Mr. Mime (M: Psychic/Fairy)
    Health: 10/10| Sanity: 8/8 | Purity: 10/10
    Battle Stance: Fight
    Perk: Diplomacy

  3. #3
    The Known Stranger Morzone's Avatar
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    Here we go. let us vanquish the evil plaguing this city!

    Let's start out by checking in with and talking to Shilamora the Goodra. If necessary my diplomacy skill can be used. After that I think I think I'll take a look around the (28) Training Grounds.

    VPP

  4. #4
    Quote Originally Posted by Morzone View Post
    Here we go. let us vanquish the evil plaguing this city!

    Let's start out by checking in with and talking to Shilamora the Goodra. If necessary my diplomacy skill can be used. After that I think I think I'll take a look around the (28) Training Grounds.
    Interview Rapport: POSITIVE
    +1 Shared evolution stage

    You are fairly certain that the best way to find Shilamora is to head to Salvage Keep, the massive fortress after which the town was named. You have heard others mention that she is the stand-in mayor for the time being, which makes you fairly confident that speaking will her will help you glean something useful.

    On your way through, the guard barely even acknowledges your presence. His faint grumbling is odd, but you don't know if something is wrong with him, or if he is normally like this. You try not to focus on it, however, and proceed through. You come to a courtyard, which leads you to the front door and into the foyer. The Keep looks just as big inside as it does outside, and at first you wonder how long it's going to take you to find Shilamora, but then she suddenly sprouts out from one of the side doors, chatting away to a palpitoad who is following with a rather stoic expression.

    "...Which is why we simply cannot have seaweed again. I hope that this does not create problems for you, Yurtag." She stops and turns to him, placing a somewhat slimy hand on his cheek. "But you're a very, very capable pokémon, my dear, and I'm sure you won't have any trouble coming up with an alternative menu item." She gives a honey-dipped smile, then retracts her hand.

    The dual-type audibly sighs, answers with a grunt, and then heads back in through the door from which the two came. Shilamora, however, remains standing in place, a satisfied look on her face.

    She turns to you as you take a few steps closer, and her expression morphs into one of excited curiosity. "Oh, hello, there," she begins as she closes the distance, "I don't believe we've met before. I am Shilamora, founder, protector, and mayor of Salvage Keep. I welcome you to our wonderful town." She gives a shallow bow and exudes a calm, almost carefree aura. Being in her presence is almost relaxing.

    You introduce yourself and explain why you are here, and tell her of the other Emissaries accompanying you on your mission. She nods along, ever attentive.

    "Wow, that is a very noble thing for you to do! To come all the way from...wherever you came from. Funny, though...I've never seen or heard of any of you, and I travel around the Valley quite a bit. Hm... Never mind. I am, of course, at your beck and call, Adrian. I do not know much of the Stalkers and their activities, however, so I doubt that I will be much use in that department.

    "I am, however, looking for someone who can help me with something very important, and if you could spare some time to help me out, I would be more than happy to reward you and your companions with something money can't buy. In fact, you won't be able to get what I'm offering anywhere else."

    Shilamora then tells you that one of her most recent meetings with another mayor from the Valley did not go as smoothly as she had hoped. It went so badly that he tore down a statue of Shilamora that the locals constructed for her when she first founded the town with Orin and the other few involved. The statue fell and the head parted from the body, which she explains must be fixed as soon as possible. She wants you to find someone who will be able to help repair it, and suggests that you talk with Kannari, the local blacksmith. Although she deals mostly in metal, Shilamora is confident that she will be able to fix the stone statue as well.

    SIDE MISSION STARTED: Demolition Diplomacy
    Spoiler:
    Synopsis:
    The statue of Shilamora located at Salvage Keep has been destroyed. She has said that it happened because a diplomatic meeting with nearby valley leaders "didn't end how he would have liked" and on his way out, he tore down the statue. The guards, Silcress and Delta, managed to "escort" him away before he caused any more damage, but now the statue is ruined and needs replacing.

    She has asked the Emissaries to fix it, or to find someone who can fix it for her as soon as possible. She suggests speaking with the resident blacksmith, Kannari the rhydon. She says she can reward you with something better than items.


    "As for the Stalkers, I will report to you if I find anything that I deem relevant. I haven't been feeling all that well lately if I'm honest, like I ate something bad and it's been weighing me down. I'm sure it's just the stress of the Stalkers in town, which I'm very, very impatient to dispense of. I hope that you can help."

    She offers you another warm smile, then takes her leave. She says you are welcome to look around the keep, but she must be getting back to her duties.


    Adrian Aylian the Lucario (M: Fighting/Steel)
    Health: 10/10 | Sanity: 8/8 | Purity: 10/10
    Battle Stance: Fight
    Perk: Diplomacy




    The guild sector, you find, is constantly bustling. Unlike the bazaar, which locals and travellers alike visit when they're in need of supplies, the guilds seems to be constantly inhabited. The training grounds are a place for all members of any guild - or even those who don't belong to one - to share with one another should they wish to hone their skills. Immediately as you approach you can see that there are pokémon sparring with one another, running obstacle courses, swimming laps in the provided pool, or training in some other way. You see a rather bulky pinsir adorned in heavy-looking metal facing off against a tyranitar in a mock battle, while a bruxish powers through the waters in the pool alongside a smaller buizel. An ice-type sandslash holds elongated focus pads for a monferno practicing punches.

    You try not to get distracted by the pokémon around you, and it seems as if nobody really pays you any mind. Being part fighting type, most pokémon here would think you fit right in, which works well to your advantage. You can see already that there are multiple facilities here you need to explore, so you get to work, scouring every inch of the place that you can. You find many water bottles and towels around the place, as well as stray weapons and equipment, but not much else just yet. You keep looking.

    It takes you a long time to flesh out the training grounds, and right toward the end of your search, you spot something poking out of the ground in a clearing of soft grassy ground. This seems to be a resting area of some kind and includes a small garden and a bench, and nobody is here besides you. You approach the box-like object you can see sticking out of the ground, and manage to pull it free of its earthy confines. It looks like a locked box of some kind, but even just its presence gives you a sick feeling in your stomach. You wonder if this could perhaps be related to the Stalkers...or maybe the transformation into a pokémon took a delayed toll on you. Whatever it is, you try to shelve the feeling as you inspect the box. However, it looks like it has a keyhole, and refuses to open despite everything else you try. You're not sure if the lock can be picked, but it might be worth mentioning to your companions with the required skills.

    {Uncovered Lock-Box: <Security>} was added to the Team Records.

    Aside from that, you don't find much lying around. You don't even find stray splinters, and figure that nobody takes valuables to the training grounds given that they wouldn't have anything with them while they train except battle equipment. Figuring that it was at least worth the look for the locked box, you leave the area and return to the clubhouse.


    Adrian Aylian the Lucario (M: Fighting/Steel)
    Health: 10/10 | Sanity: 8/8 | Purity: 10/10
    Battle Stance: Fight
    Perk: Diplomacy

  5. #5
    Without any clues to go on, I'd like to search (31) Harmony’s Hideaway
    (since I think I'm the only one to be able to search it, currently)

    Action 1: Search (31a) Apartments 1-10 <UNSEARCHED>
    Action 2: Search (31b) Apartments 11-20 <UNSEARCHED>

    ((Do we also need to search the main section? Or just the sub-sections?))

    Hey guys! Keep yer claws off the Slowbro for now - I've got my eye on that fella.

  6. #6
    Quote Originally Posted by Truly View Post
    Without any clues to go on, I'd like to search (31) Harmony’s Hideaway
    (since I think I'm the only one to be able to search it, currently)

    Action 1: Search (31a) Apartments 1-10 <UNSEARCHED>
    Action 2: Search (31b) Apartments 11-20 <UNSEARCHED>

    ((Do we also need to search the main section? Or just the sub-sections?))

    Hey guys! Keep yer claws off the Slowbro for now - I've got my eye on that fella.
    Yellowback Lake is an enormous body of water taking up a significant portion of Salvage Keep's border. For now, you're almost glad that you don't have to search it just yet, but you figure that you better put your handy water-typing to good use and look for things in smaller confines. Taking a look at the map you and your fellow Emissaries were provided, you pick Harmony's Hideaway as a suitable place to begin.

    You crawl into Yellowback Lake from the northern side and swim your way through the lake towards the centre. It very quickly becomes deep, and you can see why only water-types really fare well in this area. You can breathe underwater as well, which gives you an extra advantage. It doesn't take you long to swim all the way to the underwater apartments, so you begin your search quite promptly.

    It's quite a towering complex, but you're quick to get to work, swimming through the surrounding parts, wading through seaweed, and digging up sand in places. You figure that if there's something hidden out here, it's very likely that it's going to be buried beneath the sand. You spend time doing that until you discover something hard that grates against your smaller pincer. With renewed vigour, you clear away the surrounding sand, which sits as a thin layer across some kind of metal circle. Once it's all cleared away, you attempt to move the metal disc aside, and to your surprise, it actually moves. It takes a good few seconds to haul it off, and beneath it lies a tunnel.

    You steel yourself and swim down, coming into a rather gloomy passage. It doesn't take long before you nudge into something, which causes you to stop swimming and start feeling around. It feels like another doorway, but this one appears to be sealed, as no matter how hard you push, tug or attack it, it doesn't move at all. Your eyes adjust a little better after being in the dark for a while, and you can eventually see that this must be an entrance to a room or a cave, but iron bars block the way. There appears to be a strange-shaped keyhole on the door which you imagine could disengage the bars. Below the keyhole, the word 'Bootleg' is written.

    {Barred Cave: Bootleg Keyhole} was added to the Team Records.

    After you stick around for a little longer trying to pick the lock to no avail, you figure there isn't much you can do here.


    Truly the Clauncher (S: Water)
    Health: 8/8| Sanity: 8/8 | Purity: 12/12
    Battle Stance: Flee
    Perk: Technical



    Surprisingly, it took you a few hours to do the first search, so you note that you will probably only have time to search one more place before the Emissaries planned to meet up and share their findings for the day. You target the first ten apartments of the underwater residence, and don't delay in getting straight into it.

    From your time searching these apartments, it becomes clear that most of the water-type civilians living in town have an apartment here, although some of the rooms are clearly tailored for air-breathing residents. The third apartment you search belongs to Sansheel, a poliwhirl who lives in town. You find mostly uninteresting things spread out across his rooms, and from what you see, you gather that he is a seafood provider. It's unclear if he gets his products in town or externally, but the only thing of interest lying around is a few splinters.

    $27 SP$ were added to Truly's Inventory.

    The next apartment belonging to someone whose name you recognise is the ninth apartment, which, naturally, you come across towards the end of your search. It belongs to an eelektrik, Desnim, and his apartment contains nothing noteworthy aside from a photo of him and a poliwhirl, who you assume is Sansheel. It's possible that they met because they live in the same building. Like Sansheel, he also has some cash lying about.

    $11 SP$ were added to Truly's Inventory.

    Right before you enter the tenth apartment, you feel something tingle down your shell. You follow your instincts and come to a loose tile in the floor, which you promptly remove. You see a scaly, indigo-coloured scrap of what appears to be someone's skin. It looks days old at least, and while pulling it out with your claw, you feel a bitterly disturbing sensation course through you. This must be somehow related to the Stalkers.

    [Indigo Scaly Patch] was added to the Team Inventory.

    Nothing more can be found in the area, and upon seeing the orange reflection of the setting sun rippling through the water outside, you decide it's time to head back.


    Truly the Clauncher (S: Water)
    Health: 8/8| Sanity: 8/8 | Purity: 12/12
    Battle Stance: Flee
    Perk: Technical

  7. #7
    garlic bread champion Bulbasaur's Avatar
    Join Date
    May 2013
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    New Joysey
    Posts
    10,635
    Alright! Let's start off by interviewing someone who I won't intimidate, and search a location.

    Interview 39. Effentine the Grookey
    Search (19) Tunnel Ruins

    ☄♥ Happily paired with ninjaskarmory ♥☄
    My Links

  8. #8
    To Me, My X-Men HorusMyDude's Avatar
    Join Date
    Jun 2019
    Location
    Arizona
    Posts
    156
    Nlqdr81.pngBest to learn about this new world. See what the willows say to the rocks.

    Action One: Search Salvage Keep Library (45)

    Nlqdr81.pngHopefully ah can find something interestin' here...

    Action Two: Search Salvage Keep Library Upper Levels (45a)

  9. #9
    Quote Originally Posted by HorusMyDude View Post
    Nlqdr81.pngBest to learn about this new world. See what the willows say to the rocks.

    Action One: Search Salvage Keep Library (45)

    Nlqdr81.pngHopefully ah can find something interestin' here...

    Action Two: Search Salvage Keep Library Upper Levels (45a)
    Salvage Keep Library--a place you imagine is a trove of knowledge waiting to be explored. As you stand outside the great doors of the library, you wonder exactly what can be found inside. You also note that the entryway looks like it was built one way when it was initially constructed, and then changed to accommodate larger pokémon. You count yourself luck this is the case--otherwise you might not have fit in and would need to discover other, more forceful methods of entering. Old Lace has plenty of punching power even after all these years.

    Wearing confidence on your bulged chest, you saunter through the entrance to the library, coming immediately into a small foyer which you pass through to make it to the main library sector. Even though the entrance was widened, the rest of the library seems to have retained its small pokémon-friendly arrangement. Each row between the many book shelves looks tight, but you're confident that you'll be able to fit anyway. After all, you're going to be spending quite a bit of time here looking through books, shelves, under the occasional rug, and testing all potentially loose floorboards. It's quite the task, but a task that Old Lace can handle.

    After hours of searching the interior, you're just about ready to give up. You realise it's possible that you might not find anything at all, but you have a feeling that you just need to keep looking. So, you shift your focus elsewhere--outside. You excuse yourself from the library, tipping your cowboy hat lightly to the haunter librarian, who watches you silently. You aren't sure if he had been watching you with awe, fear or suspicion, but right now it didn't really matter anyway.

    As soon as you get outside, you notice that at the far reaches of the property, there is a cluster of trees that appears rather out of place. Narrowing your compound eyes, you power towards the trees, eager to discover their secrets. Once you arrive there, you practically knock them over as you push past them, finding a poorly-camouflaged shack of some kind. You throw the branches and large leaves aside and begin to inspect the shack for any weakness or way in. To your shock, you don't find any. So, Old Lace does what Old Lace was made for: punch the shack.

    Your massive fists collide with the outer wall, but your fingers crumple under the force and pain pulses through your hand. You are in disbelief as you try punching again and again, and attempt anything else you think might be useful. However, the shack is simply unbreakable, which baffles you. There haven't been many things you couldn't solve with your muscles, but this is one of those rare cases. You do, however, note a speaker mounted near the lip of the roof, which sits even above your towering form. You wonder if this is part of the equation to getting inside, although there's nothing you can really do at this stage.

    {Impenetrable Shack: Mounted Speaker} was added to the Team Records.

    Figuring that you've done all you can here, you flit back to the library to commence searching its upper floors.


    Old Lace the Buzzwole (L: Bug/Fighting)
    Health: 12/12 | Sanity: 8/8 | Purity: 8/8
    Battle Stance: Fight
    Perk: Diplomacy



    Back in the library, you head straight up to the next floor, and begin scouring the carpets, hanging paintings, books, shelves, and everything in between. The librarian eyeballs you from the bottom floor, almost concerned that you have returned. However, you're careful not to annoy him by putting every book back in their appropriate place, and ensuring that you don't make a huge mess.

    You continue onto the third floor, which is the top one. There's a set of stairs that takes you to the topmost level, which is only one small reading area, and only after entering this spot do you smell something absolutely rank. You follow your proboscis to the source, eventually finding some kind of fleshy lump behind one of the shelves sitting up against the wall. You move the shelf and grab it, only to realise you're holding a black-furred tail. A real tail that once belonged to a pokémon.

    [Severed Tail] was added to the Team Inventory.

    You nearly drop it in disgust, but keep your hold. It is absolutely vile, yet you can sense somewhere within you that this has relation to a Stalker somehow. You therefore leave with it in your hands, careful to shield it from the prying eyes of the haunter.


    Old Lace the Buzzwole (L: Bug/Fighting)
    Health: 12/12 | Sanity: 8/8 | Purity: 8/8
    Battle Stance: Fight
    Perk: Diplomacy

  10. #10
    Quote Originally Posted by Bulbasaur View Post
    Alright! Let's start off by interviewing someone who I won't intimidate, and search a location.

    Interview 39. Effentine the Grookey
    Search (19) Tunnel Ruins
    Effentine is a little difficult to track down, and when you finally find her, she's with a magby at Slippery Park. Both pokémon are dressed in protective gear and wield rather large tools, notably secateurs. Effentine is holding a stepladder for the magby, who is attempting to reach the top of the second Shilamora statue in town, a smaller version with a plaque at its base. Still, it dwarfs the two pokémon who are snapping with their tools at the enormous vines that are constricting the statue.

    You say Effentine's name, catching her attention, and she turns around promptly, accidentally knocking the stepladder. The magby on top shrieks as Effentine does the same and turns back to the ladder, trying to secure it as quickly as possible. She manages to do so, and her magby friend regains his balance. He frowns slightly at her, then at you, and then his expression softens into relief. He greets you briefly before turning back to the statue.

    Effentine ensures he's stable, then hops over to you on all-fours, stopping on two to greet you. "I-I'm sorry if you wanted to look at the statue. We're trying to, uh, get rid of the macro-weeds," she explains, sounding regretful but managing to smile a tiny bit.

    You explain to her that you'd like to speak with her about anything strange that has been happening lately, and her eyes go wide momentarily.

    "I see! Um, yeah, sure. I don't have much to tell you, but...I don't know, Aliema has been acting kind of strange lately. She's normally with us, but...I don't know, maybe she's going through something. I work as Kannari's apprentice three days a week, Orolaph has his florist business, so maybe she's trying to develop something on the side as well? I know she's often working on things with Marisha. But it kind of hurts that she ditches us so she can work with her. I mean, Marisha is nice and all, but I don't abandon contracts we get for our macro-weed extermination business so I can go do smithing with Kannari." She breathes out in a sigh, eying the ground for a moment. "With all the scary stuff going on, it's nice to have your friends around. There's been all this graffiti where me and Orolaph live...Rusty Shine Units. I don't know what that's about, but...I don't know, do you think she could do that?" She's quiet for a moment and adds, "Sorry, I shouldn't be bothering you with this. You just got to town, right?"

    Orolaph calls to Effentine, and the grooky looks at him and shouts that she'll be right there.

    "I'm sorry, but I've got to go. Here...maybe this will help if you get injured at all. I-it was good to meet you!"

    [Oran Berry] was added to Mistee's Inventory.

    Effentine runs back to her friend and resumes her work while you focus on your next task.


    Mistee the Bulbasaur (M: Grass/Poison)
    Health: 10/10 | Sanity: 8/8 | Purity: 10/10
    Battle Stance: Flee
    Perk: Technical



    You head to the Tunnel Ruins, which are built into the side of the mountains on the western side of Salvage Keep. As you approach, you can see that the Sacred Temple is nearby, and so is an abandoned plot. You focus on the ruins that you are about to embark into, noting the fallen, broken, moss-laden stone fragments of pillars littering the area leading up to the entrance. As you creep closer, you start feeling a disturbing presence in your chest. It feels like a pressure at first, and then like someone is twisting a blade into you. You pause before you reach the entrance, closing your eyes as you wince in pain. When you open your eyes again, your vision is enveloped in a dark fog.

    You shake your head and close your eyes again, trying to rid yourself of the strange sensation. When you look again, red pulses stretch out across the ground, climbing over the stone debris. Your stomach lurches and you feel like throwing up as whispers infiltrate your triangular ears. You extend your vines instinctively, trying to snap and whip at anything around you to help alleviate the awful feeling building up inside you. However, the more you snap your vines, the more you see the shadows split into shapeless forms, each circling you and spitting an endless stream of throaty screeches. You flinch each time, and when you figure that there's no point trying to fight them, your fleeing instinct kicks in. You rocket past them, using your vines to shield your face as much as you can, but something snags your bulb and begins biting down, causing a futile, s̬͈̫̟̜̬͔ͨ̇ͩỉ̜̯͔̙̭̓̎len̦̼͔̗̏̓̾̂ͮͯ͂͜t̓͆̏̚҉ ̻͙̽ͮͅs̯̥ͥ͑̉ͣc͎͖̞̤͂̔̀r͇̾ͩͪ͊͢ẻ̴̹̄̇̿ͤͥ͐am̡̼̱͎͗ to rip from your throat.

    Mistee the Bulbasaur sustains 1 point of Purity damage.

    Writhing does nothing, so you attempt to pump poisonous spores through the top of your bulb. As you do so, your throat begins to close up, and oxygen is suddenly ̒̄̽̈́͗̃҉̕îͧ́͘m̷̨̏͑͘p̧ͪ̅ǫ͐̿̍sͯ̔̈͝siͬ̋̌̔ͧ̋̀b̄ͧͦ̑̎͜l ̢̃͢e̅̿̍̽̂ͯ̏͞͝ to inhale. You struggle harder, watching as the shadows twist with dark blue and purple energy, like streaks of pure evil coursing through them. They begin to sing a horrible, disturbing tune that makes your ears start to bleed. It's as if the notes themselves materialise, forming changing, flashing rotating symbols that burst into your legs, then your belly, then your f̔͑̂̌̋ͬ͒̂o͊̓͛r̓ͮ͛͘é̵̐̿͘h̨ͯ̊͊̊̿ͫͦ̃͟ea̶̓́̃̓̓d̍̌́ͭͧ̔ ̢̌͏. Each touch is like a ̵̷̺̦͖̓̓͟t̴̺͕̹ͥͨ̋h̵̛͍̥͎̻̥͕̿ͥ̒̆̑̆͋̒̀o̶̤u̡͇̟̲̫̱͚̫s̫̝̟ ̤̤à̹̯̯̼n͏̬d̻̘̞̯͔̆ͦͯ̈̒̄͐͜ͅ ̪͇̪͙̹̖͚̤ͣ̋͒̎͑ͥ̇̀͢ć̡̼͙̣̦͈̫̐̌̓͜h̨̲͓̪̻̰̘͎̗ͧ̓̄͝illi̷͍ n̺͕̏̌͋͂̀ͮͥͭͫ͘͜g̵̢̧̼͉̺̗͕͕̊͆ͬ̈́͐ͅͅ ̴͈̻̘̺̹̺̻̾͗̇͘b͈̜͚͖̫͕̓o̸͓̦lt͔̠̗̗s shocking your body. You can do nothing as you are trapped in place, your bulb being crushed bit by bit.

    Mistee the Bulbasaur sustains 2 points of Purity damage.

    Another voice pierces your mind, burrowing its way through your system in an attempt to find your spirit. It stops at intervals to plant a b̯͎̬̺̻̕͝ų̯̩̹̖͔̰̲̦̹͟͡rn̗̳̬̮͘͠͠i̪̳̰͙̥̥̫̕͜n̵̖̥͍͕g̹̤̼ ͍ seed in your veins, each one more painful than the last. Your eyes begin to roll into your head, your feet curl inwards, and your neck twists to one side as you fight to stop whatever is happening to you, without any success.

    I̴̷̬̬̾ͫ̊ͅ c̸̮̹̳̪͍̅ͥ͗̀͌̂ͤ̀̚a̡͇̯̖̥̲̱̺̪ͣͧ͑͆͗͞ṅ̷͉̹͉͋̔ s͑͌ͯͨͤ͏̜̫̳ͅm͓̲̣͍̙̤͗̀ͨ̽ͤ̚͢ͅell͖̬̙̫̤ͭ͜ yo̡͖͓u̲̲͞, ̖̞̟ͅE͔m͉̺̟̹̪͘i̸̫̬̮͇̙͓̼s̺̱̩s̫a͓̥̙͓ŕ͙y̪͔̼͍̭͜.̲͈̣̦̝̞ ̻.̟̜̹̫͕̲.

    Mistee the Bulbasaur sustains 3 points of Purity damage.

    Just when you think you cannot bear any more, your thoughts fall to your companions, and you finally manage to vocalise a scream of defiance. You bind your eyes shut and release a flurry of leaves, panting from the effort as you open your eyes, only to find that the shadows are gone. Whatever held your bulb has disappeared as well, and you suddenly feel alone. But being alone is better than being with them.

    "I-is someone there?!" a voice calls, strange-sounding but real enough for you to want to go and investigate.

    You frantically look around and begin to run in the direction of the voice, soon coming across the form of a scratched-up beedrill taking refuge on a boulder near the tunnel entrance. You ask the beedrill if she's okay, and she gives a slow nod.

    "For now," she buzzes, "but please...get help. I could hear how much of a toll that took on you and I think...you better get out of here now. Come back for me when you can."

    {Whimpering Beedrill: <Medicine>} was added to the Team Records.

    As much as you don't want to leave the beedrill, you know that she's right--you can't stick around here any longer, although she seems to be able to. Regret in your heart, you tell her that someone will be back for her, and depart for the clubhouse.


    Mistee the Bulbasaur (M: Grass/Poison)
    Health: 10/10 | Sanity: 8/8 | Purity: 4/10
    Battle Stance: Flee
    Perk: Technical

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