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  1. #451
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    Quote Originally Posted by Scytherwolf View Post
    Eat berries

    You decide to rest this morning, as you're still in pain from the landmines. While the bleeding as stopped, there were some close calls and you want to be wise and not push yourself too far.

    You climb into bed and get comfortable. After pulling the bedsheets over your body, you close your eyes and the pain and agony slowly drifts away as you allow your body to focus on healing and nothing else this morning.

    Carly has recovered 4 points of Health.

    By the time the evening comes around, you start to feel better, but you still need more time before you can fully recover.

    Carly the Yanmega (L: Bug/Flying)
    Health: 6/12 | Sanity: 8/8 | Purity: 8/8
    Battle Stance: Flee
    Perk: Technical
    Trait: Nimble

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  3. #452
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    Quote Originally Posted by Noblejanobii View Post
    I'll be interviewing 28. Papritz the Spoink and during said interview I'd like to mention the comedy show for the Spread the Word quest.
    The Abyss has Madder in their sights...

    Interview Rapport: NEUTRAL, INTIMIDATING
    +Intimidating (Ghost vs Psychic)

    You find Papritz working at Starplace Gems. Business is a bit light this morning, but Papritz is still busy trying to keep things orderly, make sure the shelves are fully stocked and presentable, and keep active. It seems like the Spoink never gets tired of it. And it seems like it isn't so much about him being a neat-freak, but he just likes keeping busy and moving around.

    You walk in and ask Papritiz what he knows about the Stalkers, but he seems a bit uneasy when you come in. He keeps watching your eyes, knowing quite well that under your Pikachu costume, there's something much darker and it's a bit unnerving to him.

    "Nice to... meet you, Madder," he tells you, looking like he was hoping for a sale rather than a conversation.

    When you ask if he has had any run-ins with the Stalkers, he shakes his head.

    "Oh, I don't know..." he mutters, looking uneasy. "I mean, I've seen a few things, but I only have hunches, really. I guess I can't really say much seeing as how I just don't have any proof about those, though."

    He looks back to the hanging wall clock, and seems to be uneasy.

    You mention the comedy show that Dimfred and Samba are putting on, and you feel it's a good idea that they're doing it to make things more optimistic and enjoyable around Salvage Keep. Papritiz sweats a bit, smiling nervously.

    "Yeah, I bet..." he sheepishly grins. "Maybe I'll go. Okay, I'll go. It's tricky with my schedule and all but.. yeah, I'll go."

    MISSION UPDATED: Spread the Word

    You grin and then head out the door, knowing you did your part. After all, a few laughs never hurt anybody, right?

    Madder the Mimikyu (S: Ghost/Fairy)
    Health: 8/8 | Sanity: 5/8 | Purity: 5/12
    Battle Stance: Fight
    Perk: Seinaru | Abilities: Investigate
    Trait: Stealthy
    Last edited by Neo Emolga; 11-03-2019 at 12:49 AM.

  4. #453
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    Quote Originally Posted by Noblejanobii View Post
    I'll be interviewing 28. Papritz the Spoink and during said interview I'd like to mention the comedy show for the Spread the Word quest.
    After your chat with Papritz, you decide to head back to Emissary base and prepare for whatever might come tonight. However, on the way there, you look around you and notice you're completely alone. Suddenly, things don't seem right, and then for a minute, you realize you're not alone as you think you are.

    Your attacker doesn't even announce their presence. They simply attempt to kill you from behind without even so much as a word...

    ABYSS HUNTER HOSTILE ATTACK!
    For your battle audio pleasure


    Madder, Small, Ghost/Fairy type. 8 HP, 40% dodge rate, 1d2 attack die. 96 Speed.
    Anxia: Agent of Payload, Small, Fire type. 8 HP, 40% dodge rate, 1d2+2 attack die. 65 Speed.

    Madder Strikes First!

    Fight!

    Despite Anxia's attempt to ambush and assassinate you from behind, your experience and knowledge of stealth surpasses hers. Upon quickly turning around and seeing the Abyssal Charmander attempt to strike you in the back of the head, you unleash your ghostly flare upon her, attempting to catch her before she gets to make her attack.

    Madder rolls 32%! Miss!
    Xanxia: 8HP remaining.


    She deftly dodges out of the way, allowing the shadowy flare to strike a nearby rock instead. She then opens her mouth and spits out a torrent of flames and fire in your direction, and you can feel the heat burning hotter than usual, but it seems something infernal is at work as well, empowering the fiery assault to be far more deadlier than usual.

    Xanxia rolls 76%, hit! 1 point of damage +2 (you cannot grasp the true nature of this Abyssal force) = 3 points of damage.
    Madder: 5HP remaining.


    The fire eats at you, and you growl back, channeling your pain and anger into fury. This Charmander doesn't look right at all, and you can sense an infernal presence to her. Regardless, you unleash a dark, cyclone of nether energies in her direction, attempting to swarm her from all directions.

    Madder rolls 49%! Hit! 1 point of damage.
    Xanxia: 7HP remaining.


    She's able to escape most of the nether swarm, but a few of the dark tendrils manage to get a few painful licks at her before they fade. Racing toward you, she opens her mouth and coughs out a blazing fireball, radiating with extreme heat.

    Xanxia rolls 76%, hit! 1 point of damage +2 (you cannot grasp the true nature of this Abyssal force) = 3 points of damage.
    Madder: 2HP remaining.


    Despite your best efforts to evade the fiery fury, it slams into you and the burning savagely eats at you. You just barely manage to put out the fire before it overwhelms you.

    Moving in quickly, you create a web of ghostly, spidery tendrils of nether to wrap and ravage Xanxia, once again trying to give her nowhere to run except into your trap.

    Madder rolls 53%! Hit! 1 point of damage.
    Xanxia: 6HP remaining.


    As you expect, the nether gives her no quarter, but she's unexpectedly good at trying to minimize the damage. The ghostly nether whips and lashes at her, but not as much as you were hoping for.

    "I'Ll enJoY waTCHiNG yoU DiE!" she howls with an ungodly, unnatural scream.

    She vomits out another wave of hideous flames, and you brace yourself, trying to anticipate the best time and way to evade...

    Xanxia rolls 53%, hit! 2 points of damage +2 (you cannot grasp the true nature of this Abyssal force) = 4 points of damage.
    Madder: -2 remaining.


    Despite your best efforts, the fire comes and surrounds you from everywhere and becomes too much for you to handle. You try to minimize the damage and pain by dashing through the least immolated areas, but it proves to be futile. The flames eat at you and the last of your energy and stamina is sapped out of you with the fire...

    You feel nothing but haze, pain, and heat as your vision fades...

    Madder the Mimikyu has been knocked out.

    ...

    You aren't able to see, but you can feel yourself being lugged around like a sack of potatoes, given not an ounce of care or regard. You can't move, and your body stings from the savage burns. Despite all your rage and scorn for this repulsive Charmander, revenge will have to wait. But you're already scheming about all the ways you're going to make the Abyss loathe their own existence once you're through with them.

    Madder the Mimikyu has been captured by the Stalkers.

    The Emissaries must embark on a rescue mission to rescue their captured companion.

    @Bulbasaur @Noblejanobii @EmeraldSky @Scytherwolf @Morzone @HorusMyDude @Arrow-Jolteon @Lychee @sammy0295 @Truly @ARandomTool @LKWayvern @Dragon Master Mike @arnisd @Shruikan @ShadowBolt25

    Rescue Mission: Madder
    Aptitude required: 100%
    Time Remaining: 2 Cycles

    Madder wants nothing more than a savage revenge for this, but the only way he's going to get a chance at it is by first getting out of this mess. But the clock is ticking and there's not much time left...

    Madder the Mimikyu (S: Ghost/Fairy)
    Health: 0/8 | Sanity: 5/8 | Purity: 5/12
    Battle Stance: Fight
    Perk: Seinaru | Abilities: Investigate
    Trait: Stealthy

  5. #454
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    Quote Originally Posted by arnisd View Post
    I'll go scavenge in the tunnel ruins
    The Abyss has Brass in their sights...

    Heading to the Tunnel Ruins, you decide to use the bright daylight to help you find some goods and materials that have been long-neglected for many years, or were never known about in the first place.

    Using your insight, you find some areas that look like they haven't been tapped into yet. They were easy to miss, but this ended up playing out in your favor.

    Scavenge Results:
    Resourceful, Upgraded:
    Effect:
    You will always find at least 6 Common materials while Scavenging. +25% to find Rare items and +15% to find Very Rares.
    Upgrade: 100% chance to find at least one Rare item. +50% chance for Very Rares.


    $Splinters$
    $10SP$

    Common 70% Chance (Resourceful: Guaranteed 6):
    1. Iron Ore
    2. Macro-Weed Fibre
    3. Scraps
    4. Iron Ore
    5. Macro-Weed Fibre
    6. Macro-Weed Fibre
    7. Scraps
    8. <Miss>

    Rare (30% + 25% Resourceful Chance) = 50% Chance
    1. Focus Ball
    2. <Miss>
    3. <Miss>
    4. <Miss>
    5. Focus Ball

    Very Rare (10% + 15% Resourceful Chance) = 20% Chance:
    1. Green Gem (+50% Bonus = 70%)
    2. <Miss>
    3. Green Gem

    Scavenge Results:
    $10SP$ was added to Brass's Inventory
    [M: Scraps] x2, [M: Iron Ore] x2, [M: Macro-Weed Fibre] x3, [Focus Ball] x2, [Green Gem] x2 were added to the Team Inventory.


    Quite satisfied with your haul, your hunch about this being a good spot to search turned out to be true. You decide to gather your newly found treasures and head back to base.

    Brass the Braixen (M: Fire)
    Health: 10/10| Sanity: 6/8 | Purity: 10/10
    Battle Stance: Fight
    Perk: Repair
    Trait: Resourceful

  6. #455
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    Quote Originally Posted by arnisd View Post
    I'll go scavenge in the tunnel ruins
    On your way back to base, you have a bad feeling as the sun is setting. The whole day while you were at the Sunken Ruins, you were entirely alone, and maybe only once or twice did anyone even see you far off in the distance. While you saw your opportunity...

    ...the hunters of the Abyss saw theirs...

    ABYSS HUNTER HOSTILE ATTACK!
    For your battle audio pleasure


    Brass, Medium, Fire type. 10 HP, 30% dodge rate, 1d4 attack die. 73 Speed.
    Renge: Disciple of Repose, Small, Water type. 8 HP, 40% dodge rate, 1d2 attack die. 55 Speed.

    Brass Strikes First!

    Fight!

    Despite Renge's attempts to ambush you, you quickly outsmart and outmaneuver him before he can land the initial strike. You try to surround him with fire, launching a stream of flames from your hands.

    Brass rolls 7%! Miss!
    Renge: 8HP remaining.


    Before they're able to connect, Renge sprays water and douses the fire. But then, he doesn't stop and tries to cut through the fire and hit you with his blast of water.

    Renge rolls 8%! Miss!
    Brass: 10HP remaining.


    You deftly dodge the stream of water, and use your acrobatic dodging to close in the distance. Confident, you unleash a torrent of flames at the Psyduck, and try to smother him with the fire.

    Brass rolls 1%! Miss!
    Renge: 8HP remaining.


    However, before it's able to land, once again Renge strikes it in midair, cutting through the fire. You realize looks can be deceiving as this Psyduck isn't as inept as he looks...

    He attempts to launch another blast of water at you, and you concentrate on the assault, hoping to find a way to dodge it by anticipating how it's going to be directed at you.

    Renge rolls 20%! Miss!
    Brass: 10HP remaining.


    Your anticipation pays off, and you're able to see exactly how the rush of water comes at you before it lands. You quickly leap out of the way, and unleash a reprisal attack of fire and flames, trying to smother Renge with consuming flames.

    Brass rolls 26%! Miss!
    Renge: 8HP remaining.


    Despite your best intentions, the flames are once again flushed out by the blasts of water that Renge unleashes to counter them. Surging toward you, he attempts to blast you with another water gun attack.

    Renge rolls 30%! Miss!
    Brass: 10HP remaining.


    This time, you just barely dodge it within millimeters of it striking you. He was close, but not close enough.

    "I'Ll MaKE yoU EaT DeaTH!" he howls in frustration.

    Definitely not a normal typical Psyduck. Regardless, you focus your attention on his position, and try to feint attack him by throwing out a decoy, and then unleashing your real attack in the form of a devastating fireball.

    Brass rolls 64%! Hit! 1 point of damage. Halved (Fire vs Water) = 1 damage.
    Renge: 7HP remaining.


    The flames only lightly lick at his flesh as he avoids most of the explosion set off by the fire. By now, the desert landscape looks blasted with black char marks and puddles of water everywhere.

    Renge charges at you, and opens his bill to cough up yet another torrent of water at you, shooting at you like a geyser.

    Renge rolls 2%! Miss!
    Brass: 10HP remaining.


    You swiftly leap out of the way, and before Renge has the chance to realize his attack didn't connect, you strike back with a flamethrower attack, unleashing a rush of biting fire right at him.

    Brass rolls 3%! Hit! Miss!
    Renge: 7HP remaining.


    Unfortunately, the attack fails to land as Renge quickly catches on and uses his water to stop the fire dead in its tracks. He directs another blast of water right at you, and you try to prepare yourself...

    Renge rolls 44%! Hit! 1 point of damage. Doubled (Water vs Fire) 2 points of damage.
    Brass: 8HP remaining.


    You cannot grasp the true nature of this Abyssal force...
    Brass suffers 1 point of Purity Damage!


    The water strikes you, but something about it feels sickly and demonically disgusting. But you shake it off and head back into the fight, trying to race around Renge in the hopes that your speed will be able to catch him off guard before he's able to dispel the fire.

    You throw out your hand and unleash another torrent of fire at him.

    Brass rolls 38%! Miss!
    Renge: 7HP remaining.


    But it doesn't work this time either. You're a bit baffled, not understanding how this Psyduck is able to anticipate your varying strategies, but nonetheless, you think it might be some darker power at play here.

    He attempts to cut through the flames with another blast of water, directing it head on at you.

    Renge rolls 44%! Hit! 2 points of damage. Doubled (Water vs Fire) 4 points of damage.
    Brass: 4HP remaining.


    You cannot grasp the true nature of this Abyssal force...
    Brass suffers 2 points of Purity Damage!


    The water cuts through hard this time, and you find yourself taking a direct hit to the side of your head. It feels almost suffocating as you get off the wet ground, dripping wet. You growl, and try to attack Renge from above, throwing another fireball at his position.

    Brass rolls 82%! Hit! 3 points of damage. Halved (Fire vs Water) = 1 damage.
    Renge: 6HP remaining.


    It manages to cut through, but naturally, his aquatic characteristics nullify a great deal of the damage. Nonetheless, at least some of the damage goes through.

    He attempts to strike back and get a reprisal assault, using another geyser-like attack.

    Renge rolls 16%! Miss!
    Brass: 4HP remaining.


    You quickly jump over it and once again try to use height advantage against the Psyduck, leaping as high into the air as you can before smothering the ground below with fire.

    Brass rolls 30!% Miss!
    Renge: 6HP remaining.


    Renge, unfortunately, has caught on and he anticipates this new strategy of yours. As before, the water he spits dashes the flames away, but he keeps going and now directs his attack at you.

    Renge rolls 48%! Hit! 1 point of damage. Doubled (Water vs Fire) = 2 damage.
    Brass: 2HP remaining.


    You cannot grasp the true nature of this Abyssal force...
    Brass suffers 4 points of Purity Damage!


    The water this time feels horrific and full of sh̛a͏̲̞͍d̰̠͙̜̣o̖̰̬̣w̡̺̟̙s̬̗ ̟̰͎̞͈a͚͇nd͢ ̠d̖͕͎͜e͏̬̟̦̜͎a̬̯͕̪͎t̖͓̼̮̫̦̀h̥͙̪̤̺̟̗. Besides the suffocating effect of the water, the shadows iͨ̅͌͐̐͐ͤ́n̪̱͙͙̯̓̀̀ͥ͢f̅ͩ̾̆̂͑ͨ҉̹u̗͍̱͇͙͒̅͐̏̅͐s̬̼̩͓͋͊͟ e̾͛̾͜ḋͤ̇ͭ̎̏̾҉̰͚͎͚ in the liquid latch onto the sprit and being to eat away at it.

    Panting, you're in agony, but you're not out yet. Working on adrenaline, you make a last effort to make a fiery flamethrower strike upon Renge.

    Brass rolls 95%! Hit! 1 point of damage. Halved (Fire vs Water) 1 points of damage.
    Renge: 5HP remaining.


    But as before, it only manages to lick a small amount of searing pain on the duck Pokémon.

    Renge charges in, throwing another blast of water your way...

    Renge rolls 88%! Hit! 1 point of damage. Doubled (Water vs Fire) = 2 damage.
    Brass: 0HP remaining.


    You cannot grasp the true nature of this Abyssal force...
    Brass suffers 2 points of Purity Damage!


    The corrupted water lands its final blow, and you find yourself winded and suffocating, barely able to breathe. Suddenly you feel dizzy, light-headed, and you fall to your knees and the shadows continue biting away at your spirit...

    ...it becomes far too much for you to bear, and everything goes dark...

    Brass the Braixen has been knocked out.

    ...

    Not sure of what's going on, you only regain consciousness for but a short while, and though you can't see, you feel your back, rubbing against the wasteland ground, painfully. You groan, not sure where you're being taken, but in a few short seconds, you feel too weak and you pass out again before you find out what's going on...

    Brass the Braixen has been captured by the Stalkers.

    The Emissaries must embark on a rescue mission to rescue their captured companion.

    @Bulbasaur @Noblejanobii @EmeraldSky @Scytherwolf @Morzone @HorusMyDude @Arrow-Jolteon @Lychee @sammy0295 @Truly @ARandomTool @LKWayvern @Dragon Master Mike @arnisd @Shruikan @ShadowBolt25

    Rescue Mission: Brass
    Aptitude required: 100%
    Time Remaining: 2 Cycles

    Though he fought as hard as he could, there was only so much he could do. There is still hope if the Emissaries can get to him in time, however...


    Brass the Braixen (M: Fire)
    Health: 0/10| Sanity: 6/8 | Purity: 1/10
    Battle Stance: Fight
    Perk: Repair
    Trait: Resourceful

  7. #456
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    Quote Originally Posted by Shruikan View Post
    With the newest revelations, scouring the remaining locations is a high priority. On that note, I shall search the huts near Yellowback Lake. They seem as likely a place as any to hide information or artifacts.

    [Search (30a) Cluster of Huts]
    The Abyss has Yris in their sights...
    I swear, I made it so there's only a 10% chance of this happening!

    With the morning having now arrived, you step out of the Emissary base and take flight toward Yellowback Lake, intending to see what lies off in the Cluster of Huts here. Along the way, you feel as though the sun is not quite shining as strong as it used to, but you have a feeling the Abyss is having some influence on that.

    Upon arriving at the lake, you head south toward where the water forms a small river that heads to Murky Pond. From what you can see on an initial close inspection, the huts here are not very large and only consist of one or two rooms. In the meantime, they've been abandoned for quite some time now, and while they're not in ruins, it seems most of them are empty and haven't been inhabited for years.

    Some huts have holes in the roofs while others have been overtaken by vegetation. Generally, the interiors are empty, save for broken or damaged things that the previous owners left behind. You also have a feeling that if there was anything of value some time ago, scavengers took it for themselves. What you have left are damaged pieces of furniture, rags that used to be carpets and blankets, and broken objects like pots, plates, and the like. None of these huts even had running water or electricity, as if to suggest those that lived here had a primitive lifestyle.

    In one of the huts, you find something suspicious, and it has a Stalker's signature. In the center of one of the old huts, you find a strange, almost tribal-like carving that you can immediately tell hasn't been here for long, even though everything else around it looks old and decrepit. When you look at it, it seems to instill feelings of destruction and undoing, but not major enough to inflict any mental trauma. It's more of an unsettling and creepy thing to look at.

    You seen indentations on the carving, as if portions of it were dug out in the forms of peculiar shapes. One seems to have black powdery traces of coal while the other seems to be in the shape of a chest..

    In the meantime, you look over the carving and it seems there is a liquid-powered mechanism inside. At first you attempt to search for a pot that could use water from the lake, but the only ones are too far damaged to make use of.

    {Carving of Deconstruction: +Water-type+, Coal Slot, Chest Slot} has been noted in the Team Records.

    Taking note of this, you then investigate the other huts, but you don't come across anything that seems strange or has anything significant of value. You suspect no one is going to make use of these huts and it's unusual that someone did. You have a feeling whoever set that up wasn't expecting anyone to come down this way for quite some time, but now that you've found it, you definitely think there's something strange going on around here...

    Yris the Ultra Necrozma (L: Psychic/Dragon)
    Health: 12/12| Sanity: 8/8 | Purity: 7/8
    Battle Stance: Fight
    Perk: Medicine | Abilities: Rescue/Escape
    Trait: Resourceful
    Last edited by Neo Emolga; 11-03-2019 at 09:40 PM.

  8. #457
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    Quote Originally Posted by Shruikan View Post
    With the newest revelations, scouring the remaining locations is a high priority. On that note, I shall search the huts near Yellowback Lake. They seem as likely a place as any to hide information or artifacts.

    [Search (30a) Cluster of Huts]
    After completing your search on the Cluster of Huts, you realize the Abyss had been lying in ambush, waiting for their deadly opportunity.

    ABYSS HUNTER HOSTILE ATTACK!
    For your battle audio pleasure


    Yris, Large, Psychic/Dragon type. 12 HP, 20% dodge rate, 1d6 attack die. 129 Speed.
    XEL, Sentinel of Netherfall: Small, Steel type. 8 HP, 40% dodge rate, 1d2 attack die. 30 Speed.

    Yris Strikes First!

    Fight!

    You identify the dark Beldum sentinel quickly, and you find yourself easily able to outmaneuver its rather sluggish speed. You open your maw and immediately attempt to smother it with draconic fire breath.

    Yris rolls 45%! 6 points of damage. Halved (Dragon vs Steel) = 3 damage.
    XEL: 5HP remaining.


    The draconic flames eat away at the chassis of the Abyssal sentinel, but unfortunately the strike isn't as destructive as you were hoping for. However, you know that your psychic attacks would be even less effective, so you're relying on the most destructive option you have.

    XEL attempts to charge at you, but you notice something different. It's glowing with a strange and demonic black and crimson aura that radiates with evil.

    XEL rolls 45%! 2 points of damage.
    Yris: 10 HP remaining.


    You cannot grasp the true nature of this Abyssal force...
    Yris suffers 1 point of Sanity Damage!
    Yris suffers 1 point of Purity Damage!


    A dark vigor courses through this robotic sentinel, and you feel it has been infused by some wicked and macabre energy. It tries to burn at your mind and soul, but you still have plenty of fight left in you.

    Soaring into the air, you open your maw and once again attempt to smother the Abyssal sentinel with draconic flames.

    Yris rolls 18%! Miss!
    XEL: 5HP remaining.


    It manages to evade your draconic torrents of fiery energy. In fury, it attempts a reprisal charge, heading straight for you...

    XEL rolls 67%! 1 point of damage.
    Yris: 9 HP remaining.


    You cannot grasp the true nature of this Abyssal force...
    Yris suffers 1 point of Sanity Damage!
    Yris suffers 1 point of Purity Damage!


    Once again, the sentinel drives its steel into your abdomen, discharging the macabre energies into you. In fury, you ready your claws and attempt to rip directly into the infernal machine.

    Yris rolls 86%! 4 points of damage. Halved (Dragon vs Steel) = 2 damage.
    XEL: 3HP remaining.


    Shredding XEL's chassis furiously, your claws dig in deep and you can confirm a serious amount of damage has been done to this hunter drone. Still deadly intent on trying to take you down at all costs, it surges toward you once again, attempting to bludgeon you from the front.

    XEL rolls 69%! 1 point of damage.
    Yris: 8 HP remaining.


    You cannot grasp the true nature of this Abyssal force...
    Yris suffers 2 points of Sanity Damage!
    Yris suffers 2 points of Purity Damage!


    The attack manages to drive in more of the dark Abyssal energies, and you snarl at the pain. You quickly fly backward, and once again attempt to smother XEL's body with consuming draconic fire.

    Yris rolls 21%! Miss!
    XEL: 3HP remaining.


    However, the Beldum manages to deftly drive through the barrage of fire and attempts another charge.

    XEL rolls 18%! Miss!
    Yris: 8 HP remaining.


    You dodge the charge narrowly, and just as XEL attempts to recover from the failed charge, you use that delay to your advantage and attempt to drive your draconic claws into XEL's body.

    Yris rolls 32%! Miss!
    XEL: 3HP remaining.


    It just barely manages to escape your attack. It tries to drive its attack into your side and catch you off guard.

    XEL rolls 85%! 1 point of damage.
    Yris: 7 HP remaining.


    You cannot grasp the true nature of this Abyssal force...
    Yris suffers 1 point of Sanity Damage!
    Yris suffers 1 points of Purity Damage!


    The attack slams into you again, but it's mainly the dark energies that cause the most frustration.

    You try once again to tear into the machine with your draconic claws.

    Yris rolls 88%! 3 points of damage. Halved (Dragon vs Steel) = 1 damage.
    XEL: 2HP remaining.


    A slight amount of damage is done, but it wasn't the kind of devastation you were hoping for. Quickly responding, XEL attempts a reprisal, charging furiously at you.

    XEL rolls 75%! 2 points of damage.
    Yris: 5 HP remaining.


    You cannot grasp the true nature of this Abyssal force...
    Yris suffers 1 point of Sanity Damage!
    Yris suffers 2 points of Purity Damage!


    ...

    The dark, spirit destroying energy once again tears its way into you, and you can no longer handle it. The swarming, overwhelming shadows blot out your vision, and soon there is only darkness...

    Yris the Ultra Necrozma has been killed by the forces of the Abyss.

    Doom Tracker:
    8/25


    The Emissaries must resurrect their fallen companion. Call upon Utopia's blessing of light, and there will be hope for Yris again...

    @Bulbasaur @Noblejanobii @EmeraldSky @Scytherwolf @Morzone @HorusMyDude @Arrow-Jolteon @Lychee @sammy0295 @Truly @ARandomTool @LKWayvern @Dragon Master Mike @arnisd @Shruikan @ShadowBolt25

    Reincarnation of Yris: <Seinaru>

    Yris the Ultra Necrozma (L: Psychic/Dragon)
    Health: 8/12| Sanity: 2/8 | Purity: 0/8
    Battle Stance: Fight
    Perk: Medicine | Abilities: Rescue/Escape
    Trait: Resourceful

  9. #458
    Cheers and good times! Neo Emolga's Avatar
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    Quote Originally Posted by Truly View Post
    I'll Escort Kaskin to 22, the mercenary guild, and blow his mind: following the same steps as before, I'll head him to the Fetid Tunnel and ask him to help look it over.
    Change my stance to Flee.
    (May edit later, for fluff, not substance.)
    The Abyss has Truly in their sights...

    You decide to meet with Kaskin and ask him for his assistance with a toxic pool that Lillian had found earlier. You describe what was recorded in Lillian's report, and he takes an interest in what this might lead to. That and the prospect of pitching in to help figure out what's going on with the Stalkers seems beneficial to everyone. You then both go to the Mercenary Guild and upon arriving at the front gate, Kaskin's reputation as a healer allows him to get through the front with you following him close by as his "associate."

    After going down many windowless stone hallways, you then come to the areas where there is less mercenary activity and the area becomes quiet and mysteriously empty. You both then head to the dark tunnel, and as the others mentioned, it gets darker as you travel down, and the shadows then begin to take their l̶̳̼̠̰̹i̯c̰̼͔͠k̨̫̤̱̙̣ș͙̻ at you with their d͟a̺̲̞̥͎̬r̴k̼,͔͇̖̩̫́ ̮̪̳̥͉̖̖w̘̺̤h̩͎͈͠ḭ̺̱̘̝̲͞p̳̞̺̠͠-̣͖͕l̳̞̹͇̬̝̝͜ì̖̖̣͕̖̺k̳̠̲̕ͅe̞̦̳ tendrils.

    Truly has sustained 2 points of Purity damage.

    "This place reeks of corruption," Kaskin mentions to you as he is trying to deal with the shadows himself. "How have none of the mercenaries reported this?"

    "They're probably dead," you tell him. "A few of the others ran into some booby traps, so keep an eye out for anything out of place."

    He nods, and you both carry onward. You head toward the central tunnel, and you find that as Lillian reported earlier, the acid pools and toxic puddles begin to appear. From what you can tell with Kaskin, he's dealt with this kind of thing before, and is able to rely on his toxic powers to drive back the acidic and corrosive liquid, dispelling them back into the walls and completely out of sight. What was completely smothered in hazardous ooze is now completely clear...

    {Fetid Tunnel: +Poison-type+}

    "I can see why you needed my assistance," Kaskin replies with a helpful smirk. "But let's be ready for anything."

    As the two of you carry on, Kaskin continues to use more of his dispelling energies to remove the last of the toxic sludge, but then both of you come across an open, circular chamber.

    n̴̷͖̹̬̈͝Ẽ͕͚͊̔́̏͗ͣ̓V̡̪̮̬̯͉̹̺ͪͤͬͤ̒͂͂͠ͅE̶̡̱ͩͮͣ͗͑r̆̌̔ ̡͚͋̌̇̄ ̛̗͈ͮ̈́ͪ̂ͥ͛̎͝B͚̘̽́ͬ̄E̛̫̦̮̒ͫF̢̢͕͖̫̤̙̎ͪͧͮ͒̋̅̚ò̠̊ͬ̂ͭ͒̎ ͕͎̮̻̪̜͇r̩͉̪̫̋̓̅ͧ̑͗͒̚ͅE̦̟̘̳̼͙̻̅͗ ̶̨͓̯̻͎̮͇̍ͫͤ͌́H̟͔̼̳ͤͬ͌̌̒̔̇̿͞ā̹͚̭̫̹̮̖̆͗́̔v͙̭͊̏̑̿ͩ̆E ̢̡̳͉̲̙̮͊̑̑̒̏͋̀͘ ͚͙̞̹̞̺͖ͧ̂̂ͣ̆͆̚̕͜Y̻̳͛͆ͨ̉ͅŌ͚͍͉̬̱̖͒̃ͣͥ͊u̶̸̎ͫ̓ͥͯ̋ͤ͏̩͕ ͖ ̵̧̮̰̤̻͙̥̰͎̿̌͊̓ͯͬS̴͎͈̻͑͛ͦ͡͡Eͧ̽̍̿ͭͫ̒̆҉͍ë́̔̈ͭͥ̅ͥͦ͊͘̕͞ ̠͇̟̘n͛ͩ̂̽͐҉̸͉̪͙̙̬̠ ̞͎ͮͯͩŞ̡̺͍̩͚ͪ̒̄͆ͣ̐ͫ̈́Ų̷̬̰̼͙͇̀ͯͯ͢c̓ͫͮͥ̐̂ͦ͏̻̳͎̝̩̳͔h̾ ̵͚͖̰͇̖̤͉̞͉́̀͐̇ ̡̹̣̩͙̜͈͓̐͛͘d̨̹̟ͪͫ͑ͫ̚A̢͚̟̮ͫ̚Rͭ̋́͗̋͋̄͟҉̘̖̣͍̟̪̯̼̱k̓ͪ̓ ̛̼̜͈͇̞̫̄̑́͑͛n̗̖͕̹̤̤̟͕͐͒̏̃̓̅ͬ͑̕͞E̘͈̙̤̹̭̝ͥͩ̾͑̎́s̋̓ͫͪ ̟͈̪͖̐͆͞s͙̟̗̞͇̝͆̀.ͤͫ̑ͫͮ̉̃͠҉͕̲̙̕

    In the middle is a massive, pulsating sac, thrusting and shaking like a monstrous cocoon withering in pain. Shadows of dark, abysmal f̻̤̭̣̯̍̌͗̅ͦͩ́̕͟ͅe̗ͣ̎͆͗̊̉͢v̖̰̞̦̬̺͖̞̀ͮ͟͞ͅe̷̹̦͚̭̐́̚̚̕ ̠ṟ̛͖̫͕̲̭̺̟̃̕ are rushing wildly in all directions like a nightmare circus of horror. At first, they seem untamed and out of control, swirling about the giant sac as it shifts and shakes in horrific pain.

    "No... this can't be right!" Kaskin gasps, having never seen anything like this before in his life. "What IS THIS!?"

    But you see pain. Nothing but pain... horrifying pain in that sac...

    "It's..." you mutter to the cleric.

    "I think something's inside of it," Kaskin tells you, his voice sounding meek and anxious. "Lord Arceus, if someone is trapped in that demonic vessel..."

    You look at it closely, trying to watch for signs and listen to voices. The way the sac keeps pulsating... you're just not sure. You hope it's not true. But you cannot truly tell for sure...

    "We can't risk attacking it," Kaskin tells you. "Not if someone is trapped in there. This may sound odd, but... maybe administering a painkiller might help. It might stop this... thing from shaking violently like that. Enough to get it under control and carefully dismantle it. Unfortunately, I'm all out of painkillers myself and have had to rely on Oran Berry consumption, but that's not going to work with this thing! But if you still have some..."

    {Pulsating Sac: Painkiller Injection}

    But then, Kaskin's eyes light up in horror.

    The shadows...

    ...

    They're now coming for you. Surging, twisting, hungry and angry... they've spotted you.

    "RUN!" Kaskin shouts.

    Immediately, you both turn around as the massive tendrils of darkness try to surround you. You try hard to move as fast as you can on your blue crustacean legs, but they're faster, and they f̸̡͓͔̳̞̳͍̝̣̯ͤ͑͊̓ͦ̍͊̓̕e̴͔͖ͥ̇́͟͜ã̭̆̄ͫͭͨ̕ş̷̎̾̊͗̐ͤ̏̂ ̴̘̣̫̰̭͓͉ţ̻̰̭̠̼̠̬̓́̕͢ ̢̮͙̭̜͉͎̼̀ư̴̹̱̇̿͋̇̾ͩ̊̑̾͝p̷̹̺̥͔̤̙̞ͥͦͧ͆̈́̌ͫ̚o̢͖̖̖̥͓ͮ̾ ͖̭ṇ̸̱̖ͮ̚ ̶͓̻̞̬̜̋̆y̢̯̎̈o̹̭̦̞̘͔̔ͨ̾ͥ͑u̢̞̬̣͒͑̆̓͗ͬ̿r̶̵͕̰̩̼̹̐̉̀̚͢ ̣̹̯̖ ̤̣̈ͭ̎̒͐̓́͘s͚̺̊͛͑̚p͔̯͇̭̪̝͒ͮ͂͌͐ͥ͝ͅi̴̢̹̞̫̺̺͓͔̺̍̽ͫͭ͛̆̕ ͕r̖̪͖̜̹̊ͩͧ̚i̧͈̤̗͈ͣ̂͊̂͂̅ͣ̊́t̝̼̯̠̭ͭ̒͒̀ despite your best efforts.

    Truly has sustained 2 points of Purity damage.

    "Curse these wretched things!" Kaskin shouts, helplessly trying to swat away the shadows as he tries to sprint away.

    The keep following you down, down, down the tunnel, far more than you thought they would. You growl as your sprit tries to fight it back and protect itself, but they keep B̵͚͉̗̲͔͖ͫ͆ͯͯ͜͡I̢̢̝̜ͪ̀ͮͫ͋ͯ̃̾T̲̯͑ͫ̅ͬ̓̀͜I̠̗͓̦͕̟ͯ̅N͑̾ͧ ̸̢̼͇͚͕̑̅͊̏͜G̨̲̖͓͒͂͗ͮ͌͑.

    Truly has sustained 3 points of Purity damage.

    You eventually clear far enough of a distance back down the stone hallway, panting, exhausted and spiritually wounded. It also looks like Kaskin himself didn't fare too well either.

    "That chamber..." Kaskin tells you, looking tired. "Don't go down there again. Never. Not... without some kind of protection."

    You nod, knowing it would likely be fatal if special care isn't taken before heading down there. You decide to both head back to town, not sure what would be the best approach to take now, but you shudder to think... what if someone or something really is trapped within that grotesque cocoon?

    ...would they even appreciate being freed...? Why is it even there...?

    You don't think you're going to sleep very well thinking about this...

    Truly the Clauncher (S: Water)
    Health: 8/8| Sanity: 8/8 | Purity: 5/12
    Battle Stance: Flee
    Perk: Technical | Abilities: Escort/Protect
    Trait: Charming
    Last edited by Neo Emolga; 11-06-2019 at 10:12 PM.

  10. #459
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    Quote Originally Posted by Truly View Post
    I'll Escort Kaskin to 22, the mercenary guild, and blow his mind: following the same steps as before, I'll head him to the Fetid Tunnel and ask him to help look it over.
    Change my stance to Flee.
    (May edit later, for fluff, not substance.)
    As you and Kaskin leave the Mercenary Guild, you realize that just as you cross the barren divide, one of the Abyss's agents is in pursuit. When you turn behind your back to see what it is, it's not the Pokémon you'd expect. Nonetheless, you can see the evil in the Bounsweet's eyes, and your only thought right now is to run. Run as fast as you can...

    ABYSS HUNTER HOSTILE ATTACK!
    For your battle audio pleasure


    Truly, Small, Water. 8 HP, 40% dodge rate, 1d2 attack die. 44 Speed.
    Xexa: Assassin of Gravemeld, Small, Grass type. 8 HP, 40% dodge rate, 1d2 die. 32 Speed.

    Truly acts first, will be attempting to Flee.

    Fight!

    As Xexa starts her nefarious pursuit, you and Kaskin decide not to try and deal with this and escape as soon as possible. You try to make a sprint for it, attempting to use the mounds of dirt as cover to hide your escape.

    Truly tries to run away... (Rolls 79%) ...but couldn't!

    Xexa anticipates it and she cuts you off, blocking your escape as she tries to barrage you with a storm of razor-sharp leaves.

    Xexa rolls 26%! Miss!
    Truly: 8HP remaining.


    You quickly turn around and try to run in the other direction just mere seconds before the hurricane of leaves slices through your previous position. The trenches and crags are ragged and nearly cause you to stumble, but you manages to make your way around them, hoping to clear enough distance between you and her to escape.

    Truly tries to run away... (Rolls 90%) ...but couldn't!

    You're not able to break away from her pursuit and what's even worse is the rocky terrain causes you to trip and waste precious time trying to recover. Mercilessly, Xexa jumps in for the strike, attempting to snare you with a grass knot attack.

    Xexa rolls 7%! Miss!
    Truly: 8HP remaining.


    You manage to take cover behind a nearby rock, just as the attack strikes it and ingrains itself into the stone. You're not sure where Kaskin is at this point, but you're hoping he has escaped by now.

    You try jumping into a nearby trench, hoping Xexa doesn't notice you doing it. You wait here for a moment, hoping she keeps going and never notices your hiding spot.

    Truly tries to run away... (Rolls 89%) ...but couldn't!

    However, you find out the hard way she immediately jumps into the trench with you, launching a energy ball right at you!

    Xena rolls 25%! Miss!
    Truly: 8HP remaining.


    You quickly leap out of the way, just as the energy ball hits the backside of the trench and creates a cloud of dust. You immediately plunge into the resulting shrouding cloud, hoping to lost Xena's pursuit.

    Truly tries to run away... (Rolls 69%) ...but couldn't!

    Unfortunately for you, the dust doesn't stay in the air long enough for you to get enough distance, and Xena attempts to snipe you from behind with another Energy Ball.

    Xena rolls 1% Miss!
    Truly: 8HP remaining.


    Her hasty attempt results in a wild miss, and she decides to close in on you. You decide to try another direction, and sprint as far ahead as you can.

    Truly tries to run away... (Rolls 16%) ...and did!

    Using another trench, you head down an almost maze-like winding path. You push forward quickly but silently, giving her no indication of which of the paths you've taken. In her attempt to pursue, Xena has no choice but to guess, and she takes the wrong one, chasing nothing for far too long as you head in the other direction, far from her pursuit.

    Truly has successfully escaped from the battle.

    Panting with your heart racing, you're relieved when you confirm there's no sign of her anywhere. Once you're certain you're safe, you make your way back toward Emissary base...

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

  11. #460
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    Quote Originally Posted by Bulbasaur View Post
    Search (30) Yellowback Lake please!
    Mistee has avoided the followers of the Abyss...

    Heading east to Yellowback Lake, you realize this is one of the few clean bodies of water remaining in Yaru, which likely explains why the town was founded here. The area around the lake seems quite peaceful and relaxing, and you can see a few Pokémon have built water pumps to channel fresh water through a filtration system.

    Along the shore, you don't find too much besides a few pieces of trash, including discarded bottles, cans, and other debris among the rocky and muddy sections of the lake's shore. Nothing really seems to be of value, but at least you're not sensing anything nefarious about it.

    While starting your search around the bend, suddenly your foot gets snagged upon a piece of strung wire...

    #Tripwire 3H# Dodge Rate: 40%
    Mistee rolls 77% to dodge! Failed!


    Mistee has taken 3 points of Health damage.

    Suddenly you trip and tumble into the rocky shore, and not only do you bruise yourself several times upon the firm stones, but the strung wire that you tripped on ended up cutting into your foot. The cut is somewhat deep and stings profusely, but it's definitely not fatal at least. But you do find the sight of blood trickling down your leg unsettling. Still, you do a further investigation and it looks like this wire was trying to protect a hidden cache that was here. You do a little digging under the strung wire and you find what looks like a jagged claw, but the formation of the nails seems very specific and they're firmly locked in place. It makes you wonder why this is, but you figure there's got to be a logical explanation behind it.

    You decide to take it with you, figuring there's got to be a reason why this was stashed here. You get the idea maybe it's supposed to be used elsewhere.

    [Jagged Claw] was added to the Team Inventory.

    You search through the rest of the lake, but nothing else really seems to come across as suspicious. As the sun begins to set, you decide to head back to base, still feeling a bit of stinging pain from the wire...

    Mistee the Bulbasaur (M: Grass/Poison)
    Health: 7/10 | Sanity: 7/8 | Purity: 10/10
    Battle Stance: Flee
    Perk: Technical
    Trait: Charming

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