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  • File : 1306697263.jpg-(58 KB, 400x400, ruppert-mary-autumn-walk[1].jpg)
    58 KB The Garden of Ehnkieridian TheProphet !2QMM/7mJM. 05/29/11(Sun)15:27 No.15094464  
    They were quite accustomed to the more common fair of Dungeon.
    Traveling through a town on the way to some other adventure, the party came upon a very well to do town. The party very soon noticed the many signs posted for "Adventurers wanted!" and promptly went to the mayor of the town to inquire about the extremely generous reward that was offered. The Mayor explained it like this: there has always been a presence in the town, something benignly nefarious, that doesn't seem to take hold on a person until they've stayed for quite some time, a year to three he responded after an inquiry by the Cleric, and even when it does it's not in the slightest threatening. He began to digress into how he's lived here his whole life and it hasn't-
    The barbarian cut him short, shouting, as politely as he could, to tell us what this "presence" was.
    The mayor stumbled for words, it wasn't exactly easy to discribe. Nightmares and dreams shared by multiple townsfolk, flickering shadows that shouldn't be there, and whispers so quiet you're not sure if you've heard anything at all.
    But as benign as it is, it is stunting the growth of his town. Merchants move in and become comfortable, only to be scared away by the phantasms.
    The Ranger then asked the obvious question: what can we do about it?
    The Mayor told them that as far as they could tell the source of these delusions came from a place deep within the neighbouring woods, some distence away.
    Quashing all further questions, the Mayor hesitantly directed the party to seek out a man named Malovahn, the last adventurer to seek out the source, but cautioned us to take what he said with a grain of salt, as his "mind is more feeble than it was".
    Curiously this only seemed to raise a red flag for the Barbarian.
    >> Anonymous 05/29/11(Sun)15:49 No.15094658
    ...that was it?

    I was kinda hoping for more
    >> Anonymous 05/29/11(Sun)15:51 No.15094675
    >>15094658
    yeah same here

    If that's all you've got, OP, that's kinda... half-assed, to say the least.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)15:53 No.15094684
    Malovahn was easily enough found. His first words after the party greeted him and told him of their intentions were "Don't do it."
    He then immediately interrupted the Cleric to ask if the Mayor even them what he meant when he said "he was the last adventurer to seek out the source?"
    Of course not. He was the last to come back alive. Since Malovahn and his party had gone into the 'Whispering Woods' to find the cause of the town's troubles, maybe a dozen or so lone adventurers had sought him out to be briefed on what to expect, and where to go. Only he had ever come back. Noticing his many battle scars and ornate, magical equipment the Barbarian, with uncharacteristic concern, asked what the danger of the place was. Malovahn wasn't of much help. "I... I don't know what it was. It wouldn't die. We couldn't kill it, but it's so much more than that. You don't understand. Not even they," gesturing to the townsfolk "believe what I say anymore, and they've seen it themselves!"
    The Cleric, leader of the party and a firm believer of the 'we do what we must because it's the right thing to do', told the party to disperse and prepare for the journey ahead, and to gather whatever information they could from the locals.
    He then resumed questioning Malovahn alone. Malovahn knew exactly what the Cleric was doing of course, saying that he had already made up his mind to go despite the potential objections of the party, and that was even more reason not to go.
    The Cleric remained firm, however, and countered that since he had already made up his mind, Malovahn might as well tell him everything he knows to help their chances of survival.
    Hesitantly, Malovahn agreed.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)16:08 No.15094783
    Malovahn had been a former adventurer who had sought to retire in this pleasant town, but as the phantasms took hold in him, he and his old friends resolved to rid the town of the fiendish influence. He admitted, however, that most of what he could relay about his his last dungeon crawl would be of little or no use to the Cleric. He would have to experience it for himself. He would, however, give the Cleric something he had held onto for all this time: his map of a keep, the suspected source of the influence deep within the forest, since the Cleric and his party were as of yet the only ones to undertake this task as a group. He warned him though, pointing to a long corridor filled with row upon row of doors at each side, once the party reaches this place, they might not find their way back. The Cleric kind of scoffed at this sentiment, but returning to his very pious and concerned self, he somewhat unfortunately asked Malovahn what had happened to the members of his party.
    Malovahn became very distraught and inarticulate. He said they were still with him, he could hear them and see them at times. He knew they were still alive because he had seen them in the garden. Despite his concern and his attempts to help the man, at this point the Cleric was unable to do anything more for Malovahn, and took his leave.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)16:18 No.15094871
    The party had done as the Cleric had asked, and, unsurprisingly to him, had began to doubt.
    The Ranger, the Rouge, and the Sorceress mildly objected to going. The druid wanted to investigate. The Barbarian didn't care.
    What they had found from the towns people was quite detailed, but of little use. They had been told that for most, the voices were disconcerting, but what made them feel more unsettled were the shadows and the occasional nightmare.
    To the party's surprise, the town's shared dreams, that often came as the memory of another person, as well as dreams of a strange garden or long, wandering maze were a topic of much interest and pleasent debate.
    The Cleric, taking again his stance of 'We're not doing this for the money, we're doing it because we're heroes!' leads the party into the forest where the real story begins.
    >> Anonymous 05/29/11(Sun)16:22 No.15094911
    >>15094684
    >>15094783
    >>15094871
    Oh good, there is more.
    I'm interested to see where this goes.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)16:38 No.15095037
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    As they progress deeper into the forest the first person to hear the drulling noise is the Ranger.
    No one else really takes notice or care, but the Ranger begins to step lightly. The druid takes some time to notice, but is suddenly appalled at the state of the forest. The trees are in a state of Autumn when they should be in full bloom, but worse than that they seem sickly and dieing, and have been for many years.
    As the rest of the party begins to hear the drulling noise one by one, the Ranger realises that it is articulate, there are syllables and words to quiet to make out. While he relays that it must be the whispers the towns people spoke of, the Sorceress points out that the townsfolk said it was fleeting and intermittent, and quite uncommon to happen during the day. The Cleric doesn't admit it but he has second thoughts about this undertaking already, but immediately squashes any suggestion to turn back.
    The party spends their first night in the forest. They all have strange, fleeting dreams, and can barely recall any details upon awaking. During the morning, dark as it still is, the Ranger quickly spots the Rouge intently staring at a tree as the rest of the party begins to move out.
    She quietly tells the Ranger and the Cleric that she saw a standing shadow there, flickering in time with the campfire and behaving exactly as it should, but there was nothing there to cast it, even as the Ranger was looking at it.
    When she turned back, the shadow seemingly darted to the side, and disappeared.
    After a few unremarkable combat encounters and a second night, in which the Cleric had a dream about very gloomy garden, the part arrives at a smallish Keep in the middile of the forest, and at this time they are all catching small phrases of whisper just outside hearing.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)16:58 No.15095123
    The Cleric recalls something that Malovahn had told him, that "they had all seen the garden but none of them could reach it" before taking out the maps and planning the start of the crawl.
    He, again, noticing nothing awry with the maps but the Sorceress immediately points out that something is very, very wrong.
    According to the quite detailed maps that Malovahn has provided them with, the keep runs well over eight times deeper than it runs high, and towards the end of the map passages and doorways are overlapping each other.
    The Cleric scoffs and says Malovahn was a madman and a drunk, but the Sorceress points out that even where the map overlaps itself, Malovahn had maintained his level of detail, that something didn't seem right. The Barbarian gets tired of the arguing and begins to advance alone. As the party enters the keep the Cleric has them fan out in twos to scour the rather open upper levels, finding very little. The Ranger, however, holds back near the entrance with the Druid, and proceeds to investigate something that was overlooked by the rest of the party. In an unlit corner he just barely noticed a glint of something that otherwise went unnoticed. A body, almost skeletonized now, that had died in a most spectacular fashion. It would seem it's heavy armor had been torn apart and he had been thrown, and then crushed by powerful arms. More disconcerting however, is that this close to the body they hear the first fully audible whispers in the group. The corpse seems to be talking to itself, without inflection tone or urgency, saying over and over again "I was so close I could have got away I was so close" along side other just as meaningful phrases. The Ranger resolves with the Druid that they should keep this between themselves, but the Druid tells everyone as they regroup about to head into the lower levels.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)17:11 No.15095174
    The rest of the party admits to having similar such encounters. As the Cleric and the Barbarian were searching through the upper rooms, the Cleric opened a dresser to see his shadow cast against the empty wall. He turned to see that there indeed was torch lit on the opposite wall that would place his shadow there, but as he and the Barbarian turned back they both noticed that the Cleric's shadow had not moved with him, and remained exactly in place as the Cleric backed away from it.
    The Barbarian promptly destroyed the dresser. The party resolves to continue, but are unsure of the best way to proceed into the depths. As they discuss, the Barbarian again tires of the debate, and strides ahead alone. Indeed there had been nothing encountered thus far that he would not have been able to kill alone. The party of course runs after him.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)17:26 No.15095219
    They soon find him standing above another corpse. This one had apparently drug himself a very long way, stained as the ground was with old blood, leading farther into the depths. What was more strange was that here, very faintly, you could hear the sounds of his last struggle, and as they followed the path of blood they listened to the sound of the man painstakeingly dragging himself, foot by tortured foot. Where the blood trail finally began they could hear a conversation taking place. Supposedly, the man was telling Malovahn to get another of his party members to safey, before the sounds of a struggle end it in silence. Apparently this man's name was Deavon.
    The Barbarian aside, the rest of the party is at odds about continueing. The Cleric however stands more resolute. These deceased must be put to rest. With that, he and his party disregard the remaining sections of the upper depths, and begin to go deep. As they are descending one of many staircases, the Druid, rearguard as he is, feels something grab onto his shoulder, and turns just in time to see a shadow pass back into the wall and whisper "be careful".
    >> Anonymous 05/29/11(Sun)17:42 No.15095270
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    Go on...
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)17:42 No.15095271
    Things get progressively worse from there. More whispering corpses. More shadows. It becomes darker and darker, despite torches on the wall or carried by the party, until it seems that the only light that pierces the gloom is the magical light that seems to have been present since the beginning. Supplies begin to disappear from the party, quite small at first but as the party tries to increase their vigilance against theft, they realise there are far more shadows acting around them than they had realized. Whispers around them become coherent from time to time, but all are foreboding. In the depths they come across another yet another body, and like the second one they encountered it seems to have been a part of Malovahns group. It whispers "Where are you, Malovahn? Deavon? I can't see you, where are you?" As they go deeper and deeper Shadows begin to flicker constantly out of place around them until they extinguish their torches. At Last they reach a great hall, just large enough for the group to walk through side by side, with sixteen doors on each side of the wall.
    >> Anonymous 05/29/11(Sun)17:47 No.15095289
    If you are the DM recounting this campaign, I worship you.
    >> Anonymous 05/29/11(Sun)17:49 No.15095301
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    You're killing me.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)18:02 No.15095349
    Here even the Barbarian faintly feels negative energy radiating from below. The Cleric tells the group he has felt it ever since they set foot in this place.
    The Cleric admits to the group that once they pass through the door at the end of the Great Hall, the true challenge begins, but doesn't relay any other details given by Malovahn to the group, except for "if I say to run, we run."
    The Barbarian scoffs.
    The Sorceress puts away the maps, thinking they will be of no further use, as misconstrued as the map is after this point, but points out that it appears none of these doors were explored by Malovahns party. The group finds the first few sets of doors to all be unlocked, and all leading straight into a nondescript stone wall directly on the other side. The rouge proceeds to unlock all the other doors. There is nothing on the other side but a wall. Taking their time, they find three hidden doors behind the first set. All three lead to yet another false door. The party satisfied to leave these doors alone, the party heads to the door at the end of the hall, a small distance away from the other thirty two doors.
    The Druid sees that this door is unique. All the other doors are in good condition but this one seems to be rotting, and just barely holding together. As they approach, from between the rotting timbers the Rouge exclaims he saw something move on the other side. When they are no more than five feet from the door, it seems to magically pull itself together, back into the condition of the other doors. As they open the door there seems to be yet only another poorly lit hallway on the other side, and they one by one go through. The Cleric, just as he crosses, turns and notices that all thirty two doors they had opened, and had left opened, were now shut again.
    He says nothing.
    >> Anonymous 05/29/11(Sun)18:15 No.15095384
    Op, you are a great and you are a terrible man.

    Great becouse this is the best I've read in a very long time

    Terrible becouse you did not write beforehand, the tension/expectation is tearing me apart
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)18:21 No.15095418
    Language: English (change)
    The hall winds, and twists, and slopes gently downward. The whispers are growing louder. Once in awhile a door appears to a branching path. The Druid volunteers to explore it, since the only branching paths seem to appear from doorways now, but the Cleric says the group MUST stay together now. After only a short distance, however, the Sorceress stops. Opens the maps, and points out that not only has their path been completely different from Malovahns detailed path, it has, as Malovahns map points out, lead them in an imperfect rectangle, but they are not at any kind of junction. Standing where they are, there should have been two branching hallways, one that they came from and left down, as well as the one that they now are traveling through, but there is nothing. The Cleric says to continue, but the Sorceress says she wants to go back to make sure she's right. And begins to head off on her own. With no choice, the Cleric and the party follow her. However, as she begins to ascend a very long, gently sloping hallway, it prematurely levels out, and to her horror, begins to slope downward again. She turns to the group and exclaims this is utterly impossible. The Cleric tells the group it doesn't matter anymore, and that they just need to continue on as a group.
    >> Anonymous 05/29/11(Sun)18:43 No.15095516
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    >>15095418
    Damnit, OP, I'm DIEING here, and my homeboy Jesus is probably too busy to bring me back to see the end of this.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)18:47 No.15095540
    The party continues their winding path slowly downward for a very long time without incident.
    Eventually, frustrated, the Sorceress says they should try going down one of the branching hallways through a door. The Cleric consents, but says they MUST stay together. The Rouge, also frustrated, demands that the Cleric tells them anything else he might not have shared with the party. He simply replies "If I say to run, we run." After a very long time, the party at last comes to a great hall, just large enough for the group to walk through side by side, with sixteen doors on each side of the wall. They stop. Cautiously proceed to the other side to find there is no door like the one they originally entered through, just more hallway, before they go back and open all the doors. They are all unlocked. They all lead to nowhere. The party resolves this is as good a place to rest as any as the Rouge and the Ranger check for any hidden doors behind the first set. As per the Cleric's mysterious instructions, when they are done searching they close all the doors.
    The Barbarian, while on watch, later relates to the group that sometime during his post he saw a shadow standing almost just out of their campfire. However, unlike all the shadows he had encountered before, and indeed unlike the many standing and moving shadows cast by the fire onto the doors and walls, this one was not cast upon ANYTHING.
    It just stood there.
    Watching him.
    And he watched back.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)18:47 No.15095545
    Upon awakening, and after the story related by the Barbarian, the Cleric has a odd feeling, and orders all the doors to be open again.
    They are locked. Each, however, open to the same nothingness as before, except for one, which seems to permeate whispers louder than the ambiance.
    Upon opening this door they find a very short hallway, no longer than six feet, containing only another emaciated corpse. The Cleric says he will investigate the corpse alone, much to the displeasure of everyone. As he approaches he can hear it whisper "I can't get out I can't find the way out there's no way out" and to his displeasure it would seem to be another of Malovahn's companions. As he stood and began to tell the group there was nothing of interest, on a whim and with a smirk, the Barbarian shuts the door on him.
    The Cleric's voice is abruptly cut off.
    To the group's shock, when the Barbarian opens the door there is nothing on the other side but a wall.
    >> Anonymous 05/29/11(Sun)18:54 No.15095615
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    >> Anonymous 05/29/11(Sun)18:55 No.15095627
    goddamnit I'm gonna be up all night with this thread.
    >> Anonymous 05/29/11(Sun)19:00 No.15095667
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    >>15095545
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)19:08 No.15095752
    The group pauses in horror for only a moment before the Barbarian bellows at the top of his lungs.
    In reply there is a very feint response a long way away. The group races down the twisting hallway, the Barbarian screaming the whole way until they find another door branching off, and opening it find their Cleric running to them.
    As you can imagine, the Cleric quite angrily screamed at his group that that was why 'they needed to stay together'. Calming down, and changing the subject very quickly, he asked them about the dreams they had just had.
    The Rouge says she dreamed about a strange, very gloomy garden, and that there was a standing shadow within it, watching her.
    The Druid and the Sorceress said they had a dream like someone else's memory, that they saw Malovahn in it, acting as their group leader.
    The Barbarian reluctantly states that he had a dream like a memory as well, of someone running through these corridors horrified at something.
    The Ranger relates that he saw a terrible figure, huge, armored, and with a face like a skull asking him strange things as "Do you remember?" and "Open your eyes."
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)19:09 No.15095766
    The Barbarian regards the Cleric suspiciously as asks him where he came from.
    The Cleric says when he opened the door he saw another branching hallway, and trying to lead the group to where he was soon became tangled in an apparent change of the pathway.
    The group continues their way down.
    The voices which constantly goad at them now seem to take on inflection and emotion. After a very long way of traveling, the group comes at last to a great hall, just large enough for the group to walk through side by side, with sixteen doors on each side of the wall. The group regards this in a manner I can only describe as a disheartened "Really?" However, they nearly immediately spot a door at the end of the hallway very similar to the one that they opened at the start of their trek. They begin to proceed down the hallway, not even bothering to open the doors beside them, when suddenly one, a short distance ahead of them, slowly opens by itself.
    >> Anonymous 05/29/11(Sun)19:10 No.15095783
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    Yeah dude, I read this book too.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)19:17 No.15095843
    A single shadow strides out of the doorway, and stands in front of the group.
    The other thirty one doors all begin to open at the same time, except for one that the Barbarian holds shut.
    And from these doors thirty more shadows emerge. They all stand, stairing at the group, until the Barbarian roars and charges forth, and then they all begin to attack. The shadows are dispatched with little trouble, their numbers being the largest threat. As the last one is defeated, all the doors in the hallway, row by row, two by two, slam violently shut.
    The entire party, particularly the Cleric, is then alerted by a huge surge of negative energy as the last door at the end of the wallway begins to open. The Cleric reacts first.
    "Run!"
    The party follows.
    Until the Barbarians roars and charges towards the door.
    >> Anonymous 05/29/11(Sun)19:21 No.15095875
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    >> Anonymous 05/29/11(Sun)19:30 No.15095965
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    >>15095843
    > Until the Barbarians roars and charges towards the door.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)19:32 No.15095982
    >>15095783
    I know right?

    The figure that steps through the door has to duck through the doorway to do so.
    It is just as the Ranger described him. Larger than the Barbarian, armored, with a skull for a head. And he asks "Have you seen it yet?"
    The Barbarian plows into him and is thrown aside.
    The battle that follows is hard fought, the figure asking questions all the while.
    The Barbarian ends it with a powerful strike, and the figure seems disintegrate, and the aura of Negative energy subsides. As the party sets down to rest however, an impatient knock comes from a door behind them, and the negative energy surges back.
    The knock begins to splinter the door. The Barbarian is the first one through the door at the end of the hallway.
    >> Anonymous 05/29/11(Sun)19:35 No.15096010
    >>15095783
    That's exactly what I was thinking.
    >> Anonymous 05/29/11(Sun)19:47 No.15096120
    OP is dead, the shadows took him.
    >> Anonymous 05/29/11(Sun)19:49 No.15096137
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    >>15096120
    >> Anonymous 05/29/11(Sun)19:50 No.15096144
    BUT WHO WAS SKULL
    >> Anonymous 05/29/11(Sun)19:56 No.15096211
    >>15096144
    >>15096120
    GIVE HIM
    TIME
    >twenty-six ncesedi
    [spoiler]ncesedi translates into English as hours[/spoiler]
    >> fatrip !L/E0CYY2Mc 05/29/11(Sun)19:57 No.15096216
    Op is not a faggot
    >> Anonymous 05/29/11(Sun)19:57 No.15096220
    >>15096211
    God Damnit how do I keep screwing up spoiler markers?
    Sod it. take your time OP. We'll keep abumping till your finished.
    >> Anonymous 05/29/11(Sun)19:59 No.15096234
    >>15096211
    >>15096220
    [spoiler]Spoiler tags don't work on /tg/[/spoiler]
    >> Anonymous 05/29/11(Sun)19:59 No.15096237
    >>15096220
    Spoilers don't work on /tg/.
    >> Alpharius 05/29/11(Sun)19:59 No.15096238
    >>15096220
    [spoiler]Spoilers don't work on /tg/[/spoiler]
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)19:59 No.15096243
    They run. They run for a long time. The negitive energy subsides, and the voices screaming at them return to whispers.
    Hesitantly, the party sets down to rest.
    Their dreams are more disturbed than before, but the Cleric has confidence that all their progress is still leading them forward. Suddenly, among their paths are ways leading up.
    Though some are hesitant, the Cleric and his party avoid these paths. Another day of walking, with two instances of fevered running, though it is of some note that when the Cleric attempts to answer the figures questions, the figure tries to take him instead of horribly mangle him.
    At last it seems that no path leads the party down anymore, until no path even is level, it would seem the only way left to go is up.
    The Cleric has the group set down to rest.
    When they wake, the path is open to them again.
    One way.
    Stairs leading down.
    >> Anonymous 05/29/11(Sun)20:09 No.15096342
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    >>15096243

    OH GOD

    OHGODOHGODOHGOD

    TYPE FASTER DAMN YOU
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)20:18 No.15096422
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    They find a large door. It seems to be on the verge of falling apart, but as the party stares at it, seems to renew itself ever so slightly, before falling apart again.
    They open it to find a garden. Everything seems... off here. There is more light here than the rest of the dungeon, but gloomy, without color, and the feel of negative energy is intense. It's quite open here, but the garden itself seems to be in a state of eternal Autumn. The trees and plants seem to be just on the verge on falling apart just as everything down here, but as soon as a leaf touches the ground, a shadow flickers and appears back on the tree.
    The party is unsure about how to proceed, however, more so than before, they agree they need to act as a team. The Ranger sees through the thin mists to see figures moving in the distance, and several man made structures.
    The Cleric instructs the party to move slowly, as one, and check everything down here.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)20:36 No.15096604
    The Rouge notices the whispers are gone. She only hears people talking in front of them. As the party approaches the first building a figure spots them, and shouts. The rest of the figures spot them, and they altogether disappear into the mists. One solitary grey shadow dashes towards the party. Though it is devoid of features, it is moving as though paniced, perhaps being the one thing that stops the party from attacking it. It shouts "What are you doing here? You're not supposed to be here!" before it turns around to be annihilated by something unseen.
    I think this is probably the longest I've written in one sitting for recreation.
    >> Anonymous 05/29/11(Sun)20:41 No.15096643
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    TYPE FASTER YOU COCKMITE!
    >> Anonymous 05/29/11(Sun)20:46 No.15096683
    I haven't been this interested in a /tg/ story in a long time.

    For the love of god, OP, HURRY IT UP.
    >> Anonymous 05/29/11(Sun)21:06 No.15096877
    Was that the end?
    >> Anonymous 05/29/11(Sun)21:08 No.15096895
    >>15094464
    >15:27
    >>15096877
    >21:06

    Holy shit, OP, you have better endurance than most of us.
    I'm sticking around, though. I'm unemployed, so I can stay up erryday.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)21:13 No.15096931
    The party begins to work through the buildings one by one. They find shadows doing all kinds of things. Praying to small alters, practicing martial routines, speaking about things that make little sense to the group. As soon as they notice the party, however, they appear surprised, and evaporate. Few attack the group however.
    Eventually, after many other non consequential events, a shadow runs to the group and urges it to follow them. As the Cleric feels a surge of Negative energy building, they agree.
    Curiously the place it takes them to is devoid of the light that is everywhere in this place.
    It is of little use to the group however, as the first thing it tells them to do is flee this place as soon as it's master is gone. The Cleric remains suspicious of the shadow, however. It would appear Ehnkieridian, the armored figure that attacked them, is something of a Wight or a Lich, the shadow can't be sure ignorant as it is with such thing, but it is harvesting all positive energy from this place, trying to return itself to life. But it is also seems to be doing its best to maintain all life here with it's negative energy. This is only the shadow's speculation, however, and the shadow admits to not understanding much else, how or why this is.
    The shadow, on inquiry by the Rouge, admits it doesn't even know who it used to be. Every one's memories here seem to run together, as he was sure we've seen in our dreams, as we've seen in its.
    He was abruptly cut off however, as it screamed and evaporated. The party turns to the entrance of the small structure to find Ehnkieridian staring at them.
    "I see you."
    >> Anonymous 05/29/11(Sun)21:16 No.15096959
    >>15096931
    >"I see you"

    Jesus christ if I was a player in this group I would've shat my pants right there.
    >> Anonymous 05/29/11(Sun)21:25 No.15097057
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    F5ING LIKE THE MOTHERFUCKING FIST OF THE NORTH STAR
    >> Anonymous 05/29/11(Sun)21:30 No.15097115
         File1306719050.gif-(717 KB, 240x192, epiccuntpunch.gif)
    717 KB
    This is how hard I am F5ing.

    Lightning cunt punch.

    Forever.

    Do you really want Cammy to suffer like that, OP? Do you?
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)21:32 No.15097129
    The Barbarian roars and charges, taking the fight outside of the building and into the open the group is able to bring their full weight to bare.
    Ehnkieridian is dispatched more easily than before. He has no more questions directed at the group. He speaks but to no one in specific.
    "Who truly deserves to live?"
    "Can you not feel it?"
    As he is struck down this time he does not evaporate. He laughs maniacally, HATEFULLY, and with a greater surge of negative energy he gets back up, more terrible than before. His eyes glow, the joints in his armor pulse with energy, and from his back the ash of the garden collects into wings. All the damage dealt to the garden during the fight reverts as he gets back up, but the entire garden suddenly appears slightly more ruinous, the light of the garden dims slightly, but most notably the shadows of the garden scream and writhe with pain, and become diminished.
    The Cleric stands resolute, but he gives the command to run.
    >> Anonymous 05/29/11(Sun)21:34 No.15097146
    >>15097129

    >The Cleric stands resolute, but he gives the command to run.


    Fuuuuuuuck is he going to pull a heroic sacrifice on us?
    >> Anonymous 05/29/11(Sun)21:45 No.15097257
    inb4 Bel air
    >> Anonymous 05/29/11(Sun)21:46 No.15097271
    >>15097257

    ...

    If that actually happens my rage will consume everything within a two-mile radius of where I sit.

    C'mon OP, this is just getting to the good part, don't let us down now!
    >> Anonymous 05/29/11(Sun)21:49 No.15097303
    >>15097271
    The wings part was pretty stupid though. It sounded like a DBZ villain power up.
    >> Anonymous 05/29/11(Sun)21:50 No.15097319
    >>15097303

    It is a bit of a cliche to signify "more powerful form of baddie", but not enough to break the rest of the experience, in my opinion at least.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)21:53 No.15097363
    The Rouge insists they retreat the way they came, and think this through, the ranger points out the many corpses they found on their way in trying to escape. The Cleric tells the group that they have to find a way to put down Ehnkieridian, but not if it comes at the cost of the pain or whatever is left of the shadows who reside here. Malovahn said he knew his friends were still alive. Mabey they can be brought back. The problem is Ehnkieridian is no longer pursing the party with a slow walk. He is levitating much faster than the group can move, and they have been weakened by the last fight. The Cleric makes his stand, he'll hold off Ehnkieridian, go deeper into the garden and find what you can. The Druid says she will stay too, dispite the Clerics protests. The Barbarian tries to stay as well, but the Ranger convinces him wounded as he still was he needs to help them find anything.
    With that they depart into the mists.
    >> Anonymous 05/29/11(Sun)21:57 No.15097407
    >>15097363
    >The Cleric makes his stand, he'll hold off Ehnkieridian, go deeper into the garden and find what you can

    Well shit, I called that.

    oh noooooooooo
    >> Anonymous 05/29/11(Sun)22:04 No.15097460
    F5F5F5F5F5F5F5F5F5F5F5F5F5F5F5
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)22:08 No.15097522
    Furiously rushing through the garden, the group notices it getting visibly darker as they continue.
    On a whim the Ranger attempts to heal a shadow, which thanks him as it evaporates. There are far too many shadows to heal however, especially without the Cleric and Druid.
    They hesitate as they hear a scream a fair distance the way they came. The Barbarian takes command and orders everyone forward. As they start forward again however, the Ranger darts back into the mists. The Sorceress notices long after.
    The Sorceress and the Rouge hesitate, but the Barbarian takes the rear position now and practically pushes the remaining two forward.
    >> Anonymous 05/29/11(Sun)22:16 No.15097600
    GODDAMMIT OP WHY ARE YOU SO SLOW WITH THIS STORY.
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)22:23 No.15097688
    At last they find something of note, a gathering of statues, and at the center of which is a large amber statue. The Sorceress immediately notices runes and inscriptions, some which she can read and others she can't. There also appear to be multiple receptacles in the stone base of the main statue, and one in each of the seven others. The Rouge immediately sets to grabbing anything that can be taken from the statues and re-arranged, while the Sorceress sets to reading all the inscriptions she can.
    "I can still hear them fighting." The Barbarian says, feeling useless.
    "We know we're trying!"
    "Try re-arranging the runes!"
    "They're dying back there."
    "Then go back and help them!"
    Hefting his weapon, the Barbarian replies "No."

    They only had enough time to ask "What?"
    >> Anonymous 05/29/11(Sun)22:30 No.15097789
    Not to rain on your parade but I doubt you can feel a poke through fucking power armor.
    >> Anonymous 05/29/11(Sun)22:43 No.15097917
    >>15097789

    Dude, I think you're in the wrong thread.
    >> KARANDRAS 05/29/11(Sun)22:43 No.15097918
         File1306723393.png-(14 KB, 600x600, 1293476656299.png)
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    >>15097789
    Shhh, the OP is keeping us in suspense.
    C'mon OP, it's late as shit 'ere. Do we keep the thread up untill tomorrow or are you finishing soon?
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)22:43 No.15097928
    As the Barbarian smashes the Amber statue, there is a sudden and terrible roar and then a sigh. The voices of the garden place fade away, as does the unnatural light of the place, for just long enough for the party to see the garden fall to ruin.
    They're left in complete darkness.
    As the Barbarian lights a torch and runs back to where the fight was bellowing all the while, the Rouge and Sorceress take a moment to notice the trees and the structures have all collapsed into ash and dust, and general ruin.
    They also quickley noticed bood stains quite far from where they could hear shouts in response.
    The Cleric had been slain, quite gruesomely, but the druid managed to revive him.
    He had not regained consiousness.
    >> Anonymous 05/29/11(Sun)22:48 No.15097968
    DAMN IT ALL, PLEASE POST.

    THIS SHIT IS AWESOME.
    >> Anonymous 05/29/11(Sun)22:52 No.15098019
    >>15097928
    >The Cleric had been slain, quite gruesomely, but the druid managed to revive him.
    >He had not regained consiousness.


    nooooooo get up get up get up you're too awesome to die
    >> TheProphet !2QMM/7mJM. 05/29/11(Sun)22:54 No.15098042
    The ranger was seriously wounded but fine.
    The party resolved not to spend the night here.
    To their surprise theor exodus was surprisingly short, however. No winding paths. No branching doors. The corpses they found as they left remained silent. The Cleric had awakened, but he remained mostly silent, content to let the Barbarian lead.
    The Rouge asked if he thought they did was right.
    The Cleric said he didn't know.
    The trip back to the town was as uneventful. No shadows. No whispers.
    When they arrived, as the rest of the group went to the Mayor, who paid their reward in full, cured as he was and by all accounts the towns people were, the Cleric said he was going to an Inn to rest.
    He instead sought out Malovahn.
    Malovahn almost seemed to know he was coming. Their conversation was quite short.
    "You still hear the voices, don't you?"
    "Yes."
    "I do too."
    And that's all there is.
    >> Anonymous 05/29/11(Sun)22:56 No.15098067
    >>15098042

    OP IS A GOD!
    >> Anonymous 05/29/11(Sun)22:59 No.15098104
    >>15098042

    WAIT

    WHAT

    WHAT THE FUUUUUUUUUU-
    >> Anonymous 05/29/11(Sun)23:14 No.15098246
    This shit needs to be cleaned up for typos, and put on the wiki
    >> Anonymous 05/29/11(Sun)23:27 No.15098405
    >>15098246
    seconded
    >> Anonymous 05/29/11(Sun)23:27 No.15098409
    Shit be archived, yo

    http://suptg.thisisnotatrueending.com/archive/15094464/
    >> Anonymous 05/29/11(Sun)23:31 No.15098453
    The Quest of The Prophet.
    >> Anonymous 05/29/11(Sun)23:33 No.15098473
    I am adapting this for use in 7th Sea.

    You are the 4th Prophet OP.
    >> Anonymous 05/29/11(Sun)23:36 No.15098519
    >>15098473

    And lo, it was there, on that night, that I heard the tale of The Garden of Ehnkieridian. And I was shamed, for before I was but a poor DM, without vision and without style. But I have heard the words of The Prophet and now do ever strive to improve.
    >> Anonymous 05/29/11(Sun)23:44 No.15098604
    >>15098519
    Exactly.
    >> Anonymous 05/29/11(Sun)23:48 No.15098630
    >>15098604
    >>15098519

    A DM tells a story. A good DM tells a fantastic story. A great DM opens your eyes to the wonder of human imagination a lights a fire in your mind.
    >> TheProphet !2QMM/7mJM. 05/30/11(Mon)00:43 No.15099125
    Just got back from Burger King.
    So gents, keeping in mind I don't usually do a story time on /tg/ is this worth a re-write and repost? I do think I left out some fun details and asides, but granted, this took me ~7 hours of near constant writing so I had to shorten some aspects to presurve my sanity.
    Part two will be posted when it occures, though likely not in a seven hour marathon.
    >> Anonymous 05/30/11(Mon)00:55 No.15099220
    >>15099125
    Part two definatley.
    Part one take two, probably should wait atleast a week or two.



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