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Chapter Four, Verse One

Previous Threads:
http://suptg.thisisnotatrueending.com/archive.html?tags=And+I+Will+Fear+No+Evil

You are Bartolomè de la Fuente, an ordained priest of the Catholic Church, though you are still young. Following the disappearance of your father, Hidalgo, you were recruited by a woman named Catarina Belmont to take his place within a secret branch of the Church, the Executors, and serve as a weapon to destroy those who would besmirch the name of your Lord.

You've engaged Kayton Abraham in combat, and though you came out worse than he did, he respected your skills and welcomed you into his home. He also elucidated the existence of a girl called the Painter, in whom he insists lies some prophetic ability.

Bartolomè:
Wounds: 5/15 (Healthy.)
Faith: Shaken (+0 to Rolls, Holy Relics at .5x effectiveness.)

Strength: C (3 Wounds dealt per hit, +0 to strength-related rolls.)
Agility: C (1 attack per round, +0 to dexterity-related rolls.)
Endurance: C (Can sustain 15 Wounds.)
???: E (Unknown effect.)
???: C (Unknown effect.)

Traits:

Gifted Skirmisher: +5 when using Thrown Weapons
Butcher of Dead Apostles: +1 Wounds dealt to Dead Apostles
Missing Eye: No Penalty, but depth of vision reduced.
Extra-Sensory: +2 to Combat Rolls, Can perceive Secret Options.
Instinct: Chance to perceive the optimal strategy in combat.

Items:

Black Key (x4): +10 to attack rolls, currently at 1x effectiveness. Can be thrown. Bonus doubled against foes with Faith ratings.

Cross of Orleans: +10 to Attack Rolls, +1 to Wounds dealt, deals 1 Wound per round after hit as burn damage for two rounds. Treats Faith lower than Stable as Stable while held.
Priest's Clothes and Frock: -1 Wounds taken when hit.

Inventory:
Catarina's cell phone
Priest's Clothes and Frock
Black Keys
Rosary
Cross of Orleans

On Voting: After updates are posted, players have twenty minutes to deliberate and vote. At the end of this period, the option with the most votes will be chosen.
>>
The door clicks shut, isolating you and Wayne Tepes from the whimsical orchestral music playing in the hall. Kayton Abraham, Average One and steward of the estate has just stepped outside, supposedly to arrange a meeting with this "Painter" he has told you about. Some niggling sense of normalcy urges you to protest the idea of a prophet who communicates through art, but you passed the threshold of sensibility so long ago you're not certain if this should faze you anymore. Compared to the notion of Church-sponsored assassins, or magic crystal balls, or vampires stalking the night? Prophets are familiar. At least they are territory you can directly compare to the Scripture, and in that sense, this is the closest to normal you've found on this odyssey.

In a cushy red chair to your left, Wayne has already settled in, snug in the warmth as he stirs a bit of sugar into a dainty cup of coffee. Refined, his pinky juts out as the cup parts his lips. This is contrasted by the way the mage knocks back the entire cup with a single gulp. You've been left the tray of desserts to do with as you please. Your eye catches Wayne glancing at you.

>1. "Wasn't Kayton my enemy a few moments ago?"
>2. Ask Wayne how he and Kayton first met.
>3. Ask Wayne about the Painter and why he distrusts her.
>4. Ask Wayne if you think the Painter might be able to help search for your father.
>5. Ask Wayne something else.
>6. Say nothing and have a few more bits of food.
>7. Ask if Kayton would mind you going to check on Aldric.
>8. Do something else.
>>
>>30551737
>2. Ask Wayne how he and Kayton first met.
>3. Ask Wayne about the Painter and why he distrusts her.
>4. Ask Wayne if you think the Painter might be able to help search for your father.
and then
>7. Ask if Kayton would mind you going to check on Aldric.
>>
>>30551737
We should probably check on Aldric.

>>30551979
Maybe this will work.
>>
>>30551979
"Well, no sense sitting around in silence," you say, crossing one leg over the other. "I don't think you've ever told me how you met Mr. Abraham, Wayne."

"I haven't?" he asks slowly. "Well it's not really the most exciting story. See, every magus goes through a training period before they're free to pursue their own studies. Most do this at the Clock Tower... academy of sorts. Most go to normal classes, y'see, but me and Kayton were special. Well, Kayton was special." He wags his index and middle fingers to make airquotes. "I was 'special.' Shitty circuits, game-changing unique trait, but you know that story. We had the same tutor. Ended up cooperating a lot. Guess the partnership sorta... stuck, at the end of it all."

You nod and sip down a little bit more of your tea. "And what about this Painter? You don't seem to think very highly of her."

"Who, that prima donna? Nothing but a bundle of lies and malice in a fancy dress. She's just another two-bit snake oil salesmen, only she uses her oils to paint. Somehow I'm the only one that's caught on, though..." He continues to sulk while you consider your next question, biting off the corner of a biscuit.

"Then I doubt you think highly enough of her to say she might know something about my father?"

Wayne pauses, leaning forward in his chair with thoughts churning about his head while he selects the newest treat to plop in his gullet. After he's selected some fudge, he answers you. "Shit, Bart, I don't know. Was your father big on prophecy? Congirl or not, Painter has a reputation. I guess your old man might've gone to her for a word from the wise or two. She's not picky about her 'clients' so long as they can pay." Wayne kicks out a carton of cigarettes from his pant leg, of all places, and retrieves one to smoke. You sense it's an opportune time to stand, and look to the door.

"Say, Wayne? Do you think our host would mind if I stepped out to check on Aldric?"
>>
"I'll tell him you went to the John," your wingman helpfully tells you through a growing cloud of smoke. "I'll bet she's right where we left her. Kayt's not the type to let vicious avatars of bloodlust roam unhindered. Good role model."

You tell him you'll be off, then, and exit the same door Kayton left through the moment before. The halls stretch out in either direction, granting you freedom to move about the halls of the Abraham estate.

>1. Go and see Aldric.
>2. Have a look around the mansion, first.
>>
>>30552647
>1. Go and see Aldric.

Wandering aimlessly in a Magician's mansion could end badly. Keep our eye open and look around, but don't stray too far from the path.
>>
>>30552671
this
>>
>>30552647
>>1. Go and see Aldric.
Let's not leave the Demon Lord unattended unnecessarily, lest she come to the conclusion we were struck down - or worse, be proven right.
>>
>>30552671
>>30552764
>>30552770
"Erm... maybe it's for the best I don't TRY and get into trouble."

This castle, for its overwrought decor, is difficult to get lost in. The hallways are wide, and laid out in a simple grid for the most part. There are many places you feel unsafe around, and pick up your pace accordingly. One door in particular, blue in color, you give a wide berth to on instinct. You pass down a staircase you came up after your confrontation with Kayton, and re-enter the library. Peering over the railings you see several golems hard at work repairing the damage you did in your scuffle. For artificial facsimiles of life, they're quite dexterous. And their workmanship is to be commended based on the way they've reconstructed the fountain you smashed.

You pass down another flight of stairs and out of the library, passing back into the ballroom. The music has stopped, and outside you can see naught but a white sheet. It seems the snow is picking up, and coming down hard on the estate. You cannot see Aldric, but can guess her position based on the throng of golems around what is presumably her. She's taken to a corner of the room, and as you get closer you can see her squatting on the ground, tapping her fingers against the wall. The vampire perks up when she sees your face between the guards, and eagerly waves you over. She pats a spot beside her for you to take, which you do with only a little difficulty. The wounds in your stomach are still making you ache. You hope she doesn't notice.

"Bartolomè? Is everything all right?"

Darn it.

>1. I am fine, just a little stiff.
>2. I didn't exactly win my duel. But I'm all right.
>3. Change the subject, ask what Aldric's been doing here.
>4. Ask Aldric something else.
>>
>>30553212
1
and then
3
>>
>>30553212
"I've been better, but all things considered I'm doing pretty well.

I'm sorry about this being quite so boring, I hope you've been keeping yourself occupied."

Ask about what she's been doing, if she's noticed anything odd, ask if she's seen snow before.
>>
>>30553311
me here

>>30553316
I'll go with this anon. The questions should distract her
>>
>>30553316
You brush off the girl's concern with a grin. "I've been better, but all things considered, I'm doing pretty well." You stretch your legs out as you sit, propping your back against the wall to sit with Aldric. It's not the most comfortable position to be in. Several of the knightly golems have taken up formations around you, and even from a fair distance you feel intimidated, the way they loom above you both. Aldric isn't quite so scared of them, quietly tracing patterns in the floor with her finger nail. You note that she's leaving behind marks; whatever her nails are they can't be of the same stuff as yours.

An unneeded reminder to keep her happy. "I'm sorry about this being so boring, Aldric, have you been keeping yourself occupied? How are things out here?"

Her face brightens up, and she shows off her pearly white teeth to you. "I've been fine. I've been watching these familiars that the 'mage' has. They're neat." She points at the one closest to you. "They don't shiver and curl up like food does. Thinking about it makes me kinda hungry, though..."

That's a line of thought that needs to change fast. Thinking quickly, you nod over to the flurry outside. "Have you ever seen snow before, Aldric?"

She follows your direction and observes the weather, but you don't see the childlike wonder you've come to expect from her. "No," she says flatly.

"Don't you find it interesting?"

"Mm, not really. It's just frozen water in a low-moisture environment. It's pretty, but I don't think it's that special."

You blink a few times. Coming from Aldric, that was surprisingly eloquent. But something DOES seem to get her excited; her whole body pivots around, her eyes a display of glee as she grabs your hand. "Oh, I almost forgot! I was watching the statues, and I saw something!" She leans a little closer, leering warily at the golems. Then in a hushed tone she tells you, "I saw a secret. Wanna hear?"

>1. Sure, tell me.
>2. Maybe it's better I don't know.
>>
>>30553862
>1. Sure, tell me.
>>
>>30553862
>1. Sure, tell me.

Secrets are often useful to know in our line of work.
>>
>>30553862
>1. Sure, tell me.
>>
>>30553862
>1. Sure, tell me.
>>
>>30553992
>>30554046
>>30554095
>>30554259
You suppose it couldn't hurt to hear it.

Aldric nods excitedly, but speaks in a voice even you must strain to hear. You guess she considers it something Kayton shouldn't know she knows. "I've been watching all of these statues, and, well, they're all really rigid. Like, they only move in groups, and they're really precise. Not extra movement or lookin' around, or anything! Except for that one!" She discreetly points past the rest of the golems to the one that fills you most with dread. The earthen monstrosity at the back that watches with dead, coal-black eyes, veins pumping rich magma for blood. The golem that most caught your attention when you first arrived in this ballroom.

"What's different about this one?" you ask. Aldric gives a cheeky smile, dimples appearing as she tells you.

"That one receives orders at the same time as all the other golems. But it takes just a liiiiiittle bit longer to move than the others. And the way it watches me... it's checking me out, I think. Trying to see what I'm thinking."

You're confused. "None of this sounds like the sort of thing a mindless golem would get up to."

"Exactly!" she whispers, glad to see you're in on her secret. She leans in closer, so that her lips brush against your ear, as she spells it out: "That one's not a golem. That one's ALIVE."

Your heart catches in your throat as she leans back. "See? Isn't that cool?"

"Very cool," you assure her, trying to catch a glimpse of the golem without looking too suspicious. Your eye stares at it for a moment... and ever so slightly, its head tilts back to size you up.

"Alive," you whisper.

>1. Talk to Aldric about something else.
>2. Go back to Wayne.
>3. Go somewhere else in the castle.
>4. Ask a golem where to find Kayton.
>>
>>30554445
>2. Go back to Wayne.
>>
>>30554551
You bid Aldric farewell, letting her know that you should get back to Wayne quickly. She doesn't fuss much about it, and remains where she is as you make the journey back to the quaint study you left. You're careful not to make eye contact with the "golem" as you pass it.

...

You step back into the study and close the door behind you. But you're not alone with Wayne. Standing in your way is Kayton, quietly observing you with hands behind his back. "Did you enjoy your tour, Bartolomè?" His expression is cold.

>1. [LIE] I was going to the bathroom.
>2. What do you mean?
>3. I was checking on Aldric.
>4. Quite nice, thank you.
>5. That blue door... what's behind it?
>6. That "golem"... what is it, exactly?
>>
>>30555059
>3. I was checking on Aldric.

It's not much of a secret, and lying might not work out well.
>>
>>30555221
this. lying seems like it would end badly.
>>
>>30555221
>>30555286
"I was checking on Aldric, nothing more." You hedge your bet on honesty. He shouldn't see any problem with checking in on your vampire friend. And indeed he doesn't, at least not visibly, as he bows his head to you in acknowledgment. Perhaps he agrees with your reasoning, as you detect the faintest smile upon his lips. He sweeps his arm towards the chairs and beckons you to sit with him, which you do. While you settle in, your host informs you of the matter at hand with your next step.

"The Painter has agreed to see you, Bartolomè. Free of charge, at that." Wayne spits out his coffee in shock, but it seems Abraham is unfazed, as he continues: "The only issue is that the appointment will be tomorrow evening. It is the earliest I could manage, and I do apologize. However, as recompense, I'm willing to offer my home to you in the interim."

"You really gonna let us crash here?" asks your companion.

"Absolutely. I understand you may have preference for different accommodations but given the frightful weather outside, I thought it only fair to let you know you have options." He presses a teacup up between his lips and ingests an overly-sugared sip.

"Well, Mr. de la Fuente? Do you agree to such arrangements? Naturally, I'll also provide transport to the Painter's home."

>1. I agree.
>2. I'd rather stay at the hotel.
>3. I should probably ask Wayne and Aldric their opinions.
>4. There must be some catch.
>>
>>30555699
>>3. I should probably ask Wayne and Aldric their opinions.
Wayne probably won't have a problem, but it's better to be sure.
>>
>>30555699
Wait, is Aldric allowed to stay as well?

It'd be a pretty shitty idea to not be supervising her.

If Aldric's allowed to stay then
>1. I agree.

else
>2. I'd rather stay at the hotel.
>>
>>30555699
>1. I agree.

I doubt he's going to try and kick Aldric out, it wouldn't end well.
>>
>>30555699
>1. I agree
>>
>>30555840
"I assume that, in the event we stay, all of us shall be treated as guests?"

Kayton catches your allusion, and assuages your fears. "I would not make the offer were I not prepared to house you all. There is room here for the Brunestud, though I may require... additional preparations in case of emergency."

"Then I accept."

"Excellent!" Kayton claps his hands together. "Then I'll have a few golems brought up and show you to your lodging."

...

You set yourself down on the side of a comfy, king-sized bed. It's hard to believe this is a guest room. The floor is stone, and admittedly cooler than you'd prefer, though a fireplace in the corner provides some warmth, and rugs cover most of the grey areas. The golem that brought you to your room has already departed, leaving you alone. Through purple drapes you see the snow piling up higher and higher upon the estate.

You have this room all to yourself. Wayne was given his own room to use, and you're not quite sure where Aldric is sleeping tonight, though you can only guess it will be heavily guarded.

You've been left with more time on your hands than you expected, and surprisingly were given relatively free reign over the grounds. Kayton only provided a small list of rules: "For your own safety, Bartolomè, I ask three things of you. First, that you attend meals when called for. Second, that you do not pass through any door that is not brown. And third, that you will not, under any circumstance, enter the dungeons beneath my castle. Those are the rules you shall follow, if you wish to stay here."

And now a day is laid before you. There are many things you could accomplish, should you set your mind to it.
>>
Select everything that you wish to do for each section of the day, and they shall be done in the order you chose. Note that some options you choose may become inaccessible according to what you do during earlier portions of the day.

>1. MID-DAY
>1a. Explore the grounds (where permitted.)
>1b. Call someone (Catarina, family, etc.)
>1c. Do something with Wayne.
>1d. Do something with Aldric.
>1e. Do something with Kayton.
>1f. Pray.
>1g. Do something else.

>2. AFTERNOON/EVENING
>2a. Attend supper.
>2b. Explore (where allowed.)
>2c. Attempt a peek through the blue door you saw.
>2d. Call someone.
>2e. Do something with a resident of the castle.
>2f. Observe the patrols of the golems.
>2g. Pray.
>2h. Do something else.

>3. LATE NIGHT
>3a. Explore the dungeons.
>3b. Explore the colored door rooms.
>3c. See what the "living" golem gets up to.
>3d. Do nothing, and go to bed.
>3e. Pray.
>3f. Spy on a resident of the castle.
>3g. Do something else.
>>
>>30556435
>1b. Call someone (Catarina)

>2a. Attend supper.

>3e. Pray.
>>
>>30556435
QM's Note: You can pick more than one option per section of the day.
>>
>>30556435
>1. MID-DAY

>1f. Pray.

>1b. Call someone (Catarina, family, etc.)

Call Catarina, fill her in on our situation, all that jazz.

>1d. Do something with Aldric.

Spend some time talking with her, ask some more about herself, maybe tell her more stories.
>2. AFTERNOON/EVENING
>2b. Explore (where allowed.)

>2e. Do something with a resident of the castle.

Spend some time with Wayne, make sure he's recovering well, ask him some questions about what legends are true and what aren't, like if there are also werewolves, how common demons are, that sort of thing.

>2a. Attend supper.

>2f. Observe the patrols of the golems.

>3. LATE NIGHT

>3c. See what the "living" golem gets up to.

>3e. Pray.
>>
>>30556435
>>1a. Explore the grounds (where permitted.)
>>1d. Do something with Aldric.
>>1e. Do something with Kayton.
>>2a. Attend supper.
>>3c. See what the "living" golem gets up to.
>>3e. Pray.
>>
>>30556550
good to know.

>>30556435
1b. call cat
1c.
1d.
2a.
2e. Get Kayton to give you a tour, possibly with the rest of the group.
2g. Got to get that faith up
3c. Seems a little worrisome
3e. Quick prayer before bed.
>>
>>30556435
>1. MID-DAY
>1b. Call someone (Catarina)

We should check in, at least.

>1f. Pray.
We have had our Fiath challenges - we must make amends with the Lord, for we are supposed to be a man of God!

>2. AFTERNOON/EVENING
>2a. Attend supper.
>2d. Call someone. (We should be a good son, and get in touch with Mother)
>2f. Observe the patrols of the golems.

I smell a Plot Hook!
>2g. Pray.


>>3. LATE NIGHT
>3c. See what the "living" golem gets up to.
>3e. Pray.
>>
>>30556580
Though the snow blocks out the sun, the clock ticking on the far wall tells you it's still early in the afternoon. You take the opportunity to pray. On your knees you offer the Lord your praise, and ask for His guidance throughout your many struggles. You shall certainly need it.

Your Faith is now Stable.

As you stand, you draw your cell phone from your pocket. A good stretch of time has passed since you last spoke with Catarina, and you figure now is as good a time as any to catch up. You dial her number and hold the hefty device to your ear. The phone rings once. Twice.

A third time.

A fourth.

Fifth.

How strange. She doesn't seem the type of let a call go unanswered. Then again, perhaps she is sleeping. She's certainly the type to sleep through a call.

"Uh, hi," chimes her voicemail. "This is... Catarina Belmont. Leave a message." You hear a beep.

>1. Ask to call you back.
>2. Leave her a rundown of what's happened.
>2. Hang up.
>>
>>30557121
>1. Ask to call you back.

Tell her we're not in current danger, and to call us back when she gets this.
>>
>>30557121
>1. Ask to call you back.
Callbacks work best, time zones be damned. Voice mail messages & telephone tag suck.
>>
>>30557171
>>30557192
"Uh, hey, it's Bartolomè. Everything's fine here, just, call me back once you've got a chance. Thanks, bye."

You hang up. That wasn't quite as productive as you'd hoped. It occurs to you that she still doesn't know about Aldric, or the man who confronted you outside of the hotel. He seemed familiar with her.

You leave your room behind and head down to the ballroom. With time to kill, you think it best to get a little time in with Aldric. She'll likely be under heavy guard at night, so now is the best chance. You find her where she was before, with several new crude drawings on the floor to accompany her.

"Hi, Bartolomè!" she cheerily greets you. "What's up?"

"I thought it would be nice to chat." You tell her you'd like to spend some more time with her, which she seems to appreciate.

"Wanna go for a walk?" she asks, gesturing to the window and the outside world. You look out at the snow and make the astute observation that you'd likely die in that cold, considering you lack a coat.


>1. I don't think that's possible for me. Would you rather do something else?
>2. Take Aldric to the library, and find some story books to read her.
>3. Ask her something about herself.
>4. Examine Aldric's drawings.
>>
>>30557600
This
>4. Examine Aldric's drawings.
While
>1. I don't think that's possible for me. Would you rather do something else?
>>
>>30557600
>4. Examine Aldric's drawings.
I want to know what inspires her cuckoo little brain with the capacity to create. PLOT, maybe?
As to her suggestion:
>1. I don't think that's possible for me. Would you rather do something else?
Make her aware that humans < vampires in terms of resilience. Instead, suggest we do
>2. Take Aldric to the library, and find some story books to read her.

As we walk, mybe we should
>3. Ask her something about herself.
We should ask something about her inability to rememberhuman things. maybe ask her how long since she stopped being human and became a vampire? (METAGAMING - we, the audience know she was never human - might as well get Bart in on this).
>>
>>30557687
this
>>
>>30557600
>4. Examine Aldric's drawings.

Take a look at them, see what they're of, what we might be able to glean about her from them.

>1. I don't think that's possible for me. Would you rather do something else?
Point out that we'd freeze without winter clothing. Suggest we

>2. Take Aldric to the library, and find some story books to read her.

This is a good way to keep her distracted without having to go outside. And we can also ask her how she's doing.

Try to ask her about how long she remembers back, how old she is, if there are any names or places she knows of.
>>
>>30557726
>>30557687
Your eye is drawn to the little doodles that Aldric has created. Or, well, that's not quite accurate. Not accurate at all. From a distance you only saw a discordant array of scratches that her nail made in the floor. It looked juvenile and haphazard, but these are far more intricate than you realized. Only a deft hand could have constructed some of these.

By her feet you spot a pair of faces. One of them appears to be yours. Yet, she's made a few mistakes. Your cheekbones aren't quite so pronounced, and you've never worn your hair that long... "Oh," you realize quietly that it isn't you at all. It's your father, Hidalgo. That certainly corroborates your theory that it was him who woke Aldric up. But then, who doe that other face belong to? He is quite beautiful and fair-faced, and his short hair slicked back, leaving a pronounced and unblemished forehead. Something in your brain stirs looking at this little portrait, but you cannot quite place this mystery man.

There is another drawing as well. It looked at a glance to be a crude imitation of the Disney logo. The castle they show before the start of movies. But she has no way of knowing about a film company made within this century, right? This must be something else. Indeed, as you look closer you see that the shape is off, and that the castle looks nothing like its suspected inspiration. Perhaps she's attempting to recreate this one? Again, though, she's got it all wrong. For such good technical skills, you'd think she would be better at drawing a build. And that doesn't explain the circle she's imposed the castle over either...

There's only so much you can glean from such a small period of time, and you return to the matter at hand. "Ahem, I don't think I would survive a trip outdoors right now, Aldric."

"You wouldn't?"

"No. I'm not as durable as you are; the cold would kill me. And that would be bad, right?"
>>
"Mm, I guess it would be..." she whines, scratching at her cheek with a finger. You grab her hand and pull her up to her feet, gesturing down the hall.

"Let's try something a little warmer. If you'd like, I could tell more stories to you?" She grips your hand a little tighter.

"That sounds like fun."

"Excellent!" You lead her down the hall, past the assortment of guards set before her. As you go, you see that a fair number of the familiars march down the hall behind you. Makes sense to keep a permanent detail on her, you suppose.

As you walk you ask her a few questions, keen on learning a little more of her past life. "Aldric, tell me, is there anything you remember from... before?"

"Before what?" she questions, clueless.

"Before, well... you became this. A vampire."

"Before, huh..." Her eyes lose focus as she stares off into space, trying to drag up old memories. But none come. "Sorry, Bartolomè. I don't ever remember being not-me. Should I?"

"Presumably so. Other vampires seem to recall their human selves."

"Oh." Her eyes droop, and you can see a frown forming. "I wonder what's wrong with me, then."

"Nothing, necessarily!" you insist. "Maybe you could just think on it. Try to remember something from before you went to sleep, okay? We'll start there. And if you do, let me know."

"All right, Bartolomè. I'll let you know as soon as I remember something!"

...

"Remarkable, just remarkable. To have a library this size, but so few books of any caliber..." Yu shunt aside dozens of thick novels and tomes in search of storybooks. Nearly half an hour has passed, but you've so little in the way of bounty you're beginning to wonder if this is just your purgatory. Spending all of eternity searching a library on behalf of a girl for books you will never find.
>>
At last, you give up and slide back down the ladder to ground level. A pitiful stack of paper is all that you have produced for your efforts: a few of Dr. Seuss' works (more than a few, really. You wonder about asking Kayton why he has so many of these, but so few of things like them.)

You've also found a book of fables, though these are a bit darker, they tell a little bit more about human nature.

And finally you stumbled across a short novel. You recall its fantastic tales of talking beasts and otherworldly adventures from your own childhood. It's longer, and you likely won't finish it today, but she might enjoy it a little more than the others.

>1. Read her the Seuss books.
>2. Read her the Fables.
>3. Read her the novel.
>>
>>30558278
>3. Read her the novel.
>>
>>30558278
>2. Read her the Fables.

It seems like a good way to teach her some about human nature and morality.
>>
>>30558278
>3. Read her the novel.
>>
>>30558310
>>30558356
You flap the book around in your hands, brandishing it towards Aldric. "I think I've found something you'll enjoy, here." You guide her over to a few chairs set around a table on the other side of the shelves, and take your seat. Aldric sits on the floor, and you decide not to complicate matters by questioning it. You flip open the book and start from the beginning...

...

You shut the book. "And I think that's where we'll stop for today," you tease.

"Awwwww." Aldric pouts, puffing her cheeks as she does so. "Just when it was getting good."

"Well, maybe I'll read a little more to you some other time, if you're good."

"Okay... by the way, what's Turkish Delight?"

...

The sky is tinged with just a hint of yellow behind the grey clouds as you observe the choking snowstorm outside. Aldric has been returned to the ballroom safely, and you've begun making rounds of the castle. Though, truth be told, you're not sure WHERE to begin here. You have some time, and wish to learn what is where, and quickly. You plot out your route...

>1. Explore the upper levels.
>2. Explore of the floors closer to ground level.
>3. Explore the side wings.
>4. Make a general sweep, noting the locations of the colored doors.
>5. Find the patrol points of the golems.
>6. Just wander, and see where that takes you.
>>
>>30558798
>3. Explore the side wings.
>>
>>30558798
>4. Make a general sweep, noting the locations of the colored doors.
>>
>>30558825
Most of the castle seems stately and well-organized, but there seems to be a side of the castle you have not yet seen. A wing on the far side holds unexplored territory, and you believe the best use of your time would be to see what it has to offer.

As you pass through a small connecting room, you find that its decor is nothing like the main building. The wing's carpet is blue, and the walls are a shade of it as well. Present art is minimal, and the hallways are all but barren. There don't even seem to be any golems present. The entire place seems abandoned, and you footsteps are the only sounds to echo off the walls.

"...aaaaaa--"

What was that. Your blood runs cold as a distant, terrible shriek flashes by. Your head swivels in every direction seeking its source, but to no avail. You are still alone.

As you quell your racing heart, your senses come to an agreement that the noise came from somewhere above you. But that voice... it sounded terrified. In pain.

>1. Head upstairs and look for the source of the sound.
>2. Leave this wing and don't look back.
>>
>>30559168
>1. Head upstairs and look for the source of the sound.

Make sure we have our Black Keys and the Cross on us, just in case we have to stab something.

And quickly pray to the Lord for guidance in aiding this pained soul before we head up.
>>
>>30559288
Though the noise terrifies you, you refuse to ignore someone who may need your help. The Cross of Orleans hangs on your belt, and what Black Keys remain still cling to your body. You may need both. It's a short trip down the hall to the nearest stairwell, which you take at a brisk but quiet pace. It's prudent to avoid notice, but most of all you wish to keep an ear out for that noise again. Step by step your body slinks ever upwards, heading up two flights.

And then it strikes again. An inhuman wail, closer now and louder, to the detriment of you. Your body clings to the wall like a cornered animal, hearing such suffering in the voice. It fills you with dread, but a hand upon the hilt of your sword steadies you. You are certain it came from this next floor.

You are not quite at the top of this wing, but you are close as you exit the stairwell. It is another blue hall, but this one is different than the others. It lacks doors. Besides the one you entered, there is nothing but blank, unadorned walls from where you stand to the far end, some fifty meters away. And at its end stands a single, solitary door. It is blood red in color.

There is a shadow in this hall, and one you feel in your heart is not to be disturbed. On the other side of that door is a presence, you are certain of that much. And all the hairs on your body begin to stand on end at the prospect of meeting it.

But that scream... You draw ever closer to the door, even as your fear mounts. Sounds like scratching come from behind it as something struggles to move. Sweat drips. Your breath catches.

How did this happen? You're only a few steps from the door. Timidly, your hand knocks against the wood.

"H--...hello?"

Deathly silence.

And then...
>>
" !"

The silence is broken. An unearthly scream unlike any you have heard smashes against the door, and its force knocks you from your feet. Frantically you scramble away from the passageway, frightened beyond reckoning of what could lie on the other side. You draw your sword, though what you defend yourself from you don't know. The walls and floor shake, as the formless, voiceless rattle of vocal chords reaches its pitch. And like a passing wind it departs.

You are alone in the hall. The source of those screams is on the other side.

>1. I have to help. Open the door.
>2. Run. Run as fast as you can.
>>
>>30559696
>2. Run. Run as fast as you can.

Nope, Kayton told us to stay out for a reason.

The best path out of this is to go to him immediately.
>>
>>30559696
>2. Run. Run as fast as you can.

We got smacked away from the door by the force of the scream.

Whatever's behind there is not fucking natural.
>>
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>>30559696
2
>>
>>30559749
>>30559773
>>30559837
A wail of uninhibited fear spirals out of your throat as you scramble for safety. Though the presence behind the door has come no closer, its mere existence drives you to flee. Your feet burn across the carpet, flinging you away as quickly as they can. The sides of the hall speed past you as you make for the stairwell door.

The door opens, and you collide with Kayton Abraham.

"Bartolomè!" he exclaims, winded as his arms are reflexively thrown around you. "What are you doing up here?" He stops, and realizes he doesn't need to ask as soon as he sees the terror on your face.

You ask in a hushed tone. "What in God's name is in there?"

The mage's eyes widen for a moment, before he finally sobers. He gestures the way you came. "Come with me. Dinner is ready. We'll talk of simpler things..." He leads you through the door, and gently guides you down the steps, careful not to let your shaking legs trip you.

"You're not prepared just yet... to see a Ghost Liner up close."
>>
And that's where we'll be drawing to a close tonight. Thanks so much for playing, everyone, and I hope you enjoyed it! Be sure to follow me @Frolloswagendir on Twitter for updates on the Quest, and also feel free here or on there to post any questions or comments you may have. I'm glad to answer them.

See you all again soon!
>>
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>>30560234
>Ghost Liner

WTF? I have a sinking feeling it relates to pic related. To non Type Moon people - it's a fucking living superweapon that eats the lifeforce/reality of the planet to power itself. Fucking terrifying.

>>30560275
Wonderful quest as always, Beatta! To the other players should Bartolome mention passing concern about Aldric's memories at some point. "Is it typical for a vampire to forget it ever had a human existence or memories? I feel kind of sorry for Aldric..." Yes, it's metagaming, but the response when he learns the truth will be DELICIOUS.


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