If you want to get out of here alive you're going to need to navigate your wall out of my labyrinth.
After a moment you manage to shuffle your way into the whole, carefully dangling yourself so you don't hurt yourself when you drop. You breathe in and out, readying yourself... and then you get go and drop.
Approaching it you analysis it
The room was of decent size, about 10x10 with the same sort of stone walls and floor like the rest of the place so far with more torches lining the walls.
10x10 of what, feet? Meters? Not that that's too important, but since the size was given...
He thinks this is a game? Trapping people in a torture dungeon for his sick amusements?
Hey! You can't call it a torture dungeon if there has been no torture yet! Maybe he is just bored and wants to play a harmless little game. He has to be bored to dig up a metropolitan's worth of tunnels in the woods, all alone. The ministry of public transit would pay millions to get their hands on the guy!

Seriously, where is this dungeon? I know it's a setting with MAGIC!, but there better be a dark and troubled past (TM) that would explain the place.
Of course if it was a trick or a trap you could just take one of the halls leading out of the room.
Silly girl! If it is a trick or a trap, you could just cast a spell which will have the restrictions conveniently expire just as we reach an important decision point, and not a minute later. Metagaming ho!

[X] Unblock the door and investigate the room.
-[X] Listen at the door first.
-[X] Then knock on the door, see if you hear any kind of response.
 
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[X] Unblock the door and investigate the room.
-[X] Listen at the door first.
-[X] Then knock on the door, see if you hear any kind of response.
 
Typos!
Alright! Not so bad this time. :3
10x10 of what, feet? Meters? Not that that's too important, but since the size was given...
Ah. thanks for catching that! I meant to put in that it was 10X10 in feet. :p
Seriously, where is this dungeon? I know it's a setting with MAGIC!, but there better be a dark and troubled past (TM) that would explain the place.
I have a reason behind it, don't you worry. Whether you guys will discover it is another question.
 
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Yeah, it was a devastating blow to lose our exposition fairy. Who will give us all the traumatic flashbacks now?

Though I suppose audio logs work just as well... And villains do love to hear themselves talk. :whistle:

Here's hoping this mansion in the woods ends us just as that one.
Sure the "Hey! Listen!"s are annoying to listen to, but once they are gone you'll never know what you're missing!

Hey if I had a voice like that I would make evil audio diaries as well!

Who knows!
 
Going to be closing the vote today after I get off work. So vote if you haven't!

Got to admit, I haven't been happy with how the last few updates have turned out. I feel like they aren't quite the best I have been able to do and I do not like them in comparison to previous. I do apologize if you all felt similarly about them and I hope that as we go forward I produce a better experience for you guys.
 
The game changed direction somewhat after the capture.

I felt like there was an attempt to shift the genre a little towards... I dunno, a puzzle game? An exploration game? Anyway, something different.

A puzzle game could have worked better with a change of vote format. You have 5 minutes, you have a limited number of actions you can take. Vote to examine something, it takes from half a minute to a minute. Then move on to the next thing, with quick and short updates following each voted action, as opposed to a single long one. We tried to follow the existing vote format and do everything at once, and failed because the actions were disjointed - we cobbled random ideas together with only a sliver of time devoted to each, there was no build up to the solution and hints had to be provided OOC to get us there.

If another of those types of puzzle appears, we may try this. It can work, and the difficulty of the task can be adjusted depending on whether the players get it or not, if you so choose.

The exploration aspect I am not sure about - in fact, I am not sure if this is even what you are going for - but I guess the current choice design is less than ideal, which might be the reason we are going with the door instead of unnamed corridors with no markings and no clear indication of why we should head there. At least the door is some kind of landmark, and there may be something - a friend or a foe - behind it. The corridors are just a coin toss. Now, if we found out there is a blood trail leading down one direction and heard moans from the other, now that would be something to ponder. ;)


If it's not about the direction the game is going, but about the contents of the updates themselves... you have done a good enough job with the Whistler in the beginning that we aren't eager to see the threat to get worried. The mystery hatch and a mere promise of the old man had us scrambling to get out of the cell. So long as the threat is there (and we manage to dodge it) and the story is getting somewhere, I am good.

Edit: modified the vote to get a consensus.
 
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Alright, vote is closed and this is the winner!
[X] Unblock the door and investigate the room.
-[X] Listen at the door first.
-[X] Then knock on the door, see if you hear any kind of response.
The game changed direction somewhat after the capture.

I felt like there was an attempt to shift the genre a little towards... I dunno, a puzzle game? An exploration game? Anyway, something different.

A puzzle game could have worked better with a change of vote format. You have 5 minutes, you have a limited number of actions you can take. Vote to examine something, it takes from half a minute to a minute. Then move on to the next thing, with quick and short updates following each voted action, as opposed to a single long one. We tried to follow the existing vote format and do everything at once, and failed because the actions were disjointed - we cobbled random ideas together with only a sliver of time devoted to each, there was no build up to the solution and hints had to be provided OOC to get us there.

If another of those types of puzzle appears, we may try this. It can work, and the difficulty of the task can be adjusted depending on whether the players get it or not, if you so choose.

The exploration aspect I am not sure about - in fact, I am not sure if this is even what you are going for - but I guess the current choice design is less than ideal, which might be the reason we are going with the door instead of unnamed corridors with no markings and no clear indication of why we should head there. At least the door is some kind of landmark, and there may be something - a friend or a foe - behind it. The corridors are just a coin toss. Now, if we found out there is a blood trail leading down one direction and heard moans from the other, now that would be something to ponder. ;)


If it's not about the direction the game is going, but about the contents of the updates themselves... you have done a good enough job with the Whistler in the beginning that we aren't eager to see the threat to get worried. The mystery hatch and a mere promise of the old man had us scrambling to get out of the cell. So long as the threat is there (and we manage to dodge it) and the story is getting somewhere, I am good.

Edit: modified the vote to get a consensus.
I was talking about the contents, but I thank you for your critique of the puzzle segment. Admittedly I did have those segments planned, but I honestly didn't think you guys would take the steps needed to go down that route. So I blame the sloppy way it was handled on poor planning on my part. Now hopefully I can provided an entertaining experience for you all as we continue.

Once more, thank you for your critique, and thanks to everyone for taking part in this quest. <3
 
Chapter 27: Signs of someone else
[X] Unblock the door and investigate the room.
-[X] Listen at the door first.
-[X] Then knock on the door, see if you hear any kind of response.
Eventually you decided that you were going into that room. It wasn't exactly a great option, you didn't know what was inside. It could be one of your friends, it could be something dangerous. But it was a preferable alternative than going done one of the halls. The corridors were more or less a coin toss that could lead you anywhere, so it was probably better to go into that room and face whatever is in there than wandering around for who knows how long.

But first some precautions need to be taken...

You approach the door and place your ear to the door.

You close your eyes, steady your breathing, and listen. You listen carefully for any sign that might tell you if there is anyone or anything in there.

.....

....

....

You don't hear anything... But that doesn't mean there isn't anyone in there. You pull back your head and rap your knuckles on the door.

Knock, knock, knock.

You press your ear back against the door and listen again.

....

THUMP!

You heard something that time! It was faint, but it was definitely something! Of course, you don't know what made it, but there was only one way to find out. You take the bar that kept the door shut in your hands and lifted it out of place, placing it against the wall. Alright, time for the moment of truth. You grab the door handle and push it open, stepping into the room.

...Well there wasn't anyone in the room, but looking around you could tell this room was intended to be a trail like the cell area you were locked in.

In the middle of the room was a table with two chairs, one empty, the other with some sort of mechanical puppet sitting in it. On the table was a chess board and what looks like playing cards scattered around it. To the right of the empty chair was a record player just within arm's reach, and the empty chair had latches on the legs and the left arm rest, which were clearly there to keep a person in place. Beneath the chair was a hatch, which if you had to guess was meant to slide open and drop the chair (and whoever was sitting in it) down. Curiously there was also some sort of weird machine next to the table which quietly purred, signifying that it had some sort of motor.

So clearly this room was meant to force people into playing a game against... what? That mechanical puppet in the other chair? How was that even supposed to work?

You were so focused at the sight of the game and the machines that you nearly overlooked something: there was a ladder leading out of the room. More specifically there was an open hatch on the ceiling and the ladder had dropped down from it. Whether it was always open or if it dropped down when whoever was captive here completed the game was unclear.

So far this was your biggest lead to one of your friends. If one of your friends was here then they must have went up this ladder. But who could it be? Did it really matter? Having some else with you through this ordeal would be welcomed regardless. Though if it were Danielle...

Danielle... Poor girl... She was hurt because of you... You don't know what dangers lie in wait here in this place, but with Danielle's injuries you don't know how she'll be able to get through this alone. If you don't find her you at least hope someone else does...

"Hopefully Eli gets to her first..." You sigh.

Right. Enough of this room, you need to get going. This ladder was the only way out of this room besides the blocked door you came in from so you need to go up it.

...Of course, you could go down one of those corridors. You might run into one of your friends and then you can all come back her and go up the ladder in search of whoever was here. You look back towards the table where the game was and you couldn't help but feel curious.

Just what was this all about? What's with the machine? Why the game? Maybe the record had some sort of clue... But if you spend any more time in this room then whoever went up this ladder is getting further away from you.

So with that in mind you decide to...

[ ] Go up the ladder.

[ ] Leave the room and go down one of the corridors.
-[ ] The left corridor
-[ ] The right corridor

[ ] Inspect the room. (Another option may be taken)
(Pick one)
-[ ] Examine the machinery.
-[ ] Examine the game.
-[ ] Play the record.

[ ] Cast a spell - Write in (Another option may be taken)
 
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Well, I certainly want to go up the ladder and see whether we can find one of our friends.

[X] Go up the ladder.

I have to think some more about the other options. On the one hand, it is interresting. On the other hand, we are in a Death Dungeon and should be careful about poking things. We need a 10' pole.
 
[X] Inspect the room.
-[X] Play the record.
[X] Go up the ladder.

I'm nearly positive one of our friends have passed through here, following behinf may be suboptimal but it's the best chance we have at regrouping.
 
[X] Inspect the room.
-[X] Play the record.
[X] Go up the ladder.

Getting on out of here, but we should check the place out first. Might be able to see if someone came through first. And possibly who if they did.
 
On the table was a chest board and what looks like playing cards scattered around it.
Hmm. Does Medi have a complex or something? :whistle:
How was that even supposed to work?
[:V] Find a chess piece and take it!
I've seen enough RWBY quests to know where this is going!

[X] Inspect the room.
-[X] Play the record.
[X] Go up the ladder.

I'd love to find out what this room was for, though, so I'll add this one:
[x] Cast a Spell:
-[x] Determine a sequence of events that brought the room to the state it is in.

Look! It's a Witcher 3 detective sense without us having to work for it! Isn't magic wonderful? :whistle:

Really, though, if no one is going to dump flashbacks on us anymore, might as well do it ourselves.
 
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Chapter 28: Shadows on the Wall
[X] Inspect the room.
-[X] Play the record.
[X] Go up the ladder.
...You can't fight it, your curiosity gets the better of you. You leave the ladder alone for the time being and move towards the lone record player. There was one in your cell, there was one out of the cell area, and there was one here. These record players are all parts of the old guy's game, forcing you all to play rather then simply kill you. Judging by the ones you've already played, these records seemed tailored to the person they were assigned to. So maybe, just maybe, by playing this record you'll get some sort of clue as to who was here.

With that in mind you take the record needle and place it against the record.

"Ah, hello my dear. Are you listening?" You hear the old man's voice come from the record player speakers. "Good. Now I recommend you pay attention because if you don't, you will not like what happens next."

Huh, more restrained here than your record. In your record he ordered you to pay attention, here he is "recommending" the listener to pay attention. Of course that doesn't tell you anything about who was here so you better keep listening.

"Now, your friends are alright. But just like you they'll be in a situation like this, listening to one of my recordings." The old man chuckles. "As you've no doubt noticed I left you with your belongings, but given your current position I doubt they'll be much good to you until you've left that chair." The old man explains. "Here's how this works: I'm going to let you and your friends try to escape. Get out of this predicament, go through the forest and return to your camp. If you manage that, you'll be allowed to go free."

Another chuckle from the recording. "Of course, that is no simple task, child. There are plenty of dangers waiting for you ahead. But first let me explain your situation: Once this recording ends that's when the game in front of you will start. You'll be playing a game of chess with my friend over there." You look over to the other chair, looking over the mechanical puppet. For some reason you find it... unnerving. "Now standard chess rules apply; each of you will take turns, trying to put the other in checkmate. You'll both have about a minute to make your moves. But there is a catch..."

A catch? Of course there is...

"In addition to playing chess, each turn you'll be given what I like to call "Trump Cards"." The old man explained. "Now that machine next to the table will give out the cards as well as time your turns. When you want to use a card, insert it into the slot of your side of the table. Now, each Trump Card has an effect that can help turn the game to your favor. Such as, say, reversing your opponent's last move or reducing their turn timer."

The old man chuckles again. "If you win you'll be let out of your chair. If you lose, however, the hatch below you will open and you will fall. Of course, if somehow neither of you manages to win by the time I come back, then my dear, I've got something planned for you."

And then the recording came to an end.

Well... That didn't really tell you anything. Though those "my dear" bits might be a clue. He might be talking to Danielle or Sierra. ...Of course, you can't really rule out him addressing Eli or Lucas. You couldn't really guess given that the guy who has you all captive is a psychopath.

Still, you are no where close to even figuring who might have been in this room.

Having spent enough time in this room you decide to leave. That record told you nothing and while you are curious about the game and the machine, you've already spent enough time in this room. You need to catch up with whoever was in this room, and fast.

You stride over to the ladder and proceed to climb up it. It only take you a moment to quickly ascend to the top of the ladder. After you right yourself you look around to take stock of your new location.

You were in another hall by the look of things, with another record player greeting you at the top of the ladder, but you weren't going to bother with it. Likely it was meant to be like the one outside the cell area where you once were; just there for the old man to "congratulate" the person who was trapped in the room below for getting out of the trap. No need to waste your time.

The hall was a lot more bright at one end of the hall than the other, as the torches on the darker side were blown out, plunging that part of the hall into darkness. It was so dark you couldn't even see the end of the hall that way, compared to the other side which was brightly lit from the burning torches lining the walls. On the brighter side of the halls you could see a turn to the right, a shadow being cast onto the walls by the torches and-

Wait.

A shadow?

You do a double take and look in the direction of the shadow, and the moment you focus on it, it moves. The shadow disappeared from view, meaning that someone or something was casting that shadow on the wall. Was it one of your friends?

You take a step forward towards the brighter side of the hall, but stop when something catches your ear. You listen carefully and from behind you, coming from the dark side of the hall you hear a grinding noise. The sound of something metal being dragged along the ground. At first it was faint but with every passing second it sounded like it was getting closer. There was a sound of metal grinding against stone, it stops for a moment, then continuse to grind.

You stare into the darkness but you can't see what could be causing that noise. It was an uncertainty of what could be there, but... part of you thought, maybe hoped, that it could be one of your friends.

[ ] Investigate the shadow.

[ ] Investigate the grinding noise.

[ ] Cast a spell - Write in (Secondary action may be taken)
 
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I wonder what the grinding noise could be. Someone in chains?

Anyway, while it sounds creepy, I think any actual threat would try to approach silently. So:

[X] Investigate the grinding noise.
 
If you manage that, and you'll be allowed to go free."
'Manage that, and you'll be allowed to go free' or 'if you manage that, you'll be allowed to go free.'
Of course, if you neither of you somehow manage to not win by the time I come back, then my dear, I've got something planned for you."
'if both of you somehow manage to not win' or 'if somehow neither of you manages to win'

Anyway, while it sounds creepy, I think any actual threat would try to approach silently.
:whistle:

As in, remember the actual :whistle: who didn't bother with being stealthy.
The goal is not to kill us at any cost, it is to play/mess with us (first?). Which might end up killing us still.

To me it reminds of something heavy being dragged along. Could be a weight to chain someone with, but also could be a weapon.


[x] Cast a spell - light.
-[x] On one of the spots on the dark side of the hall.

We want to practice our magic, and if a spell succeeds, we may recast it later. Of course, there are risks, but such is our gift. I also want us to be able to create light on whatever we want, not just have us radiate light. Besides, the noise making its way here will have to pass the bright spot, so we may have a chance to see what it is while hopefully being far enough away from it if it's dangerous.

I don't plan to specifically wait for it though.

[X] Investigate the shadow.

It moves away from us, which is nice. Chase the things that try to get away, run away from the things that chase after you. The basics of survival. :p
 
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