• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fantasy Prologue to the monHunt

Elowyn

word-weaver
Supporter
Roleplay Availability
Roleplay Type(s)
FrostFire FrostFire SirGrey SirGrey

Your mission should you choose to accept is to go into a pre-story prologue adventure which will be done in a style similar to a choose your own adventure. I will be describing your environs and even sometimes your sensations.

This might be on the shorter side as well... But I haven't decided yet. :)

All you have to do is comment below with "[character name] enters scene." Thank you for being a part of monHUNT.
 
[You] wake up to darkness. No, it's a foggy grayness, almost as if a thin film covers your eyes rendering the world in black and white. Or rather, in shades of charcoal and graphite and dust. [You] realize that your head feels strangely dampened as if you were in a soundproof room.

Jinmeiyo discovers she cannot make contact with birds... perhaps because there are none near her, or perhaps because of something more worrying.

Devdan discovers he cannot feel Abraxas in his mind.

Both of you feel cut off from any magical abilities you might hold... Furthermore there is a buzzing in your ears like bees that makes it hard to hear.
[You] blink. Slowly the broad strokes of night and arctic snow and slate resolve into identifiable forms: a barred window showing only a stretch of open air and then a gray-stone wall. The shape of an arched door. You turn and find that you are lying on an uncomfortable cot that is perpendicular to the cold forbidding wall of your cell. You are alone.

dungeon hands.jpg

Option 1: Yell to find out if anyone is around you.
Option 2: Try to burst your way out of the cell using brute strength.
Option 3: Stay and wait patiently. Surely something'll come along that will give you more insight was to why you are in such a place.
FrostFire FrostFire SirGrey SirGrey (You will be making independent actions. Choose which option sounds the best to you. :))
 
Option 2

Devdan, wanders his cell, the lack of his demon friends voice and its replacement of a constant buzzing leaving him on edge. Normally Devdan would wait come up with a plan, but with his lack of Abraxas and magic, he decides to take a more forward approach. The cell may be that of an aged one so hopefully a good shoulder tackle will show it who is the boss, as it were. (Hope it is okay if I write something) FrostFire FrostFire Elowyn Elowyn
 
option no. 2, Devdan's cell
The cell door gives way under pressure, the hinges are rusted. Whoever put you in there doesn't seem very keen on keeping you in. Which is strange... How did you get here in the first place? Could they be watching you even now? Your hackles rise and your skin prickles uncomfortably at the notion.

You see a hall made of stone, stone, and more stone. It is gloomy.

dungeon01.jpg

Perhaps it will lead you somewhere? Or you could stay here, safe, thinking of a viable plan.

SirGrey SirGrey
Option 1: Go down the hall.
Option 2: Stay here and come up with a plan.
Option 3: Look at your surroundings some more in the hopes of getting more info.

option no. 3, Mei's cell
You decide that waiting is the best option. There is a quiet dripping coming from the corner of the cell.

drip.jpg

Drip... drip... drip... drip... drip... drip... drip... drip... drip... drip... drip...


Unfortunately, no one comes. You are alone in your cell. The sound of some kind of susurration gains your attention; at least it's something different than the constant drip. It seems to be coming from the walls? Or down the halls? Or... both?

FrostFire FrostFire
Option 1: Bust out with brute force.
Option 2: Bust out with brute force.
Option 3: Ask "Who's there?" and hope for some kind of reply.
 
Second Choice, opt. 2, outside Mei's cell
You manage to bust out of the dingy cell and sweet relief grips you for a moment. Away from that constant dripping you feel less anxious. But the strange sound of whispers in the hall is confounding. Before you is a wooden door with torches lighting the way.

dungeon w door.jpg

You approach the double doors only to realize that a lock has been set in place. On the lock are dials with numbers engraved. You will need a passcode.

Enter passcode:

_ _ _ _

(You will need to fill up all slots with a number from 0 to 9. The passcode is the number of drips in the last paragraph.)

You opened the lock because...

Explanation One: I'm just skilled at opening locks.
Explanation Two: Plain sheer luck.
Explanation Three: The lock... was it already open?
 
Third Choice, explanation 3, water-filled cavern
You try putting in a combination and tug on the lock which surprisingly opens. Was it... already open? you can't help but think. Opening the doors you see the source of the susurration: running water.

Underground-water.jpg

A cavern half filled with water that is flowing, although somewhat slowly. Wait. Flowing... meaning it is going somewhere.

FrostFire FrostFire
Option 1: Go upstream to the source of the water.
Option 2: Go downstream to find where the water is flowing towards.
Option 3: Test the water.
 
Option 3
Devdan believes that resort to his normal 'wait and see' approach would be but to better use. His arm still sting a little from tackling the cell door, even if it the rusted hinges meant he could of blown down the door. Elowyn Elowyn
 
Second Choice, opt. 3, outside Devdan's cell
You think it's best to look around a bit more. The ground is slightly sandy. Sound echoes slightly. There is a dampness in the air that is rather unpleasant. Also, there are some writings in white chalk on the walls:

There are no survivors. it says. Then beneath in even smaller font: It's all a test. They'll find you no matter where you go.

Well then. That's cheery.

SirGrey SirGrey
Option 1: Leggo~
Option 2: Let's go!
Option 3: Let's get out of here!!!

Fourth Choice, opt. 2, downstream
You follow the water's flow heading downstream. Gradually the cave walls narrow and you are travelling down a tunnel that has been refined by human hands.

tunnel water.jpg

There is the sound of water falling from a great height, sounding like a roar of a thousand dragons. Do you continue to follow it?

FrostFire FrostFire
Option 1: Follow the water to wherever it goes.
Option 2: Deliberate over the faint etchings on the walls.
Option 3: Jump into the water and let it carry you.
 
Option 2
Elowyn Elowyn
What did it all mean? What was this test the writings were talking about? Apparently, no one had survived it. Whatever it was on about, Devdan decided to figure it out after he left this hellish place.
 
Fifth Choice, opt. 2, tunnel

The etchings are foreign to you... no matter what you cannot make heads or tails of them.

strange etching.jpg

FrostFire FrostFire
Option 1: Continue towards the roaring of the water.
Option 2: Head back.
Option 3: Go into the water.

Third Choice, opt. 2, spiraling stairs

You continue down the gloomy hallway. Soon enough you see a set of spiraling stairs.

stairs.jpg
SirGrey SirGrey
Option 1: Go up.
Option 2: Go down.
Option 3: Look for another way...
 
Option 1
Devdan, after walking what seems like an eternity and a half through these dimly light, gloomy hallways of wherever he had found himself he comes across a staircase. Decides to take his chance he continues on
Elowyn Elowyn
 
Fourth Choice, opt. 1, upper hall
You climb the stairs heading up, up up... And it leads you to a hallway.

doors in hall.jpg

There are rows of doors on both sides and as you try each one you find that they are all locked. The door on the end, however, seems to have a lock older than the rest with rust eating at its edges. You could possibly break it.

Also, there is a balcony beyond the glass double doors at the end of the hall. The doors are wrapped in chains with a padlock securing them. You can peer through the doors and glimpse outside.

SirGrey SirGrey
Option 1: Try to break into the door with rusted lock.
Option 2: Peer through the window.
Option 3: Give a shout to find out if anyone is around.
 
Option 2
Elowyn Elowyn
Devdan wanders up the stairs, he gets a cold chill as he sets his eyes on the hallway. Laid before him was cell after cell, without any noises it was impossible to tell if anyone was there. Deciding to play cautious, he looks through the glass paned door. You want to know what you're walking into.
 
Last edited:
Sixth Choice, opt. 1, falling waters
You follow the rushing sound of cascading water. It grows louder until the entire chamber seems to echo with the noise. You come to the end and find yourself in a room with more tunnels that pour water into the room. There is a central dais where the strongest roaring is heard. The rest of the tunnels' water falls through the gridded floor to a larger holding tank below. There are a few crates piled in a heap on the opposite side of the room.

waterfalls.jpg

FrostFire FrostFire
Option 1: Check the crates.
Option 2: Test the water.
Option 3: Go into one of the other tunnels and leave the room.

Fifth Choice, opt. 2, end of hallway
You look out the end door and see there is a small balcony on the other side. The sky is painted red with either dawn or dusk, you cannot tell which. Menacing grayish black clouds float across the sky. Looking down you see that you aren't up very high, perhaps on the fourth floor at most. The wind whistles through a crack in a pane of glass. Otherwise, the hall is silent.

SirGrey SirGrey
Option 1: Try to break into the rusted door.
Option 2: Go back down the stairs.
Option 3: Knock on any one of the (securely) locked doors.
 
Option 1
Elowyn Elowyn
The unnatural colour of the sky didn't fill Devdan with confidence, neither did the silence breaking whistle of the wind, but if he wanted to get out of this place he would have to put his worries aside. With apologies to his arm, the immortal man prepares to knock down the door.
 
Sixth Choice, opt. 1, end of hall
Again and again you ram into the door with the rusted lock. You can already tell your shoulder will definitely be bruised.

Finally the door creaks open... It's a storeroom! There seems to be food here. You could take some if you wanted. It seems to be pretty fresh, or as fresh as it got in medieval times. This means that someone has been restocking this store of food.

storeroom.jpg

SirGrey SirGrey
Option 1: Take some food and leave.
Option 2: Leave the food and leave.
Option 3: Smash and spill the food. Mess it up so no one can have it.
 

Users who are viewing this thread

Back
Top