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DUNGEONS & DRAG-QUEENS: CAPED COSPLAY!

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Dudesoft
always a dudesoft, never a soft dude.
6309
Game Post 16
The creaking of wood increases as Rhys nears the sound, drawing his swordSledgehammer. The sound is joined by that of water running backwards, and a nameless susuruss that chills your good-natured spine.
As you near the looming darkness of the corridor, Wes comes flailing down the hallway, and wraps around Rhys like a constrictor. After Rhys wiggles free, he continues onward, with Wes clinging right behind.
The pair find a strange hunchbacked hermit woman in a tattered brown dress. Her back is turned from you lot, and standing beside a wooden table, atop a wooden floor. The end of this hall opens into a square room with nothing else of interest.
Well, we might as well say hello. Maybe she can help us find the others.
Ooh, I have a BAAAAAD feeling about this... well, let's say hello to the spooky lady, I guess.
Dudesoft
always a dudesoft, never a soft dude.
6309
Game Post 17
When the pair of you approach, Rhys reaches out with his nice-guy attitude and gives the woman a great big how-do-you-do, while Wes tentatively gives a small wave from the background. At once, the shaggy woman turns on a dime and stares at Rhys with a giant gaping black hole where her face should be. The shriek of a thousand teapots boiling over came flowing into the room.
A grasping paw of purple darkness spewed from her face, and enveloped Rhys and herself. For Wes, it was a spectacle to behold, quivering in paralyzing fear. A terror. In an instant later, the two of them vanished into thin air. The shadow of the woman's magic swirled and vanished into puff of smoke.

Wes is all that's left to finish this... Can he do it?
Oh. My. God. I'm all alone in this hellhole. ;_;

Welp, I'm out. Runrunrun away out of these scary mines!!!
Dudesoft
always a dudesoft, never a soft dude.
6309
Game Post 18
As you run, you hear many haunting sounds. There is a bunch of ghosts that appear behind you. Maybe fifty of them. They are tightly packed in the mines. On the ceilings shadow creatures of black lanky creepiness crawl after you, snapping their ugly maws. However, you manage to escape. The night outside is cold and desolate.
As your dust cloud settles, the creatures of the mine blink at Wes's fleeting form.

Back in Bakerville, you are greeted by a couple stumbling drunks who just got out of the Loose Noose. There's some co-workers, the stranger from Frankfoil, the man who lost his suspenders, the man who used to wear the red dress, all the other card players, and the old man.
They notice you at once, and swagger in your direction. There's a belligerent air about the mob.
"Hey, you... you're one a' them hero groups, what went to the mines, eh?" shouted the dwarf.
"Didja find them ghosts?" asked the old man.
"Say... you're one a' them heroes what went with that cheater! Yer gonna pay up for what we lost," said another poker player.
"Hey, that's my dress!"
"My suspenders!"
"Get him!!!" they all yell in chorus, and give chase.

Which way do you go? I left Rhy's profile on the OP which has the town map.
I just got traumatized and now everyone's chasing me? ;_;

Um, run? Yeah, methinks I shall run. But where? Um... I'll just go hide in the empty warehouse! That can't possibly backfire in any way!
those will be my famous last words
Dudesoft
always a dudesoft, never a soft dude.
6309
Game Post 19
As you speed through the town, you notice a warehouse and say to yourself, "An empty warehouse! I'll hide there, that can't possibly backfire in any way!"
Quickly, you manage to duck behind a larger-than-life Lee Baker statue. The burly woodsman is holding a Drag-Queen's head in one hand and an elvish battleaxe in the other hand, the base of the statue is a mound of dead deer. You peek through the Hero of Bakerville's legs and once the mob runs by, now armed with pitchforks and torches, you duck into the old empty warehouse. It is a large open room, with nowhere for you to hide; but more importantly, no where for anything else to hide!
As you step into the warehouse, you carefully peek out front window to see the mob turning left at the Rangers Guild Hall.
A sigh of relief is order.
*sighs in relief* Great. Well then, I think I should just get out of this crazy town!
I'll sneak down south towards the Squirrel River and cross the bridge to the south. And then I guess I'll just travel south and... start a new life somewhere else, maybe?
Dudesoft
always a dudesoft, never a soft dude.
6309
Game Post 20
As you tip-toe away to the south of town happily avoiding the mob, who have by now reached the cemetery, you realize that the moon is sinking into the horizon. You have reached a point in night where there will be no moon and no sun.
Squirrel River is a fairly wide river. It would be difficult to cross without the Jump Attack spell, or perhaps if they hadn't long ago built a nice sturdy bridge. The bridge south leads you to a great path. As you walk, you come past a dark and scary forest, named the Uglyface Woods. But, despite the numerous noises, you are unscathed. Then you arrive at a fork in the road. One way leads to Hubland City, the other leads to the Demonfuck Forest. Which way do you go?
Well, that forest sounds scary. To Hubland Cuty! My new life under a new identity begins!
Unless of course something weird happens and I disappear like everyone else did...
Dudesoft
always a dudesoft, never a soft dude.
6309
Game Post 21
The way to Hubland City is known to you, as you grew up in the slums. However, it is too tragic to return. No, a new identity is a must. If only there were some way to really get away from all this!
As you walk down the bustling city streets, you notice a series of flyers about the launch of the first ever Zeppelin. It says, "Come and sail the skies aboard the Highwind Ragnarok! First trip is free. Popcorn is extra."
By the time you stop, you have a Zeppelin flyer in hand, and are standing on a city corner. There are so many places to go in Hubland City that I won't bother explaining them all. Why, anything you wish to do is literally at your disposal. (Probably.)
Why, a ride on some zeppelin thing sounds perfect~ I could really use something like this to relieve some stress. And it's FREE!

I know where I'm going! To wherever this zeppelin is being launched!
Dudesoft
always a dudesoft, never a soft dude.
6309
Game Post 22
You cross the busy city; passing many innocent citizens. There's elves, dwarves, centaurs, goblins, you name it. The highrises of Hubland City are as beautiful as the day you set out to make your riches in the track-building business, and you totally take the scenery for granted because you're well and familiar with it already.
Anyway, you cross the city by the end of the day, and arrive at the launch podium. The mayor of the city is there, waving his fat arm at all the reporters as he breaks a champaign bottle off the zeppelin's bow.
You stand before the red carpetted stairs that lead to the passenger boarding lane. However, you've missed the ceremony! You'll have to rush or do something drastic to get on board! Why, Captain Raksha is already waving farewell as she sets her course for Frankfoil, the rich country to the north!
Can Captain Raksha hear me? I hope so! I'll call out to Captain Raksha that I am his/her/it's long-lost brother and rush on board while he/she/it's confused (is Raksha a he or a she?). And if Raksha asks about that, I'll just pretend I never said that.
Dudesoft
always a dudesoft, never a soft dude.
6309
Game Post 23
Unfortunately, the lofty lady captain of the ship is too high to hear your cry, as there is actually a large crowd cheering and waving. Did I mention the crowd? There's a crowd. Nonetheless, you make your claim of being the long-lost brother (much to the annoyance of some old people who are just trying to enjoy a good old-fashion, never-before-seen launch of the first ever Zeppelin) and push through the crowd. As you press, the launch commences without your aware. There's like eight sturdy dwarfs who were holding the ropes holding the Highwind Ragnarok down. You manage to make your way to one of them and launch a flying leap punch at the dwarf's face.
His face explodes against the hull of the Zeppelin, which is steadily rising out of probable reach, and you grab the dwarf's dropped rope. Climbing like the STUPENDOUSLY GRAND guy that you are, you manage to reach a porthole that leads into one of the ship's lower compartments. The window (thank-GOD) opens without a problem, and you clamor in.
You've boarded a ship that just rose, like, thirty feet in the air! Good job!

The cabin you entered has two exits, one is the Porthole of Certain Free-Falling Death, and the other is the Door of Possibility across the room. There are stacks of crates here, treasure chests, coils of ropes, coats on coat racks, stacks of old newspaper for some reason, and a few small yappy dogs in cages. The only light sources are an oil lamp next to the Door of Possibility, and the Porthole of Certain Free-Falling Death itself.
I am SO AWESOME!
Anyway, onward, through the Door of Possibility! I shall explore this zeppelin and maybe meet someone worth flirting with~
Dudesoft
always a dudesoft, never a soft dude.
6309
Game Post 24
"Shizena!" a voice cried from the cabin across the hall from the Door of Possibility. You peer in, candidly, and are treated to the fine derrière. The woman before you is clad in a short skirt of leather armour, and her privates are hidden by the flowering of a blue long skirt of loose fabric (you pervert, you!). From this angle, you see that the woman is bent over something.
"Tas'ilack trisse aricas?" she wonders to herself. A floorboard beneath you creaks and the woman rears around to see you approach. "Yisku! Who are you? What are you snooping around for?!"
"Well, I don't see why I can't explore around the first ever zeppelin to launch or whatever this thing is. And I'm NOT snooping around. Like I said, I'm exploring, just looking around! And um, if you don't mind me asking, what was that language you were speaking?"
This is my response to her questionings
Dudesoft
always a dudesoft, never a soft dude.
6309
Game Post 25
With narrowed eyes, the likes of which you have never seen, the strange woman explained, "It was Ferngullythemovian."
You get a good look at the woman as she brushes back her golden hair, you spy her ears are long and pointed. Her slender face is accented by some prominent cheekbones, and severe lips. She's wearing a blue dress beneath a leather armour set, which mixed vibes of sexy and deadly.
"If it is adventure you seek, perhaps this intrusion is not for the worse. My name is Duilia," the elven woman bowed low. "There's plenty coin to had, friend, if you come across a golden bracer with a small glowing stone set in it. Keep sharp eyes for it, and contact me at once, should you discover it. I'll continue my quest on the next floor, while you finish here with the basement."
Not waiting for a yay or nay in regards to the mission, the mysterious Duilia cartwheels towards a set of stairs at the end of the hall.