
There's a forest nearby that everyone's been avoiding recently. It was one already known for being home to many strange creatures. None of them ever left the forest. What's more, the beasts of the forest would actively avoid any outsiders that entered it. The Falloots of the town near it have coexisted peacefully with the forest's residents for as long as anyone can remember.
Something has changed that.
Now, the creatures and beasts of the forest have become strange and twisted things. The creatures' forms have twisted and changed into things now unrecognizable to the towns' inhabitants. Even the flora has been warped; trees will swipe at you with branches like clubs, vines will twist around your body in an attempt to take control. The forest has become hostile and its residents have become monsters that viciously attack all who enter. Many of the monsters have been growing bolder as time crawled on, eventually beginning to leave the forest and begin to attack Falloots traveling in the surrounding areas. Some have even began to aggrieve the nearby town, stealing farm animals, and attacking the residents.
You were on your way to visit the town one day, however, when you noticed a campsite had been set up in the field between the forest and the town. It wasn't just a normal campsite though, as you approached, you could see large crates and weapons sitting around a wagon. The two Falloots who had set the place up were present as well, though they seemed to be in the middle of an argument.

Belmont wrote:Obviously, we should unload all of the weapon crates, Alucard. That way everything will be as easy as possible to get to in case something happens. We don't know what we're up against yet, so it'd be a good idea to have a bit of everything where we can get it.
Alucard wrote:What? And just leave them out in the open for anyone to come and steal while we're away? Use your brain, Belmont! I know you have one somewhere in that thick skull of yours. We're both fully capable of dealing with whatever might come out of that forest with what we already have unloaded. Leave the rest of them on the-
Oh. Hello there.
As the Falloot referred to as Alucard acknowledges your presence, the other Falloot, Belmont, turns to see who he's talking to. He eyes you suspiciously, saying nothing and looking somewhat displeased at your presence. That said, he seemed pretty displeased when arguing with Alucard as well, so that could just be his general disposition.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Story Prompt:
There’s a deep, booming bark. The dog beast that you three had befriended comes crashing back into the clearing, a little worse for wear with some quills sticking out of its hide, but alive nonetheless. Belmont barked out a relieved laugh and rushed over to inspect the great hound beast, obviously happy to see the creature again.
Belmont wrote:Hector! Good to see you’re doing alright buddy! Alucard, can we keep him at the castle? Hector would make a great guard dog-thing, just look at him!
It takes you a moment to figure out that ‘Hector’ is what Belmont’s decided the beast’s name is. You look over at Alucard who seems to have come to the same realization. He’s named the beast, which means in the few hours since the three of you had bribed it over to your side, he’d become attached to the creature. Alucard sighs, but something tells you he won’t say no.
Alucard wrote:Yes, yes, we can keep Hector. I’m sure we can find a place for him to stay back home. You’re responsible for taking care of him, though. That includes removing those quills from his pelt, by the way.
Belmont whoops in an endearingly childish way, and Hector pads over to Alucard. The dhampir realizes the beast’s intentions too soon, though, and you watch as the beast once again licks Alucard with its massive tongue. Once again miserably covered in dog-beast slobber, Alucard grumbles something about ‘already regretting his decisions.’ Belmont laughs at him and you can tell that the two, while obviously as exhausted from everything as you are, seem to feel as if a weight has been lifted from their shoulders.
The four of you return to the original rift site that you’d teleported to the area with. Alucard tells you that the unnatural magic in the area is fading out, but the charm still glows as you near the rift’s location. The last of the petals are crushed and scattered over your group and you are sent back to the other side of the rift near the edge of the forest.
As you return to their campsite, you can feel how even the air of the forest feels lighter and less oppressive now. Normal animals are making their way back to their forest homes. You see some of the creatures of the forest that had become aggressive due to the occultists’ activities, and they merely avoid you once again. Just like they would before things started going wrong. Already, things were going back to normal.
Once back at the hunters’ campsite, you sit with Alucard, tending to your respective injuries. Belmont, instead of tending to his own injuries, has taken to tending to Hector’s and is currently working on removing the quills that had been lodged in the beast’s hide. You turn to Alucard, a thought having occurred to you, and ask him what he and Belmont are going to do next.

Alucard wrote:We’re probably going to stick around for a few days now to ensure that everything’s wrapped up as it should be. That will likely include taking care of any occultist stragglers who wish to continue to cause trouble and finding out if the creatures summoned into our world have been sent back or not. We’ll probably also be returning to the Huntsman’s hut for all the occult books and reagents he’d amassed there. That will likely end up being transported back to and locked away in either my castle or the Belmont Hold, where it’ll be kept safe from people like you’ve now seen. All that said, though, none of it is anything you need to concern yourself with. So, now that it’s over, what are you going to do?
You nod. It makes sense that they wouldn’t consider their work truly done just because the big battle was over. There were still a lot of things to be accounted for. The summoned creatures would need to be sent back to their home somehow, right? It would suck to be stuck in a strange place after getting forcibly yanked away from your home into a completely different world.
Alucard hummed as he finished wrapping his own wounds and looked at you. You realize he’s waiting for you to answer him.
Now that the adventure is over, what are you going to do? Are you simply going to go home? Will you also stay to help the townspeople and the creatures where you can? Is there anything you want to tell, or ask, the hunters before they leave?- Code: Select all
[center][color=#400000]Monster Hunting![/color]
[b]Username:[/b]
[b]ID:[/b]
[b]Falloot ID:[/b]
[b]Prompt Response:[/b] (There will be no Major Influence picked today! Thank you all for participating!)
[/center]
(Each prompt you'll want to respond to can be found bolded and underlined in the story section above.)
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Art for the Hunters!
You approach Belmont again later that day, asking if there's anything else you can do to help them. He looks around and shrugs. It doesn't seem like there's anything around the camp that he particularly needs your help with.Belmont wrote: I can't say there's anything that really needs doing specifically...
Hm. You look like one of those artsy types though, so how about this:
If you draw either
me OR
Alucard I'll give you something extra.
If you think you can draw both of us then I'll give you something special.
If you draw either of the booth hosts you'll receive +1 regular roll.
If you submit drawings of BOTH* Belmont and Alucard in the same day you'll receive +2 item only rolls AND a guaranteed Falloot.
(*They can be drawn together in a single image or separately - either will count for this.)
- Code: Select all
[center][color=#400000]Art for the Hunters![/color]
[b]Username:[/b]
[b]ID:[/b]
[b]Where to credit you:[/b]
[b]Art:[/b]
[/center]
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Important:To be perfectly clear with everyone:
This is a Story Booth.The "Story Prompt" section will be changing every day.We're asking everyone to pick one of their oots to use to interact with our booth.
If you don't have a Falloot to use, you can borrow the event mascot Coroner, whose ID is #0001.Your responses to the story prompts
WILL matter. One will be picked every day to be the major influence for how the plot will go, though everyone's responses that are submitted
BEFORE the cutoff time will have potential for small details to be incorporated into the plot somehow.
The person who's response is picked to be the major influence will be receiving a guaranteed Falloot in addition to a regular roll.The cutoff time is 21:00 CS Time.Why? Myself and crimsonaria need a little bit of time before rollover to read all the responses and write the next day's prompt.
Please note that
if you submit a response AFTER the cutoff, you will still receive a normal roll like everyone else, you just won't be able to help influence the story. Art can be submitted anytime before CS Rollover.
crimsonaria and I will be doing our best to pick different people every day. If for some reason we have to pick one of our own responses to the booth, neither of us will receive the guaranteed Falloot. We feel it'd be unfair if we did.
Want to read the prompts and Major Influences from previous days? Look here!