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D6 Forgotten Musician: The Ghost of 3. The FFR merch shop is now live! Click the banner above to check it out. Everything in the shop is being made in house by me rather than us buying from some big mass distributor.

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D1: Preset Junkies VIP While no imminent threat appeared to present itself anywhere around them, the previously transporting platform had risen well out of reach from everyone.

The clarity of the water body allowed for all the fauna beneath it to shine with striking vibrancy, whose illuminations were largely enhanced by various chromatics that appeared and disappeared in a noticeable sequence.

The shimmering of the water made it increasingly difficult to discern the location and patterning of the colors. One of the group members unintentionally stepped on a one-foot by one-foot panel as it was alight, flipping the color from a bright red to a fully-diffused white that did not waiver.

A loud sound filled the airwaves as the previously hidden platform took a minor descension. Other square-shaped platforms of differing visibilities were found all throughout the cave body, lighting a noticeable color before shifting to another location.

Underneath the surface, the purity of the water masked the depth of the body, making some of those lit platforms appear much shallower than they actually were.

D2: Oedo Hop The group continued about the prison interior, scanning the various neglected cells for anything of interest that could grant insight about their decided travels.

Uncomfortable with the setting around them, the remaining members kept a relatively tight distance to one another, with the occasional wanderer finding themselves enthralled by the unfamiliar landscape.

Creaking and cracking in their corresponding locations brought on bouts of increased anxiety that had them peering over any blind spots.

While the ambient resonance was initially sporadic and inconsistent, the frequency and distance brought about an air of concern; it was sufficiently clear that their conditions were about to get much more hazardous.

Shortly after, a horde charged the corner and began a vicious assault, catching them entirely off guard. With both groups sustaining a large amount of damage and casualties, they retreated from one another in the direction of their entries; the remaining party opted to take a westerly route from the northern entrance, following the wall accordingly.

D3: Snorestop The single blow dart caught into the tree was the first of many fired at the party; various members scattered for cover, trying to eliminate any potential sightlines that would result in any bodily harm.

The tips of the darts had a noticeable shine and were harshly pointed, with the bodies being slightly padded for an easy grip, offering an option to be shot as a projectile or wielded as a throwable — in any case, most certainly meant to do lethal damage in numerous ways.

The terrain was much too dangerous to take on any sort of fight: the lack of familiarity was a substantial disadvantage and exposing themselves was most likely fatal.

Communication from the attackers could be heard clearly, but was indiscernible as a result of being a native and undisclosed language.

In an effort to convene on an eastward path, the group found themselves having to cross wide open areas, where sprinting through them immediately triggered a storm of projectiles fired at them.

D4: Hornet Shielded from view by the lack of lighting and pillars identifying the walkable area, the split groups progressed down their designated paths, not running into any contenders along the way.

The front of both lines waited at their corners, peeking outward to gain visual recognition from one another, waving each other along.

The half-sized groups crept nearer towards their intended convergence point, eventually landing on a set of perpendicular paths that would bring them en route to the group that just barely beat them into the interior.

Unified into a single group once more, their motions increased in pace after gaining line of sight on a single individual. Carrying a respectable trigger discipline, the members took their time on their motions inward, sidling the single individual down the various clearances until the individual became multiple.

Their efforts in slinking around to find the early intruders was a fruitful one: with numbers clearly in their favor, the group aggressed with tremendous vigor.

However, they fared substantially worse than their size would have suggested, as their more inexperienced but seemingly more eager opponents presented respectable resistance, resulting in a near stalemate of losses.

Neither group seemed to carry interest in prolonging the fight that would whittle their team further down.

Nearly all of the remaining members of the southern faction swallowed their pride and exited from the southern entrance, following the wall down an eastern path as much as the terrain would allow.

D4 Tiebreaker: eccentric ghost channel as Poltergeist Two of the members responsible for the ambush stared at the remains with exceptional skepticism, dumbfounded that their group was torn apart as strongly as it had been.

They both smelled a rat. D5: Naive Hopelessness The highly aggressive paranormals grew increasingly desperate in stoking the flames as their hivemind awareness was able to feel their strengths dwindling.

The hue of the landscape began to sharpen to a much more pure red around the fighters still among the living, oranges bleeding into that intensity.

The remaining members continued to advance out of distress from the closing flames from behind them, finding inventive ways to make the presences of their attackers disappear.

A few members found themselves unable to fight off the demonic ghosts, succumbing to a variety of burns and other painful injuries.

Valiant efforts began to be accommodated for as the group made headway against the spirits, eventually causing the ring of fire to diminish in strength and tightness.

As the stifling of their attacks continued, the remaining apparitions engaged in highly raucous screams in reaction to their realization of fighting a losing battle, clearly picking a fight with powers too far beyond their means.

One fighter walked up to a single apparition, punching into it with their bare fist — the sizzle of their hands coming at a small but fair cost: purifying the surroundings from their continued danger.

Surprisingly, no damage was truly accumulated amongst the surroundings: the group was victimized by some sort of possession.

Directional senses had clearly been taken from them amidst the panic, as they found themselves outside the premises of a large coliseum that, given the state of other structures along the way, was in rather good shape.

Vast plains presented them no guidance of direction, making it the only viable progression. D6: Cobra Commander Simply breathing was nothing short of terrifying, as nearly all senses appeared to be affected by whatever witchcraft was precipitated through that unfamiliar reading.

Sound and sight were gone, with senses of feeling being restricted to the ground beneath their feet. A deep voice spoke through the confines of the remaining competitors internal thoughts.

The group hopelessly wandered with full uncertainty in all directions: they were boxed in by some sort of barrier, contents unknown as if they were put into a cage.

The party members ran into each other, with the mangled speaking intensifying upon contact; their initial and unsurprising instinct was to strike the form in front of them out of their own safety, as the concept of a friend or foe was entirely uncertain, and not something they wanted to leave up to chance for their lives.

Some of the brawls got quite violent, with a few members opting to grab in hopes of holding and ending the life of whichever body was unfortunate enough to get into their way.

D7: Vantablack Loud roars from behind their bodies continued as the monsters awaiting behind the closed doors persisted, likely reveling in their victory over the unfortunate mortals that found themselves unable to defend themselves.

The group continued along an east path, departing the lengthy structure that went on for as far as their eyes could see, wearily checking behind them to ensure that the dangers presented were in fact removed.

Natural light was for the most part gone, with their environment being flooded with spotlights. Concerned about potential threats, the speed of which their movements occurred was noticeably reduced.

Their advancements were cut short as they arrived at a bridge, revealing a very smooth dome-like structure in the distance at the end of it.

The crossing was most certainly non-trivial, the bridge spanned nearly a mile in length. With no clear destination in sight, they all departed from the castle grounds and followed the thin span over the chasm.

A third of the way across the bridge, a wall of black accelerated towards them; bracing for impact, the group held the edges of the bridge, allowing it to pass through.

There was no visible light through this void, nor air to breathe either. As their lifeforce began to drain, the edge of the system passed over them, restoring their vision and providing opportunity to refocus.

They gasped for air, desperately trying to fill their lungs before being deprived with another void passing over them as they pushed forward, draining their energy further.

D8: Track title Gradually, one body after another, the ravaged group began to stand with full disorientation. No deduction could be made about the amount of time the party experienced the loss of consciousness.

Three of the bodies hit with the impact upon landing from the travel of the platforms did not resuscitate, lifeless on the new surface.

Unlike the more dark, natural and earthy ground they were walking along before collapsing, this new surface was clearly synthetic and was very much more vivid and quite smooth.

Stumbling forward, many of the members stumbled suspiciously. The material under their feet was occasionally separated much like sidewalk blocks with longer regions of coverage between each chunk.

Going over each separation, most of the members were frazzled out of fear of blacking out at a misstep similar to the one that happened moments ago.

The open space eventually turned into a tunnel that entirely surrounded them from all directions.

Once they breached the entry, a transparent barrier went down, sealing their retreat. An explosion could be heard in the distance; however, the visibility or cause of it was less the threat than the sheer sound, which seemed to be entirely unable to filter itself from the shaft.

The air slowly became more difficult to breathe and moving was even more difficult. Before we get on with our story, did you drown in that awful yellow sea?

Fear not! You can still play along with the Revenge of the Drowned Tournament. D1: Tap on Damen Sudden cognizance of the figures within the shimmering being threatening, parallel representations of themselves was the precursor to the necessary evasive action, dodging the beams of light that appeared from the clouds to the floor — no one took a particular interest in determining whether or not they were safe.

The intense pace of which the figures transmuted from their crystallic nature to semi-realistic figures made it difficult for the actual competitors to determine who were friends and who were foes.

Uncontrolled attacks along the fallen crystals broke them to pieces, clearing out the initial surrounding around the central platform that they remained on — unfortunately, some were struck in the friendly fire.

Taking in the losses with a melancholic silence, the platform accepted the remaining presence and descended downward. Upon arrival at the bottom of the floor, the platform briefly lit up to blinding levels, revealing a beautiful cave with an exceptionally vibrant body of water; it was crystal clear and a visual to behold.

With everyone stepping off, the platform disappeared backward, now inaccessible to the party. The serene waters were inviting, not to mention the fact that there was nowhere else really to go.

D2: Breakout [Standard] Apprehensive at the thought of traversing the race track with the continuous, imminent dangers of the barely visible vehicles, the competitors paused, attempting to discern some sort of audible pattern that might indicate any semblance of a safe crossing.

A number of facts became immediately apparent: there was more than a single machine speeding along, and their speeds were nowhere near parallel, making the two required crossings no less dangerous than two games of Russian roulette.

Numerous bodies were flung from the tremendous impact of the vehicles, whose speeds were so high that the collisions did nothing to slow their speeds.

The remaining inexperienced but eager fighters still among the living signaled north towards a pair of cliff peaks, following a downward hike to an almost-stranded prison with a walled off perimeter.

Upon closer inspection, an entry was visible — the walls around it were scorched but otherwise intact. They continued onto the path towards the interior, wandering around the frail interior that had naturally decayed.

D3: Bad Boy The remaining competitors continued to drift in the water, only needing to keep themselves afloat with a casual paddling from time to time; unfortunately, that required an understanding of actually being able to tread water, a process that not all of the group seemed to be able to possess.

Some found themselves struggling to keep their heads above the surface, being victimized by the much stronger undertow the further away they were from the top — eventually running out of strength to continue the fight.

The remaining members arrived to shallower waters en masse, able to combat their exhaustion by standing on their own feet.

They found themselves at the foothold of a jungle, with nowhere else to proceed after being washed ashore. Concerned with the minimal lines of sight and lack of vision from height and in front of them, the group proceeded with vigilance, keeping their eyes peeled.

Navigating into the depths of the wilderness, a subtle zip passed by a set of ears, landing with a resounding crack on a tree behind them.

Removing the object revealed a pointed blowdart, etched with various tribal markings. D4: Breakout [Heavy] A myriad of emotions overtook the competitors as they awaited some sort of mortal peril; most of the group trekked in a relatively similar direction beyond the pillar, eyeing up their surroundings to ensure that nothing would get a jump on them.

In transit, the group splintered off into two uneven sizes, numerous of them disappearing with no sign of reacquainting.

They followed the forest-like plains in a southward direction to an upward change in elevation, one that steepened as their travels grew.

At the apex of the climb was a tall and substantial barrier topped off with barbed wire that secured the entirety of the structure.

However, it had failed to keep out or in highly motivated individuals that opted into tunneling underneath the walls of the fortress some time ago.

The group scattered through the various tunnels, very quickly arriving in the same location: the inside perimeter that revealed the backside of an abandoned prison.

Peering along the edges, it was clear that the northern barricades had been breached, and much to their chagrin, by mere moments.

Their southern entry into the interior put them immediately along the same path as the northern intruders — carefully creeping inward, they signed a flank towards one another, taking opposing blind spots, en route to an ambush on the clearly less experienced group.

D5: Smash and Burn The intensity of the conditions befell a substantial chunk of the group as everyone began to charge through the area as quickly and aggressively as possible in an effort to free themselves from the growing pain.

While the chanting ceased, the danger as far from over as the dangers not only began to amplify, but also multiply.

A substantial ring of fire spawned along the party, close enough for a few of them to move inward in avoidance of the searing heat behind them. One member desperately swiped at the moving specter, causing it — and all of the destruction it caused, to disappear.

D6: looming shadow of a tree long gone With the entrance of the neglected city being a death trap, members of the party were instructed to travel in a single-file pack with the leading member holding a strong source of light in front of them to expose any other obscurities.

Numerous characters defied the orders going off on their own way and unsurprisingly, found themselves to be caught as expected by a variety of trip wires, light traps and other creative contraptions designed specifically to inflict substantial harm.

Those remaining attached at the hip continued forward with care, navigating with extreme caution. Progressing on the western outskirts of the dismantled city, threats appeared to be entirely mitigated.

The faction eventually began losing light pulling further away from the heavily light polluted metropolis, deviating towards an oddly uniform path of trees that nearly formed a tunnel from tops touching one another.

A few meters in, the path opened up to a large and nearly empty grassland. In front of them, the stump to an absolutely mammoth tree that likely predated any sort of man-made activity around them stood.

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