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What race should we play as next?

Faceless One (3 civs)
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Ogre (3 civs)
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Naga (3 civs)
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Nerubian (3 civs)
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Sand Troll (2 civs)
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Total Members Voted: 0

Voting closed: June 08, 2016, 02:25:52 pm


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Author Topic: [43.03-05] Adventures in the Plane of Portent - A Modded Adventure Story Thread  (Read 18689 times)

Enemy post

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The mammoths sound interesting. I like the justification for cockatrices turning people into different statues.
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ZM5

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Beastiary Pt. 4
Undead Pt. 1

Abomination
A lumbering, undead construct. The exact methods of creating them have never been written down and, for better or worse, are completely lost and unknown even to the oldest, wisest necromancers I've studied under.

Their bodies are stitched together from various bits of flesh, resulting in a patchwork appearance. They possess three arms - two at their sides, and one above the left shoulder. I am not sure about the exact intended function of the tertiary arm - some abominations wield sickles with them, others keep them free, perhaps as a way to throw away any assailant attempting to climb on it's back. Their regular arms are quite large, thick and disproportionately long, in contrast to their legs which are very short. There is also a hole in their stomach, exposing their intestines - it appears to be used for storing additional corpses for feeding purposes.

As a result of them being undead, they are unrelenting and don't feel pain nor exertion. Their massive trunk-like arms can easily kill those too slow to avoid their punches. To make matters worse, they are filled with a vile, green ichor, that can rot living creatures alive. They often spew it on aggressors; aside from this, they can release a cloud of vapors that appear to function in a similar manner.

They rarely venture out of their lairs - some rampage through towns, looking for their masters, who are most likely long dead - should you ever come across an abomination, it's better to put it down before it can cause more damage.


Plaguebearer
Tall, mutated humanoids. Their skin is a sickly green colour, and several gas-filled pustules cover parts of their bodies. A Plaguebearer's hands also change into sharp, wicked claws.

They mostly appear to be present in the same types of tainted regions as Gargoyles - although I have come across them while I was exploring caves in the uncorrupted lands as well.

I would recommend avoiding fights with them, if possible - I've once seen a tribe of 6 Rat Men fight only 3 Plaguebearers. Some of Ratfolk started rotting alive when the undead spewed their ichor onto them - a capability they share with the Abominations. What really turned the battle around in the Plaguebearers favor was them releasing their gas onto some of the Rat people - some of them went into a frenzy almost immediately, frothing at their mouths and attacking anything nearby. Needless to say, the undead managed to kill the tribesmen while they were busy infighting with their infected brethren.

Unlike most other undead, whose blood is a dark purple colour, the Plaguebearer's bleed a green ichor, similar to the one they can spew on their prey. It's no danger to someone wearing a full set of armor, but should a drop hit even a small patch of exposed skin, it will immediately have it's necrotizing effect.


Ghoul
A lesser, feral undead - they are zombies who transcended into true undeath. Many mutations completely ravaged their bodies, and they no longer resemble their original race.

Ghouls have a hunched, ape-like posture. As a result, they appear to be smaller than humans, however they are not to be underestimated. Ghouls are almost never alone - one is very likely to come across a pack of 5 or even more at once.

As with other undead, Ghouls do not feel pain, fear nor exertion - they only care about eating the flesh of the living. They are relentless in their attacks - one should especially be careful of their bites and scratches; due to their advanced state of decomposition, various ill humors cover their bodies - an infection can easily get in through a tear in the skin. While a bite won't zombify the victim, it can certainly cause death if untreated.

One should be especially wary in the underground tunnels, especially if you hear gibbering or strange muttering - it usually signifies the presence of a pack of Ghouls.


OOC: Starting on another creature category. Also, I'm gonna see if 32-bit saves are compatible with the new 64-bit build - if so, I'll switch over to 43.05 and update the initial post accordingly.

AbstractTraitorHero

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Poor shashi taken down by vile beings.
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ZM5

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Alright, demons won unambigously. Our next adventurer is Korg Hatchetfangs the Ered'ruin (or: Doomguard) axeman.

Yup, we're gonna be completely and 100% evil in this one - we'll definitely take over a town at some point after slaughtering atleast some of it's inhabitants. Most likely Draenei since they're not very far off.

This is the location of our civ, the Channel of Slipping. To the west we have some forest retreats of the Veneration of Scales, a civilization of filthy hippies, as well as a few retreats of the Granite Skulls, a Two-human civilization.

To the south there's yet more forest retreats, this time belonging to the Forest Trolls of the Washed Kingdoms; to the south-east there is another demon civilization, called the Free Strings. The dark pits belong to the Influential Ghoul, a group of Corrupted Humans. Lastly, up north and to the east we have some towns formerly belonging to the Crazy Realms, a human civilization, and the Competitive Realms, a Naga civ - if we head further east from them, we'll eventually get back into the territory of the Crowded Gate and Ordered Day of Cups, and given that we're a demon, it'll probably be a complete bloodbath.

Then if we keep heading north we'll come to the territory of the Confederation of Gladness, and we might pay Olith a little visit...

Our own civ's leader is another Fallen Pride, Amodar Wispwitch the Belch of Vomit (I wonder how he got that title), and the Free Strings are ruled by a Duke of Flies called Aurgan Blisterlurid the Gristly Mucks. We won't be visiting them, but I find it interesting that nearly all of the Demon civs in the worlds I generate tend to have a megabeast ruler at some point or another.

Droggarth

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Yup, we're gonna be completely and 100% evil in this one - we'll definitely take over a town at some point after slaughtering atleast some of it's inhabitants.

https://www.youtube.com/watch?v=Z16Ula9W1eE

Kinda looking forward to that storyline actually. One never really got to play 100% demon in Warcraft 3 or WoW.
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Enemy post

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So, we meet again, demon hair.
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ZM5

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So, we meet again, demon hair.
Oh man, why'd you have to remind me of that? Atleast it's working now.

I still can't believe messed up hair tokens caused worldgen crashes.

This story begins in Spoonssoaps, hillocks belonging to the Demons of the Channel of Slipping. A newly-minted Ered'ruin Doomguard, Korg Hatchetfangs, received orders to lead a small force into the territory of the Crowded Gate, a group of Draenei - the main enemies of the demonic legions. There, he is supposed to build a war camp, and start skirmishing with the Draenei's forces. Anything else doesn't matter - Korg can slay however many mortals that stand in his way, and remove potential future threats.

Along the way, he'll be joined by two other legionnaires. One of them is Grulutul Bronzenegates, a Mo'arg axeman. They were one of the demonic races compromising the Legion - they combined sheer brutality along with a sharp intellect. Most of them served as engineers, creating siege contraptions and other weapons of war; others sated their bloodlust on the front lines.

The other is a Felguard pikewoman, Lironar Goldenmoistened. The Felguards were an off-shot of the Mo'arg - they were no longer as intellectually capable as their brethren, but were even more brutal and ferocious in combat.

The demons in the hillock were getting quite anxious, having had nothing to do recently except for keeping watch over the site. The Annihilan, also known as the Pit Lords, in particular were quite angered at the fact that a doomguard whelp like Korg was sent out to an assignment involving the slaughter of their most hated enemies, instead of them. These gigantic demons wanted nothing but bloodshed. Despite their gigantic size and thirst for blood, however, they were not stupid - quite the opposite - for this reason, they were the generals of the Legion.

The Nathrezim, known by the mortals as Dread Lords, understood the strategic value of sending a small force behind enemy lines. Unlike the Annihilan, they preferred more subtle ways of dealing with enemies, sowing dissent in their societies to weaken them from the inside. They served as a counterpoint to the more brash decisions of the Annihilan.

The Shivan (or Shivarra when referring to their females) were another of the Legion's more level-headed and less bloodthirsty races. They towered over most mortals, and their six arms made them quite difficult opponents in combat. While they didn't possess the innate magical abilities of the Nathrezim, they were still very charismatic, which allowed them to easily sway power-hungry individuals to the Legion's side.

The Eredar were corrupted Draenei who defected to the Legion's side. Having still retained their intellect, they were able to easily learn new forms of magic, and often studied arcane tomes. Their high mental abilities, combined with their cunning, made them excellent at leading the other demons and formulating plans.

The last race of the Legion were the Gan'arg - stunted off-shots of the Mo'arg. They were more similar to kobolds and the like, than the powerful demons - regardless, they were not to be underestimated. Much more intelligent than even their larger brethren, they were even more capable engineers and would often design cunning traps.

Korg was having none of the other demon's bickering, and he left along with his two underlings. He decided that the best course of action would be to head towards the ruined towns of the Crazy Realms - perhaps he could loot some better gear from their warehouses.

Passing through a river in the Helpful Dunes, the group were noticed by a forest troll scout. She attempted to fight, even ferociously charging at Korg, but her efforts were in vain - eventually, the doomguard simply clove her skull and left her body to rot.

Eventually, Korg's group came across some of the ruined hamlets of the Crazy Realms. Tunnelpaths appeared to be in better shape, so the three decided to loot it's mead hall.

Oddly, it appeared a human female still remained in the hamlet, for whatever reason. It didn't matter - a lone, unarmored villager couldn't do much against the might of three, vastly stronger peasants. A flurry of attacks rained down upon her, tearing flesh and bone.

A stab to the head from Lironar's pike broke the woman's neck, and she fell to the ground, at which point Grulutul decapitated her with his halberd.
The mead hall itself didn't contain too many useful items - most of the equipment was too small to be used by someone of Korg's size. Lironar picked out a shield for herself, as she was lacking one, and the doomguard took some dark iron arrows - they would make for decent throwing weapons.

A small group of worgs ambushed Korg's group in the snow-covered Shady Hills. The three got lucky and managed to slay all of them without taking any major injuries. The doomguard was nearly bitten when a worg pinned down his axe with it's weight after he missed an attack - regardless, Grulutul managed to decapitate the worg before it could do anything.

After a few more hours of travel, Korg and his underlings reached the town of Palaceringed. It was a relatively small town - notably, trenches surrounded it, and large watchtowers stood in certain areas. It appeared that this site had been taken over by another force. The three circled around the town and came through the area of the temple, deciding to temporarily make it a hideout.

Palaceringed, surprisingly enough, was still somewhat populated. Most of the citizens were corrupted humans in various stages of their mutations - felsworn, fel brutes, vile ones - the lord of the town was even a hellspawn.

The catacombs beneath the temple were home to a cult, called the Intricate Fellowship. They consisted of various former humans and several still untainted humans. All would be eliminated - Korg had no tolerance for the demonically corrupted humans, believing them to be weak and unnecessary to the Legion's plans.





A ferocious battle took place in the narrow corridors of Gladeecho - severed extremities were flying in every direction, and copious amounts of blood splattered the walls and floor. The screams of the dying as they were hacked to pieces by the legionnaires echoed through the halls, attracting the attention of their comrades.


A pikeman attempted to stab at Korg, but missed. In retaliation, he hacked off the pikeman's arm, followed by completely obliterating the human's head with the flat of his axe. Another human attempted to strike at Korg, but missed, and took a blow to the lower body which spilled his guts - the Ered'ruin took this opportunity to slam him into the wall by the organs, at which point he beat him with his bare fist until the human went limp.

Satisfied, Korg ordered his underlings to venture forward. They came across the leader of this sect, judging by his higher quality clothing and missing horn - a sign that he was more experienced than the rest of this rabble - despite this, he was also unarmed.


It became quite apparent why - the brute's natural strength was enough to not require weapons. He was also quite quick despite his size, expertly avoiding most attacks directed at him.

Unfortunately for him, his reflexes were still not enough to take on three true demons unarmed and win - another hack from Korg split his torso in two.

At the same time, a corrupted human crossbowman, armed with a musket, and a human swordsman, wielding a rapier entered the room and immediately attacked. Korg easily knocked the swordsman down and after a few punches stomped his body, creating a gaping hole in the torso.


The corrupted human, meanwhile, loaded a bullet and shot directly at Lironar, managing to strike her in the head, instantly killing the Felguard. Grulutul lunged at the marksman and swiftly put him down with a stab to the head.

Considering Lironar's death nothing more than a temporary setback, Korg pushed forward, eventually killing the last few members of the cult. The remaining two legionnaire's retreated to the depths of the catacombs in order to patch up their wounds. The next step was to leave the town in the cover of night, and perhaps convert a mortal to their side as fodder, a replacement for Lironar.


OOC: Well damn, didn't expect one of my companions to die so early, especially not from a marksman. Oh well, the fight was pretty fun - there must have been atleast 20 criminals in the catacombs beneath the temple. Korg did take a few minor injuries, mostly torn muscles - crippling while in a fight, but since they heal after fast travel its no biggie. Grulutul had the nerves in one of his arms torn, however, so he cannot wield a shield - he's probably gonna die later due to this, but eh, we'll see - I'll have to recruit some non-demons next time.

Enemy post

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That last corrupted human sounded impressive. A shame we couldn't turn him to our cause. We did have a job opening.
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Codyrex123

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Have to ask, what are your world gen set to for this world? So much is happening and I want something like this. Six arm demons? can they actually equip weapons in each hand?
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ZM5

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Have to ask, what are your world gen set to for this world? So much is happening and I want something like this. Six arm demons? can they actually equip weapons in each hand?
I usually go with large world, short (125) history, high amount of civilizations and savagery, very high amount of beasts and sites, and minerals everywhere.

Also yeah, they can use weapons in each hand. Helps a bit - obviously for stuck-ins you can still have another weapon ready, or you can use multiple shields, or just have one hand free for wrestling.

Anyway, sorry guys, no update for today - got a bit pre-occupied with more modding work. Added several new demon castes but trying to troubleshoot demon hair 2.0 (worldgen crashes again).

Droggarth

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Well, so much for Lironar. Next humie or an orc mistaken for a tree, well.. too late if it's mistaken for a tree as by then you'd have already chopped the axe into him/her but that's besides the point. The point is to get some fresh meat for the grinder and not the insta-grinder, me talkin' about the long dragged one until another foe puts it out of its misery kind of grinder.

Six arm demons? can they actually equip weapons in each hand?

Yeah, I've seen them wield one weapon in one hand and shield in every other arm. Quite fun using something blunt, even if it is a fist or a hoof/foot kick to the neck and they lose hold on all of their things in hands.

So, we meet again, demon hair.

Oh dear. Not again. heh.
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Codyrex123

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Okay, question... how did Shasi add decoration to his weapons? Is that part of the mod or base game?
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ZM5

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That's part of a mod, though it's not mine - Deon's Wanderer mod provides the ability to decorate items.

Droggarth

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Okay, question... how did Shasi add decoration to his weapons? Is that part of the mod or base game?

I honestly don't know from what mod that raw is but I have it myself and it's modified a bit by me to compliment the separate new file in the modpack (all recent changes) that now lacks that raw (upon public release). Definitely not base game, as far as I've seen and checked.

EDIT: But it still doesn't add up, I've seen the Wanderer's raws but the raw I have is vastly different from that.
« Last Edit: July 12, 2016, 03:18:15 am by Droggarth »
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ZM5

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I was still using the older version of it in my backup dropbox folder, that's probably why.
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