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Author Topic: Web of Life: A Drider's Adventure (Ended)  (Read 189871 times)

RAM

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Re: Web of Life: A Drider's Adventure
« Reply #1095 on: October 30, 2017, 08:58:51 pm »

oh, yes, mind--control... Well we can at least abduct a few for experimentation on mind control. Hopefully they can't be located remotely. We would at least run whatever detection we do have over them, a soul scan at least to see if there are any threads hanging off of it that could be traced back...

It would also prevent any usasge of villagers. Although the plan never intended them as combatants, just baggage carriers...
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Urist has been forced to use a friend as fertilizer lately.
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #1096 on: October 31, 2017, 06:09:37 pm »

I'm telling you, boss, if these villagers attack us we should defend ourselves. Kobolts are more than lethal with a little drive. Yunikki says. She's adament about not trying too hard to prevent casualties, reminding you that losing a soldier will cost far more lives in the long run.
Well, they don't have a "drive". I'd be surprised if they do anything other than keep themselves alive. Now stick close, and don't do anything stupid. I'm keeping you to non-lethal unless absolutely necessary.
Fine. Just don't be surprised when absolutely necessary actually happens.
Alright... Good thing I'm sending you to the outpost those meatheads found. Go nuts, sabotage whatever you can. We don't know what to expect, buttry not to do anything rash, alright?
I'll keep her on a leash, if needed. Meandra says, in an almost sing-song voice. She's enjoying herself far too much.

You're rather glad when you finally, reach the farmhouse. Compared to the desolated landscape, it's odd to see the farm in such good order. The fields are large, and growing well. You see all manner of vegetables, and also see an odd glass house in the middle of the field. You've never seen one of those before, but it can't be to defend anything. It's still GLASS. You'll check it out later, once you've secured the actual farmhouse. Your spiders are a little confused, 20 seems to be a little over the limit from what you can tell. Still, they don't need to do much more other than do freaky stuff. The main farmhouse looks... exceptionally rustic. It doesn't look destroyed enough to count as "abandoned", but nobody's looking after it particularly well. The wood looks moldy, and the simple brickwork looks like it's held up with nothing but some planks and spit. You're out in the open, in a sort of courtyard. You hear cows from the barn next to you, and there's a toolshed on the other side. It's a basic farm, for all intents and purposes. You suspect all the food is stored directly at the castle, considering there's nothing that actually stores the massive amount of food they're growing.

Warily, you enter the barn. The spiders quickly spread out, and the cows begin to moo and shake in fear of them. You even lose a spider to one of the cows, which used it's massive strength and girth to crush a spider under her weight. Considering you see a calve in the same little cot, it's no surprise that one was more pro-active. You see the bull at the far end of the building, in a larger enclosure. It seems extremely agitated, kicking the walls and the door. Sometimes it just tries to gore the gate open, but the chains around the solid iron fence seem to hold with no issue. The smell is surprisingly alright, and the cows have relatively clean feet. You've seen normal farms in worse states with their animals. The smell of manure is still a little strong, of course, but as a village girl you don't mind the smell. The miller had a cow of his own, to pull the wheel on windless days and to get a little extra milk whenever it had a visit of a bull from the city. They probably never made a profit off the beast, but it made for a good companion.
Shame you won't be experiencing that any more.
The barn seems to be entirely clear, and even well-cared for. Now, of course, the farmhouse itself. It looks far less taken care of, as stated before.

The house is... not dusty. It's just not taken care of in the slightest, but it seems to get enough traffic to keep the dust in a decent position. Your stint as a tower cleaner made you wary of abandoned and unused places not gathering dust. That's one warning you took to heart, especially after seeing one of those clean corners eat a rat.
You suspect it isn't magic that keeps the house so dust-less, however. You venture deeper into the house, and find the kitchen. There is some kind of liquid on the floor, and it's a bit too thick to just be water. You touch some of it, and find it to be oily... But you don't smell any oil, so it may just be... something else?
When the window broke, and a torch fell through, you remember that you lost your sense of smell. The simple oil rapidly catches fire, and the whole house is turned into a hellish wasteland! Your spiders take a bad hit, straight away. They can't handle the fire, and they're panicking! Some run into the oil, and are now spreading even more fire in their dying throes! Not to mention, you are in really hot water as well. You dodged the torch, sure, but you're not too keen on the fire, either!
The doorframe you entered through is on fire! The window is large enough to allow you access, sure, but that would leave you open to whoever threw the torch. The last option would be upstairs, but do you really want to go up in a burning building!?

Run through the door!
With enough speed, you'll avoid the worst of the burns. Maybe.

The window!
The glass is dangerous, and whoever's outside is sure to take advantage, but it's the fastest way out.

Upstairs!
Maybe you can find a way out there! But you don't know what could be up there, and the house could come down at any moment!


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A suggestion game about a drider that does a lot of stuff. I think it's kinda neat.

omada

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Re: Web of Life: A Drider's Adventure
« Reply #1097 on: October 31, 2017, 07:06:14 pm »

Oh, fuck it we can walk walls and jump well, run upstairs if there is a window go through it, if it's not create a hole and be prepared to ride a falling building till the head of someone

oh, throw a spider sack outside.
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RAM

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Re: Web of Life: A Drider's Adventure
« Reply #1098 on: October 31, 2017, 08:33:42 pm »

The house is a wreck, we have gone through much tougher things than the walls of this place before. We'll try to avoid any obvious support beams but still just go through the flimsy sides of this house in a direction that most of our spiders can access. Quietly curse ourselves for falling for the trap that we knew was inevitable.
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #1099 on: November 01, 2017, 05:12:15 pm »

You briefly entertain the thought of bursting through a stone wall, but decide against it. It may not be in top condition, but rocks tend to be a little tough, surprisingly. You decide that going upstairs may be the better option, surprising yourself that you have the state of mind to snark. There is a LOT of fire, but it seems more like it was to make you panic. If they wanted to, they could have filled the whole room with oil and burned you to a crisp. Instead, it's made to explode in a trail, and eventually take down the building. Before you leave, you throw one of the pheromone pods outside, through the broken window. The spiders burst through the window, disregarding the glass entirely and screeching in a familiar way.
You head upwards through the cramped staircase, and end up in a large bedroom. A two-person bed lies at the far end, and more importantly, there is a large window to crawl out of. The roof is covered in hay, but you'll figure out how to get down without issue, probably. You come out the window, and hear somebody laughing like a hyena. Looking down, the source of it looks to be a human covered in furs, similar to the one you saw with your spyder. This one is wielding two flaming iron bars, somehow. You suspect they're covered in a long-lasting oil of sorts, but it certainly doesn't lack effect on your spiders. The fire scares them, and the bars are heavy enough to brain them outright. But, the fear of fire has the effect of them keeping away. He only killed one of them. You do notice three burnt corpses next to him, but those were the spiders that escaped while already on fire. You've got about six healthy spiders remaining, the rest are still running around on fire. Or just plain dead.

You go down the walls, after almost slipping a few times from the hay. Still, you get down with all your self-respect, just in time to hear the insane little man prattle as he brains another spider that was taking a good nibble on his ankle. He says some of the most insane nonsense you ever heard, until he turns to you.
YOU! THE PROMISED LEG-LADY! FEAR ME, FOR I AM HELLBORN!
He laughs in an almost forced manner as he charges at you, one hand above his head and flailing about his burning poker. The poker seems rather cumbersome, however, and you get in the first strike, slashing him across the chest. He giggles at the hit, and carries on with his strike. You block the first, but forgot to account for his off-hand. He pokes you in the gut, but your armor holds. It just leaves you with a bruise. He should have ignored your spiders, as well, as one jumps on his back and latches on. He flails around madly, and you take the opportunity to slash at him again! You deeply cut into his arm, cutting into the bone. In response, he jumps back, landing on his back and getting the spider to let go of his neck. He tears off the furs he had, leaving him with a completely exposed upper torso. He looks malnourished, and covered head to toe in burns.
YOU AND YOUR SPAWN WILL NEVER KILL ME! I AM UNDYIIIIINNNNGGGGG! He yells, before jabbing one of his flaming pokers against his exposed chest. He instantly bursts into flames, the orange blaze consuming his appearance! The flaming figure charges, still laughing!
You are admittedly a little shaken at the, uh, "strategy". You only barely block the first hit, but you bash him with the shield immediately after, slamming his own poker against his head. The heat is awful, but your shield gives you enough distance to keep fighting. Your spiders don't really bother coming close, considering their opinion towards fire.

Contrary to most things, being on fire really only served to speed up your opponent. Because life is full of unhappy surprises.
You take two more stinging hits to your torso, and you can't quite get close to him because he's still on fire. You'd think this would be a short-lived strategy, but he seems to be fine. He's still ranting, a little more quiet than before.
There is no me, there is no you! There is only the never ending spit and bile of combat! The twenty-four hour murder spree of shining metal! I drink the blood and eat the loot and breathe the numbers, because I! AM! A MONSTER! NOW AND FOREVER!
He makes a two-handed jumping smash at the last one, which you block with your shield. With the opening presented, you stab him right between his ribs burning your hand slightly as the blade leaves out the other end! you are forced to leave the sword in there as he stumbles back. He falls to his knees, finally falling silent for a small moment. Before he falls, however, he tears open one last skin on his hip, drenching himself. He explodes in an impossibly bright blue fireball, sending you reeling as blindness takes hold and heat envelops you! The fireball is seared into your eyeballs, and you can't see anything other than a white and black blob.

After a short while, you eventually get your vision back, blinking all the while. You can now take stock of everything that happened. First of all, the farm seems empty of combatants for the time being. Second, the vampire must have brought in some peculiar people to fight you. Third, your sword is completely ruined!
The trusty piece of metal lies halfmelted and bent, still inside the charred corpse of the psychopath you just fought. This leaves you weaponless!

Return to base
You can't keep exploring without a weapon. Although you still have your bolas, and you can punch pretty hard...

Explore the rest of the farm.
There are most certainly a few things remaining here. It could prove vital to take those things along, or at least to gather up a little intel.

Try to save the farmhouse
The stonework is holding strong, although you suspect the support beams aren't going to last. There's a few water-barrels around, mostly rainwater, maybe you should make the effort?

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Neat stuff I do:
A suggestion game about a drider that does a lot of stuff. I think it's kinda neat.

omada

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Re: Web of Life: A Drider's Adventure
« Reply #1100 on: November 01, 2017, 05:41:52 pm »

Free the cows, let they roam freely and give problem for the vampire, explore a bit, you could probably find some thing to work as a temporary weapon before leaving.
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He likes wood, spears, ducks for their nobility, and rabbits for their weak hearts and funny reproduction rate.
he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.

RAM

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Re: Web of Life: A Drider's Adventure
« Reply #1101 on: November 02, 2017, 02:16:54 pm »

+1. Free/acquired cattle are a good thing. We should be able to get a bit of exploration done before anyone can see the smoke and get over here, but don't tarry overmuch. We have seen the state of the farm and its crops. See if we can load a couple of spiders up with some sort of staple and send them home.
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Urist has been forced to use a friend as fertilizer lately.
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #1102 on: November 02, 2017, 05:09:57 pm »

You look through the barn to find some kind of temporary weapon, but you come up short. The only thing around here is a rusty pitchfork, too blunt to do anything but pick hay, and a scythe. It's a very well-cared for scythe, admittedly. The edge has been kept very sharp, and the wood looks to be from the jungle trees. That makes for flexible wood, and it has an auburn color to it. The metal is fairly high-quality as well.
Of course, that doesn't make it a good weapon in the slightest. It's a scythe! Unless you mean to menace grass, you're not really going to kill too many things with it! Still, it's better than the pitchfork, most likely, so you just take that. If nothing else, you look pretty cool. You move on to phase two of your master plan. You open up the cells of all the cattle, and most of them obediently follow the rest to an open field. The fence is closed, of course, so after a while they just start to wander. The bull is still rather riled up at you, but considering you're on the ceiling when you open his cage (using the long scythe to open the latch. It has SOME uses) it quickly has to give up on goring you.

After the cows spread out a little bit, you go to the crops. Most of them seem a bit early to harvest, but you take whatever your remaining spiders can carry, more to deprive the vampire of food than to actually take it for yourself. Of course, what the spiders can take is actually kind of limited, so you barely even make a dent. This is more to feel good about yourself than it is to make a real war effort.
By now, enough was enough. The smoke is almost certainly attracting others, so you better get moving. The farmhouse itself is collapsing, the support beams must have finally collapsed. Soon, all that will be left is some stones and ashes. You hope the owner won't mind too much, unless that owner is evil or something. Forget him, in that case.
The journey back is fortunately uneventful. You pass the make-shift barricade you erected with the rest of the group. The original idea was to use the undead, but they're just not intelligent enough to make a proper barricade. At best, they pooped out a little webbing. Because they're undead, they can't even make a lot of webbing anymore. It's their current amount of webbing, and nothing else. They don't produce anything else. Considering how you make your webbing essentially on the fly, that doesn't leave a whole lot available from these things. You are starting to wonder why you even bothered getting these things with how often they proved useless.
You think you see the "weird" building in the distance, too. Whether it's a ruin or just an old house wasn't sure, but it had an old wrought iron fence around it and a sign or two with "stay out". The signs were old, however, so it must have been a while since anybody bothered to come near.
Naturally, the adventurers were happy to stick their noses in there.

Back at "base", or whatever you call the small grove you decided to home, you see that your party has already returned from their sabotage mission. They look tired, but nobody seems overly injured. Yunikki is in her underwear again, doing her best to fix her armor. She's using a small smithing hammer to get the dents out. The holes, almost certainly from the crossbow bolts, are tougher to fix, of course. She doesn't have any wounds on her, so you guess that it didn't get worse than a hole in her armor. Still, it must have been touch and go quite a few times. With the help of Sucy, she can close up the holes a bit using some kind of hardening goop. You don't know the details, but it leaves an ugly white mark where the hole used to be. Better than nothing, but maybe a patch of leather or cloth may serve as a better way to reinforce it a bit. That's just your opinion, though, and you're fairly firm in your use of lighter armors. Your story about Hellborn certainly interested most people, but the most important thing is that the vampire is bringing in all sorts of people to help in this "game". Meandra guesses that the fiery maniac must be related to the furred lady that wanders around the castle. Which brings you back to the berserker's brew you asked Sucy to look into. Unfortunately, it's a rather difficult thing to make with the resources at hand. If there was a properly stocked alchemist's storage, you'd be able to make one, but your group only has a fairly boring forest and spiders available.
She did make large jars filled with spiders, though. She stole a lot of vases and other containers from the outpost, and promptly filled them up with spiders. When asked as to WHY she filled pots up to the brim with all sorts of spiders, she admits she only did it because it was funny.
Just what is up with this girl?

A long while later, you see the adventurer party. They look... shaken. For the first time, there's no boasts, jokes, stories or snide remarks. They just enter and sit down, clearly exhausted from something. They don't seem willing to answer any question about the weird house, but the kobolt rogue eventually talks. Apparently, the house is filled to the brim with ghosts. And not the fighting kind, either, they just talk. And worse, they make you experience their deaths and tragedies. When they possess you, you just get to experience the worst and/or last moments of their former lives. The party continued on for a while, and found a strange door into the cellar, but that was the point all the ghosts told them to turn back. After they had all experienced death at least a dozen times, they were inclined to follow that order. Physically, they're fine, but emotionally they're just exhausted. Maybe a good night's sleep will help them out. It's getting a little late, anyhow. Setting up a proper base took up the rest of the day, anyhow.
The party goes to sleep, and you pretend to do the same. Of course, you haven't had a proper night's sleep for a few years, at this point. You make do with very little, and you suspect your faint headaches at the end of the day probably have something to do with that. Still, that night, you get a visit from one of the adventurers. You hadn't noticed him before, he was the sword-and-boarder without a journal. He was quite a bit taller than his stouter counterpart, with a very strong chin. That's about the end of his defining features, however.

Hello, drider... I noticed you're sleeping as well as I am?
I get bad dreams. I think. I don't even remember what it is that keeps me from sleeping, but I have a pretty good idea. I've... seen some things.
You can't repress a shudder as you remember the tearing of flesh and splitting of bone.
Hm. I'm still haunted by the things those ghosts had shown us. That house has had an evil history, and it would only get worse as you went deeper... I drowned twice, today. People I didn't see. A brother that stabbed me... And four times that a husband would beat me to death. I don't know if it was a big messed up family history or just a curse that lies on the location itself. Hardly matters, I suppose.
...How is it? Death, I mean.
...Cold. You feel the pain dulling, the panic fall away, and then you're left with nothing but a cold, dark feeling. You lose your senses, one by one. Sight is first.
 Then touch. You feel like you're just in a black sea. Then you lose the ability to taste or smell. Finally, the last thing to go is the hearing. The worst part is how... after you lose your sight, you feel so relaxed and... done. Like you're at the end of a long day. But the dread behind not getting another is... harrowing.

Then the reaper comes. I've met him, you know?
You have met death? No wonder you are such a capable necromancer.
He likes the company.
Truly? Well, do put in a good word for me, then? I'd like to post-pone his services as long as possible, I'm afraid.
He doesn't care if you escape him, you know. Everyone dies eventually, even the so-called "immortals". It doesn't concern him when he needs to do his job.
 
What does he look like?
What you expect. And I mean that literally. He takes on the form and attitude that is what the client expected. On his off hours, he's just a skeleton with a bit of a soft voice. And a quality to it that I can't quite describe...
Makes sense. Tell me, what keeps you up.
I don't want to talk about it. At all.
That bad?
I'll admit I wished a few times that I died there. I hated feeling so helpless, and still feeling helpless about remembering it. I'm... partly over it now, of course. I had four years to take a chill pill. But the insomnia remained... Speaking of which, I'm going to check if I can fight it off. Good night, don't let the bed bugs bite.
No really, I think one of the spider jars tipped over.


Get some plans ready for tomorrow. And find some way to get a proper weapon, the scythe will not work out.

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« Last Edit: November 04, 2017, 06:21:28 pm by Liquefied Spleens »
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Neat stuff I do:
A suggestion game about a drider that does a lot of stuff. I think it's kinda neat.

omada

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Re: Web of Life: A Drider's Adventure
« Reply #1103 on: November 02, 2017, 06:28:54 pm »

What our necromancy tells us about ghosts?, I mean, we can see souls but...

My curiosity just want to enter the basement. But if it's another spirit or a elderitch being maybe we won't have how to deal with it. But if we can show our suffering to them we could gain empathy, ask what can be done to appease their suffering or see if they want to help her to make less people suffer as everybody in the house (plus ask what is in the cellar)

But first we must focus on equipment and gear




About sucy's jar. it may be just usefull, those small spiders bite when touched by something that isn't a spider? We can throw these at enemies head. we can keep even a small amount of our useless venom just so soak and distract them. worrying of what this venom gonna do

Before going anywhere, we have at least one of the thrall's crossbows? We should train the first hour enough just to know how this thing works before anything, just to have some thing extra other than the bolas and scythe

Also ask the others if they know something that could help us, I doubt that floramancia could do a grass sword from adventure time but whatever, see a bit of our food stock if we have enough to make a couple of mutterstews to keep the mages produtive for longer, if it's the meat that we still need we can offer the chance of the adventurers to just hunt in case they are still feeling uneasy about that ghost house

(Also after that rough experience they might get more mature, I will totally understand if they just give up in the adventurer life, but we will certainly ask for them to wait a day to think better or just seek help for us)

Maybe in the cave we might make a spider steal a sword from the corpses of the Ultra bear, if we can't, ask what is the possibility of the kobolts having a human sized sword, if there is a possibility we should do an sneaky steal plan.

Ask if anyone had a blade on the outpost, maybe we should screw it again to grab one (he won't think that rebels without army would attack the same place twice in a row)

After it we should move our base to somewhere at the other forest

Hey, our minions can't construct a barricade, but can we send a undead parrot with a letter to somewhere far away and be certain that they are really going there? We could make it fly really high and see closer settlements and send it there or send directly to the orc tower if it isn't stupidly far

"We are having problems with a vampire, need help, I can see and interact by the parrot when I get the time, put me in front of ink, paper and maybe a map if you wanna communication become faster"
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Competent reader (any know lenguage)
Novice english wordsmith
Dabbling english speaker (rusty)
He is short, with a small and failed beard
He likes wood, spears, ducks for their nobility, and rabbits for their weak hearts and funny reproduction rate.
he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.

RAM

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Re: Web of Life: A Drider's Adventure
« Reply #1104 on: November 03, 2017, 04:47:30 pm »

I have always hadmy doubts about the "Scythes are terrible" attitude. True, their lack of extension and tendency to get caught would make them terrible in a melee, but against a single opponent it won't e much more awkward than a quarterstaff and you could do some interesting things along the lines of "stabbing from the sides and back while still putting a staff between you and the enemy", not to mention the various hooked weapons that have been effective... Still, that isn't much use to someone trained with swords who doesn't have weeks to formulate an original combat discipline...

It should be possible to break the head off of the scyth and affix it to something akin to a handle with a sword alignment...

We do want to abduct some villagers, at the very least we want to experiment with mind control and indoctrination. If we go in blind then we might get a nasty surprise after offing the lord. Nobody wants to deal with a rabid kob...

A new base sounds good. The cave is well defended for now, but still.

Ergh, I need to build up the motivation to do a bear-pun post. Without that I feel naked trying to deal with bluebear.

I guess we should send a group for villagers and a group for base construction?
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #1105 on: November 03, 2017, 05:41:09 pm »

Your first bolt was a miss. It's the same with the second, and the third. You refuse to let it get to you, however. After attempt 20, you finally hit the target you set up, even if it is very far from the center. You just don't understand how to aim these things properly, the bolts just veer off in a random direction each time!
The feathers aren't proper. You're not going to hit anything intentionally like that. A surprisingly deep voice says from behind. You turn around, and see... the kobolt, of all things. She has a rather unfitting contralto, and she seems rough. Her eyes have a dark stare to them, nothing like Eveline. You feel as though she is far more dangerous than she may appear, especially in comparison to the rest of her companions.
Truly? How do I put them right, then?
Two feathers flat, and points up. Then you take the time to aim. Try breathing exercises, breathe out before you shoot. Use the tip of the bolt as a guideline for where it goes. At least at this range.
You do your best to follow up on the advice. Surprisingly, you hit your target consistently, almost immediately, even. Crossbows are easy!

It goes well. Well, don't try it at long range, you'll have to compensate for parabolic arcs, wind resistance and whatever else. I'd rather not catch a bolt in my back.
Not a lot of trust in me?
I don't trust anybody larger than me. And I am a small kobolt, ma'am.
"Ma'am?"
Military training. It stuck. And no, I'm not going to explain my history. Try the meatheads for that.
I don't suppose those meatheads have an extra sword around?
No. They don't plan ahead. My knives would be a little short for your work, and the thralls use shoddy weaponry. These crossbows will do, but you can do much better. These are not reinforced, and I suspect they'll fall apart. The ropes are far from sufficient.
Still... We need a ranged component.
Stick to magic, necromancer. Far more efficient than hurting yourself with splintery weapons.
I don't have the mana for it... Bit of a defect, from what I can tell.
Right. Get a blade, then... Keep the crossbow, maybe.

Where could I get a blade, then?
The vampire has mercenaries, one of them aught to have a knife or axe to your style.
From what I can tell, they may not know what metallurgy even is.
Don't worry, thing will only get worse. They always do.
Is there even a single kobolt that isn't sad on the inside?
I'm angry. There's a difference.
Oh boo. You know what I mean.

Well, you briefly take a look inside the bear cave, but two things prevent you from taking a sword. The first problem: most of the blades are busted or rusted beyond any proper use. The second: the bear is awake. The good news is that it has a food stash that it likes to eat, so it won't be causing trouble any-time soon. Still, all the more reason to move the camp a little. You'll still remain in the forest, but a different location just seems prudent. Considering there isn't a whole lot of stuff to move, things should go easy. The adventurers get to work on that while your group will take a look at the village. After their ordeal from yesterday, they seem quite glad to just get that done for today.
The walk to the village was calm, but Eveline was obviously rather tense. This is where she grew up, after all. It might not be in the best condition...
When you arrive, it's rather clear that this is, indeed, not the best condition for a village. Actually, it's completely awful. It's abandoned. Completely and utterly abandoned, with weeds growing through the cobblestone and some of the houses standing ready to collapse entirely. Eveline looks a bit distraught, but she doesn't seem too affected.
Fresh chops? For meeeee? You hear a high pitched voice say. Out of a ruined house, walks a fat man wielding a large, nasty-looking meat hook. There's a chain he keeps in his other hand, and it sure makes your survival instincts go off. Of course, it gets worse when you hear similar voices from around you, as more obese bald men walk out into the open. All of them referring to meat products or ways to slice said products.
Butcher squad. Awesome...

You're in the middle of a street, and there are five butchers around you. Only one has a hook and chain, the rest bear oversized meat cleavers, too hefty to be called machetes. Their only armor is a leather apron. In case of the guy with the chain, however, that's the ONLY thing he's wearing. You only have your party with you, and you're all fairly huddled up...

Charge!
Don't let him throw that hook! Your scythe will have to do.

Shoot
Put that crossbow to use. You're not exactly trained with it, though...

Defend
Huddle up and raise the shield!

Other


Map
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Basic Stats
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Items and equipment
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Skills and spells
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« Last Edit: November 04, 2017, 06:21:52 pm by Liquefied Spleens »
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Neat stuff I do:
A suggestion game about a drider that does a lot of stuff. I think it's kinda neat.

wertyzerty

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Re: Web of Life: A Drider's Adventure
« Reply #1106 on: November 03, 2017, 06:08:30 pm »

I know it's a bit late but PTW.
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crazyabe

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Re: Web of Life: A Drider's Adventure
« Reply #1107 on: November 03, 2017, 06:53:06 pm »

LET LOOSE THE QUEEN ON THEIR ASSES.
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

omada

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Re: Web of Life: A Drider's Adventure
« Reply #1108 on: November 03, 2017, 08:29:40 pm »

I'm also tought about the queen (that will stay for a lot of time and is horrible to plan a rebelion, but is nice without weapons) but it's still not the best

Their butcher knife maybe can be a nice sword?

Charge against the hook guy, deathbolt on the way, the scythe pole maybe can help to take his hook off him, other than that maybe we are heavier than him and can use our legs, sting and whatever to hurt him when we try to steal his hook, if he is alive we can even sting his dick to distract him with pain while we try to make him fall and press one of our legs in his eyes

Yell something as "I AM THE COOKER YOU IDIOTS, AND YOU ARE GOING TO BUTCHER WHAT I WANT" trying to act as the queen, If it works make them march toward a guard tower or something (Or the bear maybe)

If the hook steal plan don't work and the others are getting close, release the queen after mentally putting these orders:

 "Don't scare the adventurers, work as nicely as you can with them, DON'T YELL ON THE FOREST as we are going covert and follow the suggestions of my friends, grab one of these cleavers as i am gonna need"

If the hook steal plan works just fall back and maybe we can make them to fall in some kind of trap, make a way through a door or corridor so we can fight fewer at a time, if it's not possible, well we can throw our bolas, i am pretty sure they fall very easy with it, and we will not be the only one throwing things to desestabilize them, and when some are in the floor and other itching from spiders or whatever we can use the momentum  to strike
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Competent reader (any know lenguage)
Novice english wordsmith
Dabbling english speaker (rusty)
He is short, with a small and failed beard
He likes wood, spears, ducks for their nobility, and rabbits for their weak hearts and funny reproduction rate.
he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.

DolosusDoleus

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Re: Web of Life: A Drider's Adventure
« Reply #1109 on: November 03, 2017, 08:39:18 pm »

Oh god, it's an army of Pudges.

ATTAAAAAAAAAAAACK!!!!!
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Does that make scientific sense? No? Well it's Earth IV and he's a giant crocodile-man. Use your imagination.
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