You know what, guys? We should just get the hell out of here.You hear the beast roar, and the ground seems to shudder and quake as the abomination comes closer. The rattling of the chains is proving to be rather frightful, so the general consensus is that, yes, this is not worth the trouble. Fortunately, it's a very SLOW creature, at least. Running away shouldn't be too much of an issue. You all add deed to word, and start running. All in all, you can claim a victory. They lost important butchers, you pulled an arm. Things are fine. However, when you look back, you do notice one thing that kind of cools your blood. The creature is devouring the dead butcher in a ravenous manner, tearing at the bulk with his arms and stuffing both mouths, preferring his top mouth over the larger mouth on his belly. Either way, it certainly motivates you to MOVE FASTER. You also consider the chain-hooks that he didn't even bother to throw. Maybe the creature is so enamored with available meat?
Not something you want to test, though.
The run back was uneventful, at least. No patrols or other nasty surprises... It's enough to make you nervous, to be honest. If the "game" wasn't busy, you're almost certain you would have come across a patrol. The vampire is actually trying to make it fair for the both of you, which makes you a little nervous to be honest. I mean, it means you're kind of at his mercy in a way. Let's hope his hubris will prove to be his downfall. Overconfidence is a slow and insidious killer, after all.
If nothing else, you can slowly wear down the mercs. They mostly can't hold a candle to your experience and physiology. You suspect most of your companions would be in trouble if they were caught alone, however. But you keep them together, so that shouldn't be an issue.
When you arrive back at base, you're actually quite surprised at how good the base has been cleaned up. It looks like a proper camp, with barricades and everything! They're still working on a pulley-system to make a gate, even though you can just kind of slip through a crack in the spiky barricade. It's main function would be to funnel potential combatants, but to be honest you don't stand much chance if there was an all-out fight. It would be better to just make an escape during an attack. Still, you could probably retaliate fairly well with the defenses in place.
You help them out with making the gate for a good portion of the day, and end up hunting for food later. Ultimately, you didn't get anything else done that day, but your camp is looking mighty fine indeed! There will be sunlight for a little while longer, and wile you were planning on scouting anothe outpost of some sort, the kobolt adventurer suddenly told you she saw somebody coming down the road. They looked friendly enough, nothing as savage as the mercs you've been seeing, so maybe you can get a few extra allies! Of course, you're expected to do the talking.
The person looks to be female, probably. She wears a lot of robes, and seems to be eastern, from what little you can see of her face. She has a unique blade on her, a kukri according to Yunikki. All in all, not much of a fighter...
Probably a good idea to stop her from visiting the vampire, however, considering the somewhat low survival rate.
The talks were... interesting. She eventually decided against continuing her journey towards the vampire, considering she isn't much of a combatant. She will continue her journey elsewhere, where there are more trinkets to be found. Speaking of trinkets, she had a decent selection of valuable trinkets on her. Valuable in more ways that just money, even, some of these had minor enchantments on them...
Would be great if you had the money for it. She asks fairly exorbitant prices, at least for you. If it were at a proper estate or town, it wouldn't be so bad. You, however, are a lady living in a forest to perform guerrilla warfare against the local lord. Money is kind of a small issue. You'd have to pool together to get the cheapest trinkets.
Eventually, she just goes on her way, thanking you for the warning. She gives you some money for it, at least. 30 coins, a decent amount for a simple warning, to be fair.
The real loss is your time, ultimately. It's getting dark as you return, and most of your party just wants to sleep after getting the camp together. They'll use the cover of early morning for some ambushes, sure, but right now they just want to sleep.
Who are you to argue?
This time, you're the only one who doesn't sleep much. Looks like the adventurers are having a few bad dreams, but nothing that keeps them awake, at least. You try dozing off a little, and almost succeed until you feel a hand on your shoulder. You open your eyes and take a breath to make a sarcastic comment of sorts, until you feel HIS breath on your ear.
Hello, Drider...God damn it.
He is really close. If you scream, he might just snap your neck right there!
Perhaps talking might be the better option
Or just listening. Basic Stats
Level: 9
HP: 23/25
Mana: 48/48
Stress: 25/75
Thirst: Sated
Items and equipment
Equipment:
Carapaced leather armor
Scythe (dull)
Gardener's Shield
Bolas(x4)
Handmade Bola
Wooden Crossbow
Bolts (x10)
Items:
Spare Clothing (x4)
Blood Vials (x8)
Poisonbox
Journal
Spellbook
Cookbook
Stashed away:
Spare clothing (x10)
Fancy clothing
Skills and spells
Magic:
Resurrect vermin: Allows you to resurrect very small creatures such as rats(invests 2 of your max mana) (no mana cost)
Resurrect average beast: Allows you to resurrect creatures such as dogs, cats and other similar-sized creatures.(invests 7 mana) (no mana cost)
Resurrect Humanoid: Allows you to resurrect humanoid creatures. (Invests 10 mana) (Costs 15 mana)
Reshape minion plus!: Allows you to majorly change the appearance of your resurrected minions.
Minion Vision: Allows you to see what a minion sees. The minion must have eyes.
Animate Piece: Allows you to animate just a piece of dead tissue. It requires your constant attention, and cannot act independently. (Drains 1 mana per three seconds)
Graft: Allows you to use dead tissue as a replacement limb. Requires a lot of mana. (2 per second) (average limb takes around 20 seconds to properly graft)
Gather Soul: Allows you to make a soul visible. You could try putting it in a flame of some sort to keep it around. (10 mana)
Soul battery: Allows you to use a soul-infused flame as a small mana-boost. This snuffs it out, however
Undead flashbang: Allows you to blow up a minion for a flash-bang effect. (10 mana)
Stitch: allows you to close a wound and stop bleeding as fast as you can stitch. Costs very little mana, but requires something to stitch with.
Siphoning Cloud: Breathe out a cloud that drains the life from victims and gives it to you. Adds a LOT to intimidation (5 mana)
Smoke Cloud: Breathe out harmless but thick smoke. (2 mana)
Deathbolt: A bolt that hurts the body's connection with it's soul. Causes minor wounds to appear over the body as it attempts to compensate (2 mana)
Doombolt: A more powerful version of the above (5 Mana)
Familiar
Tiny Skeletal Dragon (a little toasted)
Skills:
Poison Stinger (Stings a bit)
Crossbow usage: Novice
Oral Fixation: Can cast spells spells from the mouth.
Draining Limbs: Can drain blood using pedipalps.
Major experience in blocking and swords.
Climber
Crafty: Bolas
Cooking skill: Excellent
Corpse Cutting: Quite Decent.
Animal handling: inexperienced.
Necromantic knowledge
Soul Sniffer