Take it at your own pace! I'll try to get up there!Everybody agrees, and the shield-bearers take up their positions to defend the rest. The arrows are sporadic enough that defending a larger group isn't much of an issue. Your very own witch-hunter is suppressing the thralls, besides, so the approach goes without a hitch, mostly. Although things are going pretty slow...
You reach the walls first, using your speed and shield. You end up not even blocking a single bolt, but the rest aren't quite so lucky. More and more bolts begin flying, and it doesn't take long before you hear a scream. You're already halfway up the tower, however, so you can't turn to look. You can't even hurry up, considering wallclimbing isn't exactly something you can cut corners on. Not enough legs against the walls,and you're in some serious trouble. Eventually, you reach the top, shield first in case that crossbowman is still here. When nothing comes, you peek past the shield.
The thrall seems to have bled out. That arrow must have hit the femoral artery. If he had any sense, he would have kept the weight off, but two inaccurate bolts were worth more than his life, it seems. Still, that leaves you in a good position to start flanking. There are simple stairs here, with railings along the sides. You head down to the first stop, a small straight bit of floor before the stairs continue. It wouldn't be of note if it wasn't for the thrall still firing bolts through the peephole. As silently as you can get, you get up to him and use the vampire's blade against the thrall. The blade is quite sharp, and it takes no more than a single chop to decapitate the thrall outright. The body slumps against the wall, twitching a little more as the thrall's head looks around in a daze. In that last second of consciousness, you kick it down.
That proved to be a little bit of a mistake, though. The thump of the head made two other thralls notice you right away, and you get to block a bolt for your trouble. You rush forward, but end up blocked by a large eastern guy with a scourge. Nails and glass forced inside of a simple leather whip, this guy was somebody who wanted to hurt people more than he wanted to kill them.
He gets in a mean slash to your wrist, which would be a problem if you weren't a little bit armored up naturally. You actually pull the scourge from his hand with a good twist, and stab your blade inside of his neck. Into the shoulder and out the back, to be precise. Your new sword's actually a little more effective than you expected it to be. You improvise quickly, considering the guy behind scourge-boy is almost finished on reloading his crossbow. You punch him in the face, and a soft crack that you feel more than you hear confirms you just broke his nose. He stumbles back, and you uncurl the scourge from your hand (wincing a little bit from the feeling of carapace scraping against it) and choke him out with it. Considering the sharp bits, it'd be more accurate that you grind away at his neck until his stopped moving. With that out of the way, you pull out the sword from the big guy, wishing you had legs that allow you to push or kick the corpse away. Your arms will have to do, biceps bulging as you grunt in effort. It's stuck in there deep.
Finally, it flies out, leaving a trail of blood and a small bit of bone.
You hear some fresh yelling from downstairs, most of it triumphant. You guess that the rest made it through the door. Some more sounds of fighting are heard, and the next floor has the two thralls distracted. Once again, it seems to be one ranged and one melee. This one is wielding a spiked mace, a bit less likely to be ineffective when it hits you. Fortunately, as they are currently turned to the other direction, you can kill the maceman with no trouble. A quick thrust through the windpipe, and a twist later you and perform a downward slash on the crossbowman. He drops his weapon, and you take the time to finish him off with a throat slash as he falls backwards. He would have bled out anyway, but it's best not to leave loose ends. It doesn't take much longer before you reach the fighting downstairs. After those last two the rest was already downstairs. It doesn't take long before they're all slaughtered. The thralls just aren't good combatants, all in all. Sadly, you have to note that there isn't a drop of oil around here, apart from the lanterns you saw. The lanterns do CONFIRM the presence of the oil, at least, but it has to be in the other tower...
Or even somewhere else.
Let's hope not.
Of course, things aren't exactly perfect. After everything has been taken care of, the rest of the crew is taking care of a fallen member of the group. Eveline took a bad hit during the approach, in hindsight because the group allowed them the crossbows to take aim. The bolt is still in the wound, but she's nearly lost consciousness!
In the meantime, you hear a small explosion outside. As you start taking care of Eveline (mostly keeping her calm as Sucy begins to prepare for surgery.), your witch-hunter comes in the door.
They fired off a flare. If you want that second tower, we need to move NOW. Chew him out.If he didn't fire that arrow like a chump, we could have taken this quietly!Keep taking care of Eveline.Let's make sure she doesn't bleed out. The tower can wait.AssaultWhile some people are left behind to get her stable, you and some others can attack. You should leave some guards behind, however, wouldn't want more injuries than we already have.FleeYou'll have to come back later. The tower's been cleared, at least. Less thralls is always a plus. You can take Eveline on your back, and possibly even Sucy for some on-the-go surgery.Other.Map
Basic Stats
Level: 10
HP: 30/30
Mana: 53/53
Stress: 10/61
Thirst: Sated
Items and equipment
Equipment:
Carapaced leather armor
Vampire's Blade
Gardener's Shield
Bolas(x4)
Handmade Bola
Items:
Spare Clothing (x2)
First Tome of Eternal Darkness
Blood Vials (x7)
Poisonbox
Journal
Spellbook
Cookbook
Stashed away:
Spare clothing (x13)
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 (leaves a sack inside the body, which pops. Makes it easier to "defuse")
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
Small note about the baby-spiders. There is barely a cap, and they are autonomous. Not to mention, this will make your injections far more lethal by default, chestburster style.
You'll have to 3 level-ups on this, I'm going to make it worth that.