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Author Topic: Web of Life: A Drider's Adventure (Ended)  (Read 188598 times)

Egan_BW

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Re: Web of Life: A Drider's Adventure
« Reply #2625 on: December 05, 2018, 06:21:31 pm »

Ah screw it, go ahead and poke at the thing. At this rate poking weird things will just make us exponentially more powerful.

When has this ever gone bad for us in the past, huh? Not counting the times we almost died.
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omada

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Re: Web of Life: A Drider's Adventure
« Reply #2626 on: December 05, 2018, 09:45:41 pm »

No time for a ambush, we already are going to one, by the way, do they have any harmful potions that looks like a sake? It might work for detection

 sucy and francine go working on the cat, if the bones of the claws is too much of a hassle we could put the poison sting on his tail, a bit of modified muscles there and we can make it sting like a scorpion without it behaving weirdly

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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.

Devastator

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Re: Web of Life: A Drider's Adventure
« Reply #2627 on: December 06, 2018, 05:37:12 am »

Spare a minute, to make sure they don't die.  Then get to the ambush.

We don't have days to mod a cat.  The cult will strike before then.
« Last Edit: December 06, 2018, 05:40:16 am by Devastator »
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #2628 on: December 07, 2018, 05:05:05 am »

I have one vote for every option.
don't do this please thank you update later
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Egan_BW

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Re: Web of Life: A Drider's Adventure
« Reply #2629 on: December 07, 2018, 05:13:31 am »

My suggestion could be interpreted as being for either option which involves poking the thing. So it would be more in your interests to interpret it as being a vote for the thing that doesn't make it a tie!
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Devastator

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Re: Web of Life: A Drider's Adventure
« Reply #2630 on: December 07, 2018, 05:26:12 am »

I'm in favor of explaining the situation to the two others, as we now need to move.  That said, lets not see anyone killed, and we do know there was some kind of cultic curse death bomb around.

So poke it while we explain that we need to kidnap the other one, and figure out what this is.  We can spare perhaps most of an hour before we should go to the ambush.  That might count as #3 or #2.
« Last Edit: December 07, 2018, 05:27:56 am by Devastator »
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Re: Web of Life: A Drider's Adventure
« Reply #2631 on: December 07, 2018, 05:37:48 pm »

Fine, but I can't spare THAT much time.
Are you sure?
Quite sure, yes. Whatever this thing is, it's bad. Not to mention I have places to be. I have an ambush to get hit by, or an old man to talk to. These things overlap.
Ah? And who are you visiting.
The other main influencer of the cult, the head librarian. But enough chit-chat. What should I do?
Grab your tome. The first two runes are fine, but we still need a catalyst. I suspect the book will help.
Not a big fan of her demanding you take out the tome, but you're in a hurry here. When you pull it out, the book instantly reacts, shuddering and dropping out of your hands. It hits the ground with no bounce, causing some old blood to splash. The book immediately begins to turn its own pages, rapidly turning and turning, more pages than could possibly in the book. The lights shining through the cracks in this strange basement begins to glow brighter, and you begin to hear screams. Distant, faint screams, in deep agony.
That's not a good sign.
The screams become louder, and before you can do anything else, your book begins to float up in the air and morphs into impossible geometries. Every blink, every angle shows a different shape, it doesn't stay consistent. And out of every single one of it's ever-morphing surfaces, more pages flutter around. thousands of pages. Your arm begins to throb, like your very blood is rebelling against you, your heart beating so hard it hurts. Yunikki and Sucy fell to the ground while you were looking at your misshapen arm, quiet as can be. Then, they begin to stand up, like puppets on a string. Their torso rises before the rest does, their neck bent over as their jaw begins to chitter. Finally, they begin to chant. You can't hear it over the beating of your heart, it's so loud, like thunder going off against your skull. Every heartbeat causing more and more agony within your body, as the book continues making its infernal noise. The screams are so loud. Everything is so loud!
It won't stop it won't stop it won't...
You find your bearings for just a moment as the book begins to settle. The cover is visible once more, the and a ring begins to glow. The ring carries three nubs, and your companions continue to chant. A deep, guttural voice speaks from within, outside, everywhere. It speaks the words Francine spoke. The runes.
Tier
Aretak

Something is missing. It needs a final word. A final rune. It needs your voice to guide it, a way for the power to flow out of you and into this infernal spell. Your companions are shouting it, the book is presenting it, all you need is just a moment of concentration. Finally, you find him. And he finds you.
You shout it, but it is not your voice that comes out. In that same, guttural voice, it speaks it's true name, and releases the power it carries.
Chattur'gha

All at once, the screaming stops. The tome falls to the ground as each nub on the circle glows with a respective rune. Tier, Aretak and Chattur'gha.
Then, a small creature appear out of nowhere. A small, three-legged creature, with a tail rising above it not unlike a scorpion. It is a deep, crimson red, almost as if it was skinless. Upon looking at all of you, it beings to shout a shrill sort of sound, and waves its tail. A shockwave of energy poofs out, hitting all of you. Your vision goes dark...


You awaken to a realm of meat and void. The very ground itself seems to suckle on your feet, threatening to pull you away if you let it. Your companions are nearby, forcing themselves out of the meat moss, grunting in discomfort. All around you is darkness. True darkness you can only attain when there is truly nothing there. No light of any kind, not even a colour. Pure nothing. Then, out of nothing, comes Chattur'gha.

It is massive, powerful, impossible. It's size is beyond anything you could have ever imagined. It floats towards you, looking skinless, ragefilled. It is not unlike a crustacean, massive claws dominate the front, a thousand maws along the sides. It is a creature fit only to crush, to eat, to devour. To look upon it makes you feel as though your flesh is wax. You feel less real than it. You can't breathe.
YOU. YOU WILL BE MY SERVANT.
Speech returns to you, along with air. The burning of your lungs subsides for just a moment, and you gather yourself. You talk to it as respectfully as you deem it necessary
...What's your offer? you say, with grimace. Yeah, snarking at what appears to be a godlike creature does not get old.
THIS IS NOT A REQUEST. YOU WILL FREE ME. YOU WILL ALLOW ME TO HAVE MY REVENGE ON MANTOROK. YOU WILL PLACE MY FOOTHOLD ON YOUR WORLD. FIND THE POWER RUNE AND UNLEASH THIS SEAL.
I don't understand. What seal are you talking about?
MY OWN IDOLS. MY OWN PURPOSE MADE METAL. I TIRE OF THIS. SUMMON MY SACRIFICE. BRING HIM UPON THE ALTAR OF FLESH. DO NOT FAIL ME.
Small, blue bubbles appear beneath you and your companions. Once more your vision goes dark.


You all awaken on the floor of the basement, the hooks still standing. Nobody seems very happy while waking up, and Yunikki is coughing something up as she goes. Most of it blood, none of it hers.
...We should have taken that one slow.
We need to stop talking to elder gods, it's not healthy.

Mess about for that rune or whatever?
Better do as that thing said. An enemy of your enemy is your friend, right? Of course, this will likely take a long time.

Get out of here.
Get to that ambush. And maybe prevent your scientific friends from sticking around this obviously dangerous artefact.

Spend some time preventing ANYTHING from getting near this altar again.
Blocking this off shouldn't be impossible, with a few hours of time. Or you could get all the suits and just collapse the tunnel leading to it.

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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.

Egan_BW

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Re: Web of Life: A Drider's Adventure
« Reply #2632 on: December 07, 2018, 10:21:17 pm »

It is a creature fit only to crush, to eat, to devour.

Then let us crush it, eat it, and devour it.
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Devastator

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Re: Web of Life: A Drider's Adventure
« Reply #2633 on: December 08, 2018, 03:22:43 am »

Lets get them out and head for the ambush.  We can clear this out tomorrow, maybe the consuming god will offer us a better deal then.  Just get the suits out and leave a really intimidating sign behind the locked door.
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Re: Web of Life: A Drider's Adventure
« Reply #2634 on: December 09, 2018, 03:59:23 pm »

Let's get out of here. We'll come back tomorrow or something, but for now I don't want you messing with this eldritch stuff again.
Probably for the best.
Fine. Francine sighs, rolling her eyes. If I got that right, though, we can set that god upon our own problematic one.
Kind of feeling like that would just give us the same problem, albeit in a new colour.
Variety is important! Don't you think so?
You tell her to shut up and get your friends out of here. You close the secret door with a little effort, and break the idol in front of it because you don't like the look of that circle. You're so SICK of seeing those idols everywhere. The metal half-cirkle breaks apart easily with just a swat of your hand, shattering into pieces and turning them from idol to scrap metal.
Sucy is already wearing her new suit, though she neglected to put the whole thing on for now. She finds it to be a bit of a roomy fit, but te leather and herbs are sure to protect against any kind of disease. In fact, it'll probably help out rather well against more common attacks, as well. Layers of leather will stop a lot of things.

You also take one for Yunikki, and then try to think of how you'd best get all those suits outside. There's a lot of them, after all. And where would you store them? Maybe it'll be better to keep them behind this door, for now. Apart from a locked, secret room there isn't much going on in there that would place the suits at risk. Still, you leave a sign behind using some ink Sucy had on her. Because alchemists have something for every occasion, apparently.
The journey to the tower was uneventful. No demons popping out of the earth or your arm eating an innocent bystander. You just kinda go somewhere with your friends. When you reach the entrance, the guard nods once and heads inside. Then, that snobby librarian comes out again, and asks if you still have that book on curses. You, uh, don't. You last left it with Hal, and you sent him away, so...
You elect to say that you kept it somewhere else, for now, with an ally. The librarian nods, and then directs you inside, telling you that he was told to only let in one person. With a last nod, you elect to go in.

Play it cool.
Come quietly, and just prepare yourself for negotiations. If all goes well, you'll be out in no time.

Play it red hot
When you arrive at his door, bash the thing in with your arm and don't even give him the time to crap himself before you dangle him out a window. Of course, the guards might not appriciate that particular approach, but you're kind of big leagues compared to their bush league.

Just... be on guard.
You'll come along, sure, but you're ready to delete the closest thing regardless. A nervous disposition like that will not come over well with the guards, or your guide. Doubtful it'll be good for talks, but at least the option remains on the table.

Bring friends.
You get to bring friends. By virtue of being bigger than everybody else here, and having a really big sword.

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My favorite thing with this story is constantly meeting elder gods and then just kind of disregarding them because they're dicks. I feel like that should be the standard operating procedure when it comes to gods that are dicks, elder or no.
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A suggestion game about a drider that does a lot of stuff. I think it's kinda neat.

Devastator

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Re: Web of Life: A Drider's Adventure
« Reply #2635 on: December 09, 2018, 04:31:01 pm »

To be honest, if that god was offering something or willing to be a little more co-operative, I wouldn't mind working with it.  And yeah, it'd prooobably be better to replace the one with the other, because this second god would be starting from a less-developed base of destructive power, but it isn't a huge deal.  Maybe it'll be willing to do more the second time around.
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Devastator

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Re: Web of Life: A Drider's Adventure
« Reply #2636 on: December 09, 2018, 04:46:10 pm »

I think we should have some beaks knock on the front door, and start working their way up the tower.  After the guy has a little time to start dealing with that, we climb the wall and go in through the window.

I'm okay with talking, but we bring a weapon.
« Last Edit: December 09, 2018, 05:50:21 pm by Devastator »
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Egan_BW

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Re: Web of Life: A Drider's Adventure
« Reply #2637 on: December 09, 2018, 05:39:17 pm »

Just go talk to him.
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omada

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Re: Web of Life: A Drider's Adventure
« Reply #2638 on: December 10, 2018, 03:09:56 am »

Go talk, do not turn your guard off but don't need to be THAT nervous, focus on getting a defensive movement the first weird act, if it manages to get weird by a misunderstanding apologize and say that this is the reason that you managed to be a survival in many situations, and that the meeting with some vampires and curses made you wary
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Competent reader (any know lenguage)
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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.

Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #2639 on: December 11, 2018, 05:26:27 pm »

Now, he has requested to speak privately, but I will request you to hand over your weapons.
That's not happening.
I admit that I misspoke. I wasn't asking.
Cool. I'm not disarming myself. I wasn't proposing.
You stare at the small man, who scowls back at you. After a tense thirty seconds, however, he capitulates.
Fine. Even without your weapons, you are dangerous... But if I hear ANYTHING goes wrong in there, I'm having you and your friends killed. And believe me, that wasn't a threat. It was a fact.
You scoff, and gesture that he should open the damn door already. Not dropping the scowl, the hefty wooden door is unlocked and opened. You can see the old man sitting in his chair, looking at you with a gaze that really only belongs on kindly grandfathers. If it wasn't for the context, it'd put you at ease. As it stands it just makes you even more wary.
Welcome, drider. Welcome. I'm glad you are willing to talk.
Yeah... Talk.
You carefully come closer to him, keeping watch for any kind of trap or ritual circle. You find nothing, though, not a hint of mana throughout the room. You still let your children move around the room, though the man clearly saw. He doesn't mention it;
So... What did you want to talk about?
I can't talk for long, they might begin listening in. They have my daughter and her family, and through them they guarantee my cooperation. I don't WANT to do this, but...
What's a city compared to family?
I... Yes. I'm weak, drider. I'm weak and old. But you MUST save them. I was told to unleash the plague in two days from now, or sooner. I'll... I'll pretend that I did not believe the report of you capturing that damned bug, but... Listen. I'm sorry for doing this, but...I...
You feel a sudden influx of mana, but you weren't born yesterday. You move to the man as fast as you can (which has been established as hellishly fast, if you don't remember), and don't bother stopping your momentum as you put your claw around him and slam him against the wall. He gets the air knocked out of him, saliva flies out of him as you work.
Thought I was going to be that easy?
*coff* P-please... The only way you'll... save them... *coff*. You have to be taken, a-and free them! The old man continues coughing, groaning from the pain. He really is a coward, then...

Agree
...It's a risk, but if you do it his way you're likely to get an advantage.

Drop him and ask for WAY more information
He may not have much time, but you don't care. Explain first.

Hold him out of the window by his foot.
He seems to have some breathing problems, maybe some fresh air will help get the full story out of him?

Kill him.
You have your weapons. Safety is just a discreet knife thrust away.

Other.


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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.
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