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Author Topic: Web of Life: A Drider's Adventure (Ended)  (Read 190114 times)

RAM

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Re: Web of Life: A Drider's Adventure
« Reply #615 on: May 05, 2017, 04:53:45 pm »

Glad to hear that your dog is better now. There is no need to apologise, just informing us is more than many artists do.
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #616 on: May 06, 2017, 05:04:21 pm »

The first thing you suspect, is that she is barely aware of what is happening. Almost child-like, at the moment. Before you start exercising your rights, you take a closer look at her soul. She stares at you in a strange mix of wonder and fear as your vision darkens, and her soul becomes visible. Just as Death said, her soul's barely even a wisp compared to what you're used to in most other subjects. You WOULD try tearing that apart, but sadly, you don't have the know-how OR mana to do that. Sydney hasn't been too cost-effective with her mana when she got hung-up on the fat one's death. You wouldn't let that happen, of course. You're far smarter. You swap vision again, and step closer to the heretic before you. Despite it's look of fear, it still find the time to set her teeth in the body below her. The blood splatters around as she tears a chunk and gulps it down, like an animal. Your response is a cool, controlled movement of your sword. The tip is right under her chin in an instant, and the feeling of cold metal seems to freeze her solid. Her eyes dart around the room, and eventually lock on to yours. She sighs in a wanting, almost desperate manner. If your sword wasn't in the way, she probably would have attempted to jump you.

Unacceptable.

Your stinger was faster than anything she could have prepared for, and it strikes her square on the chest. Your poison enter her body, and she quickly grunts in pain. She's in pain, most certainly, but apparently stealing the looks of a goddess also permits some resistance to poison. Her muscles are painfully contracting around the wound, and she clutches at the wound, but the lack of screaming make it frustrating. So, logically, you move on to the next step.
You raise your sword above your head, and hack it downwards into her left pedipalp. You only now notice that hers don't look nearly as fine as yours... Looks like she isn't that good of a copy. This is something that does make her scream, even though it hardly makes her bleed. It's like it's nothing more than carapace. Your grab the other one, and chop it off in a smooth motion. This is the point that she stops screaming, and tries running away like the vermin she enjoys commanding. She doesn't get past you, of course. Another dose of your poison to her belly, and a calculated slice to one of her legs later, she trips, despite her many legs. How pathetic. You grasp your sword with two hands, and make sure that she won't get away. Her two right hindlegs are mangled beyond proper use. She's STILL screaming. To make extra sure, you apply the same technique to her left side, preventing her from doing anything other than crawling. Your companions look unnerved, but still don't make a move to stop you. Your father is looking away, and seems to be plugging his ears. He has also taken off his helmet for that.
Perhaps he believes this poor imitation sounds too much like you. It would be like him to not be willing to hear that.

That's only a side-note, however. You aren't even close to done with the little bastard writhing on the floor. White fluid is spraying out the stumps that were once her legs, and you place the tip of you sword against her lower back. With a quick slice upwards, you tear her outfit in two and give her a nasty gash. At this point, she's sobbing and bawling. The sounds make you feel very empowered. You feel like you've got butterflies in your stomach as you tear off her outfit entirely, although she manages to keep her sleeves because of her massive amount of rings. Seeing her bare flesh like that brings something to mind. The sting of her bite isn't quite gone, and you are a firm believer of an eye for an eye. You walk to her front, forcing her crying little face upwards by pulling on her rough, moist hair. You feel like you've got butterflies in your belly, and grin from ear to ear. You giggle a little, and then nibble at her bare shoulder in an almost erotic way...
Then you tear out a chunk of her putrid flesh. Blood spills from the wound, dribbling down your chin. It's invigorating! Even you aren't aware when your teeth entered her flesh again, but you can't get enough of the taste at this point. You fly into a frenzy, and your ideas of experimenting what her body can take flies by the wayside.

Eventually, you are pulled back when somebody roughly pulls you back by your hair. You turn and hiss at the offender, showing your teeth and claws instinctively. Your sword clatters to the floor, and a sharp pain brings you back to reality. A harsh voice comes into focus.
THAT IS ENOUGH! Your father yells, hand still raised from the slap. You are dazed from the sheer audacity.
I don't know what the HELL got into you, Sydney, but this is completely unacceptable! Drawing it out like that is monstrous on its own... And then you start eating it!?
You are forgetting your place. You say in cold rage, glowering up to his face as you spit out some blood.
I am your father. I just REMEMBERED my place in this. I will NOT let you torture this thing to death, no matter what it did. You do it quick and clean from now on, GOT IT!?
To capitalize his point, he takes his axe to the neck of the double, and decapitates her after three more strikes. She barely even twitched. She was already as good as dead from your actions most likely. Her head rolls across the floor, which still makes you laugh. Your father shoots an ugly look at your chuckle, but leaves it be. He moves back to your companions, who are all looking in various stages of fear.

If it was anybody else, you would have killed them on the spot. Instead, you grit your teeth, take a deep breath, and resign yourself to stabbing your sword in the double's corpse to remove your frustrations. Blood still flies, and soon the torso is reduced to nothing but gore and blood. Then, you begin the looting process. The blood makes the value hard to identify, but there's no denying that this is worth plenty of money. You end up filled a whole sack with her blooded jewelry, and you're all the happier for it. Counting it out will have to wait until after the journey, however.
Your subjects look to be talking to each-other about you. You consider that a subject worthy of talking about, so you let them. Whatever they're talking about doesn't interest you that much, however. You need to decide what happens now, the party looks to be gathered up and looking at you for a command.
Although...

They aren't looking at you for a command.
They're looking at something to keep down...
Eveline is the first to speak up. L-look, Sydney... You're not acting like yourself. You need to lay down and rest. I-i have something to sedate you. With your double down, we should be fine here.
You won't be doing anything of the sort. You will remember your place, you little maggots!
You brandish your sword, and your new enemies raise their weapons.
They don't look that prepared. A grin finds itself on your face as you consider how you're going to deal with this little mutiny.

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RAM

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Re: Web of Life: A Drider's Adventure
« Reply #617 on: May 07, 2017, 05:17:25 am »

*sighs* Sorry Yendys, I did all I could to find a life for you, may you awaken in a field full of giant bloated curious moths...

I wonder if we can command the hybrids? I can't see as we need their services, we have faced larger forces and won, but an audience for our victory would be fitting...

Yunikki still has that silly debt thing she follows? Life for a life or something? If she helps us put some sense into these traitors then it would be paid would it not? Their lives are still of value and it would be a shame to have to end them when they are still ours to claim. Danica is a mercenary, throw some of our double's shinies at her and promise more to come, there is a whole world down here to plunder and nobody topside will lift a finger to stop us. We know what she wants, she will serve out of greed and become ours with time. And Eveline? She was so good last time, why would she cause such trouble. She has seen us fight, she knows she has no business opposing us, and she could be such a delicious little servant. Whatever title does she want? Does she want to be a priestess? Personal mediciner of the goddess? A laboratory all of her own with all the nushrooms and weeds she could ask for? And father... Isn't he proud of- Charge Eveline mid-sentence, He shouldn't have stolen our prize from us, and she shouldn't be doubting us after all we've done for her, but he REALLY shouldn't have stolen our prize from us.

 Eveline is useful, dangerous, and light, a shield-bash should knock her about enough to make her drop whatever she was planning to use. Try to drop a sticky web on her bag to keep it with us and away from her, but just being near the thing should be plenty to keep her clear. We don't even need to hit her, as without her toys she is harmless... Father's hook has its flaws. It's best trick is to drag people close and knock them around as they struggle, it loses most of that if they close of their own volition, and it pierces best from behind. Also, binding someone else's movement like that is a big strain on the legs, a sting to one of his legs should strip him of most of his battle-prowess. After that just pummel him with the shield and hilt until her realises the futility of opposing us. At which point everyone else should also realise just how utterly outmatched they truly are and promptly submit. They would, afterall, all be better off under our guidance, and ought to have sense enough to see as much.
« Last Edit: May 07, 2017, 05:38:10 am by RAM »
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #618 on: May 07, 2017, 02:25:06 pm »

They are waiting for you to attack, it looks like. They don't look as if they want to hurt you, as they should. Perhaps they expect you'll revert to a good little girl again? Continue squandering your potential? Fat chance. You were born for greatness.
So. Is this how you want it to go? Is this how you would repay your debt to me, Yunikki? A dedicated in exchange for your life, until anybody says otherwise? You were looking for an excuse, weren't you.
Hey, fuck you! This is for your own good, you crazy bitch!
This is to avoid responsibility. Come now, you can do so much more if you follow me. You could be a queen, rather than some failed guard.
I-i'm not falling for this. Shut up.
You aren't attacking. None of you are. You all know you can get far more from me now than otherwise.
None of us want to DO this, Sydney. Please... Don't make me do something we'll both regret.
You've already done that, Alibert. But honestly, all of you? How about you, Danica? Here...
You throw several bloody rings at her. The gold still glitters, even through the layer of blood. She looks at it for a bit, you can see the hunger in her eyes... but she doesn't move.
I know you want it. You can have far more. I can give you all far more! Yunikki. Help me deal with the traitors, and you'll be free of debt. You slowly step closer, making the traitors raise their weapon in fear. It's wonderful to see them so scared of their queen.
And you, Eveline... Why would you doubt me? You add a tinge of sadness in there, to really tug at the little thing's heartstrings. You still slowly step closer, you're just three meters away.
I've done so much for you, and yet you doubt me? Haven't I earned your trust.
I'd trust you with my life! But not like this, Sydney! Please! Just... Just rest. We're all worried about you, alright?
You would be right to worry... I see four traitors in front of me. Reduce that number. Come now! You know you want to serve me. Anything you would want... Honor, gold, revenge... You lick your teeth in a teasing manner, still grinning. Perhaps even... me?

Eveline immediately looks very flushed. Looks like you found one weakness...
Oh? Have I found something? Does the little one wish to be closer to her better? Come. Come to me. Swear to me, and you will gain your reward.
You're very close now. They still haven't made a move. Until, suddenly, the tin can yells!
S-SCREW THIS! AAAKLYORAAAHHH
Before you can react, Yunikki throw herself on you! You can only barely manage a quick swing, which bounces off her armor, before she grapples you down. She's stronger than your upper half, but you have more tricks up your sleeve than this! You make a stinging motion with your spider half, knocking her off you! Before you can do anything, else, you feel a rope coil itself around your chest before you feel a stinging pain in your left arm. Alibert  threw his hook in a way to keep you tied up! You remove the hook roughly, but Yunikki has jumped on your back. You struggle like a lioness, but soon you feel a stinging sensation around your heart. You immediately feel weaker, and look down in surprise. Eveline has jammed a syringe in your chest. You never even saw her approach.

Soon, black spots begin to cloud your vision, and slowly your muscles begin to fail. Your arms go limp,  and you find it nearly impossible to remain straight! This can't be happening... The traitors stand in front of you, warily. Those... Bastards...
With a final explosion of willpower and strength, you fly forwards with your stinger! You find flesh, but before you can see who you hit, the sedative takes effect and stumble backwards from your motion. You hear faint, muddles shouting before falling in an endless black...

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

And that's a common fucking occurrence? You hear Danica yell, faintly. You feel awful, and your ears are ringing.
No. It happens in moments of extreme stress. She just lost a man and failed to save the woman over there... On top of almost losing her uncle. You hear Eveline. You'd ask what's happening, but
She a warrior! Shouldn't she be used to this?
She only been in this life for a week.... She was just an innkeeper's daughter before all this!
W-what!? We've been following the command o-of some amateur!? I can't- I don't- what! She starts stammering a faintly connection bunch of incredulous vocal expulsions. She seems VERY flustered about this. Eventually, after lying there for a few more minutes, you find your tongue.
Whadd jus' happened? You slur, your tongue feeling like a fat sausage. You feel extremely thirsty, and mostly paralyzed.
Ah, she's back! So, Sydney... You still crazy?
...Oh no. What happened?
Well, you went crazy again. That much you got. You started torturing your double.
She was alive!?
Yep. Your father stepped in, and we realized you were affected, so we sedated you.
Ah? Alright... So nothing too horrible, right?
You ate some drider, though. And, uh...

You hear your father groan in pain. Your heart goes into overdrive, and you force your numbed limbs to move. You manage to scramble around to look at the source of the noise. Your father is sitting down, rubbing a wound on his thigh. He doesn't seem to be too "with it" right now.
Oh, you've got apologizing to do.


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« Last Edit: May 09, 2017, 02:47:57 am by Liquefied Spleens »
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RAM

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Re: Web of Life: A Drider's Adventure
« Reply #619 on: May 08, 2017, 02:52:15 am »

Well, okay, we need to apologise, then figure out what happened, and then apologise again. And, umm, we are still in an nemy stronghold or something... OH! Is Ra'at okay? OH! can she stop the ratlings from attacking? It mightbe hoped that the hybrids will submit to us now that we are the only... We ate WHAT!

Ugh, can we just get the wounded somewhere safe, barricade the room, and figure out what happened and, ugh, we probably don't want to know. We can... We can sort through things when we are, comparatively, safe... We were still meant to go after that cult, right? The ones who were sending assassins after us? Is that even remotely possible now? Could we be lucky enough that they all went hybrid and won't be a threat without Yendys? Maybe if we just leave that obscene monster that tore through Ra'at and a civilian while outnumbered two-to-one it will give up nd never bother anyone again? The one that was kidnapping people to feed to a malformed drider? And it knows exactly where we are too, we probably shouldn't stay here long without an army...

 Looking at Father he took the worst of our, apparently worsening, episodes, except for- it is really sad that we couldn't do anything for our double, she had only been alive, what, 2? 3 days? with all those curses, no sort of life to have lived... Ra'at will be livid, but at least the ratlings that couldn't be saved aren't enslaved, and there should still be many who still need her, she had pretty low expectations when she went into this... There is probably nothing edible in this room... we HOPE there is nothing edible in this room, unless there is some sort of delicious wood-mite paste we can cook up or something... We should probably avoid anything too nice-smelling until Ra'at is conscioud to quell her ratlings.

And Danica should probably try to record what she observed and can guess about the monster. We saw, what? Capable and casual combat magic, unnatural strength, didn't seem to get hurt... at least it wasn't covered in blades... yet... Oh, it actually bothered to put out the fire, so that might work if it could be made to stick, and if we don't mind fighting an unstoppable monster that can also burn us on contact for several minutes because you know that it won't just melt... But hey, wrestling a flaming pillar of grasping arms and toothy mouths wasn't so bad...

Right now we have the ratlings, who Ra'at may be able to deal with, we need to look after her. And hybrids, who are basically drider cultists, who followed someone who in a lot of ways was us, so maybe we can get them to, umm, bring us offereings of edible things that can't talk? It looked like a meal could get someone a lot of support from the locals if they can avoid being mugged for it...

But first we have a father to fuss over and a general sense of dread to apologise for!
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #620 on: May 09, 2017, 08:55:14 am »

Oh dear god, are you alright?
Your father groans again, but not with quite as much suffering in it. He manages a pained chuckle, even.
Well... You got a good sting off. Right in the leg, too. Well, it doesn't matter that much, I'll be fine in a moment.
Eveline interjects.No you won't. And you know it. You're going to be limping for a long while. If you were twenty years younger, you may have been able to shake it off, but not now.
Ah, what's a little limping. It'll sell well when i get back to my inn. People always want to know about the scars...
Stop joking around. I'm... far too tired for it. Gods. I feel like I've been doing nothing but patching people up.
Well, we'd probably be dead if it weren't for you.
Eveline loves the praise at least, and her tired eyes light up again. She must be seriously deprived of praise if that was enough to revitalize her entirely. Or perhaps you're still drugged and not thinking straight. Both are possibilities.

Hey, don't wander off! You hear Yunikki say. It came from behind you, so you can't see her quite yet. You're still quite paralyzed, after all.Still, you hear a new voice.
I-i wasn't going anywhere... Don't worry. I-i just... wanted a chair.
They aren't too sturdy, kid. I flew right through one.
I know, but you're not exactly light.
Yunikki sniffs audibly. The new guy has a bad case of foot in mouth, apparently.
Who is that?
The kid you saved. He didn't say much up until now. But now that things are a bit calmer, I guess that tongue is loosening.
Lovely. You saved one person, at least. So that's nice. He doesn't say much that's useful, though he does keep the group busy with his questions and comments. He's quite the chatterbox. Everybody is just resting at this point, and Yunikki even starts a campfire with the old wood spread around the room. The fire isn't really needed, considering the room is at a comfortable temperature to begin with, but apparently she just wants to make it clear that this an official camping spot. That, and she was a little annoyed that this wood couldn't hold her weight.

As you slowly regain feeling in your legs, Ra'at awakens. She catapults upright, before clutching her stomach and hissing in pain. Eveline doesn't waste time, and quickly goes to check up on her. She just starts to try and calm her down. Eveline still sounds quite tired, but calming Ra'at down works out fairly well after she mentions your double being dead. Once she knew that, she allows herself to lie down again. She doesn't exactly go to sleep, but she has decided to stare at the ceiling, looking relieved. She seems to think it's over, though she may not be wrong when it comes to the ratlings. You still need to deal with the cult, and the strange guy that messed Ra'at up so much. Still, you can relax for a bit, at least. Mostly.
You wonder what's happening with the hybrids. You suspect they aren't that aware, to begin with, so the loss of their head honcho probably won't be too good for them. Although...
Technically, they have a perfectly good head honcho right here! Although you suspect that the social ramifications of having humans transformed into a horrible insult towards humanity to better serve as soldiers might not be the most positive, although you suspect Armok may approve. You don't worship that guy, though.

About one hour later,  you have a full control of your faculties again. Ra'at has seated herself next to the fire, and is smoking her pipe again. The smoke is a lot lighter than it was before, and she looks a lot more relaxed than you've ever seen her. She must be quite pleased that her problem is gone. You join her around the fire, and during the talk she outright proclaims she will wear the scars with pride. Also of note, she'll be leaving the group to gather up the ratlings and bring them back to their respective tribes. You're actually a little surprised to hear that she won't take them for her own, but you decide not to say that. You do have some sense of tact, after all. You don't become the most talkative person in town without it. It occurs to you you've really haven't had a proper talk like you used to. Perhaps it's because you just haven't had the chance to just stay somewhere for a while without something horrible happening for a while. Or maybe the writer is a hack, who knows.

Yunikki has taken her armor off, leaving her in just her smallclothes. She doesn't seem to care about the fact that she's giving a bit of show, but most people are here are too tired to care either way. She doesn't seem to care about the dirty floor, either. All in all, Yunikki isn't the type to be bothered, it seems. You briefly consider making a meal, but nobody has the willingness to get it together, you suspect. You look through your cookbook, regardless. It seems to agree with you when it comes to food. Apart from the ratling dish, the only edible thing here is a collection of daddy-long-legs. And NOBODY wants to eat spiders. Even you, possibly because it's cannibalism in some respects.

Eventually, you all reach the talks about what to do now. Yunikki, Eveline and Danica are entirely unhurt, while your father is nursing his sting on his leg. Eveline prevented the poison from doing most of it's work, but his leg is still a little messed up. You're a bit injured, if it wasn't after this week and all the pain it brought with it, you wouldn't be willing to move, but as it stands it barely even hurts anymore. You've become much stronger, that's for sure. Anyways, you all decide that it's most likely possible to still take down the cult, considering the amount of resources the creature seemed to be pumping into your double's "empire". Most likely, there isn't that much left. It's just a matter of taking down something that, by all accounts, is a powerful mage. Nobody is quite sure what his deal was, honestly. All that can be sure is that he isn't human, and has a very thick skin. Ra'at speaks up, and claims that that thing is the roach she spoke of, and that it's some sort of insect, from what she saw. The cloak is also noted to be quite tough, most likely some sort of leather. Danica says that she suspects that the cloak was keeping the fire from properly hurting him, but considering he just created  a cold magic blast to get rid of it, it may generally not be that effective. Of course, the first question is.
Where IS it?

You believe that somebody mentioned it was spending time at one sewer entrance, but you have no clue how to reach that one. Even Ra'at can't really tell you which is which. To her, they're all just "exits". Speaking of, she IS willing to escort you outside, provided you help her gather up the ratlings spread around the temple. This would be a troublesome errand, so you'll have to make a choice.
The room still seems to be entirely safe. Nothing has even come close, despite the amount of noise that was doubtlessly made. Your father mentions that hybrids only come in pairs, which doesn't pair up too well with their doubtful combat effectiveness. The ratlings are most likely just gathering in clumps, right now.
You should make a choice on what to do next.

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Also apologies for the delay. My dog wasn't as healthy as hoped.
« Last Edit: May 13, 2017, 05:34:52 pm by Liquefied Spleens »
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RAM

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Re: Web of Life: A Drider's Adventure
« Reply #621 on: May 09, 2017, 10:27:14 pm »

Well, we could use some good will, so lets try to help with the ratlings. It helps that we know more-or-less where they are at that, and they have vaguely normal souls to track... It would help to not be alone too, assuming that they stay friendly. We could use a crash-course in ratling manners too, no need to go around challenging them to a duel wiith the wrong hand-gesture or something...

Who is the kid? Where do they consider a safe place to be returned to? Do they know who the woman was? Someone will want to know how she died...

We... Should probably burn Yendys. It might cut into our profits, but it is not a pretty thing to drag around, and this all happened because people got pieces of us. Not to mention that she deserves some respect now that it is done, even if she wasn't a whole person... Not to mention that we have no idea just how capable of coming back to life people might be around here. A fake head is not out of the question...

Let's see if we can make a hammock, we could use something familiar to rest on...

We could try to talk to Ra'at. There must be something she would like to know about city-life, markets, houses, the count's palace, the slave market, the city walls, the metalworkers and tradesmen. Or maybe she would like to know about tavern-life, we could swap recipes or comment on the wilderness, or festivals or patrons... Wewould probably find the details of daily life as a shaman interesting. It has got to be different from what we are familiar with!

We should probably take a final look around and make sure that we didn't do any damage to anyone other than father. Some of our companions can be various flavours of stoic afterall, and Father probably suffered more than just a stung leg...

P.S.
It is sad to hear about your worsening dog. I wish you the best of good fortune in the matter, and whatever other troubles you might have.
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #622 on: May 10, 2017, 04:34:58 pm »

So... You're sure you're alright?
Don't worry too much, Sydney. Come on, your old man can handle a bit.
I'm not talking physically.
Your dad blinks. There is a pause in the conversation that's just long enough to make you see that, no, things are not alright. His smile fades, and he can't quite look you in the eye. As his gaze is lowered, he speaks, with a clear tinge of sadness.
No... I honestly can't tell you that i'm alright. You attacked me over a kill. You're entirely unstable, you've seen things i can't even imagine... I feel like you're not the girl that I raised anymore. Now, I'm looking at a woman. I feel like...
His voice dies away as his throat seems to close up. He's grimacing. You feel like you should feel worse but you honestly just feel numb.
I'm sorry. Sydney. But I won't stay with you. After this, i'll return to the inn and keep it running. You'll always be my daughter, and I still love you with all my heart. That's why, when I look into your eyes, it's the scariest thing in the world. I can't stay with you, Sydney.
You swallow some spit. You take a breath, as if to speak, but there's really nothing to say. You nod your head and walk away. You hear him release a breath he must have been holding.
Damn it.

Your double burned quite easily. Eveline found it understandable to remove any trace of her, and lent some fire salts. You put most of the pieces together to make sure she would burn properly. You still have the head, as proof that she's dead. You're the only one who bothers to keep looking until she is nothing but unrecognizable chunks of burnt flesh, which didn't take very long. Her legs curled up as the fire did its work, giving a very creepy effect, but ultimately, you're glad that part of your life is gone. Any respect you would have tried to have for this abomination is rather harshly turned away by some remaining pain on your bite wound. Goodbye and good riddance. Now, you just need to pick up the pieces she made, and try to fix the problems. You start by talking to the boy running around trying not to be noticed.
And you, what's your name?
I-it's Peter, ma'am.
Right. Do you have a home or some place to return?
I live w-with my mom in the market district. S-she's the woodworker.
Good... We'll take you back to her soon. For now, just stay close and keep out of trouble. Don't wander too far, there's still some threats around. By the way, do you know the dead woman over there? It almost surprises you how detached you all say it. You're a bit past being emotional right now, it seems...
No... I think she might be a wizard, though. I recognize the cloak.

That'll be fun to explain. You can't quite bring a body back, so it's up to the guards to clean it up. Speaking of cleaning up, you've decided to help Ra'at. The search for ratlings goes quite smoothly, with your new sense of smell. You find clumps of ratlings quite easily, and they are oftentimes standing over the corpses of the hybrids, who weren't resisting in the slightest. They've just completely stopped moving after your double's death. Ra'at has some trouble figuring which ratling belongs to what clan, but after finding a second shaman among these ratlings, it all goes quite smoothly. You attempt to talk to Ra'at in the meantime about the topside world, but she tells you to not even try.
Shamans listen and look as they grow. We know enough. And topsiders do not like us. Fine by Ra'at. We live below with bounties, and they live above,
 reliant upon others.

With that out of the way, Ra'at was not interested in talking to you any further. She had malnourished ratlings to look after, and is glad to be able to take care of her tribe again. Your presence is appreciated, of course. Your ability to find them, and your combat prowess (there were no enemies, but you cut an intimidating figure) soon make your a favorite among the ratlings. From what you can tell, this is basically what shamans always do. They just make sure everything's in order, and place themselves below the tribe. Nothing quite so complicated. You suspect there is a bit more going on in their cross-clan cultures, though. Her pipe seems to be important for that, but you decide not to pry. Soon, the Ratlings begin to split up into their respective tribes. The discovery of the ratling corpses caused some dismay, but they accepted that some death was going to inevitable. You decide not to tell them that it was your companions who killed these ratlings, and let them think it was the hybrids instead. Fortunately, they don't look hard enough to see that hybrids can't perform these types of injuries.

After a long while, the ratlings are satisfied. Whoever doesn't have a full clan will continue searching on his own. Ra'at, seeking to fullfill her promise, will bring you to the closest exit, although her clan will follow. They will go through the top-side route, hoping that you will safeguard them. Considering they live right at the entrance to sewers, it makes sense they'd pick the safe path. You hope you'll be able to convince everybody not to do anything.
When you enter the main room again, most people are doing their own thing. Most do so on their own, although Eveline and Yunikki are chatting to eachother. Danica has begun looking for any kind of secret, and she's already wearing a sapphire ring you didn't see before.
Keen eye, on that one.

You should make a choice on what to do now. Leave, or do some final stuff in the dungeon.

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« Last Edit: May 13, 2017, 05:34:12 pm by Liquefied Spleens »
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RAM

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Re: Web of Life: A Drider's Adventure
« Reply #623 on: May 11, 2017, 05:11:35 am »

We could try to animate one of the hybrids. It would likely not be a success, and even if it was, we probably wouldn't want to keep it, so the objective is not to succeed... but large corpses are rare and we may as well take a look at the magic involved...

Ask Eveline if there is anything particularly useful or valuable to harvest that wouldn't get us killed. It stands to reason that townsfolk don't come this way too often...

I'm half-ready to let Danica just pocket what she thinks she can get away with, there have been a lot of fights lately and a relatvely civil departure might be worth it... Or she might prove to be decent about things and is just wearing things to enjoy them while we have them, that would be a sensble approach even if it does look suspicious.

We could try to part on friendly terms with Ra'at. This would be a great time to have learned how to make some sort of communication charm or something... Then again, the past few days have probably been even worse for her than for us, she would likely rather just be done with the whole business.

We could probably make some sort of sled for Anatoli(assuming that he isn't some sort of toxic shrub-monster by now, or that it is even remotely plausible to reach him.) and the dead wizard. There is various furniture around and we also have our shield, and we could make a silk harness... Then again, the terrain is not favourable. Ugh, we do need something to identify her, see if she has anything, and we should consider taking her head if we can't manage anything else, the odds of another expedition down here, or of finding this place again, or even of anything being left of her by the time someone gets back here. Then again, carrying a potato sack filled with severed heads is not something that we want to be known for... *sighs* let's hope that Meandra is doing okay...

We will have to keep a watch that we aren't followed or ambushed. Consider leaving a rat behind to watch a choke point or something for a couple of hours after we pass. That thing probably was responsible for the attacks against us, so it is likely to continue coming after us.

Going topside will be a huge problem. A whole tribe of effectively mute ratlings emerging from the sewers is not what the guards are paid to allow, and they are already on alert. We will have to go ahead, but Ra'at could probably come with us, they will have an easier time getting used to a conversational ratling traversing the city. We can't charm or bribe everyone who might notice the situation. The ratlings will need to be clear that they are in dangerous territory and touching the wrong thing or running to the wrong place or being too enthusiastic handling their weapons could get them all killed. If we sort out a travel plan and explain clearly that it is just a civil commute between one sewer grate to another, and that if they don't make it then they will most likely be replaced with another group that may not be so civil...

It would be nice to know how Peter was captured, but asking him would be tremendously uncool. We should probably just try to keep him talking, remind him of the life he is going back to and try to help him forget about what he has just been through, and hope desperately that his mother is okay...

Ask Danica if there is any more looting that needs to be done but I think that we are finished here. The Roach will probably find us soon enough and we might find some sort of clues. Our double didn't seem one for paperwork, so there probably isn't anything saying what dealings they had. Perhaps there is some way to track them based on their kidnapping. It isn't nice to think about, but it seems that The Roach was feeding Yendys for a while, given the stains... and these hybrids must have come from somewhere, maybe you shoud  take some of THEIR heads too, just because things aren't grisly enough yet. We can hope, at least that they were cultists already before Yendys got to them.
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RoseHeart

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Re: Web of Life: A Drider's Adventure
« Reply #624 on: May 11, 2017, 07:49:50 am »

I think it's time we address the elephant in the room. We need to cut up some corpses and fast. Corpse cutting Ramsey says we're awful.
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RAM

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Re: Web of Life: A Drider's Adventure
« Reply #625 on: May 11, 2017, 03:33:09 pm »

Oh, wow, I have been thinking the same thing for ages! Maybe we can butcher some food on the way out? Or make hybrid undead? Put the head of a dog on a rat?
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #626 on: May 12, 2017, 06:32:39 am »

So you think it's not worth the effort?
The main point of sending us instead of a bunch of guards was that we could sneak in and assassinate them before they can bunker up. We managed to kill your double, and that thing is most likely still where he was spotted. The guards can clean up and identify the bodies, that isn't our problem anymore.
Alright. That's one thing taken care of. Speaking of... Hey, kid!
You walk away from your father and walk up to the kid, who is mostly just loitering around, making sure not to step in the blood stains. He's really out of his depth. He's fidgeting as you approach. You ask him how he ended up here, to which he can't really answer. He was just walking around a little late, and then he "woke up" here. He describes the time before that like a nightmare you can't remember after waking up. All he knows was that it was bad, but he can't remember anything else. So he won't be getting any trauma from this. What a privilege.

You do some other miscellaneous things before leaving. Danica says that she could spend days hunting through the temple and still not be sure if everything was nabbed along the way. She won't stick around much longer if she can help it, however. The creatures of the sewer are quite likely start pouring in the temple again, now that the influence of the double's gone. The ratlings are anxious to go, besides. Considering you want to part on good terms, it's most likely for the best to just let Ra'at get back to her tribe and have you end up somewhere safer than the sewer. But just before you go, you try to find a hybrid corpse somewhere, to try something out. Finding one isn't that hard, of course, they're littered all around. The ratlings did not show any mercy to the catatonic creatures. You concentrate deeply, and attempt to resurrect the creature. It's hard to find a grip for your magic, however. You make a grunt of effort as you try to form your mana together to resurrect the hybrid all at once. When you gathered up as much as you could, you release it into the corpse. The corpse doesn't even twitch, and you feel exhausted from spending your last bits of mana. You feel something wet around your mouth, and when you touch it, you discover you managed to get a nose-bleed from the exertion. Some black dots flash across your vision, and it takes a bit of willpower to not faint. You've clearly overtaxed yourself, and you're not a single step closer to resurrecting anything big. Most likely, you're going to have to get outside knowledge to figure this out. Death doesn't seem to be sending anything through, as well. You also briefly consider training your disfiguring skill, but you honestly don't have the time, stomach or reason to do so! You would need a damn good reason to start cutting into bodies again! If nothing else, you could do it in the wizard's tower if you REALLY feel like trying to get better at that. You wipe your nose with your sleeve, and it soon stops bleeding. It looks a little grisly, but you're kind of filthy right now, anyways. You also notice that your shield is covered in grass and occasional flowers. Somehow, you haven't really spent any attention on that. You don't really care, considering that it looks really pretty as a result. It smells lovely, too!

After everything's done, the journey back to topside begins. Ra'at's clan is just as grateful as Ra'at herself, and will form the vanguard for your group. Their experience in the sewers will make the journey back an easy one. Regardless, you first need to go through the mushroom caves again, meaning you can pick up Anatoli's body along the way. The temple will be relatively fine when it comes , but if you want to return his body you need to pull it out of the environment that is likely to literally eat it. The journey to where you lost him was easy. Some of the mushrooms were moving, but they ran when the ratling horde approached. Looks like they don't like large groups very much. When you reach the camping ground, Anatoli's body is standing upright. Mushrooms have sprouted across his body, and his skull has split open like a cauliflower. You and your party react appropriately, with Eveline retching over the sewer grating. Other than stumbling around a little, Anatoli's corpse doesn't actually do much. Ra'at claims that, eventually, he'd turn into a walking nest of mushrooms that would eventually be completely consumed. The skeleton would serve as the base for one of the larger walking mushrooms. Understanding your wish to take him back, Ra'at makes some rope out of the surrounding area and ties him up. You just need to pull him a little, and he'll follow. You'd better explain this even more carefully than explaining how you're going to take a tribe of ratlings through a city. Still, it's something.

Once you leave the mushroom hallways, the next exit isn't far away. After a few more hours, you've reached the exit, even! That would have been really fucking useful at the start, isn't it? But hey, the return journey without any issues would be boring as hell, so it's better to just hurry this along, no?
The guards are right outside, and they react positively when you come out first.

How are you going to explain the mushroom zombie and the horde of ratlings? And, in addition, what will you do AFTER that?

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Good to see more people talking. I feel like this would have died a few weeks ago if it wasn't for RAM.
Thanks for that, by the way.
« Last Edit: May 13, 2017, 05:33:58 pm by Liquefied Spleens »
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crazyabe

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Re: Web of Life: A Drider's Adventure
« Reply #627 on: May 12, 2017, 08:11:13 am »

the Ratlings are Sewer Natives who Helped us find, and travel to our Double, and we gave them a limited guarantee that We'd help them go over land to get back to their home.
And the Mushroom Zombie is do to some of the Spores Anatoli inhaled, and us wanting to return his corpse for proper burial or Cremation, as he Died in combat and it would have been Depressing to just leave him to rot.
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RAM

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Re: Web of Life: A Drider's Adventure
« Reply #628 on: May 13, 2017, 04:40:17 am »

Agreed. Throw them some charm, introduce them to the delightful Ra'at, Politely ask for an escort to help these nice people "You don't have a problem with us folk who have a bit more fur or carapace do you?" return to their home(And the guards might prefer to know which entrance they went to and what they looked like rather than leaving an empty nest where who-knows-what might 'move-in' all within walking distance of a grate to the city.). On conciliatroily explain that only Ra'at would know the local dialect...

And complete honesty with Anatoli. He was presumably one of their own, and they may want to take him immediately if we are lucky. The sooner the walking pile of infectious spores stops being our responsibilty the better...
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #629 on: May 13, 2017, 05:45:00 pm »

Ah! You're Sydney, right? You done in there?
Half-way there. Managed to kill the other drider, but we need to go topside for a bit to finish up. And I need to make a request.
...I don't like anything about that sentence, but alright.
We managed to find a guide in the sewers. She's a ratling shama- What? That's horsecrap. Ratlings don't talk.
The shamans do. They lead the tribe and whatnot. Look, that shaman is the reason we got here as fast as we did. Their request isn't difficult. They want to travel through the city to get back to their village at one of the sewer entrances.
I... This is outside my paygrade. I'm gonna need to get the captain. And we're pretty swamped, as is... Damn it.
Swamped? Did something happen? The place looked fairly calm when we entered.
Some big-wig wizard went nuts and started kidnapping and attacking people. We've got him locked up now, but he's gone catatonic and there's a lot of trouble directed at the mages. People aren't too happy... I'm happy I'm not part of riot control, let me put it like that.
Oh... Well. We've got another problem. We lost somebody down there. Anatoli.
We can't guarantee we'll find his body, miss. The sewerhounds are fast.
Oh, we have the body with us, it's just... It's still moving. He got infected by a collection of mushrooms, and he's walking around.
...God damn it. I'm gonna need to ask my commanding officer THAT one, as well.
Maybe it's best if I join you?
That'd be useful, yeah.

The journey to the castle was an enlightening one, to say the least. The civil unrest is clear. The pristine, beautiful buildings are now covered in cloths and graffiti. Most along the lines of "where will it end" "Where is my child" "Paladins ho!". You wonder which wizard caused all of this, considering there was a large check on mind-controls. You'll discover it later, most likely. Right now you need to explain a few things. When you enter the castle walls, you see many tired-looking guards around. Some are even nursing wounds, but they're all still guarding. Most likely, there's an errand stone being thrown around amidst the civil unrest. Or entire riots. Who knows.
Things have been rough, in short.

The leader of the guard is a surprisingly small, elder man. He has a rough white goatee, and wears a wide-brimmed hat at all time. While his advanced age is clear, his skin looks like toughened leather, and his face looks like it's permanently stuck in a squinty scowl. He does not look particularly happy as you explain the situation, and he doesn't speak. It almost makes you uncomfortable, but you've dealt with his type before. You finish your explanation without breaking eye contact, and wait for his reply. Eventually, he speaks. His voice is deep and raspy.
You're responsible for 'em. You take those rats through my city, fine. But you get to do it yourself, and if I get a complaint, my boys will come down upon and shit fury over them like wrathful gods. And as for Anatoli, i'll send one of the beaked mages after him. They seem specialized at handling that type of thing. Finally,
 that kid you mentioned? The woodworker's son? I'd have a guard send him home, but we're honestly stretched too thin as it is. The captain has people standing guard at the sewer entrances, and now we've got to stop people from lynching wizards because one of them decided to start kidnapping folks. If I get my hands on Kasimor i'll wring his damn neck.

Kasimor!? He's the one that-
Yup. Don't know what got in him, but we caught the bastard red-handed! He was trying to kidnap people from the poor district, but he didn't rely on the eyes and ears of the people there. The people there come to the guard right quick when they need to.
Damn... Where was he taking them?
The sewers, of course. Presumably to the spider problem you removed. But that's beside the damn point. What I wanted to say is: you get that kid back his momma, THEN you get the ratlings across the city without issue, and you keep a guard around my dead boy, alright?
Fine, fine... I'll go... do that.



We do not deserve this!
I know, but I don't make the rules.
We need to go home now! We will not sit around and wait like this because they fear us. We would do nothing to them!
Well, they don't know that. So I need to cart this kid home before I can get you home. I won't be long, and the rest of the party will stay here.
Ra'at doesn't like it. This is horse droppings.
She sits on the floor in a huff, and starts smoking her pipe while pouting. Dark smoke bellows out, and the other ratlings of her tribe follow her example in sitting down on the floor in an apparent huff.
Maybe you should ignore the order?

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