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Author Topic: Web of Life: A Drider's Adventure (Ended)  (Read 184980 times)

Naturegirl1999

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Re: Web of Life: A Drider's Adventure
« Reply #3105 on: July 24, 2019, 08:44:51 pm »

We should ask death about the multisouled creatures in general.

And the other ancients.. what they are, if they were always ancients, and maybe some dirt on or about them.  There might be some insight as to what a sacrifice may be, and it would be good to know things about them for bargaining, for instance.

And also.. is Hal still alive?
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #3106 on: July 25, 2019, 05:58:08 pm »

The trip towards Death was... less pleasant than it usually is. It generally feels like an overabundance of nothing, or suddenly being somewhere you weren't before. At worst, it was disorienting. This time, it gave you a headache. A small one, the type you get from low blood sugar or something, but still, it's a lot more unpleasant than you're used to. When you arrive, you see that the surroundings have changed significantly. Rather than a tearoom floating through relative infinity, you find an island with a lovely little house on it. Two floors, with floral patterns on the curtains. A lovely little tree, with a swingset on it. The strange part is that the trunk appears to be missing, seemingly to allow for one to use the swing, as one would bash into the trunk, were it really there. It made sense, provided you don't try to make sense of it. The tree's bark is also an odd black, the type of black you feel you could get lost in if you looked too hard. You elect not to do so, and instead knock on the strange doorway, which looks to be made out of a thick wooden doorpost, but only has glass in the middle. A small button is to the side, with a note below it reading "Ring me!". Below that notice is an address
Everywhere 01, Residence of Death.
You wonder if he got a postal code as well, though it's unlikely. Everything ends up with him eventually.

You push the button, causing a strange instrument to play. Some kind of horn, though it has far more tones than you'd ever heard. It seems to be playing a song usually played by a band. A funeral dirge. How delightfully appropriate, though one has to consider that this should be the one song Death would be tired of hearing. You shrug the thought away just as Death opens the door. Despite the glass, you didn't see him until the door opened. You wondered for a moment if he made himself invisible, though he looked the same as most times. As always, a bleached skull gives it's uncharacteristically full expression towards you, little blue pinpricks giving the already charismatic skull a personality. His robes look slightly different, thickker and fluffier, with his chest uncovered. Seems like he's in a bathrobe. No, wait, it's an evening gown. You can tell from the bunny slippers, which are an exceptional shade of pink, to offset the usual blackness his clothing carries. Obviously, Death remains railthin, but somehow, he found a way to remain taller than you. Looking at the inside of the door, you also see the trick of invisibility. He hung up a poster on his end, one that matches his hallway. You were looking at a picture of an empty hallway.
Cheeky.

Ah, you've arrived. It's been a hot minute, no? So much work, so little time. Infinity is starting to feel a tad small. The plague brings paperwork with it and I have been slogging through it. I would have preferred a war, or the Black Death. Haven't seen that one in a long while.
Paperwork? Who do you answer to that requires paperwork?
Oh, well, I pass on the job from me to myself every once in a while. I keep my paperwork for my successor, who is logically me. I don't require training, and have unparalleled experience. Being one's own apprentice is easy, you never have trouble with your master. I recently gave myself a makeover and I think I made myself look rather nice, wouldn't you agree?
You seem a bit distracted, most of all.
As I said, I am overworked. For the first time since the creation of your universe have I decided on a self-care month. Maybe a year? Might be less than a second. Infinity makes a lot of things meaningless in how meaningfull it is.
Can I come in? This island is making me nervous, the background keeps flashing.
Oh, but where are my manners. Come in, come in! The tea was made fifty years ago, so it should still be warm.
Stop referring to time, you don't understand it.
I probably understand it better than you, which would explain why I can't use it for the life of me.

You both sit down at the table, you on pillows while he sits back in what looks like a beanbag filled with water. He waits a moment for the motion to settle, which is a solid five seconds while it squelches and burbles. He sighs in relief, and his pinpricks go out for a moment, simulating closed eyes in a generous world. More accurately, it makes him looks like a straight up skull rather than the typical charming psychopomp. He begins rocking slightly in his chair, but he begins speaking with a twinkle in his sockets.
So, before we move on to the pleasant things of lifeheh, Lets go over the questions first, no?
Good plan, get the business out of the way first. So, first question: what's the deal with multi-souled creatures?
Abominations. That's not just an opinion, that's their actual classification. Generally, these are soul-stealing monsters. The rule still applies, of course. All souls return to me, eventually.
Yeah, about that. The Unending destroyed souls.
Death stops rocking, stops moving. Or, more accurately, everything stopped for a moment. Your heart stops as well, and your hair stands on end.
What. Do. You. Mean. He says, articulating every word very slowly and carefully. Every word is a small pulse of motion in reality. Then, it releases.
You explain what you saw, and Death gets visibly more upset. It's strange to see a skeleton get upset, especially considering nothing truly ever bothered Death before.
This... Is a very grave matter. One I will attend to in due time.
You blink, and Death is standing in front of you. His blue pinpricks are out, and his skull has lost any of that charm from before. This isn't Death, this is Death. He places his thumb on your forehead, and you can't stop yourself from screaming as the thumb burns itself in your skull. After an agonizing second, the pain quickly recedes.
Touch of Death. I will deal with the Unending personally, but you must hold it down. I cannot be summoned easily, the physical realm rejects me. A countermeasure of my own design. I will drag the creature off to the deepest pits I know of.
G-got it. A-another question?
Your friend? Hal is fine. He got out before the plague spread. He is well on his way of avoiding his curse. I suspect you may see him again, in the future. The far future.
And what of the ancients? Should I unleash the others or something?
In this reality? Yes. Here, all three must be unleased. Chattur'gha will be the first step. Summon a zombie of their own making as a sacrifice, this will break the seal. They are locked off from their power, not drained of it. They cannot stop Mantorok by themselves, but together, they will create an opening. It will weaken the Heart of Mantorok, provided the Darkest Dungeons may one day be pierced to its furthest point. Beyond the gibbering gates and the veil of madness.
Where are the others?
I cannot tell you. They are cut off. You know of Chattur'gha. Ulyaoth is another you have met. But Xel'lotath? Not even a clue. Ulyaoth is the most powerful out of them, but they will still require eachother against this common foe. They are not necessary, but they will make a nigh-impossible task a little more possible.
And the dragon?
That is important as well. There is much power in that dragon, power that will be lost if it dies. Make it your task. Or don't. I am guiding you too much as it is.
And what ARE the ancients?
You wouldn't understand. They are from before time, and after it. Scourges of countless galaxies. These are but echoes, remainders of Mantorok's animosity. Mantorok himself, however... He birthed your universe, I bet. After it was created. Retro-actively.
That doesn't make any sense.
I know... Want to watch some anime?
WOULD I!?

When you awake, you wipe off the black gunk. You wonder how long you were out, but according to Sucy it was about three hours. You feel really good, all round, but you need to wait for the night to get a full scout from your Beak. If nothing else, you already know that there are a few things not aligned with the beaks. Whether they are lizards or some other creature is unclear. It's still looking around for entrance and exit routes for now.

Start making a few plants on who comes with you. Everybody should be available. If you go now, you'll have less knowledge, but you will have the cover of night.

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Devastator

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Re: Web of Life: A Drider's Adventure
« Reply #3107 on: July 27, 2019, 10:51:08 am »

I think most everyone should come.  Francine should too, if we can carry her, if only to help her with the idea that there is strength in cooperation and that there are other methods of winning other than being the strongest.  (Although, being strong in no way makes it harder to succeed.)  I'd leave the cult leader behind, but I don't think we need to leave a fighter behind, as there have been plenty of chances to kill the others when we've been gone or incapacitated, so should be 'safe' enough for this mission.

I do think we should go now.  Night might not be too much cover, but it should be some, and as this isn't the actual goal, we should try to avoid fights on the way there.
« Last Edit: July 27, 2019, 12:36:07 pm by Devastator »
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Naturegirl1999

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Re: Web of Life: A Drider's Adventure
« Reply #3108 on: July 27, 2019, 10:59:31 am »

I think most everyone should come.  Francine should too, if we can carry her, if only to help her with the idea that there is strength in cooperation and that there are other methods of winning other than being the strongest.  I'd leave the cult leader behind, but I don't think we need to leave a fighter behind, as there have been plenty of chances to kill the others when we've been gone or incapacitated, so should be 'safe' enough for this mission.

I do think we should go now.  Night might not be too much cover, but it should be some, and as this isn't the actual goal, we should try to avoid fights on the way there.
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Egan_BW

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Re: Web of Life: A Drider's Adventure
« Reply #3109 on: July 27, 2019, 03:10:22 pm »

We're able to walk, so time to go out on a dangerous assault!
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #3110 on: July 27, 2019, 05:58:51 pm »

What do you see?
Honestly? I'm not sure. There is a lot of bodies, both of birds and lizards. oh heck, i think i see a dead brain thing. Whatever's in the smithy is going to be trouble, I can tell.
Can you see it?
Nothing's that easy. If nothing else, getting in will be relatively easy. The door's wide open. Weird part: lights are on.
Lights?
Lanterns. It's not on fire.
You climb down from your vantage point, back amongst your friends and Francine. The cover of night has helped immensely in avoiding a fight, though it helped that the smithy didn't require you to pass over main street or anything exceptional. For once, avoiding fights is easy. You had to take out a few stragglers, here and there, but with Yunikki's help they die before they even realize they had an accident. At any rate, now would be the time to enter the smithy. Your undead bird companion is nearby, having kept a close watch over the smithy for now. You didn't discover much new, and it's hard to really tell what the bird is seeing through sight alone. Zombies have kind of bad eyesight. Or maybe you're kind of bad at looking through their vision, but it's mostly their eyesight being bad. Probably.

You hurry to the smithy and quickly head inside. The size of this place is actually kind of staggering. As one of the few people that makes his own stuff, this man must have been one of the most important people in the whole city. The tower guy explained that to you ahead of time, but you're still shocked at how large it all is. Strangely, most of the weaponry seems to have been cleared out. There are clearly heaps of racks and display cases ransacked, but plenty of weapons remain. Yunikki is quick to replace her short spear with a more familiar sword, while your take up a metal shield. You can't wield it, considering you only have one arm, but you can keep it on your back regardless. You also sheepishly pick up a better quality scimitar, now that you have the opportunity. It's just of a better material, even if it is less fancy than the one you had before. Your Ram Dao has become tragically impossible to use. You're a strong girl, but a Ram Dao is an extremely heavy weapon, heavier than what would be practical to use with only one arm. Still, what's left here is clearly just scraps. Better than what one could get from a peddler on the markets, most likely. You continue walking, taking note that the candles in the lanterns are fresh. Somebody's replacing them?
The corpses outside were not killed in civil war. They were struck down with weaponry.
A survivor, maybe?
Unlikely. There were many corpses. More than one survivor can manage, especially without us noticing somehow. Must have driven them off and fought them one at a time.
Suddenly, you hear a new voice from right next to you, speaking rather casually
No worries. I just clean out what I find in my shop. Don't care for mutants. The owner of the voice is far shorter than you, and doesn't look overly impressed by the blade you pressed to his throat as a reflex. His thick beard hides his figure somewhat, but that snout is unmistakable. He's a pigman. The normal ones, mind you, not the abominations patched out of human flesh. I suppose it might make more sense to refer to them as boarmen or something, considering the fur. He snorts in disdain as you keep your sword there, eventually snarking at you with an eyebrow raised. His tusks wiggle as he frowns.
Would prefer not dying to my own work. Especially my shoddy work.
..You're the smith? How did you survive?
As I said, I just carefully kill them as they come in. I had to be rather quick to disarm the traps when I smelled you lot coming. And, not to mention, I'm quick with a blade.
And sneaky.
That part is magic, I admit. I have a gaggle of survivors down in my basement, and the illusionist goes a long way. Only lasts five minutes, but creatures stopped coming in regularly after a while. First few were a hassle.
You have more survivors!?
Not so loud, now. And yeah, I have a gaggle of wizards that happened to be here. They were selling me the firesalt I use to keep my flame going, and taking a look at the goods, while they were at it. Any combat mage worth his salt carries a backup for when the spellslinging fail. And I've got a couple wands, when they bring in the wood.
Okay... You should come with us, along with the survivors. This place is pretty big, sure, but we've got far more space and beds in our hideout. Not to mention, it's well-hidden. They don't even enter at all.
Hm, really? Well, good for the people downstairs; I'm not leaving my store.
Oh, here we go...
This place was passed down from master to apprentice for as long as the city existed. You think it's easy to become respected here if you're not traditionally humanoid? I'm getting old, I can die here if I want, amongst my art.
Sometimes, I truly think being an artist is a mental disorder.
Oh, shut up.
Can we at least stock up on weaponry? We need some firesalts as well.
Firesalts are free for you to take, no problem, but if you want my good stock, you need to do something for me.
You can't be serious
I am. Y'see, I left my personal effects at my home. It includes a family emblem and a blade, not to mention my blueprints. I want them here. Do that, and I'll give you the finest damn arms you've seen in your life. Uh, no offence.
You look at your stump, or, more accurately, the empty sleeve of your armor. You shrug, and resist the urge to mention that it was only offensive by adding "no offence".  It hadn't clicked yet. Either way, what this man is proposing is ludicrous.
What are those blueprints?
I think I've almost got those dwarven guns cracked. While I don't have to worry about keeping my store open, I can work on that.
You want to make a gun?
Thinking I'll start simple, for now. The flintlock design they sell at level 1 should do the trick, right? Once we have that, we can really get to work on cleaning up those mutants.
If you figure it out AND if you even survive.
Hmpf! I've been doing fine so far! Hell, worst case scenario, somebody can pick up these blueprints on my corpse.
And what would you do if somebody got you blueprints for a gun, straight from the dwarven cities?
I wouldn't believe them, for starters. But on the off chance that you aren't lying... I still want my own blueprints to compare. Need to see how close I was.
Fine, I'll see what happens. First, let's get the firesalts and the survivors... Maybe.

Get the salts and survivors back to the hide-out first.
You hope that you can make it back without trouble, but things are rarely this easy...

See how the defences are here and properly meet up with the survivors below.
It's probably a good idea to know what you're going to be escorting first, but this will eat up valuable night-time.

Get to the smith's house at night, makes it easier.
Get everything you want done finished up this night. The escort will likely be in the morning, but maybe you'll be able to sneak them past despite the daylight.

Other.
You're not going to shank this smith, though, that'd be evil! You wouldn't attack an innocent man.


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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 #3111 on: July 27, 2019, 06:24:27 pm »

Welp, got sidequests lined up for us, may as well act quickly.

Get the salts and survivors back to the hide-out first.
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Naturegirl1999

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Re: Web of Life: A Drider's Adventure
« Reply #3112 on: July 27, 2019, 06:27:52 pm »

Get to the smith's house at night, makes it easier.
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omada

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Re: Web of Life: A Drider's Adventure
« Reply #3113 on: July 27, 2019, 07:18:48 pm »

whatever we do give a  copy of our blueprint for the blacksmith start preparing his materials before we go back and say that he should reconsider, with us he can get help outside the walls and retake the city and work on his forge again, even if don't in these dire times respect will be easier to get and he can make his art more valuable when one of his weapons become the responsible to kill the dragon and to clean the hordes of infected

return with the survivors, the bird can scout again for problems straight ahead, our soul sight can help us see the enemies approaching before they get visible to our eyes then we can let francine and sucy to work on the bombs while we go at his house, maybe we can take the illusionist with us to give us the sneakyness necessary and maybe some toys that the kid must have made on the meantime
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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.

Naturegirl1999

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Re: Web of Life: A Drider's Adventure
« Reply #3114 on: July 27, 2019, 07:33:38 pm »

whatever we do give a  copy of our blueprint for the blacksmith start preparing his materials before we go back and say that he should reconsider, with us he can get help outside the walls and retake the city and work on his forge again, even if don't in these dire times respect will be easier to get and he can make his art more valuable when one of his weapons become the responsible to kill the dragon and to clean the hordes of infected

return with the survivors, the bird can scout again for problems straight ahead, our soul sight can help us see the enemies approaching before they get visible to our eyes then we can let francine and sucy to work on the bombs while we go at his house, maybe we can take the illusionist with us to give us the sneakyness necessary and maybe some toys that the kid must have made on the meantime

The blacksmith still wants to compare his blueprints to the ones we have to see how close they are
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #3115 on: July 29, 2019, 06:16:42 pm »

While your companions get the survivors out of the basement, you begin to hand over the blueprints for the guns. It takes a while to get it all figured out, and you need to keep an eye on the entrance while you're at it. Still, the smith seems both pleased and displeased at the concept. Looks like his idea of the gun was getting fairly close, but the powder he was making was completely different. Still, he needs his blueprints to get a complete picture. Sucy is gathering up the Fire salts she was planning to use, but the survivors downstairs have massive quantities of it. They're the main sellers of the stuff, after all, and they even have a large collection of miscellaneous alchemy ingredients that may prove useful. Nothing very specific, however, so Sucy won't be able to make her worst potions from it, but it's a good supply of generic stuff. She says she'll need one more thing to make a bomb that'll just about atomize Jack, but she needs another day to cook it up before adding it. Once everything is complete you do take a short moment to talk to the illusionist to see if he can help out in sneaking everybody past the different creatures in the city. Sadly, he only has three casts of the spell, and the only reason it worked on the pigman is because he's actually rather small. If it wasn't for the pigface, he'd be able to pass ass a particularly hairy dwarf, all things considered. You didn't really think to ask about it, there were more important things to talk about.
So, you've got about a dozen wizards, and none of them know offensive spells apart from one. He's a lightning guy, which is spectacular but not exactly useful if you don't want to bring the entirety of the town on your neck. Electricity is one of the noisiest ways to attack something, so you tell him to hold off.

You use the bird to scout ahead for now, and you use your soulsight to make sure nothing jumps out. Yunikki and Sucy will watch the rear while Francine is up front with you. The thin alleyways make it impossible to defend the flanks, but you can't GET flanked. It all works out.
With your bird in place, you avoid a small patrol of Beaks. There are only two, and you would have killed them if you didn't have to watch out for infecting the survivors. You continue on after they wander off, which took a while. Then, suddenly, your bird is ambushed! Several lizards assault it from around a corner, and tear it apart before it can even retaliate! Turns out a single Beak is easy pickings for those savages. Fortunately, the cover of night allows you to hide away the survivors for now. The lizards tear at the corpse for a while before moving on. The most worrying thing is that one of the lizards was wielding a spear. Looks like they're starting to use tools, now...
Concerning.
You keep travelling for a while longer, until you suddenly hear a yelp. Turning around, you see two lizards are in the middle of the group you're escorting! Where did they come from!? They couldn't have...
The roof.
You look up, and catch one more lizardman already jumping down towards you, dagger raised. You catch it with your sword, causing it to slide down and bleed everywhere. Youheave it over your shoulder and toss the corpse further in the alley while Yunikki takes down the two lizards that got into the group with quick sword strikes. One of the survivors was killed on impact, essentially. What's more worrying, is that you have one injured survivor. The wound isn't very deep, but...
Well. There's no telling if she's infected or not, and she knows it. She's practically hyperventilating and crying, while clutching the wound. The lizards are dead, and the survivors are stepping past the corpses already. The wounded survivor is left in front of you.

Let her come, but she keeps her distance.
The transformation doesn't take long... By the time you reach the hideout she'll transform and you'll know if you should kill her. Or... just let her go.

Kill her now.
Don't take any chances. although... you're not sure if you can go through with that. I mean...

Tell her to take a hike.
You can't take her with you anymore. The risk is too great.

Have somebody stay and comfort her. Potentially bring her back if she ended up not transforming
You'd be down a man, and it's risky to leave them alone, but morally, it's the right thing to try.

OTher


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

Naturegirl1999

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Re: Web of Life: A Drider's Adventure
« Reply #3116 on: July 29, 2019, 07:11:30 pm »

let her come, but at a distance
« Last Edit: July 29, 2019, 08:26:10 pm by Naturegirl1999 »
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Devastator

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Re: Web of Life: A Drider's Adventure
« Reply #3117 on: July 29, 2019, 08:14:13 pm »

Are we carrying someone?
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Egan_BW

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Re: Web of Life: A Drider's Adventure
« Reply #3118 on: July 29, 2019, 08:24:44 pm »

Leave Yuniki with her.
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #3119 on: July 30, 2019, 03:26:24 am »

Are we carrying someone?

Nobody is being carried at the moment, nobody was hurt amongst the survivors. Well, apart from the one with the potentially infected flesh wound and the one that got straight booted off this plane of existence by getting lizarded from up high.
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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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