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super sweet best pal posted:You should see what we've been doing in Break Down That Gate. I'm sure I can't even imagine. VVVVV * split the difference over tea and buttertarts? CourValant fucked around with this message at 06:49 on Aug 25, 2018 |
# ? Aug 25, 2018 06:45 |
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# ? Apr 19, 2024 21:18 |
CourValant posted:Not for the first time, and certainly not for the last time, ya'll scare me with your casual proclivities for WMDs. Never not warcrime
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# ? Aug 25, 2018 06:45 |
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Hexenritter posted:Never not warcrime Based on my understanding of this CYOA, if Kvelgrim is ruled a monster by the world's only empire*, I'm gonna guess he probably won't get to be a monster hunter anymore. *Remember the empire is such a big deal that the gods serve it.
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# ? Aug 25, 2018 08:34 |
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This cyoa is about killing monsters and only killing monsters and wmds are the most effective method so duh we want us some more effective wmds.
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# ? Aug 25, 2018 12:34 |
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I'm sure our unique condition might be of some use to Lolth. Let's sacrifice!
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# ? Aug 25, 2018 13:53 |
dont be mean to me posted:Based on my understanding of this CYOA, if Kvelgrim is ruled a monster by the world's only empire*, I'm gonna guess he probably won't get to be a monster hunter anymore. That might cause certain issues, yes
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# ? Aug 25, 2018 17:48 |
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Guess we'll have to multi class from accountant/monster hunter to accountant/monster hunter/hunter of monsters and take the xp hit.
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# ? Aug 25, 2018 18:00 |
accountant/monster/hunter also C is fine
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# ? Aug 26, 2018 00:11 |
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C also Slaan is always correct
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# ? Sep 3, 2018 09:11 |
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Trouble on the Rim, Book 2, Chapter 3 The City of Whale, Eastern Outskirts Part twentysix: Vile Vermin Vanquisher Current Region: Huddik You decide a balanced approach will see you to victory, and tell the others of your plans. The next hour is spent variously in preparations, rousing your damaged donkey, tracking the fleeing Niddlers and untrapping the cart. Someone or something had set up a classic falling box trap whilst your back was turned. The bait was some of your own gear. It was easily disarmed (you picked up the box), but that it had happened at all made your crew slightly paranoid and a great deal of scrutiny was applied to make sure nothing else was missing or had been sabotaged. Alas, it did indeed turn out something had taken some of your food and your last hammer. You make a mental note to be even more careful in the forest in the future, and idly wonder how much worse a biome could possibly get to warrant the extreme measures put in place against the capital F Forest by the Empire. Unbidden, a hazy memory from your cousins mind surfaces, of a thick and living silence, suffocating the plurality of civilized society with a matte of roots and trees. Of villages passed by at night with hurried step, fear palpable, emanating from even the most stoic of warrior-guardian. Of people lost, screams muffled as the rogue canopy descends upon them. You shudder and give the trees around you a suspicious glance. Were they alive as well? Well, obviously they were, all except the one you obliterated with your siege weapon at least. But even with the might of the Empire at your side, how would you defeat a forest? Even if you turned all the iron of Tukatt Hold into javelins, melted down the statues of your ancestors and demanded each and every person you had ever seen to wield an axe and hack away until they grew old and grey... How large was the world? How much of it Forest? And what of the things it contained? When a single monster could spell the difference between thriving community and crater... You stop before nihilism overtakes you completely. The gods are on your side. Rim has seen to that. Your government, despite your recent disagreements viz a viz the nature of your existence, will surely keep you safe. If not officially then at least through secret channels such as the one you are now a part of, The Forest Investigation Bureau. ~ Skvababt leads the way, pointing out the to you invisible signs of the Niddlers passing as if they were blindingly obvious. A feather here, a scratchmark there, fresh droplets of blood in peculiar patterns and other discarded refuse from which to divine direction and speed. You are slowly led north and then west, uphill until the trees become more sparse, yet still plentiful enough for cover. The rough terrain makes traveling by cart difficult but fortunately you don't have much further to go. [+1 Niddler Corpse found along the way!] In the cliff face, hidden partially by trees, is a small path that leads to a crevice. What would be a valley in a few million years of erosion, but what is as of yet merely a place where there is sometimes running water and sometimes not. Surrounding the middle clearing, on moss-ridden ridges and ledges, young trees that have found purchase in the sparser soil, relying on seasonal flooding for their growth spurts. In these trees, sleeping Niddlers hang like bats or sleep like panthers. Some roam the ground, picking at what smells like a communal dump, graveyard and slaughterhouse combined. You are not at all surprised when something stirs in the offal and squirts gray, acidic goo all over one of the Niddlers, and by the jeering it receives from its kin it is clear that neither are they. Such a place would be a prime breeding ground for oozes (rot slimes) if not other, more dangerous monsters. The affected Niddler squawks horribly, it's call reminiscent of seagulls dying and unoiled metal cogwork grinding itself to dust. With a sad flap it escapes its predicament only to find its previous perch now occupied by a slightly healthier neighbour. One without a fresh acidburn at the very least. After a brief and very loud argument the wounded one is exiled to the ground below to wallow in bitter selfgrooming, loneliness and more taunting from the more 'well off' lizardmonkeybirds. Skvababt counts roughly three dozen visible targets, most in various states of eating or screaming though a few minutes of recognizance affirms that the the nesting ground is never actually entirely full. There is a slow but constant rotation of occupants, with small groups taking of every half hour or so (by her reckoning) as old groups arrive from raids or perimeter patrols. That they have some sort of advanced community is surprising considering their selfish nature, but you suppose it's the only way to survive in such a hostile environment. -- With no real way to move the Arbalest into position, you instead wheel it around to face the forest keeping a vigilant eye out for anything that might approach, as Khami and Skvababt begin slowly creeping up on the gathering, though not before taking out the next outgoing gang one by one. With careful aim, Skvababt manages to kill most of them without so much as a screech, and you set about collecting the corpses were they fell before the stink could attract more dangerous predators [+6 Niddler Corpse get!] -- Skvababt is fairly confident she can kill at least three more Niddlers before the others notice something is up. Khami thinks he might be able to score two more kills in the initial confusion. Neither think taking on the Ooze is worth the effort, they will just try to avoid it for now. It shouldn't pose much of a problem unless they start wading into its territory, the garbage bog. The Jagged, dark-grey hexes are impassable terrain, representing sheer cliff-face. Dark-grey hexes are rough terrain, representing cliff-shelf, ledges, etc. Dark-grey hexes with trees on them represent rough terrain where trees might grow. Green spotted hexes are mossy terrain, slippery when wet. Brown spotted hexes are muddy terrain, sticky when wet. Tugrqoius, plant-filled hexes represent the garbage bog. It is very rough terrain of uncertain depth. It probably constitutes a bio-hazard. -- [ISTEC Inventory] ##Nåzom Stegėth## - A Masterwork Siege Arbalest - With three javelins remaining. [Left outside the crevice battle-zone due to poor accessibility.] The nigh indestructible right and left Waspable Gauntlets A custom-built, heirloom, Masterwork Waraxe. A set of medium quality light leather armour. A shield, dented, wood with metal trimmings. A box of delectable Ethereal RimRose Cupcakes that do not appear to spoil. There are [04] left. A priceless, if blank, parchment, in actual fact a mysterious Artifact that makes people think you have a valid ID. Don't lose it. An ITEC Business-card. A small star, plucked with the River Ennui in a dream? One bottle of liquid fire-paste. The clothes on your body. A small collection of maps of the Empire. You have [zero wealth] to your name. [01] x Pouch of Coins - Spending money, rapidly dwindling. [Monster Materials/Quest Items] [014] Headless Niddler Corpses [014] Niddler Heads [01] Headless Gast Corpse [01] Gast Head -- A total of [14 Niddler heads] have been obtained so far, ensuring you meet the the minimum quota for the completion of the bounty, though the more heads you collect the more wealth you will obtain when you do cash it in. In a moment, all local forces will clash, but was there anything else you wanted to do before the battle? Any last-minute orders, item-usage-instructions or words of encouragement to deliver? 1: Yes! Write-in 2: No! Get on with it!
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# ? Sep 3, 2018 22:07 |
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"Either of you two think we could get some [wealth] if we get some of that ooze once the fighting is done?"
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# ? Sep 3, 2018 22:53 |
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That's 30+ nids when the fighting starts, with potentially more on the way. Is this doable? Does our archer have enough arrows for the battle? If so, we may wish to have her engage, and have both of us defend her to ward off attacks while she picks them off.
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# ? Sep 4, 2018 02:07 |
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2
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# ? Sep 4, 2018 02:25 |
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Slaan posted:"Either of you two think we could get some [wealth] if we get some of that ooze once the fighting is done?" Without a way to safely transport it (even 'dead' it would eat through the wooden cart) and with no local Slimegeneering Contacts, probably not? You know where it lives though, so you could always come back. Volmarias posted:That's 30+ nids when the fighting starts, with potentially more on the way. Is this doable? Probably? Unless they swarm you. They might, or they might just flee. Skvababt has been pretty good at taking them down so far. They are probably the weakest monster(s) you've faced so far, their threat being mainly in numbers, flight capability and ambush tactics. Make no mistake; they are lethal to the unwary Citizen, just not so much when you come prepared with an expert marksfrogwoman. As far as arrows go, Skvababt has more than enough, having spent from her own wages to purchase them. Whilst most of her arrow-stock is back on the cart, she has at least one quiver-full with her. Swedish Thaumocracy fucked around with this message at 06:39 on Sep 4, 2018 |
# ? Sep 4, 2018 06:35 |
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The contract is to get rid of the nest and bring back heads as proof of payment right? These things are cowardly. So long as we kill enough of them, the remaining ones will scatter in ones and twos. We should try to kill as many of them as possible so we can get [wealth] from their heads, but even if some escape we'll still fulfill our mission And speaking of escapes and patrols :Camouflage the donkey and cart before we head in. Try to make sure our stuff doesn't get nicked this time
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# ? Sep 4, 2018 12:22 |
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Slaan posted:The contract is to get rid of the nest and bring back heads as proof of payment right? Nope, just kill 10x niddlers for x wealth. Saying we tracked down their nest will probably get us respect.
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# ? Sep 4, 2018 12:31 |
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This looks like a job for strategic application of foof. Alas. Get on with it, try to take as many out as possible before they notice. Stick together, don't get swarmed
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# ? Sep 4, 2018 12:36 |
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Normally I'd try to set up some kind of defenses or traps but we have gently caress all for supplies so let's just get it done: 2
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# ? Sep 4, 2018 17:20 |
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Swedish Thaumocracy posted:1: Yes! Write-in Do we know if these things are sensitive to fire, noise, tersely worded thank you notes? My point is if we know they don't like fire or noise, perhaps a few torches and or banging on a nearby rock will sow further confusion in our favor? Otherwise, then yes, let's get on with it. Slaan posted:And speaking of escapes and patrols :Camouflage the donkey and cart before we head in. Try to make sure our stuff doesn't get nicked this time This too.
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# ? Sep 4, 2018 19:47 |
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Apply liquid firepaste to Forest.
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# ? Sep 5, 2018 02:53 |
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Camou donkey then make it rain arrows
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# ? Sep 5, 2018 03:38 |
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Blasphemaster posted:Apply liquid firepaste to Forest. Well duh! When is fire not an answer?
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# ? Sep 5, 2018 04:29 |
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Once we're done here let's find an alchemist who'll make things for us in exchange for a cut of the materials we deliver. It worked out pretty good for us with the last guy we knew.
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# ? Sep 5, 2018 04:51 |
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So I'm guessing our new SOP is to knock the donkey out at the commencement of any hostilities? Poor little guy lol
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# ? Sep 5, 2018 10:33 |
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Fill the donkey with foof and send him in.
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# ? Sep 5, 2018 12:51 |
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Trouble on the Rim, Book 2, Chapter 3 The City of Whale, Eastern Outskirts Part twentyseven: Enough of this, have at you! Current Region: Huddik This is not a battle glorious, as told in murals and statues commemorating victories of old. Nor is it an unabashed slaughter. The raid upon the Niddler Nest is, of meticulous necessity, a careful chaos, professionally blundered one small step at a time. The battle begins as earlier, with a swift exchange of arrows for life as if upon a murders market. Floppy bodies fall wet and limp on hard rock, cracking as spines or ligaments are broken on impact. The first few go unseen, as Khami quietly makes his approach further into the clearing, but by the fourth slaying some monkey-lizard-birds begin to take note of freshly abandoned perches, fly over to investigate and see former comrade/rivals speared into the soil with feathered deathsticks and quickly raise the alarm. And what a cacophony it is. Far worse than the forges of the workdwarves ward in Tukatt Hold, if only for the irregularity of frequency, pitch and melody. At least in areas of heavy industry there was some rhyme to the clang and screech and drill. Some unseen orchestral conductor that, with the planning inherent in civilized endeavour, soothed the passing of raw ore to goods by muscle with the might of logistics and planning. No such luck here. The Niddler, lungs corroded by garbage fumes, poor diet and lack of decency, half coughs, half yells a string of syllables that might well have been blasphemous to imperial ears, if only they had not been so poorly spelled or delivered. The rest of the roost (an annoyance of Niddlers , as per the official monster hunter collective noun guide to monster gatherings) answered in their own very special way - poorly and violently - and all took flight at once. Faced with two, perhaps three dozen angry birdlike things, Khami retreats back to the entryway whereas Skvababt simply fires as quickly as she can into the burgeoning murmuration. You, as one or perhaps two dwarves and a cow however stay put at your ballistae, ready to vaporize any monsters that come into your iron sight. -- The cloud of awful that smears the early evening sky with the waste of their existence throw up a whirl of debris as they rise, flying every which way to either escape from the predator that has found their home, or more likely to gain advantage over others who are not as swift to flee. Skvababt plucks another Niddler with an expert arrow and two of its brethren pick it apart before it hits the ground, greedy beaks picking scraps of flesh to feed their flight from you and yours. This pattern of bewildered rush continues for the first minute of the fight, as the swarm slowly adapts to the situation and comes to terms with the threat posed to them. Though reduced to about three fifths of their original number, the remainder split into two distinct groups, with one half dedicated to combat and the other with a mad dash to freedom. What this means for Skvababt is, that after a relatively pain free shooting gallery experience, the scene suddenly transforms into an adrenaline filled tale of claws, stench and wings. Very roughly counted, a dozen Niddlers take turns divebomb your crew in groups of three, from all sides at once. Something not even an expert marksfrogwoman is prepared to deal with. Ducking into Khami, who waves his chains up in the air like a horizontal windmill, she seeks cover from the storm. You can but listen to the screaming and extrapolate from what you know and feel, either praying or just hoping that they will be alright. But you have your own contingent to deal with, as five fleeing Niddlers awkwardly flap into view, having fled through the clearing towards the forest as all others were occupied. You line up ##Nåzom Stėgeth## with their centre mass and give them neither mercy nor chance to menace your stratagems, pulling its lever with a satisfying kachunk followed soon by bloodmist and... ... You briefly consider that Niddlers, for all their terrible qualities, make for poor transonic projectiles inhibitors, especially when fired from a scant few meters away. The result of your very brief exchange is thus that most of the kinetic energy transferred via medium of javelin instead imparts its wanton destruction on the mountain behind them. Or, to put it another way. Rocks fall, everyone dies. -- You wake up some time later in the dirt, aching but unhurt in the rollcage of ##Nåzom Stėgeth##, though your cart is not half as lucky. Barrel sized boulders have done an admirable job of wrecking it and path to the clearing is blocked by stone and blood. You hear groans from the other side, a pleasant surprise. -- Half an hour later, you are both exhausted and reunited with your comrades. Both Skvababt and Khami sport several minor injuries though nothing compared to your donkey which is very, very dead. The same can be said for most of the Niddlers, as those that were not slain by arrow and chain were knocked out of the sky by rock shrapnel, meeting various grisly fates on the mountain slopes. All in all, only fifteen heads are salvageable from the bodies, the rest either smashed to paste or buried where retrieving them would be far to inconvenient for your limited resources, unless you planned to excavate the mountain some more with you arbalest - something all present swiftly agree is unwarranted. You dump the excess carcasses into the trash bog as you no longer possess the means to transport them and they are frankly to damaged to be useful for anything, and you do not wish to promote wilder monster growth if you can help it. Is it your imagination run wild, hallucination brought on by fumes and concussion, or did the Ooze wave a slimy tentacle at you appreciatively as you heaved? Perhaps it, too, was fed up with the noise of its neighbors. t̨̢̟̫̕h͏̟̱̲̰̥̭̹̱x̡͚͞͞ ҉̰͚̣̭͙͕b̸̗̜̰̻͓̣̣̻r̖̯̝͙̬͙o̡̮̻̼̬̖̰ Nevertheless, you tally up your items. [Monster Materials/Quest Items] [029] Niddler Heads [01] Headless Gast Corpse [01] Gast Head The heads alone should net you almost [03] wealth, but bringing all of them back to Whale is going to be a chore, especially without a donkey and cart. ##Nåzom Stegėth## isn't exactly portable either, but at least you are somewhat safe for the moment. 1: You consider what to do next.. A: Camp out in the ex-Niddler nest for the night as you work to repair the cart. You should be pretty safe in the roost, you doubt anything other than Niddlers would choose to come here voluntarily and it looks like you killed nearly all of them. You will, of course, also spend some time rummaging through their meager monster belongings for any salvageable shinies. B: Walk home with as much as you can carry, get a new donkey and cart, come back, bring the rest. This will likely take up the night and the following day of your time and exposes you to two trips through the forest, so the risk is higher. C: Something else? Write-in.
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# ? Sep 16, 2018 09:30 |
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Well that's pretty straightforward. A
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# ? Sep 16, 2018 10:06 |
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A Maybe another will show up while we're waiting.
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# ? Sep 16, 2018 11:16 |
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1: Poor donkey :-( 2: That motherfucker better not haunt us That being said, B and get something to bring the ooze back as well We still have our fire ooze-whatever it was?
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# ? Sep 16, 2018 11:50 |
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alpaca diseases posted:1: Poor donkey :-( By the end of the game ISTEC's business card is going to look like this, but if it was all the animals we wrecked:
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# ? Sep 16, 2018 12:05 |
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alpaca diseases posted:We still have our fire ooze-whatever it was? You do! If you wanted to be utterly sure nothing remained of the Niddler Roost, throwing it into the trashbog and running would probably be a pretty effective way of doing that. That is, if it works the way you think it does? Who knows! But you don't really need too, seeing as you already caused a rock-slide and everything.
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# ? Sep 16, 2018 12:29 |
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A
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# ? Sep 16, 2018 13:08 |
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This is why I said we should have hidden the donkey a little ways away Any time we have to repair our cart is good
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# ? Sep 16, 2018 14:42 |
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A good result. Let's try to repair what we can.
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# ? Sep 16, 2018 14:49 |
Agreed, rest up and repairs is the way to go
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# ? Sep 16, 2018 15:30 |
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A Your writing style is perfect for this.
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# ? Sep 16, 2018 15:55 |
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A
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# ? Sep 16, 2018 16:19 |
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A
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# ? Sep 16, 2018 19:36 |
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dont be mean to me posted:By the end of the game ISTEC's business card is going to look like this, but if it was all the animals we wrecked: +1
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# ? Sep 17, 2018 08:03 |
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# ? Apr 19, 2024 21:18 |
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Swedish Thaumocracy posted:Rocks fall, everyone dies. That's quite the arbalest we got there? Did the thing upgrade itself? Because I don't recall our 'soul shredder' being this powerful physically, as in, able to talk out a mountainside? Swedish Thaumocracy posted:1: You consider what to do next.. Vote: A: Camp out in the ex-Niddler nest for the night as you work to repair the cart. I'm not leaving our masterwork siege weapon by itself in The Forest, and, I'm not splitting up the party to leave someone behind to guard it either.
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# ? Sep 17, 2018 19:41 |