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Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

The tunnels under Nuln are vast and extensive - enough that the humans have never penetrated far below the sewers, have never found all the things below. That's good, because it means that you should be safe from patrols this deep down. On the other hand, none of you have ever actually been to Nuln before, and the place is a maze even for Skaven. You think you must have gotten lost at some point in the past hour. Clearly this is someone else's fault. You are, however, certainly somewhere below the city. That much is obvious. Reaching the part where your fellow Skaven live should, therefore, be possible.

The constant dripping noises aren't helping. They echo around you all the time, constantly. Everything smells of poo poo, though that might just be Scooter's cart. You haven't managed to lose that, though some of the smaller tunnels were tricky. The tunnel has split into three now. One leads upwards, and has some kind of liquid sliding down it. This also smells of poo poo. It would be irritating to get the cart uphill, but maybe you could leave that to the slave. His name is Pushs-Lots, after all. There are faintly echoing sounds, hard to make out, coming from the upward tunnel. Another leads downward, and amazingly, it does not stink quite so badly. That'd be easy to push the shitcart down, at least. The air coming from that tunnel smells stale, perhaps a bit burnt. The last tunnel that isn't the one you came through arcs around in a wide curve to the right. You can faintly hear something down it, and the area looks slightly more well-traveled than the others.

At least your supplies lasted you long enough to get here. The bad news is that they won't last much longer. If you don't find something to eat soon, you may be forced to consider Scooter's cart.

Perception checks may give more information about what's going on around you; however, due to the shitcart, any scent-based checks will be at -10%. This mostly applies to the downward tunnel, which is largely silent. Please post your sheets or a link to them in your first post.

The Horned Rat's favor roll will come when I get a number from everyone. Currently, I have not gotten a number from: grassy gnoll

Mors Rattus fucked around with this message at 17:02 on Oct 2, 2017

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Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Anyone who selected 5 currently has the Favor of the Horned Rat.

Skikkik goes over the maps again, trying to determine what's happened. The issue, it seems, is that one of the tunnels you were meant to take collapsed a few miles back, so when you detoured, you ended up stuck in this area. The lower tunnel is marked as having been used for weapons testing by Clans Moulder and Skryre. (Probably. It's marked with explosion signs and the clan signs of Moulder and Skryre, anyway.) There is a way into their districts of Undernuln, but...well, it's a weapons testing area. It's not likely to be very safe. The upper tunnel should lead towards Nuln's overcity, if followed, and from there finding a sewer entrance would be simple. The level tunnel heads into a series of tunnels that, according to the map, will safely lead to the entrance of Undernuln, but are cryptically marked with a few strange marks - red circles with frowny faces in them.

Nackle

Nackle is practically invisible as she creeps along the tunnel. Soon, she is entirely out of sight, around the bend.

As she turns the corner, she finds herself looking over a small collection of black-robed creatures - a good seven of them. They are leaning over the bodies of a bunch of giant rats, and one of them is poking at a corpse with a spear. They are muttering to each other in some language Nackle doesn't understand. It's hard to tell what they are - they're covered up in all black, after all - but they're short enough to be skaven, and the smell of dung has robbed Nackle of the ability to smell if they are or not. They all seem to have spears taller than they are, and red belts.

The rest of the group

Those that made their perception checks can tell that there are conversations going on above. They are in the rough voices of larger creatures than you. Man-things, perhaps. No more than ten of them, no less than five. In the area Nackle went off to is another discussion, this one faster and more high-pitched. None of you can make out what's being said, though. As for the tunnel below...well, Statch sticks his head down the tunnel and can smell the distinct tang of oil, even over the dung.

Reek

It's hard to make out at this distance, but you believe it's a group of men in the rising tunnel. They're talking about what they'll do when they're done on patrol and some upcoming game of something called 'handball.'

Mors Rattus fucked around with this message at 17:24 on Oct 3, 2017

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Reek and Nackle make their way ahead, creeping along. What they find is not heartening - four humans and a dog. The humans are dressed in cheap armor, some kind of leather, and armed with small clubs. The one in the lead, who looks to be in charge, has a lantern and a pole. The dogi s small - smaller than you, which is nice. These might be guards, but even Reek lacks the knowledge of man-things needed to interpret the symbol stitched on their armor. Probably not important.

The good news is that the humans do not notice the pair, hidden as they are in the shadows. The group is heading in the direction of their fellow Skaven, though.

The bad news is that the dog perks up after a moment, growling in the direction of the two skaven. It begins to bark after a few seconds. The man with the lantern leans down and says something Nackle doesn't understand, but Reek mostly does. "What's that, boy? You smell something? Come on, lads, probably some giant rats around here! Weapons high, torches up!" The group begins to pull torches from the sacks they carry, looking around warily.

The dog's barking is entirely audible to the rest of the group.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Sure, the tunnel's narrow enough to make a chokepoint. I'll give everyone else a chance to do something just before combat starts due to Skikkik charging in; for the first round, the humans will be surprised and unable to act; the dog will not be. You guys will all go first, then them, because initiative rolling in PBP is silly.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

COMBAT BEGINS

The sudden appearance of Skaven is a shock to the men, but not the dog. There are a few seconds in which you can act without their being able to respond. The rat sent up by Rikket, hopefully, should keep the dog distracted, if briefly.

Everyone gets a chance to act! Those who stayed behind cannot see the combat from where they are. The dog will act after everyone; it is aware of you and so you don't get a WS bonus against it, but it's going to be attacking the rat rather than a skaven this round, because it is a small dog that is trained to kill rats.

Apologies for the delay - I've been fighting a cold.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Important: don't forget bonuses! Charge gives +10% if you charge. Aim does similar if you instead use Aim and then Attack. Against the non-dogs, you get +30% for their being unaware this turn. If you gang up on an attacker, you get +10% if it's 2 to 1, +20% if it's 3 to 1.

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Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

It is, sorry! Had a busy week. You can roll your own curses, and I will be posting things tomorrow, regardless of who has or has not acted.

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