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Author Topic: You are a Monster - Turn 63  (Read 214806 times)

Puppyguard

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Re: You are a Monster - Turn 16
« Reply #540 on: March 05, 2018, 03:52:15 pm »

Go'Von
Hands shoot out from the ooze at the creature.
Delicious. It is dinnertime.
Aim for the three legs on one side to bring it to the ground, then move forward to devour.
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Nakéen

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Re: You are a Monster - Turn 16
« Reply #541 on: March 05, 2018, 04:48:39 pm »

Turn 16.1:

Turn 16



Squelchy, the Omnislime (Coolrune206)
Squelchy was frustrated, but nothing could be done. Turning to his band of slimes, he communicated:

Eat your fill. We're heading North as soon as all are ready for travel.

Squelchy eats some fruits and then departs North with his band, using the sun's position as a reference point. He silently vowed to himself to return here when he was stronger and challenge Jeruga to allow the slimes to stay.

As Jeruga disappeared into its lair, the scared slimes calmed down a bit. And with fear gone, sadness had taken place instead. The short time spent in this orchard was enough for them to grow attached to it. They could hardly imagine finding a similar place.

Your words brought the delusional ones back to reality, and gave a small purpose to the dejected.

Everyone ate more than they could store, savoring every drop of juice and sweet flesh. Soon afterward, everyone was somewhat ready to leave. Waiting any longer would make it harder for all of you, so you departed.

Event Roll: [1]

Northward, northward... You delved into the jungle, looking for a place where to settle. You studied these woods a bit. The vegetation seemed less overgrown than the jungle you had seen until now. It was easier to advance, but also harder to hide.

After a few hours, Zed returned from scouting. He seemed alarmed, and emitted warning pheromones.
"Buzzing, lot of buzzing ahead. There are nests of insects, and they seem very threatening."


Nearby Monsters:
-A lot of friendly slimes: Low Morale


Spoiler: Squelchy Status (click to show/hide)



Neophytos the Sole Survivor, Psychic Pain Spider (randomgenericusername)
"I just would like that a diplomat came with me to help explain the agreement and seal it with the Sylvarians. Having an Arachnastinian diplomat would help in case of any misunderstandings that could happen."
Request that a diplomat came back with me to discuss about the agreement with the Sylvarians and as a proof of trust from them.
Regardless of answer, prepare to leave.


Kelechikara answered with an unchanging voice:
"Naturally. It is good that you suggested it yourself, I will be coming with you for such matters."

There was not much else for you to do in the Arachnastinian "capital". Quickly, you and your escort undertook the journey back.

Event Roll: [5]

The trip back went unhindered. Was it because of the Arachnastinians control over the surrounding lands, or mere luck? As you darted from tree to tree, you noticed a peculiar grove amidst the jungle. Something there caught your interest, but you couldn't tell what.

You asked for a short pause as you wanted to feel this place a bit, and the Arachnastinians didn't mind.

The land was whispering to you. Inaudible words, that didn't seem to hold any meaning... A thought came across your mind. "The Sylvarian tree would grow well there, if we could move it somehow..."

They were also within Arachnastinian territory... You kept musing a bit, and then resumed your trip.

(...)

And finally reached the Sylvarian settlement. Beasts, insects and other creatures lived together there. Cooperating despite the differences, united by a similar tragedy.

Your arrival created quite the commotion, especially as you were accompanied by three strangers to the community. There was no time to lose on triffling matters, and you quickly asked to meet with Sedre, the Sylvarian leader.

In a crude -by humans standards- wooden hut, you stood before him and the hurriedly assembled council. Sedre, the Sylvarian leader, and a representative for the various species of the community. Everyone waited for you to open the meeting.

Nearby Monsters:
-Kelechikara, Arachnastinian Diplomat Allied
-Arachnastinian Soldiers Allied
-Sedre, Sylvarian leader
-Species representatives:




Terrence the Bone Baron - (ironsnake345)
"You may call me Terrence. Since my awakening, it is the only name I found for myself."

Terrence continued on after exchanging names with Vel. A while later, the call of the armor was heard. Terrence cautiously readied his bone sword.

"The armor is here... Perhaps we should flee, though a thought comes to mind. Perhaps this armor is the source of your difficulty leaving this place. One way or another,
 we will find out. For now, you are the ruler of our pair. What is your decision, Vel?"


Vel clutched on his sword, unease filling his voice.
"Oh. That... is an interesting thought. One that never crossed my mind. That damned Armor..."

The howling started getting closer. Vel quickly made a decision.
"Let us flee. Ride on my back Terrence, I will allow it under these circumstances."

You promptly climbed upon his back. You can't say it was comfortable, but that was the least of your concerns right now.


Nearby Monsters:
-Vel, the Dead Rider: [Friendly/Ally]
-The Armor: [Hostile to all that live and unlive]
> In front, precise location unknown

Spoiler: Terrence Status (click to show/hide)



Skee, the Insect Parasite (Legendary Marksdorf)
Try to find an isolated Makralian and get near him while trying to avoid the guarding one's gaze. Once you are close, sting him and hide.

Avoid the watchman:
Action Roll (12): [3]
Outcome Roll: [5] -Partial Success-

After carefully circling the place, you found one Makralian sleeping on a branch. He was a bit distanced from the main group, but still remained within the field of vision of the sentry. Attempting to sting this one could go both ways.


Nearby Monsters:
-Adult Makralians: Predator

Spoiler: Skee Status (click to show/hide)



Go'Von, the Strangler Ooze (Puppyguard)
Go'Von
Hands shoot out from the ooze at the creature.
Delicious. It is dinnertime.
Aim for the three legs on one side to bring it to the ground, then move forward to devour.

Attack:
Combat Roll (Str 1 vs Con 0): [8] vs [4]+2 (Agile)
Critical Roll: [5]
Damage: [1]+1 (Digest)

Before the creature could leap away, you quickly shot your arms at the legs of the creature. Your bony hands took a firm hold of a leg each, and you dragged yourself toward the Leaping Mouth. You started digesting it away, slowly.

Nearby visible Monsters:
-Leaping Mouth: Hungry (-2HP)

Spoiler: Go'Von Status (click to show/hide)
« Last Edit: March 09, 2018, 02:28:50 am by Nakéen »
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Legendary Marksdorf

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Re: You are a Monster - Turn 16
« Reply #542 on: March 05, 2018, 04:51:15 pm »

Proceed anyways.

Puppyguard

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Re: You are a Monster - Turn 16
« Reply #543 on: March 05, 2018, 05:02:07 pm »

Go'Von
Pull its legs into my mass and devour them.
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Rautherdir

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Re: You are a Monster - Turn 16
« Reply #544 on: March 05, 2018, 05:03:16 pm »

Run into the dilapidated building, figure out what is inside, then try and get out the other side of the building.
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Hawk132

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Re: You are a Monster - Turn 16
« Reply #545 on: March 05, 2018, 05:15:50 pm »

((excuse me as I roll on the floor trying to suppress my excitement))

There's a moment of silence as Eximius recalls how to actually speak, instead of just communicating directly with his user. Soon after, a voice projects itself from the ring. Slightly distorted at first, but it steadily normalizes itself.

"Watching over my wielder is only natural, Veras. No need for thanks. And I do not mind conversation - ask and I will answer."

Eximius chuckles as he adds. "Perhaps I'll gain some answers as well."

((No! Don't run from the Armor! I miss it.))
« Last Edit: March 05, 2018, 05:21:17 pm by Hawk132 »
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Perplexicon: A New Arena - Abandoned, but feel free to give it a read.

ironsnake345

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Re: You are a Monster - Turn 16
« Reply #546 on: March 05, 2018, 05:16:03 pm »

Ride Vel to what hopefully turns out to be safety! Be prepared to swing at anything which accosts us.
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I think I just retroactively murdered a less lucky version of myself from a parallel universe. Also do I still have a baguette?
Are my memes dank enough for you?
Thanks to the internet-cromancer, my internet has been revived. I'm back, baby!

Failbird105

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Re: You are a Monster - Turn 16
« Reply #547 on: March 05, 2018, 05:27:46 pm »

The Protoquin

Well, when in doubt, dreamwalk
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Dustan Hache

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Re: You are a Monster - Turn 16
« Reply #548 on: March 05, 2018, 05:40:07 pm »

"I try to distract. Help you. Help all."Go to the furthest point of the ogre patrol route. Attempt to draw them away by devouring the mind of one of the guards. If I can draw them all away from the shaman, the others can try to rush in and take them down, regaining their strength. If I can bring down more than one, that would be even better.
« Last Edit: March 05, 2018, 05:44:34 pm by Dustan Hache »
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

randomgenericusername

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Re: You are a Monster - Turn 16
« Reply #549 on: March 05, 2018, 07:18:19 pm »

"Greetings, Sedre. I have returned from my mission and have news from the Arachnastinians. The Arachnastinian kingdom has many enemies and some allies, but they are numerous and strong, with a third of the forest under their control. Their leader is wise and mighty, and they have agreed to accept us as their subjects and serve them in exchange of protection from any threats. They have the power to protect us, and their diplomat Kelechikara was very nice to talk with. I believe that joining their ranks would be the best for everyone."
Explain in detail everything I heard and discussed with the diplomat and the Overlord.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Sarrak

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Re: You are a Monster - Turn 16
« Reply #550 on: March 06, 2018, 02:29:43 am »

"Interesting... The complex is not as ruined and much more complex than we anticipated. I presume it may rearrange itself into several configurations. It even gives some sort of 'living' vibe, perhaps meaning it can adapt to different intruders. Which does not look bright for us. We should take several samples for later study and move onwards. Lower levels are becoming more chaotic, but I'm sure we can reliably visit most interesting places of upper floors now."

Take several mining tools and armors that might be possible to equip for later studies. Head towards new discoveries.

"As for enjoying these dangerous discoveries... For me, it is as much a quest for power as pursuing strong and deadly opponents is for you. With my intellect, it is easier and more mindful to gain advantage over opponents long time before we do actual battle - and so I really enjoy becoming more knowledgable and thus more powerful. This quest for knowledge does not concern you as much - for now, at least - but remember that information, especially one exclusive to you, is and always will be a great power."

Spoiler: Just for fun (click to show/hide)
« Last Edit: March 06, 2018, 02:38:26 am by Sarrak »
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Science is always important. But it needs more flaming cats. Can't we build bridge-based catapults and fling flaming cats at the dust and goo?

It's time for the ATHATH Death Counter to increase once more in celebration for the end of the world.

GigaGiant

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Re: You are a Monster [14] - Turn 15
« Reply #551 on: March 06, 2018, 11:01:56 pm »

Aspred Bagrid, the Enormous Catfish Serpent

Lunge at the Giant Shrimp with as much ferocity as possible and start crunching on its vital organs. Continue doing this until it is dead. Show no mercy. Devour whatever remains.
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Paxiecrunchle

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Re: You are a Monster - Turn 16
« Reply #552 on: March 08, 2018, 10:49:24 pm »

I cannot believe that I missed a turn  :-[

...


I dart around the treetops searching for a location from which to land on the great beats neck, searching for any gap in its scales from which I might be able to pierce and control its body for my own. If I see anything I pounce which will likely take the behemoth by surprise as I am near certain that most monsters of such a size would not expect and attack from something the size of a flea compare to them, and yet fleas can be quite dangerous after all. If I can find no gap I shall retreat to a tree hallow and respond by saying "I come seeking your great power oh king of the forest, I previously aided the lord of the nearby river and he thought I was worth of seeing you, although he would not come himself.''

Coolrune206

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Re: You are a Monster - Turn 16
« Reply #553 on: March 08, 2018, 10:54:05 pm »

Squelchy decided that they could not turn back; the morale damage the group would take to find out the location that they were heading to after having been recently evicted from the last was uninhabitable would be devastating.

Move as a group, and let's head on.

Push on, further northward.
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"You are a shameful gaggle of cowards who has made a mockery of the challenge, but you have avoided death. Sit and eat."

Nakéen

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Re: You are a Monster - Turn 16
« Reply #554 on: March 08, 2018, 11:32:38 pm »

Turn in a few hours (3 to 6). I'm on a writing spree :D
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