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827264 No. 827264 ID: bfb318

Previous Threads/Wiki: http://tgchan.org/wiki/Fen_Quest
Inventory and Other Info: http://tgchan.org/wiki/Fen_Quest_Statistics
Patreon: http://www.patreon.com/Lagotrope


"What're you gawking at, barbarian?!"

Orjin marches ahead of me along a path, and doesn't even look at me. I feel like cave kobolds might have eyes on their back. On the occasional time that we reach the peak of a hill, I see grave markers poking out of the grass as far as the horizon will let me.

"It's bigger than I expected. Is every major landmark excessively built?" I ask.
"You sleep in a hole in the ground! The answer will always be yes for you!"
Expand all images
>>
No. 827265 ID: bfb318
File 150440634441.png - (33.72KB , 800x800 , 846.png )
827265

The grass is tall enough that I only see how many people are here once we enter the mausoleum's courtyard.

Orjin turns. I can tell he's already going to yell at me specifically.

"What're you gawking at now, barbarian?"
"There are many more people here than I was expecting. I thought pawns weren't coming. Are these all knights?"
"Yeah, and it'd be impressive, too, cept these knights are probably as worthy of the title as you overglorified pawns!"

We've painted Sir Orjin's emblem onto our armor, or in my case, I had a tailor attach a patch to my leather shirt underneath my cloak. I also have metal armor, but it is being transported in a wagon for us, with Holly inside. Underneath the main emblem, there's another smaller, simpler emblem that signifies we're under Sir Zall.

Some have it openly displayed, some don't. I hear it's mostly just to identify dead bodies anyway. When I see an emblem, I don't recognize it. There are other knights from the main dragon army, assassin's branch like us, gladiatorial branches which I didn't know existed, and various other factions. Aside from knights, there are a collection of other titles I hear. I heard he northern empire was organized, but more often then not, I have no idea whether a rank is high or low, or even who it belongs to in the overall hierarchy.
>>
No. 827268 ID: bfb318
File 150440646188.png - (20.74KB , 800x800 , 847.png )
827268

We settle inside while we check to make sure all of our belongings made it safely. It's several hours until Zall climbs onto a center platform and makes a speech.

>"I am Grand Knight Zall. I am not going to insult anyone's bravery with an offer to leave, or memory as to what it is we're doing here. Your superiors should have scared off any weak willed children who are not excited to fight to the death. But understand this. You are entering a quarantine. This is a matter of necessity, as even our wizards are not entirely confident that they can detect bodies that have turned to the necromancer's side. We have a garrison that will remain topside. Anyone that attempts to leave will be treated as a breach of necromantic will. In other words, until the necromantic disease is eradicated, the garrison has orders to kill anyone on sight who comes back to the top. Despite this, we have fortifications in place to exchange items and goods between topside and underside. There will be merchants, supply lines, mailing services, and makeshift towns. Your coins are not dead weight. Hold them dearly, as you may still need to pay for food."
>"Lastly, I would like to address rumors claiming that I am sending people on a suicide mission. I am going down myself in 30 minutes. You may watch me enter and join after me. As a helm knight, you will not often see me fighting in the front lines, but you will seldom see me farther away from the front line than the closest camp. Anyone not of the garrison who has not entered by midnight will be deemed a deserter and slain by the garrison as well. We have updated maps of the campaign's progress thus far. Familiarize yourself with it and decide where you would like to serve. So long as your commander approves it, you may work alone or with anyone of your choosing. That is all."
>>
No. 827269 ID: bfb318
File 150440649260.png - (18.12KB , 800x800 , 848.png )
827269

Most of my peers rest after the long walk, while I find a board with a drawn map.

Most mithril nobles started their reign by sealing off the tombs of the nobles before and below them. For the first 7,000 feet, or nearly 100 years of sinking, this is how it was, and it wasn't until the necromancers had defiled and ransacked nearly all the way to the surface before being found. When mausoleum caretakers heard pounding and scratching from underneath the current mithril's tomb under construction, they reported it and the empire descended down upon it to contain it. Since then, the empire has been pushing downwards with little to no resistance, but nearly all bodies from previous tombs are missing, including the noble mithrils themselves.

The bulletin board mostly lists two kinds of jobs.

1. Gain access to the next floor. Initially, with so many empire soldiers searching, this hardly took an hour or two. Now, the undead have started resealing the exits from where they dug through, and it's more difficult to find. Therefore, another job is simply to mine monitored holes into the next tomb down and create a straight passage into what's below.
2. Scout existing tombs, typically near the bottom of the explored parts, to clear them out of any lingering animated dead that have remained. Once a floor is fully cleared under a floor master's descretion, non-combatants such as merchants and skilled laborers are allowed to set up their goods. Hence, lower levels are only traversed by non-pawn soldiers.

There are only about 1000 feet left before the history of the mausoleum gets older than when mithril nobles made their tombs here, in a place that I'm told is called the Necromile.
>>
No. 827272 ID: 3ce125

>>827269
> and it wasn't until the necromancers had defiled and ransacked nearly all the way to the surface before being found.
Wait, that implies they came from underground, rather than tunneling down from the surface. Do necromancers just sortof... rise up from the ancient dead?

Should we be worried about undead tunneling up around the sides of the crypt, and attacking our position from behind?

Anyway, take job 2. You need as much combat experience as you can get. Refresh yourself on how to kill undead.
>>
No. 827276 ID: b88e47

2
Sweep and kill with our partner in arms.

Use single piece of metal front chest armor with no other metal parts so it won't make noise. It will add weight and will weight you forward so watch out for that.
>>
No. 827277 ID: 3abd97

>>827265
Stylin, Aira.

>>827269
So... how far down till we hit the water table?

Worse, how far down is the soul table?

>what do
What kind of prep can we get done before we descend?
>>
No. 827278 ID: bb78f2

>>827269
Ok, what's the best way to dispatch undead? Do we need to destroy the brain or have to burn dismembered body parts, maybe even UNDEAD FINGERBONES?
>>
No. 827290 ID: fc33ea

I want to see what would happen if you piped explosives down the entire shaft. That'd show those overbuilt landmarks a thing or two.

Breaching new ground probably has your best chance of getting first crack at sweet loot, but is also more dangerous. I say clear rooms for a bit to get the hang of zombie killing before you go any deeper.

Get a good look at the sky or horizon or whatever, 'cause it may be a while until you see it again.
>>
No. 827295 ID: 015058

Go for 2 to get some experience in this environment with your team. Once you get your footing can start doing some more impressive jobs.
>>
No. 827300 ID: 91ee5f

How is Aira doing? Is her injury still hindering some of her movements or has she improved to the point that her injury isn't hindering her at all?
>>
No. 827301 ID: 830fb7

If you have the spare time, practice with your sword. You promised the mountain kobold guard you would keep practicing.
>>
No. 827302 ID: eb25cd

Go see Zall enter and see if you can stick by him for whatever battle he's going to. Might be interesting to see how well the top guy around fights.
>>
No. 827309 ID: 830fb7

>>827302
by studying his moves you could improve your skills too.
>>
No. 827331 ID: e36c7f

Go with Zall for sure. After he finishes up... well, I'd say take a 2 job to warm up, but everyone else might be thinking the same thing, so you might end up having to go for 1.

Are they sure there are no side entrances to the tombs? Where's the nearest town/sunken town? The building of these massive tombs must have at least have caused some temporary buildings to be put up around them while under construction, too. And were all the tombs the same area? Did any of these ancient nobles try making wider, more sprawling tombs for themselves than what's on the surface now?
>>
No. 827372 ID: bfb318
File 150446387044.png - (26.72KB , 800x800 , 849.png )
827372

"I would like to get into combat, so we aren't rusty when we need it. Let's do job 2 and try to find some undead." I say. Most of the rest seem to agree.
"Then hurry up and get in there, otherwise you'll be waiting in line hours to get in!" says Orjin.
"What if we wait until Zall enters? I would like to see him fight."
"The only battle he's going to be in is shaking off moochers! Upper level knights are going to be managing you foot workers for awhile, and I'll be stuck doing the same crap for awhile. Gotta write letters on your behalf Fen, since you got in some shit with a lot of people that want to be sure you're trapped in this craphole with the rest of us!"
"Okay."

The only prep we can think of is to eat and familiarize ourselves with more detailed layouts of the maps, but Orjin has us get into the mausoleum and do that while we walk. Even so, many people were closer to the entrance, and even entered before Zall gave his speech. The maps are nearly pointless. The newer tombs are well recorded, but also already cleared. I ask questions while we walk, and look at the overland map.

There is a nearby town, and no one knows for sure, but it is likely that it has a sunken history as well. It could feasibly be linked, but unlike the mausoleum, the sunken town is probably filled in aside from little pockets here and there.
>>
No. 827373 ID: bfb318
File 150446402127.png - (44.38KB , 1200x800 , 850.png )
827373

For the most part, the noble's tombs stayed on the mesa in which the mausoleum lies. Sometimes it expanded farther outward, and those are reflected on some maps and as the scouts locate them.

Despite how many people are behind us, there's still a long line to get into the mausoleum, and a long line as we march down. There are several guards that I learn are tomb keepers, and are here to make sure that no soldiers defile anything. We're told that despite it's now a battleground, this is still sacred territory, and any damage dealt to the structures here should be treated as dealing damage to the mithril noble themselves.

"How far down until we hit water?" I ask.
>"It must be a long time." says Valsano from ahead of me. "If we walked the other way, we'd have reached the continental beach. It's not like the shroomleaf forest. It's just a cliff down for ages. You can't only see the water on clear days. At Dragon's Fall, it just looks like sky. We're not going to hit water, unless the drainage here sucks and the bottom is just a lake. I think if we find that, then we've... oh, shit, no, undead, then we can't do anything, can we?."
"Then we get buckets, you idiot!" Orjin says.
"What about the souls?"
>"Is that even tangible? I don't know." says Aira. "I doubt we'd see anything specific."
"Also, we have never really learned how to properly dispose of undead."
"I hope you mean what to do after you beat them with your swords until they stop moving, cause that's how." Orjin continues. "After that, burn the bodies. If it's an ally, take their emblem off, then burn their body."
>"Can we pick up oil or torches, then?" asks Valsano.
"I sure goddamn hope so!"
"What's stopping the undead from digging to the side and around the crypt?"
"Time, and wizards." says Orjin. "We've got land wizards that'll find anyone digging in the land. If they get 100 feet away from the surface, the wizard'll bring hell down on that area."
>"I have heard that many wizards will be down here, both to detect pockets in the land, and also to help infuse people's equipment with the necessary anti-rot measure." Bolk explains.
>>
No. 827374 ID: bfb318
File 150446409548.png - (49.25KB , 800x800 , 851.png )
827374

It's a long walk, and Orjin already hired helpers to carry our supply cart down each level. Even Mithrils that didn't seal off previous tombs didn't construct any ramps or ladders down to the previous, so most things have to be hand lifted to the lower levels while proper ramps are approved and created.

Once we get to the bottom, there's so many newcomers that the camp looks less like a settlement and more like a lot of people milling around. We settle down off to the side, and start a camp fire while Orjin goes off to find an official to coordinate with. It's gotten somewhat chilly this far down. He comes back after a wait.

"While we were busy being late, they've already found the next two levels down. Upper level exploration is done carefully like we did in our own little catacomb exercise, in which we gotta clear it step by step to make sure nothing can sneak in from behind and un-clear the area. Down there? Just run around till you find crap, scouts'll do a real clear later. Gear up, head out, don't come back till you've burned a corpse. I'll make sure all your gear gets here, too."

We're ahead of our supply wagon, so I can't put on armor yet.
>>
No. 827375 ID: bfb318
File 150446414941.png - (56.09KB , 1100x800 , 852.png )
827375

The bulk of us head down another couple of levels together, but despite my misgivings, the group decides to split off. Aira, Firzel, Volsano and myself stick together. We keep running into other soldier groups that act disappointed when we show we are living beings with emblems. We continue to hear tomb guards yelling to behave ourselves, but it's clear that they can't keep an eye out on all the other groups that most likely also had greater knights tell them now to come back until they've killed some undead.

>"Are there even any veterans around?" asks Firzel, as we keep walking farther and farther away from the central shafts. "Everyone looks like they're ready to go parade marching."
>"At least we don't have to act like pawns and kill people just to get fed." Aira says. Her wound seems to be doing better in the week since she received it. If it's still bothering her, she's been doing a good job of hiding it. "We'd see a lot of missing people and unrecognizable corpses, then."
>"Wait." Firzel says again. "I hear something."

There's some shuffling noises, and something with muted, guttural hiccups. We walk ahead down a long hall.
>>
No. 827377 ID: bfb318
File 150446424467.png - (90.90KB , 800x800 , 853.png )
827377

An unhealthy and probably undead kobold staggers ahead as our torchlight reaches it. Aira gets relatively close, but remains cautious. We can't see any other kobolds around. The ragged one doesn't move. It only gawks at Aira.

>"You alive in there, creepy bastard?" asks Valsano. I don't believe any of us expect a good answer.

It shakes its head no.
>>
No. 827378 ID: eb25cd
827378

If it can answer maybe it can point you in the direction of other undead pockets?

Otherwise let Aira kill it
>>
No. 827379 ID: 3ce125

>>827377
Circle around until you can see if it's carrying anything in the hand behind its leg. If it's totally unarmed then just go for some safe strikes against center mass to see what happens. This one might be a lesser undead that poses no challenge but we should at least see how it reacts to injury.
>>
No. 827380 ID: bb78f2

>>827377
Uhh so do undead lose the ability to lie and respond to all questions in a manner that they can? Or is that like their actual self speaking to us through the puppet corpse, and he basically just asked us to mercy destroy him so he can be free?

But lets go ahead and kill this guy before we ask that question, or in the middle of the action if it gets drawn out.
>>
No. 827382 ID: 13fded

Why aren't you attacking us? Are you alone?
>>
No. 827383 ID: 50bf10

Ask him if he wants to die... again
>>
No. 827384 ID: 3abd97

>>827377
"I didn't expect them to be able to answer questions."

Also seems silly to send unarmed undead against armed knights. Unless its got unnatural speed or strength, the only hope these things have is numbers.

...might want to look around quick, make sure this guy isn't distracting you while others ambush you from another direction.

Not terribly decayed looking. Recent dead? In the absence of other wounds, I'd guess cause of death was exsanguination after the tail got cut in half. You'd think that would have been preventable with a tourniquet, though.
>>
No. 827385 ID: 91ee5f

>>827377
Look around and make sure this guy isn't distracting you so you can be ambushed from a different direction.
>>
No. 827386 ID: e36c7f

Awfully helpful. I wonder if necromancers can make unliving bomb undead who explode when they get destroyed, or anything like that. See if you can circle around a bit and inspect him a little more closely. Any strange protrustions or bulges in his body? Is the blood on him fresh? You won't get many chances to examine a "live" undead.

Ask him if he'd like to be even less alive. And if there are any more undead nearby. Be ready for him to suddenly flip out and attack.
>>
No. 827387 ID: 015058

Ask it if it knows if there are any other undead nearby.

See if it is actually responding or just shaking its head at any questions. Keep a eye out and maybe experiment a little before finishing it off.
>>
No. 827388 ID: e420b6

>>827377
Well fellow, you shouldn't be up and walking around.

(unless the deadling actually is useful, and I wouldn't trust anything you learn from it regardless, just put it down)
>>
No. 827389 ID: 3ce125

I'd like to caution against asking the enemy for information. Can't trust anything it tells us.
>>
No. 827391 ID: 91ee5f

>>827388
>>827389
These.

We're not here to sit down and have a tea party with it while asking a bunch of questions. We're here to make sure the dead stay dead. So let's just do our job and kill this thing.
>>
No. 827398 ID: 22d3a4

I'm guessing you know what happens next, then?
>>
No. 827407 ID: 094652

This undead might be a traitor, but I doubt it. Most likely, he's just here to kill you.

Shout at him to stand down and move where you order him to. If he seems to follow orders, have him move to a secure kennel with blast-resistant countermeasures, to be questioned and interrogated later.

If he attacks, just kill him.
>>
No. 827414 ID: 830fb7

Ask "what do you and the necromancer want" if their is no response say "do you want to die" then if it nods, does nothing or attacks just kill it and burn the body
>>
No. 827417 ID: a363ac

>>827377
just kill it and move on a single undead shouldn't prove an issue for any of you at this point.
>>
No. 827420 ID: a363ac

while killing it also tell you team that "Someday I am going to hug Orjin"
>>
No. 827421 ID: d36af7

Ask for directions to the next level down.
>>827389
True, but it's not like we've got any better leads.
>>
No. 827422 ID: 3abd97

Not talking further to the undead seems prudent. There's not much point in it.
>>
No. 827423 ID: 7fad5d

>>827420
Sounds good. Then practice hugging on the undead. With swords in lieu of meat arms.
>>
No. 827439 ID: bfb318
File 150449141945.png - (133.18KB , 1000x800 , 854.png )
827439

I step forward, taking out my sword. I confirm the kobold is completely unarmed. There are no odd bulges or anything on him. This body has more magic within it than the average kobold, but if it was set to explode or anything so phenomenal, it would need much, much more internal mana.

"Are you alone?" I ask. It shakes its head, while I get closer. "Do you want to die, again?" I then ask.

Again, it shakes its head. I raise my sword.

>Say 'someday I am going to hug Orjin'
I have no intention of doing any such thing.

"Can you do anything but shake yo- " It starts rushing me.

Or that's what my reflexes think, as I slash it to make a long but shallow cut across its torso. As I make the slash, it was more of a sudden yet slow stagger forward. Its arms then move as though to block my slash by the time I've already made the cut.

It then crumples to the ground. It does not scream or writhe, but it does bleed, although not as much as a real living being should. The blood is a bit chunky, and smells terrible. Once on the ground, it stays still and its hiccups stop. I keep an eye on it, but Firzel snickers behind me.

>"Pfff, what was that?" asks Firzel. "This can't be what we're up against."

Valsano shrugs.

>"If it is, Orjin's going to be furious. Might want to punch each other just so it looks like we were in a fight." he jokes. I think he's joking, anyway.
>>
No. 827441 ID: a363ac

>>827439
stab it a couple more times.
>>
No. 827442 ID: 7fad5d

"This could be a trap. Get back." As you retreat to a safe distance.
>>
No. 827444 ID: bb78f2

Burn the corpse.
The fact this was easy was probably meant to let our guard down. Be alert for ambushes. And try to avoid smelling it as much as possible, we don't know what diseases these things might carry, whether airborne or sent through blood or saliva contact.
>>
No. 827449 ID: 486e87

Working off the assumption that undead don't need any bodily functions other than structure for the magic. So, chop it up, being wary for any sudden movements, then burn it. Check for emblems also.
>>
No. 827451 ID: 015058

This might not be the best the zombie horde has to offer. Lets not underestimate them just yet.

Even if this is how they all act imagine fighting a hundred. Or a thousand. Eventually your arm would tire and they could overwhelm you.

And who knows if there are other varieties of zombie that have more tricks up there sleaves. Toxic blood or who knows what.

Carefully dispose of the body.
>>
No. 827452 ID: b88e47

Decapitate, loot, burn.
>>
No. 827453 ID: 830fb7

I wonder what Orjin would say if you told him you where going to hug him.
>>
No. 827454 ID: 3abd97

Make sure its dead. It might be a bluff.

Then burn it. Trust your allies to watch your back from other threats.

>"This can't be what we're up against."
It's a pawn. There will be worse than pawns down here.
>>
No. 827455 ID: 3cc68c

Fen since when can you see how much magic something has inside it? Is that new ability?

Treat everything down here as a proper threat. Dismember and burn while watching for traps.
>>
No. 827459 ID: 22d3a4

Sir Orjin is never happy. It's better he have credible Intel as well.

It might be a botched or very old revival, perhaps so we let our guard down.

Well let's put this one to the pyre and keep moving.
>>
No. 827461 ID: 3ce125

>>827439
There's probably much stronger undead further in. Don't let down your guard. Also, it seemed to indicate it wasn't alone. Fighting 50 of these things at once could be troublesome.
>>
No. 827463 ID: 91ee5f

>>827439
"These things are quiet enough that they could sneak up on someone and, I don't know, bite their throat or something. Of course, this is only one undead by itself. In greater numbers, undead just as slow as this one could possibly overwhelm us. Which is entirely possible, considering undead won't get tired from a long drawn out battle."
>>
No. 827489 ID: 094652

>>827439
"Don't get cocky, this is just an experimental zombie. Necromancers are smart, they'll leave their rejects out in the open to get us riled and overconfident."
>>
No. 827509 ID: f80e2a

>>827439
Don't be hasty, we've heard that even wizards don't know how to put the undead down quickly. Either this wasn't an undead or its not finished yet.
>>
No. 827512 ID: e36c7f

It was staring at Aira, and she's been quiet. Check on her. Does she have any idea why it seemed so interested in her?
>>
No. 827529 ID: 91ee5f

>>827512
It might've been able to detect her injury, even though it should be healed by now, and saw her as an easier target.

Or it could've been that guy still had some memories of when he was alive lingering around in his head and Aira just happened to look like someone he knew, even though Aira has never seen this guy until now.
>>
No. 827530 ID: 0cf890

And we are sure it's undead and not an illusion? I recommend further examination
>>
No. 827531 ID: 0cf890

>>827530
I mean it seems like it bleeds. Maybe that is enough. Does it seem to react way to quickly though?
>>
No. 827588 ID: a9a6d9

>>827439
It was scrawny, but the fact it seemed to have any awareness is worrisome. If it can think, it can plan. And if it can plan, we would need to think of them as and active force instead of generic undead.
But we don't know anything at the moment. You cannot judge everything on one meeting.
>>
No. 827623 ID: d36af7

>>827439
Burn the body, continue onward.
>I think he's joking, anyway.
Instruct teammates not to injure each other. If it was a joke, saying that completely deadpan plays into your 'socially oblivious barbarian' image, which is handy for getting people to underestimate you in political intrigue. If it wasn't a joke, you're avoiding pointless fraud (the way Sir Orjin was sizing up everybody's scars, he'd definitely be able to tell if all the bruises you got were from each other rather than undead, whereas you guys don't even know what undead-inflicted injuries look like yet) and conserving valuable medical supplies inside a quarantine zone.
>>
No. 827629 ID: bfb318
File 150456827936.png - (86.31KB , 800x800 , 855.png )
827629

Over the last week, one of our bigger training goals was to be able to sense mana. We were able to practice doing so with the help of a wizard. My ability to detect is only more than nothing, but I have only learned to reliably sense in the last week.

There are many limitations. I still can't detect average amounts in most kobolds, so I could only use my normal senses to detect if Aira or the others were around. Even with above average kobolds like this one, I could only sense it at close range. It's also difficult to sense spatially. It's simply like something in the air, and I could only assume that the dead kobold was the source simply because there was nothing else around to charge the air. I've said it was like a smell, but the wizard got angry when I said that. I still don't know why, since it seems to work like a different kind of smell.

Ultimately, this sensing is only good to tell if there is either a magically charged person or item nearby, or if there is high wizard activity in the general area. So, it will help avoid ambushes from magically charged kobolds, undead or otherwise. Our wizard teacher still warned us that there are ways to mask mana detection from mundane fighters like us, so it should only be treated as a bonus sense, not a reliable one. Even non-wizards though are able to hone their sensing ability to impressive levels, because wizards or not, we are all considered magical creatures. However, it is a high level talent to be able to be able to sense the location and mana levels of any nearby kobolds.

"Sir Orjin is never happy. Let's not underestimate them too much too early. This was one, but it was probably their version of a pawn. And what if there was a hundred? Either way, we will not injure ourselves."
>"I was joking." Valsano snaps at me.

The fact that the mana has dissipated from the corpse is a good sign it's dead, but I still stab the corpse a couple more times and then hack off its head. Valsano watches our backs. I notice half of the corpse's waist has been stitched together. That may have been its original death.

Valsano stomps on its head to snap off a horn, and puts it in his bag. Even if we don't need proof to get food, he probably thinks it would still be good to prove that we did something. Aira pulls out a bottle of oil that she brought along, douses the corpse, and sets it on fire. We start moving away so that we don't have to smell the burnt flesh.
>>
No. 827630 ID: bfb318
File 150456829045.png - (28.29KB , 800x800 , 856.png )
827630

>"Once the supply wagons catch up, we'll have more flammable wood to make proper pyres." she explains. "Valsano, you look unnerved."
>"Nah. Undead just creep me out, but I wouldn't be here if I couldn't stand it."
>"I hope so, because speaking of fighting more..."

We hear shambling behind us. Another ragged looking kobold comes down the hall, but it stops at the burning corpse and looks around confusedly. The sounds of multiple dragging claws is also starting to approach us from ahead, as well.

>"Attracted to either fire, or burning flesh." Firzel says.
>"Or just corpses." says Valsano.
>"If it was like that, camp would've been stocked up with corpses so no one would have to go anywhere."
>>
No. 827631 ID: 3abd97

>>827630
Whatever they're attracted to, we save on oil if we can chop up these new ones and throw them on an already burning fire.
>>
No. 827632 ID: bb78f2

>>827629
Keep an eye on that horn Valsino. If its undead, I don't trust it. I wouldn't even trust a fingerbone. Don't want it piercing your gut when you least expect it. Keep it in an armored pouch.

>>827630
Not just fire, it could be light, like a fly. Good to know for distraction purposes. Someone keep an eye on that undead and study it a bit, see what it does, we're going to dispatch the ones ahead.
>>
No. 827634 ID: e36c7f

Hmm. In death, all kobold souls kinda merge together mostly, right? Perhaps there's a way of making undead that maintains some sort of common link or joint soul. So undead within a particular... pack? Batch?... Can sense what each other sense? Some types, anyway?

You'd better be ready to fight, in any case. You're continuing in the way you were going, right? So the multiple claws sounds are from somewhere you haven't been, while this one behind you somehow came from where you came from yourselves? That's ominous.

If undead are made by someone, they're made for a purpose. Maybe some undead are like menial worker undead, not intended for combat but to just perform labour - like retrieving corpses for use by the necromancer. Those ones would be less aggressive and inclined to obedience, maybe given a little more intelligence than the straightforward assault undead, enough to receive further instructions and give very basic feedback. Did your training thus far say anything about something like that, or about "types" among the undead, or typical necromancer behavior patterns, et cetera? Was anything mentioned about undead just acting weird sometimes, due to have a mishmash of soulstuff jammed into them that sometimes contains some odd spark of will or strong memory?
>>
No. 827635 ID: a9a6d9

>>827630
Depending on how many footsteps you are hearing and in which direction, Y'all should set up a form of defense perimeter near the fire. Just go up, stab the undead in the head, and kick it on the fire.
If the sounds are mainly coming from your front, form a line so you don't get in each other's way and let them come to you. Set the two people with the longer ranged weapons on the edges, and the two with shorter ranged weapons in the center so there is maximum coverage.
If there are some coming from the other direction, split into long n' short range pairs for each direction.
You use a sword with a fairly decent range. What do the others use? One or two-handed Swords? Daggers?
In any case, standing your ground seems like the best option in this case.
>>
No. 827644 ID: 015058

Looks like this variety of zombie has only the basic senses. And with no one around to direct them they just follow what they see and hear.

Lure them to the fire and kill them there. Then make a corpse bonfire to save on oil. Just don't block up the tunnel with a giant pile.

As for your new extra sense train the crap out of it at every free moment. If its trainable that means there might be other senses you can learn to use if you pay attention to what your body is telling you.

Any hunches or odd things you have felt before could just be your species innate magical sensitivity. Is another thing to work on alongside of your standard knight training. Could save your life one day so work on improving it whenever you have a free moment.
>>
No. 827645 ID: a363ac

>>827630
make sure that your back is clear. If it sounds like there is more then 10 kobolds koming then send someone to scout a retreat.
>>
No. 827646 ID: f66698

Secure the way back by taking that one out and add him to the fire.

And then if there's more let them come and add them too.
>>
No. 827652 ID: f1a8bf

>>827630
Make a mental note to ask someone more informed/experienced back at camp if what you've seen is normal undead behaviour.
>>
No. 827664 ID: b88e47

Make a fighting retreat to main force or other safe area. Communicate that you think their senses are linked in some way.
>>
No. 827668 ID: eb25cd

Check that your exit is secure and then kill those zombies.
>>
No. 827669 ID: 22d3a4

Remember what we said about getting overconfident. Hang back for a bit.
>>
No. 827670 ID: 91ee5f

>>827630
If the necromancer controlling these undead was smart, they would know that we're going to be burning any undead we slay. So the necromancer would make the undead attracted to burning corpses, so that it would guarantee we would get swarmed every time we burn a corpse.
>>
No. 827845 ID: 3ce125

>>827630
Let's get to work. Next one try hitting it in a non-lethal area to see if it still falls down. It's possible the necromantic magic is disrupted by injury in general, not attached to vital areas.
>>
No. 827856 ID: 094652

Once again, attempt to communicate with the zombie kobold, then push him into the fire if he's hostile. Douse the floor with oil (with a long trail) and prepare to light it up.
>>
No. 828008 ID: bfb318
File 150466068195.png - (25.17KB , 800x800 , 857.png )
828008

"Be careful about that horn, Valsano. I don't trust it."
>"Be careful about that ceiling or floor, it could fall, Fen!" Valsano replies.

Firzel chortles at that.
>"And watch out for the sarcophagi, could have zombies all come out at once!"
>"The fire could materialize into a person and attack us!" jokes Valsano.

I believe they are mocking me. I stop sharing my possible thoughts, and simply try to get a reaction out of the zombie, but there's no response. There must be people down here experienced with the undead, but from our training, we were told not to assume anything. The empire apparently has lots of knowledge on necromancy, but we don't know what kind applies down here. I got the impression that part of why we were told so little is out of a fear that we would make incorrect assumptions, and a little knowledge would be more harmful than none.

"Fine. Let's save oil by throwing more undead onto the already burning fire, and let them come to us."

We all use swords of similar length, so there isn't much point in organizing ourselves based on our reach. As a test, I stab the undead in the arm. It falls over. Valsano looks incredulous, but I kick it onto the flaming corpse without issue. From there, we wait for the undead to walk towards us.

>"Valsano, Aira." I say, noting their movements. "Why are you so far ahead, still?"
>"The smell." says Aira. "I can't stand it."
"If you will, safely scout behind us to make sure our exits are clear."
>"Okay."
>>
No. 828009 ID: bfb318
File 150466071577.png - (52.20KB , 800x800 , 858.png )
828009

It isn't too far ahead, so I don't fight that. The undead come at us one or two at a time from farther ahead. Some undead don't fall when they're slashed so lightly, so there's still some weight put into our slashes. Aira comes back, saying that she didn't see any undead at the next intersection, so we're not trapped.

By the 5th one, Aira stops putting thought into her slash, as though chopping a vegetable. Firzel slashes another, looking like he'd rather be anywhere else. A few kills later, Valsano just points his sword outwards towards 2 zombies approaching us.

>"Fight me, bastards! Throw a punch already! I'll wait!"

One stumbles at Valsano, then falls forward to impale itself on Valsano's sword.
>>
No. 828010 ID: bfb318
File 150466074262.png - (60.98KB , 800x800 , 859.png )
828010

Valsano loses it at that, drops his sword onto the impaled zombie, and grabs the other.

>"Hit me! You aren't even worth spending my sword's edge!"

He begins shaking the zombie back and forth while we put another corpse onto the fire pile.

>"You fuckers just cured my necrophobia! I'm just mad! Can you even hear me in there?! Are you capable of even pretending to be a threat?! Throw! A! Punch!"
>>
No. 828013 ID: bfb318
File 150466078846.png - (18.40KB , 800x800 , 860.png )
828013

Its neck snaps. The head is whipped back and comes clean off. Valsano keeps shaking it half heartedly before slowing down to a stop.

>"What is the matter, Valsano?" Aira asks. "Also, was that a halfbreed draconic oceanic?"
>"Who cares?! They made our training hell for this?! I don't care if they're the pawns! Any of my kids could beat the hell out of these husks without their arms! I want to either go down deeper than anyone, or go back to camp and do nothing. But this? Just insulting."

Despite that the flames are still going, and we have a well stacked pile of corpses, I see no other undead.
>>
No. 828015 ID: a363ac

>>828013
calm down don't assume that this is the best they have to throw at us. getting overconfident is how we over extend and someone dies.
>>
No. 828020 ID: 015058

These are rather pathetic. But am glad for the opportunity to learn more about weak undead instead of starting off on a giant bone horror.

Keep treating them like a proper threat. You lived in the wilds. You know that even a tiny threat can leave a tiny infected wound that could eventually kill you.

If a necromancer was in range who knows what they could make these guys do. So do not get cocky or let you team do the same. Lots of these guys just got out of training hell and think they are tough shit. That means they will be sloppy and dead soon enough.
>>
No. 828023 ID: f66698

This guy is going to be a liability. Not that that changes anything, pile on the rest of the corpses and then move on. No reason to stop yet.
>>
No. 828024 ID: 3ce125

>>828013
Okay, let's swap jobs. Do some digging instead of cleanup.

I'm serious. Fighting harmless zombies and having to endure the stench of burning bodies is obviously hurting morale. This is practically janitorial work! At least digging will be a good workout.
>>
No. 828025 ID: 3abd97

>"Be careful about that ceiling or floor, it could fall, Fen!" Valsano replies.
>"And watch out for the sarcophagi, could have zombies all come out at once!"
>"The fire could materialize into a person and attack us!" jokes Valsano.
100% chance Fen is going to end up dealing with all of these threats eventually.

>insulting
This is the army. If you let yourself get insulted by the drudge work, you're not going to last.

No, don't speak that out loud.

>pathetic zombies
Could be the quality of the undead depended on the quality of the body. These could have all been weak in life. In which case, they won't start getting tough still we start finding dead knights and nobles to fight.

Could be the necromancer has a range limit, and the things further away get weaker.

Maybe these are intended to purposely hurt morale? Get troops to underestimate what's coming, get complacent, or get frustrated.

Maybe they're plague carriers? Although you're burning the bodies, and they'd have a better chance of spreading disease if they could scratch you.

>I want to either go down deeper than anyone, or go back to camp and do nothing.
Well, if we finish clearing this floor camp will come down to us.
>>
No. 828026 ID: e420b6

>>828013
Yeah, it isn't exciting, but it needs to be done.

Where are this lot coming from anyway?
These shamblers might be pushovers, but them being here means there is likely much more uncleared area ahead.
>>
No. 828030 ID: a9a6d9

>>828013
Okay, these undead are such a non-threat it's rather creepy. Outside of the first rushing you, none have made any move to attack? They might as well have been made by an idiot!

Wait a minute. Just had a thought.
What if these things ARE made by an idiot? At least in terms of magical knowledge.
When somebody starts to learn something, they start small before going big. And animating a corpse seems rather complex in and of itself. Could these things be somebody's practice attempts? As in animating a corpse just enough to react to outside stimuli, since the necromancer didn't know much else?
We need to find out more about what kinds of undead have been encountered, because these are just raising questions whose answers are either horrifying or completely disappointing.
>>
No. 828034 ID: 91ee5f

>>828013
"If the undead we honestly this weak, the army wouldn't have bothered bringing us here. There are stronger undead here, we just haven't found them yet. And according to Sir Orjin, you'll be begging for these weaker undead after meeting one of the stronger ones."
>>
No. 828035 ID: a9a6d9

>>828013
>>828030
Say "I'm sure that in the future the insults these things inflict will be more physical in their nature." then guess in a deadpan snark how many "insults" he would take before crying for home.
Also, How are these even still around? They wander blindly toward fire, and aren't even hiding! Shouldn't the group who first cleared the place have gotten rid of them first?
In fact, how ARE these crypts cleared in the first round?
>>
No. 828040 ID: 094652

>>828013
"If you feel you are not getting the training, renown, or payment you deserve, I feel the same way. Shouting for more enemies when our escape options are low, however, is just plain STUPID.

These are the UNDEAD. They are weak, slow, and dumb. For now. But under NO circumstances are you to call them an inferior fight when we are outnumbered and prone to rot! Worse yet, these undead are controlled by people who could outsmart an entire legion and still manage to write an epic about the flesh being torn from our bones! Do NOT rush into the REAL danger, or we will leave you to die."
>>
No. 828049 ID: 22d3a4

The helm knight mentioned some kind of necromantic disease, maybe that's what's so dangerous? In the meantime, don't let anybody hear you get too cocky after one mop-up operation. The undead came from that way, we should look for more.

Don't start ribbing him. He's not entirely wrong and is probably in no mood to be corrected.
>>
No. 828115 ID: e36c7f

"Valsano, whatever necromancer is in this place probably abandoned their direct command over the undead on this floor, and the ones who were aggressive already got themselves killed. But the necromancer could possibly retake control of them at any time, and it could be when we're facing down towards some other, more deadly enemies. Tactically, this has to be done. It doesn't have to be done by us, and when we get back we can take better work, but for now we do the job in front of us."
>>
No. 828116 ID: 3ce125

Hey I think maybe we shouldn't lecture this guy since he's the same rank as Fen and half the group is already mocking us.
>>
No. 828125 ID: 91ee5f

>>828116
Well, Fen is the "dumb barbarian", so mocking is expected to happen.

Although, they know by now from Aira how many kills Fen got by himself while protecting her and he's earned the name "Red Maw" from killing a gold noble. So even though they're all the same rank, they probably know Fen is far more skilled than them.

.....huh, maybe they were hoping for a chance to one up Fen and they're not getting that chance here?

.....maybe I'm just over thinking this?
>>
No. 828140 ID: 3abd97

>>828116
I'd agree Fen doesn't really need to lecture anyone right now. Either he'll learn when things get worse, or he'll get dead.
>>
No. 828185 ID: bfb318
File 150472785310.png - (38.82KB , 800x800 , 861.png )
828185

>"Remember that we are the reinforcements." says Aira. "If the undead has been a pushover this entire time, then the first force here would have been more than enough. It's odd that we haven't been warned of threats. They've been down here long enough that if these weak zombies were all that existed, empire tactics would have us reach at least the necromile, set up barricades and other defenses, and then focus on clearing the divided undead. Now they want us to clear more or less room by room in a downward drilling maneuver. It doesn't add up with this at all." Aira said much of what I was thinking, so I add something else.
"This is drudge work, but we have been tasked with these boring tasks often before." I mention, trying not to talk down to him. Then again, although I am frequently the brunt of mockery, talking poorly of one another in their face seems to be a tradition in the north.
>"Yeah, and we were told that." says Valsano. "This, at least, looked like we were supposed to fight."
"They could be plague bearers."
>"Yeah, well, at least it's just me that'd..." Valsano stops talking, though he keeps collecting horns. From the experience of last week, I know he's about to say that it's just him that will suffer for his mistake. He said something like it once during our training week right at Orjin, who promptly beat him for it. Then he sprung an exercise on us that we needed Valsano for, but was unable to perform well enough for us. Orjin then lectured that Valsano that he is part of the team, and if he is hurt, the team suffers, alone or not. Valsano doesn't seem to have forgotten the lesson. "Fine, fine." says Valsano. "You both have a point. I was just looking forward to this. I'll get over it. If you want to keep up the boring stuff, then fine, just as long as we don't do so good of a job that they want to keep up at the top of the uncleared levels."
"I will also want more critical jobs. But since we are here, and we just saw ten undead, we should look around since there may be a bigger pocket of undead."

Still, the level of incompetence from these zombies does seem like almost too much. I remember the way that the ashes of the urns in the catacombs a week ago would weakly choke those who fell. Now it has things that shouldn't be moving at all, yet they seem less dangerous than ash. Aira spills some more oil on the pile to make sure it keeps going, since even though the bodies aren't fresh, they don't light easily.

One of the corpses falls off the pile before it gets properly lit. Aira barely begin muttering under her breath before she cuts herself off. I sense mana returning to the corpse, at least enough for me to detect.

It gets back up.
>>
No. 828186 ID: bfb318
File 150472786774.png - (100.69KB , 800x800 , 862.png )
828186

Valsano and Firzel turn to see what the pause is, but all four of us are silent. Underneath the sound of the flames, we hear the corpse whisper 'cold.'

Then it gets back onto the fire. All of the corpses with recognizable faces are smiling.
>>
No. 828188 ID: 3ce125

>>828186
Welp. Lesson learned. Even if the zombies fall down and lose mana, they're probably not dead. You have to completely destroy the body.
THANKFULLY these zombies are addled enough that they enjoy being on a burning corpse pile.
Say what's on everyone's minds. "This is fucked up."
>>
No. 828189 ID: c2051e

"Orjin is going to love this."
>>
No. 828191 ID: 7b6617

Check that the fire is *actually* consuming them. Fire-absorbing zombies would be very bad news.
>>
No. 828192 ID: 015058

I for one am glad we learned that lesson early. Dismember all future bodies before any cleanup. Also I am now wondering if a dismembered arm could try to choke someone. So be extra careful with body parts as well.

Also makes me angry. We need to find the bastard who is dragging souls back from there rest and teach them a lesson. Looking at those smiles makes me a bit sad as well.

This will make a excellent story for camp though.
>>
No. 828193 ID: e36c7f

That explains why that first one was staring at Aira. She's the warmest one. I wonder - have you seen many of your predecessors, here? The survivors of the force you're reinforcing? The survivors didn't happen to all be more reptilian, less warm kobolds, did they?

... The corpses themselves are burning, right? It's not just the oil burning, and the undead are all fireproof? Because if that's the case they won't be happy when the fire burns out. Also it means you don't have your dependable means of disposing of them permanently.

Hopefully, these guys just like fire and warm hugs and aren't going to want to rip open your guts and climb inside you, or rip open your throat and pour your warm blood all over themselves. But, "hopefully" and "necromancers" don't usually go together.
>>
No. 828195 ID: e36c7f

Oh and hey speaking of fire, how is your operation keeping the air circulating down here? Have they got some pump, bellows and fans operation set up to pipe air down from the surface and along the tunnels? Running out of good air is a common problem in mines and places like them, which this is, particularly if you're going to be using all these open flames and particularly if you're fighting things that don't need to breathe.
>>
No. 828196 ID: 91ee5f

".....why do I have a feeling that no one is going to believe us if we tell them about this?"

>>828189
This.

And it's Sir Orjin! It doesn't matter if he's here or not, you don't just casually call him by name like that!
>>
No. 828197 ID: 22d3a4

so, they actually want to die, or want heat so badly they'll self-immolate? I'm guessing they are somehow forced to obey a necromancer's order to resist, but don't actually want to and so they do it in the most ineffective way possible so they get whichever it is they want.
>>
No. 828198 ID: d36af7

>>828192
>all future bodies
Start by dismembering the bodies already in the burning pile. Knees first so they can't get up, then shoulders, then fingers so the disembodied arms can't grab stuff, and then if the torsos are still active start breaking jaws and cutting in half at the waist.

Don't use any more oil until you're sure it's actually causing damage.
>>
No. 828199 ID: bf04cf

>>828186
Somehow, that is more disturbing to me than seeing two gold nobles executed. The state of mind these things must have for burning to a crisp to be a pleasant is NOT a good revelation.
And somehow, this is strangely hilarious.
>>
No. 828233 ID: 3abd97

>>828186
Watch them burn. Carefully. Make sure the bodies are actually being consumed.

"New rule. They aren't dead until they're ash, or in pieces."
>>
No. 828292 ID: bb78f2

>>828186
Oh, they just feel really cold.

Oh god, what if these are free minded released undead, like non-allied with the necromancers and they just want to live their undead lives?
>>
No. 828294 ID: e36c7f

>>828292

If they're always so cold that they want to be set on fire, their undead lives probably suck and they'd prefer to be put back in the ground so they can reincarnate properly.
>>
No. 828296 ID: bb78f2

>>828294
Or their nerves are so deadened that fires is comfortable like a nice warm blanket.
>>
No. 828306 ID: 094652

>>828186
What have they been DOING to those poor zombies?!

Well, this confirms their sentience. And death wish.

What if they're still alive but tortured into suicide? Capture some alive, give them treatment and diagnostics. We might find something interesting if they still have a positive number of brains.
>>
No. 828307 ID: a9a6d9

>>828186
As strange as this is, are they actually burning away? From what I can see, it looks just as likely that the only things on fire are the oils and their clothes. But what about the bodies themselves? Cause that last one was suspiciously well-preserved for being on fire.
>>
No. 828492 ID: bfb318
File 150479262720.png - (24.55KB , 800x800 , 863.png )
828492

"Have any of us seen any veterans here?"
>"Some of the camp workers were here before us." says Firzel. "But I haven't seen a single fighter from before today. Do you think these undead... hm."

We wait a moment on my request to watch the fire. The zombies looked fresher than I was expecting, but it may have just been that the fire took awhile to start catching on the bodies. Once it goes for a little while, I see the fire destroying the bodies. Still, we may need to hack them up farther. I did not see any of the kobolds making movements that did not rely on muscles, so unless any further twists occur, Valsano's horns remain harmless.

After we travel farther down the hall, we enter more open areas. Firzel speaks.

>"The more I think about it... it might've been my imagination, but the way that the mana dispersed from those zombies seemed like it had a direction. Like the mana was going somewhere in this direction." Firzel's sense of mana is a bit better than the rest of us, even if it still isn't on par with a wizard. He seems to just have good senses, as it's his sense of direction that we're relying on to get us back to camp. "It's farther ahead, and down." he explains. "We can chase it by going straight through this area, but it's evening, and I don't think Orjin would throw a fit if we just poked around here first and then got back a little before bedtime."
>>
No. 828505 ID: 91ee5f

>>828492
>I don't think Orjin would throw a fit if we just poked around here first and then got back a little before bedtime.
I agree. Let's take a quick look around and then head back to camp.

If we find anything, great. If we don't find anything, then at least we cleared out a few undead.
>>
No. 828506 ID: 4c5423

>>828492
So it's pulled back to something, which much be something big if it can pull mana in the first place. I think we should clear more of the area before chasing it, it's better to face a lone boss than a boss and his horde of flunkies.
>>
No. 828509 ID: a363ac

>>828492
let's scout ahead and see where the mana is going but if we encounter any large groups of undead or any suspicious looking items lets head back and report in.
>>
No. 828516 ID: e420b6

>>828505
Solid plan, we've already got some re-kills, simple as they were.
Anything new we find other than this is a bonus.
>>
No. 828518 ID: 22d3a4

If the mana is 'feeding' something, should we avoid making further kills?
>>
No. 828538 ID: 42625c

I'd say to proceed, quietly. You have to be wary if they could sense mana too.
>>
No. 828550 ID: e36c7f

Ok, but there's getting back before bedtime and there's getting back before dinner time. We don't want to go hungry here. And we want to hear the news, both official and gossip, of what everyone else found out on their missions. So, do a bit of scouting but make it quick.
>>
No. 828568 ID: f66698

Hey, if he has a lead lets follow it. I know at least one of our companions wants to see more action and we have a lot to prove, and I think Aira is probably going to follow our lead so lets go.
>>
No. 828572 ID: 015058

That sounds like a good plan.

But we need to prepare in case there is a necromancer down there.

Say we run into a room following this trail and find a necromancer and a bunch of undead. It would take some time to cut down the undead to take out the necromancer. And he could use that time to call in undead from behind us. Next thing you know we are surrounded.

So we go in quietly and carefully. Blocking side doors if we can and making sure we can not get flanked or cut off from a retreat.

As for the undead themselves. We target joints instead of center mass or the head. Got to put them down so they can not stand back up.
>>
No. 828608 ID: bfb318
File 150481513439.png - (32.45KB , 800x800 , 864.png )
828608

"I would like to investigate where the mana is going, but if it's taking too long, or it seems like we're walking into a trap with a necromancer's minions, we leave."

Dinner is not at a specific time. If we go back late, we'll eat late. At worst, we'll just have colder food.

There aren't any side doors we can block, but the signs that undead have been here are from long time ago. We run into one, but it's unresponsive to any inquiries. We kill it, and Firzel is able to get an updated direction.

We end up going down a steep staircase, but it stays within the same tomb complex. Shortly after landing on the next floor, we stop.

Aira's torch flame is getting sucked into the hall. It's subtle, and we don't notice a breeze. The only reason why we noticed it is that the torchlight quickly disappears at a specific spot. Past that is pure darkness, except for a speck of light in the darkness. I shift left and right, and it moves with my vision, making it appear far away.

>"This." Firzel whispers. "This is the kind of nonsense I was expecting."
>>
No. 828611 ID: b88e47

Nope. Fuck this.

We are not walking into this obvious murder zone. We report back that we found an anomaly that eats visible light. This is wizard shit.
>>
No. 828616 ID: 094652

Is that a mirror? Shoot an arrow with a blunt tip, see what happens.
>>
No. 828618 ID: dfe9ac

>>828608
If you have any spare strips of cloth or sticks, light one on fire and toss it over the borderline. Do NOT cross the line.
If nothing obvious happens, go back and report it.
If something obvious happens, go back and report it.
Just do not enter the death place without knowing what it does.
>>
No. 828619 ID: 3ce125

>>828616
Oh that's a decent idea, we can poke at the trap to see what happens. Toss a rock into the darkness. See if it even makes a sound or if the darkness consumes it. Also poke it with a stick.

After some basic information gathering we can go back and report what we found. Get some orders from people more experienced with necromantic bullshit.
>>
No. 828625 ID: 6a1665

Check if it's dangerous by putting a stick inside.
>>
No. 828631 ID: fe7355

>>828611
Agreed. This is obvious magic bullshit that is above Fen and company's pay grade and capability to deal with. Nope the fuck out and report it, because for all they know that mana sucking was intentional to lead into a trap.
>>
No. 828634 ID: e36c7f

I agree with reporting this, but there'll be an expectation of some meat to any such report. Establish if it's moving, growing, fading or so on. Stuff a piece of cloth in a crack in the wall to see if the black area moves, that sort of thing. Anything else you can think of to get information.

Maybe even split up and send two people back to report while another two stay to keep an eye on it? That looks like a spiral staircase so it'll be pretty defensible.
>>
No. 828635 ID: 91ee5f

>>828618
This!
>>
No. 828673 ID: 22d3a4

Does this remind you of the warp or whatever it was called?
>>
No. 828684 ID: 015058

Learn as much as you can about this area so you have a detailed report to bring back to base.

Test out the extent of the magical darkness but very very carefully. Then retreat to base to let people know what you discovered.

Also assume that any poking you do will alert the creator of this darkness to your discovery of it.
>>
No. 828687 ID: 27762f

This is wizard shit, send two people to get a wizard and leave the other two to keep an eye on it. Don't touch it until you have a wizard.
>>
No. 828690 ID: 91ee5f

>>828687
Don't split up the group! Bad things usually happen immediately after splitting up!
>>
No. 828717 ID: f66698

of course we aren't going to turn tail and run. We also aren't going to rush in.


Deploy a torch each, toss a stone into the darkness, and then advance forward keeping an eye to how much illumination you have. Swords out of course, there's no telling what's hiding in the darkness.
>>
No. 828729 ID: bfb318
File 150482937857.png - (21.54KB , 800x800 , 865.png )
828729

It reminds me of the black wall while teleporting, but I never got this close while teleporting. It's just darkness, and the reason could be much different.

"I am not going to enter this hallway."
>"Yeah, nah." Valsano says.
>"We should at least test this border so we have something to report other than what we see." adds Firzel.
>"I agree." says Aira.
"... fine." I have hesitation, but I would be going against the group to fully deny anything, so I let them continue. "I want to throw something at that speck."
>"Here, I got a rock." says Valsano, stepping forward and throwing one far into the tunnel. We lose sight of it immediately. After a couple of seconds, we think we hear it land. It's extremely faint, and like the sound passed through water. It didn't sound right.
>"Firzel," Aira says, "light a second torch. This one is running low, anyway."
>>
No. 828730 ID: bfb318
File 150482938662.png - (18.78KB , 800x800 , 866.png )
828730

Aira waits for the second torch to get going before she steps forward and tosses it in gently. The light does illuminate its surroundings slightly, but still much less than it should. It's also fading quickly.
>>
No. 828731 ID: bfb318
File 150482939837.png - (23.41KB , 800x800 , 867.png )
828731

>>
No. 828732 ID: bfb318
File 150482940666.png - (14.92KB , 800x800 , 868.png )
828732

>>
No. 828733 ID: a363ac

>>828732
alright lets get the fuck otta here!
>>
No. 828735 ID: 015058

Can you still hear the torch burning?

Mostly want to figure out if this is just magical darkness or something way worse.
>>
No. 828737 ID: 22d3a4

That's enough experimentation for one day I say.
>>
No. 828739 ID: b88e47

Fuck that. It eats light. We are not going in there. Use something to write or indicate that further ahead is dangerous then head back and report findings and kills.
>>
No. 828740 ID: 830fb7

You really stand out with that green cloak amongst people wearing red and brown
>>
No. 828741 ID: 91ee5f

Whatever's going on in there prevents light from illuminating the darkness.
>>
No. 828742 ID: 3abd97

Even if the suppression of light, or fire, is the only effect, that will be frustrating to deal with.
>>
No. 828745 ID: 34fa40

Yeah, go back and report this, maybe they'll send a cave kobold to check it out. Even if you do go in you'll be blind.
>>
No. 828746 ID: e36c7f

Right, stuff a bit of cloth into a crack in the wall or something so you'll know for sure this is where you were (maybe do something similar at the top of the stairs?) and go report.

Just to be sure, that was the torch that was running low that got tossed, right? The new one you started, you kept?
>>
No. 828747 ID: e36c7f

Oh, if you had a long object you could poke in and pull out again, it might leave some sort of magical residue on it for the wizard to get a sense of?
>>
No. 828758 ID: aa9427

>>828731
That speck of light in the distance is gone
Get the fuck out of there, Fen
>>
No. 828759 ID: f66698

We have to make a name for ourselves, so I say testing isn't done here. Fen should light a torch of his own and then push his hand into the total darkness.

How many torches do we have? If we had a decent quantity of torches, maybe we could get just a few feet of visibility and use that to push forward. That's assuming you don't feel the life sucked out of you or like your freezing to death after you touch the clearly magically enchanted area.

Also, can you sense... anything magical in your immediate vicinity?
>>
No. 828760 ID: 3ce125

Alright let's get out of here.
>>
No. 828763 ID: bb78f2

Ok, cool, lets cast a magic missile at this darkness later.
>>
No. 828770 ID: a9a6d9

>>828732
While I'm all for taking risks for fame and victory, those risks should have an immediate end goal outside of those two things. Going into the dark tunnel of almost certain death does not have an end goal AT ALL.
Just mark down its location for later and report it to see if somebody else has ran into something similar.
>>
No. 828858 ID: 69fef8

>>828732
cool, well you get to report back with kills and info now.
That looks like a problem that might need a wizard to fix, be sure to take note of the exact path taken to get here.
>>
No. 828869 ID: 1e7aa8

Make sure to have someone watching the rear while we leave this creepy magic area.
>>
No. 828920 ID: bfb318
File 150489612767.png - (18.87KB , 800x800 , 869.png )
828920

The dark zone didn't just keep light from going far. It ate the flame, as we can't hear it burn anymore. I can sense magic, so it must be a wizard that has set this up.

"Alright, let's go." I hardly need to say it, as none of us want to be here any more. Firzel leads us back, and quickens the pace away.

It's not hard for us to watch our backs. Aira is designated as our rear guard, but Valsano frequently swings his head around in every direction. The newly lit torch only reaches so far, and the black depths of the tomb seem to surround us more. We relax, more, once we cross paths with scouts. We shout 'oy' to each other. I'm not sure when the trend started, but it caught on, and that's what we yell now to show we're living beings.

There is a small line to get back into a newly barricaded camp, though it's the size of a town. We're briefly inspected before we're allowed in.
>>
No. 828921 ID: bfb318
File 150489617303.png - (34.32KB , 800x800 , 870.png )
828921

The camp is nearly unrecognizeable. So many supplies have came in, that many rough structures have come up. Much of the camp is already asleep, but there are still a lot of campfires dotting the area. We silently make our way back to our spot. A tent is set up, but more conspicuously is countertop at the back of a wall. Holly is here, selling drinks to people. It's not too surprising, apparently Erja Nokol is the most effective region at creating fast structures, though not that sturdy. Even caves are no problem. Apparently the land is porous in some ways, and air floats freely through. Even a sealed tomb will still have air, if local materials are used to seal it.

>"Hey, welcome back!" she calls us over.
>"What's with the shop?" Valsano asks.
>"May as well make some money while we're here, right? Always kind of dreamed of running a tavern. I mentioned it was a pipe dream of mine to Orjin in passing, and he started yelling at me to start doing it, so here I am. It's just a counter, but maybe it'll be a real place once we pick up and move down to the necromile. The word is that that is going to be a good place to set up a more permanent camp, since it looks like it isn't too dangerous at the top. Anyways, drinks for you guys are free, for those that want them." Holly says, knowing that Aira, myself, and Firzel don't drink.
>"I'll have a drink." says Aira.
"You drink, now?"
>"Just now. Holly, give me something that warms the body, because that's what I need."
>"Sure. It's cold down here once you get away from all the campfires, isn't it?"
>"It's not that." Aira continues. "There's a weird area that blocked light. I tossed a torch in, and when I did, my arm got chilled. It's better, now, but something about it still makes me shiver. Where's Orjin?"
>"Talking in the tent." says Holly. "Bolk's team got back a little while ago. Apparently Mowbow found an emblem in a zombie's stomach. It turned out to be a wiped party that went missing after running into one of those weird areas you just mentioned. Orjin's busy right now trying to get the details out of them. Any drinks for the rest of you?"
>"Ale please." says Firzel.
>"Sure. You cold, too?" asks Holly.
>"... not cold, but the same area got to me. Something creeped me out, like we were being watched."
>"Yeah, give me a beer." says Valsano. "No justification, here. I just want a beer. You getting customers who don't mind one-legged drinks?"
>"Yup." Holly explains. Valsano has given her a verbally hard time about her leg, but he's been oddly defensive of her when an outsider points it out. "Some people don't like it, but Orjin's nearly bit their head off if they so much as point it out. Want anything, Fen?"
"I'll pass, thank you. People are aware of those dark areas?"
>"Yeah. They're not always dark, but they're not normal. Discovered ones are being put on bulletin boards around camp, so you can probably find yours on there and what's known about it. Did any of you actually go in?"
"No, it looked like a deathtrap."
>"Yeah, heh, if you went in past 10 feet, you'd be the first ones that did so and came back out to talk about it. Those zones are apparently the main threat, not the zombies that wander around freely. You know what would've been nice? If you were all told this before getting rushed off to scout first. All of you must have ran far, because for awhile, scouts were being sent out just to pull you guys back so you could be told what was going on. You should've been here, though. Zall completely lost his temper. He had to have his escort pull him back so that he didn't get into a fistfight with the previous general! He's going to have scouts probe those anomalies down in the lower tombs, then start sending in volunteer parties to see about learning how to clear them out, since apparently the source is something tangible at the center of each."

She lowers her voice to a whisper.

>"Most people know they're deathtraps. There might not be enough volunteers, and people around here are going to be 'volunteered', or at least draw lots to see who has to go. There will be wizards to help, but apparently no wizards we have are fully capable of nullifying the magical elements of these places. If you guys think it's that bad, you'd better make yourselves scarce in the morning."
>>
No. 828923 ID: a363ac

>>828921
If we actually have a wizard with some knowledge we can probably take out a zone. Go ahead and volunteer Fen.
>>
No. 828926 ID: 26c0a3

>>828921
Ask if anyone else wants to go in with you.
>>
No. 828930 ID: 486e87

Mention that mana coming from the slain zombies were going into the darkness areas.
>>
No. 828932 ID: 7b6617

>>828921
Let's check on the maps how big the zones are before making a decision.
>>
No. 828933 ID: 91ee5f

>>828921
Mention that there was a speck of light in the darkness. Maybe that is the source? Any skilled archers could probably shoot it if necessary.

Also mention that the undead your team ran into were attracted to a body you were burning and they pretty much threw themselves on the flames and smiled because they complained of being cold.

>Apparently Mowbow found an emblem in a zombie's stomach. It turned out to be a wiped party that went missing after running into one of those weird areas you just mentioned.
The undead ate the missing party?

So any undead in the dark areas are hostile, while the ones we've seen wandering around are harmless? That's odd.

>Volunteer or "volunteer"?
>If you guys think it's that bad, you'd better make yourselves scarce in the morning.
Well, maybe we can volunteer Fen? I'm not sure.

But if we do have Fen volunteer and no one else wants to come along with him, then don't try to force them to tag along with him. He'll just be put in another team with a wizard.

>>828930
This.
>>
No. 828935 ID: 015058

Give Holly the run down about what you discovered. How the energy or souls of slain undead appears to be drawn back into those areas.

Then track down your boss and make your report. As for volunteers to search one of those things that might be a impressive feather in your cap. Assuming they are not universally lethal.

I bet at the center of one of those is a necromatic focus the bad guys are using to extract and control the energy they need. And without some sort of protection from the power drain its probably fairly deadly.
>>
No. 828937 ID: e36c7f

I don't know about volunteering for this. If there are several of these areas, then they're probably made by some planted artifact rather than necromancers. They could be made by some special undead with the spell on them, but in that case they would move.

In other words, this job amounts to magical hazardous waste disposal. It's a ton of risk for not really any glory, and Fen, being someone who wants to build rep and climb ranks quick, should find something that lets him show off a bit more, and besides that, let this be handled by non-barbarians, who probably know just a little bit more about magic in general just by casual exposure to gossip about wizards, which he lacks. Every little could help.

Wake up early in the morning and go find some perilous combat job to do instead.

Anything else we should have been told and weren't?
>>
No. 828938 ID: 3ce125

The zombies in the dark zones might not be any more aggressive than the ones we fought. It's more likely that just being in the dark zone drains your life, and the zombies eat the victims once they're dead or paralyzed. The right method for clearing an anomaly might be to rush straight in to get at the source before you die to the life drain.
>>
No. 828939 ID: 7b6617

>>828938
Pretty much my idea too. Which is why the size of the anomalies is important.
>>
No. 828947 ID: a363ac

>>828921
also ask about keeping trophies from the undead like a broken horn.
>>
No. 828951 ID: 830657

I say volunteer, for Fen only.
>>
No. 828953 ID: 21fd99

>>828921
We could check it out ourselves. We being Fen, that is.
If these zones make people cold, and the zombies are searching for warmth, could it be that all the undead are actually byproducts of whatever these zones do? Like, it takes away the warmth of living, but doesn't kill its victims.
Question, have any of the zones moved or spread? Cause if they do, then the zombies might spread out to areas of warmth for the zones to move to.
>>
No. 828957 ID: 21fd99

>>828921
I think the only way to know what exactly these zones can do and what we can do to them is to tie some poor shmuck to a long rope and have them walk forward, with the rest of the team ready to pull them back out at a moment's notice.
Making a suicide run for the point of light (if anybody else has seen one) would be the job for the second shmuck. Most likely us.
This is all depending on wither or not anybody knows what exactly kills people in the zones. And this suggestion is for the point that it is still a mystery.
>>
No. 828958 ID: bb78f2

>>828921
I think if we can snipe the light in the center, we should be able to clear a zone. We just need a method to hit it with.

Honestly, probably a mix of slingshot and a gunpowder pellet might do it. With a little extra momentum boost from a wizard, we could nail it.

It's obvious you can't go in without a method to fight the darkness. IF it snuffs out fire, it'll take some experimentation to figure out what light won't repel it. I bet that's the key. Judging from the watery sound, the darkness could be enchanted with water to fight fire, so we need like... glowsticks or electricity or something. Whatever people use to light dark waters.
>>
No. 828959 ID: 3abd97

I don't mind facing down danger, but I would much prefer it be a danger I can fight. There's less you can do about an environmental hazard. Especially magic.

>forcing people into the magic traps
Well, that seems the wrong strategy. We can't afford to solve problems by spending bodies recklessly. We're going to have to re-kill every soldier who gets cut down and zombified by rushing into magic traps.

Can we bypass the blacked out areas? We're digging down through sealed hatches and setting up stairs already, can't we just drop stairs to go around these things?

...or better yet, if the wizards can sense the "source" in the middle of the darkness, we come at it by breaking in from the floor above.
>>
No. 828960 ID: 91ee5f

>>828958
>Honestly, probably a mix of slingshot and a gunpowder pellet might do it.
A bow and an arrow are going to be more accurate than a slingshot and pellet.
>>
No. 828965 ID: 7b6617

We're not going down there without a wizard anyway. A wizard escort group sounds doable enough.
>>
No. 828994 ID: 69fef8

>>828921
>mention light in darkness
yeah that little dot might be worth following up on, as the only thing visible thing in a light-eating area it's notable.
>>
No. 829004 ID: 830fb7

Ask about getting a bow with special arrows you could use it against the source of the disturbance from outside the affected area. If you get the right type of arrows you could destroy the source effectively disabling the field of its effects.
>>
No. 829005 ID: 3ce125

Fen already has a bow.
>>
No. 829036 ID: a633c6

I'd recommend against volunteering. If you draw the short straw there's nothing to do, but clearing out multiple zones sounds like a good way to get hypothermia or some kind of lung disease.
>>
No. 829221 ID: bfb318
File 150498109261.png - (29.30KB , 800x800 , 871.png )
829221

"About Mowbow's find... does that mean that the undead ate the wiped party?"
>"Honestly, I'm not sure, but it sounded more like the undead was the wiped party. If so, then usually they would be stripped of valuable gear and emblems before being revived as zombies, but this person ate their emblem before dying." Holly explains.
"How big are these anomalies?"
>"There's no hard amount, you can check them out on the bulletin board. I hear the first one the old guard took care of took up an entire tomb. Which one did you guys get to?"

We start to tell her about the white speck and more details, but she stops us.

>"Which floor was this one?"
>"It was down a flight of stairs." says Firzel. "But it was on the same tomb."
>"There's no..." Holly turns her head to the tent. "Orjin! Fen's group found a new anomaly!"

Despite being busy, Orjin comes out violently enough to make the entire tent shudder.

"Talk to me! Go! Holly, write everything down!"

We explain in more detail, but Orjin covers questions and details we hadn't thought of. Things like if the walls outside of the zone were crawling, if we saw any small animals, or other things that sound either irrelevant or random. At some point, Valsano shows Orjin the horns he's collected. Orjin says he doesn't care about trophies from harmless zombies, but us finding a new anomaly is much bigger news.

"Sounds like a pain in the ass like the rest of them sound."
"I may be willing to volunteer, but I want it to be a danger I can fight."
>"I'll follow, if you do." Aira says.
"Yeah, sure, if the wizards do their jobs. Hell, you might just need some precautions. Like your white speck? We'll wrap up a scout in a nice blanket, give him a glowrock that doesn't give off heat, and see if that works. We'll sent in scouts till they can go in more than 10 feet without falling over before you so much as swing a sword. Then we send in some people are aren't shit."
"And if they die?"
"Do I look like a grand knight to you? I don't know the plan."
"If we can see the source, why don't we just shoot it with a bow and arrow or other projectile? Or drop in from a floor above? Or just bypass them altogether?"
"If that actually worked and the veterans here never thought of it, we'll never stop laughing at them! We'll be pointing and jeering at them all the way down the tower and then all the way back up! Not like many of 'em are alive, what with their solving anomalies by throwing people inside until it goes away."
"That sounds like the wrong strategy."
"I'd tell you you're a damn genius, but since the old guys didn't know that, you might not catch my sarcasm! Zall's willing to throw in a handful of people that are going to die, because it's a drop in the bucket compared to how many died before. Hear the rumors about what the mortality rate is for people who get close to an anomaly's source? Because they're true."
"I haven't heard."
"All of them. Not a single person that has gotten closer to an anomaly's source than the anomaly's edge has ever lived. Or maybe they have, we don't know, because no bodies that got that close have been found. If your anomaly is anything like the others, then it probably has some deadly shit inside, because it takes more than a chilly atmosphere and bad visibility to kill that many people, that fast! After enough people die in an anomaly, it just picks up and leaves. As far as Zall is concerned, the intelligent things down here have just been putting their little pet projects of inhospitable environments to the test, and picking off scouts that straggle or wander too far. Our enemies haven't even seriously fought us in a proper fight! And they don't need to, because these fuckers," Orjin says, waving to the rest of the camp, "have been feeding them freely for weeks. I'm going to report this white speck anomaly to Zall. I'll have your scouting bounty for you tomorrow morning. Go look at the bulletin board."
"Is there anything else we should be told, and haven't been?"
"Yeah, and because of these incompetent bastards, we barely even know what's true and what's not. I felt more knowledgeable back when I knew nothing!"

He starts to leave, then turns back.

"You idiots can't sense magic well enough to dodge punches with your eyes shut, can you?" he asks, in a tone so conversational for him that I might not have recognized his voice if I couldn't see him talk.
"That sounds implausible for us to do quickly."
"So are worms trying to eat a bird, but here you dirt fuckers are, wriggling deep into a bird's nest. Work on it. Dodge work if you have to, because you're all going to die down here if you can't see shapes from mana alone."
>>
No. 829223 ID: bfb318
File 150498124983.png - (14.30KB , 800x800 , 872.png )
829223

Orjin leaves us. My interest in volunteering is mixed. My teammates start wandering, and after some rest, Aira and I find one of the bulletin boards. By the time we got to it, they've already added our entry, and it looks like they've already gotten to the top of the necromile.

1. Black Trunk. Source is an unknown target at the tip of a tree that's grown off the side of the tomb, through dirt. The zone is inside of the trunk, at approximately 25' in diameter and 60' in height with an apparent entrance at the base of the trunk. It is consumed by dense vegetation, typically in the form of vines and moss. Fire has proven ineffective. Mining is difficult, but possible and may be used if casualties are too high. Dangers include sinking moss, poison clouds, possible carnivorous plants. This anomaly currently does not interrupt missions, but ignoring it may leave it to curve back into top levels of the mausoleum or out of the ground entirely, potential exposing our flanks or the surface. This is linked to the benign plants surrounding it.

2. False Space. Source is an unconfirmed, small living creature. The zone is the south middle of Maul's tomb. The area appears normal, but illusory effects occur here. Dangers: partial blindness. Both allies and enemies may appear invisible or as something else. This anomaly's source seeks food, and can be lured with some success away from camp, but it is slow moving and unpredictable. This area is linked to the blind zombies in the same tomb.

3. Sinkhole. Source: Unknown; possibly not an anomaly. It is a 35 foot diameter hole located on the outer rim of Fovnk's Tomb. The pit's walls have dropped any pegs, torches, or steps implanted into it. No undead seen in or around location. It is uncertain that the undead use this as a travel route. Bottom unseen - assumed to continue to drop down. Guard post under construction.

4. Exploration. Anomalies must be dealt with, but Grand Knight Zall has approved further delving until further notice. Note: Too many deep delvers in the past have led to wide range anomalies blocking off return routes. Low numbers of scouts that wander far away have gone missing, despite going to floors that would be later discovered to be harmless. Only the operating level minus 2 (Fovnk's) and above are considered safe, outside of anomalies.

4a. Necromile Seal. Not an anomaly. Mithril Aourga left the necromile to sink approximately 30 feet through the dirt before building his tomb over it. Scouts have begun to dug through it, but have reported a tar layer has blocked digging progress. Investigation is pending on if the lake can be drained. No current entrance known for the necromile. Note that many scouts within Aourga's tomb have been reported missing as of tonight.

5. White Speck. Verification pending. Source: Unknown source, likely made of of white light. This zone is at the northwest section of the operating level tomb (Pon's), with the space identified as a field that consumes fire and heat. This is linked to the warmth zombies. Attempts to break into this level above or below will most likely cause a leak and a reorientation of the zone's effects.

Bounties:
Reporting a new anomaly will earn 20 silver upon verification.
Finding a useable way into the necromile will earn 20 silver.
The first scout(s) who get 10 feet beyond visibility in an anomaly receive 20 silver upon their return.
Any scout that gives correct information to a truth wizard will receive between 10 and 50 silver depending on usefulness.
The first team that successfully clears any anomaly and survives will receive 200 gold pieces split within their team. Future successful clears will be decided later.
Those who have willingly volunteered and die during organized expeditions in an anomaly will receive 4 weeks of their wages upon their death, delivered to their person of choice.
>>
No. 829228 ID: 26c0a3

>>829223
They're having problems with a sinkhole? Why haven't they tried dropping a rope ladder down it by securing it on the floor?
>>
No. 829230 ID: 26c0a3
File 150498298569.png - (26.87KB , 800x600 , rope ladder.png )
829230

>>829228
Easiest solution ever.
>>
No. 829234 ID: 3abd97

>work on dodging punches with your eyes shut
Looks like Fen can add blindfolded samurai training to his routine. I'm sure you can convince your pals to take some swings at you, or throw some stuff at you.

>the brass has been throwing bodies at the anomalies, giving the enemy more corpses for necromancy, and the chance to experiment with magic traps safely
That's incompetence bordering on treason. Someone up the chain of command really deserves to die.

>missions
Plant one seems the most straightforward in terms of an enemy to fight, but it's also a good way to waste our one dose of universal antidote if everything in there uses poison.

Illusions sounds terrible. We're paranoid enough without the squad killing each other, thank you very much.

Sinkhole sounds like a problem for engineers, not soldiers, and climbing down (and trying to fight?) in an endless vertical shaft is terrible.

White speck sounds sort of the least terrible. I'd rather deal with the dark and cold than illusions.

Honestly, I feel like we'd be better off doing exploration or looking for a way through the seal than fighting either anomaly. Or trying to sneak as much training time as possible, so we're prepared to take the anomalies on better when we eventually have to.

>>829228
>>829230
They probably don't have a rope ladder long enough for that, if the pit goes down further than they can see, even when dropping a torch down it.
>>
No. 829235 ID: e36c7f

It sounds like there's a class of scouts who are considered more disposable than we are? I have to wonder who those poor schmucks are. Convicted criminals or something? We should know, just in case we have to interact with them later. On the subject of who's down here, I also wanted to ask: are the civilians who come down to the safe areas for business and such also quarantined, or can they enter and leave freely?

Anyway, I'd recommend going to Black Trunk, because Fen lived in a partly magical forest and may have some applicable skills to a place filled with plants.

I'd suggest White Speck on the simple basis of continuing what you started, but I think I might have noticed something: were any of the warmth zombies field kobolds? I don't think they were. In fact, they looked to be mostly draconics, with that one half-draconic half-oceanic. Maybe there's something to that? But, Fen is draconic himself, so it's not very applicable to him. He should mention it, but he probably can't follow up on it.
>>
No. 829236 ID: 26c0a3

>>829234
>Rope ladder isn't long enough
They can easily make it longer. They can also attach glowstone lanterns to the ladder, so darkness isn't an issue.
>>
No. 829237 ID: 91ee5f

>>829221
>"You idiots can't sense magic well enough to dodge punches with your eyes shut, can you?"
From the way he talks about it, I think it's safe to assume that he can easily do it!

>Work on it. Dodge work if you have to, because you're all going to die down here if you can't see shapes from mana alone.
I think we'd better listen to his advice and start training to do that! In a place like this, having a skill like that will be useful!

>>829223
>Reporting a new anomaly will earn 20 silver upon verification.
So that's what Sir Orjin meant by scouting bounty. Looks like your group has earned 20 silver!

>>829228
>>829230
That's not a good idea. The ground around the hole is fragile and could collapse when someone tries to hammer in the supports for the rope to connect to. And if the ground collapses, that'll just make the hole bigger.

>>829234
>That's incompetence bordering on treason. Someone up the chain of command really deserves to die.
Yes, but let's make sure we don't say that out loud. You never know who's gonna snitch on you.
>>
No. 829238 ID: 3abd97

>>829236
There's also going to be the problem if we can't anchor it to the walls as we go, there will only be a single anchor site at the top.

So if the ladder fails anywhere (attacked by climbing zombies, or flying monsters, or a simple tear, or a knot failing) everyone below that point falls to their deaths.

You'd also have to send small groups down, separately, since the supports can only support so much weight, and the super-long ladder is going to contribute a lot of weight in and of itself.
>>
No. 829239 ID: 91ee5f

>>829238
>There's also going to be the problem if we can't anchor it to the walls as we go, there will only be a single anchor site at the top.
Let's not forget how much the ladder is going to be swinging all over the place.

Sure, you can say you'll be able to hold on, but if you get swung around and end up hitting your head hard enough, you'll get knocked out and fall to death!
>>
No. 829240 ID: 3ce125

Mana sense seems like it would be incredibly useful for entering the False Zone and White Speck anomalies. False Zone especially, since the "small creature" is definitely an illusion. It's probably some huge beast. Start training that immediately.

...I wonder how fast the White Speck would put out burning tar or oil. Maybe send someone with tar-soaked rags wrapped around their armor and set them on fire so they can reach the anomaly before freezing to death?
Hmm, for the Trunk you'd probably want to put down planks or similar things to avoid sinking moss, and breathe through air bladders for short distances or a breathing tube with pumped in air from outside the anomaly. Or heck if there's some sort of magical scuba equipment that'd be the best option. If the poison clouds are visible and move around then bladders might be enough. Unless it's contact poison in which case nevermind don't even think about going in there.
False Zone could be dealt with by setting up a fortified chokepoint then luring the source there with food, destroying any threats that enter the chokepoint via mana sense. Anyone that attempts to help that doesn't have good enough mana sense would just be a friendly fire risk.

Anyway let's deal with something more mundane while training up mana sense. Head towards the Sinkhole to help with the guard post.
>>
No. 829242 ID: e36c7f

You could throw down a full-on net instead of a simple rope ladder.

Fen, I forgot to say: practice your blindfighting like Orjin suggests. Maybe take a swing at more unarmed fighting as well, at the same time, particularly evading/escaping unarmed strikes and grapples. I'm sure there's someone around who can tutor you in classical-era oiled-up naked wrestling, and doing it blindfolded will help you with the mana sensing.

In fact, given that this is a military camp, full of stressed soldiers who'll be craving a distraction from the undead horrors, I'll bet someone already has or soon will set up some betting on various "practice" fights. People put more effort in when there's something to win, and people might give a little something just to watch. Maybe you could even consider it yourself. Might as well turn a little profit from the training you're going to do anyway, hey? You'll need money to buy heat supplies for yourself and your team; I expect the market prices will be high down here. It'll raise morale, too, and physical activity will keep you warm. Think about it. You could even suggest it to Orjin! Not the betting and payment aspects but, you know, the rest.
>>
No. 829243 ID: 21fd99

>>829223
Does anybody have a map of the anomalies? Or in what order they were discovered? Cause I have a bit of an idea to compare the anomalies to their place and time of appearance, the camp sights, the seal, and the white speck we saw.
I would go with 2, since an anomaly as an actual living thing would be rather beneficial to use if we can get it alive. Then we can do the "tie a rope to them" plan with it instead.
>>
No. 829244 ID: e36c7f

>>829242

Maybe mention the possibility to Holly first, she's a businesswoman who knows what soldiers want from their free time and money.
>>
No. 829245 ID: 26c0a3

>>829238
Resources are not an issue. There's room to place at least a dozen ladders. If the ladder swings, put weights at the bottom. If the ground is unstable at the edge of the sinkhole, put the anchors farther back. If the rope is too weak, reinforce it. All of these problems are easily solved.
>>
No. 829246 ID: a633c6

We S.T.A.L.K.E.R. now. Quickly, get your green hood to channel your inner Strelok and gain wisdom of The Zone.

I say try and kill the False Space. Bait it somewhere specific with food, kill it at range or with a trap- just like you're back home hunting for food, except you've eaten the wrong kind of mushrooms. I'd recommend using explosives to get the job done but I'm willing to bet you'll have to make do instead. If you're worried about illusions resulting in blue-on-blue, equip everyone with sturdy helmets and agree to only slay undead through overhead strikes to the dome piece. No matter what you do, I recommend honing your magic sense first.

Make a mental note that Aourga, slayer of the undead will probably show up sooner or later for all your glory hounding needs.

>>>829240
I actually was going to recommend setting yourself on fire to resist the speck's effects, but looking back I think this suggestion might already be a little out there.
>>
No. 829248 ID: 3ce125

Oh, another possibility for the False Zone is leaving poisoned food for the creature to eat. Or boobytrapped food.
>>
No. 829250 ID: 015058

You should practice mana sense fighting with your group during any spare moments. Blindfold one person and have another attack them unarmed in very slow fashion. So would basically be having Aira lightly slapping at random parts of your body while you tried to sense where her slaps would come from. Each of you could pair up and practice this during free time until you got it down. Once you do pick it up tell the others any tricks you learned.

And you better hurry. You will run out of light down here at some point. So being able to sense your surroundings at all times will save your lives.


As for the anomalies it does appear that they are a grab bad of wizard experiments that have been let loose. Someone mutated a plant here and experimented on a lab rat there.

I would spend awhile training your sensing and then go for the illusion beast. Everyone blindfold up so they can avoid getting distracted and then sense your way to it. Then put it in a cage and drop it off with a wizard for a bonus.
>>
No. 829251 ID: 78a3e5

1. Maybe you could try to infect it with a plant disease to kill it?

2. Presumably you should be able to catch it and kill it, especially if it's slow-moving

3.You could explore it, but yeah, it seems like you would need to have the ladder held up by people or fastened a bit away from the sinkhole.

5. There are probably a few ways to investigate this one that you can do without entering it. Shoot the white light somehow, try to overload the anomaly by setting off an explosion or really big fire (which you would have to check the stability so you don't cause a cave-in, or set a big fire just outside to try and lure out all the zombies before trying to enter it. A fucked up way to check is to maybe set a small animal on fire and send them in, so you can see what happens to it as it runs inside however far.
>>
No. 829252 ID: 78a3e5

>>829251
Also for the plant you could try to choke it by depriving it of carbon dioxide or salting the ground it gets it's nutrients from.
>>
No. 829257 ID: 3cc68c

Some random ideas for dealing with each bounty

1: Check if poisoning or otherwise dealing with something in the surrounding vegetation will affect the anomaly. Removing its source of water or finding a way to burn the area could also be possible.

2: Would have to test things but sending in your team blindfolded with some tasty treats and a few animal trap cages might work well. Treat it like a forest animal you wanted to catch and put baited traps all over. Then check the traps blindfolded relying on your other senses. (unless its a dangerous small animal with lots of teeth)

3: Build a arch over the pit making sure none of the structure gets anywhere close to it. Then use a pully system and rope to lower people or a light down it. Probably test on a animal in a cage first. If you pull its exploded corpse back up then its a bad sign.

4: More scouting would be a good way of finding any other anomalies and practicing your mana senses before taking on something more dangerous. Plus it lets you get the lay of the land down here.

4a: Would be similar to the other scouting but would be tracking where the tunnel through the tar is. Probably has active zombies or worse guarding this area.(tar zombies?)

5: This one seems to absorb or redirect heat. Further tests are needed but could try insulating someone with heavy snow clothes. Building a huge fire outside and trying to overwhelm its draining powers. Or building a forge with blower next to it to try and get the heat hot enough to break it. Either way if you explore this you should have a strong fire outside of it so you can warm up quickly. Could possibly experiment with the zombies themselves as well. Shove one into the field and see what happens.


Also maybe you could use some anomalies against each other? Like #2 if capture could maybe be thrown into another area to confuse the stuff in there. Or say if area 5 has a core maybe you could use it to freeze area 1. Watch for creative uses of things you find.


That 200 gold reward is going to be a strong temptation for your team. You know lots of other teams will be trying for it as well. So go for it if you can put together a good plan. But don't take stupid risks.
>>
No. 829259 ID: 91ee5f

>>829245
You seem to think that no one has already thought of that. If it were that simple, it would've already been done.

It's on the bulletin board for a reason, so it might not just be a normal hole in the ground.

For all we know, it might actually be another anomaly that eats light and fire, like the anomaly that Fen's group ran into, only now it's in a hole instead of a hallway. Meaning climbing into the hole is going to have the same problems as walking into one of the dark areas.
>>
No. 829260 ID: 91ee5f

>>829257
>burn the area could also be possible.
It was already mentioned on the bulletin board that, "Fire has proven ineffective."
>>
No. 829263 ID: 26c0a3

>>829259
I do believe that nobody thought of that. Sir Orjin just told us that the previous strategy for removing anomalies was feeding them and hoping they go away. The board says that stuff falls out of the walls of the sinkhole, which implies that they've only tried scaling downwards without securing ropes on anchors in the floor.
>>
No. 829267 ID: e36c7f

>>829257
>>829260

RE: the tree area. If the tree is alive, and has typical tree anatomy, and apparently the bottom of the trunk is reachable, then you can kill the tree by stripping the bark and underbark in a circle around the base of the tree. That'll destroy the vascular tissues and the tree will die, or at least not be able to grow any further above that point. Even if you can't reach the whole trunk, cutting what you can will stunt the tree's growth in that direction.

It could be some sort of magic zombie tree, but a common feature of all undead is that they don't grow, so it should be some sort of evil but living plant and therefore need its tree organs.
>>
No. 829270 ID: 21fd99

>>829223
I say the false space would be useful if we can find a way to use it/nullify it.
>>
No. 829301 ID: 015058

Wait I have seen this puzzle before!

So the creature creating the illusions will turn out to be a beaver. We catch it and bring it to the tree. The beaver knocks the tree down and gets crushed by the falling trunk.

Then we find a angry parrot stuck under the top of the tree. We free it and take it down to the dark hallway. We throw it in and its power to make things grow blows up the darkness and it in the process.

Then we just need to haul the tree trunk downstairs and use it to plug up the hole!
>>
No. 829305 ID: 91ee5f

>>829301
Kome, is that you?
>>
No. 829314 ID: 21fd99

>>829301
That advice was so nonsensical that I am wanting to follow it just for the CHANCE it is true.
>>
No. 829318 ID: 78a3e5

You might want to go down to the warmth zombies since they are so weak and practice sensing mana with them. One person tries to sense while the other keeps watch and makes sure they don't die accidentally.

That or find something with a lot of mana you can focus on sensing clearly.

Also another way to maybe kill the False Space is by luring it to the tree or the cold place.
>>
No. 829322 ID: 830fb7

>>829223
Find out what the small living creature from section 2 likes to eat or is drawn to, get some and soak it in some of tomato's poison. Hopefully this will kill the source and destroy the field.
>>
No. 829358 ID: 3ce125

>>829322
The poison is most likely denatured by now... but it was originally incredibly potent so maybe it would still do something.
>>
No. 829392 ID: b88e47

Keep scouting for other anomalies and clearing combatants.

We have a party good enough to fight off mild combatants and a tracker and a guy good with directions. We can't solve anomalies. It's mystical magical bullshit.
>>
No. 829399 ID: 15a025

It sounds like exploration is probably our best bet. Let's see what other creepy necromatic magic we can't find?
>>
No. 829416 ID: 3abd97

>>829322
Poison might not work, if the "small living creature" is actually some kind of undead.

Also, I'm reluctant to use up a resource we can't replace. Or to use a poison we're not supposed to have on a target we'd be claiming the kill on.
>>
No. 829471 ID: 7b6617

>>829416
>Also, I'm reluctant to use up a resource we can't replace.
That part isn't a problem: It will use itself up on its own if we don't act fast.
>Or to use a poison we're not supposed to have on a target we'd be claiming the kill on.
Not a problem either: The quill knight saw the poison and was all "OK, but I doubt it will last."
>>
No. 829472 ID: 91ee5f

>>829471
>That part isn't a problem: It will use itself up on its own if we don't act fast.
Actually, the poison came from Tomato, right? And Tomato is from Erja Nokol, which is the same place the tomb we're currently in is located. Doesn't that mean that since the poison is with us in Erja Nokol, it shouldn't be effected by whatever degrades things not in their native land?
>>
No. 829473 ID: 3ce125

>>829472
Ah, you're right. The only time we had for it to rot was before we arrived.
>>
No. 829481 ID: 7b6617

>>829472
Lord Shup said in ITQ that nothing actually counts as being from Erja Nokol.
>>
No. 829496 ID: 27762f

Orjin basically just told you to skip work and practice blind fighting. You've already got something decent on your records by discovering an anomaly, so you and your team can probably just go out "exploring" again and practice somewhere, wandering around occasionally (maybe while walking have two people blindfolded and needing to find where to turn and such by finding the other two?) and then just come back going "oh man we didn't find anything this time guess we used up our luck already for now". So long as it's not blatant and you do something useful from time to time no-one should mind.

I'm not familiar with how disciplining works in your army but traditionally any disciplining is supposed to come from your superior and that's Orjin, so if you're doing what he's told you to do it should be pretty light so long as you don't make anyone mad enough that even higher officers pay attention.
>>
No. 829499 ID: f66698

I agree, Sir Orjin basically told you this is going to save your life, and knowing more about how magic works is only going to be useful anyway.
>>
No. 829500 ID: 91ee5f

>>829499
I agree. Let's listen to Sir Orjin's advice on how to not get killed and do some training so that we can see shapes from mana alone.
>>
No. 829588 ID: bfb318
File 150508455962.png - (37.96KB , 800x800 , 873.png )
829588

After hearing Orjin talk about feeding the necromancers, it makes me wonder if that fistfight Holly mentioned was when Zall started finding out about this.

I consider if there's a pattern for when anomalies show up. White Speck being shown last makes me think the board posts them in order of discovery, but if so, it's odd that exploration is number 4. Perhaps it just wasn't a formal job until after the 3rd site was found. is last. Even then, it may be awhile before an anomaly is discovered, so the discovery order may not be the same order in which the anomalies were formed. A result of posting information as fast as they are is that a lot of information is missing. The sinkhole, especially if it's not an anomaly, doesn't give any convincing reason why they can't drop a ladder down. I'm almost certain they've thought of something so obvious, but if not, then I'm sure they'll try it soon. I ask around, but no one I ask has been around the sinkhole.

Other information is gained while asking. While the assassin's branch of the army is the main force, there is the garrison branch, but also the criminal branch. The latter one is more expendable, with various scouts and other dangerous missions being given at the chance of regaining innocence. Civilians also cannot leave the quarantine either. They're just employees and hired shopkeepers. The truly rich merchants wouldn't come down here themselves. I'm not sure how they ensure that their hired shopkeepers aren't skimming money.

"Aira, I'd like to train my sense of mana first, before any anomalies."
>"That sounds safe." Aira's expression does not change much, but I can tell she's relieved about my decision.
"I can't even sense regular kobolds yet, so it may be best to train on a zombie. I want to go exploring tomorrow, and we can find one then."
>"That would work, if we can find one. Can you sense a lot of kobolds around at once?"
"Yes, but attempting to sort out a single one seems too tough for now."
>"Maybe, but zombies are difficult to find. I think we got a little lucky. We can try to find some while exploring, but if you want to do it tonight, I suggest we go where there's gradually less people, and we find out how many people you need around to sense mana. If it's 10 in 10 feet, go for 9 in 10 feet, or 10 in 12 feet, and so on."
"What if we had practice fights, hand to hand?"
>"That is above our level, Fen. Let's do Orjin's suggestion to punch each other once we can sense punches, because we both want our heads to maintain their shape."
>>
No. 829589 ID: bfb318
File 150508461185.png - (40.80KB , 800x800 , 874.png )
829589

After practicing Aira's suggestion to improve mana sensing around camp, we work our way back to Orjin's tent.

I sit down at Holly's counter to get some food before I sleep, while I try and continue focusing on nearby kobolds. I also consider my poison. Tomato's mana should be included in the poison, acting as a natural anti-rot measure. Still, even as an abomination, he isn't a forest kobold, and his poison will begin to rot after the mana is gone. If I can learn to sense mana, then I'll be able to tell when the poison loses its ability.

"Holly, where are the bodies of the mithril nobles kept?"
>"Presumably in the biggest, most elaborate, most treasure filled room in each tomb, with tomb guards posted there. Get this, though. They're so against desecrating the resting places that they haven't even checked to make sure the bodies are still there!"
"So..."
>"They're probably not there at all, no. There may be a whole party of raised mithril nobles."
"So the tomb guards are protecting... just, treasure?"
>"Probably not even that. Since each tomb was sealed, what was stopping people from digging through a mountain and into a low tomb, mining through the walls, and taking an enormous amount of treasure? There's even rumors that some mithril nobles hired people to do just that. And if the rumors are right, then the tunnels should have been filled back in by now. Oh, by the way, Orjin has me in charge of wages. Here's 4 copper for today. I can also exchange for silver at a slightly better rate than merchants will."

People come and go through Holly's counter. Most of the soldiers don't seem to enjoy merchants trying to sell things in areas where soldiers sleep, so Holly, who runs a business through a soldier's camping spot, seems to have gotten lucky with a good location. I'm sure other soldiers will get the idea now too.

I have talks with a variety of other people, mostly other assassin branch people under other greater knights.

Since I do not plan on going to these anomalies, at least not now, I share some of my ideas with removing them. I also hear ideas about just throwing a lot of glowrocks into the dark zone, and thoroughly clearing plants constantly from the outside in for the tree. Despite that I'm not the only one who has thought of various ideas, it seems like the plan is still to throw people in.

There aren't many people that seem willing to volunteer for what's seen as a suicide mission, but Zall is only willing to sacrifice so many people anyway. The more information that's found out from sacrifices, the higher the number will go up. However, the starting number, the max that will be sacrificed for no gain, will be 10 scouts and 20 soldiers. Lots will be drawn to decide who gets to go, as well as in what order. Depending on how that goes, other options will be explored, which I take it will be the ideas to kill off the sources without having to charge in like a gladiator.
>>
No. 829591 ID: bfb318
File 150508462254.png - (13.00KB , 800x800 , 875.png )
829591

I don't see Sir Orjin again before going to bed, and I wake up early. There are 5 silver pieces dropped in front of me. Apparently Orjin had good faith I would find them. There may not be much of a rush to leave, and it sounds extremely unlikely that I will be forcibly volunteered into an anomaly even if I choose to stay, but since I've decided to go exploring, I should choose my destination.

The main goals are to search for more anomalies, or search for a way into the necropolis. I could also just forego exploration in favor of focusing on meditation to increase my sense of mana.

I may also want to ask for help from at least one ally, but maybe more. Aira has come with me, I think, because of the healing cloth I bought for her. I did it in the hopes that she would be a trustworthy ally, but I don't want her to feel like she owes me her life. Firzel's senses are also what led to us finding the anomaly.
>>
No. 829595 ID: c2051e

I think training with Firzel would be a good idea. We already know Aira is reliable, but I'd like to see how Firzel reacts to danger before shit really hits the fan. I somewhat doubt that training is going to go perfectly smoothly, after all.
>>
No. 829601 ID: 015058

I would ask Aira and Firzel. Make a scouting team of 3 and go searching a random unexplored area.

While out there you can take turns practicing your mana senses and help each other with any tricks you learn.

As for the hand to hand training? It does not have to be actual combat Fen. All you have to do is take turns closing your eyes and then have one of the others slowly try to touch you in a random place. While you focus on trying to figure out where they are trying to touch.
>>
No. 829602 ID: 78a3e5

Ask anyone who will join you to train sensing mana, maybe see if anyone else has better ideas on how to do it or if someone more advanced than you outside your little group is willing to help. If you can boost your senses you'll probably be able to find more anomalies like Firzel did. Either way he's why you found the first one and you would probably need him to reliably find another.

Also is that alternate Springfoot? No, I just checked and Springfoot has ridges for eyebrows. Nevermind.
>>
No. 829605 ID: e36c7f

Well, when you were talking to Aira about training your senses, you were saying "I want to go exploring tomorrow, and we can find one then" and she was reacting "That would work, if we can find one", so I think you've basically already asked her to go. Just ask her if she still wants to. It's to her benefit too, so I don't think you're stepping on her debt to you or anything. Firzel's the one you'll be bothering more, I think, since you're asking for his help at something he's already better than you at.

In any case, I think three is the bare minimum for wandering around in this place. You could still trip over some danger by chance. Check around to see if anyone else from Orjin's squad is already up. Maybe poke them awake for just a moment so they can take their coins and put them away, for anyone else who's had some dropped in front of them.

For the unarmed training, you don't need to start off with full-on fighting. Before advancing to sparring, some martial arts teachers have their students begin with just touching knees and shoulders, pairing them off to try touching those spots while trying to block or dodge being touched in those spots. Sometimes the top of the head is added as a target. It's open-hand, so the most that can happen is you'll get slapped.
>>
No. 829606 ID: b88e47

Meet up with Firzel and Aira and kill more zombies to find more anomalies.

Head to the furthest area from known anomalies and start killing around and see where the mana goes and if it lines up with known anomalies.
>>
No. 829609 ID: 3abd97

>Let's do Orjin's suggestion to punch each other once we can sense punches, because we both want our heads to maintain their shape.
Fen: totally willing to learn by being punched in the head till he gets it.

Aira: work smarter, not harder.

>>829591
>dropped (or placed) coin right in front of you
Damn, Fen. Gotta be better. What if that silver had been an assassin's knife? You can't be sleeping through that kind of thing.

>I may also want to ask for help from at least one ally, but maybe more.
Is there reason to not keep working with the same squad? You guys came up together, and it's a decent number for a real fight, if you find one.

Can we go exploring, and take a break somewhere to train?

>>829602
>Also is that alternate Springfoot?
If you mean the gal at the end of the bar in 2/3, that's Dame Frais. The poofy cheeks are kind of distinctive.
>>
No. 829612 ID: 78a3e5

>>829609
I checked but her head seemed more 'spiky' than 'frilly'. i.e. >>799396

Then I checked >>790776 So I dunno, it might be her.

Either way, you might be able to kill 2 birds with one stone if you go exploring and try to redo what Firzel did, sensing the direction of mana.
>>
No. 829616 ID: 3cc68c

Fen remind me how much of a bounty is on your head? Because if someone can wander over and drop some heavy silver coins next to your face without you noticing? Well I don't think you will be long for this world.

Shape up Mr elite assassin in training.

Get your team of at least Aira and Firzel and anyone else who wants to train/explore. Then spend all day sensing stuff. Maybe you will even get lucky and find something neat out there.
>>
No. 829624 ID: 91ee5f

>>829588
>"That is above our level, Fen. Let's do Orjin's suggestion to punch each other once we can sense punches, because we both want our heads to maintain their shape."
I agree with Aira, you should make sure you can sense shapes with mana before you try punching each other with your eyes closed!

>>829609
>Fen: totally willing to learn by being punched in the head till he gets it.
>Aira: work smarter, not harder.
Wow, that's a pretty accurate translation of that conversation! XD
>>
No. 829628 ID: 91ee5f

>>829616
>Fen remind me how much of a bounty is on your head? Because if someone can wander over and drop some heavy silver coins next to your face without you noticing? Well I don't think you will be long for this world.
Sir Orjin already said he'd kill anyone that tried to claim Fen's bounty. So I think under the threat of Sir Orjin killing them, no one is going o be stupid enough to try and claim Fen's bounty!

However, you're right, Fen should also practice being aware of his surroundings, even while he's asleep! It'll prevent him from getting killed in his sleep when he's out of the army.
>>
No. 829631 ID: e36c7f

>>829616

I wouldn't put it past Orjin to have put the coins there that way just to teach a lesson about sleeping too heavily to anyone who gets theirs stolen.

You could train yourself to sleep lightly by having a friend/friends randomly try sneak up on you and smack you in the head while you're asleep, but then you'd need friends who aren't sleeping at the same time as you. I think that sort of thing is done to train a general sense of constant awareness of danger, as well, if you spread random smacks to possibly any time. Speaking of, is everyone down here still working on a day/night based setup? You're in a lightless tomb, you might as well adopt even shifts, particularly since the undead surely aren't obeying any sun-based cycle.

Actually, if you stay down here too long you'll all probably get that extra bad cabin fever that comes from being in the dark all the time. Is any part of the quarantined area open to the sky? You'll need to come up with something to stave off the crazies, anyway. And do kobolds get vitamin D deficiency? I don't know how that works for things with scales, but it might happen for the field kobolds. I think I also heard something about dim lighting being able to create a sense of illusory anonymity which promotes dishonest/unethical/criminal behaviour.
>>
No. 829635 ID: 78a3e5

Also you should see if the supplies arrived and go shopping. If you don't see anything super useful you should pay off your debt, as I think you have the ~30 silver to pay it off now, minus whatever was paid off by your wages being garnished.
>>
No. 829879 ID: bfb318
File 150516458075.png - (19.18KB , 800x800 , 876.png )
829879

I realize I've already asked Aira to come with me, by including 'we' in my conversation in her about exploring. I also realize how concerning it is that someone was able to drop 5 silver coins in front of me. Either way, I can use this for shopping. Aira is still working on paying me to return the favor, as I've paid off the debt already so that interest wouldn't pile up.

Later on I will try hand to hand fighting, sparring, or simply lightly tapping each other, but Aira had a good point that right now I can't sense a single average kobold at all. I wouldn't be able to sense anything at all, let alone with any precision.

Aira and Firzel are easily awoken, and I whisper my mention of wanting to set out. Firzel whispers back that Valsano will probably be disappointed that it will be the same party minus him. The statement is made so matter of factly that I don't bother replying.

Holly is already up, making breakfast.

"Did you sleep?"
>"Yep. I don't need much. Besides, you did say you wanted to leave early. Did you get your scouting bounty?"
"I did."
>"Good. If you're all going to go down more than a few flights of stairs, I'd suggest getting any supplies you can think of. We might have some things ourselves, to avoid the inflated prices of the shops around here. Here's some rations that will carry you through today, at least. Be careful, there's been a decent number of people that have gone missing who have gone low. The worst part is that there's been no failed attempts to kidnap or make people disappear. Either people return and didn't see anything, or they're just missing."

Aira, Firzel and I share what we have, although they don't bother mentioning things like their emblem, or how much money they have on them. I may not need anything else before I go down, as I feel well supplied as-is.

https://tgchan.org/wiki/Fen_Quest_Statistics#On_Hand
>>
No. 829885 ID: e36c7f

Well geez go wake Valsano as well and ask him if he wants to come too. You were thinking like you wanted to keep it to as few people as possible, but really is there any reason not to? Heck if it comes to not attracting attention to yourselves skipping work to train, it'd probably be better to go out as the same gang again, he might attract attention to you guys if he has to wander around here talking about how you ditched him.

I mean if he did feel bad about it you could say "well we figured after yesterday you wanted to go somewhere there'd be more action", but then again, Orjin did address all four of you with his recommendation so maybe he's in on that as well. Just go poke him half awake, say "hey man we're going to do what orjin recommended you want with or to go try get some of that real combat you wanted", he can say yes or no himself he's a big boy.

Anyway, get yourself a medium oil and a firestarter set, and a torch, and an extra day's rations. Don't forget water. Someone should bring another fire's worth of firewood, too.
>>
No. 829886 ID: e36c7f

Did you ever get that kimankara set, by the way? And the other stuff you ordered before coming here?
>>
No. 829887 ID: bfb318

>>829886
Orjin's wagon of supplies is updated to reflect Fen's requested order of additional funds, and a kimankara set.
>>
No. 829888 ID: a43366

Grab a torch and store your extra cash in the storage box.

You also might want to try out the plate mail in battle.
>>
No. 829892 ID: 3abd97

>Valsano will probably be disappointed that it will be the same party minus him
Well, there's no real reason to exclude him, is there? You have enough enemies, without making more by snubbing someone for no good reason.

>I feel well supplied as-is
Maybe a metal stake in case we need to anchor the rope? But yeah, that looks pretty good.
>>
No. 829893 ID: 015058

Yeah grab Valsano if he wants to come.
>>
No. 829894 ID: a633c6

More rope, and more food so if worst comes to worst you won't starve if you get stuck behind an anomaly or something. Can you stick rags into oil bottles and make firebombs?
>>
No. 829899 ID: 65dabf

Wait, is the stuff in the crow zone still Fen's? How can we check that those are still there? Someone please remind me.
>>
No. 829900 ID: 3abd97

>>829899
We've had no contact with the crows in a while, so we have no idea if our stuff is still there.

After the trial, though, the nobles took our mithril coins back from the crows. They could have potentially messed with the rest of our stuff out of spite, or let it be.
>>
No. 829938 ID: f66698

Buy an extra days worth of food and several torches and as much oil as you can afford.

I have a feeling fire is going to be pretty useful.
>>
No. 830061 ID: 830fb7

Ask Holly if you can send a message out to cheese. You could inform her that you have arrived in her home country Erja Nokol, she did after all suggest you come here to this campaign.
>>
No. 830608 ID: 34bb20

>>829879
Food and fire. Need to eat, and need to burn the dead.
>>
No. 830867 ID: d4684b
830867

I suggest you stay and train yourself with mana, if your reinforcement then all the average troops got killed not being able to sense stuff so go make yourself above average. Im willing to bet Orjin doesn't want his hard work getting kill for no reason, so get to training.
>>
No. 830946 ID: 15a025

Take Valsano with, sounds like they'd want to come with.

As for supplies, see if you can't get some more oil or other flammable substances.
>>
No. 830963 ID: bfb318
File 150561876693.png - (19.56KB , 800x800 , 877.png )
830963

I wake Valsano up to bring him along too, after all.

>"You guys are already ready?" he asks.
>"Fen wasn't sure about bringing you along." says Firzel.
"I was thinking I'd bring as few people as possible."

Valsano gives me a look.

>"And I was the odd one out, huh?"
"I'm inviting you now. Do you want to come?"
>"Yeah, I do."

While Valsano gets his things, I do some quick shopping. Aira and Firzel do the same. I buy a metal stake for use with rope, along with more rope. Once I stock up on food, water, and fire, I'm already packing heavily. Still, I want to try to use my armor in a real setting, so I'll pull it out of the supply wagon after everything else.

The armor was bought by Holly after taking my measurements. It fits just okay, and the helmet is more of a frontal mask. Some of the joints and leg lengths aren't perfect, and leave some more exposure than I'd like. Due to the wide varience of horns and ears, it's difficult to find an existing helmet that fits well. Custom items are possible, even down here, but they are expensive.

"Holly, I'm about to head out. You'd be able to send letters to Cheese to request more money from her, right?" I ask her alone before I go get my current armor.
>"That's right."
"I may want more funds."
>"Sure. How much?"

A custom fit full armor that includes a helmet will take awhile to make, and would cost around 400 silver. Right now, I have 90. I have also heard that some wizards will enchant weapons with various costs for similarly expensive tolls. I don't know what those might be, but considering how long it may take for the money to come back, I may want to order more money in advance.
>>
No. 830968 ID: 015058

I think we should not abuse our money to much. A bit here and there should be ok. But if we get a rep as buying our way that will not be good.

We want to prove ourselves through our actions. So if we do buy anything big it might be best that the money comes from loot.
>>
No. 830970 ID: 65dabf

>>830968
I agree with this, in addition, we are going to need that money later, at the moment we do not know that we are facing down here, not counting the zombies, so once we are informed more, MAYBE we could see if we need to buy something else, but for now we have to work with what we have and prove that we are able to deal with whatever it is that we find here on our own. Also, I like challenges, so fuck that, I'm not a sissy.
>>
No. 830971 ID: 65dabf

Inglish is hard...
>>
No. 830972 ID: 91ee5f

>>830963
Don't only ask for money from Cheese! At least tell her how you're doing and ask if anything has happened since your last meeting!

Keeping up with what's happening outside of the Mausoleum is probably a good thing to do.

>>830968
The most we're ever gonna get from loot is mainly going to be copper, unless we find something special.

Any big money we earn here is going to be from finding anomalies and/or finding ways to get rid of them, which isn't gonna happen anytime soon.

And it's a little late to try and be subtle with how we spend our money, considering how quickly Fen paid off his and Aira's debt. Meaning everyone already knows that Fen is well connected for a barbarian such as himself to get that kinda money, that quickly.

And like Fen said, it'll take a while to get here, and by the time it does get here, we might have another debt to pay off! Or we'll be down to only a few coppers!

I just don't know how much money we should ask for.
>>
No. 830973 ID: 830fb7

>>830963
I say don't go calling money or spending it until you have an estimate, even then wait till you can at least afford most of its price for loot down here before spending. P.S. find out how much it would cost to get one of the mages to teach you the basics of magic use so you can practice in your spare off time, if we learn to use basic magic (eg. for enchanting our weapons/armour) it would mean our job trying to become a noble is that much easier.
>>
No. 830975 ID: 830fb7

>>830963
if your going to send a message to her just say you have arrived at Erja Nokol and are doing ok.
>>
No. 830976 ID: 3ce125

Okay let's plan ahead a bit here. Eventually you're gonna fight in the arena, and they won't let you take in enchanted gear. So let's not buy any for any purpose other than killing undead with. Once you're a noble you can get some for multi-purpose fighting. What are some enchantments that would work best for killing undead? Putting something on a sword wouldn't be a bad idea.

For armor, you've already got a set on the way. It'd be a waste to blow gold on an armor upgrade before you've even used the first set. How about some powerful accessories? Or something that would benefit the group? I don't suppose there are any items that would help you focus on sensing mana?
You should also keep in mind you're still considered a rookie and anything you bring into the field could be taken off your lifeless corpse and used by the enemy. Spend money on things that would not be overly useful to the necromancers!

I'm going to start out with a 15 gold request. That's enough to blow 400 silver on a good anti-undead enchant and we'll have 200 left over to make lesser purchases like medical care or outlandish solutions to anomaly problems.
>>
No. 830980 ID: 91ee5f

>>830976
>15 gold request
Woah! Maybe not that much! Can Cheese even send us that much?!

We've gotta take into consideration that our letter could be intercepted and the money stolen!

I think we should ask for an amount that's big enough to help, but also small enough that it won't be a big deal if it gets stolen before it arrives to Fen.
>>
No. 830982 ID: 3ce125

>>830980
400 silver is 10 gold. If we want to buy a custom fit armor set or an enchantment on a sword or something, we need at least 10 gold.
>>
No. 830983 ID: a633c6

Have you considered wearing only some of the armor you've got, such as just the Cuirass, so you're reasonably protected without sacrificing too much mobility? The undead apparently aren't the major threat anyway, I think somebody already said the Anomalies are the real danger, and they can't be blocked conventionally.
>>
No. 830984 ID: e972d4

You also have to remember not to lean too hard on this crutch. You may not get any respect and move up in the ranks if you don't seem somewhat self-sufficient.
>>
No. 830986 ID: 91ee5f

>>830982
I'm just saying, don't get your hopes up for an amount that big.

Cheese might not be able to send that amount, but she might still send a smaller amount.

And when the mail arrives, our package might not even be in there because someone could've intercepted it and stole it before it got to Fen.
>>
No. 831033 ID: a363ac

>>830976
15 gold is a pretty good amount, and Cheese could almost certainly afford it; with her connections it is almost certainly a pittance to them.
make sure to put in the post-script "how are you doing Cheese?"
>>
No. 831058 ID: 3abd97

>>830963
>Asking for money from Cheese.
There are a few complications.

We have to assume our mail is being intercepted and read if we use the Empire's postal service. So you have to be careful what you say, and not ask for more money than you could reasonably have access to.

Transporting money to you also depends on reliable, trusted couriers, which might be in short supply.

Getting the letter to Cheese, and the funds back to you, will take time. Will you still need the money by the time it gets here?

We don't actually know how much of your crow zone reserve survived. You know the crows had the surrender your 3 mithril coins. We don't know if the rest of your account was ransacked or left be.

We don't know what Cheese is up to (well, we do in general, but not in any detail), and if the money is currently tied up in some kind of scheme or investment.

Denomination is a problem. Gold will stand out / might be hard to break, but at the same time, you can't carry pounds of silver around all the time.

You probably want to disguise the request inside a more normal update letter telling her how you're doing (without saying anything that betrays secrets or would put you at a disadvantage). Both because it'll look more normal that way, and cause Cheese will appreciate you actually talking writing to her like a person and not just a coin dispenser.
>>
No. 831063 ID: 65dabf

>>831058
This is true, we have to consider all this, and be a good friend to Cheese, no become and noble asshole.
>>
No. 831065 ID: 3cc68c

Write a letter to Cheese outlining the events so far.

You fought some idiots in a tomb and made it up to lesser blood knight. You have made several friends in the army and now you are going after the necromancers.

Tell her that there is magic bullshit all over and you are going to train hard to be able to deal with it. You would like a little bit of spending money but will leave it to her discretion as to how much she sends.

Ask how she is doing. And how the new job is treating her.
>>
No. 831155 ID: 33b7e7

Better to have money and not need it than the other way around. Just remember to stay disciplined and not spend it on anything you don't need. Getting custom armour is one of those things, I think - everyone will be able to tell you have money to burn if you have that on. Just get some use out of what you already have. You could probably get something from a wizard more subtly, but who guarantees the wizard will keep quiet? These are army wizards, and they'll at least let their fellows and superiors know. What the undead will be vulnerable to has been stated to be very unpredictable, already, so there's little use to be had out of anything but the most broad-purpose enchantments. Just get a bit of surprise money, not too much, just enough to cover a few unexpected costs.

Didn't you already send Cheese a letter before you came in here, anyway? The one asking for more information on Erja Nikol, et cetera? After you finished up your last business, before you got here? I feel like I remember that.
>>
No. 831190 ID: f690f0

>>831058
I agree with this. Especially with asking how Cheese has been lately and if shes heard from the crows at all.
>>
No. 831191 ID: 3ce125

Um, should we even ask Cheese about the crows so blatantly in a letter? I remember it being bad for the both of them to imply that they were friends or working together.
>>
No. 831193 ID: 91ee5f

>>831191
You're right. In the eyes of many, it is considered bad to associate yourself with the crows. So it's probably best if we don't mention them.
>>
No. 831194 ID: 830fb7

At this point I wonder what would happen if we asked if Dame Frais's first name is actually Dame or if is a title/nickname. Because Dame Frais's being a Dame (female) seems like her perents couldn't think of anything else(sorry if that sounds a little bad to ask).
>>
No. 831198 ID: 4d790d

>>831194
Remember, we haven't seen any last names in this setting. Frais is her name, first and only. Dame is just the title for female knights.
>>
No. 831878 ID: bfb318
File 150595646346.png - (84.57KB , 1332x884 , 878.png )
831878

>Dame Frais' name?
It is just Frais, but for her, we use 'Dame' as we do Sir for someone else. I am uncertain what significance there is in Dame, as I have seen other female knights be referred to as Sir.

I have Holly help write me a letter, since I'm only moderately literate and would make a lot of spelling errors.

I don't mention the crows or how much money I could use. Since I don't know how much Cheese can deal out, I only mention that some more spending money would be nice. I only ask about this after I ask how she is, since I never got a letter from her after sending one a week ago, letting her know that I made it into the army and was on my way to Erja Nokol. Now, I have Holly write that I am here, and request that she send a letter back, especially if she does not currently have one in transit at this time of writing.

Supposedly, large sums of money are sent in here frequently. Typically it's the money to be distributed through merchants, but also knight's wages. For a cost, secure packages can be sent.

We let Holly know our plan, then leave to go deeper into the tombs. The main path to the necromile by this point is populated by people who want to set up camp outside of the main operating base. Even merchants are here selling supplies, though most are sold out of anything useful.

We travel about halfway down to the top of the necromile, where the trail is still bright but the population density starts lowering.
>>
No. 831879 ID: bfb318
File 150595659641.png - (26.93KB , 800x800 , 879.png )
831879

Aira lights one of her torches and we move into the darkness.

Several hours pass. We would mostly move in silence, but without Orjin to beat him, Valsano has much a lesser barrier against telling us a wide assortment of stories. Mostly about his army life, which would have interested me more if it was active, but it was stories about his life as a garrison soldier. It's mostly a lesson in a hundred ways to deal with boredom. Apparently my armored mask reminds him of the supply runs where people had a small selection of gear to choose from, and they had to take it or leave it, so my mismatched look is not uncommon to him.

>"Shut up a second, would you, Valsano?" Firzel asks. "I hear something."
>"Fine, but I'm telling you about a one fingered innkeeper later."

Valsano is quiet, and we hear music. I'm not sure if it's an instrument or a voice, but if it's from someone's body, then it's not in any kind of voice I've heard before.
>>
No. 831880 ID: 015058

Listen for a bit but be wary of siren songs entrancing you.

Slowly attempt to get closer to the source of the song. But remember many of you are armored now and not nearly as stealthy.

Let the group know to be on high alert in case this is some magical anomaly crap. If they start feeling funny to let the others know.
>>
No. 831883 ID: a363ac

>>831879
send the least jingly person to investigate
>>
No. 831885 ID: 33b7e7

What kind of music is it? Sad? Peppy? Haunting? Could you dance to it? Slow or fast?

Is magic music known to be a thing? If it is, maybe two or three of you should stop up your ears before you investigate.
>>
No. 831886 ID: 3abd97

Can you tell what direction its coming from?

It's possible you guys just stumbled across a new anomaly. At the very least, you should try to figure out where it is before retreating to report it.

For now, the plan of action should be cautiously approaching the source of the singing. See what's going on.
>>
No. 831888 ID: 3ce125

>>831879
We either found a very bored group of soldiers, or another anomaly. Weapons out, approach quietly. Might want to spread out a little just in case.
>>
No. 831890 ID: 91ee5f

>>831879
Well, if this is an anomaly, then let's see if we can sense what direction it's coming from.
>>
No. 831893 ID: 3ce125

...actually wait, if it's an anomaly, we need to tie a rope to whoever's in front so they can be pulled back by those further away from it-- remember, anomalies are incredibly dangerous once you get past a certain threshold.
>>
No. 831904 ID: 5d2db0

This sounds like a anomaly, using a song to lure people into it. Proceed with caution, might want to be able to pull the person at the front back with rope or something.

Sounds like the tales of sirens, using there music to lure in solders or sailors to there death.
>>
No. 831920 ID: 65dabf

Say Fen, you are starting to sound more excited about being a soldier, are you liking the taste of it yet?
About the sound, it is quite suspicious; use the rope and check it out, and volunteer yourself, of course, show how badass and brave you are!
>>
No. 831927 ID: a633c6

Alright, let's not do the stupid thing and walk right into it and end up missing like the others.

Cover your ears if you think it's some kind of psychic lure or whatever it'd be called.
>>
No. 831956 ID: f66698

That metal mask both looks dumb, and would do little to protect you from a shot to the crown.
>>
No. 831976 ID: bfb318
File 150600800335.png - (68.67KB , 1445x862 , 880.png )
831976

>Metal mask isn't good
I may opt to purchase something like what Valsano has, as there should be a bucket helmet that will adequately fit over my horns and offer better protection. I have been told by a couple of my peers that my mask doesn't look good on me, but being fashionable is the lowest priority. Another option is to purchase a customized helmet. While a full set of plate armor may be out of reach, I may be able to get a good helm.

We take our weapons out. Although we're in danger, it's nice to pull out our weapons in a meaningful environment instead of training exercises.

The humming is slightly upbeat, but is more of a happy tune than an energetic one. None of us can tell which direction it's coming from. Nor does it get louder, or more quiet. We can either hear it, or we cannot. If we leave the area, then it fades to nothing quickly. We're able to find what we guess is a border to another anomaly, as Firzel and I can hear the humming just fine, while Aira and Valsano cannot hear it at all despite being no more than 4 feet away. When we exchange places, the people who can hear it also reverses.

The humming doesn't seem to fit any legends of a siren's song, but we notice that the air is chillier where we can hear it. It isn't anywhere near as bad as the first anomaly we found, and isn't even intolerable, but it does seem to be getting worse the more we wait. It's a slow change, so it's difficult to say how long it will take to get worse, or if it will get much worse.

"I have an idea of the direction to go in." Firzel says. "Big question is, do we even want to?"
>"Forgot to mention." says Valsano, putting his weapon away while he digs through his bag. "I've packed a bunch of rope like Fen did. So we can send in a rope scout if we want to do it like that, if there's a volunteer. I'm sure as hell not going in alone."
>>
No. 831979 ID: a363ac

>>831976
this might be a good time for Fen to take the lead and scout ahead.
>>
No. 831980 ID: 1cbf7c

>>831976
No reason to split up here, I'd say to go in as a group.
>>
No. 831981 ID: 015058

You be the scout and have your team at the end of the rope to start.

Set up some tug signals and such.

I am guessing the rope is not crazy long so might have to take it one area at a time. Search to the end of the rope and if nothing odd happens while you are in there for awhile then you can relocate your base station farther in.
>>
No. 831982 ID: 91ee5f

>>831976
Can anyone mana sense anything specific? Something other than just the direction?

I think only one person should go, that way if something happens, then the 3 remaining teammates should be more than enough to pull out the 1 person.

>I'm sure as hell not going in alone.
Then again, maybe sending only 2 people is a good idea.

Obviously, we're going to send in Fen. But should we send him in alone or should we bring someone? And if we're bringing someone, then who will we bring?
>>
No. 831983 ID: 67478b

This could be one of those things that slowly messes with you the longer you hear the music.

So start by having them tie the rope to you while you explore for awhile. Have them start dragging you back after 10-15 minutes in case you have been hypnotized or something. If you feel fine you can come back on your own and tell them.

Then continue from there depending on what happens.
>>
No. 831984 ID: bfdaf0

>>831980
Yet I'd rather make sure there's someone to warn our superiors about it. If nothing else, leave a message on the ground, kept in place with whatever heavy object is available.
>>
No. 831986 ID: 65dabf

Say, do we have something to cover our ears, just in case? I'm worried that it might be some kind of magic that affects your perception by hearing. And i think is better to go in pairs, but it will be dificult to pull two people isted of just one. Also, live some of your stuff to be lighter.
>>
No. 831987 ID: 3ce125

>>831976
Alright, Fen shall volunteer. We don't know what the effects are so someone needs to be a guinea pig.

I say probe the anomaly with varying distances of approach to get a feeling for how lethal it is. Go in 10 feet (a dangerous distance based on previous anomalies) then return and see if the chill fades. Then go in 20 feet. Then 40.
>>
No. 832002 ID: 33b7e7

Sending in 2 people means the people left behind might not be able to drag them back if need be. It has to be one person and three on the rope if the rope is to be useful at all.

Try a set of increasing approaches. Like, first walk in that direction 30 seconds, then come back. Then a minute, then come back, then one and thirty, et cetera. Or whatever time increments make sense for making a moderate amount of progress each time. The rope feeds each time, and at the turnaround the person tugs twice then comes back, coiling the rope as they go so it stays taut-ish. If ever someone doesn't tug twice and start coming back at the turnaround time, plus five or ten seconds to account for distractions or different counting timing, the three who are outside pull them back. If the rope goes completely slack, pull the rope until there's some hint of resistance, and if it stays slack (like it's been cut or dropped) then two of the remainders run in to try help. One stays back so that if no-one returns they can go report this.

Obviously, the scout reports anything they notice in between trips and you make judgements based on those. The first hint of some danger, you leave. It's still your job to report anomalies instead of exploring/clearing them.

Do you notice anything with your magic senses?
>>
No. 832019 ID: 91ee5f

>>832002
All of this sounds like a solid plan!

Let's have Fen volunteer to go in and do this!
>>
No. 832031 ID: bfb318
File 150602639455.png - (28.88KB , 800x800 , 881.png )
832031

"I will volunteer."

We've anticipated that rope scouting would be done while down here, so we've already practiced with communications through tugging rope. We change it slightly for this. I will go in for half a minute, tug twice, then turn around and confirm my safety. Then head in for a full minute. Then two minutes, then 5 minutes, then however long I feel is necessary.

If the rope remains too slack and Valsano and the others feel too long has passed, then he says he will give a long tug to let me know it's time to go back. If I do not tug twice, then he will begin pulling me back, and if the rope is slack, Valsano and Aira will run in to help. Firzel will remain in the back in case we do not return, so that he can report the anomaly.

I loop the rope around a portion of my backpack. Valsano lights up one of his torches, and I move in. I can sense magic once I'm inside, but just that it's around. The amount is increasing extremely slowly, much like how it's getting colder. I cover my ears for just a moment, which does block out the sound effectively. It still does not seem to have any effect one way or the other, though.

The 30 second trip goes by without seeing anything. Then the full minute, then two minutes. Valsano's rope is long, and I am slow and careful in my movements, so I have not yet ran out of rope. I begin to go in deeper, still deciding on 5 minutes.

Due to the layout of these pillars, I can only look all the way down a hall to my left and my right, then diagonally. Otherwise, my vision is blocked, and it would be easy to hide by staying between two pillars. I notice that each pillar has a different name inscribed at the bottom. I believe these may have been old soldiers. It's gotten cold.
>>
No. 832032 ID: bfb318
File 150602642496.png - (55.67KB , 1311x869 , 882.png )
832032

The humming continues to sound directionless. But as I enter another corridor and see whatever it is I'm looking at now, the humming stops.

>"Fiiiiire."

It's humming the word more than saying it.

>"It's waaaaaarm, and I aaaam coooold."

>"Giiiiive?"
>>
No. 832033 ID: 015058

Use your torch to light a spare. Then politely place it on the ground and back up a bit.

Be very careful but polite.
>>
No. 832034 ID: a363ac

>>832032
carefully lead it back towards the others and speak to it saying you will give it warmth once you reach your destination. MAKE SURE NOT TO LEAVE THE ROPE BEHIND when moving backwards.
>>
No. 832035 ID: 67478b

Is that some sort of lightning snake? With a little blanket?

Well its worth a shot to be nice to it. This might be some sad escaped experiment from a necromancer lab.

But that does not mean its not horribly dangerous. And even if its not openly hostile does not mean it could not hurt us by accident. Or just be trying to trick us.

Maybe lure it with some fire if we have any spare wood. Then get a feel for the thing by how it responds. Could slowly lure it back to the party maybe.
>>
No. 832036 ID: 91ee5f

>>832032
That looks like its got multiple eyes all over its body. And the rest of it's body is hidden behind the pillars, so you can't tell how big it is.

I'm not even sure it's safe to get any closer to that. Sure, it seems friendly now but it might not be friendly if you get any closer.

Fen, how good are your drawing skills? Because I think when you get back to camp, you might need to draw a picture of this thing to show to everyone what you saw.
>>
No. 832037 ID: 3ce125

Do not lead it back towards the others. That is not what you do with an anomaly.

Though, this one doesn't seem very dangerous at all. Maybe it's not like the others? An escapee, rather than a trap set for soldiers? I agree with giving it a spare torch- most soldiers would just immediately attack this thing, which may be why they are disappearing.
>>
No. 832039 ID: 87547f

Are those protrusions moving? Or are they still?

You know unless there is some species of intelligent snake monsters around I bet you that this is a experimented on mutated local. One of Cheese's cousins that the necromancers messed with.

Try giving it warmth but be ready to run and don't get to close.

If the lights go out grab the rope and start pulling yourself back to the team.
>>
No. 832040 ID: a633c6

Check your corners before going past those columns, if it's bigger than it looks it could be hiding something dangerous. I'd say walk down the center of the hall to keep your distance and to get better vantage. Tell it you will approach slowly, and then toss/roll it to the thing when at a reasonable but still safe distance.

Ask who or what it is.
>>
No. 832041 ID: 65dabf

I say we try to comunicate with it, but form afar, lit somhing on fire, lave it on the ground and back off, if it comes to the fire, try to talk to it, if not, retrete, and inform your companions, always looking in the direction of that thing.
>>
No. 832042 ID: 3abd97

Do you sense mana from that thing, Fen? It would be nice to know for sure if that was some kind of undead, and not a more normal abomination.

Although I guess it could be an abomination that was subsequently raised to undeath.

Any idea on structure? I can't tell if that's supposed to be bone, or flesh... or maybe slime or ooze? It's kind of drippy.

That thing is a lot bigger than you, and if it moves like a snake, it effectively has a lot more reach.

>what do
Leave the torch, and start backing up. If there's a rope tug code for "contact" or "coming back", give it.
>>
No. 832044 ID: bfb318
File 150603101770.png - (21.41KB , 800x800 , 883.png )
832044

I'm still not sure what I'm looking at, but the shapes coming out of it don't change shape. They may just be antlers. I study it for a moment longer while I get another torch, as I want to be able to draw it accurately if need be.

I light a second torch. It is approaching me, and using my firestarting kit on firewood may take longer. I set the torch down, and roll it towards the snake. It has some odd limbs that it uses to carry a blanket with it. Aside from the blanket and its eyes, I can't tell what its body is made out of. It seems solid, like skin or scales, but it's a painfully bright white despite the darkness of my surroundings.

I back away. It hovers over the torch, then bends over, picks it up, and holds it right under its neck. It does not flinch, or catch on fire even when it puts the torch right up against itself. I do sense additional mana as it gets closer, though I don't let it get too close, so I take a few steps back. It is certainly a magical creature.

"Who and what are you?"
>"I ammmmm. Meeeeee. Thaaank youuu."

I look on the other side of the column. Its body doesn't extend there, so I don't think there's much more to its body than what I can see. It's about time for me to leave, so I send a couple of tugs back. Right after that, the rope wobbles slightly.

>"Stayyyyy." the creature says, before it begins humming its song again.

The rope is completely slack.
>>
No. 832045 ID: 4d790d

Plug ears, try tugging again.
>>
No. 832046 ID: a363ac

>>832044
alright recon over use the pull the rope and go back or staby stab time
>>
No. 832047 ID: 33b7e7

Tell it you're going to find your friends. They might have what you need to build a bigger fire.
>>
No. 832049 ID: 91ee5f

>>832044
>"Stayyyyy." the creature says, before it begins humming its song again.
No, thanks.

>The rope is completely slack.
Something tells me that your rope just got cut!

I think it's time to leave! Head back in the direction you came from! Follow the rope until you get to the spot it was cut!
>>
No. 832050 ID: 3abd97

Either you've been cut off (the rope was cut? A stasis field? Pocket dimension? Accelerated time?), or your allies were affected (maybe the torch extended its range?).

>Stayyyyy
Nope.

Continue backing away. Let's see if we can, or if we have to fight it.
>>
No. 832051 ID: 65dabf

I am paniking now.... ok, i got the feeling that this thing knew we weren't alone and that we were going to head back, go "Nope" mode and get back to your companions!
>>
No. 832052 ID: a633c6

My friends will be worried if I am gone too long, I need to go see them. Enjoy your fire!
>>
No. 832054 ID: 3ce125

>>832044
I think this is a prototype of the White Speck anomaly. It leeches warmth from people and fire, but not as strongly, and has no aura of darkness.
...it may even BE the White Speck, just not under orders to act like a death trap. In that case attacking might be suicide since it would immediately encase you in darkness and suck the life out of you.

>rope is slack
Someone cut the rope behind you, or chased off your allies. You're gonna have to fight your way out.
Tell the creature you cannot stay, your friends are waiting. Then leave and attempt to follow the rope back. Stay alert for any ambush.
>>
No. 832059 ID: 015058

Tell it you want to leave to get it more wood to keep its warm going. That torch will not last forever and you don't want it to be cold.

Pull on the rope and figure out just how slack. Like cut slack?
>>
No. 832063 ID: 87547f

>>832054

What if these things are weapons? Like they found a way to attach a heat/light eating spell to a undead that wants to be warm? Might explain the other cold zombies. Like they made a few of them and sent them loose and once they absorb enough energy they get stronger and stronger until they have a shell of darkness around them.

Look behind you and see if your rope ends in a wall of black. Maybe you are in the eye of the storm as it were.

It might be best to mercy kill this poor thing unless you can figure out a way to neutralize its powers. But try to learn as much as you can before stabbing. If you can learn more from it you might get hints on how to deal with its brethren.

Maybe you can even get it to help you deal with the other anomaly. But that might be a stretch.
>>
No. 832064 ID: b88e47

leave
>>
No. 832076 ID: a43366

Go check on them and if they are okay return to try and learn about this thing.
>>
No. 832090 ID: f690f0

>rope is completely slack

oooook either your rope was cut, your friends dropped the rope due to stuff happening or (worst situation) the anomaly has decided to move the space you currently occupy to a different space in the mausoleum. Only one way to find out... actually there may be two ways.
either:
A) nope the hell out and go back the way you came.
B) ask the stange creature if the room was moved.
i honestly vote for NOPEING OUT!
>>
No. 832152 ID: bfb318
File 150609914337.png - (23.93KB , 800x800 , 884.png )
832152

"I have to see my friends. Are we in the same area?"

>"You aare."

I begin to leave.

>"Myy friennd."

A mere 2 halls down, maybe 15 feet, is where I see the end of my rope. There is no sign of the other end, despite that I can still see decently far. I hear flopping noises with an occasional thud of somthing solid against stone. It must have been the creature moving, because it peers out from behind a pillar. It is keeping its distance from me, at least.

I know which direction I came from. I see nothing that could have cut the rope.
>>
No. 832157 ID: d36af7

Head back to base. Report the anomaly. If it follows you the whole way there, get some experts to help with neutralizing it.
>>
No. 832160 ID: 91ee5f

>>832152
>I know which direction I came from. I see nothing that could have cut the rope.
Does the rope look like it's been cleanly cut or not? If it hasn't been cleanly cut, then something might've chewed on it.

Hey, am I the only one that's noticed that the pillars that Fen is standing between are the only ones that look like they've been scratched up? The same thing with the floor in between these pillars, it's all scratched up, while the rest of the floor doesn't have any marks on them.

Oh shit, I think there's a trap in between these pillars and that's what cut the rope! And I think the trap is that a part of the ceiling is going to drop onto the spot where Fen is standing!

Fen, move outta the way!
>>
No. 832161 ID: a43366

Maybe you got teleported by moving too close the Anomaly? If they move people to different spaces that might explain why no one returns.
>>
No. 832162 ID: 91ee5f

>>832160
>Oh shit, I think there's a trap in between these pillars and that's what cut the rope! And I think the trap is that a part of the ceiling is going to drop onto the spot where Fen is standing!
Or maybe the two pillars will move sideways to smash into each other and crush whatever's in between them?

Either way, I still think Fen should move outta the way!
>>
No. 832163 ID: 3ce125

>>832152
Are you still getting progressively colder? See if you can just retrace your steps to find them, or where they were at least.

Also there's a problem. If the creature is following you, then the anomaly is moving with it. Your allies would have noticed this, and tried to stay at the edge. If you can persuade the creature to stop the anomalous effects(it is at least in control of the humming), your allies would not feel any need to keep their distance and you could effectively sneak up on them with it.

Hmmmmm... I think if you brought the creature back to base you'd be suspected of being undead and it would be attacked. The best thing you could do is somehow find another soldier to send a message back to camp informing them of the situation and that they could designate an area off to the side in an unused floor for the creature to live in, and be given sources of warmth in exchange for information.
>>
No. 832164 ID: f4bda2

The rope wiggled a bit before it went slack. That normally happens when rope is cut with a sawing motion. This implies sabotage.
>>
No. 832166 ID: 015058

Watch for a trap that could have cut it. Also see if there are any footprints in the dust other than yours.

Check the end of the rope. Is it cut so clean only magic could have done it? Or does it look like a knife? Or maybe crushed?

You had not walked horribly far so should be close to your team. Motion for your new friend to follow you. As long as it does not pose a danger I see no point in killing it. It might be useful even.

The rope might be cut but no need to panic. Just keep a close eye on your surroundings and slowly try to retrace your steps.
>>
No. 832168 ID: a633c6

Shout 'Oy' see if you get a response. Otherwise go back to where you know you were.
>>
No. 832169 ID: c2051e

"Why am I your friend?"
>>
No. 832172 ID: fff296

Does he have any other friends?
>>
No. 832175 ID: 65dabf

Well, i mean, we are good making friends... wierd friends, so i see no problem taging along with it, they don't seem agresive touards us, but they are most likely the anomaly, what ever it does, so what do we do with them?
>>
No. 832179 ID: 91ee5f

>>832160
Wow, I really am the only one that's noticed the pillars Fen is standing in between and floor he's standing on are all covered in various markings, while the other pillars and the rest of the floor are in pristine condition!

I honestly think there is a trap of some kind right there and I think Fen needs to move out of the way!
>>
No. 832187 ID: 094652

Capture the creature alive, they might be useful in the future.

Just get back to camp, and ask for a large bonfire. You won't even need a fence.
>>
No. 832193 ID: 33b7e7

You know, this guy could just be a REALLY weird erja mutant, like Cheese's siblings. Or, at least, one of them might have been used to make him?... her? It?

Ask if they have any family. Say yours are very far away.
>>
No. 832207 ID: 9ce1e7

>>832152
This is actually very bad. If the rope was cut because of some trap, the other half would still be in sight. The fact that the rope is just laying about means that something either moved the rope out of sight, or caused the group to pull it back. Whatever the reason, this was a deliberate action.
>>
No. 832216 ID: 69fef8

>>832152
If your new admirer is going to stick around, you might as well ask some questions while you move:
Do you know why people would disappear?
What's going on?
Do you associate with the undead at all?
Where did you come from? ect.
>>
No. 832217 ID: 3ce125

Fen sent a couple tugs back on the rope as a signal that he was about to leave, which means the group would then pull on the rope. Would they have pulled it that much though?
>>
No. 832219 ID: 91ee5f

>>832217
If they pulled at the same moment the rope got cut, then yeah, they would've pulled it and then immediately stopped when they didn't feel any kinda resistance from Fen's body.

But that one pull was all it took for them to accidentally pull the rope out of Fen's sight.
>>
No. 832240 ID: 3abd97

>"You aare."
>"Myy friennd."
Cute. The monster likes you.

I suppose its preferable to it trying to rip you apart, but this thing is going to be a nuisance.

>I see nothing that could have cut the rope.
Then whatever cut it is moving around.

Looks like your friends reeled the rope in, too.

You're less than 5 minutes away from your team, and I'd prefer not to solo this thing if you don't have to. Keep retreating towards your allies. Keep an eye on the creature tailing you, but keep a look out for other threats. There's something mobile down here to have cut that rope.
>>
No. 832316 ID: f690f0

>>832152
well crap, i think something has happened to the group. The plan was if anything were to happen on Fen's side and the rope went slack, two kobolds from the group would go in after Fen and one would stay back incase anything happened and report it. Listen for a second and try to hear anyone calling or making noise nearby.

>>832160
it might not be a trap, since Fen passed this area already the first time. But if this is a freshly laid trap then yes Fen should prolly take a step or two back.
>>
No. 832329 ID: bfb318
File 150619579128.png - (46.58KB , 1175x800 , 885.png )
832329

I step back, and move around the column in case there was a trap in the middle. I still circle around to get back onto the path to my allies, and during this, I confirm that the white antlerd snake cannot move like an actual snake, and seems to move by flopping like a worm to get around. It balances upright by its two diminutive arms.

"Why am I your friend?" I ask it, while it's still in earshot.
>"Waaaaarm."
"Why do people disappear?" I ask, but it looks confused.
>"Ooonly killled... Oh."
"Do you have any other friends?"
>"Helllooooo."

It lags behind with its slow movements, but I hear it flop aggressively. It moves backwards, but it looks like it's getting pulled back.

>"Stooooop."

There is still no sign of the rope. I've coiled my end and put it away, and it looks like it was cut by a knife or other sharp object. I yell 'oy' to my allies. There's no response. It's gotten chilly, and so unnaturally quiet that they may not have been able to hear me.

>"Fen!" I hear Valsano, several seconds after I shouted. It sounds like he's screaming from a great distance. "You just standing there holding the rope or something?!"
>>
No. 832331 ID: 094652

>>832329
"Yeah! I found a mutant, he's harmless, but his master cut the knife! Tell everyone there's assassins in this area, don't kill the giant pale"

Prepare for backstab. Counter.
>>
No. 832332 ID: 91ee5f

>>832329
>"Fen!" I hear Valsano, several seconds after I shouted. It sounds like he's screaming from a great distance. "You just standing there holding the rope or something?!"
Shout back, "No! Something cut the rope! I can't find my way back!"

Use your mana sense. I'm sure everyone feels different, so even if you can't detect shapes, I'm sure you can detect what your teammates' mana feels like. So start heading towards the mana that feels like your teammates!
>>
No. 832335 ID: 3740b1

>>832331
Wat?

Tell him when you followed the rope it had been cut and was laying slack. Head towards the direction the rope was heading and keep shouting to your allies to make sure you're heading towards them.

Do not follow the worm. Have you ever gone fishing before?
>>
No. 832337 ID: 90f3c0

If the rope isn't slack on the other end, someone else must be holding it. Probably whoever cut it. Yell back a warning that you're not holding the rope.

Head back toward the others. Whatever cut the rope is probably in the area, and there seems to be a lot of corners to hide around, so be wary of an ambush.
>>
No. 832339 ID: a633c6

Keep your head on a swivel- 'i am me' just said people are getting killed.

Shout that the rope was cut, you aren't holding anything. Then rush after their voices.
>>
No. 832343 ID: 33b7e7

Ask it what's pulling it, and tell it you're going to get your friends and you hope to see it again. Then get out of here.

If you're closer to a sound-sucking anomaly your friends probably won't hear you from here. Whatever other power is yanking that snake thing around is not likely to be friendly to you, and I don't like how much the local effects are increasing. I wonder if this anomaly might not work the same as the previous cold anomaly, only it absorbs heat AND sound, with the effect lessened because it's splitting its effort - the snake likes warmth and seems to like sound (it was humming to itself) but doesn't seem uncontrollably driven to them. Or it might be straight upgrade of the old warmth anomaly but be weaker because it's a new one. I think it's been suggested that these anomalies get stronger as they get fed.

Anyway yeah run back.
>>
No. 832344 ID: 3abd97

>"You just standing there holding the rope or something?!"
Yell back. "Something cut the rope! You are not pulling me!"

Can you tell which direction the yelling came from?

It's possible the anomaly messed with the directions. For instance, if the creature has the other end of the rope, and its being pulled backwards, it's moving towards your unit, and you're moving away.
>>
No. 832347 ID: a43366

IF you can hear them they can hear you.

You should be careful. It's likely this situation has occurred before and since most people would try to return to their group, that may be what got them killed. That and attacking the snake monster. Staying in it's orbit and being aggressive may be safer.
>>
No. 832354 ID: 3ce125

>>832329
Yell that you found the source of the anomaly and it's not hostile.

>creature seems pulled, your team thinks you're just standing there holding the rope
Yeah I think the creature is linked to the rope somehow. Go back and get another look at it. Outright ask it if it's holding the rope. Maybe you can offer a trade: your freedom and safe return to your allies for the promise of more fire. Or heck, you might have fire to give it right now, do you have more torches?
I feel like it might be a good idea to ask it other things, like if any soldiers have attacked it and it defended itself, what it can do to defend itself, and if it can stop making you cold.
>>
No. 832357 ID: 91ee5f

You might have to temporarily uncover your mouth so that you can shout more clearly!
>>
No. 832359 ID: 015058

Did someone cut the rope and then attach it to the worm? Or has it been magically stuck in one area?

Yell back to be careful reeling you in because someone cut the rope and there might be a surprise at the end of it.

Go back to the worm and check it out. It might have some clues if you talk to it more.

And be using your mana senses to watch for other undead. There could be a companion to this guy that kills the stuff that the worm innocently lures in. (or not so innocently)
>>
No. 832372 ID: 3ce125

You know, we can test to see if the creature is attached to the rope somehow. Ask them to tug real hard.

OH also since the creature is the source of the anomaly you could ask them to tell you when they can feel the anomaly's effects. If your sense of direction got screwed up (or space is twisted in here) you use the fact that the creature (and thus the anomaly) is following you to can tell if you're going the right direction. If the creature keeps following you though they're just going to get in the same heap of trouble you're in now though.

Maybe the right decision is to truly befriend the creature so that it lets you go? Talk to it, keep it company until you start getting too cold, then tell it you have to leave or else you're going to die. It wouldn't let a friend die, would it?
>>
No. 832373 ID: b2db3f

Ok I can think of two big possibilities here.

This worm was sent out by the necromancers for a reason. While he might be cute and friendly he is probably the center of a anomaly.(or a mistake and just bait) I am guessing the anomaly is spacial in nature and him being in the center of a hall of arched columns is not a mistake. A spacial anomaly in a straight passage would not work nearly as well.

1. They threw him here and locked him to the center of this area. People wander in searching for the humming. They get lost in the spacial magic nonsense and starve/get there heat eaten.

2. The worm is bait and there is a fisherman nearby. Someone who hides and waits until someone arrives and then sneak assassins them. They cut your rope and are stalking you. There still might be spacial magic involved but people die due to actively being hunted down.


So you might have been teleported or moved in some fashion. You had a rope to guide you and did not leave markings so anything you remember about your old path is probably incorrect. Next time use the rope and chalk markings. If the chalk is missing you know you got zapped. (or someone is rubbing it out while following you)

The rope your team has is probably tied to a archway or something else. Yell to your team that you might have got magicked. Do not openly mention the possibility of a assassin cutting the rope as it would alert said assassin to you knowing about him.

Get a conversation going back and forth. Pretend to be distracted and lure the assassin into attacking you while you look helpless. Then take him out.
>>
No. 832384 ID: a37ca0

Shout out "I think I found the centre of the anomoly has it been moving at all" ask if they cut the rope or if it just went slack for them.
>>
No. 832398 ID: 91ee5f

Can you tell which direction his voice came from? If his voice isn't coming from the direction you originally came from, then you might be going the wrong way!

Is it getting colder and quieter further away from the creature? If so, you might have to stay close to it. But not too close!
>>
No. 832419 ID: 91ee5f

Hey, I just noticed something. Weren't there little purplish lights above the arches we were passing through? >>831976 , >>832032

Because it doesn't look like they're there anymore. >>832152 , >>832329

Maybe Fen is somehow going the wrong way?
>>
No. 832428 ID: 15a025

Tell Valsano the ropes been cut, and to be careful if they're coming in to get you.
>>
No. 832430 ID: 792907

Throw a rock towards Valsano's position and listen for where it lands.
>>
No. 832432 ID: 9ce1e7

>>832329
Okay, this may seem weird, but trying to bring that white thing with you might be a good idea. If it is being pulled back, something else wants it here instead of it being trapped for being dangerous. And if it asking that force to stop, and not you, it is being held against its will. And that means it is likely something of importance.

So far it has been the only interactable part of the anomaly, so I say we should and see what happens when we remove it. Will it be like removing the axial of a wheel, or just a single spoke?
>>
No. 832439 ID: 91ee5f

>>832430
It'll be really funny if Fen accidentally hits Valsano in the face with the rock! XD
>>
No. 832455 ID: 45b653

If its being pulled back towards something we could try and find what it is, because it could be that this creature is just an abomination that came down here as part of the initial scouting party (could have not been an abomination when it came down here it could have mutated over time due to this areas effects) and is now bound to something in this area so it cant leave.
>>
No. 832528 ID: bfb318
File 150629073208.png - (24.22KB , 800x800 , 886.png )
832528

How cold and dark it is getting seems independent of how far away from the wormsnake I am. I don't run as fast as I can to my friends, as this must have happened many times before when people have scouted anomalies, and apparently no one made it out alive. I focus on my task, if just to keep the fear away.

Still, I don't stay where I'm at or where the worm is, and instead cautiously make my way to my allies with my head on a swivel. All of the lights have gone off. I want to call out to my allies, but I realize that my helmet might have muffled my voice, so I take it off since it doesn't supply great protection anyway. I'll need to factor this into any custom helmet designs, in case deafening anomalies are as commonplace as they seem. I don't have a rock I can throw to test the effect on the noise.

"Something cut the rope! Give it a pull!" I yell.
>"Then it's stuck, because it won't budge!" I hear Valsano yell back from the direction I expect. He must be in the same place where I left them. If I was teleported to a different location, I should have sensed a burst in mana.

I hear the creature behind me resume its humming. It was getting pulled back in the other direction, so my rope shouldn't be connected to the worm.

I take another step forward.

There's a gigantic surge in mana. It's much more than I've ever sensed before, including from the wizard that taught us the basics. It's far more than I experienced when in the presence of Lord Shup, who I could detect mana out of when I had otherwise never detected it before in my life. I can't tell how far away it is, since I still cannot spatially sense mana, even this much. I move side to side to see if I just entered detection range to the sides, but I can only sense it moving forward, meaning that whatever the source is, it's between me and my allies.
>>
No. 832529 ID: c2051e

Well, it seems clear that it's messing with space, then. Something about opposing forces? The worm got pulled the other way when they yanked the rope. As for what to do, we won't get any more information just standing here if you can't detect like this, so might as well approach.
>>
No. 832535 ID: 015058

Ok did the mana surge happen when the humming starting up or when you took a step forward? Does it feel at all like the teleports you took?

Yell to your team to stay put for the moment and say it looks like a spacial anomaly. Ask if they can feel the mana spike where they are.

You need to continue experimenting with this. I would go back to the worm and politely chat with it for awhile. The magic stuff is probably linked to it. Maybe activated when it starts humming?

While there might be someone or something else that cut the rope it might just have been a side effect of the space around here shifting. Your team might be stuck holding a rope that now ends in solid rock.
>>
No. 832536 ID: 65dabf

Wait, hold on, there is something en the distance, like a line, behind the flame, is that a rope or some light efect? If you pay atencion you can actually see that line through the flame.
>>
No. 832538 ID: 91ee5f

>>832528
It's barely noticeable, but if you look carefully, there's what looks like a rope straight ahead of you in the distance! It looks like it's stretched across an archway. That might be the rope your allies are pulling!

>There's a gigantic surge in mana.
>whatever the source is, it's between me and my allies.
You should tell them that you can sense something with a lot of mana is in between you and them and it's blocking your path back to them!

>>832529
>They're pulling the worm.
That doesn't sound right. If they were pulling the worm, then Valsano wouldn't have said that the rope is stuck and isn't moving, he would've said that it felt like they're slowly pulling something heavy towards them.
>>
No. 832541 ID: 91ee5f

>>832538
Actually, if we tell them to relax the rope and then pull on it and we visibly see that rope in the distance also relax and then pull tight, then we'll know that's them!

>>832535
>I would go back to the worm and politely chat with it for awhile.
I think getting out alive with a little bit of information is more important than trying to get more information and risking getting killed and losing it all!
>>
No. 832542 ID: 3ce125

>>832528
...the creature may have been warning you. Back up! Take cover behind a pillar! If the creature knew this would happen you should ask it what the hell is using all that mana.
>>
No. 832546 ID: b60dfa

>>832528
Ugh this is annoying, there's a bunch of clues but we don't quite know the proper context.
Is that a faint light coming from behind a pillar ahead? it looks a bit like there is a light source in another row from you up ahead.

Okay so what we know seems to be:
-There is a huge source of magic between you and your allies, to whom you were connected by rope.
-On your end of the rope, the rope is slack, the light and temperature are dropping and the humming worm is there.
-On Valsano's end, the rope is taught and not moving, his voice sounds far away.
-The worm seems physically unable to follow you in this direction.

This might be some kind of spacial distortion, maybe messing with distance?
I think it might be the case that the worm is being repelled away from the magic rather than pulled back towards something else. Could be that the anomaly was in the process of forming when you went to investigate the humming and it only just fully manifested now, essentially cutting you off from your friends.

Incidentally, is it still audible and visible in the current darkness and quiet? does it sound further way than it should?
Either way, I think you should tentatively head back towards the worm and ask if it knows what going on, if only to see if maybe the anomaly's effects lessen in it's direction rather than back towards Valsano.
>>
No. 832576 ID: 3abd97

Okay, Fen's options fundamentally come down to trying to find a way out, or turning around and trying to kill the worm.

In the interests of not completely showing up the rest of the team / not getting killed, I favor trying to get out, first.

>Big mana build up
You might want to ask your allies if they can feel that.

>what do
Push onwards. If the source of the mana is in front of you, we want to find out what it is.
>>
No. 832588 ID: 91ee5f

>>832576
Agreed.
>>
No. 832595 ID: d3b950

>>832576
im all for this plan, theres not much you can do since we dont have much to go on so onward.

>>832528
please take note of what looks like rope up ahead and tell your ally holding the rope to sort of "jingle" his side of the rope, that way you know it the right rope and can know wheither to follow left or right.
>>
No. 832597 ID: a633c6

Get AWAY from the mana buildup.
>>
No. 832601 ID: a363ac

>>832576
pushing forwards is a good plan but we also don't want to be seen before we see what the build up is try and lure the mana buildup into the light before you get seen weather that means laying the torch down away from you as a distraction or waiting behind a corner to catch it close up if you can;t get away.
>>
No. 832603 ID: 015058

While getting closer to the mana surge may lead to clues about it remember it also could be fatal.

If this is a space magic thing we do not want to end up cut in half or stuck in a pillar.

So be careful.
>>
No. 832651 ID: bfb318
File 150634231272.png - (21.01KB , 800x800 , 887.png )
832651

I see a faint line ahead. I think it's my rope. It's above the ground.

"Let go of the rope for a moment, and then pull on it!" I scream to my allies. The rope drops to the ground.

I don't go straight ahead. I circle around, skirting on the outside of the mana spike. If nothing else, it'll tell me about how far away I can sense a mana of this level. Plus, it will give me practice in spatial mana awareness, which would be extremely useful, especially now.

My head remains constantly turning, though I look in the direction of where the rope would be each hall I cross. My torch keeps flickering on various archways around me, which constantly makes it look like there's something in my peripherals.

Something smells. It hits me suddenly, and every step I take, it gets worse. It reeks of a rotten carcass.
>>
No. 832652 ID: bfb318
File 150634235514.png - (46.25KB , 1251x845 , 888.png )
832652

I walk into the next hall.

I am certain that whatever it is I'm looking at is the source of both the mana and the smell. The most intact face turns in my general direction, and its jaw opens with a sickening squelch.

>"You."

It spoke, and its jaw closes again with another wet crack. The voice itself sounds like it went through a grinder, and it sounds far away despite the unnaturally clear hums of the white snake. I believe there is still sound dampening, but if so, then the white creature's voice is not affected by it. The monster, on the other hand, shifts its jaw around, grinding flesh and bone together, before it speaks again.

>"Why do you speak as though you are from the shroomleaf forest?"

I hear Aira screaming into the anomaly.

>"Talk to us, Fen! What's the rope stuck on?!"

They're pulling the rope. The hand that grips the rope is not moving at all.
>>
No. 832654 ID: b88e47

Do not fight it.
>>
No. 832655 ID: c2051e

>>832652
"Some giant two-headed guy is holding the other end."

As for why you speak like it, isn't the answer obvious? You are from there.
>>
No. 832656 ID: 3d2d5f

>"Why do you speak as though you are from the shroomleaf forest?"
Because I am.

Ever should the barbarian favor simple answers.

>>"Talk to us, Fen! What's the rope stuck on?!"
It's being held! Something large, and dead, and full of mana!
>>
No. 832660 ID: a363ac

>>832652
something with enough mana to rival a Mithril wizard is holding it.
"Cause I am."
>>
No. 832661 ID: a43366

I'd put your kit on. Tell it that is where you are from though.
>>
No. 832663 ID: 015058

A giant two headed undead is holding the other end in one hand.

I was born in Shroomleaf forest.
>>
No. 832669 ID: 65dabf

YAY, moar friends! Say Fen, do you, by any chance, know of a two-headed giant from the Shroomleaf forest that lived there a long time a go? Maybe a tale, or legend or an actual guy how lived there before you? Becose thats a very spesific place to mention to someone, and more to even recognise the "lingo" from such a remote place.
>>
No. 832670 ID: 91ee5f

>>832652
>"Why do you speak as though you are from the shroomleaf forest?"
"Because I am."

>"Talk to us, Fen! What's the rope stuck on?!"
"A giant undead with two heads and two tails is holding the other end of the rope!"

Wait, both of the tails also have eyes on them, would that make it an undead with four heads?

Anyways, just in case your allies come running in to try and save you and/or try to fight it, you should also warn them that it has eyes on its tails, so they can't sneak up behind it because it'll see them!
>>
No. 832675 ID: bfb318
File 150634777627.png - (29.70KB , 800x800 , 889.png )
832675

"Because I am." I tell the monster, before yelling back to my group. "A large monster full of mana is holding it!"

The creature stays as still as a statue for a long moment. I put my torch out in the open to get a better look at it. Although it reeks of decay, the damaged parts of flesh do not look like the decay of skin, but rather like wounds from various slashes, stabs, and bashes. It has two tails, and what might be two more heads at the end of each.

>"You are not Zizi. But you are from his tribe, are you not, with your white eyes?"
"I am." The white eyes are still an oddity amongst people with my accent, which explains why this thing is interested in my place of origin. Still, it's somewhat odd to know that something like this is aware of what a shroomleaf accent is like.
>"What medical supplies do you carry? What is your rank? Why are you here? I want to hear you answer for your team as well, to the best of your knowledge."
"Why would I answer you?"
>"Even with your most recent shout to them, they know little enough that we would let them leave, if they do not enter the anomaly. You, however, can not make it back to your campsite. What that means, exactly, depends on your cooperation. We have use for the living, after all, and good reason to treat them well."

>"You coming back?!" Valsano yells.
>>
No. 832679 ID: 3d2d5f

>"What medical supplies do you carry? What is your rank? Why are you here? I want to hear you answer for your team as well, to the best of your knowledge."
Quick and succinct answers.

Bandages. (Don't admit to the vial of antidote).

Lesser blood knight.

To earn as much prestige as I can, via military advancement, before I take nobility by force in the arena.

My team is scouting for anomalies, which we have found.

I think we're pretty much stalling to see what we can learn by what else it says or offers us, or for our allies to decide to back us up. Letting ourself be captured, or changing sides, is a non-option.

>"You coming back?!" Valsano yells.
It bars my path! And speaks.
>>
No. 832680 ID: a43366

Warn your team not to come after you, regardless of what you do.
>>
No. 832682 ID: 1e7aa8

It can spatially interdict sound?? That's messed up.

Stall, while giving away as little information as possible. But be prepared to run back to the friendly white humming abomination.
>>
No. 832684 ID: 45b653

>>832679
Also tell them not to come any closer or enter the field and for them to be on their guard for anything that may be a danger to them.
>>
No. 832687 ID: 3d2d5f

>>832680
Is that meant to be sincere, or a bluff to make the creature think we're complying while they close?

Because I think we're going to have to kill this thing, and I'd prefer to do that with allies.

(Did Fen and co establish duress codes? Would be helpful now. And something to consider in the future if we didn't).
>>
No. 832688 ID: 91ee5f

>"You are not Zizi. But you are from his tribe, are you not, with your white eyes?"
Ask how it knows Zizi? But don't mention that you are Zizi's brother!

>We have use for the living, after all, and good reason to treat them well.
Do not let this thing capture you! It's just going to take you back to the necromancer that made it and then turn you into another undead and/or monster like this thing!

>"You coming back?!" Valsano yells.
"The monster is blocking my path! Let go of the rope before it pulls any of you in!"
>>
No. 832690 ID: c2051e

Tell them to let go of the rope and leave. What is this, a dragon knight?

>It can spatially interdict sound?? That's messed up.
We have no reason to think that.

>It's just going to take you back to the necromancer that made it and then turn you into another undead and/or monster like this thing!
We have no particular reason to think it's lying yet, since it could just overpower Fen if it wanted to.
>>
No. 832694 ID: bfb318
File 150635254583.png - (25.48KB , 800x800 , 890.png )
832694

Part of me wants to get my mask back on, but it's difficult to do so while maintaining my grip on my shield and sword.

"Do not come into the anomaly!" I yell to Valsano. "Just stay on your guard for now!"

I turn to face the monster, taking my time. I'm just trying to stall for, well, something, anything. It seems easy, because it doesn't appear to be impatient.

"You know Zizi?"
>"Of course. He is popular. Now, my questions?"
"I have bandages. That's all."
>"No sutures, for stitching?"
"No."
>"That's too bad."
"... I am a lesser blood knight."
>"I understand. And the rest of your team?"
"Also, the same ranks. All around. My team is scouting for anomalies, which we have found."
>"Yes, at awkward timing, too. But I am more interested in why you came to this mausoleum to begin with."
"To earn prestige by advancing in the military."
>"That is unfortunate, but common."
"How so?"
>"Many die before getting anywhere close to their dreams. I assume you wished for more than lesser blood knight."

>Duress codes
We did set up some duress phrases that I can yell, but bringing in allies might just lead to multiple casualties.

>"You are not willing to surrender, are you?"

....

>"Few are, and I am tired of all the waste. What do I need to do to convince you that you will be treated well? We have time. Have a seat. There is firewood in my pack, if you are getting cold."
>>
No. 832695 ID: c2051e

"Let the others go and explain."
>>
No. 832697 ID: a363ac

>>832694
I assume Fen himself doesn't really give a crap what it has to say but I assume Orjin and his superiors would so sit and have a chat for now but try to keep an eye out for a moment it becomes distracted to kill it.
>>
No. 832699 ID: 33b7e7

Ok, the ultimate answer is "unless you can get me the hand in marriage and more importantly the love of a specific noble lady then nothing can convince me" but you do have the opportunity to get some information. Things like "I've heard of creatures here who seemed living, but lacked their souls. How could I be sure you won't do such a thing to me?" could get you some info.

On the other hand, while you're trying to stall it, IT might be trying to stall YOU. It just mentioned that you found an anomaly with "awkward timing". Which means there could be better timing - and I doubt it was thinking of your needs or wants when it said that.

This creature is big, and full of mana. But that amount of mana might be necessary just to maintain it with its full intellect, which it seems to have. Previous creatures, even the worm, seemed to be less mentally functional. We don't yet have any evidence this creature can move quickly. It apparently had to rearrange its mouth to be able to speak, and that plus the signs of injury it has (and it wants to fix those injuries, which means those injuries are a detriment to it somehow) tells me that it probably can't move that well at short notice.

This may be your only chance to run.
>>
No. 832700 ID: 1e7aa8

We can't afford to let it stall us any longer. Throw your torch at it and run away, loudly. THEN double back with a different route as quietly as possible.
>>
No. 832701 ID: b60dfa

>>832694
'Treated well' still implies a loss of freedom, I still have much to do outside this tomb.

Explain yourself, I am willing to listen but you can understand my suspicion.
>>
No. 832705 ID: 91ee5f

>>832694
>What do I need to do to convince you that you will be treated well?
Nothing he says or does should even come close to convincing you that it's telling the truth about treating you well!

>We have time.
Ask whatever questions you can think of! Try to get as much info from it as possible! Stall until something happens that gives you a chance to escape!

>Have a seat.
Don't sit down! It's harder to avoid a surprise attack from a sitting position! And if you see an opening to run for it, it'll be harder to run from a sitting position!

Fen, did you happen to bring any oil with you? Maybe you could throw oil on it and then throw your torch at it to light it on fire? But don't do it now! Wait for an opening when it lets its guard down!

And if you do try to run, don't underestimate its size, it could be faster than it looks!

>>832697
>try to keep an eye out for a moment it becomes distracted to kill it.
I think running might be safer than Fen trying to kill it by himself!
>>
No. 832708 ID: 3d2d5f

Don't sit down or relax, Fen.

>What do I need to do to convince you that you will be treated well?
I am not interested in how I am treated. If I sought comfort, I would have stayed home.

I care about advancing my goals. Surrending to you prevents or delays me from pursuing them. Perhaps permanently.

>run
He's blocking our exit, and he's got a longer stride, and undead are usually tireless.

Unless there's a small tunnel he can't follow us, that's not an option.
>>
No. 832709 ID: 91ee5f

>>832699
>the signs of injury it has (and it wants to fix those injuries, which means those injuries are a detriment to it somehow)
Maybe it's just like the smaller undead we keep seeing in the hallways? A tiny cut on the hallway undead, makes the mana leave it and the corpse falls over and stops moving.

So maybe the same thing is happening to this thing? It needs to seal up its injuries to prevent its mana from leaving it.

Only difference is because of the amount of mana it has, it's going to take more than a tiny cut to make it fall over and stop moving!

>>832700
>as quietly as possible.
Good luck doing that. Fen's got his metal armor on, so quiet movements are going to be hard!

Then again, if we get hit by that thing while trying to run, having the metal armor on might be what prevents Fen from getting an injury that prevents him from moving and we'll be lucky that we didn't have him keep his leather armor on!

>>832705
And an obvious question to ask is: "What are you?"
>>
No. 832710 ID: a633c6

>>"Many die before getting anywhere close to their dreams. I assume you wished for more than lesser blood knight."
My ambition is worthy. If you've got something to say I'll listen, but if you want to fight a student of the kingslayer with one broken neck I can do that too.
>>
No. 832712 ID: 015058

My goals are worth risking death.

If you want me to join you then you have to offer me a faster way of getting what I want than my current path. Surrendering to a undead to become a lackey to some unknown power seems counterproductive.

So if you want me to stand down give me a better reason than just because you are asking me.

Keep it talking. The more info you can get from this thing the better the reward will be. It wanted a needle and thread to fix itself. I might be a nasty opponent but is surely not unbeatable.
>>
No. 832713 ID: 7c216c

>>832694
You are obviously not a kobold in any physical sense, so your idea of being treated well may not be the same as my idea. I do not know if you are a commander or a footsoldier, so your promises mean nothing if those you work for command otherwise.
It is foolish to trust a new person you know nothing about immediately. I have been given neither reason to surrender nor reason to fight yet. So to me, you are yet another strange being I have met in these tombs.
So tell me, outside of death, what reasons do I have to surrender to an unknown?
>>
No. 832717 ID: 91ee5f

Oh! And we should also ask about the humming worm thing behind us.
>>
No. 832719 ID: bfb318
File 150635881358.png - (18.34KB , 800x800 , 891.png )
832719

"Are you able to get me a certain girl's hand in marriage?" I do not sit down. It makes some kind of wheezing sputter.
>"I am sorry for the noise. This throat cannot laugh, but I laugh because it is unexpected, not because of disrespect. I have heard of worse ambition, but the answer depends on why you do not already have her hand. If you need rank, then will the girl love you, or will she love your social status? Tell me, as I must know more."
"What did you mean when you said I found this anomaly at an awkward timing?" I ignore its question.
>"The worm of ice has just been released. It takes many minutes, or hours, for its field to come into full effect. You are familiar with a full powered field that we can defend in easier, since our bodies require no heat or light. In approximately one hour, this will eat fire as quickly as the torch you threw in to the first anomaly I saw you at."
"You were there?"
>"I looked through the eyes of another monster. I don't believe you saw it, but its mind was not controlled. You were wise to not enter the anomaly."
"I've heard of creatures here who appeared living, but lacked souls. How would I know you wouldn't do such a thing to me?" I hope to get additional information with these questions. The answers do not concern me, much, but I intend on returning to camp and reporting to those who are interested in these answers.
>"I could bring a living being up here if you wanted to see, but can you sense souls? If so, it will prove that we leave our prisoners intact, with body, mind and soul in place."
"Your idea of 'treated well' may still be different than my own." It does its dysfunctional laugh again.
>"I can say it is better than how the empire treats its citizens."
"I know nothing of you and have as much reason to trust you, even if you brought a living prisoner here. Death aside, I cannot think of a reason to surrender to the unknown."
>"Yes, since death seems so inconsequential to northerners, that is why we have so few prisoners."
"What if the anomaly moves? I assume the white worm is the source of it."
>"Correct. If it moves, then the affected area outside of its new radius will return to normality. The normal areas will raise to full field force. The overlapping areas will maintain strength and, if not already at full force, will get there. Do you understand, both that concept, and I tell you this in absolute confidence at your inability to escape here?"
"Yes. What are you?"
>"I am many things. To my cause, I am a weapon. To you, I am a monster in multiple senses of the word. More is explained, to prisoners. My name is unimportant, as it signifies I am a person. But as an entity, I am known as Garlic Soup."

Valsano would have a laugh at that name. The thought of running comes back to me again. I have half a mind to do that, since this might be my best chance, even if this undead monstrosity is far, far more talkative than I would ever have thought.

It must have seen me glance away or change my body posture.

>"Don't run." it says. "There are things, between here and your comrades, that hunger for meat like the worm of ice hungers for warmth. Things that are left to their own devices. You never told me of this girl you want to be with. If being in the same tribe as the kingslayer is not enough, she must not be easily impressed. Tell me of her, unless you insist on running back to your abusive army before talking to me."
"And if I intend on fighting you?"
>"Then I will let you stab this body with your mundane sword, and you will learn just how much you have to learn about the monsters you have come to slay."
>>
No. 832725 ID: a43366

Unless you think you can break stone somehow fighting is the wrong decision. Even if you ran and got through the monsters that I doubt he's lying about (You can ask him how you passed through the first time without alerting them) you would definitely get injured. That and they may try and harry you as you run with your teammates.
>>
No. 832726 ID: 3d2d5f

>But as an entity, I am known as Garlic Soup.
You were a mutant in life, then. Only Cheese and her kin name themselves so. (Let's see if name dropping a mutant does anything, if it has split loyalties).

>You never told me of this girl you want to be with. If being in the same tribe as the kingslayer is not enough, she must not be easily impressed.
It's because of who my rival for her attentions is.

I mean you no offense, but as a monster, are you truly a match for the highest nobles of the empire? I know what I must match.
>>
No. 832727 ID: a633c6

She's nobility, and she has to financially support her extended family, so she's engaged to a mithril noble, Shup, out of duty. If I'm to be in a position to win her hand I have no time to be prisoner.
>>
No. 832728 ID: 33b7e7

You might as well tell him, in vague terms. "She is already engaged to a high noble, for the sake of supporting her family. She came with him, when he visited us to collect from the forest, and learned of it when we became fond of each other. He told me that if I can become a noble before a certain time, to support her family myself, he would permit the engagement to be broken off so that she and I could be together. Since I left, there are other things I would become a noble for, since I have seen mistreatment and injustice, but I will not lie and say my dearest goal is not a selfish one."

You can engage him from there, too. "What of your goals? Are you and yours here just to spit on the mithril nobles buried here? To make the army waste lives? To run experiments? I will not submit to anyone whose only aim is to cause further torment, if for no other reason than to be worthy of my lady's affections."

Maybe causally drop that you're Zizi's brother in there, see how he reacts. Something like "she was impressed with my brother's reputation, but" et cetera et cetera.

At least he's kind of implicitly admitted to not being able to run after you himself. And he said the creatures are between you and your comrades. Do you have a good mental map in your head? Could you meet up with any base camps if you ran in a different direction? You might be surrounded, though. I think this guy, and the creatures he mentions, were suddenly moved in here to protect the anomaly, when they realized you had found it. That's why it was dragged away, as well, probably. However, as this guy demonstrated by being here, the reinforcements/protection were probably moved in to cover the direction you came from, first. They might be weaker in other directions. You could shout to your friends to run, and that you'll try meet up again. Beating reinforcements is a time-critical thing too, though.

Or... it's possible these flesh-hungering creatures are better capable of being fought. If your friends wedged into them and you ran to meet them, then to run together, you might make it. Maybe. You'd have to shout that plan to them, though, and this guy would know what you're doing.
>>
No. 832729 ID: 65dabf

What does he get by talking to us, aboute her?

If we try to figth it, wich i don't thing it would be wise, we REALY have to hope for a Dark Souls boss figth, at least, if you are god enough, your lvl doesn't really mater, but we don't have the woepon for the job. On the other hand, we migth lern somthing from it, with a high chanse of deing.
>>
No. 832730 ID: 91ee5f

>>832719
You could threaten to go to the white worm to kill it. Then you fake them out by acting like you're going to go towards the worm, but you're actually not going to the worm, you're just doubling back to get to where your allies are!

Although, I'm not sure if it would be wise to say this out loud. It might be a bad idea actually.
>>
No. 832731 ID: d3b950

>There are things, between here and your comrades, that hunger for meat
you came through here a first time. If thats true then how did you get past them the first time.

>You never told me of this girl you want to be with. If being in the same tribe as the kingslayer is not enough, she must not be easily impressed.
>>832727
yup go with this

>I am known as Garlic Soup
ask it if it was a mutant when it was alive, and if so, mention the names Cheese, Tomato, and Cabbage to get a reaction.

All in all, i really dont want to surrender to this thing but if its not joking about those other entities lurking around (with our heavy armor on) we may not be able to out run any of them.
>>
No. 832732 ID: 3d2d5f

>>832727
I'm not sure we should specify who she is like that. If the necromancer survives this, it gives him a way to target Fen, or take revenge.
>>
No. 832733 ID: 91ee5f

>>832731
>you came through here a first time. If thats true then how did you get past them the first time.
Hey, you're right. If that was true then Fen wouldn't be standing here and talking to it right now. It might be bluffing to try and scare Fen into not running!

Then again, it might be telling the truth. There's really only one way to find out and none of us are going to like it!

Also, I think we should tell our allies to let go of the rope before the monster pulls them in here!
>>
No. 832734 ID: e8418a

Garlic soup?

Keeping in mind Tomato, Cheese, and... was it Basil?

You are clearly dealing with a mutant. Mention this possibility.
>>
No. 832735 ID: 3ce125

If it was bluffing it would not have given us any information. We're definitely trapped.

Tell him she's going to marry a noble if you don't become one yourself within a year. You plan on entering the arena to fight for the title, so you joined the army for experience.
>>
No. 832737 ID: bfb318
File 150636459962.png - (22.56KB , 1000x800 , 892.png )
832737

>Do you have a good mental map in your head, to get back to camp from a different direction?
Yes. If I run, it may be best to not go directly back to my team. I do not know the exact layout to my sides or in the opposite direction, but my sense of direction is good enough that I will be able to find my way back around provided the hallways allow the paths.

Plus, I've noticed pillars at the top of these archways, indicating there may be a walkway I can run on. It would be difficult to do with all of my gear, but if worst comes to worst, I can climb upwards.

"Hold on. Where were those 'things' that are now between me and my allies, when I first came through here?"
>"On standby, to be put out either when the field was at full strength, or when someone like you came and found the field before it was ready."
"It is because of who my rival for her attention is. Are you a match for the highest nobles of the empire?"
>"That depends on who. There is no need to hide so many details. The empire would not listen to me even if I knew dirty soldier secrets."
"Fine. She is the fiance of a high noble. I must have the money to support her family."
>"Hmmmm... Lily, was it? Yes, by your change in expression, I think I'm right."
"... how did you know?"
>"She is currently the only fiance in a mithril house, and it was worth a guess. So, you must become a noble, or at least have a sufficient income."
"Why does it matter to you?"
>"The deadland campaign to the northwest seems more lucrative to soldiers than here. I must know the enemy, which is why I know the current events of the mithril houses, and many golds. I am curious why so many soldiers would willingly walk down into terrible conditions against monsters that slay kobolds like a sheep would eat grass."
"I have a contact who came from Erja Nokol. With a name like Garlic Soup, you may know her. Her name is Cheese."
>"Know her? We were siblings. Speaking of siblings, are you more than just of Zizi's tribe? Brothers?"
"I am Zizi's brother, yes."
>"What a coincidence."
"What is your goal? To waste army lives? To run experiments?"
>"The experiments are necessary to field test our magic for later combat. Lives will be wasted, and while unfortunate, we have killed less people down here in the last several months than the amount of lives wasted by the empire every single day through neglect and avoidable combat. We want to end the empire. We do not like the means we are taking to the end, but the empire will throw punches sooner than talk. Our options have boiled down to either doing nothing, or stooping down to their level to make them change. Fen, brother of Zizi, I will not tell you more, because I do not want to tell you so much while making the risk that you will be the first person in the empire's rank to make it out of an anomaly."

It's getting colder. If I stick around and keep talking, I may want to start a fire. At least if I run, it will warm me up.

I hear some ambient noise, too. I think it's Aira. I can't make out what she's saying, and the rope in the monster's hand is being pulled hard. The hand doesn't budge any more than usual, until I hear a faint snap, and the rope goes slack. It's been broken.
>>
No. 832740 ID: b0044f

For a battle plan I would yell to your friends to run as fast as they can.

And then go kill or disable the worm first. Otherwise you will be stuck fighting this thing in a frost zone.


Ask it what happens if you join it. Not just giving up and being its prisoner but actually joining the necromancers. You have no real ties to the empire. Only to your friends. If they can offer you the training you want to get the power you desire while keeping your identity hidden you will consider it. (But probably not really. We don't care much about the empire but it getting overthrown by necromancers is probably not any better than the current management)
>>
No. 832741 ID: e8418a

Yell at your allies to stay out and get back to camp, then apologize for the inconvenience to your host.

Stay a while and listen.

If we stay, What are the purpose of prisoners - avoiding the loss of life? Hostages? Resources and willing spies?
>>
No. 832742 ID: f66698

Well, this at least wins us a plan of action. Firstly, the thing that's going to kill us is the worm, and the only thing stopping it from killing us is that it's just powering up it's cold aura, because it's just been created or placed or something.

So we made a point of bringing a fire kit, extra torches, and as much oil as we could manage. The oil is the thing that matters here. Now we go back to the worm, and we give it the heat that it wants. We create a fire, we make it big, and we keep adding oil. The worm wants warmth, and what we know suggests to some degree that after it's absorbed some amount of heat the anomaly is going to disappear (though that might just be the source moving/leaving. Regardless, our first plan of action is to set a big ass fire for the worm and hope it cooks itself on it. Our second plan of action is to murder the worm with our sword and then throw it on the fire.

This thing will likely try to stop us, once it figures out what we are trying to do. It says, and the evidence points to it not being vulnerable to your sword, but take a look at it... one of it's heads is hanging limp and has empty eyes, instead of magic blood red pupils... it's likely because it was struck with a magic sword, but it may be that this thing is indeed vulnerable to physical damage, just not in the way living creatures with vitals do. A swing to the head may kill that... head. Maybe disable it's ability to see. Maybe even if it can't be killed, disabling and leaving it burning might be our method of destroying it.

But we are on the clock to stop our own death, and that means it's time to go handle the worm. Diplomacy may still be possible, it calls you friend, maybe you can ask it to wait deeper inside, allowing you area without the anomaly effect but short of this creatures blockade, but it seems likely that it's time to murder the worm.
>>
No. 832743 ID: 3d2d5f

Well, Cheese will be disappointed to hear her sibling died.

It's cold enough for the rope to shatter. We've stayed too long. The longer we stall, the better the environment will work against us.

It's time to make a break for it.

Priority is escaping to report, not killing him. A long fight chopping him to pieces would probably take more time than we have. Hit and run tactics.

Lethal wounds won't kill the dead. What hits we make should be aimed at reducing it to pieces, or hampering mobility. Chopping off bits, connective tissue, muscles, etc.
>>
No. 832744 ID: a43366

He said 'were' past tense so he is probably some kind of undead/non-kobold being right now, maybe transmuted from a kobold.

Warn them about the dangers inside and tell them not to come in, or else Aira or Valsano may rush in and that would be a huge ruckus and likely end with some corpses.
>>
No. 832745 ID: 015058

You might not even have to kill the frost worm. Just find the spell focus that locks it in place and destroy it. (But get ready to chop its cute little head right off sadly)

While the empire is a mess joining a bunch of necromancers to overthrow it does not help us impress Lily. We need money and status yes but also to still be someone she can love. Riding in at the head of a army of undead might mess that up a bit.

While this guy might believe in his speech 100% we don't know his bosses. People talk about wanting to get rid of those in charge and how bad the current nobles are but there would be countless dead in a full on war.

So make him a offer. Cheese works for you now. If he is family you will make the same offer to him. If not we had better get to running and or fighting.
>>
No. 832746 ID: 3d2d5f

>Kill the worm
Might be hard, guys, as that would require doubling back and fighting it and Garlic Soup at the same time. And neither is likely an easy kill.
>>
No. 832747 ID: b60dfa

>>832737
"Your reasons don't seem ignoble, but I can't stay."

Run.
>>
No. 832748 ID: 91ee5f

>>832737
>We want to end the empire.
Sadly, that would mean that Fen's chances of being with Lily would not exist. And he wouldn't be able to look her in the eyes if he helped the necromancers. So now I think it's safe to say that Fen has been given even more reasons to be the first soldier to get out of an anomaly and make his report!

>It's getting colder. If I stick around and keep talking, I may want to start a fire. At least if I run, it will warm me up.
Yeah, the time for talk is over. It's time to leave in a strategic way that'll allow Fen to leave alive with little to no damage to his body!

And we'd better do it fast, before our allies try to rush in and help! Actually, I think Aira might be the only one that'll try to rush in because of that debt she feels she owes Fen when he saved her life!
>>
No. 832749 ID: 91ee5f

>>832748
Is it possible to trick him and make him think that Fen wasn't the only one in here? Make him think Fen is a distraction so that the other scout in here with us sneaks over to the worm to kill it?

If it works, he'll rush off to save the worm and we'd only have to worry about the other creatures in here!

Or maybe that's not a good plan? I don't know.
>>
No. 832751 ID: 3ce125

>>832737
Okay so they have spies everywhere and are building an undead/magical army to invade the world of the living and usurp the throne. They claim it's because the empire mistreats its citizens, and we know that's true. Unfortunately the resulting war will make things very unpleasant for a long time, and I expect the vast majority of the citizens of the empire will be unhappy with an undead ruler. Lily wouldn't like it.

Let's be smart here. Can't run right through the monsters, so ask for a campfire while taking off your gear, and yell at your allies to just go back to base, you've been captured. Once you've lightened your load enough, run for a pillar and climb up it so that you can take the high road. Eventually you can catch up to your allies.
>>
No. 832752 ID: deec6e

"I'm sorry Garlic. I can't be taken prisoner. Anything else? Words for Cheese? It looks like time is running out."

Raise your blade, like you intend to fight him.

Make the raised blade a pure feint and toss one - or both if you can - of your medium bottles of oil bottles straight at him and light him on fire with your torch. Living down here this body should be pretty bone dry.

Then maintain distance and lead him towards the ice snake, or yell for the ice snake to attract it. Seeing something covered in burning oil - and with a little encouragement from you - it may decide to give it all of its bestest hugs.

While Garlic is being distracted by a snuggling snake, you run like hell, trying to avoid any of these other more mindless beasts Garlic suggested was out there. Heck, you may want to run in the other direction entirely, considering they specifically moved to cut off your escape.
>>
No. 832753 ID: bfb318
File 150636743358.png - (16.43KB , 800x800 , 893.png )
832753

"Cheese works for me. If you are family, we might be able to talk about offers."
>"It would be presumptuous of me to call her a sibling, still. My offer to take you as a prisoner is my offer."
"Would you want me to say anything to Cheese on your behalf?"
>"... no. Thank you."
"What is the point of taking me as a prisoner?"
>"Moderate labor, and light experimentation. That does not sound ideal, I know, but you will be well fed and cared for, and our experiments will not be dangerous."
"And if I joined you not as a prisoner, but joining your cause? I do not have many ties to the empire, just my friends."
>"We can't trust you either right away, but in time, you may rise through our ranks starting as a prisoner. From there, not just will you have riches, but you will be partipating in a better place. There are some that say life under necromancers does not sound any better, but necromancy is just a tool. The empire is so incompetent, that it will not be hard to improve it."

I only asked for information. I have no intention of joining like this.

I am going to run, after I tell my allies to do the same.

The question is what my escape route is. I will fight Garlic Soup if I have to, but it seems like a needless risk.

A) Back to the worm, and try to kill it.
B) To the side, to avoid anything between me and my allies in the hopes that the reinforcements to occupy this anomaly are sparse in a random direction.
C) To my allies

And regardless of my decision, my backpack is full of gear and as a result is weighing me down, so I may wish to drop it. My belt buckles are made so that I can drop my backpack at a second's notice for reasons like this. My oil vials are kept on my belt, so I would still have those even if I drop the backpack.

Previous votes detailing options will carry over to the next update.
>>
No. 832754 ID: 015058

While I hate saying it you should probably kill the cute worm.

That will pull reinforcements away from your allies as they try and stop you from taking out the anomaly. Also will give us valuable data on if they can be killed normally.

And finally if its alive you might not be able to leave. I don't want to test you running into the rapidly increasing anomaly outer wall.
>>
No. 832755 ID: a363ac

>>832753
A.
"I might have been interested in working with you in the future, but I already have a goal and if you stand between me and Lily you won't for long."
>>
No. 832756 ID: 015058

Oh yeah you can always come back for your pack. So drop it in the middle of a intersection so you can find it after this is all over.
>>
No. 832757 ID: 3d2d5f

>backpack
If you won't lose the vials, ditch it. Everything inside is replaceable and this is going to be a hard rush.

>plan
B and C? To your allies, but not in a straight line. Yell out at the start, so they know you're coming.

A is a non starter. Escape while outnumbered will be hard. Fen can't fight everything here to kill the worm at once.
>>
No. 832761 ID: 91ee5f

>>832757
I agree!

Don't rush towards the worm to try and kill it! Everything in here will be chasing you, so when you try to run back, they'll all be blocking your escape!

And there's no guarantee that you'll deal a killing blow to the worm before Garlic Soup and the other creatures catch up to you!

So we should ditch the backpack and keep everything on our belt, while we run back to our allies in a way that isn't a straight line!
>>
No. 832762 ID: 3ce125

>>832753
>backpack
Yeah you gotta drop it.
>>
No. 832763 ID: b0044f

Leaning for A.

We have no proof there are any other undead than this guy hiding in the wings. He could just be lying to you about the hordes of monsters supposedly next to your team.

While it would be backtracking slightly to deal with the worm it might be the only chance to deal with it. And if there is a horde of undead they are the other direction.

And finally that rope just froze in mid air. Unless you dive out of it very soon you will be a mess after going through it. Better to take out the worm and then book it out another exit.
>>
No. 832764 ID: deec6e

Toss fire at Garlic, then head for A, like a feint, with the intention of doing B ---> C. If we really can make the snake wrap up or delay a burning Garlic, that's a win for us, since he's probably the closest enemy, and the only intelligent one (other than the snake).

Don't forget, Tomato's poison and antidote are still in your backpack. Losing the backpack would drop that, too, and Garlic might recognize it for what it is.
>>
No. 832765 ID: c2051e

Ditch the backpack as a whole, if it means your vials are fine. If you have spare attention and breath as you run, tell him that these are the wrong circumstances for surrender.
>>
No. 832766 ID: c2051e

>>832765
run to the side*
>>
No. 832776 ID: 33b7e7

"I think every noble in the empire justifies their misdeeds as the alternative to doing nothing. I find it hard to think you'll end up doing or being much more than any rebel with an army and some mages, except in terms of horror. From what I've seen, the Empire has built itself, its whole system and worldview, on the presumption of conflicts like this happening."

B.
>>
No. 832780 ID: 4546ab

Go for A unless its a really long run to get to him. Once the worm is down you will get plenty of practice with mana sight as you dodge undead on the way back to your team.

Dump the pack.
>>
No. 832782 ID: 78a3e5

Back to the worm, and then try and take a roundabout path back to the camp.

Instead of trying to outright kill it though I would suggest trying to cut off one of its horns to carry to the camps wizards.

If it's feasible and this dude isn't too fast I would say keep your bag until you hit the worm and throw it as a distraction then.
>>
No. 832785 ID: b88e47

B
Drop everything not related to combat. Try to get back to them eventually.
>>
No. 832795 ID: 65dabf

>>832764
I agree with this, but it would realy nice to grab a hold of Tomato's poison and antidote, those are valuable, and Garlic could use this on his advantage later.
I am 100% sure that, if we ascape this, we will be seeing him again.
>>
No. 832803 ID: a633c6

Your seal is in your bag, don't let him get that.

Take it off, tell him you have fire stuff in your bag. if he tells you not to, say you won't need it as a prisoner. Pull out the seal, toss the bag at him and book it to B.
>>
No. 832811 ID: 91ee5f

>>832753
>"Would you want me to say anything to Cheese on your behalf?"
>"... no. Thank you."
That's a shame. Cheese is going to be disappointed to hear that when Fen gets out of here.

Just out of curiosity, can anyone see anything hidden in the darkness in this picture? Because if there's something there, then we'd better not let Fen run to his left!

>Fen's Seal, Tomato's poison, and antidote are in bag.
Then I guess we'd better get those out before we ditch the bag!
>>
No. 832813 ID: bfb318
File 150638095870.png - (58.42KB , 1200x800 , 894.png )
832813

"I am going to get some more fire. Hold on."

Once I set my sword down, I pull my torches out of my backpack. I then pocket the 2 vials of poison and anti-poison, plus my emblem. These vial contents are nearly irreplaceable. The only other irreplaceable thing I'm leaving behind is my bow. As an item, it is replaceable, but it was the first real gift I received in empire borders.

"I don't care about breaking down an awful empire. I only want to live with Lily."

I turn towards my teammates.

"Run!" I scream as loud as I can, while the sound dampening isn't too much to get through. At least, I hope it isn't already to that point.

>"Goodbye." Garlic states the word with a tone of finality.

There's a large drop in mana, and the monster slumps for just a second. I light my second torch.
>>
No. 832814 ID: bfb318
File 150638097281.png - (91.41KB , 1200x800 , 895.png )
832814

The monster snaps to attention again, and the neck of the dead head whips to face me. Its jaw remains unhinged, but it seems focused. The whole thing lumbers forward at me with a new posture.

I unplug an oil vial and lob it as hard as I can at the monster. It's made of clay, and breaks even against flesh. By the time it strikes, I've swung my shield arm to throw my used torch at it. It sails through the air well, and is just a second behind the oil.

Without bothering to look to see if this worked, I pick up the last torch I left out, and run.
>>
No. 832815 ID: bfb318
File 150638098030.png - (54.59KB , 1529x722 , 896.png )
832815

My first destination is the humming worm. There's a hollow scream right behind me as the beast is illuminated, confirming that it has caught on fire.

Screams sound off throughout the anomaly. I think it's from 4 sources of unnatural sounding beings.

On fire or not, the four headed beast is following me, and it's catching up. The fire has illuminated something coming at me from my right side.
>>
No. 832816 ID: bfb318
File 150638099940.png - (25.20KB , 800x800 , 897.png )
832816

I still get to the worm, and it hums 'frieeeend' to me. I don't know how hard it will be to kill, but I also get the idea to just chop off a horn.
>>
No. 832817 ID: b88e47

Just fucking run.
>>
No. 832818 ID: c2051e

"Hi. Introduce me to your new friend?"
>>
No. 832819 ID: a363ac

>>832816
stab into eye an move sword up and through skull.
>>
No. 832820 ID: 12a89c

>>832753
Geez option A is a high-risk high-reward situation. This will be risky try throwing a vial of oil at them and then throw the torch at them that way they'll catch fire and then run to C
>>
No. 832822 ID: 0d45a9

Find something heavy and hit it with that, falling that, slice at it with your sword. I suspect heating it up will make it's aura grow or something, and if it's super cold then that might do bad things to Fen's sword.
>>
No. 832823 ID: 015058

Figure out who that guy stuck to it is. Is he a undead holding it in place? Or another army guy who just got here and grabbed it.

Also touching it directly is going to be tricky.

Ask it if it found a new friend and motion to the guy holding it. Also if it can stop freezing everything. Also can it kill itself.

As for killing it. Try to chop its head off with all your strength while its distracted. If that does not work chop a horn off.
>>
No. 832824 ID: c2051e

>>832818
To be clear, I want to try and stall until the monster arrives to distract it. I don't think we have a realistic chance of escape or killing it until then.
>>
No. 832826 ID: 5d2db0

A, that thing might still have the lit torch, making it easier to find. If we kill it, no more cold dark that we need to sprint though. It means we can at least see our way out, on top of the reward for killing a anomaly.

If we kill it, we can report back that throwing people at them is useless and a bad idea.
>>
No. 832827 ID: 3abd97

It feeds on fire, right? And we have a burning corpse chasing us?

So we have a very limited window to do anything, before it gets a power up. If we're lucky, they'll both be tied up when it jumps the monster to hug the fire to death and we'll be able to run.

Plus at least 4 other monsters coming this way.

>'frieeeend'
Poor naive bastard.

>take an antler
That requires touching an antler, which as we can see from the forming corpsicle over there, is a Bad Idea. You do not want to touch this thing with your bare hands.

I say since we were dumb enough to double back, attack it then dodge when the fire-monster catches up, and run as it sucks on the fire to heal. Two creatures tied up, 4 more after you. And maybe a dead frozen kobold.
>>
No. 832828 ID: 33b7e7

>They took away its fire and blanket

Aww.

If you wanted to kill this thing you should probably have told your friends to attack rather than telling them to run. Now you have a bunch of dudes after you, and even if you kill this they'll probably kill you right after. Killing one anomaly of many is less valuable than bringing back information that could bear on them all.

If you must, just chop off a bit of horn to take, and flee.
>>
No. 832829 ID: 015058

>>832827

Can sword the antler off instead of hand grabbing it.
>>
No. 832830 ID: 65dabf

Ok, first, who's that?
Second, it pains me to do this, but if we don't try now, we wont be able to do it later, so you'll have to try and kill now. Maybe is for the best, if it colpletes his transformation, he will most likely be alone for the rest of his "life", killing all living creatures that comes close to it. If you can´t kill it, then take a piece of it. Say goodye at least...
>>
No. 832832 ID: 65dabf

Say, i almost forgot, is Tomato's poison efective against it's oun kind? Maybe we can use it with this thing... again, don't want to, but we don't have much choises here.
>>
No. 832833 ID: a43366

Try to do one slash through its neck and horn at the same time, if possible.

Otherwise try a stab through its eye to skewer its brain and then hack off a horn.

Either way if it takes you longer than a few seconds bail.
>>
No. 832834 ID: 3abd97

>>832832
Poisons don't tend to work on undead constructs.

Although Fen doesn't know if the ice worm is an undead construct, or a living magical creature of some kind. (We also don't know if it has blood, or if the poison will just freeze and do nothing). It's too uncertain to be effective to burn a one-off trump card on.

But yes, Tomato's poison does work on other mutants that haven't built up an immunity.
>>
No. 832835 ID: 3cc68c

Apologize for being such a bad friend and ask how to kill it.

If it asks why say you don't want it to be trapped alone with no warmth forever once it runs out of heat nearby. Also that you will die if you do not and you want to live.

If you only have a moment ask who it's new friend is and point at that guy back there. When it turns to look say Sorry and chop its head off.

If it turns out to be undecapitateable then just chop a horn off instead. Then get behind it so the rapidly approaching guy on fire attracts its attention.

Oh and kill that guy touching it as well. Just in case he is important or needs a mercy killing. Either way is good.
>>
No. 832836 ID: 617d01

>>832816
Ask him if he can shed a horn first.
>>
No. 832839 ID: 3ce125

>>832816
Okay first off do not touch it. That looks like the corpse of a soldier who tried and was instantly killed and frozen.
Second off, it thinks you're its friend, and has quite the bulky body so it should be able to at least block enemies from getting to you. Ask it to help you fight off the incoming monsters. If it refuses, THEN you can attack it.

I still say you should climb upwards.
>>
No. 832840 ID: 33b7e7

You know it'd probably be easier to knock a horn off than cut it off. I'm still recommending just running, but if that's not how it goes, it's something to keep in mind.
>>
No. 832841 ID: b60dfa

>>832816
Probably best to leave it since it will probably grapple with our now burning pursuer.
Maybe they'll hurt each other, maybe it'll just be an annoyance, either way, it's a good distraction to give you time to escape.
>>
No. 832842 ID: 91ee5f

I don't think chopping off a horn and grabbing it is safe! Even if the horn is disconnected from its body, the horn could still drain the heat from Fen's body!
>>
No. 832843 ID: a633c6

If the other zombies are any indication, it will be open to the idea of self-immolating to keep warm.

I'm guessing that other dude was what was pulling it back, don't worry about him.
>>
No. 832844 ID: 78a3e5

>>832833
I'm just now seeing the dead soldier. I think my plan might work, but throwing the vial into it's mouth/asking it to eat it is safer. IF you do try to cut it and your sword gets stuck then you might want to try and flip over to that dude and take his before you continue to run.
>>
No. 832846 ID: 015058

Safe way to take a horn.

Chop the horn off that the guy is grabbing. Then chop his arm off and carry the horn with frozen on hand already attached via the stump!
>>
No. 832848 ID: 015058

Also what if that guy is the way they keep it from moving? He was not here before so maybe he came over and grabbed its horns and dragged it back here.

Maybe you can chop him up and get the worm to follow you with promises of fire.
>>
No. 832849 ID: 3ce125

I'll support chopping off a horn. Fen should not touch it with his bare hands but he may be able to put it in his belt.
>>
No. 832851 ID: bfb318
File 150638586071.png - (39.22KB , 800x1000 , 898.png )
832851

I don't recognize the kobold. It seems too vacant and stiff to be alive. It is moving, and its hands have frozen over. It seems to be trying to get away from me, but its hands are stuck to the antlers. If I take an antler, I should bundle it up into my cloak.

>"Biiig fiiiire." The creature hums, looking in the directon of the incoming four headed beast.
"Can you block the fire from reaching me?"
>"Yeeeeesssss!"

I don't want to kill it, after all. The beast is nearly on me. I may need all the help I can get to slow it down.

"I'd like an antler!"
>"Okay."

I swing at one of the antlers, and just barely hear a thock. My sword ends up embedded halfway into the antler. I can't get it back out.

>Climb up
I still can do it, but not while holding these torches. I need both hands to climb.

The worm is starting to flop towards the incoming beast. I can attempt to knock a horn loose, or take the other kobold's sword I see looped around it. I do not have time to do both unless I want to be in arm's reach of the four headed beast.
>>
No. 832852 ID: 015058

Go for the other guys sword. Need to deal with the big monster before snapping off a horn. Although you should be able to snap off a horn if you give the handle of your sword a strong kick.

Looks like the frost worm is probably made out of super dense magical ice stuff (or at least its horns are). Luckily you are its friend and it will help you fight the undead guy.

So use the worms help to kill the big guy. Then knock a horn loose and say goodbye for now unless you figure out something during the fight.
>>
No. 832854 ID: 33b7e7

The horn that you chopped into. Swing or punch your shield into it, as hard as you can, as much of the weight as you can, above where you chopped into it. Not in the opposite direction you swung your sword. I'd say in the same direction but that would send the horn flying off towards your enemy, so to the sides or diagonally away from you. You've chopped wood before, right? This thing is cold, which should make it brittle. Hopefully, it'll snap off. Then you'll have your sword back, and you can jump over the worm to go grab the antler and run/climb away.

Judging by your sword going into it, the shield bash should be strong enough to break it off now it's been weakened. If not, then you'll have to abandon swords and just get out of there.
>>
No. 832855 ID: 3ce125

>>832851
The horn is a lesser priority than re-arming yourself. Get that new sword. At some point you're going to want to kick your old sword so that it goes the rest of the way through. Maybe lure the four headed monster into breaking the antler the rest of the way?
>>
No. 832857 ID: 3abd97

Seems like this thing is made of ice. That's gonna make it hard to kill, since it apparently eats fire. If blades get stuck, you either need an enchanted blade, like Rasyan had, or to smash it to bits with maces or something.

Bug out. Leave your sword, grab the zombie's sword, and go up and out.
>>
No. 832858 ID: a633c6

Give the top of the horn a hard kick, that should crack it off and dislodge your sword.
>>
No. 832859 ID: a363ac

>>832851
take the sword use it for breaking the other half.
>>
No. 832860 ID: 91ee5f

>>832852
>Fight and kill the big guy.
NO! Are you crazy?! We can't do that! We're out numbered by the other creatures that are lurking in the shadows and as soon as the worn touches the big guy, things are going to get deadly cold very fast!

>>832854
>shield bash antler to get it and sword.
That could work, but we've only got enough time for one swing! If we can't get it after one swing, then we're gonna have to abandon it and our sword and keep running!
>>
No. 832861 ID: 78a3e5

Can you give the sword a twist in order to break the horn off?
>>
No. 832868 ID: b60dfa

>>832854
Yes, if you punch/chop your shield above the cut you made it should snap off.
If it works, bundle it up.
Either way, hightail it out of there when done.
>>
No. 832870 ID: 65dabf

>>832854
This! But be carefuol when grabing the ice horn, we don't want a frozen hand!
>>
No. 832872 ID: 1e7aa8

Get the other sword, flee while the big guy is tangled up with the ice worm.
>>
No. 832876 ID: b88e47

Run.
If you can grab other sword without slowing down, do it.
>>
No. 832879 ID: 4546ab

Leave your sword for now (unless you can kick it quickly enough). Grab the zombies sword and then chop its arms off so it can not drag the worm away from the big guy.

Then depending on how things go with the worm hugging the big guy kick your sword and grab a horn before absconding into the rafters.

Only fight the big guy solo if you have not other choice. Yell to the worm that if it follows you will get it more warmth. That should keep some undead distracted as they have to chase it and drag it back.
>>
No. 832888 ID: d3b950

Im glad we decided not to hurt the poor guy.

>>832854
Try this but only once, if it doesnt work then you dont have time for the other sword, get moving again. you still have a dagger with you right? better than nothing.
>>
No. 832940 ID: 45b653

Name the one your on 'Anomaly core White worm' or 'White worm' for short, while the other 'Undead guardian Garlic Soup' or 'Garlic Soup' for short in your report if you succeed.
>>
No. 833004 ID: f66698

Ok, little snag in the plan that is, and if this follows suit with what we Soup's fire is gonna go out because of the cold aura.

So the plan has changed, no more running, what we are going to do instead is kill garlic soup with more fire. Lots more fire.

Take the zombies sword first. It may be a piece of shit, we just need it between us and it, immediately.

Now, if the worm successfully grabs or blocks the thing from getting to you, that doesn't solve any of our problems. There's still ice aura, there's still undead waiting to block us, so escape has never been a real option here. We need to disarm the ice effect, then we need to make a controlled effort by luring undead out of position and selectively killing them when it's appropriate.

To get rid of the ice effect, we need to either kill this thing, or pull some magic out of our asses that will counter this. It likes warmth. Fire is warm. We need lots more fire to kill this thing (though it makes it more deadly at the same time). If it wraps around him, holding him in place and likes that because it's warm, then we just keep adding more oil to the fire. We spent a lot on these for this reason. I doubt this thing is immune to fire, if corpses burn this asshole is going to as well, and every minute spent with him burning is going to be a little slower and less effective at fighting.

If the worm can't block him, then grip that sword with both hands and try to chop off a leg or arm while staying out of reach. He's big, obviously it's not going to be easy to sever a limb. Both hands, full body weight behind every swing is the only real option. Getting grappled by it will pretty much mean death, it would normally be incredibly dangerous, being immune to anything but complete physical destruction.

As for the worm, it's time we consider using the poison on the worm. The worm is the source of the cold, the cold is the real threat to our life, and even if we spare it's life now, it's unlikely it will live long once we tell the empire. Nothing we can do will save our icy friend, so maybe death is the right answer. We could poison it and run away with zombies sword, as like stated before, it's on fire and every minute is real permanent damage to it.
>>
No. 833010 ID: 91ee5f

>>833004
The biggest thing Fen has ever successfully beaten in a fight is a mountain kobold.

Garlic Soup is twice as big and twice as strong as any mountain kobold! And you want Fen to try and kill him by himself?!

Are you purposefully trying to get Fen killed?!
>>
No. 833100 ID: f66698

Just to point out, the biggest thing Fen fought is a Raysan, and he killed him despite being clearly outmatched. In fact Fen has killed every enemy he's come up against. We don't know the limit of what Fen can manage at all.

And running off with sword number 2 isn't exactly a smart move. We are surrounded.
>>
No. 833104 ID: 91ee5f

>>833100
It's more like Raysan underestimated Fen because he was a barbarian that just barely crawled outta the woods into civilization and knew nothing about how things worked outside of the forest. I think Fen just got lucky that Raysan didn't use any magic on him. Then again, what'd you expect from the first boss fight of an adventure? They're usually supposed to be easy fights to win.

But, yeah, Fen can't fight Garlic Soup because if he focuses on him to try and kill him, the other things hiding in the shadows will sneak up on Fen.

Also, there has been no evidence showing that the worm is a living creature that can be affected by Tomato's poison. As far as we can tell, it's also an undead and the poison won't work on it.
>>
No. 833106 ID: bfb318

Go for a shield bash, but give up and go for the zombie's sword if one bash doesn't bash it off.
>>
No. 833138 ID: deec6e

>>832851

Stop thinking of your sword as a sword. It's now a lever.

Use the lever, heave and ho and set your weight and strength on the job, and hope that magic snake ice horn cracks faster than iron bends. If need be, beat at the horn with your shield to finish the job.

If that don't do it, yeah, you gotta run, climb, do whatever to avoid Formerly-Garlic monster.
>>
No. 833140 ID: d0bba6

>>833104
Raysana actually did use magic. He enchanted his sword to hurt more.
>>
No. 833141 ID: 91ee5f

>>833140
I meant something other than that.
>>
No. 833146 ID: c9fd48

I'd like to point out, each time Fen sparred against someone actually trained for war, he got his ass kicked and scored at best a double KO.
>>
No. 833148 ID: 33b7e7

>>833141
>>833104

The general impression I've gotten is that magic can't be used at short notice in this setting. It takes time and a certain amount of ritual, and often some esoteric requirements, to make magic happen. So far, all the examples we've been told of magic being used in combat is with equipment or troops that had been created/augmented beforehand, or traps. It seems mostly about collecting and concentrating soul/magic energy, which has a wind-up time.

Some sort of necromancer's undead warrior war machine is probably more deadly than anything Rasyan, travelling incognito, could have had on him. He wasn't going to be able to throw a fireball or make himself super strong or anything like that.
>>
No. 833164 ID: fff296

>>833148
I forgot that lagotrope rebooted the universe for this quest. I thought it was still chee quest universe/magic and it was just fen's story that was redone.
>>
No. 833205 ID: 194b2f

Maybe it would be possible to get Garlic Soup's puppet to freeze to the Ice worm by touching it like that zombie kobold. However, with that things strength it might either tear away from its frozen appendages or just drag the poor worm with it to bite you. Maybe ask the kind ice worm to give that flaming monster a hug for warmth. Might still spare you some time.
>>
No. 833237 ID: bfb318
File 150660660018.png - (36.07KB , 800x800 , 899.png )
833237

Since my shield is on my left arm, the worm is heading to my left, I am able to attempt a fast knock on the antler without giving it a large windup. It doesn't work. Even if I spent the time to wind up a harder bash, I have no way to know if it would have worked.

Without the antler breaking, I jump away from Garlic's monster and towards the zombie. At close range, this zombie stinks and it tries to bite me. It can't properly defend itself while its hands are stuck to the worm's antlers.

I pull its sword out of its scabbard, since I don't have time or position to try and chop its arm off with my spare dagger.

I couldn't tell until I touched it, but some of all of the magic I'm sensing around me is this sword. It's more than just a shoddy length of metal worn by a zombie. I still can't tell what it does from its mana alone, but I think I have a hunch. It's much lighter than a sword this size should be.
>>
No. 833238 ID: b88e47

run
>>
No. 833239 ID: a363ac

>>833237
cut the zombie in half to get a feel for the sword then get back to the horn with your sword in it.
>>
No. 833240 ID: b60dfa

>>833237
Time to run.
If nothing else, a magic sword is a decent acquisition, maybe this zombie was a knight or noble in life.
>>
No. 833241 ID: 78a3e5

Yeah run. Getting the antler would have been great but surviving is better.
>>
No. 833242 ID: 65dabf

A long sword enchanted to be lighter? Exelent, we should actualy save that for later, it might seem like nothing special, but it is a grate quirk for a weapon, power, speed and sturdiness.
We should disengage now, we've spend to much time and the enemy must be rigth at our back.
>>
No. 833246 ID: bfb318
File 150661306891.png - (28.46KB , 800x800 , 900.png )
833246

I run. I only look back just enough to see that the worm has gone onto Garlic Soup's monster, and nothing more. Since the zombie is nearly out of range by the time the sword is free, I don't even swing. The bright flash of white and fire will damage my ability to see in the darkness ahead, so I run forward without getting a good look at just how effective the white worm is doing.

Unless the anomaly is making fake noises, there are definitely other things in the darkness. I run fast before they have a chance to surround me, but I'm still unnerved that none of them are coming into the open. I still look up, but even with the lightness of the sword, I'd just have too much of an issue currently climbing up while holding my buckler and sword. I'd need to throw one up there first to be able to climb. For now, I run, since the worm is slowing down the monster enough for me to escape most of its light, even though I hear it still trying to chase me.

My friends are south and east. I head north, but start circling around east so that I can go more or less straight south depending on Garlic's movements. I don't get far before there's another mana spike. The source of mana is on the same level as Garlic Soup's monster. I take a few paces forward, carefully, then stop. There's a third spike.

Unless there's just some powerful item, I've now entered detection range of two additional monsters. I can still sense Garlic's monster behind me, trying to catch up. I think the white worm's antlers are getting caught between the archways.
>>
No. 833247 ID: 78a3e5

How fast was Garlic Soup? Do you think you could charge one, dodge it's attack, and get away from it?

Either way you can't let them box you in or herd you away from where you need to go.
>>
No. 833250 ID: b60dfa

>>833246
Well this is going to suck, Garlic seemed to imply they can sense living things. If we have any luck, they won't be particularly intelligent or at least be slow in dealing with problem solving.

Go for climbing.
Toss sword up, it's easier to let go of and pick back up than the buckler, just keep in mind that it's lighter when you toss it.
>>
No. 833253 ID: 33b7e7

I think climbing is your only option, Fen. Most undead tend to be less coordinated than the living, and besides that, if they're like Garlic Soup then they're big. They should be a bit slower at climbing than you, purely on the basis of not being able to grip so well.

I say throw your buckler up. The sword might be useful to climb with, since this is all stonework and there might be cracks to wedge it in as a handle. If it's magic, it's probably durable as well, right?
>>
No. 833256 ID: 91ee5f

>>833246
Everyone check the image carefully! There might be something hidden in the darkness straight ahead!

>I still look up, but even with the lightness of the sword, I'd just have too much of an issue currently climbing up while holding my buckler and sword. I'd need to throw one up there first to be able to climb.
Exactly how light is the sword? Could you possibly put the handle in your mouth and carry it like that? That way you can free up one of your hands without throwing away your weapon!
>>
No. 833258 ID: 3abd97

>magic sword
Great, I wonder how much that piece of loot will cost to keep.

>Unless there's just some powerful item, I've now entered detection range of two additional monsters
That, or two people like Garlic Soup decided to use magic to take control of monsters that were already here.

Monsters controlled by intelligent people have to be more dangerous than dumb monsters.

>climb
Toss the shield if you do, I think. If you're caught mid-climb, I'd rather have a sword to swing at things.
>>
No. 833261 ID: a633c6

I think that means head south.
>>
No. 833266 ID: 1f7d0f

>>833246
If there were ever a time to climb, its now. throw sword,the buckler is around your arm and will take time to remove.
>>
No. 833268 ID: 015058

That mana spike is probably greater undead or necromancers taking over the other simple undead they have in the area. So that they will be able to personally chase you down instead of having stupid undead lumbering after you.

Your ability to track mana will keep you alive so better learn quick. If a undead has a normal amount of mana then they are probably stupid yet still dangerous.

If they have a ton of mana then someone is puppeting them and they are much more dangerous. Possibly even able to cast spells.

So keep your position relative to the way out in your head and escape in a direction that will keep clear of those large mana signatures.

But be wary of them trying to herd you somewhere.
>>
No. 833271 ID: 3ce125

>>833246
Toss your shield up (if you can even throw that far) and climb.
>>
No. 833276 ID: 65dabf

Ok, time to climb, i say toss the shield, it´s the most inconvenient when climbing and it´s no for attacking. One of the walls on the left seems to be full of cracks, so it should be easyer for climbing.
If those mana spikes are form other necromancers, remember that they should be able to sense you to. Once you are on the top, keep going, don't stop.
>>
No. 833278 ID: f66698

Ok, we seem to be forced into a confrontation. Climbing doesn't seem like a good idea, it's not like were seeing any type of way out up there. We need to put distance between us and the worm if we want to live.

This means we are probably going to have to kill at least one of the monsters. Or rather, disable it. At least we have a magic weapon, maybe it will work on them. Keep running, trying to put distance between you and the worm, heading east I suppose. There'll likely be one of them between you and escape. When you engage it, go for limbs and try to dismember it. Don't bother going for the torso, and assume it can even survive having it's head cut open. That means lopping off arms and limbs in order to cripple it is our best bet. If you manage to completely disable one, douse it, light it, and back to running.
>>
No. 833279 ID: bfb318
File 150662474142.png - (22.27KB , 800x800 , 901.png )
833279

I keep running east for a short distance until I think I'm directly north to my allies, then I decide to climb once I cross an archway with satisfactory cracks.

With the garlic monster well behind me, I toss my shield up, balance the sword in my jaw, and climb.
>>
No. 833280 ID: bfb318
File 150662474801.png - (53.79KB , 1479x790 , 902.png )
833280

As soon as I'm up, re-equipped and facing south towards my allies, there are two figures already on the top. One is leaping across the halls towards me, and the other is just standing up.
>>
No. 833281 ID: b88e47

Keep running.
>>
No. 833282 ID: 015058

Instead of simply running I would attack once they come into range. Even though they are undead if you chop there hands off and kick them off the wall they will not be able to get back up here quickly.

And these two look like quick little guys made for chasing down people. If you do not deal with at least one of them you will get a sword in your back eventually.

Keep moving while fighting them. Otherwise you might get a big hand reaching up to grab you once the big guys catch up.
>>
No. 833285 ID: b60dfa

>>833280
Hmm, if they are able to leap across like that they can probably outrun you in a simple race.

They'd be most vulnerable mid-jump, I say you should try and attack the chasing one when it tries to jump to your row.

Just be careful of ranged attacks from the stationary one or getting grabbed from below.
>>
No. 833287 ID: c9fd48

>>833280
Right, whether you fight or run, you have to keep moving.
And if you ever have to actually abandon equipment, toss the shield: The enchanted sword might be one of those items they have a bounty on.
>>
No. 833289 ID: 78a3e5

If it leaps across close to you attack it and knock it down before it lands and gets it's footing.

Otherwise run sideways. Your goal is to either get to your allies or camp. It's fine if they chase you all the way there, as long as they don't catch you.
>>
No. 833292 ID: a363ac

>>833280
move zig zag like accross the ground in order to avoid the other one archer fire. try and trip the jumping one down into a pit then make a run for the exit of the zone ABSOLUTELY DO NOT LET THEM GET YOU IN A 2v1.
>>
No. 833297 ID: 33b7e7

I'm still pretty sure this is an upgrade on whatever you were in for down below. You'll need to keep moving, Garlic Soup or someone like might still be able to throw a hand up to grab your foot or something some time soon.

On first glance I thought the one on the right had a bow but on closer look I think they're both packing two long curved swords each. These guys look fast and hoppy and like they can balance well. I imagine they're going to try and surround you, one on each side. With those swords, even standing beside a pillar won't fully protect you on that side. But they probably don't have armor and they're dual-wielding instead of having shields of their own. Hopefully their swords aren't magic, or at least not strongly magic, and they aren't poisonous or freezing to touch or anything like that. Do these guys have a strong mana sense coming off them?

The guy hopping towards you will probably not hop right at you, because jumping attacks against someone who can see you coming are for idiots, but if he does just focus on blocking both his swords and shoving him off. Move to the left so you can delay them getting you between them. Be careful of being tripped or grabbed by those long tails. Are these forest kobolds, I wonder? Undead ones, presumably.

Do you think you can manage a jump across those gaps?

Preliminary tactical assessment: These guys can probably move faster up here than you, so you have to take them out. You'll still need to keep moving to avoid their allies being able to help. Since you can't escape by running, the standard tactic when outnumbered applies: either try make a situation where you fight one at at a time (I'm not sure any such option exists, though) or attack immediately and try to take out one before the other can get involved. Decapitation is probably surest, but those long swords can block that sort of swing easily. Long weapons aren't good in very close range, though, since it becomes harder to maneuver them and they leave more openings than short weapons. These guys seem more the hit and run type than engagers.

... If they are undead, they might ignore attacks that aim for areas that aren't critical on them. You could stab your sword into its belly, and when it thinks you're an idiot for that, you let go your sword to reach up and snap its neck, then grab your sword again and yank out while kicking it off. A snapped neck might not kill an undead or stop it functioning but their head flopping around should disrupt their balance and ability to see what they want to see.
>>
No. 833298 ID: 3ce125

>>833280
You're going to have to fight them... When one jumps towards you, it won't be able to alter its trajectory. Then you can strike. Soup said your mundane sword wouldn't do shit, well now you've got an enchanted one. Time to try it out.
>>
No. 833300 ID: 78a3e5

If you fight don't bother with heads hits or anything. Destroy their legs first, arms second so they can't chase you.
>>
No. 833307 ID: 3abd97

>>833280
Well, you still have to fight, but at least there are less of them up here. And I doubt all the creatures are capable of fitting up here, either.

Remember, this is a fighting retreat. You put down or slow down things in your way, and keep moving.

If you smack the one leaping at in mid air, or as it lands, you might be able to knock it below.
>>
No. 833322 ID: bfb318
File 150663028835.png - (35.35KB , 942x733 , 903.png )
833322

>Do these guys have a strong mana sense coming off them?
I can still sense the two strong mana sources I've entered recently. I can't say for certain, but these two are probably those sources.

I start running east to the side, and it's a good thing. They make it quickly apparent that they're trying to attack me from both sides at once.

The pillars are in the middle of the platform, but I'm still able to run quickly. My problem is that the halls run east-west. To go south to my allies, I have to run and jump across each hall top. The first jump will be difficult, but doable. If I can get momentum after the first jump, then I can jump through each hall, one after another.

These things chasing me are much better at jumping. Instead of trying to run through the pillars, they hop from one hall to the other. One hops from 1 hall away from me to 2 halls away. The other one hops from 2 halls away to 3 halls away, and the two of them make a cross x with each other in their coordination. They don't seem to be in a hurry to attack me, and they don't have any ranged weapons.

The closer hopper leaps alongside me. They don't look like they're having any difficulty keeping pace with me. If I leap to it as it's leaping to the hall next to me, I should be able to engage it one on one at the ends of our jumps. The only other option I can see is to keep running east, as they're keeping themselves between me and my allies.

If I jump, I should prepare how to attack and defend simultaneously, because they won't give me time to think while in midair.
>>
No. 833337 ID: 78a3e5

They are forcing you into a fight, so you need to take them by surprise and only fight one. Then see if you can lead the other one to the edge of the anomaly, kill it, and take its corpse back.
>>
No. 833340 ID: 015058

Your shield is on the wrong side for easy defending if you are going to jump into them.

Remember you do not have to kill/destroy them. Just take out a leg or foot and they will loose the ability to quickly bounce around.

I would keep your shield in front of you covering your sword arm side as best you can. Keep your sword back and when they attack you shove both there swords away with your shield and then while they are off balance you attack there legs.

If they only attack with one weapon at a time then let one slide along your shield and try to parry the other one with your sword.
>>
No. 833341 ID: 3ce125

>>833322
You're facing an opponent who's using two huge swords, and your priority is still escaping, not killing them.
Stay low to dodge an attack from the side, and guard against any attacks from above with your shield while you strike at its leg or foot. If you can cripple it, then you can get away.
>>
No. 833351 ID: deec6e

>>833322

I'd suggest you throw something at one as it jumps, but there's precious little left to throw that you won't need. Maybe you can knock loose or find a brick or piece of rock... oh, wait!

There's an oil bottle at your belt left still, right? Maybe you can soak one AND knock it down at the same time. If you have the time or need to during all of this, you can then light your extra torch and throw your old (used) torch at the enemy.

It's a bit weird, though. These undeads seem different in the flesh than they did as mana. Where are their tails? If it's not that we just can't see them, I guess those might be pure mana tails? Or, uh - utter speculation here - but maybe they're not actually mana tails, but some kind of mana projection thing and the tails being long and tapering off just means that the source of the projection is beyond your range of sense?

Judging by the shape of the swords appearing, though, those are definitely magical too. Beware, the undeads must've looted the tombs as expected.
>>
No. 833354 ID: b60dfa

>>833322
See if you can't make the jump across just as they leap away from each other in their X pattern.
This should give you a moment where you and the closest one are heading to the same row and the furthest one will be heading further away.

Try to keep as much of your body and weight behind your shield as you jump as possible and have your sword pointed towards the creature.

It is probably going to reach the platform first, but that's okay, with your weight behind your shield you should be able to batter through whatever attack it performs and make and attack of your own, they seem to keep only one leg up on the platform in order to free up both arms and have the other leg propel them between the walls. Ideally, you would sever the leg at the ankle, but injuring the leg sufficiently in any way should cause it to fall. It will probably recover, but it will have less mobility and be less of a threat.
>>
No. 833356 ID: 65dabf

Not sure if you should do this, but maybe a feint could be a nice choise, keep runing and pay atention to their jumps, specialy the one nearest to you, so when he jumps, jump at him at the same time and try to attack him, slash or shield bash him, then go for the other one, only if you want to engange them.
>>
No. 833358 ID: 33b7e7

Jumping directly at something to attack it is a bad idea. You can't change direction in mid-air and you'll either get stabbed/slashed, be prevented from landing (and therefore, fall off) or both.

However... those pillars are pretty slender. How about if you jumped just ahead of a pillar, hooked your sword and sword arm around it, and swung around to kick one off?
>>
No. 833359 ID: 91ee5f

>>833351
No, don't throw oil at smaller faster targets! Fen will just end up missing!

>Mana tail projections.
What the fuck are you even talking about?
>>
No. 833360 ID: 3abd97

>If I jump, I should prepare how to attack and defend simultaneously, because they won't give me time to think while in midair.
If you jump with a bit of a twist and a spin, there's a way to catch them off guard.

Suddenly extending or retracting your sword forces you to slow down or speed up your rotation, which would result in them mistiming when your strike would happen.
>>
No. 833362 ID: deec6e

>>833359

Even smaller faster targets that have a trajectory?

And no idea, really! I just thought it weird they'd have such large tails in the mana picture and then not have them in the chase picture. They're probably there, just not shown, and I'm just being paranoid.
>>
No. 833397 ID: 91ee5f

>>833362
>Even smaller faster targets that have a trajectory?
Yeah, but you expect them to fall for the same trick they just saw Fen use on Garlic Soup?

They're probably expecting Fen to try and do that, which would make it ineffective and Fen would just end up missing his throw!
>>
No. 833407 ID: 84381c
833407

>>833322
Well this is a sticky situation, by now im sure garlic is below you. What ever the plan is, my suggestion, DO NOT FALL!
>>
No. 833408 ID: 84381c
833408

>>833322
Well this is a sticky situation, by now im sure garlic is below you. What ever the plan is, my suggestion, DO NOT FALL!
>>
No. 833470 ID: 5ca8f3

Is it possible to break hard and go the other way?
>>
No. 833476 ID: 5ca8f3

>>833470
I take it back, that'll leave your back open to them.

Wait until the one is jumping from one hall away to two halls, then as it jumps back, use your momentum to continue past it while it's midair. If you're about to make contact with one, just tackle the bastard all the way to the ground floor and use his ribcage as a cushion. Alternatively, if you mess up their big, gangley legs even a little bit they won't be able to chase you very well at all.
>>
No. 833482 ID: 65dabf

Just to understand, isn't Garlic Soup the name of the necromancer and not the two headed beast?
I mean, that thing was just being controlled by him, wasn't it?
>>
No. 833485 ID: 91ee5f

>>833476
If Fen tries that, then he better hope the guy he tackles doesn't wrap his arms around Fen to hold him in place when they land! Because the other guy could immediately be right behind them and land on Fen with his swords to impale him!
>>
No. 833487 ID: 5ca8f3

>>833485
When they land the guy he tackles will be two-dimensional or liquid.
>>
No. 833492 ID: 91ee5f

>>833487
Yeah, but he's also undead. The best you can hope is that Fen ends up snapping the guy's spine and completely paralyzingly the body! Learned that from watching One Piece, when the Straw Hats broke Oars' spine and he couldn't fight anymore!
>>
No. 833493 ID: 1f7d0f

>>833482
nope that two headed undead IS Garlic Soup. It has sentience and is a mutant just like Cheese, Tomato, and Cabbage.
>>
No. 833494 ID: ae4497

>>833493
I think Garlic Soup was ASSUMING DIRECT CONTROL of the two/four-headed monster, what happens when Fen screams "RUN!" is consistent with that (hadn't noticed at first, but other comments brought attention to it).
>>
No. 833753 ID: 15a025

Surprise them and fight one, one on one.
>>
No. 833759 ID: 3740b1

>>833494
This is obviously the case, according to numerous cues from the author.
>>
No. 833769 ID: 65dabf

AHA, i knew it! I knew i wasn't crazy! Well, enough of that, lets kill those beasts!
>>
No. 834308 ID: bfb318
File 150707910833.png - (54.44KB , 1200x800 , 904.png )
834308

>Is the two headed beast Garlic Soup?
No, unless I have been misled, it was only a monster that Garlic Soup controlled directly up until he released control so that it would attack me.

I leap to the next hall to attack, timing it so that we interesect at the hall at the same time. He pulls his swords back, telegraphing a move to run me through with both of his swords from either of my sides. It's an all in offensive move that requires me to either fully defend with sword and shield at both sides. I could easily run him through like this, but that will leave me open to get impaled by one of his swords.
>>
No. 834309 ID: bfb318
File 150707913703.png - (38.46KB , 800x800 , 905.png )
834309

I block both, and deflect his swords behind me. I don't stop my momentum at the hall. Instead, I tackle him. His arms are so limber that I need to stop them from moving, so I drop my sword and torch as we fall off over the edge so that I can grab his wrists. He kicks at me, but by hooking my legs underneath his tail, he isn't able to get any room to kick, and I'm able to stay on top of him.
>>
No. 834310 ID: bfb318
File 150707917049.png - (34.13KB , 800x850 , 906.png )
834310

We fall, and I twist at the last second to slam my back into his upper ribcage. I can hear several bones cracking, and am confident I've shattered his collar bone. Our swords and my torch falls to the sides.
>>
No. 834311 ID: b88e47

Roll off and grab your sword, torch when you can, I recon second guy is on his way down. You need sword and torch to continue onward.
>>
No. 834315 ID: 91ee5f

>>834310
Quickly grab your torch and your sword! Then start going to the exit again before the other guy drops down on top of you!
>>
No. 834316 ID: 3ce125

>>834310
Bite out his eye. Then go for the torch first since if he gets it, he'll extinguish it. After you pick up one of the swords in addition to the torch, you can use the busted eye as a blind spot to take advantage of and start taking him apart.

I'm tempted to let the other enemy try for a jump attack (since I expect they think of eachother as expendable) and make him only hit his friend, but it might not turn out that way and these monsters have big teeth too so you might get bit if you try to restrain this one for too long.
>>
No. 834317 ID: 015058

Is his body warm or cold?

A broken collarbone on a undead will probably only slightly hamper his ability to raise that arm above his head in the best of situations. It could not affect him at all in the worst. But a living person you just fucked up badly.

Assume its a undead and that you have not done any real damage to him. Pull your dagger and go for a vital area. Not a vital area for someone living. But a vital area that would destroy his ability to fight back. His shoulder joints or tendons or wrists. Or his legs so he can not jump or chase. Then get your sword back.

You don't have to take him all the way down and you don't want to waste the time doing so. You have a giant flaming undead that will be here soon and his partner who could be jumping at you swords drawn right now.

Honestly you might want to roll off him fast in case the other one is about to try and impale you both.
>>
No. 834318 ID: 094652

Claw straight through his giant eye and squeeze his brain. Then grab the torch and both swords. Be fast, you need to run now.
>>
No. 834319 ID: 33b7e7

I'm not sure how effective that might have been, and now you're back down where other undead can reach you more easily. The other one is probably going to come down on you, too. Whatever sword is closer, yours or his, grab it and roll off this guy and onto your feet, and either cut his head off or just stab into his throat. Try roll towards your torch, which seems pretty distant (though it seemed to be falling on the other side of you a moment ago - is that another torch?) so you can use it to set this guy on fire, or the other guy as he jumps down on you. Which you need to be ready for. Get your own (new) sword back if you grabbed his and you have a moment.
>>
No. 834320 ID: a633c6

Check and see what the other one is doing. If he's jumping down on to you, roll this one on top of you like an undead shield. Otherwise, stab this one through the eye socket -just like old times- roll off of him, grab your crap and book it, staying close to pillars.
>>
No. 834321 ID: f66698

Get away from it as best you can, you can't kill it but it's gonna have a hell of a time following you with broken bones and a crushed spine.

There's still one coming though, if you can't get free of it's grasp immediately you are in serious trouble.
>>
No. 834322 ID: 78a3e5

Rearm yourself and kill him and prepare for the next guy. Keep running if you can.
>>
No. 834323 ID: 3ce125

Oh RIGHT Fen has a dagger! Use it to stab him in the brain.
>>
No. 834324 ID: ca9f16

>>834323
this is a good idea, if it gets stuck or anything though don't bother fighting to keep it.
If that puts the thing down, Re-equip sword and prepare for the second leaper.
>>
No. 834328 ID: 27762f

Do you know if undead know everything from each other when they are controlled and focused like this? If they share info through their necromancer or whatever then there'd be no reason for you not to shout and make a lot of noise. Might attract allies for you. But if there's any chance of them not being able to know where you are then don't. Just keep running and thank Orjin for the training.
>>
No. 834341 ID: 78a3e5

>>834323
Using dagger to kill him while he's still reeling before rearming sounds good.
>>
No. 834365 ID: 1e5fc1

You need to grab your sword back and cut something. Make sure you cut at least a leg, as we're not fully certain he needs his head.
>>
No. 834599 ID: 6801d1

did some of you forget there is a giant two headed monstosity looking for Fen? If Fen lost it when the worm jumped in its way then it might have followed the mana from the two leapers to keep up.
>>834310
Cut it leg tendon, grab sword and torch then RUUUUUN!!!!
>>
No. 834603 ID: f66698

Hes an undead, and unless we are super lucky and he's the kind that dies when you mess up their brain, then a dagger is going to do squat.
>>
No. 834606 ID: 78a3e5

>>834603
Stab him through the eye, then even if it doesn't kill him he'll be partially blinded, assuming of course he uses his eyes to see.
>>
No. 834853 ID: 3abd97

>>834308
Heron Wading in the Rushes? Good form for the undead, I suppose.

>>834310
Good. Assuming it relies on the structural integrity of its body, that will slow it down a little.

Now get up. It had a partner, which is surely moving to attack you while you are down. First priority is getting your guard back up before you're killed, which means grabbing a weapon and getting up ASAP. If you can further disable this undead in the process (knock away other weapons, or damage it further), cool. Priority still remains rising to meet the attack that is surely coming.
>>
No. 835075 ID: 15a025

Stab an eye, roll to grab your stuff, and start running.
>>
No. 835230 ID: e19348

Bear in mind that this guy could be a zombie, in which case he will be much more resistant to injury than he should be.
>>
No. 835240 ID: 33b7e7

I wonder, if you're this close, could you sense concentrations of magic in an undead body? Like, is it focused more in the head, the heart, the stomach, et cetera? Perhaps undead have a sort of magical anatomy that has its own vulnerable spots. If it needs some gem implanted as a power source or a rune engraved on a particular bone or something, that's something that can be damaged, or at least knocked out of place.
>>
No. 836887 ID: bfb318
File 150809654161.png - (40.50KB , 800x800 , 907.png )
836887

I pull out my dagger to stab it through both eyes before it recovers from being stunned. It goes limp. The body seems like it had warmth, but not as much as a living person. It's as though it was something between living and dead.

I still can't sense any specific concentrations of magic, only that there is a lot around me.

There's no sign of the other undead, above or around me.
>>
No. 836888 ID: bfb318
File 150809655412.png - (51.73KB , 1200x800 , 908.png )
836888

I roll off the undead and pick up my torch and sword as I get running. It's a shame that I don't have a good way to carry the two long swords the enemy had. Garlic's monster was getting closer, but it can't move as quickly through the archways, so I at least run through some of those before thinking about my movements.

Behind me, I hear the garlic monster scream some horrid death cry. There's a brief flash of light from the fire, and everything gets darker, quieter, and colder. The cold is not yet a danger so long as I keep myself warm by moving around, and get out soon.

I want to run back to the exit. But, I have to recognize that running at full speed in this darkness may be as dangerous as taking the time to be cautious.

I cannot see beyond 10 feet. I did not realize there was ambient noise in this tomb until now, when it's gone. Now I only hear a few things. My own footsteps, my blood being pushed through my body, and myself when I grunt. All of it sounds like it's from a mile away. The worm's humming continues, and that is the only thing I hear clearly, like it's right behind me.
>>
No. 836889 ID: 3ce125

>>836888
Look behind you to see how far away the ice worm is. You could see the White Speck before from a distance, so this should both give you an indication of whether it caught up and how much further you have to go to get out. If it's not chasing you and keeping up, keep moving. You don't have much time. If it is literally right behind you then you will have to just kill it immediately, no remorse.

Also, scary scary that the ice worm managed to kill the garlic monster. Though maybe it was just that the garlic monster kept getting stuck to the worm and wrenched its own limbs off.
>>
No. 836891 ID: a633c6

Hold your shield over your head so you don't get death-from-aboved, and call out to your comrades as you move forward.
>>
No. 836892 ID: 33b7e7

If you hold out your sword in front of you, not directly straight out but at a bit of an angle and low down, maybe wave it side to side a little, it should be safe to move at least moderately fast.

Try blowing on your torch to feed it a bit? And maybe take a moment to pull up your hood. You were warned about your horns freezing from poor circulation. Remember to work your fingers a bit, and your toes when/if you stop for any length of time.
>>
No. 836893 ID: 015058

Focus entirely on mana sensing. Its the only thing that you can really rely on now. Close your eyes if that helps. You probably will not be able to see even the 10 feet soon.

Keep your sword out and stay calm. Feel the mana around you and use it to warn you of any undead movement. And keep moving away from the Worm.

A quick test. If you turn around does the worm humming come from behind still? If that noise always comes from the middle of the anomaly you will be able to orient yourself to always be moving away from it. Also remember that the white dot it appears as will be the only light you will be able to see if its not behind a pillar.
>>
No. 836895 ID: 91ee5f

>>836888
I think I see something to Fen's left! I thought it was one of the arches, but after looking closer, there's a faint outline of purple around the shadow and it's in such an odd shape that it can't he one of the arches! It looks like a shadow of something raising their arms up before they bring them crashing down onto Fen's head!

Look out Fen!

>>836889
>Also, scary that the ice worm managed to kill the garlic monster. Though maybe it was just that the garlic monster kept getting stuck to the worm and wrenched its own limbs off.
Actually, I think if the worm latched onto Garlic for the fire, then there was no way for it to avoid getting frozen like the other undead we got the sword from. The fire might've actually kept Garlic going until it ran out, so he just now got frozen solid.

>>836891
>call out to your comrades as you move forward.
They're not there, Fen told them to run.

Unless they didn't hear him or they refused to leave him behind. That's the only reason they'd still be here.

And even if they are here, the anomaly might prevent them from hearing Fen.
>>
No. 836903 ID: 3abd97

>>836888
Keep moving as quick as you dare. A breakneck speed could well, break your neck. Or leave you too unbalanced to respond to an ambush from the monsters still here.

>Focus entirely on mana sensing. Its the only thing that you can really rely on now.
That's really not going to help him with the terrain, which is still a danger in the dark.

>call out
Please do not give your position away to every monster in the dark hunting you.
>>
No. 836922 ID: 33b7e7

Actually, this is a long shot, but there's no chance you ever got taught or even just ever heard anything about magic resistance, is there? I mean, a lot of magic creates some unusual but mundane effect (a sharper sword that cuts better, an undead who stabs you with a regular knife, et cetera) but this seems like something that's more directly trying to manipulate you and your surroundings by sucking energy away from them. Is there any way you could sort of... deny that? Like, I dunno, try to grip on to yourself and your immediate surroundings with your will/soul and just try force them to stay the way they should be? Even the magical equivalent of awkwardly flailing could disrupt whatever's going on a little, maybe.
>>
No. 836923 ID: 33b7e7

I'm also worried that using your magic sense a lot might make you more magically "open" ad vulnerable to magic, but I would assume you'd have been warned about that when you were being taught it. Right?
>>
No. 836929 ID: c9d5aa

>>836888
This might not be a good idea but I actually suggest that you stop for a second and get your bearings.The only thing you can hear is yourself running then you need to stop for two reasons,
1. So you dont run into something else that goes bump in the dark.
2. To catch your breath, you been running and climbing for a bit now even if you were trained to run for quite some time.
Also wheither you decide to stop or not try to remember which direction the exit is. Since you seem to be going anywhere but there.
>>
No. 837022 ID: 9c2d0c

if going quickly is dangerous, and going slowly is equally dangerous, then you may as well go for the option that resolves the situation and gets you out of here. You're not getting out of here by walking unless you manage to kill everything here.
>>
No. 837027 ID: 90f3c0

The anomaly could become fully active at any moment and suck the life from your body. You need to get out now. Run away from the worm as fast as you can without slamming into any walls.
>>
No. 837040 ID: 3ce125

Hey aren't the arches evenly spaced and facing the same direction? All Fen would need to do is run straight under them.
>>
No. 837224 ID: bfb318
File 150819068762.png - (39.90KB , 800x800 , 909.png )
837224

>Is there a way to resist/remove the effects?
Only if I was a wizard.

>Magic sensing doesn't lead to vulnerability to it, does it?
No.

However, I have been warned that magic sense can be dangerous to rely on, when it's an underdeveloped sense. Many people get overconfident in their ability to sense magic, and make decisions that they would never have made if they were just looking and listening instead.

I don't have the nerve to completely shut my eyes to try to focus on it, even if it was better. Those 10 feet I can see through is still enough to defend myself against attackers. A non-magical person could sneak up on me easily if I shut them. Still, I can sense wild fluctuations in the amount of magic around me. It's too chaotic to tell much.

My sword is held out and I wave it left and right just above the ground. Its light-weight enchantment makes it easy and practical while I run forward. I don't see the worm behind me; it's most likely behind some of the archways even if it's following.

I'm almost to what should be the edge of the anomaly. About 6 archways away.

As I run under the first of the 6 remaining archs, I see something above. Its pose gets me to swing my shield up, and several arrows fly by me, from each direction in the hall and from above. I can only hear their whistle when it's too late.
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No. 837225 ID: bfb318
File 150819069602.png - (33.62KB , 800x800 , 910.png )
837225

I leap to cover in the next archway, and put my hood up before it gets too cold. Only now do I realize that I may need to modify this cloak, as the entire point of putting my hood up here is to keep my horn tips warm, but it has a hole for my top two pairs.

The figure at the top walkway can't be far. 5 more archs to go.
>>
No. 837229 ID: 015058

To bad we tossed that helmet. Is the rest of your armor arrow proof? If so you only need to protect your head with your shield.

If they are targeting you because of the torch then dropping it or throwing it might help. Or possibly tying it to the end of your sword and holding it way out to one side as you move forward so they shoot wide?

I would try that first. Jab your torch on the end of your sword and hold it out at arms length. Walk to one side so the torch is in the center of the arches as if you were walking right in the middle. Make sure to bob the torch as you walk.

And keep your shield up in front of your face in case it does not work at all.

Other options include chasing down the archers on the side passages. Or just running for it while rotating your shield to stay in between the guy up top.
>>
No. 837240 ID: 33b7e7

You have a cut on your face. Did you not notice? You may already be cold enough that you're going numb. Or the arrow may have been enchanted, though I would have assumed enchantment is expensive enough to not waste on things like arrows.

You need to move quickly, in either case, and hope the arrow wasn't poisoned. Use your shield to protect your head and hope your armor takes care of the rest.
>>
No. 837242 ID: 3abd97

Those were a lot of shots, very fast. Either there were multiple archers waiting for you in ambush, or one able to get many shots off in a hurry.

You're in a bad spot here. You basically have no choice but to leave cover, and quickly, and the archer likely knows it.

Best move is probably moving as quick as you dare, trying to use your shield to protect vital areas, and possibly some kind of feint with the torch to lead him off. (Just throwing it would probably be too obvious to actually work).

At the very least, since he's above you, your legs are the hardest thing to hit, which is handy for keeping moving if he does put one in you.

>Is the rest of your armor arrow proof?
Unlikely. Arrows are actually a pretty good way to punch through armor, as they provide a convenient way to concentrate a lot of penetrating force on a small area. (Luckily for Fen, he's not just wearing plate. Layers serve him well here).
>>
No. 837243 ID: a633c6

Ditch or snuff the torch since I think it's doing a better job of marking your location than illuminating your path. Is it possible to leave the torch where it is and sneak around an archway to another position where they won't expect or see you?

If you won't part with the torch, run as fast as you can in a serpentine fashion. Do it quickly, if you were attacked from all sides you're not really in cover now at all.
>>
No. 837281 ID: 78a3e5

probably should have kept the mouth guard on.

You have armor everywhere but your head, so keep that safe and if your armor isn't bad it should keep you reasonably protected from arrows.
>>
No. 837283 ID: 1e7aa8

Make sure you don't have any arrows in you that you don't remember acquiring.
>>
No. 837321 ID: 3d6a68

>>837225
You have been grazed, check yourself for any others. Since the arrows came ib multiple directions, its safe to say there are more than one archer. Are you willing to ditch the torch or do you need it to see where you're going? The light is telling them where you are so its gotta go.
>>
No. 837324 ID: 78a3e5

>>837243
if you do ditch the torch throw it to illuminate the archers or your path away, don't just drop it uselessly.
>>
No. 837365 ID: b88e47

Throw torch to cover under next archway. Run in darkness to where it is then pick it up.

If you can manage without any torch at all, do this twice, then keep running past the torch without picking it up. It will throw them off once they catch on.
>>
No. 837452 ID: bfb318
File 150828012593.png - (20.18KB , 800x800 , 911.png )
837452

Tossing the torch is a big risk, but I'm an open target to any archers. I toss it forward to the next arch, dive through the hall, and pick it up again at the 5th arch. More archers fire at me, and I dive with my shield over my head to cover my left and most of the area above me. I hold my sword over my right cheek. While awkward, it can make the difference between a cut and a broken skull.

The torch tossing slows me down, but I still would keep up with a jogging person. Arrows fly by. A few miss, and some either hit my shield or graze my armor and deflect off.

I repeat the process at the fourth arch, and inspect myself. The back of my head got grazed, along with the top of my snout. A couple of spots on the rest of me might get slightly bruised with the impact of arrows, but without any penetration, those injuries are negligible.

A colossal amount of mana appears as I run from the fourth arch to the third. Once there, beyond the next three halls, I see a faint light from a torch left on the ground by my allies.

I also hear a rapid noise, like someone tapping stone under a shallow puddle.
>>
No. 837456 ID: bfb318
File 150828018007.png - (29.72KB , 800x800 , 912.png )
837456

I pick up my torch and look behind me.

>"Hiiiii."

It's coming up to me fast, like a snake, not a worm. Its flesh, if it's even made of flesh, keeps protruding like bones are dancing underneath it.
>>
No. 837462 ID: 91ee5f

>>837452
>Once there, beyond the next three halls, I see a faint light from a torch left on the ground by my allies.
If they're not there, I guess that means that they did hear you when you told them to run.

At least they left a light for you so that you could find your way out.

>>837456
Is it bigger now?!

Also, you can barley see your old sword still stuck in that horn on it's back. But don't go for it.

I think it wants the torch you've got right now. Just give it the torch and run to the exit!
>>
No. 837463 ID: 015058

I am guessing its just like a snake. The warmer it gets the faster it can move.

If we are lucky that means its also not solid elemental ice anymore. Which means you might be able to get your sword/the antler off it. Or kill it.

If you can't convince it to go back to the middle then you might have to kill it or drag it out of the dark zone. Otherwise it will stay near you enjoying your company until you freeze and it looses another "friend". Am guessing that without a zombie to hold them in place these guys would swim all over looking for warmth and never get a chance to set up a dark field.
>>
No. 837465 ID: 3ce125

>>837456
Thank the ice worm for saving you from the giant that was chasing you, but that if you stay near it you will die. Offer to give it another torch in exchange for it moving back to where it was before, and quickly. ...actually wait, before that, why don't you try reaching the previous border of its effect? If the "layering" thing Garlic mentioned was accurate, you might be fine if you can get out of the layered area. In that case, the ice worm can follow you all it wants, and you can have an extended conversation. Maybe ask it what its boss (Garlic maybe) is like. Or what it's like below the necromile.

Considering you couldn't cut through the horn and it has a lot of bones under its flesh you probably won't be able to cut very deeply into it... unless that new sword has a sharpness enchant alongside its light weight. You could test it on your (now spare) torch.
>>
No. 837469 ID: 3abd97

>>837456
I really doubt you have the tools to kill it now.

Toss the torch to distract it for a little bit, and then start running for the edge, fast. You can't survive close to the wyrm for very long. Even less if it decides to wants to cuddle you for your warmth.
>>
No. 837487 ID: a633c6

Prepare for the off chance it's been possessed by Garlic Soup. Take the opportunity to get the horn piece and your sword back, while explaining you really have to go.
>>
No. 837496 ID: 33b7e7

So you've got two torches now, right? Ok, try this: First, ask it if it ate the person with two heads, and tell it you think there are other creatures like that over (point where arrows come from). If that doesn't work, then whichever torch is in worse condition, say "Hey, do you want some fire again? I have a spare." And throw it towards, but missing, the create. That might distract it enough to get distance.

If it still wants to follow you tell it sorry but you have to leave or you'll die.
>>
No. 837498 ID: 3ce125

...if the colossal amount of mana is centered on the ice worm then it IS pretty likely Garlic is in there, not the ice worm. Garlic is smart enough to imitate the ice worm's speech pattern, and knows you chose not to attack it. It may be time to do just that.

If you cut that thing, I expect it will bleed an extremely cold substance. Be ready to block any spray with your shield.
>>
No. 837503 ID: 33b7e7

If all else fails, all those horns poking of it will probably bang against things and slow it down if you weave it in curves through a few arches.
>>
No. 837528 ID: b88e47

Toss your torch near it, run like hell without stopping to ally's dropped torch and grab it.
>>
No. 837548 ID: 3d6a68

>>837528
This
>>
No. 837601 ID: 65dabf

Try to reason with it, explain that if you stay close to him you can die horribly, but maybe you can try to make him follow you, from a safe distance. Also, ask him if "he" saw your friends somewhere, i'm worried something might had hapen to them.
>>
No. 837608 ID: 91ee5f

>>837601
>I'm worried something might have happened to them.
They ran away when Fen told them to run.
>>
No. 837627 ID: bfdaf0

Give him some heat, and tell him you two must go separate ways or you will die of cold.
>>
No. 837661 ID: 65dabf

>>837608
Yeah, but still, the number of enemis was quite alarming, so they might have come across with some.
>>
No. 837746 ID: bfb318
File 150837178494.png - (43.27KB , 800x800 , 913.png )
837746

I tap my blade to my torch. I don't think it's enchanted with sharpness to any significant level.

"Hi. I'm going to die if I stay close to you."
>"Noo onnne really diiiies in here."
"Here is my torch. I want to remain as I am, not a walking corpse."

I want to run. I'm a sitting target, right here. I keep my shield up behind my head and keep moving back and forth, while I try to light my second torch with a single hand.

>".... ooookay. Youuu forgoooot your swoooord."
"It's stuck in your horn."

The worm whips its head to the side, striking the antler my sword was stuck in with the antler on its head. The sword falls loose, as well as the portion of antler that was above the sword. Both land in front of me.
>>
No. 837747 ID: bfb318
File 150837186246.png - (45.62KB , 800x800 , 914.png )
837747

thchk
>>
No. 837748 ID: a363ac

>>837747
grab horn run. fuck other sword.
>>
No. 837749 ID: c2051e

Oh gee wow staying behind to blab in a rain of arrows made us get arrowed how unpredictable, there was no way we could have avoided this like maybe thinking.

We might as well grab our shit and fuck right off, as much as Fen can now that he has an arrow in his foot. Hopefully the horn is valuable enough for the army to study to make this worth it.
>>
No. 837751 ID: 78a3e5

Grab your shit and bail.you can probably stasy your sword between your armor and coat if you hook the hilt on your neckline.
>>
No. 837754 ID: 015058

Calmly but quickly pull the arrow out of your foot while wrapping the the antler in something so it does not touch your hand.

Then run for the exit as fast as you can.

Yell to the worm you will visit it later if you can.
>>
No. 837756 ID: 3ce125

>>837747
Note to self: get foot armor. Well, fuck, it's time to keep running. If you can get the antler do so, but leave your old sword as there's no way for you to carry it. Hopefully the area past the old border will be less hazardous.

I wonder if the ice worm will be able to do you one last favor and get rid of those archers?
>>
No. 837763 ID: 3abd97

Guys, this is why the barbarian does not friggen stop to talk with monsters while running for his life and under fire. Or to recover non-vital, disposable equipment. What the hell.

And now your movement speed getting away from the archer and out of the deadly cold will be worse. And that injury is going to continue to be a problem if you get out of this alive.

>what do
First up, don't grab the shit we don't need off the ground. You have significantly bigger problems now (like the archer who is getting ready to kill you while you're wounded), and neither the extra sword of the ice you can't touch helps keep you alive. Reaching for them just leaves you vulnerable to more arrows.

Crouch down, shield up, snap the arrow (so the shaft isn't in your way, and can't catch on things. Don't worry about digging the embedded part out of your foot now, taking it out will just make you bleed faster), test how bad your foot is and how much your movement is impaired, and then get fucking moving to the next bit of cover.

And keep moving. There's nothing stopping the archer from following you out of the dark, and I don't think you can outrun the undead back to base, now. You basically have to catch up to your allies so they can help you back now, or you're done.

I suppose if we already wasted time befriending the worm you could try telling it to hug the archer or something.
>>
No. 837765 ID: 33b7e7

Jump forward, or forward and to the side, to avoid that happening again. It will hurt, though hopefully your feet are numb enough now that that won't be too much of a problem. Also hopefully your circulation in your feet will be bad enough to slow you bleeding to death. Dip down to pull the arrow out, and while you're down there... you can't hold both the horn and the sword, but you might be able to jab them through your cloak and drag them along with you that way, since the horn is bent and the sword has a handle. You'll have to hold the horn with the other side of your cloak to push it through.

Got to be fast. Hopefully, the reward from bringing that horn back will be enough to get the terrible damage you're about to do to your foot by running on it healed.
>>
No. 837766 ID: 314bcd

>>837763

Full support.
>>
No. 837768 ID: 91ee5f

>>837746
Tell it thank you.

>>837754
>wrapping the the antler in something so it does not touch your hand.
This!

>>837756
>Note to self: get foot armor.
This!

>I wonder if the ice worm will be able to do you one last favor and get rid of those archers?
This!
>>
No. 837772 ID: 1e7aa8

>>837763
Gonna second this entire submission. The next arrow is going to end up in a MUCH more vital area than Fen's foot.

Ask the worm to get behind you while you run.
>>
No. 837786 ID: 62d64c

>>837747
Thank him, then grab both and quickly limp in the direction you think you entered. Ask him if he minds blocking the arrows on one side.
>>
No. 837788 ID: 27600a

>>837747
Okay, given the chance the antler might be useful I vote for piking it up, just keep in mind it's visible in the darkness and will probably freeze you, so cover it with something.
>>
No. 837789 ID: 90f3c0

>>837763
Mostly this, but don't leave the horn behind. If the wizards can discern anything about the anomaly from it, the reward would be substantial.
>>
No. 837790 ID: 3abd97

>Tell it thank you.
How about no. Save your breath.
>>
No. 837795 ID: 78a3e5

>>837751
Adding to this, here's an idea. What if we used the Worm thing as a shield for our flank and get it to escort us out. If we keep a shield up on our other side we could hobble out relatively safely.
>>
No. 837815 ID: 65dabf

I knew it! The worm is good friend!
Now, that was a shity move, to shoot someone in the foot. Get your things, tell your new fried to follow and get aut of there.
>>
No. 837874 ID: bfdaf0

>>837795
>>837815
Slight problem: The anomaly follows the worm. It might be an idea to get out of this one ambush point, but there will be others, especially inside the anomaly...
>>
No. 837875 ID: 830fb7

I wonder wether the worm (My nickname for him is ice) has control over the field, if so could you find a way to communicate to it so it may let you back in or to pass through in the future (maybe using the horn as a communication focus). P.S. if you haven't given it your name tell it so you can chat in the future.
>>
No. 837882 ID: 3d2d5f

>using the worm as cover or escort
Even if its intentions are not purposefully harmful (and taking that on faith, or trusting Garlic Soup and his ilk can't control the worm, forcing it to turn in us, is really big leap of faith), being in close proximity to the worm for any length of time is a serious danger to Fen. It will leech the heat from his body even without contact, and it only takes a single misstep on Fen's part (and the injury won't help there) or on the worm's part, or getting hit by a zombie, and Fen could touch it and get stuck to the ice.

To say nothing of the fact the worm is the one thing that's easy to see in this field (making it easier for the other undead to close in on us) and that I have serious doubts how competent the worm would be at providing assistance.

This plan is wistful thinking that is more dangerous than helpful and will take time and breath Fen can't spare while under fire orchestrating.

>ice might be useful
This is the sink cost fallacy / monkey's trap talking. It doesn't matter that we got shot for it, or that the ice might have some value to the army mages, if Fen gets killed obtaining in. We have a sharpshooter directly overhead trying to kill us and we're freezing to death. Fen does not have the luxury to stop, carefully wrap it in cloth without touching it, and put it away while not getting shot. The archer isn't something Fen can afford to devote just half his attention to.

>communicate, give it your name, more talking
Has the arrow through the foot not adequately conveyed this is not the time for socialization.
>>
No. 837887 ID: 4aa2b6

>>837882

The trouble is that at this point it's entirely possible for everyone back at camp to not believe Fen when he says what he encountered. He got a new sword? Could have picked that up, maybe the zombie he got it from was even once an important guy who's gone missing and he'll get in trouble for doing that. Scraped on the face, shot in the foot? Easy to fake. He's been conveniently separated from his team, too, in a way that he could easily have done himself. Healing that foot is going to be expensive and I have doubts whether it will happen fast enough if Fen doesn't come back with something both really useful and reliable.
>>
No. 837888 ID: 91ee5f

>>837887
>Bring back horn as proof.
Exactly the reason we should bring it.
>>
No. 837889 ID: 3d2d5f

>>837887
>>837888
>Proof
This is not a criteria we need concern ourselves with, much less take risks for. The veracity of our report Will be confirmed with magic.

>>829223
>Any scout that gives correct information to a truth wizard will receive between 10 and 50 silver depending on usefulness.
>>
No. 837894 ID: 27600a

>>837889
It can also maybe help figure out how the worm works, which could lead to a countermeasure.
Right now things are so bad because there is no information on how the undead are operating. Yes, the intel Fen can bring back right now is already valuable, but if we can speed up our ability to use that info, it's worth a risk.

that said...
>have the worm help/follow you
We can't do that, the worm is the heart of the anomaly, we need it to get as far away as possible. Ask it to leave you alone for now, let it have your team's fallen torch and tell it it should go back and look for it's blanket.
>>
No. 837896 ID: 4aa2b6

>>837889

Ah, I forgot that. Not so much concern about proof then, but the horn would still probably provide a ton of specific information about the magic being used here, way more than just a report of what a non-wizard saw. Taking this horn back could theoretically be the turning point of the whole campaign!

Fen is on a time limit, remember. He has to climb the ranks and gain prestige and respect super quickly, and the decision to take risks to do that is one he's already made.
>>
No. 837897 ID: 3d2d5f

>Taking this horn back could theoretically be the turning point of the whole campaign!
No, it won't. The ice worm is one experiment among many, and the information Garlic Soup let slip about what his side intends and how they are approaching the situation is more strategically valuable than the composition of any one specific enemy asset.

>time limit
The conservation of actions in staying alive and free in the short term is a much tighter one.

Limits mean everything you do has to count, and right now we're in serious danger of not getting away. Marginal gains from the ice is not worth exacerbating that.
>>
No. 837898 ID: 0d45a9

Just run. While I admit there's merit in taking the horn back for the army to study, that means nothing if we can't get back at all.
>>
No. 837902 ID: 91ee5f

>>837897
>No, it won't. The ice worm is one experiment among many
True, but he also said that there are multiple worms. So any info the wizards can get from studying the horn will help the army better understand how to deal with all anomalies related to these worms.
>>
No. 837910 ID: a254b4

While it would be cool to retrieve the horn, at probably need to not die first.
>>
No. 837912 ID: 4aa2b6

Now that I think of it, considering how the last sword stuck, we could probably just stab the horn with the sword we have now and it would stick to the end.
>>
No. 837931 ID: d9cd96

>>837912
This. Should be quick to do as well.
>>
No. 837949 ID: ac7aff

Here is how you acquire the horn without slowing down.

Bend over and pull the arrow out (you probably have to or you will make the injury worse). Then grab your sword and use it to hit the horn which should end up with the horn stuck to your sword again.

Then run for it with the horn stuck to the end of your sword. If this tactic does not work for some reason just give up on it and run before you get shot or froze to death.
>>
No. 837956 ID: a43366

Something to remember is that if we get back and our account is taken as true we'll get at least 50 and up to 200 gold. A healing potion like the one that healed Aira only cost 50 silvers, so we can easily afford it.
>>
No. 838058 ID: bfb318
File 150845193587.png - (15.47KB , 800x800 , 915.png )
838058

"Augh!" It's cold, but it's not so cold that my foot isn't in great pain. I just manage to choke down a scream. I don't have time for it.

I swing my sword down onto the horn, since it'll take too long to bundle it one handedly in my cloak. I realize only then that it'll make my sword more unwieldy, but it's too late to worry about that, too.

"Please follow me!" I say to the worm, hoping it'll stay close behind and block any shots from behind me.
>>
No. 838059 ID: bfb318
File 150845194733.png - (25.11KB , 800x800 , 916.png )
838059

I try to run away. I just hobble.

The exit is so close, though! My entire leg up to the knee hurts bad, but this is no time to slow down. I know I'm dropping a lot of blood behind me, and I'm messing up my foot by putting this much weight on it. I don't want to pull the arrow out, yet.

I can see ahead of me.

A few feet further, and I get blasted with hot air. I must be out of the anomaly.

>"Ohhh nooooo!" the worm hums. It's getting dragged back into the anomaly by... something I can't see.
>>
No. 838060 ID: bfb318
File 150845195478.png - (133.63KB , 1200x800 , 917.png )
838060

I grab my teammate's abandoned torch and move forward. It's slower as I try to keep pressure off my foot. I reach the tunnel that my team went through to get to the archway system, but something could still shoot at me. Still, my shield feels heavier and heavier, and soon I just let it rest.

Magic starts disappearing. I'm breathing heavily. It might just be a mix of me trying to calm down even though I'm not fully out of danger. My injuries also hurt. The heat is bad, too. It should be cool, but the sudden temperature change hit hard. My vision is a little fuzzy.

I should return to normal soon, outside of my foot.
>>
No. 838063 ID: bfb318
File 150845205930.png - (50.09KB , 800x800 , 918.png )
838063

Then again, my vision's getting fuzzier, and I feel worse.

I manage to turn a corner outside of any line of sight from the anomaly, just before half sitting, half collapsing to the ground. I take the moment to remove the arrowhead from my foot. I think I might vomit.

No. This isn't normal. This is poison. If not from the arrow in my foot, then one of the arrows that grazed me. This might be why I didn't see any more creatures at the end. They should have been able to finish me off if there were any around.

There is my vial of antidote. It has a high chance of working. Still, from what I understand, I only get one use out of a half vial, so I hesitate.
>>
No. 838064 ID: 015058

Use it.
>>
No. 838066 ID: c2051e

>>838063
Oh yeah let's not drink antidote to some poison. After all, we're only trying to escape with our lives bearing vital information from a bunch of undead hell-bent on killing us. I'm sure thDRINK THE ANTIDOTE FEN
>>
No. 838068 ID: 9c2d0c

Man, take the antidote. Don't fall for the classic adventurer trap and save a single use item because it might be useful later when it can help you NOW. Especially not if there is reason to suspect these guys let you go thinking the poison would take care of you. They have access to poison from mutated kobolds like Tomato. Don't waste time letting it take hold.
>>
No. 838069 ID: a363ac

take antidote
>>
No. 838070 ID: 3cc68c

Think back to the last time you got very very cold and warmed up very very fast. Did it feel at all like this?

If not drink up. No point saving it for your corpse.
>>
No. 838071 ID: 91ee5f

>Escaped the anomaly.
Finally! Something good happens!

>Poisoned.
Fuck!

>>838063
>Use antidote?
Yes, use it.

And no matter what, don't pass the fuck out!

Because even if you cure the poison, if you pass out, that'll just allow undead to attack and kill you or, under Garlic's orders, the undead will capture you and take you prisoner!

After you take the antidote, take a moment to at least bandage your foot! Then limp back to camp as quickly as possible! You've got vital information and it won't do the army any good if you end up dying before you deliver it!
>>
No. 838076 ID: a633c6

I can't think of anything else that could help you. Your team isn't here, you're probably far for them to drag you to a medic even if they were here, and I doubt the doc could help even if you could get there in time.

I think cheese mentioned that the antidote came from one of her siblings, maybe you should establish contact with them to buy more?
>>
No. 838077 ID: a43366

Drink antidote.
>>
No. 838082 ID: 3ce125

>>838063
Use the damn vial, don't hoard your consumables like a dumbass.

Too bad you don't have any medical supplies. It would be a real good idea to stop the bleeding somehow. Maybe cauterize the wound? It's either that or wrap it in cloth cut from your cloak, and that's got to be pretty dirty by now.
>>
No. 838084 ID: 27600a

>>838063
You've already been through one hell of a hardship to get out the anomaly, don't let a curable poison be the thing that gets you.
>>
No. 838085 ID: 4aa2b6

You might have been able to get away with it if you'd stifled the blood flow to your leg quickly, but not now. Drink the antidote.

Make sure to shield it with your hands as you drink, so that if some sneaky git is waiting with an arrow to shoot it out of your hand, he can't.

It also might be an idea to throw up first if you're going to, so that you don't just throw up the antidote before it can work.
>>
No. 838115 ID: b88e47

Use it. You might die otherwise and that's no good.
>>
No. 838136 ID: 3abd97

>>838063
You might as well. Hoarding resources won't help you if you're dead, even if it stings to burn one of your hidden trump cards so early. Drink.

Immediately after that, I think you need to bind your foot ASAP to slow or stop the bleeding.

After that, you need help. We need to move in the direction of patrols, possibly signal them if you can. (I really wish we hadn't told them to run).
>>
No. 838145 ID: 65dabf

If we need more antidote, we can get more later, you need it NOW!
>>
No. 838323 ID: 339584

Dont think, just drink! This is what it was made to do.
>>
No. 838355 ID: 2d6f83

Drink the potion Fen. Then make sure nothing is trying to sneak up on you from around the corner before you tend to your foot.
>>
No. 838360 ID: 3ce125

Oh and make sure it's the antidote you drink, not the poison vial. You're carrying both.
>>
No. 838366 ID: 91ee5f

>>838360
I thought he gave the poison to Holly and told her to hold onto it for him?
>>
No. 838367 ID: 3ce125

>>838366
I'm going by the wiki.
>>
No. 838419 ID: 830fb7

>>838136
Yep, Do this then head towards camp as fast as you can without getting hurt or running through other anomalys.
>>
No. 838431 ID: d36af7

Getting back to base with this incredible bounty of high-value intel will almost certainly get you enough of a reward to budget for new medical supplies. Not enough to buy replacement internal organs, though.

Drink the antidote, bandage your wounds, then start moving again. Even chump zombies might be a deadly threat when you're alone and exhausted.
>>
No. 838464 ID: bfb318
File 150861621170.png - (67.84KB , 800x800 , 919.png )
838464

>Think back to the last time you got very very cold and warmed up very very fast.
I've never experienced such a thing to this degree, at least not from cold to hot.

After a moment's thought, I come up with no reason not to drink the antidote. I open the vial and drink it. Thankfully I took the risk taking it back from Holly, as I believe that it's only her and myself that knew that I had an antidote. The secrecy might not have been necessary after I became a knight, but I didn't want the risk.

I cut a strip off my cloak's bottom rim so I can bandage my foot. Despite the blood I've lost, it shouldn't cause problems. I half walk, half limp on my sword for a while until Valsano comes around a corner.

>"Hey." He looks up at my bloodied head, limp, and bandaged, bloodier foot. "Glad to see you're doing fine."
"You're still here?"
>"Yeah. You didn't say how far to run. What happened in there?"
"It's a long story. Where are the others?"
>"Aira's just ahead, she wanted to be in shouting distance to some nearby tomb guards. Firzel though, he ran all the way back to camp to let others know what's going on."
>>
No. 838468 ID: 3ce125

Is the antler still attached to your sword? Warn him not to touch it.

Anyway, keep moving. You might be pursued once they realize the poison didn't kill you.
>>
No. 838469 ID: ae7ad5

What happened to the piece of ice worm horn on your sword?
>>
No. 838470 ID: bfb318

Art error, the antler has been placed back onto the sword.
>>
No. 838478 ID: ae7ad5

"We may need to send a second runner. This-" lift up your sword to emphasis the ice worm horn. "-needs to get examined by a wizard as soon as possible. And it's probably prudent to send a dispatch out as well since I've been shot and can't run very well."
>>
No. 838488 ID: 27600a

>>838464
"That's probably for the best, I should be able to shed some light on the nature of the anomalies."
>>
No. 838491 ID: 3abd97

I would prefer to only give my full report once, and get back to camp in case anything is pursuing me. There's at least an archer still behind me.

You will be pleased to know they do have undead that can fight.

>>"Aira's just ahead, she wanted to be in shouting distance to some nearby tomb guards. Firzel though, he ran all the way back to camp to let others know what's going on."
Good. That's smart.
>>
No. 838500 ID: 91ee5f

>>838464
>You didn't say how far to run.
Smart ass.

Thank him for leaving the torch, you probably wouldn't have seen the exit without it.

And don't forget to warn him about the horn that's on your sword and tell him not to touch it because it could freeze him to death. If he asks about it, then tell him that it's also part of the long story and to just trust you and not touch it.

"I think I'd like to head back to camp right now. I've got very important info to report. I'll try not to slow you down."
>>
No. 838501 ID: e67428

"Great. Help should be on its way already, then, I hope. Get Aira, please, I don't want to walk any further on this foor without someone helping me, so we'll need a third person to be on guard while we head back."

My instincts say to be paranoid, but I don't see anything particularly wrong. Except his foot claws aren't coloured but I don't think that's supposed to be a clue.
>>
No. 838504 ID: a633c6

Tell him you're going to sound like a crazy person reporting what happened to your superiors.

>>838491
You will be pleased to know they do have undead that can fight.
This is perfect.
>>
No. 838506 ID: 78a3e5

You guys should hurry back to camp as soon as possible. They might be sending pursuers.
>>
No. 838512 ID: 91ee5f

>>838506
Say this, and add in, "In case you couldn't already tell, they really didn't want me to leave after seeing the things I saw in there."
>>
No. 838513 ID: 015058

Tell him we need to get back to camp quick because there might be a horde of undead behind you. Have him lead you to Aira.

Don't let him notice but treat him with the usual suspicion just in case he has been taken over or just wants to off you for any reason. Should probably be fine but you are walking out of a anomaly with a magic weapon and artifact. Greed can get to people.

But mostly get back to base with your team quickly.
>>
No. 838514 ID: fe7355

Tell Valsano that you might have pursuers and ask him for his right shoulder to lean on so we can do get outta here faster than a hobble. Swap your sword with your torch so the ice worm antler is at little risk of touching Valsano. Once you're within the guard perimeter, make sure to stop for a few moments to properly wrap that antler up so it doesn't accidentally touch anyone. You'll want to get that antler to a wizard ASAP in case its magic is decaying from being separated from the worm.
>>
No. 838532 ID: b88e47

"We are headed back."
>>
No. 838534 ID: 314bcd

>>838491
Concise and to the point, this is good.
>>
No. 838575 ID: 15a025

Show him the antler, and head back to camp quickly.
>>
No. 838578 ID: a633c6

Also I hope you kept the arrowhead so they can examine what kind of poison was on it.
>>
No. 838669 ID: e45d81

>>838464
They didnt fo too far, thats good. You got alot of info to give. For your sake, i hope superiors dont toss you in another anomaly to solve it.
>>
No. 838761 ID: bfb318
File 150871492939.png - (63.29KB , 1000x800 , 920.png )
838761

"That seems like a good idea. Thank you for leaving the torch, but there may be pursuers, at least one archer. I want to get back to camp as soon as possible, and give my full report only once. Please lend me your shoulder to help me walk."
>"Sure. So those undead did this, huh?"
"Yes. You'll be happy to hear that they can fight."
>"I shouldn't have listened to you telling us to run then so you could get all the glory." He says that, but does help greatly in letting me move much faster without damaging my foot.

I did keep the arrowhead for later study.

>"You going to explain that white thing?"
"A broken horn from one of the undead."

Although Valsano has questionable judgement, I can't think of him as the kind of person that would backstab others for greed. We rejoin with Aira, who simply joins us on our walk. There are no signs of pursuers.
>>
No. 838762 ID: bfb318
File 150871493411.png - (29.27KB , 1000x800 , 921.png )
838762

And it stays that way. Firzel comes back with Sir Orjin a ways before camp.

>"Fen! Talk!"
"Anomaly. This is a horn from the source."
>"Zall! Now!"

He walks me back and through the camp. Lots of people stare at the horn, but it's not surprising. Even magic items aren't so obviously so just by the look of it, but this white horn still doesn't seem like it even belongs in the same space as its surroundings. No doubt, too, that it looks like the white speck towards those who have seen it.
>>
No. 838763 ID: bfb318
File 150871494283.png - (35.24KB , 800x800 , 922.png )
838763

Sir Orjin walks through a large tent. There's some commotion as Orjin simply walks by the guards that are covering doors. When one attempts to block Orjin, he gets shoved away.

>"Sir Zall!"
>"I'm in here, Orjin. Your reason for intruding?" Zall says, clearly exasperated.
>"We've got a magic item or two from inside an anomaly."

Zall's demeanor swings immediately when he hears that and sees my antler.

>"You two. The meeting has been postponed. I will come back later. Leave. Guards, get these kobolds to seperate rooms. Fen, right? What happened to your foot?"
"An archer shot it."
>"For the love of the emperor, someone get a healing wizard before the only good news I've had all day bleeds out!"
>>
No. 838764 ID: bfb318
File 150871494901.png - (27.23KB , 800x800 , 923.png )
838764

All of us are split up for questioning. Even Sir Orjin is pulled to a different tent to give his side of the story, even if the focus is on me, Aira, Valsano and Firzel. Sir Zall himself follows me into a far off room. My sword is taken with the horn still attached. I also give them the arrowhead.

>"The sword is yours, but we want to learn what it is, and we will attempt to backtrack its history. If it is fine for you to use, we will return it. If not, we'll replace it in kind."

Zall sits me down, and a nearby kobold, one I can sense the mana from, puts his hand on my shoulder.

>"A healing wizard is on the way, this one is our truth wizard. Now, tell me everything."

If I don't omit anything about my vial of antidote, I will most likely have to come up with how to explain my relationship with abominations unless I omit nothing and tell the entire truth.
>>
No. 838767 ID: 015058

Just tell the truth. Your adventure with Cheese is public knowledge to the higher ups outside the army and will be known here eventually.

Just repeat everything that happened today. If they ask where you got the antidote say that your friend Cheese gave you it and you left it in the bank before you joined.

Be polite and knightly and give Zall a good impression with how accurate your reporting is.
>>
No. 838772 ID: a363ac

>>838767
yeah tell everything including that they tried to recruit you to their cause and you used the chance to grill that Cheese Sandwich for information
>>
No. 838774 ID: 3abd97

Well you should certainly explain everything that happened in the dark.

>If I don't omit anything about my vial of antidote, I will most likely have to come up with how to explain my relationship with abominations unless I omit nothing and tell the entire truth.
Simplest answer there is that you obtained it Fence. If they need more detail, it was formally in the possession of a mutant.

(If they need more detail than that, you've already testified as to what happened in Fence and the records should be available. Not that it's relevant to this campaign).

>I shouldn't have listened to you telling us to run then so you could get all the glory.
I apologize, but it was necessary to prevent the undead from being able to immediately ambush you from the cover of darkness when I made a break for it. Even if you didn't retreat, it would have put you on guard.
>>
No. 838776 ID: 3ce125

>>838764
Tell the truth but just say you got the vial and poison from Cheese, the cave kobold merchant. If they want to find out more they can dig into your previous history and why you've been sentenced to serve in the army, but that's not relevant to the undead uprising as far as you know and those responsible for your sentencing might actually prefer it if some details didn't get out.
>>
No. 838782 ID: 27600a

>>838764
There's no real benefit to omitting anything compared to the possible annoyance of being called out for doing so.

I'm sure you'll be called upon to sketch the creatures you've seen later, so you don't need to go overboard with physical descriptions.
When relaying Garlic's conversation, try to remember the terminology he used: the Worm of Ice and it's 'Field', That he seems able to see through the eyes of undead creatures even without 'assuming control' of them, the field mechanics and that him and his allies have current event knowledge of the empire and major noble houses.
>>
No. 838791 ID: 91ee5f

Tell him everything you learned while inside the anomaly!
>>
No. 838798 ID: 78a3e5

Tell them you got the antidote from a friend in the fence. If pressed tell them it was a mutant friend who knew someone who could produce antidotes.
>>
No. 838802 ID: 3abd97

>Tell the truth but just say you got the vial and poison from Cheese,
>poison
There's no need to elaborate on trump cards we didn't use, if not specifically asked about it.

Not putting that on record makes it a lot easier if we eventually need to kill someone with it.
>>
No. 838803 ID: 3ce125

I think we should kill the illusion-based Anomaly with the poison, since it likes to eat food left lying on the floor.
>>
No. 838806 ID: 3abd97

>>838803
Honestly, I' prefer to save it for the arena unless we need to use it sooner.

Either way though, I'd prefer not to let using it become someone else's decision by telling our commanders about it.
>>
No. 838810 ID: 3ce125

>>838806
We can't use it in the arena. Fen can only take in basic equipment, IIRC, or things that he can demonstrate to be capable of making on his own.

Also it won't last to the arena! All items foreign to the region you're in decay, especially organic items. The poison will have lost its potency by the time Fen gets out of the army.
>>
No. 838812 ID: a633c6

You've got a truth wizard on your back, it's not like you can twist facts or anything.

You got the antidote from a mutant merchant called Cheese, as you understand it one of her mutant siblings can make the stuff. In retrospect you really don't want to think of the possible implications of that but you're pretty sure it saved you, so whatever.
>>
No. 838815 ID: 3abd97

>>838810
You're assuming we won't be cheating in the arena. And Erja Nokol is Tomato's home home turf, which should extend to fluids his body produces.

Also there's still no reason to assume the anomaly animal is alive and vulnerable to poison.
>>
No. 838818 ID: 19e865

When the questioning gets around to the antidote, mention that it was a gift from Cheese. DO NOT EVEN THINK ABOUT THE POISON. OR THINK ABOUT LYING ABOUT THE POISON.

If it comes to light that we *happen* to have possession of a highly effective contact poison and were asked by the enemy about switching sides, that will give Zell more than enough wiggle room to throw us under the bus somewhere down the line.

So whatever you do during this debriefing, Fen. Do NOT turn it into an interrogation.
>>
No. 838821 ID: 3ce125

Oh shit I just realized Fen talked to Garlic about Lily. Shhhould we try to keep that under wraps too? Maybe Fen could just say Garlic knew some personal information about him and tried to use it as leverage.
>>
No. 838822 ID: 19e865

>>838821
Probably. Garlic did mention Fen's brother quite a bit, we can use that to omit lily entirely
>>
No. 838824 ID: 91ee5f

>>838815
>And Erja Nokol is Tomato's home home turf, which should extend to fluids his body produces.
I'm pretty sure it was mentioned somewhere that anything that comes from the body will decay, even if you're on that kobold's home turf.

Or maybe it was that because of their unusual nature, anything a mutant makes will decay, even if you're in that mutant's home turf.
>>
No. 838861 ID: 4a60bf

Reminder: Quill Knight Mopp has seen the poison vial, and been told it contains poison.

If yhey don't press further, you can just say you got it from Chrese after helping her get out of the Fence alive. No doubt word of the mess in the Fence has reached this place.
>>
No. 838864 ID: 4a60bf

>>838815
>>838824
More precisely, it has been mentioned that Erja Nokol is the forest kobolds' home turf, and since they're all dead, it's nobody's home turf. Tomato is still a field kobold under all the mutations, so his venom is only safe from rot in Turtle.
>>
No. 838872 ID: d36af7

Simply ask for clarification: "you mean everything that happened while I was inside the anomaly, right? Not the tedious patrols before then, or my entire life up to that point?" Antidote use happened outside the anomaly.
>>
No. 838873 ID: 91ee5f

>>838872
This is not a person that Fen should be a smart ass to.
>>
No. 838878 ID: 3740b1

Omit nothing. This guy has every appearance of being reasonable and a leader who actually cares about his troops (yet will still utilize them as necessary). When you have a CO like that, work with them, not against them.
>>
No. 838882 ID: 830fb7

>>838764
Your Fen the barbarian, known for giving all the details necessary, no more, no less, their is no point in stopping this trend yet. just tell them what they need to know and if they want more then answer with more.

Also tell Sir Orjin that the only reason you made it out of their is because of the same reason you got through the bandit attack with no injuries and the gold noble with just a scratch.
>>
No. 838883 ID: e67428

You can probably interpret "tell me everything" as "everything about the anomaly". So you don't need to say you and your friends were playing hooky for training, just start with "as we were walking [direction] along [place], my teammate Firzel was the first to start hearing..." et cetera.

You don't need to conceal your relationship with Cheese, anyone who has access to the records of your appearance in court knows it or will know it as soon as they think to investigate (which they will now), and your connection to mutants for the antidote can be explained through her and as a leftover from your part in the plot to assassinate a rebel, which it is. You'll need to mention the antidote when you tell them about the poison. You can also claim the connection to Cheese as your reason to ask if he had connections to her family when he said his name, and you can report that he said he said he used to be her sibling but insisted he was no longer.

You need to mention how Garlic talked to you in order to mention how he claimed they had living prisoners from the army. You probably don't need to be specific about what he said to you, only that he seemed interested in recruiting you, possibly because he immediately got the idea that you were of Zizi's tribe. Anyone who knows anything about barbarians seems able to tell white eyes + accent = zizitribe so that's ok to say as well. He asked you about your motives, seeming intent on getting you to surrender or to recruit you, and you led him on to gain information. If they ask why you turned him down you can say they could never provide what you want and that you don't believe they can fight the empire successfully. The empire is specialized to take down violent or magical insurrection like this and it will never work.

I think the only thing you should really avoid talking about is your own ultimate goal, with Lily, and that you're Zizi's brother as well as just his tribesman; and you should be able to avoid those so long as you don't repeat your conversation word for word, which should be acceptable as most people's memories aren't that sharp. Keep in mind, you can take advantage of the truth wizard in order to say things that would normally sound too odd to be believed or seem suspicious. Everything else you should describe as accurately as possible. Don't push your own interpretation of the facts too hard.

>>838824

This was in BTE. The way it works is that a kobold's body is attuned to the area their ancestors came from, not where they were born or live. Since the forest kobolds are all dead (some undead, I'm guessing) no-one is attuned to erja now, even mutants.
>>
No. 838938 ID: bfb318
File 150878935193.png - (16.08KB , 800x800 , 924.png )
838938

I give the details of what I saw. This goes similarly to the last time I gave a report. I only give the smallest, briefest amount of impressions of mine when the facts alone can't easily be explained. Also like before, Zall waits until I'm completely done before asking questions.

I do also mention Garlic Soup noting that I was of Zizi's tribe. It is too much of a pain to hide, nor do I like to hide my relation to Zizi.

>"You had a universal antidote?"
"Yes. I was given to it by a mutant named Cheese, who resides in the fence, from before I entered the army. I have kept it since."
>"Do you have any relation to anyone in this tower?"
"Only if anyone I know came into the tower, which aside from my army teammates, I would not know why."
>Johus?" Zall asks to the wizard.
>"I think it was all truthful, aside from a few omissions. I think there is more to the source of the antidote."
>"If it doesn't have anything to do with our mission here, then I don't care much about it. What else?"
>"Then, I believe that Fen has not been entirely honest with some of his conversation with Garlic Soup." says Johus. "If I'm correct, he omitted information."
>"Fen?" Zall continues.
"He spoke to me of my personal life. It has nothing to do with the anomaly." I don't want to mention my goal of reaching Lily.
>"He spoke to you like that as he tried to recruit you. Does it have anything to do with your ability or willingness to serve the empire?"
"No."
>"... he's either lying, through omission or otherwise." says Johus.
>"Forget it." says Zall. "I don't have the time to pry through every soldier's personal life, especially not one that should be rewarded. If he seemed honest throughout the rest, I'll settle with that. There is a person waiting outside for me."

Zall leaves and comes back. I'm left with something to draw on so that I can sketch the things that I saw. I can't hear what's being said, but I think more wizards are involved.

>"We're still studying the sword, and we'll offer you a weapon in the meanwhile. We are learning a lot from the antler. You didn't clear the anomaly, but this was much, much more than a scrap of information from a scouting job. You will receive gold for this. However, although you were alone in the anomaly, you did have teammates backing you up from the outside. If you received 10 gold coins, how would you split your reward with your teammates, if at all?"
>>
No. 838940 ID: c2051e

"Given who did what, four for me and two for each of the rest seems fair."
>>
No. 838941 ID: a363ac

>>838938
I take four, give two to each of the others.
>>
No. 838945 ID: deec6e

I'm sure truth wizards - and those who use them - will have a fair amount of experience with people trying to be clever, so any lies of omission must be fairly tight and logical, and sound like just a part of the rest of your report.

Fortunately, you have no trouble being frank and to the point - so summarize 'everything' concisely first, and THEN go into detail. Zall will largely be concerned with intel concerning the anomalies and what created them, so Garlic Soup will be a hot topic, as will the undead defenders and the ice wyrm itself. Detail those encounters well.

Your goal is to make a good report and to lead the conversations away from the things that involve or compromises your actual goal (mentions of Lily) and things that might uncover your identity as Rasyan's killer or Zizi's brother. It's not a big crisis if you find yourself having to admit the latter - I suspect Zall might be amenable to a request not to have them known among the army - and you can honestly admit that you didn't want the attention and enemies either would bring.
>>
No. 838946 ID: deec6e

>>838945

IGNORE ME
>>
No. 838950 ID: 91ee5f

>>838938
I'd split it evenly with everyone at 2 Gold and 20 Silver for everyone.

But if that's too much of a hassle, then let's take 4 Gold for Fen and give 2 Gold to each of the others.

If the others object to that, then we'll talk it out with them until we reach an agreement on how to split it.

Ask Zall if it's possible that the necromancers have spies outside of the Mausoleum that are informing them of every soldier's personal lives in an attempt to try and recruit them, like they tried with you?

If Zall asks why you're asking a question like that, then tell him that you're still a little shaken up at how much Garlic Soup knew about you.
>>
No. 838952 ID: 3ce125

Fen should DEFINITELY have more gold than the others. Heck, I say he should have 5 and split the rest evenly with the others.
>>
No. 838955 ID: 78a3e5

Even split, so 2.5 gold each.
>>
No. 838960 ID: 3abd97

Fen can afford to be generous, and having loyal squadmates who are well equipped, and motivated to share their own winnings in the future, is worth it. Also preempts any hurt feelings from glory hogging.

Even split.
>>
No. 838962 ID: 65dabf

It pains me to say this, but I think you should split equally. The more allies we have, the better, even if money does not ensure loyalty. Besides it will be a great way to encourage a best performance in future missions. Or, you could just ask your teammates about how you should slpit the gold.
>>
No. 838963 ID: 33d4be

"First I would take the price of lost or spent goods and repairs, and enough money to buy food and modest comfort during any healing time, from the total amount. Then, if I could not discuss it with me team, I would split the remainder into five shares and take two shares for myself, one for the retrieved information and one for the kills I managed to make. Speaking of money, excuse me sir, but is it possible to put up small personal bounties, of sorts? I would be willing to pay something to anyone who retrieved my original sword and bow."

If you get the chance, you should also ask him if he would like you to keep anything secret. The knowledge that the enemy accepts surrender could be damaging, and you could also mention that from what you know now it seems likely that the army was lured here deliberately to be used as test subjects, so that's a theory that other people could easily come to, and it could wreck morale.
>>
No. 838964 ID: 109e55

I'd say 4-2-2-2 is what we want, 2.5 for all is what we'll actually do in the interest of avoiding conflict.
>>
No. 838966 ID: 90f3c0

Fen took most of the risk, and should get the largest reward. Take at least 4, and split the rest evenly.
>>
No. 838967 ID: 91ee5f

>>838963
>I would be willing to pay something to anyone who retrieved my original sword and bow.
No one is going to be stupid enough to go into an anomaly to retrieve a mundane sword and bow.
>>
No. 838968 ID: b88e47

Even split. A team is a team and none of us would have gotten this far without each other.
>>
No. 838969 ID: 0d45a9

Even split, we're doing fine and party cohesion and loyalty is more important than gold.

We take care of our team, they'll take care of us.
>>
No. 838973 ID: 33d4be

>>838967

No, but they might find them again when the anomaly has moved, which it likely will now that they know Fen escaped. The army is almost certain to send an decent sized, elite team with a wizard or two down there soon, so why shouldn't they know and want to pick up those items if they do happen to find them?
>>
No. 838977 ID: 91ee5f

>>838973
>so why shouldn't they know and want to pick up those items if they do happen to find them?
They kinda have more important things to do other than finding 1 soldier's lost equipment that can easily be replaced with the money he just got.
>>
No. 838979 ID: bb78f2

>>838938
Round me to three and split the remaining evenly.

If we went for clean 25%, we'd be accused of being humble and weak. 50%+ is a little too much and dangerous. The sweet spot is 3/8's in truth, but 5/8 is hell to slit into thirds, who wants to even calculate what 5/24 is in gold? 33% cut is optimal. Each person gets 22%. No one will cry over losing 3%.
>>
No. 838986 ID: a2507c

Gold can be split, so give everyone an even cut.
>>
No. 838993 ID: d9cd96

Fen doesn't have as much use of money here as he does allies, so take whatever you need to repair your gear and get patched up, then split the rest evenly.
>>
No. 838994 ID: 33d4be

>>838977

You don't waste a good sword, man! This army has a tricky supply train as is and people are going to be breaking swords and bows all the time with the decay effect, you don't just leave them on the ground.

>>838993

I feel like Fen being asked this question might be a subtle test of his judgement for the prospect of maybe promoting him. If that's the case then he needs to make an honest assessment of everyone's contribution and be fair and just in his decision. Over-generosity in a commander or potential commander is a problem as much as selfishness or stinginess.
>>
No. 838995 ID: 269f38

Even split for everyone.
>>
No. 838997 ID: 3ce125

Do you guys even have a reason for wanting to split evenly or are you just being stupid goody two shoes? Aira warned Fen not to be so selfless, and this is a prime example of that kind of behavior. Pay attention to the situation we're in. We're not going to gain anything by being generous.
>>
No. 838999 ID: a633c6

> If you received 10 gold coins, how would you split your reward with your teammates, if at all?
I think this is one of those knightly tests/tricks like sir Orjin did before. Even if it's not a hypothetical like he made it sound, he'll still be gauging your character.

>>838979
This math sounds the best.
>>
No. 839000 ID: a43366

>>838997
Splitting things to be even would

A. Help with group cohesion and avoid any bitching, hopefully. It will reinforce the idea that these are team efforts and if say next time it's Valsano in the hole and he gets a bunch of loot, we'll get an equal share then. It sets precedent.

B. There's a decent chance we'll get a lions share anyway due to Empire culture, despite what we ask.

C. We aren't super hurting for money right now, we'll probably get part of the reward back from Airas debt to us, and if the group reinvests in better gear we'll all be in a better position.
>>
No. 839007 ID: 3ce125

>>839000
A- it's a fair chance that our teammates (other than Aira) might take it as an excuse to get Fen to do the most dangerous tasks just because they know they'll get paid the same either way. ...then again maybe that's an advantage in itself. Fen wants to gain high standing and a good reputation in the army. If he's the go-to person for tough shit, he'll get a rep for doing the tough shit. On the other hand he'll also get a rep outside the team for being too generous. That could make him look foolish.
Them getting gold for what was basically just standing watch is generous in itself! Keep in mind gold pieces are worth a LOT of silver. Like 40 silver each. 2 gold each for our teammates would be a lot.
B- in that case Fen would be browbeaten for not fitting in with Empire culture.
C- If we don't get anything from Cheese (because someone might be intercepting our letters) we are in fact hurting for money. Fen's got 2.5 gold on hand, and we saw how outclassed he is compared to the strongest undead in the crypt. He would have died if he fought Garlic's giant undead, and the Ice Worm may have been even stronger than that.
>>
No. 839009 ID: 91ee5f

>>838979
It's neat that you did the math. But exactly how much gold and silver is that supposed to be?

>>838999
>This math sounds the best.
True, but can Fen get to that by himself?

Remember, he's a barbarian and he's only got access to the basic math skills of addition and subtraction. Is that enough mathematical skill to reach that same conclusion?

>>839007
>we saw how outclassed he is compared to the strongest undead in the crypt.
The sad thing is, even though he was strong, I don't think he's actually the strongest undead in the crypt. I think there might be a stronger one we haven't run into yet!
>>
No. 839012 ID: 7d8168

I mean, if we suggest splitting it evenly we'll probably get complaints from Aira, at the very least, and possibly some suspicion from Zall himself. That said, I'd probably open with that, or alternately just outright saying "If I suggest an even split, people will probably say I'm selling myself short again" or similar.
>>
No. 839027 ID: 1e7aa8

Make sure to not fuck up drawing the iceworm too much, Fen.

And as for splitting gold...

4 for Fen and 2 for everyone else sounds fair.

If your teammates don't like, TOUGH. You went in, got shot and came back with critical information.
>>
No. 839036 ID: a43366

Did you give them the poisoned arrowhead?
>>
No. 839124 ID: e2d16a
839124

>>839036
Yes he did, when they took the sword and horn from him.
>>
No. 839172 ID: bfb318
File 150886760206.png - (20.29KB , 800x800 , 925.png )
839172

"4 for myself, 2 for the rest of them."
>"Alright. We'll be asking the rest of your team the same thing."
"Is there any information you'd like me to keep secret?"
>"Hm? Right. Don't let it out that they offered to take you prisoner. No one should believe it, but a bad situation could change that belief. Better not to act like it's an option. Healing wizards are delayed, but they'll come to you. Go back to camp. We'll have your reward soon. Your foot shouldn't take more than 4 days to fully heal. Remain in camp during then. Use that time to find gear for yourself."
"Is it possible to add personal bounties? My old scimitar and bow were good but not special, but they have sentimental value."
>"Not on the main billboard, but word of mouth should be good enough. Your camp had a small tavern spot. Ask your shopkeeper there to put up a bulletin for it, if you want."

No one would go into the anomaly or exclusively hunt for my weapons for a bounty alone, but a bounty on them will be the same as advertising that I will buy them back for more than they would normally be worth.

While Zall studies my sketches, another report comes in. The arrowhead I gave them had an abomination's poison. Sir Zall replies that the army needs to conscript more abominations capable of making antidotes, and even sends in a request to have additional kobolds with a death sentence to be sent to Erja Nokol to be submerged in tar pits. Useful survivors will be given the chance to absolve their crimes by working in the army, and if the army is lucky, at least one of them will get the antidote mutation. Zall comes back inside to talk to me.

>"On the topic of weaponry, what kind of enchantment would you like on your replacement sword? The common one keeps a sword's edge better and sharper. However, knowing that there are monsters of a large size out there means we may want more impractically sized weapons enchanted with being more lightweight. Then, for here, we have sword that glow, to prevent needing to keep a torch on hand. Those three we should have on demand, but if you can think of another enchantment you'd like, we may have something. You may only have one kind of spell on a sword. A double enchanted sword is worth a fortune."
>>
No. 839174 ID: b88e47

Featherweight longsword.
>>
No. 839189 ID: 0d45a9

Sharpness seems like the better all-rounder enchantment, but I see the merit in having a larger weapon w/ lightweight.

As for light, I don't see the point, we can always get a torch sconce on our shield or something if needed.
>>
No. 839200 ID: 3ce125

>>839172
Sharper regular sword. A lightweight large weapon has reach but no more power than a smaller sword. We saw that the Ice Worm was difficult to cut, so a sharp sword might be able to hurt it, or something similarly tough.
Also keeping practice with one size weapon is best until you start branching out.
Plus we saw that having control over light and dark is useful. If that's tied to Fen's sword then he can't attack in the dark.

...can we get a glow-enchanted helmet or something else Fen can wear for a light source, but also put away when he wants it to be dark? How much would that cost?
>>
No. 839206 ID: 109e55

If the glow is always-on, that's an automatic dealbreaker.

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

Since you have four days, see if you can get a custom-fit helmet. Your head is the most important part of your body, and you need to be able to see clearly through the helmet, so that's a good investment.
>>
No. 839224 ID: deec6e

>Tossing kobolds with death sentences into the tar pits.

Zall is the practical sort.

Didn't the four-headed monster have some kind of medallions or dog tags as well? Mention that if you forgot to.

Ask if there's an enchantment that makes mana disperse or disrupts it. Like, say you were attacking something magical, or someone casting a spell, or who had a spell cast on them.
>>
No. 839234 ID: 91ee5f

>>839172
>oversized sword with lightweight enchantment
If Fen is allowed to keep the sword he found, then I'd like to get a sword like it so that he can practice getting used to having a weapon like that. That way he'll already be familiar with how to use that type of weapon.....if he's allowed to keep that other sword.

Are we going to turn Fen into Cloud Strife?

Ask Zall if he thinks it's possible that someone outside of the mausoleum is giving the necromancers info about everyone here? Could that be how Garlic Soup knew about you're personal life?

>>839206
>If the glow is always-on, that's an automatic dealbreaker.
Agreed. If we're getting that, then it needs to be something that could be turned on and off.

>Custom helmet
Don't forget a mouth piece that moves when Fen speaks. That way his voice won't be muffled whenever he talks to someone. Because that'll be a giant pain in the ass if he has to remove his helmet every time he talks to someone and they can't understand him through his helmet!
>>
No. 839238 ID: 90f3c0

Sharpness seems like the most practical. A huge sword could become cumbersome in close quarters despite the light weight, and a glowing sword would just make you a more obvious target.
>>
No. 839268 ID: 33d4be

Just the regular sharpness enchant. The big weapons should go to the bigger guys (and I'm not sure if making them lightweight doesn't eliminate most of the advantage of a larger weapon, its weight and striking power), plus if you ask me those fast hoppy dudes were just as much or even more of a threat. Try get a sword like your old sword, since that's what you're most familiar/adept with.

Since you're not going to be healed right away, ask if you can have a stick to walk with. Once you have that and you're let go (don't forget to salute or whatever you're supposed to do), wait for your teammates and then head on over to Holly's bar so you can rest, put up your bounty, and earn her a lot of money from the people coming to hear all about your adventure. Buy drinks for your teammates yourself. You should have a think about how you'll tell the story. You're not exactly a great orator but you'll probably need to be at some point, either as a commander or a noble, so you should get in the practice. Maybe ask Holly for some tips on how to hold an audience.

>the army needs to conscript more abominations capable of making antidotes

The one who made yours might get conscripted. You should keep an eye out so you can help them, since you're the one who'll have gotten them dragged in.

>>839234
>Ask Zall if he thinks [...]

That much he should figure out himself from Fen saying Garlic seemed aware of events topside. That they have some sort of communication should be immediately apparent.

>>839234
>Don't forget a mouth piece that moves when Fen speaks.

Just something like a grill over the mouth or something that he can just reach up and pull down or something will do. Something with good vision range that doesn't muffle hearing, too, being fully aware down here in this dark is much more valuable than a little more protection.
>>
No. 839271 ID: 91ee5f

>>839268
>The one who made yours might get conscripted. You should keep an eye out so you can help them, since you're the one who'll have gotten them dragged in.
If we do end up seeing Cabbage and/or Tomato here, then I wonder how they'll react when we tell them about Garlic Soup?
>>
No. 839281 ID: 3abd97

>Sir Zall replies that the army needs to conscript more abominations capable of making antidotes
Cheese made that mutation sound pretty rare. Like, that her extended "family" had more than one person who could make poisons, but only the one guy making antidotes, and they didn't even realize how useful he was at first.

There's also the fact that the majority of kobolds who stay in the pits too long just die horribly, and the next biggest slice of the pie end up horribly disfigured to the point of uselessness. Only a small minority come out as useful abominations.

Take those odds, and then start trying to roll for a specific mutation? Don't hold your breath. I kinda doubt Zall's going to get the number of sacrifices to get the results he wants. It's a long shot.

Still, he probably knows that. And we gain nothing by criticizing him here and now.

>>839172
An always-glowing sword might free a hand up, but it's just going to be a problem when you need stealth. The sharpness enhancement just replaces mundane weapon maintenance, but has no real downside. The lighted sword allows for being able to carry more gear, and to swing a big sword around easier, but the small spaces around here might bite you.

I'd go for sharpness or lightening. And if we get a lightened weapon, either not much bigger than normal (so we're exploiting speed more than anything else) or if we get a big thing, get a smaller weapon as a fallback where terrain demands it.

>>839234
>Ask Zall if he thinks [...]
Please don't ask our commanding officer dumb questions he would either be speculating on, or have good reason not to discuss with us.
>>
No. 839283 ID: a2507c

>>839172
Large weapons can be a hinderance in narrow passages. You'll want something you'll be able to stab and parry with. A rapier with a durability enchantment or a light ranseur would be ideal, but you would need training to use those effectively.

You could also spend these four days training your magic sense. This could probably be paired with weapon training if your instructor is willing to take a bit more time with you.

If you don't want to spend your time learning a new weapon, get a glowing shortsword.
>>
No. 839286 ID: 65dabf

I was thinking about the posible enchanting options, and i think the lightwieght enchantment would be great, but i was also thinking about an durability enchantment, so it can't be easyly broken and it doesn't magically deteriorate.
>>
No. 839287 ID: d36af7

Would it be possible to get the glow enchantment on the front of a shield, instead? Only the front, so it's directional. Dazzle the enemies ahead of you without being quite as much of a big bright target for those behind, that sort of thing.
>>
No. 839288 ID: 0d45a9

If we wanted something to counter large undead (What Zall suggested a large weapon might be good for), what about getting a spear as a second weapon? It'd give us reach when needed, as we can always adjust our grip to use it in tight spaces.
>>
No. 839291 ID: bb78f2

>>839172
... Could I get a sword that activates an accelerated healing effect with its cuts? I know that sounds stupid, but if I could get a healing buff for poking my finger, or something that could combat the poison magically or hold it steadfast until I can get an antidote, I think I'd like it.

Plus, you know, if its all I had, I don't it would heal someone I was stabbing through the heart with it.

Also, undead damage bonus.
>>
No. 839300 ID: 78a3e5

Lightening and a big ol' sword.

You can always buy a side sword to compensate, and you still have your dagger.
>>
No. 839305 ID: a633c6

Sharpness sounds like the way to go. Be sure to get in the order for a new set of armor as soon as you can.
>>
No. 839321 ID: 5d2db0

Might want to go for sharp.Swords dull really quickly when you start cutting though bodies, once there dull there just a thing bar of metal in which to bludgeon people with. A razor sharp sword that keeps its edge is incurably useful. You can always get light on your shield or helmet later.
>>
No. 839364 ID: 7d8168

Sharpness!
>>
No. 839452 ID: 094652

I want a sword with inertia-based force storage, something that makes the sword resistant to swinging as if it were in molasses, and can be activated to use all that stored force in a single swing. But lightweight will do for now.
>>
No. 839570 ID: d43379
839570

Ask for a sharp enchantment, you're probably not use to big swords, even with a light weight enchantment. So go with something familiar but better!
>>
No. 839572 ID: bfb318
File 150895775092.png - (14.51KB , 800x800 , 926.png )
839572

>Note the medallions around Garlic's monster
I did. I do not know what significance they had.

"A sharpness, please, preferably in the form of a curved sword."
>"Alright. I will give you a ticket to hand to a magic shop. Pick up a sword at your leisure."
"Cheese also made it seem as though the antidote mutation is extremely rare for an abomination to have."
>"It is, but those who generate antidotes are typically able to produce fairly high quantities of it. Finding just one or two will be worth a big search. If you have nothing else to report, I'll let you go. Just remember, no talk of taking prisoners. Them offering to take people in as prisoners is unexpected, but they most likely do take prisoners nonetheless."
"It is?"
>"Necromancy is more effective on intact corpses. Aside from that, they are obviously learning facts from the surface. I do not know how much of it is because of a network they have connected to the surface, or if it's because they interrogate and hear stories from those they kidnap. I wonder if they didn't let you go, thinking the poison would finish you off. There was simply no reason why you would have had such an antidote, after all."
"It is possible. May I have a stick to walk on?"
>Yes. And if it isn't clear, your healing wizard will be free of charge. You may go."
>>
No. 839573 ID: bfb318
File 150895775998.png - (19.17KB , 800x800 , 927.png )
839573

A couple of Zall's guards escort me through camp, just to make sure I can reach Holly's place without getting hassled by people. I pick up a similar scimitar to my old one on the way over. It has a shorter grip, but that just means it's unsuitable for a mountain kobold to use.
>>
No. 839574 ID: bfb318
File 150895783663.png - (40.08KB , 1000x800 , 928.png )
839574

Kobolds follow me back to Holly's tavern to hear about what happened. I don't have the storytelling enthusiasm my brother has, but I may ask Holly for advice on turning my statement of facts into a real story. My own team does hear my story, too, since they didn't have the chance before. Apparently their requested shares were not dissimilar, although Valsano wanted a more even split across the team, while Aira wanted me to receive more than I requested myself.

Apparently, people are split between my story and another, as a separate group may have found a smaller shaft into the necromile.
>>
No. 839575 ID: bfb318
File 150895784670.png - (20.89KB , 800x800 , 929.png )
839575

I remain at the inn, seated behind the counter while the wizard heals my foot. Holly deals with receiving the reward for our team. We aren't told exactly how much everyone got, but Holly pulls me to the side, takes my hand, and pushes a coin pouch into it.

>"12 gold. Count them if you like."
"This is more than expected. Am I to split this how I see fit?"
>"Nope. This is your share of it. The empire is much less stingy to pay those who make a name for themself. I can change the gold out for silver and copper at a good rate, because I've got a lot of silver and copper after tonight, and it's mostly thanks to you."
>>
No. 839577 ID: 3ce125

>>839575
Fantastic. That's enough to buy another enchantment (on armor this time), along with some left over for more armor improvements. Like something to protect the feet without restricting mobility, and maybe a form-fitting helmet.

Get her advice on storytelling. Get some practice telling her stories if she's got time! Ask her if a letter came in yet from Cheese.
...you should probably talk to her about the empire. Is it that bad a place, overall? Perhaps a long term goal after you gain nobility would be to try to improve the living situation for the common kobold.
>>
No. 839584 ID: a2507c

>>839575
Go get fitted for a helmet, and train your magic sense.
>>
No. 839585 ID: 91ee5f

>>839573
Alright, we've got our sword. Now we just have to go to a magic shop and hand in our ticket to get the enchantment.

>>839575
>More gold from Holly.
Ask her if she's paying you for bringing in customers?

Well, with all this gold, you might as well look at prices for custom armor so that you can decide how much you're gonna spend.

And with Zall telling you to stay in camp for 4 days, you've got some free time. So I guess you can practice your mana sensing or find something else you can do while your foot is healing. Obviously, don't just sit around and do nothing.

>>839577
>Ask her if a letter came in yet from Cheese.
We haven't been gone long enough for that to happen.

I think we've only been gone for a few hours, so we'll need to wait a few more days for a letter from Cheese.
>>
No. 839587 ID: 015058

Is that a tear in her eye there? Ask what's wrong.

As for our money we need to check on prices and upgrade as much gear as possible. Then continue training our mana while healing. Also make sure to keep up with current events and review what happened with your team.
>>
No. 839594 ID: 65dabf

This is too generous, but we'll probably use it well, so thank her appropriately. Hell, if we do this, both Fen and Holly will get very far, so, go team! Even more, I think we can have a good group here by the time Fen gets to the nobility.
>>
No. 839606 ID: deec6e

>>839575

Take out a gold piece and give it to Holly.

"I understand. Then I can afford to be less stingy with those who have helped me. Half of that is yours. The rest I want in mostly silver and some copper."

You should check in on what everyone else got - I suspect Valsano got shafted. Might have to deal with that, considering how he resents you for 'taking' all the glory this mission (which is irrational, but people are irrational beings), and how that might hurt his ego even further. Let's avoid one of our squad members digging their own grave through future recklessness or dragging down morale from grousing.

Aslo, tell Holly to spread word of mouth that you'd pay 3 and a half gold for the safe return of your bow and sword (worth 2 and a half gold, no?) - the rest of the gear would be nice, too, but you're more interested in those two.

You also need to use that silver and copper to buy back essentials like a set of torches, a backpack, new vials of oil, blanket, bandages, rope, metal stakes and a firestarter set. Maybe get a bundle or two of firewood, too, now that you know about the cold wyrm.

After that it's mana sensing and story training ahoy. Maybe some sort of team exercise to straighten things out within the squad (especially re: Valsano).
>>
No. 839613 ID: a633c6

I thought your brother was terrible at telling stories! ... Is Holly getting a little misty eyed, there?

Time to take the plunge and put in an order for a new set of armor. Be sure to save some money, you may end up needing it later and you still need to replace your kit. Figure out how much the contents of your pack are worth, and put a bounty for another few silver on top of that for whoever gets it back.
>>
No. 839619 ID: 3ce125

Haha don't give Holly a shitload of money she's already doing well where she is. What would she even spend it on?
>>
No. 839621 ID: 91ee5f

The problem I see with putting up a bounty is the number of guys that'll show up and try to trick the "dumb" barbarian with a regular sword and bow, just to get the reward. Because they're all thinking, "How's he gonna know the difference? They all look the same to him!"
>>
No. 839630 ID: deec6e

>>839619

Because however much she's made bank on us, she's also consistently helped us out and deserves more than a little recognition and thanks?

Getting her leg regrown, I'd say. Or some day retiring in modest wealth.

>>839621

If so, then we will get to know who the assholes in camp who we can't trust are. I doubt it's going to happen, though. Why make an enemy of someone who's starting to make a name for themselves and seems willing to spread coin around?
>>
No. 839632 ID: 91ee5f

>>839630
>Getting her leg regrown, I'd say. Or some day retiring in modest wealth.
Or both.

>Why make an enemy of someone who's starting to make a name for themselves and seems willing to spread coin around?
Because some people are just that stupid and will attempt anyways. Or they're desperate to get money to buy really good gear for themselves in an attempt to not die.
>>
No. 839633 ID: deec6e

>>839630

That said, if we're uncertain on how much of a bounty to offer, or if we ought to offer one at all, we can ask Holly for advice.
>>
No. 839635 ID: 33d4be

I think getting her leg regrown is beyond even the money we have now, since it requires the close attention of a healing wizard for months, if I recall how it was described right. Even if it didn't take so long all the healing wizards around here are too busy and will refuse.

If we can't guarantee it (and not being able to buy it right away means we can't, since Fen might die or lose his money) then we shouldn't bring the possibility up, it would be too cruel to give her hope and take it away.

Lets ask her what would be a good price for a bounty on your sword and bow. Neither us or Fen have a good sense of how much money is worth, still, I think.
>>
No. 839721 ID: 3abd97

Well, I will not complain, although the army being excessively generous was not what I expected.

>tear
Are you alright?

>what do
Did that letter you wrote to Cheese this morning get sent yet? If it hasn't left, you might want to add a PS about Garlic Soup. (Assume the military reads your mail, don't give details they wouldn't be happy getting out. Just see what she can tell you about them).

As for buying stuff, let's review the selection of shop goods in the morning. Armor for your feet and head are probably a priority.

>That's enough to buy another enchantment
We have no hard data on what enchantments cost, so I don't know where you're getting that.

>Getting her leg regrown
That we do know costs hundreds of gold, and a good amount of a wizard's time before. Fen could have afforded that kind of treatment back when we had 3 mythril to throw around (but even then, blowing ~10% of that on a single limb is kinda significant).
>>
No. 839742 ID: 3ce125

I wonder if there are any enchanted prosthetics that are much cheaper than, but almost as good as, a real leg.
>>
No. 839872 ID: 78a3e5

Ask about getting the custom, full plate armor. Giving her free gold or whatever is dumb though. It'd probably come off as more insulting than anything. She isn't the kind of person who likes charity.

Also we should be saving our money for emergencies, not spending it willy nilly.
>>
No. 839879 ID: bfb318
File 150904372157.png - (25.71KB , 800x800 , 930.png )
839879

>I thought your brother was terrible at telling stories!
He's terrible at making them informative, but he is great at telling them with enthusiasm and in an entertaining manner.

"Are you alright, Holly? You are crying."
>"I'm happy, you dolt!"

She lunges in for a hug. I return it, which is almost necessary since she dropped her crutch.

"I just hope Valsano isn't too angry with me."
>"Heard my name." Valsano seems to come out of thin air. "What's going on here?"
"She is just giving me my share."
>"Suuuure."
>"Sorry, sorry!" says Holly. "Valsano, do you want to get your share in private?"
>"Who cares. How much did I get?"
>"Four gold."
>"Oh, shit! I fuckin' made it. How about Fen?"
"Twelve."
>"Haha, you bastard."
"Are you mad?"
>"Uh, no?"
"You seemed angry that I took all the glory."
>"That - you dumbass barbarian, up here in the empire we have something called 'jokes'! No I'm not mad. You made more money but you also got more arrow in your foot, and are stuck in camp, so whatever. Next time you tell me to run, it better be so I can run inside with you."
"Holly, my previous weapons had sentimental value. I was thinking of putting a bounty up here for people to see so that if my scimitar and bow are retrieved, I could get them back."
>"Really? It would be most effective to just offer a better price than what others would buy them for. So you'd be looking at something at around 100 silver, perhaps? Maybe 120. If it's that important to you, then okay, but if you want my advice, you should use it on a full set of custom armor."
"How much would that be?"
>"I know of a smith that I'm confident can do a good job, but he's newer and doesn't have a reputation yet, so he's cheap. It would cost 320 silver, or around 8 gold, and would take a bit over a week. It's faster, and it'll get the job done. There's another smith, though, that's one of the best down here. It'll cost nearly everything you've got, but it'll be a great fit, offer the best mobility and protection, and probably look good too. The other downside is, well, it'll take about a month probably, because perfect fits take a lot more care. I'd suggest that, though. If you can wait a month, it'll pay off. You can order the helmet and shoes to be done first, too, so you get those within the week to at least protect yourself."
>>
No. 839882 ID: b88e47

Best armor from best smith.
Helmet and shoes first so we get something fast.
There goes our fucking money.
>>
No. 839883 ID: 015058

Lets meet this new smith. If we can get a relationship going with them and they are in fact talented might be worth it to find another contact.
>>
No. 839884 ID: a363ac

>>839879
go for the best Armour from the best smith if it takes a month so be it get the helmet and shoes done first and we at least have full protection.
we can spend the down time training with Orjin or collecting information and practicing our game.
>>
No. 839886 ID: 65dabf

Yay, friends are happy, so put up a goddamn grin at least! If you stay together like this, you are going to make more gold and fame in no time, so kip up the good work.
Abut the armor, i gess you shuld listen to Holly and take the better but longer option, a good armor will save your ass agaist all moust every phisical attack, it's never to expensive to have that garanty. And if you survive and take care of it, you could even enchant the armor to, making it even better!
>>
No. 839887 ID: 3ce125

>>839879
>100 silver to get the old sword back
nnnnot worth that much I think. That's 2.5 gold.

Much as I'd like to try to build a relationship with an up and coming smith to poach them later when Fen becomes a noble, this is a life or death situation and Fen needs the best gear for his money. Plus Cheese probably knows a good smith we can poach.
Let's go with the best smith and get some SWAG in Fen's outfit.
>>
No. 839888 ID: deec6e

Best armor pro: We get best armor, which we want.
Best armor con: We have to go a month without it, can't afford anything else big and have little left over for emergencies.

Good armor pro: We have money left over for other things that we also want.
Good armor con: It won't be as mobile, and might not cover us as well as a perfect fit. Both could be dangerous.

I'd normally want to err on the side of getting the best armor... but the wait time is no-deal. We might be able to get that eventually using money from the slush fund, but it would be better to at least have GOOD armor in the meantime. The good armor can always be sold off to someone else again after we've bought and waited a month for our best fit.

So get the new smith to make something for you. Then you can still offer the bounty for your sentimental weapons, get new gear and have money left over for other things.

This has also reminded me of something else we might want to consider spending coin on. Bolk said something a while back about contributing to a pawn fund to keep Holly covered in camp. Maybe we could track down Bolk and hand him a few silver to go to that fund? Not only does that help Holly, but presumably the pawns of the army will be better off as well with an infusion of cash.
>>
No. 839890 ID: d9cd96

Best armour. See if you can't get him to focus on individual pieces so you can wear the best stuff patchwork with what you've got now.
>>
No. 839891 ID: 91ee5f

>>839879
>That - you dumbass barbarian, up here in the empire we have something called 'jokes'!
Well, that's good to know.

>Armor
We don't exactly need a full set, just the helmet and shoes. So wouldn't it be cheaper to only get the helmet and shoes?
>>
No. 839892 ID: deec6e

>>839887

100 for old sword AND bow. They'd cost a 100 normally. 120 is for added incentive to actually sell it to us.

And if it's a life and death situation, then we need armor now, not in a month. Don't get me wrong, though - getting the best quality armor should be a priority expense. We just need to have good armor in the meantime first.
>>
No. 839894 ID: 33d4be

Remember, Fen is planning to eventually steal his dragon cloth back, which in turn will probably get him thrown into the arena. He has a legal trick on him so that he can keep the dragoncloth if he steals it, but anything else he has will probably be taken from him. Cheese will be able to take currency for us, but a custom suit of armor probably isn't something that can be sent for storage so easily.

I say get the good armor. Hopefully, we won't even be down here a whole month, and the army leaving and splitting off to other campaigns will delay the armor even more at that point. Better to have decent armor to wear while waiting for the best armor.

And get your sword and bow back. You need a bow (and a second sword, for backup) anyway, and paying the bounty will only be a little more than buying new ones. The familiarity you already have with them as weapons, aside from any sentimentality, is worth that much.
>>
No. 839899 ID: 65dabf

>>839892
We all ready have something for that now, it just not custom fit, that arrow to the foot was really bad luck, but a serious injury nonetheless, so next time we'll should use the whole set.
>>
No. 840017 ID: 3abd97

>>839879
Go with Holy's plan to get the best armor, and schedule the boots and helm to be done first.

We're down 4 days anyways. That's most of the week anyways.

Either option gets us fully covered by the end of the week, the best option just gets us better stuff later.

>Next time you tell me to run, it better be so I can run inside with you
Noted. Next time I would prefer killing something to having to run away.
>>
No. 840026 ID: a633c6

Get the best armor only if you're sure you'll still be able to support yourself for 4 days before you're mended. Otherwise, no sense in kissing the kit you ditched goodbye, going hungry for four days and without armor for a month. I think in any case you'd better see what this new guy can make. Maybe he's better than his reputation would indicate and you'll get something great for a steal.
>>
No. 840050 ID: 65dabf

Hey, i know we still aren't designing the armor and all that, but, since i can't draw shit, and i am such a noob and don't know how to upload images, the only recuest i have is for the helmet to AT LEAST have the the mouth part painted red... since Fen IS the "Red Maw", that would be cool.
>>
No. 840063 ID: 109e55

>>840050
Nah, it's far too early in Fen's career to be advertising this kind of stuff.
>>
No. 840093 ID: 3740b1

I'd ask if we have time to talk to both armorer's before commissioning the work. If not, then check out the newbie with Holly. As others pointed out, just because he's new doesn't mean he might not end up being better. And if you sell him on yourself - that you're going to be famous and are already on your way - he may be willing to throw in extra work for less coin in the hopes that his star rises with yours. He may be capable of a custom fit, too.
>>
No. 840100 ID: 27600a

>>839879
I'd go with Holly's best armour recommendation, shoes and helmet first.
Once so kitted out, Fen will only really need to worry about enchantments and a shied for upgrades. It's a hit to current wealth and time that pays itself off in not worrying about those problems later.
>>
No. 840109 ID: d36af7

Newer smith for the cheaper faster option, and promise to advertise. No such thing as too many allies back in logistics. If you keep pulling crazy heroics, it won't be hard to come up with more money for further equipment upgrades.
>>
No. 840121 ID: a43366

Best armor.
>>
No. 840133 ID: d9cd96

Only a moron works for exposure, and only a dick offers it.
>>
No. 840135 ID: b66de9

>>840133
Can someone please explain what this means?
>>
No. 840136 ID: d9cd96

>>840135
Offering a craftsman to work for the potential of exposure rather than the money they should be paid for their work. Happens a lot for new artists and the businesses that try to exploit them. It's a dick move.
>>
No. 840158 ID: bfb318
File 150914006746.png - (11.81KB , 800x800 , 931.png )
840158

Once I do think about it, there is reason to be happy. Although it's far from over and I'm stuck in camp for awhile, I have made a step in the right direction to fortune.

>Fund to keep Holly guarded by pawns
Although not everyone down here has been tasked as a soldier, there are no pawns. All soldiers are either lesser knights, or some kind of equivalent in rank. Still, Sir Orjin, along with other knights, are typically around camp, so Holly isn't left alone. We may still end up hiring some people, anyway.

>We don't exactly need a full set, just the helmet and shoes. So wouldn't it be cheaper to only get the helmet and shoes?
My current armor isn't great. It's only partial plate, and thin scale mail. It's still worth something, and if I get a better armor, I can sell this current one at a decent price.

"I would like the best possible armor, as long as I can get the helmet and shoes in a week. Would it be possible to speak to the blacksmiths, first?"
>"Oh, yeah, if you want, but you have a big reputation right now, and lesser blacksmiths would glue themselves on you. Which is fine, but they'll be pushy and oversell their own abilities, so don't take their word as the plain truth. Right now it's kind of late, and I noticed one of those sketches that were getting passed around, of Garlic Soup's monster and the ice worm. If you want to speed things along, how about you sketch what you want your armor to look like so we have something to talk to the blacksmiths about?"
>>
No. 840159 ID: bfb318
File 150914016419.png - (13.35KB , 700x900 , Fen-Paperdoll.png )
840159

The paperdoll will be open to suggestions until Fen receives his armor.
>>
No. 840163 ID: c88e6d
File 150914397239.png - (154.80KB , 1200x1200 , Fenn Fluted Plate.png )
840163

>>840159
I haven't read any of this quest at this point, but I heard you wanted Plate Armor! Have I got a deal for you! Grey is curved steel plate, while dark grey is leather or heavy chain depending on what you want for an underlayer. Comes with an Armet with a visor sized for kobolds and a tail-blade to frighten your enemies when they see you charge them!

Downsides include the fact that it's plate armor and probably weighs as much as you do, and that its protection does not extend to certain joints , most particularly on the feel and inner thigh, but it combines as much maneuverability as it can in a package that doesn't spare protection!

Just don't get hit in the head with a warhammer or shot with a heavy crossbow, and don't think of yourself as invincible. Don't even think about acrobatics or swimming while wearing it either.
>>
No. 840170 ID: d9cd96

>>840163
If we're paying loads for form-fitted armour, it's full-plate or bust. Exceptionally-made full-plate is easier to move in than half-plate.
>>
No. 840171 ID: d9cd96

>>840170
And, for that matter, acrobatics are fully possible in full-plate. Youtube has plenty of videos of people doing cartwheels and other agile things in it.
>>
No. 840172 ID: c31aac
File 150914675377.png - (16.74KB , 700x900 , 150914016419.png )
840172

I made sure to cover up all the important bits
>>
No. 840173 ID: a363ac
File 150914689289.png - (49.28KB , 700x900 , MX2q7LB.png )
840173

>>
No. 840178 ID: 65dabf

Well, as i stated before, i can't draw shit, but i got an idea for the armor. It would be a combination between the White Hawk armor, from Griffith, but, instead of his helmet use the Black Dragon head piece, from Dark Souls 2, obviously making it so that they match in style. The more berserk, the better, right?
>>
No. 840180 ID: 91ee5f

Let's get a plain and simple looking design. The point of armor is to protect Fen. It doesn't need to look fancy or anything like that.
>>
No. 840207 ID: c90231

full plate is definitely a good idea for all things combat related, but perhaps we should get something more temperature resistant incase we have to deal with the worm again.
>>
No. 840219 ID: 65dabf

>>840207
That would require an enchantment, and i don't think we have the gold to buy an armor with the enchantment.
>>840180
Well, yeah, but Griffith armor IS pretyy generic, except the helmet, but it wouldn't look good on Fen anyway.
>>
No. 840231 ID: 830fb7

>>840158
Why don't we get a personalized set of armour that looks like sir Orjins (with some minor differences to not be mistaken for him) because if anyone knows how armour should look like its him, or we could just ask him about what our armour should look like for advice.
>>
No. 840239 ID: 91ee5f

>>840231
>Ask Sir Orjin for advice.
I'm pretty sure he's just gonna tell us, "Just pick out some armor already! It doesn't matter what it looks like as long as it protects you from getting killed!"
>>
No. 840246 ID: 91ee5f

>>840239
Of course, Sir Orjin would use more colorful language than that, but still, he'd say something like that.
>>
No. 840254 ID: c88e6d
File 150916124198.png - (103.59KB , 1000x1000 , FennBio.png )
840254

"Hark, Sir Fenn, I hath discovered a new alloy. I call it Jetallium!"
>>
No. 840276 ID: 65dabf

>>840254
Now, that is a bioarmor, we are not in Asteroid Quest!.... are we?
>>
No. 840281 ID: a633c6

I'm thinking segmented breastplate for better freedom of movement, although I admit I really like the look of the single plate cuirass with a vertical ridge, and recommend it if you aren't worried about mobility; a simple Armet or closed Siege Burgonet for your domepiece- the visor should only cover your eyes, the rest of your face/snout should be enclosed in the helmet proper; a targe to keep your hand free for a torch or something; finger gauntlets; single piece tassets so you can't be stabbed in the groin or thighs, and pauldrons so you can't be stabbed in the armpits. Pauldrons might be big, but Besagues on spaulders are weird and stupid. Also sabatons because that's why we're here in the first place.

...gosh I wish I could draw.
>>
No. 840292 ID: 65dabf

>>840281
I feel you :(
>>
No. 840314 ID: 109e55
File 150917429703.png - (14.16KB , 700x900 , FenArmorSteve'd.png )
840314

We've committed a great sacrilege with the first paperdoll, let's not anger the gods again.
>>
No. 840348 ID: 314bcd
File 150921247913.png - (193.64KB , 480x800 , Shoes_are_my_weakness_here.png )
840348

the functionality of any of this is questionable
>>
No. 840354 ID: 91ee5f

Let's not forget to include a helmet design that allows Fen to speak clearly without having to remove his helmet every time he wants to talk!
>>
No. 840360 ID: c88e6d

>>840281
Have you considered just grabbing the paper doll and scribbling on it or cutting and pasting armor from actual photos into a pastiche set?
>>
No. 840377 ID: a633c6

>>840360
Unfortunately most armors don't accommodate for tails and snouts, and joining bits together without gaps is basically the important part of making armor.
>>
No. 840380 ID: 9b80a5
File 150922541766.png - (6.67KB , 156x200 , eating a kitkat sideways without breaking it_.png )
840380

metal plates over chain mail with scale mail over areas with a lot of movement(tail and between the legs)
also boots and a helmet with a plume
>>
No. 840381 ID: 8cb228

>>840370
Needs groin armor. Add groin armor.
>>
No. 840394 ID: 9b80a5

i just realized i made my paper doll suggestion in the wrong art program and now its all pixely
>>
No. 840407 ID: 314bcd
File 150923258762.png - (156.40KB , 489x515 , steltharmor (1).png )
840407

GROIN: ADDED
>>
No. 840408 ID: bfb318

>>840407
Heck yeah
>>
No. 840411 ID: c31aac

>>840407
I'm voting this just because it means lago will have to draw it every time he updates
>>
No. 840413 ID: c88e6d
File 150923670923.png - (220.58KB , 1000x1000 , Fen Doll Gag.png )
840413

"Now we may consummate our secret, forbidden, true love!"

Cheese is having a baaaaaad dream.
>>
No. 840414 ID: c88e6d
File 150923731217.png - (81.09KB , 1000x1000 , Fen Orjin Special.png )
840414

Inspired by Sir Orjin's training methods, and intrigued by the idea of Mana Sensing training, Fen crafted this set of boulders using stoneglue and Sir Orjin's deafening curses to forge stone into armor.

Completely blind and nearly immobile while wearing it, it nevertheless provides great offensive and defensive capabilities, and makes one effectively immune to damage in sparring matches to allow for more rapid training of mana-sensing.
>>
No. 840419 ID: 91ee5f

Would you guys please make normal serious armor suggestions? Most of these are impractical in an actual fight and would get Fen killed because you focused on making it look cool instead of making sure it'll work!
>>
No. 840422 ID: 0c84a3
File 150923850521.png - (27.20KB , 700x900 , late entry.png )
840422

Mostly metal, but with leather where flexibility is needed.
>>
No. 840426 ID: e22e68

>>840419
You don't understand. A battle is more than a mere clash of swords. Fashionable armour is a weapon that strikes at the enemy's very psyche! If you can defeat the opponent mentally, then the fight is already won.
>>
No. 840427 ID: 33d4be
File 150923904071.png - (264.34KB , 1000x800 , fenarmorsuggestion.png )
840427

Listen, Fen: if you’re going to get custom fit armour, then you shouldn’t just custom fit it to your body, but to your style.

You, Fen, are a barbarian. You’re a wild man from the forest and, like it or not, people are going to have that in mind when they look at you. If you shine up your armour to a silvery gleam and try to fancy yourself up like the knights you’ve been looking at, it’s just not going to match up. The people who care about you matching their idea of a high-class imperial knight are going to give you shit whatever you do, and the people who care about your results aren’t going to give a damn so long as you look respectable. That’s not to say looking good and projecting authority aren’t important, but you’ve got to do it the way that works best for you.

Fen, you’re not going to be able to fit the idea of the imperial white knight, but you’re certainly no black knight either. You will be something else.

Layers are your friend. No single layer of anything can stop an arrow like just cloth can when it’s packed dense enough, and it’ll keep you warm and help muffled the clink and clank of the metal plates. What I’m suggesting here is a sort of lamellar hybrid, plates and bands of metal (dulled and darkened) with supplementary pieces of padding and leather between them. There is some sacrifice; the armour will be more vulnerable to close range stabbing attacks trying to get into the seams and gaps, especially those coming up from below, but that’s a common enough flaw and you will gain some extra padding against blunt force trauma and even falling, compared to other armours. It will also probably be a bit more of a bitch to maintain, but since you’re probably not going to employ as many personal servants as a standard knight you can pay for someone with practical skills. Balancing these downsides, colours and the leather/cloth layers will help break up your silhouette and make your movements quite a bit quieter.

For the helmet, I feel that trying to fit too close to the contours of your face only introduces structural weaknesses - a large wedge shape a little like an elongated motorbike helmet will create surfaces that blows will angle off, rather than being able to catch themselves fully in the corner of your snout and face. A lifting eye grill and split mouthguard will make it easy to open up your field of vision and breath/talk/shout commands easily. Your two back horns should be both contained in one larger helmet horn, probably with some shaped padding inside, in order to, again, reduce the places an enemy weapon can catch without glancing away, and make it harder for a close opponent to grab and pull. Your tail, I feel, is not worth armouring much except at the base, and most of it just needs a basic cover to prevent easy poisoning.

Add on your cloak again, and while you might not look like the guy who’ll be up at the front of the parade, you’ll be the guy a few spaces off to the side who everyone will be keeping an eye on, because you could disappear the moment they look away. The guy who gets sent into the woods or the back alleys or the misty mountain paths, and doesn’t need to speak of his deeds when he comes back because the piles of bodies will talk for him. The knight of the shadows. The knight of the forest.

That’s your style, Fen.

... It can probably be simplified a bit.
>>
No. 840433 ID: 314bcd

>>840427

This is amazing.
>>
No. 840437 ID: a363ac

>>840427
alright this is actually a functional design
>>
No. 840446 ID: 3abd97
File 150924197919.png - (26.98KB , 700x900 , Paranoia Twins.png )
840446

Everyone knows if you want the best armor, you go to the science hive.
>>
No. 840450 ID: e0693a

>>840427
That is well made, practical, applicable to scenarios outside of this Mausoleum, and quite badass a figure.
Going with this full out!
>>
No. 840451 ID: 91ee5f

>>840427
Now this is an armor design! I'll vote for this!
>>
No. 840452 ID: 0c84a3

>>840427
do you mind if i try to make a hybrid of your design and mine? i just got an idea.
>>
No. 840459 ID: 33d4be

>>840452

If you like.
>>
No. 840460 ID: 33d4be

Oh, and this should go without saying, but just in case, ask for input on the design you ask for. The blacksmith themselves, especially, should be able to tell you how feasible your goals are.
>>
No. 840462 ID: 27600a

>>840427
This is pretty solid overall, I imagine it would be quite stuffy and heavy though (Not really a downside in the ice worm anomalies though)

I think that putting a plate over the claws of his feet looks silly and might be a bit impractical, maybe separate coverings on the top of each would be better?
Awesome regardless!
>>
No. 840467 ID: 3abd97

>>840427
Face-wise, I would prefer something that opens at the jaw for throat-ripping out with Fen's teeth.
>>
No. 840472 ID: 830fb7

>>840422
>>840427
I think these 2 are the current best suited for fen at this point in time, >>840422 being more fen's style due to the lighter weight and higher mobility.
>>
No. 840482 ID: 15a025

>>840427
This is rocking design.
>>
No. 840484 ID: 0c84a3
File 150924531912.png - (219.98KB , 700x900 , variant sugestion.png )
840484

>>840459
while i really like your design, it's by far the most detailed one here, and i can see it quickly becoming an absolute pain to draw any time the cloak comes off.

the hanging shoulder plates and hip plates i had could help with that, just by covering up some of the bands. they're still there, the artist just gets a bit of a break cause they're covered.

as for the edit to the neck, an outward curved neckpiece is useful for protecting the throat as a blade wont just slide over it, it slides into the curve instead.

also, i wanted to see if the animal themed helmet and toe claws i did would fit into that design so i made the helmet more beak-ish... dunno if that bit worked. probably not.
>>
No. 840485 ID: 0bdece
File 150924564717.png - (219.60KB , 700x900 , Fen Paperdoll Armor.png )
840485

My badly drawn rendition.

Points to note are the foot blade, the tail flail, the jaw hinge for any throat ripping needed, armored skirt for ease of groin movement, and the terribly renditioned cross-stitched hands (based off astronaut gloves) to keep full movement for the hands.

I was trying to get across a layered look, where all the parts of the upper body would slide in and out to give a large range of movement, and an over all curved design to deflect attacks off the body rather than block them straight on.

The visor slides up for full sight if needed, the tail armor is trying to get across a kind of centipede look, and I imagine the skirt has pockets for storage of non-fragile goods and can be decked out in leather pockets to hold assorted knives or tools.
>>
No. 840497 ID: 830fb7

>>840484
Why not just modify this helmet >>840422 to suit your new design because I personally think it is the best design for a Hemet yet (if anything add a lower jaw plate to it and change some materials around to suit the theme of the armour).
>>
No. 840505 ID: 0c84a3

>>840497
Best? it's impractical and designed solely for intimidation value...
>>
No. 840513 ID: 0c84a3

also, it's not really my design. just a (possibly failed) attempt to see if elements of one design could be integrated into another.
>>
No. 840530 ID: 65dabf

>>840484
Ok, with this we are geting something pretty solid, and i loved the re-made helmet, it's cool to think about the artist and helping him to ease the extra details, and its an overall good and practical look,i say to go with this.
>>
No. 840532 ID: 33d4be

>>840484

The shoulder and hip plates are better, and it can probably be streamlined beyond that. I think the foot claws will just get in the way, though, much too easy to stumble over things with them, and lifting a foot off the ground to kick someone isn't something you want to do often when you're wearing heavy armor. The helmet looks cooler that way but I think the longer, sharper edge would make it easier for someone to pull, push or smack the helmet so that Fen's vision gets blocked or his head/balance gets rattled.
>>
No. 840542 ID: a633c6

>>840427
My only suggestion for this design, or any modification, is to not write off his tail, since the bone ridges make for such convenient mounting points it'd be a waste to just wrap it in leather.
>>
No. 840553 ID: bfb318
File 150925199316.png - (24.70KB , 1000x800 , 932.png )
840553

"Alright. Thank you for your advice, Holly."
>"Anytime. I have to go back to tend the bar, but you can use the counter to sketch up your armor."

The healing wizard releases my foot and stands up.

>"I will be leaving for the night. Keep moving your foot to keep the blood moving, it will help the magic. Just don't cause excess pain, and keep your weight off of it. I'll be back here tomorrow morning, so don't go to the blacksmith until I arrive."
>>
No. 840554 ID: bfb318
File 150925203799.png - (31.94KB , 1000x800 , 933.png )
840554

I take Holly's offer to sketch some ideas for armor and sit at the edge where I don't get in the way of customers. A couple of kobolds come up to sit at the counter.

>"Hiii! You're Fen, right?" asks the draconian.
>"You must be, you look strong!" adds the field girl.
"I am Fen, yes."
>"I'm Cayan." the draconian states. "We heard you got injured. Want us to help take care of your wound?"
>"And I'm Nessel. We can make you feel very comfortable."
>>
No. 840556 ID: 3ce125

No thank you.
>>
No. 840557 ID: c88e6d

>>840554
Oh, hey! It's those two girls from your village, except they're from here!

They probably want to sleep with you or kill you, but honestly, ask them if they can give you a massage. Who knows, it might be nice.

That, and everyone here is a Lesser Knight, and Sir Orjin promised to kill anyone who tried to claim your bounty, so you're not likely to get completely screwed this time. Try and take some time to relax so you'll be refreshed by the time you get to the next battle.
>>
No. 840558 ID: 3abd97

Oh look, the army has their own Luuvi and Theelee.

>Want us to help take care of your wound?
Obliviously tell her no thank you, the healing wizard has already seen to it.
>>
No. 840562 ID: 1a9fe2

If these ladies are out for something more intimate than a massage, you may have to start setting some boundaries. Maybe play up your relationship with Holly or Aira just to keep some of the heat off you, so to speak.

But be nice! Being known for being reclusive and turning away attention isn't a good way to make a name for yourself.
>>
No. 840563 ID: a363ac

>>840554
"I do need a good massage. how much do you charge for a back and foot rub?"
>>
No. 840565 ID: 3ce125

Uh ask who they are before you let them touch you.
>>
No. 840587 ID: 65dabf

Oh, i wasn't expectong this kind of atention. I know it would be cool to have some "admirers", but all this ideas aren't somthing that Fen would do, except for the one where he politely refuses the offer. Besides, spending time with to many women can't be good for Fen's reputation, and it would be even worst if this somehow reachs Lily. If Garlic can know so much about him, others outside of the mausoleum can too, and by extension, use it against him.
>>
No. 840599 ID: bb78f2

>>840554
Are you the healing wizards?
>>
No. 840614 ID: 0bdece

Tell them you have a healing Wizard looking at it.

Also ask about her necklace. There has been very little jewelry in the Empire from what i remember.
>>
No. 840616 ID: 830fb7

>>840554
say: "I'm good thanks, maybe later, for now all I feel like doing is designing this armour" Then go back to it. By saying this you'll be saying no to them but they'll just think your too busy at the moment for anything to happen (an easy letdown, downside is that they might try again or just be insistent on you joining them).
>>
No. 840622 ID: 0bdece

>>840485
Oh also, something about this design I think works for it is the hinged jaw can be painted red, and feed into the Red Maw thing if we want it to be like, a moniker later.
>>
No. 840628 ID: a633c6

Be very careful what you say here, you're approaching conversational territory holly said she ought to smack you over. Say you appreciate it, but the healing wizard has given you some very specific orders, and you don't want to find out what happens if you don't do what a wizard says.
>>
No. 840646 ID: 3740b1

You're a big damn hero. Go get laid. Bring a dagger in case of trickeration.
>>
No. 840649 ID: 109e55

>>840587
Yeah, better keep up our guard on this angle.

>>840628
This sounds good.
>>
No. 840672 ID: b88e47

No thanks.
>>
No. 840684 ID: 33d4be

Smile (it'll probably look a little forced that should fit), and say "After the poison, I think it'll be a little while before I can get really comfortable again. Just your smiles do me some good, however, and you remind me of some girls from home. I haven't seen such often, since I left the forest. How long have you two been down here?"

I don't think Fen should get "very comfortable", but he could do with having a chat. These girls might be able to give him some insight on imperial society from an angle he hasn't really gotten to see yet. Plus, they might be able to do non-metaphorical horn rubs and massages, which would probably be extremely beneficial to Fen, but we'd need to investigate that delicately. I'm interested in hearing a bit about their lives, anyway.

It's possible these two are professional comfort women and would expect some shiny metal gratefulness for their attentions, but it's also possible they're just admirers looking for some fun themselves. The relatively nice matching clothes and lack of soldierly accessories suggests the former, but let's not assume. They could even be professionals who feel like working pro bono, here. It's an interesting question, actually: you're in a giant cold tomb with death and misery and grim fates all around, and there have to be a ton of soldiers wanting to escape that for a while, so it'd be good business and probably help morale. On the other hand, this is a noble's tomb and that sort of thing down here might be forbidden. We don't know how rampant infections might be for this sort of thing with kobolds, too. Yet, the empire doesn't seem to be very concerned about keeping its soldiers from "building camaraderie", considering their total lack of care to who's sleeping in which beds, whether their knights are throwing their robes off at the drop of a hat, gender mixing, et cetera.

On the other hand, Fen does have to think about his reputation. If Fen never shows any interest in partnership people might a) think he's weird, b) suspect he has someone he's devoted to and/or c) think he looks down on, or thinks himself better than, imperial kobolds/people who do enjoy this sort of thing/et cetera.

Also, it's not healthy for him to get pent up. Long stretches of "inactivity" can result in short temper, lack of focus, and a variety of other problems. I hope you've been taking care of yourself sometimes, Fen?
>>
No. 840687 ID: 314bcd

>>840558

Supporting this.
>>
No. 840688 ID: 015058

Make polite conversation and ask them for advice on your armor sketches. Also ask about the necklace the nice girl is wearing.

Make sure you don't exert your foot to much. A bit of flexing is good but stay off your feet.
>>
No. 840696 ID: 59b0b8

>>840554
Fen you have to stay strong for lily. So dont think to much when i tell you to say
"BEGONE THOTS!"
>>
No. 840699 ID: 3cc68c

Get comfy and get a massage. Then pass out halfway cause you had a long day.
>>
No. 840700 ID: 0d45a9

>>840558
This, you've been given instructions on how to speed up the healing anyway. So unless these two ladies are healing wizards then they can't help your foot.

Either that, or they've heard of your reputation and are interested in you because of that. How you react is up to you, Fen.
>>
No. 840718 ID: 0bdece

Ask them how they'll make you comfortable.
>>
No. 840728 ID: c2051e

"Great, I needed a pillow. Do you know where to get one?"

>>840700
>How you react is up to you, Fen.
Are you confused? Do you understand the purpose of suggestors?
>>
No. 841040 ID: c64f2c

>>840554

Already feeling like you're back home.
>>
No. 841140 ID: 20b1af

Yeah, I would not trust them with a ten-foot tall mountain kobold. They're probably gonna take you off somewhere, shank you and try to cash in on your bounty.
>>
No. 841146 ID: f66698

Somehow I doubt Fen interested in the hero groupies. He was hardly interested back home before he met Lily, unless he feels some academic desire to learn lovemaking, I don't see him taking them up on his offer.
>>
No. 841219 ID: 59b0b8

>>841140
this is a very good point.
>>
No. 842420 ID: 830fb7

Lets see if there is a possibility of asking Zall about getting some mage training (from some mages in their spare time) in our spare time since we have so much now, we could justify this with saying it'll give the mages something to do instead of just sitting around and it'll help with future missions to deal heavy blows on the enemy forces.
>>
No. 842429 ID: 3ce125

I thought you could only use magic if you're born a wizard? Fen could use the downtime to train magic sense though.
>>
No. 842433 ID: 91ee5f

>>842429
Barbarians can probably be born as wizards, but they don't know they're wizards because they live out in the forests and were never taught how to harness their magic.

Or maybe they have a barbarian equivalent, like a shaman or something like that?

So, Fen might be a wizard and not know about it yet.

But, of it turns out he's not a wizard, then yeah, his spare time is best spent training his mana sensing abilities.....or practicing Kimankara, since being able to beat a higher ranked officer in a game is one of the requirements for Fen to go up in rank at least, I think I remember that being mentioned somewhere.
>>
No. 842444 ID: c0641d

>>840427
Supporting this design. If we ever do get it enchanted, make it so that it repels liquids and gases; the only truly dangerous weakness is allowing poisons to seep in. We could call it "Mallard Scales" ("like water off a duck's back") - it's not the strangest name for an artifact ever; observe the sword its wielder christened "Laundry Pole" for its length, for instance.

>>840554
As for these lovely ladies, I agree with the "politely turn down" option. If asked for an explanation, say that your heart belongs to another. I'm also suspicious of that necklace of hers, but I suppose it being the same as those on the monster would certainly be jumping to conclusions.
>>
No. 842447 ID: 91ee5f

>>842444
>Necklace is the same.
I don't see it. How are these: >>832675 , the same as this: >>840554 ?
>>
No. 842463 ID: 830fb7

>>842429
>>842433
In earlier treads they went over that a person born without magic can learn to use it but it can take an extremely long time in most cases(but it can be done e.g. Lord Shup).
>>
No. 842482 ID: 65dabf

>>842444
Don't forget the infamous "Washing Pole".
>>
No. 842485 ID: 65dabf

Fuck magic! That's for pussies! Nothing can beat the old "stab them with your pointy stick" tecniqe. Hell, The dragon Knights mostly don't use magic and they are the stronguest worriors rn the empire, Fen should at least aim to be able to beat one down, like in the original Quest.
>>
No. 842486 ID: 33d4be

>>842444
>>842447

Necklace/amulet shapes meaning different things may be a thing in the empire that we should look into. As well as Garlic Soup's two-headed body having specific necklaces, all the officers and commanders around here in the army seem to have specific fasteners on their cloaks. I also had a quick review, and waaay back in thread 1, Shup's palanquin bearers also had triangular amulets, though theirs were shiny and red and had some sort of notches or something along the bottom.

We don't know what this one means, anyway. Fen should ask Holly when he as the chance.
>>
No. 842593 ID: 2a13fa

>>840696
Yes. BEGONE, THOTS.
>>
No. 842607 ID: 15a025

Tell them you're fine here, but try and strike up a conversation with them. Ask why they joined the army?
>>
No. 842775 ID: bfb318
File 150992640662.png - (20.80KB , 800x800 , 934.png )
842775

This place was supposedly A grim location, but unless these two are assassins, then the army still has some means of companionship and luxury. These two remind me of home. Still, if I rejected the advances of the girls in my own tribe that I felt little connection towards, I wouldn't accept it here with complete strangers.

"No, thank you. The healing wizard has seen to my comfort."

They take a moment to process that, and Holly gives me an odd look.

"... the comfort of my foot." I add, sensing that they may be looking for a meaning behind my words that isn't there. Still, I should be polite. "Cayan, what is that necklace?"
>"Oh, this? It's just my good luck charm. Anyways, I don't see that healing wizard, now. We'll be gentle, we promise."
>"I don't think he's interested." says Nessel. "Let's not be pushy, alright?"
>"Hmm... well, if you change your mind, just ask for us over there, where the square tents are set up. We'll be warming our beds."
>>
No. 842776 ID: bfb318
File 150992645230.png - (40.34KB , 900x800 , 935.png )
842776

>"Psh." Valsano scoffs behind me. "This savage only thinks with his sword. No need to go back empty handed, girls, if that bed is open to anyone."

The two girls look at each other, before Cayan speaks.

>"Yeah, you can come with us instead, if Fen won't."
>"Good enough. Holly, give us a bottle of something good!" he says. Holly obliges, and he wanders off with the two girls.

"Will he be okay?" I quickly ask Holly. "I don't trust those two."
>"I think Valsano can defend himself from a couple of whores, Fen."
"People like that are down here, where they aren't allowed to leave? I also thought only soldiers and critical people were involved to keep our headcount low but still be an effective fighting force."
>"Camp followers are critical. For morale. And because it's all soldiers with good wages, it's a gold - well, silver mine for them. We'd be swarmed with them normally, but only so many people like that were allowed down here, too."
"Really? They did not look bad, but not exceptional either."
>"Oof, I'm glad you kept your mouth shut while they were here. They were just checked for any weird diseases or health issues that some might spread to soldiers. Here, have a drink." she says, putting a mug down.
"You know I don't drink."
>"It's water."
"Oh."
>"You should get in the habit of drinking alcohol, though, and learn how to hold it."
"Why?"
>"It's good for people, on campaigns."
"I don't see how."
>"I don't know why, either, but a lot of experienced people swear by it. What's easier to understand is getting some rest."
"I know."

I keep more outlandish thoughts, like how that girl's necklace reminded me of Garlic Soup's necklace, to myself. I am curious about that design.

"Do you know what significance an amulet in her shape would mean?"
>"I'd have to know where she came from exactly to have any hope of saying. Triangles are popular, because a lot of philosophies and ideologies in the empire are made up of three principles."
"What about rectangles?"
>"Solidity and resolve."

I have ideas for my armor, so I finish my sketches and go to bed.
>>
No. 842778 ID: bfb318
File 150992648857.png - (27.39KB , 1000x800 , 936.png )
842778

The wizard shows up early in the morning as claimed, so Holly and I are able to go to the experienced blacksmith before he gets too busy.

The blacksmith discusses my sketch and what can and can't be done practically. He's enthusiastic about making it, nonetheless. I don't know if it's because business has been slow, or if building armor for people with a high reputation is that important.

Then again, maybe I've been overthinking what motivates people in the empire. This blacksmith may simply enjoy blacksmithing. Valsano has returned to camp by the time I come back from the blacksmith.
>>
No. 842780 ID: bfb318
File 150992654969.png - (30.20KB , 800x800 , 937.png )
842780

Since I have nothing to do but sit still and heal for almost 4 days, I use the time to meditate. I'm able to get the wizard to pull me farther away from camp so that I can meditate on mana sense with only a wizard to help direct my senses.

I'm also fortunate that my situation doesn't require the wizard to fully concentrate beyond the point of conversation, and he's willing to help pass the time by playing as my tutor. There isn't much to say in the way of words for it, he explains, but he sometimes stops putting healing magic into my foot periodically, and tasks me to attempt to detect when he stops, or slows down, or anything.

I only make a little bit of progress, but I am able to detect when he stops entirely. When he changes the pace, I can inaccurately tell. It's an improvement over often not at all, but it isn't a remarkable improvement. He says that's to be expected, as my rate of gain is typical for those who aren't magically inclined. He tells me that if I put in steady, daily practice like this, it won't be that long before I'll have a sense of mana that's more useful than simply telling that, somewhere nearby, there's magic in play.

At the end of 4 days, my foot feels as good as ever. Better, even, as it seems like the healing magic did help my health overall. The wizard claims that's a usual benefit to healing magic, although after a certain point, more healing magic won't have any additional affect.

>What if Fen is a wizard
Wizards who are born with the talent usually show they have the talent by adulthood. I would have known, by now, if I had any such capabilities to learn how to be a wizard efficiently. Anyone can be a wizard, but without the natural talent, it would take me much of my life to train to become one. Even then, there is no guarantee I would become an effective wizard.
>>
No. 842782 ID: bfb318
File 150992665616.png - (18.12KB , 800x800 , 938.png )
842782

I wake up at the beginning of the fifth day, where the wizard simply confirms that my foot is healed, and that staying at rest for half a day will safely confirm it. None of my armor is ready, yet, and apparently it will take another 4 days or so to get my helmet and boots. It's behind schedule, but not abysmally so.

I've been able to keep track of events. So far, no one has fully cleared an anomaly yet, and a few more have been discovered, all fully formed. The necromile has been found, but not much has been reported about it. Some say it's covered in blood and bone, others say that it's a beautifully maintained necropolis. For each rumor that has a description, there's a second rumor saying the first rumor is false.

Sir Mopp, who is in charge of recording who goes where, meets with me after the wizard leaves.

>"Hello, Fen. Since you're healed, you'll be expected to be active again. You can go back into dangerous scouting missions if you like, but I do know that you're waiting on armor. There are lighter duties, like escorting wizards from point to point, guarding choke points in the tombs to stop people who aren't allowed to cross certain zones, and other low risk activities that would often be beneath our station if not for the lack of pawns to pad the labor. The only one who matters that will judge you will be Sir Orjin, whose wrath will extend to no more than calling you a scared kitty for a few days."
>>
No. 842783 ID: c88e6d

>>842782
We don't wanna be called a wuss. That might impact our standing. However, it would also be unwise to take a suicide mission without our fancy new armor. Let's just try for normal duty with our unit... so long as they haven't all gotten themselves slaughtered in the interim.
>>
No. 842784 ID: 015058

Well escorting a wizard around could give you more mana practice if you need it until your armor is done.

Why not chat with your squad to see what they think. And then maybe talk to Orjin in case he has anything special lined up.
>>
No. 842792 ID: 33d4be

>alcohol

It's probably safer than the water, in a lot of places. You lived in the woods, so you know yourself about different water types being good or bad to drink, right? Running water versus stagnant water and so on. Well, if the water quality's bad in a place, alcohol could be safer to drink. Same reason they put alcohol on wounds to make them less likely to become infected.

>what duties

Tell Sir Mopp about the wizard generously helping you with your mana sensing, and ask him if the wizards down here are generally willing to play along with such things, or whether escorting them would allow you to get some practice by paying attention when they're working. Mana practice is the only reason to consider that option, I think, so find out if you'd actually get it or if the wizards would refuse.
>>
No. 842794 ID: c2051e

Wizard escorts sound useful for mana sensing, go see what the available ones are like. And alcohol's good for morale and cleanliness probably.
>>
No. 842795 ID: 094652

>You should get in the habit of drinking alcohol, though, and learn how to hold it
That's for PTSD. You can develop meditation techniques to heal the pain more effectively.

>like escorting wizards from point to point
This sounds good.
>>
No. 842797 ID: 65dabf

>>842784
I agree with this, talk with both your teammates and Sir Orjin. Especially the second, show that you are willing and ready to do what is needed to do for the good of this campaign.
>>
No. 842805 ID: 3ce125

>>842782
It's probably a beautifully maintained necropolis and soldiers are being told to contradict that rumor so that less soldiers will allow themselves to be captured.
I wonder if anything will happen to make Fen change his mind...

Let's escort a wizard, but don't expect the wizard to show off any magic or outright train you during the escort. The mission needs to be low profile. It's possible that there are some skilled undead lurking about that will be able to sense magic use and come to attack the group.
>>
No. 842806 ID: 91ee5f

I'd say wizard escorting sounds useful.

But I wouldn't bother talking with our previous teammates about it. After all, they've probably got their own duties and they can't always team up with Fen. It might actually be good for Fen to start working with others and help him be a little more sociable, instead of always being in the same exact team all the time.

But if everyone else really wants to, then I guess we can get our team back together.
>>
No. 842807 ID: 3abd97

>>842776
Well one reason a high tolerance might be useful is it would be hard for someone to get you drunk as an attempt to put you at a disadvantage. There might be social situations with nobles or something where you can't refuse a drink.

>>842782
>duties
Well, we have armor, it's just not great armor yet. Which are the same shoes (or lack of shoes) the rest of our team is in. Why leave them to it alone?

We should check in with them, see what they've ran into in the meantime.
>>
No. 842809 ID: f66698

Sir Orjin is definitely a person we want on our side, granted he already seems to be. We should head out, without the armor, maybe on a scouting mission but maybe we can ask for something specific.

We could try to get on with a wizard attempting to clear an anomaly. Having a bit of first hand experience we might be helpful. I wonder if anyone has tried making a really, really big fire. The anomalies seem to work around lack of heat, so just feeding it enough heat after the worm has left might clear it.
>>
No. 842810 ID: a363ac

>>842782
lets go back out with the squad but not jump into things like a badass for a bit.
>>
No. 842828 ID: 205799

Hmm, maybe it's because I've been playing a lot of Call of Chernobyl lately, but this situation, the word 'anomaly' being thrown around and mutants walking the halls reminds me a lot of S.T.A.L.K.E.R. for some reason.

Stay away from any Brain Scorchers.

>>842784
Anyway, yeah, seconded. Or thirded, whatever.

>>842795
Meditation and other mental techniques for dealing with trauma and stress does sound like a better idea than getting drunk and therefore handicapped at an inopportune moment. Although you might stick out like a sore thumb in some settings if you refuse alcohol. Or maybe they'll like you because of it, I dunno.
>>
No. 842833 ID: 3ce125

...I feel like Fen should go do *something* other than low-risk missions during the 4 days we have of downtime. Complacency can kill.
>>
No. 842844 ID: 65dabf

I can see why alcohol could be useful in some situations, but i really don't se the point in consum it that often. If he doesn't want to drink it, then don't, it doesn't hurt either. Just have some in case you are wounded or you need to get some heat .
>>
No. 842863 ID: a633c6

Only do something dangerous if you can get your hands on more antidote- it's the preferable route since now that you have an enchanted weapon and magic vitality you could make some real headway, but so long as any scratch can mean death, it's just suicidal. Explain your thinking to your crew and decide on a course of action.

There may be social situations where you're expected to drink, you don't have to become a hard drinking alcoholic but you may want to build a tolerance now rather than later.
>>
No. 842865 ID: 91ee5f

>>842863
>now that you have an enchanted weapon
Oh shit, that's right! We've still got that ticket that Zall gave us to give to the magic shop guy so we can get our sword! We completely forgot to go get it!

Let's go turn in that ticket and get our enchanted sword before we go off on a mission!
>>
No. 842867 ID: a43366

Any new anomalies or just more of the ones we've heard about?
>>
No. 842869 ID: c0641d

Hey, what is it exactly that we’ll be escorting these mages for? I think if none are willing to help train as we go, then I suggest taking out the feistier of these mage assignments.
>>
No. 842870 ID: a633c6

>>842865
I think the sword he picked up in >>839573 was the replacement.
>>
No. 842871 ID: 91ee5f

>>842870
Oh, we already got it? Never mind then.
>>
No. 842872 ID: 830fb7

>>842871
Scince we are use to a sword with a bigger hilt I think we should practice using this new one first before heading out. We should also ask about getting another vial of antidote just in case.
>>
No. 842948 ID: bfb318
File 151000745104.png - (31.97KB , 800x800 , 939.png )
842948

>Inspect options and details on the wizard escort

"I'm interested in mana sensing. Are most wizards as typical as mine was, in allowing me to practice mana sensing?" I ask Mopp.
>"What? Practicing that is mere attempting to accurately place it, you don't need to have them 'let' you attempt that, as long as you're alert when you should be. Unless you mean an ideal situation for your current level of skill, in which case don't expect them to change their plans just to suit your ideal setup."
"I may look around first."
>"Take your time. I overheard your wizard tell you take it easy for awhile anyway."
"I may want to spar with you later, too, since I've only been allowed to swing my sword sitting down."
>"Sure."

>Check in with your team
The only people in Sir Orjin's group that are here now are Sir Mopp, Aira, Mowbow and Sir Orjin himself. Firzel and Bolk are doing some mid level scouting to fully investigate many of the levels by our camp. I don't want to leave Holly alone fully, but I could ask Aira or Mowbow to join me.

The others are down lower. They're just above the necromile, scouting the area, and setting up fortifications, paths, and structures. One of the more reliable rumors is that we are building a longer term base down there. So far, they haven't seen any signs of resistance, other than a somewhat higher rate of missing groups.

I do want to wait before taking heavier tasks. Ideally I could get a new antidote, but so far, it's not someone even available for purchase. Maybe I will send a request to Cheese to check if she can't get another antidote for me, along with asking if she knows anything about Garlic Soup.

There are a few jobs involving wizards, and the soonest one leaves at mid-day. She, like most who offer open jobs, has a mundane duty to move to a different but secured area of the tomb to perform a routine check for any holes or gaps within the land. The walk is expected to take two hours, followed by 8 hours of meditation by the wizard, then to return here late at night. It pays 1 silver for the job, on top of my regular wage. She already has dedicated guards, but apparently she is looking to hire on a few more people for additional safety since there have been a few wizards that have gone missing.

None of the other wizard jobs look much different, so if I do go with a wizard escort job, it will be with her.
>>
No. 842953 ID: 78a3e5

Take it. If Wizards have been disappearing then it isn't trivial, and you can practice and network while you do it.
>>
No. 842960 ID: c88e6d

>>842948
Arright, Wizard Escort Duty it is. Send that letter to Cheese when you're able as well.
>>
No. 842962 ID: 3abd97

>I don't want to leave Holly alone fully
By relocating to a lower camp? If we fully clear out levels below us, the plan is for the merchants and shop keepers and camp followers etc to migrate lower, right?

>wizard job
Well, it's not like there's anything more dangerous to do in the moment, and it beats doing nothing.

Sure, do the escort mission for her.
>>
No. 842963 ID: 015058

Well Garlic and his masters are no doubt harvesting/luring wizards for something.

Lets keep this one safe if we can.
>>
No. 842965 ID: 830fb7

>>842948
We could always talk to sir Orjin and Zall about going on an infiltration mission, where we go in tell garlic soup your willing to be taken by him becouse you are being 'hunted' by your own people when they found out who you where. Take a magical item they can track with you, then once he collects you and takes you directly to his base/prison/lair your team can track you directly to him.
>>
No. 842970 ID: 33d4be

>>842965

They necromancers probably have a bit of truth wizardry of their own available, if they're taking prisoners.
>>
No. 842973 ID: 65dabf

Nice, go for that, knowing Fens luck, he'll find trouble in no time.
>>
No. 842974 ID: 91ee5f

>>842948
Yeah, let's ask if she's still hiring. If she is, then let her know that you wish to help.

>apparently she is looking to hire on a few more people for additional safety since there have been a few wizards that have gone missing.
Remember how you found that first "white speck" anomaly? You followed Firzel when he said mana was being pulled towards it.

Since wizards have gone missing, it makes me think that the Necromancers have found out that you made it back and made a report. So in order to speed things up, they've started kidnapping wizards to feed to their mana to the ice worms!

>>842965
That's a terrible idea! Especially after how much Fen fought back against his attackers! Suddenly having a change of heart isn't gonna look very convincing and they'll make Fen prove it, by telling him to kill someone important back in camp!
>>
No. 843077 ID: c0641d

I agree with taking the mage job and not trying to outsmart a bunch of powerful necromancers. Let’s take it (relatively) easy, at least for now.
>>
No. 843081 ID: a43366

Consider getting a new bow. Also ask around for info about the disappearing wizards before you leave.

Leave Aira and Mowbow with Holly.
>>
No. 843082 ID: 33d4be

Sounds good. If you send a letter to Cheese then maybe you should subtly weave in a warning to be passed to the antidote-making mutant she knows already, that they'll be looking for conscripts. Maybe an apology, equally subtextual. We don't know if the army is reading outgoing letters, so we don't want to slip secrets or let them think Fen is less than totally in favour of the army getting what the army wants.

... Have you still not received any letters?
>>
No. 843093 ID: 91ee5f

>>843082
>...have you still not received any letters?
Well what'd you expect would happen in a fantasy setting that doesn't have an in universe equivalent of email? It's all snail mail and it's going to take at least 1 or 2 weeks before we get any kind of reply back from Cheese!

Be patient.
>>
No. 843153 ID: 65dabf

>>843082
It would actually take months, if we want to get really realistic, but giving the circumstances, with the crows and magic and shit, yeah, a few weeks would be more probable.
>>
No. 843174 ID: c0641d

>>843082
Actually, we should apologize in advance to Cheese if it turns out the abomination Family and the necromancers are on the same team. Also include whether this campaign would be lucrative for a willing sign-on from her antidote colleague (after you find out, of course). The mutants are no friend to anyone but themselves, but they like the jingle of coins and recognition. Of course, include that warning instead if A: The Family and the Necromile are allies, or B: There’s really nothing in it for this antidote mutant.
>>
No. 843214 ID: 33d4be

>>843174

The fact Garlic Soup said he used to be part of Cheese's Family, and that he didn't want a message passed to her, suggests some sort of separation between the necromancers and the mutant Family. It may be a sacrificial one rather than an antagonistic one (the necromancers cutting themselves off completely so their family aren't considered accomplices and are spared the shame/guilt of their actions), but either way I doubt the mutants/abominations/tarbolds (do they like that word better?) are involved with the necromancers besides the shared past.
>>
No. 843222 ID: 91ee5f

>>843214
Or maybe Garlic Soup has to do what the necromancers tell him to do because he's dead and they revived him to be their undead servant?
>>
No. 843266 ID: bfb318
File 151009475682.png - (19.11KB , 800x800 , 940.png )
843266

>Clarify about leaving Holly alone
I would be afraid to leave her alone with none of my other teammates around, whether it's at this camp or another.

I ask about the wizard job. I'm not allowed to approach her directly, but one of the guards lets me apply. I'm to return to this spot before lunch, along with all other entrants. The guards and wizard will make their selection from the entrants, and those whos names are called will be hired.

Applying only takes a few minutes, and they know who I am. The rest of the morning is spent preparing, involving a brief sparring session with Mopp, purchasing a new bow, and other small chores.

"Holly, I would like to write another letter to Cheese. I want to have another antidote, and to ask about Garlic Soup, but I'm afraid that the military may read my letters."
>"I bet they do. They probably don't mind if you write what you've told everyone else around here, though."
"The antidote, though, is a secret. I want to ask about getting another, but I don't want the military to think she has access to it. Is such a thing possible?"
>"The trick is to imply it. If she knew you had an antidote already, then you don't need to ask. Just say you were poisoned, and you wished you had an antidote."
"I'd also like to warn her about Zall's conscription plan."
>"No need to be specific, just mention that the army will probably be demanding antidotes, too."
"... can you help me write this?"
>"Yep."

The first letter looked like I had someone check my writing, but this letter is obviously not written by me. I hope Cheese doesn't mind it. I spend a few extra copper to get the letter ran to Erja Nokol's capital in time for the warp tomorrow. There, all letters will be transported out to the requested province, and then runners will take them to their final destination. Cheese will have time to write a response in time for the following warp. In the end, Holly tells me to expect a reply to all of my letters in about 9 days from now.

I also look into the wizards that disappear. People tell me that it's not as though groups with wizards are the only ones disappearing, it's just that they're not immune to being taken, either.
>>
No. 843268 ID: bfb318
File 151009476763.png - (32.94KB , 800x800 , 941.png )
843268

I return to the wizard's camp. There are many others, but my name, and several others, are called up. Everyone else is sent away, and those of us who were picked are brought into the large tent. The wizard sits down while one of her guards speaks.

>"Alright. We've hired the 16 of you to guard our wizard with your lives, so that's what you're going to do for today. The tomb guard is barring our destination from open entry, so it's been awhile since anyone's been inside. That's why we want forward scouts. Figure out who amongst you gets to go. Scouts get an extra silver today."

He clears his throat to make sure people are listening.

>"No less than three teams. Each team must have at least 2 people. No more than 8 people total, so if more than half of you want to be scouts, we'll be making some cuts. Otherwise, you all get to decide amongst yourselves who gets to scout and who stays with the main group. We leave in 15 minutes."

He starts leaving the platform he spoke on. I don't know anyone here, but before I think to get to know anyone, another kobold comes up to me first.

>"Hey! You're, uh, Fen, right?" the mountain nearly whispers. "Want to scout with me? I mean, us. I know those two, over there." he says, waving to two draconics behind us, who wave back. "We really want to get some scouting experience, and there's no way they'll cut us if you're on our team. There would be 4 of us, but that just means we can be the main scouting team."
>>
No. 843269 ID: 830fb7

As long as they listen to us I'm ok with letting them tag along. They just need to be able to follow your instructions in case things go bad, treat this situation like during your pawnhood when you got assigned the last chance team. Bonus part of this is you show your adaptable and a natural leader which will give further reason for promotion within the ranks of the army.
>>
No. 843270 ID: a363ac

>>843268
say no. you don't need the money and you are still supposed to be taking it easy.
>>
No. 843272 ID: c88e6d

>>843268
Do not go with the scouting team, you're supposedly on 'light duty' for the moment, and you think you'd be better off guarding the wizard in case something really bad happens.
>>
No. 843274 ID: 3ce125

>>843268
Sure, if they're skilled enough. You're not gonna babysit them if they're not.
>>
No. 843275 ID: 3abd97

>but this letter is obviously not written by me. I hope Cheese doesn't mind it
You've got people writing your letters for you- you're officially moving up in the world.

>The tomb guard is barring our destination from open entry, so it's been awhile since anyone's been inside
...we're totally gonna find one of the high tier nobles buried down here, revived as a powerful undead.

>wanna scout with us?
Fen's probably more useful scouting than hanging back with the main group. And you don't know anyone here, so really, one group of scouts is as good as another. You might as well work with the people who want to work with you.

I mean it's not the best if they're inexperienced, but I don't think you have great pickings for hardened soldiers on this easy assignment.
>>
No. 843288 ID: 65dabf

Well, as i stated before, there will be trouble, of the size of the giant that you ran away before, so get ready.
Go with this group, the rewards are way more than the downsides, so do not hesitate.
Extra coin, more expirience, more people talking of you and more people that you might use in the future.
>>
No. 843304 ID: 33d4be

The only reason you took this job was to practice mana sensing, so you want to stay with the wizard. We also probably don't want the "main scouting team" to be mostly made up of scouting novices, not for a VIP escort mission like this.

Don't tell them that last bit, just quietly tell them that you took this mission hoping to practice magic sensing, so you intend to stay with the wizard as much as you can. But get their names and tell them that if they're still interested in scouting experience later, you'll team up with them and do just that. If you're climbing the ranks then you'll need some practice at being "in command" and instructing others, so you really should do it. Maybe take Bolk along, he's a prospective leader-type too.
>>
No. 843316 ID: 3ff187

Decline the offer, your still on light duty, so no scouting. Not everyone get healed by a healer during duty. So dont mess up your foot.
>>
No. 843321 ID: 91ee5f

>>843266
>but this letter is obviously not written by me. I hope Cheese doesn't mind it.
I'm sure she won't mind. In fact, she knows you're a barbarian, so she'll just think that you asked someone to help you write the letter because you were having trouble writing certain words.

>>843268
>Tag along?
Explain that a wizard told you to only do light duties.

If they still insist on you coming with them and they tell you that they'll do anything that'll be considered heavy duties for you, then as long as they do what you say, I don't see any reason to not go with them.
>>
No. 843332 ID: 8dd531

Explain that you’re supposed to remain on light duty for the next week according to the healing mage, and you chose this among the light duty jobs so that you can practice your mana sensing next to a mage all day.

(Watch this job be genuinely uneventful. The irons we’re able to put in the fire operate on at least a week-long countdown, so we shouldn’t expect something truly momentous on every dang mission. We did select this assignment explicitly so Fen can have an extended breather, after all.)
>>
No. 843335 ID: 91ee5f

>>843332
>Explain that you’re supposed to remain on light duty for the next week according to the healing mage
It's already been a week.
>>
No. 843336 ID: 3ce125

Fen doesn't need to do light duties. He's only considering this job because he's going to have to wait another 4 days without armor for his head and feet.
>>
No. 843344 ID: 8dd531

>>843335 >>843336
I mean, a week after he was released. And yeah, I figured a little white lie to help preserve their feelings wouldn’t hurt.
>>
No. 843367 ID: 78a3e5

Refuse nicely and try to see if you can stick closer to the wizard.
>>
No. 843369 ID: a633c6

Scouting's your jam, and it's sensible not to turn down coin.
>>
No. 843370 ID: 91ee5f

>>843336
I was saying Fen had to do light duties because the wizard told him to rest for half a day. And since he's obviously not doing that, I was thinking Fen should do some light duties.
>>
No. 843378 ID: 33d4be

>>843332

"The doctor told me not to" will just make Fen look weak/lazy/like he's making excuses. This is a culture where you have to seem strong at all times, and Fen especially needs to in order to build up his reputation. He should just say that he doesn't want to or that he's going to practice mana sensing instead. Politely. But directly. A reputation for honesty is a good thing to have.
>>
No. 843442 ID: 1da372

Just follow my lead and sneak around. Be careful not to make a sound...
>>
No. 843510 ID: c0641d

>>843378
Okay, I can actually agree with that. Should probably go with the mana-sense training part.

In the meantime, have you and some others memorized everyone's names? Upon returning, scouts that are unable to state their own name, the name of their commander, and the name of the mage they are protecting with confidence should be considered compromised, and I think you all know what I mean when I say that.
>>
No. 843642 ID: e24b91

Stay on close wizard guard duty.
>>
No. 843686 ID: bfb318
File 151020370328.png - (23.03KB , 800x800 , 942.png )
843686

"No."
>"Why not?"
"I am here for mana sense training. To do so, I must stay close to the wizard."
>"Oh, mana sensing? We can help with that." he says, glancing to his two partners.
"Do you have pointers?"
>"Yeah! We've got good ones."
"I'd like to know them."
>"Join us, and we'll tell you."
"... why can you not tell me, now?"
>"Just think of it like a trade."
"No."

They bother me some more to do it, but I continue declining until the guards come back. I still learn the names of everyone involved, but the primary guards of the wizard seem uninterested in conversing with me at all, and getting names out of them becomes a chore. I give that up.

Once the time is up, the people trying to get me on their team are forced to either volunteer without me, or not at all. They offer themselves as a scouting team, and they are accepted as a team of 3, along with another team of three and a team of two.
>>
No. 843687 ID: bfb318
File 151020371687.png - (28.23KB , 800x800 , 943.png )
843687

The scouts move forward, and the rest of us remain with the main guard and the wizard. The guards themselves still don't talk much, but the wizard asks some of us about where we're from, and the going ons in the world. I don't pay too much attention since I am attempting to keep track of the flow of everyone's mana, at least until speaks to me directly around the time that the escort talks with the tomb guard about how many people are entering and for how long.

>"You, with the cracked horn. You are Fen, aren't you?"
"I am."
>"What do you think of the empire so far?" she asks, as she must have heard of what little information about myself I gave when I applied for this mission.
"I've moved quickly from spot to spot. I don't feel like I am in any place to form an opinion, yet."
>"That makes sense. What part of the shroomleaf forest did you come from?"
"Somewhere in the middle, although more to the east. We did not have maps, or feel a need to know such things."
>"Really? That's so odd to me, but it falls well with what I've heard about not caring about the world outside of one's territory."

No one, so far, has answered in any more or less detail than I have. No one has asked her any questions, but now would be the time if I want to.
>>
No. 843688 ID: c2051e

>>843687
Ask her what her experience with the empire has been. Try not to imagine what her scales would look like coated in your jizz, too much.
>>
No. 843689 ID: 830fb7

say: "So where are you from and why are you here then? Other than this necromantic thing of course, everyone has their reasons for coming down here."
>>
No. 843692 ID: 33d4be

Well, you are the ignorant barbarian, so you have something of an excuse for being uncouth or impolite or whatever.

Maybe don't exactly phrase it as a question, but act like you're continuing to respond to her. Her "that's odd" could be interpreted as inquisitive, so you can say something like "Where I lived, we have the luxury of that "not caring" being returned in kind. In other places, I know now, ignoring the outside world has no bearing on the world ignoring you, and I would assume your home is such, though I confess my ignorance. I haven't even seen your style of dress before, I think."

That would serve as a "question" about where she came from. If she answers by talking about herself, you'll know she's open to giving information and you can probably ask more direct questions. If she doesn't take the bait, then questions are probably a bad idea.
>>
No. 843693 ID: 33d4be

Also watch her eyes closely. Are they really closed all the time or is she just a squinter?
>>
No. 843697 ID: 65dabf

Ask her what she knows and thinks aboute the empire herself. Also, what she knows about this mausoleum, if she knows about the campaign progres. All this, of course, bying very educated and only if she doesn't mind Fen asking.
>>
No. 843698 ID: 3ce125

>>843687
You could ask her name...
>>
No. 843701 ID: 65dabf

>>843698
Oh shit, that IS the most basic question to begin with. Go for that first, then all the rest.
>>
No. 843709 ID: 91ee5f

>>843698
I'd like to ask this question.

Also, would we be allowed to know what her name is?
>>
No. 843719 ID: 3abd97

>No one has asked her any questions, but now would be the time if I want to.
Might be wise to ask her about this area we're going to the crypt keepers have kept mostly blocked off. What's in here? One of the noble's tombs?

>>843698
>>843701
It's probably Momo.
>>
No. 843733 ID: 91ee5f

>>843719
>It's probably Momo.
Huh.....she does kinda look like Momo from the original CheeQuest.
>>
No. 843763 ID: e19348

Nah, don't ask any questions of her. Just chill.
More time sensing mana that way.
>>
No. 843852 ID: c0641d

>>843692
I approve of not phrasing anything like a direct question; the fact that she's a mage likely makes her a wood noble or some-such. Rather that addressing her directly, you can talk, and she can listen and choose to respond on her.

After >>843692's "question" (or perhaps combined with it) should be...

"Though I often wonder to myself what the thoughts of a mage would be on these matters, removed from their place of nobility as I am."

(Learning her name shouldn't be all that important while it's still quiet. It's not like we're likely to get separated or watch her possibly die in front of us, especially if we plan on doing our damn job. Admitting that we never bothered to learn her name would make it sound like we didn't care who she was, even if she is being pretty cool by noble standards right now.)
>>
No. 843889 ID: bfb318
File 151027069445.png - (18.58KB , 800x800 , 944.png )
843889

Then again, I can simply phrase my questions as statements.

"We may not care, but the rest of the world often ignores us, except to get conscripts. That is why I don't know much about other places, and I don't think I recognize your style of dress."
>"Really? This is common nobility clothing of the goldyard."
"What do you think of the empire, or just the goldyard?"

Some of her personal guards give me odd, harsh glances. Maybe I shouldn't be asking questions, but she doesn't seem to mind herself.

>"Of course, I love my homeland, both my region and the empire. Even if I may have my own ideas about how things should be managed, I am loyal to Lord Shup."
"You serve under him?"
>"Yes. I was in charge of making sure one of his mines was structurally sound, but it seems to have yielded all the metal it will."
"Despite taking on this job, I was never told your name."
>"Oh? I am Lady Cassa, a niece of Lord Shup's third wife."
"And you're here?"
>"It is difficult to gain the respect of Lord Shup without ever seeing the front lines. Are you a conscript?"

I should answer that first, of course, but the only other question I have is why she keeps her eyes shut. I am confident she is not squinting, and I have not seen her eyes once so far. The guards don't seem to like when I ask questions without cause, however, and this may be a rude one to ask suddenly.
>>
No. 843890 ID: e24b91

Do not ask about eyes.
You are a lesser Blood Knight.
>>
No. 843892 ID: 91ee5f

>>843889
Answer her question.

>Her eyes are closed, not squinting.
She must have a way to see where she's going. Maybe she has very advanced mana sensing compared to you?

Also, no, don't ask her to help you sense mana.

>The guards don't seem to like when I ask questions without cause, however, and this may be a rude one to ask suddenly.
Correct, it is very rude. Don't ask about her eyes.
>>
No. 843893 ID: 65dabf

Lets play it cool and don't ask about the eyes, at least not now. Tell her that you are a leser blood knight, but that you aspire to go as higher as you can.
>>
No. 843894 ID: a363ac

Lord Shup inspired me to join the army.
>>
No. 843901 ID: 830fb7

say: no I'm not a conscript, lord Shup visited my village and left something valuable behind, I came to this empire to return it, but shortly after I got in the empire it was stolen. Things happened 2 nobles where killed and I was sentenced to military service by Lady Apanya herself.
short simple and gives her all the details necessary.
>>
No. 843904 ID: 33d4be

Hmm. I think technically Fen is a conscript in the sense that he was "commanded" to go to the army as a "punishment". Still, probably not best to say that.

"I chose to leave my home with intention to join the army, in hopes of bettering myself as far as I prove capable. If I show any ignorance or ill manners, I beg forgiveness and instruction. There are still many rules and traditions of behavior in the empire that I'm not yet familiar with."
>>
No. 843906 ID: 3ce125

>>843889
Don't comment on her eyes. Tell her you were placed into the army by decision of the court, though you would have volunteered anyway to be honest.
>>
No. 843908 ID: c88e6d

>>843889
Don't bother asking. Say you're a volunteer.
>>
No. 843913 ID: 3abd97

Oh, she's a potential in-law. You want to keep her alive, and if possible, to earn her goodwill. Shup having allies who think well of you will be useful when you ask him to allow you to marry Lily in his place.

>Are you a conscript?
I am not.

Don't comment on her eyes. Unless she suffers from a disability it's a deliberate statement- that she has sufficient trust in her guards or her magical senses that she doesn't need her eyes.

>Lord Shup inspired me to join the army.
Not sure we want to bring Shup's visit up- I'm not sure how much his going out to the woods to talk to Zizi, and coming back empty handed, is public knowledge. I'm not sure it was a secret per se, but I'm not really sure it's appropriate to discuss in front of all these other soldiers.
>>
No. 843917 ID: f66698

Tell her you came to the empire with the intent of joining the army, but were commanded by Lady Apanya to join, thus could still be considered a conscript.
>>
No. 843953 ID: bfb318
File 151028299744.png - (25.50KB , 800x800 , 945.png )
843953

"No, I am more of a volunteer."
>"Oh? That's good."

She moves on to another person to ask them questions. I return to sensing mana.

We walk the rest of the way. Scouts return to inform the guards that nothing out of the norm was seen, until the guard has us stop and set up a brief camp, mostly of cooking tools so that we don't have to be hungry on the way back.

I'm put at the start of one hall, and told to keep my eyes out for anything coming down the halls.
>>
No. 843954 ID: bfb318
File 151028301772.png - (26.64KB , 800x800 , 946.png )
843954

An hour or more passes, and I'm interrupted by one of the guards.

>"Fen. A scout team had someone fall down a broken floor, and they want some help dragging them back up. I'll cover this spot, so go help them."

The guard gestures to the kobold. It's the same mountain kobold before that insisted I join his scouting team.
>>
No. 843958 ID: 3ce125

>>843954
Fine. Slightly suspicious since there were three scouting groups, but he could just be a fan of yours.
Or someone trying to collect on your bounty. Or an undead assassin. Don't let your guard down.
>>
No. 843959 ID: a363ac

>>843954
"Rope?"
>>
No. 843962 ID: bb78f2

Try and sense magic in that mountain kobold
>>
No. 843963 ID: 3abd97

The rookies are in need of assistance. What a surprise.

Though... hmmm. That would make this the second attempt by these guys to get Fen away from the main group. And if they just need someone with hauling strength, the mountain kobold who's asking you is probably a better pick then Fen. Seems suspicious. Possible trap? Maybe they're after the bounty or something stupid.

You could raise an eyebrow eyeridge and point out to the guard he's probably better than you in raw hauling strength.

Still, probably just shrug and go along with it, keep your guard up. Pretty sure you're more than a match for those three if they force a fight.
>>
No. 843964 ID: 91ee5f

>>843954
Tell the kobold, "If I come with you and I find out that nobody is in danger and this is just an excuse to get me to come with you, then not only will I be angry, I will also leave you and come back here."

Say this while you're in front of the guard, so that if this is a trick by a group of kobolds that are desperate for your attention, the guard will know why you're back so soon.
>>
No. 843966 ID: c88e6d

>>843954
"Sure, let me just report to the wizard."

They're trying to collect the bounty now. I was suspicious about how pushy they were before but now it's a certainty. Prepare to kill them should they attack.
>>
No. 843968 ID: 33d4be

"I'm not as strong as a mountain kobold."

Simple, straightforward, mildly complimentary. Don't act like you're ignoring him, though, start moving even as you're saying it, like you're obeying the order but offering a comment. This guard is an official personal bodyguard and probably has some sort of prestige above you if not rank, and he probably needs to stay near his wizard because of that, but still he could have grabbed anyone else. If some explanation is offered, ask the scout guy what the exact situation is and say maybe you should borrow some more rope or even another person.
>>
No. 843969 ID: 3d3c5b

>>843962
Try to sense treachery in that mountain kobold.
>>
No. 843970 ID: 3ce125

I think the guard is telling Fen to do it because the guard is supposed to ONLY guard the wizard, while Fen's role is flexible.
>>
No. 843973 ID: 91ee5f

>>843966
>Trying to collect bounty.
If they are, then they must think they can get away with it, considering the fact that Sir Orjin told everyone that he'd kill anyone trying to get Fen's bounty.
>>
No. 843974 ID: bb78f2

What good is a bounty if we're quarantined? They're trapped down here.

That guy doesn't look like a good liar. Even mentioning the bounty once, offhand, will get a reaction out of him. Or we could do it bluntly with no tact with practically the same results. He may even try to kill you right here and now.

Bluntness has actually gotten us somewhere. Fuck it, may as well try it.

Scout, are you trying to get me alone with your group to collect my bounty?
>>
No. 843976 ID: 0c84a3

If a situation arises for it, use the line:
"I didn't take you for a bounty hunter... Or a suicidal fool. I guess I was mistaken on both counts."
>>
No. 843977 ID: a633c6

If these guys are going to try and bushwhack you, better to get it out of the way now instead of having to look over your shoulder for the next 12 hours. Keep your head on a swivel, these guys may not be as incompetent as those bandits. That said, we may be seeing danger where there is none, like with the maid. Don't make any accusations yet.
>>
No. 843996 ID: 65dabf

Hmm, play along for now, but ask if this has already been informed to who is in charge, if we have rope or somthing to work with. And before you go, ask why must be you, surely there must be someone more apt to lift someone from a hole.
>>
No. 844003 ID: b66d4e

>>843954
Rope can easily solve this. if you do plan to go ask for another kobold to come with, a mountain one, that way if someone has fallen you got muscle on hand, and if its a trap you are not alone.
>>
No. 844009 ID: 64610c

>>843973 >Orjin
He only told that to his own lesser knight squad, though.

>>843974 >Quarantined
There's still representatives of merchants down there, presumably including some from Pocktown. If anything, the 80-gold bounty could pay for some good equipment.
>>
No. 844020 ID: 91ee5f

>>844009
>He only told that to his own lesser knight squad, though.
True, but that doesn't stop the other lesser knights from talking about it. So by now, that little bit of info has probably spread through the entire camp.

And everyone has heard about how Fen has brought important info to camp and that info was important enough that Grand Knight Zall himself showed up to hear about it.

Which means that if someone as useful as Fen disappears and someone is trying to collect his bounty, then not only will Sir Orjin kill them, but Grand Knight Zall will also kill them!
>>
No. 844041 ID: 0c324b

Weren't there three of them in that group? Do they need more than 2 people to lift a single man out of a hole?
>>
No. 844063 ID: a43366

You have to go help them, but be properly paranoid and also don't let them put you in a compromising position.
>>
No. 844069 ID: 91ee5f

>>844041
Yeah, ask this.

If it was the mountain kobold, it'd make sense they'd need help because he's supposed to naturally be heavier. But since it was apparently one of the draconics, the other draconic and the mountain shouldn't have any trouble pulling him up.
>>
No. 844103 ID: d36af7

Lotsa people fall down holes. Higher risk of that is why scouts get paid more. Don't leave your post without direct permission from whoever's in charge of the overall escort mission. If these two try to stop you from asking, assume they're compromised.
>>
No. 844130 ID: c0641d

What was this guy's name again? Does *he* remember? (We can't rely solely on mana-sense to suss out the undead.)

Ask: Why do they need his help? Is it because they have no rope? We can provide that, I think. Does the lady Cassa give her permission for him to leave his post?
>>
No. 844131 ID: c0641d

Although then again, a collapsed floor means a new opening into the area, and that can be all kinds of bad news.

Whether this is a lie or the truth, we need to ask if this has been reported to the lady Cassa, because I am sure this would greatly interest her. If they are bounty hunters, having the landed noble mage along as a witness would up the inconvenience by about 3 orders of magnitude.
>>
No. 844132 ID: c0641d

Also note that this scout was sent to fetch someone, and the other mountain cobald is one of the lady's guards. The odds of the latter being in on whatever lie this might be are pretty low, so be careful not to offend him with whatever inquiries we may have.
>>
No. 844136 ID: 91ee5f

>>844131
>Bring the wizard
Don't do that. This isn't worth her time.
>>
No. 844137 ID: e24b91

Ask for rope.
>>
No. 844161 ID: c0641d

>>844136
I never said we should drag her along. Only that she should be informed of the potential breach. (Remember what she's even here for?) If she feels it's important, she'll come along on her own.
>>
No. 844212 ID: a633c6

You don't have to tell the wizard you're running off, tell the head guard or whoever.
>>
No. 844220 ID: c0641d

>>844212
The two main guards are workin under the wizard. We’re talking to one of them right now, along with the pushy scout from before who was sent to get someone to help.
>>
No. 844222 ID: 91ee5f

>>844220
Yes, we're talking to one of the main guards.

And he'll tell the wizard. Which means Fen doesn't need to tell the wizard himself, the guard will do that.
>>
No. 844408 ID: 15a025

You'll go, but could use some rope for this. Possibly extra just in case something goes wrong.
>>
No. 844499 ID: 33d4be

>>844131
>>844161

Lady Cassa, and I expect most of the wizards, probably aren't really part of the army. They're here more as special expert civilian contractors, and the respect and deference they're given is just because they're nobles, not because they're anyone's military superiors.

So, it's not her job to get reports or to weigh in on any soldier business. Every soldier here is here to protect her, too, so she's not going anywhere without everyone, and I doubt she would. The only thing Fen should ever go running to her for is serious, blatant magical problems.
>>
No. 845810 ID: bfb318
File 151100658312.png - (39.59KB , 800x800 , 947.png )
845810

>What was this guy's name again?
Reff, and his two partners are Gart and Eilof.

"These mountain guards are better at hauling strength."
>"They're, uh..." the scout starts.
>"We're busy." the guard finishes. "Just go with them, they only need a little manpower. There's some rope over there."
"Alright. Is the hole leading down to another tomb?"
>"No, no, just to a lower level of the same tomb." says Reff.

I grab the rope. I don't bother alerting the wizard, as she is meditating. If it's worth saying, the guard can tell her. I leave with Reff, and ask him a question as soon as we're out of earshot.

"Are you here for my bounty?"

He misses a step, then slowly turns to me like he's trying to think of a good response.

>"Wh-what?!"
"Are you pulling me away from the main group so that you can get my bounty?"
>"E-eh, of course not!"

It was a forward question that could catch many off guard, but everything about this makes me think he's lying.
>>
No. 845811 ID: e24b91

"I'll let you know right now I will kill all three of you in self defense without effort or hesitation. If you do manage against all odds to succeed, Sir Orjin will kill you and take the bounty for himself as he has previously stated. So if this is a plan to isolate me, let's talk for a while and then go back and pretend I helped you."
>>
No. 845816 ID: 830fb7

>>845811
yep. Don't beat around the bush, just tell him straight that if he tries anything the last thing he'll see will be a sword slicing through him.
>>
No. 845819 ID: 33d4be

Ok, draw your sword, first. Hold it between you and him, and say: "Yes, that's suspicious. Sir Orjin instructed my team that he would kill anyone who tried to collect on me, but it seems word of that hasn't gotten around. Still, I'd have thought anyone could guess how the army treats those who prey on their comrades while on campaign. I don't know how you expected to get out of here with the proof of my death you'd need to collect."

Make a semi-threatening motion, to unsettle him a bit more and loosen his tongue, then: "Are the wizard's guards in on this? They're not officially part of the army." See if he spills anything, then if he manages to hold it: "Perhaps you are telling the truth after all, but in either case I think you'll agree it would be a good idea for you and I to wait a while, then return and tell everyone you needed a mountain kobold's strength to help after all. Don't you agree?"
>>
No. 845820 ID: a5e143

>>845811
Also add that Sir Orjin catching them is if they're lucky. If they aren't, Sir Zall will catch them first, and he'll either volunteer them as anomaly scouts or make a point to kill them with the gold.
>>
No. 845822 ID: b2bad8

>>845810
"Since coming to the empire, I have killed more people than I ever did back home. Each one of them, even the nobels, I killed for being a clear danger to me and my goal. At the moment, you are neither. If you wish to stay that way, you will pretend I helped you, go back to your job, and forget the bounty ever existed."
Then look at him like he's a skittish deer your hunting and your tribe hasn't had decent food in a week.
>>
No. 845824 ID: 0d45a9

You know why I have that bounty, right? Point is, trying to collect on it will end badly for you.
>>
No. 845826 ID: 1e7aa8

"You are aware that if you manage to kill me somehow, collect proof and then in said proof, Sir Orjin, grand knight Zell, my squadmates AND the garrison will become your next set of problems?"
>>
No. 845832 ID: b2bad8

>>845810
He doesn't seem to have any idea what he's doing.
"We are deep underground with no way back to the surface until some sort of victory. There are undead beasts, and things that suck the heat and life out of your body. And Orjin promised that he would kill anybody who claimed my bounty and take it for himself. What exactly would make you so desperate that killing me for gold would make your situation better?"
>>
No. 845839 ID: a363ac

>>845810
let him know that on the very small chance that he is able to kill you that anyone involved in the collection of the bounty will deal with the wrath of Sir Orjin and Sir Zall.
>>
No. 845840 ID: 91ee5f

>>845810
His right arm is unusually far back. I think he's trying to get his weapon.

Tell him, "If you're going to try something, then you must be aware of how I got my bounty, correct? You must be very confident in your abilities and your friends' abilities, if you think all of you have a chance against me. I highly recommend all of you reconsider your actions. Because, should you somehow succeed, then Sir Orjin and my squad mates will hunt all of you down. And if you're unfortunate enough to not get caught by them, then Grand Knight Zall himself will also hunt all of you down. And, in the highly unlikely situation that all of you somehow manage to evade all of them, then perhaps you all deserve to receive the bounty on me."

We might be getting worried over nothing, so Fen should also say, "However, if I discover that you're telling the truth, then I apologize for misjudging all of you."

Just to be safe, try using your mana sense to see if you can detect only Reff or if you can detect multiple people, which would mean that Gart and Eilof are nearby somewhere.
>>
No. 845844 ID: 0c84a3

>>845840
this sounds like the most practical option.
reminding him of the stakes and giving him a way out.
>>
No. 845845 ID: c2051e

"Even if I don't kill you, Sir Orjin or Sir Zall will. Possibly with the gold you wanted. Think again, carefully."

>>845840
>>845844
Way too talky. Try and remember who you're suggesting for.
>>
No. 845846 ID: deec6e

>>845810

"Oh? Then I suggest we have a trust exercise - your insistence that we scout together, despite my clear and obvious wish not to accompany you, and now this, has put me on edge. Let me tie up your waist and hands - and you'll lead to the place where the collapse happened and I'll untie you there. Rest assured that if something attacks us, I'll cut your bonds immediately. Do this, and I will apologize for my distrust and give you whatever scouting tips I can."

If he considers it or says yes:

"The fact that you're actually entertaining this notion is pretty much all the proof I need to know that something's up. Are you really that desperate to get me on my own?"

If he doesn't:

"Alright. Then I'm claiming best judgement and going back to the wizard's group to get them to send someone else to verify your story. If they do not confirm you were genuinely in trouble, I will formally complain to our superiors that you may be prioritizing enriching yourself to a wizard's safety. And by the way... I hear the Grand Knight is looking for tar pit 'volunteers'."
>>
No. 845848 ID: 015058

Get your weapon ready this is obviously a trap. Just don't attack him out of the blue.

"So if you lead me into a silly trap trying for my bounty I am going to kill you and your friends. Just letting you know."
>>
No. 845849 ID: 3abd97

>"E-eh, of course not!"
Go for simple intimidation.

"That's good. I would prefer not to explain why I killed you. Although my new sword does need to be blooded."

Conveys that he's beneath you, your winning is certain, and whether he lives or dies only concerns you so much as it impacts other matters.

Make him walk in ahead of you (he's leading you, after all) and be ready to turn on him the moment he tries to draw a weapon or attack.

>big longass speeches
Guys this is Fen you're suggesting for. Stop thinking wordswordswordswords and start thinking swordswordswordswords.
>>
No. 845850 ID: 9c2d0c

>>845822
This one is pretty good and not too wordy. I think we can go more succinct though.
"I have that bounty because nothing stands in my way for long. I have killed a noble and his guards in open combat. I have escaped an anomaly. My presence in this place improves your own chance of getting out alive. What do you think turning on me does?"
>>
No. 845851 ID: 1e7aa8

>>845849
Word clearly hasn't gotten around how BAD of an idea it is to attempt to claim our bounty. Doing "wordswordswords" should dissuade future attempts if we let this fool live.
>>
No. 845852 ID: 0c3362

>>845849
Yeah I like this kind of phrasing.
>>
No. 845853 ID: 9e4723

Hmmmm, yeah, go for the intimidation, but make it short and direct. Impose yourself, show your sword, face him. Make it clear that you are ready to go all in, right here and now.
>>
No. 845863 ID: de6d84

>>845849

This is good swording.
>>
No. 845869 ID: c0641d

>>845810
“That’s good. Because if one were to intend to collect my bounty, then first, they must defeat me in combat. I’m not entirely sure I can take three fully trained knights all on my own, but I doubt they would be able to take me down without losses of their own. Then, assuming that is successful, they would have to somehow turn in the bounty without alerting Lady Cassa, Grand Knight Zall, Sir Orjin, and anyone who would report this sort of transgression to any of the above. Really, someone with those sorts of plans on his mind must ask himself: ‘Do I feel lucky?’”

If he’s starting to look more guilty and not just weirded out: “... Do you?”

And just in case: “But I’m sorry for the mistake, if that is the case, sir... I’m sorry, I forgot your name already. That was rude of me. What was it again?” (Can a spirit know the name of the body they’re possessing?)

(And yeah, put important emphasis on the “fully trained knights” part, as that might put things into perspective for the likely upjumped glorified pawn, without sounding too arrogant; boasting our confidence in our own abilities without even trying to make it sound like the threat of a realist would just come off as being full of ourselves.)
>>
No. 845922 ID: bfb318
File 151104727643.png - (29.99KB , 800x800 , 948.png )
845922

If I am killed, I may be avenged if possible. However, when Sir Orjin talked about killing whoever tried to collect my bounty, he was talking to my teammates. I don't believe it was an oath to hunt down any random stranger that killed me, but rather just a way to prevent infighting amongst his own soldiers.

"I hope so. I don't want to explain why I killed you. It was difficult enough explaining why I killed a noble. Walk ahead of me."

I unsheath my sword. He's nervous, but he does walk ahead of me.

"I'm also curious how you would deal with the army when they learn you've murdered another soldier."
>"I wouldn't know! It's just up ahead, it's fine you're suspicious, but we really need your help!"
"Let me tie your hands together."
>"And be defenseless if some monsters show up? Don't treat me like some prisoner!"

The layout around here is like a labyrinth if not for this one hall we've been going down. Exits to the side seem to be a mess of hallways and rooms.

Some ways further, and one of the scouts is by a hole.

>"Hey." He looks more serious than the mountain kobold has been able to look.
>>
No. 845923 ID: bfb318
File 151104728239.png - (21.40KB , 800x800 , 949.png )
845923

I don't know if I heard something without realizing it, or my mana sensing has managed to get better, but I immediately sense the third scout come in behind me, blocking the way back.
>>
No. 845924 ID: c2051e

>>845923
Yeah, just kill him and charge ahead to take care of the one in front of you ASAP.
>>
No. 845925 ID: bb78f2

Slice the tendon one the mountain kobold closest to you, turn around and and try to draw the fight into another corridor if you can to avoid engaging in range of the scout ahead of you if he has a ranged weapon or is prepared to rush you in a pincer attack.
>>
No. 845926 ID: a363ac

>>845923
start killing. go for mountains eyes.
>>
No. 845927 ID: a5e143

>>845923
Shove mountain guy at him, hopefully knocking him into the hole. Then ask the third guy if he feels lucky.
>>
No. 845928 ID: 9e4723

There is a really smol chance that ttotallyhe montain cobold isn't
>>
No. 845929 ID: a633c6

Nice ambush. Now do you want to be a prisoner, or do you want to be the first casualty?

I don't think we should kill him if we don't have to, he'll be the most easily cowed and most likely to corroborate our story if these other guys are the hard cases they seem.
>>
No. 845930 ID: a5e143

Adding: Try not to go lethal yet. But do so if you have to.
>>
No. 845931 ID: 3abd97

>>845923
Well, they lied to you.

Opening move: shove the mountain kobold by the one in front of the hole, hard. If we really lucky they both fall in the hole, more likely one does and the other has to flail and not fall. Even if neither of them falls, it keeps both of them busy for a moment.

Then turn your sword on the guy behind you. He needs to be dead, disarmed, or on the ground with you behind him before the others recover.

Use whatever degree of force is necessary. No reason to spare people trying to betray you, but it would be nice if one of them was alive to drag back to the army.
>>
No. 845932 ID: 9e4723

I'm not sure if the mountain kobold is fully on in this ambush, but letting him just there isn't wise either. Incapacitate him with out killing him. Then, go for some of the other two.
>>
No. 845933 ID: 9e4723

Oh, try to look like you didn't sensed the other one, make a bait if you can.
>>
No. 845934 ID: 0d45a9

>>845931
This, shove shorty and get ready for the one behind you to rush you.
>>
No. 845935 ID: d36af7

Top priority when you've been ambushed is to get out of the killbox. Don't worry about the two in front of you, beyond maybe a quick tendon slice on the mountain as you turn. Run straight at the flanker, giving him as little warning as possible.
>>
No. 845936 ID: 78a3e5

Kick the mountain kobold in the back of the knee and hit him in the head.
>>
No. 845938 ID: 91ee5f

>>845930
I agree. Don't kill unless absolutely necessary!

>>845935
>Run straight at the flanker, giving him as little warning as possible.
Yeah, since he still thinks Fen hasn't noticed him, he won't be expecting that! XD
>>
No. 845939 ID: bfb318
File 151105050745.png - (28.82KB , 800x800 , 950.png )
845939

I've given no indication that I've seen the kobold behind me, so the two ahead of me have lowered their guard even with my sword out.

My first instinct is to push Reff forward into who I believe is Gart. I would do it, if Reff was anything but a mountain kobold. He's simply too heavy. My second instinct is to go for his leg tendon, but likewise, mountain kobolds are well armored on the back, and fighting them requires different tactics.

Instead, I remember what Tevliss, my first real tutor outside of my tribe, taught me about fighting mountain kobolds. If I remember, his exact quote was 'Don't overthink it. Just stab them in their fucking faces.'

So I do that, except I don't want to kill just yet. Instead, I slash, and although the resulting wound is serious, it shouldn't be lethal so long as it's treated.

Reff screams and recoils back. He pulls out his dagger, but he doesn't seem to be able to overcome the pain. The other two almost look surprised, but they still carefully walk towards me at both directions.

Gart looks the most threatening, but he has the hole behind him that limits his movement. Eilop, the one behind me, looks more nervous, but there's more room to maneuver.
>>
No. 845940 ID: 1e7aa8

Rush Gart. Disarm/kill him quickly.
>>
No. 845941 ID: 1e7aa8

>>845940
And by Gart I mean Eilop!
>>
No. 845942 ID: a363ac

>>845939
push your advantage on the one by the hole he is restricted now which allows you to pressure him quicker then the other who can move till his backup helps. Be sure not to wind up trapped by the hole yourself.
>>
No. 845943 ID: 78a3e5

Charge Eilop and take him out of the fight.
>>
No. 845944 ID: 015058

Oh hey that non lethal approach is working out great there Fen. Now you wasted your surprise round and he is still going to attack you.

Listen your bounty is big enough for all three of these idiots to risk death. That much gold can get most anything healed and them living the high life forever.

Just finish off or completely disable this guy and then charge the one up front and do the same to him.
>>
No. 845946 ID: 3ce125

>>845939
If you take out Gart first, you'll have your back to the hole afterwards and have to deal with that handicap as well.

Take out Eilop. Nervousness means he'll have a harder time reading a feint, so fake him out and punish.
>>
No. 845947 ID: 33d4be

Don't forget the other lesson you've learned: kobolds can surprise you with the pain and injuries they can overcome, at least enough to thrash around some. Don't count Reff out. Going forward to engage Gart means passing him and putting him at your back, so don't. Kick him in the knee, from the side - you kobolds all keep your legs bent a lot so it'll shove over and unbalance him, especially since he can't see on that side to prepare for it, and those mountains are pretty top-heavy, too.

That plus the pain will be enough for him to get in Gart's way as he tries to get to you, and hopefully give you enough time to deal with Eilop. The space back there means you can maybe get out from between them, too. Facing multiple attackers, you've got to get them in a line in front of you, never be in between enemies longer than you can manage.
>>
No. 845948 ID: 3abd97

>except I don't want to kill just yet
I mean, these guys are here to kill you. The only reason to spare any of them is so you have one to drag back to the army and be compelled to tell the truth.

Don't hold back for a second if it puts you at a disadvantage. They chose this fight, not you.

>Gart looks the most threatening, but he has the hole behind him that limits his movement. Eilop, the one behind me, looks more nervous, but there's more room to maneuver.
Charge Gart. He has little room to maneuver with the pit behind him, and you can force him over the edge even if he parries.
>>
No. 845949 ID: c88e6d

>>845939
Kill them all but for one you maim. Interrogate him, then kill him, then burn the bodies and return to camp. Inform the wizard after you do so.
>>
No. 845950 ID: 78a3e5

Don't kill any of them unless you have to. Try to leave them well enough to walk back to camp on their own.
>>
No. 845951 ID: bfb318
File 151105288734.png - (29.61KB , 800x800 , 951.png )
845951

I charge Eilop, who immediately goes on the defensive. She's on edge, and easily falls for an overhead swing. She overextends her defense, so I grab her sword with my armored hand and have my sword dive down into her gut. These kobolds are not great fighters, nor well equipped, but I don't let my guard down.

Even then, I feel a thud on my back as I stab Eilop.

Neither had a bow, but Gart had, or has, throwing daggers. It deflects off my armor, as everything but my head is well guarded. He might have been aiming for my head, but I'm moving around so much that he'd be just as likely to strike Eilop.

I'm not sure if Eilop's wound is lethal, or even disabling. I can make sure it is, as I'm not sure if there's a benefit to leaving everyone alive. I check on Reff, too. He's clutching his face.
>>
No. 845952 ID: c2051e

>>845951
Gut wounds take a long time to affect the victim. Break a bone if it's decided to spare her, otherwise just kill her.

Time to deal with Gart.
>>
No. 845953 ID: 78a3e5

Might as well wait for the other guy to come to you as you can keep your head covered with your arm/shield if you still have it. Take one-eye's sword away if you can, but there's no need for explicitly lethal moves.
>>
No. 845954 ID: a5e143

Pull sword out, try to make sure she has to maintain pressure or bleed to death. Make sure she knows it, too.

Then make sure she's between you and the other two, ask Gart if he considers himself a lucky kobold.
>>
No. 845955 ID: 015058

Turn Eilop so that she is between you and the others. Do this by guiding her with your hand on her sword and a light push with the sword in her gut. Either she moves as you direct or she dies.

This will keep a body between you and any ranged attacks. Make sure to keep sensing and listening behind you though.

Then tell everyone that they have 3 seconds to drop all there weapons and stop this silliness. If they don't then finish off Eilop and go for the rest.
>>
No. 845956 ID: 3ce125

>>845951
Kill. They're not going easy on you, don't go easy on them. If it's a problem, a truth wizard will clear you.
>>
No. 845957 ID: bb78f2

>>845951
Yeah, if you think you can kick her leg hard enough to break them, do so. Probably would be easier than killing her unless you plan to snap her neck, which poses its own risks. She's not looking at your legs right now, they're wide open.

You could also reposition her to take a few throwing knives as cover, potentially.
>>
No. 845958 ID: 3abd97

>>845951
>I'm not sure if there's a benefit to leaving everyone alive
There's not, really, except maybe showing off? Which does sort of send a message.

If we're trying to discourage future attempts on your life though, I think we need to send the kind of message that leaves bodies behind.

I think we probably want one of them alive to drag back to the army (so they can be forced to admit what they did), but trying to bring 3 prisoners back is asking for trouble/

>>845955
I like the first part of this. Forcing her between you and the others where she acts as a living shield or can be easily killed while you give ground is a good plan.

"This was foolish."
>>
No. 845960 ID: 0c84a3

>>845951
Well, at least her scales match her skill level.

Take her weapon and knock her aside.
>>
No. 845961 ID: 0d45a9

Gut wounds tend to be pretty deadly, just not deadly quickly. Supporting >>845958, use her as a shield against the knives.
>>
No. 845963 ID: 9e4723

Twist the sword enough to start causing pain, so that she releases her sword, and in that moment, hit her hard in the face.
>>
No. 845965 ID: d3cf10

Keep them alive if you can. They'll make good zombie bait.

Use Eilop as a meatshield and charge Gart.
>>
No. 845968 ID: c88e6d

>>845951
Finish Eilop, attack Gart. If Reff is still alive you can interrogate him.
>>
No. 845969 ID: bfb318
File 151105645327.png - (30.08KB , 800x800 , 952.png )
845969

I keep my hand on her sword, and push my sword around to guide her between myself and Gart. She keeps a grip on her sword and braces herself on me with her other hand. She eyes my spare dagger, and I twist my sword before she thinks to do anything with it.

Gart mutters something under his breath. I don't hear it, but I speak anyway.

"This was foolish."
>"Maybe." says Gart, who I can barely hear over Eilop's squeal. "It was worth a shot. All of us in Lord Krix's army knows who you are. By the time you get back, the whole army's going to know about your bounty, Red Maw."

Gart is walking steadily to me. He walks past Reff, who doesn't look like he's going to fight anymore. I intend to get Eilop to drop her sword, and I will bring out my shield since that is easier to wield than Eilop.
>>
No. 845970 ID: c2051e

>>845969
"They already do."
>>
No. 845972 ID: 9c2d0c

>>845970
"most of them know better"
>>
No. 845973 ID: 3abd97

Remember your lessons before, Fen. You can still be killed or hurt by a kobold who's already as good as dead. Don't underestimate Eilop and get killed.

Gart isn't backing down. Eilop needs to be disabled or dead so you can deal with him.

Suddenly changing the direction you're pulling / pushing on her sword might give you an opening to disable her (punch her with the sword-catching hand? Headbutt her in the face while she's looking down? Kick her back and off the sword towards Gart?).
>>
No. 845974 ID: 015058

Yank your sword out of Eilop and kick her in the stomach right on that wound. The pain will make her drop her sword (into your hand) and throw her into Gart.

"Did you ever bother to check on how I got the bounty before you thought up this plan?"

Then kill Gart. And the other two if they try and help him in any fashion.
>>
No. 845975 ID: 9a8257

Tell them they're not the first nor the last. Kill the others, spare Reff, he can tell the tale.
>>
No. 845976 ID: 830fb7

>>845969
"they already know, and you know why they haven't done anything yet, because half of them know what I can do and the other is scared of what will happen if they do try anything". A partial bluff that tells them how much they screwed up.
>>
No. 845977 ID: 91ee5f

>>845969
"Both Sir Orjin and Grand Knight Zall already know who I am and they said that as long as I'm useful, they won't let anyone collect my bounty. So I suggest you rethink your plans before all of you end up on their bad side."
>>
No. 845978 ID: 3ce125

>>845969
End her, dammit. Defiance should not be rewarded!
>>
No. 845979 ID: 78a3e5

Kick her in the lady parts. That'll drop her.
>>
No. 845980 ID: 3cc68c

>>845974

Go with this. They are a team and a desperate dying teammate might sacrifice herself so the others can kill you. All it would take is for her to drop her sword and hug you as she dies.

Kicking her away will free your sword and remove any temptation she has to sacrifice herself. She will be to busy clutching her nasty gut wound.
>>
No. 845984 ID: a633c6

You come at the king you best not miss.
>>
No. 845988 ID: c88e6d

>>845969
Gut her, then kill the other two. They are enemies. There is no benefit from allowing them to survive in this hell. They are attempting to get money in the Necromile with not even a guaranteed chance at getting through this mission alive, they'll backstab the army the first chance they get.

Kill all of them.
>>
No. 845991 ID: 9e4723

... You know what, yeah, YEAH, kill the bastadrs!
>>
No. 845994 ID: bfb318
File 151106108841.png - (40.05KB , 1000x800 , 953.png )
845994

I keep most of my focus on Eilop, still. If she's faster than she's making herself look, she can pull out my dagger and go for my face in an instant. If she so much as twitches too fast, she'll get impaled.

"Then you should be aware of how I got my bounty."
>"You don't scare us."
"That is because you are idiots. My superiors won't even let you collect my bounty."
>"Your superiors do not hold authority over Rasyan's collectors. We will die either by your hand or your superior's for murdering you, but the bounty's reward will go to our families all the same so long as they know it was us who killed you."

I kick Eilop, pulling out my sword just in time for my kick to hit the wound. She reels back and collapses by Reff, and Gart charges forward.

I've already gotten my shield out by the time he reaches me. He's definitely a better fighter, and is careful not to give me a free slash. At the same time, he has no confidence that he can wound me anywhere but my head, so his entire tactic is to get my head vulnerable. I nearly let it happen in order to bait out a move, but he is cautious if nothing else and doesn't fall easily for it.

Even with smart movements, they're slow. So long as I do not make any stupid mistakes, he can't win. Plus, I hear a familiar sound, that of squealing metal that I heard when I fought Rasyan. My sharper blade cuts into his, as now I'm on the other side. I force him to block with his sword, and I can since that I'm chipping it repeatedly.
>>
No. 845995 ID: bfb318
File 151106109486.png - (27.09KB , 800x800 , 954.png )
845995

He gets more offensive, but while necessary, it ends just as badly. I swing my blade into his, and cut straight through his sword and into him. Without pulling my strike, it cuts through bone and flesh like it was bread. He won't survive this.

I've had a lot of thoughts about whether or not to kill these two, but now's the time to decide for certain.
>>
No. 845996 ID: c2051e

"I know your names, what you look like, and your army. I have connections that let me get away with murdering a gold noble. Family can't use gold when they're dead."
>>
No. 845997 ID: 0d45a9

Their punishment should be up to your superiors. Warn them that if they cause trouble they will get killed, and lead them back to the wizard, with them in front.
>>
No. 845998 ID: 78a3e5

No real point to killing them, imo, especially since the girl will probably die anyway. If they can't fight you then just go back and report what happened. They'll either get back on their own or die on their own.
>>
No. 845999 ID: c88e6d

>>845995
Kill them all. They'll just keep trying. They might even have joined this army JUST TO ATTACK YOU.
>>
No. 846000 ID: c2051e

>>845996
Actually, you know what? Remind them that they'll probably be sentenced to the tar pits if you bring them back alive. Offer a quicker death if they tell you who put them up to this.
>>
No. 846001 ID: 33d4be

Isn't dying here a fate worse than normal death? The way the land is messed up and all this necromancy is going on?

... Right, listen. They still haven't answered how proof of what they did was supposed to get back. There's still a strong possibility they're in cahoots with someone, and that someone specific spread the word instead of it just leaking down. You want to get information out of them. Kobolds seem out of the habit of being scared of death (they probably get used to the idea that they'll semi-reincarnate) and most of them seem used to pain, but we've seen with Holly what the empire thinks of cripples. They seem concerned about their families, too, so the idea of becoming a detriment to their families will hurt them too.

So, with them at your mercy, start talking to yourself. Say how you assumed everyone knew already, and that Krix must take the slow learners, and you'll need them to help educate their fellows. That you also need to send a personal, strong message about what happens to people trying to collect your bounty. Then give them an offer: if they can prove they're willing to cooperate with you, you might let them keep one of their hands.

Whether you make that bluff or not I leave to you and other suggesters, but crippling them probably would still be kinder than killing them, down here.
>>
No. 846002 ID: 3abd97

Simple instructions.

"Yield or die."

If they drop their weapons and verbally yield, they live. If not, you kill them.

I suggest having Reff carry / support Eilop while you walk behind them, weapon drawn.

I'd prefer to keep at least one alive to give to the army to question. Also, it's more impressive to have brought back your ambushes alive than killed them- it's a lot easier to kill people than capture them. Especially outnumbered.

>We will die either by your hand or your superior's for murdering you, but the bounty's reward will go to our families all the same so long as they know it was us who killed you
This is a problem. The bounty on you is 80 gold, and trying to kill you probably looks like a lot better risk than dealing with abominations anyways. If the people trying to kill you regard it as a suicide mission for their families anyways, you can't dissuade future attempts by making a bloody example of everyone who tries.

To change the cost / benefit analysis you need to change the balance. A guarantee word won't get out who killed you. Or use your allies outside the army (Cheese?) to place a threat against the families of those who would challenge you.
>>
No. 846003 ID: 015058

Take them back to the army to be "punished". Whatever the army will do to them is likely much worse than you killing them cleanly.

They might even end up getting sent to the abomination pit.

Normally I would say kill them quickly. But you need to get the word out that your bounty is not worth going for.
>>
No. 846004 ID: 41b4a1

Kill them all and don't feel bad about it.
>>
No. 846005 ID: 3abd97

>>846003
This is probably the right mindset, cruel as it is. People might be willing to die for their families to cash in, but they might be more reticent if they fear being taken alive and suffering a fate worse than death, first.

People who might be tempted to take your bounty need a damn good reason not to think twice about it.
>>
No. 846007 ID: deec6e

Turn to Reff and Eilert - and try to get to the bottom of this. Maybe you can flip their loyalties or scare them into talking, now that they're in deep. You might be able to use them to get information on how many soldiers were sent down here from Warlord Krix' army - and WHO these people are, not least of all. Definitely keep at least one of them alive, either for punishment detail, or for intel. Showing a modicum of sympathy for their situation might work - I doubt many of them volunteered happily to get stuck in this death trap.

"So, do I understand this right? Has Warlord Krix 'volunteered' soldiers into a quarantine zone in Erja Nokol just to inconvenience me?"

If there seems to be some truth to that, just grimace and shake your head.

"... you have a uniquely terrible boss. Are you sure you want to die for him?"
>>
No. 846008 ID: 91ee5f

"Yield or die."

"If you choose to die, then I'll burn your corpses so that the necromancers can't turn you into undead."
>>
No. 846009 ID: a633c6

I'd rather not condemn their souls to remain here forever, make more zombie fodder, and make any potential political repercussions this may bring on worse for the sake of pride or whatever. Self defense only goes so far and you don't quiiite have the authority to pass summary executions. Yet.
>>
No. 846012 ID: 3cc68c

Bring them back to the army and report on what happened.

Its the simplest solution and probably the best one. Avoids you having to do anything silly and a truth wizard will easily prove your story.

Don't start torturing them or something stupid. The army will probably be horrible enough to them later.
>>
No. 846013 ID: bfb318
File 151106498162.png - (22.52KB , 800x800 , 955.png )
846013

"How would you get proof you killed me?" I ask either of the living kobolds, as Gart falls to the floor.

>"We, uh... we were just going to, I dunno, Gart was kind of in charge." says Reff, still shaking from his wounds. "I think we were just going to run into camp with your head! Word would get out that we were the group that killed you guys."
"Is there not a bounty office?"
>"There's, um, some people in Krix's group are there to get word out to the bounty office. I don't know who, I swear it! We were told as little as possible!"
"Get Eilop. Help her up. Then walk ahead of me back to the group. I'm going to turn you into the army." The army can probably get information out of these two better than me. It may be cruel, as the army may make them wish they died here. Then again, supposedly dying here will trap one's souls, and perhaps that's worse.

We walk forward back to the group. It's not a long distance, so I wonder if they heard Reff scream.

We don't get far before a frog jumps out of a passage into plain sight. It spins at us, and it looks as surprised as we do.
>>
No. 846015 ID: 015058

Capture that frog fast!

Its probably a anomaly or something.
>>
No. 846016 ID: c2051e

>>846013
Ah. An anomaly. Say "Hello" and throw someone at it if it doesn't answer.
>>
No. 846017 ID: 3abd97

Calmly announce:

"Congratulations. You may collect the bounty for surviving an anomaly, whatever else the army does with you."

Draw your bow and shoot the frog. Stay behind your prisoners.
>>
No. 846019 ID: c0641d

>>846013
Lunge forward and get stabby IMMEDIATELY. Do an instant lunging draw if you can. If it turns out to be a conjured familiar of Lady Cassa or something, we can easily explain and apologize after the fact.
>>
No. 846021 ID: 3cc68c

Tell them that if they help you capture it you will make sure that they get a cut of the reward. Even if it will just be going to there families due to treason/getting eaten by a frog.

Cause its probably dangerous as fuck.
>>
No. 846022 ID: 830fb7

>>846013
The moving anomaly was tied to a creature, I think you just wondered into it.
>>
No. 846023 ID: 3ce125

>>846013
If this is an anomaly you absolutely cannot underestimate it. It could be horribly venomous or something, so kill it at range.
>>
No. 846025 ID: c88e6d

It's an anomaly! If you have any food, try and lure it, then put it in a bag or something.
>>
No. 846027 ID: 33d4be

First principle with potential magical anomalies is to GET AWAY. Do anything else only AFTER you've learned something.
>>
No. 846028 ID: 3abd97

>False Space. Source is an unconfirmed, small living creature. The zone is the south middle of Maul's tomb. The area appears normal, but illusory effects occur here. Dangers: partial blindness. Both allies and enemies may appear invisible or as something else. This anomaly's source seeks food, and can be lured with some success away from camp, but it is slow moving and unpredictable. This area is linked to the blind zombies in the same tomb.
A hopping frog doesn't seem very slow moving, especially one that big. I think this might be a new anomaly. Meaning we might not be able to lure this one with food.

It looks like a jungle frog, and those often have poisons or drugs on their skin. We probably don't want to touch it.

...also capturing, it, seriously? It has to be dangerous. If we kill it, we make our prisoners carry the corpse. We don't even try to capture it.
>>
No. 846029 ID: 78a3e5

Shoot it with your bow
>>
No. 846030 ID: a633c6

That's strange, did you detect a magic spike?
>>
No. 846031 ID: e24b91

Keep your guard up and get to camp with these twats.
>>
No. 846032 ID: f04353

>>846013
Just run into camp with your head? Without any form of assurance or proof that their families will get any gold? Or even if word gets out of this place in any fashion with the quarantine, let alone anywhere close to the truth? If somebody told them to do this, they were being set up. If not, they're just desperate idiots.
But for right now, priorities: GET THE ANOMALY!!!
>>
No. 846033 ID: f04353

>>846013
Wrap your cloak around its face so that it can't see you, cry out, or bite you! We don't know what it does yet, but if we can get this thing in alive this little fiasco would have been worth it.
>>
No. 846034 ID: 15a025

Let's see if we can't get this frog to croak out some information. Try and communicate with the frog, find out it's name.
>>
No. 846035 ID: de6d84

Yeahh, shoot an arrow at it.
>>
No. 846036 ID: bfb318
File 151106741792.png - (18.22KB , 800x800 , 956.png )
846036

Oddly, I detect no mana from this frog. Nonetheless, I suspect this is an anomaly that, for some reason, I can't sense.

It's frozen, as are my two prisoners. Slowly, I reach one hand to get an arrow from under my cloak, and the other ready to undo my bow.

"Hello." I say. There's no response.

As soon as an arrow is visible and my bow is moved, the frog bolts as it croaks with a desperation I do not often recognize in animals. I run forward, notch an arrow, and run to the tunnel it's hopping down. It's extremely fast and moving erratically, like an exceptionally fast rabbit. I still think it's worth a shot, so I take it. I miss. It disappears into the darkness. I can likely fetch my arrow, but the frog itself is most likely long gone.
>>
No. 846037 ID: e24b91

Leave immediately. Abandon arrow. Get to camp.
>>
No. 846038 ID: 3ce125

>>846036
An arrow isn't worth exposing yourself to a potential ambush. Just get back to camp and report what you saw.
>>
No. 846039 ID: 3abd97

New anomaly probably confirmed. It's fast, not slow.

We can afford to replace an arrow. Don't go after it.

We can't afford your prisoners trying something, and you need to warn the wizard and the rest of the group there's an anomaly nearby. The group probably needs to bug out before the wizard is in danger.
>>
No. 846040 ID: 1e7aa8

Note the tunnel you took. And make sure you aren't about to get stabbed.
>>
No. 846041 ID: 015058

Get back to camp quick and report this. You are not catching that by yourself right now.
>>
No. 846042 ID: 33d4be

Well, if nothing's gonna happen, continue heading back with your prisoners. Watch them closely. See if you can probe them for WHO told them the stuff about you.

I wonder... there might information they can spread for you that would discourage a lot of people. See, if you look at your life in a certain way, there's fodder for conspiracy theories. If you have time to chat on the way back, ask your prisoners what they knew about you going into this. Did they know what crime you got into? Probably just "killed a noble", right? So you should correct them. Tell them, if they'd done they're research, they'd know you've killed TWO nobles. One a gold, and one that was a traitor, in the middle of the town he'd taken control of, while he was surrounded by all his most loyal personal guards. And tell them that you went to trial for both of those, that you told a mithril noble exactly what you did while she say in judgement over the whole affair. That half her gold nobles died that day, in that very courtroom, but what sentence was handed to you? She sent you off to exactly the place you wanted to go, and called that your punishment.

Tell them they can ask about all of that, if they get the chance. That it's all public knowledge. And that, in the future, maybe when they're thinking of their families' futures, they can think that just because someone has enemies doesn't mean they don't also have friends.

Would have been nicer to bring this idea out sooner but, well, things move fast.
>>
No. 846043 ID: a633c6

If it isn't an anomaly, it's certainly bait. Better not try your luck on another solo adventure unless you want to bully your prisoners into being pointmen.
>>
No. 846045 ID: 91ee5f

>>846036
The arrow is not worth the risk of getting caught in an anomaly, head back and regroup with the wizard you're supposed to protect!
>>
No. 846046 ID: 9e4723

Welp, that's that, leave it. Go back and inform what happened. I am pretty sure the guards of the mage are involved. Hurry to your prisoners, see they don't do something stupid.
>>
No. 846048 ID: 91ee5f

>>846046
>see they don't do something stupid.
It's too late for that, they already did something stupid. They tried to collect Fen's bounty.
>>
No. 846052 ID: bfb318
File 151107159773.png - (30.35KB , 1000x800 , 957.png )
846052

I ignore it. I motion Eilop and Reff to keep walking back. I ask a few more questions, but they just seem like desperate people in need of a bounty. They don't seem to know that much about me aside from my killing Rasyan, and my 80 gold bounty.

Upon coming back, we're seen by one of the people hired on, who yells for a guard. We're quickly approached.

>"The hell's this?" says the guard.
>"He attacked us!" says Reff.
"Not until after being ambushed for my bounty."
>"That's not true, he just tried to kill us!"
".... why?"
>"Uh..."
>"So either you attacked Fen for his bounty, or he attacked you for no goddamn reason. I think I'm gonna take Fen's word for this one. Wasn't there a third one?"
"I killed him."
>"Burned the corpse?"
"No."
>"Fuckin... whatever, it's just straight down this hall, right?"
"Yes."
>"We'll send a couple to do that. You're going back to base with these two, and a couple guards. Zall sent a messenger saying he wants you to talk with him."
"What about?"
>"The hell should I know?"

Eilop groans.

>"I think I'm... gonna die." She says.
>"Well then we better fuckin' hurry you back to base so you can say something useful before you die. Anything else?"
"I saw a frog just before getting back. It might be an anomaly."
>"... You're serious? You all saw something like that?"
"Yes."

Reff and Eilop nod as well. The guard turns back around to the others.

>"This fuckin' place isn't clear! Pack everything up, we leave in a few minutes."

He calls out a couple people to go burn Gart's corpse, and tells me to remain here. I may only get a small chance to add anything or to ask any questions, but otherwise I'll simply wait to go back, since apparently we aren't going to remain here.
>>
No. 846053 ID: 3ce125

>>846052
Tell them that you didn't sense mana from the frog, could it have been an illusion?
>>
No. 846054 ID: 015058

Treat Eliops wounds while you are waiting.
>>
No. 846057 ID: e24b91

Tell them you didn't sense any mana from the frog. That's an important clue.
>>
No. 846058 ID: 3abd97

Smart guard. If Fen had attacked them for the hell of it, he would have killed all three and reported an attack to cover it up. Not brought them back to testify.

>>"I think I'm... gonna die." She says.
Probably. Gut wounds are nasty.

>>"Well then we better fuckin' hurry you back to base so you can say something useful before you die.
Pfffff. I love the pragmatism.

>what do
Priority 1: Stay alive. Priority 2: make sure the wizard get back to base alive and unharmed.

Distant third: don't let hostiles kill your prisoners before the army gets to question them.

>>846053
Reporting that you couldn't sense mana from it is important. Don't speculate aside from that.
>>
No. 846061 ID: 91ee5f

>>846052
If they're packing up, does that mean that they're gonna keep moving forward with the wizard or are they bringing the wizard back with us?

And if they're gonna keep going forward with the wizard, then Fen should at least ask if they're sure they don't need him to help with anything.
>>
No. 846063 ID: c88e6d

>>846052
Nope, nothing to add. Time to go hang out by the Wizard.
>>
No. 846068 ID: bfb318
File 151107599660.png - (19.10KB , 800x800 , 958.png )
846068

"I didn't sense any mana from the frog, even though I was able to do so with another anomaly."
>"Hrmmm... Lady Cassa, did you hear that?"

Cassa walks up to us to speak.

>"Yes. What did you say it looked like again, Fen?"
"It was a frog, though not a kind I've seen before."
>"Ohh. Hm. I wonder if it was just a frog, then? Most wild animals don't have any magic to them, after all, and with so much traffic coming down into these tombs, well, it's perfectly plausible that one stowed away on a merchant cart or the like. Not to say that is certainly the case, but whether or not it was anything, we should head out. I have detected a few odd little slivers of pockets, which shouldn't be significant on their own, but... hm."
"May I treat Eilop's wounds?" I ask, since I don't want to just turn my back on Lady Cassa.
>"I don't see why not. Guards, please run a forward scout to base to pass this on as soon as possible, I'd like an audience immediately. Let's jog once we collect everyone."
>>
No. 846069 ID: bfb318
File 151107600206.png - (19.71KB , 800x800 , 959.png )
846069

I help clean off Eilop and Reff, along with my sword. Once Gart is burned and we get a headcount to confirm everyone is back, we jog out. I keep a mental map based on the bulletin board sketch that was introduced to us as we first entered the tombs.

Within half an hour, we're back at camp. I'm quickly passed off to some of Zall's soldiers, which place me in a tent where I wait for a short while.
>>
No. 846070 ID: bfb318
File 151107600848.png - (25.78KB , 900x600 , 960.png )
846070

Sir Zall and a new person walk in shortly. I am able to sense their mana, I notice.

>"Hello, Fen. How are you feeling?" Zall asks. His tone is odd.
"I'm fine."
>"Good. We got the report. We'll deal with any frogs, don't worry about that. This is Veiza, the previous campaign leader."
>"That's Tower Knight Veiza, to you. Are you going to get to the point, Sir Zall?" asks Veiza.
>"As appropriate, yes. Fen do you remember that sword you took from the anomaly? The one you grabbed off of the zombie that pulled the ice worm. Well, it had two enchantments on it. One was to keep it lightweight, but the other was a means of possession. The bearer of the sword would be more readily possessed. To what extent, we don't know, nor do we know how long you would have had to hold onto it to be possessed in any way, but the point is is that many suspect that there may be a less favorable reason as to why you managed to escape that anomaly."
>"And it's thrown suspicion in our faces that in the tiny bit of time you were away, you murdered a few other soldiers." the other says.
"I - "
>"Telling us anything won't matter." Zall interrupts me. "We'll have wizards studying you, and to a lesser degree, the two people who supposedly ambushed you. You will naturally be excused from any duties while we keep you here. Since I sincerely doubt that you've suddenly become our enemy, you will continue to receive usual wages, and you're not to be treated disrespectfully. As far as the rest of the army is concerned, you will be on 'special missions'. Do you have any complaints? Or requests within reason, for that matter."
>>
No. 846072 ID: 3ce125

>>846067
>cursed sword
Well fuck. I'd almost suspect the ambush was an illusion due to being possessed, but they caved so easily when questioned there's no way.
Anyway, you have no requests aside from the opportunity to train both your mana sense and general combat aptitude. Gotta stay sharp.
...maybe you can learn that board game while you're waiting, too.

I hope this downtime doesn't last very long. You've got shit to do.
Hey speaking of swords, did your original sword get any notches in it during the fight against Rasyan? If not, then it must be made of some exceptional metal and would, in fact, be worth putting up a bounty for its retrieval.
>>
No. 846073 ID: 0c324b

>>846070
Is having supervised visits with some of your squad mates/holly alright?
Also, you only killed one other soldier. The other two are still alive.(unless we are being blamed for more?)
>>
No. 846074 ID: 015058

I would like to continue my training in the meantime if possible sir Zall. I need to improve my mana sensing and continue to learn how to be a proper blood knight. As long as I can keep training in weapons and such the time will not be wasted.

As for complaints I do not really have many. I am guessing that the sword was the downfall of the zombie I found it on. But it is possible that Garlic went light on me because they hoped to eventually take me over. So is probably a good idea to make sure I was not affected.

Also mention the frog distinctly recognized your bow and arrow and moved in response to seeing them. You have lots of experience with animals and it did not act like a normal one. That and it was huge.
>>
No. 846076 ID: 3abd97

>Ohh. Hm. I wonder if it was just a frog, then?
I wouldn't bet on it.

>>"And it's thrown suspicion in our faces that in the tiny bit of time you were away, you murdered a few other soldiers."
In fairness, self defense isn't murder, and we only killed one.

I suppose it's a really good thing we brought those two back alive, then. Makes us look much less guilty.

"If I was attempting to work against the army from the inside, I would have picked a higher value target than those three. And I would have not left them alive to contradict any story I might have told. And I would have blamed their deaths on the enemy."

>Do you have any complaints? Or requests within reason, for that matter.
Do you expect me to surrender my weapons? (Because someone just tried to kill us, and we are not tolerating being unarmed).

...you are watching everyone else who touched the sword, I hope? Including the wizards who examined it?

If you can do anything to discourage would-be bounty hunters, it would save me the trouble of killing any more soldiers. (This bunch seemed to think it was worth dying if their families were rewarded when their names got out).

Most important request: put me back on active duty as soon as you can.
>>
No. 846078 ID: 78a3e5

No reason to complain, as long as you mention that you would prefer to be placed somewhere more ambush attempts are unlikely, and ask if you can be placed somewhere/with someone you can practice your mana sensing.
>>
No. 846080 ID: 830fb7

>>846070
We could always ask for equipment to train with during our down time and ask if we can Maybe get one of the higher ranking soldiers to tutor you while you train (your probably better trained than most people down here that's why I said higher ranking because to get to that rank they have to be good).
>>
No. 846081 ID: c88e6d

>>846070
Huh, maybe we were being manipulated by the sword? That's a perfectly logical explanation for why they were acting strangely. We should definitely go talk to the wizards and accept command's suggestions.
>>
No. 846082 ID: 015058

Wait killed several soldiers?

By my count I injured 2 badly and killed 1.

Although one is likely to die if left untreated.
>>
No. 846083 ID: a633c6

...I mean, not if nothing I have to tell you matters. If you want me to turn in my weapon or something, I'd like some measure of defense against ambush.

..Making connections outside our original group is gonna be an uphill battle, isn't it? We're just collecting targets on our back.
>>
No. 846084 ID: 91ee5f

>>846070
>More easily possessed.
"Was it to make me more easily possessed while I'm still alive or when I die?"

>As far as the rest of the army is concerned, you will be on 'special missions'.
"Is there anyone else that knows the truth of these 'special missions'?"

>Any complaints?
"Only two. I feel like a burden now and I'm getting in the way of the mission. And I'm stuck in camp again."

>Or requests within reason.
"I'd like to go back on duty as soon as I'm allowed."

>>846076
>...you are watching everyone else who touched the sword, I hope? Including the wizards who examined it?
This!
>>
No. 846086 ID: c88e6d

>>846084
Are we certain we aren't trapped in the False Space Anomaly? Can you sense your commanders' mana?
>>
No. 846089 ID: 3ce125

Do we even know how the False Space anomaly works? Does mana sense work properly there or is it included in the illusion?

...wait a minute. Fen, can you sense *everyone*, or only certain people with mana sense?
>>
No. 846091 ID: 91ee5f

>>846086
>>846089
>We're in the False Space anomaly.
I have my doubts about that. The False Space anomaly was described here: >>829223 , as a slow moving and unpredictable creature and makes both allies and enemies appear invisible or as something else. That frog was the opposite of slow moving.

It was also spotted in Maul's tomb and I don't think we were anywhere near there during our escort mission.

But if it's true, then we'd better make absolutely sure that it is true before we attack anyone thinking they're undead. Otherwise we'll be killed because we attacked the real Zall and he'll think we've been possessed.
>>
No. 846095 ID: a363ac

>>846070
Where can we train?
>>
No. 846098 ID: 0d45a9

"It is irritating to be stuck in camp again, but this is understandable caution. What do you mean by few? I remember killing one and injuring two."

"Will it be possible to train while I am under study? Or see any of my squad mates?"
>>
No. 846099 ID: bfb318
File 151110250041.png - (21.80KB , 800x800 , 961.png )
846099

>Did your original sword get any notches in it during the fight against Rasyan?
No, but our strikes were lighter, and I noticed that if I continued the fight, it would have resulted in chips and possible breaks.

"First of all, I only killed one, although a second may die."
>"Answer the question, fool!" says Veiza.
"Am I to be disarmed?"
>"Yes!" Veiza continues.
>"No." says Zall. "Otherwise we already would have. As for the soldier count, we'll learn. It hardly matters, to be honest, if they ambushed you."
"I'd like to be able to stay sharp and spar with soldiers, and train my sense of mana."
>"Does it sound like we're going to coddle you?" asks Veiza.
>"That is acceptable." says Zall.
"And I trust the wizard who studied the sword is being watched, too?"

Again, Veiza answers, followed by Zall.

>"I said answer the question!"
>"The wizard is watched, yes."

The two of them glare at each other. At least I think Veiza is glaring.

"I don't want to be kept in camp for any longer than necessary, and hope it won't be long at all."
>"It depends on what we learn, but I'll not have you trapped like a prisoner for longer than a week without good cause." says Zall. "But you can train, and you can be visited by your squadmates and so on."
"Who else knows about my 'special mission'?"
>"Sir Orjin, the wizard that found out about the sword, his apprentice, and us two."
"Can you do anything to dissuade people trying to collect my bounty?"
>"We will. You are the only one with a bounty of 80 gold, but you're not the only one with a bounty. We have to stomp any illusions that we'll allow infighting in this place."
"Also, the frog. It recognized my bow, so it must be more intelligent than normal frogs."
>"Yes. It's fine. Don't worry about the frog."

That's odd. Up until then, Zall was always interested in every tiny detail, but he doesn't seem to care about what happened now.

"Lastly, if I was possessed, I'd think that I'd pick a higher target than those three." I say, and Veiza starts looking like he's ready to leap back onto me, but Zall cuts him off right away.
>"If you were possessed, you would not have spoken of Garlic Soup and his capability to look through an undead's eyes and ears, either. Nor would you have brought back the very item that told us possession enchantments were something in their arsenal. It's either too idiotic, or far too convoluted of a ruse of some sort. It would be like us sending a spy wearing a tunic etched with 'I am a spy.' The point is, is that I don't think you're possessed. It's simply for other's peace of mind."
"Alright. Then my only remaining request for now is that I'm not quarantined in a place easy to ambush."
>"You will be well guarded."
>>
No. 846100 ID: bfb318
File 151110255409.png - (16.33KB , 800x800 , 962.png )
846100

I'm shuffled away. I'm not kept that far away, just down a level but still within Zall's own section of camp. It is there that I'm given a decently sized tomb area guarded by various well equipped soldiers. There are also various wizards in proximity, and I'm in a good spot for meditation. It's interrupted by the occasional wizard who asks me questions and tries to study me.

I can't detect everyone, but some mundane kobolds seem to be able to be sensed. I also learn a few tips from people. Apparently, native kobolds are more difficult to sense, because their mana is similar to the land around them, offering some kind of mana camoflauge. That doesn't apply much in Erja Nokol, where there are no living natives, however, I'm told that advanced assassins are able to blend into their environment both mentally, physically, and spiritually, such that they blend into the land as though native. This is part of why mana sense isn't perfectly reliable even at a competent level.

I'm visited occasionally by a few of my squadmates, although most are still building a base at the top of the necromile. Holly lets me know that my gear is still progressing. Valsano shows up occasionally to make fun of me.

Aira makes sure I'm up to current events. She helps me spar, as well, but for the most part, I'm left meditating by myself.
>>
No. 846104 ID: bfb318
File 151110280001.png - (18.29KB , 800x800 , 963.png )
846104

I still don't know how long I'm going to be kept here. Two day after the ambush, I receive two letters. I'm told that the delivery kobolds are learning the routes and insignias, so future letter deliveries should go much faster, even if we move to a new location by next week.

The first letter I get is from Cheese.

Hi! I heard you made it safe and sound in a place that probably isn't safe and sound. Things are basically okay here. It's a little tough getting started since the Fence is still kind of in shambles. As you're reading this, I might be reading a letter from you at the same time! That's kind of cool. Uh, don't feel bad if I'm not, it's not like you're obligated to keep in contact with me all the time, but you've been... man I can ramble even on paper huh! Anyway I figure there's a good enough chance that you need some spending money so I went ahead and sent you a little. If I learn you need more I'll see what I can do! Since the fence is kinda messed up there's only so much I can spare, but hey, this should get you going with some decent armor unless they really gouge you down there.
Anyway, more importantly, a certain big someone is shoving his big fingers everywhere and it's basically public knowledge you're Red Maw, so, uh, be careful in there, watch your back, and so on. Anyway good luck! If you see any mutants, tell them Cheese sent you! Let me know if you find any, I'm curious if any people I know are doing anything stupid!
P.S. I totally forgot to mention I'm so sorry! But you remember how the Turtle's Hideaway had the Crow Zone? Well Erja Nokol has a place called the Frog Pond. So if you see any frogs, uh, just keep that in mind! That doesn't mean frogs are on the same side as crows though so be careful.
P.P.S. Also the frogs are amazingly poisonous and just touching them might get you high so keep that in mind too.


Inside the letter are 4 gold pieces.

There is another letter besides Cheese's. Its packaged much more modestly.

Hey bro it's Zizi! Word has it you killed a noble! Good job! Kiki says you're dumb, though a lot more words were used. Mom's doing well, too, even if she's probably worried you're getting too much heat over there too fast. Anyway I heard you were in Erja Nokol? Weird place to go, I thought you would've gone to the campaign up in the deadlands. But, hey, it's all better than trying to beat up some crappy bandits.
Anyway you don't really need my advice so I won't waste parchment talking about it, but there is kind of a longshot thing. I'm obviously not the sort of guy to tell you to stay away from certain girls, but try to stay away from any girls with feathers, alright? They're bad news.

>>
No. 846110 ID: 9e4723

Hahaha, man that Zizi it's a real piece of work. Congratulating you for killing a noble? That's wird. Also what does he means by "girls with feathers"?
>>
No. 846111 ID: 1e7aa8

Make sure that next time Valsano shows up, you've got some real zingers for him.
>>
No. 846112 ID: 91ee5f

>>846099
At least Zall is on your side. Just try not to do anything to make him regret trusting you!

>>846100
>Apparently, native kobolds are more difficult to sense, because their mana is similar to the land around them, offering some kind of mana camouflage.
>I'm told that advanced assassins are able to blend into their environment
>This is part of why mana sense isn't perfectly reliable even at a competent level.
I guess that's something else you can try practicing.

>>846104
>Letter from Cheese.
I guess your second letter didn't get to her yet, otherwise she would've sent a longer letter talking about the things you mentioned in both of your letters.

>Frogs
That might explain why the frog you saw acted differently than a normal frog would have acted.

And if they're anything like the crows in the Crow Zone, then that would mean that nobody likes the frogs either.....which might explain why Zall didn't really want to hear what you wanted to say about the frog you saw.

>Don't touch the frogs.
At least you found out now instead of learning about it after touching a frog!

>Letter from Zizi.
It's nice to get a letter from back home.
>>
No. 846113 ID: 91ee5f

>>846110
>Also what does he mean by "girls with feathers"?
Probably a type of kobold that hasn't appeared in quest yet.
>>
No. 846118 ID: 015058

I was starting to get a bit paranoid about that dang frog. But knowing its just a scout for its own little group is good to know. Will have to apologize for shooting at it if we see one later.

We sent a letter to Cheese already but might want to pen another with a update.

While we are stuck here might as well respond to your brother. He might be in the empire if he managed to get one to you. Can tell him your adventures but stay vague. As for the "feather girls" am guessing there might be a specific girl he is talking about. Will keep it in mind for later.

That blending thing is a good skill to try and learn. You are a assassin after all and it would come in very handy. Keep training as best you can while you are stuck here. If you can find any experts that are willing to talk to you about how to do it make friends with them if you can.

So keep training as hard as you can. Also keep up with news from Holly and see if Sir Orjin has any advice for your situation. Don't let this delay get to you.
>>
No. 846120 ID: 91ee5f

>>846118
>We sent a letter to Cheese already but might want to pen another with a update.
We already sent a letter to Cheese talking about Garlic Soup and asking for another antidote. Let's wait for her to respond to that one before we send her a 3rd letter.

>He might be in the empire if he managed to get one to you.
Not true. The mail can be delivered to and from Fen's village in the Shroomleaf Forest.
>>
No. 846123 ID: 33d4be

Say, did you notice that Zall's beautiful eyes are very similar in their colour to the frog's? It's probably a coincidence. Probably.

Anyway, looks like Krix is smart enough to realize he'll be better off without you in his future. He's spreading news of your bounty widely according to Cheese, and in his own army, as your ambushers told you.

Well, if news you killed Rasyan is getting around, I think you need to get to work spreading the news you killed Vackles, as well. Killing two nobles will stop people thinking maybe you just got lucky, and knowing one of them was a rebellious traitor might even earn you points with the people who are loyal to the empire, few though they seem to be. Tell your friends the story ("I'm sick of people saying I killed a noble. I've killed two nobles. Let me tell you..."), leaving out some details obviously, and hopefully the rumours will start spreading around by themselves. Somehow spreading the rumour that you're some secret agent of Apanya's would be nice, but that'd be harder to pull off, since it's not true and it's only something that would seem true to conspiracy nuts. There have to be some of them around, though.

It's probably too soon to send another letter to Cheese, but you can start penning one. Thank her for her help and try think of some subtle way you can let her know about Garlic Soup. Maybe something like "I did meet someone who said he knew you. I didn't talk to him long, as it seemed like it would be unlucky - almost everyone he had gotten close to was dead. He offered me some soup, but it was too heavily flavoured, I almost died. He did not want me to pass any messages to you, when I asked him." Or did we send one already? I hope you were equally subtle, if so.
>>
No. 846127 ID: bfb318
File 151111124011.png - (24.91KB , 900x800 , 964.png )
846127

>What does he means by "girls with feathers"?
It most likely means that he's just as bad at communication in letters as he is in life.

It might be another kind of kobold, though. I can't be sure.

I consider some possibly retorts for when Valsano comes back, but I only manage to come up with good retorts to what he's already said, long after it would be appropriate. Instead, I return to focus on my meditation.

>Try think of some subtle way you can let Cheese know about Garlic Soup
I already asked about it, with Holly's help, in my last letter that should have arrived to Cheese already.

Eventually, Zall shows up in person, once again. I wonder if he manages everything himself too much, as he does not look like he's slept.

>"Fen."
"Sir Zall?"
>"That antler you returned. According to our wizards, those aren't normal bones. They respond well to transforming the land. Most bones would not be of much use in magic involving Erja Nokol, so the fact that these do would imply that these are forest kobold bones. Not just that, but they're so powerful, that they may have once belonged to first generation kobolds. They can nullify an anomaly, or at least change it from an impassable climate into a hostile one. It's a big advantage at having a small team be able to clear a fully formed anomaly. You're the one that brought the bones, and so Sir Orjin's team is among the first picks we have to supply with half an antler, and a wizard to power it."
"If you're telling me this, does that mean it's proven that I'm not possessed?"
>"Not everyone is fully convinced, but to hell with them. I need results, not crippling amounts of caution. If Sir Orjin is picked to attack an anomaly, I trust you'll want to join in?"
"Given that I'm told the details of the attack, then yes."
>"Then I'd like to warn you. You remember Lady Cassa?"
"Yes?"
>"She found what could be described as an esophagus hidden behind a tomb wall. It's assumed there's a wide network of these throughout the entire mausoleum, giving monsters a means to travel all over the place. We've had to removed the 'clear' status off every single level. Whichever anomaly we decide to attack with the antler, we'll snip off both their means of reinforcements and escape. You'll be attacking cornered beasts, but the necromancers must have known it was inevitable we would find out about all of this sooner or later. Assume they have measures to fight back. Any questions? Actually, first of all, I have a question. What in the name of the empire did you do to piss off Lord Krix so badly?"
"Why do you ask?"
>"I've dunked those two idiots in tar pits, and they came out looking horrific and dead. I strung up their corpses saying this is what happens to people attempting to collect any bounty on fellow soldiers. Word has is that the bounty office still has ears down here, and that Krix sent down people desperate enough to keep bounty hunting. If it's as bad as it sounds, you'd be just as safe sleeping in an anomaly as you would in your own tent."
"That sounds like an exaggeration."
>"It is, but not as much as it should be."
>>
No. 846131 ID: a363ac

>>846127
He has my property and once I have the right to it in this empire I am taking it back over his dead body.
>>
No. 846132 ID: 9e4723

This is the best time to embrace the nickname Red Maw. We have to nurture that fame, that way at least the weak ones are going to stop bothering us and those who really can stand up are going to start coming. If we keep killing weaklings, they will not take Fen seriously, we have to kill stronger adversaries. This can help us in the long run, nobody will want to get involved with Fen. I know, it's risky, but the reward is worth it. Eventually we are going to have to take advantage of this. Let them come.
>>
No. 846133 ID: 015058

Do you know much about my story sir Zall?

Long story short Krix has some dragoncloth that belonged to me. And Lady Apanya gave me a preemptive pardon if he ends up dead in the process of me taking it back. In her official court no less.

So that is why he does not want me coming back.
>>
No. 846135 ID: 0d45a9

I was sentenced to military service because of a incident involving dragoncloth that was gifted to me, which ended up in Krix's hands.

Should I survive this campaign I will then be able to legitimately own dragoncloth. Krix suspects that I will come to claim my dragoncloth off him once this campaign is over.
>>
No. 846137 ID: 33d4be

"Have you heard by now of my involvement in putting down Vackles' rebellion? By the end of it, and the trial Lady Apanya held to sort the whole thing out, Krix ended up in possession of something that belongs to me. Almost all of Apanya's gold nobles ended up dead by the end of that trial, and I wouldn't call Krix crazy for imagining there was a conspiracy to get rid of him, too. Lady Apanya declared that if I somehow retrieved my property, not matter how, I would be allowed to keep it, and practically gave me a wink as she did. I imagine, then, that Krix believes I'm a threat to him."

If he pushes you on what your property was you can say it was dragoncloth, it's all there in the court record if he trslly wants to know anyway. Oh, and ask, with all that talk of bones - you saw some undead you were pretty sure were forest kobolds, so perhaps if their bodies are useful for magical purposes, should there be a general order to try retrieve them where possible?

>>846131

Don't say that, that's too much. We're pretty sure that Apanya wants Krix dead, and there's a good chance we'll at least hurt him or severely damage his reputation, but it is still possible that Fen will merely steal the cloth back, or even find another and trade it back to him. It's a bad enough idea telling Zall we're going to kill a gold noble who's currently in good standing in the empire, let's not do that, and let's not compound it by it being a lie.
>>
No. 846138 ID: 91ee5f

>>846127
Zall came to you with only a weapon and no armor. This might be another way to test if you are possessed or not. Because if you are possessed, then you'd jump at the chance to try and attack him when he appears to have little to no protection on him.

Obviously, you're not gonna attack him, so if this is a test, you've passed it.

>Actually, first of all, I have a question. What in the name of the empire did you do to piss off Lord Krix so badly?
"The 'two idiots' you threw in the tar pits told me, 'Your superiors do not hold authority over Rasyan's collectors.' So I'm assuming that might have something to do with Lord Krix being pissed at me."

>Suggestions of telling Zall about the dragoncloth.
After all the effort we went through to not mention any of that in the presence of a truth wizard, Zall is apparently going to get the truth without needing a truth wizard!

But that's just going to make Zall question how we got dragoncloth in the first place, which would lead to us telling him about Fen's personal life after how much effort we went through to not mention any of that. So should we really tell him about the dragoncloth?
>>
No. 846141 ID: 33d4be

>>846138

Zall can find out about the dragoncloth anyway, with just some inconvenience on his part. Refusing to tell him anything that came up in the trial anyway will do nothing but annoy him. He doesn't seem the type to press for details of someone's personal life, anyway, when they don't want to say. If he does then Fen can refuse, obfuscate or lie.
>>
No. 846142 ID: 3abd97

>But you remember how the Turtle's Hideaway had the Crow Zone? Well Erja Nokol has a place called the Frog Pond. So if you see any frogs, uh, just keep that in mind!
Daaaangit. We tried to shoot potential allies.

Well that explained why Zall and Veiza didn't care about the frog. They probably already knew it wasn't an anomaly.

>it's not like you're obligated to keep in contact with me all the time, but you've been...
Aw, Cheese missed you. We didn't write her at all while you were in boot camp.

>>What does he means by "girls with feathers"?
>It most likely means that he's just as bad at communication in letters as he is in life.
It means he's trying to tell you something without it being obvious to anyone else who reads your mail.

So it's probably not a kobold type with feathers. Probably something more subtle. Maybe he was trying to reference the crows and Cheese, if he guessed she was the reason you're in Erja Nokol.

It might be a reference to the way someone dresses. It might also refer to someone who uses feathers- say, an archer. Or the quill knight.

>>846127
Sir Zall sure deals with you personally a lot for someone who's supposed to be running the army here.

>What in the name of the empire did you do to piss off Lord Krix so badly?
It was an indirect result of my actions that every other Turtle Gold ended up dead. He also holds a dragon cloth I have claim to, and he knows I know, and that I will come for it, one day.
>>
No. 846143 ID: c88e6d

Well, I feel bad about trying to hunt the frog now. Still! We can apologize later.

As to Lord Krix, give Sir Zall the short version, noting how many nobles attacked you without provocation.
>>
No. 846145 ID: 9e4723

Maybe we don't need to say what is what he took from Fen, and if he ask for specifics, well, i guess we should tell him. Don't think its a big giveaway anyway.
>>
No. 846147 ID: c0641d

>>846138
I agree; just say that it is something confoundingly valuable.
>>
No. 846149 ID: 9e4723

>>846142
So you say that Zizi it's trying to warn Fen about some inminent danger or to try to be careful about his alliances?
If that was true, he knows WAY more than he shows, he migth even be folowing Fen, just maybe.
>>
No. 846151 ID: b66d4e

>>846133
i support this, Zall's been pretty cool so far!
lats drop an info bomb on him and see how it goes.
>>
No. 846152 ID: bfb318
File 151111522512.png - (14.85KB , 800x800 , 965.png )
846152

"He took my dragoncloth, and if I survive this campaign, then Lady Apanya has given me permission to kill him to take it back."
>"Oh."

>"That explains why he took an interest in this campaign."
"By the way, do you know what forest kobolds look like? I have wondered if the two monsters I saw with longswords were forest kobolds."
>"We have an idea, and we're pretty certain what you saw wasn't a forest kobold. Back on topic. Is there anything you want for the attack on the anomaly, either supplies or information? I want this attack to succeed moreso than random probes, so if there is anything I can supply to help, just name it. I would like to do it as soon as possible, but when I consider it, it may take a few days to set up due to the difficulty in clearing the giant esophagus."
>>
No. 846155 ID: 1e7aa8

Given that Zell can access the court records whenever he damn well wants, we may as well tell him most of the story.

Ask him if he wants the short or the long version beforehand. But for god's sake, keep our infatuation with Lily a secret if you can.
>>
No. 846157 ID: e24b91

Some portable means of healing.
Lightstones for each party member.
Any armor pieces we don't have complete yet or didn't previously own.
Enchanted arrow and/or bow on loan. I'm thinking trump card nuke type thing.

Make it clear that anything we expend, lose, or destroy, we will pay for. All remaining equipment will be returned.
>>
No. 846158 ID: 015058

Lets see.

Armor.
Antidotes.
A knight or two with a bag of supplies following us. Rope and stakes and mallets and such. We do not know what might be needed to deal with things.
Extra oil and fire supplies.
Possibly a baracade or two to block off coridors to keep us from being overrun.
Pictures of the esophagus.
A map of the area if it exists.


Basically we want to hit this thing as quick as possible after they clear the nydus tube so we can have some element of surprise. And due to it being hard to kill some of these things we need heavy weapons and or stuff to crack armor. Like sledgehammers if we went after a worm.
>>
No. 846159 ID: c88e6d

>>846158
These suggestions are reasonable. We need weapons that work against armor, our plate finished and equipped, a source of flame, maybe a wizard if they're available. Anything else on our wishlist?
>>
No. 846160 ID: b66d4e

>>846151
I take it back, on second thought it might not be a good idea saying Fen owns dragon cloth.
>>
No. 846162 ID: 3abd97

>Is there anything you want for the attack on the anomaly, either supplies or information?
Well, any prior information or scouting reports we have on the anomaly in question would be invaluable. And on these 'esophaguses'. The enemy might have some way to exploit these structures in a fight even if travel is blocked.

Supplies beyond my standard equipment would depend on the nature of the anomaly we're facing.
>>
No. 846163 ID: c0641d

>>846152
“Firstly, am I right in assuming that the anomaly in question will be one of the frost worms? Secondly, do we foresee anything going wrong with the clearing of the sarcophagi, and is there anything I need to know if I am to assist?”

“As for supplies, I am waiting on a custom set of armor still. One that won’t leave parts of me vulnerable to poison-laden blades and arrows. Are the helmet and greaves finished, at least?”

“Finally, and this may be above my station to ask, but are you feeling alright? You seem more unrested than usual.”
>>
No. 846164 ID: 9d884b

>>846142
>> Sir Zall sure deals with you personally a lot for someone who's supposed to be running the army here.

He just recognizes that Fen is several steps above the usual mediocrity of the army and way more interesting than the usual rank and file soldiers.
>>
No. 846169 ID: 91ee5f

>>846152
>It may take a few days.
Hopefully that'll be long enough for the complete armor set Fen commissioned to be completed. Otherwise, he'll have to go in with only his custom helmet and shoes and his original armor.

>>846158
>>846159
We don't need to ask for extra soldiers or wizards.

He's asking for anything that Fen himself is going to use. Anyone that's going to be on our team will get things for themselves and not need Fen to make those decisions for them.
>>
No. 846170 ID: 91ee5f

>>846160
Too late.
>>
No. 846172 ID: 0764a8

Can bounties be placed on targets that aren't identified yet? We could solve the assassin problem easily. Place a few bounties of your own:

100 gold for the slayer(s) of Red Maw
25 gold for each family member of the slayer(s) of Red Maw
100 gold for the slayer(s) of Lord Krix
25 gold for each family member of the slayer(s) of Lord Krix

The first two discourage anyone who wants to kill you for the money or their family. The second two ensure that nobody gets in between you and Lord Krix. You can cancel the bounties on him when you decide to go after him yourself.
>>
No. 846173 ID: 9e4723

If we are going to attak an anomaly, we need to know what kind. If it is a worm, we need somthing to penetrate the scales, those bastards are really hard. A fully developed anomaly normaly doesn't have undead protecting them, but since Fen's last assault that might have changed. We are going to need protection against poison as well.
>>
No. 846174 ID: c2051e

>>846172
Was mentioned before, not 100% effective. People need to find out who did it and prove it to the bounty office.
>>
No. 846175 ID: 3abd97

>>846172
It seems like it would be against the interests of the bounty office to allow you to put preemptive bounties on people who would collect bounties. It messes with their business model.

The other problem is Fen would have to depend on Cheese to set up a bounty. It would take time to get a letter to her, for her to get the necessary gold together, post the bounty, and for word of the bounty to get back to people who might be thinking about killing us.

The idea occurred to me too, but it seems to me like it would take too long to set up to prevent the next few attempts on Fen's life.
>>
No. 846176 ID: 9e4723

>>846172
That is like just proclaiming that he is literally trying to kill you and a is a serious accusation, and at the same time, provoking him to try harder. It doesn't sound like a good idea, and i really don't think that Fen is worth that much efort yet. If they kill him the gold is allready theirs and they will just be exeqiuted anyway, and the gold goes to the familys, like that one dude that died said.
>>
No. 846177 ID: 91ee5f

>>846172
That is a terrible idea! Don't do that!
>>
No. 846178 ID: bfb318
File 151111787928.png - (17.49KB , 800x800 , 966.png )
846178

"Are you willing to send in things like healing cloth, antidotes, and so on?"
>"We still don't have a supply of antidotes, but we do have something that will slow the blood flow. It may make you pass out, but if you get poisoned, you can run back out, take it, and it will buy time for our wizards, perhaps, to do something about it."
"I am waiting on armor. If the first portion of it isn't completed before the attack, I would like something to shield my head and feet."
>"Hmm.... Maybe... yes, yes, we'll find something."
"Can we have someone following us in with rope, and stakes?"
>"To some degree."
"Extra oil and fire."
>"Already given to Sir Orjin."
"Can we have a wall, or some kind of protection, against getting overran?"
>"Not really. To do so, we would need to enter the anomaly deeper than regular people are able to. That, or tip our hand too quickly. There will be lots of people on the outside of the anomaly, though."
"Do we have a map of the area?"
>"Sort of. We'll cover that when we make our move."
"Lightstones?"
>"Yes."
"Can we borrow enchanted arrows or bows?"
>"Enchantments on bows are lacking, but we will have enchanted arrows to lend. You may use them freely as needed, but ask any unused pieces get returned."
"That's fine. Do we have a picture of the esophagus?"
>"It's a giant meat tube. Your imagination is probably more accurate than the sketches. In any case, we're thinking that Lady Cassa will be the wizard to go in with you all, since a wizard will be needed to keep the antler fully active throughout."
"Some heavy weapons, since any antlers were difficult to take off."
>"It'll be covered. Your mountain kobold will carry something large."
"I'd also like to know what anomaly we'll be facing."
>"We're uncertain, but the white speck you found has been migrating. Depending on where it settles, that may be our target."
"I think that's it. Also, you seem unrested."
>"Realizing we've been surrounded this whole time has been unsettling. We've had to place more emphasis on our defenses."
"I didn't expect you to personally come see me so much, or be so helpful."
>"Blame Sir Orjin. He practically refused to offer his services while we had you in quarantine. Don't get me wrong, though, I'd do the same in his position. As for seeing you personally? It's either this, or get sucked into more dull politics. Anyways, you should be covered for equipment. The only other thing I think you need is a will, if you don't have one already. Or if you even want one. Other than that, you can wait here, and I'll summon you when things are ready, and give you the detailed plan of attack."
>>
No. 846179 ID: 9e4723

A will? We don't need a will! THEY are going to need a will!
No but seriusly, that might be nice, yes please.
And if someone is willing to come here to train with me, would be swell as well.
>>
No. 846180 ID: 3ce125

>>846178
A will? Okay. "Zizi gets my stuff, Cheese gets my money, tell Zizi to give something to you-know-who to remember me by".
>>
No. 846182 ID: 33d4be

"I assume that aside from my team, there will be other elites joining us for such an important mission. I would like to know their names, description and notable skills and failings, so I know who to depend upon for what, and be able to judge during critical moments who will need assistance and who I would be better to not interfere with. I have not had the privilege of seeing Orjin work much, either, so I would like to know about him as well."

You should also ask if Sir Veiza has something against you. It might just be that he and Zall are rivals for some reason and Veiza doesn't like anything that makes Zall's efforts look better than his had been, but it would be good to be sure. You could also ask, in general, if there's anyone who seems to have anything in particular against you (besides the bounty), while you're in private.
>>
No. 846183 ID: 3abd97

>Will
Probably makes sense to leave your usable equipment to Aira and other squad-mates, divvied by who can wear what (and maybe preferential treatment for Aira). Some coin for Holly.

The stuff in your distant banks should go to Cheese to further your long term goals, although I think she already has access to those.

>reasons for being helpful in person so much
Thank you anyways, sir.
>>
No. 846184 ID: 91ee5f

>>846178
>Sir Orjin refusing to help because of Fen's quarantine.
I guess Sir Orjin likes you more than he'll ever publicly admit!

>The only other thing I think you need is a will, if you don't have one already. Or if you even want one.
"I've already got the will to fight, but if you think I need more, then I won't object to receiving more will."

>>846179
>And if someone is willing to come here to train with me, would be swell as well.
I think they'll be too busy getting ready for the assault to send someone over here.
>>
No. 846186 ID: a633c6

Yeah, you should probably get that in writing. Could you get a scribe, or anybody more literate than you to help you write a will?
>>
No. 846187 ID: c0641d

>>846184
> "I've already got the will to fight, but if you think I need more, then I won't object to receiving more will."

Oh my lord. XD

But eh, I think Fen’s already faced this question? He would know what Zall is talking about. I vote for a hybrid of >>846180 and >>846183.
>>
No. 846188 ID: 91ee5f

>>846182
>I would like to know their names, description and notable skills and failings, so I know who to depend upon for what, and be able to judge during critical moments who will need assistance and who I would be better to not interfere with.
That's asking for too much.

>I have not had the privilege of seeing Orjin work much, either, so I would like to know about him as well.
We're about to see what he can do for ourselves in this upcoming mission. But we probably won't get to see much since we'll be too busy fighting off undead.
>>
No. 846190 ID: 91ee5f

>>846187
I know Fen already knows what a will is, I'm just trying to see if we can get a laugh out of Zall and then Fen can say, "Just kidding."
>>
No. 846196 ID: 9e4723

I would like to know what is the deal with Sir Veza, he is kind of a douchebag, even for army standards.
>>
No. 846200 ID: a5e143

>>846180
>>846183
Some mix of these two feels right. The sentimental stuff to Zizi, the sweet gear for squadmates, money to Holly and Cheese.
>>
No. 846201 ID: a5e143

>Zall not caring about the frogs
Since the frogs are not something new, this screams "Zall already knows about them". I wonder if the reason he dismissed your questions about them was because Veiza was in the room: Zall may be deliberately keeping Veiza in the dark about the frogs.
>>
No. 846202 ID: 33d4be

I forgot to weigh on the will question, so I'll say I agree on giving your squadmates anything they'd find immediately useful, money for Cheese, and something helpful and something to remember you by for Zizi and your family, and something to send to Lily.

Something else, though: Ask Zall if, when this discovery of the necromancer using Dragon Knight bones gets out, it could attract the attention of the still living Dragon Knights. Perhaps that's part of why we need a sudden push to have something useful done, before they arrive?
>>
No. 846205 ID: 3abd97

>>846202
They're not Dragon Knight bones. The Dragon Knights are all 1st generation draconic kobolds. These bones are suspected to be from 1st gen forest kobolds. Peers, but not the same team.
>>
No. 846215 ID: 9a8257

Don't write a will, you don't plan to die and if someone thinks you're dead, you send out a notice of your death to everyone.
>>
No. 846219 ID: 33d4be

>>846205

Well, bad use of terminology on my part, then, but everyone knows what I mean.
>>
No. 846235 ID: bfb318
File 151113430798.png - (22.53KB , 800x800 , 967.png )
846235

"I don't like the idea of broadcasting my death."
>"If you die, it will be broadcasted. A will won't change anything."
"Then I'll make one."
>"I'll send in a writer to record it, then."
"I assume other elites will be assisting us?"
>"Yes, and a good portion of the whole army too, but it will be more of a support role. I'll keep any banners under Lord Krix well away from you, mind."
"Also, does Sir Veiza have anything against you?"
>"He shouldn't, but he takes out his frustrations on me. Impotently, anyway. His position is practically ceremonial. I'll openly say it because it's openly known.

Zall begins to leave, but a question pops into my mind first.

"Would the currently living Dragon Knights care about this when word gets to them that these necromancers are using first generation forest kobold bones to their own ends?"
>"That would be nice. But when one of their own rebelled against the empire, they hardly could be bothered to do anything but watch an unheard of barbarian make a name for himself."
>>
No. 846236 ID: bfb318
File 151113431931.png - (20.60KB , 800x800 , 968.png )
846236

He walks away, and I'm met with someone to record my will. Holly mentioned that leaving things to a mutant like Cheese might not be seen as legal, but I already have banks set up, and I can leave stuff in those. That way, Cheese can have access to my things indirectly. That is where most of my coin will go, but some coin will go to Holly and Zizi, along with a request to Zizi to leave something for 'you-know-who' to remember me by. My equipment will be divvied along with my squadmates.

Another day passes. Holly stops by, and says she's moving the whole tavern into the new base that was built on the necromile. Apparently it looks more like a real tavern, instead of just a counter.

Unfortunately, I get summoned before I receive my armor. I'm lead down several floors.
>>
No. 846237 ID: bfb318
File 151113433250.png - (24.47KB , 800x800 , 969.png )
846237

The camp does look far more sparse by the time I get out of my quarantine. Although Zall is not the one to lead me out, we meet each other on the way down to where I'm being led to.

>"Your stuff is waiting at our destination, except for your helmet and shoes. I've got those here."
"This looks like Veiza's helmet."
>"When you requested a helmet, I couldn't help but see that your headshape and Veiza's was strikingly similar. So, yes, it is Veiza's helmet."
"... did he offer it?"
>"Of course not. Just take it."
>>
No. 846239 ID: bfb318
File 151113438262.png - (37.43KB , 800x800 , 970.png )
846239

It does look like the entire camp was simply moved down. I get the impression most people aren't being told what's going on or where they're going. I'm moved into a large room, where many of my teammates are, plus Cassa and a couple of her guards.

>"This is the team, aside from myself." Zall says. "10 of you. The range that the antler will nullify isn't great, so fitting more people in this team will be a detriment if anything."

Aside from myself, Padli, Mowbow, Valsano, and Aira for my regular group.

On top of them is Sir Orjin, and Dame Frais. I'm told everyone else is at the necromile. Sir Mopp will take over the banner if Sir Orjin dies.

The remainder of the team is Lady Cassa, and two of her bodyguards.

We start to share hellos, but it's cut short not by Zall, but by Sir Orjin telling us to 'sit our overfed asses down'.
>>
No. 846241 ID: bfb318
File 151113443543.png - (30.38KB , 1000x800 , 971.png )
846241

Zall does get our attention anyway with a map, while all of our requested equipment is handed out.

>"We'll be attacking the ice worm Fen saw. It's nested inside of a large dome area. We've only gotten this map because this tomb has been symmetrical, and so we just drew a map of the dome on the other side of the tomb and mirrored it. The whole anomaly is approximately 500' from one end to another. There are two possible meat canals for them to use, north west and north east. Both run vertically. You will approach from the north to force it towards your direction if it wants to flee. You're to keep yourselves between it and you, but you won't need to do it for long. As soon as you enter, we'll have as many miners as we can fit tearing down the wall in the tomb above the dome, and dump flaming oil down it as fast as possible. Enough oil that any monsters trying to travel it will either be met with a cut road, or fire. While they work on that, we'll be redirecting mass movement to move in and surround the whole anomaly. It's only then that the bulk of the army will even realize what the mission is. The whole point of this delay is so that when you enter the anomaly, the monsters we assume are inside won't be on high alert and may not realize their escape has even been cut. With the esophagus cut, even if your team fails, the anomaly will enter a battle of attrition in which it can't regenerate.
>"Now, for your team. We're not planning on your team failing. Your first task is to get to the worm, kill it, and remove all of the antlers. Move as fast as you can, while allowing the antler to negate the anomaly. We have reason to believe that the full set of antlers may compose an entire set of forest kobold bones, even if not in their original shape. During the movement, Lady Cassa is to be protected at nearly any cost, as she's what keeps the antler useful. If she dies, or you lose the antler, you must retreat.
>"You'll all be given enchanted carving knives to remove the worm's remaining antlers. When you all succeed in that, then you leave as fast as possible. We'll expect you from the the north, the way you came, but choose the best option. We'll have the area surrounded by that point. Just get out of there with the bones and deliver them to me, as I will be outside the anomaly with the rest. By this point, the entire army will be given one goal, and it is the same goal as yours. Get the full set of bones to the new necromile base. So far, the necromancers have hid themselves from sight, but if we get a full set of forest kobold bones, we'll have successfully gained leverage against them. Therefore, those bones are worth more than our lives. We expect they value us not having them, so don't think the mission is a success as soon as you successfully leave the anomaly. Don't think it's a success until they're at the center tower of our new base. If nothing else, we'll finally fight them face to face. Questions or concerns, this is the time to speak up."
>"What's the reward?" Valsano asks.
>"If you clear the anomaly, 1 gold per person. If you bring back the full set of antlers, 10 gold per person. Anything short of clearing the anomaly will be met with nothing but disappointment. Anything else?"
>>
No. 846244 ID: 78a3e5

Will the wizard's horn field make touching the worm and not getting frozen possible?
>>
No. 846246 ID: 91ee5f

>>846235
>"That would be nice. But when one of their own rebelled against the empire, they hardly could be bothered to do anything but watch an unheard of barbarian make a name for himself."
That's Zizi he's talking about, isn't it?

>>846237
>Veiza's helmet.
>He didn't offer it.
Let's not question it anymore than that.

>>846241
I didn't hear Sir Zall mention anything about being frozen by the antlers, so maybe Fen should mention that?
>>
No. 846247 ID: 91ee5f

>>846246
Or at least mention not touching the antlers with your bare hands?
>>
No. 846248 ID: 3abd97

>>846241
What weapons do we believe will be effective against the ice worm? Does it have any vitals to target? In my own experience, swords catch and need to be hammered free. (Honestly, this seems like a situation for blunt weapons- smash it to pieces with hammers and maces).

Lady Cassa will be preventing the environment from swallowing all light, or freezing us to death too quickly?

>stuff to warn allies about
We might want to advise allies against touching the horns / bones or worm with bare skin / scales. You'll freeze to it.

The worm seemed simple minded, like a child. If you need to mislead or distract it, it targets fire and warmth. A torch or burning monster can be used.

The necromancers and their allies can take control of their undead monsters. Don't underestimate them- they might react with cunning instead of behaving like dumb beasts.
>>
No. 846249 ID: 015058

Mention that the worm knows and likes you. If it sees you at the front it will be unlikely to run. Its much more likely that the worm will get dragged off by its undead "keeper".

Describe how it acted to your team and bring up the idea of luring it using your "friendship" with it. The only reason you got the first antler as easily as you did was because it gave one to you.

Mention how it will freeze someone solid if they touch it for more than a instant. And how it loves heat.

They might have gotten a report but it would all be from secondhand info you brought in. So tell the core team everything about that worm.
>>
No. 846251 ID: a633c6

>"Of course not. Just take it."
I love this guy so much.

Will bringing more antlers to the mage allow her to ward off the anomaly more effectively?
>>
No. 846252 ID: 015058

Oh yeah bring up the fact that we are only assuming its still symmetrical and to be prepared for surprises. Lots can change quickly if the undead have set up shop there with direct tubes running to there base. If we can mine things and change the layout so can they.

Also if there is another meat tube we don't know about we need to be ready for it and have a way of destroying it or getting the miners near it.
>>
No. 846253 ID: 33d4be

Do the wizards know if it is safe to touch the bones with gloves or gauntlets, and will we be given specific means of carrying the bones safely?

Also... obviously we will do all we can to keep Lady Cassa safe, our own lives depending on it as much as anything else, but why do we not have a backup wizard?
>>
No. 846254 ID: 33d4be

Also, do we have any siege equipment down here? A ballista, maybe? The undead may have set up defenses. If I were them, and the anomaly has "nested" there, I would have set up walls and even set up trenches, trips and traps.
>>
No. 846255 ID: 0d45a9

The worm is intelligent, although simple and kinda friendly, and attracted to fire. Even if it doesn't have the piece of mind to flee, it may go towards the meat tubes because of the burning oil, and it may get dragged into the tunnel by a undead handler.

Do we have anything that burns hotter than the oil to act as a lure? If not, I could ask it to stay still and if it recognises me from the prior encounter it may just do that.
>>
No. 846260 ID: 3abd97

>>846248
>What weapons do we believe will be effective against the ice worm?
Answered in the update they're providing weapons for this, ignore this reading comprehension fail.
>>
No. 846263 ID: b66d4e

>>846241
it may be safe to assume the team getting the bones know not to touch the worm. But just in case, speak up about it.
>>
No. 846274 ID: 91ee5f

>>846249
>If it sees you at the front it will be unlikely to run.
>>846255
>If not, I could ask it to stay still and if it recognises me from the prior encounter it may just do that.
Since Fen's not going to take that helmet off, for obvious safety reasons, the ice worm isn't going to be able to recognize who Fen is.

So I don't see how you guys plan on asking it nicely to hold still. Especially since everyone is gonna be trying to kill it!

I think it would be best to not reveal Fen's face to the ice worm, so that it won't die feeling betrayed by its friend.

Another reason to not take his helmet off is because it would suck if Fen gets killed by a random stray arrow.

So I vote for not trying to talk to the ice worm.
>>
No. 846275 ID: 91ee5f

>>846274
Also, I doubt it's the same ice worm. Garlic Soup has told us that there are multiple ice worms.
>>
No. 846278 ID: c88e6d

Alright, let's get our new helmet on, pray to the heavens we'll notice Vaisi before they strangle us on our return, and get down to the Anomaly. With Sir Orjin to handle masses of zombies, the rest of our team can focus on protecting the wizard and countering whatever weird magics and monsters they fling, and killing the Ice Worm. This should be a devastating battle but it seems physically possible to win!
>>
No. 846285 ID: bb78f2

Note that some ice worms are potentially friendly, and respond well to torches and other heat sources.

I suggest sharing that in case the info hasn't spread. It may be unique to the ice worm we met, but if it's a common trait between them, it can be taken advantage of. If it can communicate, be civil to it, feed it fire or warmth, and it may even assist you in handing over the antlers. Burn the fuck out of any attacking undead and toss it to it, lead it to fire pits, etc. Again, be prepared for it to be an act or hostile or to forcibly go for your fire and touch you, as it could simply could have been MY ice worm that was that way.
>>
No. 846287 ID: 91ee5f

>>846285
No body is going to go for that. Especially Sir Orjin.

So let's not waste time by trying to convince them not to kill the thing that the mission is literally telling us to kill.
>>
No. 846289 ID: 3ce125

If there are multiple ice worms then we can't assume anything about this one's personality.
>>
No. 846291 ID: 9e4723

I am prety much sure that anything that was important to be said has already been said. So, i am going to say somthing that i have already said before again. PAINT THE MOUTH PART OF THE HELMET RED. It's not mandatory.
>>
No. 846292 ID: 830fb7

>>846291
Wait till he gets his actual helmet from the smith first then we can paint it, instead of having to give back a helmet covered with red and explain to its owner why you painted their helmet.
>>
No. 846293 ID: 91ee5f

>>846291
>It's not mandatory.
If it's not mandatory, that means that we don't have to do it.
>>
No. 846297 ID: 96d291

Propose a secondary task: keeping the ice worm ALIVE. It's friendly, and a steady source of ice antlers, that's a profit of about five gold a year plus a new mascot.

There might be something in the necromancers' intel files, if you break into their base and take them out during this strangely familiar 16-on-16 asymmetric combat.
>>
No. 846298 ID: 91ee5f

>>846297
Kome no.
>>
No. 846300 ID: a5e143

Nah, trying to spare it will probably be too dangerous. Let's just engage MURDER MODE this time.
Doesn't mean we can't be polite about it, though.
>>
No. 846302 ID: a633c6

Don't say anything that will get people to further question your loyalty. You can tell everyone that the worm is dull and likes fire so much may even part with horns willingly if we're lucky, but don't hold out hope.
>>
No. 846310 ID: c6b31f

You can warn in advance that the worm you encountered acted friendly towards anyone willing to give it some fire, so they don't freak out when it calls you "friend".
>>
No. 846314 ID: 91ee5f

>>846310
Fen's going to be wearing a helmet, so the ice worm isn't going to be able to recognize Fen to call him friend.
>>
No. 846334 ID: b816a6

Mention that when you were escaping, the undead were hiding a couple of archers up above you.
>>
No. 846343 ID: 9e4723

The worm might recongnise him by other means, not just fisical. If it's decent with magic, I could recognize it that way, if assassins can hide their essence with the environment they're in, one could also be able to detect individuals by their magical aura, for even a small amount of mana. Or maybe not, but we can not rule out that possibility. Ask Zall
if your report has already been explained to your fellow soldiers or if you would have to give the details yourself.
>>
No. 846344 ID: 91ee5f

>>846343
>Worm might still recognize Fen.
So? That doesn't change the fact that we're not gonna waste time trying to keep it alive.

Fen is still under suspicion of being possessed, the only reason he's here is because Sir Zall and Sir Orjin trust him. If Fen starts talking about trying to keep the worm alive, we're gonna lose Sir Zall's and Sir Orjin's trust and they'll start thinking Fen really is possessed.
>>
No. 846347 ID: 9e4723

>>846344
Unfortunately this is true, we can't afford to give any sort of suspicious attitude with respect to the worm, we have no choice but to kill it. Man that part of the mission is going to suck.
>>
No. 846351 ID: bfb318
File 151119585532.png - (21.89KB , 800x800 , 972.png )
846351

>Paint the mouth part red
I'll keep this in mind on my own armor, later.

"How will we touch the antlers without freezing?"
>"Right, we've prepared gloves."

He passes me some large gloves to go along with our carving knives, as well as a bag to hold them in for longer periods. Each of us are given a set of these items, along with lightstones and various fire making tools. We also get two lightstone arrowheads so that we can illuminate far off points. I notice there's a small lightstone at the back of the arrow, too, so it will still be visible even if the arrowhead ends up fully embedded.

Everyone who doesn't have a heavy cloak is given one. Since the antler doesn't instantly negate the anomaly, and we want to move quickly, we're expecting to move through extremely cold air. I've patched the holes in my cloak that once allowed my horns to poke through.

"Lady Cassa will be preventing the environment from swallowing all light, or freezing us to death too quickly?"
>"Yes." says Cassa herself. "Also, if the ice worm is dead, the rest of the antlers, and the worm itself, should be nullified quickly as long as it's in proximity."
"Okay. The worm was attracted to flame and heat. It is possible that by putting fire down a canal, the worm will detect it and move towards it."
>"That's fine." says Zall. "Advantageous, even, because it'll move towards you."
>"Uh, looks like we're moving in from the south." Valsano states.

Zall looks at the map again.

>"Who drew Orjin coming from the south? That's wrong. Again, you'll be approaching from the north, to keep the worm between yourselves and the canals. That way, if it tries to get to warmth or tries to flee, you'll be in its way. Plus, there being fire in the canal means we've already blocked off its escape."
"Want us to bring the worm back too, minus antlers?" asks Orjin.
>"If it's remarkably light and you can do so, then it won't hurt. Don't add any risk to keep it alive or bring it back. As long as some meat is still attached to the antler, we can study that to find out if the worm itself is valuable. Focus on the bones."

I start to describe how it acted, but I'm cut off, as they've heard my report in detail. I also mention the possibility of there being a different worm, but Zall says it isn't likely, as they've kept an eye on this anomaly. I'm also told it doesn't matter. The attack plan won't change significantly.

"We're only assuming the layout is symmetrical, right?"
>"Yes." Zall says. "If it looks different than the layout, it's probably because it is. What we know for sure is that the four cardinal directions to enter the dome are the same, and that the white glow is visible from all spots."
"Okay. We will protect Cassa as best as we can, but why do we not have a backup wizard?"
>"Lady Cassa was the only volunteer."
"Is that true?" Aira asks.
>"Sort of." Zall continues. "There were a number of volunteers, but there were none that wanted to play second behind a wizard, in a single wizard job."
"Is it possible the undead have fortified their location?"
>"We doubt it. It would make sense they would, and it's what I would do, but in the past, when anomalies have gone away, there were no signs that they modified the terrain. There were no bodies, either, but now it's safe to assume that the bodies were dumped into the canals."
>"About that." asks Aira. "Wouldn't there have been a lot of blood?"
>"We've confirmed there are frogs down here." says Zall. "The frogs of Erja Nokol like to feed off of blood. A large number can wipe walls clean in seconds."
>>
No. 846352 ID: bfb318
File 151119586511.png - (35.23KB , 1000x800 , 973.png )
846352

We spend the next half hour equipping and checking our equipment before walking the rest of the way to the anomaly. Although the army isn't by the anomaly, we pass through a large number of soldiers on the way over. They want answers for why they're being held up, and why there are so many soldiers around. We stand out as well, between how well we're armed and how much magic is on us due to all of our enchantments.

A few of Zall's soldiers follow us as well, and will provide a line of communication between us and them.

>"I'm on point." Sir Orjin says. "Padli, Valsano, you take rear and front of Cassa while her bodyguards have her sides. Fen, you're on rear guard, so watch our backs. Mowbow, stay on the left of the circle. Frais, on the right. Aira, stay wherever you want. As soon as we get in, start lighting up your coals and flinging them forward. Get your shields ready."
>>
No. 846353 ID: 015058

Um did the map get flipped by accident and that is why it shows us going through the south? Well probably to late to bring up but keep it in mind.

Well get your shield up and take up your position as rear guard. Focus most your attention on that but keep a eye on everyone else when you can.

Once we are in the thick of things you won't have time to do much but concentrate on your job. As rear guard you will not only protect that angle but also keep everyone up to date on if your escape route is open. If you get surrounded from behind the team needs to know fast so they can break out in another direction.
>>
No. 846354 ID: 33d4be

Rear guard! Prestigious. Orjin probably thinks you have the best mana sense of the team by now, with your time to practice, as well as being a good enough fighter to hold off a rear assault for a little while. Visibility and hearing will be limited once you get into the anomaly, so you'll need to focus on that, but don't disregard your other senses. Keep turning your head and move side to side a little, now and then, so your mana sense can triangulate the positions of things better.

The space you're going into seemed to be a high one, since it had a picture of a structure and a bunch of pillars, so maybe remind everyone to keep an eye out above, a well, in case of those hoppy kobolds who you fought before, or some undead creature that can stick to the ceiling.
>>
No. 846355 ID: a633c6

Remind everyone to beware attack from above.
>>
No. 846357 ID: 91ee5f

>>846352
Get in position and get your shield ready. Make sure you stay within the circle.

Your mana sense might not be reliable since you and your squad are all wearing enchantments and you've got a wizard with you. Mainly focus on using your own eyes and ears to detect enemies.

>>846353
>Um did the map get flipped by accident and that is why it shows us going through the south? Well probably to late to bring up but keep it in mind.
That was already mentioned in the update. Zall said that the map was drawn incorrectly and we're supposed to be coming in from the north.
>>
No. 846363 ID: bfb318
File 151120205797.png - (45.78KB , 1438x860 , 974.png )
846363

There's no bad oversight I can see in Orjin's plan, so I only have one thing to add.

"Aira, and others, please watch out for any attacks from above."

We arrive at the north exit. Sir Orjin brings out his shield. It has a slot in the front that he puts a torch into. Some of Zall's assisting soldiers give us the go ahead and make various hand signals to each other, passing communication silently back for Zall.
>>
No. 846364 ID: bfb318
File 151120206272.png - (7.93KB , 800x800 , 975.png )
846364

No time is wasted in moving forward. Any monsters that are paying attention will already know that our group is different. The spell placed on the antler is kept to a short range to intensify its nullification power, and it pays off. We can immediately see partway into the room in which we walk. It is freezing, but as long as we don't try to set up camp here, we won't freeze to death so quickly.

The anomaly doesn't immediately cover our nullification path as we move south, but it is getting darker. Mowbow brings out a sledgehammer, and strikes stakes into the ground to mark our path. Aira lights up coals and throws them ahead of us to give us some warning about what's ahead, if just for a moment before the anomaly extinguishes the flame. We're on a straight road, and the sides of us are littered with coffins, so it's easy to keep ourselves oriented.

Valsano walks carefully, and paces himself so that every 4 steps he whispers increments of 10 feet. It's expected the worm is about 250 feet away.

We can hear some commotion up north as the larger forces descend on the anomaly to surround it, and various units charge to take out the canal. It's only for a moment before darkness covers our entry point, and we can no longer hear anything besides ourselves.

>"60 feet." Valsano says.
>>
No. 846365 ID: bfb318
File 151120206973.png - (23.65KB , 1000x800 , 976.png )
846365

We hear a hum familiar to me.

>"Friiiiiend."

Something steps onto the road from where we came from. It's keeping pace with us, neither getting closer nor farth. The worm continues humming.

>"Sooo waaaarmmm. Leeet gooooo!"
>>
No. 846368 ID: 78a3e5

Drop all your gear and go give your friend a hug.
>>
No. 846369 ID: c6b31f

The guy on the left stands upright, doesn't look like our old friend. Looks armed, too.
>>
No. 846370 ID: a363ac

>>846365
shoot beside the worm they are holding it back from coming to you like before, lets let it come closer.
>>
No. 846371 ID: e24b91

Take your bow out and put a regular arrow into its kneecap.
>>
No. 846373 ID: 3d2d5f

>let go
The undead are holding it back from moving towards the fire, and you. That means we need to walk deeper in than if it had come to meet you.

>one trailing undead
Probably a bad idea to break formation to pursue it, that leaves the wizard's back exposed. We might want to announce it to the others though.
>>
No. 846375 ID: 78a3e5

Yeah, if Fen is rearguard warn the team that zombies are coming up the rear and surrounding you.

Don't attack it though, stay with the group.
>>
No. 846376 ID: 33d4be

Sounds like they're holding the worm in place. Maybe chains, maybe other undead.

Say "One behind us, keeping pace. Mutant, or altered. Stay alert all sides." Be on guard. I wouldn't put it past the necromancers to send one undead with glowing eyes to hover just on the edge that you can see so you'll be distracted from a sudden charge by undead further out.

How's your mana sense?
>>
No. 846377 ID: 91ee5f

>>846365
Toss a light towards the glowing eyes to see what's there besides the worm.

>>846368
No, don't be a dumbass.
>>
No. 846382 ID: 1e7aa8

can you do any hand signals to alert the others? if not just announce in simple terms.

"One undead spotted"
>>
No. 846384 ID: bfb318
File 151120470599.png - (37.50KB , 800x800 , 977.png )
846384

>How's your mana sense?
Useless. There's mana fluctuating everywhere.

"I'm going to shoot something keeping pace behind us." I alert my teammates. It isn't moving fast, and its steps are regular and predictable, so it's not difficult to put a normal arrow into its kneecap.

It gets a limp, but it doesn't drop.

"Something's holding the worm. If we can disable it, the worm will come to us."
>"80." says Valsano.
>"Yeah that'd be nice, but your old pal just got in the way." Sir Orjin states. "Padli, Valsano, Frais swords out. If twonecks there gets into the bubble, stab him. The rest of you keep an eye out and replace us if any of us die."

The monster behind us, in front of me, starts walking faster. Even with the limp, it's intent on catching up to me. It's readying its sword.
>>
No. 846388 ID: e24b91

Get it's other kneecap if you can do so before it catches up.
>>
No. 846389 ID: a5e143

>>846384
As you ready your own weapon, make sure he hasn't got friends sneaking behind him while he draws your attention.
>>
No. 846391 ID: a363ac

hit the thing behind you with a light arrow to keep track of it. its probably the second strongest thing here besides garlic Soup and losing it could be disastrous.
>>
No. 846393 ID: 3d2d5f

That corpse is in remarkably good condition after being immolated, frozen, and crushed, even with the new hand.

>The monster behind us, in front of me, starts walking faster. Even with the limp, it's intent on catching up to me. It's readying its sword.
Meet it with your sword and dispatch it. Don't let it get too close to the group I'm case it has a surprise (say, carrying an explosive). But don't let yourself be drawn too out of formation, that leaves the wizard's back exposed.
>>
No. 846395 ID: 91ee5f

>>846384
>The monster behind us, in front of me, starts walking faster. Even with the limp, it's intent on catching up to me. It's readying its sword.
Alert the others that the monster is catching up and is about to strike.

Also, depending on how big the sword is, you might not want to try and block it, you could break your arm trying to block a big heavy sword.

>>846391
The light arrows are going to extinguish when they leave the circle and that thing is coming into the circle. Let's not waste a light arrow on something that's going to be visible anyways.
>>
No. 846396 ID: 3ce125

>>846384
I think you're about to get hit by a pincer attack. Maintain formation, defend the wizard!
>>
No. 846397 ID: c88e6d

>>846384
Kill it, warn everyone not to touch the sword it holds.
>>
No. 846398 ID: 1e7aa8

Ready your weapon, and make sure that you are about to get blind-sided by something you aren't aware of
>>
No. 846400 ID: 78a3e5

Let it catch up and behead it when it does. Rely on the others to do their jobs.
>>
No. 846401 ID: 91ee5f

>>846397
They'll be too busy fighting to worry about that.
>>
No. 846405 ID: 015058

Engage your enemy only once it gets in range. Keep tight in othe formation and do not get to far away from the group. You need to take it out fast while keeping in position so our wizard does not get shot while you are distracted.

Warn your allies that you will be engaging a zombie at the rear soon.

(Not seeing any overtly hidden things in the pictures either)
>>
No. 846406 ID: 9e4723

Tell them not to grab their swords, they might be cursed. Try to shoot it in the knee and le it come to you, the lack of light it's a big disadvantage.
>>
No. 846407 ID: 33d4be

Close gaps with your allies to keep enemies from slipping between and cover each other's sides. Try make a wedge with yourself at the point.

The intense cold outside the bubble might be capable of freezing undead flesh solid. The guy trailing you might have hovered at the edge and walked to give himself time to warm/loosen up. Try to take them out quickly before they get faster, and be aware that the parts of their bodies not being bent and flexed may be hard.
>>
No. 846410 ID: de6d84

Stay in formation and brace yourself cautiously.
>>
No. 846412 ID: bfb318
File 151120931798.png - (52.35KB , 1200x800 , 978.png )
846412

I shoot again to try to disable its other knee, but its walking much more erratically. I graze it, but the arrow is deflected across, and it's left with a flesh wound.

I prepare my sword to dispatch this corpse.

>"Something big is at our left!" says Mowbow.
>"And right." says Aira. "But they're not moving at us. They're going to where the canals were at."

The corpse nearly gets in range. Then it slows down again. It stays just out of my reach. It might be seeing if I get nervous and look away.

It's cold, but the back of the bubble is the warmest spot, as it's spent the longest time within the nullifying range. With that in mind, I can afford to step forward to attack it, since it's standing where the anomaly has only just begun to retake it. Yet, it may be trying to drive a wedge in between me and the people behind me, even just a small one, by luring me forward.

"Be careful about their swords, they may be harmful to touch."
>"100." Valsano says.
>>
No. 846413 ID: a363ac

>>846412
don't fall for it you lose position the whole team could fall apart hold till it comes to you.
>>
No. 846414 ID: 1e7aa8

Keep backing up. Do not engage or they'll overrun you.
>>
No. 846415 ID: e24b91

Stay focused. Your job is the back.
>>
No. 846416 ID: 015058

Lure it in by turning your head (just a bit) and pretending to stare at the monster on your left. If it is waiting for a opening it will attack once it thinks you are distracted with the giant zombie bunny thing. Just remember that your helmet does limit your side vision.

While doing this keep your full concentration on the guy in front of you. As soon as it attacks knock its sword away with your shield and chop its knee. Don't need to fully destroy it just stop its movements.
>>
No. 846417 ID: 3d2d5f

I'm pretty confident it's trying to bait you into moving out of formation to create an opportunity for one of the other undead. Keep in line and moving with the others. Don't strike until it closes.

If the big things are moving towards the canals, let em. Not our concern right now.

No sound of Orjin and co crashing with garlic soup's one time puppet up ahead?
>>
No. 846422 ID: 91ee5f

>>846412
There's multiple eyes on top of the giant things. I think they're carrying more monsters on their backs. Which means they're either archers or they're gonna jump at us!

>Monster is trying to bait Fen.
Don't fall for it, stay in formation!

.....is it just me or does Fen's tail look like it's unarmored?
>>
No. 846423 ID: 33d4be

He's very close. He might be trying to block your vision of something behind him. He had something that could have been an eye on his tail and might be able to keep an eye on other things while trying to lock his gaze with you. Don't look directly into his eyes. One of those hopper kobolds could be sneaking behind him and ready to pop over his head or dash around the sides. For that matter, they could be on the back of that big thing to the team's left (your right), and jump off at any moment.

This guy could also be providing vision for Garlic Soup, but I'm sure any of the undead in this room could be, since you're the ones standing in the light.
>>
No. 846424 ID: de6d84

Keep holding your position.
Sword-monster seems very focused on your movements, twitch your head by tilting your head to your right so you can keep vision on it. If it takes the bait, cripple it via slashes to the legs.
>>
No. 846425 ID: 9e4723

>>846422
If i am not mistaken, the current armor that Fen has didn't have any tail armor.
I'm really worried about thoes things in our flanks, Ask Orjin what to do, those could send all this operation to hell if not dealt with properly.
>>
No. 846427 ID: c88e6d

>>846412
Do not step forward. It's probing the edge of the field.
>>
No. 846428 ID: 78a3e5

Question, can you feint it and not move closer?
>>
No. 846429 ID: 0d45a9

Stay in formation, strike if it gets within range though.

Looking at the thing in the back, it looks like a fluffy field kobold headed centipede. Maybe those blue dots are eyes and it's carrying undead on it's back, like a living troop transport.
>>
No. 846436 ID: a633c6

Remember, keep looking up.
>>
No. 846438 ID: 91ee5f

>>846425
>Ask Orjin what to do
Let's not distract him with questions.
>>
No. 846441 ID: bfb318
File 151121240494.png - (26.25KB , 1000x800 , 979.png )
846441

I turn my head, and stop just so I can see if it attacks. It doesn't. I do see the large monster to the east pass us by, travelling north as Aira said. Aira herself ends up face to face with another monster that keeps pace with the group. I make sure to look up, too, but I'm almost positive these zombies will attack us if we fully turn our head for anything more than an instant.

I feint forward. It lifts up to defend itself in case I wasn't feinting, but it doesn't lunge forward.

>"Got something here!" says Mowbow, who is put in the same situation as the rest of us.
>"Come on, fucker! Step forward!" I hear Orjin yell at Garlic. Apparently the monster is doing the same thing. "Cassa! Speed up! Everyone stay in formation!"

Cassa moves noticeably faster, and we end up walking quickly. I have to be careful not to lose my footing while trotting backwards. The undead occupying me limps fast, and there's no sign of Garlic dropping. As soon as I walk a full bubble's length, the temperature drops painfully despite that I'm still in the warmest spot. Valsano speaks up, while the white worm keeps humming 'friend' repeatedly.

>"One hundred, twenty five."

....

>"One hundred and fifty."

More creatures start coming at us. They stand in front of Mowbow and Aira, and keep pace with us, standing just in front of everyone.

>"One hundred, seventy five."

>"Two hundred."
>>
No. 846442 ID: bfb318
File 151121241198.png - (14.37KB , 1000x800 , 980.png )
846442

THOKCH

I hear what sounded like an arrowhead going through flesh and bone.

>"Cassa!" one of Cassa's mountain kobold guards screams. It wasn't a scream of worry. It was a scream of despair.
>"Pick up the antler! We're close enough!" Orjin yells.
>>
No. 846443 ID: 78a3e5

Tell one of the mountain kobolds to pick Cassa up if she's still breathing/powering the antler and take a diagonal spot to cover for him.
>>
No. 846445 ID: 9e4723

Ah shit! And if that was an arrow like the one that hit Fen she is going to die soon if she hasn't died yet. Did they brought an antidote?
Fuking archers!
>>
No. 846447 ID: 015058

Scan the rear. It looks like your guy left at some point.

If you do not have someone face to face with you anymore get a quick look at the situation. While we are still rear guard we need to be ready to change that quick.

Right now you need to get that worm free fast and get the fuck out of here quick.

I see two choices.

1. Kill the worms handler and have it follow you out of here. Will only work if the undead to not keep grabbing it again. That way you don't have to waste time hacking all the horns off while being attacked by undead.

2. Kill the worm itself if undead keep getting thrown at it to hold it down. Will start the collapse of the anomaly and avoid you all freezing maybe.

Hitting Garlic or one of the big guys with a light arrow would help. With Cassa down seeing anything will be a mess and we need to highlight the big threats fast before the light goes.
>>
No. 846451 ID: a363ac

>>846442
start booking it Fen we have about "one minute! start counting." to take those antlers.
>>
No. 846452 ID: e24b91

Charge. Now is the time to abandon rear defense and run fast enough that nothing catches up.
>>
No. 846453 ID: 0d45a9

Killing the worm is our only option now I think, we're in deep and have no way to nullify the worm's aura. So to avoid freezing we'll have to kill it to disable the aura.

I think the necromancers are getting the majority of their troops out on the chance we succeed, but the ones surrounding us are trying to slow us down so the aura kills us. So we have to break through and kill the worm before then.

It's a tragic thing, but I don't see another way. We can't keep the ice worm alive.
>>
No. 846454 ID: 3cc68c

Well the mission has changed a bit. You need to transition from rear guard to helping take down the worm and its guards.

But don't just stop guarding the rear and run to the front. Keep up the formation and wait for your leader to direct you. With Cassa down you have about a minute to take out the worm. So keep guarding the rear and wait for instructions.

If the worm is to frozen/hard to kill fast then chopping off all its antlers should stop its ability to project the cold field. Am guessing that normally it just eats heat and lives off it. But the antlers are enchanted to project its personal cold outward.
>>
No. 846455 ID: 91ee5f

>>846442
If Cassa is dead, then we were supposed to retreat. But if Orjin wants to keep pushing forward, then you'd better follow him!

I sure hope those miners are almost done digging and getting ready to start pouring the flaming oil soon! Because both of the esophaguses going up in flames will be just the distraction we need right about now!
>>
No. 846458 ID: 0d45a9

>>846452
We should stay in the rear guard until Orijin says otherwise, if we do then the thing we're keeping at bay will attack out group. We're all relying on each other to play our parts, if that breaks down, we fail.

That's not to say we shouldn't voice our observations, which may prompt those orders, but we shouldn't break formation otherwise, not unless it's already breaking down.
>>
No. 846459 ID: 91ee5f

>>846451
>>846452
No you idiots! We don't stop guarding the rear! We continue doing our job until Orjin says otherwise! Breaking formation will just get Fen and his teammates killed!
>>
No. 846460 ID: de6d84

Aw damn, don't take matters in your hands yet, keep holding the rear fort. Listen to your leader if they say anything otherwise.
>>
No. 846461 ID: 0c324b

Shit has now hit the fan, and I expect for the fighting to start momentarily. Hit garlic with a light arrow to make it easier for Orjin to fight him. You are the rear guard, do not break formation until Orjin says to; he makes the call on whether we advance or retreat.
>>
No. 846462 ID: e24b91

>>846452
I should specify you are staying in the back and in formation. Keep up with the group. Don't outrun them.
>>
No. 846463 ID: 9e4723

Put your shields up, that couldn't have been the last shot, i got the feeling that we are going to get pin down by enemy fire.
>>
No. 846464 ID: 3abd97

Makes sense. The enemy lets us get well away from the edges before hitting our protection. Now we're faced with a stark time limit, and trying to punch out or kill the worm quickly while zombies try to kill us.

>Also, if the ice worm is dead, the rest of the antlers, and the worm itself, should be nullified quickly as long as it's in proximity
Luckily, it sounds like the cold/dark aura will go down if the worm dies, even if we don't have a wizard to shut it down.

Okay, if Cassa isn't dead her guards absolutely have to treat her with those medical supplies Zall said he was provided. Even if she only lives movements or minutes longer, ever moment she hangs onto her will and powers her spell buys the rest of us a little time. (And I mean blood magic is a thing here, if she dies putting everything she has into it, the spell might last longer than she does).

>>"Pick up the antler! We're close enough!" Orjin yells.
Going forward and retreating are both bad options, honestly. But we only have a hope in hell of surviving if we work as a unit- if we panic or split up we're dead for sure.

So fully commit to Orgin's plan here. We get to the worm and kill it ASAP.

You're still reguard, which means still stopping zombies from stabbing your allies in the back, wizard or not, even as we all double time it forwards.
>>
No. 846467 ID: 6b37cc

Stick to the plan. We should probably only break formation if everything is totally fucked and we're not there yet. I hope.
>>
No. 846468 ID: bfb318
File 151121605422.png - (18.49KB , 800x800 , 981.png )
846468

I keep to the rear, and an eye on the zombie in front of me. It sometimes slinks a little farther away, but stays more or less close. Padli is hyperventilating. The mountain guards are cursing loudly.

I step over a great deal of blood. One of the guards must have picked up Cassa. She was wearing armor. I don't know how quality it was, and if the arrow that shot her was enchanted with piercing, then it may have simply gone through the armor. Not being able to look is infuriating, but if I were to look away and something terrible happened as a result, I'd never forgive myself.

>"It came from higher up! I think it was shot from one of those big fuckers!" a guard says. I still don't know for certain if Cassa is alive, but I know that if there's any chance, the guards are bringing out their healing cloths for her. They might be even if it's sure she's dead.
>"Got the antler!" says Padli.
>"Shields up, stay low! Keep moving, don't be an easy target!" Orjin calls out. "Stay in formation, but haul ass! We have a minute to take out the worm, then we can keep ourselves warm by running the hell outta here!"
>>
No. 846469 ID: bfb318
File 151121614017.png - (22.02KB , 800x800 , 982.png )
846469

The worm's hums suddenly intensify into something more like a scream.

>"WAAAAARM!"

The antler must have gotten in range of the worm, but the zombie in front of me leaps towards the group, looking like it's going to try and run me through. There's several cries around me. I think every undead around us is attacking.

Those undead, plus something else to the northeast. Whatever it is opens its eyes as it lunges in towards the center.
>>
No. 846470 ID: 1e7aa8

Stick to the plan.
>>
No. 846471 ID: a633c6

Block or dodge the zombie, attack the monster as it extends itself.
>>
No. 846472 ID: e24b91

Primary whatever is moving to center. Yell incoming. Your priority is protecting the group. If you can move out of the way of the smaller attacker without sacrificing your own attack, do so. Otherwise take the hit.
>>
No. 846474 ID: a363ac

>>846469
yell "WHO HAS THE WORM?"
>>
No. 846475 ID: 015058

Block the sword with your shield and try your best to decapitate or stop that head before it can get past you. Judging by its length its a undead snake thing that has been thrown or some sort of undead horror.

Whatever it is stop it from getting past you.

Everything will be going for the antler/wizard. You need to keep them safe.
>>
No. 846476 ID: 1e7aa8

And by "stick to the plan" I mean try and take a leg off of whatever the fuck is rushing the group.

Also maybe announce that you are being engaged by a really big monster.
>>
No. 846477 ID: 78a3e5

See if you can add dispatch the zombie and then throw it into the monsters mouth.
>>
No. 846478 ID: 91ee5f

>>846468
Fen's back and tail are covered in Cassa's blood. The fact that he didn't feel something splatter on his tail let's us know that his tail is armored, which is very reassuring!

>>846469
Use your sword to swipe at the one trying to push past you on your right!

Use your shield to deflect the sword coming at you from your front!
>>
No. 846479 ID: 3abd97

>>846471
>>846475
Pretty much these. Bat the lesser zombie's attack to the side, try to use the big thing's momentum against it so you can slide it wide open or remove a head or a limb with your sword.

Give ground as fast as we can while defending from these threats- we need to get to the worm and you just need to stay alive and keep the things rushing you from stabbing your allies in the back.
>>
No. 846481 ID: de6d84

Deflect the sword and get ready to swing at the worm incoming.
>>
No. 846482 ID: 33d4be

It's your job to keep anything from getting past you, and to keep your teammates informed. Do both of those things. Shout "northeast!" and use your sword to stop that thing coming in from there - with your enchantment, you might be able to chop off at least part of its lower jaw by swinging your sword's blade in through its mouth, and it looks like something that uses its mouth as its main weapon. Use your shield to fend off the other one.
>>
No. 846483 ID: 9e4723

If you are successful in blocking and stopping that giant ass head, keep formation and follow the group. Let's hope that you don't get shot, you can't block attacks from behind.
>>
No. 846484 ID: 3ce125

>>846469
Block the zombie's hit, attempt to chop off the lunging thing's head.
>>
No. 846486 ID: c0641d

>>846482
This. I could be totally wrong, but in this light, that could just be a flying disembodied head for all we know.
>>
No. 846489 ID: bfb318
File 151122009373.png - (23.23KB , 1000x800 , 983.png )
846489

>Didn't feel blood splatter on tail
Now that I think about it, I notice it.

"Northeast!"

I warn them instinctively, but I still try and stop it. I block the zombie's sword and ignore it in favor of striking down the snake. I don't see legs, and its mouth is awkwardly high to try and strike, so I simply go for its neck. It lunges into my sword, and I hope I cut the muscles that bring its jaw down.

Despite how easily my sword cuts through the neck, there's still enough friction to drag me backwards and around.
>>
No. 846491 ID: bfb318
File 151122029909.png - (58.25KB , 1100x800 , 984.png )
846491

Although I am spun around, I am able to see what's ahead of me even as I try and turn back around to face the zombie.

Sir Orjin and the people he called forward fighting. Sir Orjin nearly took off the dead head completely, and Padli got grabbed. Frais is running around behind Garlic. Both Aira and Mowbow are doing fine dispatching their own zombies. The mountain guards are holding a limp Cassa and running forward. I can't see clearly since she's on the other side of a mountain kobold, but there's definitely an arrow sticking out of where I expect her head would be.

From behind, I feel the zombie tackle me over my shield and try to take me down. I'm trailing behind more than I'd like.

>"We're taking Lady Cassa back north! I think she's breathing!" says one of the guards.
>"Fuckin' make yourselves useful, shitbags, and get the worm's antlers!" Orjin yells back. "I'll have Fen kill you if you retreat now!"

Despite that, they still look like they're ready to run past me with Cassa.
>>
No. 846492 ID: c88e6d

>>846490
Continue terminating undead in your area. We cannot be everywhere at once in this battle and will have to rely on Sir Orjin to protect the rest of the group. If we allow the undead to get past us, our squad will be flanked and everyone will die.
>>
No. 846493 ID: a363ac

>>846490
"I'll DO IT TOO!" and try and get forwards more to the antler if you can but first deal with the sword zombie.
>>
No. 846494 ID: 015058

Yell that you have at least 2 active enemies on our rear. If you move Cassa now she will get torn apart by zombies.

Turn back to the Rear and take out that zombie on your shield. Focus on your own job and stop worrying about how you compare to the others. You had to focus everything to stop that leaper from getting into the group.

Right now your job is to keep your team from being overrun from the rear. Until you clean your plate don't go looking for more.
>>
No. 846496 ID: 3abd97

>I'll have Fen kill you if you retreat now!
Back him the fuck up. If they run, and the formation falls apart, we all die. If we don't cut down the worm and stop the cold aura in time, we all die. It's every hand or deck, do or die time.

"Hold you positions or I will rip your throats out!"

"Do not dishonor your wizard's courage with your cowardice!"

Also Cassa's only chance is if the group gets out. If they split off with her the undead will pick her group off and kill her. And I quite like her.

>I'm trailing behind more than I'd like.
You might be able to jump back with one of those tackles to shove yourself towards the group?
>>
No. 846497 ID: 3cc68c

"I won't half to kill them because there is a horde of zombies behind us. If they retreat now Cassa is doomed."

"If you two leave Cassa on the ground behind me and I will stand and protect her. We need you to help get those antlers more than anything."

Then yell to the worm.

"Friend! We need your antlers please!" (In case you can get it to help again like last time)
>>
No. 846499 ID: e24b91

Break free of whatever is on you and get back to the group.

Give your best serious face and say "Desertion is punishable by death." and if they walk past you, kill them.
>>
No. 846501 ID: 78a3e5

Tell them if they run now they'll just get killed in the anomaly in the darkness. The best chance Cassa has is for the group to be successful.
>>
No. 846502 ID: a633c6

'Sir yes sir!'

Make eye contact with them as you finish off the snake for emphasis.
>>
No. 846503 ID: 1e7aa8

Jam your sword into the zombie's head and be prepared to block arrows while you back up towards the group.

"Do you honestly believe that you can run the entire way back without being attacked in the dark?!"
>>
No. 846504 ID: de6d84

"If you have time to think, then you have time to fight!"

Ready your weapon in a menacing manner towards the deserters as you get back to the group to send the message.
>>
No. 846505 ID: 9e4723
846505

You can't let the gards take Cassa to the back of the group. They will not only get attack by zombies that will overrun them, but also they will breack the whole group, kiiling everyone. They have to put Cassa on the ground and start fighting, orat least one of them.
>>
No. 846506 ID: 33d4be

"I won't need to, you'll freeze to death and her with you! You haven't been in these anomalies! And you'll steal everything she wants from her as you do!!"

If they do run, you'll have to go after them to try rescue Cassa when they get themselves killed. If she is still alive there's a slim chance she might still regain consciousness to help. And you probably don't want to let the undead have a wizard, alive or dead.
>>
No. 846507 ID: 015058

You should be covered in blood right now from that snake thing. So just look the guards strait in the eyes toss the zombie on your back in front of them and stab it dead while they watch. Should be a rather frightening scene.

Then yell at them to get those damn antlers before get there boss killed with there cowardice.

After that go back to guarding the rear.
>>
No. 846508 ID: a633c6

No wait, suggest they'd be more use in the mutant pits instead.
>>
No. 846522 ID: 91ee5f

>>846489
>Now that I think about it, I notice it.
Oh, I guess that means that Fen's tail is unarmored!

>>846491
"You'll never make it! If you want to keep her safe, focus on killing the worm to turn off the anomaly!"

>>846497
>"Friend! We need your antlers please!" (In case you can get it to help again like last time)
Stop trying to call out to the worm! Sir Orjin will suspect that we're possessed or something and tell someone to kill us!
>>
No. 846524 ID: deec6e

>>846491

"I won't NEED to kill them, sir - if they rubbed both of their brain cells together, they'd see running is a death sentence for them AND Cassa!"

Remind them of the fact that the anomaly is liable to move, if whatever is holding it back (presumably undead)

"If you can see what's chaining or holding the anomaly down, cut at it, loosen it. It will move towards either of the channels and we can use it as mobile cover as we hack away antlers. It won't mind. Feed it some burning coals to speed it along."
>>
No. 846526 ID: bfb318
File 151122452104.png - (36.10KB , 800x800 , 985.png )
846526

"I will kill you both!" I say, backing up Orjin. I would brandish my sword at them, too, if not for my urgency in getting this undead off my back. I am able to use its tackle to let myself stumble forward all the same, before yelling to the worm. "Friend, we need your antlers!"
>"Oookayyy. Taaaake them."

The guards almost run, but I intercept them and stare them down. They turn back around to treat Cassa on the spot, about when I realize that staring them down probably doesn't work as well through a helmet.
>>
No. 846527 ID: bfb318
File 151122453078.png - (20.81KB , 800x800 , 986.png )
846527

Although I looked at the guards, most of my concentration was looking at Garlic. He slammed Padli into the ground.

Frais was running towards the worm after all. She looks confused for a moment, given my last exchange with the worm. She decides not to waste time killing the worm, and simply starts stabbing at its antlers. The worm does not seem to mind. There is a zombie holding the worm, but it's frozen to the back pair of antlers and can be dealt with later.

Garlic isn't lasting. Orjin managed to take out both tails, and Valsano stabbed through the remaining head's eyes.

Valsano is looking around instead of finishing off Garlic, though. He might be thinking the same thing I am. There were a lot of things moving in the dark, but we were only attacked by a handful.
>>
No. 846529 ID: e24b91

Help with antlers. We've got enemy archers up top somewhere.
>>
No. 846530 ID: 015058

Group up tight on the worm and protect anyone working on those antlers. If they know you are guarding them they can devote all there attention to digging them out.

Yell to Frais and the others that you are going to guard the antler team so that they can pay attention to there work. Get Valsano to help you.

Keep guarding your team so they can deal with the worm until Orjin changes orders.

Possibly use some of your lightstones to get vision going. You can shoot the arrows at anything big you see moving close or just toss them near the edge of the light zone.
>>
No. 846531 ID: 015058

Oh yeah check on Aira and Mowbow and see how the rest of the defense team is doing.
>>
No. 846532 ID: e24b91

>>846529
Get that back zombie off. It may be manipulating the worm.
>>
No. 846533 ID: b2bad8

>>846527
Bad Possibilities: They're trying to set up a trap, they are grouping to attack again, or they are hoping for the worm to do something to you before they even need to.
Good Possibilities: they could be afraid and hesitating as to not bring more losses, They're not controlled yet, or they think the worm might be able to do something to them.

Either way, keep up the defensive, get as many horns as you feel you can without it being suicide, get rid of the zombie holding the worm and tell it to "Follow friend" to both see what kind of reaction that brings and to possibly get more knowledge.
>>
No. 846534 ID: a363ac

>>846527
hold position if the formation breaks too much everything will go to hell once the enemy arrives in force
>>
No. 846535 ID: 33d4be

Looks like Padli fell on the piece of antler he was carrying, someone needs to pull him off and retrieve it. Though, for all we know him bleeding out on it may empower it. I assume they somehow permanently altered the enchantment it was producing, though we maybe should have asked.

The worm doesn't seem to mind even though Frais is clearly cutting into its "flesh" to get the antler. Maybe you could just chop off its head and it would still be alive, and you could bring it back like that. Or cut off its tail where it's being held and then it could follow you out. Or maybe it would just let you kill it.

Tell the worm you don't want it to be stuck here any more. That you're going to cut it free.
>>
No. 846540 ID: 3abd97

>about when I realize that staring them down probably doesn't work as well through a helmet.
I dunno, in that helmet, covered in blood, you're more intimidating than you might think.

>He might be thinking the same thing I am. There were a lot of things moving in the dark, but we were only attacked by a handful.
Smart move right now seems like some people with shields watching the backs of the people cutting off the horns.

Cover for each other if possible. Be nice if we could cover for someone while they saved Padli.

If the worm isn't resisting, keep cutting horns off. If the spell doesn't end when it's clear of horns, then it dies.
>>
No. 846541 ID: 91ee5f

>>846526
>I realize that staring them down probably doesn't work as well through a helmet.
That's where you're wrong. If you're covered in blood and/or they can see your glowing eyes, then staring them down with a helmet is very effective!

>>846527
>She looks confused for a moment, given my last exchange with the worm.
Great, now Fen's gotta explain that later. Hopefully someone isn't ordered to kill him before he can explain that he's not possessed!

Make sure you get closer to the others, but stay in formation!

>>846533
>tell it to "Follow friend"
Stop trying to make Fen sound like he's possessed and helping the enemy!

Besides, what makes you think the army isn't going to kill it when we lead it back with us?

>>846535
>Looks like Padli fell on the piece of antler he was carrying
No, he was slammed to the ground by Garlic Soup. He doesn't have an antler!
>>
No. 846542 ID: 78a3e5

Stay on guard while the others saw off the antlers.

Valsano, the others up there, and Padli when he gets up can join cutting off antlers, while you Aira and one of the guards keep watch. and cut down the zombies incoming.
>>
No. 846543 ID: 9e4723

OK, calling the worm "friend" will have repercussions, but we can't think of that right now. I'm not sure if we should leave the bodyguards alone with Cassa and ungard the rear.
>>
No. 846544 ID: a633c6

Who's in the best position to help Padli?
>>
No. 846545 ID: 3abd97

>OK, calling the worm "friend" will have repercussions
I mean, we're just playing to its narrative. If it's dumb enough to trust you, why not take advantage of that?

So long as we don't push it to the point of trying to do anything dumb later, I think the squad will get over it. Use every advantage you can to stay alive, and getting the worm to cooperate with our disarming it is useful.
>>
No. 846546 ID: 9e4723

>>846545
We have been doing that since we met the worm, i know that allready, but not everyone will understand at first and it's going to be a problem later. It was the best course of action at the moment, i'm just saying it will come back to bite us in the ass latter.
>>
No. 846551 ID: bfb318
File 151122777154.png - (21.01KB , 800x800 , 987.png )
846551

"I'm going to keep an eye out while you all get antlers. There is still another archer somewhere!" I throw the zombie on my back off onto the ground.
>"Nooo. It leeeft." says the worm.
>"Where the hell'd it go, whitey?" asks Orjin.
>"Noooorth."

There are 8 able bodies. One guard is shoving healing cloths onto Cassa's face, but he either doesn't have the tools or doesn't have the dexterity to remove the arrow without causing more damage. The other is standing guard, so I'll guard with him. First, I check on Padli.

His skull is caved in. Since he can't carry our antler any longer, I take it from him, then guard everyone carving the worm. The other 6 all get out their gloves, and Orjin puts one bag into another to get two layers for all the antlers to go into. Some of the gloves stick to the antlers. Valsano simply chops down the hands of the zombie that hung onto them, and tosses the antler with the hand into the bag.

Everyone puts their shields onto their backs, and kneels down low to work, frequently shuffling around as they do while watching the darkness more than their progrss. The threat of an archer that could be 15 feet away without us even seeing them does not keep us settle. With that many people carving, the bag fills up fast. Aira and I throw a lightstone each to either side of us. It doesn't light up much, but we don't see anything there.

>"Yessss, remove antlerrr!" the worm hums.
>"We're just about done!" says Orjin. "We're taking the bag south!"
>"But we came from the north?" asks Valsano.
>"Yeah and a whole goddamn army undead went that way, too!"

It's been about a minute. Our antler, having been in this spot for a while, got the temperature up to being chilly. It's about to run out, and it will get extremely cold soon.

>"Is the anomaly going to lift now?" Aira asks the worm more than anyone else.
>"Nuhhhh, it will use up manaaaa to keep making cooooold. Mayyybe only for a quarrrrter houuur?"
"You can move fast when you want to, right?" I ask the worm.
>"Yassss."

I doubt any of my teammates will hold it against me to call it friend, when I'm cooperating fully in carving out its antlers. It may be possible to simply get it to follow us out of the anomaly, if I want to propose the idea.
>>
No. 846552 ID: a363ac

>>846548
tell the worm to go out the south and ask to be studied if it wants all the warmth in the world.
>>
No. 846553 ID: b66d4e

>>846527
Rip Padli, maintain rear Fen! You never know whats going BUMP in that darkness.
>>
No. 846556 ID: c88e6d

>>846527
The 'antlers' are our number one goal. Everything else is secondary except survival.
>>
No. 846557 ID: 0d45a9

Ask Orijin what to do about the worm, it's his op, his decision.
>>
No. 846558 ID: 015058

Orjin do we want to have the worm follow us out? The wizards might love studying it and it seems to be able to sense the undead way better than us.

If its willing to alert us to undead it might save our asses.

Ask the worm if the necromancers can control it or see through its eyes.
>>
No. 846559 ID: c88e6d

>>846551
Eh, screw it. Propose keeping the magic worm thing for study. The Necromancers already know where our campsites are anyway and are already spying on us. We can dump it in a room away from the campsite with a truckload of guards.
>>
No. 846560 ID: 3ce125

>>846551
Well you WERE given the option to bring out the creature during the briefing. May as well suggest it. Plus, if you discuss killing it, the worm may decide you aren't a friend anymore and attack. From how fast it moves and how strong it is, I don't think we want that.

Plus, if something grabs it before it leaves, like what happened last time, you can fight it this time!
>>
No. 846561 ID: 3abd97

>he either doesn't have the tools or doesn't have the dexterity to remove the arrow without causing more damage
Always leave the arrow in until you reach a healer. Pulling out the arrow just makes you bleed out faster- right now it partially blocks the hole.

>First, I check on Padli.
>His skull is caved in
Use the oil he was carrying to light his body on fire. No reason to leave competent soldiers for the undead to harvest.

>"We're just about done!" says Orjin. "We're taking the bag south!"
>"But we came from the north?" asks Valsano.
>"Yeah and a whole goddamn army undead went that way, too!"
Orjin continues to be smart.

>It may be possible to simply get it to follow us out of the anomaly, if I want to propose the idea.
Maybe give Orjin the choice. The worm is listening to us. Should we order it to go in a certain direction, or do something?
>>
No. 846562 ID: 91ee5f

>>846551
Remember, even if we make it out of the anomaly, the mission isn't over yet! The mission is only over when we make it back to the new campsite!

>I check on Padli.
>His skull is caved in.
Ask if we have time to split his equipment between all of us and then burn him, so that he doesn't become an undead?

>>846560
>Well you WERE given the option to bring out the creature during the briefing. May as well suggest it. Plus, if you discuss killing it, the worm may decide you aren't a friend anymore and attack.
Yeah, good point. Might as well suggest it.
>>
No. 846563 ID: bb78f2

>>846551
I don't suppose you could help keep these things off our backs and not kill us while we remove your antlers, or move more towards the edge of the anomaly while we ride you, unless you're the center, then... run away from us please when we get all your antlers?
>>
No. 846565 ID: de6d84

Goodbye Padli; burn him.

>>846561
Yeah, give Orjin a choice here.
>>
No. 846566 ID: 3abd97

>Ask if we have time to split his equipment between all of us and then burn him, so that he doesn't become an undead?
We're on a tight time crunch, I don't think we can afford to pick through loot. It's not valuable enough to be worth the delay.

Anyone who survives this is getting paid enough to buy anything we're leaving behind and then some anyways.
>>
No. 846568 ID: 91ee5f

>>846566
But Zall did say that anything that wasn't used is to be returned to him. So if we have time, we should get that stuff.
>>
No. 846569 ID: a633c6

Bring Padli with you, the body won't burn in the anomaly. Ask if we're bringing the whole game animal with us.
>>
No. 846570 ID: b2bad8

>>846551
Ask Orjin if we should bring the worm with us since it isn't hostile and since it would be a lot more convenient to have it alive instead of carrying its body out.
If they agree, just tell the worm we can lead it to warmth and try to find a way for it to stay warm.
>>
No. 846573 ID: 78a3e5

remind the guards to give Cassa the blood coagulator, it might buy her time + the shaft was probably poisoned.
>>
No. 846574 ID: 78a3e5

>>846569
Drape Padli on the worm and ask it to carry him as it follows you at a distance.
>>
No. 846577 ID: 3abd97

>>846568
We don't have the time. It's time to gtfo.
>>
No. 846578 ID: bfb318
File 151123083751.png - (20.03KB , 1000x800 , 988.png )
846578

"Sir Orjin, should we ask the worm to follow us out?"
>"As long as it keeps up! I ain't carrying it outta here! Fen, I saw you by Padli! The hell's he doing laying down?!"
"He's dead, Sir."
>"Padli, you fucking napkin! Listen up, the rest of you assholes! You are not allowed to die!"
>"Ahhh." hums the worm. "It got daarrrk."
"Can you follow us out?"
>"Are you gooooing to a warm place?"
"Yes."
>"Then yessss."
"Then please keep up."

Orjin finishes carving out an antler before taking the bag. In the moment it takes him to do this, I bring Padli to the worm. The anomaly is still active, so setting him on fire might only singe his clothes and skin before it's put out.

"Please take Padli with you." I tell the worm, before putting Padli on. I also take his healing cloth while doing this. The lightstones are not an expensive enchantment, and I don't want to spend time looting him. The idea of riding the worm myself comes to mind, but it's still intolerably cold.

"Did Cassa get something to slow bleeding?"
>"Yes." says a guard. "Everything we have."
>>
No. 846579 ID: bfb318
File 151123089109.png - (27.70KB , 800x800 , 989.png )
846579

Orjin tells us to run, and we do. The worm is faster than any of us, and instead of following me, it goes ahead of us. We try to match formation as before, although at our near sprinting pace, I can't face backwards effectively.

More concerning is that the two guards are falling behind. They're trying to move as smoothly as possible so that Cassa isn't shaken.
>>
No. 846581 ID: 3ce125

>>846579
You should hang back with them. The formation was meant to protect Cassa.
>>
No. 846582 ID: 015058

You forgot to ask the worm to watch for more undead.

As for Cassa's guards tell them that being gentle is good but if they slow down it will be a mute point.

Throw them the healing cloth you got from Padi's body so they can drape it over the wound. Then get there asses in gear.
>>
No. 846583 ID: 1e7aa8

Only problem with all these suggestions to burn Padli's corpse is that friendly neighborhood iceworm is gonna get right on that heat and put it out.

So with that in mind ask Orjin if he approves of having the worm follow us while carrying Padli's body out of the combat zone.
>>
No. 846584 ID: 3abd97

>>846579
"Keep up. Her best chance is if we get to a healers as fast as possible. And if you fall out of formation, another enemy might finish her."

We can't afford to be slow if the enemy will follow us for the horns.
>>
No. 846585 ID: de6d84

"Being gentle won't matter if you're dead."
Encourage them to speed up and keep pace.
>>
No. 846586 ID: 830fb7

>>846579
If white worm is faster than us and is running ahead of us, that means if it runs into anyone of our ally's there will be a confrontation. Maybe we should ask white worm to stay close to us because some of our people ahead may attack it mistaking it for an enemy without us nearby to tell them its with us.
>>
No. 846587 ID: a363ac

tell them that the arrow isn't going anywhere until we get her out and to hurry up.
>>
No. 846590 ID: 33d4be

Where is the arrow, exactly? Depending on the type of injury, being shaken a bit might not cause any damage. Even if you couldn't pull it out, you did cut off most of what was poking out, right? Drop back beside them to look closer. You might be able to tell them how to hold her better so they can speed up.

Or... You could use your cloak to carry her. Each of them take two corners and lay her in the middle like a hammock. It would be a more gentle way to carry her faster.
>>
No. 846591 ID: 3cc68c

Yell to the worm and ask if it sees anyone following you. And to remind the group to stay tight.

Slow down a moment to hand on the healing cloth to the one not carrying her so he can hold it to her head. Tell them to speed up before they all freeze. The extra cloth should help stabilize her for moving faster.

Stay close to them so you can fight off anything that might attack the rear.
>>
No. 846592 ID: c88e6d

>>846579
Tell them they NEED to move faster or she'll die in the anomaly before they can reach help. If they jostle her she MIGHT die, but if she stays here she WILL die.
>>
No. 846593 ID: 78a3e5

Hang back and be rear guard for the one carrying Cassa while the other one is point guard. Don't make them jostle her too much.

Also warn Orjin you are doing that so someone else takes up rear guard for the other group.
>>
No. 846594 ID: 91ee5f

>>846586
That's true! We might want to tell the worm to not run ahead of us!

>>846590
>Where is the arrow, exactly?
Look at the picture. You can see the arrow head sticking out of her head. Which means that the arrow came from behind her.

>>846592
This.
>>
No. 846595 ID: b2bad8

>>846592
This. We need to get her out of here alive, yes, but that includes getting her OUT of here.
>>
No. 846597 ID: 3abd97

>>846594
To me, it looks more like the arrow is vertical, and they broke off the part with the stabilizing feathers. As if she was shot from directly above.
>>
No. 846598 ID: f66698

We need to keep her safe, she's Lily's family ffs.
>>
No. 846599 ID: b2bad8

>>846579
Wait, would it be a bad idea for the White Worm to carry her? The worm is faster, and it slides along the ground so it can't shake. And while it does make things cold, Fen should know that the cold makes blood flow more slowly, and thus bleed less. But if it's faster than everybody else, the guards might have to ride on it if they can. Or Fen if he's light enough.
Look, I don't want her to die, so I'm just tossing out ideas that both might work, and I don't see making things worse. Especially since the only things I can see going wrong would be because of the Undead, and not because of us.
>>
No. 846600 ID: b2bad8

>>846579
>>846599
Also, we have the healing cloth if that's needed.
>>
No. 846601 ID: 33d4be

>>846599

Doesn't it flop along like a seal instead of sliding?
>>
No. 846602 ID: 9e4723

Huh, they seem to have much more affection for Cassa than a bodyguard would have for his protégé. I wonder what kind of relationship they have. Although, considering the kindness of the magician, I think anyone would like her more than usual.
>>
No. 846603 ID: 015058

>>846602

That or they are scared to death about failing her. Or her family which is Lord Shup. They could end up very dead or worse if he thinks they failed her.
>>
No. 846604 ID: 9e4723

>>846603
That is the most possible case scenario, buuuuuut mine sounds more poetic. Stil, isn't it wierd that, having us practicly surounded, the undead dind't acttaked us erlier? What if they are waiting for us up ahead, cutting us from the main army?
>>
No. 846605 ID: 1e7aa8

>>846604
They went to go attack the other forces that were cutting off their main mode of travel.
>>
No. 846606 ID: 91ee5f

>>846599
Fen already said the worm is still too cold to ride.
>>
No. 846607 ID: b66d4e

>instead of following me, it goes ahead of us
If the worm gets out by itself, it might get killed by the army. Hope thats not the case.
>>
No. 846608 ID: 3ce125

>>846606
Well... they might still do it. Wouldn't be the first time a soldier has sacrificed themselves to save the VIP.
>>
No. 846609 ID: 830fb7

From the look of the arrows angle I would say it missed the brain pritty much entirely. It looks like it manly hit the jaw area to near the ear, meaning if it did strike any brain matter it would just be grazing. From this angle I can tell that it should be safe to pick up speed becouse the sharp tip of the arrowhead should be pointed to a relitivly safe area of her head. Just make share it doesn't hit anything and that there is no jarring of the arrowshaft and it should be ok but to be safe rap around the arrowshaft with a sterile cloth then rap around it and the head (avoiding the arrow) to maximise the stability of the arrow so it does no further damage.
>>
No. 846610 ID: a633c6

Make sure she gets that stop-gap medicine the next chance you get.
>>
No. 846612 ID: 3abd97

>>846599
Considering how erratic the worm is, that doesn't seem a great idea.

It's not like the worm will be allowed to get her to the healers if it reaches camp ahead of us, anyways. They'd see it coming and attack.
>>
No. 846614 ID: 3ce125

>>846612
If there are living(but heavily frostbitten) soldiers obviously riding on it, they probably won't shoot. Especially if the soldiers shout a warning. On the other hand, that would involve sending the ice worm on ahead without an escort, which could lead to it getting ambushed. Even as fast as it is, it'll have issues if a large force of undead blocks its path, and if it tries to fight then it'll compromise the stability of its passengers...

Yeah might not want to do that, unless we can rig something up like the first time Fen had to recover the wounded. If we had a cart, the ice worm could pull it very quickly, and everyone could ride in it.
>>
No. 846618 ID: 9e4723

I vote for the option of not letting the worm be the first thing that the army see while running towards them.
>>
No. 846655 ID: e24b91

Help the guards move faster while staying smooth. Formation is critical.
>>
No. 846666 ID: bfb318
File 151126960123.png - (28.46KB , 800x800 , 990.png )
846666

>Should have asked the worm to watch for undead
It mentioned how dark things were getting. I wonder if the antlers allowed it to see through the dark, before.

>Would it be a bad idea for the White Worm to carry her?
Yes. It moves by flopping violently, and it's so cold that it's gotten people frozen to it.

A few arrows fly by us. Aira cries out.

"Are you okay?!"
>"Ergh, yes. It just hit my headguard." she says, recovering her footing.
"Okay. Guards, I'm giving you a healing cloth! Use it!" I say, tossing Padli's cloth behind me.
>"Another won't hurt." he says, catching it and draping the new one over Cassa's face.
"Now keep up. Cassa will definitely die if you fall behind."

They don't look happy, but they speed up a bit. Still, they're moving too slow, and the gap is increasing. I call out forward to Orjin.

"I'm going to stick with the guards, so we might lose sight of each other briefly!"
>"Aira, rear guard! Valsano, Frais, left and right!" Orjin calls back.
>"Hey, worm, you'll get attacked if you go out there without us!" Valsano yells, saying what I began to think.
>>
No. 846667 ID: bfb318
File 151126961495.png - (46.96KB , 800x800 , 991.png )
846667

>Where is the arrow in Cassa, exactly?
I can't see well, between the darkness, the blood, and now the other guard is standing in front of the one holding Cassa, holding his shield up. I don't know much about arrow wounds aside from the absolute basics, so I'm reluctant to give any detailed advice. The only thing I can think of is to make a hammock out of a cloak, but it would take too long to set up to be worth it.

I fall behind steadily, watching the darkness behind the guard's backs, and the increasingly dim light of Orjin's group ahead of us. It's so cold that it's become difficult to move, and if I stop moving entirely, it might get hard to start again. Breathing is painful, and my skin feels like it wants to retreat to my bones. It's not much farther. I see a pattern of pillars that marks we're close to the southern exit.

Before I get in position as rear guard for Cassa's guards, I sense a large fluctuation of mana.

It's a colossal amount of mana. When I first met Garlic Soup, it felt like a mana storm. Compared to that, this feels like a maelstrom, and we're at the center. I'm dizzy, and the room feels like it's spinning. I stamp on the ground, just because it feels like I'm floating.

There's a strange crack as I do it. I then realize that the ground feels like it's breaking up into sand.
>>
No. 846668 ID: e24b91

Yell out the ground is being attacked and the guards have to move. Get out of area of effect.
>>
No. 846669 ID: 0d45a9

We're not far off seizing up from the cold, and if that happens we die. So guessing they're trying a last ditch thing to slow us down?

We can't let that happen, only think is to tell the guards what's happening and to sprint. If any of us get caught in this, they die.
>>
No. 846671 ID: 3d2d5f

Okay, if the cold will kill you if you don't keep moving and there's magic targeting the ground, just slowing you down could be death, never mind the floor failing or an actual attack.

I think our only hope is to get clear before the spell finishes.

Yell out that it's affecting the ground, and tell Cassa's guards we need to run while we still can.
>>
No. 846673 ID: 203d6d

Yell out "The ground's gonna break, run!" as you haul ass.

If they don't make it, there was nothing more that you could have done.
>>
No. 846675 ID: 9e4723

For all we know could be some sort of spell that afects the ground, making it crumble or transforming it all toguether into sand or somthing. The important thing is that you get out of there asap.
This also could mean that Garlic is taking thingson his oun hands, witch is bouth good and bad. Good becose it would mean taht we are hurting him in some way, bad becose he is really powrful.
>>
No. 846676 ID: 91ee5f

>>846667
"The ground is breaking, run faster!"
>>
No. 846682 ID: c6b31f

If the ground does turn into sand, your shield may be your best tool to avoid sinking completely.
>>
No. 846688 ID: 91ee5f

They'll probably move faster if you tell them, "Cassa will be turned into an undead if you get caught, so you better move your asses right the fuck now!"
>>
No. 846690 ID: a363ac

>>846667
close your eyes for a second while moving to see if it helps, maybe this is a illusion.
>>
No. 846691 ID: 9e4723

If we keep treating those two like shit we're not going to get anything, just pressing them enough should do it. Tell them about the ground so they know what's happening.
>>
No. 846696 ID: bfb318
File 151127580120.png - (29.78KB , 800x800 , 992.png )
846696

"Run! The ground is collapsing!" I yell without stopping.

The guard carrying Cassa is too slow. The ground caves in, and he sinks with her. The other guard might have been able to escape, but he looks behind him, and hesitates to leave Cassa behind. He, too, falls down, into a bright green glow.

I'm not going to stop and see what happened. I run forward. The edge of the anomaly is just ahead. For a second, I shut my eyes, in case there's some kind of illusion going on. When I open them, nothing appears to change.
>>
No. 846697 ID: bfb318
File 151127582717.png - (32.11KB , 800x800 , 993.png )
846697

I can see the edge of the anomaly. It's vague, but I can also see the vague silhouettes of my teammates just outside the edge. I hear noises, and within a few steps, I'm blasted with hot air. The noise turns deafening as I hear screams both natural and unnatural.
>>
No. 846698 ID: bfb318
File 151127583687.png - (66.16KB , 1200x800 , 994.png )
846698

I can see Orjin slashing down an undead, then the rest of everything.

>"Headcount!" Orjin shouts at us.
>"Aira."
"Fen." I say, as I notice a tube from far south dropping off a constant stream of monsters.
>"Valsano."
>"M-mowbow."
>"Frais."

...

"The ground crumbled under us. Cassa and the guards fell through."
>"Leave them!" Orjin says. "Fuck it, we're getting bones to base, but we're not putting all our eggs in one basket! Three teams! Aira and Fen! Mowbow and Valsano! Frais, you're with me! Each team gets a third of the antlers!" he says, dropping the bag of antlers between us. "We're splitting up and running antlers down to base!"
>>
No. 846699 ID: a363ac

>>846698
who takes the worm Orjin?
>>
No. 846700 ID: 015058

Clear out room in your pack for half of your third of the antlers. If Aira has room give her half of your third.

Ask where Orjin wants the worm while you pack them. Make sure they are bundled good and tight and see if you can remove the undead hands while you are at it just in case they can be used to track you.

We want these antlers stored out of our way so you can fight without having to hold them.
>>
No. 846701 ID: 9e4723

God damn it, i'm starting to hate Garlic more and more by the minute. We have to kill that motherfucker. We will probably see Cassa and the other two later, but not in the best of the circumstances.
What about the worm?
>>
No. 846702 ID: 78a3e5

Check Aira to make sure she didn't get cut by the arrow.
>>
No. 846703 ID: 3d2d5f

They spent that spell on a half dead mage instead of targeting the lead group with the antlers. They REALLY wanted her out of the picture.

Get your antlers back to base, and trust no one you meet on the way. We have no way of knowing who in that battlefield could have been killed and raised as a zombie.
>>
No. 846704 ID: 0d45a9

"Understood. Who gets the worm?"

Teams of two might be easier to pick off, but they'd have to split their forces more to get at us. Which'd make it harder if they have to get through the army to do so.
>>
No. 846705 ID: 91ee5f

>>846698
Fen, I'm assuming that either you or Aira have memorized a map and know how to get to the base camp, right?

Give half of your third to Aira, just in case something happens to one of you.

Ask who the worm should follow? And whichever team the worm goes with will have to protect both the antlers and the worm.
>>
No. 846707 ID: 91ee5f

>>846703
>They REALLY wanted her out of the picture.
Or they wanted to turn her into an undead.

Or they wanted to drain the mana out of her body.
>>
No. 846708 ID: bfb318
File 151127802399.png - (19.72KB , 800x800 , 995.png )
846708

>Check Aira
There's a nasty gash on her armor, but she seems fine.

>Memorized a map
Come to think of it, I overheard talk about Aira and Mowbow studying maps of the tombs a lot on the free time. I believe that is the reason why Orjin set up teams as he did.

"What about the worm?" I ask while taking antlers. I grab the ones with zombie hands and bashing them off, just in case they cause trouble somehow. Aira and I split up the antlers amongst ourselves.
>"I don't care! Have it follow you, but don't go protecting it to the death!"

Our attention is diverted to the worm at that moment. There is a mana spike, though a much smaller one, that seems to originate from the worm.
>>
No. 846709 ID: a363ac

>>846708
we don't have time to waste questioning why the magical creature is doing magic stuff. "Aira let's go"
>>
No. 846712 ID: 0d45a9

Ask the worm if it's doing anything magical?
>>
No. 846713 ID: 015058

Oh shit they just pinged its location. Or worst or took control of it.

I don't remember ever having seen its eyes closed. Or its little arms held together like a plotting wizard.

Time to kill your "friend" if it got taken over.

If we hesitate to hard here it will likely result in more casualties. Worst case it will attack us in a moment.

Best case the necromancers can track it and we will be hit by way more undead during our escape. Might be worth the risk but might not.
>>
No. 846714 ID: b66d4e

>>846698
Aria is sweating, but thats probably from all the running, but just in case check ask her if an arrow grazed her and lets her know the arrow you were hit with were poisoned.

>taking the worm back to base
I think it may have been over zelous in leaving, that it among the choas. But if its not, you can get it to follow you by saying you know of a place where the "WARMTH" never ends.
>>
No. 846715 ID: 3d2d5f

>>846708
Our call here is if we ask the worm what it's doing, try to kill it, or just run.

It seems honest to a fault, we can probably spare a moment to demand "what are you doing" to make a decision?
>>
No. 846717 ID: 3cc68c

Get everyone back in case it just got possessed. Its rather dangerous on its own.(even though it can be restrained with one small zombie)

But it might just have resumed "eating" and is trying to absorb warmth again now that its not moving. Think back to the last few times you saw it. When it got pulled back the last time did it ping your mana senses when it started doing its anomaly thing again?

And is it humming again? If its just doing its worm thing we can have it follow/blaze a path for us. If its taken over we have to kill it fast.



Once you get people back just ask what its doing.(assuming it does not attack right off) Watch for if its voice or way of speaking has changed. If it does not sound the same you are talking to a necromancer.
>>
No. 846718 ID: 91ee5f

>>846708
Ask what it's doing?

If nothing bad happens, then ask your friend to follow you and Aira. Just remember what Orjin said, "Don't go protecting it to the death!"
>>
No. 846720 ID: 9e4723

Keep an eye on that worm, ask him what is it doing, the last thing i want right now is to be betrayed for the thing i have been trying to save for all this time.
>>
No. 846723 ID: bfb318
File 151128005994.png - (13.72KB , 800x800 , 996.png )
846723

"What are you doing?" I ask the worm.

I also don't want to take chances, so I hold my sword up at it. Dame Frais backs away, which is good, as for a moment, the worm seemed like it was poising itself to strike.

>"Taking our worm back." it states with no humming as it backs away.
"Garlic Soup?"
>"Yes, it's meeEEE." The end of it saying 'me' was like it was humming, and as though it struggled with itself for an instant. "You imperials... have gotten so much better at enchanting your blades. The monsters you disabled should have been enough, but here most of you are, untouched! And you, Fen, how are you standing? I know we poisoned you!"
>"Ignore the bastard, Fen, get out of here!" Orjin yells over the worm.

I know I should run, as we're practically standing out in the open right now. Yet there are many questions I have.
>>
No. 846725 ID: c6b31f

Too dangerous to stay now. Just stab and run. No witty banter.
>>
No. 846726 ID: c2051e

>>846723
"So you're taking the worm back to the place of eternal cold instead of letting it go somewhere warm?"

Might as well talk shit while you leave, if the worm really can struggle against Garlic Soup.
>>
No. 846729 ID: 3d2d5f

Garlic Soup fucked up hard. The correct time to possess the worm was when it could have helped kill us in the dark, or much later, after it was inside the base.

Don't talk. The longer we stall, the more time GS had to assert control or bring in reinforcements.

Options:
1) Run. Tell the worm to run the other way, or it'll be forced to fight it's friend.

2) Kill it now while you still can.
>>
No. 846730 ID: 015058

"Hey Friend you don't want to go back into the cold do you? The mean voice in your head wants to keep you away from the nice heat. Forcing you back into the cold all alone. If you fight him off you can follow us to a nice warm place."

Then wave a torch in front of it.

Don't talk to Garlic. Everything he said is there to bait info out of you. Boasting or asking questions would waste time and give him valuable info.

Attempt to get the worm mind to overpower his control. If it does not work then just run for it. Is not worth the time to try fighting the worm out in the open.
>>
No. 846732 ID: a363ac

>>846726
do this.
>>
No. 846733 ID: 0d45a9

Just flip Garlic Soup the bird and get going. Maybe tell the worm to go in another direction, IDK how strong the possession is but I don't want to risk it.

I think Garlic Soup struggled when it tried to use the worm's cold aura, since it's been de-antlered. That means they know we have the antlers now though, which is bad.

Garlic Soup picked the worst time to possess it, for both us and him. Him because he could've waited until we took the worm into camp before possessing it. Us because we can't that the adorable worm back to camp. Poor thing.
>>
No. 846734 ID: e24b91

"Everyone, light your fires and drop them for our friend."
>>
No. 846735 ID: 33d4be

If Garlic Soup is backing the worm away, he thinks it's in trouble. He thinks there's a chance you could kill it. But you have to obey the orders of your superior. And Aira may be a little poisoned.

I wonder if Garlic Soup knows everything, though. If you can somehow trick or scare him into sending the worm back the way you came, maybe it would fall into the same hole that took Cassa.
>>
No. 846737 ID: a363ac

>>846732
throw something in to let the worm know to follow you like "Come on Ice lets go to the warmest place here."
>>
No. 846738 ID: 20b1af

Don't give him any information on how you survived.

Just go, and make sure that GS doesn't force the worm to attack you.
>>
No. 846739 ID: 9e4723

Man, your foes sure are quik to underestimate you. The options are to either regain control of the worm or kill it. Let's not waest time and try right now for the frist option, we don't have much time.
>>
No. 846741 ID: 33d4be

I think Garlic Soup knows you like asking questions. He may be trying to slow you down and buy time for something.
>>
No. 846742 ID: b66d4e

Garlic soup is no good for anyone. Ignore him Fen! Get moving, there's nothing to be done for the worm.
>>
No. 846743 ID: 33d4be

If you need a parting shot just as you run, maybe just something that will cut Garlic Soup more personally. Like: "You underestimate everyone. That's why all your horrors will be for nothing!"
>>
No. 846745 ID: 91ee5f

>>846723
Listen to Sir Orjin! Ignore Garlic Soup and run!

>Yet there are many questions I have.
Too bad, you don't have time to ask them!
>>
No. 846747 ID: bfb318
File 151128334311.png - (35.22KB , 800x800 , 997.png )
846747

I have a lot of questions, but I doubt Garlic will answer any.

"You underestimate everyone." is all I say. Aira is wrapping our bags, so I light a torch and drop it in front of the worm. The worm squirms some, but doesn't do anything significant.

>"Don't waste your sword on the worm." says Frais to everyone. "The cold will make your sword brittle. My carving knife already shattered."
>"Follow me." Aira says, having finished.

There's nothing left here for me to do, so I run off with Aira. I see the other two teams bolt in different directions, and the worm go back into the anomaly.

>"We can take a long route that's less likely to be taken, or make a curve straight for a nearby supply route, but it runs very close to where a lot of the fighting was."

We get the attention of one of those large beasts.

>"Tunnel, this way!"
>>
No. 846749 ID: a363ac

>>846747
get to da Tunnel
>>
No. 846750 ID: c2051e

>>846747
Hostile behind you. Don't assume you're faster than it. Both of you turn around and engage.
>>
No. 846751 ID: 015058

Whatever route gets you in small tunnels away from the big monsters quick!

Am thinking the longer tunnel with less monsters might be best. Might be able to get reinforcements the shorter way but not many know we are on a special mission.
>>
No. 846752 ID: 91ee5f

>>846747
Follow Aira! Don't stop to fight!
>>
No. 846753 ID: 3d2d5f

>>846747
Longer. If they have a mage who can sense the bones, let's not make it easy to direct forces to intercept us by skirting the main fight.
>>
No. 846754 ID: e24b91

I think it would be easier to hide in the confusion of a massive battle than being alone by ourselves against whatever might be sent after us.
>>
No. 846755 ID: d6fd57

Get through the longer tunnel!
>>
No. 846756 ID: 33d4be

Don't shout where you're going out loud! Or if you do, get out of sight of any monsters, then silently use gestures to tell Aira to go the other way instead.
>>
No. 846759 ID: 1e7aa8

Go for the longer tunnel
>>
No. 846761 ID: bfb318
File 151128727766.png - (28.72KB , 1000x800 , 998.png )
846761

I follow her into a small tunnel. The large beast is much faster than us, but the tunnel was so close that we still get inside a moment before the beast rams its head into the passage. I hear it grinding on the stone trying to get itself through.

"Long passage. It might be easy to slip through a battle, but I think that's what Orjin and Valsano's teams are doing."
>"Okay. This way. That big mana spike back there, in the anomaly, is that what made the floor cave in?"
"It must have been."
>"Hm. Okay. There's nothing we can do about that right now."
>>
No. 846762 ID: bfb318
File 151128728351.png - (23.19KB , 800x800 , 999.png )
846762

We walk far enough away to get comfortably far from the beast, before Aira attaches a torch onto her shield. She leads me down a few floors, and passes a broken seal that the empire marked as a change of tombs, rather than just being on a different floor.

This tomb has walls with colored glass windows. Aira's torchlight lights up the walls sporadically as a result.

>"Around this corner, there should be an abandoned tunnel that leads back to the supply - "

She gets quiet, and halts.

There's croaking up ahead. It sounds like several frogs in the direction that Aira wanted to go in.
>>
No. 846763 ID: a363ac

>>846762
walk through the frogs and say sorry to them as well.
>>
No. 846764 ID: 015058

That could mean there was a recent battle here and they are feasting on the blood.

Well all we know about the Frogs is they are intelligent like the crows. But are there own faction. No one warned us about them so they are not a known threat. But they could be in good with the necromancers for all we know.

Tell Aira to push on and be polite to the frogs as we pass. Don't tell them what we are up to and apologize for shooting at one earlier.

Unless Aira knows more about the little guys than we do.
>>
No. 846765 ID: e24b91

Continue forward until you identify the source of the croaking, then we choose how to act.
>>
No. 846766 ID: 1e7aa8

Carefully make your way through the frogs
>>
No. 846767 ID: 3d2d5f

Peek around the corner. Fen is fully armored, so hard to hit with contact poison or drugs.

If there's only a few frogs, they might run, or we might be able to talk past them (I have no quarrel with you, but we must pass this way).

A lot of frogs, or frogs allied with the necromancer would be bad. ...or giant undead frog monsters.
>>
No. 846768 ID: 91ee5f

>>846762
Remember what Cheese told you in her letter! "The frogs are amazingly poisonous and just touching them might get you high."

Make sure you warn Aira about that and both of you don't touch the frogs with any part of your body that isn't covered in armor! And don't let the frogs touch you either!

>Everyone saying to push through.
How about we first ask Aira if this is the only way? Because if there is an alternate path, then we should take it! Because I believe the frogs are not the only things in there!
>>
No. 846769 ID: c88e6d

Warn everyone not to touch the frogs as they are EXTREMELY poisonous. Apologize to them politely for shooting at them, as you thought they were with the Necromancers.
>>
No. 846770 ID: 3ce125

>>846762
The frogs are harmless. They're just eating blood from a previous battle, probably. ...maybe you can talk to them. Ask why they are working for the necromancers.
>>
No. 846772 ID: 33d4be

Tell Aira that the frogs are intelligent, drug you if you touch them, and may or may not be on the necromancers' side. And that they are probably here to drink some blood, so a battle did probably happen here, and it's now over.

Since you have your helmet on, Fen, the frogs might not recognize you as the one who shot at one of them. This might be a second chance to make a good impression. IF they're not already on the necromancers' side, but I have doubts any living creature would be. It doesn't seem like a good decision for them.

You could ask them if they know Cheese and her family, though. You can probably trust Aira.
>>
No. 846775 ID: 3d2d5f

>>846770
The frogs are not harmless. They could kill us if they really wanted with contact (Fen's tail and Aira's head are exposed), or they could just run and alert enemies to our position.

I mean sure, they're less directly dangerous than the necromancer's monsters, but they can still be a threat.
>>
No. 846778 ID: 33d4be

>>846775

Aira's fur might actually protect her from the contact effect.
>>
No. 846789 ID: 91ee5f

>>846770
They are not harmless!

If Fen and/or Aira accidentally get high from touching them, then they'll end up getting separated and/or become easy targets for any undead monsters!

Also, the frogs loud croaking could be hiding any sounds an enemy could be making while they're waiting for us to step into the darkness!

And let's not forget that Fen is covered in blood, including his unarmored tail! If these frogs lick Fen's tail, he's going to end up getting high!

For the sake of not risking that happening, I think we should ask Aira if there's and alternate path we can take?
>>
No. 846790 ID: c2051e

The frogs are also intelligent. I don't think they'll just jump on Fen when there's other blood available and he's clearly menacing them.
>>
No. 846793 ID: 91ee5f

>>846790
They're not going to jump on him, they're gonna use their long frog tongues to lick him! And then when Fen is high enough to render him harmless, that's when they would jump on him!
>>
No. 846797 ID: de6d84

Get a look around the corner
>>
No. 846801 ID: c2051e

>>846793
Frogs have run away when confronted with a bow before.
>>
No. 846807 ID: 91ee5f

>>846801
A single frog has run away. We don't know how they'll act in a group like this.
>>
No. 846809 ID: bfb318
File 151129724981.png - (18.63KB , 800x800 , 1000.png )
846809

I look around the corner. I think to just pass them with minimal talking, but there's no harm in considering options for a moment. The torchlight is reflected off both glass and frog eyes. The closer ones look wary of me as I turn the corner, but aren't doing anything or even blocking the path. A few different ones croak differently, too.

"Do you know much about frogs?"
>"Poisonous, and the smart ones aren't known to be allies of the empire." answers Aira.
"Is there another path?"
>"We could take longer going back the way we came to choose a different path, but... that would involve going back the way we came. There is a third path, I think, that doesn't involve passing these frogs or backtracking, but it's also much longer, and I don't know it that well.
>>
No. 846810 ID: 015058

Honestly the biggest threat would be if several jumped on your tail or Aira's head. If you can hold your tail up high and use your cloak to cover it then you should be fine. Aira needs to deploy her head cloak.

Maybe mention that you are just passing by and mean no harm. If any of them try to jump on you you can swat them away as you run by.

I say carefully try and cross. But if you do wrap your exposed body parts first. Probably do it out of sight of the frogs.
>>
No. 846811 ID: 3ce125

>>846809
Well first apologize for trying to shoot one of them, you didn't know what they were. Then ask if they will let you through untouched.

Once you're on the other side of the group, then you can ask if there's a way you can contact them, after you're done with your current mission.
>>
No. 846812 ID: a363ac

>>846809
ask to pass through the hall.
>>
No. 846813 ID: e24b91

Sheath swords. Continue at a walk through them.
>>
No. 846814 ID: 991a02

>>846809
Ask for passage. If they desire a reasonable tribute in exchange, then give it to them. If they deny you passage or ask too much, then take the long path.
>>
No. 846815 ID: 3cc68c

Ask politely if you can pass unhindered.

Just keep your tail and any other exposed bits covered as best you can in case they are actively hostile and want to try and poison you.
>>
No. 846816 ID: 3d2d5f

Well, let's try diplomacy.

"Frogs of Erja Nokol. We have no quarrel with you. May we pass?"
>>
No. 846818 ID: 91ee5f

If the intelligent frogs can talk and they ask to lick the blood off of you, don't let them because they'll end up licking your tail!

Also ask if there's anything other than the frogs in this room?
>>
No. 846819 ID: 33d4be

"Not allies" doesn't mean enemies, at least to you. Don't reveal you're the one who shot one of them, yet. Turn to the nearest one that's watching you and ask if it knows the mutant family of Erja Nikol. Say one of them told you about them, and ask if they have a use for money. Offer to drop a few silver coins if they'll give you space to walk through.

If you want to say sorry for trying to shoot at one of them, do it when you're through and leaving.
>>
No. 846821 ID: de6d84

Request a quick passage.
>>
No. 846822 ID: 91ee5f

>>846819
This sounds like a good idea!
>>
No. 846823 ID: bfb318
File 151130006136.png - (12.33KB , 800x800 , 1001.png )
846823

"Hello, frogs. Can we pass? I will give silver coins, if you like."

A few more farther ones look at me, but all of them continue having vacant expressions that mean nothing to me.

"Do you all understand me?"

Nothing but the usual croaks.

>"They might not prefer silver as much as blood." Aira whispers.

As soon as Aira mentioned 'blood', a few more frogs look at us, and a couple croak excitedly. Aira looks like she's regretted mentioning anything.
>>
No. 846824 ID: 015058

Just down this hall the way we came a major battle will be wrapping up shortly. If you get in place now there should be plenty of fresh blood and everyone will be to distracted to bother you.

See if any of them head that direction once you let them know about the blood behind you.
>>
No. 846826 ID: b66d4e

Tell them about the blood bath thats happening behind you! the soliders are too busy fighting the monsters, and the monster only want to kill the soliders, and that leaves more blood for the taking. Makea deal of them letting you cross and they'll have a way to get to the battle unhindered.
>>
No. 846827 ID: a363ac

if they don't like the blood down the hall offer them your helmet.
>>
No. 846828 ID: a633c6

Give them directions to the battle, but warn them it's still ongoing.
>>
No. 846829 ID: 3ce125

>>846823
You've got blood on your helmet, offer them that. Uh, try to clean the blood off your tail though. Or wrap it in something.
>>
No. 846830 ID: 91ee5f

>>846827
No! Helmets protect heads from stray arrows! Don't give them the helmet!
>>
No. 846833 ID: bfb318
File 151130193815.png - (12.49KB , 800x800 , 1002.png )
846833

"There is an ongoing battle from where we came from. There is a lot of blood, there."

....

They're still.

"My helmet?" I then ask, and while the response to that is lukewarm, it's still a response. Then again, maybe I don't want to give away my helmet. The sight of Cassa is still fresh in my mind.
>"Wait." says Aira. "Listen."

There are crashing sounds from farther ahead, past the frogs, where the supply route is supposed to be. It's hard to identify exactly, but as it gets quiet, there's a far off green glow that is getting closer and closer.
>>
No. 846834 ID: 015058

Well that settles it. Time to run for it and take another route.

Tell the frogs there is something dangerous coming and then go find that long route Aira talked about.
>>
No. 846835 ID: 9e4723

There is no way that they don't know were the battle is, they would be there by now, it must be to dagerous to be "eating" in the open. This might take time, but maybe you can offer your self to bring some corpses for them in exchage of letting you pass.
>>
No. 846836 ID: 33d4be

The same green glow that was under the collapsing floor.

It'd be nice to at least get a quick look at what makes it, to get some clue what happened to her and if it's at all possible she's still alive, but I think maybe you should leave. You should warn the frogs, too. Say aloud that the last time I saw that green glow it turned rock to sand and collapsed things, so the frogs know as well, and go.
>>
No. 846837 ID: 3ce125

Hold position, see what it is. If it's something horrible you have no chance of beating, run for the alternate alternate route. Otherwise, let it come and kill it. Its spilled blood will feed the frogs.
>>
No. 846838 ID: 9e4723

>>846835
Nope, too late for that comment. Get your pretty little tails off that place. Maybe they knew already and they were just stopping you. You are going to have to take the long route.
>>
No. 846839 ID: 1e7aa8

Yeah that's not good at all. Book it to the other longer passage.
>>
No. 846840 ID: 33d4be

Actually, the fact that the frogs aren't alarmed by the glow may say something. These are Erja frogs... could they have their own tar mutants? Could the floor collapsing thing be a magical mutant frog, and maybe actually not be on the necromancers' side? Or something else? I really think you need to catch a glimpse of this thing. Retreat around the corner ready to flee but linger enough with your head poked around to get a look at it. Anything that can maybe tunnel quickly through the rock and collapse floors and walls is a very serious tactical threat and the army needs information on it, besides the slim possibility that what you see might reveal some chance of still retrieving the wizard.
>>
No. 846841 ID: 9e4723

Before you forget, tell them that you are sorry for shooting them that one time!
>>
No. 846842 ID: 91ee5f

>>846833
"Aira, I think we should go the other way."
>>
No. 846844 ID: 3abd97

Inform Aira you saw that glow when the ground swallowed Cassa and her guards.

Then fall back, we're going a different way. That's a caster, or a monster that can collapse floors above it, or enemy troops carrying Cassa's maybe-corpse. Either way, it's a serious threat and confrontation with it puts our mission of getting the bones back to base in jeopardy.

There's very bad odds of being able to help Cassa at this point, and the mission is still more important, unfortunately.

...or if we don't have a good alternate route (due to time concerns), we can at least pick our ambush point.
>>
No. 846845 ID: de6d84

Don't stay for whatever that could be, fall back for now.
>>
No. 846851 ID: 3ce125

You know, if that is the same thing that got Cassa, maybe we could rescue her?
>>
No. 846855 ID: 91ee5f

>>846851
Zall told us that getting these antlers back to base camp takes priority over anything else. Trying to rescue Cassa is an unnecessary risk to our mission.

We're leaving now!
>>
No. 846859 ID: b66d4e

>>846855
Cassa fell down a sink hole while being held by one of her bodyguard, AND she had an arrow in her head at the time! Lets face it, she is gone and trying to get her while we have the items needed for the army to nullify anomlies, IS A VERY BAD IDEA! But it might not be the sinkhole and since the frogs ain't running away then it might not be dangerous.
>>
No. 846866 ID: 91ee5f

>>846859
They're not running because it's not dangerous to them. Whatever that is could be very dangerous to Fen and Aira!
>>
No. 846870 ID: 0d45a9

I'm assuming that the frogs stalled us so we wouldn't run into whatever that was. Thank the frogs, apologies for shooting one of their own earlier, and go the even longer way.

Even though there's a chance that might be Cassa and her guards getting taken away, just Fen and Aira would be outclassed by whatever magic and minions are with the glow. Primary mission objective is to get the antlers back to base.
>>
No. 846871 ID: c88e6d

>>846833
Aye, warn the frogs that the floor is collapsing.
>>
No. 846872 ID: 91ee5f

>>846870
They didn't stall us, we stalled ourselves by dragging our feet on pushing through the frogs or going around them.
>>
No. 846886 ID: 1e7aa8

>>846872
You know what would have been even worse? Pushing through, getting licked and not noticing the ominious green glow while fen TRIPS BALLLS.
>>
No. 846895 ID: 91ee5f

>>846886
Speaking of which, if we're going to turn around and go the other way, Fen should definitely be careful and not let his tail get licked!
>>
No. 846899 ID: 28cb85

Backtrack a little bit, see if this threat can be fought.
>>
No. 846905 ID: f66698

Ok, these are hallucinogenic frogs, not deadly poisonous frogs, so why don't we wrap up tight and just run through? Most of them are animals and frogs aren't predators so they'd likely run away from to rushing soldiers in armor.
>>
No. 846907 ID: 3ce125

The frogs themselves can just be chased off by threatening them with bow&arrow. I was only concerned with offending what could be another group of spies or whatever, but this group of frogs seems non-sapient.
>>
No. 846908 ID: 91ee5f

>>846905
Do you not see the green glow behind the frogs? We do not want to rush towards that because odds are it's more undead!
>>
No. 846909 ID: 015058

>>846907

Unlike crows frogs can not mimic a voice. They also can not scribble out notes with there beaks.

The crows were rather hard to talk to if you remember. These guys can probably understand our language.
>>
No. 846910 ID: bfb318
File 151132068465.png - (20.67KB , 1000x500 , 1003.png )
846910

I tug Aira away. I don't bother saying sorry to the frogs for shooting one, as they may not even know what I'm talking about.

"There was also that light in the hole Cassa fell through. Let's go the longer route."

We don't wait to see what the source of the glow is. Aira runs ahead. We look behind us occasionally, and frequently find hints of a green glow trailing us. We're not sure if it's close, or if the stained glass just passes light remarkably well throughout the tunnels. There are fluctuations in magic that I can sense, but although alarming, it's not at the same level as I sensed when the ground caved in.
>>
No. 846911 ID: bfb318
File 151132070129.png - (17.40KB , 800x800 , 1004.png )
846911

We make a turn, and stop.

>"Fen!"

Lily?! No, impossible. And I know for certain that I did not touch any frogs.

>"Who's that?" Aira whispers to me.
>>
No. 846913 ID: a363ac

>>846911
STAB IT NOW!
>>
No. 846914 ID: 3abd97

>And I know for certain that I did not touch any frogs.
Airborne hallucination? Or magical illusion.

Can you sense her mana?

>>"Who's that?" Aira whispers to me.
Answer honestly.

"Lord Shup's fiancée."

She can't be here. This is some kind of trick. Remember, you told Garlic Soup about her.
>>
No. 846915 ID: 3ce125

Draw your sword. Tell her to get out of the way, you know it's impossible for her to be here.

...well okay it's possible, she could have been abducted by the necromancer via agents he has in the surface population then brought here through an esophagus. Still, I doubt she'd be presented to you like THIS. It's illusion magic or a shapeshifter.

Try sniffing the air. You should remember the perfume she uses.
>>
No. 846916 ID: c2051e

>>846911
Sense mana.
>>
No. 846917 ID: 015058

Ask Aira what she sees without describing Lily first. If she see's a cute Pink kobold lady standing in front of you then someone knows about you or grabbed her image out of your head.

This is most likely magic fuckery. But the green haze could be a sign of frog poison. Just being near enough of them might have gotten it in the air.

Long story short Lily would not be down here and not be glowing a odd green color.

You two need to back each other up and keep moving.
>>
No. 846918 ID: bb78f2

>>846911
Run from it. It's an illusion of some sort but if we stab it it could be Orjin or another Ally with an illusion hex on them so lets avoid it altogether.
>>
No. 846919 ID: 094652

Scream at her, call her a cunt! Then call her a spoiled child who gave up on ruling an empire because she was spiteful and shortsighted

Prepare to counter Garlic Soup!
>>
No. 846923 ID: 3cc68c

Don't say anything about what you see. Ask Aira what she see's first so we do not confuse things.

If she sees the same thing you do that is a problem. If not we know its just some hallucination or magic illusion.

If she does see Lilly then its some mind affecting magic.
>>
No. 846924 ID: 28d633

Ask Aira who/what she sees and tell her regardless it isn't real. If she sees a pink kobold tell her it is a girl you know but it is impossible for her to be here.
Also this screams bad news and leaving ASAP is probably the best course of action.
>>
No. 846926 ID: 91ee5f

>>846911
That's obviously not Lily. Because Shup would never allow her to come here. Also, she's got that same green glow around her.

>"Who's that?" Aira whispers to me.
"An illusion."

Ask Aira to tell you what she sees.

Don't mention Lily's name. Also, don't attack her in case that's an ally and whoever is making the illusion is attempting to make you attack them.
>>
No. 846927 ID: 33d4be

Don't immediately attack, this could be a trap that only needs to come closer, or the illusion might be covering something that you don't want to attack.

Tell Aira to grab the edge of your cloak or tie a rope between you or grab your hand or something. We know there was a hallucination anomaly that did much more than this, and there's a risk that illusions could be used to separate you or even trick you into attack each other. Keeping a grip on each other will make it more difficult.

Now, there's a chance this might be an empty illusion designed to do nothing but make you stop while the thing behind you catches up, so you need to find out. Take out a small item, actually let's say two items, say "Catch" and toss one to "Lily" to see if there's anything solid there. Immediately throw the other of the two items just above/beside her head to see if it hits something else.

Seriously, though, the girl Garlic Soup happens to know about happening to appear here? That's a dull enough trick to make me wonder if it's a two-layered one you're supposed to see through.
>>
No. 846928 ID: de6d84

What is Aira seeing first?
>>
No. 846930 ID: 28cb85

To be extra extra sure it's not really her, ask her what gifts you exchanged.
>>
No. 846931 ID: 9e4723

Ok this is impossible in SO MANY WAYS. How could she even recognize you in full armor, from head to "toe"? This is some wacky shit right here. Don't say anything, every detail you give could be used against you. Ilusion magic is more comon that you think, and Garlic could perfectly be able to cast somthing like this.
>>
No. 846934 ID: 830fb7

Tell aria "keep running, if she is here then they are after me, ill keep them occupied while you run just make shore you make it back to base camp. Tell the others what happened and if I don't make it back... Just hope this goes well for me." while Aria runs Ask out loud "why are you here" like you don't know she is a fake, try and keep them distracted, the more time you buy your team the better off things will go.
>>
No. 846935 ID: c88e6d

>>846911
Shield bash it! If it's Lilly we can get apologize after, and if it's not we can disrupt its glamer!
>>
No. 846937 ID: cc38e7

Garlic is the only one that knows about Lily kill this thing and keep moving.
>>
No. 846939 ID: d6c0e0

There are no allies that would be in this hallway. This is a a llusion from garlic to slow you down.

It's not Lily and it's not a friend disguised as Lily.

If you stay here talking to it the bad guys will catch up and kill you.
>>
No. 846941 ID: bfb318
File 151132416092.png - (21.15KB , 800x800 , 1005.png )
846941

>Can you sense her mana?
No.

>Sniff the air for perfume
She smells the same as she did when we met.

>Stab her
Tempting, but I want answers.

"First, Aira, what do you see?"
>"A pink draconic, 4 sets of stubby horns."

The green glow dissipates around Lily.

>"Fen?" Lily asks. "Why aren't you talking to me?"
"That is Lord Shup's fiance, or at least, that's what this person in front of us looks like. The real one can't be here, and this must be an illusion." I tell Aira, before pointing a sword at Lily. "Step to the side."
>"O-okay?! I'm not an illusion. You can touch me. I don't know where I am, but I'm lost." she, or it, says, complying and putting her back to the tunnel wall as Aira and I circle around to the other side.
"And how did you know it was me?"
>"I heard your voice."
"What gifts did we exchange?" I blurt out to Lily, forgetting that perhaps Aira shouldn't know my relation with Shup's fiance.
>"You gave me an idol you carved yourself." she says. "And I gave you dragoncloth."

She knows more than what I told Garlic Soup.

Still, it might be time to run. I don't know whether to do anything about this illusion, or if there's a point in attacking it. I know I don't want to stab Lily's likeness, even if I know it's not really her.
>>
No. 846943 ID: 3ce125

>>846941
How... screw it, keep running. If she's real, Garlic Soup will scoop her up again and confront you more directly with her.
>>
No. 846945 ID: c0641d

>>846941
Tell her to follow, but to keep her distance. Inform us if she senses someone in her vicinity. Ask the last thing she remembers. I’m 99.9% sure this is an illusion, but I feel like that’s 0.1% not to my liking. Keep one eye glued to her.

Oh, and I forget how everything’s laid out; are we in the same tomb as that distortion/illusion creature after that dropping transition? Make sure you don’t break contact with Aira, whether it be visual or physical.
>>
No. 846946 ID: c88e6d

>>846941
Fuck it, just tell her to follow you closely.
>>
No. 846947 ID: a363ac

>>846941
"Walk in front of Aira" and get moving the wizards can inspect her at camp and we can know the truth only if we get there
>>
No. 846948 ID: 3ce125

Oh wait if she doesn't have any mana then that's super not Lily. Don't even tell her to follow you. Heck, tell her not to follow you.
>>
No. 846949 ID: 015058

If this is Lily then they somehow found a way to teleport her half a world away out of Shups well guarded magical hands. Without a teleport circle and a physical focus to guide them. If they could pull that off the emperor would be dead and they would be running things.

This is a illusion that is reading your mind. Or you are high on Frog juice.

If you cant stab her or shield bash her unconscious then just push past her and keep running. If you stay her you die.
>>
No. 846951 ID: 28cb85

Tell her you're not certain if it's really her, an imposter, or a hallucination, but there's danger behind us and you can't leave her here if it really is her. Once you're farther from danger, split up, giving Aira the horns and telling her to get a decision on what to do from Zall without bringing a potential spy into the outpost or letting her know where it is.
>>
No. 846952 ID: 3abd97

So far as we know, teleportation is expensive and takes platforms. If the necromancers could have teleport-kidnapped Lily to dump her in front of you, why are they wasting that level of unprecedented power to fuck with Fen? They could throw the empire into chaos and disorder by abducting the right people. They could dump powerful monsters in remote locations.

It has to be a fake. It's such a ridiculous waste of power if they really got her.

...I don't think you gain anything by forcing yourself to stab her, though.

>forgetting that perhaps Aira shouldn't know my relation with Shup's fiance
She shouldn't, but if there's anyone you can trust to have your back down here, it's her and Holly.

You're probably going to owe her an explanation later anyways.

>She knows more than what I told Garlic Soup.
Could it be zombie Cassa, maybe? People close to Shup might have known those details if Lily shared, or if her ninjas reported what happened to him.
>>
No. 846953 ID: 3cc68c

So a non mana having Lily just appears in the crypts in front of you?

If they have Cassa they know the simple stuff Lily told people. Cassa was part of Shups direct family.

This is a fake. Ask her something embarrasing about a hidden kiss or something and see if she goes along with it.
>>
No. 846954 ID: 1e7aa8

"...I'm being targeted by some kind of mind magic, Aira. RUN!"
>>
No. 846955 ID: 28d633

Tell Aira you don't know what is going on, ask what Lily said. Tell her you can't stay here though so they need to keep going.
IF Aira is okay with it tie the hands of the Lily-Like thing in front of you up and make it march ahead of both of you. Holding still for long is too dangerous. If Lily-Like protest leave it behind. If Lily-Like acts threatening it gets shoved to the ground hard and a sword in it then drug bleeding to camp. If Lily-Like attacks it gets drug to camp in pieces with the rest of the bones.
>>
No. 846956 ID: de6d84

Keep moving and run past, this isn't Lily.
>>
No. 846957 ID: 830fb7

I know its likely a trap but we just cant leaver her here, if she isn't armed, isn't an illusion and she isn't scooped up immediately things could happed. If it isn't a trap and its the real Lily then if we leave her we would be condemning her, a risk we can't take. It very well might be that garlic soup used the same sort of teleportation that is used to transport between lands to take her here in a hope that you will wast your time protecting her instead of actively fighting (effectively giving you what you want for the purpose of getting rid of you without having to fight or kill you, they obviously think you are immune to the toxins of Erja Nokol, which in their mind means either you are one of their friends (Family) or a friend of one of their friends (Family). People from Erja Nokol don't fight each other let alone kill each other, they are basically family and friends of the family are basically family as well because not many people want to be friends with anyone from Erja Nokol).
>>
No. 846958 ID: 91ee5f

>>846941
You told her what the idol was, right? Then ask what the idol was.

If that doesn't work, then remember the time you were completely alone with Lily inside that building that Shup's men brought with them? Ask her what both of you were doing during that time?
>>
No. 846959 ID: 3abd97

Also to be clear: keeping the obvious trap with us is a bad idea.

We were already lucky the worm turning didn't cost us anything.
>>
No. 846960 ID: deec6e

>>846941

She omitted something.

"There was also a kimankara set. Aira, keep up your guard - don't let her get close. We need to keep moving."

Move. This is definitely an illusion, a distraction, one hell of a desperation move. Whatever necromancer did the green stuff is probably behind it.
>>
No. 846961 ID: c2051e

Expose your and Aira's genitalia and see how the illusion reacts.

>>846960
Don't give info.
>>
No. 846962 ID: 015058

Ask her about that romantic encounter you had. The one you never told anyone about.
>>
No. 846963 ID: 9e4723

>>846961
Don't show her your genitals... that would take time with all the armor you have on.
>>
No. 846964 ID: a363ac

Ask her what she said about how you were in bed.
>>
No. 846965 ID: bb78f2

>>846941
OK Fen, balls of steel, play the buff. Reveal an antler.
>>
No. 846966 ID: 28cb85

Now that I think about it, ask if she learned that from Cassa, and if that means Cassa's died.
>>
No. 846967 ID: 1e7aa8

>>846965
That's a great fucking idea. We tell the enemy, who clearly already know our location, that they need to come and kill us to get their precious materials back!

OH and even better! we announce this mission critical factoid to psychic/magic trickery that's affecting both us AND Aira.
>>
No. 846969 ID: d6c0e0

Don't give this thing any info that could be used against you.

If you can't deal with a minor illusion now what makes you think you'll ever get to be with Lily?

Not dealing with this thing now or bringing it along will just doom you and Aria to a horrible fate.

The necromancers can see through this thing's eyes and know where you are now. Everything near here will be coming for you very shortly.
>>
No. 846970 ID: c2051e

tbh it's probably Garlic Soup in a Lily-shaped shell

time to seduce it
>>
No. 846971 ID: a5e143

>>846943
Sounds good.

If you decide to take no chances and bring this "unauthenticated VIP" along anyway, weren't you carrying some medicine with a soporific effect? She should be light enough for you to carry if Aira carries the antlers...
>>
No. 846973 ID: e24b91

Shut the fuck up and don't tell it anything.
>>
No. 846975 ID: 91ee5f

>>846958
Actually, now that I think about it.....

>Fen can't sense mana from Lily.
If this was the real Lily, which it isn't, then if she was teleported here, Fen should be able to detect some residual mana on her from the spell that brought her here, even if Lily herself isn't capable of casting magic. Plus, if she's in Shup's home, then his home would obviously have some kind of magical defenses to prevent someone from teleporting Lily from there to here. So this Lily must be fake.

Just tell her that she can't be real because there is no way she could get here at all.

The tell Aira to keep leading the way and follow her.

Also, can you still sense Aira? What about whatever was behind you?
>>
No. 846977 ID: cc38e7

This Lily is just a illusion. So ignore it and get a move on. Garlic is trying to slow us down. Dont let him catch up.
>>
No. 846990 ID: 094652

My guess is that the frogs are causing you to hallucinate, and this version of Lily is what you want her to be. Think about it; she's filthy rich, well protected, and the last place she'd keep her calm is in a vermin-infested den of undead Joker shenanigans. She's acting too calm to be the real Lily.

Run now, and ignore her unless she says something you've been wanting to tell yourself. Stab a frog on your way out, and if it survives just capture it for further study.
>>
No. 846995 ID: 33d4be

It's possible that Cassa, as a member of Shup's family, knew these things by gossip. She wouldn't have said so earlier, in company. Tell Aira to lead the way onward, while you keep an eye on Lily while she follows you. Have Aira hold on the corner of your cloak so she can guide you without you having to look around.

That will give you time to probe "Lily" some more. The next obvious step would be to ask her about something that didn't happen, something embarrassing enough that Lily wouldn't have told anyone if it were true. Something like "That time you sent your attendants away, and I went to wash at the river with Zizi, what did you do?" Mentioning a relationship with Zizi is probably something Garlic Soup knows you keep hidden, so "slipping up" like that will make it sound more true. It's not so bad if Aira knows. The truth wizard had to touch you to know just when you were lying, so I doubt he can straight-up read your mind.

Observation: The lights all around here have turned pink. That's odd.
>>
No. 847003 ID: bfb318
File 151135589291.png - (37.58KB , 800x800 , 1006.png )
847003

>No mana, not Lily
I still can't reliably detect all regular kobolds, especially not in a mana intensive area like this. I can't detect Aira for the most part, either.

Teleportation is possible, but it must take an enormous amount of resources. To use it here, just to show me Lily, would be the most petty thing I have ever heard of.

I'm also confident I'm not hit by frog juice. I have been under the effects of various drugs before, and while I have seen odd sights and made strange judgements, I was always aware that I was under the mental influence of drugs. Right now, I feel as lucid as ever. Moreso, even.

>Have we been in this tomb?
The only time I have been in this tomb was passing through to upper or lower levels. No significant experiences were had, here, until now.

"What about kissing?" I say, turning to leave.
>"We - we've never kissed."
"Right... ugh, Aira, let's run. Lily... come on, just don't get close to us, or I'll attack you."
>"What is going on?" she asks as she begins to follow. She remains far enough away to feel non threatening.
>"I want to know what's going on too." Aira mutters. I hold her cloak to prevent separation.
"I'm not sure. Lily, there was another present involved!"
>"What? Oh right I gave you a kimankara set!" Again, knowing a great deal of things.

Lily is calm, but she never struck be as being easily flappable. She was never put in a situation like this, either.

The fluctuations in magic are continuing, but now it's building up ahead. I don't know how I know, but I get a sense that the air is... leaving?

>"Fen do you feel that? The air?" Aira asks.
"It's leaving? How?"
>"I don't know, I've never heard of magic working so quickly on this scale, but the upside is that it's obvious what's happening! How long can you hold your breath?!" She's keeping her composure, but it's being tested.
"2 minutes or so."
>"I think I remember where the exit is. Either we need to hold our breath, or..."

She looks behind herself to the green glow.
>>
No. 847006 ID: 9e4723

Ok, abosolutely ALL of the things that NO ONE but you and her know, she has responded correctly. The most unlikely chance of she actually been her is starting to be a reality. So, against all my common sense, you are going to pick up "Lily" and start runing the hell away from what ever that green gas is, becouse that motherfucking necromancer SOMEHOW and FOR SOME REASON brought Lily here.
I am telling you Fen, you NEED to kill that bastard.
>>
No. 847010 ID: 3d2d5f

>"What is going on?"
No real harm in telling her. If she's a trick, the enemy already knows the basic situation.

"You're in Erja Nokol, above the necromile, in the middle of a fight between the army and undead."

>"I want to know what's going on too." Aira mutters.
"Assuming we get back alive, I will explain in more detail. For now, I suspect the enemy is trying to distract us by showing someone important to me."

>hold breath or the green light
...We don't know how far the airless region will persist. And I'd prefer to face a danger we might be able to fight. Green light.
>>
No. 847014 ID: 87353e

>>847003
Do you have anything metal on you that when wiped clean is reflective enough to use to look back at "Lily"? If she is an illusion she might not show up or what's really there might appear in the reflection instead.

Also given that the undead have been abducting a decent amount of wizards and >>846995 brought up about truth wizards needing to touch you to read your mind and lights turning pink, I am gonna call it and say you've wandered into an Esophagus infused with wizards and it can read your mind because you are standing inside it. It probably replaced the tunnel back when you heard the crash and saw the glow before and is probably physically removing all the air. You need to escape fast or figure out how to kill a giant tube.
>>
No. 847016 ID: 7f4144

>>847003
Fight the green thing.
>>
No. 847020 ID: d6fd57

Green glow over as something shaky as holding your breath.
>>
No. 847024 ID: 015058

Thoughts on how to deal with stuff.

Lily: Treat her like you would normal Lily but be very wary. Inform her that you are a mile down the necromile and suspect that she is a illusion sent to get you killed.

The tomb: Are we still running down a giant tunnel with stain glass windows everywhere? The lighting is horrible in here. Maybe the air issue is made worse by you being in a sealed glass corridor. Possibly try breaking a window?

The Air: Is the air rushing away so you can feel the direction? Or just getting thin? If they did teleport Lily here it could be due to warp magic. If so there is the possibility of Shup forcing the warp back open and chasing after Lily causing air to fly off into the void. Or it could just be they are sending a tube monster after you and its trying to suck you down the sealed hallway. Hold your breath and keep moving.

Long story short keep running forward. Your options are really limited to just not stopping right now.
>>
No. 847026 ID: bfb318
File 151136646176.png - (74.84KB , 1200x800 , 1007.png )
847026

"Too risky. Let's go back and face the green light. At least we might be able to fight that."
>"Okay." Aira takes a deep breath upon saying it.

>Break a window
I bash on one with my shield on my way back. It shatters, but nothing spectacular happens.

I decide to talk to 'Lily' as we pass her again.

"We're in Erja Nokol, above the necromile, in the middle of a fight against undead. Aira, I'll explain more for you if we make it back alive."

We come back the way we came, in the hopes that we'll find something we can fight. The mana that moved into where Aira was leading me seems to stir into a maelstrom, and wind blows at our backs.

>"Oh, my goodness." Lily says aloud. "I'm most likely a construct, aren't I? I didn't travel here through a warp, but then again, my memory seems fuzzy before a moment ago. This just won't do."

I look around the corner, and squint my eyes to see what I'm looking at. It's blindingly bright.
>>
No. 847028 ID: bfb318
File 151136659184.png - (56.25KB , 1000x800 , 1008.png )
847028

Something is running at us on two... hands. Whatever it is, it feels like concentrated mana, although it seems like it's leaking mana.

>"Ah." Lily begins to speak again. "That's not true light. That's mana that's shining so brightly, we perceive it as light."
>>
No. 847030 ID: c2051e

>>847028
Time to have a bye. Air actually being gone is implausible since you have no way of sensing air, there's no breeze to indicate it vanishing, and you were able to smell Lily fine.
>>
No. 847031 ID: c2051e

>>847030
Nevermind, there's wind now. I guess we just have to deal with this fucko somehow. Any idea what mana concentrated that hard can do?
>>
No. 847032 ID: a363ac

>>847028
cut the Arms, then the head. disable its movement then try to take it's magic thing for Zall.
>>
No. 847034 ID: 015058

Ask construct Lily how to safely kill it then.

I am thinking of tossing one of the antler chunks at it and then hiding behind the corner in case of giant explosion. Those antler things are the only magical thing you have on you that might disrupt this very dangerous magical construct. Could make things worse though.

Also note that they have at least 4 of these things.
>>
No. 847035 ID: c2051e

Fuck it, let's just take whacks at the thing floating above it if stabbing mana doesn't work.
>>
No. 847036 ID: 33d4be

Ok, so we've seen an anomaly that consumes light and sound and turns it into mana. This is probably an anomaly that turns matter into mana. That's what it did to the ground earlier, and that's what it's doing to the air now. The air is being turned into raw mana.

So, one, depending on the ventilation, you don't have to worry about running out of air too fast, it's just making wind. For now. And the opposite direction from where the wind is must be a place with a lot of air, or else the wind wouldn't be going this speed. Second, you may not be able to fight this thing. It depends on if it's limited to only consuming one kind of matter at a time, or if it can consume any form of matter that gets near it. You could try tearing off a piece of your cloak and letting it fly on the wind, to see what happens when it get close and where exactly on the thing the air is being destroyed. If you find any dust or sand, that would be good to let fly as well. I say you should go back to running in the opposite direction, since right here is where the lowest air pressure will be - the further away you get, the more the air will be "piling up" on doors and small entrances and squeezing against itself through small passages, and it'll be denser. Wind blows away from high pressure and towards low pressure, so if you want more air to breathe, anywhere away from here is better than here.

Ask Lily what a construct is, and tell her that there's a wizard around who can remotely listen to and control undead. Could he do the same to her? Also ask her if she's carrying anything besides her clothes.
>>
No. 847038 ID: 9e4723

Huh, so she is a construct, well that is better, i guess. Makes more sense as well. She is kind of magic knowledgeable, so she maight know somthing about that thing. If it's made out of mana, you won't be able to hit it, but there must be a fisical artefact or entity that is casting this apparition.
>>
No. 847039 ID: 3d2d5f

Okay, so there's a bubble of vacuum behind you, and a monster in front. No real choice but to try and kill it.

I bet the lantern or gem it's tethered to is important.

>I'm most likely a construct
I'm sorry, but yes.
>>
No. 847041 ID: 7f4144

>>847026
>Wind blows from the direction that was losing air
That was an explosion I think.
>>847028
Massive amount of Mana? Can you sense it? It sounds like this will your first fight against a mage. Sense where it directs mana and dodge what it casts. Aira should back you up.
>>
No. 847043 ID: 3cc68c

So this appears to be a undead creature with some sort of mana gem/focus stuck to it. Possibly letting the necromancers channel way more mana than normal at a distance.

Am guessing from the number on its chest the necromancers have several of these things. Probably made for zone control due to the air thing. A portable anomaly you can move to block troops.

If its related to the previous green glow and the collapsing floor it can probably melt through matter somehow as well.


How to deal with it? Well you have a magic sword which probably can harm the undead bottom half. As for the mana crystal thing I bet a antler could disrupt that. Those antlers are native bones that let the necromancers actually pull off powerful magic in a zone they are not native to.

But its horribly risky. While you get a antler out of the bag and ready it as a weapon ask Lily if she has any ideas. If she is a copy of your memories of Lily then she should be very smart and know more about magic than you. And the necromancers do not seem to be controlling her so she might even be trustworthy.

Possibly you fight its body while Aira hits the glowy bit with a antler?
>>
No. 847046 ID: 9e4723

I don't thingk is a good idea to use an antler against a magic being, we don't konw what reacion could cause. And Fen's sword isn't magical, is just enchanted to make it more sharp, i doubt that it can directly harm that thing.
>>
No. 847047 ID: c2051e

>>847041
He already said what it feels like, he's sensing it.
>>
No. 847048 ID: c2051e

>>847041
Also Rasyan was a mage.
>>
No. 847051 ID: 91ee5f

Instead of getting close to it, try shooting it with arrows while it's still at a distance from you.

Either aim at the body or the glowing thing above it.
>>
No. 847052 ID: 1e7aa8

Try shooting it, see what happens to the arrow.
>>
No. 847055 ID: bfb318
File 151137125077.png - (21.32KB , 800x800 , 1009.png )
847055

>There was no wind, initially
It is odd that Aira and I realized the air ahead of us was being pushed out, before it actually happened. There was no physical sensation that told us it was happening, and it was more like a premonition. I'll have to question that later.

Behind us, where we were trying to run to, is a solid green light. It's as though the air is displaced by an overload of mana. The wind stops.

>Any idea what mana concentrated that hard can do?
I just hope it's solid.

Aira and I get into position to defend ourselves, but it slows down, giving me time to talk to Lily.

"Lily, do you know anything about this construct?"
>"Hmm. That much mana has to be held in place by something. Since I doubt a thousand wizards holding it in place with sheer will, that thing must be physical."
"Okay, thank you. And I'm sorry, but you're almost definitely a construct, somehow."
>"Now why would they do such a good job making me? And why is there a southern wizard in Erja Nokol? Whatever the reason, they're using that construct as a mana battery to cast unfathomably powerful spells. This is simply not acceptable for the cohesive warfare the northern empire relies on, so please kill that thing. Oh, and do be careful breaking that gem at its top, as that may be what is letting its mana leak out for spell usage. Breaking it may cause a mana explosion."
"... is that bad?" asks Aira.

I notch an arrow, too, since it's slowed down.

>"It's not lethal, if that's what you mean, but I've never seen such an intense mana battery before. It may knock us out, or stun us, if we're all right next to it."
"We have these antlers, which are made of bones of Erja Nokol natives, forest kobolds. Would that assist, if I used it as a weapon?" I say, and Aira opens her bag for Lily to take a look at.
>"Mm... this also looks like a mana container, without the leak. Wizards would need to study it to see how you could use them, but we have neither wizards nor time. If you did stick an antler into the gem, though, it may absorb the mana explosion, at least partially, but I can't say for certain. Still, it's missing its lower half, which does make it much less threatening, doesn't it? It is nearly upon us, now, so it's time for a decision. I know how to use a sword, if you have a spa - ah, though you'd be reasonable to not trust me with a sword anyway."

The decision is definitely to attack it, but this new information put things in a different light, no pun intended.
>>
No. 847056 ID: a363ac

>>847055
take it out just don't hit the gem. Arms > head > and have Aira back up before cutting off the pole the gem is on then throw it in the antler bag.
>>
No. 847057 ID: 3d2d5f

So... fight it with swords until it looks close to dead, then jam antlers at the gem to try and absorb the explosion.

We can't trust not-Lily with a weapon, unfortunately. Even if she's earnest, garlic soup could possess her like the worm to backstab us.

If it's a construct attached to a battery, maybe that's why Cassa was worth targeting, even half dead. It wanted to drain her, charge the battery more.

Lily sure is unflappable under pressure. She's also wordier than I remember, but that might be how she handles stress?
>>
No. 847058 ID: 33d4be

You should just try shoot the giant glowing spot, especially if you have any enchanted arrows left. It could still be that it can dissolve any matter that gets close, though. If you do try to attack it in melee, back up first and smash more windows, so you can get glass shards to scatter over the area it has to walk on to get to you, and wait for it. What's outside those windows, anyway? Can't you break through them into somewhere else?

By the way, is that another green glow behind Lily? You might need to bust through a window to escape.
>>
No. 847062 ID: 015058

Ask Lily if killing the bottom half will cause the gem to explode. And if the gem is removable. If the gem will be stable after killing this thing we might want to kill it and take the gem. But if we need to destroy the gem regardless to stop the magic we should aim for hitting it with a antler during the fight.

Fighting it would come down to two options.

1. The gem has to get destroyed.

In this case two of you would attack it while the other tried to stab/throw the antler into the gem to destroy it. Who does what in this plan is up to you. If you are most confident in being able to stab the gem you do it. If you think you are better holding its attention have Aira do it. Or both you distract it while Lily hits it. She might be the best to absorb a magical backlash due to being a construct. Just watch for a mana surge that would show her being taken over.

2. We can kill it and take the gem.

For this fight we just all gang up on it. Cut it apart and take the gem and store it in the antler bag to try and contain it.

I think trusting Lily for the moment is the best option. Someone made her based off the real Lily's memories and personality. Unless she gets possessed mid battle she should be safe. Just be very careful around her in case that changes.

That and the idea of using her to destabilize the mana gem is a tempting idea.
>>
No. 847063 ID: e24b91

Fen, Duel wield antlers. Get your stab on.
>>
No. 847064 ID: df82b6

>>847055
They may have made her to see how well you two work together. That implies they want you to win this fight?
That, or she is meant to gain your trust then betray you at a critical moment.
Don't give her a sword, try to cut the mana battery off the undead thing. Maybe Aira can distract it.
>>
No. 847066 ID: de6d84

>>847057
Sound plan of action.
>>
No. 847067 ID: 90f3c0

Don't use the antlers, this whole thing could be a ploy to get you to destroy them. The entire reason this Lily construct exists is that the enemy really doesn't want them to get into the Empire's hands.

Fire an arrow at its head and see what happens.
>>
No. 847070 ID: 9e4723

What ever we do, bouth Fen and Aira have to be far enought to not get hit by the explosion when they jamm the antler in the gem. How do we do that?
>>
No. 847073 ID: df82b6

We don't need to use the antlers, just don't break the gem.
>>
No. 847074 ID: 5c06e6

>>847055
Okay, Lily Construct is crazy weird. She's admiring she most likely isn't Lily and not worth much time, is informing us of both info we never thought to ask (southern empire) and actions we would have tried anyway even without her suggestions... like the worm was like...
Ask her how constructs work after dealing with the glowing green one. They could be actual people with some kind of Free-will override.

The green one could also be holding the three that fell through the floor, with the mana actually being a living kobold.
>>
No. 847078 ID: 487dbd

When you have time, ask not-Lily if she has any idea how the enemy wizards could get either a copy of her mind or Fen's memory of her. Especially, in the latter case, without touching Fen.
>>
No. 847080 ID: 91ee5f

>>847058
>By the way, is that another green glow behind Lily?
Fen has already described it by saying, "Behind us, where we were trying to run to, is a solid green light. It's as though the air is displaced by an overload of mana."

It's an attack that missed us because we decided to turn around and go the other way.
>>
No. 847081 ID: 91ee5f

Also don't use the antlers, there's no telling how dangerous they would be to carry if they absorb the mana from that green gem! For all we know, we could be frozen instantly and killed because the antlers got a boost from touching that green gem!
>>
No. 847090 ID: 1e7aa8

Try and cut the tail/stock thing that connects the gem to the rest of the creature, perhaps.

Oh, and don't jam an antler into the mana gem. I don't care what construct-lily says, an explosion of either magic or frost would be devastating.
>>
No. 847093 ID: 28cb85

Is that rope looking thing between the crystal and the Undead solid and therefore cutable? or is it like a light trail? Cutting that would seem to work the best. In any case, there's no way you're getting into combat with something so magically powerful. If you aren't going to use the horn as a weapon, make sure you and Aira each have a horn, it may absorb some of the blast when you shoot the crystal.
>>
No. 847147 ID: bfb318
File 151139086235.png - (61.03KB , 1200x800 , 1010.png )
847147

>Another green glow behind Lily?
That is where the breeze came from.

>What's outside those windows, anyway?
I couldn't see clearly, but I think it was just a small chamber with a coffin inside. If I'm correct, then all the windows here are individual tombs for people.

"Can we kill the bottom half without explosions?
>"Likely."

That's all I can say before the green skull attacks us. I don't give her a sword, so it should be clear I don't trust her with one.

"Destroy its body!" I tell Aira, as I drop my backpack and we charge it from both sides. It lunges at me, bracing itself with its hand on Aira's side. Aira cuts it off. I try to slash off the pole holding the gem up, but it manages to turn itself, and I slash its torso. It's a solid object, as Lily claimed, and even if it's a creature filled with mana, it's still just a creature. I'll use the antlers to try to break the gem, or maybe even have Lily do it.
>>
No. 847148 ID: bfb318
File 151139087217.png - (43.40KB , 800x800 , 1011.png )
847148

Or that was my goal. I don't get the chance. It reels back, and whips the gem into a wall, shattering it.
>>
No. 847150 ID: bfb318
File 151139089211.png - (15.34KB , 800x800 , 1012.png )
847150

...
...
... I don't know what just happened. On second thought, I do. I got knocked out.
>>
No. 847152 ID: a363ac

>>847150
Aira in trouble save now FEN SAVE NOW!
>>
No. 847153 ID: 78a3e5

Bulldoze into the thing about to stab Aira. It seems to be aiming for her head and your armor is better than hers so you can deflect the cut.

That being said keep your eyes on the green hand thing as it will probably attack if its not the arm that got cut off..
>>
No. 847154 ID: 35baa8

>>847150
Tackle whatever that is. If it's an enemy kill it.
>>
No. 847156 ID: 015058

Someone or something is possibly attacking Aira. Tackle it before it can hurt her!

You woke up first so get your but in gear!
>>
No. 847157 ID: 28d633

Fen, something with a knife is standing of Aira. You need to react as fast as possible, push whoever is by Aira away now. Use the pointy bit of the sword if it is faster. Just react as quick as possible, don't let Aira get murdered in her sleep.
>>
No. 847158 ID: 0d45a9

You need to get up now! Aira is being attacked by another foe, and she's losing by the looks of it.
>>
No. 847159 ID: c2051e

>>847150
Make sure that isn't Aira or Lily, then stab it with sword and/or antler.
>>
No. 847160 ID: 1e7aa8

Someone is about to stab Aira, Fen. Stop them!
>>
No. 847161 ID: 28cb85

No time to gather weapons, go for a full-on tackle.
>>
No. 847162 ID: 3abd97

>>847150
Your right. Something is holding a knife over Aira.

Intercept that, now. With your sword if you have it, by tackling the thing if you don't.
>>
No. 847163 ID: 5d4b52

Get moving immediately!
>>
No. 847164 ID: ce5c8b

Someone is looming rather ominously over your partner.

Stop that knife as fast as possible even if it means throwing your armored body in front of her.

Of course it could be some nice passerby come along to attempt to heal her with her a knife but I find that highly unlikely.
>>
No. 847166 ID: deec6e

Good tactical use - if the construct you're drawing power from is overwhelmed, you can smash it and take out whoever was badass enough to kill it. Not-Lily even warned us to be careful.

Well, you're up now. Tackle, sword or throw something at the guy raising a blade against Aira. Be mindful there might be more threats around.
>>
No. 847167 ID: de6d84

Start running right and get ready for a tackle.
If your sword is in your hand still, slash horizontally to your right to hit the hand in front of you and throw something at the attacking body to your right.
>>
No. 847170 ID: 1a9fe2

Save Aira oh god
>>
No. 847171 ID: 9e4723

Ram that motherfucker! do it while you scream, maybe you can scare confused it in the process!
>>
No. 847173 ID: c88e6d

>>847150
It's a bird! ZIZI TOLD YOU TO SHANK ALL BIRDS!
>>
No. 847182 ID: b2bad8

>>847150
Tackle the person about to kill Aira. We have lost enough people on this stupid mission.

Look around for Lily Construct afterwords, and maybe ask for help from her.
>>
No. 847185 ID: bfb318
File 151139569235.png - (27.40KB , 800x800 , 1013.png )
847185

I'm groggy, but there's no time to recover. I can't see the attacker clearly. Aira's torch fell out. It doesn't matter, as I awkwardly throw my dagger at the kobold, and lunge in for a tackle before spending the time to try and find my sword.

My throw is bad and my tackle is slow, and I see the dagger come down on Aira. However, this enemy tries to leap away at the same time, and misses what would have been a lethal blow, but I still see Aira get hurt while I stumble over her.
>>
No. 847187 ID: bfb318
File 151139575514.png - (23.26KB , 1000x800 , 1014.png )
847187

I stand up and grab the torch Aira dropped. I see Lily to the side. She's still knocked out, but she doesn't look harmed. I then look to where the enemy kobold fled. There is a feathered kobold a fair distance away, peering around a corner.

>"Our best poisons, your greatest nightmare. You overcome them, and then you run to a mana beast, ignorant to its capabilities? You are the kingslayer's brother, no doubt about it, and with a trusty ally, too. I'm sure you're surprised to see me, of all people, in Erj - "

Aira wakes up and cries out in pain.
>>
No. 847188 ID: deec6e

>>846911

As a side note, thinking about it, I thought the green glow was an indication of necromancer magic - but if Not-Lily's comment can be trusted, it's just a manifestation of active mana spillage. Meaning that whatever created Lily was powerful enough for there to be visual clues of mana being used or drawn into her - and indeed, there being those visual clues point to that the construct was still being formed as we approached it.

Not-Lily behaves like Lily, but has some odd traits, like her insistence we kill the green construct feeding the enemy necromancer, because the northern empire's armies couldn't handle it conventionally. Her warnings and comments were insightful and truthful, and she seemed tactically minded, knowledgable and definitely pro-empire. Oddly so, for someone as sweet and innocent as the real Lily. I can't really see her going "please murder that thing for the good of us all" so casually, ordinarily.

Maybe I'm just underestimating the real Lily.

It could all have been a strange ruse, time will tell, but everything points against her being a necromancer product - or if she is, she doesn't appear to have been crafted to actively harm or mislead us. It's quite odd.

About the only credible alternative I can come up with is that Not-Lily could be a product of the tombs, an ancient defense mechanism, or just a magical item or lingering spell - maybe some form of companion/advisor construct, buried with their creator - that has been triggered/fed by the approach of the gushing mana gem, and that somehow it imprinted on Fen using Fen's memories of Lily. Which, again, is odd, as I don't believe Fen was the first to lead into the corridor.
>>
No. 847190 ID: c2051e

>>847187
It's the one Zizi mentioned. Kill her.
>>
No. 847191 ID: 28cb85

Who the fuck are you? What potions?
>>
No. 847192 ID: 9e4723

SERIOUSLY, SOMEONE REFRESH MY MEMORY BECAUSE I DON'T REMEMBER THIS MOTHERFUKER! IS THIS GARLIC? ALSO DID YOU JUST TRIED TO KILL MY FRIEND HERE? I am mad right now.
>>
No. 847193 ID: 87353e

>>847187
"Sorry but I have no idea who you are and if you personally know the Kingslayer then you should know how terrible he is at explaining anything."
>>
No. 847194 ID: 3abd97

>>847187
Don't talk back, let the enemy monologue while you assess the situation. Do you all still have your weapons? The horns?

Then I suggest throwing a lit bottle of oil at her like a grenade to shut her up, no warning. Good luck dodging flaming oil splatter, feathery bitch.
>>
No. 847195 ID: 9e4723

>>847190
That is also true, what is up with your brother and his wacky clairvoyance? How the hell did he knew about this?
>>
No. 847196 ID: de6d84

>>847194

CHUCK THE OIL
>>
No. 847197 ID: 5d4b52

>>847194
That's actually a pretty good idea.
>>
No. 847200 ID: de6d84

>>847196

Also, don't say anything.
>>
No. 847202 ID: a363ac

>>847194
Fire apply directly to the monologing idiot "BITCH I DON'T KNOW YOU!"
>>
No. 847203 ID: b2bad8

>>847187
Aira is important here, make sure they are helped.
Whoever this person is, they're just another sentient thing out to kill you. Who they are or were doesn't matter, just what they are trying to kill you with. Their identities will be happily forgotten as all your other enemies have been.
"Don't know you, don't care too."
>>
No. 847204 ID: 0d45a9

>>847194
By fire be purged! (aka, this)
>>
No. 847205 ID: b2bad8

>>847194
This is actually a good idea, along with helping Aira. There is no reason for Fen to panic, nor reason to care about who they are. All he needs to know is how they fight, what they know, and the quickest way to kill them.
>>
No. 847207 ID: 91ee5f

>>847187
Don't say anything to this person.

And even if you're unable to kill them, I'm sure Zall would love to learn about this person.
>>
No. 847209 ID: deec6e

Oh hey, another person we can try to goad information out of. Likely related to the Zizi's letter, indicating he had experience with them - and they expect him to have told you all about them, which he of course hasn't. Hilarious. Remind yourself to kick your brother's ass whenever you next visit home.

Let's see... presumably they're tied to rebel activity, since your brother was fighting rebels. Maybe they're agents from the southern empire? Sponsoring rebel activity to distract or bring down the northern empire. Say something simple, non-informative and provocative, both to distract them from whatever you try doing and to draw another nugget of information out of them.

Don't stay here chatting for long though. Get Aira to focus - inform her you were both KO'd by the blast, as expected and tell her to bring the dagger (it could be a clue, either in its make or origins, or it could be important to later see if it was poisoned, and what poison if so). Wake up 'Lily' and bring her in.

I wonder what it meant by 'Our best potions, your greatest nightmare', though? I don't think we've actively faced it, whatever it is - unless it's actually just the 'mana beast' or a reference to the Worm or the poison they used on the arrow. I suppose it could be Not-Lily - it could fit the context - but if so, bird-face -seriously- overestimated what Fen's worst nightmare is.

Note that there's a possibility that something else happened in the lost time and this is just an act. Once you get to camp, you will have to suggest a new quarantine, in case of more possession shenanegans.
>>
No. 847217 ID: 33d4be

"I'm very sorry on his behalf but Zizi is TERRIBLE at telling people useful information, so all I know is he told me to stay away from girls with feathers, and he never actually mentioned you otherwise."

Then book it while they're in outraged shock. Remember, Zizi said stay away.
>>
No. 847218 ID: 33d4be

Also, maybe Fen's "greatest nightmare" is Lily being in a dangerous place? If they used some sort of undirected construct thing that they can't customize, Fen might have just struck it lucky that he has a nightmare that isn't threatening to him.

Hmm... If that green glow is concentrated mana... maybe the Lily-construct is powered by some sort of artifact? Most complicated spells seem to need an "anchor" of some sort, or something that they're channeled through. Maybe they just left a generic "make subject's worst fears reality" trap in place and sprung it on Fen, and they just misjudged what his worst nightmare would be? Maybe it's some artifact that's usually used to punish criminals or something.

In which case, construct-Lily could be perfectly harmless and even helpful, now.
>>
No. 847220 ID: b2bad8

>>847187
Surprise would imply knowledge or care.
Unless they're Garlic Soup, in which case we already knew.
>>
No. 847224 ID: b2bad8

>>847218
If Lily is our worst nightmare, it's good to see our fears are very simple and realistic, while also showing that our enemies are capable of making dumb mistakes like that.
>>
No. 847233 ID: bfb318
File 151140236483.png - (10.95KB , 800x800 , 1015.png )
847233

I look around. It doesn't look like the bird took anything. The bag of antlers is still around, too, and she must have decided to try to kill us before taking the bones.

Aira grits her teeth and pulls out her healing cloth to apply it to her eye. There isn't much I can do for her that isn't just that, so I leave her for a moment.

>"As I was saying, dear, I'm sure we're both surprised to see each other here, but it's a shame that it's on these terms. You do recognize me, don't you? Zizi must have mentioned me."

I'll have to write Zizi another letter. He could have explained things much better than 'feathered girls'.

Firzel showed us an idea of stuffing a cloth into a vial, and lighting the cloth on fire. Once the fire hits the oil, the vial should explode. I don't understand the reasons, but it's worth a try. It'll take me a moment to create, as I have never done this, so I try and distract her with talk while I set it up.

"I don't know you."
>"Impossi- oh, of course, Zizi would not give you a sufficient description. My name is Momo, the Conjurer of Nightmares."
"He's never mentioned you." I finish getting a strip of cloth.
>"... we dated."
"..." I start stuffing the cloth into a vial.
>"He broke up with me when he wouldn't join me against the empire! You mean to say he hasn't even mentioned my name?!"
"Correct." I start lighting the cloth.
>".... unbelievable. Who is that girl? No. That is your love, right? It was supposed to be your nightmare! What happened?! That's not a nightmare, that's... thats..."
>>
No. 847234 ID: bfb318
File 151140237196.png - (23.55KB , 800x800 , 1016.png )
847234

I throw the vial.

I see her duck to the side.
>>
No. 847235 ID: bfb318
File 151140240675.png - (19.83KB , 800x800 , 1017.png )
847235

It exploded after all.

I can't see that it hit her, but I do hear a lot of desperate squawking that's getting more and more distant.
>>
No. 847237 ID: 0bdece

"Sorry, Zizi is like that. See you later!"
>>
No. 847238 ID: 3abd97

Right. Temporary reprieve. There will be more soon, we need to keep moving. It's not worth pursing her to make sure she dies, we still have to get the bones back to base ASAP.

First, ask Aira if she can move. Then, go check on not-Lily. See if she's dead, or if you can wake her.

It seems apparent from Momo's description the spell that produced not-Lily didn't function as she expected. Probably don't want to leave her here.
>>
No. 847239 ID: 91ee5f

>>847233
Apparently, she's saying that she fucked up in trying to scare you into inaction.

>>847235
Yeah, she's leaving.

Help Aira up, gather up the antlers, and continue going towards base camp.

.....even though Momo openly admitted that this Lily is fake, I've got no idea what we should do with her. Do we leave her and she'll disappear on her own or do we take her with us or what?
>>
No. 847241 ID: 91ee5f

>>847239
Also, I doubt Zizi predicted Momo was going to show up here. I think he was just warning you that she was somewhere in Erja Nokol. You just coincidentally ran into her here in the Mausoleum.

Also, when you write a letter to Zizi, tell him that you're going to kick his ass for being such a terrible story teller! In fact, you'll kick his ass so hard, he won't be able to sit for a month!
>>
No. 847242 ID: 33d4be

Ok. Get going with Aira. Take construct-Lily, at the very least she might provide some information to the wizards at base when they study her, and from what we've seen it's unlikely enough for her to be dangerous for us to justify it. They need to know what they're up against, Momo being very clearly still alive, and the construct can tell them.

While you run... tell us, Fen, what would you think of as "your worst nightare"? Do you even have one?
>>
No. 847243 ID: d36af7

If Momo herself genuinely can't figure out how the construct went that far wrong, I think you can trust fake-Lily with a knife at this point. Escort her back to base at the very least. She's clearly friendly, and has valuable intel on enemy capabilities.
>>
No. 847244 ID: 9e4723

>>847241
Yeah, your brother has some explaining to do, for real this time! Not a mumbo jumbo of a story!
>>
No. 847246 ID: e4c1ce

Secure the bag, check on construct-lily. Ask Aira if the cloth is working.
>>
No. 847247 ID: de6d84

Check on Aira and then "Lily" in that order, and focus on heading back to base.
>>
No. 847248 ID: b1b4f3

Nightmare? Maybe this Lily doesn't love you,or is married. Or is secretly male.
>>
No. 847249 ID: 9e4723

Ugh, your brother is just the worst. Now, to the important matters. First, Aria is hurt and half blind, that is going to be a problem, but if this "Lily" is half as good as the original, she should be able to do sonthing with that wound, like back then in your villiage. Second, Lily herself is a problem, what are we going to do with her, clearly she is not what was supposed to be. But then what, is she going to stay like that, will she disapear? We tryed very hard to keep her a secret, we can't just bring her to the camp.
>>
No. 847250 ID: 28cb85

> It was supposed to be your nightmare! What happened?!
Well, I can't think of anything much worse than Lilly being stuck in a place like this.

Help Aira, maybe bind the cloth to her face somehow before you help her to her feet. Then go get Lilly, you'll probably have to carry her. Keep that dagger Momo dropped, your superiors will want to see it- be wary it may be enchanted like the last weapon you nicked.

When you get closer to the new outpost, you may want to split up so you don't bring any security risks into the base.
>>
No. 847252 ID: c88e6d

>>847235
That..... was incredibly stupid. Let's get our friend back to base.

Also, I'm pretty sure Your Worst Nightmare was probably "Your True Love In Harm's Way".

Regardless! Let's get to dragging our crippled friend and a sack of bones back to base.
>>
No. 847254 ID: 66085d

Well that was confusing. We can try to figure it out later.

Grab your stuff and help Aira up. Lily to if she still exists. Then get back to the base before we run into more crazy people.
>>
No. 847263 ID: 28d633

You did good Fen. Check on Aira, help her with the healing cloth and get her back on her feet. Then get Lily back up and head back to camp with the bones. You're not clear yet but hopefully they're out of stuff to throw at you. Worry about how to deal with Lily once you're actually in the camp.
>>
No. 847264 ID: deec6e

If it’s not a nightmare, might it be a dream?

Regardless, you should look to moving on. You also need to figure out what to do about her, if she sticks around for long. If you come running into camp with Lord Shup’s fiancee (or a magical construct lookalike) there is going to be trouble down the line, and everyone will want to know the story.

You already have to explain things to Aira. Perhaps you can ask both her and dream-Lily for advice.
>>
No. 847268 ID: bfb318
File 151140966410.png - (32.55KB , 800x800 , 1018.png )
847268

"Aira, how are you doing?"
>"I'm... fine. I'm fine." She sounds like she's trying to convince herself as much as she is me. Still, the bleeding is slowing down, and she is able to stand on her own. I notice Lily is waking up.
"Lily, do you know how to dress wounds?"
>"Um... I do. If you have a healing cloth, though, that should be enough on its own."

After a moment, the mana in the direction we were trying to head towards dissipates, and a small breeze goes in that direction as the air fills in. I take a chunk of the green mana beast and put it away, along with a few shards of the gem. Once that's done, we check all of our gear and quickly move out before Momo can summon reinforcements here.

Aira can't run as fast, but we still make progress back to the supply route. The route is long, and Aira claims it will still be awhile before we get back to the supply line, but we don't see any threats.

>"Is it okay if I come back to your base?" Lily asks. "I'll be sure to explain I'm not the real Lily, and I'll be cooperative for study."
"It will probably be okay. The thing I'm not sure of... is why you were supposed to be my nightmare? Seeing you in a dangerous place like this isn't favorable, but..."
>"Hm... we - well, you and 'me' had a thing going back when we met. If that's all true, then I'm similar to the real Lily, except that when I look at you, Fen... I don't feel anything. I just don't love you at all!"
"..."
>"Er - that doesn't matter, Fen! I'm not the real Lily. I don't even think I have a heartbeat..."
"It's just not expected."
>"Haha, well, I'm sure Momo agrees about that! Most people's worst tangible nightmares down here is probably some kind of horrifying monster."
>"So you're having an affair with Shup's fiance?" asks Aira.
>"S-sorry." says Lily. "I said way too much."

>You already have to explain things to Aira.
I guess so.
>>
No. 847269 ID: b1b4f3

>>847268
Tell Aira that you haven't done anything that could be called an affair. You and Lily fell in love, then Lord Shup gave you a chance-- become a noble within one year and you could marry her.
You plan to do this via the arena.
>>
No. 847270 ID: c2051e

Time for the longest speech you've ever given.

"I'm not that reckless. The affair isn't starting until I have enough of a title of nobility to support her and her family. I'm sure Shup knows perfectly well, he only proposed to Lily as a political favor because her family was about to lose their status."
>>
No. 847271 ID: 1a9fe2

It's more like we're trying to woo her, but it's a bit of a distant dream. At the very least, we're trying to get back the dragoncloth she gave us.

You know, try to downplay it as much as you can. Word spreading would be bad.
>>
No. 847272 ID: 0bdece

Help her tie the helaing cloth onto her face as an eyepatch.
>>
No. 847273 ID: 91ee5f

>>847268
It's a good thing you're wearing that helmet! Now Aira can't see you blush!

>"So you're having an affair with Shup's fiance?" asks Aira.
Explain that it's more like you're really close friends and no, you obviously didn't have an affair with her, otherwise Shup would've killed you a long time ago!

And beg her to please not tell anyone.
>>
No. 847277 ID: 91ee5f

>>847273
Then again, everyone's gonna find out anyways when you and Aira walk into camp with a Construct Lily. Because I'm pretty sure they're gonna pull out all of the truth wizards to touch Fen at the same time for this!
>>
No. 847278 ID: 3abd97

>"So you're having an affair with Shup's fiance?"
Sort of. She's why I left the forest. Why I'm in the army. I'm trying to become a noble, so being with me is something she can even consider.

*Shrug* That's my big secret.

>what else
Are you all right? I don't think most people would take discovering they were a copy, or that their feelings had been changed from their memories, as well as you have.

>I just don't love you at all!"
>"Er - that doesn't matter, Fen! I'm not the real Lily. I don't even think I have a heartbeat..."
Even after saying that, she immediately tries to make you feel better.

>"S-sorry." says Lily. "I said way too much."
It's okay. I trust Aira. I would appreciate it if you did not tell anyone else.

...you might want to be careful what information you share at all. I wouldn't want to see Lord Shup or Lily harmed because rivals in the army used you to learn secrets they shouldn't.
>>
No. 847280 ID: 66085d

Not so much having a affair as hoping for one.

Lets get back to base and out of danger.

Ask Aira if she wants to be kept in the dark or not. You dont want her having to keep your secrets if she does not want to.

If she wants the story tell her along the way. We need to be prepared for the truth wizard.
>>
No. 847282 ID: 094652

Did it go through the eye? That's going to be expensive. Either way, you should get an antidote at camp in case he was using slow-acting neurotoxin.

Are you sure you want to keep Not-Lily around? If a caster wanted to keep a trap focus close to you, it would be in HER.
>>
No. 847286 ID: 0bdece

Just say you aren't having an affair and leave it at that unless she presses you.
>>
No. 847287 ID: 91ee5f

Consider hiding Construct Lily's face so that she doesn't immediately cause people like Zall to freak out on why she's here.
>>
No. 847289 ID: 33d4be

"I'm not sure it counts as an affair when Lord Shup knows about it and is... sort of allowing it. It's complicated, but probably the easiest way to understand it is a bet that I can become a high enough noble to support Lily's family before the marriage. If I succeed, Shup will break off his engagement to Lily and let her marry me. I don't mind people knowing about my feelings for Lily - in fact I'll have to admit them when we turn up with her - but to avoid embarrassing her or Shup, I intend to pretend it's one-sided on my part and unknown or politely ignored to them. Will you both go along with that?"

Lily I expect won't and shouldn't be allowed into camp, but there should be some comfortable, protected enough spot outside it, so tell her that. The undead know where our camps are anyway, so as long as she doesn't go in there's limited harm she could do. Keep an eye on her and what you say around her, just in case Garlic Soup can adapt his ability to look through/possess her, if he and Momo work together.

Ask Lily to explain what she knows of constructs. What is she made of? And how does she have information Fen and Aira don't know? Did she draw knowledge from the land, or from her creator?
>>
No. 847290 ID: 33d4be

You know what just on the remotest chance, ask Lily if she thinks the creature you killed could also have been responsible for a collapsing floor. And if she knows what the necromancers would do with a wizard. Maybe she was somehow automatically loaded with knowledge her creator had. Maybe she knows what would have, or did, happen to Cassa after she fell.
>>
No. 847291 ID: 28cb85

Nothing so Lurid. I'll explain myself, later, if you promise not to call me a damn fool like everybody else has, and not spread word all over the outpost, okay?
>>
No. 847307 ID: bb78f2

>>847268
No I just have a crush on her, Aira. Admittedly a powerful one that drove me to the empire and improve myself through climbing ranks.

The only way to actually have an affair is to become the very best, like no one ever was.
>>
No. 847327 ID: 91ee5f

Fen should probably be careful on how he words his explanation to Aira, otherwise she'll think he's going to screw her over the first chance he gets so that he can advance through the ranks faster.

Even though he's given Aira no reason at all to think he'd do something like that.
>>
No. 847333 ID: 830fb7

>>847278
Do this:
Sort of but not really. She's why...
>>847289
But involve this within it to explain why it isn't an affair.
>>847289
"Lily I expect won't and shouldn't be allowed into camp."
They have wizards to contain and watch over her to make sure she doesn't do anything and we already know of a safe location on the level below main camp (the quarantine place we where stored while suspected of being possessed).
>>
No. 847334 ID: 9c2d0c

Just "No, I would have already been killed for that. I hope somehow, someday, to win her openly though."
>>
No. 847340 ID: deec6e

Help Aira pad up and tie the healing cloth to her eye so she can have both arms free.

>>847268

You haven't carried on an affair, no. Lord Shup made it clear that he had long ear - uh - very good spies, and would have punished you if you ever tried anything. He certainly knows that you like Lady Lily and hasn't killed you for the temerity. Really, it's made you suspect he's fairly tolerant of those who give him his due and doesn't cross the line, based on the things you've heard of him - admittedly mostly from people who had reason to like him, but still, since coming to the empire you've seen worse nobles. As long as you don't make waves about it or embarrass him or Lily, you think he'll just let this play out. At least for now.

Consider sharing a bit of the story, such as it is. How Lord Shup and his entourage came visiting your tribe on a vacation, how Lily had accompanied him, and how the two of you took an interest in one another. How the both of you knew that getting together was impossible, the way things were, but found each other's company welcome.

"'The heart doesn't have much of a brain' my brother once said, and if he dated a literal conjurer of nightmares, I suppose he knew what he was talking about. I know I'm being foolish. Yet... until I met Lily, life was just a dissatisfying series of events. I want to be with her again. To do so I have to earn a title, and somehow also get one of the most powerful people in the empire to call off their engagement. Assuming Lily wants him to."

Look self-consciously in Not-Lily's direction.

"Sorry if this is awkward, and sorry for your situation. Even if you feel nothing for me. You really are a lot like Lily."
>>
No. 847341 ID: 91ee5f

>>847333
>the quarantine place we where stored while suspected of being possessed
That was at the old base camp. Zall has told us that they've moved to the new base camp on top of the Necromile.

They're gonna need to set up a new quarantine area.
>>
No. 847360 ID: de6d84

>>847278

Sounds good.
>>
No. 847362 ID: 5bc36c

>>847268
>affair with Shup's fiance
Not even that. I'm pretty sure I'm in love and she seems to have feelings back.
There hasn't been a chance for anything more.
>>
No. 847366 ID: bfdaf0

>"I'm trying to become a noble, so being with me is something she can even consider."
Very good.
>>
No. 847370 ID: b2bad8

>>847268
"I don't think affair is the right word. We didn't have sex, there was just a bunch of talking."
To Lily: "It's still good to see that I am at least liked by you, even if not loved."
>>
No. 847376 ID: a363ac

>>847268
Lily gave me Dragoncloth as a parting present, I came to the Empire to become a noble to marry her, killed Rasyan, Dragoncloth got taken, I burned down the Fence to get it back, now I just have to kill a warlord for it once I have the right to it, and that is why I am here Aira.
>>
No. 847380 ID: 91ee5f

>>847376
Don't say any of that! Fen didn't burn sown the Fence and he's not going to kill Warlord Krix!
>>
No. 847381 ID: c2051e

>>847380
Speak for yourself.
>>
No. 847382 ID: ceb760

>>847278
I'll go with this as its pretty much what I was going to say.
>>
No. 847385 ID: bfb318
File 151145071129.png - (30.02KB , 800x800 , 1019.png )
847385

I talk as I help tie the healing cloth to her eye so that she can keep herself armed. It's still too early to tell if her eye's been slashed out, as she just describes the whole area as throbbing with pain.

"It's fine, Aira is trustworthy. It wasn't much of an affair. We never did anything, but we did take a liking to one another. I am trying to become a noble so that I can ask for Lily's hand in marriage. I hope it's obvious I don't want this fact to spread."
>"I won't, if possible. I don't think the secret is that bad. It's not looked on well to talk openly about it, but a lot of people dream of getting a cushy title."
"Yes, but it looks worse to be pursuing a girl who is engaged to Lord Shup."

She looks at me, then manages a small smile.

>"I'd be more worried about you being so sappy that your worst nightmare is that a girl doesn't love you."
"I don't see what's wrong with that. Lily, are you alright? You are taking the fact that you're a construct better than most would."
>"I know, right? I think I was made with the knowledge in the back of my mind, and it just took a little bit to sink in. Then again, I think I do have a little heartbeat, so maybe I am alive? It is very strange, but there are a few memories of my creation that are surfacing. I'm sure the wizards will ask all about it."

>What is Lily made of?
After asking, I hold her hand. It's warm, and feels similar to Lily. Her scales don't quite have the same glean, but she does feel alive.
>>
No. 847386 ID: bfb318
File 151145073181.png - (22.54KB , 800x800 , 1020.png )
847386

Aira has some trouble finding the exit, and we spend an unnervingly long time wandering the tunnels. For what feels like hours, we wander and search. The amount of mana slowly subsides, and despite watching our backs, sides and fronts, we don't see anything else for a long time.

>"Just ahead." says Aira. "Is where the supply should be. I'm sorry I got lost so much."
"You did well."

We walk ahead, but hit a dead end.

>"... it was here. The supply line was supposed to be just past this wall."
>>
No. 847388 ID: e24b91

Test your sword on it. Might be able to cut through it well enough.
>>
No. 847389 ID: 0d45a9

The stonework doesn't match up right, so maybe this was blocked off? Try giving the wall a shove.
>>
No. 847390 ID: c2051e

Back off some distance and throw something heavy at the wall. Find a rock or something if there's nothing available.
>>
No. 847391 ID: 66085d

Knock on that rock wall with the hilt of your sword. That stone is a different color than the hallways. Check to see if the mortar is fresh.

If we are not in fact lost then they might have just sealed up this corridor for defense purposes. Making a secure new base would involve closing up a lot of passages.
>>
No. 847392 ID: 91ee5f

>>847386
>"...it was here. The supply line was supposed to be just past this wall."
The wall in front of Aira is a different color than the other walls. Maybe it's an illusion? Try touching the wall to see if your hand goes through it.

If it's solid, then either the undead put it there to block your path or the army put it there to block off the undead.

Perhaps you can knock the wall down if you charge into it?

>>847388
Just because Fen's sword is enchanted to cut things better, that doesn't mean that he'll be able to cut through stone!

If only we had a mace or a hammer we could use.
>>
No. 847393 ID: 015058

Just be careful if you do try to break through. If the army made this they will think undead are breaking in if you start knocking there fresh walls down.

Possibly a knock code to let them know you are stuck might help. If anyone is around that is.
>>
No. 847394 ID: b2bad8

>>847386
That wall is almost certainly a fake. The colors and material used to build it is different from the other walls. Put your ear to it to see if you can hear anything on the other side.
Do we have any more oil vials? The explosion might be enough to tear down the wall if we can't think of any better ideas.
Also ask Lily if she would mind being blindfolded once we get to the line. The other forces have already proven that they can be possessed easily. Say it's obvious she has free will, but we need to find out how to keep her from being controlled first.
>>
No. 847395 ID: 91ee5f

>>847394
It's more of a big splash that spreads the burning oil over an area around where the bottle shatters open. It doesn't really explode in the way you're hoping it would.
>>
No. 847396 ID: 33d4be

It's possible that, with the revelation that the upper levels aren't clear, and the undead's meat tunnels, a lot of passages have been bricked up to make things more defensible. I don't like the idea of Lily having memories that are "surfacing". Being loyal to her creator might be a memory that surfaces. Who brings people's nightmares to life and doesn't ensure they won't turn against them? I suppose so far every intelligent magically created creature we've seen comes with free will, and since I gather mana/magic is basically the same stuff kobold souls are made of, magically created creatures would have their own souls? So because you've been nice to her so far and she's not likely to be treated well by someone who just made her to scare someone, she has reason enough to stick with you. But that could change, especially if the army treats her badly.

Anyway knock on the wall and call out to see if anyone answers on the other side.
>>
No. 847397 ID: 3abd97

>I'm sure the wizards will ask all about it.
Be careful with Shup's secrets. You probably know things that shouldn't be public knowledge.

>dead end
Well, test if it's an illusion or new construction.

Note, if there is an illusion, it might be tricking you into thinking the side of the tunnel is a walled off dead end, while the actual exit is made to look like the normal wall to one of the sides. Feel around.
>>
No. 847398 ID: 0bdece

Can you hear anything past it?

Also try and position yourself to. Cover Airas blind spot
>>
No. 847399 ID: 0bdece

Can you hear anything past it?

Also try and position yourself to. Cover Airas blind spot
>>
No. 847400 ID: 9e4723

Try to mana sense your surroundings, see if there is anything off. Obviously, the path has been obstructed. if you can't move that out of your way, you are going to have to take another rute.
This may take some time, do you have provisions?
>>
No. 847403 ID: de6d84

Poke-knock it with your sword while raising your shield if anything happens.
>>
No. 847405 ID: bfb318
File 151145613221.png - (26.83KB , 800x800 , 1021.png )
847405

Aira passes the torch for Lily to hold as we investigate the wall. I tap it with my sword hilt, and push on it. It's not a thin wall, so it's difficult to tell if it really is just a wall as Aira thinks. I think so, too, as it looks much newer than any of the other stone around here.

"Lily, do you mind being blindfolded when we meet the army?"
>"Nope."
>"... it was Valsano, who carried around a pickaxe, insisting we'd need it someday." Aira mumbles, knocking on the stone. There's no reply. "Now the idiot's not even here."

My sense of mana tells me that there are either kobolds around, or just a lot of latent mana around. My senses are still bad. I put my ear to the wall, and hear some kind of commotion, but I can't hear details. Apparently it's enough that there are people or things on the other side, and they don't see us knocking on the stone.

I push my blade into it, as well. From how it sinks in, I can tell that I can hack through it, but I'm afraid that my sword might not have the durability made for chopping through stone. It may, but I have no idea.

I kick the wall next. The stone has a slight give to it, but it would take more to break down like that. I would like to throw something heavy at it, but only my shield comes to mind, and it's somewhat light weight. The heaviest thing around to throw effectively would be a coffin. Which would work, but disturbing the dead may backfire somehow, despite that thus far, none of the existing dead have come out of their coffins.

Choices may amount to chopping it through with my sword and hope for the best, throwing a coffin at a wall, or finding yet another route that hopefully isn't blocked off. We do have days of provisions, so lack of food or water isn't the risk involved.
>>
No. 847406 ID: c2051e

>>847405
Your head is armored. Headbutt it until it gives in.
>>
No. 847407 ID: c2051e

>>847406
But first have a threesome.
>>
No. 847408 ID: e24b91

Fen, go at it with your sword. Moderate power. Don't fatigue it. Aira, go nuts on it with a shield. Swap out if Aira gets tired.
>>
No. 847409 ID: 9c2d0c

Your shield may be light, but YOU aren't. Didn't they teach you the shield slam at some point in your training? Shoulder down, shield up, get a running start. Shield is there to spread out the impact and minimize the damage to you when your full body weight crashes headlong into a wall.
>>
No. 847410 ID: 66085d

If the stones have give this wall is fresh as can be. I bet the mortar has not set yet and everyone is running around building the new base. If that is the case all you have to do is kick at one stone until it pops out of the wall. Then shout through the hole.

Or you could carefully guide your knife around one brick removing the fresh mortar. Would take a minute but you could get one brick out.

Honestly all you need is a small hole to yell through. This would also protect you if enemies are behind the wall. Leaving it mostly intact would slow any pursuers.

Does the army have any codes? If you start loudly tapping out a code on the wall with the hilt of your dagger someone will notice it eventually.
>>
No. 847411 ID: 015058

All you need is to make a big enough ruckus back here that the army notices you.

And you do have two cute ladies here. Get a steamy three way going and there screams of pleasure are sure to get a curious kobold or two to check the wall.
>>
No. 847412 ID: 3abd97

>there are people or things on the other side
We might need to just make a big enough racket that they tear down the wall for us to investigate. (Maybe it we blew up another oil-bomb right up against the wall, with a shield or barrier right next to it to direct as much of the blast back towards the wall?)

Another dumb idea might be to do something with the bones / antlers. If that is the army, and they have any wizards, they might sense those things.

If you have a cup, or something similar, you could hold it against the wall to better hear what's on the other side. Aira has bigger ears, she'd probably be better at listening. Confirm it's actually the army over there.

We have stakes and rope. Driving stakes into the spaces between the stones, and using rope looped over something to haul on the stakes from an angle could probably be used to force stones out of position, which might be more effective than chopping it with your sword.
>>
No. 847413 ID: 0d45a9

>>847410
This seems like a good idea, just need to make a hole, not destroy the wall. Might be better to use the enchanted carving knife instead of our sword though.
>>
No. 847414 ID: 3cc68c

Yesss hump your way through the wall.
>>
No. 847415 ID: 1e7aa8

>>847410
Voting for this. Shield slamming is a good idea, but only as a last resort. We wouldn't want to knock it down and piss off any allied forces on the other side
>>
No. 847416 ID: c88e6d

>>847405
Use your sword to chisel the mortar between the bricks away. Wave a torch in front of the hole. Be careful of archers.
>>
No. 847417 ID: b2bad8

>>847405
Do you have any more vial? Those might be good for an explosion, especially if you are able to place on inside an indented brick.
>>
No. 847418 ID: de6d84

>>847407
You gotta have not one, but TWO climaxes to get enough noise to have someone hear you!


...Wave an antler nearby, kick around the wall to see if there's parts of the wall that are weaker, maybe head-butt anything.
Don't risk your sword right now.
>>
No. 847419 ID: b1b4f3

>>847405
You are heavy. Smash the wall with your own body.
>>
No. 847420 ID: f932c3

Ask the girls to stand up against the wall for you. Then work them over sexually until they both cum at the same time.

There combined orgasmic wails should cause a resonance in the wall that shakes it to pieces.

It's the best way really.
>>
No. 847421 ID: 91ee5f

>>847405
Use your enchanted carving knife to dig in between the stones.

>>847412
>Maybe it we blew up another oil-bomb
>>847417
>explosion
That's not how that works!

It's just a big splash that spreads the burning oil over an area around where the bottle shatters open! Which will just put fire on the wall and prevent us from getting to it! It's not going to explode in the way you're thinking it will!
>>
No. 847423 ID: bfb318
File 151145857187.png - (17.40KB , 800x800 , 1022.png )
847423

>A lot of thoughts of sex
The presence of Lily's form is putting inappropriate thoughts into my head. I'll have to watch my behavior, because this is neither the time nor the place.

Instead, I remember that we have carving knives that were made for hacking through the tough unknown material of the worm, as well as stakes and rope we can pry stones loose with. Using these tools, we're able to hack and pop one of the bricks out without spending a long time on it. Aira also is certain that it sounds like our soldiers on the other side.

The stone breaks loose and falls out on the other side. We're met with an oceanic looking back at us. Behind him we see the supply route, which has people running in both directions. Most are headed upwards, and a few people are screaming orders and getting people to move.

"Hello."
>"Hi?" He turns around. "Who are you guys? Scouts? Monsters?"
>>
No. 847424 ID: c2051e

>>847423
Show him what ID you have and say the passphrase.
>>
No. 847425 ID: e24b91

"Lesser Blood Knight Fen. Lesser Blood Knight Aira. Lily. Under the leadership of Greater Blood Knight Sir Orjin. Mission critical delivery for Grand Knight Zall. Bring down this wall."
>>
No. 847426 ID: 3abd97

Hold up your emblem. And one of the horns.

"Assassins, returning from a mission. We have something valuable for the wizards, and we'd like to get past this wall as quickly as possible before more monsters find us."

"We serve under Sir Orjin. Two assassins, one... cooperating prisoner."

Sorry, construct-Lily. She is going to be treated as a prisoner until the army determines she's safe, and probably afterwards.
>>
No. 847427 ID: 9e4723

I leave for like 10 minutes and people already posted like 5 suggestions implying sex. Never change tg, never change.
You may as well try and nock the wall down or something. if not, start walking
>>
No. 847428 ID: 015058

Tell him you are part of the special team Zall put together to take down the anomaly and you need to get through here fast.

Give him your identity and a request to get this wall down fast.

Also if you are getting a bit pent up there are plenty of ladies you know who might help with that.
>>
No. 847429 ID: 9e4723

>>847427
Shit, well, at least you actually made a hole. Explain your situation.
>>
No. 847430 ID: de6d84

>>847426

Go for this.
>>
No. 847431 ID: c2051e

>>847424
And be sure to poke him in the eyes and say "nyuk nyuk nyuk".
>>
No. 847432 ID: 1e7aa8

Tel the oceanic kobold you are a soldier under Sir Orjin's command and that you need to get to the Necromile base ASAP!

Cover up Lily's Face when he runs off
>>
No. 847433 ID: 91ee5f

>>847423
Tell him that you're a part of Sir Orjin's squad and you got separated from everyone when you got attacked and you're trying to regroup back at base camp.

You might want to find a way to hide Lily's face because people seeing Lord Shup's fiancé walking around might end up distracting them and that'll end up getting them killed!

>Suggestions of telling about the antlers.
I don't think Zall said we could tell anyone about that. I think just to be safe, don't mention the antlers to anyone.
>>
No. 847435 ID: b2bad8

>>847425
>>847426
A combination of these two would be best.
"Fen and Aira with Lily Construct taken as a willing prisoner."
>>
No. 847436 ID: 0d45a9

You will likely need to disguise Lily-construct's appearance to avoid starting rumours and/or panic etc. Maybe give her your cloak and tie the hood down? Blindfold and identity concealing.
>>
No. 847438 ID: 3abd97

>>847435
We might want to conceal Lily's name and identity from the rank and file, just to lower the odds people opposed to Shup in the army don't realize she's there to interrogate. The empire has pretty vicious politics, and if the construct has all of Lily's memories, she probably knows something that can be used to hurt Shup.

We may need to cache in a favor with Zall to shield her from that, and get a letter to Shup ASAP that he needs to intervene to protect his interests. (I was planning on writing him about Cassa anyways, since she was his wizard and family, and died (or at least went MIA) fighting by our side).
>>
No. 847439 ID: deec6e

>>847423

Focus. List of name, rank, status, and desire to get hurrying on to the new base, ASAP, on Grand Knight Zall's orders. Can he direct you to the quickest route around this block, or can he get people to help tear a big enough hole in the wall for you to get through, pronto? The faster the better - you're not certain if you completely lost your pursuers.

If he asks about the female civilian draconic just shake your head and say 'classified' - it probably will be. Lend Lily your cloak to stop anyone from recognizing her - if there are still people associated with Lady Cassa around, some might recognize Lily.
>>
No. 847442 ID: deec6e

>>847439

Oh, and you're a few hours from the big battle now. Anything significant going on that you should know about?
>>
No. 847444 ID: b1b4f3

Announce yourselves as soldiers and Lily not by her name. Just say she's a construct submitting herself for study. Ask for a blindfold.
>>
No. 847447 ID: 015058

Ok you should be in the clear once you get your info passed on to the right people.

But while that happens you need to deal with Lily. It will take some time to get this wall down so while they work on that prepare her.

Tie her hands securely so she can not try and kill Zall or something. Then get a cloak over her to hide her so word will not get out quick.

Apologize to Lily for the restraints but don't let her get near anyone important without them. Just in case.

Oh and tell her you will do everything in your power to keep her safe. She does not owe you anything and you do not expect anything for your help. But as long as she exists you will do your best to make sure she can live as she likes.
>>
No. 847449 ID: 28cb85

One third of Sir Orjin's squad, plus one captive. Our orders are to get to the new outpost as soon as possible. Where's everybody headed?
>>
No. 847450 ID: 0bdece

Give Lily your heavy cloak to disguise her.
>>
No. 847451 ID: 0bdece

Give Lily your heavy cloak to disguise her.
>>
No. 847452 ID: 3abd97

>If he asks about the female civilian draconic just shake your head and say 'classified' - it probably will be.
That's a good simple way of handling it, actually. Especially since the main army didn't know the details of the anomaly attack until after your strike team went in.
>>
No. 847453 ID: 91ee5f

>>847447
>tell her you will do everything in your power to keep her safe.
https://m.youtube.com/watch?v=9AieHTPaFzM (1:34 to 1:38 in the video.)
>>
No. 847454 ID: bfb318
File 151146324191.png - (17.56KB , 800x800 , 1023.png )
847454

I show him Sir Orjin's emblem, and motion for Lily to move to the side of the hole out of sight.

"I'm Lesser Blood Knight Fen, and this is Lesser Blood Knight Aira, under Sir Orjin. We were in the anomaly, and have a cooperating prisoner."
>"What? Um..."
"We're ordered by Sir Zall to get to the new base as soon as possible."

I pull out an antler and show him. As soon as he sees that, he almost jumps, turns around, and starts stuttering a series of syllables for what feels like a full minute before he takes a deep breath and just yells out a word.

>"Antlers!"

That gets attention from other kobolds. We're kept on the other side of the wall, and the oceanic is told to keep an eye on us while they deliver the news. We stand looking at each other for a few awkward minutes. Aira tries to ask the oceanic what's going on out there, but he knows even less than us.

During this time, I tie up Lily's hands and blindfold her.

"Sorry, but I can't take any chances."
>"What you're doing makes perfect sense."
"You still seem nervous."
>"Oh, not about this, it's just, I hope I get treated okay."
"Sir Zall has been reasonable. You shouldn't have to worry about his decision."
>"I agree," says Aira, "but that's assuming he's around to make the decision. It looks like a war out there. Sir Zall won't have the time to meet us individually so casually, anymore."

A kobold jumps down from the stairway to the next tomb.
>>
No. 847455 ID: bfb318
File 151146332917.png - (15.90KB , 800x800 , 1024.png )
847455

The oceanic is pushed out of the way as Sir Zall steps in front of the hole.

>"Fen, Aira. You have the antlers?"
"Yes."
>"Who is that?"
>"Hello, I'm a self aware construct made by the necromancers." Lily says, before I can say anything first. "I should be kept in a quarantine and studied, and I will explain everything I know."
>"Quarantine line! Move, n - " He disappears behind the wall for a second to shout at the other kobolds that have gathered nearby. " - why are they still stuck on that side of the wall?! And why are my damned wizards so slow?!"

A team rushes in and begins tearing down the wall.

>"What happened to Cassa?" Zall continues.
"I'm sorry, but an archer shot Lady Cassa from the darkness."
>"Aira, did you see that as well?"
>"Yes."
>"As did Sir Orjin and the rest, but we found her alive and well! Not a nick on her, let alone an arrow through her head. Now pass me the antlers, because you're all going to be tested and either put in the new base, or quarantined."
>>
No. 847456 ID: b1b4f3

>>847455
Uhm, okay.
>>
No. 847457 ID: 015058

Tell him quick that you ran into Momo the nightmare mage on the way here. So Cassa and honestly anyone is suspect.

And that they have at least 4 mobile mana batteries active. Well they are down one but still have the power for some major magical bullshit.

Once you get the chance tell your story about Cassa being swallowed up but be prepared to wait in quarantine.
>>
No. 847458 ID: 015058

Wait don't give him the antlers just yet.

Tell him your ran into Momo and are going to be extra careful until this wall is down and you can see for yourself that he is truly Zall.
>>
No. 847459 ID: 3abd97

>"What happened to Cassa?"
"After being shot, she fell through a hole ripped in the earth to a green glow. This glow was consistent with a 'mana beast' we later encountered."

Don't know if that could explain her recovery, or how her recovery was faked, but it's an important detail to give him.

>Sir Orjin and the rest
May I ask who else made it back, Sir?

>Now pass me the antlers
Do it.

>what else
Explain to Zall that the construct appears to be a copy of someone close to Lord Shup with her memories. Information she has could be valuable, and you would advise caution in who is allowed to question her, or to know this. It might also be a good idea to get word to Lord Shup before we find ourselves dealing with rival nobles trying to work against each other.

We're pretty much going to have to call in a favor for this, but we do not want blood empire politics happening here. Someone trying to use what construct-Lily knows to make a play against Shup would be damn dangerous.
>>
No. 847460 ID: 1e7aa8

>>847458
This. Also make sure that you aren't about to get attacked from behind
>>
No. 847461 ID: 91ee5f

>>847454
>"I agree," says Aira, "but that's assuming he's around to make the decision. It looks like a war out there. Sir Zall won't have the time to meet us individually so casually, anymore."
>A kobold jumps down from the stairway to the next tomb.
>>847455
>It's Sir Zall.
Wow, that was unexpected!

>Pass me the antlers
Do what he says.

And explain that you have more than just the antlers while showing him the green gem you just got from the thing you just killed.

>because you're all going to be tested and either put in the new base, or quarantined.
Tell him that you were fully expecting to be put back in quarantine again because people like Veiza still have issues with you from what happened last time.
>>
No. 847462 ID: 3abd97

>see for yourself that he is truly Zall
If we wanted to confirm his identity, we could ask him details from our private conversations. Only Zall (or a construct with his memories) would be able to answer those.
>>
No. 847464 ID: 91ee5f

>>847461
Also tell Sir Zall that if they see Padli, don't trust him because you saw him get his head caved in.
>>
No. 847465 ID: 3cc68c

Tell Zall you don't feel comfortable handing off the antlers until you are through and can be sure he is not a construct that will instantly run off with them.

Mention you are more paranoid than usual due to running into a nightmare mage that can apparently clone people at will.
>>
No. 847467 ID: a0e836

Zall sounds and looks a bit too much like he suddenly merged with Orjin. Confirm his identity first.
>>
No. 847468 ID: 0bdece

Give him the antlers
>>
No. 847469 ID: bb78f2

Aira, you said this was a supply line, right?

Why the hell is Valsino's stash the new base?
>>
No. 847470 ID: deec6e

>>847455

Toss him the antlers, wait for testing - if someone like Zall had been replaced, this whole gig is bust. But I don't see how he could have been. He hasn't been isolated in the way Lady Cassa was - and he's been around wizards, who no doubt would've noticed something.

Give a quick run-down of events, from the beginning. Mention the green glow, the mana beast, and that you killed it, show the flesh and shards as proof. Mention being KO'd in the blast, and recommend quarantine, just in case, unless his test is really good. Mention Momo, what she is and what she apparently did in conjuring a construct that, thankfully, appears to have backfired terribly on her.

"Specifically worrying - this construct has knowledge she should have no way of knowing, sir. If the necromancers have some kind of super infiltration capability... I wouldn't trust Lady Cassa, for one."
>>
No. 847471 ID: a0e836

>>847470
Point out his odd behavior anyway, he might be testing us and ready to firebomb us if we "fall for it", because it would mean we're not really Fen and Aira.
>>
No. 847472 ID: a0e836

>>847471
Also mention that you saw Cassa and her bodyguards swallowed by the floor: She was definitely captured, possibly alive.
>>
No. 847473 ID: 40c3cd

>>847455
Tell them we have already run into a self aware Construct, and about the Momo who made it. We are running on a bit of paranoia, and will give the antlers to them once the wall is down.
>>
No. 847474 ID: 28cb85

Don't start giving him a hard time about not trusting his orders or else he'll just take the horns once the wall comes down and you'll be forcibly taken into quarentine. In the meantime you've got some time to explain what happened while the wall comes down.

Lady Cassa and her guards were caught when the floor collapsed into a green light. We encountered a mana beast later that resembled it. Either Cassa's also a construct, or all the mana interacted with the half-dozen healing cloths she had on her. I don't know, I'm not a magician.
>>
No. 847477 ID: a0e836

>>847474
It's not his orders we don't trust, it's his identity. He needs to authenticate himself, just like we do. And if he throws us in quarantine for it, so be it.
>>
No. 847479 ID: de6d84

Give him the antlers, don't disobey right now.
>>
No. 847483 ID: d328bb

Demand proof of his identity just in case. Tell him Cassa is almost certainly a fake and mention the green glow, along with the mana beast, Momo, and the Lily-homunculus.
>>
No. 847484 ID: 9e4723

HMM, well shit, this is all kind of inconviniences. I'm goin to go with giving up the antlers, we are the moust compromised of the group, but make sure that you tell him that you saw Cassa fall that hole, and your encounter with the bird bitch.
>>
No. 847485 ID: 1e7ecc

>>847459
All of this basically.
>>
No. 847486 ID: e24b91

Give the madman his antlers. He earned them.
>>
No. 847487 ID: 0bdece

You might want to bring up that you should carry the horns to the the base yourself because that was the original order to complete the mission.
>>
No. 847490 ID: 91ee5f

>>847487
Yeah, I guess Sir Zall could accept that.
>>
No. 847491 ID: b1b4f3

>>847487
True.
>>
No. 847492 ID: 33d4be

"Sir, I also saw Cassa fall into a glowing hole. Her guards fell behind carrying her while we were still in the anomaly, and I was the closest to them. The floor turned to sand beneath us and I saw them fall in. In the dark, I was probably the only one who could have seen."

"And... I deeply apologise, sir, but I've JUST seen a mage working for the enemy who has the power to create copies of people, however uncontrolled the process seems to be, and we know there was an anomaly that creates illusions. I feel like I should at least wait until I'm not only seeing through a small hole before I give up all of these antlers, but I will pass a portion through."

Give him, like, two, passed through the hole.
>>
No. 847493 ID: 3abd97

Honestly, asking him to confirm his identity and explaining your caution because you've just deal with magic and tricks is reasonable. He'll be mad, but he'll understand.
>>
No. 847494 ID: 094652

First priority is scanning Lily for bombs or spyware. You're intentionally welcoming Garlic Soup's latest construct (likely invented because you specifically said "I want to be with Lily" and this would be the quickest way to bribe you into defecting), and if she's a mole, it's on your head.

Of course, if they harm a single scale on her pretty face before they can confirm any hidden augmentations, you're going to stab the wizard until his flesh is less viscous than his stomach acid.
>>
No. 847495 ID: 40c3cd

>>847487
Very good idea. Fen has been shown to be one to follow orders to the letter, even if not the spirit.
>>
No. 847496 ID: 1e7aa8

>>847495
The thing is, given that Sir Zall is here in the supply tunnel and it would appear that a ton of people are heading UP, the necromile base may have been overrun while we were asleep.
>>
No. 847497 ID: bfb318
File 151147013663.png - (20.34KB , 800x800 , 1025.png )
847497

I hesitate.

"I have to be sure you're the real Zall. You're acting oddly, and I thought the orders were for us to carry the antlers to the base ourselves. They also have a southern wizard named Momo who can create convincing copies of people at will. I also saw Cassa fall through the floor in the anomaly, and the hole she fell into had a green glow."

He lets out some noise that I'm not sure is a sigh, a deep breathe, or a hiss.

>"Fine. You're okay not to trust me instantly, that is, until we finish our countermeasures, because we will not wage war when we can't even trust the soldiers at our back. We'll break down the wall, and have a full group to escort you to base, because it takes a monumental amount of mana to create a doppelganger for a single person, let alone a whole escort. Did you say Momo?"
"Yes. She called herself a nightmare mage, and used a green beast we believe was a creature that stored mana. I have samples in my bag."
>"It had the number four on it, written in numbers only commonly seen in the south." says Lily.
>"Your team ran into number two."
"Speaking of them, how are Sir Orjin and the others?"
>"Alive, some wounded, but their task complete."
"Can we get a healing wizard for Aira?"
>"Aira, are your injuries life threatening?"
>"No, but my eye might be cut."
>".... I'll see about a healer." says Zall, with some reluctance. "You can keep a hold on the antlers until you reach the base after all, and we will test you on the way down so that when you arrive, you can give your report immediately. Report to another official, because I have to go back up and lead our army, because your group isn't the only one to have to fight large bursts of magic. Is this acceptable?"
>>
No. 847498 ID: e24b91

Yes.
>>
No. 847499 ID: 28d633

Tell Zall this is acceptable and you are sorry for causing problems but believe it is necessary for now.
>>
No. 847500 ID: 0d45a9

Yes. Thank you sir.
>>
No. 847501 ID: 3abd97

>>847497
Yes, Sir. Thank you for understanding our caution.
>>
No. 847502 ID: 015058

Perfectly Sir Zall.

I just want to make sure we have not come this far to have this mission fail because I was not careful enough at the end.

Now get back to watching behind you as they take down the wall.
>>
No. 847504 ID: b1b4f3

>>847497
Yes sir thank you sir.
>>
No. 847505 ID: 91ee5f

>>847497
"Yes, sir, that is acceptable. And I apologize for the inconvenience."
>>
No. 847506 ID: 33d4be

"Thank you, sir. Just as another matter of caution, who exactly will be commanding our escort? Or if you can't make the decision right now, who's emblems will they have?"

Also tell him you will report to Sir Orjin, if that's acceptable and he's healthy. You don't want to have to be forced to report to someone under Krix or anything like that, you've been lucky to be dealing with Zall so far.
>>
No. 847508 ID: 596dba

>>847506
Reporting to orjin seems like a very good idea
>>
No. 847509 ID: 91ee5f

>>847506
Let's not complicate this any further than we already have by asking those questions.

>Also tell him you will report to Sir Orjin
We're going to report to who he tells us to report to. We're not going to be making anymore requests.

>Don't want to report to Krix or anyone under him.
Sir Zall already told Fen that he'd keep Warlord Krix and his soldiers away from Fen, so I think it'd be pretty obvious that Fen isn't going to report to anyone from Warlord Krix's group.
>>
No. 847511 ID: 33d4be

>>847509

Zall is a very busy fellow and everything is pretty chaotic at the moment. It would be easy for Zall to forget one soldier's personal troubles while all this is going on. There's also the possibility of Sir Veiza, who doesn't like Zall and by extension may not like Fen (especially since we got his helmet). And it would be very easy for Krix or his underlings to hear what's going on and send their own "escort" before the one Zall arranged gets here. In addition to the Krix threat is is also still possible for there to be sleeper agents in the army or for the necromancers to play some trick, so it's a good idea to have the information on who's supposed to show up anyway.

It's not like we'd be "requesting" to report to Orjin, either, Zall didn't specify anyone and just said "another official" with heavy implication he didn't care who exactly and that he didn't intend to specify himself. Fen can say he intends to report to Orjin as if he's just letting Zall know who he's going to seek out. It's a good idea, anyway, Orjin knows Fen and will probably be better able to get information.
>>
No. 847513 ID: 28cb85

Perfectly, sir.

Get to work knocking down the rest of the wall.
>>
No. 847515 ID: 91ee5f

>>847511
Considering how much of an impression Fen has made and how many times Zall had personally come to Fen to speak to him, I find it hard to believe that Zall will just forget about Fen's problems!

In fact, this mission wouldn't be happening without the first antler that Fen brought back from the first anomaly and directly reporting to Zall about it!

So, no, Zall won't "forget" any detail about Fen from how much Fen has been standing out from the rest of the soldiers.
>>
No. 847517 ID: c88e6d

>>847497
We cannot reasonably refuse these orders. Let's go.
>>
No. 847519 ID: bfb318
File 151147829717.png - (32.51KB , 800x800 , 1026.png )
847519

"Yes, Sir."
>"Aira?"
>"Yes, Sir."

I don't ask anything more. The wall is torn down, and the three of us are taken down the supply route until we reach the necromile top. Mithril Aourga apparently had a communal area in the center of his tomb, and now we've taken it over and sealed off its openings, other than a few select gates.

There are long lines to get inside, with some wizards checking everyone going inside. Aira, Lily and I are put through a more urgent line on a high road.
>>
No. 847520 ID: bfb318
File 151147835032.png - (24.54KB , 800x800 , 1027.png )
847520

Once inside, we see an official with Zall's emblem, so we give him our antlers. Aira and I are split up to give reports.

Aira receives hasty treatment on her eye, but it mostly amounts to changing out the healing cloth in the expectations that it will heal her eye, which was damaged. A healing wizard briefly sees her, but giving Aira the same treatment that my foot got would likely sentence a mortally wounded soldier to a death that could otherwise have been saved. There is not enough healing magic to go around.

Lily is put into a quarantine, where we're assured she will be treated well so long as she's cooperative. It's implied that runners are going to be sent out to confirm the real Lily is with Lord Shup.

I give my report. There is no truth wizard this time. My report is taken in full. I'm told that there may be a truth wizard involved, later, but the tests to make sure I'm not some kind of construct will do for the time being.

Other than that, it's a similar report in which I tell my story multiple times throughout, and asked to clarify things multiple times.

Once the report is given, I'm told that I'm free to do as I please. I can leave the base if I want, but I'm under no obligation to do anything more. Plus, I would most likely have to use the regular lines to get back in, and I could get stuck in line for hours on end depending on how many people try to return at the same time. I'm to receive my reward later tonight through Sir Orjin. Or more likely, Holly.
>>
No. 847521 ID: bfb318
File 151147837914.png - (46.74KB , 1200x800 , 1028.png )
847521

I'm let out of Zall's building, which, like everything else around here, looks like a much more permanent structure rather than the tents from before.

Aira is already standing out here, waiting.
>>
No. 847522 ID: 015058

Did we tell her our story in the tunnel? If not now would be a good time to go somewhere private and let her ask her questions.

Otherwise lets find our team and hear there stories and set up our tents.
>>
No. 847523 ID: d328bb

>>847521
Hug her. It's been good to have her around.
>>
No. 847524 ID: a363ac

>>847521
"Do you need help undressing?"
>>
No. 847525 ID: 3abd97

>>847521
>Aira is already standing out here, waiting.
"That's a large bag."

Let's see what Aira wants. She might want to talk about something. Hopefully the bag doesn't mean she's going somewhere.

>I'm told that I'm free to do as I please. I can leave the base if I want
Leaving base seems a bad idea.

Immediate priorities seem like checking in on various allies, especially those who made it through the battle. We might want to honor our fallen comrade by raising a glass at Holly's bar.

Cassa and construct-Lily are probably both under lockdown and being checked by wizards, I assume we can't see either.

Probably want to write some letters later. Zizi and maybe Shup?
>>
No. 847526 ID: 3cc68c

Start imagining how nice it would be to snuggle up between her and Holly. Two cute girls to help release some of that "stress" that is building in your pants.

But before that ask if she wants to find a quiet corner and talk before we meet back up with our team.
>>
No. 847527 ID: 91ee5f

>>847521
I guess talk to Aira until you're both called in to be tested by truth wizards. Ask how her eye is feeling?

Maybe you can go find Sir Orjin and/or your other teammates and/or go find where Holly set up shop? Although, you might find all of the above in the same location, at Holly's new location.
>>
No. 847528 ID: c88e6d

>>847521
Ask what's in the bag.
>>
No. 847529 ID: 49e5dc

Did you get to keep the healing cloth you had and the knife, or did you return them?
>>
No. 847530 ID: 830fb7

If we meet with Sir Orjin we may want to inform him that Momo has singled us out as her main target down here due to the amount that we have survived and our family ties.
>>
No. 847531 ID: 1e7aa8

"You okay?"
>>
No. 847532 ID: b1b4f3

No hugs among soldiers. I say go look for something to do.
>>
No. 847533 ID: 66085d

Give her a hug and ask how she is doing first.

Tell her that her excellent sense of direction and preparation saved all our butts.

Find out if she wants to talk before we find where our new camp is. Because we are unlikely to have any privacy anytime soon.

Also try not to stare at her butt. You were horn dogging it up in your head pretty hard at the sight of Lilly. Might want to find a way to take care of some urges before you see her next.
>>
No. 847534 ID: f66698

Well Fen, you've had a busy day, and I'd say it's time you and Aira say down somewhere and had a drink together. I think now is one of those times Holly was referring to alcohol being useful, and I think poor Aira seriously needs a drink.
>>
No. 847535 ID: 33d4be

Ask how things went for her, and how she is now. And what's up with the bag. If nothing's immediately diverting, go check up on the rest of your team, and Holly. And if you end up both having free time, why not play some kimankara and review the things you need to better your chances of promotion?
>>
No. 847536 ID: a363ac

>>847530
That was probably covered in the debriefing but if it wasn't do that
>>847524
if she doesn't need help ask her if she doesn't mind helping with yours. Properly built Armour is hard as hell to take off alone.
>>
No. 847537 ID: 91ee5f

>>847524
How about not wording it in a way that could be misunderstood?

Just ask if she needs help taking off her armor. That way it doesn't sound like Fen is talking about all of her clothes.
>>
No. 847538 ID: 0bdece

>>847537
I think you totally missed the point of phrasing it that way.
>>
No. 847539 ID: 3cc68c

>>847537

Yeah the proper way to phrase that would have been with sweeping her off her feet and kissing her first. Which you should consider.

Ask if she wants to go get a drink and relax.
>>
No. 847540 ID: 0d45a9

"Hey Aira. What's up?"

We should probably check in with the rest of the squad, see what we missed. Or maybe ask if Aira wants to hear our full story?
>>
No. 847543 ID: 91ee5f

Fen, you should tell Aira that you think you attract bad luck. Because she always ends up getting hurt whenever she's around you.
>>
No. 847544 ID: 0bdece

>>847524
Also I support this, by the way.
>>
No. 847545 ID: 9e4723

"Welp, that was one hell of a mission, eh?"
Let's see what is in her mind, i have no doubts that she would like a more properly explained story about Lily.
>>
No. 847546 ID: bb78f2

>>847521
Did you stuff the real Aira in that bag?
...
Tell her you're joking.
>>
No. 847551 ID: b2bad8

>>847546
If she actually does answer this, just deadpan that Fen is in yours.
Anyway, I'm not sure what we should talk about here, outside of thanking her for all her help. We should ask what she thinks about Lily Construct and Lady Cassa still being alive somehow.
>>
No. 847555 ID: 91ee5f

>>847546
>>847551
That's not even funny. Especially if there's a risk of it actually happening!
>>
No. 847556 ID: 9fe221

>>847534
When you almost lose an eye, you get to cuddle up with one of the only people in the army you trust. Its a rule. Ask anyone.
>>
No. 847563 ID: 0ad7b7

Say,"You know, even though this is technically mission accomplished, it really doesn't feel like a victory. Should we go find the rest of the team?"
>>
No. 847594 ID: e24b91

hug
>>
No. 847599 ID: b66de9

Headpats!
>>
No. 847603 ID: bfb318
File 151150131596.png - (26.56KB , 800x800 , 1029.png )
847603

I break the silence.

"That's a big bag." I shy away from jokes about stuffing the real Aira in there.
>"So's your backpack."
"It's where I keep my gear."
>"And this is where I keep mine. I had it the whole time. It fit well under my bulky cloak if I fold it in half."
"Oh. Are you doing alright?"
>"I'll be fine. How are you?"
"I'm fine."
>"..."
"Do you want to find a corner to sit and talk?"
>"Okay."

We do so.

"Is there something you wanted to talk about?"
>"I didn't have anything in mind. I just needed to sit."

>Mention to Orjin that Momo is targeting you specifically
I may. I at least mentioned it to Zall's officials

>"We can talk, though." Aira says.
"Thank you for guiding us through the tombs. It would have been too difficult, otherwise."
>"There is no need to thank me. You saved my life. Again, but this time definitely so."
"It was the only thing to do. I was too slow to prevent injury."
>"I don't fear injury."
"When you're done resting, do you want to try to find Sir Orjin's place?"
>"Yes. Once I sit for another minute."
"That's fine. We did a lot of running and walking."
>"I can walk and run all day. Constant brushes with death are what's exhausting. I want to spend tomorrow in comfort."
"Do you want help undressing?"

She pauses.

>"My armor, you mean."
"Yes."
>"My armor is light, it's easy to do myself."
"Alright."

>Give her a hug
I'm not sure if it's appropriate. I don't know how appreciated hugs are in the north. I would be willing to do so if I knew it would be received well, but I have a difficult time reading Aira, or the surroundings.

I either have to think of how to initiate a hug, or just head to Sir Orjin's.
>>
No. 847604 ID: a363ac

>>847603
Just hug her Fen. don't be scared of a lady its a valid form of thanks in a more physical and solid sense then words.
>>
No. 847605 ID: f66698

Go back and report, then get a bottle from Holly and properly talk about your motivations here.
>>
No. 847606 ID: bb78f2

>>847603
I just realized that Aira has been blushing at you for the last two panels straight. Her last closeup of her face (that was even after eye attack) didn't have those lines.
>>
No. 847607 ID: 66085d

I would like to give you a hug. If that's ok with you.
>>
No. 847608 ID: 0bdece

Go see Orjin. Hugs are for girls.
>>
No. 847609 ID: 17c2ee

Just hug her and say you're glad you've got her. You've saved each other's asses, this is nothing.
>>
No. 847610 ID: 830fb7

Just ask her is it ok if you give her a hug while going to hug her. After the fact say "I hope hugging isn't disliked or frowned upon in the north".
>>
No. 847611 ID: 33d4be

Just put your hand on her shoulder. The one nearest to you. Tell her that between the intended mission and all the extra information you and her brought back, and her recovery time to excuse her, she'll be able to spend tomorrow in as much comfort as she can get, and that she deserves it.

This is only speculation, but Aira may be thinking of how she has a habit of being saved by people. She mentioned that as a recurring element in her life before, didn't she? She must be wondering if her own abilities really measure up, and if she'll be horribly dead the moment her luck runs out. Maybe you should offer more serious training/sparring with her some time? Maybe teach her other skills you have, and have her teach you some more social skills for the empire? She's one of your best allies, and setting her up for a good life in a high-ranking position will really help you out long term.
>>
No. 847612 ID: 015058

I am going to give you a hug now Aira.

Then give her one. Unless he fluffs up in panic or something.
>>
No. 847613 ID: 28cb85

If you're not sure it's right, better not. She's more likely to appreciate you offering your hand to help her to her feet or something.
>>
No. 847616 ID: 3abd97

>>847603
I think blunt Fen style honestly might work here.

"I get the feeling I am missing something, or that there is something that has been unsaid."

One guess: "Did you want me to explain the situation with Lily further?"

>>847606
Aira's had the lines on her nose since she was first introduced. If they're missing somewhere, it's either an art error, or they were covered up.
>>
No. 847617 ID: deec6e

>>847603

Let's salvage this conversation. If hugging might be awkward and you're unsure, think of some other way of displaying your empathy for her. She does know you love another, so I don't think a hug would necessarily be interpreted as a show of romantic affection. If you really want to be blunt, you could make it a sincere statement, or observation - "You look like you need a hug. Is that inappropriate here? Stupid barbarian, remember."

But there's other ways to show concern and ease worries. Ask her how her eye's coming along. Suggest what jokes you should report in to Orjin with ("Taking a long time dying, sir. Will disappoint eventually, but what else is new."). Ask her if there's anything she likes to do to relax - and if she wants to ask more questions about the Momo/Lily situation, since you did promise to explain more when you got back to camp.

Ask her about herself. What does she want out of her army service? What made her join?

And suggest holding a small wake to Padli, if the rest of the squad is up for it. For morale.

"He would have appreciated it... and who knows? Around here, he might still. It's nice to be remembered."
>>
No. 847618 ID: c90231

>>847613
i second this, best not to push an awkward and unprofessional hug. just help her up and talk about something else
>>
No. 847619 ID: 3cc68c

Listen I am not good with words or speeches.

Can I give you a hug instead? I think that would convey my feelings better than me trying to say them out loud.
>>
No. 847620 ID: 5b6223

Hand on shoulder is usually a good way to lead into it. She seems like she could use some comfort, and it seems like she's comfortable around you.
>>
No. 847622 ID: 91ee5f

>>847603
Tell her that you're sorry you keep getting her hurt every time she comes with you.
>>
No. 847626 ID: bfb318
File 151150633814.png - (17.49KB , 800x800 , 1030.png )
847626

I put my hand on her shoulder.

"Are hugs inappropriate?"
>"Only in front of Sir Orjin. Wait, is 'hug' something different for barbarians?""
>"It's where two people hold each other for a moment."

She mutters something under her breath, something about knowing what a hug is.

"I'm sorry. I sense that I might have made things awkward."
>"And you're the color green. It's fine. I can appreciate this kind of awkwardness."

She stands up, I follow, and we hug.

>".... let's do it again, once we're out of armor."
"Is this bad?"
>"No, but it could be better.
"Did you want me to explain more about Lily?"
>"Not while hugging."
"Is that bad?"
>"... are all barbarians this bad at being social?"
"No. This is why I wanted to hug. It's easier than talking."
>"That was a good idea."
"Sorry you keep getting injured whenever you come with me."
>"Stop talking. You are better at hugs after all."

I had a mind to ask her why she joined the army, and if she wants to spar sometime, having a funeral for Padli, and other things. Instead, I stop on her request. She's in no hurry to stop the hug, which is fine, because neither am I. It is a long hug before she says anything.

>"Thank you. Let's go find Sir Orjin."
>>
No. 847628 ID: bfb318
File 151150638661.png - (52.83KB , 1200x800 , 1031.png )
847628

Thankfully, camps are kept in the divisions we came from, and it isn't hard to find the knight's segment of the assassin's branch. It's also easy finding Sir Orjin, as passing a few paths leads us to a building called "Holly's Counter." We go inside.

Holly, Valsano, Dame Frais, Sir Mopp and Sir Orjin are there.

Any joyful sounds of surprise amd reunion are muffled by Orjin shouting.

>"Look who showed up after all! You lovebirds take the scenic route or something?!"
>"Yes. We found roses to smell." says Aira, who seems to have been more outspoken than usual today.
>"Smell shit on your own time!"
>"Drink?" Holly asks.
>>
No. 847629 ID: 015058

Yes a drink would be good.

And a toast. To the fallen. And the living.
>>
No. 847630 ID: 33d4be

"Yes, a drink for everyone." You have some gold to spare. Don't play it off like a celebration, it can be for anyone who wants or needs it to be, but if people want to grieve or try shake off the stuff they've seen, that's fine too. Ask if Mowbow made it. And/or what news from everyone else, for that matter.
>>
No. 847631 ID: 1e7aa8

>>847629
Only toast to the living. Pretty sure Orjin is going to take offense to us toasting Padli.
>>
No. 847632 ID: e24b91

Something light.
>>
No. 847633 ID: 3abd97

>"Drink?" Holly asks.
Yeah, get a drink. We can toast the people we lost today, at least.

Trade war stories with your squadies, see what shit they had to deal with after you all split up.
>>
No. 847634 ID: 830fb7

Grab a drink announce a tost commemorating Padli and the fallen saying something like "to those we have lost, may we never forget their sacrifice and to those who still stand, may your lives be long, blades always strike true, and your deaths merciful.
>>
No. 847636 ID: c88e6d

>>847628
Drinks!
>>
No. 847638 ID: 0bdece

"I thought this is our time?"
>>
No. 847640 ID: bfb318
File 151150775248.png - (15.42KB , 800x800 , 1032.png )
847640

>"Yes." says Aira.
"Yes." I say, finally caving to the peer pressure to drink. "Can we toast to Padli, Orjin?"
>"Yeah sure." says Orjin.

Holly passes out drinks, reminding everyone that they're free for our group. I have something in mind to commemorate Padli, but Orjin, who is our superior, gets the honor of saying it.

>"To that son of a bitch." says Orjin. "Got himself grabbed."

We drink. I'd say that alcohol doesn't taste as bad as I remember it being, but Holly may have given me a light drink.

"Where is Mowbow?"
>"Okay, get this." says Valsano. "What mental image do you get when you hear 'Death Carrot'?"
>>
No. 847641 ID: 17c2ee

"...Did he choke on soup?"
>>
No. 847642 ID: e24b91

A spaceship shooting exploding bananas. Sometimes hotdogs.
>>
No. 847643 ID: 3abd97

>"What mental image do you get when you hear 'Death Carrot'?"
...a metal carrot, serrated like a dagger?

Was it one of those large monsters with things riding on their backs? They looked vaguely rabbit like.
>>
No. 847645 ID: 28cb85

An Erja Nokol mutant that wants to sound intimidating?... Mowbow did make it here, didn't he?
>>
No. 847646 ID: c88e6d

>>847640
....Animated carrot choked him to death?
>>
No. 847647 ID: 1e7aa8

"...don't tell me there's another necromancer using Death Carrot as his name."
>>
No. 847648 ID: deec6e

>>847641

Yep. This one's a winner.
>>
No. 847651 ID: 830fb7

>>847640
A cursed carrot or a mutant/Abomination trying to sound cool.
>>
No. 847654 ID: bfb318
File 151151022585.png - (16.64KB , 800x800 , 1033.png )
847654

"Maybe a mutant trying to sound threatening, that or he choked on soup."
>"Hahaha that might be it! That would make sense, someone who was named 'Death Carrot' is absolutely someone who'd choke to death on soup! We fought a monster that talked about how he was 'one of Death Carrot's greatest creation!' I couldn't stop laughing! Almost had to let Mowbow handle him alone."

Valsano stops talking for a second to take another drink.

>"... good thing I didn't though. Mowbow got slashed up pretty bad, but he'll pull through. And now the lucky bastard can just sit and get paid to stay in bed for a couple weeks. I woulda taken a dive too if that's how it'd be!"

He stops talking for a moment, then has another giggle fit.

>"Death Carrot! There's a person called Death Carrot!"
"What about you, Sir Orjin, Dame Frais?"
>"Nothing spectacular." says Dame Frais. "We went with the regular army down to base and had to fight through a series of weaker monsters."
>"By the way." says Holly. "Once the fighting is done, we're going to get a detailed report about everything once everything is reported and the big picture is formed out of everyone's individual experiences."
>>
No. 847656 ID: c88e6d

>>847654
That's a terrible name. Also, we ran into an incompetent and insanely powerful necromancer who made a person out of raw mana just to fuck with us.

....The person they made was completely ordinary though soooooo yeah. Then Fen set the necromancer on fire and exploded a Mana Crystal Beast.
>>
No. 847658 ID: a0e836

You know what would be really good now? A bath.
>>
No. 847660 ID: 3abd97

>>847656
I feel like understating it would be funnier, and more Fen. Just "I lit a wizard on fire."
>>
No. 847661 ID: 094652

Raise a toast to the Ice Worm, who will probably get beheaded by Garlic Soup now that it's clear it isn't loyal to them anymore.

Seriously, they would make fantastic pets for nobility. An ice machine that loves hugging flames? You could get ten mithril per baby worm before they begin constructing worm mills.
>>
No. 847663 ID: fe4165

>>847660
say this please
>>
No. 847664 ID: 28cb85

We'll be sure to get Mowbow some carrot soup or something, that ought to cheer him up while he's in recovery.

So, I set my brother's ex on fire.

Aagh dammit, that was a golden opportunity for an 'old flame' joke.
>>
No. 847667 ID: a0e836

>>847664
so, "I ran into an old flame of my brother's, and I set her on fire"?
>>
No. 847674 ID: fa8fda

>>847654
"I lit a wizard on fire." Take a drink while comments are made. "Apparently they can make a perfect copy of somebody without even trying. By that, I mean they did so on complete accident."
>>
No. 847679 ID: 9e4723

Add that is starting to get annoying that your enemies recognise you all the time and they always have a monolog to give.
And then get their asses kicked.
>>
No. 847680 ID: de6d84

>>847660

Perfect.
>>
No. 847682 ID: bfb318
File 151153026015.png - (14.45KB , 800x800 , 1034.png )
847682

>What about you, Fen? Do anything interesting?" Valsano asks.
"I lit a wizard on fire."
>"What'd it look like?"
"She was a southern wizard, some kind of bird with a blindfold. Her name was Momo."
People process that in, before Sir Orjin shouts more.
>"Fuck that lady!"
>"Bad fuck or sexy fuck?" says Valsano
>"Take a damn guess!" Orjin doesn't say anything more on Momo.

>Take a bath
I do that. This building shares a bath house with a few other greater knight groups, but Sir Orjin's is the only one currently in the base. It gives me time to think, but I just get errant thoughts like if mithril nobles keep things like ice worms as pets.

Aira comes in to draw a bath as well. We're both chilled from wandering through the tombs for so long, and the empire's baths are good at making hot water.

"I thought bathhouses were divided by gender."
>"Not in the army. Do you mind me being here."
"No, I just wondered."
>"Okay. Are you going to rest tomorrow, too?"
"It feels strange to me to rest while there's fighting going on out there."
>"This isn't some tribe fighting. We have to rotate fighters to recover, instead of sending out everyone to get fatigued."
>>
No. 847685 ID: bcac0b

You've both got the same dirt on you, you should both be in the same bath.

Also easier to talk. Or waterhug. A time-tested southern tradtion.
>>
No. 847686 ID: 178769

Makes sense, otherwise the untiring dead would be able to tire the whole army out and make them a new army of sleepless undead after they all died of exhaustion. Rotation in mass warfare allows for a front of fresh troops to be fighting at there best before being pulled back for patch up and rest before being put back out. Great for moral too if you get to rest a bit between fights.
>>
No. 847688 ID: 54d6ca

I guess. Attrition rather than one battle deciding the fate of the tribe.

>>847685
Nah, those tubs are pretty small and Aira's already drawn a bath.
>>
No. 847689 ID: 830fb7

I say it should depend on wether our armour is done. If it's finished it disserves a good test run if not we can wait for it. Eather way we should probably take the rest of the day and /or night off to get some rest.
>>
No. 847690 ID: a0e836

You'll see tomorrow how well rested you are. Probably some lighter duties tomorrow, getting back into the thick of it later yet.
>>
No. 847691 ID: b2bad8

>>847682
"What do you think will happen to Lily Construct?"
Now things are just winding down, which is a good time to take stock of the things we now know. There is a second Lily, made accidentally by some feathered wizard named Momo. Cassa is apparently still alive despite what we saw, so they are likely a Construct. But if they are like Lily, they might not know yet and could still be convinced to our side.
We need to make some kind of plan.
>>
No. 847692 ID: bfb318
File 151153246474.png - (19.45KB , 800x800 , 1035.png )
847692

I consider rotating soldiers. It makes sense, when I think about it.

"I'm not sure. It depends on if the first pieces of my armor will be done. What do you think will happen to the Lily construct?"
>"I honestly have no idea."

We sit in the bath for awhile. Between the time spent in the tombs, the time took to walk down here, give a report, and find Orjin's building, it may have gotten much later than I thought. Then again, it feels like a full day has passed.

Holly comes in.

>"Hey, I got that detailed report, or at least a preliminary version. Would summing things up spoil the mood in here?" Her eyebrows waggle at us.
>>
No. 847693 ID: 54d6ca

Nah, go ahead. Just washing the dirt off and warming up, the anomaly was freezing cold.
>>
No. 847694 ID: b2bad8

>>847692
The mood is lousy. Anything that ruins that would be welcome.
>>
No. 847696 ID: a363ac

>>847692
"mood?"
>>
No. 847697 ID: bfb318
File 151153409736.png - (14.64KB , 800x800 , 1036.png )
847697

"We're just getting warm and washing. I don't think there's much of a mood."
>"Mhm. Okay. Let me start with the bad news. Our army barely knows what they're doing, or how to deal with this whole fight. The good news is that the necromancers aren't much better. A lot of details are missing, but supposedly there was evidence of necromancers miscommunicating, stepping on each others toes, and maybe even infighting. This kind of undead army has never been fought before, but it's also never been used before, so no one knows what they're doing.
>"The necromancers knew the anomalies, at least the way they were set up, were a temporary thing and they would eventually need to deal with the us more directly. Once you all started neutralizing the anomaly, and the rest of the army started hacking at the canals, well, that was when they decided to respond with overwhelming force. Or that's what it looked like their goal was, as there was a lot of magic. Everyone down here, Zall and any wizard, says they used more magic than all the 7 archwizards of the empire could generate in a whole year. Maybe even a decade. There's simply no evidence that they can regenerate what they used anytime soon, so it's a good sign they went all out using experimental magic with mixed results. The supply route has been getting broken up, so we're constantly fighting, and we're afraid that their goal now is to break it up constantly enough to siege us. Sir Zall is ordering a big push of supplies to stockpile down here in case it happens.
>"We also have wizards making countermeasures. Items that will help confirm people's identities. Anti-magic wards that will prevent cave-ins, and so on."
"Why didn't they cave in this area?"
>"They did. The whole northern gate is completely trashed, so a lot of our soldiers are occupied guarding and rebuilding that area. This is a big area, though, and caving in this whole place isn't something they can do. Chances are, the necromancers will still use their big mana shots defensively, so it's still a big issue for expeditions going outward.
>"That brings up the mana batteries, though. There's at least 4, but 2 were killed. They didn't have much for brains, because if they were smart, they probably wouldn't have ran into danger like they did with you and Aira. The antlers, worm, and battery flesh gave us a big idea of where the big mana zones are, because the necromancers can't use their mana if they're too far away. That way we can send in people towards or away from magic heavy areas, depending on what we want done. Zall definitely wants to focus on killing their mana storage anyway, because he doesn't want to wage a magic heavy war. It just gives way too many options for the enemy, and we can't defend against everything.
>"For other stuff, well, frogs are considered to be an enemy now. There's reason to think the frogs are sending the enemy information. Oh, and news about Lily was given to us specifically. They've sent runners to check in on the real one. The 'fake' Lily is doing alright. They think that they used some kind of base brain, but then used your expectations of her to give her her personality. That would explain why she knows things no one else did, but when pushed, we realized she actually knew very little about Lord Shup, her family, and so on.
>"Moving on, there's four major identities we've found. Garlic Soup, Momo, Death Carrot, and someone we don't have a name for. Several monsters have intelligence too, but they act like rank and file beasts. For the most part, their forces are moved in big groups at a time, and we're not even sure if they have much capability to micromanage much.
>"I think that's the general overview of the report. Anything else can be learned depending on what you do next. Anything else you want to know, or I can get for you? Everyone else is turning in for the night."
>>
No. 847698 ID: a363ac

>>847697
"A sleeping partner would be nice?"
>>
No. 847701 ID: a363ac

>>847698
Fen is used to sleeping with his family after all. I am sure some "friends" could help with making his rest easier.
>>
No. 847702 ID: 9e4723

Then it is just as i thought, the are prety powerful, but they don't know how tu use thier resourses. They actually show their incompetence by not being able to kill us when they could, specialy Momo, that woman is stupid. I think Fen should rest, and prepear himself to go and do some assassin work, start hiting big objetives. But that depens on what our superiors whant.
>>
No. 847703 ID: 9e4723

Also, we are going to tell Fen's friends about his thing for Lily eventually, they might get the wrong idea with Aria.
Also also, Aria MIGHT have something for Fen to. So yeah, awkward.
>>
No. 847704 ID: 91ee5f

>Anything else you want to know?
Ask about Lady Cassa. Everyone saw her get shot in the head. Is it possible that she survived thanks to all the healing cloths that her guards put on her or could that not really be Lady Cassa?
>>
No. 847705 ID: 54d6ca

Aside from asking about Lady Casss, I can't think of anything. Rest up Fen, sounds like there's gonna be more assassin work in the future.
>>
No. 847706 ID: 17c2ee

Hug her too. It's time to be sappy. And awkward.
>>
No. 847708 ID: b1b4f3

>>847697
I bet the base brain is Momo's.

How about you spend some downtime playing that board game?
>>
No. 847709 ID: 91ee5f

>>847698
>>847701
Asking to have someone sleep with us is appropriate in the army.

Fen may be a barbarian, but he knows that he can't sleep together with everyone here in the army the same way he did with his tribe back home.

>>847706
Let's not try to hug her while we are both wet and naked.

>>847708
>Play board game.
Yeah, we can do that for a little while before going to sleep.
>>
No. 847711 ID: 54d6ca

>>847706
Maybe not while we're naked and soaking wet.
>>
No. 847712 ID: 66085d

Well I would love to know about the lady Cassa situation.

Other than that I would not mind having two cute girls to spend the night with. The ones in this room if they are interested.
>>
No. 847714 ID: 015058

That sounds like a pretty good update. Maybe ask about Cassa being back from the dead. And then see if they want to spend the night with you.
>>
No. 847716 ID: 54d6ca

>>847712
I thought we only had eyes for Lily? I mean, I'd consider Aira and Holly to be close friends but I wouldn't go asking them to sleep with us.

Besides, we told Aira of our relationship with Lily, so asking that would send mixed signals.
>>
No. 847717 ID: 3cc68c

Ask about Cassa.

Then awkwardly seduce some ladies. AKA just asking if they want to spend the night with you and not worrying if they say no.
>>
No. 847718 ID: b9789a

>>847716

We quest for Lily its true. But no reason we can not take other lovers that mean something to us. Fen only seems to dislike casual flings with girls he barely knows.

Get some company for the night if they are interested.
>>
No. 847719 ID: fcd101

Getting some getting some fluffy bed warmers for the night or would not be a bad idea.

Also ask about the things.
>>
No. 847720 ID: 62db95

>>847711
Specifically while we're naked and soaking wet.

>>847716
Lily is the end goal, but its alright to have smaller goals along the way. Both Holly and Aira are important to Fen by now, i'd say.
>>
No. 847721 ID: fa8fda

>>847697
I think that having company while he sleeps is a nice reminder of Fens old home habits. It's like he's unconciously replicating something to give a sense of familiarity and calming.
Everybody has their own way of coping with war. Some people drink, some people become less mature in their actions, and some people grip onto a small part of their past lives.
>>
No. 847723 ID: fa8fda

>>847716
Lily is the only object of our affections. Aira and Holly are just the only ones we really know down here, and their physical presence is comforting to Fen. I think it just adds a senamblance of normalacy to what's happening.
>>
No. 847724 ID: a0e836

Enough with the awkward thoughts. Let's ask about Cassa, and play one or two rounds of kimankara if there's still time.
>>
No. 847725 ID: c0641d

>>847724
Agreed. Time for some perfectly platonic R&R.
>>
No. 847726 ID: 9e4723

>>847724
I second this, i totaly forgot about Cassa. It is really alarming that se survived after all that happened to her. The arrow shot and the falling to the hole would have being almost imposible to survive. What happened to her? Are they 100% sure that she is "the Cassa".
>>
No. 847727 ID: 33d4be

Yeah ask about Cassa. It'd be nice to have some more details about Lily, too, is she an undead who was heavily modified with magic to become Lily, some living prisoner who was heavily modified, or made entirely out of magic? Any idea how long she's going to last?

After having your questions answered, get dried and dressed and go check on Lily physically yourself, just knowing you dropped by will probably nice for her. Then go get as much sleep as you can. I was under the impression Holly had shifted to a different sleeping shift than you, but if not you can ask her to join, and Aira, for warmth and security purposes. Not sex, that'd be awkward. Aira would know who you're really thinking of and Holly I'm not sure is into you that way, plus they probably wouldn't be into both being called in together like that.

Remember, Zall said that you'd be as safe sleeping in an anomaly as in your bed, and that it wasn't as much an exaggeration as he'd wish. Make sure you're safe when you go snooze.
>>
No. 847730 ID: 9e4723

>>847727
This is a good excuse to sleep together. We haven't heard nothing else about Krix bounty crew for a while.
Besides, both Holly and Aria are fluffy and warm.
>>
No. 847731 ID: 3abd97

>Anything else you want to know
Has there been any new information on how Cassa survived, or if she's a construct or undead?

>or I can get for you
"I'll want to write more letters, later."

We need to tell Zizi, again, that he's the worst storyteller. And that we lit his ex on fire. We want to keep Cheese in the loop.

Was considering writing Shup earlier, but if he's already in the loop on not-Lily and we aren't even sure Cassa died that kind of messes up my earlier mental drafts a lot.

>"A sleeping partner would be nice?"
I'm just going to say no to Fen propositioning either of them if that's the way this was meant.
>>
No. 847733 ID: bfb318
File 151154339422.png - (17.72KB , 800x800 , 1037.png )
847733

"I'd like to know what's going on with Lady Cassa."
>"I'd like to know, too!" Holly says. "But that's a bit hidden. She's not a construct like our Lily, though, she's been able to run through her life's memories more than Lily. That's about all I know. This was a quick report, after all. I think you'll be allowed to visit either one, tomorrow."
"Okay."
>"Where do we sleep?" asks Aira.
>"Behind the bar, you passed the door, it was on the first left. Don't worry, the acoustics here are surprisingly nice, so a rowdy crowd won't interrupt sleep. Plus, since it's indoors, it's much easier to guard against people looking for your bounty. The only downside is that it's still cramped, but no more cramped than the tent was. If you want, I know of a comfy, private spot where you two can sleep together without being disturbed." she says, making a weird face.
"As long as the room isn't too cramped, we will be fine. I would like to play some kimankara first, and I would like help writing some letters since I have more to tell Zizi. When we sleep, Aira, if you're still cold, we can sleep together again for warmth. You are welcome too, Holly."

Holly looks like she's laughing hysterically on the inside.

"Oh my goodness, I love you barbarians." Holly says.
"I am missing some kind of joke. I'm certain by now I've mentioned that it is common for us shroomleaf tribes to sleep together under the trees? It is a gesture of familiarity, nothing more or less. Aira and I have already slept together before."
>"I'd like to do it as barbarians, then." says Aira. "Just sleeping as awkward friends, nothing more."
>"I'll pass." says Holly. "But maybe I'll take the offer someday. I'll keep you both updated. Rest up, because Sir Zall's got plans for you."
>>
No. 847737 ID: 91ee5f

>>847733
>Plus, since it's indoors, it's much easier to guard against people looking for your bounty.
That takes care of that problem.

>Rest up, because Sir Zall's got plans for you.
I guess it's time to finish our bath, play a little kimankara, and then get to sleep. But don't rush Aira to finish her bath, she'll be done when she's ready to be done.

Tomorrow, since a few pieces of our armor were only 1 day from completion, we can go check on those after writing to Zizi. Then ask the blacksmith how long we'd have to wait for the rest of our armor, so we can have the complete set.
>>
No. 847739 ID: b1b4f3

>>847733
>Plans
Finally! Some real action!
>>
No. 847740 ID: c88e6d

>>847739
The largest battle against undead there ever has been isn't enough action for ya?

Anyway, let's go sleep in the Kobold Pile!
>>
No. 847741 ID: a0e836

>>847733
I'm having a guess at this, but it sounds like with his conversations with Garlic Soup and Momo, Fen is becoming the "face" of the imperial army for the enemy. If they hate Fen more than they hate Zall, the latter will sure take advantage of this.

Speaking of, if Garlic Soup ever talks to Fen again, Fen should tell him that if the army ever flips Momo's allegiance, he'll know when he sees two of Fen approaching.

PS: In the letter to Zizi, On the one hand Fen should mention that he'd have appreciated more advance knowledge about Momo... but also mention that her reaction to his lack thereof was hilarious.
>>
No. 847745 ID: 9e4723

>>847739
Fen is ALL about special plans, tell her that you are excited. After all, you did pass a lot of time doing nothing back home, this is a good change of pace, even if it's ends up been dangerous. Got to look cool too.
>>847741
Yeah, let's inform your brother about Momo, that was quite funny, but unexpected, we need more "reliable" information.
>>
No. 847758 ID: 33d4be

Hmmm, could it be that someone might be in line for a promotion??? You guys should brush up on whatever the next rank up from you is expected to be able to do.

Anyway, even if the bar is secure, maybe you should like... prop a couple of metal objects on the inside of the door or something, so if someone opens it they'll fall and clang loudly. Keep your swords next to you.
>>
No. 847759 ID: 91ee5f

Oh, yeah, we should get something to eat before we go to sleep! Fen only drank a glass of alcohol when he got here, so let's get a proper meal in him!
>>
No. 847778 ID: d36af7

If you're up against four poorly-coordinated necromancers, and the highest serial number you've seen on a mana battery beast is four, there's a distinct possibility there were originally eight mana batteries, two per necromancer, and with two confirmed kills they're now down to six.
>>
No. 847780 ID: a0e836

>>847778
Can't argue with your logic, but there's also a possibility that there were only four, starting at 1. That may be wishful thinking on my part, though.
>>
No. 847783 ID: 9e4723

>>847778
Are we sure that there aren't any more necromancers, and by extent, more mana beasts that we haven't meet yet?
>>
No. 847821 ID: a1ac61

>>847733
So long as those plans include the word "almost" before "certain death" we should be able to handle it.
>>
No. 847828 ID: 33d4be

Oh, how are Firzel and Bolk?
>>
No. 847833 ID: 28cb85

Hope he's good at planning then!

I'm guessing maybe the mana leaking from the mana beast interacted with all the healing bandages Cassa was wrapped in, causing her to be healed quickly, but that's just me hoping there aren't many more constructs running around.
>>
No. 847860 ID: d36af7

>>847780
Hope for the best, plan for the worst.
>>847783
If mana beasts have serial numbers, the simplest assumption is that whichever ones you're looking at are from near the middle of the production run. Tricky statistical analysis becomes possible with larger sample sizes, but so long as the serial numbers are all single-digit there's almost certainly no more than ten total.
>That brings up the mana batteries, though. There's at least 4, but 2 were killed. They didn't have much for brains, because if they were smart, they probably wouldn't have ran into danger like they did with you and Aira
Pessimism says "at least four" means "more than four, but we haven't found the rest yet." Given that they're a support unit, and suicidally stupid when unsupervised, it would make sense to keep some in reserve, way behind the front lines, rather than committing them all at once on an untested plan.

As for the number of enemy commanders, they're not saying "at least four" there, it's three names-and-faces plus one unknown. If each necromancer has their own assets and they're tripping over each other, maybe even infighting, that makes it relatively easy to figure a count of enemy factions: just look at how many sets of disjointed enemy action you're facing at once.

I figure eight mana beasts because four active enemy factions with no apparent hierarchy among them means approximately equal resources for each, which means a multiple of four. Two sets of four mana beasts would be enough to have each necromancer deploy one and keep one in reserve. Makes sense to send out the first four produced so you can get field testing data for last-minute mods on the second batch, and tactical data on how to make best use of those, which would presumably be of higher quality just from increasing familiarity with the production process. Prototypes are always buggy.

It's a classic strategy: First, split your force into three groups. The cheap, defense-focused types (cold zombies, anomalies) press the enemy in front, then fast cavalry (flesh tube) circles around to outflank (cutting off supply lines), and finally the reserve force exploits an opening in the enemy's defenses, or patches a hole in your own, whichever becomes necessary as the situation develops.
>>
No. 847869 ID: c0641d

>>847860
This is such a good summation that I suggest that we propose this as a theory to Grand Knight Zall. We’re treating these guys too much like some supernatural, nebulous threat that’s completely alien to everything we stand for. They may have undead, expendable, renewable troops and magic, and may be able to do some janky stuff with them, but beyond that, they still have to play by the same general rules and strategies as us.
>>
No. 847871 ID: 33d4be

>>847860

I'm not entirely sure of these assumptions. The wizards with the army know more about magic than Fen (and us, thus far), and may be able to say something like "if there were many more than this we'd be able to tell" for some reason we're not aware of. For example, the way the kobold lands work suggests there's a (massive) upper limit on how much total magic there is in the world, and they might be able to make an educated guess on what could have been stored up without someone noticing that it was going missing.

On the other hand, splitting the mana beasts evenly among themselves seems unlikely because they must be very rare and therefore valuable, and it seems more likely that whoever provides them, either by making them or bringing them in from somewhere, would keep a majority for themselves and only give them to others as needed. "No apparent hierarchy" doesn't mean much because whoever creates the mana beasts is probably a specialist and too focused on that to be capable of otherwise running their forces, and would therefore seem to wield equal or lesser power or not be a commander at all.

In any case, "be prepared for things to be worse than they seem to be" is one of the fundamental rules of running an army and I'm sure Zall is the kind of man who'd have thought of it.
>>
No. 847922 ID: 9e4723

>>847860
>>847871
>>847869
This all possibilities. Let's just hope that Zall doesn't miss any of this lines of thought. Fen wouldn't be able to figure out so much of it, and he shouldn't, he is the one who is going to carry out the mission, not plan it.
if the chance presents itself, we can allways make some sugestions, or make some questions.
>>
No. 847968 ID: 91ee5f

>>847922
I agree.

Fen is just a soldier, it's not his job to make these plans. Leave the planning to Grand Knight Zall.
>>
No. 848040 ID: c0641d

>>847968
But we’re trying to rise above the rank of “just a soldier,” remember? Even if Zall deems us incorrect or redundant, we surely won’t hurt his perception of our intelligence; would an idiot come up with this kind of summation?
>>
No. 848043 ID: 33d4be

>>848040

There's a chain of command, though. Common soldiers (and I know we're one step up from the lowest rank at this point but so's everyone else here) can't just submit suggestions to the overseer of a whole operation. A better idea would be for Fen to suggest these things to Orjin and then Orjin could pass them up further if he sees fit.
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No. 848045 ID: 91ee5f

>>848040
>would an idiot come up with this kind of summation?
Yes.

It's called a wild imagination based on theories instead of facts.
>>
No. 848077 ID: 15a025

Ask about what's going to be going on tomorrow.
>>
No. 848149 ID: a0e836

by the way, when you next write to Cheese, ask her about the name Death Carrot, because it sounds like this one should be ridiculous even by Erja Nokol standards.
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