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The Steelwood.

It’s name might sound like some ‘exotic dancer’ in a Hawksong Red Lantern girl-bar, but it’s not. Rather, it’s a realm on the eastern edge of Hawksong’s political sphere, characterized by a longstanding conflict between mongrel tribes of Man, Elf, and Orc, which have bled into genealogically each other even as they bleed each other on the battlefield, shedding weapons and armour in woodland skirmishes for so long that the rusted remnants have given the place its name. Though it exists now in a fragile state of stalemate and ceasefire, two adventuring parties have entered the area on a mission related to a ore ancient empire than the current clashing clans: that of the dwarves, or Dwerrow, whose ancient ‘megastructure’ lies abandoned, hidden among the hills.

The Delvers a band of little folk employed by the dwarven corporation ‘Treasuretrove Incorporated’, have in their turn taken on the services of the so-called Monstrous Regiment, a newly-founded enterprise helmed by Zena Youngtree and her companion, Cara—really, a pair of strange soul-sisters named Zith-Zi[/ed] and Cara-Zi, once a single succubus-tainted goblin-girl, and now an odd couple if ever there was one. Harkening back to their outcast origins, they allied themselves with the Steelwood’s orcish denizens, a bandit-band of murdering, misogynist marauders who nevertheless provide the most reliable (well, manipulable) muscle around, and ask the fewest questions.

(Unfortunately, one of those questions was “what’s in it for us?”, and Zith-Zi had been forced to answer “a powerful magical weapon that can dominate or destroy your enemies,” but there’s always time for a double-cross if it comes down to it…)

Insincerity aside, the local orcs lent the aid of two of the chieftain’s half-human heirs, a potion-producing ziran witch, and a teenage simpleton with a penchant for whittling wood into savage spears. Added to the crew of Delver dweebs and the Zi’s crew of goblins (and goat-girl), it made for a fairly well-balanced assembly of adventurers. It was, at the very least, sufficient to slay or scare off the sword-stepping spider-freaks which assaulting their camp in the dead of night…

Freaks which, it turns out, are some strange breed of fucked-up fairy, the mutated brood of a creature call an ‘Ettercap’.
>>
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Ah, fuck, formatting error out of the gate....



Welcome back to Cambion Quest, /qst/’s premier goblin-starring, D&D-inspired quest besides all the other ones! Our previous threads can be found at https://suptg.thisisnotatrueending.com/qstarchive.html?tags=reptoidqm, as well as the previous three quests in the same setting (Reptilian Infiltrator Quest, Dragonborn Antipaladin Quest, and Seekers of the Esoteric). None of them save Cambion are ‘required reading’ for this thread, though they may lend you early or metagame understanding of certain lore.

>>
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Rolled 46 (1d100)

>>6179738

“Ah fuck, UNSEELIE?”

“That’s what Martyn said…”

You sigh at Cara-Zi’s report, subsequent to the study which your shapeshifting succubus-adjacent ‘sister’ and her fellow occult enthusiasts and fairy-botherers subjected the sole surviving-and-secured spider-thing. Apparently, if you’re understanding it correctly, it’s not some sort of demonic denizen of the Hellish Realm, but rather a creepy, curse-afflicted fey fucker, and in fact probably a young humanoid twisted all up into a stab-happy spider-faced monster by it’s Unseelie—that is, ‘gross evil rebel fairy’—master: an ‘Ettercap’, whatever-the-fuck THAT is.

“ZZ,” your uncanny other half asks nervously, “whatta we gonna do about these things? I thought Tips killed these guys off, but…”

It’s a valid question, you suppose, even if your demogoblin doppelganger trailed off at the end of it. The Unseelie Fey aren’t exactly your forte. Ezreal Mious van Houtzmann, AKA ‘Tips’, killed a whole bunch of these seedy shits off a few years back, sometime shortly after he split you and CZ apart and gave you your rockin’ new pink-and-perky bod. Apparently, though, that wasn’t all of ‘em. Faced with this surviving remnant fucking around with your bread-and-butter dungeon-crawling adventure, you’re non-too-pleased to be left holding that half-elven wizard twink’s bag, especially because their blade-bound flipper-limbs interrupted your beauty sleep.
>>
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>>6179741
And that ain’t the only piece of bad news you’ve gotten today, either!



46

“Whaddaya MEAN this is the wrong fuckin’ HILL?!”

“Um, THAT,” Aarre, one of the Delvers’ gnome equipment-operators, had answered.

You slapped your hand down on the flat surface of the queer, ‘seismographic’ device between the two of you, making not only the gnome jump, but also the strange needle tracing greyish lines across the parchment paper which Taito (Aarre’s cousin) fed the hungry machine to produce those incomprehensible outputs which had so stymied your search.

“What’s the point of the map we followed, then?!” you’d demanded.

“It got us into the right area,” Aarre explained. “But they’re old, and… Well, things have changed. Shifted. It’s been hundreds of years…”

“You expect me to believe the mountains have MOVED?”

“Yes,” Aarree answered honestly, no less annoyed than you were. “This was during an era with powerful wizards… Dragons… High elves… Not to mention the advanced magitechnology of the ancient dwarves. That kind of technology… Yeah, it could move mountains. Actually.”




In the here-and-now, though, you were forced with two problems: the missing dwarven dungeon, and the creepy-crawly creature who had emerged from Gods-only-know-where to besiege your camp. Having positions yourself as the only bitch bad enough to be Boss of the Monstrous Regiment, it was really up to you to decide what to do about both these pressing issues.

>Kill the Ettercap-created creature, and keep searching—the Monstrous Regiment will protect the Delvers while they work
>Free the freakshow and follow it to its Ettercap master—True fey, even the Unseelie sort, are immortal, and it may just know where the ancient dwarven megastructure is…
>Cara-Zi’s been doing shady demon shit—you know it, even if she doesn’t KNOW you know—and it’s about time she started applying that to the search
>Maybe you should take a cultivated crew on a little trip to the neighbouring humies or knife-ears, to pick their brains about all this…
>Write-in

New header art by draw_with_genie, new character art of CZ and ZZ by our own Indonesian gentleman, of Jail Quest and Gaol Ques amogn otherst
>>
>>6179747
>Kill the Ettercap-created creature, and keep searching—the Monstrous Regiment will protect the Delvers while they work
Now we know what the threats are and hopefully how to guard against them
>>
>>6179747
>Free the freakshow and follow it to its Ettercap master—True fey, even the Unseelie sort, are immortal, and it may just know where the ancient dwarven megastructure is…
cz looking like a jolly little fellow
>>
>Cara-Zi’s been doing shady demon shit—you know it, even if she doesn’t KNOW you know—and it’s about time she started applying that to the search
Congrats for the arts Indonesian Gentleman
>>
>>6179747
>Cara-Zi’s been doing shady demon shit—you know it, even if she doesn’t KNOW you know—and it’s about time she started applying that to the search.
>>
>>6179747
>Cara-Zi’s been doing shady demon shit—you know it, even if she doesn’t KNOW you know—and it’s about time she started applying that to the search
>>
Damn you all
Who's going to pay us for this community service
We're getting sidetracked from making fat stacks of dosh
>>
>>6179755
>>6179895
>>6179920
>>6179938
>>6179939
[Locked and writing!]

>>6180254
[Anon here asking the real questions, kek.]
>>
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>>6180382
“Hey, Cara!”

You jump a little at the sound of ZZ’s booming voice. Funny how, even though you technically sound almost the same, and it’s YOU with the magical ability to make yourself more noticeable, SHE’S the ‘Zith-Zi’ with the uncanny ability to seize attention with a single shout. Did you ever know how to project like that?

You set aside your musings and hop to attention, with a diligent: “Yeah, ‘Zena’? What’s up?”

ZZ casts a glance this way, then that, before placing an arm around your shoulders and leading you away from the others. Only Nermal—your mutant cave drake ‘familiar’—follows you, to the hissing misgiving of ZZ’s own feathery friend. You reach out and scratch little Hershy under his white-fringed ‘beard’, which seems to soothe him enough to tolerate his much larger, even-odder cousin.

“I know what you’ve been up ta,” ZZ says when you’re out of earshot of the others.

You abruptly stop scratching, to Hershy’s vocal displeasure. Your mind whorls as you wonder what she might mean. Does she know about you and Martyn—how, after you went off on your own before the ettercap ambush, you showed him the ‘real you’, warts and all? Did he TELL everyone? You kept meaning to ask him not to, but every time you approached him alone, he made a point to evade and escape into a crowd, where you couldn’t speak freely of such things.

“I-It’s not a big deal,” you stammer to explain. “He doesn’t know about, like, the ‘demon’ thing, or the di—”

ZZ looks at you strangely, and you shut your mouth, eyes widening. You laugh nervously, and start again.

“…Uh, what did YOU mean?”

Zith-Zi cross her arms and tilts her head a little, narrowing her eyes. You start to sweat, but luckily, she lets the matter lie. When you hear what she REALLY has to say, though, you almost wish it WAS about Martyn Meadowgrass and your dubious disclosure of your goblinness.

“Speakin’ of the ‘demon thing’, I KNOW you’ve been sneakin’ around, doin’ shady Dark Magic shit.”
>>
>>6180399
You swallow, neither nodding nor shaking your head. You’re not a BAD liar—you can actually be pretty good!—but there’s no lying to someone who you share twenty-odd years of life experience with. You might call each other ‘sister’’ these days, but for all your differences, you’re more alike in some ways than even twins could ever be. ZZ knows all your tells, because most of them are HER tells, too.

“Good,” she says, when she is sure you’re not going to waste both your time by bullshitting. “I mean, fuck, you have NERMAL there, after all. I ain’t dumb.”

“I know,” you say quietly, thinking to yourself: ‘Me neither…’

“Anyway, it’s about time ya’ started using that spooky shit fer the group’s benefit, doncha’ think?”

You blink relaxing a little. “Sure! Y-yeah, of course!”

You’d been expecting an admonishment, even feared you might need to justify Nermal’s continued presence. The slimy, tendril-faced giant salamander wasn’t exactly your first choice of boon from the Dark God whose emissary you’ve been studying under, but it’s proven its usefulness a few times, and having a friend who won’t judge you—and a weird mutant he-she kinda’ friend, just like you!—has been really nice, especially after what went down with Martyn. That said, you’re not exactly a pet collector kinda’ gob, so you hesitate when she holds out the body, wriggling ettercapling you captured.

“Take this thing, ‘n go do what you gotta’ do ta figure out how ta keep us safe from its creepy-ass family,” ZZ commands. “While yer at it, see if ya’ can’t figure out where this dungeon is.”
>>
>>6180400
You take the proferred monster, holding it far away from you. It’s no longer strapped with swords, but you’re careful to aim its underside away from you—you saw these things spitting slimy ‘silk’ from the fangy maw on their undercarriage, and even as a sort of kind of lust demon, you don’t envy the Delver’s Iournd Copeprbelt getting caught in that spooge-explosion.

“What exact am I s’posed ta’ do?” you ask, genuinely lost.

“How the fuck should -I- know?!” ZZ throws her hands up in the air. “Yer the wicked fuckin’ witch. If there’s one thing I’ve learned, it’s that as far as khoblis[/I crap is concerned, bein’ a nilbog ain’t done jack for me.”

(…Huh. Must’ve struck a nerve. Did something happen?)

Before you can ask—if even you were going to—your other half has turned on heel and stomped off. You look down at Nermal, who -looks back by probings about you and your new charge with his tentacle-like face-feelers. This frightens and irritates the baby-bodied, flipper-legged fairy-monster, which at least gets a giggle out of you.

Still, what to do…?
>Maybe you can offer this thing as a sacrifice to the Dark God of Knowledge, to get a clue
>Perhaps you could drag Dura into this, and get the orc-girl to make some sort of potion to scare off others of its ilk
>You’re kinda’ hungry, and this thing has a pretty potent-smelling soul…
>You’ve got psychic powers—what mages call ‘mentalism’—which might be handy to brainwash the little bastard into lending a hand
>Write-in
>>
>>6180401
>You’ve got psychic powers—what mages call ‘mentalism’—which might be handy to brainwash the little bastard into lending a hand
>>
>>6180401
>You’ve got psychic powers—what mages call ‘mentalism’—which might be handy to brainwash the little bastard into lending a hand
>>
>>6180401
>>You’ve got psychic powers—what mages call ‘mentalism’—which might be handy to brainwash the little bastard into lending a hand
>>
>>6180401
>Perhaps you could drag Dura into this, and get the orc-girl to make some sort of potion to scare off others of its ilk
>>
>>6180475
>>6180581
>>6180593
>>6180673
The first notion that occurs to you is that you could recruit that orc khoblis (or ziran, as the greyfaces call their witchy-types) to help you. You’ve been spending a lot of time with Dura of Steelwood lately, after all, and even tutoring her in the occult. She’s kinda’ like your sexy little student, which makes you giggle to think about, both because she’s almost six feet tall and because you ain’t exactly what most folks would call ‘professorial’. But what could she really contribute—mashing this deformed little monster-baby into a poultice or potion?




(Aww, what the hell, you’ll bring her anyway!)



Bring her you do, though the language barrier means Dura does little more than trail behind you, blinking in befuddlement, as you tug her along by her wrist.

“What I’m gonna do is use my mentalism, ‘kay?”

You speak slowly, loudly, enunciating each syllable in the Northern Commontongue, but you might as well be speaking Goblin or even Elfish, for all the comprehension that registers upon Dura’s features.

“We wanna make this little shit do what I say. It’s kinda’ like… Like takin’ the feeling of wantin’ ta do somethin’, like findin’ this dungeon or the other etetrcaps, that WE fee, ‘n puttin’ it in the ugly li’l fucker’s big round noggin. Get it?”

Obviously, Dura does NOT get it. Luckily, she still makes a good ‘lovely assistant’ type, holding the squirming Unseelie whelp in an iron grip. Dura may be a girl-orc and not a warrior or anything, but her pronounced muzzle, sunken eyes, and upturned nose attest to her being more orc than half-orc compared to the likes of Xoldur and Murbal, and that conveys a certain default strength and stature. Under the soft layer of feminine squish (nnf), she is corded with muscle worthy of belonging to someone ‘from the Steelwood’. The ettercaplet has no chance of escape.

“Awright,” you murmur as you approach the agitated ankle-biter, “let’s see what we can get you ta do, huh?”

ZZ left you a lot of leeway here as to priorities, and methods. To what purpose will you turn the monster’s mind?
>You want to find the Ettercap which created it, first and foremost, and understand its intentions
>You want to scour the little guy’s skull for possible dungeon locations, and have it lead you to likely hills
>You want to know where it came from, and what it was, before it was an Ettercap… Does any trace of the child it used to be exist within what it has become?
>Write-in
>>
>>6180693
>You want to scour the little guy’s skull for possible dungeon locations, and have it lead you to likely hills
>>
>>6180693
>You want to scour the little guy’s skull for possible dungeon locations, and have it lead you to likely hills

Finally things to tear apart
>>
>>6180693
>>You want to scour the little guy’s skull for possible dungeon locations, and have it lead you to likely hills
>>
>>6180693
>You want to scour the little guy’s skull for possible dungeon locations, and have it lead you to likely hills
>>
Rolled 8, 4, 10, 9 = 31 (4d20)

>>6180727
>>6180785
>>6180786
>>6180789
You place your hands upon the littlecap’s little noggin, nodding at Dura. She returns the gesture, understanding at least well enough to hold it out so you can gain greater purchase. Technically, this sort of spellcraft requires neither physical contact nor proximity. In fact, being an inherent ability rather than a ‘spell’ of the usual sort, you don’t even need to say funny words or wiggle your fingers like ZZ does! Tips told you that was ‘remarkable’ once, a compliment you’ve held close to your dark little heart ever since. Every extraneous step makes it easier, though, and it’s not as if you have a ton of practice.

“From now on, you work for me ‘n my sis, okay little guy?” you whisper, infusing your words with Infernal power, called up from within, and from places below and beyond the waking world of Man, Goblin, and Orc. “You must know these hills pretty well… Show me where you creepy-crawlies’ve bin crawin’ around, wouldja’?”

4d20: Mentalism, a bonus die for the Occultism success at the end of last thread, and an extra d20 for your lovely assistant...
>>
>>6180825
You push your spicy ‘soul’ into the space occupied by the little Ettercap-thingie’s own shrunken, shredded spirit. Dwelling partly within it, you can see how much of its ego ahs already been ruined, replaced with nothing but the will of a greater power. Threads of spider-like silk connect it across the astral realm of dreaming, even as it is wide awake and alert with anxiety. Seeking leverage you pluck at one of them, and…

Highest result, 10. Result: Failure!

“What is this little thing?”

You draw back with a yelp, physically and mentally. You open your eyes in the waking world, and scramble to break the spell before—

“Is it you, who killed my little foundlings, little thing?” asks the voiceless voice, raking the back of your own dome. “I see… You seek a place of power, do you? In the hills… Beneath the hills… Yes, I understand…”

The connection is severed almost instantly, but only ALMOST instantly. In that one brief instant, more information was exchanged than could ever be the case by mundane means such as eyes and ears.

But you DID see eyes… SO many gleaming, peering eyes, glistening little orbs of black, scattered like dark stars across a bulging, purple face… All fixed upon you. Not by physical means, but by spiritual ones.

The Ettercap knows you now… Knows your nature. Knows your location.

You take a moment to catch your breath. You are momentarily blind to all sights, deaf to all sounds, magical and otherwise. Only when Dura grabs hold of your shoulder and shakes you out of it are you able to fix upon her fearful, confused-anew face, half-hidden behind her wind, ribbon-adorned mess of shaggy black hair. You mumble something unintelligible in response, since she can’t understand you anyway and words are a bit beyond you. In response, the she-orc shoves the ettercap’s ‘foundling in your face.

The creature is twitching, not in struggle, but in seizure. Its eyes were never expressive, but you can see by thin bands of white that they are wider than they’ve ever been, and rolling back in its deformed skull. Its legs flex and flail, slapping at nothing, lacking fingers or toes to grab with or swords to stab with. It is a helpless, writhing thing, half-formed and ill-wrought, and it is dying.

Did your invasion break it’s feeble baby brain? Did its master choose to dispense with it, to deny you a map of the area? Either way, it is as god as dead if you don’t act fast… But maybe that’s for the best, if it’s an avenue by which you can be traced, tracked, and trapped by that wicked, wild entity whose schemes and sadism you so briefly brushed against?

>Kill it!
>Work with Dura to save it, quick!
>Try again—before it dies, get your prize from its mind! [Higher DC, extremely dangerous if you fail a second time]
>>
>>6180831
>Kill it!
Ah shit.... we should probably tell ZZ
>>
>>6180831
>Kill it!
We tried :(
>>
>>6180831
>Kill it!
welp, not feeling confident for a 2nd try
>>
>>6180831
>Work with Dura to save it, quick!
Don’t kill it ;_;
>>
>>6180831
>>Kill it!
>>
>>6181089
>>6181070
>>6180936
>>6180930
>>6180838
You pull your dagger from the tied-off length of rope which serves as belt for your hooded monk-robe (or, uh, funerary robe, you guess?), and swiftly put an end to the poor and wretched thing. Having failed once—failed AGAIN! Why are you always such a fuck-up?!—you are loathe to risk everything by re-entering that tangled cobweb of a brain. You shaken are you by the ettercap’s counterattack that you don’t even take a moment to savour the departure of the little, twisted soul from the gutted vessel of the ettercap’s ‘foundling’—you just let it pass, taking deep breaths to calm your still-staccato heartbeat.

“Ayh lat mir tukor?”

You feel a hand upon your back, and suddenly stiffen at the unexpected physical contact. You look back over your shoulder at your assistant, Dura who is looking at you with muted concern. You may not share a language, but you recognize her meaning easily enough: she wants to know what happened, and if you’re going to be okay.

“I’m fine,” you say.

It’s only half a lie, because whatever that effort took out of you, the feel of the orc’s surprisingly-genuine, tender concern for you makes you feel loads better! Though, given your cambion ‘condition’…

<WANT: 17>

…that has its own complications. Before you even realize what you’re doing, you’ve turned around, placing on of your hands upon her larger, grey one. Her fingers are fine—not elf-fine, still thick and strong. They’re lightly calloused here and there in the specific wear-patterns accrued from cooking, cleaning, and of course collecting and processing herbs for her womanly (and witchy) chieftain-approved lady-labour. They’re nice, though, and she doesn’t pull them away, instead looking at you with a mix of confusion, lingering concern, and… Something else? Are you imagining it?

(A painful series of remembered rejections flash before your mind’s eye: of Tips, of Svanhidla Pearl, of Martyn Meadowgrass. You still have hopes for reconciliation with the later, even romance, but…)

Do you kiss Dura?
>Yes
>No

“Nalkra adog kulknej jeg?” she asks, though, and you frown, trying puzzle out her meaning from fluctuations in her own mental-spiritual ‘aura’.

You sense anticipation, fear, excitement… And deference. Dura expects you to know what to do next? Ha! Ain’t THAT some shit? Well…
>You should tell ZZ what happened, and just keep checking the hills around here
>It might be worth paying a little visit to the non-orcish Steelwood denizens to learn more about the Ettercap
>You are NOT going back empty-handed, not again! Maybe you can offer something to the Dark Gods, to get their counsel and blessing…
>Write-in

[Don't forget to vote on both!]
>>
>>6181308
>>No
>You should tell ZZ what happened, and just keep checking the hills around here
>>
>>6181315
Support
>>
>>6181308
>No
Not at 17 want

>You should tell ZZ what happened, and just keep checking the hills around here
We did find out some useful info - they're organized by a mastermind who's pretty competent in demon magic themselves
>>
>>6181315
>>6181320
>>6181383
You stifle yourdesires, turning away from Dura’s wide-eyes expression and slightly-parted lips, framed by her cute little tusks.

“We oughtta tell ZZ ‘bout this,” you say, more to yourself than to your confused helper. “She hould know we got competition in these here hills now…”





“You fucking WHAT??”

You force your fury down, seeing CZ flinch at your initial outburst. After all, she just did what you told her to do, when you get right down to it. It’s not necessarily that she did anything WORNG; it’s just that neither of you had any idea what you were up against. Who could have expected these gross little things were somehow bound to a powerful demon mage.

“FAIRY mage, actually,” CZ corrects you. “Uh, or… Well… Like, a ‘True Fey’, I think? Not that, like… It MATTERS or, uh…”

Your demonic double trails off under your glare, until you sigh and lay off the pressure again.

...
>>
>>6181491
“Alright, so we gotta move fast,” you reiterate aloud, by this point to the entire assembled team. “This Ettercap asshole knows what we’re lookin’ for, an’ since it’s FROM here, it’s gonna have a better idea where ta’ look, maybe.”

“Shouldn’t we seek it out, then?”

You give Meadowgrass the same look you gave Cara-Zi earlier, and he cams up just as quick.

“That still means lettin’ it get access first, you say, “an’ we have no damn clue where it’s holed up, anyway, so hat adds an entire extra step to the search, with no idea here to start for THAT stage, either.”

“We do have a second machine,” Iorund Copperbelt speaks up from where he’s seated, still bandaged and bloodied from your recent confrontation with your new foe. “A second seismological survey device.”

You grin, and reply, “Well, why didn’t ya’ fuckin’ say so? SO we cans erach twice as fast, you’re sayin’?”

“It will require an operator,” Copperbelt points out with a frown. “Only myself, Aarre, and Taito are qualified to operate these machines effectively… And they’ll work best if set up at the pinnacle of a hillock, as with our set-up last night and this morning. They’ll need to then operate, undisturbed, for a period of eight-to-twelve hours, to complete the survey.”

Your smile shrinks.

“So, what yer sayin’ is…”

“He wants to split th’ party,” Yeb-Uit grunts.

An-Yii hisses through her teeth. You understand the sentiment. Split the party? Overnight? In hostile territory, with some freaky fairy-fiend skulking around in the shadows with its hideous little ‘foundlings’ strapped with blades for shoes, looking to shank you in your sleep?
>>
>>6181492
You decide to…
>Split the party
>Do not split the party

If you split the party, specify who you assign to each group. As a reminder, your full party includes…
>Aarre (gnome, largely noncombatant, can operate a seismographic survey device)
>Taito (his cousin, see above)
>Iorund Copperbelt (partly-wounded dwarven merchant, mechanist, and seasoned adventurer; can operate a seismographic survey device)
>Ceri-Mai, or “Cherry” (halfling alchemist specializing in inorganic compounds)
>Martyn Meadowgrass (halfling, part-time mechanist, unpublished cultural scholar, good with a spear)
>Steiner Sternstone (dwarven henchman, grouchy muscle, pretty good in a fight)
>Murbal (half-orc shield-maiden; minimal command of Common)
>Xoldur (half-orc diplomat, translator, and axe-man; speaks adequate Common)
>Dura (orc potion-brewer and neophyte occultist; speaks almost no Common; currently tasked with handling captive chimera)
>Oodagh (teenage orc spear-maker and spear-thrower; speaks almost no Common)
>Yeb-Uit (elder goblin archer and scout)
>An-Yii (goblin medic)
>Khorine (faun fairy-mystic; currently without a twig blight to protect her)
>Cara-Zi & Nermal
>Zith-Zi & Hershy
You will only have control during any encounters, or knowledge of them, if ZZ or CZ is assigned to a given group. Each group must have at LEAST one device operator.

If you have any ideas as to how to narrow down your options or to elect a hill, please also specify. If you have questions you’d like to ask to help clarify the area or help make a determination, feel free to ask.
>>
>>6181493
>Split the party
we're on a hurry now so time to gamble
>>6181493
>Taito (his cousin, see above)
>Iorund Copperbelt (partly-wounded dwarven merchant, mechanist, and seasoned adventurer; can operate a seismographic survey device)
>Ceri-Mai, or “Cherry” (halfling alchemist specializing in inorganic compounds)
>Martyn Meadowgrass (halfling, part-time mechanist, unpublished cultural scholar, good with a spear)
>Steiner Sternstone (dwarven henchman, grouchy muscle, pretty good in a fight)
>Murbal (half-orc shield-maiden; minimal command of Common)
>Cara-Zi & Nermal

and the rest makes the other party
>>
>>6181603
actually also send An-Yii to the CZ party since copperbelt is wounded
>>
>>6181493
>Split the party

1:
>Aarre (gnome, largely noncombatant, can operate a seismographic survey device)
>Taito (his cousin, see above)
>Murbal (half-orc shield-maiden; minimal command of Common)
>Xoldur (half-orc diplomat, translator, and axe-man; speaks adequate Common)
>Dura (orc potion-brewer and neophyte occultist; speaks almost no Common; currently tasked with handling captive chimera)
>Oodagh (teenage orc spear-maker and spear-thrower; speaks almost no Common)
Need the orcs all together so Xoldur can translate for the rest
>Cara-Zi & Nermal

2:
Everyone else
>>
>>6181603
>>6181604
>>6181708
[Hmm... Could benefit from a third vote.]

>>6181320
>>6181315
>>6181070
>>6180930
>>6180838
[Any of you anons so inclined?]
>>
>>6182069
I can back
>>6181708
>>
>>6182119
>>6181708
>>6181604
>>6181603

[Alright, locked and writing!]

Red Team
>Zith-Zi
>Hershy
>Copperbelt
>Cherry
>Meadowgrass
>Sternstone
>Yeb-Uit
>An-Yii
>Khorine

Green Team
>Cara-Zi
>Nermal
>Aarre
>Taito
>Murbal
>Xoldur
>Dura
>Oodagh
>>
>>6182166

“Uh, ZZ, you sure?” your opposite number asks anxiously. “Shouldn’t I stay with you? You know what they say ‘bout splittin’ the party.”

You both always ends in disaster. Every adventurer knows this as a basic truism of the profession. And yet, it must be noted, every adventurer who’s spent any time practicing the profession has their own horror story of why such an act is folly, buried among countless instances of it going just fine, because every adventurer still does it.

“Copperbelt, Cherry, Meadowgrass—with me,” you say. “Sternstone too, I guess. An’ the gobs, an’ the goat-girl.”

“Faun,” Khorine huffs, though you can see the beastgirl’s palpable relief in her relaxed posture—she trusts you, and probably still fears CZ almost as much as the rocs.

And speaking of orcs…

“Xoldur, go with my—with CZ. An’ take the rest’ve yer lot. They barely speak a lick of Common between ‘em.”

“Murbal Common good!” his sister protests. “Speak more good than Xoldur!”

Xoldur raises his eyebrows and looks to Copperbelt, who wearily reaffirms your order. You roll your eyes, bristling slightly at the disrespect, but you say nothing—Xoldur has appearances to keep, as a chieftain’s son, and you can’t be assed to try to correct orc culture As a goblin, as a female, and s a goblin female, you’re used to such petty slights, and this is hardly the worst of them. Just reminds you why you’ve come to prefer a more SOPHISTICATED sort of conversation than even the hunkiest sort of half-orc.

(Although… No, no. No time for love. Not right now.)



(And anyway, there’s still Jimmy to consider…)

Your two teams organize themselves. Only one of you gets the carriage—your team, as Copperbelt refuses to part with it, citing his sizeable investment and sense of responsibility for it and its contents—but it’s barely an asset, anyway, since Sternstone has to keep dislodging it from errant rocks and crevasses. ‘Green Team,” as you mentally consider Cara-Zi’s crew, make do with leveraging good old-fashioned orcish muscle to move their own mechanism.

As you traverse the tricky terrain with your team, you opt to…
>Scout ahead with Yeb-Uit, and pick his brain—has his own ample experience involved anything like this?
>Check in on Khorine, providing some comfort and getting her thoughts on the Unseelie Fey as a fellow fairy-creature
>Seem how Copperbelt’s holding up, and take a look at that map of his while you talk—maybe you can find a clue to help direct your search
>Chat with Meadowgrass about whatever-the-fuck went down between him and Cara-Zi, after you set ‘em up all nice
>Write-in
>>
>>6182183
>Xoldur raises his eyebrows and looks to Copperbelt, who wearily reaffirms your order. You roll your eyes, bristling slightly at the disrespect, but you say nothing
Oh shit forgot they had this annoying quirk
Hope they listen to CZ

>Check in on Khorine, providing some comfort and getting her thoughts on the Unseelie Fey as a fellow fairy-creature
Work before pleasure
>>
>>6182183
>Check in on Khorine, providing some comfort and getting her thoughts on the Unseelie Fey as a fellow fairy-creature
>>6182200
>Oh shit forgot they had this annoying quirk
>Hope they listen to CZ
perhaps her hands on nature, both for combat and other stuff, might help her here but not so much.
>>
>>6182183
>Seem how Copperbelt’s holding up, and take a look at that map of his while you talk—maybe you can find a clue to help direct your search
Mandatory Product-Honor vibe-check
>>
>>6182200
>>6182223
>>6182308
[Locked and hopefully writing, soon. It was a whirlwind day: new job, sickly old cat, and more. I will do my best to write something up to snuff.]
>>
Rolled 12, 3, 9, 2 = 26 (4d20)

>>6182662
You’re considering whether you piled too much on your shadow-sister’s plate, leaving CZ in charge of those quirk orcs with their misogynistic tendencies… But hey, she’s sort of YOU, right? You both share that history as a bandit Boss, even if she can’t remember half of it. She’ll be fiiiine!

You’re a bit more worried about Khorine.

“Hey, kid, how you doing?”

The faun jumps at your approach, and her eyes flit around, failing to find her absent sentry—the so-called ‘twig blight’, its branch-based body having been shredded to splinters by the Ettercap’s foundlings.

“I’m fine,” she insists, puffing out her cheeks and turning her head.

“Real convincing,” you snort.

She says nothing, though her face reddens. You stifle a laugh, and fall in beside her. Khorine, in turn, matches your slowing pace and falls back a little. You can’t help but feel a little… Well, SOEMTHING, at how she seems to see you, her saviour during that same strike which claimed the blight, as a replacement source of safety.

(Fuck’s sakes, Zith-Zi, there’s soft and there’s soft. What’s coming OVER you?!)

Rather than offer some sort of… Like, motherly comfort or anything weird like that, you give the goat-girl the old goblin mentor special: you get her mind focused on the mission, and on retribution.

“Bet yer lookin’ forward ta taking a chunk outta’ the Unseelie asshole, too, huh?”

Khorine huffs, producing a quiet, angry bleat. You can see her physically mustering her bravado… Only for it to collapse as she admits:

“I’m scared.”

“What?!” You’re startled less at the little beastgirl’s fear than at her open admission of it. Her glare, though, quiets you, and you nod knowingly—this is for your ears only. The strange feeling in your chest returns. “Why? We’ve faced all kindsa’ shit.”

“I’ve only faced wickedly-corrupted cave drakes and CARA-ZI, actually,” Khorine points out, with a mix of accusation and something like apology. “And those… Awful little things. But I’ve heard of the Unseelie, on the winds…”

“Well, we’re sorta’ fairies ourselves, right?” You try to bolster her with your own bravado, puffing out your pert pink chest and flexing a deceptively-muscular arm. “We got this.”

“Unseelie Fey… TRUE Unseelie Fey… They aren’t like us,” Khorine corrects your misconception, slipping back into ‘lecture mode’. “They’re… Well, they’re GODS, Zith-Zi. Fallen gods, less than the Great Gods of the Bonum Chaoticum, but still… Immortal. Ageless. Undying.”
>>
Rolled 1 (1d100)

>>6182684
“Bullshit,” you snort. “I know a little twink who ain’t even got no upper body strength and can hardly jog a mile, an’ HE killed a bunch’ve ‘em.”

“WHAT?” Khorine shrieks, stumbling out step before racing to your side. And staring up at you. “You know the mage who shattered Queen Banelight’s Unseelie Court?”

“U-uh?” You recover quickly. “Yeah, I guess so? I dunno’. I figured any little fairy bitch Tips could take down wasn’t worth the effort’ve ‘membering her name. Point is, though: she’s DEAD.”

“How did he do it?”

Now it’s nearly you who stumbles, but your years of experience bullshitting save you from a literal or metaphorical faceplant.

“Magic, obviously,” you say. “That nerd knows nothin’ BUT magic.”

To your mild alarm, that seems to plunge Khorine right back into a sea of despair.

“We’re doomed, then,” she says.

“How the fuck ya’ figure THAT?”

“I’m our strongest mage,” she points out, “and we have no magic weapons that can kill slay such a being, either.”

“Whaddaya’ mean?” you demand, and gesture towards Martyn meadowgrass. “We got the zappy-stabby over there, right?”

“That DEVICE,” Khorine sneers, “is powered by a weak little enchantment, upon the stones stored in its haft. We need something strong… Something truly ancient, or else divine.”

Divine… Like the Dark Gods, maybe? CZ is, herself, sort of a ‘magic weapon’ when she gets going, and with whatever weird bullshit she’s been getting up to… But, on the other hand, do you really want to’ mess with powers like that? or encourage CZ’s demonic deviancy, especially after that last backfire? Maybe your own magic will be sufficient, after all? Or maybe there’s another way…

“Don’t worry,” you half-lie, “I have a plan.”

12: Leadership test Passed, but only at lowest DC

Khorine looks skeptical, so you slap her on the back and, giving in to instinct, ruffle her hair between her curly little horns. She bleats again, trying (and failing) to struggle out of your chokehold.

“Stop bein’ such a whiny little wiener. That’s an order from yer Boss, got it?”

“Okay, okay, I surrender! Let me go!”

Khorine’s Morale: Was Low, now Stable once more
>>
>>6182685
>1
[U-uh... Let's go to CZ's group for a moment.]
>>
>>6182685
>>6182686
You are way out of your depth.

You have no idea what ZZ was thinking, sending you off on your own. Or, well, not on your OWN, really. In charge of a squad. That’s worse! You don’t remember shit about how to lead a team, and ever since becoming the you you are today, ‘Carazzi’ has been a follower. You sponge the emotions of others, match their frequency, and thrive best under discipline!

(But then again… You HAVE been kind of doing your own thing lately, haven’t you? Pursuing instruction from Maladoo and the Nothic, looking for love, taking on a new shape of your own invention…)

There’s still the matter of the orcs, though. They all defer to Xoldur, more or less. Even Murbal looks first to him at every new turn or obstacle, though she just as often laughs or groans when he makes suggestions, and turns the other way. The others, though—Dura and Oodagh—they follow him first and foremost. You’d sort of hoped HE would in turn defer to, like, Aarre or Taito or someone, but Xoldur has done no such thing; rather, with his stature a sure-footed speed born of a childhood amongst these same hills, he takes the lead.

What will you do?
>Defer to Xoldur as well—the man has a plan, evidently, and you just need to make sure him and that Delevr doohickey get there in one piece
>Try to stir shit up—get the other guys to take charge!
>Ask Murbal why she even follows her brother, if she doesn’t respect him? Seems weird, no matter their cultural whateveritis
>No, no, NO. ZZ put You in charge of Green Team, and you’re gonna BE in charge!
>Write-in
>>
>>6182698
>No, no, NO. ZZ put You in charge of Green Team, and you’re gonna BE in charge!
we balls for a reason (probably ?)
>>
>>6182698
>Defer to Xoldur as well—the man has a plan, evidently, and you just need to make sure him and that Delevr doohickey get there in one piece

I don't think leading teams is, like, our strongsuit. Maybe just be his advisor on what we're actually doing and how to do it. Making suggestions, you know, that stuff
>>
>>6182698
>No, no, NO. ZZ put You in charge of Green Team, and you’re gonna BE in charge!
ZZ trusts us, and I trust ZZ’s judgment. Simple as.
>>
>>6182702
>>6182747
>>6182801
[Alright, locked and writing!]
>>
>>6182662
Gambate RQM.
>>
Rolled 18 (1d20)

>>6183009
[Thanks!]

>>6183003
When Green Team reaches the pinnacle of the hill, and Xoldur begins to grunt orders, gesturing with axe and with stiff motions of his chin and head. Murbal snaps back at him in the orcs’ harsh tongue, and places her hands behind her head in a stretching yawn of disinterest, but the other two members of the axe-wielding translator’s tribe begin to follow this unintelligible-to-you instruction. You just frown at first, but things come to a head when he switches to Common, and begins directing the Delvers, too.

“We check for trap, danger. Then, dig.”

“Dig?” Taito asks, twiddling his curly mustachio. “But the machine isn’t even—”

“Waste time, use ‘muh-sheen’,” Xoldur states. “If thing here, dig. Find. Faster. Better.”

What really chaps your ass is when Taito and his cousin shrug, and begin fishing out equipment for excavation. Unable to hold back, you say:

“Uh, ‘scuse me?”

Xoldur pointedly ignores you. His eyes dart your way momentarily, and then he makes a show of turning his head. You sense reticence to confront you or to force his will on you, but also irritation and displeasure at your defiance. Splitting the difference, he opts to pretend it isn’t happening, so he need not ‘discipline’ you nor defer.

(Well, tough titties, greyface!)

“I said,” you snarl, “‘scuse me, but who put you in charge?”

Xoldur’s brow creases slightly as he’s forced to acknowledge your persistence, if only because the others have stopped to turn and observe the altercation.

“Chief sent me. Makes me leader.”

“The chief ain’t—”

You stop yourself. The Chief of the Steelwood Orcs, Xoldur’s father Xorok, is technically considered master and de facto owner of whatever territory he and his admittedly-miniscule warband can defend, including these hills… And you, while you operate amongst them. That’s the arrangement on paper—or, well, it would be, if orcs used quill and parchment—in order to appease the orcs’ cultural norms and avoid conflict.

(But damn it all… ZZ put YOU in charge!)

“The chief said yer here ta help us, translate for us… Not boss us. That’s ZZ’s gig.”

“No,” Xoldur states plainly, without menace or malice even as he squares up with you. “Is bald dwarf, male.”

You squint. Can he be this stupid? This blind? Surely not.

“Zith-Zi split the teams, agve us our marchin’ orders. Come on, you were THERE!”

“Bald dwarf tell pink sma dyr she can talk with big, loud voice. Fine. Is… Good voice.”

(…Huh? Is that a little smile? And that pulse of amusement… Affection?)

“Not make female leader,” he continues placidly, his tone explanatory. “Not make YOU leader.”
>>
Rolled 10 (1d100)

>>6183036
>>6183036
You bristle at this, LITERALLY even. Xoldur’s yellow-brown eyes widene and his strong brow arches as your hair raises on your head, fluffing out. You feel the fine little elfy-hairs on your shapeshifted arms do likewise, less visible, and you bare your flattened, prettified teeth as you would your natural maw of jagged fangs and orcine tusks. Without meaning to do so, you feel your shape begin to shift slightly within the confines of your monk hoodie, filling out the oversized garment with broadening, squaring shoulders. Your chest recedes slightly, and as you straighten your slightly-bowed back, you gain an inch or two or height. Your jaw clicks and crunches as you grind your teeth, taking on a bit more broadness and sharpness in form.

“-I- make me leader, little man.”

When you speak, your voice is deeper—not a baritone, but distinctly more masculine than it was a moment ago, at least as deep as Svanhilda Pearl’s had been to shout over the noise of rigging and lapping water on Sunset Lake. It’s deeper than ZZ’s, but no less loud, and nearly as commanding. Your three-pronged fishing spear’s angle shifts, sharp-end facing forward and angled such that it liens up with Xoldur’s throat.

Cara-Zi’s identity shifts slightly more masculine as a result of this choice, as well as more independent and less conciliatory.

>18

CZ wins a basic untrained Intimidate check, requiring no further confrontation.

“Hmm.” Xoldur lifts his axe, and you grip your spear tighter, but instead of attacking he simply sues it as an especially-reckless backscratcher. “Thought you gru.”

You sense nervousness as his posture turns softer, and his attention shifts to his tribesmen (well, tribesman, and two tribeswomen) and he says:

“Kigiji ni ku olk ij gru.”
>>
>>6183044
You wish you’d retained Zith-Zi’s memory of other tongues, to know what exactly he said. Only one of Dura’s eyes is visible through her mop of hair, but it turns to you with a sudden confusion. Murbal clucks her tongue and says something back, provoking a brief, growled argument between the chieftain’s two children. Whatever THAT’s about, it comes to an end quickly—Oodagh seems to accept the mysterious pronouncement turning around and awaiting further instruction—from you, not from Xoldur. A moment later, Murbal does likewise.

“So… We can stop digging?” asks Aarre, though neither gnome had truly started.

“Uh, yeah, fer now,” you say in your newly-husky voice, suddenly disoriented to find yourself ACTUALLY in charge. “Still not a bad idea ta patrol a little while the Delvers set up the machine, though. So… uh… Do what Xoldur was thinking, I guess? I… Approve his order.”

Xoldur sighs softly, a hiss between his fangs tusks through slightly-parted lips, and his head hangs slightly as he leaves his ‘command post’ atop the hill, to join his clanmates in executing the order that you—not he—now issue. Your heart is hammering and skin tingling at the sensation of all this attention on you.

(You think you could get used to THIS…)

You stay atop the hill, guarding the gnomish Delvers and helping Dura to keep the three-headed chimera with which she has been charged calm, and to feed it without being bitten. You catch the dour she-orc stealing glances at you, keenly aware of your change. She lacks the desire or ability to ask about it, though, and you are content to brush the bound beast and to hum little song, which Dura haltingly mimics in a much quieter, surprisingly soft accompaniment.

No spies are spotted, nor do attackers appear to be repelled. Oodagh returns with a bunch of promising sticks and stones, of which he seems inordinately proud, and begins working them the moment you give him leave to do so; he chips rocks at strategic angled, sharpens them on still others, and uses them to strip off extraneous branches and smooth down knurls as he makes to replace spears broken in the recent Ettercap attack. Murbal, more practically, returns with a mountain-antelope for dinner, its neck broken harshly as if by—just hazarding a guess—a mighty blow with a masterwork steel shield, like the polished-still-tarnished one Murbal carries everywhere as her signature implement of violence.

Xoldur returns empty-handed, and quietly—unhappily—settles into camp to gaze off at the setting sun.
>>
>>6183069
“Uh, bad news, gang…”

>10

You all turn to face Aarre, as Taito continues to labour over their strange configuration of posts, wires, and a the single central console with its moving charcoal-tipped needle sketching wavy and spiky liens upon grid0lined parchment.

“No megastructure,” the bearded gnome concludes, while his fancier cousin gives the seismographic survey device an annoyed thump. “This hill’s just a hill.”

You resist the urge to keen in dismay at your failure—ANOTHER failure, in a string of them!—and instead you maintain a masculine aura of stoic acceptance.

“Well, shit happens,” you say. “Let’s set up the torch, huh?”

That was the plan, when Teams Red and green went their separate ways: that when your survey concluded, and night fell, you’d light one torch for a failure, and two for a success. If a hill turned up results, you’d regroup there; if neither did, you’d meet at Zith-Zi and Copperbelt’s hill. As such, Oodagh converts one half-formed spear into a torch with a bit of fat rom the butchered antelope, and Aarre and Taito light it up. You all turn to the other hill across the way, slightly higher than yours, waiting for the reply…

You wait…

…And wait…

And wait.

>1 (>>6182685)

“No fire,” Murbal brilliantly observes.

“No SHIT,” you snap back, and resist the urge to apologize—you’re the Boss around here, after all!

(But she’s right… No fire. Not one torch. Not two torches. NO torches. That… Seems bad.)

What will you do?
>Hold your position
>Hurry over to Red Team
>Send a smaller party or individual [who?] while the rest stay put
>Try to extend your supernatural senses, to see if you can detect any abnormalities
> Write-in
>>
>>6182698
>No, no, NO. ZZ put You in charge of Green Team, and you’re gonna BE in charge!
Maybe we’ll like it more than following
Worth a shot
>>
>>6183092
[Little late there, anon, but I think you got the result you wanted.]
>>
>>6183072
>>Try to extend your supernatural senses, to see if you can detect any abnormalities
Worst decision but "that'swhatmycharacterwoulddo", go!:
>>
>>6183072
>Hurry over to Red Team

I mean, our hill is a dud, so we're going over there anyways
>>
>>6183072
>Hurry over to Red Team
We've already come under assault once
>>
Rolled 17, 4, 16, 4, 6, 11, 8, 7, 16, 18, 13, 3 = 123 (12d20)

>>6183153
>>6183142
>>6183118
“We have to get over there,” you say.

Immediately, there is a cacophony of confusion from the rest of green team—or, well, Aarre and Taito. But two gnomes are a commotion all their own.

“What’s going on? We need to at least pack up the equipment.”

“Shouldn’t we just stay here until we know—”

“I said—” you begin to snarl, but then stop at the familiar feeling your lower jaw just beyond mere masculinity for a moment, and willing it back before your tusks can elongate and emerge.

“I said,” you try again, “We’re meeting up with red Team.”

To your surprise, it’s Xoldur who stands up and speaks over the next round of objections:

“Leader speak, you listen. GO!”

He roars the last word, and the gnomes yelp and jump to it. Following Xoldur’s lead, Murbal further bullies them inti expediency. Dura keeps the chimera calm, looking between you and the cheiftain’s son questioningly. You shoot Xoldur your own curious look, but he’s already turned away from you with a sniff of disgust—disgust you sense lies more with himself than with you. You have no time to parse that strangeness, though. You turn instead to Red Team’s mountain, and your better half, your sister.

“Hang on, ZZ…”



4 sets of 3d20...
>>
Rolled 1, 5, 1 = 7 (3d8)

>>6183324
Selecting targets...
>>
Rolled 9, 1, 3 = 13 (3d10)

>>6183326
Rolling damage...
>>
Rolled 2 (1d6)

>>6183329
Belated roll for ZZ's natural healing
>>
>>6183324
>>6183326
>>6183329
>>6183349


You never saw the attack coming, though perhaps you might have if you’d had that three-headed chimera, or simply been more vigilant. Then again, perhaps not. You’d been expecting more scuttling little sword-stilted spider-babies, not… THIS.

You’d reached the hill without difficulty, seeing only local fauna amidst the flora; some were strange and foreign, like spiral-horned antelope, big-nosed sheep, or colourful squirrel-looking rodentine pests, but none struck you or your party’s resident Feycraft-practicing goat-girl as dangerous. Maybe you’d let your guard down when you reached the rounded peak of the hillock, believing that you’d see any attack coming—this one barely even had any trees to hide enemies, after all, so close to the top. Copperbelt and Meadowgrass had even regarded this as a promising sign:

“If plant-life won’t grow here, perhaps it’s the metamaterials of the megastructure leaching it not the topsoil, attesting to its location?”

“The hubris of urban peoples poisoning Mother Earth,” Khorine had spat, only to protests and swat at your hand as you ruffled her hair more aggressively. “Hey, my braids!”

You hadn’t even had time to begin deploying the Delvers’ device, however, when the attack came. Yeb-Uit and An-Yii had been hovering a ways away from the technical team, chattering in Goblintongue. You lack your sister’s obsession with eavesdropping, but even so you’d thought to join them, if only to touch base and keep up morale. They’d quieted as you approached, which you’d initially misunderstood:

“Pfft, what? You gosspin’ ‘bout the Boss? Look, if you got shit ta say, ya’ can say it ta my face, you no-good, green-skinned, lily-livered—”

“Boss,” Yeb had interrupted, with a strange tone to his voice that gave you pause, and pointed down. “What is that?”

You followed his finger, but you honestly couldn’t have answered him. At first it looked like… What, a wagon-wheel, loose from your carriage? But now… It looked wrong, and it was rolling the wrong way… Rolling Uphill. But that wasn’t possible! Only when it caught the gleam of the sun did you recognize the ‘wheel’ for what it was: two old shields, strapped together, with bulging black eyes peering out from the space between, while spindly limbs slapped the ground with unnatural force to propel it upwards.

“Oh shit! Yeb, fuckin’ MOVE!”

You had barely had time to give the old goblin archer a hard, two-handed shove before the wheel crashed into you. You heard An-Yii scream swears of her own in a mix of Goblin and Common, but the impact to your head and neck had been tremendous, bowling you over and knocking the light from your eyes and the sense from your skill.

Yeb-Uit takes 1 damage; he has 19/20 HP left.
Zith-Zi takes 9 damage; she has 16/30 HP left
>>
>>6183355
Still injured from your last encounter, you found your wounds reopened by being bounced along the bare turf of the rocky hilltop, and new ones opened beside. You were barely able to get to your feet by the time three more of the whirligig wheels—each with some hateful little creature within—came roaring up the hill and crash-landed in your camp.. With another battering into you and nearly knocking you off your feet for a second time in as many moments.

Zith-Zi takes 3 damage; she has 13/30 HP left

You recognized the hateful eyes of the beings between the shield making up those rolling wheels, but once they opened up to reveal their contents, there was no mistaking them: more of the Ettercap’s creations, its ‘foundlings’ as CZ had said the fairy fuck called them. They had the same purple hue, and the same fairy-black eyes that Tips once had, after absorbing the energies of another Unseelie. They are all arm, withs quat little bodies and tiny monkey-feet clutching at the inside of the shields, which have been rigged up to spin freely upon crude spokes. If you hadn’t suspected their origins initially, the sight of more ‘foundlings’ of the spindlier, sword-armed sword started crawling up the hill from the forest below…

And then a presence entered your minds—all your minds, at once, you suspect.

“Found you, little things! I knew you would be rooting through the soil of these hills, where your Darkling friend was. But it seems I have not found it, no no. I have found… Something far more delicious.”

What did you do, then?
>Rallied your forces to fight, and to defend this spot
>Escaped the hill, abandoning the equipment and carriage
>Attempted to negotiate
>Tried to bait the Ettercap out, to blast it with magic
>Write-in
>>
>>6183357
>Rallied your forces to fight, and to defend this spot
man, what a silver lining
>>
>>6183357
>Rallied your forces to fight, and to defend this spot
They got one hell of an opening salvo on us, but there's only three of them right?
>>
>>6183357
>Rallied your forces to fight, and to defend this spot
>>
>>6183357
>Rallied your forces to fight, and to defend this spot
>>
>>6183410
>>6183425
>>6183545
>>6183567
[Alright, locked and writing! May be a bit, as I'm also doing chores and such.]
>>
>>6183425
[Oh, and there's four of the shield-wheel 'foundlings', many (unknown number) of the smaller, sword-limbed foundlings you encountered before... And, possibly, the Ettercap itself. You don't know.]
>>
Rolled 20, 12 = 32 (2d20)

>>6183939
>>6183941
Taking off down the hill and into the Steelwood isn’t going to do anything but split your already-fractional forces and get you captured in unfamiliar terrain—after all, you sent all the natives off with CZ, so apart from Copperbelt’s centuries-old map, you’ve got no clue where you’re going, while the Ettercap and its ilk live around here.

(Not to mention that without the seismo-whatever, you have no idea how to find the buried dungeon…)

“Places, everyone!” you shout. “Show’s about to start!”

Your disorganized fighting force rallies as best it can. You draw your blade—your best bet at beating back the tide, since your magic’s been a bit of a mess, untrained as it is. Your real strength, though, is your command: between your affinity for your team and your general attitude, you manage to lend legitimacy to your battle-cry, and restore confidence in your force’s crumbling morale. You’re already near enough to An-Yii to lend her your protection, and Yeb-Uit has his bow ready and an arrow in hand, fumbling to notch and fire. Copperbelt, though still bandaged-up with An-Yii’s yellowish gauze as a result of the last attack, has his traditional dwarven pick-axe –pick on one side, axe on other—ready to protect his investment. Sternstone, too, is grumbling about the stupidity of your plan and the folly of remaining here, but he isn’t running—the whinging must just be habit. Meadowgrass is scrambling to strap on his anti-shock gauntlet, so he can wield his magically-charged technological marvel with maximum effect and minimal risk—possibly your best bet at dealing with the Ettercap itself, if its hows its no-doubt-ugly mug.

croooaaak

“I didn’t forget ya, Hershy, doncha’ worry,” you say, scratching the little chimera-drake under his white-feathered chin.

Of course, that still leaves your all-too-vulnerable noncombatants: An-Yii, Cherry, and (to a lesser extent) Khorine.
>>
Rolled 1 + 8 (1d8 + 8)

>>6183953
Two of the shield-wheel foundlings advance upon you, swinging their shields like cudgels. They remind you a bit of Murbal in that way, but they lack her practiced fluidity or savage brutality: they’re small, spindly, awkward things. Strong, though; as you step back and dodge one blow, the shield sinks deep into the ground, its cracking along a line of rust as it embeds itself in the turf.

“Heh. Fuckin’ idiot.”

As the foundling tries to free its weapon following its foolish flailing, you kick it in its dumb, ovoid face. The purplish mutant stumbles back from its shield, wobbly from the impact. Its strange mouth opens, but before it can spew stick slime at you or whatever-the-fuck it plans to do, you lunge forwards, split point of your scimitar striking in a scything upward cut aiming for the thing’s throat. . Disoriented and perhaps a little dimwitted to begin with, it doesn’t even think to raise its remaining shield to block you…
>>
Rolled 7, 17, 6, 9, 9, 20, 4 = 72 (7d20)

>>6183954
20 to hit: Critical success! On full die of weapon damage (1d8 scimitar) plus a roll.
Rolled 1 for damage: 9 total. Instant kill! Bonus: one other enemy delayed in attack this turn!


You’ll never know WHAT its plan was, if it even had one, nor will the freaky foundling ever have a chance to plan anything again: rather than stick sludge, what sluices out of its lengthwise-open mouth is purple-red blood. So, too, out of its wide-open throat below, pouring down its chest to a dripping bib of off-colour effluent. It gurgles helplessly, but you spare it no sympathy and pay it no further heed, as its companion is already two steps closer—you kick the dying one into its approach ally, staggering it back and delaying it a precious instant.

“What’s the plan?” Yeb-Uit asks, close at your side.

“This is the most defensible spot we’re gonna get,” you reply. “We ain’t losin’ it.”

Yeb grunts, but nods. You can see it in his tense limbs—the goblin’s natural urge to cut and run, to find an out and take it. But he stays with you, and with An-Yii, who doesn’t even bother with bravado as she cowers behind the pair of you.

“We oughtta hole up in the wagon, then, like those gnomey shits did last time,” she whispers urgently.

Yeb makes a tut of displeasure at that notion, but doesn’t offer his own. You glance at the wagon, in the midst of the fray. It’s without horses, being a sort of powered contraption that—while it cannot move itself, can help offset the weight and allow someone reasonably strong to pull it along… And downhill, especially it can pretty much propel itself.

Allied attacks...
>>
Rolled 5 (1d8)

>>6183960
>>
Rolled 3 + 6 (1d6 + 6)

>>6183960
>>
>>6183960
>>6183961
>>6183962
As you’re considering your options, one of the other shield-roller speeds by, its wobbling course careening towards that very same wagon. Luckily, Copperbelt steps forwards with a roar that reminds you he only LOOKS old thanks to his balding pate. The Delver boss wings it with a blow from he pick end of his ancestral axe, puncturing the shield and sending it skittering sideways, tumbling helpless downhill until it caches itself. The injured attacker hurls one shield away, shrieking and sputtering with rage as it clambers uphill on all fours.

Copperbelt rolled 17, and dealt 5 damage, but the rusted shield absorbed the first blow!

You’re so surprised (even impressed) by the merchant-adventurer’s display that you nearly miss the spider-fairy freak you staggered lunging towards to batter you with both shields. Luckily, someone else was paying attention—

thwekk

—and Yeb-Uit’s arrow strikes it squarely between the eyes, ending it in an instant.
Yeb-Uit rolled a critical hit, dealing 9 dmaage for an instant kill!

Still, there are two of these shield-wielding whirligigs left, an unknown number of their little siblings, and their monstrous progenitor may well be lurking nearby—immune to all attacks save magical ones, if Khorine’s to be believed.

You will face and additional 2d6+2 foundlings in one round

What will you do?
>An-Yii’s plan is your best bet. Everyone load up and get in the wagon, then push it downhill!
>That’s reckless and dangerous… Just hold steady here.
>You need to get to Khorine, and get her to cast a spell to protect you all… Maybe <Entangle>, to stem the tide?
>Write-in
[Specific tactics or orders ma well lower your DCs. Your party’s known stats are at >>6179738. In addition, you have the Delvers, whose specific statistical outlays are unknown, but whose weapons or abilities I can clarify if requested.]
>>
>>6183967
>You need to get to Khorine, and get her to cast a spell to protect you all… Maybe <Entangle>, to stem the tide?
we managed to halt the tide a little stopping the wheelers, so let's go for this. if push comes to shove we can try the prismatic ray (3rd times's the charm)
>>
>>6183967
>>You need to get to Khorine, and get her to cast a spell to protect you all… Maybe <Entangle>, to stem the tide?
>>
>>6183967
>An-Yii’s plan is your best bet. Everyone load up and get in the wagon, then push it downhill!
Sounds fun
>>
>>6183967
>Write-in
Get in the wagon, but don't push it downhill. Just use it for cover, like the Delvers did before
>>
>>6183992
>>6184002
>>6184006
>>6184060
[Given a close split, I'll leave this open for now.]
>>
>>6183992
>>6184002
>>6184006
>>6184060
>>6184086
[Rolling. 1 for slinging some spells, 2 for crowding into the carriage!]
>>
Rolled 1 (1d2)

>>6184741
D'oh
>>
Rolled 19, 17 = 36 (2d20)

>>6184743
>>6184741
You’ve been angsting over whether you went soft or not, but that isn’t it. You realize, now, that what’s happened is that you’ve simply become less goblin-y. While AN-Yii’s idea has an instinctive pull, it’s easier than ever to resist. Your fairy soul—a product of your nilbog transformation—pulls you in another direction, contrary to cowardice.

“You two get ta the wagon,” you tell your green-skinned regimenteers. “Don’t GO anywhere, though. Hunker down.”

“An’ you?” Yeb-Uit asks, in a remarkable show of consideration for one of your folk.

You grin and tap your nose.

“I got a plan.”

As the gobs make a break for the wagon, you dash nearly the opposite direction, to where the sole uninjured and un-killed whirly-wheel ‘caplet is careening towards Khorine. You pick up the pace, moving ass to intercept the attack upon the nearly-helpless little goat-girl…

Athletics roll! 2d20…
>>
Rolled 6, 12, 4, 9, 14, 19 = 64 (6d20)

>>6184747
And you crash into it in a shoulder-check that sends Hershy hissing and fluttering above you, but more importantly also sends the foundling toppling end-over-end towards the edge of the hill. Only at the last second does it break its fortified shield-shell to catch itself with its creepy claws.

19: SUCCESS!

croooaaak-kk-kk!

“Well fuckin’ pay attention, then!” you chastise your golden-feathered old friend, who vocalizes irritably and swoops around you in a circle, refusing to land. While he might not be feeling cuddly, though—

thump

—Khorine evidently is.

“Hey, kid, you okay?” you ask, worriedly. “You get clipped or some shit?”

The little faun’s head is pressed so firmly to your hip that you can feel her shake it by the way the blunt bits bash against your belt-buckle. It’s cute, but this is a battlefield—there’s not time for cutesy-woo trauma-responses here.

“Kid… Kid!”

You shove her away and give her a firm shake or two. You’re starting to consider a slap when she finally seems to snap back to herself, swallowing a sob and meeting your eyes.

“Sorry, I didn’t… I…”

“Can ya make some blights?”

“N-not without a ritual… And time to craft the body from l-living plants that can be—”

“How ‘bout Entangle, then?”

Khorine stares blankly.

“ENTANGLE, kid! Can. You. Cast. It?!”

Khorine frowns, brow creasing, and nods.

“I’ll need you to protect me.”

“Consider yerself covered. Just get this grass growin’, before my ASS is grass, get me?”

“…Not really,” she murmurs.

Before you can elucidate the ignorant little shit on the finer points of colourful slang, she starts working her magic. You turn to make good on your end of things, and the Unseelie sons-of-bitches clearly don’t mean to make it easy. The moment Khorine starts to murmur her fey incantations, they seem to detect the change in the air brought on by gathering arcana—at least, you ASUME that’s what turns their attention to you. Both the one you tackled and the one which Copperbelt crumpled advance on you, not rolling but loping and emitting gurgling, excited gibberish like a baby’s babbling if its mouth was full of angry insects.

“Anyone ever tell you guys yer fuckin’ disgustin’?” you ask. “’Cause you are… An’ I used ta be a fuckin’ GOBLIN.”

You shift your stance, ready to tank their blows and return them in kind…

Enemy rolls...
>>
Rolled 6 (1d8)

>>6184753
You sidestep the one you already knocked over once, kicking the offending uggoid a kick to the non-existent teeth. It staggers, its face bearing the muddy print of your boot, and you sneer smugly at it. The other, though, takes advantage to try to leap over you and right at distracted, spellcasting Khorine.

“Oh no you DON’T!”


Enemies’ highest rolls: 12, and 19. One hit!

You just barely managed to dodge INTO the attack—the opposite of your usual approach. Your only saving grace is that it isn’t traveling at the same breakneck speed it was when it was rolling.

(Still hurts like a bitch, though…)
>>
Rolled 9, 13 = 22 (2d20)

>>6184754

Your back hist the turf and knocks the wind from your lungs, while the back of your head practically cracks open on a rock. You start o swear, only for entirely new, higher-priority profanity to take its place as you’re raked by claws and bashed by a shield.

Zith-ZI takes 6 damage; 10/30 HP left


You hold your arms above your head to absorb and deflect the impacts where you can, and then kick the fucker up and off of you, before leaping upon it with your own blade…

Swordsmanship roll...
>>
Rolled 17, 7 = 24 (2d20)

>>6184755
Only to be deflected far more effectively in response, glancing off presentable shield. Both the unpleasant Unseelie freaks begin to approach for another go at you and the goat-girl, and you shake off your probable concussion as you prepare to meet them… Though you’d rather not.

“Anytime now, kid!”

“<ENTANGLE!>”

Khorine casts Entangle across a wide area, to stop multiple targets. This requires an upcast, costing 2 MP, and has a graduated DC of 15/17…

But thanks to ZZ’s personal oversight and aid, and Leadership, the DC is reduced to 11/13!
>>
>>6184756
Success against 11…
The Unseelie minions leap to smash or to shred, but they never get a chance: little weeds rise up from among the rocks, to catch them in mid-air. The spell does exactly what it says on the label, as it were: it <entangles? The shit out of ‘em! They squirm and wriggle , twitch and thrash, but it’s all for naught.

and success against 13!

That isn’t all, either: even your untrained mage eye can follow the ripple of reality as Khorine’s magical aura spreads outward, into the patchy grass further down the slop. There, the thin covering springs up, the grass’ blade far more literal swords. You see the blades of the Ettercap rush to meet them, strapped to more deranged and deformed little foundlings, but when they swing their rusty implements, the grass neither parried nor parts; rather, it ensnares and disarms, or bundles them up in balls of elongated leafy green.

“Did… Did I do it?” Khorine gasps, face clammy and pale.

“Fuck YEAH ya’ did it!” you cheer her, for you can’t help but lavish praise on anyone who so elegantly prevents you being swarmed and stabbed to death by quasi-demonic monster-toddlers. “Extra cud fer YOU, sheepy!”

“I’m not… That’s… Hey!”

You give Khorine a wink, and she bleats in quiet irritation as the rosiness returns to her cheeks, and the beastgirl regains some of her former self. Turning to the wagon, you see Sternstone and Cherry working to load up your equipment, while Sternstone and Yeb-Uit cover them; An-Yii is already inside, of course. You figure you’ll join them—the goblin medic’s healing kit sounds PRETTY good right about now.

“Kuku… How ironic… My little spiders, caught in YOUR web… Yes, yes, it is a poetic fate you spin for them…”

You wince as the voiceless voice invades your brain again, the sensation exacerbating your preexisting dizziness from all the knockings-about. Around you, everyone else reacts similarly, so you know you’re not going nuts: this is the Ettercap.
“For them,” ‘speaks’ the voice, “But not for me.

“Wait,” you growl, “what does it mean by—”

“<FREE MOVEMENT>”
>>
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>>6184781
The sun falls behind a nearby hill, casting you all into shadow. As it does so, you see a faint glimmer of fairy magic, not unlike that which accompanied Khorine’s casting. This time, it brings you no comfort, but a creeping dread, as the waving, wildly-alive grass and brachiating, belligerent bushes which Khorine provided to protect you part and bow before a new master: a huge, bloated thing, deeper purple than even a dark elf—and with a body that seems, if you had to guess, to have been shaped from elven clay in ancient days. Its breasts attest to a long-lost femininity, now hanging pendulous and empty. Its torso is emaciated and bloated at once, ribs visible yet stomach distended, almost translucent in the visibility of still-darker veins through pinkish skin. Its face has scattered eyes and eyelets, and what look like wounds or pustules from which more eyes might yet emerge. It has bushy, hairy pedipalps like a moustache, rubbing together in idle interest as those fully-formed eyes which dot its—her?—bald head survey the lot of you, from between long, thin-pointed eras like antennae. Its back hangs with an open cloak of what might be dead mosses and grasses, or again might be a mane of long, thin grey hairs.

Worst of all, for all the Ettercap’s oblong ugliness, it moves with immaculate grace, hovering through air, bare and bizarrely, OFFENSIVELY beautiful elfin feet never touching the Earth for more than a fleeting moment, and collecting no dust.

Everyone is breathless before it. YOU’RE breathless before it, for a moment. You’ve rarely seen its ilk, but your recognize it in the soul which Ezreal Mious (sometimes Van Houtzmann), scion of the Sylvan Realms, crafted for you five-or-so years ago:

THIS is a True Fey, an ageless immortal… A fallen and misshapen, yet still great and terrible, first-born child of the so-called Gods of Freedom.

“Hello there, little things.”

A scream rises in your throat, accompanied by vomit. Yous wallow both down, shake it off, and…
>Scream to the others to make a break for it—time to do An-Yii’s downhill wagon plan
>Magic time! Hit her with the <Prismatic Spray>!
>Sword! It’s sword-time! You’re better with swords! Everyone else, attack as well!
>Say ‘hello’ back, and…
>>Warn her that you know Tips, AKA Ezreal Mious van Houtzmann, AKA the badass mage who killed an Unseelie Queen
>>Extend greetings and salutations on behalf of The Dragon King of Bloodrise (who IS, after all, your half-brother)
>Write-in
>>
>>6184784
>Say ‘hello’ back, and extend greetings and salutations on behalf of The Dragon King of Bloodrise (who IS, after all, your half-brother)
bringing tips might make them want to kill us in revenge
>>
>>6184784
>>Say ‘hello’ back, and…
>>>Warn her that you know Tips, AKA Ezreal Mious van Houtzmann, AKA the badass mage who killed an Unseelie Queen
>>
>>6184784
>Say ‘hello’ back, and…
>>Warn her that you know Tips, AKA Ezreal Mious van Houtzmann, AKA the badass mage who killed an Unseelie Queen
The far more relevant known badass here
>>
>>6184857
>>6184953
>>6185058
[Locked and writing!]
>>
Rolled 1 (1d20)

“Hello yerself.”

You step forwards as you extend a greeting in kind. It geos against every instinct crawling just under your pink skin, but you force yourself forwards, ignoring the goblin within. No, it’s not your latent goblin nature—it’s simple self-preservation, common to all being. But what ELSE can you do? A True Fey’s supposedly unkillable without magic, and magic… It ain’t your strongest suit, as you’ve proven time and time again. You can either run—and run and run and RUN, hounded by this haggard hag for the entirety of your stay in this sadly Not godforsake country…

Or you can talk your way out of this.

“You are a bold little thing,” the Ettercap notes.

You squint at it/her. It’s tough to get the fairy-monster’s true measure. Something about the deformed demigod’s appearance distorts and warps your understanding of scale. It reminds you faintly of Cara-Zi’s aura of <Fear>, but it’s less an irrational emotion and more a trick of perception? Illusion magic, huh? Makes sense. But you know someone SHE might know, to… The one who gifted you this pretty, pink skin she’s making creep and crawl. Someone who’s magic is far more than mere illusion, or parting a bit of plant-life.

“Before ya do anything else to attack me ‘n mine, you oughtta know something.”

“Ought I?” The Ettercap makes a sound like a laugh, and its bloated belly does not shake, though its saggy skin and grey cloak of fur shift slightly. “But knowledge is so dangerous… So troublesome. Should I really?”

“Yeah, well… Whatever,” you say, the fairy’s stupid little word-games doing little to help your aching head. “You’ll wanna know THIS. If you mess with me, yer messing with a CLOSE personal friend of Tower Magus Ezreal Mious Van Houtzmann.”

That asymmetrical constellation of beady black eyes stares at you. The pedipalps rub against one another. The Ettercap says nothing as you place your hands on your hips and stick out your chest. AT first, you figure she’s intimidated, but after a while, you hear from behind you—from KHORINE, who seems well-versed in the sort of lore that passes n the wind by way of unseen sprites:

“Who?”

“You know, the ner—the BADASS Disciple of the True Fey who came outta the Sylvan Woods, became apprentice to the Archmage of the hawksong Mages’ Tower, traveled to the damn MON and back again…”

You pause for dramatic effect and pick a pair of eyes to meet from among the Ettercap’s upsetting collection.

“…And the guy who killed Queen Banelight.”

Well, THAT gets a reaction, at least.

ZZ has no ranks in Intimidation, Diplomacy, or anything else of that sort. Nobody else can really step in for a personal boast like this, either. 1d20, DC 16; reduced to 14 for speaking of things most people wouldn't know about, or would consider rumours, with confidence.
>>
Rolled 14, 4, 7, 3, 19 = 47 (5d20)

>>6185372
“…You know the one who slew Banelight?”

“Ah, so ya DID hear about that, all the way under whatever rotting log you were festerin’ under?”

“Knowledge… Knowledge of others, of their fates… Of friends, and of enemies… It is all so troublesome, so tricky. ”


You can’t help but feel a little smug, hearing that voiceless voice changing ‘tone’. This fat bitch is running scared, now—you can smell it!

“Bet yer regrettin’ yer little show of force now, huh?” you demand, grinning a wicked little grin. “Now that you know who you might be pissin’ off?”

“My foundlings and I were not attacking you, little thing… We were playing, only playing. Testing boundaries, as children do… Welcoming you, to our home.”

(Ooo, she’s fucking QUAKING! She’s TERRIFIED!)

“Uh huh?” you scoff, tilting your head back to look down your nose at her now. “Funny way to play. But tell ya’ what, I’m feelin’ magnami— Maganamim... I’m feelin’ generous. You lot piss off now, ‘n stay the FUCK away, an’ maybe do me ‘n my party a solid, an’ we’ll just—”

“But now I KNOW… And that is such a dangerous, difficult thing, knowing terrible truths… Now, knowing what I know, I must ACT accordingly.”

“…Y-yeah,” you falter a little. “That’s what I was saying. Now, you can—”

1: Critical Failure of negotiations.

“<Mass Hold Person>”
>>
>>6185372
>"it's time to put our best face to this boss"
>the dastardly nat 1:
>>
>>6185378
>>6185388
“Wait,” you start to say, “wh—”

You’re interrupted again, not by the Ettercap’s meandering musings about the perils of knowledge, nor by a pela for mercy, but by a powerful force which seizes invisibly upon you. Every muscle locks in place from your curling toes to your stone-still sword-rm, to even you half-open jaw and partly-puckered lips. Your eyes bulge, cruelly capable of flitting this way and that just as your mind can yet race, but the rets of you is stock still as an especially sexy and badass—but still helpless—statue.

19: success against your whole party.

You can hear soft groans and muffled wails of terror. From the corner of your eyes you can see that Khorine is similarly seized by the spell—by <Mass Hold Person>, apparently, which is just as literal as <entangle> and way harder to avoid or negate.

“<Dispel Magic>”

WAY harder, apparently, since the Ettercap quickly dispenses of the faun’s own magic just as easily as she strode through it herself. Only as her malformed little minions come marching through the drooping, shrinking sea of green that once shielded you do you realize that this dreadful fairy queen wasn’t bluffing: she WAS playing with you.

And now, she’s done.

“You wish to have more knowledge, yes? Knowledge of lost things, hidden things… Deep places, and dark. Yes?”

You cannot answer, not that you’re feeling very witty right now anyway, as she approaches you and extends too-long, overly-jointed fingers to squish your cheeks and stroke your hair, patting and prodding at you like a plaything… Or a choice piece of meat.

“I have good news for you, little thing… Very good.” The Ettercap laughs again, in your brain, a scratching feeling that claws at the inside of your skull despite being technically silent. “I don’t live under a rotting log, or in the heart of a forest, or in a <Demiplane> like my dear, departed sister, Banelight, and her little friends...”

She plucks you up, and you can’t do so much as struggle or scream as she places you inside your party’s own carriage, amidst the similarly still, panic-eyed Delvers, and goblins, and your collective accoutrements.

“I make my home in that same ancient place which your Darkling friend was trying to find. And you’ll get to see it, and to know it, first! Isn’t that exciting, little thing? Why… You might even find it starts to feel just like home…”

>>
>>6185393


By the time you and Green Team arrive on the scene… There is no scene. There’s also no Red Team… No Yeb-Uit or Copperbelt, no AnYii or Khorine. Not even little old Hershy!

“Wh-where’s Zith-Zi?” you murmur to yourself, feeling terror rising, threatening to swallow you up. “Where’s… The wagon? It’s… The wagon’s gotta’ be around here somewhere…”

But there’s nowhere you can hide wagon, is there? Or Martyn meadowgrass… Or your sister. Sister? No, YOU. The rest of YOU. Your other HALF! Where… Where is she?! Where are ALL of—

“Katu, zee. Druth ku zut katu.”

You turn to Dura, uncomprehending as the young orc witch gesture to some weeds. She shakes her witchy-stick at them, poking and lifting them a little, and looks to you again, as if hoping you’ll understand. You turn to Xoldur for aid.

“She say plant is bad. Magicked. Maybe curse?”

“Maybe?” you ask, voice hollow.

Xoldur shrugs, not quite an apology.

“I no ziran.”

Your fear starts to transform into annoyance, then anger. You’re a hair’s breadth from unleashing it upon the gangly translator when his sister, Murbal, speaks up as well.

“ Gijak,” she says.

“That mean—” Xoldur begins to translate, but there’s no need, because you see it too: darkening the ground in wet little spatters, staining the soil and sprinkling the weird, maybe-cursed plants.

“Blood,” you say weakly, tears forming in your eyes. “It means fuckin’ BLOOD.”

They were here. Your sister, Red team… They were all here, not too long ago. And now they’re not. And all they left… Was their blood.

What will you do?
>Track them down, now! Looks for clues, and follow whatever lead you find!
>Anything that could snatch up Red team is going to need a small army to save them from… Or to avenge them. Luckily, the Steelwood Orcs are sort of a small army, right?
>You’re way out of your depth… You need the aid of some sort of greater power, even if that means the Dark Gods.
>If this was the Ettercap, it’s a fairy… Maybe it’s time to go talk to the Steelwood’s elven residents, and plead for their assistance?
>Write-in
>>
>>6185388
>>6185393
and the unseelie get's a 19. fuck us.
>>6185395
>Track them down, now! Looks for clues, and follow whatever lead you find!
I don't see how we could get the other orcs to help us nor how we could safely recruit an elven helper
>>
>>6185395
>You’re way out of your depth… You need the aid of some sort of greater power, even if that means the Dark Gods.
Haha, we are finding out that high death rate of adventuring first hand here
>>
>>6185395
>>Track them down, now! Looks for clues, and follow whatever lead you find!
>>
>>6185395
>Track them down, now! Looks for clues, and follow whatever lead you find!
>>
Rolled 4, 11 = 15 (2d20)

>>6185524
>>6185513
>>6185422
>>6185410
“We have to find them!” you wail. “Everyone, look fer… Fer clues! Tracks, blood-trails… Whatever!”

A chorus of agreement rings out, albeit with varying levels of enthusiasm and understanding; Xoldur does his best to make up for the latter. In truth, though, you are at a disadvantage here: you have only what tracking ability you’ve gleaned from your expeditions with Yeb-Uit, and both those hunts ended in abject failure. The three-headed chimera currently in Dura’s custody would no doubt be a great help… If it were tame, or at least not busy looking for any opportunity to escape. Maybe if Khorine had been with your team to handle the animal…

(No, no! Focus, CZ!)

You need to do what you can with the skills you DO possess! While fairy magic isn’t your forte, your occult abilities could be useful here, maybe?

Rolling Survival, +1 die for Occultism; DC 16
>>
>>6185911
Sunset turns to night, and your field of vision shrinks and becomes ever-less-colourful as your monochromatic darkvision begisn to filter your search. You’d curse it, but without at least this goblinoid gift, you’d be seeing even LESS than you already are…

4, 11: Failure!


…which isn’t a whole Hell of a lot. You can see clear signs of chaos—a battle upon the hill—and that magic was manifested and spells have affected the weird plants which Dura pointed out earlier You can even sort of, KIND of, guess at the spells involved: Khorine probably cast one of her woodsy-witch thingies to make the plants wig out and wave around, or maybe she made herself a new twig blight to replace that bramble-patch soldier that got smashed up the day before.

“Found shield,” Murbal says, giving a rusty, cracked round-shield of (if you had to guess) human make a kick. “Shit. Not worth keep.”

Yous quint at it anyway, hoping for another trace to manifest and to lead you to your missing sister and the other members of the Monstrous Regiment—and Martyn!—but there’s nothing there. Murbal is right: it’s shit. Justa rusty old antique, damaged and abandoned in the fight.

“This isn’t good,” Aarre says—and ahs BEEN saying epridoically, to your growing annoyance, every few minuets or so.

“We should leave,” Taito mutters. “We… We should go… This is bad, bad…”

Sma dyr weak. Scared. “ This is Murbal’s diagnosis of the gnomes. “Murbal no scared. Murbal kill Et-Tur-Cap, easy.”

“Lat saib olk drepa nalkra lat saib olk gimb,” replies her brother in a droll tone, making his sister growl like an animal and launch herself at him in a narrowly-avoided attack.

“Duty is warn chief,” Xoldur notes stoically. “Danger to orc. Need move.”

“Daka ma?! laments Oodagh, and you can see the other orcs are similarly unenthused about the prospect of uprooting their lan’s camp.

“We’re NOT leavin’ them,” you snap.

Xoldur opens his mouth to object, but something in your eyes—or in your aura—must give him pause. He shrugs.

“Learn more first, tell chief more,” he says, making an excuse to obey. “He decide if move, or fight.”

Right now you’re struggling to even figure out where to START ‘learning more’, though. How are you supposed to convince the orcs—let alone ELVES—to aid you? ZZ was the party’s face, not you! She was the pretty one, the smart one, the charismatic one… All the GOOD parts of the original Zith-Zi. You’re just… What was left.

You feel terribly, painfully alone…
>>
>>6185933
Something brushes your arm. You flinch, calming down when you see it’s Dura, regarding you with vague concern, while her ashen fingers graze your arm. Normally this would get you a little hot-and-bothered, this casual physical contact implying emotional intimacy… But not here, and now.

(Helps screw your head back on straight, though…)

“Aight,” you say, “think, think, THINK… The Ettercap knows what I knew, for what good it’ll do it. it knows we were lookin’ for that mega-whatever… The dungeon, ya’ know!”

Only Aarre and Taito nod—the orcs just stare at you blankly, apart from Oodagh, who has started whittling some small sculpture and isn’t even pretending to listen. It doesn’t matter, though: this is mostly for your benefit.

“It seemed interested in us bein’ here… An’ I bet it’s what nabbed Red Team, bet yer fuckin’ ass… So maybe it felt threatened? Like… Maybe, knowin’ we were lookin’ fer the dnegon upset it, ‘cause it wants that fer itself?”

“Let it keep the blasted thing!” Taito retorts.

“No, shut up, that’s not… Ugh, I almost had it!” You rub your temples and squeeze your eyes shut. “If we find the dungeon… Maybe we’ll find the Ettercap, an’ ZZ an’ Martyn too?”

“Cara, with all respect, that’s a lot of ‘maybe’,” Aarre tries—and fails, obviously—to reason with you.

“You shove it, too, pointy-hat!” you shout. “I don’t hear YOU tossin’ out any ideas, HUH?!”

Aarre is cowed, falling back a step as you stab your fishing-spear at the empty air between the two of you. Xoldur raises his eyebrows, though if you intuit the emotions coming off of him correctly, her approves of this method of maintaining order. Must be proper orcy, in his estimation. You take that as a sign to simmer down a little.

“I’m only trying to say that if we can’t find the megastructure… Or if you’re wrong… We’ll be sitting ducks, if the Ettercap, or WHATEVER got them, comes for us, next.”

(Well, THAT’s a notion… Maybe you COULD just use yourselves as bait, instead?)

What will you do?
>Keep looking for the buried ruin of the megastructure, as you have been
>Use yourselves as bait, milling about conspicuously and such, and set up an ambush
>Petition aid from someone [who? what kind of aid?]
>Hey, wait a minute, wasn’t there something you learned during this trip that could come in handy here? [secret ‘right answer’ that expedites the process, hinted at in previous thread…]
>Write-in
>>
>>6185934
From the story Martin told about the ettercap, it should be close to the near east and considering the thing likes to larp as an spider and rapt children and little folk, we could go for what would be an ideal nest in that location
>>
>>6185934
>>6185934
>>Hey, wait a minute, wasn’t there something you learned during this trip that could come in handy here? [secret ‘right answer’ that expedites the process, hinted at in previous thread…]
The rusty shield : is that looking like one of the weapon of our group?
Else, it might be a ruin indicating the dungeon is RIGHT BENEATH OUR FEETS
>>
>>6185934
>Keep looking for the buried ruin of the megastructure, as you have been

Why?! Why my you test my poor reading comprehension? Only thing I remember about the Ettercap is that it lives in deep forests and dark places, so I guess look for a densely forested hill to check next
>>
[One quick hint: the secret solution is more about locating the dungeon than the Ettercap.]
>>
Maybe we sucked and it was at boarfight?
>>
>>6185934
>Keep looking for the buried ruin of the megastructure, as you have been
Can’t pull up previous thread right now :(
>>
>>6186106
It isn’t that Dwarven style is blocky and inorganic, and that we’re looking for a hill that’s squarish right?
>>
>>6186108
Maybe...Or Other stuff Martyn said?

>>6186246
That makes sense. Did he say anything else about the ancient dwarves, or the boar, or that magic thing it found?
>>
>>6186205
>Can’t pull up previous thread right now :(
here https://suptg.thisisnotatrueending.com/qstarchive/2024/6159283
>>
>>6185972
>>6186052
>>6186085
>>6186205
>>6186246
>>6186255
[No one found 'the secret', but I'll incorporate your ideas and efforts.]
>>
>>6186515
You can’t just stand around waiting, HOPING to be attacked… And to survive an attack by a force which snatched up your sister and her companions so swiftly and utterly. Besides, you’ve already wasted hours searching for non-existent tracks or trails!

Your first failure means that you cannot intercept the Ettercap before she spirits Red team to the dungeon’s depths.

You need something more… A better plan, a well-informed strategy! But, well, you’re YOU. You’re not stupid, but you know your limitations. You struggle to focus,a nd to think clearly, espeiclaly when emotional or…

<WANT: 17>

…’hungry’. Nevertheless, the others are counting on you, so yo try your hardest, and do your best!

“That shield… The shitty one!”

Murbal looks at you strangely, and with a kick she flips the shield into her hand and stares at it in deep focus.

“Yeah!” you enthuse. “Is that one of our party’s shields?”

“Hff. Naog.” Meaning ‘no’—damnit! “Human. From here.”

(Huh. It DOES kind of resemble a crummier, older version of the one Murbal’s toting around… Didn’t ZZ mention her being half-human? Must be a hand-me-down.)

“O-okay,” you press on, abandoning that line of reasoning and skipping swiftly to the next one. “Well, Martyn said that the Ettercap lives east’ve here, I think… or was it west?”

“West human,” Xoldur provides. “East elf, and orc,a nd goblin, and other human… Far, squinty eyes, yellow skin. Small.”

“Y-yeah! An’ little humies, an’ gobs, an’ elves… That’s all the kinda’ shit this Ettercap likes ta snatch up, right?”

“‘Shit’ like us,” Taito laments, head in his hands as Aarre pats his back soothingly.

You don’t let tis get you down, though. If your theory is right, and you’re PRETTY sure it is, you ought to head eastward bound and down, down this hill and up another. But what KIND of hill? All of ‘em look so fucking ALIKE! It’s like a finding a one undiseased prick in a goblin gangbang—or, uh, a needle in a haystack, you guess?—but with miles and miles and MIELS of ground to cover!

“Well fairies like forests, even evil ones,” you reason aloud. “So we should find one that’s all leafy ‘n green… An’ I think I ‘member Martyn sayin’ that dwarves build their shit all blocky, right?”

The others shrug, Oodagh holds up his little sculpture, which Dura smiles and quietly laughs at. You glare at the little effigy of the three-headed chimera, and throw a rock at the young orc warrior.

“Stop distractin’ me!”

No… You’re sure of it! If you wind your way eastward and focus on hills that are densely-wooded and maybe a little blockier than usual—or with signs of squared-off stones, maybe?—you’ll find your friends, and your missing piece.

You have to.
>>
Rolled 20, 12 = 32 (2d20)

>>6186520
Another roll, DC 13 or your three well-remembered particulars. Failure means consequences, though...
>>
>>6186520
>>6186521
It’s not easy work, nor fast. Driven by a new urgency, and harried by fear of falling to the same fell fate as your friends, you and Green team travel quickly, but it IS still many, many miles of uneven turf to trod. At every promising hillock, you stop and search, though you dismiss many more out of hand past on your new criteria. This is good, because every time you try one, Aarre and Taito set up their nerd-rig to scan the subterranean realm for signs of a submerges structure—the dungeon, now made a more LITERAL sort of dungeon, as a prison to Red Team.

(How long until the Ettercap and its foundlings kill them? Or eat them? Or… Oh shit, would they turn them into more of those THINGS, into ADDITIONAL foundling-fodder? Would you arrive just in time to discover them all purple and spidery and… No! NonononoN—)

“Uh… Cara?”

Dura nudges you, and you register the voice of… One of the gnomes. Aarre, you think? Yeah, the slightly-less-flighty one, with the beard! You look up from where you’re squatted, clutching your knees and whisper-screaming into the earth. With exhaustion-stung eyes, you see something unfamiliar on his face, intermingling with the fear: hope. You automatically match his emotion as you rapidly rise, and stagger towards him.

“Is it…?”

He nods, His eyes are brighter than they have been for the last few days, but his face is yet grimly-set, and you can taste the internal incongruity wafting ff him on the air.

“It’s not this hill.” He points past you, and you follow his finger to a slightly-lower neighbour to your present hilltop rest-stop, nestled between higher, slightly-pointier peaks like a baby antelope or horse amongst its elders. “It’s in perpetual shadow from all sides… Shielded from weather. Even without the seismological survey, it’s well-situated, protected from nature. And the hills around it… Their mineral composition isn’t entirely natural. Rather than multiple layers, it’s all rather uniform in randomness, with arbitrary pockets of density… Grown, rather than deposited. Constructed, in other words.”

You barely register the gnome’s dorky droning; he lacks Martyn Meadowgrass’ tonal changes, or the poetry of his voice. You’re heart and soul are fixated upon this lower—and, indeed, ever-so-slightly SQUARER mound, girded by a little glade of creepy-looking trees, growing short and stunted in the dim, dank, dirty darkness. They shine faintly in your second-sight, and the reflected, dimmed sun of early evening casts them in oranges and purples that make them seem more otherworldly.

(Well, fuck them trees—YOU’RE otherworldly, too!!)
>>
>>6186531
It IS late, though, and everyone has been run ragged. The orcs show it the least, of course, and would never admit it, but the gnomes are skinny, and scared, running on fumes and jumping at shadows. You feel it, too…

<WANT: 18>

…Among other feelings.

(You wish you supplies for a picnic… But then again, maybe this ain’t the best time? Better to celebrate AFTER you save the others…)

What will you do?
>Charge in now—you can waste no more time!
>Wait until daybreak, and then go in at first light.
>Make more preparations before you descend upon the dungeon-cairn, though it means leaving your friends longer…

Regardless of which option you choose, vote in the next two votes, as well. If option 2 wins (“first light”), only the camp activity will go ahead. If option 3 wins (“make more preparations”), the daytime activity will go ahead. If option 1 wins, neither will, morale will drop a stage and there will be a roll to see if anyone suffers exhaustion penalties, but there will be less chance of a terrible fate befalling members of Red Team.

Camp Activity:
>Brew potions with Dura
(increases bond, adds some more healing or buffing options, upgrade your synergy)
>Practice sparring with Murbal, and quiz her a bit about that shield
(raise your melee stats a little, learn about her)
>Talk to Xoldur about those weird feelings he’s been having, and make sure you’re on the same page
(raise your social stats a little, learn a bit about him)
>Apologize to Oodagh for throwing that rock at him, and see what he’s whittling
(improves morale a little bit more, and learn about him)
>Force yourself to focus on that nerd-lingo the gnoems are shooting back and forth
(more dungeon-lore, chance to pick up on some Delevr/Treasuretrove secrets)
>Try to scout ahead [specify if you bring anyone]
>Sate <WANT> with someone [specify who; compatible with other options]
>Seclude yourself, and reach out to something Beyond… [specify if you reach out to The Nothic or The Knight]
(gain a spell or ability, probably at a price)
>Write-in

Daytime Activity:
>Go hunting and scouting by day
(less ‘intimate’ opportunity to sate <WANT without social consequence, safer scouting opportunity)
>Pay a visit to the nearby elves to see what they know about the place, and maybe to get aid or equipment [specify if you bring anyone]
(can gain additional party members, equipment, lore)
>Attempt to commune with, and better tame, the three-headed chimera
(???)
>Write-in
>>
>>6186532
>Charge in now—you can waste no more time!

>Force yourself to focus on that nerd-lingo the gnoems are shooting back and forth
>Pay a visit to the nearby elves to see what they know about the place, and maybe to get aid or equipment [specify if you bring anyone]
Taito maybe
>>
>>6186515
No real opinion on the current strategy vote, but I would have appreciated a notice that I was barking up the wrong tree with >>6186246.

>>6186532
>Charge in now—you can waste no more time!

>Practice sparring with Murbal, and quiz her a bit about that shield

>Attempt to commune with, and better tame, the three-headed chimera
>>
>>6186570
> I would have appreciated a notice
[Sorry anon, I was busy at work. By the time I could have replied, it was time to update.]
>>
>>6186532
>Charge in now—you can waste no more time!

Camp
>Seclude yourself, and reach out to something Beyond… [The Nothic]

Daytime
>Attempt to commune with, and better tame, the three-headed chimera
>>
>>6186532
>Wait until daybreak, and then go in at first light.

>Talk to Xoldur about those weird feelings he’s been having, and make sure you’re on the same page

>Pay a visit to the nearby elves to see what they know about the place, and maybe to get aid or equipment (Taito)
>>
>>6186532
>>Charge in now—you can waste no more time!
>Force yourself to focus on that nerd-lingo the gnoems are shooting back and forth
>Sate <WANT> with someone [Murbal but non sexually if possible]
>Attempt to commune with, and better tame, the three-headed chimera
>>
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Rolled 12, 1, 20, 11, 13, 8, 15, 20, 15, 8 = 123 (10d20)

>>6186674
>>6186623
>>6186592
>>6186570
>>6186539
[Well nevermind the activities, we're rushing in where angels fear to tread!]
Rolling against exhaustion for: CZ, Nermal, Xoldur, Murbal, Oodagh, Dura, Aarre, Taito. 1d20 each, except for those with Athleticism (2d20 each for them); DC 15, or 13 for orcs and half-orcs due to natural hardiness, 14 for CZ due to Survival
>>
Rolled 84 (1d100)

>>6187103
You spend a few minuets debating internally as to how to proceed. There’s wisdom in taking some time to rest and to prepare—you KNOW that. You’ve DNE that before such dungeons, in the past, when youw here whole…

But you’re NOT whole. The other half of you is already IN there, being maimed or murdered or mutated or something even WORSE that you’re too scatterbrained to stupid to even THINK of, and you NEED HER BACK NOW!

“We’re going in,” you declare, in a tone that brooks no argument—not that the orcs, at least, are likely to argue with such an order.

CZ and Taito fail their stamina rolls, and suffer exhaustion. Their rolls have +1 DC until their next long rest, and -1 to the DC of rolls against them.

You find yourself regretting your own order far faster than expected, but you press on. Through the weird woods, you take step after step, you feet feeling heavier with every footfall. Yet you do not stop.

crooooaaa-oooaa-oooak…

Poor Nermal’s feeling it worst of all, which makes sense. Amphibious though they are, dragging themself across dry land must be way worse for them. Being underwater had made you feel all floaty and light; to an aquatic entity born and raised on Sunset Lake like your eyeless, tentacle-faced cave-drake familiar, the land must add an extra fifty pounds of pressure.

Nermal critically fails, and suffers double the usual exhaustion penalty until the next long rest.

“Sorry little guy,” you tell the drake (who’s actually a bit bigger than you). “It’s for ZZ though… And hershy!”

You’d almost swear bringing up the much smaller, fluffier chimeric drake companion of your better half only makes Nermal LESS enthusiastic. Huh. They must not get along great…
>>
>>6187106
When you reach the valley below, you see that the weirdness of the trees is no illusion of the light—or, at least, not a MUNDANE one. Rather than merely weird, it’s wyrd down here, as in MAGIC-weird. A tingly field of mystical distortion transfigures the light of first sun,a nd then moon, into a kaleidoscopic nightmare. The glow is dimmer, tinted green and purple and orange, and almost seems INVERTED in some peculiar fashion: shadows look like patches of glowing light, while that which ought to be illuminated is made dark and dusky. Grey-faced orcs are green as goblin; pinkish gnomes (and you, in matching hue) are turned a bruised-and-battered purple that uncomfortably evokes the faces of the Ettercap’s foundlings.

“Kigiji ku ij zut kona. Ij kona ro zut jigi.”

“Yeah,” you agree with Dura, or at least with her tone of voice. “Creepy shit…”

Honestly, it would bother you a lot less if you were horny-hangry, dog-tired, and fearful for ZZ and eh rest of Red Team. This not-quiet-Dark magic is a little ‘off’, like swimming through smoky air or peering into the magic mirrors in that funhouse you (well, Zith-Zi) visited that one time in Hawksong, but you’re a little wyrd yourself and you have a goblin’s native spell resistance: you can cope. Under other circumstances, you might even be intrigued by the strange sponginess of the living-though-rotted trunks, the curious recursive curling of the branches, or the dry, flaky leaves with their spiderweb veins that almost seem to pump with a pulse.

The others, orcs ESPECIALLY this time, are more put off by it all.

Ee-ee-Yoooowwww-kk!

All of ‘em jump when the three-headed chimera howls, and you, Oodagh, and Dura rapidly grab hold of its many mouths to hold them shut. After hearing about how it tipped off ZZ to the first Ettercap attack, though, none of you dismiss it out of hand, but rather immediately cast about for the source of this latest upset. It doesn’t take long, either: as you turn your collective attention towards the foot of the squarish dungeon-cairn, your long ears hear the flutter-flap of leather, and you dark-adapted eyes spy signs of movement amidst the somewhat-denser foliage foliage, amidst a misty murk that spreads out like miasma from the barrow’s base. Squinting with your second sight, you can faintly make out the silhouette of what look like large bats, or maybe drakes.

“Friends of yers?” you joke, but Nermal’s quiet hiss is far from mirthful.
>>
>>6187118
“Aren’t large bats supposed to be frugivores?” Taito whispers hopefully.

“Froo… Gi…”

“Fruit-eaters,” Aarre helpfully supplies Murbal, who grunts in response as if disappointed, and lowers her shield slightly.

“Hey, yeah, I think I even see th’ fruit,” you realize, eyes widening as you also detect: “An’ it’s magic! Magic fruit!”

“Shh!” the gnomes admonish you, and you wince.

Peering closer, you can even see that the strange bats are indeed clustered around the trees bearing the fat, juicy-looking (and lightly luminescent, to your arcane eye) fruits. It seems to you that this little grove is more like a cultivate orchard... A well-stocked larder, though positioned like a moat around the base of the dungeon's 'castle',

What will you do?

>Proceed normally [fastest]
>Send in some scouts to get a closer look while the others hang back [who]
>Try to sneak through at a slower, quieter pace, to avoid detection
>Try to collect some fruit
>Try to capture a bat
>Write-in [encouraged]
>>
>>6187120
>Send in some scouts to get a closer look while the others hang back
the 2 with highest speed
>>
>>6187120
>Proceed normally [fastest]
Might not be another realm but I’m betting we still need to follow dark fae DON’T EAT THE FOOD rules
>>
>>6187120
>Proceed normally [fastest]

I don't think the outside of the dungeon is all that safe, so maybe everyone should stick together.
>>
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>>6187306
>>6187244
>>6187150
“We keep goin’,” you decide. “No more wastin’ time.”

Aarre and especially Taito—who’s looking nearly as winded as you, if not more so—groan softly at this. The orcs have no such issue, though, and Murbal in particular quickly moves to the head of the formation with a flash of ivory teeth. Xoldur falls in behind her, axe in hand, and you take a deep breath and hurry to scurry into place behind them, with all the others forming up behind you in a cluster.

As you advance into the grove, the air thickens with the strange scent of the strange fruits hanging from the trees—unplaceable, unusual, like sweetness with a bitter-sour tang of something metallic. The soft glow of their uncanny energies casts an eerie un-light on the twisting branches that curl like the tendrils of some ancient, curling centipede. Each step on the soft earth beneath you releases a faint, musty aroma that mingles with the fruity scent, creating a heady cocktail that makes your senses swim.

“There is NO chance this place is safe,” Taito mumbles. “There MUST to be a catch.”

“Just keep your wits about you, and do NOT eat any fruit,” Aarre cautions his cousin—and, by proxy, the rest of you.

“What, you figure it’s poison?” you ask.

“Worse,” he answers grimly, “fairy magic. Some fairy-foods have magical effects… And here, in this place, I SERIOUSLY doubt they are likely to be positive.”

At least Taito seems to be correct—the fluttering of wings remains clustered among the upper echelons of this creepy, cultivated patch of wood. These bats-or-drakes-or-whatever must really be ‘frugivores’! They glide here and there, casting brief shadows-of-light in this inverted night, but they never draw near enough o give you a good look them.

squisch

You wince as you feel wetness seeping through your simple leather shoes, wetness crawling in between the two toes of your hoof-like paws, which still resist efforts to shift their shape. You look down, and see one of the fruits of the trees, dim and dead of life and of magic, lying rotten beneath your tread. You pull back you foot and start to wipe it off on the nearby leaf-litter, thinking little of it. When you look up, though, everyone is staring down where you just stepped, looking queasy—even the orcs.

“What?” you demand. “What’s the big fuckin’—Oh.”
>>
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>>6187506
Though its is somewhat squashed, and tinted blue by the eerie fairy-light field surrounding the dungeon-mound, you recognize the half-splatted shape of the fallen ‘fruit’ for what it is: a bruised and broken HEART, like that of a goblin, elf or orc, lying discarded upon the ground, to rot and go soft. Its internal architecture looks alien—or at least somewhat more vegetative—yet as you sniff the air anew, the stronger odour of this spoiled ‘fruit’ confirms your suspicion: the metallic undercurrent in the air is that of iron. The juice is a syrupy-sweet sort of blood.

“Aw shit,” you hiss.

You aren’t the only one to notice the strong scent produced by the pulped produce. The bats-or-drakes native to this grove gather in greater numbers above you. Unlike any bats or drakes you know of, they seem capable of hovering in place, or at least bobbing up and down in open air without much forward, backward, or sideways movement. And they do so. One, two, three, four… More. Too many more. Their wingspan is wider across than your won arms, in many cases, and their black, bulging eyes reflect the blue of the fruit… And then, as they turn upon you and yours, the green of the inverted orcs, and the purple of you and the gnomes. You see the creatures’ faces for the first time: not cute and furry like a flying fox, nor weird and lumpy as with some bats, nor broad and dopily toad-like as with drakes. Instead, they are tipped with a long, thin needle of a beaks, extending outwards and narrowing into a proboscis that reminds you of this hummingbird Tips brought back from the moon.

Somehow, you doubt these are for nectar. Rather, they are for piercing, and sucking dry, the ‘hearts’ which bloom like berries here.

And they’re staring, you realize, right between your tits.

Through your ribs.

At the ‘fruit’ inside you.
>“Move move move! RUN!”
>“Brace for impact! We’re under attack!”
>“We need to act fast! Follow my lead…” [write-in another strategy; write-ins get reduced DCs]
>>
>>6187508
Uh
Uh
Uh
Take cover under the fruit tree? Hopefully they'll go for the easy out in the open hearts over the hearts that will get them killed
>>
>>6187612
>+1
>>
Rolled 3, 18, 19, 11, 6, 16, 9, 13, 1, 4 = 100 (10d20)

>>6187612
>>6187660
(Uh. Uh. Uh! Uh???)

“Take cover under the trees!”

It’s the first thing you think of, and the ONLY plan you can come up with on such short notice. Your reasoning—your hope—is that these spear-faced leather-winged bird-bat THINGS will became distracted by the easy-to-access heart-shaped fruits, and prefer them to the ones pumping in yours and your allies’ chests, beneath a bunch of pain-in-the-ass-to-puncture ribs. It makes sense, right?

(R-right?)
>>
>>6187750
The others follow your command. Well, you think so. You bolt, and the others chase after you in same direction. It could well be that their own inherent sense of self-preservation has simply led them to the same conclusion as you.

Unfortunately, it seems easy pickings of same old gory foodstuffs are less interesting to the winged horrors hereabouts than moving targets. The monsters fold in their wings and, like a hail of arrows, they drop in arcing descent, aimed at your defenceless backs…

3d20 for CZ (Stealth + Survival); 19 vs DC 15, success!
1d20 everyone else…
Nermal; 11 vs DC 16, failure
Xoldur; 6 vs DC 14, failure
Murbal; 16 cs DC 14, success!
Oodagh; 9 vs. DC 14, failure
Dura; 13 vs. DC 14, failure
Aarre; 1 vs. CD 14, critical failure
Taito; 4 vs. D15, failure


The trees serve some purpose, at least: their recursing bramble of branches shield some of you—yourself and Murbal, really, who alone is able to keep up with your early lead—from the hail of nightmares. As you both turn to see how the others are faring, though, it isn’t good. Aarre, in particular, has slipped and tripped upon another fallen heart-fruit. Seeing him scramble, covered in (fake?) blood and screaming like a little girl while his cousin cries out to him while indecisively scampering forward and back, between cover and recovering his relative, it would be almost amusing… You know, if, uh, you were a bad person. And if Dura, tugging along the struggling three-headed chimera, wasn’t in the very same situation.

You succeeded by two degrees of graduated success, so you can choose one of the following options
>Run back to retrieve up to two allies, sparing them the incoming attack [specify whom]
>Stay hidden and attack from cover when the monsters land and begin to feed [advantage to next attack, one extra d20 and reduced DC]
>Press on with just Murbal, and hope (some?) of the others survive and catch up once you’re clear of the heart-suckers’ territory
>Write-in [make it count]
>>
>>6187763
>Run back to retrieve up to two allies, sparing them the incoming attack [Aarre & Dura]
>>
>>6187763
>Run back to retrieve up to two allies, sparing them the incoming attack [specify whom]
Aarre and Taito. They're less durable than orcs
>>
>>6187763
>Run back to retrieve up to two allies, sparing them the incoming attack [specify whom]
Crit-Fail Aarre and Nermal
>>
Rolled 3 (1d3)

>>6187799
>>6187825
>>6187909
[Writing soon.]
>>
Rolled 5, 1, 3, 17, 19, 15, 16, 10, 1, 8 = 95 (10d20)

>>6188109
Well, you need to save the gnomes, obviously. Aarre in particular, prone upon the ground and quiet possibly with twisted ankle, is a sitting duck; his rescue is of paramount importance if he’s not going to get sucked dry like a—

<WANT: 18>

(No, bad CZ!)

—like a bottle of rice-wine in a Wasteland bandit-camp. But Taito… Well, he’s on his feet, isn’t he? And it’s not ONLY gnomes at risk here. Dura’s distracted by the (admittedly useful) beast with which you and ZZ have saddled her. But above all others, one individual (or pair of individuals, sort of?) stands out to you: Nermal. The overgrown cave-drake is exhausted and sluggish from all this hiking, out of their element. They’re almost as much of a sitting duck as Aarre, and more directly your responsibility: they’re your ‘familiar’, after all, a fellow hermaphroditic child of occult powers, left in your care by your mutual benefactor in the dark.

So it is hat you rush back into the fray, past startled Taito, just long enough to scoop up his cousin and to shove an ornery, croaking Nermal along to the safety of the denser vegetation. Taito watches dumbfounded as you hustle back past him, but you spare him no second glance, and only two words:

“RUN, stupid!”

And run he does, though only after a delay, and not quite so swiftly as your little legs and thumping heart carry you, buoyed by the vague extrasensory sensation of thirsty little spirits, housed in fairy-twisted flesh, hurtling ever closer…

2d20 each against: CZ, Xoldur, Taito (DC 16 due to armour), Oodagh (DC 15), Dura (DC 13/15)
>>
Rolled 1, 5, 4 + 4 = 14 (3d8 + 4)

>>6188126
The flap of loose leather is joined by a keening whistle as the living missiles plummet towards your hearts. You take advantage of your admittedly-imprecise understanding of their approximate distance to deftly dodge, swinging your fishing-spear to bat away one which threatens your amphibious friend; even failing to skewer it, its blunt end proves more than sufficient to adjust its course and sent it pinwheeling face-first into the trunk of a nearby tree, where the needle-nosed asshole remains fixed in place, too dazed to do more than weakly flail its forelimbs and flap its two pairs of wings in uncoordinated order.

Yous pare a fearful glance towards Dura and her own chimeric charge, and are both startled and relieved to see that she is quickly at your side. The orc-girl brushes some of her shaggy, tassled hair from her face and graces you with a small, grim smile. She nods to the chimera behind her, whose mouth-binding brindles have remained fixed… Save one, which having slipped loose, allowed it to snatch her pursuer from empty air and to chomp down upon it with fatal violence. You surprise the loosed head by tousling its fur; it drops its predator-turned-prey, and you and Dura quickly join forces to restore its bindings before it can turn those quick-snap jaws upon either of you, or sue them to free its other aspects.

Unfortunately, not all your allies are so skilled, or so lucky, as this…

Special Ability: the stirges' initial attack, if it hits, deals their usual 1d8 damage plus 4
>>
>>6188131
Xoldur takes 5 damage; 30/35 HP left
Taito takes 9 damage; 1/10 HP left
Oodagh takes 8 damage; 17/25 HP left


A cacophony of simultaneous screams erupt from those who remain exposed, unable to reach cover in time. Xoldur takes the least serious wound, by your quick-and-dirty analysis: between his hide-and-leather armour and his orcish toughness, and by way of quick thinking and unlucky angle, he is able to ensure his pursuer buries its proboscis only in one of his meaty and muscular shoulder-blades. He stays on his feet, barely even flinching, and soon enough he’s at your side, where his sister puts aside their mutual animosity to slam her shield down upon his half-embedded attacker with the force only those of orcish ancestry can bring to bear.

Oodagh is an orc, too, of course—orcier even than Murbal or Xoldur—but he’s young, unseasoned, and slow in more ways than one. He catches a sab square in the back and is knocked face-first into the turf, his spear tumbling from his hands. He reaches behind his hunched back to bat at the bat-winged belligerent, but to little luck. He roars war-cries and rolls around, but it remains, stuck firm by its beak, and begins to feed.

And then there’s—

“Taito!”

You can hardly blame Aarre for crying out for his cousin, though you block his efforts to limp back into the danger which you have only just barely spared him. Taito, exhausted already and delayed in his escape, now lays splayed upon his back on the technicolour forest floor, with a spear-like face plunged into his sternum and drinking deep of his lifeblood. He fumbles with his dagger, but his stabbing is limp-wristed from shock and bloodloss... And he's only losing more and more blood, judging by the rhythmic throbbing of his attacker's abdomen, as it swells with the gnomish technician's leeched life.

“W-we have… We have to help…”

“No.”

All faces turn to Xoldur, who is grimacing as he rolls his injured shoudler.

Sma dyr is weak. Dead.” The Steelwood tribe’s diplomat pronounces Taito’s fate thus, and turns instead to the living. “Maybe save Oodagh. Maybe not.”

“You vicious brute! You… You vile savage! We are NOT leaving my cousin!” Aarre spits. “And you… You’d leave your own kin?!”

“Maybe,” Xoldur says noncommittally, rolling his jutting jaw slightly as if chewing empty air in thought. His shadowed eyes drift to you as if awaiting your own input.

(Oh, shit, that’s EXACTLY what he’s doing. You’re still in-charge, ain’t ya’?)

>Try to save them both, though it risks your escape being cut off and having to engage in a full battle here
>Try to save Oodagh… But Taito is a lost cause, with how badly he’s been hurt
>This is the best chance you’re going to get to make an escape with minimal casualties… Move on
>Write-in
>>
>>6188164
>Try to save them both, though it risks your escape being cut off and having to engage in a full battle here
Delvers are gonna face a huge morale drop if we don't even try
Also it's kinda our fault, we just ran right by Taito to save Nermal instead
>>
[A friendly reminder to all anons: if you go for the save, writing in a plan of attack may get you a lower DC.]
>>
>>6188214
If we have any spare shit to throw over our torsos and guard our hearts the rescue team members should do that
>>
File: current inventory.png (3 KB, 119x225)
3 KB
3 KB PNG
>>6188261
[Current inventory, give or take stuff on Red Team's person.]
>>
>>6188164
>This is the best chance you’re going to get to make an escape with minimal casualties… Move on

At this pont, I don't really care about the Delvers and at no point did I care if the orcs lived or died. We have to keep going to save ZZ
>>
>>6188292
Alright, while most stay under the tree we and Murbal as light armor wearers go out and save our two stragglers. We'll take the blanket to cover Taito with and hide his heart.
>>
>>6188164
>Try to save them both, though it risks your escape being cut off and having to engage in a full battle here
going with >>6188380 plan
>>
>>6188164
>Try to save them both, though it risks your escape being cut off and having to engage in a full battle here
Most important thing is to kill the one draining Taito. Best way should be a thrown knife? Meanwhile, Murbal can run to him and get him out? While Xoldur and Dura get back in to extract their retarded brother-cousin?
>>
>>6188560
>>6188410
>>6188380
>>6188196
>>6188351
[Alright, locked and writing shortly!]
>>
Rolled 8 (1d20)

>>6189056
It’s not that you have any special attachment to Oodagh, nor Taito. You’d feel no loss if either the annoying gnome or the dimwitted orc died. You aren’t sure if that makes you a ‘bad person’, but you DO know it’s not because you’re a demon: it’s because you grew up a goblin. The orcs… the rocs, at least, would get it. Aarre wouldn’t, probably, but who fucking CARES about Aarre?

…Well, maybe ZZ would.

She recruited these guys, right? And if all the other Delvers die, Aarre and Taito are the only ones who’ll know what you did, and can sign off on your paycheque for this whole clusterfuck. And right now, about to delve into a dungeon and face down a scary fairy, you need every advantage you can get.

So… You guess you’ve got to save them both, or at least try.
>>
Rolled 4, 9, 14, 9, 7 = 43 (5d20)

>>6189071
8 or thrown dagger: miss!

You are perhaps a little overcautious in your effort to avoid impaling Taito—you goblin-knife sails clear over the peculiar parasitoid sucking up his life. Still, it’s enough to startle the creature, and it pulls its bloodied bill out from between his ribs to regard you warily. You swear aloud, but yank the blanket from your backpack and one of the larger serving dishes.

“I’ll get Taito,” you exclaim. “You save the retard!”

If any Steelwood Orc takes umbrage with your characterization of your kin, they don’t say so. Rather, Xoldur and Murbal leap forward. The male half-orc wields his crude axe in showy chops, meant as much tod rive off the hovering harriers as to do actual damage; when they swoop in to stab at Oodagh, or at either of the siblings, Murbal reflects them with her roundel and a roar.

You, meanwhile, do as you said you would: you scream fury and stab with your spear at the monster perched upon Taito’s limp form. The gnome’s paled is complexion warped to a shadowed, rotted-looking hue by the distorted and inverted illumination in this eerie environment; his eyes fluttering weakly and his quiet moan are the only indication he yet lives.

1d20 for CZ (DC 16->15, reduced for write-in), 1d20 for Xoldur (DC 15), 2d20 for Murbal's Shield-bash (DC 15), 1d20 for Murbal's Intimidate (DC 17, due to being outnumbered and on the back-foot)
>>
Rolled 6, 16 = 22 (2d20)

>>6189081
You noisy, flailing attempts to drive off the murderous menaces only seems to draw more of them to your patch of the grove. Youd rive the one off of Taito, but when you attempt to shield his heart and bundle his bleeding wound, you are interrupted again and again by both the beastly bird-thing already glutted on his blood, and still more who plainly covert your own thumping heart. You can barely afford to spare them a glance, but you can feel in a flood of feeling that the orcs are having just as little luck.

“Fuck!”

You narrowly avoid a one of the spear-faced sons-of-bitches sailing straight into your skull, and you can only impotently wave your three-pronged spear in response. With your other hand, you drag Taito back a few feet, before hastily dropping him again to dodge another attack.
>>
Rolled 3 (1d4)

>>6189089
>>
Rolled 2, 11, 10, 15, 18, 3 = 59 (6d20)

>>6189095
You are bowled over by the impact this time, knocked way from Taito. Yu grip the elongate head and fluffy, furry-feather nap of the freakish forest-critter’s neck to hold back a head that resembles more a mosquito than a bird, up close. It pushes forward, thin tongue extending to probe at your face in perhaps the least-pleasant tongue-kiss you’ve ever been party to; you keep your lips firmly shut, but your nostrils aren’t so lucky, and you yelp in disgusted and dismay.

(Is THIS seriously going to be how you die?!)

Suddenly, though, the thing attacking you twitches, it tongue withdrawing into its fused, permanently-protruding lips.

16: success!
3 damage: sufficient to incapacitate a strige!


You shove the nightmarish thing off of you and sit up, stunned to see AARRE of all people has stepped up to save you. He wiped some of the blue-glowing blood of the pestilent thing off on his pant leg, before wincing at the staining of his fabric. Before you can thank him OR make fun of him, he hands you your cruelly-curving, roughshod dagger, collected from where you threw it. You take it as you stand up, and exchange a nod, before you both move to retrieve his cousin, HOPEFULLY not as a corpse.

But, of course, the damned bat-squito bird BASTARDS won’t let you have him without a fight.

Enemy attacks...
>>
Rolled 2 (1d8)

>>6189099
>>
>>6189104
2, 11, 10…
Together, you and Aarre are able to guard one another against the swooping strikes of the heart-hunters, alerting one another to their efforts to attack from your blind-spots. Covering one another every step of the way, you grab Taito and, with greater speed than either of you could have managed alone, you drag him beneath the relative safety of the foliage. There, Dura beckons you to a particular dense and low-lying patch of brambles, overgrown across a toppled tree to form a sort of tunnel through the tangled trees.

15, 18, 3

The orcs eventually reach you as well, Oodagh is whimpering all the way loping almost ape-like and clawing at his bleeding back. Murbal cuffs him over the head and shoves him along, muttering hat you presume to be greyface curses. Though her armour and shield-skills have been sufficient to protect her from any harm, you see her brother has been worse for wear—his own armour has a hole punctured straight though it and into his chest, though by the amount of blood you gather it’s not deep enough to be overly worried about it; he certainly shows no visible concern, stubbornly stone-faced and unwilling to even discuss the damage.

Xoldur takes 2 damage: 28/35 HP left.

“We go,” he says.

“NOW we go,” Aarre says pointedly, holding his wobbly-kneed cousin aloft.

Xoldur doesn't rise to the bait, instead simply starting forward without apology nor complaint, as outwardly indifferent to this jibe as to the others, or to his injuries. It's honestly sort of impressive, but you guess that's a orc chieftain's son for you.

The eerie-voiceless sentries still swoop overhead, occasionally crashing down into the branches above to try to squirm through to wear you and the others slowly make your way. The three-headed chimera whined and struggles against Dura, desperate to be away from this place, and you can hardly blame it. You stroke Nermal idly whenever you stop for a moment, but you aren’t sure it brings either of you much comfort; the cave-drake is a familiar, but not a pet to appreciate such things, and you would rather Hershy’s comforting fluff to his slimy secretions.

(Beggers can’t be choosers, though…)

Eventually, you exit the other side of the ‘moat' of trees. There, you spy the base of the squared-off dungeon-cairn. Up-close, it really does show signs of having been constructed: it is curiously symmetrical once you work up the courage to leave the trees and approach it, and seems vaguely terraces in a rough-and-lumpy way, as if there is some form of step-pyrmaid beneath the soil.

(Which, like.. There probably is?)

You have successfully escaped the stirges, and reached the dungeon!
>>
>>6189123
Apart from its shape and Aarre-attested hollowness, however, it’s still just a hill. There’s no entrance, either dwarf-forged or natural cave, to wander on into.

(But, like… There’s GOTTA be, right?)

The stab-happy bat-bird-bugs don’t dare draw this close to the cairn, affording you and Green Team a moment of rest to collect yourself and plan your approach. You’re loathe to let a moment balloon into anything longer, though—every delay beneath danger to ZZ, to Hershy, to Martyn!

What will you do?
>Work with Dura to make a poultice to staunch someone’s bleeding [incurs a delay; 3d20 DC 13/15/17 to heal up to 3 people]
>Convince Murbal to share the potions on her belt with someone [much faster, heals 2d6 without a roll, uses some of your finite resources]
>Keep moving; healing can come later

How will you get into the dungeon?
>Try to use your magic-sense to scour the hill with Dura [3d20 DC 13/15; on a 13 or 14, incurs a delay, but you succeed; lower than that, you have a delay and make no progress]
>Have Aarre and Taito set up their seismological survey device and search [guaranteed success, guaranteed delay; if Taito isn’t healed, double the delay]
>Write-in

If you vote to heal anyone specify whom, in order of priority. As a reminder, Taito has 1/10 HP, Xoldur has 28/35, Oodagh has 17/25, and everyone else in Green Team is at full health. Nermal, CZ, and Taito are suffering exhaustion penalties.
>>
>Work with Dura to make a poultice to staunch someone’s bleeding [incurs a delay; 3d20 DC 13/15/17 to heal up to 3 people]
Taito, Xoldur, Oodagh
Hate any delays but hopefully a small break will help with the exhaustion too.

>Have Aarre and Taito set up their seismological survey device and search [guaranteed success, guaranteed delay; if Taito isn’t healed, double the delay]
Not trusting our rolls right now

I should also ask - people still die right at 0 or is there negative HP?
>>
>>6189244
[At 0 HP, if not rapidly healed, they must make a death save or perish. If the blow that knocks them below 0 is especially tremendous, NPCs can die instantly.]
>>
>>6189244
>+1
>>
>>6189127
>>Work with Dura to make a poultice to staunch someone’s bleeding [incurs a delay; 3d20 DC 13/15/17 to heal up to 3 people]
Taito, ZZ, Oodagh
>Have Aarre and Taito set up their seismological survey device and search [guaranteed success, guaranteed delay; if Taito isn’t healed, double the delay]
this will be the best use of our time
Get Orks on guard duty meanwhile
>>
Wait i'm retarded, ZZ is not there and CZ didn't took damages. Changing into Taito, Xoldur, Oodagh
>>
Rolled 15, 15, 18 = 48 (3d20)

>>6189412
>>6189299
>>6189244

Taking a brief resspite at the foot of the dungeon-cairn, you feel the weight of exhaustion pulling at your every muscle, and that gnawing hunger inside doesn’t help. The fight with those weird-ass bird-bat-fuckers has left everyone looking ragged, some worse than others; you’re honestly not sure Taito will survive without treatment of some sort. But there's no resting yet—not while ZZ is still in there.

When you look at Aarre and his injured cousin, an idea sparks. It's not ideal, and it sucks more than a gobtown whorehouse, but it’s a plan.

"Aarre. Set up yer seismo-doohickey. Find us a way in," you order. You intend your vocie to carry command, but even you hear the guttural rasp scuffing at the edges. Nermal croaks beside you, echoing your concern. It’s a weird comfort.

Aarre nods, supporting Taito who’s looking paler than the moon—though, granted, what moon you can see through the misty haze and distorted light is more like a half-disc of darkness, so it’s not a great point of comparison… ANYWAY, getting that machine up and running might take a bit, but it's better than stabbing around aimlessly.

In the meantime, you pull Dura aside. You might not have a proper healing kit, but you DO have a ziran, whatever the fuck that actually means, and you know firsthand that the orc witch knows her shit. You hope you’re right… And that this queer realm has something suitable for her purposes.

“Hey, Dura. We need a poultice or a patch or somethin'. Those heart-shaped fruits back there... They’re kinda’ magicky. Think you can brew up something from 'em?"

You communicate in Common and by way of rough gesture. Dura watches you with her big, confused—yet strangely alluring—eyes, but nods along. You THINK she gets it!
>>
Rolled 5, 4, 4 + 4 = 17 (3d8 + 4)

>>6189481
Xoldur comes with you, watching with dispassionate curiosity; his sister remains with the gnomes, playing guard-dog while Aarre erects the equipment. Together, you double-back to the edge of the grove, the orc axe-man keeping his eyes on the skies for signs of curious carnivores. You and Dura do the ‘woman’s work’, scooping up a few of those bizarre bleeding hearts which have spoiled and fallen to the forest floor. The sickly-sweet and metallic scent makes your nostrils scrunch up.

“Alright,” you mutter to Dura, “let’s make some magic, huh?”

You carry the crop back to base, and you spread out the Taito-stained blanket and the antique human cookware which you carried here from New Goblintown. Dura kneels down beside you, mumbling bits of the orcish tongue as you watch her mash the (false?) hearts into a pulpy mess. You raise your eyebrows much the mash resembles actual blood and guts, enough to make a more squeamish person gag. Not a gob, though, and not an orc. Dura is utterly unbothered; as she works the mess with her bare, bloody hands, she pulls out a pouch of herbs from her belt, and shakes out some dried, pre-prepared herbs such as those with which you two worked before in the Steelwood witch-hut.

“Uh, so... What's the plan, here?”

Dura looks up at you, gestures from the mush towards the others, and says:

“Zug tek zemar ro bur mikog kigija zemar.”

You blink at her, trying to parse out meaning from the scant context. She repeats herself, carefully enunciating the orc-tongued explanation, but you are left scratching your head. She seems to get that you don't completely follow along just based on the face you’re making, and so she holds up a yet-unpulped heart-fruit, and touches two fingers to it, before drawing them in an invisible like to—

“Eep!”

—to right against your left breast. She doesn’t grope you or nothing, which is both a disappointment and a relief with your <WANT> being what it is, but merely pushes down over your heart.
>>
>>6189509
You think you get it… It’s something about similarity. Dura goes on to hold up sprigs of each herb added to the mush-mash, speaking the orc name for it and gesturing to the limb or organ, on her or on you, that it’s meant to affect. As much as you were her teacher before, now it’s the young orc-woman who is all professorial even taking your hands in hers to help guide you in how to work the substance. At one point, she send you for extra ingredients: water from your canteen, since she is untrusting of the local sources and you’re wary about traveling too far from this apparent ‘safe zone’; also, oddly-enough, a hair plucked from each of those who will be healed by the mixture.

Xoldur stands watch nearby, casting the occasional glance your way when Dura makes an especially animated gesture, but mostly keeping his attention on the perimeter. He is blasé in proffering his muscly, bristle-haired arm to pluck one of his own hairs, clearly having been through this song-and-dance before. And when you’re done…

18, 15, 15: full success!

Dura’s potioncraft heals as much as An-Yii’s kit, 1d8+2, though it requires fresh local ingredients. Because you used magical ingredients, you heal an additional +2 points.


After the hard work is done, it’s a matter of smearing and massaging in the muck onto each afflicted individual. Xoldur presents his bare back, his mesomorphic frame nevertheless well-built with the hard and savage life of a raider. Oodagh’s own body is burlier, broad-framed and with a hump of muscle rather than the deformed hunch you had expected. Even Taito’s chest has a cute little tuft of fluff and supple smoothness to the skin around that big fuckin’ hole punched into her sternum.

Yeah… You leave most of this part to Dura, to stop yourself getting TOO excited.

Taito heals 9 HP, and Xoldur and Oodagh each heal 8 HP, bringing them up to full health!

You can’t argue with the results, though: once the mixture is applied and the blanket torn into crude bandages to hold the strange spread onto their skin, each of the men seems more lively. Though they bitched and moans about the strange sensation of the application, even Taito’s colour returns to his cheeks, and soon enough he’s hard at work with his cousin to uncover the entrance!

Two delays incurred here; three total
>>
>>6189523
“See this?” Taito asks you, gesturing at a sheet of parchment bearing a spiky-and-wavy series of charcoal liens, drawn by the Delver device. “This area here is denser than the surrounding soil or rock, but if we calibrate the seismographic survey machine to penetrate just a LITTLE deeper—”

“Yeah, right, penetration,” you mutter, nodding along.

Taito opens his mouth to say something, then closes it with a supressed sigh escaping his nostrils.

“It’s a hard patch, and behind it there’s a hallways or hollow area of some sort,” he clarifies. “In other words…”

“Dar,” supplies Xoldur, rising from where he was seated. “Door.”

“That’s… Actually right,” admits Aarre.

Together with the orcs (the gnomes, despite being allegedly descended from burrowing mammals made into little people, are ironically quite useless for this task) you use the freshly-cleaned cookware as crude shovels for scooping away soil from the spot which the Delvers point you towards. It’s hard work, made all the harder by how sorely overtaxed your muscles already are, but eventually you scrape smooth stone. You beckon Murbal over, and she gives the rock a hard hit with her shield, and you all listen closely to the resultant sound, which reverberates JUST right to let you know:

“Zhavar! Murbal announces with a tusky smirk, as if claiming credit for the find.

“Means… Empty, hollow,” Xoldur translates.

“It means,” you say, “we’re in.”

Well, that might be a SLIGHT overstatement. This is a dungeon-crawl, after all, which means a very real risk of traps. When you and your sister were one and the same, you were often an adventuring party’s default trap-handler. Part of that is because small-folk are sometimes safer to take point where traps might be calibrated to target taller, or heftier, individuals. Another aspect is your race’s inherent spell resistance: you can’t generally DO magic (nilbogs and demogoblins aside), but you also can sometimes negate or lessen its effects upon you. ZZ might have your old trapfinder with her—where-the-fuck she is—but YOU are the aspect of the original Zith-Zi that’s still housed in goblinflesh, and thus that resistance is still YOURS.

How will you approach the entrance, and proceed through the dungeon?
>You’ll take the lead, proceeding as swiftly as you safely can and tanking any traps you accidentally activate [Fast; CZ risk injury]
>You’ll have Aarre and Taito take point—they’re small, and also mechanically-inclined, so any technological traps are within their wheelhouse [Slow; lowest risk of injury to everyone]
>ZZ hired orc muscle for a reason, and you’re gonna use these goons to your full advantage: Oodagh can head up your procession, with Murbal and Xoldur close behind
>Write-in
>>
>>6189524
>ZZ hired orc muscle for a reason, and you’re gonna use these goons to your full advantage: Oodagh can head up your procession, with Murbal and Xoldur close behind
Meat shields
>>
>>6189523
>two delays incurred here; three total…
why 3 total ?
>>6189524
>ZZ hired orc muscle for a reason, and you’re gonna use these goons to your full advantage: Oodagh can head up your procession, with Murbal and Xoldur close behind
>>
>>6189647
>why 3 total ?
[The failure to find tracks and catch the Ettercap right after she kidnapped Red Team.]
>>
>>6189524
>You’ll take the lead, proceeding as swiftly as you safely can and tanking any traps you accidentally activate [Fast; CZ risk injury]
>>
>>6189523
I beg to differ : we healed Taito first so he can return to work with his cousin which set-up. Can we get half-a-delay to -delay refund?
>>
>>6189524
>>ZZ hired orc muscle for a reason, and you’re gonna use these goons to your full advantage: Oodagh can head up your procession, with Murbal and Xoldur close behind
>>
>>6189959
We failed the find check
We brewed healing potions
We deployed THE DEVICE
1+1+1 = 3
If we hadn’t healed Taito, deploying THE DEVICE would have been a double delay, so when those two were picked together healing was free time wise
>>
>>6189997
(don't use facts and logic, I'm trying to get us something better for our efforts)
>>
>>6190053
[Sorry, anon. But not all is lost yet!]

>>6189960
>>6189878
>>6189647
>>6189580
[I'll be posting after work. Meant to last night, but didn't have it in me.]
>>
>>6190053
Don’t bother the QM over illegitimate nonsense
>>
>>6190219
Hey, haggling QM/DM for more gibs is the backbone of every quest/rpg
>>
>>6190072
That's chill OP, you've been working really hard on this
>>
>>6190222
[It's okay, I know how the metagame is played.]

>>6190219
[Also appreciated, though.]

>>6190266
[Thanks, I try!]

>>6189580
>>6189647
>>6189878
>>6189960
[Locked and writing now.]
>>
Rolled 10, 20 = 30 (2d20)

>>6190496
You’re not the kind of gob who’s argue with Zee—after all, she’s sort of YOU, just without your brain all scrambled by amnesia and <WANT>! She specifically pciked the Steelwod orcs to be allies because they make mighty-good meat-shields, and you’re inclined to agree!

“Hey! Orcs, you lots should, uh…”

(Though maybe a SLIGHTLY more diplomatic-like pharsing might be smart?)

“…You should be the vanguard for us ‘small deer’.”

Murbal snorts.

Sma dyr,” corrects Xoldur. “This is good. We first, you follow.”

Murbal grabs Oodagh by the scruff like a naughty dog and drags him along, with her brother just a step behind them. Dura geos to join them, but you grab hold of her wrist. She looks back you questioningly, and you shake your head.

“Hang back here, huh?” you say. “‘C-cause of, like, the chimera? You gotta watch it, ‘member?”

She doesn’t understand your words, nor perhaps even your REAL reasons to keep the surprisingly-cute-for-an-orcish-[/ikhoblis healer out of harms way, but Dura intuits your instructions well enough. She remains towards the rear of the formation, with bandages-and-battered Taito, while you and Aarre form the filling of the adventurer sandwich. Before you can start your march, though, you need that dar opened… And anticipating what will inevitably come next, you hold the others back, and let the orcs finish removing the soil over the small, squarish slab of dtone which plugs the entrance to the dungeon.

“Tog!” bellows Xoldur.

“Nalkra prana kigija? Egor.

Xoldur huffs quietly at his sister’s snarky (if unintelligible-to-you) response. She and Oodagh follow his instruction, though, as he supervises their two-orc dead-lift of the door…
>>
>>6190512
…Only for the telltale ‘click’ which you expected to immediately ensue. You open your mouth to cry out in warning, but even your hazy memories of OG (original goblin) Zith-Zi’s adventures provide enough context to know I that whatever’s about to happen will be faster than you can prepare them for. True enough: a strange apparatus like a compact, over-engineered ballista pops up to fill the entrance. The warning click is followed immediately by a quiet hum of activating enchantments, and then a—

poof!

—like someone blowing out really hard. It all happens so fast you don’t even initially register that the projectile has been fired, until you see that Xoldur has slightly turned his body and whipped out his hand to—

20 for Athletics: Critical Success!

“Hooooly shiiiiiIIIT!”

—CATCH the damned thing in mid-air, snatching it with the casualness of a thrown ball.

“Thatw as so fuckin’ cool!” you gush, unable to help yourself (or to take proper precautions) as you rush up to meet him. “Did you fuckers SEE that shit??”

Murbal rolls her eyes and tuts while Oodagh claps. Even Aarre affords the orc a whistle. You, meanwhile, observe the missile that the half-orc proffers you. It is a solid steel shaft—or metal, anyway, not like You know what the alloy is or whatever-the-fuck—with a sharpened point. It’s machined so precisely as to be oily-smooth, implying magic manufacturing or truly-astounding craftsmanship.

“They say that the old dwarves had access to stuff we can only IMAGINE, even nowadays,” Taito says.

“Yeah, before goblins and orcs came along and overran them,” Aarre adds bluntly.

Xoldur regards him coolly, rolling his jaw again, and eventually concludes:

“Work harder. Not smarter.”

“It’s the other way around,” Aarre counters.

Xoldur raises an eyebrow, and notes: “Dwarf dungeon here, no dwarf. Orc? Orc still live here. Orc way right.”

Taito barks once in laughter, earning a glare from his cousin, but in the end neither gnome can really argue the point. You make no effort to do so. Your orcish vanguard, for their part, have already begun to squeeze through the low entrance and down the stairway. You stash the metal missile away, and coax Nermal to follow you down next; they put up no fight, seemingly keen to get back underground.
>>
>>6190525
Your darkvision kicks in immediately, casting the unexplored (except for the Ettercap and other Unseelie, you guess?) ruin into a faintly-fuzzy grey for several meters. It's a bit boring, but a welcome relief at this pointy from the funky, unnatural colours cast by the unwholesome, Unseelie aura above. You are surprised by how un-eroded the walls are, bearing signs of geometric patterns which are (or so Martyn Meadowgrass told you) characteristic of the sensibilities of the dwarven race. Many are directional lines, or arrow-like shapes; others are patterns of interlocking cubes, diamonds, or hexagons. The over all motif of them, though, at times comes together to resemble something like a great sunburst of sorts.

“…Huh.”

You trace your fingers over the inscrutable symbolism, unsure what it might mean. Or maybe the old-timey dwarves just thought it looked nice? It kind of does, so who are you to argue? Anyway, you ain’t a scholar, so better to focus on what you DO understand, sort of kind of: adventure!

Looking ahead, though, most of your vision is blocked by the orcs, of course, who proceed haltingly, with their fingers tracing the smooth stone to their side. They stumble where stairways crumble, and only belatedly do you recall that orcs are generally not possessed of your particular goblin faculties—nor, for that matter, are gnomes. Only YOU have Darkvision.

What will you do about that?
>Switch places, so you and eyeless Nermal serve as vanguard for a while
>Light a torch [full brightness, no penalties for anyone, but you’ll be more visible to whatever herein dwells]
>Light only a dim, smoky flame, and shield it so it produces only dim light [the gnomes will have partial penalties but everyone else will be able to see]
>Write-in

What is your plan for approaching the dungeon?
>A straight shot towards the deepest depths or biggest areas! That’s where the Ettercap will be dwelling, no doubt!
>Check every side-passage and segue—you’re also here for treasure, after all, and you don’t want to be surprised from behind!
>Look for somewhere secure to encamp, in case you need to double-back and mount a defence or rest and tend to wounded…
>Write-in
>>
>>6190526
>Light only a dim, smoky flame, and shield it so it produces only dim light [the gnomes will have partial penalties but everyone else will be able to see]

>A straight shot towards the deepest depths or biggest areas! That’s where the Ettercap will be dwelling, no doubt!
we lost time already so let's rush
>>
>>6190526
>Light a torch [full brightness, no penalties for anyone, but you’ll be more visible to whatever herein dwells]
If they live in darkness, I'm pretty sure they'll also have darkvision
>>
>>6190564
>If they live in darkness, I'm pretty sure they'll also have darkvision
[Ah, but a creature adapted to seeing in darkness will be VERY aware of the sudden brightness, colour, and definition of a sudden lightsource. Sorry if I was unclear: a bright light WILL increase probability of hostile encounters.]
>>
>>6190576
M-maybe they’re all blind and have tremorsense…

I’ll swap to the dim shielded flame and also I forgot the second part
>A straight shot towards the deepest depths or biggest areas! That’s where the Ettercap will be dwelling, no doubt!
>>
>>6190629
[To be doubly clear, there are still advantages to bright light. it isn't the WRONG answer. Darkvision has limitations, and the gnomes are your only party-members who have any idea what ancient dwarf ruins might be like inside, and can only see by full light,]
>>
>>6190526
>Switch places, so you and eyeless Nermal serve as vanguard for a while

>[WRITE IN] Use our tingly demogoblin senses to try to psychically sense where the unseelieness is coming from and go there. Charge straight there
>>
>>6190526
>>Light a torch [full brightness, no penalties for anyone, but you’ll be more visible to whatever herein dwells]
>Check every side-passage and segue—you’re also here for treasure, after all, and you don’t want to be surprised from behind!
Power-Word : Loot
>>
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Rolled 87, 27 = 114 (2d100)

>>6190688
>>6190669
>>6190629
>>6190533
[Writing...]
>>
>>6191208
If you’re going to properly deploy your orc muscle, they kind of have to be able to see. Sure, an unseeing wall of grey skin and gristle can absorb a blow or two, but it’s not like you necessarily HATE Xoldur, Murbal, or Oodagh. You just don’t really super care about them, at least not in the way you do about Dura., let alone ZZ, Hershy, and Martyn.

(And if he can see, maybe Xoldur can pull off more stunts like the fuckin’ ARROW CATCH back there! That’d be cool as fuck!)

With that in mind, you nudge the gnomes, and get Aarre to produce a torch and the flint to light it. You strike flint against your dagger’s steel with a sharp scrape that sends a cascade of sparks flying. With a flicker and a whoosh, the torch leaps to life, only for you to swiftly swaddle it in the tattered edge of your cloak, the fabric hastily wiped across a protesting Nermal to prevent its combustion. Thus shadowed, the smoky flame sputters dimly, enough to give your vision back some (still distorted) colour, and to grant the rocs their own, inferior nightsight.

“What about us?” Aarre asks. “We can barely see, Cara.”

“What, you plannin’ on fightin on the front lines or somethin’?”

Aarre looks a little affronted, but backs down rather than brave the challenge. Taito, having recently taken a peek behind the curtain separating life from Death’s Domain, doesn’t raise the issue, either. And so you go deeper, deeper, descending the stairs. The tunnels, taelr than a dwarf would need, prove consistently cramped for your vanguard.

“Doddog,” Murbals grunts up ahead.

“Dog-dog?” you whisper back.

“Tight,” she clarifies in Common.

You snigger, which only seems to confuse Murbal. Her brother takes a moment to fall back a step, and asks you:

“Have plan?”

Plans… Plans are normally ZZ’s thing. The only plan YOU can think of is getting her back, and fast, so she can get back to doing the planning! But how to find her..

“The boss is usually deep down in these places,” you reason.

“Boss?” Xoldur asks.

“It’s uhh… An industry term.”

“I’ve never heard it,” Taito notes.

“Oh!” you titter nervously. “Uh, musta’… Picked it up from An ‘n Yeb. You know, gob-slang.”

(You think they buy it…)
>>
>>6191238
“Anyway,” you continue, “we should beeline it for, like… The throne-room or main sacrophagus or whatever the biggest, fanciest place is!”

Xoldur grunts in nods in apparent acquiescence, and you turn back to the gnomish Delvers.

“What is this place, anyway?” you ask. “What kinda’ place should we be lookin’ for? And what other defences should we be dodgin’?”

“How should we know?” Aarre laments. “Martyn and Iorund were the experts in that field, and they’re… And anyway, we can hardly even see around us!”

(Ugh, fair…)

27 for the treasure/opportunity roll, against DC 30, +20 for the straight shot, +20 thanks to your gnomes being mostly-blind.

After many minutes of trekking downwards, occasionally choosing a direction more-or-less based upon which seems to curve downward or inward, you exit the tight tunnels. You emerge into a wider room—one so expansive, in fact, that it stretches out into darkness beyond the limited range of your darkvision even with the dimmed light of the torch. There are various walk-ways, stretching across a sort of chasm, and brocaded by safety rails some curving won into darkness and some stretching across to a panel of stone doorways.

It is there, breathing stale air that at least smells less intensely orc-y, that you remember: “Oh shit I have magic eyes! I can just, like… Look around for fairy-dust or whatever!”

A groan goes up from all other parties who can understand Common, and you wince a little. Nermal nudges your shin, and you pat him.

“Well, like… It wouldn’t’ve done any good in the tunnels, anyway,” you reason, unsure if that’s true or not. “An’ none a’ YOU remembered to remind me.”

“Not my eyes,” Murbal counters.

“Ugh, okay, FINE. Lemme’ jus… Hnnngh… One sec, stage fright…”

You squeeze your eyes shut focusing your senses and spirit into arcane alignment as the others wait. When you open them again, the cavern is positively AGLOW, no longer shrouded in shadow. You see sigils and runes on many of the surfaces, enmeshed with the geometric patterns on the wall. You wonder at them, reaching out impulsively to stroke one before.

“Tsst! No! Bad CZ!”

You grab your own right wrist with your left hand before you touch it. Rule number one in a dungeon-crawl, after all, is assume everything’s trapped ‘til you know otherwise. Taking advantage of the new glow, you look down below, into the previously-pitch black chasm. Though you can still scarcely see area below, you CAN make out… Desks, maybe? They emerge almost organically from the stone foor, and with strange-looking doodads atop them. They look like some strange magical device, but they’re broken in most cases, and even the seemingly-intact ones are inert, casting a hardly any aura at all.

But something ELSE does.
>>
>>6191239
87 for encounter roll, DC of attracting enemies is 30, +20 for dim light…

You can make out movement of some magical mooks down in the depths there. It isn’t purposeful or predatory, but rather lackadaisical. They small and humanoid in vague shape, as one might expect from—

“Found-Ling?” asks Xoldur in hushed tone.

“Yeah, prob’ly foundlings,” you murmur, for you think you recognize some similarity in their aura to the magic you associate with fairy shit… Not that you’re an expert. “I think there’s about… Ten of ‘em? Twelve?”

Since you haven’t been spotted, though, the question is what to do about it?

>Attack! Rip and tear these sister-snatching sons-of-bitches!
>Try to sneak down and snatch one up, to interrogate…
>Dungeon lethality increases with every encounter—turn your magic eyes to the prize, and sneak across the walkways and out of here
>Take this opportunity to mess about with the runes a little… Maybe you can figure ‘em out? They must do SOMETHING…
>Write-in
>>
>>6191240
>Dungeon lethality increases with every encounter—turn your magic eyes to the prize, and sneak across the walkways and out of here

I think finding foundlings is a good sign, though, right, we're getting close.. or something
>>
>>6191239
>It is there, breathing stale air that at least smells less intensely orc-y, that you remember: “Oh shit I have magic eyes! I can just, like… Look around for fairy-dust or whatever!”
https://www.youtube.com/watch?v=-KXpkiWfGdg
>>6191240
>Dungeon lethality increases with every encounter—turn your magic eyes to the prize, and sneak across the walkways and out of here
I was gonna get mad about how we got a high roll for the dice we needed a low one, but thankfully we saw them first before an attack
>>
>>6191240
>Dungeon lethality increases with every encounter—turn your magic eyes to the prize, and sneak across the walkways and out of here

>>6191251
I think it's because it was so high that we spotted them instead of the other wa around
>>
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>>6191291
>I think it's because it was so high that we spotted them instead of the other wa around
>>
>>6191306
I see. The wording made it seem like it was a roll under situation.
>>
>>6191613
[On a 50 or lower, you'd have been spotted before you could react. Monsters exist either way, beating the DC just means you have the advantage of surprise and deciding whether to engage.]

>>6191244
>>6191251
>>6191291
[I was invietd out to the pub tonight, thoguh, so the udpate will likely have to wait for tomorrow. Sorry anons!]

[In the meantime...]

>How are you liking the Ettercap as an enemy? Are her minions and her region sufficiently spooky?

>Are the orcs (and gnomes) getting enough characterization to make them feel distinct?

>Do you have any theories about the nature of the dungeon?

[And more generally, I'm curious...]

>Which of my quests have you played before this one, if any?

>Are there any character or roe elements that you need clarification on?
>>
>>6191699
>How are you liking the Ettercap as an enemy? Are her minions and her region sufficiently spooky?
yup, specially considering we don't have a reliable way of dealing with them, for now

>Are the orcs (and gnomes) getting enough characterization to make them feel distinct?
indeed. they seem like different species and not just x but tall

>Do you have any theories about the nature of the dungeon?
considering what we know from last time, it probably has some parts linked to warp spaces

>Which of my quests have you played before this one, if any?
Esoteric Seeker

>Are there any character or roe elements that you need clarification on?
the unseelie being able to mindread us through their minion was a bit of a surprise
>>
>>6191699
>roe elements
*lore elements

[the other typos sort themselves out well enough, but better clarify that.]

>>6191712
>they seem like different species and not just x but tall
[That's good! But I meant more as individuals, distinct from one another. Thank you for the input, btw!]
>>
>>6191699
>How are you liking the Ettercap as an enemy? Are her minions and her region sufficiently spooky?
Hate her, but in the way that tells me she's doing a good job of being an antagonist. Definitely was not prepared for an enemy of her caliber. Underestimated her and we're paying for it now, never should have split up :(

>Are the orcs (and gnomes) getting enough characterization to make them feel distinct?
Aarre and Taito feel kinda samey to me, but orcs are very distinct. Xoldur is the budding politician, Murbal is the musclehead, Oodagh is the empty head.

>Do you have any theories about the nature of the dungeon?
Nothing more specific than fae horrorscape yet

>Which of my quests have you played before this one, if any?
All

>Are there any character or roe elements that you need clarification on?
I NEED to know what percentage of CZ is goblin and what percentage is demon along with anything else floating around in there.
>>
>>6191699
>How are you liking the Ettercap as an enemy? Are her minions and her region sufficiently spooky?
Yes, weird and spooky and surreal. I think fey are hard to right because they can seem kind of silly, but having the heart trees and the warped foundlings and everything gives the fey an appropriate level of creepiness. The only other work I've read that got fairy right in the creepiness factor was Jonathan Strange and Mr. Norrell

>Are the orcs (and gnomes) getting enough characterization to make them feel distinct?
Yes, they do feel like distinct and different people, including the fact that one is essentially a nonverbal retard. Him not speaking makes me different from the ones that do speak

>Do you have any theories about the nature of the dungeon?
Nope, totally mystified about the nature of ancient Dwarven construction

>Which of my quests have you played before this one, if any?
I've played this Cambion Quest since the start, but nothing else

>Are there any character or roe elements that you need clarification on?
No, right now we're playing as CZ almost exclusively and she's not the brightest so me not knowing 80% of the lore helps with character immersion
>>
>>6191699
>How are you liking the Ettercap as an enemy? Are her minions and her region sufficiently spooky?
Perfect "Eldritch" feeling.
>Are the orcs (and gnomes) getting enough characterization to make them feel distinct?
Yes. Gobbos are not small orcs; orcs are not big gobbos.
>Do you have any theories about the nature of the dungeon?
Still on my OG idea of "common smallfolk ancestor" like a bulky gnome that actually can cook. Maybe us getting some loot would have helped me understand better.
>Which of my quests have you played before this one, if any?
Theral and Tips; caught up Reptilian Infiltrator while playing Theral
>>
>>6191712
>the unseelie being able to mindread us through their minion was a bit of a surprise
[I bet! What was the clarification you sought: how the Ettercap did that? A mother must keep a close eye on her young children, one could say... And she keeps a very, VERY close eye.]
CZ could theoretically accomplish the same sort of thing. Players of Reptilian Infiltrator Quest know this gambit as 'the ecotplasm trick'

>>6191728
>I NEED to know what percentage of CZ is goblin and what percentage is demon
[I bet CZ wants to know that, too...]
An answer will emerge eventually, in-narrative

>>6191832
>No, right now we're playing as CZ almost exclusively and she's not the brightest so me not knowing 80% of the lore helps with character immersion
[Kek, fair. Welcome aboard!]

>>6191883
[Writing! Sorry for the late start, I was VERY hungover.]
>>
>>6192111
>Consistently write up 5-length update almost everyday
It's okay mate. Really.
>>
Rolled 15 (1d20)

>>6191244
>>6191251
>>6191291
“Dungeon lethality increases with every encounter.”

Taito looks at you strangely, and his cousin eventually whispers: “What??”

You don’t know why you suddenly remember these words, once spoken by James Efron, with such sudden urgency and crystal clarity. You don’t often remember your time with Efron, from when you and ZZ were BOTH Zith-Zi. You try not to, because seeing them together, or catching snippets of your ‘sister’ dreaming of her distant paramour, sometimes aggravates your <WANT> with particularly envious intensity.

(And as you are now, it—HE—is something you cannot have…)

Nevertheless, it’s good advice, and you heed it. Without another word, you start out across one of the walkways, dropping into a low crouch to avoid being spied by the eyes of those below, and stepping gently and carefully so as to make no noise. You need offer no instruction for the others to do likewise, even slow-witted Oodagh or the less-experienced gnomish Delvers.

While you wish to avoid an unnecessary ‘encounter’, the presence of the Ettercap’s foundlings is a promising sign. It probably means you’re getting, like… Close, or something. You felt the closeness of the psychic connection between the Unseelie Fey and her mutant ‘children’ when you probed the mind and soul of that other one, and thereby alerted its creator…

(Which is what got ZZ captured, probably. Stupid. STUPID!)

You stop smacking your head when you see the others looking at you with alarm, and clear your throat in quiet awkwardness before continuing on to the doors across the way. There, you’re forced to stop, for these aren’t open and empty doorways as with those before, nor are they a stone slab which can be moved like a lid, as with that which the rocs had given the old heave-ho at the dungeon’s entrance. Rather, THESE stone doors are almost seamlessly integrate into the stone around them, marked only by a thin strip of complex geometric runework around the edges.

“Damn… Wish Martyn was here fer this… Or Tips…”

“Who??” asks Aarre.

“Doesn’t matter,” you dismiss him.

You square up with the middle-most door and screw up your face in focus as you strain your magic sense. It tells you that the runes are, as you’re sure was obvious even to the orcs, magical. The centre of each door is marked with a rather obvious marking: an arrow. There are six doors total, with arrows pointing left, right, up at differing angles, and down.
>>
>>6192129
Following your instincts, you stand before the ‘down’ arrow. You just need to figure out how to get through, and thus deeper down into the dungeon, and how to do so safely and without alerting the Unseelie Fey.

15 for Feycraft… DC 17, because you’re still exhausted not trained in it at all. Failure

“…Alright.” You sigh after scrutinizing it in silence, and turn to your small crowd of impatient onlookers. “I’m PRETTY fuckin’ sure this thing’s gonna be trapped somehow. Like… I can tell there’s magic her, an’ I THINK I can activate it even, but I bet it don’t jus’ open up all silent-like, ya know?”

“Alarm?” asks Xoldur.

You raise your eyebrows, a little surprised the orc knows the Commontongue word for that, or even the concept of the <Alarm> spell… But then again, it’s a common camp-spell for magic-users, and the guy’s tribe fights elves and shit, so maybe that makes sense.

“Might be,” you say. “Or, like… maybe it’ll explode? Or have another ballista? I dunno. Dungeoncrawling’s… Kinda dicey sometimes.”

You can tell by the grimmer set of Xoldur’s face that he caught at least some of those words. Murbal sniggers, and says something while miming his earlier arrow catch in what you take to be a mocking manner. Xoldur gives her a sidelong look, but doesn’t rise to the bait. Oodagh looks expectantly between them; Dura’s eyes remain upon you, her expression expectant.

While the family drama is funny, your own gaze catches movement, and you see Taito step up to one of the other doors, with an arrow pointing up and right.

“These must lead to other exists, somewhere else on the surface,” he reasons aloud. “These creatures have to creep in and out of this dungeon somehow, right? And the way we got in was covered up with soil, and had an unactivated trap.”

“We ain’t leavin’,” you snap.

Taito holds up his hands defensively, his expression and aura tinged with guilt for his cowardice. Aarre, though, steps to his cousin’s side, eyes first that door and then the others.

“The entrance was enchanted, but had mechanical aspects, too. And see along the bottom of the door, the stone here? It’s uneven… Barely, but everywhere else here is perfectly smooth and flat. It’s a pressure-plate of some sort!”

You all take a step away from the door, with the Common-capable orcs dragging Oodagh and you pulling Dura yourself, without any objection from the witchy woman.
>>
>>6192133
“If it’s mechanical, Taito and I can probably deactivate this aspect… And fi that’s what triggers to spells to activate, like removing the stone from the entrance activated THOSE old spells to spring…”

You follow his logic. You’re just not sure you believe it, or trust your lives in the hands of GNOMES, of all things. As you consider your options, you again meet Dura’s eyes, who turns slowly towards the doors. Yous ee her subtly narrow her own shadowed, greyish gaze to the doors, and you pick up the tingle of her own attunement to the weave of magic around them.

(That’s right! Even without Martyn, or Tips, or ZZ, or Khorine, or Jimmy… You’ve got Dura, too! She has a magic0-sense as well! You’re not wholly alone if youw ant to take a magical angle on this…)

What will you do?
>Try to deactivate the enchantments to enable the gnomes to fiddle with the mechanisms
>Try to activate the enchantments to open the door and advance that way, hopefully without activating any traps
>Screw it—send the orcish meatshields in to activate one of the pressure plates, and to see what happens, then brute force your way through any traps that’s spring
>Write-in
>>
>>6192134
>Try to deactivate the enchantments to enable the gnomes to fiddle with the mechanisms
>>
>>6192134
If there's a heavy rock we can safely roll or throw onto the plate then I'd like to do that, otherwise

>Try to deactivate the enchantments to enable the gnomes to fiddle with the mechanisms
Might need to up the light for the gnomes to work
>>
>>6192134
>>Try to deactivate the enchantments to enable the gnomes to fiddle with the mechanisms
>>
Rolled 5, 6, 12 = 23 (3d20)

>>6192152
>>6192162
>>6192196
“Dura, c’mere… Time for another lesson.”

The others, orc and gnome alike, are surprised when you single out the ziran, for none of them are fully apprised of the occult rites which you have been tutoring the young orc-maiden in. Dura, however, understands immediately in spite of the linguistic barrier between you two. She hands off her animal-handling duties to spring to your side. If Murbal is nonplussed to be tasked with keeping the unhappy three-headed chimera appeased and its whines quiet, she does so anyway; Xoldur flatly refuses on the grounds of it being ‘womanly work’, and even aside from his sex, neither of the Steelwood chieftain’s children seems to entertain the idea of trusting Oodagh with the important responsibility.

Dura takes up station beside you, smiling a sly and private smile which initially provides an unwholesome distraction from your work. Luckily, the ribbon-decorated hedge-witch is less ‘distractable’ than you, and with grunts and firm gestures your ‘student’ is able to keep you focused on task…

(Which is really a double-edges sword, because owing to your experiences with your ‘creator’ and your vague sense-memories of your former self and Jimmy Efron, you have a bit of a thing for magic-nerds…)

Rolling Occultism for Cara-Zi & Dura, DC 18 for lack of direct analogy, exhaustion, and language barrier... But -2 for working with aid and SOME past experienced which might advantage CZ here! 16/19/20, graduated DC...
>>
>>6192378

Together, though, you buckle down on understanding the peculiar dwarven system for runic enchantment at work here. You have no way of knowing if this is true of MODERN dwarven magic, but you recognize this ANCIENT system to be similar in some of its magical workings to the ‘look and ‘feel’ (imprecise terms of non-material properties) of Feycraft, the fairy-magic used by the Ettercap, but also Khorine, Tips, and even ZZ as a pink-skinned ‘nilbog’ when she tries her hand at casting her one, admittedly-unreliable spell. This is rather unlike the orcish system of potion-brewing and curse-casting, OR the Dark rites you’ve learn or the Hellish manipulations of mind and body to which you are heir. In sharing knowledge from your respectively disciplines, though, the pair of you are able to cross-reference your capabilities, and to cobble together some vague understanding of the arcana at play.

(See! You’re NOT a retard! Uh, no offence to Oodagh.)

Confident that you’ve figured out how to deactivate the aspects of the spell that can ‘perceive’ the plate’s activation, you call out to Aarre and Taito to do their part…

5, 6, 12: Failure

…only for your confidence to prove, sadly, unwarranted. Mentally-challenged or not, it turns out two monstrous young women (or ‘women’ in your case) barely-trained in unrelated magic are simply ill-equipped to reverse-engineer an enchantment set by the ancient dwarven empire. At least, that’s how you assuage your ego when the gnomes’ set to disabling the mechanism only to immediately activate a loud reverberating rumble from the frame of the door, which repeats rhythmically in a moaning sort of alarm-call.

“Ah, fuck…”

The runic geometry shines with an alarmingly-bright light even to unmagical eyes, which at least give the eyes of your Delver companions something to see by besides your dim torch, though the way it rhythmically pulses with the alarm perhaps-understandably also seems to serve as a distraction to the now-panicked technicians. It ALSO audibly attracts the attention of those dungeon denizens down below. Looking down, your grimace to see their overlarge eyes reflecting the door’s glow as their dark, flat faces turn upwards. Immediately, they begin to move towards the curling stairway to rises to where you and your party still stand.
>>
>>6192401
Ee-ee-ee-YOOooOOooW!

“Good!” Murbal declares with a grin, as she abandons all attempt to quiet the three-headed chimera, dropping its rope to instead take her shield from her back and ready it to bash. “Bored of watch magic. Time fight!”

Xoldur sighs and shakes his head, but his own hand goes to his axe as he turns form the pulsing door to the stairs. He cuffs Oodagh, who had taken to humming and etching inaccurate-but-intricate mockeries of the dwarf-runes onto his spear, and he takes up his now decorated weapon to aid the others.

Dura looks to you, shame-faced and silently aghast. On impulse, you reach out to give her hand a reassuring squeeze, for this is our failure as much as hers or even the stupid gnomes. It seems small comfort to her, though to your pleasure, she does grip your hand in turn as the creatures come ever closer.

For all the orcs’ immediate assumption that battle shall be joined, the panicked Delvers are still hard at work, chattering noisily in their gnometongue now as they argue over how to disabled the alarm or to gain access.

You’re still in charge, nominally. What are your orders?
>Direct your forces to focus on fighting back and eradicating these enemies who are approaching
>Establish a defensive perimeter to allow Aarre and Taito to complete their work, so you can escape with minimal martial risk
>Try to capture some of the dungeon’s denizens alive—maybe you can force them to share their secrets, by coercing or mentalism?
>Actually, fuck it—have the orcs force the door!
>Write-in

And… Oh, shit! With Murbal having abandoned her delegated duties, that wild chimera which you captured is now sprinting this way and that, shaking its three heads to try to rid itself of its bindings as it sprints across the walk-way back towards the surface-world!

What will you do about the three-headed chimera?
>Send someone to retrieve it [who?]
>Go get it yourself
>Let it go—you can’t spare the manpower to babysit it
>Write-in
>>
>>6192402
>Establish a defensive perimeter to allow Aarre and Taito to complete their work, so you can escape with minimal martial risk

>Send Dura to retrieve it
>>
>>6192402
>Establish a defensive perimeter to allow Aarre and Taito to complete their work, so you can escape with minimal martial risk

>Let it go—you can’t spare the manpower to babysit it
Sorry little buddy
Shoulda left you back at camp
>>
>>6192439
Support
>>
>>6192402
>>Establish a defensive perimeter to allow Aarre and Taito to complete their work, so you can escape with minimal martial risk
>Send someone to retrieve it [who?]
Dura.
>>
>>6192687
>>6192623
>>6192531
>>6192439
[Locked and writing!]
>>
Rolled 13, 13, 4, 18, 14, 12, 7, 7, 1, 16, 16 = 121 (11d20)

>>6192913
Dura sees the same thing that you do, and pulls away from you. You let her go without resistance, and with no need for instruction, as she hurries after the discombobulated, flailing chimera. It would be almost comical, seeing the orc-girl dipping this way, then that, following the three-headed beast’s disoriented dance…

But there’s no time for mirth. Not right now.

“XOldur, Murbal, Oodagh, pull back!”

Thee grey faces turned to you in confusion (and in Murbal’s case, disappointment). You reiterate the order, though, and Xoldur repeats it, as he takes a step back. His sister and their… Cousin? Neighbour?... Their Oodagh both fall into line as well.

“Keep working,” you shout over your shoulder to Aare and Taito, who have frozen stock-still. “Yer our ticket outta here! get that door open!”

You may not be a natural leader like the OTHER ZIth-Zi, but self-preservation is a commander beyond reproach. The Delevr cousins set to work once more, while you and the Steelwood orcs ready to meet the dungeon’s dark tide head-on, and to hold it back from the tiling technicians.

The first of ten-to-twelve rise over the crest of the stairway, and immediately you can see that they are unlike the other foundlings. There is nothing of the arachnid to their face, nor do they have a child’s warped proportions. Rather, they resemble… Well, YOU, or your sister, or An-Yii and Yeb-Uit. That is to say, they look goblinoid.

Samund dyr?” asks Murbal.

“Nah,” you reply. “I don’t think so…”

The not-quite-goblins have the same wide-flanged, pointed ears as your kin, set on either side of a boggle-eyed head, and atop lean body. Despite that, they seem… Wrong. Their green skin is bluish in hue relative to the goblins you’ve known—or your own, when not in shifted shape—almost like that of an asphyxiated corpse. Their eyes are aglow, though, yellow and wide and without pupil. They scream no shrill goblin war-cries and offer no taunts, instead staring with grim, blue-green faces set in neutral indifference even as they advance. They wear simple grey body-suits, form-fitting and strangely reflective as you expose them to the brilliant light of your unobstructed torch.

Their glassy eyes take in you and your party, but not ONLY those mustered in defensive perimeter around the door; so, too, do some turn to follow the uncoordinated stumbling of the three-headed chimera, and Dura chasing close behind.

(Oh… Oh shit!)

No anger or excitement is betrayed in the dead eyes or flat faces of these goblinoid things than before, but they move with purpose. Most of them move towards your party proper, but the break way to sprint after the ziran and her quarry. You scream out in alarm, but before you can do anything else, you are embattled.
>>
Rolled 4, 2, 3 = 9 (3d4)

>>6192931
>>
>>6192934
>>6192931

For all their dead-fish eyes and choked-out complexion, the strange goblinoids attack with an unexpected savagery. It isn’t skillful, and they’re blissfully unarmed, but what they lack in precision, they make up for in unrelenting force and fearless persistence. The space around the door does not afford each of them an opportunity to attack, but eight are able to squeeze into the space between blocked egress and safety railing, to fall upon you and the orcish ‘meatshields’.

13 & 13 against CZ...
Miss!

With your fishing spear, you are able to poke and prod two of them back. They don’t seem to fear the stabbing points, not exactly, butt they’re cognizant enough of the weapon’s potential to prevent their attack, and so continually course-correct to try to sweep under or around it. You give them no quarter, and thus spare yourself you onslaught.

4 & 18 against Oodagh…
Hit!
4 damage; 21/25 HP left

Oodagh is not so lucky. He stabs with his spear in imitation of your won technique, but for all his added range due to his superior stature, he also presents a bigger target, with more obvious gaps in his defences. They exploit these, setting upon him with iron-gripped fingers and tearing into him with tiny teeth. The teenaged orc howls in pain to your left, but you can afford to pay him no heed, though, nor can the chieftain’s children whoa re busy avoiding a similar fate.

14 & 12 vs. Murbal; 7 & 7 vs. Xoldur; Miss!

It is the next scream—a more feminine one, this time—which gives you greater pain. You hear a loud clatter and distant thud, a characteristic chorus of chattering yelps from the three-headed chimera, and the shuffling of a struggle. You crane your head to see what’s happened past the melee in which you are engaged, and spy part of the walkway has been knocked loose… And no sign of Dura, or of the chimera. Your heart skips a beat as you briefly fear the Steelwood hedge-witch has fallen to her death in the strange space below the walk-ways, but then you catch sight of two of the goblinoid things wrestling atop an unseen victim, and you hear Dura shouting muffled curses in her race’s guttural tongue.

1, 16, & 16 vs Dura…
One critical failure, two hits!
Dura takes 5 damage; 10/15 HP left!
>>
Rolled 19, 4, 4, 10, 5, 6, 6, 19, 8, 8 = 89 (10d20)

>>6192950
>>
Rolled 6 (1d8)

>>6192951
>>
Rolled 1 (1d20)

>>6192950
>>6192951
>>6192952
A scream of rage and fear rips through you as you push forwards a step and stab forward with your fishing-spear It’s three-pronged fork penetrated the throat of one of the monstrous not-goblins before you. Its bluish face and yellow eyes register no pain as it squirms like a stuck trout, though it does weakly raise its hands to the offending implement embedded in its esophagus. You Grimace with exertion aa you strain to lift the goblinoid off the ground, and then thrust the spear again, hard enough t that when you jerk it back, the barbs rip loose and the dead-eyed thing is sent sailing over the walkway’s banister and down into the dark depths below, to land with a crystalline crash upon some ancient equipment.

19 to hit, 6 for damage: one enemy slain!

Your other allies are penned in and crowded to the point of ineffectiveness though; the cluster of little bodies is simply pressing down too tightly, affording the rocs now ay to utilize their superior reach without risking hitting each other or leaving themselves open. They hold the line, but in a stalemate.

(And Dura’s still out there… Outnumbered… Pinned down… Alone!)

there is one spot of luck, at least, in the form of a click behind you, and a jubilant cry from the Taito.

“We got it!” Aarre announces. “Now to just open thi—”

whoosh
tissss

“Oh fuck.”

THOOM
thunk
>>
Rolled 5 + 10 (1d10 + 10)

>>6192956
>>
>>6192957
“AARRE!”

The grief-stricken cry that goes up from Tato is enough to tell you what those other, somehow familiar sounds must mean: another ballista-trap, or some similar device using runes and air-pressure to launch a projectile… A projectile that must have found its mark. With another goblinoid already advancing joylessly to fill the spot you emptied out in the front-line, though, you have no time to spare worrying after the gnomes, nor can you turn to see how bad the damage it.

“How’s that door?!” you shout instead.

“Aarre’s… It… Aare isn’t…”

“DOOR!” roars Xoldur over the sound of battle.

“I-it’s open,” Taito says so quietly you almost miss it. “And… Disarmed.”

(Well, that’s good… But what about Dura?)

>Hold the line! Fight your way to Dura, with the others’ aid, slaughtering all who block you!
>Command the others to fall back while you exploit the temporary gap you made in the lien to rush out and retrieve Dura
>You can’t afford to linger here… Fall back, escape through the open doorway, and leave Dura to her fate
>Write-in
>>
>>6192959
>Command the others to fall back while you exploit the temporary gap you made in the lien to rush out and retrieve Dura
Really shoulda just let the chimera go :(
>>
>>6192959
>Hold the line! Fight your way to Dura, with the others’ aid, slaughtering all who block you!
>>
>>6192956
I was hopeful that the nat 1 was for the ballista...
>>6192959
>Command the others to fall back while you exploit the temporary gap you made in the lien to rush out and retrieve Dura
>>
>>6193222
>I was hopeful that the nat 1 was for the ballista...
Aarre's untrained Athletics roll, serving as a sort of Reflex saving throw to borrow a 3.5e term
>>
Rolled 10 (1d20)

>>6193222
>>6193053
>>6192983
“Fall back!”

Your command draws six orcish eyes briefly from the battle before them. Xoldur glares as if in grave offence, and Murbal takes things a step further:

“We own you, no you own we!” She grins a mirthless grin, an ape’s savage sneer. “We fight! No afraid of samund dyr!”

It’s the most Common you’ve heard the big gal speak, which you take as testament to her passion for the subject of combat. You’ve heard about this aspect of orclore, of course—that though they’re savage as your race in battle and given to ambush as any other band of bandits, they fear cowardice more than death. Among goblins, this is often a subject of befuddled mockery, but maybe it’s different when you have gods waiting with open arms for your battle-weathered soul, beyond Death’s Domain. You don’t know enough about orc faith to say, not do you have time to learn it now… Or inclination at all, actually. That sort of talk ahs always bored you. Instead, you snap:

“Just, like… Bottleneck ‘em back there at the door! We gotta get to ZZ—we don’t have time to fight every fuckin’ weird goblin-lookin’ fuck down here!”

Murbal sputters indignantly and starts to formulate a response, only for her brother to slap her upside the head. She snarls at him, and turns to swing, but Xoldur is already dragging a confused Oodagh towards the Delver-opened door, sparing you nary a glance. Murbal roars in frustration and lopes after him, banging her shield against the passage’s illuminated entrance and clearly soiling for a proper sibling smackdown as soon as possible. You’d pay good gold to see THAT throwdown… But not right now.

Right NOW, you have another war to wage.

The blue-green not-goblins rush forwards to fill the gap, chasing their departing prey. This isn’t to say none pay you any head, but the sudden shift and your own earlier kill leaves a n exploitable gap in the flow of the fiends, and exploit it you do: with typical gob nimbleness usually used to expediently retreat, you instead brave the onslaught of ugly, staring fuckers, slipping between swinging limbs and grasping hands. You stumble forwards into a hunch, forgetting for a moment your prettified forms normalized proportions; you cannot scramble like an animal on all fours for added speed, as you might if you were green and beastly.

But then again, if you WERE to do so, you wouldn’t have your spear… And since you do, you are able to instead bridge to distance by hefting it high and casting it before your passage, straight at the back of one of the gormless goblinalikes menacing your pet pupil.

“Get off a’ her, you reri erre hahg!”
>>
Rolled 20, 19 = 39 (2d20)

>>6193265
10: Failure!

Your spearcast goes wide, but it’s enough to attract the attention of the two wide-eyed fucks who raise their heads and gape at you with bloodstained maws. The sight of the crimson dripping down their chin fills you with still great purpose, and the quiet whine of pain from Dura makes your blood rise and the infernal flame at the core of you flare to full fury.

Occultism roll against <WANT> to resist frenzy; DC 18
>>
>>6193268
You feel your flesh tremble, your hair frizz up like an angered cat upon your scalp and begin to spread. Your teeth ache and your jaw juts…

19, 20: CRITICAL SUCCESS!

<WANT: 17>

You remember the lessons of Maladoo, of The Nothic, and you murmur Dark syllables under your breath, suppressing your urges and keeping your cool. Flying into a frenzy, aside from embarrassing the literal Hell out of you, would only endanger Dura further… Any yourself, and everyone else, honestly. Rather than pop claws, you draw your dagger, and brace for the dungeon-dwellers’ to come to you…

Which, for better or worse, they do.
>>
Rolled 3, 9, 1, 12 = 25 (4d20)

>>6193276
2 & 6 for the enemies; 10 for CZ

You duck their lunges and slash frantically at them to keep them from leveraging their numbers to overpower you the way they did Dura. The ballet of battle whirls you and they around, switching your positions back and forth. As you stumble back, unharmed but winded by the exertion, t stumble back into something soft. You scream in panic and anger and very nearly stab at it, before realizing ‘it’ is ‘her’, and ‘her’ in this case is Dura, on her feet and holding up her hands in a sign of peace.

“Oh,” you say, “uh, hey. I’m here ta rescue you.”

Though she may not understand your word, the orc witch’s small smile shows she understands your meaning. Furthermore, she takes up her ribbon-wrapped witch-stick and takes a position next to you, clearly ready to do her part—perhaps out of gratitude, perhaps out of shame for losing the three-headed chimera (which, you note, is nowhere in sight any longer), or perhaps simply out of the intrinsic orc lust for war which had earlier animated Murbal.

Whatever the case, you’re not complaining, because now there’s a whole HORDE of these weird underground assholes between you and your allies… And beyond them, deeper down, your missing sister.

“Let’s do this!” you shout

“WAAAAGH!” shouts Dura.
>>
Rolled 2 (1d4)

>>6193282
>>
Rolled 6 (1d20)

>>6193283
>>
Rolled 15, 8, 15, 9 = 47 (4d20)

>>6193284
>>
Rolled 6, 11 = 17 (2d20)

>>6193285
>>
Rolled 1, 3 = 4 (2d4)

>>6193286
>>
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>>6193282
>>6193283
>>6193284
>>6193285
>>6193286
>>6193289
You both barrel into the fray with your hearts beating as one, but when it comes right down to it, the ziran is no warrior-maiden in spite of her heritage, and you have spent far more time lately practicing magic than the blade. Outnumbered as you are, and without the advantage of overwhelming force or any special skill, you are blocked from making an easy exit, and rapidly overwhelmed.

Initial exchange: 3 & 9 for enemies, 1 for CZ, 12 for Dura. Everyone misses; CZ fumbles

As unnaturally-strong little hands grasp and grope at every inch of you—and not in a fun way!—you try to make up in wildness what you lack in raw strength or ability, but you only succeed in inflicting further injury upon yourself, driving your forearm right into the open, dagger-mouthed maw of one of the gaping goblinoids.

2 damage: CZ has 28/30 HP

It’s a small wound, but it draws an involuntary hiss from you. Dura, hearing this, swings her ick…

6: failure!

…but if the bitey bastard feels the impact, it shows no evidence of it. Worse, more of their bluish-green buddies fall upon the roc-girl, just as they do upon you,. Swinging fists, tearing nails, boney elbows and more snapping teeth do their work.

15 & 8 vs. CZ, 15 & 9 versus Dura: one hit on each!
CZ takes 1 damage: 27/30 HP left!
Dura takes 3 damage: 7/15 HP left!


While you’d like to say you give as good as you get…

6 and 11 for CZ & Dura’s counterattacks; failure!

…You don’t. You’re losing. Your aching muscles are flagging, you swing and stabs growing weak with your weariness. Even the force of fear, of mortal terror, can only keep you going so long. You silently curse yourself for trying to play hero. Stupid, STUPID! You’re not a hero. You’re no even a proper villain! Not like this… Not without your own claws and teeth. But you JUST suppressed that urge to transform—to reveal your freakish true form before Green Team!

(Before Dura… And how might she react, recalling how Martyn Meadowgrass had? Can you truly stomach another such rejection? Maybe… Maybe it would be better to die here, with dignity?)

No… No! Obviously not! ZZ is waiting down there for you, if nothing else!

But… Surely there’s another way?

>Write in a strategy. Clever write-ins lower your DCs further. One way or another, this encounter ends next update…
>>
>>6193294
Welp, can we try some form of partial transformation ?
>>
>>6193362
[Sure! Specify what you have in mind. It may require a Shapeshifting roll in a way that full reversion to CZ's true form wouldn't, but on a success you could be rolling 2d20-4d20 per attack.]
>>
>>6193294
>>6193362
>>6193365
I can back that, bring out the fangs and claws but keep everything else looking nice
>>
>>6193422
I think that is a good idea: supporting
>>
>>6193362
one more vote
>>
>>6193365
alright then
>>6193422
good idea
>>
Rolled 4, 16 = 20 (2d20)

>>6193804
>>6193537
>>6193449
>>6193422
[Seems unanimous! Now, aside from partial transformation, there's not really any clever strategic whatsit going on ere, so we'll go with 2d20 Shapeshifting to see if CZ can hide her true nature and how powerful her claws are, and either way you'll start rolling at least 2d20 for attack and 1d2 for damage, but the usual DC of 15 +1 for exhaustion still applies]
>>
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Rolled 11, 7, 20, 2 = 40 (4d20)

It’s no good: you can’t see any way out of this. If you’re going to gut these knock-off gobbos and clear a path to the next level of this dungeon, you’re going to need your claws… No matter what anyone thinks of them, or of you. Imagining the sneers of disgust, and bracing for the inevitable loss of what little status you’ve accrued with Green Team, you get ready to reveal the reason for the squad’s unintuitive name.

But then again… maybe it doesn’t need to be as bad as all that, right?

Yeah, yeah! That’s right! They all know you’re a shapeshifter, right? Or, well, the Delvers do. They just figure you’re some kind of fairy-type one, like a weird gnome or whatever. Maybe you can shapeshift your claws just right to hide their true nature, and keep the rest of yourself all dainty and demure-like? It’s at least worth a go.

“Cover me,”

Dura blinks at you in confusion, then widens her eyes as you focus your mind, flex your fingers, and feel the hellfire flow from your belly to your biceps, and then out into your extremities. You will them to look like anything other than the hands of some ghoulish gargoyle—or demogoblin, or cambion, or any of that other shit. You try to imagine something strong, and powerful, and NOT despicable or dirty… Something fearsome!

4, 16: Success!

You hear a gasp from your potion-producing, grey-faced gal-pal, and when you open your eyes, you can see why. In place of hairy, warty mugging mix with knurled nails such as you usually have in your true form, you now wear a goat of emerald-green SCALES, shiny and sturdy and fit for a monster of legend. You suppose it makes a certain amount of sense: what’s more fearsome, in this day and age, than those great green beasties who razed half the farmland outside of Hawksong, and whose terror still looms large in the shadows of the Bloodrise Mountains?

“Awwwright,” you say, spreading your teeth—still even and pearly white—in a nevertheless FEARSOME grin. “Who wants ta tangle with Cara-ZARD, and her FIST OF THE GREEN DRAGON?

You have unlocked a new utility of your shapeshifting: you can manifest claws granting half your Shapeshifting dice to your Natural Weapons roll to hit, without having to roll for it, and without revealing your true form!

…But because it was only a narrow victory, you’re rolling 3d20, not 4d20.
>>
Rolled 1 + 2 (1d2 + 2)

>>6193953
>>
Rolled 2, 12, 15, 15, 2 = 46 (5d20)

>>6193954
>>6193953
Almost immediately, the momentum shifts. It isn’t like any of your obstructive adversaries suddenly quail in fear before you or anything like that—they seem as dully disinterested as ever—but YOU feel different. Maybe it’s like ZZ’s said to you in the past: it’s all about feeling confident in yourself!

(And a big fuckin’ scaley-knuckled, sharp-clawed hand helps, too.)

One of the sharp-toothed sentries lunge for you, but you give it a mouthful of scale, which its tiny teeth fail to tear. Then with a single mighty swing of your reinforced forearm, you hurl the false-gob like a cudgel into several other, sending them staggering towards the others. With a roar to make a dragon proud, you leap towards them before they can regain their balance, and with a bald-fingered backhand you rip open one of their onesies, and spread open its stomach in the same motion.

20: critical success!
3 damage, one kill and overflow damage!


You spare a single confused look at the lack of gushing blood, faintly disappointed and subtly disturbed. The organs which fall loose show no signs of rot, nor is this meat-puppet of a mook filled with the dust of ages. They don’t seem UNDEAD—which is good, ‘cause you don’t really know fi you have the means to kill proper zombies—but now can these things be deemed entirely alive. In fact, you think you see… Crystals, and some sort of strange mesh of metal tubes and wires up in there?

Time’s wasting, though, and while you ain’t no scholar of Living Alchemy, Mama Zi also didn’t raise no fool.

“Dura, tehs epar!”

“Spee—Ah!”

The orc seems to pick up what you’re putting down—literally, in fact, as she snatches up the fishing-spear which you had hurled in her defence. She gamely tries to menace some of these gross quasi-goblins, and while it has little effect, it keeps them at bay just long enough for you to seize the orc-girl by the wrist and wrench her along after you.

But the bloodless, blue-skinned goblinoids—or WHATEVER-the-fuck they are—are hot on your heels.
>>
Rolled 1 (1d6)

>>6193965
You can practically feel their breath on the nape of your neck as you near the door. The breeze thrown by their swinging limbs and grabby little goblin hands makes your skin tingle with their proximity. You hear Dura again cry outa s one of them grabs hold of her, threatening to tear the Steelwood witch away from you. Already injured as she is, she’d surely be torn apart before you could save her a second time…

croooaaak!
“WAAAAGH!”

Which is when one of them catches a masterwork steel shield to its unblinking mug, while another is seizes by slimy tendrils and set upon by five feet and eighty-odd pounds of hermaphroditic sala-monster.

2, 12, 15 for Murbal: hit!
15, 2 for Nermal: miss, but only due to exhaustion.
>>
>>6193969

You can’t even bring yourself to be mad at the big, burly tom-orc for being disobedient of your orders: whatever her meat-headed reasons for interceding on your behalf, she saved you (or at least Dura) from being dragged back into that morass. Nermal’s not quite so lucky, immediately regretting their own involvement in affairs. Given that even the ugly little shit whose nose Murbal broke is still coming after you, you tug your familiar’s tail to drag the whiny cave -drake along after you, and when you finally reach the other side of the portal, you shout:

“SHUT THE FUCKIN’ DOOR!”

No sooner have you issued the order than your will is done: Xoldur slams a fist down on a luminous glyph on the wall just beyond the frame, and the stone which one barred you passage now likewise serves as a blissful barrier between you and the goblins-of-blue-hue.

You immediately fall flat on your face on the stone floor, wheezing with exertion and laughing—laughing so hard your chest hurts—with open relief.

“That… Was fuckin’… Awesome…”

<WANT: 18>

Only when the darkness at the edge of your vision is banished, and the floaty stars with it, do you notice nobody else is laughing with you. When you push yourself up and look around, you understand why.

“…Ah, shit.”

There, propped up against the wall a short distance away, is Aarre… Or should you say ‘was’, Aarre? Is that how past-tense works, when you’re talking about a gnome with a big fucking spike punched clean through his eye-socket and out the back of his skull? You’d ask Taito, but he’s… Well, he’s looking pretty pal, jaw locked like he’s got tetanus, arms around his knees, rocking back and forth. Oodagh watches him curiously, prodding the living Delver with the butt of his spear; Taito, worryingly, hardly seems to even notice.

His CRITICAL FAILURE on his Athletics to dodge meant Taito took a critical hit from the hidden ballista.

Taking 15 damage when he only ahs 10 HP was enough to suffer INSTANT DEATH


A certain other orc, badly bitten and bruised but still alive thank to you, does some little-person-poking with a spear of her own… or YOUR own, actually. You accept the proffered fishing-spear and sue it like a cane to haul yourself to your weary feet, exchanging a shared smile with Dura. The relief of being alive is hardly dimmed by Aarre’s tragic (you guess?) demise—if anything, knowing you evade that gruesome fate just brings you relief.

“Hey, uh, the ballista ain’t still…?”

kuh-lang!

Murbal ‘gestures’ with a hearty wallop towards the ballista which did the deed to the dead Delver, which luckily seems inert and exhausted of ammo, having served its grim purpose.

“Well,” you say brightly, “like, that’s good at least, right?”
>>
>>6193985
Unfortunately, this doesn’t seem to cheer Taito up.

“We never should have come here,” says the gnome. “We should… We should just leave. Just go.”

“Nothin’ doin’,” you say firmly.

“No leave,” Xoldur agrees, albeit with the shade of a sigh as he looks toward the sealed-shut door—or through it, wistfully, to the Steelwood’s surface, and his village. “Not same way.”

“We’re going to die down here, then,” Taito moans, burying his face in his knees, and heaving with sobs so fierce you fear he might puke. “I’m sorry, Mum, Dad… You warned me, you f-fucking warned me…”

Taito’s morale: Very Low
Murbal, Xoldur, and Oodagh’s Morale: Stable
Dura’s Morale: High


You grimace a little at the display, and at the waves of despair wafting off of the mourning gnome. A powerful emotion like that tingles your tongue and tonsils, sure, but sadness is a bittersweet flavour you’ve never much cared for—not like fear or fancy. Moreover, you DO sort of get how he’s feeling—what just happened back there was too close for comfort, and you’re STILL not sure exactly what those yahoos were what you were tussling with!

What will you do?
>Take a short rest here, and offer what comfort you can, before you press on
[Raises morale; if you’d like, you can also ask Murbal to use a potion on anyone you’d like, and/or use Monstrous Regeneration to heal yourself]
>Press on immediately
[Must roll to see if Taito comes willingly, or specify if you will use magic or force to drag him along if he refuses]
>>
>>6193986
>Press on immediately
Use Charm on Taito and I guess promise we'll come back for his cousin's body
>>
>>6193986
>Press on immediately
Magic if needed, supporting >>6193996 with the promise too
>>
>>6193985
>His CRITICAL FAILURE on his Athletics to dodge meant Taito took a critical hit from the hidden ballista.
>Taking 15 damage when he only ahs 10 HP was enough to suffer INSTANT DEATH
a crit fail right after we managed to full heal him, fuck. the worst part is that since it was a +10 bonus to attack, even a 1 on the dice would be overkill.
>>6193986
>Press on immediately
charm him if necessary.
>>
>>6194028
I think Taito was the one who got healed

Probably would have been better if Taito died instead of Aarre
>>
>>6194028
>even a 1 on the dice would be overkill
[If he'd been at -11, I would have given you a shot at healing him, though it might have required a delay in aiding Dura to convince Murbal that a "sma dyr" noncombatant is worth her potion. taking 1.5 times his HP in one hit on a crit-fail was enough to trigger his instant death, though.]

>>6194035
[Taito was indeed the one healed; also the one who shares your exhaustion penalty. He has Diplomacy as a secondary skill, while Aarre had Stealth, wasn't exhausted yet, and was a bit bolder but also more fractious.]
>>
>>6193953
Hey I have a copyright patent on "Fist of the Green Dragon" in quests
>>
>>6193986
>Press on immediately
>>
File: carazzi_final_nobg.png (473 KB, 973x2047)
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>>6194151
[Tell that to that sick IG art!]

>>6194154
>>6194028
>>6194018
>>6193996
[Locked & writing!]
>>
Rolled 1 (1d20)

>>6194651
It doesn’t matter how tired you or anyone else is, nor how mournsome, nor even how dead. You cannot, WILL not, stop or slow down while your better half is trapped and in dire danger. This is NOT up for negotiation.

“Taito… I know yer scared, and ya miss yer cousin, but we gotta go.”

Taito looks up, staring through teary eyes in obvious shock.

“I… No!” He shakes his head. “I won’t! I… I’m no sue to you,a nwyay.”

“Bullshit,” you say, as nicely as you can. “You saved us all, getting’ that door open.”

“Not all of us.”

You tug at your collar and look away, eyes falling again on the spike-headed Aarre.

“What am I going to tell my aunt and uncle?” Taito moans. “They’ll… They can’t even give him an open-casket funeral, not like this…”

“Tell ya what,” you say amiably, kneeling down before him and braving the haze of guilt and despair surrounding him to place a once-more-elfin hand upon his shoulder. “You come on, help us finish what we started, ‘n save ZZ ‘n Martyn, an’ we’ll get them the body at elast… Even tidy it up, make it presentable.”

Taito looks vaguely insulted at the notion, but you quickly add:

“It’s better than nothin’, right? Like, no body at all, right? Empty casket instead a’ a closed one?”

You’re sort of guessing, of course. Goblins don’t usually DO funerals, at least not the way humans and demihumans do. Among your won kind, it’s foregone conclusion that when the body is gone, so goeth the gob. The look on Taito’s face tells you he’s at least considering your proposal, though.

Rolling 1d20, DC 18 since CZ’s got no social skills and both of them are exhausted and Taito’s morale is so low.
>>
Rolled 9 (1d20)

>>6194657
>>
Rolled 4 + 4 (1d4 + 4)

>>6194663
>>6194657
Taito’s expression slowly twists and contorts. His aura simemrs down like a dying flame, fading to such a faint flicker that you’re briefly alarmed he might literally die of a broken heart. He squeezes his eyes shut and groans through gritted teeth.

“Aarre… Oh fucking Hells Below… We were both so… So STUPID to come on this quest.”

“Hey now, don’t beat yerself up about it,” you attempt to assuage him.

Suddenly his face screws up in a new expression, and his aura flares up in a sudden maelstrom, ablaze with… Oh shit.

“If we hadn’t listened to YOU, you and that loud-mouthed Youngtree woman—risked our lives to recruit this useless barbarians, split our forces, aggravated the Ettercap, chased folly after folly down into these damned tunnels without a prayer or a plan…”

“Taito,” you warn him, tightening your grip a little. “Watch yer mouth before—”

“And now we’re all going to die down here—ALL of us—because of YOU, you and that that pink-skinned BITCH who’s ALREADY probably dead!”

You’re not sure if it’s the insults alone, or the gnome’s own madness seeping into you across your empathic connection, but your own temper flares nearly as bright as Taito’s. You haul him up by the collar with both hands, and shove him up against the wall, ready to give him what-for…

But for all your extrasensory perception, you didn’t expect the dagger.

Critical Failure for untrained Negotiations roll.

Failure for untrained Vigilance

Rolling damage...
>>
Rolled 11, 2 = 13 (2d20)

>>6194668
It sinks, deep. It hurts, bad.

You don’t need to look down to know that much. You also know it’s not fatal…

At least, not fatal for you.

Rolling Occultism against a frenzy, DC 18…
>>
Rolled 7, 20, 19, 20, 7 = 73 (5d20)

>>6194669
You’d had best of intentions, going into this. You really did. You’d thought, hey, maybe you could make a nice little deal with the sad little gnome-boy, get the Delver to see sense. It would’ve been best for both of you, if Taito had only listened. And if he hadn’t, well, maybe you’d have turned up the ol’ <Charm>. You know, for his own good! After all, heading back the way you came would have been a death sentence anyways!

8 damage taken; CZ has 19/30 HP left

Now, you think maybe death is exactly what this limp-dicked little shit deserves.

“OooOOoo, you’re gonna wish you hadn’t done that!”

You see Taito’s expression, which had begun to waver towards regret, shift once more. His aura’s axis tilts and wobbles with it, much to your delight. His is not to the placid face of a man <charmed>, but instead takes on an entirely new dimension of horror—not the woeful horror of having lost a loved one, or of facing his own theoretical demise. No, it is the raw and rarefied realization of his own IMMINENT mortality.

And it. Is. D̶̢̀́̔͒Ë̸̬̟̠̎͝L̶̦̋I̶͔̝̦̋͋C̶̫̙̪̐I̵̧͍̹͌O̵̧̠͉͋̒̃̍U̶̹̞̔̾͝ͅS̸͇̜̜͆̔́̃.̴̙̟͇͓̓͋

“Wh-what is happening to you? To your face?” he gasps.

“Puckerin’ up for a kiss,” you answer, your voice reverberating strangely in your own ears, as if it isn’t quite your own. “That’s the normal order, ain’t it? But since you went ‘n broke tradition by going fer penetration first…”

Rolling 2d20 Mentalism for Fear, 2d20 for Natural Weapons to grapple… And 1d20 for the spear

“Why doncha' lay back an' let little ol’ I̷̛̗̳̞͕̾̈̔̌̊̍̚r̵̤̼̙͚̼͒͂i̶̛̫̯̘̘̬̮͈̱̓͊̒̓̽̌ṋ̸̛̭͙̪̀́͌̾̆͆͠ͅn̶̡̖͍̜̖̤͇̼̿̃̎̕i̷̯̮̜̝̹͔͚̣̎̓̔̊̈́͠l̶̛̫͇̃̈́̃e̶̗̬̖̺͊̈́͑̆͝͠ return the favour, huh?
>>
Rolled 1 + 2 (1d2 + 2)

>>6194688
>>
Rolled 3 (1d8)

>>6194689
>>
>>6194689
>>6194691
>>6194688
The cute little gnomey thrashes in your grasp, quailing and wailing, too terrified to even think. he releases his dagger, like a fuckin’ IDIOT, and you can only laugh at his adorable antics a you slam him against the wall, dashing the back of his head against the stone. That dazes him, and leave a smear of blood when he made impact. Acting on instinct, he cuddle against his cheek as you elan past him to lick it up….

But it’s not enough.

True to your word, you kick your abandoned spear up into your hand and stab it into the Delver’s (yellow) belly, reciprocating his attack on your in kind. The barbed prongs of your fishing spear plunge deeper, and probably hurt worse to judge by his expression… But then again, judging by the delectable tang of his terror, his eyes might be rolling up in his head more from panic than pain.

(Either way is fine by you~)

“Ooooh yeeeeah. That’s that GOOD shit!”

You shudder in almost orgasmic bliss—almost, but INFURIATING not QUITE., feeling a SECOND ‘spear’ rising beneath your grey-black, shredded and now doubly-or-triply blodostaiend robe.

CRITICAL SUCCESS on <Fear>; Taito is too terrified to think straight, and cannot oppose you.
CRITICAL SUCCESS on Natural Weapons to grapple; Taito is trapped in your grasp, unable to escape.
You’ve inflicted 5 damage; he has 5/10 HP left
>>
>>6194710
A small, distant fragment of yourself—the you that others call Carazzi, or Cara-Zi, or CZ, or just Cara—squeaks up in protect, reminding you that you still need this gnome. He has skills nobody else in your ever-shrinking party has, and he cannot act against you anymore even if he wanted to. You could show him mercy, spare him and use him!

(Heh… Shows what you know itty bitty little ‘me’… We don’t need to spare this little snack to use him!)

Another part of you—the simple sensory aspect, not silly little ‘CZ’ this time—is aware of the orcs’ eyes upon you. Your face and arms have transformed themselves to some degree, you know. There will be questions to answer, if you are so inclined when your fun little fugue state fades away…

But it hasn’t yet, and you’ve been a ‘good’ ‘girl’, like everyone’s expected of you, and you’re soooOOOOooo hungry. Since you’re already going to be having an awkward conversation anyway, can’t you indulge just a LITTLE bit more?

>Eat Taito’s soul
[Kills the gnome, restores 1d10 HP instantly, lowers <WANT> by 5, eliminates exhaustion penalties and grants you limited use of his skills until your next long rest]

>Spare Taito’s life
[The Delver will obey you without question for the rest of the dungeon; orc morale will likely be better (there will be a roll to resolve that), and CZ not drift towards Chaotic Evil]

>Write-in
[Make it interesting, anons!]

Ithink I finally cleared the mysterious formatting error on the third attempt, lol...
>>
>>6194657
>nat 1 to convince him
>>6194668
>>6194668
>we fail to detect his sttack and he maxxes the dmg dice
>>6194688
>we get nat 20's for the fear and attack
classic
also I'll never stop chuckling when getting a bonus attack for a 1d2 dice.
>>6194711
>Spare Taito’s life
alright, we had enough fun
>>
>>6194711
>Spare Taito’s life
Can't think of a good write in here
I'm sorry OP
I have failed you
>>
>>6194723
>also I'll never stop chuckling when getting a bonus attack for a 1d2 dice.
If you critted the spear, you'd have probably killed him as instantly as his cousin died.
>>
>>6194744
>If you critted the spear, you'd have probably killed him as instantly as his cousin died.
I'm aware that their hp is low, but still it's funny to see.
>>
>>6194711
>Spare is life WHILE eating a bit of his soul
let's keep a broken nerd-toy
>>
>>6194916
>>6194740
>>6194723
[Alright, locked and writing!]
>>
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>>6195273
You stare into the limpid, fear-fiddled puddles that are Taito’s eyes, debating yourself in quite-literal manner. This schism within you, and this other ego… It begins to chafe. A more familiar sense of self starts to reassert the old order. You feel, if not regret exactly for stabbing the spiteful little shit, a sort of worry about what you are on the precipice of becoming…. Because it’s not Cara, or Cara-Zi, ro Carazzi, or even Zith-Zi. It’s…

Someone else.

You shake your head like the flea-ridden street-dogs that you—YOU—remember seeing as a little gobling, back out East, on the other side of the Wastes. When you look back at Taito, he’s considerably less appetizing than he was a moment ago, even if the hunger persists. If anything, it’s more yawning than ever, for the self-denial and the mana you expended shifting shape and instilling <Fear>.

<WANT: 18>
MP: 2/3

You drop the gnome to the stone, and he falls to his knees, sobbing and babbling his thanks for sparing him, and saying how sorry he is for having stabbed you. You grimace at the display, and at the sensation of the dagger still stuck in your gut. You slide the knife out with a wet shlick, and fling it, clattering, to the gnome at your feet.

“Pick it up,” you command the pitiful little prick. You speak icily, but without venom. The hellfire in your heart smoulders low again, and you find yourself almost as afraid as Taito to awaken it again.

Turning to face the orcs, you see every eye is a wary one—albeit some more so than others. Dura looks at you with shock and confusion, but you sense little fear from her. Well… Good! You DID just save her life, after all! But the others… Oodagh is plainly terrified, taking a step back from you and brandishing a spear. As for the siblings, neither of them is exactly horrified by what they’ve beheld, but you sense questions unasked, and no small trepidation. Perhaps they lack the words, or maybe they already think they know the answers.

Most surprising of all, though, is the sense of RESPECT>

“Should kill,” Murbal spits, not at YOU, but at Taito. “ Sma dyr ku ij fraukanak agh ar naog pros ve naj-ri.”

Dura nods slightly as if in agreement with… Whatever that is. You look to Xoldur for translation, but instead get him own, measured opinion as he snatches Oodagh’s spear from his hand and pushes it into the other orc-boy’s face length-wise, shoving him back and snapping him out of his frightened state with the rough, orcy discipline.

“You have bad curse,” he diagnoses you. “Danger.”

You open your mouth to argue, but then close it, brows knitting as you remember how it had felt this time, the frenzy. It was different… Almost like being detached from yourself. Or perhaps like FINDING yourself, after being lost for a long time. That you aren’t certain which it was only makes it worse.

(Maybe you ARE cursed?)
>>
Rolled 95, 60 = 155 (2d100)

>>6195292
“More dangerous ta the Ettercap,” you say, to put on a brave face.

Murbal barks in laughter that says she both understands your words to some extent, and agrees with them. Xoldur, too, offers a curt nod and gestures for you to continue. You note, however, that the chieftain’s son is no longer willing to turn his back to you, nor Oodagh, nor even Murbal.

“You scared a’ me, too?” you ask Dura, once your skittering new, half-shattered pet nerd has scuttled off after them.

Dura doesn’t nod or shake her head, mostly likely because you may as well be talking Easterling for all it matters to the hedge-witch, but instead tried to sound out the word:

Eerey-Nai-Ull??”

You aren’t sure how to answer her, and so you say nothing. Sensing your trouble, nermal croaks and nudges you, his tendril-like whisekrs tickling your calf. You shake him off with a snort, and shake your head.

“No time fer angst OR mysterious shit,” you say. “Come on, let’s get goin’.”

>>
>>6195293
The stairs take you deeper still, though they are more spacious and less claustrophic now, even as they spiral down into areas of the Earth unplumbed for aeons by mere mortals, and even knowing the ones doing the plumbing are decidedly-deadly, dark-minded fairy-folk. Eager to avoid further fatalities along the way—even Taito’s own, since you went to the hassle of not killing him—you shroud and dim your torch once more. Oodagh takes the lead now, fearful of you but seemingly too stupid to perceive the same risk that Xoldur does. Taito, close behind him despite his inferior night-sight, seems eager to make the case for your continued mercy, as if worried you’ll change your mind and eat him after all.

“L-look!” he whisper-shouts. “Look here, bring the torch! It’s… I found something!”

95 for treasure roll. 60 for encounter roll.
You find something… And it’s not yet awake.


Indeed the Delver HAS found ‘something’, but ‘something’ is all you can ay for sure. At a glance, it resembles a great egg, or perhaps a smoothly-polished gem the size of a grown man—and not a goblin-guy or a gnome or nothing, either, but a humie or even an orc! The strange, yolk-golden gem-egg isn’t alone, either. The strange ovoid and its queer fellows are each set into sockets upon the wall, ringed in studded , glyph-printed metal frames. You and the others approach curiously, where Oodagh is crouched and stabbing his spear in mock-charges at the gnome’s unusual discovery.

“What, yer scared a’ treasure now?” you snort. “That’s a new one. Fuck, stones this big gotta’ be worth a fortune… if only you could haul ‘em out, huh? As shit is, though…”

Only when you draw near enough to peer past their clouded surface do you see why Taito was so excited, or Oodagh so overcautious. Well, maybe not OVERcautious, actually, as it turns out… For trapped, like bugs in so much amber, are silhouetted shapes. Within the man-sized eggs are gob-sized silhouettes, features blurred and shadowed by the half-opaque nature of their casings, and the faint light shining from behind them.

“The fuck?!” you mutter, staggering back from the egg-gem you’d been fogging up with your breath. “More’ve those weird gob—THINGS , from back up there?”

“Or dwarves,” Taito suggests softly. “Suspended here.”

“What, like a big fancy sarcophagus or somethin’?” you ask. “Why’re you whisperin’, then? ‘Fraid you’ll wake the dead?”
>>
>>6195311
You were only half-joking, but Taito’s answer erases the humour entirely:

“I remember, when we started planning this expedition… Iorund said that in ancient times, the magical technology of the dwarven empire could extend their lifespan beyond the typical two-hundred years of a modern dwarf. That it could let someone live for nearly as long as you’d like. It was just one of many legends surrounding ancient places like this, and I don’t think even HE held out much hope but…”

“Lich shit,” you hiss, as hazy memories of adventures predating the CZ/ZZ split come rushing back, fragmented but very much unpleasant even in their piecemeal state. “Fuck! Shoulda’ known. Khoblis shit always leads ta’ liches!”

(Or demogoblins…)

Still, you can’t help yourself: you step closer again and tentatively, your cup your hands around your face and squint past the glow at the shape inside the nearest monument to dwarven lich-shittery. Your own witchy-tingles and barely-trained witch-eyes don’t pick up any particular aura of undeath, not as you know it… But there IS magic in there. LOTS of magic. And most especially, it coalesces around the figures within the peculiar pods. It’s not from within the figures themselves, either, or their casings, but from their clothes and accoutrement.

(Holy shit… These zombie wannabes have got themselves equipped with all kinds of magic items!)

There are eight eggs, and each contains such a well-heeled dwarf—or proto-dwarf, or maybe quasi-goblin like those you fought before. Considering how your LAST scuffle went with some of those blue-green motherfuckers, you’re not exactly excited about the prospect of facing off with eight more of ‘em with proper gear and shit… But then again, you ARE at rather a disadvantage facing off against the Unseelie Fey without magic items, aren’t you?

What will you do?
>Try to smash open one of the pods, and see what happens
>Attempt to puzzle out how to unlock them with mechanism and magic
>This is too risk… Move along, and let sleeping liches (?) lie
>Write-in

Also, will you try to convince Murbal to share her potions?
>Yes [how many, and for use by whom?]
>No
>>
What’s the HP of our team again ? I know we ourselves will probably need the heal before opening an egg
>>
>>6195342
CZ: 19/30 HP (exhausted)
Taito: 5/10 HP (exhausted)
Dura: 7/15 HP
Oodagh: 21/25 HP
Murbal: 35/35 HP
Xoldur: 35/35 HP
Nermal: 20/20 HP (very exhausted)
Aarre: -15/10 HP

Murbal has 2 potions which heal 2d6 each.
>>
>>6195313
>Attempt to puzzle out how to unlock them with mechanism and magic
If we can't figure it out, roll one away from the rest before we break it
Also if they really are liches we might be fucked, but Taito said lifespan, and liches are undead.

>No
>>
>>6195313
>Attempt to puzzle out how to unlock them with mechanism and magic

>No
>>6195347
thanks
>>
>>6195313
>>Attempt to puzzle out how to unlock them with mechanism and magic
>No (not for now)
>>
>>6195313
>This is too risk… Move along, and let sleeping liches (?) lie
>No
>>
>>6195569
>>6195517
>>6195400
>>6195349
[Locked and writing!]
>>
>>6195900
Though you’re no ziran nor khoblis—that is to say, the rather rude goblin word for a wizard-type—you ARE a sort of amateur occultist by now, and you’re PRETTY damn sure you could detect a lich, at least a proper one. That means that if these pod-people ARE liches, they’re real half-assed ones, exceptional equipment aside.

(Plus, didn’t Taito say these dwarfy doofuses were doing something to extend their LIFEspan? Well, liches aint’t alive! Bingo bongo, this guys ain’t liches!)

Confident in your logic, and suddenly feeling QUITE wise for having spared your resident machinist, you beckon he and Dura over. Unencumbered by your sadly long-lost chimera, the orc witch si free to help you with the mystical end of things, while Taito does machines.

“We’ll start with one egg” you announce, “an’ if we can’t get it open the fancy way, we’ll just pry it out an’ crack it open!”

You mime your intentions so that Dura an follow along. She looks rather more confident than Taito, who suddenly looks like he wishes he could rescind his discovery.

(Well, too bad, so sad! Ungrateful little shit…)

At least the gnome doesn’t object, upon seeing your sneer, but rather sets to work like a good little artificer. You and Dura set to work as well, they as before, the Fey nature of the magic at play and the unfamiliar character of the ancient dwarf alphabet makes it more GUESSwork than anything else…

Rolling 2d20 for Machinery, DC 17 for the difficulty of the check and Taito’s exhaustion, +2d20 for the aid of the others at a similar DC due to unfamiliarity and Cara-ZI’s own exhaustion penalties…
>>
>>6195913
There’s something to be said for the virtue of persistence, as it turns out, and for the benefit of experience. While no member of your trio has ever encountered the curious archaic characters before, each of you has at least some experience with SOME squat-scribbles; if none of you is a practitioner of Feycraft, well, Taito knows a bit about elf-shit by way of being pretty much a pint-sized elf himself, and you and Dura can fill in the gaps in general magical aptitude well enough. Best of all, of course, you’ve all been toiling in this dungeon and examining halls and walls of the geometric screed of these ancients for what feels like (may actually BE, in fact) hours now, and Taito has even done similar work not so long ago.

“I’m confident that this rune means ‘open’,” he says, pointing at one with his finger not QUITE touching.

“Then why aincha’ pressin’ it?”

Taito stares at the rune and pulls his finger back a little.

“I’m FAIRLY confident,” he corrects himself. “But it COULD also mean ‘activate’, and as to WHAT it activates…”

You groan, and grab his wrist firmly. He squawks in alarm and tries to pull away, but a hard look from you sets him straight.

“Dura, be a doll ‘n…?”

You don’t’ bother finishing the thought, both because you’d need to have Xoldur translate it and because, to your pleasure, Dura has gotten quite good at reading your mood and deducing your directions. While Taito was tinkering, the two of you had set about intuiting and interfering with each of the magical ‘mechanisms’ at play, disabling or suppressing those which seemed most potentially-volatile or merely mysterious. The last thing you wanted was an unexpected surprise when this egg opened up…

(Well, the second to last. Being unsurprised by a doom from distant aeons would be pretty shitty, too, even if you half-expect as much.)

Some spirit of fortune must be smiling upon you all, though—or more likely, your studies and strong hand have paid off to make the most of a bad situation and a poorly-split party. Not only does the gem-egg open…

20: CRITICAL SUCCESS!

You can tell in an instant that you’ve done as you hoped, and disabled those enchantments meant to rapidly rouse and invigorate the egg’s inhabitant! The metal ring rotates and flexes ever-so-slightly with a hiss of heat and a small spray of vapor. Taito leaps back, and the other Steelwood orcs take up weapons in readiness, but you and Dura merely exchange a smile, because you both sense your success as the gemlike exterior begins to lift away, splitting the capsule in twain.
>>
Rolled 17, 6, 7, 14 = 44 (4d20)

>>6195933
True to appearances, the opening egg gushes forth with a thin, golden yolk. Dura, thinking fast, scrambles through your satchel and removes the cookware, to gather up some of the faintly-luminescent fluid. You, meanwhile, hurry forward, shoving Taito back as you lurch to catch the falling form which the egg now ejects. The slumbering shape’s dead-weight drop, made more impactful by its odd armour ,weigh you down heavily; you’re nearly crushed in spite of the wearer’s small size! Grunting and groaning, huffing and puffing against your sore and training muscles, you’re able to lower the occupant down to the smooth stone floor of the chamber with gentle care. Only then, when the runny remnant of the capsule’s interior is washed away and you have all gathered around, can you truly start to analyze your find.

“Well,” you pronounce unnecessarily, “he ain’t a dwarf.”

“No,” Xoldur agrees.

Samund dyr” Murbal adds with distaste, “like others.”

Indeed, the sleeping (?) knight of this strange ruin is no dwarf or other demihuman—not a gnome or halfling either, despite Martyn Meadowgrass’ speculation that this ruin could predate the splintering of those three races. There’s nothing else he COULD be but a goblin, or at least a goblinOID. Like those brainless, bitey bastards you’d nearly torn you and Dura to shreds a short while ago, his face is bluish-green rather than the limey or froggy shades with which you’re familiar from your stints in New Goblintown or the Wastes. Even asleep, though, his calm expression doesn’t exactly scream ‘mindless monster’, nor does his meticulously-groomed (if currently somewhat mucky) chinstrap beard. His head is shaved, and his smooth flattish face is symmetrical and smooth—better than you can say for your own, when you’re not shifted, but ALSO more than you can say for any gob you ever grew up with or encountered since.

“Ain’t ever seen a gob like him…”

“Could he be a hobgoblin?” asks Taito.

You laugh aloud at his ignorance. “Hobbos are tall, and a bit more humany… And orange.”

He’s short, like you’re short to like Taito’s short, but broad and well-built insofar as you can tell under his limber-looking silver-blue armour. Upon his head he wears a decorative-looking helm; you knock upon it on impulse, to a sharp intake of breath from the others, and find he sleeps deeply, and that the helm feels sturdier than it looks, as does the close-fit sheath of metal around the rest of him.

“Belt,” Murbal mutters, and waves her hand at it, still refusing to draw closer or to touch the goblin-looking thing.

You follow her gaze and see, indeed, that there are several objects n his built. With a true goblin’s gift for looting the fallen, you swiftly snatch up each in turn, turning them over in your hands before handing them off to Dura. You and she share another look, your smiles spreading.
>>
>>6195934
Jigi!

“Fuckin’ RIGHT it’s jiggy!” you say, for the this is the orcish word for magic, and this is some GOOD fucking magic!

The most interesting objects you discover, armour and wearer aside, are three: a small cube, a cylinder, and an oval. You and your fellow archaeologists—which you decide you are—fiddle with the runes on each…

17: Another success!

…and quickly deduce what each is capable of. Upon pressing and holding a familiar rune upon its surface until it glows, the cube opens and expands into a sort of chest, unfolding to many times its original size and revealing enough space to store all your cookware and other sundry stuff. On a hunch, you snatch the little figure which Oodagh has been sculpting as he watches, and (much to his vocal dismay) you stuff it inside. Then, you press and hold the same rune which opened it up, and it glows again and folds back in on itself. The others laugh or roll tehri eyes at Oodagh’s outraged hooting and hollering, but when you press the button again, you produce the half-formed wooden figurine unharmed, and hold it up.

“Bag a’ hoding!” you identify it. “But way fuckin’ tinier when folded in on itself!”

This is all well and good, but it’s the OTHER items which prove the most intriguing: the ovoid lozenge of metal, when activated by similar processes to the cube, produces a peculiar field which causes the holder to levitate in place, and—with a bit of practice—to even float this way or that by gesturing with the hand holding it. AN the cyinder.

“Unholy fuckin’ SHIT!!”

When you activate THAT son-of-a-bitch, you nearly take your face off with the sudden lance of luminous force which blasts forth, scorching the sunburst pattern upon the ceiling before it settles down, with a dull-but-persistent thrumming sound into a golden, glowing rod. You give it an ill-advised lick before pulling away at a sudden sensation of burning that mere fire could never elicit—at least, not in something Infernal as you are—and you nearly drop it.

“That’s… That’s radiant energy,” you realize. “Holy magic. Like… Like a Paladin or some shit…”

All of you stare at the motionless repose of the blue-green goblin in his shining armour.

Who IS this asshole??

What will you do?
>Take the loot, stuff the sucker back in his pod, and skedaddle—you have people to save, magic items to do it with, and no more time to waste
[Specify how you distribute it; if you keep it all, expect issues in the future]
>Open up some more eggs, and collect some more magic shit!
[Incurs a delay]
>Wake the sleeping ‘goblin knight’, and figure out what the hell is going on in this place
[???]
>Write-in
[There is at least one other option I haven’t listed, which springs to mind…]
>>
>>6195942
>Take the loot, stuff the sucker back in his pod, and skedaddle—you have people to save, magic items to do it with, and no more time to waste
Give the holysaber to whoever has the best sword skill here, since we can't use it anyway. Give the ovoid to Taito and keep the bag.
>>
>>6195942
>Take the loot, stuff the sucker back in his pod, and skedaddle—you have people to save, magic items to do it with, and no more time to waste
We can open the rest on the way back - rescue ZZ first.
Cylinder to an orc since we promised them a weapon, backing >>6195977 for the others

....Before we leave, stuff the goblin knight in the bag of holding...
>>
>>6195942
>>Open up some more eggs, and collect some more magic shit!
Adventurer rule number one : steal everything that's not nailed down.
Adventurer rule number two : a crowbar enhance the range of rule 1
>>
>>6195977
>>6195989
>>6196162
“No time to waste, and you all know the adventurers’ motto, doncha’?”

In response to the sea of blank, most-often grey-and-tusky faces, you clarify: “ ‘Loot what’s not alive, pry open anything that’s not well-locked, and collect every coin you can carry!’ ”

You look towards the other pods and add with a tut: “And they ain’t dead, not exac’ly, an’ they’re pretty well-locked.”

It’s true: opening up the single gem-egg-pod took what might well have been a half-hour. It was WORTH it, don’t get you wrong, and time well-invested. Without these magic items, you might not be able to DO anything about the Ettercap when you reached it. But even so, you wanted to reach that Ettercap while everyone was still alive and un-freakified by the dread fairy’s malevolent magic.

Speaking of those items, though, you distribute them quickly among your party. You’re only too happy to par with the radiant saber—or ‘rad-saber’ as you took to calling it. Sure, as long as you don’t touch the blade or get it turned back upon you, it’s technically SAFE for you to wield, but… Well, you didn’t feel COMFY around it, okay? It gives you a queasy, dick-climb-back-up-inside you feeling when you light it up and extend its glimmering positive-energy blade. You offer it to whoever can wield it best, and while Oodagh makes a missed swipe at it, the chieftain’s kids play an Orcwilds gambling-game with their fingers for who will ACTUALLY get to the magnificent magic weapon that their chieftain was promised. Murbal groans and throws up her arms in defeat as cleverer Xuldor accepts the cylinder thanklessly.

Xoldur gains: Radiant Saber (2d3+1 radiant damage)
Xoldur’s Morale: High


(Hmph…)

Taito is seemingly shocked when you offer him the ovoid, which he quickly dubs ‘the floatation spheroid of artifice and magic, or Float-SAM’.

“But why?” he asks, dumfounded. “I thought… After what happened…”

He clams up quick, eyes bulging a little as he realize that he’s reminding you of why you might give him nothing—take away even his life, n fact, and with full justification. You frown a little at the reminder of the gut-wound he inflicted on you, which while your generated the organs within and stopped yourself from bleeding out, DOES still hurt like a bitch. But in the end, you give him the device anyway, saying:

>“We’re good. Shit happens in a dungeon.” [+Good inclination]
>“You’re giving that back when you’re done. You get fuck all except your life.” [+Lawful Evil Inclination]
>“I still might kill you, you know. Don’t push it because you made yourself BARELY useful, you little shit.” [+Chaotic Evil Inclination]
>Write-in
>>
>>6196607
As for the rest, you have timid Taito carry the ‘cube of holding’ for you like it’s your purse and he’s your beau—or, more accurately, your servant-boy. It’s kind of nice, actually, though you’re not about to tell Taito that. After all:

>You’re more interested in Dura right now…
>You’re still pining after Martyn Meadowgrass…
>There’s someone else you’re interested in… [who?]
>You’re embarrassed by how much you actually DO kind of like having Taito at your beck and call…

And as for the knight-in-shining-armour, well, YOU’RE taking the armour, obviously. After all, it’s FITTED armour, and YOU’RE the only one who can fit yourself to it with the ability to shift shape. Though that leaves you with two questions…

Wear the armour now?
>Yes [-1 MP to shift shape, +1 AC, -2 to all damage taken, and gain additional spell-resistance]
>No [Keep 2/3 MP, allowing a second spell or an upcast in the battle(s) ahead]

And what will you do with the man who was in that shiny old tin can? You don’t have time to wake and interrogate him now, but what is to be done with the ‘goblin knight’?
>Stuff him in the cube
>Leave him here in the empty gem-egg, and maybe come back for him later
>Tie him up and take him prisoner
>Kill him

[Was going to leave it open, for a bit longer, but I decided a small update with a series of clarification votes would do, if that's fine with you anons? I'm a little pooped.]
>>
>>6196607
>“We’re good. Shit happens in a dungeon.” [+Good inclination]
>>6196608
>You’re more interested in Dura right now…

>Yes [-1 MP to shift shape, +1 AC, -2 to all damage taken, and gain additional spell-resistance]
The only problem would be it slowing us down, but that doesn't seem to be the case

>Stuff him in the cube
Surprise item
>>
>>6196607
>Write-in
>"You get ONE chance at redemption, don't blow it." Neutral inclination?

>You’re still pining after Martyn Meadowgrass…
+
>You’re embarrassed by how much you actually DO kind of like having Taito at your beck and call…

>Yes

>Stuff him in the cube
lmao get cubed nerd
It's cube time for you
>>
>>6196607
>>Write-in
>>"You get ONE chance at redemption, don't blow it." Neutral inclination?
>>6196608
>You’re still pining after Martyn Meadowgrass…
>Yes [-1 MP to shift shape, +1 AC, -2 to all damage taken, and gain additional spell-resistance]
>Stuff him in the cube
Of course, we need to regularly open the cube to give him some fresh her, totally not metagaming the usual "one hour of breath time in a bag of holding"
>>
>>6196690
Do we? I thought he was still in some kind of magic suspended animation
>>
>>6196607
>“You’re giving that back when you’re done. You get fuck all except your life.” [+Lawful Evil Inclination]

>>6196608
>You’re more interested in Dura right now…
+
>You’re embarrassed by how much you actually DO kind of like having Taito at your beck and call…
Dominant leadership- just like her Ma (and sis). More interested in the feelings of power and the power dynamics ngl.

>Yes [-1 MP to shift shape, +1 AC, -2 to all damage taken, and gain additional spell-resistance]
>Stuff him in the cube
>>
File: locked sort of.png (3 KB, 398x142)
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3 KB PNG
>>6196611
>>6196622
>>6196690
>>6197056
[Hmm... Alright, writing!]
>>
>>6197134
“It’s fine,” you conclude.

Taito starts to breathe a sigh of relief, only to stop when he sees your finger in his face. The curly-stached gnome practically pisses himself, as his eyes cross comically o focus on the thin tip of your once-more fine finger.

“But yer on THIN fuckin’ ice,” you remind him. “You pull a stunt like that again…”

“I-I won’t! I s-swear!”

“Good,” you say smugly, withdrawing your finger from his much-less-relaxed face. “Last chance, Taito. Don’t fuck it up.”

As you withdraw to an adjoining room to chance into your brand-new battle-suit, you reflect on Taito’s reaction. That thrill of fear, that sensation of domination… it’s honestly a little embarrassing how much it gets you going. You aren’t about to tell TAITO that, since it would spoil the whole thing, but he’s a pretty fun chew-toy. But is he ‘fun’ fun, the way Martyn Meadowgrass is? Or even Dura? You’ve had no time to sort out your feelings for them—or even to decide how deep they go, and what sot of feelings they are. They’re all pretty fuckable to be honest… But you don’t know if Martyn’s even interested anymore, now that he knows you’re green underneath it all, and fi THAT isn’t a mod-killer with Dura, the cucumber you’re smuggling might be.

(Gah! There’s no time for this!)

You stop tugging out your hair and finish pulling on your armour. You have to adjust your remaining feminine proportions to fit, broadening your shoulders and shrinking in your hips, and pretty much ditching the tits altogether. Between this and the bossy sort of bent you’ve had to take to wrangle the orcs and such, you’re feeling a little mannish, honestly… And THAT’s a whole other complicated matter that you are NOT going to start contemplating right now.

(Though you’ll freely admit that it’s a bit of a boost feeling both Taito’s dreadful reverence and Dura’s curious appreciation washing over you when you return, all shiny and chrome.)

“Well?” you demand, delighting as Taito jumps in startlement. “Why ain’t that goblin cubed yet?!”

“R-right, it’s just… Won’t he suffocate?”

(Oh, right. How much air is in a bag of holding again? An hour? A minute? Probably depends how fast you’re breathing, and how hard… Hells Below, this guy’s in some sort a’ suspended state, right? Maybe he don’t even NEED no air…)

Dura grunts and jabbers something to get your attention, waving her stick. It snaps you out of your reverie, though you can only frown apologetically as she waves and gesticulates to make a point that flies right by your. She sighs quietly when she sees you’re not getting it, and gestures to the unconscious goblinoid upon the ground, and then to the cube which Taito is holding in his hands.

“You heard the girl, open it up!”
>>
>>6197154
Taito obeys you promptly, unlocking the cube and allowing it to unfurl and unfold its collapsed dimensions into something that you can just about stuff the stripped down (and surprisingly ripped) ancient knight into. At your urging—and with Xoldur’s nod of approval backing you up—Oodagh does so, warily lifting the little man and plopping him into the portal at the entrance. He disappears inside, and a moment later Dura drops her sacred staff with a rattle, hurrying over to where she set down the coking-bowl which he had used to collect some of the spilled ‘yolk’ of the gem-egg which had once housed your newly-cubed prisoner. Your eyebrows arch as she carries it over and, after a moment’s hesitation, pours the mysterious, thick amber-like liquid in after him.

“But why… Oh! Oooooh!” You grin, and Dura grins back, still pouring. “I get it! So he can breathe. If it was good enough to keep him stable in that chamber for who-the-fuck-knows how long…”

Dura can’t finish the sentence, not in Common, but she nods eagerly.

(Clever girl!)

You seal the cube back up again once she’s done, and spare the other gem-eggs and their shadowy occupants one last look. Weirdo gobbos in an ancient dwarf ruin, some of them seemingly brainless and wandering around like constructs, while others are kept in some sort of stasis, strapped with ancient artefacts… You wish you knew what any of it meant, or had time to puzzle it all out, but you simply don’t.

Alright, one more time!

Since your torchlight hasn’t given you away yet, you decide to stick with your s-far so-good strategy: you dim the light and proceed slowly. If the rocs won’t be vanguard anymore, well, at least Nermal is by your side, and the rest of the party is pretty close behind. AND you’re armoured-up!

Still, you have to admit to a bit of anxiety when you again approach the by-now familiar sight of a locked doorway.

This one isn’t quite like the others, in ways both promising and worrisome. It’s built similarly in the sense of being smooth and seamless, resembling nothing more than a big dead end at first. Only the strange shape of the room, lack of anything else of note to explain the room’s purpose, and an observation made by OODAGH of all people tips you off to its nature.
>>
>>6197157
“Why’s the re—why’s Oodagh doin’ that?” you’d asked, when you say him following the wall, forehead furrowed and the butt of his spear pushing along he floor.

Murbal had picked up on your question, or wanted t know as well for her own sake possibly; either way, she shouted at the orcish teenager. He’d gestured at the design here, a collection of jagged triangles and round arches, and howled something back as he thumped his spear a couple more times.

“Oodagh say, is half a sun, but line go in wall. Not stop at wall—go IN. He say, look like go under. That mean—”

“That mean the pattern stretches further that-a-way, past th' wall.” You rubbed your chin, flinching away in surprise at the cold and metallic feel before you remember your fancy new gauntlets. “Okay, but what’s on the other side?”

Xoldur grunted wordlessly when you asked that, a groan of quiet dread.

You don’t need to be a Mentalist or orc-interpreter to understand the reason: both previous doors were far smaller and simpler than this, and trapped against unauthorized entry. From the way the stairs had been shifting towards more gradual ramps, and the rooms had gone from expansive and equipment-filled to smaller and more secure leading up to this chamber, a pro dungeon-crawler of your (admittedly amnesiac) experience could infer you’re approaching what might be a ‘treasure-vault’ or ‘boss-chamber’ of some sort; these are highly-technical, industry-specific terms for the place where ancient evils or squatting monsters often hole up with all their valuables.

It's also, naturally, where the traps tend to be deadliest, and where ambushes are most often laid.

What will you do?
>Search for a way to get the door open—pressure panels, runes, wall-buttons, SOMETHING—and set Taito to figuring it out like the others
[Fastest, but high probability of traps/ambush]
>Backtrack and try to find another way… The Ettercap’s foundlings MUST have a way around all these hazards, after all!
[Incurs a delay; reduced risk]
>Write-in
>>
>>6197159
>Search for a way to get the door open—pressure panels, runes, wall-buttons, SOMETHING—and set Taito to figuring it out like the others
If the door wasn't so big it could be confused for a wall I'd suggest trying to force it
>>
So we found a shortcut that would else took us one delay to circumvent?
>Write in
>Actually load up in magical gear before forcing the door
>Ask Taito to investigate the door (without touching anything) while we empty other vaults after like the second or third one
Better get a delay in loot and be more prepared for what's in there than a delay in walking around.
>>
>>6197159
>Search for a way to get the door open—pressure panels, runes, wall-buttons, SOMETHING—and set Taito to figuring it out like the others
>[Fastest, but high probability of traps/ambush]
>>
>>6197253
>>6197346
>>6197357
[Locked and writing!]
>>
Rolled 5, 19, 5, 18 = 47 (4d20)

>>6197912
If the door wasn’t so big as to be mistaken for a wall, you might have had the orcs force it—or shit, demogobbed out and ripped it open yourself! As it is, though, even all of you working together probably couldn’t pry it apart. Such is the precision of the ancient artisans who crafted this dungeon that you can’t even find a seam in the stone to delineate a starting point! So, well…

“Remember, Taito: don’t fuck it up.”

Taito gulps. The look on his face and the tang of his terror is something sumptuous, something you’ll savour if… Well, if these all goes wrong. Something to remember him by, maybe. You THINK you should probably feel worse about sending the gnome to his possible death, maybe. Tips would. ZZ even might, maybe. The original Zith-Zi wouldn’t, that’s for fucking sure—you remember being her enough to know how she responded to a knife in the back, or in the stomach for that matter.

And Cara “CZ” Zi? Well, you have your own priorities which take precedence over the safety of even and admittedly-cute mook like Taito. No more delays. No more distractions. Not for treasure, not for Taito. You and Dura had already done all you can, checking for magical traps and deactivating or disabling many lines of power as you could find… Or, well, most of them. Some seemed, by sensation and intuition, like they might just be necessary to activate the opening of the door—and hopefully ONLY that mechanism—and had thus been left intact.


You pull the others back, back around the corner and half-way up the stairwell, just in case. You peer around the corner, watching the gnome work.

Rolling 2d20 for Taito (DC 16), +2d20 (DC 17) for your CZ's and Dura’s contributions.
>>
>>6197927
You and Dura had, in your endeavours, found a sort of hidden panel in the wall—a slab of stone indistinguishable form the others, right at hand-height for a member of the pint-sized races. You’d disabled the magic which had fused it into the surrounding stone. Then, with daggers and a small array of complex doohickeys which Taito has been toting around, you’d pried it open to reveal a series of strange, tubular conduits of arcane energy. It is there that the Delver now labours, working to cut off some conduits before activating others, in hopes of opening the path to save your sister, your pet, your would-be-lover, and all the others.

Sweat drips off of Taito’s forehead. You can practically hear the echo of the sound which ended Aarre’s life echoing around in that big ol’ gnomey dome of his, and you genuinely try not to revel in it TOO too much. After all, you DO want him to succeed. If he doesn’t… Well, you’re stuck at a dead end, or at least you’ll be forced to double back, assuming you aren’t exploded or set upon by evil fairy-foundlings.

“C’mon,” you murmur through gritted teeth, “c’moooon!”

19 & 18: success!

kchhh-KK!

You here is a faint hiss and a click which makes you and Taito both jump a little. No clarion call of chthonic klaxon follows, though. No explosion of compressed air, nor anything louder. There is just the eerily-quiet sound of impossibly-smooth stonework sliding against the subtle grooves of the sunburst-adorned floor, the once-imperceptible space at the centre of the wall opens up.

“Yes!”

You whoop for joy and rush forwards, the Steelwood Orcs hot on your heels. Only when you perceive the distortion of your own pink colour to a foundling purple do you stumble to a stop.

The gap grows, and so too does the Uncanny Unseelie light’s expansive glow. It sprays across your faces and floods the chamber, during grey-white stone to a bruised blue-black, while the sunburst pattern shimmers in technicolour tango beneath the fairy-light. Like the valley surrounding the dungeon above, this place has been touched by the Ettercap’s own, perhaps equally-ancient magicks.

Yep, you’ve found the boss-chamber, alright.

You all take up your weapons in response, ready for anything. However, no ambush awaits—no horde of freaky foundlings come hurtling towards you. Instead, you find strange hanging garden of unearthly delights: an underground grove, seemingly sustained by the reflected and magically-refracted light of the sunburst star-pattern on the floor. Vines creep up the walls, thickening here and there in the expansive chamber to thick, trunk-like stalks. More of the heart-like fruits hang here, some shriveled as if old and rotted on the vine, while others are juicy, plump, and pumping.
>>
>>6197949
You all advance cautiously. The hunter-killer eyes of the orcs dart this way and that: predators aware that they, too, could easily become prey. As a goblin—even a cambion demogoblin—you need no reminder of THAT terrible truth. Taito hews close to you, the coercive influence you’ve exerted over him now a comfortable cloak compared to this dark-light domain and its unseen inhabitants.

Among the Unseelie overgrowth, there is more machinery, as well—constructs of the ancient races of little-folk who made this place, before the Ettercap found it and made it a private garden. There are crystalline lamps, powered by reactivated runes and warped to cast more of the unwholesome glow which illuminates you all in inverse. At the centre of the chamber, raised above the rest of the floor, is a strange sort of dais with a pulsing, purple gem-egg, surrounded by flat, stone surfaces with shining black sheets of glass, and speckled with grid-aligned runic symbols beyond your illiterate understanding.

(Where are the Unseelie, though? Not that you’re upset by their absence, mind. For that matter, where are your missing companions from Red Team?)

A hand grabs your shoulder, and you whirl around, leveling the prongs of your fishing-spear in fright. Xoldur doesn’t exactly look apologetic, but he does hold up a hand in a gesture of peace, and then closed his hand into a fist, before raising one finger. You blink in confusion, and he nods his head upward. You follow the gesture, and the finger, and see…

“Oh.”

Hanging from the ceiling like so many massive grapes are more gem-eggs. They hang not from vines, but from strange, geometrically-aligned cables set into the ceiling, seemingly on some sort of track. Each is the same putrid purple as the one down below, each is aglow… And each contains a small, humanoid shape.

You squint your eyes, focusing on that feeling that ahs ever tied you to your other half—to the Zith-ZI still calling herself such, though she be pretty and pink and free of your own curses and misfortunes… And you feel her, up there, inside one of those gemstone grape-eggs.

“Oh SHIT!”

You and Green team have, seemingly, found your missing companions. The question, of course, is what to do about it.

>Break open the eggs! Quickly! Get ‘em out of there!
>Try to activate the old machinery, to figure out what exactly it’s for, and how to save them?
>Seize the initiative, and set an ambush yourself; the Ettercap will return, or one of her foundlings, and then you can force them to free your friends…
>Write-in
>>
>>6197950
>Try to activate the old machinery, to figure out what exactly it’s for, and how to save them?
Damn, the Ettercap didn't just set up shop here, she integrated
>>
>>6197950
>Try to activate the old machinery, to figure out what exactly it’s for, and how to save them?
>>
>>6197950
>Try to activate the old machinery, to figure out what exactly it’s for, and how to save them?
Can we get some bonus from already figuring out the other eggs?
>>
Rolled 6, 10, 9, 18 = 43 (4d20)

>>6197966
>>6198079
>>6198257
It seems obvious that the first thing you need to do is to figure out the mechanisms behind the mysterious machinery. You figure it shouldn’t be too hard, either—after all, you already cracked open a few of these weird crystal eggs, right

“Those were on the ground,” Taito annoyingly pints out. “I was—I m-mean, WE were able to open them by manually disabling the safety catches and binding enchantments. If we want to do the same thing here…”

You both look upwards, and cringe. It’s all too easy to imagine those eggs opening up to dump your friends and associates a good thirty feet. A healing potion can patch up a bad landing or two, but there are five of them up there… And if they land badly, on head or neck, then you’ll be WISHING you had a lich handy to cast <Animate Dead> or the like.

“There’s something different about these pods, too.” Taito watches the gem-eggs warily, as if they might open on their own. “I think the Ettercap did something to them.”

“It’s prob’ly just this weird fairy-lighting,” you argue, trying to convince yourself as much as him. “C’mon, let’s get ‘em down."

You call Dura over to play 'lovely assistant', while the other orcs fan out and watch your backs. Together, you three set to work one more time...
>>
>>6198337
…and with pretty positive results, too! Despite Taito’s naysaying, our continual fiddling with the archaic equipment of this place prepares you well for the operation. Things are a little more ‘sophisticated’ this time than cracking open some eggs or disabling some traps and opening a door, but activation runes are activation runes; that is to say, there is a shared, underlying language and logic at play.

18: Full success!

This time, triggering the rune in question ‘activates’ the black sheets of glass, which all alight at once This briefly incites a panic, but you and Green Team tamp down upon it quite quickly, once you realize that the glowing runes appearing across those sheets are trying to communicate something in the language of the magical machines’ manufacturers. Tapping at them—which you let Tato do, since he can actually READ and all—seems to produce a messages, symbols, and eventually the sort of pictographical presentation which even you can wrap your head around.

“Wait a minute,” you whisper, eyes widening as you point at a pair of rotating, line-covered silhouettes which have appeared amidst the indecipherable-to-you text. “Izzat…?


Taito doesn’t answer, nor does he need to: his shallow breathing and the ooey-gooey oozing of dead out of his spiritual centre confirms your suspicion. The dark display depicts a duo of bipedal forms. One resembles a little person—a gnome, or dwarf, or halfling, or even a goblin—or else perhaps the child of a large race. One the other side, there is the terror-faced, mutilated and mutated shape of one of the Ettercap’s so-called ‘foundlings’.

“The Ettercap’s bin usin’ this place ta make its weird freakzoids,” you say, voicing the dreadful realization which you, Taito, and even Dura have all arrived upon. “It ain’t just livin’ here…”

“…It’s integrated itself,” Taito concludes.

Illska jigi,” Dura says, voice carrying a tremor you’ve never heard from her when discussing matters of magic. “Ij sulj illska bolvag!

“Well it ain’t a good jiggy, that’s fer damned sure,” you agree with what you think she’s saying.

“More egg!”

You all turn to see Murbal, working together with Oodagh to haul down some fruiting vines. Two more amethyst-coloured crystal eggs are revealed, further along the ceiling track. That accounts for the entirety of Red Team, now—well, except Hershy, but maybe he’s with ZZ?—which brings you relief and dread in equal parts.

“More.”

You all practically incur whiplash looking the other way, now, where with a swing of his axe, Xoldur fells a curling, fleshy stock with a spurt of blood-like sap. Another section of creeper-vine collapses down, exposing five MORE pods.

“So it ain’t jus’ Red Team down here,” you conclude.
>>
>>6198358
Turning back to the console, you and Dura help interpret the runes with your magical sense, while Taito navigates the pop-up pictures and menus accordingly, with tentative taps of his thin, trembling fingers.

“Hey, Taito, are these bars here…?”

“I think so, yes.”

There are a dozen oval shapes—one might say egg-like—upon the display, each with a bar along the bottom. Some bars are black, some brightly lit up like the runic writing and the unsettling images of transformed beings, and some are partly lit and partly blacked-out, with the light gradually overtaking the darkness. You don’t need to be properly literate to recognize the implication there: it’s a visual gauge of progress.

Based on the last screen you don’t need to guess what they’re progressing towards.

You spend a little more time assisting Taito in navigating the ancient equipment, eventually learning how to move the hanging grape-eggs along their track with a quiet hiss and hum. The one which had been sitting empty upon the dais retreats downwards to make room as you lower one by way of a mechanical arm, which lowers down from the track above to gently deposit its charge. This egg isn’t empty, but pregnant with some unknown entity—a member of you and your sister’s Monstrous Regiment, a Delver, or perhaps something else.

“Faster!”

You spare Xoldur a glance, seeing the half-orc’s expression mostly unchanged, but feeling his anxiety swell behind the faux-chiefly façade. You understand the rationale there, too: you’ve taken your sweet time figuring out the sorcerous systems here, what they’re for, and how to work them. This is the Ettercap’s cradle, though—the place where she makes her twisted little minions. She isn’t here right now, but she or one of her abominable creations could return at any time.

(Hells, they already might be here, depending what’s in the egg…)

What will you do?
>Open all the grape-coloured gem-eggs at once, releasing and awakening those within and sorting them out thereafter
>Release one of the eggs’ prisoners—the one you just lowered—and see what emerges
>You know that the magic here has been used to mutate the subjects… Before you d anything else, you should see if that can be reversed! [Incurs a delay if you fail, provokes an encounter roll for the Ettercap’s possible return]
>Write-in
>>
Alright. I can get behind either full mayhem (as we made surprisingly good time) to buy us time to loot more on the way back, or the risky one as our team is kinda in a good spot, excepted for that fodder one I forgot the name to make sure none of the important character suffer consequences.
Important character include our group AND NPC we ignored by not doing their questlines
>>
>>6198359
>Release one of the eggs’ prisoners—the one you just lowered—and see what emerges
Damn, we can’t see inside these ones? Go one at a time, but if the Ettercap comes back immediately release everything
>>
>>6198401
[CZ could only ever make out very vague silhouettes, and the 'glow' of magical equipment, even in the non-corrupted capsules.]
>>
>>6198359
>Release one of the eggs’ prisoners—the one you just lowered—and see what emerges
I don't wanna try a roll with encounter chance, so let's see if we can get a clue with this one
>>
>>6198384
[Should I tally this as a vote for both
>Open all the grape-coloured gem-eggs at once, releasing and awakening those within and sorting them out thereafter
and
>You know that the magic here has been used to mutate the subjects… Before you d anything else, you should see if that can be reversed! [Incurs a delay if you fail, provokes an encounter roll for the Ettercap’s possible return]
?]

[Either way, I think I'll leave this open for clarification and our last voter(s), and update tomorrow evening.]
>>
>>6198662
Yes.
>>
Rolled 12 (1d12)

>>6198588
>>6198401
>>6198925
[Locked and writing!]
>>
Rolled 1 (1d2)

>>6199309
Oh damn, okay...
>>
>>6199309
>>6199310
Unwilling to risk a another lengthy study-session here in the veritable heart of darkness, yet fearful of unleashing all the egg-encased captives at once and having to deal with whatever mutants might emerge, you opt to open them up one at a time.

“That way, we can bop ‘em on the head if they’re freaky foundlings, an’ let ‘em loose if they ain’t, without wastin’ a ton a’ time on each one’ve ‘em, get it?”

“Risk minimization, in other words?” Taito replies.

“Y-yeah. ‘Xactly!”

The eggs above are aligned in such a way that, as you understand it, they must be lowered in a specific order…. Or, at least, without time-consuming fiddling about with the more sophisticated settings, that’s all Taito can achieve. As much as you like making him sweat, you decide not to push him on that—after all, you don’t want the nervous gnome making mistakes. By the time you see which egg is being planted upon the dais as the sunburst’s centre, you know you’ve made the right choice, too.

(Shit, forget being MAD at Taito—you could practically hug the twitchy little fucker!)

Rolled 12…

“That’s ZZ!”

“How can you tell?” Taito asks.

“Uh,” you mumble, “ magic senses? “Cause a’ her fairy-shit. Just… I know what she feels like, ‘kay?”

While YOU would have jumped at a double entendre like that, Taito is too professional (and to petrified of you) to do so. Instead, he remains admirably focused on the series of steps which, by occult inference and amateur archaeo-linguistics, you have determined most likely to open the egg and liberate your sister.

The whole time, you remain fixated upon the suspended, shadowed silhouette of your sister. You’ve been pulled along by your soul-deep connection to Zith-Zi—to the OTHER Zith-Zi—ever since you sensed something wrong at Red team’s camp. A mortal terror has been eating away at you, as fierce and primal as if it were the fear of your own demise. Now, as the egg hisses open and unseals, spilling its tyrian slime into a series of inset channels clearly intended to collect it, you let out a long-held breath. Finally, FINALLY, you allow yourself to forget your fears, and relish in the reunion of your two halves, once more made whole.

Rolled 1…

That doesn’t last long, though.
>>
>>6199337
What emerges from the egg isn’t ZZ—at least, not the ZZ you’d hoped to free. The smile upon your face rapidly twists into a horrified grimace as her hand curls around the edge of the egg. At first, you take the aubergine hue to be leftover sludge from the gem-grape’s content. Regarding her with senses beyond the mere material, though, you rapidly realize it’s far worse than that, for you’ve learned to recognize the tingle of the Ettercap’s Unseelie taint.

Flagit bagal!

You aren’t sure what Murbal said, exactly, but you can’t help but agree. Dura’s gasp and Taito’s shriek echo the sentiment. Your grin, fixed on your face as if by rictus, is dead to any earlier delight as a purple parody of your sister stumbles forth from the egg, Her hair, which she had taken to combing and caring for ever since your separation, is simultaneously thin and matted, and greyer than old Yeb-Uit’s beard. Her jaw hangs loose and slack, while big black hooks curve down from the roof of her mouth behind bare teeth with receded gums; her tongue, likewise, has shrunken and shrivel, dangling limps from the floor of her mouth and looking as if it might fall out or be absorbed altogether if left to the capsule’s dread devices for a scant for moments longer. When she looks up at you, her full lashes frame unfamiliar eyes; where once she had beautiful yellow-green eyes in which you could see yourself reflected, there is now only an unwelcoming abyss.

“N-no… Oh fuck, NO!” You feel tears welling up. “ZZ, what’d they DO to you?!”
>>
>>6199340
No response comes, save the sudden forward lurch of a newborn upon stiff, unsteady limbs. You dodge the flailing grapple, and the others all clear a space away from the terrible tango which you and your deformed double now dance. It’s funny, actually: for the first time since you became the you you are today, ZZ is the ugly and evil thing, twisted in mind and body by sinful sorceries, while YOU are the beautiful one clad like a storybook knight in Paladin-silver steel.

(You ain’t laughing, though.)

Belatedly, Zith-Zi remembers the scimitar still hanging from her now-bony hip. She half-gurgles, half-hisses, and draws it up into a wobbly approximation of her usual starting-stance. For better and for worse, her weapon is not warped as is her body; in the unwholesome light of this chamber’s dark sun, it glimmers black and deadly.

What will you do?
>Cry for help—together with the others, you can hold her down and restrain her
[Nobodyw ill be keeping watch or freeing other prisoners]
>Brace for battle—you’ll handle your other half, while Taito frees the others and the orcs keep their vigil
[The others will make more progress while you fight]
>Refuse to fight—drop your spear and try to <Charm> your sister into compliance
[Costs MP, failure risks leaving yourself open to attack]
>You have no idea how to save your sister, and you know she wouldn’t want to live like this… SO you won’t force her to
[Easy attack with lethal intent, before ZZ gets her bearings]
>Write-in
[A very good time for a clever plan, anons!]
>>
>>6199309
>>6199310
so the 1d12 was for which red member was picked and the 1d2 was for corrupted or not ?
>>6199341
>Brace for battle—you’ll handle your other half, while Taito frees the others and the orcs keep their vigil
we have the advantage here
>>
>>6199409
>so the 1d12 was for which red member was picked and the 1d2 was for corrupted or not ?
[You got it, anon! Though there are seven/eight Red Team members, and five [REDACTED]. There will be 3 rolls of 1d2 among Red Team, representing the three delays; three random members have a 50/50 chance to be mutated.]
>>
>>6199434
>There will be 3 rolls of 1d2 among Red Team, representing the three delays; three random members have a 50/50 chance to be mutated.
right. also, I had forgotten about the little shits up there as well.
>>
>>6199341
Shit they mutate fast
Wonder how low the chances would be if we had delayed even more

>Refuse to fight—drop your spear and try to your sister into compliance
If there's anyone we can charm it's ZZ
>>
>>6199455
>Wonder how low the chances would be if we had delayed even more
I mean, OP already explained how delays influenced it
>>
>>6199341
>>Refuse to fight—drop your spear and try to <Charm> your sister into compliance
Alright. What's our game plan to turn her back? Tips Ritual might do it; meaning we can still rescue everyone and loot the eggs on the way up
>>
>>6199550
If it is even possible for us to beat Ettercap. We could have carzi eat her to gain her memories. and then try to put zith zi back in the dungeons eggs and put the process into reverse.
>>
Rolled 2, 7 = 9 (2d20)

>>6199409
>>6199455
>>6199550
CLANG-ang-ang!

You drop your spear almost immediately, the sound shocking the rest of Green Team.

“Why you do?” growls Xoldur.

You just shake your head, and though he grimaces in distaste, he doesn’t step in to intervene as you approach the wrapped and distorted visage of your once-better half. Zith-Zi makes wheezing gargle a you approach, slashing at the air between you, and you take a step back to evade the clumsy shopping motion. She brings the blade back up, but even at risk of being cut, you can’t do it.

You can’t hurt your sister, anymore than you can hurt yourself—less so, for she IS you, and specifically all the best and brightest parts.

“Stupid!”

Murbal snarls the word in Common, to make sure you understand, and lowers her shield. She paws the ground like a bull with her big boot. You shoot a glare her way, though, and she falters briefly, in her motion to charge.

Zith-Zi, once beautiful and still precious to you in a way that nobody else could ever understand, does NOT falter. Still, you turn to meet her not with trident or knife, but with open arms and a fragile smile.

“I’m here,” you tell her. “It’s gonna be okay.”

Rolling Mentalism to <Charm>! DC 15, -6 for your accumulated Sisterly Bond!
>>
Rolled 6, 8 = 14 (2d20)

>>6199896
2, 7… Failure!
1/3 MP left


But Zith-Zi doesn’t want to be saved—or doesn’t know what she wants. Across your sisterly bond, you sense fear and hatred, and pain, and a gnawing need to please an ever-present other. What you don’t sense, to your deep dismay, is love.

Heedless of your words, she comes. Where you come bearing mercy, your sister bears her scything scimitar.

A hit is guaranteed by your choice, but rolling to see if ZZ crits or fumbles...
>>
Rolled 2 (1d8)

>>6199901
>>
>>6199901
>>6199903
[Oop, quick correction: 0/3 MP since you used a point to shift into your armour. But that has a bright side...]
>>
>>6199901
>>6199903
>>6199908
You close your eyes as the pitiless steel of your ensorcelled sister comes down upon you. Your helm diverts the deadly blow, and the slash slides down the side to harmlessly bounce off of your shoulder. You open your eyes, feeling tears well in them as you meet the unfeeling inkiness of ZZ’s own.

CZ still has 19/30 HP, as her armour has absorbed the low damage roll entirely!

“You really woulda’ killed me if you could, huh?”

Zith-Zi’s response is a wordless chattering cry and another series of swings. You stagger back, holding up your armoured arm to deflect the blows with the thin-but-sturdy plates of the cube-contained knight’s mysterious metal. The bluish silver flashes with magic at each impact to your keen mystical senses, reaffirming its invulnerability…

But all good things must come to an end, and this was hardly ‘good’ to begin with. No, this situation fucking SUCKS. Your sister, your clone, your counterpart and guiding light ever since you can properly remember, has been mutated beyond recognition and driven to madness, and is trying to slaughter you! You tried your best tor reach her, risking life and limb and pushing past the point of exhaustion to race here as fast as you could. You placed your trust in her—in your bond, and placed your trust in her, only to be rebuked.

You expended the last of your magic, and she shrugged it off like it was NOTHING!

(You fucked up… Again… Like always…)

“It isn’t fair…”

“hyyaAAARAGAGAHkhhh!”

“IT ISN’T FAIR!”

You tried… You tried so hard! You tried EVERYTHING! You never asked to be in this situation! To be stuck leading a bunch of dumb orcs and a shitty, backstabbing gnome down into some creepy-ass dungeon full of weird goblins and evil fairies! All you wanted was…

Was…

…What? Love? Acceptance? Happiness in your own skin? It’s not even YOUR skin! It’s the skin she got sick of, and left you wearing, and even then you had to shift it around and change its colour to start to feel good about yourself! And now that she has to be ugly and evil for a bit, suddenly she just gets to do whatever you want, while you’ve been stuck playing ‘good girl’ or ‘hero’ or whatever-the-fuck this whole time?! This entire operation was HER idea, and SHE already had everything you want and more!

“Fight!”

You barely hear Xoldur shout the word, though he’s loud enough. You’re too caught up in the clang of sword against armour, or smashing upon the stone.
>>
>>6199922
“Fight! Fight!”

“Nak! Nak!”

Murbal and Oodagh take it up like a chant, with greater enthusiasm than the Steelwood chieftain’s son. You back up another step and glance back at them, only to trip over your own abandoned fishing-spear.

“Cara! Jiak lup lat, ek tog! Nak!

You recognize Dura’s voice, speaking more words than are typical for her. You concern coming from her, though you cannot take your eyes from Zith-Zi, who is advancing on your vulnerable position with a predator’s glee.

(When she’s like this, you can really see where you got it from…)

What will you do?
>Take up you spear and brace against ZZ’s charge, to impale her
>Dodge the blow, and continue to defend and delay while the others work
>Dogpile and restrain her with the others, doing as little injury as possible
>Write-in

[Encounter roll after the next post, regardless...]
>>
>>6199923
>Dogpile and restrain her with the others, doing as little injury as possible
:(
>>
>>6199923
can't we restrain her alone ? like, with the armor on she can't do damage without thr sword and the weight of it will make sure it'll be hard for her to break away.
>>
>>6199958
>can't we restrain her alone ?
[You can try! With all of you, you'd have a much, much lower DC, though, and more dice to roll; 6d20 instead of 1d20, and DC 13 instead of 16.]
>>
>>6199961
Now that you put it like that, all of us seems like overkill
What if Taito and Dura help restrain, while the other 3 orcs keep working?
>>
>>6199963
[Write-ins are absolutely allowed, but if you want them to act fast, it's worth remembering orcs are not known for organizational skills and two of them don't even speak Common and will need to wait for Xoldur to translate the order properly. You'd be looking at 3d20 vs DC 16, since the reduced DC was related to help from people with actual appreciable combat skills.]
>>
>>6199967
Ok, swap Taito for Oodagh
I can go for 3 shots at DC 15
>>
>>6199971
Count me in for that vote.
>>
Rolled 11, 13 = 24 (2d20)

>>6200101
>>6199971
>>6199958
You grit your teeth as you dodge another attack. It was closer than the last to a truly deadly strike; it seems that those sword-skills which your soul-sister retained are once more returning to her, or the stiffness of transmogrification is leaving her limbs. Either way, you know you can’t keep this up forever, and you resolve not to. Pivoting to address the peanut gallery, you shout:

“Dura, Oodagh!”

The two full-blooded Steelwood orcs look at you, recognizing their names. You nearly swear out loud when you realize that’s ALL they’re likely to understand. Still, time is of the essence. And you have another job for the half-orc siblings, rather than having them play translator. You beckon the pair to you as you leap at ZZ. Still unarmed, you make to grab her…

ZZ gets an attack off, first! 2d20, DC 15; your exhaustion penalty is negated by your ancient armour's AC buff!
>>
Rolled 7, 17, 18 = 42 (3d20)

>>6200605
...And catch her wrist on the upstroke, forcing her hand down. You apply a little extra force at just the right angle to smash her scimitar sideways against the hard floor, the reverberation knocking it loose from her grasp. Then, you yell over your shoulder:

“HELP! Help me, uh, nak her!”

It doesn’t matter how much you envy or resent ZZ… She’s still a part of you. She always will be. You can’t bring yourself to hurt her, let alone kill her. But maybe, with a bit of help, you can restrain her.

Luckily, if Oodagh is a little thick, he has a orc’s instinct for a scrap,… And Dura, well, she has better comprehension than you ever would have assumed an orc was capable of, even if she can’t speak any of the humies’ common-tongues for shit. They’re both your side soon enough, helping you to wrestle your thrashing opposite to the smoothness of the stone below.

As ShBTYPeM says: 3d20, DC 15, to restrain Zith-Zi!
>>
>>6200612
For all her wailing and flailing, and despite the uncanny strength which she has seemingly received in her abominable new form or simply through a fighter’s frenzy, ZZ cannot escape your grasp… Or, perhaps more relevantly, the grasp of two much-larger orcs. Together, you hold her flat, spreading her limbs out and pinning each of them down while she snaps her otuh ineffectually at the air between the two of you.

(Oh, ZZ…)

17, 18: success!

“Xoldur, Murbal, cover Taito!” you command those who remain.

“Cover me?” Taito balks.

“Yeah, fuckin’ cover you while you keep workin’!”

“Working on what?!”

You almost snap at the gnome for being a stupid little shit, when it dawns on you that it’s actually sort of a good question. The Ettercap could arrive any minute, any SECOND even; after all, she sensed it last time you fucked about psychically with one of her ‘foundlings’, and you just freed, then tried to <Charm>, poor foundling-ified Zith-Zi.

(Time ain’t exactly on our side… Fuck!)

What would you have Taito do, exactly?

>Free someone specific as priority number one
[guaranteed success, but who?]
>Liberate everyone else at once–you’ll sort ‘em out after!
[guaranteed success, but you’ll be freeing more enemies as well, even if no one else on Red Team fails the coin-flip and pops out mutated]
>Focus on finding a way to reverse this transformation—saving the rest of Red Team would be nice, but ZZ is your priority!
[No guarantee of success… But it’s possible he’ll pull it off before my roll for the encounter, with a DC 16/18 roll to determine if he can, and how many encounter rolls before the process completes]
>Find you all a way out of here, and fast—you’ll figure out ZZ’s shit when you’re all free and clear!
[Guaranteed success, but there will still be one encounter roll before you can leave]
>Figure out how to wreck this place, so the Ettercap can never do anything like this to anyone else, ever again
[4d20 DC 13 check since breaking things is easier than using them properly and he has muscle to help; +Lawful Good inclination]
>Write-in
[Make it count, anon!]
>>
>>6200632
>Focus on finding a way to reverse this transformation—saving the rest of Red Team would be nice, but ZZ is your priority!
If it's a coin flip for transformation we'll be freeing just as many enemies as allies
Tempted to break it all, but then we'd need to go all the way back to Tips for a cure.
>>
>>6200632
>Focus on finding a way to reverse this transformation—saving the rest of Red Team would be nice, but ZZ is your priority!
>>
>>6200632
>>Focus on finding a way to reverse this transformation—saving the rest of Red Team would be nice, but ZZ is your priority!
Then, once it's find,
>Liberate everyone else at once–you’ll sort ‘em out after!
>>
>>>/ic/7486068 found this on another board and I had to share
>>
File: 1740044664181346.png (21 KB, 866x960)
21 KB
21 KB PNG
>>6201084
[Nice find, anon! CZ's envy increases...]

>>6200836
>>6200687
>>6200654
[I'll be posting later tonight, or tomorrow. Got invited out! I've noticed a slight downtick in voter activity, though, so I thought I'd take a oulse and see how everyone's enjoying themselves. Any feedback for me?]
>>
>>6201167
I'm having a good time - I think it's because we're in a pretty dark situation right now - people tend to clam up because they're worried they'll pick wrong.
>>
>>6200632
>Liberate everyone else at once–you’ll sort ‘em out after!
Yolo

>>6201167
Been both tired and busy, and the Captcha system keeps acting up to reset the timer.
>>
Rolled 20, 5 = 25 (2d20)

>>6201214
>>6200836
>>6200687
>>6200654
[Rolling and writing!]
>>
>>6201504
POG
>>
>>6201504
>>6201520
>>6201504
“Figure out how to fix her,” you tell Taito.

“But what about the others?” he asks. “Shouldn’t I—”

“FIX MY SISTER!”

So fearsome is your shriek that the gnome rushes to obey, without even commenting upon your claims of familial ties to the physically dissimilar—especially NOW—Zith-Zi. Your own eyes never leave hers: pitiless pits of abyssal black, seemingly without understanding of just how much you love and care for her. Indeed, she shows not an iota of such affection for you, not right now.

You hug her anyway, restraining her and offering what comfort you can.

“Yer gonna be okay,” you pledge.


Indeed, you seem well-founded in making that oath, for it isn’t long that Taito tinkers with the strange crystal displays and attendant touch sensitive runes before he shouts:

“I’ve got it! At least, I THINK that I’ve—"

You don’t hear anything else he says, instead shouting over the Delver to your orcish companions. You keep your grip on ZZ, and together with Dura and Oodagh, you haul your snarling-and-spitting sister towards the grape-egg from which she’d just emerged, following the direction of Taito’s urgent gestures. The moment you release your grasp upon your deformed doppelganger, she makes a sound like a cat hacking up an especially big hairball and hurls herself at you, but she’s too late: you and your allies slam shut the crystal casing around her, and though she bangs upon it, she cannot shatter the shell of her amethyst egg.

“Does it matter that all the goo leaked out?” you ask, lifting up your boot and to shake some fo the purplish effluent off of your sole.
Dura shakes her head as if understanding your question, and says something. You give her a sympathetic smile which she returns, but then look to Taito, still tapping away furiously at the console.

“O-oh! Uh, no, I don’t THINK so, no. The fluid seems to be more of a preservation medium… It keeps the boy from wasting away without food or oxygen while being transformed or, um, ‘stored away’… And also stops the subject from waking, I think.”

There’s an awful lot of uncertainty in that mumbled explanation, but you get the gist. Oen think stciks out like a sore thumb, though:

“So we’re gonna fix her while she’s awake?” you ask. “Zi—Zena’s gonna feel all this?”

Taito looks up, fear in his eyes and aura as he tries to work out hwo to keep your epace. You sigh, and wave a hand dismissively.

“Do it,” you say.

(ZZ’s tough. She can take it! And anyway, anything’s better than… This.)
>>
Rolled 94 (1d100)

>>6201522
You all watch with varying level of tension as Taito activates the egg, lighting it up with its former glow. The flailing, furious form of Zith-Zi is cast into shadow against that luminosity yet again, though neither the glow, the strangely-musical hum which it begins to emit, nor the translucent barrier of the ‘eggshell’ do much to disguise the plain agony of your other half one the magical machinery begins to work.

“Ah fuck… I’m sorry, ZZ.”

“Sh-should Is top?”

“Is it workin’?”

Taito nods.

“Then not on yer fuckin’ life.”

Taito gulps, and returns to his work. You clench your fists so hard you fear your fancy new gauntlets with warp or break—they don’t—but you force yourself not to intervene. Even when the voice of your sister becomes hideously familiar, recognizable as the ZZ you know in absolute agony, you blink away the sympathetic tears in your eyes and wait, until finally…

20: Critical success!

The egg opens, and you release the breath you’ve been holding and rush to your sister once more, clutching her body to yours and pressing your cheek to her own, once more properly-pink, cheek.

“Wh-where.. What’s… Holy FUCK I got a hell’ve a hangover,” babbles ZZ, limply half-resisting your hug.

“I’ll fill ya in when we get outta here,” you promise her, between sniffles. “It’s… It’s good ta have you back, sis.”

“Yeah?” she says laughing raspily. “Uh, good ta be back, I guess? From… Wherever-the-fuck I bin?”
>>
>>6201523




You sit tight and listen as Cara-Zi and her compatriots explain everything—how they found you and ‘Red Team’ missing when they arrived, tracked you to this place, found a bunch of weird blue-green goblins, stripped one of ‘em for his armour, and then found you trapped in what CZ insistently refers to as a ‘grape-egg’ for some dumb reason. You don’t bother correcting her, though; partly this is because you have no idea what to call the crystal capsule which fills you with an indescribable dread, and partly you’re too garetful to care.

“You… You SAVED me.”

“‘Course I did,” CZ says brightly, before lowering her voice and adding: “We’re the same. I’d never leave you like that… Never abandon you.”

You stare at CZ with wide eyes. You long ago overcame your angst about this twisted twin which Tips inadvertently created when he remade you as a ‘nilbog’. You haven’t resented or hated her for year now, and you’ve even found yourself invested in her happiness and wellbeing lately, as you never were before. Now, though, for perhaps the first time, you realize how far Cara-Zi has come. She isn’t the deranged, monstrous rape-monster or dopey little baby-brained THING she once was. Here, clad in the shining steel of a proper knight, leading an adventuring party to plumb a dungeon and rescue little old YOU, she’s truly come into her own.

You hug her, and you don’t let go for quite a while.

“…I love you, too,” you hear her whisper, in response to the word you can’t bring yourself to say—word she nevertheless still feels, seeping out of your shared heart.

You sniffle a little, passing it off as the clearing of your throat, and turn to the orcs and gnome who accompanied your sister-saviour down into these depths. You give them a nod, which some fo them even return, though your’e pretty sure Oodagh doesn’t know why.

“Right,” you say, “well, the Ettercap ain’t no joke, an’ she prob’ly ain’t too far away.”

Rolled 94…

“But she ain’t here yet,” you say, “which means…”

>You need to see to fixing and freeing as many of your friends as possible
>You need to set a trap for when she arrives [specify any specific preparations]
>You need to wake up that blue-goblin—boglin?—that they ‘cubed’ and interrogate him
>You need to get the FUCK out of her, pronto
>Write-in
>>
>>6201523
Finally some good rolls

>>6201531
>You need to get the FUCK out of her, pronto
I don’t give a FUCK about the rest of these losers
>>
>>6201531
>You need to see to fixing and freeing as many of your friends as possible

Try to free the non-corrupted ones, if possible. Definitely just kill the other corrupted ones, tho
>>
>>6201646
Why kill them, when Taito just identified a quick and easy way to restore them to normal?
>>
>>6201531
>>You need to see to fixing and freeing as many of your friends as possible
then, we fuck away toward the loot room.
>>
>>6201531
>You need to see to fixing and freeing as many of your friends as possible
>>
Rolled 10, 7, 4, 12, 1, 12, 2, 7, 8, 3, 9 = 75 (11d12)

>>6201725
>>6201697
>>6201646
>>6201547

“…which means we gotta get the FUCK outta here,” you say, “but first, we gotta get the others.”

Cara-Zi frowns and asks, “But what if some of ‘em are like, uh, you were?”

You grimace a little, recalling what CZ told you about your ‘condition’ upon being rescued. In truth, you don’t remember much after the Ettercap and her sprog seized you and your companions out on that Hill and dragged you back to this place. Even the trip here is hazy, either due to the malevolent magic of the bloated spider-bitch or the ‘grape-egg’. You eye the device warily, still uneasy about approaching it.

“Hey, you! Delver nerd!”

“Me?” the gnome—Tito or whatever—points at himself.

“You see any other Delver nerds?” you ask, and then before he can reply, you add on another, less-rhetorical question: “You think you can de-monsterfy any others that pop out all… Fucked up or whatever?”

The gnome nods slowly, explaining “I think I can reverse whatever’s been done to them, yes. It’s actually fairly simple once you understand the controls. Yous ee, this rune means ‘to revert’ or something like ‘unmake’, and as long as the changes were made relatively recently I believe that—”

“Ain’t got all day, Taito,” CZ snaps. “Just do it!”

“W-well, there’s a complication,” the flustered and fearful gnome (Taito, that’s right!) stammers.

“Course there is,” you groan.

“I don’t know who is in which capsule, or whether they’ve been transformed or not. The process also takes time…”

“No have time,” Xoldur notes from where he’s playing impassive sentry.

“You’re not wrong, but we’ll have ta shoot our shot anyway,” you sigh, hands on hips. “Just run it up for each ‘egg’, and play it safe.”

“Leave them,” the orc chieftain’s son growls irritably.

You shoot him a look which precipitates a snort. You can tell he’s afraid, even if he’s trying not to show it. You ALSO know that calling him out for that could start a fight, as could undermining his masculine authority too openly. To your surprise, though, Cara-Zi does just that.

“Simmer down, Xol,” she chides with warning in her voice—which, oddly, you realize sounds a little deeper than it used to. “ZZ’s got this.”

“…I’m the one doing the work,” whispers Taito.

“What was that?” CZ asks with faux-sweetness and a dangerous smile.

“N-nothing!”
>>
Rolled 40, 50, 32, 89, 16, 73, 50, 47, 70, 15, 37 = 519 (11d100)

>>6201780
Though it’s less obvious than with Taito, you can see Xoldur demonstrating similar deference, turning away and making a show off ignoring Cara-Zi’s defiance. You glance towards the other orcs, but though Murbal smirks and grunts something plainly insulting at her brother, neither of the others treat this as a new or especially unusual development. Though she’s placed you in charge, CARA-ZI seems very much to have assumed the role of ‘boss’ in your absence.

(What in all the Hells HAPPENED while you were out??)

“‘Sides,” your one-time shadow whispers to you, “Hershy’s gotta be in one of ‘em, right?”

“I hope so,” you admit quietly, for you’ve not seen a single tail-feather of your oldest and dearest friend since you were captured.

There are eleven more glowing purple crystals arrayed upon the ceiling. Starting up the ancient magical device, navigating the mesh of runic symbols arrayed upon the black crystal controls, and waiting for the device to do its thing is an arduous process. It isn’t terribly long, really—four such pods can be processed in a half-hour—but every minute spent waiting in this miserable place is a minute too long, made interminable by tension. Your uneasy vigil is lit only by the eerie purple glow of the device or the dimly-sputtering torch which Green Team, which doesn’t help, nor does the fact that you can do little but wait, and watch the gnome work.

“Hey, don’t worry.” CZ nudges you with an elbow. “We got magic shit now, ta handle that Etter-clown!”

You don’t reply. Cara-Zi has a point: you ARE better equipped for a confrontation now than when the Ettercap jumped you and your team on the hill. You’re ALSO in the belly of the proverbial beast, though, in her own twisted garden… And you’re still not sure you can take an adversary like that—a True Fey. She defeated your whole team with a single spell! Can armour or a shiny glow-sword fend off <Hold Person> cast by ancient demigod?
>>
>>6201782
The first set of rolls was for the order in which the prisoners were freed. The second, for the gradually-more-likely encounter chance.

The first purple pod to complete the whole processes frees a familiar face-albeit one that Cara-Zi seems somewhat disappointed by.

10, 40; Ceri-Mai is freed, and the Ettercap doesn’t appear yet

“Cherry?” she complains quietly, when the frumpy halfling alchemist emerges, disoriented and walking on wobbly legs for a few steps. “I was hopin’ fer Martyn…”

You’d personally been holding out hope for, if not Hershy, at least Khorine or one of the gobs. It’s not like you hate the Delvers but they’re lower priority to you than the members of your won Monstrous Regiment, whom you’ve known years longer in some cases… And, in Khorine’s case, who you’ve kind of, sort of bonded with a bit. Still, you help guide her off the raised dais before she falls down and cracks her head or some shit.

“What happened?” she asks. “Where are we?”

“Long story,” you say. “Short version is: that fat fairy fuck dragged us into the dungeon to turn us into little monster.”

“Oh Gods Above…”

“Ain’t sure they got much to do with it… They haven’t exactly stopped this shithead, have they?”

7, 50…

The next pod to pop open returns Yeb-Uit to the fold. This is both better for you subjectively—you kinda’ like the old guy—AND superior strategically, since unlike some of the Delvers, he can fight. He also seems quicker to recover than Cherry was—or even than you were.

“Spell resistance,” he says simply, by way of explanation. “Where’s my bow?”

“Did ya’ check the grape-egg before ya’ got out?” asks CZ.

Ye-Uit wordlessly goes back to his crystal prison, and returns a moment later holding his goo-dripping armament with evident displeasure.

“Soaked bow,” he notes grumpily. “Ain’t gonna fire well.”

“How unlucky for you, since you’ll be wanting it shortly.”

Yeb-Uit is freed, but the Ettercap appears!
>>
>>6201807
You all jump at the ‘sound’ of an unpleasantly-familiar voiceless-voice. Each member of your half-assembled party looks in a different direction, for the sound is coming simultaneously from everywhere and nowhere. You reach for your scimitar, and CZ brandishes her three-pronged spear; the others do likewise, and you gain an additional source of less-creepy lighting as Xoldur activates his ‘rad-saber’.

“I see you found some of the sleeping little things,” the Ettercap’s uncanny voice reverberates. “Not that it will matter much. None of you will leave here alive.”

Murbal roars something, thumping her knuckles upon her shield repeatedly with a clang of challenge. Oodagh thump his spear in time, and even Xoldur slaps his axe against his thigh to match the rhythm, though the latetr seemingly does so without conscious wareness. Cherry and Taito cower, and Yeb-Uit, strings his bow hurriedly, only to curse quietly at the stretched and soggy string’s failings.

“No sign,” Xoldur notes. “Not see.”

“Oh, but I see all of you, undoing my good work… How ungrateful! I would have spared you and made you my own family, even though your friend murdered my sister. But now…”

“There!”

It’s Yeb-Uit, with his goblin darkvision and archer’s eyes, who sees it first: motion amidst the vines and cables above. Yous quint in the direction he indicates, and see a flash of colour-wrapped steel, bright green rather than silver—a blade, held by some creeping thing, or else grafted onto it by later stages of the same deformative process which had been started with you.

“She must be watchin’ us through that thing’s eyes,” you mutter.

Were all these ‘foundlings’ made here, then, with this machine? If Green Team had taken a little longer to locate you, would your limbs have been reduced to stumps, or twisted and elongated to allow you to roll around, or some other disturbing permutation? When you’d been ‘out-of-it’, had the Ettercap seen through your eyes, or were you not yet ‘complete’ enough or that? All fleeting thoughts which pass through your mind as you try to work out a way out of this mess.
>>
>>6201808
“There’s more of ‘em,” Yeb notes, scanning the canopy of the dark garden.

They’re moving to surround you, you realize, before they drop down as one. The Ettercap herself must not be here yet, but it’s only a matter of time before she arrives—these foundlings are just to keep you busy and soften you up before her arrival, if you had to guess.

What are you going to do about it, though?

>Hold your ground—you have more people to save! Fight them off and protect Taito while he works!
>Fuck it—see if Taito can just open the rest of the eggs, and free whoever’s inside all at once!
>Abort! Take who you’ve saved and make for an exit, now! [Back the way Green Team came, or search for another exit?]
>Try talking to the Ettercap—negotiate an escape, maybe, or at least try to get some useful info out of her while you stall her… [Write in your approach, purposes, etc.]
>Write-in
>>
>>6201809
>Try talking to the Ettercap—negotiate an escape, maybe, or at least try to get some useful info out of her while you stall her… [Write in your approach, purposes, etc.]
Tell her that either she lets us collect the rest of our group, restore their original forms, and leave, or we're busting up this workshop during the fight and she'll never make more kin again.
>>
>>6201821
>+1
good idea
>>
>>6201657
It takes time, at least 30 seconds, to fix them. And I don't really care about their lives
>>
>>6201809
>Hold your ground—you have more people to save! Fight them off and protect Taito while he works!
>>
>>6201916
[Fair enough, perhaps I've done a poor job characterizing the crew.]

>>6201821
>>6201882
>>6202137
[Either way, seems that we're bargaining for their lives anyway! I'll make some coffee, and start writing soon.]
>>
Rolled 16, 11, 3 = 30 (3d20)

>>6202412

“We runnin’?” asks Yeb-Uit.

At another time, in another life, as another Zith-Zi, you would have done so. You know it in your bones which, though more gracile, must sill be those of a goblin in their subtle proportions. But your heart—your SOUL, which you never even HAD before—are soft, a product of elven Feycraft. It was a bleeding heart that made you the ZZ you are today, and perhaps that’s why you find your heart bleeding, too.

“Nah,” you sigh.

“Very wise, little thing,” taunts the Ettercap in your mind, for the uncouth spider-bitch is evidently still listening in. “So you mean to meet your end with dignity, and spare us all the chase? Perhaps a few of your friends might still live to join my family…”

“Actually,” you say, raising your voice a little and puffing out your chest, “I meant ta talk to you ‘bout yer little ‘family’.”

“Oh? Have you reconsidered my generous offer to adopt you, little thing?”

The others look at you strangely, but you wave away their concerns, signalling for them to hold the line. Instead, you peer around the ceiling until you meet the pitch black peepers of one of those creeping creatures that comprise the creep’s brainwashed-and-mutilated clan.

“You mean by usin’ this magical device, right?” you ask, gesturing to the complicated, ancient apparatus which the Unseelie fairy has perverted. “This is how ya’ make them, ain’t it? Kidnapping folks, and twistin’ ‘em up like ya did with me?”

An unnerving laughter echoes about your skull, making you squirm a little. It comes across as condescending, and the Ettercap explains herself to you as if indulging a child throwing a tantrum over a healthy meal or early bedtime.

“The purpose of this place was always to transform living things—little things, like you—and to make them something else,” she tells you. “You are like the Celestial Gods, confused and shallow. You see beauty only in that which is soft and delicate, and call anything else ‘twisted’ and ‘ugly’… But there is so much more beauty in this world than what you see.”

You spare CZ a quick glance, and see your own ‘twisted’ sister chewing her lip in thought. You frown a little at her evident sympathy for this sort of talk, and really hope that if—WHEN—you get out of this mess, Tips has replied to that letter you sent him.

“Okay, sure, whatever” you say aloud. “I don’t really care about any a’ that shit.”

“Then why don’t you just lay down your weapons and—”

“BUT,” you interject, “you need this machine ta’ give people that beauty treatment, doncha’? And if we were to, say, bust this shitty little workshop up…”

There is a silence in your skull again, though you can still feel the squirming, wriggling presence of the Ettercap’s psychic presence when you focus. She’s still there, seething, contemplating your threat.
>>
>>6202443
>>6202443
“My foundlings will rip you all apart before you can do anything of the sort, little things.”

“You sure ‘bout that?” you ask with a spreading smirk. “Taito, how quick you figure you can sabotage this place? Just fuck it up beyond all repair?”

“Uh! Well, I THINK... That is, I ought to be able to purge the list of compiled spells that facilitate the, uh, the specific transformation to—”

“Guess we’ll have ta’ have the orcs start smashin’, too,” you say with a shrug,. “Xoldur, Murbal, you kids ready?”

“’Kids’?” Xoldur mutters, but louder and in deeper tone he says: “Orcs break this place, break to small bits. Make so no one even recognize. No one know that Et-Tur-Cap ever here. Orc destroy EVERYTHING. Will make sure.”

“Yes!” Murbal exclaims enthusiastically, banging her shield loudly against the wall and roaring. “Finally, good fight!”

“You!” The Ettercap’s ‘voice’ is a scratching, itchy thing now, making everyone around you wince, but you force yourself to stand tall and straight. “You think a short-lived little THING like you can undo the work of centuries? Of MILLENNIA?! You think you have the right, because the Gods deem you beautiful, to destroy all that I have created?!”

“Yeah,” you affirm, “pretty much. Maybe try not bein’ an evil, ugly slag instead a’ makin’ it everyone else’s problem? Ever thought about THAT?”

You get the psychic impression of a sputter, as your flippant barbs and tangible threat hit home…

1d20 for Intimidate/Diplomacy; +2d20 for Xoldur and Murbal’s aid, DC reduced from 16 to 12 by their aid and Zith-ZI’s Leadership bonus.

Rolled 16…

Success!


…but the unseen Unseelie caves, outrage giving way to fear.

“You… You are a naughty, troublesome little thing.”

“Yeah, I’ve been told,” you acknowledge. “We got a deal?”

You all watch as the foundlings fall back, disappearing to whatever hidden crevices they crawled out of.

“Take your ugly, foolish little friends, and go.”

You and your party waste no more time gabbing, nor even gloating. Cara-Zi issues the order to the others, who have already set to work: the orcs form a perimeter. Clearly not trusting the truce to hold, while Taito works to undo the unwholesome things done to your captive crew, and one by one to liberate them. It is a work which takes over an hour, to identify and liberate everyone thus encased and ensorcelled.
>>
>>6202467
“Oh Gods Above,” Cherry gasps. “These others, they’re…”

“Children,” you finish for her, glancing at the glassy, black display that she and Taito are toiling over, with its strangely-silhouetted shapes indicating those inside. “She likes ‘little things’, and after she ran outta’ gobs or whatever else she found in here… Well, there ain’t a lotta’ gobs or gnomes ‘n halflings around the Steelwood these days.”

Cherry looks like she’s going to be sick, either at the thought of what’s been done here, or the revelation that the ‘foundlings’ you’ve fought and slain were all once innocent children, too. Soft though you may be, you are able to push down such feelings with the practiced ease of your upbringing. The only kid you’re concerned about right now is Khorine.

“We should leave them.”

You arch your eyebrows at this statement, made by Yeb-Uit without apparent malice.

“They’ll be dead weight,” he says. “Bunch’ve scared, soft elf 'n humie brats…”

“You think the Ettercap’ll go back on her word?”

Yeb-Uit arches an eyebrow.

“Yeah,” you admit with a wry smile. “Me too.”

The only leverage you have over the Ettercap is your proximity to her precious magical machinery. Once you’ve collected the others and cleared out of the room, you figure an ambush is inevitable. You’re no expert on either, but fairies aren’t like demons, who can be forced to honour bargains with contract-magic. Fairies are children of the so-called ‘Gods of Freedom’, and even the goodie-goodie ones only keep their word if they want to. And this Ettercap… Well, you’ve given her every reason not to want to.

And besides… Before she stopped talking to you all, she whispered one last message into your ear, a message for you and you alone.

“You are so concerned for your friends, little thing, but what about your little birdie-newt? His feathers are so soft, you must take very careful care of him… Don’t you think he will look prettier in purple?”
>>
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>>6202469
With each pod that pops open, you hope against hope to see Hershy—the feathered chimera-drake who’s been your constant companion since before you were even born. He’s always been precious to you, such that it was Tips’ promise to restore his youthful vigor that drew you out of the wasteland in the first place. No crystal capsule produces your precious pet, though, and you increasingly believe that the this fucking fairy isn’t bluffing: the Ettercap has Hershy in her clutches.

“I will keep him safe for you, little thing,” the Ettercap had said, “until you leave this place, with by garden of new life still unharmed.”

What will you do about the children in the capsules?
>Leave them—take Red team and go
>Fix and free them too, though it will impede your escape

What of the machine?
>Keep your word, and avoid wasting time, by leaving it operational
>Break your word and smash it up, though it means risking Hershy’s safety

[Write-ins are allowed, and encouraged.]
>>
>>6202470
>>Leave them—take Red team and go
>Keep your word, and avoid wasting time, by leaving it operational

Still wanting to stop for more loot on the way up.
If you guys are fixated on children, we can bag'o'HODLING em up.
>>
>>6202467
>Maybe try not bein’ an evil, ugly slag instead a’ makin’ it everyone else’s problem? Ever thought about THAT?”
Holy BASED

>>6202470
>Leave them—take Red team and go
Not a part of the deal, it was for our group only

>Keep your word, and avoid wasting time, by leaving it operational
Get Hershy back

Rather than trying anything funny and getting wiped by a single spell again, let's get out of here, fulfill our deal, and let the surrounding communities know this is where their disappearing children have been going.
>>
>>6202470
>Leave them—take Red team and go

>Keep your word, and avoid wasting time, by leaving it operational
>>
>>6202529
Support

Also, you did a good job characterizing the Delvers and other characters. Me not valuing their lives is NOT because they aren't unique characters
>>
>>6202474
>>6202500
>>6202529
>>6202663

“Yer right, of course,” you tell the old archer. “Maybe we can tip off the locals ta where their missin’ kids are endin’ up—”

“Hm? Well, I guess…”

“—but we’re absolutely getting’ fuckin’ backstabbed on this, so we don’t need any extra baggage, or to get up ta any funny-business ‘til we’re in a better position.”

(Not while that fat fuck still has Hershy in her grasp..)

Yeb-Uit simply nods without thanks for your acknowledgement, nor overt self-satisfaction at your alignment with his own assessment. He does, however, deign to ask:

“Don’t s’pose you saved me first for any special reason?”

You snort, and throw Yeb’s ribs a playful elbow that folds him over.

“Easy, old-timer,” you tell him. “You’ll throw out a hip.”

>>
>>6202694


You find yourself a little torn, with Zith-Zi’s return to the head of your consolidated party. Leadership isn’t your strongest suit, and you’re glad she’s all good, but there IS something strange about surrendering command. It’s like ceding a part of yourself all over again, being demoted to a second-rate ZZ… Which, well, IS sort of what you are, which is probably why it stings. You comfort yourself with the knowledge that you’re proven yourself at least a close and capable second, and busy yourself with bossing around the others while ZZ catches up with Yeb, discussing… Strategy or something, you assume.

“Keep it up!” you cry. “Another! Hurry!”

In truth, there aren’t many more specific instructions for you to give, here and now. The truce ZZ negotiated is holding, seemingly, with the Ettercap’s forces holding back and letting you work. You’re no mechanist yourself, so you can only keep the Delvers plugging along at a steady pace.

“Pass!”

Cherry and Taito turn to you, shocked.

The halfling woman begins to protect: “But if we leave the children here…”

“I said,” you reiterate with a brandish of your spear, “pass.”

Cherry backs off, and Taito gulps and fixes his face upon the crystalline console before him, continuing to tap away. Based upon the luminous silhouette upon the shifting slab of black, the grape-egg being lifted away and relaced with another contains a local lad or lass. While you feel for the unfortunate squirt stuck inside, you also understand your sister’s logic: it won’t do any good cracking ‘em out of their prismatic prison, just to get them torn apart by foundlings you arrived to late to save.

(And anyway, you have a higher, more personal priority…)

“I THINK that’s Martyn in there.”

You perk up immediately, ears swiveling slightly towards Taito’s voice. A moment later, the rest of you has rushed to his console without so much as a conscious consideration. There, depicted in a a sort of abstract grid-topography, is the shapely silhouette of the halfling adventurer with whom you swapped pit just yesterday. You press your free hand to the glass, staring down at the depicting of the hunky hobbit, and feel your heart accelerate its rhythm. Part of it is excitement: after Zith-Zi and Hershy, Martyn Meadowgrass was the party-member you most wished to save. To see him again, safe and sound, is among your fondest desires.

“…May I begin the process?”

“Huh?” You blink, staring dumbly at Taito for a moment. “Uh… yeah! Like, obviously! What’re you even waitin’ for??”
>>
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>>6202695
Taito wastes no more time, enacting the series of steps by which the purplish crystal turned again to an orange-gold, like those you’d found playing host to the ‘goblin knights’ from whom you’d pilfered your new equipment. As the capsule cracks open with a hiss and a spill of slime, however, you grapple with the other aspect of your exhilarated state: anxiety.

When you’d last spoken at length with Martyn—after the make-out session—things had been left in a sorry state of affairs. Moved by a desire for honesty in your affection, and a need for acceptance which still sits coiled like a serpent in your churning stomach, you’d revealed your real, green self to him… And been rejected. Now on the precipice of reunion, you aren’t sure what to expect from him. Hells, you aren’t even sure how YOU feel about MARTYN.

As the brave and brainy halfling emerges unsteadily from the egg, however, you can’t deny you feel a surge of SOMETHING.

<WANT: 18>

Martyn staggers forwards, hands groping before him for purchase that they do not find. Navigating on instinct, barely yet awake, he misses a step and slips on the sluicing sludge in which he was suspended a moment ago, and plunges headlong from the stone platform. You lunge forward to meet him, abandoning your spear to catch the inventor-explorer in your arms, and cushioning his fall with your armoured body.

“Huh? Who are...” Martyn blinks blearily a couple times and then suddenly stiffens—and not in the fun way—as he recognizes you. “Cara…?”

“Y-yeah,” you say, forcing yourself to meet his groggy gaze. “In th’ flesh.”

“You look different,” he notes.

“Well, you know.” You clear your throat and look away, face flushing. “Shapeshifter ‘n all.”

“Yes,” he acknowledges in a whisper.

An awkward silence follows, which you find too unbearable to let hang, and break.

“I, uh… We came ta, ya know… Save you ‘n shit.”

“Save me? Save me from—”

You watch Martyn’s handsome mug shift from incomprehension to understanding, as a flood of memories rushes back and floods his aura with one emotion after another: anger, fear, confusion, helplessness, disgust, and shame. The final emotion, however, is underlaid with something else: gratitude.

“Even after I was… Unkind to you, you still came for me?”
>>
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>>6202696
The look in his eyes is awed, and you sense that the emotion is genuine. The thing about an emotion that’s genuine in the moment, though, is that emotions change. They’re fickle, fluttering things, flitting this way and that—you should know, being in some ways a more emotional creature than most, and certainly a more fluid one. What he feels now is a profound gratitude, a sense of admiration, and contrition (which you infer to be for how you last left things between the two of you).

But will he feel the same way tomorrow? In a week? Next time you freak out and go demon-mode?

(Which he learns that it IS specifically a DEMON-mode? or about the, uh, the dick?)

You sense that Martyn’s question isn’t rhetorical, though. A pregnant pause awaits an answer—to the question, yes, but also to the swelling emotion behind it.

How will you answer?
>Yes, you came down here (in no small part) for him
[Advances relationship, locks in Martyn Meadowgrass route for the time being; closes or complicates all other routes]
>No, you came down here for the others, not especially for him
[Locks Martyn Meadowgrass route]
>>
>>6202663
[Glad to hear it, anon! This update, alas, may fall a bit flat for you anyway... But hopefully not too much so! Seemed an important beat to resolve.]
>>
>>6202699
>Yes, you came down here (in no small part) for him
Live in the moment!
>>
>>6202699
>No, you came down here for the others, not especially for him
let it go
>>
>>6202699
>>Yes, you came down here (in no small part) for him
Even if Dura road is interesting, this is the one I like most.
For Drama.
>>
>>6202860
>>6202797
>>6202714
[Alright, locked and writing!]
>>
>>6203198
Fixed by Martyn’s slate-blue eyes, your mixed feelings crystallize. A certain amount of it is desperation, urgency—the frantic feeling of ‘if I pass this up now, when will I ever have it again?’ You know it, and you don’t love that… But it’s true, isn’t it? You saved this little hunk like a literal fucking knight in actual goddamned shining armour! He’s looking at you like a savior and maiden fair rolled into one!

(Which you, like… Kind of are?)

“Yeah,” you whisper. “I, uh… Guess I kinda’ did, didn’t I?”

You can feel that precious elixir of affection and appreciation spilling out of Martyn’s heart, forcing a flush into your own cheeks.

<WANT: 19>

You become aware of how closely you’re holding him, and slightly tilted in what very much resembles an irony—appropriate?—reversal of the usual pose in which a chivalrous hero dips his damsel. He doesn’t struggle though, nor look away as you hold his gaze.

“Thank you, Cara,” he says. “Really I… I don’t know how I can ever thank you enough.”

“I can, uh, think of a way or two…”

You lean forward. This time, Martyn Meadowgrass doesn’t flinch, nor recoil. It’s just like the first time, with one important caveat: he knows what you really look like. There are still secrets between you—you KNOW that—but right now it doesn’t matter.

You <WANT> this… And he wants you, too.

Martyn Meadowgrass route: Locked!
for now…

>>
>>6203238


Nearly an hour passes by the time each of your allies is de-monstrofied and decanted. You check on An-Yii first, making sure the goblin nurse is well enough to then assign her triage duty for the others.

“What, no rest for the weary?” she complains

“Better fuckin’ believe it,” you say with a smirk, “and work double-time, too. Ain’t gonna be no stroll gettin’ outta this shithole.”

While An-Yii makes the final preparations, you assemble and brief the others on the situation. Well, most of them. You leave debriefing Martyn to Cara-Zi, whenever the two of them… Disentangle.

<WANT: 17>

Honestly, you’re just happy that those two lovebirds worked it out! Though you’ll need to have a chat with CZ later, about the birds and the bees and the infectious demon seed… But first, you have another, more pressing conundrum to address.

“Absolutely NOT.”

You sigh, hanging your head with your hands on your hips. “Copperbelt, come on now…”
>>
>>6203239
“We came here to reclaim an ancient store of long-forgotten knowledge, belonging to our ancestors,” he says, mustering up his somewhat-lacking height and more-considerable breadth to stand against you. “We’ve found it, in the hands of an abominable foe, being sued for evil. We CANNOT simply abandon it>’

“Smash?” asks Murbal hopefully, perking up for the first time since you forestalled combat.

“No!” you and Iorund both say s one.

“Ugh, sma dyr ayh stuzor AGH mubulat.

You ignore the obvious insult, since you can’t understand it anyway, and focus your ire instead upon the Delver dwarf standing between you and the sunlight world and safety.

“Listen, if you wanna stay down here an’ risk it all for some crazy contraption—which, by the way, I understand is in a dungeon full of GOBLINS actually, you’re welcome to, but me—”

“The architecture is OBVIOUS dwarven, as are the runes!”

You hold up your hand, and shake your head. “Not the fuckin’ point, Copperbelt. You’ll DIE down here, you hear what I’m sayin’?”

You regard the rest of the Delvers, one after another and add pointedly: “Don’t believe me? Ask your pal Aarre. I understand his body’s somewhere above us, with a big fuck-off spike through his skull.”

Steiner Sternstone growls and grips his maul’s handle menacingly, but the rest of his party is solemn, and silent.

“She’s right,” Taito says gently.

“We… We can find some other way to save the children, and to reclaim this place later?” Cherry suggests gently, reaching out for Copperbelt’s arm, only for the Delver leader to swat his subordinate’s supplicating gesture away.

“There will be no pay for this expedition, you understand?” he addresses you, voice low.

You feel your stomach drop. You’d been so fixated on getting the HELL out of here that you hadn’t thought about that. This was supposed to be your big score—the one that would set you and CZ up to make better lives for yourselves. You spare a glance to the Monstrous Regiment, and see the same cold calculus cross their countenances: the money from this mission was meant to set up New Goblintown with proper medicine, food and fertilizer, tools and training. It was supposed to help fund the protection of Khroine’s grove, too.

“Copperbelt,” you warn him, “if you try to hold out on us, you ain’t gonna like what happens next.”
>>
>>6203240

“It’s not up to me,” he says. “You are a SUBCONTRACTOR, Youngtree, THROUGH me, to Treasuretrove Incorporated. NEITHER of us shall see a single tarnished copper coin with tall tales we cannot substantiate, and a purported prize we cannot claim.”

“What, those tight-pursed beardy bastards can’t spare a second expedition?”

“They may,” the Copperbelt allows, “but there is no ‘finders fee’ in the contract. It will be that new expedition who claims the coin… And the credit.”

You stare him down, but you might as well be having a showdown with a smooth-topped, moss-fringed rock as Copperbelt’s bald-and-bearded mug. Dwarves aren’t demons, not that anyone can prove, but they bargain like them—the contract is the contract.

What will you do?
>Shake the Delvers down—they owe you for this mess, and if that means collecting from them directly, you’re prepared to do so
[Criminal act, lowers Delver morale sharply but raises Monstrous Regiment morale]
>Accept the sorry state of affairs, but stick to the plan—fuck the money, you’re leaving with your lives
[A quicker, safer escape—though you should still expect an attack—and no loot save what you’ve already acquired; sharply lowers Monstrous Regiment morale]
>Damnit, the bald bastard’s right—you can’t just leave empty-handed! You’re going to try for some treasure on the way out.
[Maintains morale, but greater risk to life and limb as you make a slower, circuitous escape, and possibly find yourself hampered by treasure or springing traps in addition to whatever the Ettercap has planned]
>Write-in
>>
>>6203241
Ugh
I hoped we could hit up nearby settlements for assistance and come right back in a day better equipped to clear this place out
If that's feasible then
>Accept the sorry state of affairs, but stick to the plan—fuck the money, you’re leaving with your lives
Otherwise
>Damnit, the bald bastard’s right—you can’t just leave empty-handed! You’re going to try for some treasure on the way out.
>>
>>6203292
[Your write-in of coming back right away with back-up IS viable, but keep in mind the orcs already regard all this as 'theirs' in theory, and the Steelwood humans and elves will likely also have ideas about what should be done with the dungeon and its treasures.]
>>
>>6203295
I like our odds of negotiating with them over the Ettercap

Oh man what if we slip away during the fighting and loot the place while they do all the hard work
>>
>>6203241
>Damnit, the bald bastard’s right—you can’t just leave empty-handed! You’re going to try for some treasure on the way out.
>>
>>6203241
>>Damnit, the bald bastard’s right—you can’t just leave empty-handed! You’re going to try for some treasure on the way out.
first step is of course getting the 7 other eggs open for more loot
>>
>>6203292
>>6203310
>>6203417
[Locked and writing!]
>>
>>6203802
You chew your cheek a little, eventually suggesting a compromise: “What about if we leave, we get the elves or humans—”

“Orc land, orc loot,” says Xoldur bluntly.

Copperbelt gives the half-orc a glare which Xoldur reciprocates, before both turn back to you.

“More fingers in the pot, at elast,” Copperbelt acquiesces. “The roc is right about THAT much.”

“Chop fingers off,” Xoldur suggests. “Easy.”

You contemplate an array of ways you could go about this, reducing risk while still scraping some precious profit… But damn it all, the bald bastard is right. You can’t just leave empty-handed! Any added forces you bring to bear will demand the lion’s share of the spoils (if they’re humies or greyfaces) or throw some moral-religious conniption fit about the whole thing and call in the Sylvan Realm’s Woodland Rangers (if you got to the knife-ears). You’re no fan of dwarves and their contracts, but at least with them you HAVE a contract, and you can trust a dwarf to honour their word.

“Fine,” you spit. “But if I get killed, I’ll kick yer ass.”

Copperbelt snorts at that, but extends his thick-fingered hand. After a moment’s consideration as to whether to spit on it instead, you take it and give him a firm shake.

Of course, that still elaves the avenue of your escape to arrange.

“There’s treasure back the way we came!” CZ announces excitedly. “Cleared some a’ the traps, too, an’ we know how to get the goods. See, they got more of those, uh, ‘boglin’s’ locked up in gem-eggs, all decked out in fancy armour like mine! Probably more rad-sabers ‘n FloatSAMs ‘n cubes-of-holding, too!”

“Boglins?” Steiner Sternstone squints. “Rad…Sabers?”

“Blue goblins with radiant swords,” Martyn Meadowgrass provides.

“Try ta’ keep up,” you say to the swarf, then quickly turn to your sister and the hobbit she’s half hanging-off before Sternstone can object. “Didn’t you say there’s more zombie-type boglins back that way, too, though?”

“Opening the ‘eggs’ also takes quite some time, even with the correct technique,” Taito says, sounding just as haggard as he looks after all his work at the console. “I was able to pull up a basic planogram of the megastructure while operating the device, and it looks like there’s a faster way out on the opposite side of the chamber, which adjoins to several more rooms that look to be storage areas for record-keeping… And materials.”

You and CZ exchange a knowing look at the word ‘materials’. That means treasure. Moreover, the records sound exactly like the nerdy, maybe-magical shit that Treasuretrove Incorporated would pay out the ass for.
>>
>>6203820
“Waaait a fuckin’ minute, though.” You turn back to Taito. “That’s gotta be the way the Ettercap and her entourage brought us in by, though, right?”

Taito nods wearily.

“They’ll no doubt have cleared out all the traps, if that’s the area they’ve been occupying, but we’ll have to contend directly with any foundlings we find…”

“Or the Ettercap itself,” Copperbelt interjects.

“The way we came in looked a lot like this ‘garden’ down here, anyway, though,” CZ says. “Once we get to the surface, it’s Ettercap country either way.”

All eyes turn once again to you. Your head hurts, and you begin to find yourself missing your nice little nap in the cursed monster-making machine.

Which way will you go?
>Out the way Cara-Zi and her team came in, with a stop-off at the boglin knights to…
>>Break them out and risk waking them up, or killing them, or whatever that does
>>Hole up there, and resist any attacks while meticulously opening up each ‘egg’ withy waking those within
>Out through the Ettercap’s nightmare nursery and the adjoining treasure-chambers…
>>Loud and fast, snatch-and-grab style
>>Slow and methodical, with a careful eye for the best treasure
>Write-in
>>
>>6203821
>Out the way Cara-Zi and her team came in, with a stop-off at the boglin knights to…
>>Break them out and risk waking them up, or killing them, or whatever that does
More in line with the Ettercap deal, and known hazards
>>
>>6203821
>Out the way Cara-Zi and her team came in, with a stop-off at the boglin knights to…
>Break them out and risk waking them up, or killing them, or whatever that does
>>
>>6203821
>>Out the way Cara-Zi and her team came in, with a stop-off at the boglin knights to…
>>>Break them out and risk waking them up, or killing them, or whatever that does

Our party lacks a way to deal damage to Ettercap.
With that solution, each round we can had radiant saber user to touch the boss.
Scenario 1 : boss leaves us alone. Great success.
Scenario 2 : boss attack. We kill it (maybe losing a meatshield or 2 in the process, oh no so sad, what-is-name the skewer is a loss I will never forget) and loot even more.
>>
Rolled 10, 4, 5, 5, 1 + 3 = 28 (5d10 + 3)

Rolling...
>>
>>6203902
>>6204011
>>6204124
“Better the devil we know than the devil we don’t,” you decide.

“There’s a devil involved now?!” Sternstone pales.

“I believe Zena’s speaking metaphorically,” Martyn gently interjects, before his own forehead creases subtly. “Right?”

“CZ?”

“Uh, well… there’s, like, definitely no devils we don’t know, back the way we came in!”

You roll your eyes, but nod. Right: no devils, present company excluded.

“More importantly, no Ettercaps,” you add, “an’ if we ARE gonna have to tangle with her sooner or later, at least it’ll be AFETR we stock up n rad-sabers.”

You and the recombined and reconstituted crew move fast, once you’re mobilized. Even if you aren’t braving the Ettercap’s nightmare nursery, the tried-and-true path is far from hazard-free. The first danger along your path actually come sup to bite you from behind: the foundlings who were playing cry-eye for the Ettercap’s observations in the transformative chamber.

“Knew it,” Yeb-Uit says.

“Well goodie fer you!” you snap. “Now shut yer gob-hole and RUN!”

As you (and Yeb-Uit, you GUESS) called it, the creepy ‘children’ of the dungeon’s illicit landlord come crawling up from behind you the moment you’re clear of their matron’s precious machine. Cognizant of how worn-out Green Team is looking—and how shaken most of Red Team is for that matter—you decide not to engage them immediately. An-Yii had kept herself busy expending her medical supplies in service of the party, but that only stretched so far; one could mend a mangled body, but not heal a person’s spirit or ‘cure’ a lack of sleep, at least not with herbs and bandages.

Besides, the longer you linger, the more will arrive, after all… And you have no reinforcements for YOUR forces, and certainly none like the Ettercap herself.

“We need those sabers, people! Fuckin’ HUSTLE!”
>>
File: Gang's All Here.png (20 KB, 1733x242)
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Rolled 16, 19, 14, 13, 16, 20, 13, 4, 20, 9, 19, 13, 13, 19, 1, 3, 7, 5 = 224 (18d20)

>>6204545
Rolling for each party member. 2d20 for ZZ (DC 15), 1d20 for CZ (DC 16), 1d20 for Yeb-Uit (DC 15), 1d20 for An-Yii (DC 16), 1d20 for Nermal (DC 17), 1d20 for Khorine (DC 15), 2d20 for Xoldur (DC 15), 2d20 for Murbal (DC 15), 1d20 for Oodagh (DC 15), 1d20 for Dura (DC 16), 1d20 for Taito (DC 17), 1d20 for Sternstone (DC 16), 1d20 for Martyn (DC 15), 1d20 for Copperbelt (DC 16).

Those who fall behind will have an exchange to see if they are successfully attacked, and how badly.

The previous roll (>>6204541) was for An-Yii’s healing, which has left the injured party members largely restored, as follows:

ZZ: 23/30 HP[/b
CZ: 26/30 HP
Taito: 10/10 HP
Copperbelt: 20/20 HP
Dura: 11/15 HP
Oodagh: 25/25 HP
Yeb-Uit: 19/20 HP (wasn’t healed; kit ran out, and he was close to full so lower priority)

Everyone else is at full HP. However, Taito and CZ are still exhausted, suffering the same penalties. Nermal is extremely exhausted, with double penalties. Everyone who was kidnapped is shaken, with their morale being related as lower for the rest of the encounter against mind-affecting spells, and for rolls against fear to avoid breaking rank and fleeing.
>>
Rolled 14 (1d20)

>>6204549
>formatting error
[Of course.]


ZZ: 16, 19. Passed!
CZ: 14. Failed!
Yeb: 13. Failed!
An: 16. Passed!
Hershy: Perched on a shoulder :)
Nermal: 20. Critical success! Second wind, exhaustion penalties lessened
Khorine: 13. Failed!
Xoldur: 4, 20. Critical success Counterattack, can attack and, if successful, save one ally from an attack. he'll prioritize orcs
Murbal: 9, 19. Success!
Oodagh: 13. Failed!
Dura: 13. Failed!
Taito: 19. Passed!
Sternstone: 1. Critical failure! Guaranteed to take a hit.
Cherry: 3. Failed!
Martyn: 7. Failed!
Copperbelt: 5. Failed!

Rolling for Xoldur's counter...
>>
Rolled 8, 12, 2, 14, 12, 8, 10, 16, 5 = 87 (9d20)

>>6204555
Rolling for attacks on your allies...
>>
Rolled 2, 5 = 7 (2d6)

>>6204556
[Blue]Rolling damage...[/blue]
>>
>>6204558
>>6204556
>>6204555
>>6204549

The sounds that erupt behind you are a chaotic symphony. There is the sound of slapping flesh and clanging, clattering metal, haphazard and loud in the careless pursuit of the twisted toddlers hunting you. Or perhaps NOT toddlers—when THESE founding draw nearer, you begin to suspect that even the wrapped designs of the Ettercap can’t keep her twisted adoptees young and ‘cute’ forever. Or maybe she lets some grow? Either way, the vine-strangled horrors behind you lurch with longer legs than those you faced before, gaining ground more rapidly than you care for, and carrying larger—and better-kept—weapons.

(Well, ‘carrying’ might be a stretch, since they seem fused to their forms…)

Beneath the sound of their misshapen limbs beating the stone come the cackles of a putrid playfulness, and crazed delight to serve their mother and to prey upon your party. These sounds only grow louder and more ecstatic as they catch up to your flagging friends, and their own cries—far LESS enthusiastic—join those of the foundlings before too long.

Blows are exchanged in a mad and slapdash fashion by all involved. The Ettercap’s minions are moved by joy to fulfill their duty, and your own are driven by the desperation of mortal terror. Of the sixteen of you, a full nine are too slow to escape their clutches, but six quite quickly disengage.

Yeb-Uit, old bag of bones that he is, scrambles free on all fours like a spry gobling fresh from the cairn, while Khorine headbutts a purple predator in the gut and, bleating in open and animalistic alarm, is hot on his heels. Oodagh and Dura fail to keep pace with the chieftain’s, children, but to his credit as a would-be leader, Xoldur at least turn back; with a flash of his rad-saber, he frightens back the fiends long enough for his kinfolk to get clear.

It’s really just the Delvers left to worry about.

With their stubby short-folk legs and scholastic constitutions, none of them are well-suited to a sprint. Only Taito, moved by a terror which only seeing your near-identical cousin get his skull split can invoke, managed to match your pace; the others all fall beneath a violent, violet tide. You and your sister stop and skid to a halt, turning to stare at the horde falling upon your small-sized companions, and you might not have even bothered except that one of the unlucky buggers is—

“MARTYN!”

>>
>>6204567


You look on in horror as your new boyfriend (maybe? Or whatever?) vanishes from your vision, surrounded by black-eyes and bruised-looking hides, amidst a tangle of vines and inbuilt blades. He and his party—save Taito, the quick little prick—are swallowed up by the maroon morass. You breathe a sigh of relief when you see flashes of a more natural hue emerge from the pool of purple, but when Copperbelt emerges, swinging his pick-axe in protecting of a pale and trembling Cherry, they are alone.

Sternstone, and MUCH more importantly Martyn Meadowgrass, remain lost to you, with a dozen cackling, chittering plant-bug-baby FUCKS clambering all over them. They crawl about in a big ball, stabbing and slashing at one another in their frenzy to harm those two hostages whom they’ve managed to hold fast.

ZZ: 23/30 HP
CZ: 26/30 HP
Dura: 11/15 HP
Yeb-Uit: 19/20 HP
Sternstone: 18/20 HP
Martyn: 15/20 HP


“We have ta keep moving!”

You look to your freshly-saved sister with wide eyes, releasing your held breath in a ragged wheee that approximates a sob.

“Martyn’s still in there!”

Zith-Zi opens to her mouth to say something objectionable, then shut it. Her brow furrows. You both look back at the monsters marauding your new boy-toy—your FIRST boyfriend, EVER, and one who accepts you for YOU… More or less.

What do you do?
>You both charge in to rescue him
>ZZ goes on ahead, CZ hangs back to help Martyn
>CZ goes on ahead, ZZ hang back to help Martyn
>ZZ and CZ attempt to rally the party
>You both leave them
>Write-in
[Strategic discussion can lower DCs. Stopping here to save them will slow your escape, increasing the odds of the Ettercap catching you before you can crack open the eggs and loot the other ‘boglin knights’, assuming you aren't just defeated here.]
>>
>>6204568
>ZZ goes on ahead, CZ hangs back to help Martyn
>>
>>6204568
>You both charge in to rescue him
Unless there's like 50 of them then we book it
>>
>>6204611
[There are approximately a dozen swarming, and maybe 15 to 18 total counting foundlings both large and small]
>>
>>6204568
>>ZZ and CZ attempt to rally the party
Xoldur and Murball first line Shield bash light saber chops. ZZ and CZ on each wing to avoid encirclement and use armor/weapon skill to chop down the melee

[---------Ugly bluegob mass-----------]
ZZ^Hershy Murbal Xoldur CZ
-----Archer-Gob----Spear-Orc--Not useless gnome
-Khorine---Dura-------Useless gnomes

This lineup mixes armor/Protectors and damage dealers, while protecting our weaker targets
>>
>>6204656
>ugky bluegob mass
*ugly purple foundling mass
>>
>>6204623
>>6204656
I can back this too
>>
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>>6204946
>>6204656
>>6204611
>>6204591
[Hm, bit of a tricky one. Don't suppose anybody wants to tie-break this close vote, or backlink a 1post vote?]
>>
>>6204976
>>6204946
This is me voting for everybody as one
>>
File: Locked.png (2 KB, 440x60)
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Rolled 10, 7, 14, 15 = 46 (4d20)

>>6205013
>>6204976
[Locked, rolling, writing!]
>>
>>6205017
“I’m… I’m not leaving him.”

“CZ...”

“I NEED him, ZZ! I… I need THIS…”





You stare at your forlorn remnant—‘Cara-Zi’, that part of yourself you shed only to find sympathy for her long after. You can’t believe how much she’s changed since you left for Sunset Lake. It’s not just that she’s looking all elfin and, oddly, androgenous. She’s been more confident, more sociable, and exercising more self-control. She’s changing INSIDE< too, and you think she’s changing into someone happier.

That’s all you ever wanted, when first you split yourself. How can you deny HER that.

“...Aight, we won’t leave him.”

“Really??”

“Don’t ask dumbfuck questions, CZ.”

“S-sorry, sis.”

“It’s fine, no sweat. Just gimme a sec, hey? Keep ‘em busy”





You slap hands with your sister, and turn your separate ways. Zith-Zi shuts something to the remaining Delvers, and while Cherry backs off to rummage in a bag, Iorund Copperbelt is soon at your side.

“Your sister says you’ll help us save our men?” Copperbelt asks.

“‘Course!” (Because Martyn’s one of them.

“Thank you,” Copperbelt says, sounding genuine. “Martyn chose a good woman.”

You feel your face flush, and can only manage “U-uhh…”

Before you can say more than that, Cherry cries out in jubilation, producing a rounded cube fo glass with a stem and stopper. The contents of that cube are the characteristic bright yellow-green of the adventurer’s staple:

“An acid flask!” you cry out upon recognizing it, and your lips split into a no-doubt WICKED grin.

Cherry looks to you, and asks: “Can you get them clear?”

You look at the mass of fiends, a mess of wood and twisted flesh that makes it look as if a bunch of sword-limbed stick insects are assaulting Martyn and Sternstone. The reach of these foundlings is fucking LONG, with the elongate limbs. Can you fight your way in and extract the pair of wounded Delvers before you, too, became a victim of numbers and of small size? Even WITH Copperbelt’s admittedly-beefy arms by your side?

Leadership roll: 15. Result: Success!

“You two won’t have to do it alone,” comes the answer from behind you.
>>
Rolled 19, 17, 17, 10, 14, 1, 11, 7, 14, 18, 5, 15, 6, 20 = 174 (14d20)

>>6205033
Zith-Zi’s back! You and Cherry turn to face ZZ, and find SHE isn’t alone, either. The whole gang’s there, in fact, even Taito! Not that Taito would be useful in a fight, really, no more than An-Yii or Cherry or the tapped-out looking Khorine… But still! Of much greater importance is that Zith-Zi appeals to sympathy or to honour, roped in even the orcs, whose muscle is MUCH needed right now. Oodagh, Murbal, and Xoldur with his sword of glowing light all advance, rapidly outpacing yours and Copperbelt’s charge on their longer legs, and with their greater athleticism.

“WAAGH!” shouts Xoldur.

“WAAAAGH!” concur Murbal and Oodagh.

“WAAAAAAGH!” you add your own agreement, and drive forward your spear in tandem with their own attacks.

The dwarf keeps his chin out and teeth gritted in a silent grimace in lieu of a warcry, and Zith-Zi snorts at the whole affair.

"Whatever," she says, she slashes sideways with her scimitar, by your side nevertheless.

2d20 for ZZ, 1d20 fro CZ, 3d20 for Hershy, 1d20 fir Xoldur, 3d20 for Murbal, 2d20 for Oodagh, 2d20 for Copperbelt. DC 13 on the initial engagement (14 for CZ due to exhaustion) thanks to ZZ's Leadership bonus
>>
Rolled 2, 8, 1, 14, 8, 17 = 50 (6d20)

>>6205035
ZZ hits! 7 damage.
CZ hits! 2 damage.
Hershy hits! 1 damage.
Xoldur misses. Womp womp.
Murbal hits! 4 damage.
Oodagh hits! 2 damage
Copperbelt Crits! 12 damage!

6 of 12 enemies killed outright and one wounded. I hope nobody will begrudge me rolling damage elsewhere for the damage. Seemed faster! Rolling counterattack now…
>>
Rolled 7, 14, 8, 9, 18, 12 = 68 (6d20)

>>6205043
oops, lol, 2d20 each
>>
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Rolled 7, 8 = 15 (2d10)

>>6205044
Two foundlings strike back successfully! one crit-fails, lol
>>
Rolled 1 (1d2)

>>6204555
>>6204656
>>6205043
Also, only now do I realize I misread my notes, forgot Hershy was still hostage, and have been meaning to say NERMAL, not Hershy. Who, being bigger, wouldn't be "perched upon a shoulder", but hugging to CZ's side. Familiars, man. Anyway, rolling his slightly-superior damage die!
>>
Rolled 13, 14, 11, 13, 19 = 70 (5d20)

>>6205045
>>6205049
The foundlings turn to face you, and a few which had been hovering around the outskirts of the frenzied fracas now move to pin you against the melee. The fact of the matter, though, is they stand no real chance against you forces—not animated by Zith-Zi’s personal pull, and guided by her tactical experience.

“Shields and sabers push us open a hole—me ‘n CZ will hold it open! Yeb, I want that bow strung and shot, dry or not, to cover our extraction!”

Pulled as much by your desire to save Martyn as you are pushed along by your sister’s support, you plunge your spear into one straddling your new squeeze.

“Hey, that’s MY seat!”

If Martyn is embarrassed by the implications, he’s more happy to see your friendly face amidst the forest of stretched out purple limbs.

“Cara!”

You push through the ‘woods’ and narrowly escape several thrusts and slashes of their pointy ‘branches’ to grab hold of Martyn’s hand and haul him up and to his feet. Only when you turn around do you realize how deep you’ve gone, and how ill-suited yours (or Martyn’s) spears are for extricating yourselves.

“Get behind me,” you say.

“I have armour, too,” he reminds you.

“Then I’ll get behind you, too,” you say.

You and your boy-toy go back to back, ready to parry and repay any attack upon your persons…

croooaaak!

Only for Nermal to come crashing into them from behind with an impact that splatters his external slime-coating—frothing with rage-against the foundlings’ buckling knees. It doesn’t manage to fell any of them, but it gives your friends a chance to catch up. Murbal leaps at the chance to smash one of them first with fist and then with shield; the second blow snaps its head back until scalp touches nape of neck, and the twisted terror totters over.

“Smash,” Murbal sighs happily, finally sated.

“Get it!” you shout in glee.

And ‘get it’ she—and the rest of your party—does! You watch as every single one of them takes a foundling for themselves, driving the foundlings back long enough for the dazed but mostly-intact Steiner Sternstone to be lifted to his feet. For a moment, the bastards bait out a charge from Xoldur and open a gap in the formation whence the foundling flood in to attack Copperbelt as he helps up his employee, striking him badly in the back.

Copperbelt’s HP: 12/20

Though he drops his charge and nearly falls face-first himself, you’re admittedly impressed to see the Delver boss rally. And WHAT a rally! With a single brutal swing of his pick-axe—a weapon designed as much as a tool as a weapon—he guts one, and with his second hack plunges the narrow end THROUGh the first foundling and into the second. Your eyes widen as he wrenches the blood-blackened weapon back,a nd the two foundlings fall the other way and fail to rise.

crr-ROOAK!
>>
>>6205043
>Copperbelt Crits! 12 damage!
holy shit

>>6205049
I was actually wondering when we got him back, but you had them both listed in >>6204555 so I figured it wasn't a mixup
>>
Rolled 2, 3, 4 = 9 (3d6)

>>6205058
Your head snaps back at the sound of Nermal’s voice, though. The difference in the tone warns you that it’s no amphibious celebration, and when you see him struggling on the end of a skewering sword-limb, you confirm the suspicion with a scream of alarm. Together, you and Martyn free your friend and familiar, but not unharmed.

Nermal’s HP: 13/20

“We got ‘em both,” ZZ confirms, hacking down one of the ugly fuckers to clear you a path.

“Now let’s get clear!” you agree. “Move yer ass, everyone!”

Following the same formation, but with your worst-injured members at the centre of the formation now to benefit from Murbal’s charging shield and broad body, you return towards those smaller, weaker, less combat-capable members of your party. You are pursued, naturally, but that’s what Oodagh is for—he elapts out, shouting a babble of harsh syllables, and hurls his spear. The throw impales one of them, long enough to cover your retreat,a nd by the time the foundlings are sufficiently emboldened to jump over their fallen ‘sibling’, your other support arrives!

14 for Yeb-Uit: HIT, thanks to leadership bonus!
19 for Cherry: HIT with acid flask!
Rolling 1d6 for Yeb's arrow, and 2d6 for the acid flask!
>>
Rolled 1 (1d2)

>>6205061
Yeb, quiet trustworthy Yeb-Uit, indeed strung his bow. If he looks visibly displeased at the cracking and cracking of the wet wood, he managed to get his sodden string dry and tight enough to let fly an arrow through one mushy-looking foundling braincase! He fires another,a nd oodagh lets fly a second spear, and the rets of you get clear in time for—

“Fire in the hole!”

The thing about an ‘acid flask’, as the tool of your trade is called, is that it’s not JUST acid. It’s a mixture of reagents—some reactive—which upon a violent shake-and-sash explodes outwards to spread its payload. That payload isn’t fire as Cherry had said, but the acid burns through the ‘forest’ of foundlings well enough. Already much thinned out by your extraction efforts, the acid doesn’t discriminate between living and soon-to-stop-living. Screams and screeches go up from the tortured victims of the Ettercap’s ‘artistry’—a final agony before they are free.

Acid Flasks are expensive, single-use alchemical items that do 2d6 damage, and spread that damage among multiple small targets! Rather than killing one target, or even two, they kill as many targets as the total damage allows, in a small area. In this case: 2, plus the one who was earlier wounded.

Three more foes fall to that acid, and with the ones killed by Yeb-Uit and Oodagh, only two remain. They, wisely, wheel around and scamper off back the way they came… Though they don’t go far, and you can see movement just outside the range of your torch-aided darkvision which tells you they won’t have to wait long for back-up.

Zith-Zi notices the same thing, turning around to bellow: “Come on, get movin’! This ain’t a picnic!”

(A picnic… You wonder if Martyn might want to join your next Monstrous Regiment picnic?)





You are huffing and puffing, and wishing you had a bit les cleavage on display and a bit more support for when you have to run for prolonged periods, by the time you reach a room lit by a golden-yellow glow. The rest of the party isn’t in much better shape, and some—the ones who have been running on fumes for hours, those who sustained injuries back there—are way, WAY worse. Luckily, this room has a door, and Taito the Gnome knows how to work it with a few panicked slaps upon the doorframe’s luminous runes.

And once you catch your breath, well, you see why you ran this way.

“Wow,” you say, crossing your arms and eyeing one crystal capsule after another. “All lit up like this… Yeah, I get it. ‘gem-eggs’.”

“RIGHT??” CZ says.

“Well,” you say with a smirk, “time ta make some omelettes then, ain’t it?”
>>
>>6205073

You find yourself glad you rescued Sternstone when it comes time to bust the eggs open. His hammer proves uniquely useful for the smash-and-grab style of the operation, heavy-ass stone-and-metal maul that it is. Say what you will about dwarves—they build shit STURDY! Which, you suppose, explains how this whole ‘megastructure’ you’re messing about in lasted for who-knows-how-fucking-long.

Except… Maybe not.

“Hey,” you say, nudging the Delver boss where An-Yii is daubing his deep gashes and gouges with the torn cloth of her own dress. “That doesn’t look like a dwarf…”

“Sure don’t,” An-Yii agrees dryly.

The three of you stare at the unconscious form of—just as Caa-Zi described—a blue goblin. A boglin? Maybe, or maybe that name’s a little too cutesy. But a dwarf? Not fucking likely. Not with big, wide-flanged ears, and blue skin, and that NOSE.

“I don’t understand,” Copperbelt mutters, bringing his hand to his mouth. “Why would… Why would there be goblinoids here?”

“Seems ta me I was invited,” An-Yii snarks.

Copperbelt gives her a look between apology and annoyance, then shakes his head.

“You know what I mean,” he says.

“Probably prisoners,” Sternstone reasons, taking a break from swinging his hammer for a moment.

“And the others, then?” An-Yii demands. “The braindead ones CZ told us about?”

Sternstone’s face shifts slightly. You can tell he wants to spit a retort in her face, but the obvious answer leaves a bitter taste on his tongue.

(Ha, it would, being a ‘Lawful Good’ dwarf trying to defend his race’s memory.)

“Slaves,” you hear Martyn say, softly and sadly. “Turned into a trap, to protect this place.”

“Well,” you say ruefully, “they’re ‘only goblins’, right?”

Everyone gets a little awkward at that, though An-Yii smirks.

“Where did the dwarves go, though?” Copperbelt asks. “What WAS this place, and why did they they create it? Were they… At war with these goblins? Why preserve them, then?”

“Research subjects?” An-Yii suggests, to Copperbelt’s obvious upset.

“Uh, guys?”

Rolled a 1...
>>
>>6205084
You all turn to see CZ lowering her spear, fixated and unwilling to turn to face you.

“You might get a chance ta ask,” she says.

You all follow her spear, to where the first of the blue boglins decanted upon the stone, has started to shudder and convulse. Taito, who had been stripping off some of his silver armour, now clutches the goblinoid’s chestplate to himself like a shield, cowering before the rising, groaning goblinesque. As you all stare, several more of the ‘knights’ begin to moan and to push themselves up onto hands and knees, disoriented as you and Red Team all were upon your own liberation—give or take a few hundred years.

“Great,” you mutter, “lich shit.”

“Fuuuuck,” CZ hisses. “It totally is, right?”

What will you do?
>Attack the boglin knights while they’re still dazed! [specify lethal or non-lethal]
>Attempt to assist them, and to communicate [appoint a negotiator; specify what you want to say in at least broad strokes]
>Write-in

>>6205060
[I greyed him out now so I won't make the same dumb mistake. Sorry for the confusion, anons! And pardon the long update. Just wanted to deliver a payoff on your all set-up decision-making in one fell swoop!]
>>
>>6205086
>Attempt to assist them, and to communicate [appoint a negotiator; specify what you want to say in at least broad strokes]
ZZ, ask who the fuck they are
In case they were slaves maybe keep Copperbelt out of sight for now
>>
>>6205096
>+1
>>
>>6205086
>>Attempt to assist them, and to communicate [appoint a negotiator; specify what you want to say in at least broad strokes]
"We are you from the future. There's no time to explain. Follow us if you want to live"
Am >>6204656 and more importantly >>6202474
moving for work and forgetting to backlink as an ANIMAL
>>
Rolled 17, 19 = 36 (2d20)

>>6205172
>>6205109
>>6205096
“Shit,” you hiss. “Copperbelt, take the Delvers and get outta here!”

“WHAT?” Sternstone blurts out, nostrils flaring as be prepares to object.

Copperbelt, to his credit, picks up on your rationale faster than the other dwarf. While going backdown towards the foundling-creation chamber is out of the question, and going up the stairwell means braving the braindead quasi-goblins CZ warned you about, Taito identifies a mostly empty side chamber that seems intended for storage. Copperbelt herds his crew into it, forcing them to squeeze tight together in what must be either a nightmare or a dream come true for Cherry.

(You KNOW CZ’s gotta be loving it...)

“Huh?” grunts Xoldur.

“Last thing we want is these gobs coming to, an’ the first thing they see is the guys who enslaved ‘em,” you whisper.

Xoldur shakes his head at this logic despairingly; presumably, the half-orc sees this as a weak decision when you could instead enforce a master’s authority upon the [i]samund dyr[/i] or whatever-the-fuck. Well, good thing HE ain’t in charge, then. YOU are, and you know how YOU react to being bossed around, so you plan accordingly. You also see fit to take point on first contact with the strange ancients.

“Morning, boys,” you say, stepping forward and switching to Goblintongue for good measure. “Welcome to the future!”

They ARE all goblin-boys, too, albeit broadly built and with beards to shame Yeb-Uit's patchy salt-and-pepper face-decoration. They size you up as you do them, slowly rising to their feet. Most of their long-slumbering survivors of some ancient age stand no taller than any other goblin you’ve known—and a good dela shorter than a hobbo, let alone a troll—but they stand straighter, and are a great deal better-formed and proportioned than you’re used to. Their head are shaved or hair worn short, judging by the few without helms, and they are decorated here and there with runic tattoos that you recognize as dwarven—or, at least, the same proto-dwarfish script you saw scrawled upon the walls, and on the black crystal surface of the Ettercap’s wickedly-repurposed device downstairs.

So it makes sense, in a way, when the first boglin to reply to you in a low, deep voice, does so in a language that sounds far less like Goblin than it does like Dwarf.

“Uh,” you reply, scrambling to translate his archaic syllables with your fractured half-understanding of the modern Dwarftongue.
>>
>>6205330
He points angrily at your still-visible companions: the orcs and goblins, and Khorine, though she doesn’t get quite the same furious glare as the rest, so much as one of confusion and annoyance-by-association. He says something again, which you are able to puzzle out from context as a demand to know who you are and/or what you want.

“Funny,” you mutter, “we were wondering the same damn thing...”

You clear your throat, and try again, this time in the best approximation of a fat bearded moleman that you can muster...

>Rolled Linguistics. 17, 19...
>Success!

“We are your descendants, from the future,” you approximate, you’re pretty sure, you think. “We are here to save you from... Invaders. You need to come with us if you want to live.”

“Not until you identify yourselves and your clan, outsider!” (more-or-less) replies the dwarf-tongued blue goblin (???), as his unfortunately-not-yet-disarmed allies begin to get their bearings, and flick on their radiant sabers with a series of quiet, menacing thrums. “Why have you brought these {kraggor} here?”

“Kraggor?” You blink, and glance back at the Steelwood orcs (and Khorine, but you’re PRETTY sure he doesn’t mean her). “Uh, it is safe. They are my employees.”

(You’re sure Xoldur wouldn’t appreciate being characterized that way, but from his lack of reaction, you trust his own linguistic acumen doesn't extend to ‘sma dyr’ languages.)

“Employees?” the idea—no, the word—seems to confuse the boglins. “You mean they are your servants?”

You shrug. “Yes, that’s what I mean.”

To your dismay, this hardly seems to quiet the contentious spirits of these weird-ass goblins. Rather, it incenses them.

“You bring a warrior host to the halls of {Patmo-Shoka}!”

(Well, kinda’, assuming this place is ‘Patmo-Shoka’, or maybe belongs to whoever that is... But you get the feeling that’s not what these boglins want to hear.)
>>
“Hold, Hol-Beorn,” speaks up another of the blue-boys, stepping forward and this time really regarding Khorine, specifically. “They travel with one of the awakened animals of the {Varn Thor-Drumm}.”

“...Zith-Zi?” the young faun whispers, made warier than usual by recent experience, and by her still-depleted mana and lack of twig blight bodyguard.

“Uh... I do, yes,” you answer, tripping over the alien language as you stumble forwrad through this odd interaction. “Which is, I understand, good?”

“What do the {Varn Thor-Drumm} require? Has not our king provided what you require?”

You’re beginning to think these bizarre blueberries aren’t quite getting the whole ‘hundreds of years since they fell asleep’ thing, and you don’t even know how to BEGIN answering their own questions, so you backpedal a bit.

“Wait,” you say, “am I understand you warriors are not prisoners here?"

The boglins seem boggled by the question, and their point-guy shakes his head with a chopping motion of his hand to emphasize the point.

“We are defenders of the forge of {Patmo-Shoka},here to safeguard great work of the king! If you outsiders think you can interfere in our work just because you have a beast of the {Varn Thor-Drumm} with you, you will find yourselves sorely mistaken...”

Ah fuck. This is... Not going exactly how you’d hoped. But maybe you can still salvage this. The question is...

Who are these guys, even, and what IS this place?
>Write-in your theory, best guess, or assumption

How will you explain yourself and your presence here?
>Write-in

Do you have any specific questions for them?
>Write-in if so

[Better write-ins mean a lower diplomacy DC, to be rolled this evening!]
>>
>>6205350
Who are these guys, even, and what IS this place?
>Write-in your theory, best guess, or assumption
Protodwarves where blueberry goblins.
I still think they are the "original" habitants of the world that got deformed and ensouled by "good gods" through rite of attunement, creating goblins as a byproduct.

How will you explain yourself and your presence here?
>As we said, we're you from the future. A long time away. Things have changed. No one remember Patmo-Shoka, or Varn Thor-Drumm. We are here to claim our history and legacy - but the Forge felled to Unseelie.

Do you have any specific questions for them?
>Can you stop being retarded and accept you've been locked away for a very long time?
Also, what do they know about ORCS
>>
>>6205350
>Write-in your theory, best guess, or assumption
Seems like they’re some sort of royal guard, or at least honor guard
They called this place a forge, but everything we’ve seen revolved around those pods - perhaps it’s a bio forge? The ancient equivalent of reptilian flesh crafting?
They definitely don’t seem like slaves so we can call the Delvers back in
Perhaps they created the dwarves race here
That would be pretty humbling for the Delvers, they might want to bury this place instead of salvage it.
Anyone know a good way to break it to them that their king is long dead (unless he got his own pod), the kingdom is long fallen, and this place has already been defiled by some dark fae bitch?
>>
>>6205364
The fact that aren't opposed to khorine, make it seem like these people are the allies of the seelie fey.

They are saving their king was hired by Vam Thor-Drumm which is probably their name for Seelie elven sun god. Since the Seelie were the ones responsible for making the beastman races.

Patmo-Shoka might be the original name of the dwarf rune god, and the father of the dwarf race. Dwarfs are opposed to magic but love runes, Goblins can't use magic but these goblins are covered in runes. That's probably because of cultural heritage.
>>
Or best option to explain why we are here,. That these goblins could understand.

Is to claim that were are here on behalf of the Sun god and Rune god (since they'll know what the sun is and they know what runes are but due to linguistic shift we can't use specific names.) To hunt down a deserter and insurrectionist who has been misusing the forge to attack local populations.
>>
[Sorry, gang, but I think I need to wait 'til tomorrow morning to update this. I'm struggling, and I don't want to make more dumb mistakes from updating while out-of-it. I may update later after a nap, or else tomorrow.]
>>
>>6205362
>+1
>>6205532
waiting warmly
>>
>>6205362
>>6205364
>>6205468
>>6205473
>>6205565

Your mind is working overtime, churning like the drake-disturbed surface of Sunset Lake as you piece together what you can from the confusing exchange thus far. These blueberries are clearly not like any goblins you know of. Were they honour guards to some ancient dwarven sovereign? Or… Well, it sounds crazy even in your head instead of out-loud, but aren’t you, yourself, proof it’s not impossible? After all, YOU used to be a goblin, and now you’re essentially a pink gnome without all the pussified gnomish cultural norms… And you ARE in a pyramid with a transmogrification chamber at the base.

But… There’s no way, right?

The more you think about it, the more it makes sense. You don’t know what a Pato-Shacko or Vern-Thor-Drum are, but you’re smarter (or at least better informed) than the average gob. You know how the fairy-fucks’ gods operate. Tips, your wizard friend, used a single ritual of theirs—the so-called <Rite of Attunement>—to transform you, and his wife (wives?), those other humie weirdos where they live, and eventually himself. There’s no reason that, with more resources or even some sort of dwarf-style industrialized apparatus, they couldn’t extend that to a whole race.

(Holy shit…)

For once, a language barrier provides a benefit: you WANT to pepper these knights with unproductive questions about all sorts of shit, but you lack the words to ask what you want to know your limited command of the dwarven language is made still more tenuous by the dialectical drift of untold ages.

(Later, though…)

Failing that, you’re tempted to tell these blue-green bitches to stop being stupid and to get with the present program; You’re not how they’d take ‘hey, retards, it’s the fucking future, your king’s dead and your nation’s collapsed, so get your shit together and help us’ as an argument. Since you don’t know exactly how to say all that anyway, and since by now you’re confident it’s safe, you signal the Delvers (and CZ) to return to the room. Maybe one of THEM can get across what you need them to say, and in a more polite tone than you can muster.

“By the {duraz throdrum} of the {Khadun-Vor}!”

The boglins—or ancient goblins, or proto-dwarves, or WHATEVER-the-fuck they are—are more startled by their return than you’d have expected, given the theory you’re crafting for their origins and history.

“Has the great work advanced so far, so quickly?” one of the other blueberries asks aloud.

You feel a vein in your forehead pulse, and begin to say: “That’s what I’m trying to tell you…”

(No, no. Focus, ZZ! How do you get them moving the way you want, and now rather than later?)

“Meadowgrass, Copperbelt…” You sigh. “Sternstone, too. Get yer asses over here fer a sec.”
>>
>>6205791
You gesture to the blue-green men-out-of-time to wait, which they seem to begrudgingly and warily do, though you can see they have questions—possibly quite ANGRY questions—of their own. One thing at a time, though: so too do the Delver, and you answer the obvious one first.

“So they speak Dwarftongue—”

“How?” Sternstone balks.

“There’s no reason a goblin COULDN’T learn the language, I suppose,” Copperbelt reasons. “After all, Youngtree’s… Companions… Have done so for the Northern Commontongue of the humans.”

“And these are no ordinary goblins,” Meadowgrass adds, casting a brief glance towards your other half. “Not that Zena’s companions are, uh, typical…”

You raise an eyebrow at that comment, but there will be time for THAT discussion later.

“It ain’t that,” you say. “I think… And you ain’t gonna like hearing it, but it is what it is… But I THINK that these fuck—these GUYS—are the first dwarves.”

Silence, and then the indignant sputtering begins.

“What do you MEAN by that?”

“These are no DWARVES.”

“I’m not… I don’t understand.”

You gesture for them to shut their mouths, and continue, hurriedly and hushed. The blueberries might not understand Common—you hope not, anyhow—but there’s no reason to take chance or waste words.

“I don’t know much ‘bout Dwarf history or whatever, and I KNOW you lot have a rough history ith goblins, but THINK. Where are me?”

“…A an ancient megastructure, lost to time,” Meadowgrass murmurs.

“A DWARVEN megastructure,” Copperbelt adds, to a harrumph of annoyed agreement from Sternstone.

“One that exists to transform things—people—into other kinds of things,” Meadowgrass realizes.

You snap your fingers, and point at him.

“Got it,” you say. “Now these knights or whatever used these terms, or names, I didn’t really recognize. ‘Pat-Moe-Show-Kah’ and, uh, ‘Vern Throm-Drum’. Any clue what they mean?”

To your frustration, this seems to flummox the Delvers for a moment…

Auto-success on Local Lore due to write-ins!

…Until Martyn Meadowgrass—ironically the least dwarfy—speaks up.

“I don’t recognize the ‘Patmo’ syllable, but ‘Shoka’ seems likely to be related to ‘hoka’, which is a suffix used in certain archaic forms of halfling and dwarven dialects alike. It means ‘hole’, usually referring to a constructed one intended for work or residence.”

“So it’s Pat’s hole,” you say. “And who’s Vern?”

“Well… ‘Vern’ would seem to be similar to ‘Varna’, which could mean something akin to ‘king’, ‘queen’, or ‘lord’… And ‘tharnadram’ can mean ‘released’ or ‘ freed’… That is, freed from an obligation, or released from a contract.”

“Lords of Freedom?” Copperbelt murmurs.

“The Bonum Choaticum!”
>>
Rolled 6 (1d20)

>>6205793
You all jump a little. Without your realizing, Khorine has crept close to you, and now pushes her way into the circle.

“They recognized me,” Khorine asserts, and correctly so. “I couldn’t understand what you were saying, but they reocgnzied me My race—the fauns—and ALL the wild-folk were created by the Bonum Chaoticum,who you call ‘The Chaotic Good Gods’.”

“That’s kinda’ what I was thinking,” you agree. “Any chance that this ‘Patmo’ guy is… I don’t know, some ancient goblin king who made a deal with the fairy gods to do something, and got paid with the magic to turn his people into…”

The dwarven Delvers pale, eyes widening. Sternstone continues to bluster under his breath, in colourful language, about how insulting and impossible it is, but you can see it in his face—he’s considering it.

“Legend says that the Mountain King used secret runes to craft the Dwerrow from beautiful gems,” Meadowgrass recounts. “Perhaps… Perhaps the gems we found you trapped within were—”

“You do NOT,” Copperbelt snaps, “need to recount my people’s own genesis to me. I KNOW it well enough, GOOD SIR.”

Meadowgrass bows his head slightly and goes quiet. You tap your foot impatiently, and grimace.

“Look, we got no time for your existential crisis right now. So yer all goblins way back—so what?”

“Don’t be so smug,” Sternstone says with a sneer. “If this NONSENSE has any bearing, YOU’RE a goblin, too.”

Khorine choke a little, and covers her mouth to hide her mirth. Meadowgrass looks away, too.

(Yeah, CZ definitely told him SOMETHING.)

“Yeah,” you say blandly, “imagine that. Anyway, here’s what I’m thinking, then: we tell ‘em that we’re here on behalf of their descendants—you guys, I guess—and that we’re trying to protect this place on behalf of the Varna Thamadamalama or whatever, against a rogue fairy that’s trying to ruin the place and use it for evil.”

“That’s quite close to the truth, actually,” Meadowgrass notes.

“It IS the truth,” Khorine asserts in that high-faluting holier-than-thou tone she always takes around fairy and nature shit. “If this place uses Feycraft of the Bonum Chaoticum, and is being used to pervert nature, then we MUST put a stop to it! It is my DUTY.”

“Plus,” you add, “the best bet we’ve got to get these blueberry geezers to help us out.”

And so you break up your conversational circle and approach the geezers in question, together.
>>
>>6205794
“Tell us, who are you?” asks their leader. “I have never seen your faces before. You are not of the {Kibil-Nuluk}, and yet you have been forged anew…”

Sternstone is shaking, with rage or shock or both. Copperbelt purses his lips, but collects himself. Clearing his throat and switching to dwarf-speak of a more elegant elocution than your own.

“It is a long story, noble warriors,” he says, “but there is little time to tell it…”

Rolled Diplomacy, DC 15, reduced by 2 due to ZZ’s Leadership bonus, and by 5 due to your very well thought-out theory-crafting…

6: Failure


“You say that you come here as protectors of our great work,” the apparent boglin-in-chief begins, “But you bring {kraggor} and outsiders…”

You follow his gaze to the goblins and orcs of the group.

“…You destroy our {kheled-askal} without thought to the great work…”

He gestures to the smashed-open ‘eggs’.

“And you steal our armour and arms for your own!”

Cara-Zi makes a choking sound, and Taito drops his panel of silver armour as if it were red-hot.

“You are not of the kingdom or clan of {Yakh-Yubh},” the blueberry pronounces like a judgement. “Even if you speak truly of this renegade child of the {Varn Thor-Drumm}, you are no less invaders than this 'Ettercap' is.”

The radiant sabers of the silver-sheathed blueberry gobbo-dwarves flicker one, one after another. More menacing yet, thy begin to FLOAT—their feet leaving the ground as they rise off of the ancient stone to glower down at you and your assembled entourage.

“Hey now…” you begin, your own hand drifting to your scimitar as you switch to dwarftongue. “There is no need for us to—fuck, what’s the word?—fighting! No fighting is needed here, okay?”

“We have been tasked with protecting the halls of {Patmo-Shoka},” the blueberry declares, “and that duty is not yet expended!”

In an instant, Cara-Zi is at your side. The Steelwood orcs aren’t far behind, either.

(Fuck’s sakes, the reminds you: you’d been hoping at ask these ancient assholes if they knew what the deal was with orcs, or where GOBLINS even originally came from… FUCK!)

The blueberries circle around in an aerial ballet, organizing into a formation and taking up battle-stances. It seems, despite your best efforts,a fight is inevitable.

What will you do?
>Fight back! [specify any tactics and approach you take]
>Flee! Open a door and get the fuck out of this room! [towards the Unseelie, or back towards the surface?]
>Surrender! Drop your weapons, and hope they have too much honour to fight unarmed intruders.
>Write-in
>>
[Oh, and there are seven Guardians of Patmo-Shoka, to your fifteen fighters (since you have no Hershy), three of whom are exhausted, a few of whom are injured, and neither CZ nor Khorine have MP left. Just a reminder!]
>>
>>6205813
>Write-in

Use our Bluegoblin-in-a-box as an hostage to retry the diplomacy at +7 roll?
>>
Am >>6205362
Well play guys ( >>6205364 >>6205468 ) I really enjoy how collective the effort to piece together the local lore was.
>>
>>6205813
>Flee! Open a door and get the fuck out of this room! [towards the Unseelie, or back towards the surface?]
Back towards the surface
Hopefully they'll run into some minions before catching us and then realize that maybe we are less invaders than the Ettercap
>>
>>6205813
>Write-in: Tell your troops to drop their weapons, Offer to surrender to Hol-Beorn if he promises to release us if our story proves true.

The Black rune screen that taito used, that controls the transformation chamber has a record of previous transformations. That along with the captured kids in stasis should be enough proof for our side of the story.

All we did was break some of the many eggs and take some weapons, but we can easily claim that we did so because we thought that the inhabitants of this area were already deceased.

The ettercap however has actually corrupted the "great work" for her own twisted agenda. Presumably their anger will switch over to her once they see what she's done.
>>
>>6205992
[Agreed! I hope I didn't make the mystery super obvious from the get go. I was hoping for a slow reveal, and I get the feeling from the slight variation in interpretations that I succeeded to some degree. As a QM, that always makes me happy.]

>>6205978
>>6206042
>>6206120
[Seems we have a tie for now, though. I'll leave this open a while longer.]
>>
>>6206132
I can back >>6206120 as well, reasoning is solid
>>
>>6205978
>>6206042
>>6206120
>>6206174
“Stand down!”

The order makes everyone pause—your troops, but also the protectors-of-the-halls-of-whoever-the-fuck, who abruptly halt in mid-air.

“Jiak urro kigiji!” roars Murbal, throwing her head up and very nearly hurling her blood-splattered steel shield upon the ground before apparently thinking better of it at the last moment.

“You will leave, then? Willingly, and without a fight?,” asks the one you THINK is named Hol-Beorn.

“Well, hold on,” you say, and then ask CZ: “You still have that one, uh, Patmoshocker in the cube, right?”

“Uh? Oh! Yeah, we totally do!”

You point at the cube on Taito’s belt and say in old-dwarven: “We have your friend hostage!”

The Patmo-dwarfo-goblinoids hovering the air all look shaken by this.

“Another…”

“Oh, may I draw the king’s own ire, it’s Brand-Hrok!”

“The new member?”

“Yes, I’d all but forgotten about him…”

“I HAD forgotten! I didn’t even notice he was not among us, may {Yakh-Yubh} forgive me.”

You smirk a little at this, sensing weakness as you hear the dismayed back-and-forth among your almost-adversaries. You have leverage here! Leverage you can use to avoid the possibility of injury or worse at the hands of some hundreds-of-years-old weirdos.

“But… How long have you had him captive?” one floating fighter asks, looking equal parts horrified and outraged. “There is no air in a {thrumtor-varkun}!”

You translate this to your sister, as best you can, and she looks confused for a moment.

“A… Oh! A cube-of-holding!” CZ laughs. “Uh, tell ‘em we put that jelly from inside the eggs in there with ‘im.”

You relay this, and they all display obvious relief, though Hol-Beorn soon grows solemn and serious again in sort order.

“We are all prepared to fight and die, to defend these halls and our hallowed forge.”

“Instead of fighting and dying in battle with us,” you say in stilted dwarftongue and through gritted teeth, “why not join us in rooting out the TRUE enemy? We can prove to you how much worse an invader the Ettercap is compared to us. We can prove to you our claims are truthful.”

(In other words: come the FUCK on, obviously the evil fairy-spider bitch is a worse threat than we are! Come the FUCK on, you dumbass blueberry sons-of-bitches!)

“And then you will leave?” Hol-Beorn presses. “You will go from this place, taking nothing.”

“We would not have broken open the…” you pause, and slowly sound out the unfamiliar phonemes. “The {kheled-askal}… If we had known you were still alive. We sought weapons to defend the, uh, great work.”

“You have not answered by question,”Hol-Beorn notes sourly.
>>
>>6206197
Your eyes flit to Iorund Copperbelt, expecting the balding merchant-adventurer to object as he did before. This would, in effect, mean surrendering not only the treasure you’d hoped to take, but any return-trips to this place to study the ruins. There would be, as he feared, no renown nor reward for him, or for you and CZ. Copperbelt DOESN’T object though; rather, he remains silent, looking sickened and saddened.

“You cool with this?” you ask in hushed Common, incredulous.

“We would secure their aid, our lives, and likely extinguish the Ettercap forever,” the Delver boss notes quietly.

“Is this the same Copperbelt that had it out with me over coins and contracts a couple hours ago?!”

Copperbelt doesn’t answer. He swallows, as if swallowing rising bile, and clenches his hands.

“I… I want to put this whole place behind me,” he confesses. “We never should have come here.”

It doesn’t take a genius to figure out what’s going on here: Copperbelt has lost the thrill for discovery, and his very NERVE, over the upsetting discovery of his race’s ignoble origins. The notion that dwarves might share an origin with goblins—with the likes of people like An-Yii and Yeb-Uit and your own mother—is too disgusting a discovery for him to take pride in.

(You kind of get it, honestly. But still… This is supposed to be yours and Cara-Zi’s big break!)

“Well?” Hol-Beorn raises his voice.


Do you take the deal? Will you promise to leave this place empty-handed, in exchange for the knights’ non-violence against you, and aid against The Etetrcap?
>Yes
>No
>Yes (but it’s a lie, and you’re going to betray the Knights of Patmo-Shoka AND Copperbelt later, to get your gold and glory)
>Write-in
>>
>>6206198
>Yes
since copperbelt is ok with it, let's accept it. this'd be a tough fight otherwise and there's still the unseelie.
>>
>>6206198
>Yes
Minus any additional loot that the Ettercap gathered herself that wasn't originally part of this place
There's gotta be something :(
>>
>>6206198
>Write-in: Yes, If some of your group is willing to come with to the church of dwarven capital and report the status of the forge.

The king they keep refencing has to be the mountain king. Which means he is quite possibly still alive.

Im guessing for his actions of up lifting and ensouling an entire race, via the religious great work quest that these guys keep refencing. And proceeding to lead those newly uplifted dwarf/gnomes in a crusade against the dark gods forces. Qualified his spirit for the right to ascend to godhood and join the hosts of the gods of light.


If that's the case then while Sternstone and Copperbelt want to bury this whole affairs and Treasuretrove Incorporated itself may want to erase this story if they got wind of it.

{Yakh-Yubh} himself if he is indeed the god of the dwarfs might have his clergy, repay us for rescuing some of his first followers from stasis and reuniting them with him.

Which means if we can convince them to come with us we still might get that pay day we were looking for.
>>
>>6206269
Supporting that
>>
>>6206226
>>6206240
>>6206269
>>6206302
[Alright, going to make some hot chocolate and then get cracking!]
>>
>>6206467
>oval
“How about if we find loot that the Ettercap and her foundlings dragged in here, huh?” you ask. “We can keep THAT shit, right?”

The look on the face of the ancient gob-dwarves tells you they’re unimpressed by your priorities, but you couldn’t give less of a shit about their opinion. Besides, they didn’t say ‘no’, right? There’s got to be SOEMTHING in this shitshow of an expedition for you to take home, and if the dwarves are just going to bury all this…

“Hey, waittaminute…” You perk up as an idea strikes you. “This, uh, Yak-Yub keep referring to—”

“{Yakh-Yubh}.”

“Yakha-Yub, that’s what I said.” You brush off the criticism of your pronunciation which, under the circumstances, you think is pretty damn good, ACTUALLY. “Is he some sort of king? Or god?”

The dwarves beside you stiffen. Even Meadowgrass takes a sharp breath, obviously understanding enough of what you’ve asked in Dwarven to follow your train of thought.

“Youngtree, you go too far,” Sternstone warns in Common.

“Of course,” one of Hol-Beorn’s blueberry buddies answers you. “He is the great one who commissioned and oversaw the creation of {Patmo-Shoka}. The high king of all the civilized people.”

You ignore the implication in the archaic warrior’s tone that you and yours are of the UNcivilized sort. You’re used to that shit and, in all fairnesss, it ain’t like anyone from New Goblintown or the Wastes is going to build a big-ass underground pyramid full of advanced magical devices, is it? Instead, you ask:

“Would you say he is a ‘mountain king’?”

“Youngtree!” Sternstone shouts, looking very much as if he’d like to cave in your skull rather than hear another word of this. He doesn’t though, and when he advances a step towards you Copperbelt holds him back… Even if, admittedly he looks nearly as distraught as his muscled-up goon.

“All kings of the {Azgar-Khuzd} dwell atop mountains,” Hol-Beorn’s lieutenant (?) explain, his face falling. “Do you really not know of {Azgar-Khuzd} or {Yakh-Yubh}?”

“As we tried to explain, it has been a long time since Patmo-Shoka was…” Lost? Abandoned? What even HAPPENED to this place? “I does not matter. I believe that some of… Yakh-Yubb’s descendants may still be alive. Maybe even the king himself.”

This sends a ripple surprise through the defenders of Patmo-Shoka, who finally place their feet upon the floor again and they mutter amongst themselves.

“Youngtree, this really is an inappropriate—”

You cut Copperbelt off with a curt—and impoliye—gesture.

“You guys wanna pretend this never happened? Whatever. But me ‘n MY crew still deserve our payday. And what ELSE are we gonna do: leave these blueberries here? or would you rather they fly all around looking for their missing king and spreading all kinds a’ rumours?”
>>
>>6206500
That shuts him up, and even gives surly Sternstone pause.

“The corporation’s chief clerks WOULD be well-suited to getting to the bottom of this,” the Delver boss admits, grudgingly. “Perhaps they can uncover the reality beneath all these… Assumptions.”

You slap him on the ass in celebration of his wise decision. That sets Copperbelt’s cheeks ablaze up on his face, too, but also seems to snap him out of his funk.

You turn to face Hol-Beorn and his hall-guardians of yore, finding that their conference has resolved in roughly the same span as yours.

“You will release Brand-Hrok, forsake your claim to Patmo-Shoka and its treasured secrets, and guide us to the land of {Yakh-Yubh} and the heirs of {Azgar-Khuzd}.”

“Sure, sure,” you say, and then switch back to Dwarf belatedly. “Yes, that is the contract.”

The ancient armoured asshole extends a silver-clad hand. You look down at it, smirk a little, and give it a slap on the palm, brush your fingers past and then knock knuckles, before giving the hand a hardy shake a fist bump.

“A tradition amongst the barbarians,” you explain to the befuddled blue-boy, with a grin. “Come “Come now, we should kick some Unseelie in their asses.”

“On this,” Hol-Beorn says grimly, “we concur.”

>>
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Rolled 14 (1d100)

>>6206502


You can’t say you exactly follow all this talk—most of it in foreign, dwarfy gibberish—about the origins and purposes of this place, nor do you care. You’re more focused on ~Martyn~. As Taito, Copperbelt, and the blue-green crew discuss angels of approach with ZZ, you cling to his arm, and just enjoy it. Treasure’s nice, naturally, but between freeing ZZ and getting the guy, you already feel like you’ve won.

(Now you just need to save little old Hershy, and it’ll pretty much be the perfect day!)

“…ara? Cara?”

You blink a couple times when you hear your name, and look over to Martyn. “Oh, sorry, I was thinkin’ about… Uhh… What’s up?”

Martyn is a little exasperated, but nice enough about it, and sums up what he was (apparently) yammering on about thus: “I was saying that this changes everything we know about the origins of our peoples. We may have uncovered the common origin of all the ‘small folk’! And it begins with…”

He lowers his voice, leaning in, and you feel a thrill at his proximity.

“…It begins with YOUR kind.”

“Yeah,” you say dreamily, focused on the tingly-warm feel of his breath and the passionate gleam in his eye. “That’s, like, awesome~”

“The implications are astonishing,” Martyn agrees. “But I have to wonder… What will become of this place?”

“Huh?”

Martyn looks away, towards the others.

“I get the feeling that this place will be hidden away,” he says, sounding sad. “This magic… This history.. I don’t think it will ever see the light of day, if these old ones and the dwarven corporations have their way.”

You blink a few times as you process this information, deciding whether or not you really even CARE about all that. It seems like maybe you should?

“Yes,” you hear a voice speak within your own mind, “You should.”

You panic for a moment, but a quick look around at the others tells you that this isn’t the Ettercap. And it feels different to her, but not unfamiliar. Only when you look towards a nearby patch of shadows do you finally recognize the psionic frequency, for there you see a single luminous red eye.

(The Nothic! The envoy of the Dark God of Knowledge, your tutor in all things Dark!)

“Protect this place. Secure its secrets.” The eye stares, burning bright and eerily unblinking, and you cannot tear your gaze away. “You will be rewarded.”
>>
>>6206504
>Rolled 14 (1d100)
aaaiiieeeee
>>
>>6206504
>>6206507

“Hey, lovebirds!”

You look away from the eye at the sound of ZIth-Zi’s voice. When you look back, it’s gone.

(Or was it ever really there at all? Was it all in your head? And if it was… Well, shit, that don’t make it any less SERIOUS, does it?)

“Come on! Go tme!”

“R-right!”

You slip our arm out from Martyn’s and limber up in reparation for combat. As per Zith-Zi’s agreement with the boglin boys, you’re going back the way you came, to fight your way through those fucked-up fairy-foundlings, back to through the underground garden, to the grape-egg monster-machine.

(It ain’t the direction you really WANNA be going, but ZZ knows best…)

You get a lot of unpleasant looks from the boglins as you muster up with them, the Monstrous Regiment and the Delvers. Well, tough—you ain’t giving up your new armour! Nobody presses for it, as the door opens with a soft whoosh, you all advance in almost-orderly fashion through the opening.

Encounter roll: 14

It’s a good thing you DID keep it, too, since you find the area beyond the doorway is not as you left it. Though retreated into the boglins’ crystal-chamber less than an hour ago, and had scoured the area with Cherry’s acid-flask right before you did so, you find an area overgrown with the same freaky, veiny vines that the Ettercap enjoys so much. Crawling among them are more big-headed baby sword-spider fucks. So, too, do you spy the remnant of the ‘elite’ force who you had fought before, all wrapped in those same veins and with their superior-quality swords and gangly limbs. There are a few long-armed, short-legged spider-fucks dual-wielding SHIELDS of all things, too, though none as nice and shiny as Murbal’s. Among them are a few ‘fresh’ looking ones, too, still clad in ragged clothing that looks human, or maybe elven with the pointy-toes shoes a few still have on.

“Oh Gods, the children,” Cherry gasps, “The ones we left behind!”
>>
File: carazzi rqm edit.png (2.5 MB, 2836x4000)
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>>6206508
Indeed, it does seem that the Ettercap took advantage of the lull to crack open those grape-coloured gem-eggs you hadn’t seen fit to open, and with their transformation complete or near enough) had sent those forsaken children—now foundlings—to reinforce their adoptive brothers and sisters. They seem less grostequely-deformed than the others by dint of their shortened stasis inside the transformative pods, more akin to Zith-Zi when you’d discovered her… Which means it might be reversible, if you wanted to treat these kids with kid-gloves.

(Question is: can you afford to?)

You and your squad now number twenty-two—a huge-ass party, no doubt. That includes an exhausted and dried up salamander, though, and non-combatant types like Taito, Cherry, Dura, An-Yii, and Khorine. None of you are at your best, either—you’re exhausted and out of ‘juice’ for your demonic magic, for instance. Meanwhile, you count at LEAST a couple dozen of these twisted-up toddlers standing between you and your objective.

What’s the plan?
>Carve a hole and beeline for the ghastly garden and the magical machine—keep moving!
>Fight them here, taking out as many as possible and recapturing the children to (hopefully) save
>You need a recharge… And these foundlings still have souls… Souls that you could consume…
>Write-in [make sure to specify if you want to spare/capture the half-transformed kids or not, whether you prioritize getting to the machine to defeating the foes, etc.]

art by Andrea Petruzzi
>>
>>6206511
Damn CZs looking good these days

>You need a recharge… And these foundlings still have souls… Souls that you could consume…
Wipe them out
>>
>>6206511
>You need a recharge… And these foundlings still have souls… Souls that you could consume…

Great art.
>CZ now officially more a femboy twink that tips ever was
>>
File: many faces of cz.png (1.26 MB, 1705x853)
1.26 MB
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>>6206514
>>6206520
[It has been quite an aesthetic journey, eh?]
>>
>>6206564
From scary demogoblin to Sephiroth-style bishonen
>>
>>6206511
>You need a recharge… And these foundlings still have souls… Souls that you could consume…
no ethical comsuption under mad cientistism or something. And cazzy is rocking the bishounen build indeed.
>>6206564
yup
>>
Rolled 6, 9, 12, 19, 1, 12, 3, 11, 1, 8, 9, 17, 19, 4, 14, 3, 4, 18, 8, 4, 4, 7, 13, 20, 7 = 233 (25d20)

>>6206514
>>6206520
>>6206713
“Kill ‘em all!”

The war-cry rises from a pit within you—a burning, yawning, hungry pit, leading somewhere hot and dark. It almost shocks you, and you can see how it startles several alongside you—not least of them, Martyn Meadowgrass. You don’t’ recant it, though, and before long, a grinning Murbal recites it as well.

“Kill ‘em all!” the warrior woman bellows.

A chorus of cheers go up from the others. If Cherry still quails amidst them, well, she isn’t on the front-lines, fighting these things, nor will the frumpy alchemist be front-and-centre in the upcoming conflict with the Ettercap. And you? You will be, but you can’t fight at your best with an empty stomach—or the spiritual equivalent.

Twisted though they are in body, and indeed perhaps in soul, the foundlings are still worthy of liberation from the shackles of what they have become… As, unfortunately for them but as a matter of necessity to you and your party, dinner.

Rolling the exchange. The foundlings are prepared, and get first strike. 2d20 against each of your fighters, base DC 14 due to your being outnumbered. Your frontline fighters are:
ZZ (Take -1 damage due to armour)
CZ (exhaustion and armour cancel out, -2 damage from attacks)
Nermal (DC 13 to hit, exhaustion)
Xoldur (-1 damage due to armour)
Murbal (DC 15 to hit due to shield, -1 damage due to armour)
Sternstone (-1 damage due to armour)
Martyn (-1 damage due to armour)
Copperbelt (-1 damage due to armour)
The seven Guardians of Patmo-Shoka who aren’t in your cube (DC 16 to hit due to armour and flight, -2 damage from hits)
>>
Rolled 18, 2, 17, 4, 16, 14, 11, 10, 14, 19, 8, 17, 14, 9, 19, 11, 15, 15, 20, 9, 1, 14, 12, 8, 7 = 304 (25d20)

>>6206745
Hits on:
CZ (25/30 HP)
Martyn (13/20 HP)
Two of the Guardians of Patmo-Shoka (one cancelled out by armour, one a crit reducing them from 20 to 10 HP)

Fumbles by your enemies set them up for a guaranteed hit, possible crit, by Nermal and Murbal.

Rolled damage in a room to save extraneous posts, but rolling your counterattack now!

2d20 ZZ
1d20 CZ (DC 16, exhaustion)
3d20 Yeb-Uit (archery from back, DC 16 for firing into melee)
2d20 for Nermal (guaranteed hit, may crit)
1d20 for Xoldur (DC 16, non-trained weapon)
3d20 for Murbal (Guaranteed hit, may crit)
2d20 for Oodagh (thrown spears from back, DC 16 into a melee)
1d20 Sternstone (DC 15)
2d20 Martyn
2d20 Copperbelt
2d20 for each Blueberry
>>
>>6206756
Copperbelt the critmaster
>>
>>6206756
>>6206745
Hits by: ZZ, CZ, Yeb-Uit, Nermal, Murbal, Sternstone, Copperbelt (crit). Every blow a killer, except ZZ’s, while Copperbelt slays two with one 13-damage swing.
Fumble by: One Patmo-Shokan protector…


You follow a similar formation to your last clash, now aided by the aerial accompaniment of the ancient warriors. Though this time the foundlings are more prepared to meet your charge, it hardly changes the outcome. Some rusted iron ricochets off your armoured shoulder to slice a hot line across your cheek, but the purple pest who scores this glancing blow is rewarded with the three prongs of your fishing spear thrust into its gut. You slide your hand up the shaft to come in close, watching with ager eyes as the life leaves those vapid black pools of the brainwashed mutant.

(Sorry, snack. Nothin’ personal…)

You grab the back of the back of the gangly elite’s cranium by the vines, which grow there in place of hair, and bring your mouth to the monster’s in a loveless kiss as you push your victim down to the ground, swallowed in hungry, heaving gulps the escaping essence of its sad and short little life.

<WANT: 16>
MP: 1/3


Even a quick-and-dirty devouring like this leaves you weak in the knees and clouded in your perception for a moment. Two Unseelie stooges must see this—or, by coincidence perhaps, happen to take advantage of the opportunity. You’d be helpless, were it not for two factors: Martyn Meadowgrass, and Nermal.

Martyn deploys his shocking spear in a jab aimed at one little bugger that comes leaping at you, exchanging an stab of his self-constructed spear for a few bloody cuts across his newly-rugged good looks; the little monster on the end of his shock-spear catches a lethal zap for its trouble, depriving you of spiritual succor as it dies uneaten, but smelling surprisingly delicious on the material plane.

When another comes rolling at you in a queer shield-wheel of sorts from the other side, it simply fails to account for nermal’s outstretched tail, which launches it into the air and breaks its outer guard. The foundling makes a chattering squawk of confusion and alarm, cut short by a croooaak! and a SNAP as your familiar reaches out with groping face tentacles to pull the lavender menace out from betwixt the shields like plucking an oyster from the shell, and chomps down lethally upon it.

All around you, the sight and sound of battle swells, the sensation of life extending and spiritual energy escaping making your mouth water, your stomach rumble, and something else rise. Against your armour’s undersuit. You shift your stance to hide that, sparing Nermal a pat of appreciation, and Martyn a grateful look, but also a nervous one; luckily, he’s too occupied with the clash of forces to have noticed your lethal lip-lock or bulge. You breath easy, and cast your eyes around for where you can best lend your aid.
>>
>>6206772
The other Delvers are doing WORK, surprisingly; Sternstone caves in one skull explosively with a smash of his hammer, while Copperbelt seems to be exorcising his inner turmoil in a sort of berserker rage as he tears through multiple menaces in the same short and efficient order in which a pudgy-bellied merchant like him might normally tackle a series of expense reports. Murbal is having the time of her life, making up for her brother’s somewhat-disappointing performance with the rad-saber you so-generously gave him; even as you watch, he switches to his more familiar axe in frustration, after being saved by his sister.

And speaking of sisters, you spy Zith-Zi, giving better than she gets, but struggling as she fails to land a clean, killing blow. Other Unseelie agents move in to cut her off and surround her. Again you wonder if they are coordinating tactically to decapitate a leader, or if they simply act instinctively. The one you ate vanished so swiftly into your inner inferno that you scarcely got to know it—know HER, from what little you could glean—but you got the impression there was little independent thought left in the thing’s shriveled little heart, replaced by a childlike love and need to please the one who ‘created’ it.

(Is the Ettercap directing them, then?)

The silver-shelled boglins’ aerial advantage keeps them out of the worst of it, but also means they’re little practical help save for drawing fire. When one of them does dive down to scour the hated invaders with holy light, he is instead pulled down by lashing vines and into a mess and blade-like limbs and limbs grafted or strapped with sundry weapons found on the floor of the Steelwood, from swords to axes. A scream goes up, letting you know it’s not the sort of mistake a warrior will survive without help.

(Kind of a ‘them’ problem, though, right…?)

What will you do?
>Aid Zith-Zi, who is in less immediate danger but IS your sis
>Go see about saving that fallen boglin, for the sake of your alliance
>Scavenge the battlefield for more dying adversaries to feats upon [+2 MP, won’t aid in next attack]
>Take a smaller strike force and plunge deeper while the others are distracted, to find the Ettercap and secure the machine
>Write-in

>>6206759
He really is, lol...
>>
>>6206773
>Aid Zith-Zi, who is in less immediate danger but IS your sis
Not just our sis, also we don't want to be an obvious vulture
>>
>>6206745
if it's 2 die per boglin, how come it was 25 die ? did the first strike gave 1 more to the first one ?
>>6206773
>Aid Zith-Zi, who is in less immediate danger but IS your sis
>>
>>6206841
[Oh damn, it caps the number of dice, and I didn't even notice because I breezed through the last few as "assorted boglin rolls" in my head. Both sets capped at 25d20! Alright, for large scale combat I'll have to use off-site rolling. That's good to know for the second round of mass combat. Assume the first clash between the boglins and foundlings ended in more or less a stalemate, since the missed rolls cancelled each other out... Which, conveniently, is how I wrote it anyway!]
>>
Rolled 2, 2, 2, 1, 1, 1, 2, 2, 2, 2, 1, 2, 1, 1, 1, 2, 1, 1, 2, 1, 2, 2, 2, 1, 1 = 38 (25d2)

>>6206844
testing with 34 die.
yup, it's a good thing it basically affected both sides so we didn't lose much.
>>
>>6206773
>>Scavenge the battlefield for more dying adversaries to feats upon [+2 MP, won’t aid in next attack]
Max WANT sating

Copperbelt getting not one but TWO level up at next rest.
>>
Rolled 15, 5, 14, 9, 14, 16, 15, 12, 15, 7, 19, 19, 10 = 170 (13d20)

>>6206864
[We'll make up for it with a quick exchange now, actually. 5 missing dice for Unseelie Foundlings, 8 extra dice for the Patmo-Shokans! Writing forthcoming fro the rest of the update; dice to be rolled in the room for convenience's sake.]
>>
Rolled 11, 1, 5, 16, 1, 13, 1, 10, 4, 2, 2 = 66 (11d20)

>>6207301
>>6207023
>>6206841
>>6206783
Apart from not wanting to attract undue attention to your ‘dietary preferences’ while uncertain allies-of-convenience are swishing around sabers made of heavenly energy, you also just can’t bring yourself to abandon ZZ. As precious as Martyn Meadowgrass has become to you—or uh, Nermal, you guess-ZZ is a sister and MORE than a sister to you.

(And as for the new assignment from the Nothic… Well, you’ll consider THAT later. Maybe.)

You spare nary a thought for the crash-landed boglin, but a quick glance confirms that he hardly needs your help. Perhaps understandably, his squad of fellow old-timers is quick to focus on collecting their companion, and the possible loss of one of their only fellow ancients seems enough to motivate them to more active engagement: they circle up in a constellation of crackling radiance, each adopting an identical stance before their header—Hole-Born or whatever-the-fuck his name is—shouts something you can’t understand, and they all descend like a pillar of lightning let loose by some intervening deity.

The Protectors of Patmo-Shoka receive 1 damage to one of their members (19/20 HP), and slay outright an additional 4 foundlings, rescuing their fallen companion and clearing a space

Following a similar edict to salvation—albeit a more personal one, and with only floppy, gurgling Nermal chasing along after you to offer immediate assistance, you come crashing into the back of ZZ’s assailants. Though the chaos of battle is such that you can’t properly flank, the thinned-out numbers and the totality of your side’s victory so far—eleven-to-zero casualties ain’t bad—gives you some leeway.

Rolling this engagement here before the big party-wide clash of round two; 2d20 for ZZ (DC 15), 1d20 for CZ (DC 16), 2d20 for Nermal (DC 16); 2d20 against each of, you the enemies still outnumber your own forces
>>
>>6207307
Wow everyone did bad
>>
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>>6207332
[Not so! Nermal did okay, kek.]

>>6207307
Your approach unfortunately does more harm than good, initially at least. Zith-Zi, whose face is twisted in exertion as she fends off multiple foes, relaxes ever-so-slightly when she sees your approach… Which is when one Unseelie adoptee takes advantage of this barely-perceptible drop in her guard to score a slash across the exposed part of her chest and throat.

“MotherFUCKER!”

ZZ: 22/30 HP

It’s thankfully shallow enough to allow her to exclaim in such a way rather than, for instance, making wet choking noises. It also gives your fury a specific focal point, and with a scream straight from Hell’s own heart, you and Nermal throw yourselves bodily upon the offending foundling. Your haphazard stabbing—more like someone madly digging than proper spearfighting if you’re being honest—fails to do much more than distract, but the distracting it DOES provide is enough for Nermal to chomp down and end the attacker.

“Good girl! Uh, boy! Newt! Thing?”

croak

You and ZZ spare each other only a quick look, communicating all you need to, before you move back-to-back, with Nermal circling around your feet. The grouping-up gives pause to the mutants’ attempts to maim, which gives you the briefest of windows to see what else is going on around you.

You witness Sternstone and Copperbelt crowded in until they bump, back to back, and each of them catches a blow; the boss-dwarf’s is glancing, absorbed in part by his armour, but it is one of the vine-wreathed ‘elites’ who reaches out with a long arm to score Steiner’s shoulder and open up a font of (admittedly delicious-looking) blood.

Steiner Sternstone’s HP: 9/15
Iorund Copperbelt’s HP: 11/20


You really have to hand it to him, though: if ever there was clearcut evidence for the inherent fighting spirit of the dwarven race, it was watching the pudgy pencil-pusher wing his pickaxe to ribcage-caving effect against the twisted terror that did the damage, and then hurl the pickaxe with such force as to split the skull of another, before storming up to reclaim it.

“Baldy oughtta give ‘imself a raise,” you hear Zith-Zi mutter, evidently sharing your admiration.

Copperbelt crits AGAIN, kills two more foundlings.

Whatever joy you take from witnessing such visceral violence in your favour is diluted by the dire sound of your boytoy’s voice raised in a pained cry. You turn to where you left Martyn, and see him beings et up by two Unseelie of the smaller sort, who have slashed open gouges where his armour is lighter, upon the legs. With disturbingly childlike giggles, the begin trying to tear him down. He stabs at them, but they skitter on their weird little nubbin-legs, between swinging the sword there appended.

Martyn Meadowgrass: 7/20 HP
>>
>>6207349
Xoldur’s more stoic grunt of pain is barley audible over the commotion—probably only noticeable because you ‘feel’ the spike of pain and anger when it lands. His decision to switch from super-sorcerous sword to good old-fashioned orcish axe proves astute, at least: for what small injury he incurs, he decapitates the one who inflicted it. When another leaps to rend him from behind, his surly sister’s shield smashes it backwards, hurling it into the mass of its fellows. Murbal smirks; her brother scowls, and seems to redouble his efforts to catch up to her kill-count.

Xoldur’s HP: 32/35 HP. He inflicts 10 damage in return.

You notice that the rank-and-file foundlings—those fresher, or produced at an apparently younger age—are those who mostly mass around you now, and it doesn’t take long to figure out why: the light-show which the Patmo-Shokan boglins put on attracted the black-eyed bastards like so many bugs to a lit lantern, including every remaining lanky-limbed monster in sight. The tangle of purplish, brachiating bodies is such that it all but blocks out the blueberries, but you can feel one of them fall.

Critical hit against one of the Patmo-Shokans, and 10 damage taken; as this reduces them to 0 HP and they’re surrounded by enemies and an NPC, this will likely kill them without immediate medical attention… And An-Yii has no healing kit uses left.

Another Patmo-Shokan takes 5 damage, falling to 15/20 HP.


A series of dwarfy-sounding war-cries produced by distinctly goblinoid vocal chords, accompanied by flashes of positive energy that set your skin atingle from all the way across the room, attest to their avenging of their own, at least; one by one, the long-legged lsoers come tumbling down like so many felled trees.

“Looks like Yeb-Uit’s earnin’ his coin, too,” ZZ notes.

Indeed, the Monstrous Regiment’s elder archer—with some help from Oodagh the orc, admittedly—is gamely fending off those foundlings who break through your ever-looser formation to threaten those who cannot currently fight on the front-lines; you witness Oodagh spear another with a fearsome throw, while Yeb-Uit continues to professionally pick off one after another.
>>
>>6207351
It’s only been a few minutes since you opened the door, but already the horde of foundling freaks has been markedly thinned-out. Having lost one of your party—MAYBE, and that’s assuming you even cunt the boglins as ‘party members’, which you’re not so sure they’ve earned—your side has slaughtered nearly two-dozen of their number by your admittedly-approximate mid-battle arithmetic.

You have a clear path forward, were you to take a small squad now… Maybe even just those you could trust to be ‘open-minded’ about a certain Dark God’s offer, if you were so interested.

(But then what about Martyn? Copperbelt and Sternstone and carving a swathe towards him, clearly hoping to group up… But he looks BAD.)

>Rescue Martyn Meadowgrass first and foremost
>Snag a potion off Murbal, and a sword from the fallen boglin, while everyone's busy
>Feast on a fallen foundling while ZZ covers you
>Go aid the blueberry battalion, for some goodwill
>Take ZZ and Nermal and hurry ahead to the ghoulish garden, and brief her on the offer you received from The Nothic
>Write-in
>>
[Oh, and if you have a sequence of events in mind (save X, collect Y, go to Z), feel free. Just specify them in order of priority.]
>>
>>6207352
>Rescue Martyn Meadowgrass first and foremost
We can consider the Nothic's deal after this
Still not sure what it's asking that we'd need to run ahead and split the party so riskily.
>>
>>6207369
[The Nothic has requested hat you secure this place's secrets for its master, which goes against the deal with the local guardians you woke up and teamed up with, and against the apparent desires of the Delvers (or at least Copperbelt and Sternstone, now that they know something of the truth of this place.]
>>
>>6207349
>Copperbelt crits AGAIN, kills two more foundlings.
he did it again
>>6207351
>Critical hit against one of the Patmo-Shokans, and 10 damage taken
and another crit on the same guy. does Dura has any healing kit left ?
>>6207352
>Rescue Martyn Meadowgrass first and foremost
gotta help him before the worst happens
>>
>>6207380
>Does Dura has any healing kit left ?
[Actually, she probably would have, having collected more heart-fruit from the central chamber and having had downtime to make a poultice... However, she is back behind the fighting, so you'd take an extra turn to bring ti back from her to the front, and poultice takes longer to apply than drinking a potion does. Murbal's potion is better, faster-acting, and closer at hand.]
>>
>>6207371
I don't understand how we're supposed to secure the secrets though. The pods and machinery are way too big to cover or move, and the Delvers have already seen them anyway.
>>
>>6207349
>Another crit
And he's starting Copperbelting over all the monsters. Using his namesake ornament to strangle one to death.

>Snag a potion off Murbal, and a sword from the fallen boglin, while everyone's busy
>Order Dura to go heal defeated boglin for goodwill
>Go drink souls

In that order
>>
>>6207458
>And he's starting Copperbelting over all the monsters. Using his namesake ornament to strangle one to death.
[It's actually a reference to the abundance of copper in the area where is family's from.]

>>6207458
>>6207380
>>6207369
[Writing soon! Just did my taxes, so a bit wiped.]
>>
>>6207968
You opt to focus firstly on the fight in front of you… And especially Martyn Meadowgrass’ fine ass, which is looking far LESS than fine as the foundlings vomit voluminous spurts of adhesive gunk onto him and begin to pull him down to the ground. You and Zith-Zi are upon them in short order, though, with Nermal flopping along not far behind. While you and your peculiar pet are able to do little than scare them off with flailing sweeps of your spear and eerie wiggles of his tentacles respectively, ZZ takes advantage of the opening created to sneak up on the last one—one still crawling up your boyfriend’s back to attack him while partly-immobile, and she seizes it in one hand and casts it down to the ground; when it springs up, she swings her sword, and bisects it in mid-air.

First exchange: CZ misses, Nermal misses, Martyn’s locked down, ZZ hits and rolls a kill!

“Finally got one,” she says with a half-grin, half-grimace. “Little fuckers are hard ta hi, when they’re movin’ around like that.”

“Yeah,” you agree, though you’re only half-listening. “Hey, Nermal, wouldja’ mind…?”

Nermal seems to catch on quick, across whatever bond the Nothic created between you and your ‘familiar’ when the dark envoy ‘gifted’ you them. In short order, the magically-modified lake-drake . begins to make wet-sounding gurgling croaks, body shifting forward and bunch with each wheeze.

“Is your drake going to be okay?”

“Oh, yeah, that’s on purpos,” you reassure Martyn. “Hang tight, we’ll have you out inna’ jiff!”

Finally, the hermaphroditic salamander begins to puke up an acrid, acidic poison upon Martyn’s bonds. Even as this foul-smelling display melts away the foundling-gunk from your handsome hunk, you find yourself dubious of the ‘gift’ of Nermal. They’ve proven useful in this dungeon, even kind cute in a gross weird way that you sort of empathize with, but they are as much a responsibility as a reward. It makes you wonder what you can expect as a reward for completing this new quest.

And how are you even supposed to secure a secret which so many already know? Your sis promised those Patmo-Whoozit boglins that they’d get to keep this place, and these pods and machines and shit are way too big to haul out of here!

(Wait, Unless…)

You remember what ZZ and Taito had been discussing, about a storeroom past that weird underground garden-laboratory, where there could be data or stored magical items. Could you find something there? The only other solution you can think of is backstabbing those olden-time blue-green gobs and killing or incapacitating them. And then what would you do about the Delvers?
>>
>>6208011
Speaking of the Delvers, Martyn and Sternstone re slowly-but-surely hacking their way towards you, killing foes and deflecting blows as they step across stone made precariously slippery by its own smoothness and the pooling carpet of gore. In spite of their losses, there are still many scurrying, crawling, and sometimes upsettingly LEAPING things about. You, ZZ, Martyn, and Nermal fend off a few yourself, killing two more to maintain your pocket of sanity in this mad melee...

A lot of misses, but two foundlings crit-fail against CZ and ZZ, and catch their deaths for it

...but you witness two set upon Sternstone and Copperbelt a mere moment later. The dwarves each swat one out of the air, but one of them takes a pound of flash with an axe-ended extremity before it goes tumbling down.

Sternstone and Copperbelt each kill one, and a crit-fail takes another one’s life… But the other crit-kits during the exchange, inflicting 7 damage (after armour) to Copperbelt.

Copperbelt’s HP: 4/20


Those dwarf-boys seem to know how to take care of themselves, though. They're fighting defensively, backing towards the boglin-storage chamber where your noncombatants are holed up behind your ranged fighters. Yeb-Uit and Oodagh can probably cover an escape, as long as not SO many of you fall back as to collapse your defensive line before the remaining enemies are mopped up.

And the boglins ARE doing an alright job mopping up, at that. They kill two more and clear a little hole in the mob, before being forced back. If you WERE so inclined as to grab ZZ—and Nermal—and run down to see about securing some sort of valuable secret for your Dark benefactor, now would be the time…

Or you could help Copperbelt and Martyn back to safety behind the archer and spearman, where Dura could apply a poultice of herbs and magical heart-fruit juice to help them heal.

What will you and ZZ do?
>Escort the wounded to safety, and stay with your forces until the end of the fight
>Take advantage of this opportunity to end the grape-egg chamber, to see about earning that reward…
>Write-in
>>
>>6208012
>Take advantage of this opportunity to end the grape-egg chamber, to see about earning that reward…
ok, we got enough enemies killed, now's our chance
>>
>>6208012
>Escort the wounded to safety, and stay with your forces until the end of the fight
Ok clearer picture of what Nothic might want, but we haven't fought the actual Ettercap yet and I don't think we want to do so at reduced strength. Can't secure shit if we're dead, or worse. Better to sort out the fighting and then see if ZZ can distract while we take a quick peek in the storeroom.

Plus do we even want to do this? Nothic gives plenty of drawbacks with its rewards.
>>
>>6208042
[True, neither shapeshifting nor your familiar are perfect...]
But they have saved CZ's bacon and got her a guy
>>
>>6208012
>>Escort the wounded to safety, and stay with your forces until the end of the fight
>>
>>6208243
>>6208042
>>6208024
[Locked and writing!]
>>
Rolled 13, 18, 18, 8, 13 = 70 (5d20)

>>6208338
It’s a tougher choice than you might have initially considered, the more you think about it. You can see some possible advantages of an additional Dark deal.Though their rewards come with caveats and complications, The Nothic and its unseen master could help you to control your <WANT>, or even to shift away that thing between your legs. Either or both of those could prove real impediments to what you want to get up to with Martyn to celebrate this whole adventure!

But you know what ELSE would complicate that? Him or YOU, getting murdered by a vengeful Ettercap.

You make the prudent decision—arguably the ‘good’ decision—and regroup with the other battle-damaged Delvers. Together with Zith-Zi and Sternstone, you half-carry the half-hamstrung Martyn Meadowgarss and badly-bleeding Copperbelt out of the fracas and back to the last chamber.

(Not that the remaining foundlings let you do so unmolested, of course…)

Rolling for ranged support...
>>
Rolled 6, 2 = 8 (2d6)

>>6208345
Both Yeb-Uit and Oodagh hit! Rolling damage...
>>
Rolled 6, 16, 20, 16, 9 = 67 (5d20)

>>6208346
Luckily, just as you have chosen to prioritize protecting your fellows, Yeb-Uita nd oodagh do likewise for you. The creepy-crawlies that come up behind to split open your spines instead catch a spear to the gut and an arrow through the face, and quickly expire and you complete your retreat.

“Here, take ‘em!” you address Dura, dumping the heavier-than-he-looks halfling at her feet. “Sorry, jus’… Jus’ need a minute.”

You sweating something fierce, between the strain of combat and the exertion of escorting your injured paramour to safety… Not to mention everything ELSE you’ve got up to today!

“Get outta the way!”

You’re surprised, and gratified, to be shoved past by An-Yii who, if she’s out fo medical supplies, can at least help the orc ziran to apply an ointment made of harvested heart-shaped fruit from the dungeon’s deepest chamber, presumably collected and squeezed while Taito toiled over the machine, and you made out with Martyn.


As Zith-Zi and Sternstone dump the exactly-as-heavy-as-he-looks Copperbelt next to Martynthe medics do what they do best, you take the rare chance to rest.




The battle continues between those who remain… Rolling that in a dice-room, rolling healing efforts here.

>>
You think about returning to the fray right away, but then you think again. You’re softer than you used to be, sure, but you’re still not the sort of dumb birth to brave danger unnecessarily.

“Hey, ZZ…”

“Hold up a sec, CZ.”

You’re ABSOLUTELY the kind of bitch who fucks with tactics, though. With your party’s defensive line half-way collapsed, even the reduced number of fucked-up-looking freakshows can see an opening, to the juicy centre that is your back line…

“AUGH!”

Ooodagh: 19/25 HP

…and so, rather than plunge it not the thick of it, you step up to lend Yeb and the newly-wounded teenage orc-boy some melee support.

Zith-Zi strikes true, slaying the foundling who wounded Oodagh.

You hold that position, a short and stacked vanguard against what remains of the Unseelie horde. In truth, it isn’t long before the continued momentum of the battle swings things unchangeably in your favour. Between Xoldur, Murbal, and the battalion of blue-boys, another half-dozen foundlings are sent to meet their ORIGIANL maker, depriving the grotesque mistress who Remade them of her army. A few scurry away, perhaps to cause trouble another day…

(Or maybe not. Depends how this next bit plays out.)



Copperbelt and Martyn receive healing!
Copperbelt’s HP: 11/20 HP
Martyn’s HP: 14/20
>>
>>6208389


The half-orc siblings return first, Murbal practically skipping along with all the exuberance of a dog that’s just played in the mud, and caked with nearly as much filth; Xoldur just nods to you and Copperbelt (mostly Copperbelt), and pops a squat in the corner to catch his breath.


The forces of Patmo-Shoka follow: where once there were seven, there are now five, two carrying their fallen fellows in their arms.

“…Doesn’t look like healin’ll do ‘em much good, either,” you remark under your breath.

Not understanding your modern Manspeech, the boglins lay their lost upon the ground and gather round to bow their heads in some silent ritual of respect. No prayers, though… Weird. You took them for the temple-going sort. Instead, they remain quiet until they turn around, and Hol-Beorn addresses you and Copperbelt.

“These creatures… They are the product of the forge?” he asks, blue-green face gone pale and grey.

“That seems to be the case if I understand you correctly,” Copperbelt replies. “This forge… It is the magical device at the base of this pyramid? Intended to… Transform beings, yes?”

Hol-Beorn nods, and you see Copperbelt further deflate. At least he isn’t in denial any longer—cannot be. It’s clear what happened here.

“It was meant to grant our people the {Kibil-Nuluk} an aspect of the {Baruk-Ruznakh}… The {Varn Thor-Drumm} and the others. They have an invisible rune… A sort of brand upon one’s being, that allows one to channel great power. The forge was meant to remake the chosen, that they could use this power.”

You raise your eyebrows, surprised at how talkative the blueberry-in-chief has become. Before you can comment, however, he continues.

“It was not meant for… For this. For horror, degeneracy, and degradation of…”

Hol-Beorn swallows.

“This must end,” Hol-Beorn says. “This cannot be the legacy of {Patmo-Shoka}.”

“Yeah, yeah, keep it secret and safe from the awful outsiders, got it,” you mutter in Common.

“What do you propose?” the Delver boss asks in his own tongue.

“Destruction,” Hol-Beorn says, to a chorus of grim agreement from his remaining cohort of warriors, and he points at Taito. “Free Brand-Hrok. We have need of his strength. Together, we will descend, purge this place of uncleanliness, and unmake the forge.”
>>
>>6208390
“Hey, wait,” CZ whispers, unnecessarily. “What’s he sayin’?”

“He wants us to free the cubed boggo and trash the place,” you answer. “he doesn’t speak Common, CZ, you can—”

“TRASH it! L-like, completely??”

You blink a couple times. “Problem?”

“Well, uh, it’s just…” CZ trails off, eyes flitting to the others of your party—those who CAN comprehend Common, and are staring. “It’s… It’s nothin’.”

You aren’t sure what to make of CZ’s outburst, nor does she seem wont to explain herself. The Patmo-Shokans are waiting for a response, though. You’re a little surprised Copperbelt hasn’t already offered his enthusiastic consent for all of you, but he seems pensive. Maybe abandoning this place to history is one thing, but destroying the place where his race was first ‘forged’ is a little too monumental a sacrilege for him to sign off on? Damned if you know, but as far as YOU’RE concerned…

>The blueberries are right—this place needs to go, and now that you have the manpower, you’re going to help
>The boglins can do what they want… AFTER you figure out where the Ettercap has Hershy, and get him back
>The Patmo-Shokans are being stupid—destroying a place with this much potential and power is nuts!
>Write-in

Aide from that, though, there’s still the matter of strategy. You’ve experienced the Ettercap firsthand, and know better than most how powerful her sorceries are. You’d wager by the sheer number of corrupted corpses out there that you’ve cleared out most of her ‘found-family’, but even without much in the way of reinforcements, what are you going to do against <Mass Hold Person>, let alone whatever else she has up her khoblis keister?

What’s your plan for how to counteract and combat the Ettercap?
>Distraction and negotiation, while others set traps and plan an ambush and sabotage (or secure) the machine
>Try to bait her out of her ‘boss chamber’, and kite her into the horde of zombie-boglins
>Grab yourself a rad-saber from one of the dead boglins, and lead a courageous charge
>Write-in

Whew, probably the biggest, longest, and most complicated battle I've written, but I wanted to properly reward your decisions as far as manpower and resources went.
>>
>>6208391
>The Patmo-Shokans are being stupid—destroying a place with this much potential and power is nuts!
More like this much sellable loot but yeah
We can disassemble it and sell it piece by piece if they're worried about legacies or whatever

>Use the orcs and boglins to soak up the big spells, then take her out
>>
>>6208391
>The boglins can do what they want… AFTER you figure out where the Ettercap has Hershy, and get him back

>Try to bait her out of her ‘boss chamber’, and kite her into the horde of zombie-boglins
>>
>>6208391
>The Patmo-Shokans are being stupid—destroying a place with this much potential and power is nuts!

>Try to bait her out of her ‘boss chamber’, and kite her into the horde of zombie-boglins

>Spoiler
I had fun. However, when I ran those kind of thing, the "dnd-like" system falls a bit and I'm switching to Warhammer/9th age mechanics.
>>
>>6208488
It would be a bit cheesy to change mechanics right at the climax, though. Party comp was selected with the old stat system in place.
>>
>>6208596
Sure. However, who would had guess than a army wargame rules are more suited to army battle than squad dungeon delver rules?

Anyway, remember that if you have nobody to play warhammer the old world with, you can trick your "friends" to play dnd with an existential threat of an army coming and get them to recruit regiment. Then delect yourself as you pinpoint beloved named NPC crushed by a cavalry charge, arrow to the head or battlespells.
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>>6208391
>The boglins can do what they want… AFTER you figure out where the Ettercap has Hershy, and get him back
>The Patmo-Shokans are being stupid—destroying a place with this much potential and power is nuts!
Ain’t leaving Hershey behind, come hell or high water

>Grab yourself a rad-saber from one of the dead boglins, and lead a courageous charge
Just want a rad-saber ngl
>>
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>6208596
>6208614
>6208488

[It wasn't the end of the world. It just really benefited from a proper dice-room.]
It's also less D&D than a mash-up of a few D&D rules and my own modified d20 version of Simple d6. It's just because you had three squads instead of one, that it got a bit complex and the roller here couldn't handle it.

>>6208749
>>6208488
>>6208465
>>6208413
[Close vote! I'm going to intention-blend a little... Bear with me! Also, pardon to removed (you)s, but the filter thinks my post is spam]
>>
>>6208870
These Patmo-Whatevers may look like goblins, and talk like dwarves, but never before has it been so clear that they are neither. No self-respecting goblin would destroy a bunch of perfectly-good loot over some moral mincing about, let alone for something as immaterial as a ‘legacy’. As DWARVES, well, they might be self-important, greedy busybodies who are altogether too fond of the written word, but they at LEAST have the good sense to value valuables.

…But then, you’re no goblin—and you SURE ain’t not dwarf!—and you suppose that shows, too, because you find your priorities are elsewhere, also.

“Do whatever you like,” you say, abandoning the stilted archaic proto-dwarven language for the marginally more familiar modern form. “I think you’re being foolish, but it is not my concern.”

“It is NOT,” one of Hol-Beorn’s boys agrees haughtily.

It’s a struggle not to roll your eyes, but you still need their help. Every boglin or roc body you can put between you and the Ettercap to eat up her available spellpower is a valuable resource right now, worth more than their weight in gold, towards your REAL objective.

“The Ettercap has someone I… Care for,” you confess. “Someone I must save before you do whatever else you choose to do.”

To their credit—and further evidence of a distinctly un-goblin bent—the boglins seems sympathetic. You don’t outright TELL them that you’re negotiating for the life of your pet feathered chimera drake, mind you. That might seem as frivolous a thing as a legacy, to someone who doesn’t know Hershy like you do.

“We will aid you, Zena Youngtree, as you have aided us,” Hol-Beorn pledges. “Together, we will finish this.”

You wait for a dissenting opinion from Copperbelt, but none comes. He looks less conflicted than defeated now… And he isn’t alone.

“I… I’m not going back down there,” Cherry whispers under her breath. “I can’t. I’m sorry, I’m sorry, I’m—”

“Hate to agree with the hobbit, but me neither,” An-Yii adds, shuddering. “Capture ‘n hex me once, same on you. Twice? Shame on me.”

“while I’m sworn to defend the beauty and harmony of the Gods’ own Nature…” Khorine clamps a hand down on her opposite arm and trembling. “I d-don’t really have any magic left in me to muster, and so I m-must decline, also.”

Sternstone crosses his arms and clears his throat as if readying to spit on the ground, though he stops short at a look from Cherry. Yeb-Uit doesn’t go so far—though he has the look of a gob who can hock a hell of a loogie if it came down to it—but instead just shakes his head, once.

Shaken status effect: the once-captive members of Red Team will not return to the chamber without a Leadership roll, and failing the roll will make them abandon you outright.
>>
>>6208894
“Cowards,” Xoldur diagnoses. “Weaklings. Normal, for sma dyr.”

If the others bristle, they can’t say much, since all four Steelwood orcs seem utterly unaffected—except perhaps physically—by the dungeon thus far. Maybe there’s something to the legendary, bloodthirsty battle-lust of their race?

(Or maybe they just don’t know how fuck-off scary the Ettercap really is. Whatever, you’ll take it!)

“Maybe we don’t need to face her in her own abode?” Meadowgrass suggests gently, clearly none too thrilled about the prospect of return himself. “If we can bait her out…”

“Got yerself a smarty there, CZ,” you tease them both with a grin. “That’s just what I was thinkin’!”

“Yeah… There’s a whole mess of boglins back there!” CZ adds. “An’ they had a bit of a magicky aura to ‘em, too! I bet they can at least do SOEMTHIN’!”

“I could rearm some of the traps, too,” Taito volunteers. The… The ballista won’t do much good, but some of the other defensive measures were magical. I’m not sure what all of them do, but—”

“The Patmo-Shokans can help ya’,” you remind him. “We got native guides now, ‘member?”
>>
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>>6208896
And so then plan is set into motion-those too combat-incapable or weak-in the-knees to descend once more into the ‘boss chamber’ head back upwards, to rig the traps and stir up the zom-boglins.

“Mere empty husks,” one of the speech-capable and armour-clad equivalents now aiding you clarify, when you ask. “{Zabrekh}, made from flesh but with a simplistic rune in place of the forebrain. Grown in vats, or from those who commit grave crimes. A body without a mind.”

(Huh. Reminds you for Tips’ early experiments with magical duplicates, before CZ…)

“Is that what the, uh, {kraggor} are, too?” you nod towards the stalwart orcs subtly.

The Patmo-Shokan protector looks thoughtful, then shakes his head, though he looks amused.

“No, the {Thuldur-Vorgrim} had a hand in THOSE ones, and the {Varn Thor-Drumm} the {Var Thar-Thurim}, too,” the ancient gob-dwarf finally answers your curiosity. “Some say the {Thuldur-Vorgrim} made them in mockery of the {eladrin}…”

(Wait, eladrin? You know that one. Those are, like, fancy-ass elves!)

“…While others say they were born FROM them. Whatever the case, it was the {Var Thar-Thurim} who saw fit that the monsters should live. To serve, work, fight, as your serve you.”

“Y-yeah,” you say, suddenly VERY glad none of the Steelwood orcs understand Dwarftongue. “They’re useful.”

The boglin grimaces, and replies: “Less useful, and more troublesome, than {zabrekh} are.”

Your conversation carries you and your much-smaller force towards the grand gate of the one-time ‘forge’, now turned dark garden. You all hesitate there, peering into the distorted light of the befouled place, which spills in through the gate—after all, the moment you’d opened it, you’d been set upon by foundlings, and so you’d never really had a chance to properly close it behind you. Even now, squinting against the uncanny ‘glare’ of the unearthly glow, you think you see some creeping in the lush underbrush, attesting to a few remaining foundlings who only fled so far.
>>
>>6208898
“Would feel a lot better with a weapon that could actually hurt her….”

Your eyes slide unsubtly to one of the ‘spare’ radiant sabers whose cylindrical handle hangs inactive upon one boglin’s belt. The Patmo-Gobbo looks to his commander, and Hol-Beorn grudgingly nods. You flick the thing on and off a few times, giving it a couple swishes to get a feel for it, and then allow yourself a grin. You really DO feel better.

Rad-saber acquired! 2d3+1 radiant damage, uses ZZ’s Swordsmanship skill!

“Aww, I'm totally jealous,” CZ whines.

“Says the one in the fuckin' ARMOUR?”

CZ looks down, and laughs nervously. “Oh, right... Shit, why didn't we get YOU a set?”

You gesture to ‘the girls’.

“Riiiight,” CZ snorts. “Shame ya' can't shapeshift 'em away, huh?”

You give your sister—and her newly boyish build—a long, hard look, not bothering to dignify that suggestion with a proper response.

“Alright,” you say, turning back towards the breach. “Here goes nothin’…”

What’s the plan to bait out the Unseelie khoblis bitch?
>Simple—charge in, attack the machine and set the forest ablaze then start running when she emerges
>Call out to her, stating you’d like to bargain for Hershy, then backstab her when you get him
>CZ volunteers to use her survival skills and magically-enhanced knack for concealment to sneak in, snatch up something valuable-maybe even steal back Hershy—and then sound the alarm to draw her out once she’s clear
>Write-in

If you have a plan that hinges on support from Red Team members actively engaging in this early phase, specify who you want to bring; Leadership will be rolled accordingly.
>>
>>6208900
>CZ volunteers to use her survival skills and magically-enhanced knack for concealment to sneak in, snatch up something valuable-maybe even steal back Hershy—and then sound the alarm to draw her out once she’s clear
Nothic mission time
>>
>>6208900
>CZ volunteers to use her survival skills and magically-enhanced knack for concealment to sneak in, snatch up something valuable-maybe even steal back Hershy—and then sound the alarm to draw her out once she’s clear
>>
>>6208900
>>CZ volunteers to use her survival skills and magically-enhanced knack for concealment to sneak in, snatch up something valuable-maybe even steal back Hershy—and then sound the alarm to draw her out once she’s clear
>>
>>6208918
>>6208921
>>6208986
[It's unanimous! Locked and writing!]
>>
>>6209336
The plan was to send one of your number into the dank underbelly of this compromised megastructure of a dungeon, stealthy as they can manage, to snatch up something valuable or otherwise antagonize the Ettercap. At that point, a rapid withdrawal would draw her out, a brief engagement could save your scout, and then a secondary pull-back could lure the fat fucker right into the ambush which—hopefully—Taito, his blueberry guide, and the rest of what was once ‘Red Team’ could properly ruin her day with whatever traps they’d rigged up, just in time for the zombo-gobbos to rip her to pieces.

“I can do it!”

You look to Cara-Zi with surprise, and a little concern. After all, well… You love her to death, but most of her ‘hunting trips’ and ‘stealth missions’ have ended in some degree of failure or complication.

But then again, shit, she saved YOU, didn’t she? And CZ’s got that magic stealth shit going on, where she can make herself scarce without even stepping out of sight. Honestly, she’s probably your best bet.

“Alright,” you allow.

“Yes!” she cheers.

“Just don’t fuck it up.”

“…R-right.”

You hesitate a little, and then reach out and hug her, which seems to take her off-guard.

“Come back safe.”

“…’Course, ZZ.”

>>
>>6209341


You volunteered sort of on impulse, realizing that this was the perfect opportunity to make good on Nothic’s mission. While you’re not exactly inclined to go out of your way for the big ol’ eyeball or anything, if the mission calls for a single solitary scout, out of everyone else’s sight and thus free from their scrutiny… Well, why not score an extra win while you’re at it, right?

And then you let how afraid ZZ was for you.

Now, as you slip beyond the veil of the discoloured fairy-light and into that chamber full of lushly malformed fleshy foliage, it is with a weight on your shoulders and a conflicted heart. You haven’t faced this Ettercap directly, not like the OTHER Zith-ZI has, but anything that spooks your sister as to the degree you’d felt radiating off of her during your embrace… Well, shit, that’s GOTTA be serious. Any deviation from the already-dicey primary mission is an added risk.

Is the reward worth it?

There’s only one way to find out, you suppose. As the old goblin saying goes, though, ‘to fuck around is to find out’. If you’re going to save Hershy, lure out the Unseelie matron, and score some good-gob points with the Dark Gods, you’ll have to be EXTRA sure not to fuck around.

You hug the overgrown walls, slipping behind rising veins that have thickened to tree-line trunks as they tangle amongst one another. It almost seems like the juicy, blood-pumping veins of the queer ‘plants’ have grown into one another, such that these ‘trunks’ resemble thick, organic limbs as much as anything else; a part of you wonders if, at their core, you might find tree rings, or perhaps growth like the bones of Goblin or of Dwarf.

(They provide good cover, though!)

You freeze as you hear a nearby sounds-something between a child’s sobbing and a cockroach hiss. One of the surviving foundlings! There can’t be many of ‘em, and you know youc an probably take ‘em no problem…

MP: 1/3

…And a bit more magic to work with WOULD be nice. Maybe you could stop for a bite to eat?

>Try to get the drop on the foundling to eat it’s soiled soul
>Focus! Sneak past it and make a beeline for…
>>The main machine, where you plan to call upon the Nothic for guidance
>>The opposite exit, which Taito said might lead to some sort of treasure-trove
>>the strongest source of magic you can sense—maybe it’ll lead you right to the Ettercap, and thus to Hershy?
>Write-in
>>
>>6209342
>Focus! Sneak past it and make a beeline for…
>The main machine, where you plan to call upon the Nothic for guidance
we don't have much time here
>>
>>6209342
>Try to get the drop on the foundling to eat it’s soiled soul
This may have failed every one of the multiple other times we tried it, but I have a good feeling
>>
>>6209342
>>Try to get the drop on the foundling to eat it’s soiled soul
MMMh, munchies
>>
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Rolled 8, 5, 11, 12, 16 = 52 (5d20)

>>6209358
>>6209385
>>6209446
You can’t help yourself—you spent that entire last battle holding back, controlling yourself and your urges. In between battles it’s become a struggle not to just jump Martyn now that he’s all yours, but among the many, MANY other reasons you haven’t done so, there is the matter of your nature: you may appear to be an itty-bitty elfy gnome or whatever, and your true form might more resemble a goblin, but you are still a cambion, and your desire for intimacy and for violence are intertwined.

If you would safely indulge in the former, later, then you must indulge in the latter, now.

In this unwholesome place, without witnesses, you allow your face to split into its natural smile—a too-wide grin, with sharp teeth locking together with the snap of trap, and jutting tusks to make an orc blush. Carefully, you creep towards the source of the sobbing sound.

(Don’t worry, little foundling—your suffering is ALMOST over… After one last little explosion of it~)

Rolling Concealment + Survival + Natural Weapons
>>
Rolled 1 (1d2)

>>6209600
>>
Rolled 8 (1d20)

>>6209601
>>6209600
You find the pathetic thing alone and scared. It is no less putrid than the others, but here—without numbers to make it fearsome—it is almost as cute as its is putrid. Its overlarge head is bald save for a few hanging, silken strands, and its black eyes well with oily tears as it tilts and staggers aimlessly on its axe-ended nubbin-limbs, a biped turned into a quadruped and perched upon ill-suited stilts. You noticed it has only three axes, one arm-leg wiggling about uselessly; perhaps that is the reason it hasn’t climbed higher, out of your reach. As it is, hanging half-way up a ‘tree’, it would be easy pickings with your spear…

But you don’t <want> to use your spear.

You lean the fishing spear against the trunk, wedging its barbed trident-tip under the knotted veins and skin-tag like protrusions. You cannot extend your claws as it is, not without expending magic to shapeshift them into something like that dragon fist earlier, and not without removing your armour’s gauntlets.

But you have your mouth. You have your TEETH.

Falling into an almost quadrupedal stance yourself, you lope like some Southland monkey—like the ones Martyn told you he encountered in his time among those gnomes or halflings with the dark and ruddy skin and the pointy teeth. Ha! Pointy teeth like yours, though based on his stories, they never slavered at the thought of fresh flesh and tasty-tangy life-essence… And by his accounts, they do not use their teeth to hunt.

16: hit! 1 for damage: wounded!

Perhaps there’s a reason that creatures your size and shape do not hunt with teeth alone, as you soon discover. You pounce upon the unsuspecting Unseelie whelp, pinning it down as it chitters and chatters in sudden alar, swinging its axes. You lean down and bite it, hard, but catch shoulder rather than ooey-gooey gushy throat-meat, and fail to silence its cries and end it instantly.

Enemy rolls…
>>
Rolled 12, 11 = 23 (2d20)

>>6209608
Enemy fails to hit with an 8!

The foundling flails its remaining axe-limbs, and rusted blade ever hanging strands of vines, which drip a bloody-smelling bluish sap. It grows louder and, panicking, you slap a hand over its mouth. It hocks up a wad of that sticky stuff the foundlings sometimes barf up. This has the ironic, probably-unintended effect binding you to your prey in a way that helps prevent its escape for a moment, but it also makes finishing your job difficult.

And you have to act FAST! The lone foundling, wounded and missing a ‘leg’, is unlikely to get away… But others could hear your scuffle.

The Ettercap could discover you, before you’ve done anything.

“I am NOT,” you snarl, “gonna fuck this up!”

Rolling for CZ....
>>
>>6209615
Mortal terror makes your prey slippery, though, and having one limb effectually stuck to its face at an odd angle makes it impossibly hard to contort yourself into a position to inflict a more fatal bite. You settle for slapping and punching the purple twerp, trying to beat it unconscious, but it proves too durable for that sort of thing.

“Fuckin grape-eggs made ya tough, huh?” you groan.

The foundling gets out from underneath you, escaping your clumsy grapple and screaming out in alarm. Your ears twitch and tingle as your heartrate increases—not with the thrill of killing and consuming, not this time. No, it’s because if your ears are hurting, others are surely alerted. And though you are able to pull the brat back and extract its treasured mortal essence in retaliation…

<WANT: 14>
MP: 2/3


…it is no quick and clean work, nor the slow-but-silent torture you’d hoped to inflict. It is too fast to be fun, and causes too much commotion for stealth to remain effective.

12, 11: failure to kill it quickly and quietly.

You can hear them as well as sense them: more living, moving things, Unseelie-tainted egg-transformed fuckers, coming to see what’s the matter. If you stay here, you’ll be surrounded, outnumbered, and even if you win the resultant battle (a BIG ‘if’), you’ll be a sitting duck when the Ettercap inevitably arrives.

“Noooo,” you whine, rocking back and forth on your knees over the splayed-open, de-souled corpse of your ‘quick snack’. “No, nononono, NO! I’m fuckin’ uuuup…”

croooaak

You jolt up with a start, and to your great surprise see Nermal there with you. You have no idea when they snuck in here after you—or whether the others noticed, either—but you can’t help being a little miffed about the timing.

“Coulda’ showed up a little earlier,” you chastise him. “Coulda’ really come in handy a second a go!”

croooaak…

“Ugh,” you groan, patting the lake-drake’s slimy, eyeless head. “I know. It’s not your fault.”

(Think, THINK CZ… How can you still make this mission work?!)

>While the Ettercap’s minions are approaching here, you’ll be elsewhere! You’ll bolt for…
>>The (possible) treasure-room
>>The ‘forge’ that remakes living things
>>The source of the aura you assume to be the Ettercap
>You’ll a place to hide and pick them off with Nermal’s help—maybe you can kill them all, one by one?
>You’ll surrender, and try to bargain, using your connection to the Dark Gods for leverage
>Write-in
>>
>>6209638
>>>The (possible) treasure-room
Get some loot.
>>
>>6209638
>The source of the aura you assume to be the Ettercap
I don't think going for the treasure will be a good idea after they were alarmed
>>
>>6209638
>While the Ettercap’s minions are approaching here, you’ll be elsewhere! You’ll bolt for…
>>The (possible) treasure-room
After our threats from before they'll be guarding the forge, not the treasure
>>
[I will try to write later, but I'm a little tuckered from a busy week and weekend, so I may be late to do so, or hold off until tomorrow if I'm not confident I can write well today. Apologies for the delay!]
>>
>>6210342
Your regularity is an inspiration. I know well how the life can get in the way of QMing;
>>
>>6210365
[Thanks, anon! It's been a pretty good time lately, I'm just sick, hungover, and have done a LOT of socializing and choring this weekend.]

>>6209647
>>6209756
>>6209846
[Going to write now, though! Locking the vote.]
>>
Rolled 22 (1d100)

>>6210479
The first thing to do is to move. If the Ettercap’s creatures are descending upon the site of your assault, you really ought to be just about anywhere else! One option would be to beeline for the machine, but you quickly dismiss this notion—you don’t know the first thing about how to work it, and it’s too big to steal. The Nothic might have provided a solution to that problem, but you can’t be confident of that, nor that it would be a swift sort of solution that you could complete before the foundlings came crawling after you.

So you haul up Nermal in your arms, sling his slimy, floppy body over your shoulder against his protests, and huff-and-puff your way past that machine, through the dark garden, and towards the opposite egress.

You find it exactly where Taito said it would be, and you mentally congratulate yourself for your sagacious decision not to kill and eat him earlier. A bit of <fear> might be needed to keep him in line, but the nerdy little gnome’s technical acumen has come through quiet usefully, and repeatedly, since you spared him!

Only as you approach the doorway—a much smaller one than the grandiose gate you opened on the other side—that you consider what you’re actually going to do once you’re through. If your hunch is correct, the surviving foundlings will have left the area unprotected. What of the Ettercap, though? Will she be left alone, as easy pickings as she’ll ever be? Or will she have followed after her mutated mob? You mostly hope for the latter, because from what you’ve gathered, she’s NEVER going to be ‘picked’ too easily.

(Real ‘boss monster’ shit, for sure…)

Instead, you rack your brain for any recollection of Taito’s earlier explanations, and the flash of a map upon the glassy black pane of the ‘forge’ screen.

(Fuck, fuck… Where was that treasure room again??)

Your job isn’t made easy by the architecture here, which is a narrow passage with many branches, leading into one confounding room after another. In contrast to the smooth and seamless look of the ancient Patmo-Shokoko boglin techno-sorcery you’ve seen thus far, this area is a maze of crude machinery. Well, crude to the eyes—for all you know, it’s designed very deliberately, and it DOES look intricate in its own way: a mix of stone and crystal, gears and levers sticking out here and there from slabs, sometimes topped by more black crystal ovals or rectangles that you take to be runic controls of a similar sort to that Taito was playing with on the forge.

(But which, if any, are valuable enough to steal and use as bait? Which would be of interest to the Nothic or its master? How are you—a semi-illiterate demogoblinin a hurry—supposed to know what any of this DOES??)
>>
>>6210494
It’s through the sue of your magic sight that you finally suss out what you want—or THINK you want. It isn’t wholly straightforward even after you remember to do so, since so much of the stuff around here is magical in some fashion, but there’s magic and then there’s MAGIC. You go towards the biggest source of it, and the sight of creeping vein-vines and scraps and scuffs attesting to frequent foundling activity here gives you a sense that you’re going in the right direction, if what you want is something that the Ettercap would value.

While you’re wary of bumping into the Ettercap by accident, since SHE must be a pretty big source of magic herself. The unknown objective to which you are creeping is fixed, though—unmoving, and probably unliving. Unless she’s taking a nap in the middle of you and your party’s dungeon-delve and foundling massacre you doubt it’s her….

You set Nermal down anyway, and ready your fishing spear for action, just in case.

What you find is not the Ettercap, though, but something else: another busy, machine-filled room, but different. For one thing, it’s a lot larger. Not more spacious, though, for the majority of the room is taken up by a huge, glowing pyramid!

“Woah…”
>>
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>>6210504
This is the source of the aura you picked up. It kind of reminds you of some of the charms you’ve seen created by mages, with a small glass bottle filled with sprigs of herbs, animal samples, and small gems that can be ritually charged with specific magic such as—ugh—for protection from demons. This pyramid is warm and tingly when you touch it, though, rather than repulsive, and its interior is not filled with plants, but with tiered layers of differently-coloured, mysterious fluids, with crushed and crumbled gems placed like geologic strata, and with coiling or woven metal, culminating in a complex crystal-and-metal ‘capstone’ at the very apex. More metal cables radiate out from its abse and disappear into the walls; they are black and lustrous in a way you recognize as orichalcum, the so-called ‘magic metal’ which enchanters and mechanists so prize in their works, and you can feel mystic power flowing out from this pyramid and into them.

The walls themselves aren’t uninteresting, either: they’re covered in a strange grid of lines, with narrows slats and slots filled with still more crystalline creations: this time, it’s thin, rectangular sheets of some brittle-looking translucent crystal, etched with tiny patterns of runes you can’t read, and honestly can only even really see when you squint and hold them right up to your face. When you push them deeper into the purpose-mode slots in the wall, they light up and glow, thrumming softly in a way that reminds you of the boglin boys’ rad-sabers. When you pull them out, though, they don’t radiate any light, or energy, or even intrinsic magic.

“The fuck…?”

You’re still puzzling over this when you hear movement in the hallway. You exchange a nervous look with Nermal… But the Darkly designed lake-drake ahs no eyes, and seems not to have noticed anything. So close to such a source of power, it’s tough to tell if there’s anything magical or alive nearby, for your extrasensory modes of perception are overwhelmed.

What will do you?
>Investigate the noise
>Climb the pyramid and take the capstone
>Collect the rune-etched shards from the wall
>Contact the Nothic, for guidance
>Smash this important-looking place to shit, to infuriate the Ettercap
>Write-in
>>
>>6210505
>Climb the pyramid and take the capstone
Yoink!
>>
>>6210517
>+1
>>
>>6210505
>Contact the Nothic, for guidance.

We don't know what any of this stuff is nor do we know how to put it back together. We'er out of our depth.
>>
>>6210517
>>6210601
>>6210964
[Locked and writing!]
>>
>>6211031
It’s time to face facts, unpleasant and unflattering as they may be: you have no clue what any of this stuff is, what it does, how it works, or how to fix it if you were to somehow break it. You are a single lone, semi-amnesiac goblinoid with a demon’s heart, staring at a true wonder of long lost magical engineering.

So, AS a goblinoid, you follow the storied greenskin tradition and decide to steal the shiniest object available! Obviously. If it ain’t broke, don’t fix it, as the dwarven saying goes! And as the goblinoid equivalent elaborates: if you DO fail to fix it, you totally meant to break it anyway, so shut up!

The smooth sides of the central pyramid-of-power prove precarious, but you’re naught if not resourceful. Though it requires you to kick off your boots to accomplish, your ever-clever two-toed ‘hooves’ prove particularly useful in helping you to monkey-climb the projecting scribble-strewn crystal slats on the wall, and from there, you are able to launch yourself—

“Oof!

—right into the side of the pyramid, where you then skitter and scurry against gravity’s pull for a few frantic seconds before half-sliding, half-tumbling down to the base.

“Nnnn.”

You take a moment to quietly lament the unfairness of your failure, and to envious eye that oh-so-shiny, especially-enchanted capstone you so covet. It is you pathetic keening that draws a concerned (?) Nermal to you, to probe and poke around your face with their tendril-like whiskers. Yous wat the feelers away, but as you do, you have a sudden revelation.

“Nermal!”

crooaak?
>>
>>6211043
You squeeze the confused amphibian until some toxic foam starts to fizz out of it, and you are forced to stop. Then, kneeling down to approximately here eye level would be (you know, if Nermal had eyes) and speaking slowly (which might help, but you honestly aren’t sure), you explain the new and improved plan:

“I’m gonna hang off yer back, and yer gonna use yer… Like, sticky webbed fingers and toes to climb up there like a gecko!”

If Nermal has any opinions about the plan one way or another, the strange drake does not express them. Instead, they just sit there sort of dumbly, until you shove them along towards the mystical monolith, and the protesting ‘pet’ gets the gist.

But it works! Slowly, but surely, Nermal is able to ascend the smooth surface as their slippery coating turns thick and sticky by some unknown reflex. You cling on for dear life, grateful that your Hershy equivalent is—if less cute and far less fluffy—something like twice your size, to enable such an effort.

And when you reach the top, there it is: a small segment of pyramid, like the larger structure in microcosm, imprinted with runes, and faintly ablaze with some internal glow emitted by a spiralling orichalcum coil.

“Ow! Fuck!”

The surface is a lot hotter than the rest of it, but with the sue of your New Goblintown shiv to pry the cap up, and the cube-of-holding you snagged off Taito to collect it once it tumbles free, you do it—you secure the objective!

Probably!

…Assuming it’s actually, you know, useful or valuable.

You assume it must be useful for SOMETHING, since the moment it pops off the top of the larger pyramid, the magical and nonmagical glow in the space begins to subside with a low hiss. The liquid contents of the great structure seem to ripple and bubble for a moment, and then go still and stagnant, as some of the underlying substrate shifts or floats upwards.

And the scrabbling sounds of movement outside the room grow louder, and nearer, and faster in tempo. Something—something of the Ettercap’s ilk, no doubt—has noticed the change, and is coming to investigate.

What are you going to DO about that, though?
>GTFO—leave the room at a dead sprint, back through the garden
>Lay in wait, to ambush whatever-it-is with Nermal—one less enemy, and less chance of being attacks in the back
>Stay right where you are—out of easy reach—and use this opportunity to taunt the Ettercap, and to coax her to negotiate: the cap for Hershy, and safe passage! And of course…
>>You mean it, too, if it will save Hershy’s life and end this nightmare dungeon-delve
>>You are lying out of your little green ass, to gain some intel of Hershy’s well-being and whereabouts
>Write-in
>>
>>6211044
>Lay in wait, to ambush whatever-it-is with Nermal—one less enemy, and less chance of being attacks in the back
3 mana time
>>
>>6211044
>GTFO—leave the room at a dead sprint, back through the garden
>>
>>6211048
if not for the risk of the unseelie, I'd do it too
>>
>>6211044
>>Lay in wait, to ambush whatever-it-is with Nermal—one less enemy, and less chance of being attacks in the back



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