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File 174111553323.jpg - (463.11KB , 800x600 , cadvere2 00 overcast.jpg )
1104505 No. 1104505 ID: 6c233e

Winter's grip will not soon loose, the driving snow and biting wind bind all to burrow and hole.

Previous chapter: https://questden.org/kusaba/questarch/res/1080954.html
208 posts omitted. Last 50 shown. Expand all images
>>
No. 1118707 ID: fd169b
File 176517895325.jpg - (616.01KB , 800x600 , cadvere2 66 tread lightly.jpg )
1118707

Weighing up the risks you decide to go for it. The others said they had hunted fungos in here, so it can't be that dangerous, right?

Lisel leaves some of her vials and bottles in a corner for later retrieval, so that her pockets won't rattle.

Once you are all up she casts the lantern light across the floor. Long brittle strips of fallen plaster lie in patches, ready to snap underfoot. It gets more abundant closer towards the table, and you notice the holes in the floor do too. This makes sense as the fungos would have started their feasting on any food left out, before chewing on the cloth and then wood. You would expect the holes to be most numerous under the table, where the tablecloth would make a more enclosed space, which fungos like.

Along the edge of the table you note some plates and glasses are perilously close. The cloth bunches on the floor like the whole thing had been pulled. Perhaps in whatever event has left several of the chairs knocked over.

Your options for direction would seem to be either:
Skirt the wall headed south with no visible entrance to the underfloor
Follow the wall going east to go around the table
Or going to the table to look on or under it
>>
No. 1118725 ID: 70f58a

There's probably like a billion spiders under that table. Head south.
>>
No. 1118726 ID: 62c8a2

Follow the wall going east to go around the table
>>
No. 1119232 ID: fd169b
File 176611315122.jpg - (455.06KB , 800x600 , cadvere2 67 echo of an altercation.jpg )
1119232

Swiftly you make your way south. There's a few close calls, but everyone manages to avoid stepping on the plaster chips.

The kitchen door stands before you, shut tight. You can hear some sounds of activity behind it's peeling wood. Faint bluish light peeks through the crack below.

The bones of a broken glass rest next to a sizable hole in the floor. Looks like fungos cleaned up the spill and kept going. The chamber below runs north, with a exit at the other end to the east.

There is also a vent passage, corroded open by some fungo's secretions. It travels east, you can't see how far.

You think you can hear movement both north and east, but it's not close.
>>
No. 1119233 ID: 70f58a

Damn you, door!
Let's try the vent passage.
>>
No. 1119251 ID: f9c4b2

hmmm acquire broken glass shard if possible. enter vent time.
>>
No. 1119261 ID: a9425d

Time to vent
>>
No. 1119319 ID: c7f19f

The dumbwaiter is directly to the west of us now, correct? But the passage in the underfloor goes east?

Was there a westward passage somewhere we missed that the kidnappers could have taken? Or do we really think they took the victims east?

I'm tempted to say we should go back into the underfloor and try to pick up their trail down there, but if they did go east the vent will get us there faster.
>>
No. 1119430 ID: fd169b
File 176686537738.jpg - (604.04KB , 800x600 , cadvere2 68 along the way.jpg )
1119430

Natural rodent acquisitiveness leads you to pick up a good sized piece of glass, about the length of your long knife, and stow it away in your cloak.

Quiet as you are, the metal floor of the vent still rumbles gently as you drop down. The air is cold and still, unlike the vent you crossed through before. In fact when Lisel shines her light around you can see the passage is blocked to the west. The three of you head east towards sounds of movement and voices.

After a little while the lantern light shows another rent in the side. Now you can better make out voices, though they're no more intelligible. One seems to be a stream of cursing, while the other rougher one occasionally hisses to be quiet.

With a likely bead on your quarry you hurry out of the vent and northeast through the underfloors until you come to a chamber with four exits. Holes east and west flank the one you're looking through, and way on the other side, another rough hole leads north.
>>
No. 1119431 ID: fd169b
File 176686542534.jpg - (521.58KB , 800x600 , cadvere2 69 ratcatcher.jpg )
1119431

It is through this north hole that a leather armored rat is pulling a heavy burden. Netting covers two figures, one of whom lays still while the other thrashes and curses. The cords seem to have gotten snagged on the splintery wood, with the rat attempting to tug them free. One his back you can see some brass contraption glinting. A cylinder that follows his spine, its segments click and twist seemingly at random. It looks much like the one that deer Ornery had, though in miniature.

"Unhand that, ungrateful scum. You've an invite to see the king, but you don't need arms to do so." the figure hisses. It kicks at its prisoner, who curses back as only a house mouse can.

On the other side of this tableau you can see some clusters of glowing eyes. At least three spiders are accompanying this rat catcher.
>>
No. 1119443 ID: 1998e6

Bum-rush him while hes still preoccupied with the net, you and Kh'khechil combined should be enough to push him into the hole and keep him there, hopefully preventing (or at least delaying) the spiders from getting through, while Lisel sees to the captives.

If the prisoners are fit and able stay and fight, otherwise flee.

Also hes armored but unmasked, does Lisel have any particularly vile concoctions we could shove up his snoot?
>>
No. 1119445 ID: 4619d0

Go for subduing the ratcatcher and freeing the prisoner. If you keep the ratcatcher at the entrance of the hole, his helpers won't be able to go past him, and it will make their strength in numbers meaningless.
>>
No. 1119453 ID: f9c4b2

if you rush the ratcatcher, see if you can shove the glass shard into an opening of the brass contraption and slam it in.
>>
No. 1119460 ID: 99a466

Two against four, maybe more; it is not cowardly to listen to your fear. These are bad odds. I would repeat that there is no shame in turning back at this point. Two lives lost is enough; no need to risk another two, and to let the enemy know the extent of Lisel's ingenuity while doubling the casualties.

But you'd rather live up to your name, and be brave, I know. I say then that if you must allow your bravery the field, then keep your wits about you. Evening the numbers to the extent you can, and preventing them from fully utilizing their numerical advantage must be your highest priorities. What can you do to turn their hostage to your strength? Clearly, the mouse has fight left; if you can only provide freedom of movement and weaponry, then liability becomes strength. If you can grab the prisoner and retreat back through the opening, then you might be able to deal with the spiders one at a time, using Lisel's cannon, your knives, and whatever you get the prisoner to fight with.
>>
No. 1119465 ID: 12ff2d

Let's do some rat on rat action! Stab the fucker in the neck with glass!
>>
No. 1119516 ID: 0ad1c7

That's less ghouls than I was expecting. Though the ratcatcher seems to be a more sophisticated variety. Would be nice to drag his control device back so Lisel could analyze it. If nothing else, we want to disable him so he can't report on our capabilities.

Freeing the captives and getting away has to be our first priority, though. I suspect the glass shard may be the sharpest tool we have and it might be best to use that to cut the net.

I'm going to suggest throwing the chain knife at the ratcatcher while we have the element of surprise, and trying to pull him off balance with it while Kh'khechil goes to block the hole and tank the spiders. Lisel should try to blast them with acid at the same time to blind them and/or do damage over time. Then Temerity can deal with the ratcatcher one on one.
>>
No. 1119638 ID: fd169b
File 176749693995.jpg - (475.52KB , 800x600 , cadvere2 70 charge down the hall.jpg )
1119638

With little time to act on this advantage you make a quick plan of attack. You and Kh'khechil will charge and engage the rat before the spiders can get in the room. Lisel checks her pockets and comes up with a pouch of some sort of dust. "It's a skin irritant, and not great if you get it in the eyes." she shrugs "Throw it at his face, I suppose?" she hands it to the beetle.

The rat catcher has his back turned, tugging hard at the net. "Just. Let. Go. You-" He stiffens as you tear down the passage at him. Kh'khechil is right behind you, crawling up the wall and onto the ceiling as easily as a ball rolling down a hill. The burly rat drops the net and turns to face you, eyes flaring as he grabs a metal studded club from his belt.

Behind him comes chittering and clicking as the spiders process this.
>>
No. 1119639 ID: fd169b
File 176749699266.jpg - (557.84KB , 800x600 , cadvere2 71 sabotage.jpg )
1119639

Kh'khechil hurls the pouch as he gets close. It bursts against the rat's pauldron and sprays reddish dust. Unfortunately the rat flinches away and spares his face.

However this opens him up for your attack. Long knife lunging for his face, he manages to parry but is partially turned from you. Using your cloak you grip the shard of glass to jab at the contraption on his back. Shiny in brass, its segments have gaps large enough for the jagged edge to slip in. The rat pushes you away, which only serves to twist the glass in your grip. It snaps off, leaving a piece inside. You hear some internal mechanism crunch.

"Hrrrngh. Stop that, miscreants." As he turns to glower at you the rat's movement hitches, as if he has to consider for the briefest moment what he's doing. With a stuttering swing he pushes you back, club blocking your long knife.

Kh'khechil drops behind him and grabs the net, easily yanking it into the room now that the occupants are not resisting. Lisel is rushing to catch up, acid sprayer at the ready.
>>
No. 1119642 ID: 70f58a

>>1119639
The other two should focus on denying the spiders entry; kill them if possible. We will harass the rat to keep him occupied and further damage the cylinder, maybe see if we can give him enough free will to rebel. Or maybe he won't want to even if he gains some measure of free will, depends on how he's treated I suppose, and what his orders are. We do know it was hard for even Ornery to fully disobey, but... maybe there's a gap to be exploited. See if you can engage him in conversation during the fight, encourage him to resist.

If he can't resist enough to let you take the captives, don't be afraid to kill, and remember do not FULLY disable the cylinder. We don't want to have to fight a berserker. If we can just disable the rat for long enough to cut the captives free, then that'll be our chance to escape.
>>
No. 1119676 ID: 1998e6

A hole full of spiders is a good target for Lisels sprayer and Kh'khechil can back her up if need be.

As for the ratcatcher, I don't know how your knife will fare against that leather, maybe go for the exposed arm joints?

How are the prisoners? Toss them whats left of the glass shard so they can free themselves.

Alternativly (if you're feeling particulary daring) throw the chain blade near them, they can use the blade to cut themselves free and then together you can trip your foe with the chain.
>>
No. 1119764 ID: c0b975

Agree on throwing the glass shard to the prisoners, if they can use it without cutting themselves. Otherwise, Kh'khechil will have to handle it.

Lisel's acid spray is best used on the spiders as they all try to crowd through that hole. It's the best chance you're going to get to hit them with an extended blast. If you're lucky they'll end up blinded, or crippled, or walking dead, which will make this fight much easier.

Remember you have a chain on your knife. You can use it to trip or tangle the ratcatcher; or even try to strangle him if your blade can't penetrate, though I don't know if these ghouls actually need to breathe.
>>
No. 1119778 ID: f9c4b2

throw glass shard at prisoners then duck to avoid any incoming swipes. create distance then throw long knife to tie around the ratcatchers ankle and pull. if he gets thrown off balance, good, if he falls onto his back even better.
>>
No. 1119937 ID: fd169b
File 176819229170.jpg - (528.58KB , 800x600 , cadvere2 72 acid spray.jpg )
1119937

"Khechil, down!" Lisel skids to a halt and aims at the opening. The beetle doesn't hesitate to hurl himself backwards, catching the rat off guard and bowling him over. You sidestep out of the way.

A sharp acrid smell fills the air as Lisel sends a jet of acid into the hole in the wall, swinging it back and forth once at head height. The spray arcs into the dark, and several stars wink out. The spiders that had just started charging forwards get caught in the entry, and with only a few eyes left between them, tangle and fall. Blade tipped limbs flail about, some coming dangerously close to the be-netted prisoners.

With the rat catcher already starting to rise you don't have time to help, so you toss your chain knife. It thunks into the wood next to the net. "OI, watch it!" a mousy complaint comes out of the net, along with a hand that grasps the knife.

Kh'khechil is on his back, having a little trouble flipping over. Lisel is quickly pumping the pressure back up in her acid tank. The glass shard is in tiny pieces on the ground. The rat catcher is on his knees, coughing up some floor dust.
>>
No. 1119940 ID: 70f58a

>>1119937
>rat is on his knees
You know what, just decapitate him with your other blade. Then move to assist Kh'khechil.
>>
No. 1119941 ID: ec76a3

Coughing implies breathing, wrap that chain around the ratcatchers neck and strangle him! If that fails stab the roof of his mouth with your knife!

And if you're close enough to multi-task, give Kh'khechil a helpful shove with your tail or foot.
>>
No. 1119943 ID: 4619d0

Is it possible to just tie up that rat?
>>
No. 1119975 ID: 98334f

>>1119940
Agree on decapitating the rat if you have the time; when you get clear Lisel can crack his head open and examine the hardware inside. If you do not have time, sever his spinal cord.

Once the rat is down, move to help whoever needs it most; probably Kh'khechil first, then Lisel.
>>
No. 1120067 ID: 99a466

Yield the chain knife to the captive. This will let him fight for you.

Your task now is to hold the line until your party is back at fighting strength. Lisel has taken care of the spiders for you, by and large, and Khechil has staggered the rat-catcher. Advance upon him, and try to keep him from getting his footing. Perhaps call to your rescued friend to help right Khechil; this will bolster your strength even further.
>>
No. 1120080 ID: 12ff2d

Cut off his head and then proceed to use his hand as a blunt weapon! This should also scare you other opponents. Just imagine what they would think, see what we are willing to do to someone else, that is what is going to happen to you next!
>>
No. 1120111 ID: fd169b
File 176870083169.jpg - (561.12KB , 800x600 , cadvere2 73 hit the nose.jpg )
1120111

Unclipping the chain from your belt you toss it to the prisoner and fall upon the kneeling rat. A vicious cut at the neck is only just deflected by his club. He's overextended, and unable to dodge as you use your momentum to swing around and whip your tail into his snout so hard he's thrown back against the wall.

You help Kh'khechil to his feet and he takes up position in front of the thicket of spider limbs flailing out of the north entry. He stamps one ragged arm blade to the floor and grabs another, the copper wire that attaches it straining at his beetle strength.

Lisel finishes pumping and drops her thrower's handle to pull the netted away from the melee. She isn't able to shift them very far but it helps. The mouse in the net has already cut through several cords with your knife, almost enough to escape.

Shaking his head the rat catcher gets to his feet, then pauses and shakes his head again. He does this again, like he's trying to dislodge a thought, then he glares at you. "The king won't know if I crush one vermin's skull." he growls.

The frustrated screeching of the spiders is getting louder.
>>
No. 1120112 ID: 70f58a

>>1120111
Looks like he's actually loyal, and sabotaging his artificial brain only allowed him to break the rule of no killing. Is that *ever* going to work in our favor?

...we should think of our exit strategy. Outright killing the spiders is gonna be tough, but... if they're blind... maybe we can get them to fight the rat for us? If we fully disable his brain then he'll be feral enough to not be able to tell the spiders to stop, probably. The ensuing scuffle (once the prisoners get out of the net) should allow us to get away.
So you should start targeting the cylinder. Lisel could even hose it down if you can get him to stand still for a second.
>>
No. 1120119 ID: 32afe4

The spiders are tangled up in the doorway, and still presenting a prime target for Lisel to blast them with acid or some other nasty substance. Kh'khechil can keep them from pushing any further into the room.

Temerity should focus on the ratcatcher; if you can't take him down right away, you can at least keep him busy long enough for the prisoners to get free of the net. Then they can help you finish the job.

I'm going to suggest a bonus objective, as it were; if you can incapacitate him without killing him, and neutralize the spiders too, that will give you a chance to systematically sabotage his control device and figure out what its weak spots and key components are. I would say that knowledge is worth risking your safety a little longer for; but only so much. Your first priority is to get the prisoners out of here safely.
>>
No. 1120421 ID: fd169b
File 176931044001.jpg - (537.11KB , 800x600 , cadvere2 74 watch your back.jpg )
1120421

The rat catcher rushes you. He grabs your long knife as you thrust at him, heedless of the pain. His thick glove saves him from loosing his fingers as he shoves the blade aside.

Refusing to yield your weapon, you can't dodge as he slams his club down at you. Instead you grapple him, and the blow that would have shattered your skull dances down your spine. White hot pain crackles through you.
>>
No. 1120422 ID: fd169b
File 176931046243.jpg - (536.14KB , 800x600 , cadvere2 75 overload.jpg )
1120422

Clarity returns to find you on the ground with the rat catcher's hands at your throat. In his rage, he's trying to throttle you through your thick cloak, hence you aren't yet dead. He's bigger than you, and has you pretty well pinned. There's only one thing you can think to do so you choke out "Lisel! His back!"

The chemist knows exactly what you mean. She drops the net, the prisoners being almost free anyway, and runs around your attacker. "Get off him you brute!" Jamming the nozzle right against the gap between two spinning segments of the rat catcher's contraption, Lisel gives it a quick burst of acid.

There is an awful chemical smell and a hiss like grease on a fire. Pinpricks of burning pain pepper your legs. The pressure at your throat eases slightly as the rat atop you locks up, his burning eyes wide and a rattling, low screech tumbles out of his slack mouth.
>>
No. 1120423 ID: 70f58a

He's gonna go feral! Throw him off you, get back on your feet and get your knife ready but don't attack. Maybe he'll react like that one spider did and back off into a corner. If he's out of the fight then all you have to do is get the captives free and out of the room, at which point you can do a fighting retreat.
>>
No. 1120453 ID: 32afe4

>>1120423
Agree, this is too good an opportunity for observation to pass up.

The first priority is to do whatever is necessary to get him off you, though. If you can't push him off, cut off his hand; he's not likely to be able to react in this state.

If it looks like he's out of the fight, help the prisoners get free, then go back up Kh'khechil with them. If you can neutralize the spiders here, that will make your way back a lot easier. If they manage to get through the door and onto their feet, that's when you'll want to run.
>>
No. 1120467 ID: 4619d0

If you can go for the eyes!
>>
No. 1120505 ID: 92f7e7

Do mind the spiders. The surviving captive is essentially free at this point; we need to be thinking about making an escape. If we can exit, then bar the bolthole, that would be ideal.

Consider also continuing to target the device at his back. While he's incapacitated by the acid spray, you might be able to neutralize the thing issuing his commands. With any luck, that will allos you a cleaner escape.
>>
No. 1120905 ID: fd169b
File 177051660614.jpg - (405.95KB , 800x600 , cadvere2 76 uncaught.jpg )
1120905

Squirming in his grasp, you take a swipe at the rat's eye. Your aim is off and you only scratch his leather helm, yet he flings himself off you. Scrambling back, he looks wildly between you and Lisel. "What what what did you dooooo? My heaaaad!" the rat shrieks.

You attempt to get up but a twinge of pain shoots up your spine. Lisel rushes to help you. Together you manage to get on one knee. You snatch up your long knife from beside you and brandish it at the cringing rat catcher. He hisses at you, high and sputtering with a manic edge. As you shuffle a step closer he breaks and runs, fleeing south into the dark.
>>
No. 1120906 ID: fd169b
File 177051662579.jpg - (425.90KB , 800x600 , cadvere2 77 last spider.jpg )
1120906

Behind you comes a cry that abruptly cuts off. Twisting your head you see a spider with half its eyes dark clambering over the others. It harshly yanks its blade from the head of its fellow in a spray of gore, focused solely on you as it breaks free and sprints to attack.
>>
No. 1120907 ID: fd169b
File 177051664869.jpg - (535.44KB , 800x600 , cadvere2 78 cedric is okay.jpg )
1120907

The spider's charge is sent careening into the wall as a knife slams into the side of its head. The mouse has freed himself from the net, and he sports a bruised and swollen eye as well as a mad grin. "Ayahaha! Thanks for distractin 'im lad." With a deft flick of his wrist he calls the knife back to him from the twitching corpse its sunk in, neatly snatching it out of the air.

"Hain't been introduced, I'm Cedric" he gives you a curt nod. You manage to nod back. It's not in you to speak at the moment. Waves of pain radiate from your back every time you move your arms and your legs feel weak. With Lisel's help you've made it to your feet, but its hard to think.
>>
No. 1120908 ID: fd169b
File 177051668029.jpg - (543.86KB , 800x600 , cadvere2 79 dis is also here.jpg )
1120908

"Aye, no time to palaver, there'll be more spooks soon." Cedric walks past Kh'khechil, who is stamping down the last of the blinded spiders, to the net and pulls it off a curled up shape. Its that half-squirrel, Distemper, and she's clutching her knees while staring at nothing. Cedric gives her a kick, not ungently "C'mon lass, don't go givin up afore yer dead."

For a moment she doesn't react. Slowly she turns her head, looking at you. Her one eye slowly blinks. With a low sigh she picks herself up, brushing off dust.

Now that the spider's aren't making any noise you can hear the surrounding tunnels, and it doesn't sound good. Turning your head around you survey your means of escape. This chamber has exits in all four directions.

To the south where you came from you hear a tinny shriek. Something, most likely a bat, is in the vent.

The west exit would take you through the center of the room. You saw while you were above that there were plenty of holes under the dining table. However you can hear scratching that way.

The east exit is silent, but would take you towards the edge of the house.

The north is open now that Kh'khechil has dealt with the spiders. You can't hear any movement that way but it surely leads back to where these two were captured, and where you saw a pack of spiders.
>>
No. 1120910 ID: 70f58a

>>1120908
Well, we can't go in the direction of a known group of spiders that should also be traveling this way carrying corpses. We also really really shouldn't go under the table. Considering it's making a scratching noise I think there is a cat there! That leaves east and south. East might be safer in the short term but if we go that way we have no known path and by exploring blindly we're likely to run into another enemy patrol.

Let's go south, we can kill a single bat. Have someone check your back for injuries-- if it's bad and you won't be walking anytime soon then you'll have to be carried. Back injuries are no joke so you probably won't be fighting regardless. Good thing your new buddy knows how to fight.

Let the new people know that once we reach the dining room nobody can make any noise whatsoever.
>>
No. 1120911 ID: 32afe4

South is the one direction where we know we're going to encounter hostiles; from what we've seen the ghoul bats don't work alone, and I don't know if we want to try to deal with another spider patrol right now.

Do we think if we go east we'll be able to get outside? If so we can just circle around to the shed and call it a day.

Otherwise I'm going to vote for going west. We know something is in that direction, but we should have multiple options to maneuver around it; and this will get us back above the floor fastest. We need to do that as soon as possible to avoid the pack of spiders we saw earlier.
>>
No. 1120924 ID: 92f7e7

Agreed that South is our best bet. We know that there might be at least one friendly bat around, though if there is, that means Sorrel hasn't stuck to the plan. In any case, now's he time for a full retreat. Yours and maybe Distemper's injuries will slow you, but try to move as quicklyas you can in spite of them.
>>
No. 1120925 ID: 92f7e7

Agreed that South is our best bet. We know that there might be at least one friendly bat around, though if there is, that means Sorrel hasn't stuck to the plan. In any case, now's he time for a full retreat. Yours and maybe Distemper's injuries will slow you, but try to move as quicklyas you can in spite of them.
>>
No. 1121110 ID: fd169b
File 177112760881.jpg - (532.56KB , 800x600 , cadvere2 80 dark vent.jpg )
1121110

Dis snatches up the blade end of severed spider's leg and Lisel pumps up the pressure in her acid thrower as your group makes haste to the south. The skittering sounds to the west draw closer as you leave, but aren't in time to catch you.

There's a twinge in your step but you are able to keep up as you wend through the same empty rooms.

Cedric is the first to reach the opening into the vent. He peeks inside. "Feh, its dark as a grave, I can't see a bleedin thing- ack!" Dis leans over the smaller mouse to stick her head in as well. She tilts her ears to the west as he grumbles under her. "Footsteps" she murmurs "three, no, four-pair. Getting... closer."
>>
No. 1121111 ID: 70f58a

>>1121110
Ah, it's dark? When we first arrived we used that to our advantage. Extinguish light sources and huddle against the wall, and the patrol should pass by.
>>
No. 1121112 ID: 32afe4

>>1121111

Not if there's a bat with them. If that's coming from inside the vent, then even if they don't know where we are now, they will the next time their bat sounds off and then we'll lose any surprise advantage.

That said, they're probably going to have to reorient when they leave the vent shaft, so killing lights and setting up an ambush here might not be a bad idea.
>>
No. 1121118 ID: 975793

Bats don't see in the dark they use echolocation to hear what they can't see. SO maybe that can help you.
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