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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
250 posts omitted. Last 50 shown. Expand all images
>>
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.
>>
No. 1121365 ID: 946018

Let's go Leeroy Jenkins on this dark hole. The more time we spend second-guessing ourselves the more time we give our ENEMIES to attack us. We need to keep moving.
>>
No. 1121377 ID: fd169b
File 177173094470.jpg - (464.29KB , 800x600 , cadvere2 81 vent ambush.jpg )
1121377

The two pull their heads out of the hole, and not a moment later you hear, or rather, feel a screech pass by you that leaves your teeth on edge. Dis nods to herself "Mm, yes. Bat."

"I want out." Cedric says, fiddling the chain in his hand "Come on there's five of us, we can take em!"

You agree "But lets not take any chances. When they come by here we can rush them."

Lisel taps the side of her acid thrower's tank. "I've enough for one or two more sprays. How should we array ourselves? Perhaps someone should go in the vent to ensure their attention is drawn past here."
>>
No. 1121383 ID: 32afe4

We could try to make this a pincer attack. Have Lisel go into the vent with Kh'khechil as a meat shield, and those two engage the patrol and force them to chase them past the hole. Then Lisel sprays them; and after they're hopefully blinded, the other three charge in behind for a sneak attack.

My thought process is that the bat knows we're here, but not how many of us; so if they encounter more than one person in the vent they likely won't be expecting anyone else. Having Lisel go first means that she can spray them without having to worry about hitting anyone else behind her targets. She does need some way to stay in the fight once her acid is exhausted, though. Are there any other weapons she could use?
>>
No. 1122663 ID: 99a466

>>1121377
Similar tactics to last time? You're in a choke point. You can surprise them as they come out. Maybe one person in the entrance to create the illusion of a single passer-by, who can bolt from the hole and draw the rest into an ambush, starting with Lisel's spray.
>>
No. 1122670 ID: b4c241

>>1121377
Five against four, and one of them is a bat. This is going to draw a lot of attention.

Send the beetle and Lisel out first, in opposite directions. The beetle approaches the enemies slowly and cautiously, blocking their view of Lisel with his large body. When the guards think they've found a lone beetle to attack, go into a fighting retreat until he reaches reach Lisel's position, giving her a perfect chance to hit the whole group with an acid spray and avoid friendly fire.

By this point, the enemy will have alreadu passed by the hole, letting the rest of our group ambush them from behind while they think they've already been ambushed by the beetle's single ally. If we've got backup weapons to share, I'd give the chain blade back to Tem'rty; he's injured and its added reach will let him attack from relative safety and without having to move too much.

How sure are we that "four pairs of feet" mean "four opponents"? I wouldn't put it past this house of horrors to pit us against a bizarre monster that defies conventional anatomy. Even if we've got the four of them surrounded, be wary of other enemies coming from behind us.
>>
No. 1122867 ID: a6de65

>>1121383
seconding this. we could give her the long knife. tem'rty is in no shape for close range fighting atm
>>
No. 1123171 ID: fd169b
File 177294302458.jpg - (622.23KB , 800x600 , cadvere2 82 caught in the light.jpg )
1123171

"Aye, good idea Lisel. You and Kh'khechil go in a few paces, then we'll fall upon them as they pass. All in agreement?" you ask, looking to the others. Nods all around, and Cedric pulls the chain taught between his hands, grinning an angry little grin. "Aye indeed. Quick and clean, just how I like it."

As Lisel follows the beetle through the rent in the venting she hands you her lantern. "Flash the ghouls when they get here. It should confuse them, and give me something to aim at." You accept the device, stowing it under your cloak to conceal it's harsh light.

"You said your acid thrower is almost out." You say, worried the chemist will be unarmed. "Take my knife." She shakes her head, patting your arm. "Too heavy for me, Tem'rty. But worry not, I'm not without my own tricks." She slips a hand into her sleeve and pulls out a dagger. Its small, but looks quite sharp. "Best not to let them get close though. I'm counting on you." With a soft smile she turns and vanishes into the dark vent.

Lisel might not be able to wield a long knife, but in your condition you don't feel like you're much able to either. Wordlessly you offer the weapon to Dis, and she trades you the severed spider blade she's holding. Its a jagged, brutal thing, made of some coppery metal. You suppose it will suffice.

You barely hear them moving in there, yet they aren't gone for even a second before you hear a shrill bat cry echo down the metal hall. You wait by the hole, listening as the sound of claws come rushing closer, wicked sharp points scraping discordantly. When they sound uncomfortably close, you whip the lantern out and illuminate the vent.

Four heads instantly turn your way, the revenants screeching to a halt as their claws find purchase in the rusty metal. The air fills with clicking, each device on their back spooling like mad.

Before they can react a jet of caustic orange liquid sweeps through the group. The two spiders in the lead take the brunt of it, staggering with their faces smoking. The other spider was shielded by the others, only taking a hit to one eye. It hisses angrily, as does the bat who was crawling and avoided the spray.

Dis and Cedric have already charged into the vent. Your back twinges as you clamber through the rent and pick a target.
>>
No. 1123172 ID: b4c241

>>1123171
Target the bat first. The longer it fights, the more noise it makes, and the more attention we attract.
>>
No. 1123176 ID: 70f58a

The bat is probably the softest target. Take care of it so the more fit fighters can handle the rest.
>>
No. 1123181 ID: e1d42a

>>1123172
This
>>
No. 1123191 ID: ca56f7

can we get the chain knife around the bats neck? to cut off the screeching
>>
No. 1123516 ID: fd169b
File 177370431845.jpg - (653.78KB , 800x600 , cadvere2 83 choke out.jpg )
1123516

The lantern slips from your hand as you scramble over rough wood, landing on its side and casting the ensuing melee into a harsh tangle of shadows. Sizzling fluid arcs in front of you as the closest spider sprouts a knife in its neck. Its corpse clatters to the ground as Cedric yanks the chain back. To your other side sparks and screeching metal accompany as Dis and another spider start trading blows.

But your focus is on the bat, who swings its head back and forth trying to take in the commotion, before throwing its head high to let out a piercing scream. A scream which is cut off as you slam straight into it. The blade is ripped from your grip as it sinks deep into the monster's shoulder. The two of you roll into a grapple, clawing and snapping at each other's faces.

"Shut it up!" Cedric barks, tossing the chain your way as he dodges the blind swipes of the remaining spider. The bat's glowing eyes bulge wide as you shove it to the floor and wrap the chain around its neck. Hauling it into a mockery of a loving embrace, you back against the vent wall. Your opponent's claws cut the air in front of your face and its teeth gnash but it has no angle to hit you. It's breath hisses out as it clearly tries to cry again but cannot. Yet its movements do not slow, even as you draw the chain tighter.
>>
No. 1123518 ID: f0bf00

twist to the left and bear this bat to the ground, this will provide additional breakage
>>
No. 1123519 ID: b4c241

>>1123516
Talk to the others. "It's not choking, stab it!" One of them might hear us and have an opportunity to help.
>>
No. 1123523 ID: 70f58a

>>1123516
Ah. Doesn't need to breathe since it's already dead. I don't think you're gonna manage to do much more with the chain, as trying to yank off its head or something will probably throw out your back again. If you can pin it to the floor you should be able to retrieve the claw from its shoulder and use that to stab it through the head and truly silence it.
>>
No. 1123565 ID: 884872

Use your rat teeth and go for the eyes!
>>
No. 1123967 ID: fd169b
File 177457601265.jpg - (569.06KB , 800x600 , cadvere2 84 pushed in the dust.jpg )
1123967

"He's not going down" you growl "I need some help!" Grasping one oversized ear in your teeth you throw all your weight against the bat and bear him to the floor. His teeth scrape the dusty metal as he tries to break your grip, but you keep biting down and hold fast. You range an eye about, hoping someone will be able to help before he throws you off.

Dis spares you a glance, and gets a slash across her stomach for it. She grimaces and returns to the fight with a vigor, but it's all she can do to prevent the spider from getting any more openings.

Cedric isn't doing any better. Though blinded, the spider's wild swings are still a threat. One pointed limb jabs into the mouse's thigh before he can get some distance, and he falls with a pained cry. The whips his head towards the sound, and collapses onto all eights. Stabbing his arms around himself, he crawls towards Cedric. A blade pierces the mouse's calf as he tries to scramble away, and the spider hauls himself up to loom over him.
>>
No. 1123968 ID: fd169b
File 177457603493.jpg - (503.56KB , 800x600 , cadvere2 85 last spider for now.jpg )
1123968

A black shape rushes out of the dark. The spider threatening Cedric is thrown into the wall as Kh'khechil pushes past him to get to you. Lisel right behind him, dagger in hand. The chemist gets behind the spider as it writhes on the floor and grimly thrusts her blade into his head were the control sheet feeds in. She backs up as the monster convulses and curls into a twitching heap.

You hold on as you and the bat are grasped and turned over. Keeping the chain taut and your bite firm, you lay beneath the bat and look up as Kh'khechil leans over you. His beetle face inscrutable, he calmly pulls the spider blade out of the bat's shoulder and replaces it in his eye. A thin hiss trickles from between the bat's bared teeth as he slumps against you, the glow of his other eye fading.

While the beetle helps you out from under the corpse the clashing of blades ends in a wet crunch. Dis has finally gotten a lucky strike in, and two spider limbs now end in ragged stumps. The half squirrel pushes the spider staggering away, panting heavily as she catches her breath.

The spider jerkingly whips her head around, one eye dark and its neighbor's flickering. Her control mechanism clatters for a second, and then she lets out a ragged screech. Answering screeches break out from the underfloors, back out of the vent where you came from.

The cold vent echoes emptily. You can either flee west, to where you dropped down from the dining room, or east and hope there is an exit further in.
>>
No. 1123969 ID: 70f58a

>>1123968
Shit, if we go west and up into the dining room we'll be chased and forced to make noise.
...okay, it will take some time for the spiders to catch up. What if you killed the remaining spider, then made a fake trail East, while you go West? Bloody footprints or something. So long as you go quietly west, they should head East assuming you're fleeing at speed and you'll be ok. Also put out the light.
>>
No. 1124190 ID: 6ca3f9

Retreat to the path that you know, we do not need guessing in this hectic time.
>>
No. 1124191 ID: ca56f7

>>1123969
agreed. try to kill the last spider then throw spidey body parts out east and flee west
>>
No. 1124541 ID: fd169b
File 177534565725.jpg - (490.99KB , 800x600 , cadvere2 86 get out of there.jpg )
1124541

Staggering to your feet, you stumble over to Cedric. Lisel is trying to help him up, but he won't be able to put weight on those legs anytime soon. You manage to support him between the two of you. Rushing down the vent you can hear the house mouse muttering "Just want to get out just want to get out just want to get out."

The shrieking spider doesn't react as Kh'khechil grabs her from behind. She just keeps screaming, only falling silent when Dis plants the long knife in her neck. The beetle drops the body and moves to check the half-squirrel's stomach wound but she waves him off. "Help them." So instead he catches up with you. Seemingly effortlessly he tucks both Cedric and Lisel under his arms and sets off at a dead run, chitinous feet making a steady drumbeat on the metal as he vanishes into the dark.

You look back, worried Dis might be sacrificing herself. She has a rag in her hands, which she's mashing into the spider's sizzling, luminant throat wound. Taking this, she runs a few paces to the east and smears a patch of glow on the floor. Then she wads the rag into a ball and hurls it down the passage, where it sits like a distant dim star.

She starts sprinting back towards you so you turn to flee as well. Behind you the harsh light of the lantern cuts off with a click. In the sudden pitch black you can hear as Dis swiftly catches up to you, and together you run from the gathering skittering behind you.

As your eyes adjust to the dark you can just make out the bulk of Kh'khechil up ahead. He's alone in the scant light that drifts down from the hole to the dining room. Before you can wonder where the others are he roughly grabs you, scruff and tail like hoisting a sack, before spinning around and heaving you up through the ceiling. Dis joins you a moment later, followed by the beetle hauling himself up. He scoops Cedric into his arms, and the rest of you waste no time in heading across the room for the door.
>>
No. 1124542 ID: fd169b
File 177534568239.jpg - (630.97KB , 800x600 , cadvere2 87 snap.jpg )
1124542

No one speaks as you all rush across the still and silent room. In the curtain-filtered gloom you do your best to navigate the brittle minefield of fallen plaster chunks. You're halfway across the carpet when a too heavy footfall sends a spike of pain up your spine, causing you to miss your next step and collapse. Everyone freezes as you snap a sheet of plaster as wide as yourself. The air seems to close in on you as the room grows even more silent. The muffled voice that slipped in with the light through the cracks in the ceiling has stopped.
>>
No. 1124543 ID: fd169b
File 177534571838.jpg - (683.09KB , 800x600 , cadvere2 88 you have been found out.jpg )
1124543

Oil lamps flare to life around the room as a ragged hiss comes from somewhere above you. "This room. This Room! Who dares. Who has the gall]\ the sheer temerity to remind me! The humiliation."

Along with the voice comes a rattling. Previously unseen at the ceiling, dozens of grisly puppets of bone and ragged fur descend on wire. They alight just above the carpet, slumping and leaning like drunks. It would almost be comical, were it not for the ragged teeth and glinting knives on display.

Muffled behind the kitchen door you hear the same high pitched voice shriek "Guards! Interlopers most foul! In the dining hall. Bring them to me. NOW!"
>>
No. 1124544 ID: fd169b
File 177534574176.jpg - (698.49KB , 800x600 , cadvere2 89 surrounded.jpg )
1124544

Dangling corpses drift towards you, long disused pulleys shrieking far above. At least ten hang between you and escape, ten more cutting off retreat. Three particularly ghastly ones wielding sharp serving forks block the way to the dining table.

As your group huddles together in the shadow of the serving cart, the scattered circle of rotting servants draws tighter and tighter.
>>
No. 1124545 ID: 70f58a

>>1124544
The cart, the cart! Use the chain knife to grapple up. Pray it will hold everyone's weight. Once up there we can survey our options once more.

...we can't *push* the cart, can we?
>>
No. 1124673 ID: 6ca3f9

Good positioning, everyone is protecting each other's backs. Just keep that position, and slowly start moving towards the exit of the room.
>>
No. 1124835 ID: ca56f7

if you can't grapple up, get everyone to try to climb up the cart and have someone swing your chain knife in a circle to cut the wires. wont kill em but itll impede movements
>>
No. 1124924 ID: 3b0686

Time to go berserker mode and try to take out as many of these bastards as you can! Pain is optional, success is mandatory! Time to die for our motherland!
>>
No. 1125334 ID: fd169b
File 177614466950.jpg - (791.10KB , 800x600 , cadvere2 90 fighting retreat.jpg )
1125334

Plaster crackles under paw as your group retreats to the back of the drink cart. The metal frame there is wrapped in a white-washed wicker, an easy climb.

"They didn't understand" mutters the tinny voice "None of you understand! What I'm doing here!"

While Lisel and Kh'khechil make the ascent you and Dis hold the horde off. The corpses make the jerking motions of stalking towards you, though their feet don't touch the ground. A knife digs into the wheel next to you, belying the limp appearance of their dangling limbs.
>>
No. 1125335 ID: fd169b
File 177614470321.jpg - (775.41KB , 800x600 , cadvere2 91 back devils.jpg )
1125335

"House Cadvere is resplendent and as its lord and king I can not ignore these insults!"

Whirling the chain knife over your head you try to take out some of the wires holding these puppets up, or at least push them back. Though one or two wires snap and curl away, you mostly just get sparks for your effort. The bodies press closer, not stopping even when a darting blade severs a throat or wrist.
>>
No. 1125336 ID: fd169b
File 177614475711.jpg - (749.42KB , 800x600 , cadvere2 92 climb.jpg )
1125336

"Skulking secrets. Better in the light. Yes, better in the light."

You take a step back as a thicket of ghastly hands reach for you, and the knife bites fast into the wicker. You tug it loose but no longer have room to swing. Dis is already heading up, long knife clenched between her jaws, and you hurry to follow.
>>
No. 1125337 ID: fd169b
File 177614478635.jpg - (900.39KB , 800x600 , cadvere2 93 wires around.jpg )
1125337

"Yes. Yes of course. Guests! Ahhhh, guests! Come, join me! My court is eager for new faces. Leave this sordid pit in the dark where it belongs. Please, allow my men to escort you!"

Lisel helps you over the lip of the cart, but doesn't let go of your hand even after you stand up. The platform you stand on is surrounded by silver wires, swinging like vines in a storm. Looking down you see puppets miming climbing motions as they rise up towards you. Their vacant eyes and empty sockets seemed locked on you, until you tear your eyes away, staggering back.

The door to the kitchen creaks ajar.
>>
No. 1125341 ID: 70f58a

>>1125337
Oh no. What's coming from the kitchen?

Hmm. Can you push the bottles down onto the attackers? I guess since they're swinging on wires it shouldn't do much. Maybe you can use fire somehow; that looks to be alcohol... Or now that you're above them, you can all attack the wires more easily. I think in order to escape what we need to do is poke a hole in the encirclement then make a dash through the opening. If a "giant" is coming through that door though, starting a big fire would make a good distraction.
>>
No. 1125379 ID: 41bada

Try to hide in the cart mabe your team will be taken for a ride.
>>
No. 1125688 ID: 6ca3f9

Can you all who can't fly use the strings of the puppets to climb to the ceiling?
>>
No. 1125690 ID: fd169b
File 177673124115.jpg - (686.95KB , 800x600 , cadvere2 94 enter chef.jpg )
1125690

The kitchen door is being pushed open by the roundest rodent you've ever seen, a vole draped in white cloth and a floppy hat. He's followed by your old friend the ratcatcher, as well as ten more glow-eyed rats in motley leather armor. None of them look armed, but some are dragging nets between them.

Panicking at the sight of your foe, you look around for anything that can get you out of this trap. A tall and skinny bottle of something catches your eye. It's close to the edge, and might just tip over. You throw yourself at the bottle, desperation overriding the pain in your back.

Progress is agonizingly slow until Kh'khechil joins you, leaving Cedric propped against a decanter. The two of you push through the scraping of glass on metal until the it bumps against the lip. There it stops, even as you press against it until your feet give out from under you.
>>
No. 1125691 ID: fd169b
File 177673132263.jpg - (875.21KB , 800x600 , cadvere2 95 flame.jpg )
1125691

As you slide down the smooth glass you barely notice the beetle leave your side. Then you hear swift steps behind you and look up, just as Kh'khechil and Lisel leap over you to slam into the vessel. It tips over the side just as the first puppet raises its ugly head above the lip. You stagger to your feet as bottle and corpse vanish downwards, meeting the floor in a shatter. The puppet's strings quiver in the air before a cross shaped piece of brass and pulleys crashes down after its charge.

One puppet is not enough though. Your group huddles up as the other macabre marionettes haul themselves up through the air to surround you. Dis is pushed back from where she has been hacking at strings, parrying fork tines to join you. There's a little gap in front of you from the bottle's passing, which just gives you a good view of the guards scurrying your way.

"Come now" The voice from above calls "There's no need for this. I assure you, you will be cared for most well- What Are You Doing?

The puppets all jerk to a halt as you strike the matchstick flare against the cart. One foot on the edge, you hold the tiny flame above you and look down at the slick of freshly spilled alcohol and glinting glass shards below.

The flare will burn low in a minute. Whatever your planning will have to happen now.
>>
No. 1125693 ID: 70f58a

>>1125691
Yell at him, tell him to call the puppets off and let you go, or you'll burn his goddamn house down!
>>
No. 1125698 ID: 89e385

>>1125693
Burnnnnnnn
>>
No. 1125700 ID: a6de65

point in the opposite direction you'll flee in as a momentary distraction, throw flare, skiddadle!
>>
No. 1125703 ID: 57fa55

I mean what other options does he let us have? Time to fight fire with fire
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