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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
Expand all images
>>
No. 1104506 ID: 6c233e
File 174111557701.jpg - (690.09KB , 800x600 , cadvere2 01 storytime.jpg )
1104506

In the Gravel Pit Nest, the hearth burns low. Rats gnaw on bits of root, less for nourishment than to just fill time. The young pups huddle around old Fortitude. They've heard his stories a million times already, but its better than thinking on the cold and empty store rooms.

"But the Fox could not bear to eat the Rabbit, for now he could recognize the fear in his eyes. The Rabbit was grateful to be spared, and offered up the leaves he had gathered, but the Fox could not eat them. And so they went before the Witch once more."
>>
No. 1104508 ID: 6c233e
File 174111561433.jpg - (726.46KB , 800x600 , cadvere2 02 the witch.jpg )
1104508

"Please" cried the Fox "I am so hungry, but I cannot eat my friend!"

The Witch saw how the Fox had suffered, and she wept. Her tears rained down into her roots and where each tear fell there formed a bud, which grew and grew until they burst open. Out came the first fungal beasts.

"These beasts neither think nor feel. They will only feed on rot and spread their spores. Take as many as you wish and eat your fill. In return, I only ask that those who eat of my brood henceforth spurn the meat of their fellows. Renounce the ways of beasts and live as goodly folk."
>>
No. 1104510 ID: 6c233e
File 174111574207.jpg - (707.93KB , 800x600 , cadvere2 03 the real monster.jpg )
1104510

"Do not become like those who live beyond the forest. Those who kill and take for mere pleasure. Theirs is the way of ruin."
>>
No. 1104511 ID: 6c233e
File 174111579223.jpg - (625.78KB , 800x600 , cadvere2 04 rise and shine.jpg )
1104511

The sun's pale rays herald the dawn, holes in the shed wall and tent canvas perfectly aligning to bring a beam right to your eye. You stir and peer blearily into the stuffy dimness of the tent. Moving to rise, you find a small and warm body seems to have nestled under your cloak. Their soft breathing says they yet sleep.

You are Tem'rty, young hunter of the Gravel Pit Nest. The nest's store rooms are near empty, by the end of the week there will be nothing. You were sent with one desperate mission; return with food, or not at all.

It is the morning of your second day in House Cadvere.
>>
No. 1104513 ID: 67e615

Chop-chop, time is of the essence no room for lollygagging your family needs the food rent or the grim reaper going to evict them from life. Get up and start looking for solutions or you will become the problem. Also cool world building story that was told.
>>
No. 1104525 ID: d30887

We can claim to renounce consumption, but the truth is our mere existence prostrates before it. Your bodies consume every day. You will never know if the mushroom you roasted had a soul, nor will you know if the gravel beneath your feet feels the yoke of your oppression. You will never be absolutely sure if the people under your wing or stomping on you with your boot are individual entities and not machines pretending to wear the skin of a soul. And so you must fight for those you best believe are 'real'.

Embrace the violence. Enjoy its splendor. But do not love it. It will never love you.

Time to scavenge.
>>
No. 1104531 ID: 83fc38

let's check if those weapons are done being forged
>>
No. 1104543 ID: d58817

Is the body other than our own? That bears investigation first and foremost, I should think. Otherwise, yes, we must be out and about, to see what the camp's business is.

How could we return with food? Would we take from our new friends, the ones we risk our lives with, and steal away in the night to head for home with a stuffed pack?
>>
No. 1104559 ID: ac88c0

boy, i sure am glad fungal beasts neither think nor feel! hey, has anyone ever tried domesticating them? we've got bigger things on the list, right now, but filing that away for later — what if we could bring back not just food, but a way to guarantee food for generations? pay a little more attention to the fungi, maybe, next time we run into them.

anyway, lift that cloak and peek at who's snuggling.
>>
No. 1104834 ID: 6c233e
File 174176077580.jpg - (592.43KB , 800x600 , cadvere2 05 snug little mouse.jpg )
1104834

You suspect you know who it is, but gently lift your cloak to peek anyway. Lisel rests upon your chest, soft breaths fluttering her whiskers. With her eyes hidden behind her thick goggles It's impossible to tell if she's actually asleep. Still, you don't want to wake her so you rest a while.

Lost in thought, your mind ranges over ways out of your horrible predicament. You think about fungos. This house seems to have a fair number of them, which makes sense. It must be the only warm place for miles and it's full of rotting things. If it wasn't also a death trap run by a madman your problems would be over.

You consider weather you could sneak some fungos home with you. Everyone you've talked to has said leaving is impossible, but you have your doubts. You are very sneaky. Fungos are not, however, so that plan will need some work. A pity, fungos are rather passive once captured, so just tying them together you could lead a whole pack home.

Fungal beast domestication isn't often done. The ones that lack nasty mutations keep well enough. The mice here even have a few feeding on the impromptu midden. But fungos in captivity never seem to get any larger, nor to breed, so capturing one is more a method of keeping it fresh for later.

The sounds of activity are picking up in the camp, so it seems like time to get up. There is a lot to do today and you need to get your new equipment from the shrews. You huff, your chest rising and falling sharply. Lisel stirs "Mmm, morning already?"
>>
No. 1104835 ID: 6c233e
File 174176085009.jpg - (580.72KB , 800x600 , cadvere2 06 morning stretches.jpg )
1104835

"It seemed you were working late. Did you discover anything?" you inquire as the two of you get up and stretch.

"Preliminary findings are inconclusive." she replies with a shrug. "The fluid left in the mechanical heart has become fully inert. It seems to be a highly complex salt, but I need to run more tests.

I also analyzed that red dust. looks like a powerful psychoactive drug, but you already knew that. I have a few substances try binding it to, might be able to make a fluid version, maybe even a aerosol. In its particle form it would be difficult to use without breathing it in ourselves. Of course it is yet to be seen how it would affect our enemies. Will need to study it further."

She turns to you with a coy grin "Buuuut if you can't get enough of my company I could always come with you today. I took the nozzle on the acid thrower apart and oiled every piece, so there won't be any accidents like yesterday." She rubs at the patchy fur on her muzzle. "Guaranteed."
>>
No. 1104837 ID: 273c18

>fungos are passive once captured
Hmmmmm... if we can capture the horribly hallucinogenic one, then perhaps we could harvest a sizable amount of its dust? Should be reasonably simple now that we know how it works- just don't breathe it. Filtered masks, or even holding your breath could work.
That said, we're not sure how we can use it yet. If we could find any vulnerability in the human's usual routine... something they're likely to inhale perhaps? (a cigar or snuff?) Of course, just using it on the puppets could be useful. Afflict a group and they might turn on eachother instead of fighting us.

>should she come along?
By all means, you'd welcome her company.
>>
No. 1104840 ID: d58817

Yes, we believe in Lisel's abilities and the promise of her technology, so we 'd be glad to have her along on the day's mission; but she's been getting more and more touchy-feely since yesterday, which is concerning. We should show her her space, as tactfully as we can; we're on a mission for our home, and can't afford to get tangled up in any messy relationships.
>>
No. 1104953 ID: a2cc2c

I am against her tagging along with us all the time, I get that she is a field researcher but we don't have time for her to reach a breakthrough. I suggest you go with somebody much more capable in a fight or just go alone.
>>
No. 1105164 ID: 6c233e
File 174259790794.jpg - (533.71KB , 800x600 , cadvere2 07 contrition.jpg )
1105164

"That would be most agreeable." you say, "Despite the accident your assistance was appreciated. And too, you have more experience in house raiding than I, which is to say, any at all. You would know better than I what materials are worth taking."

Lisel shrugs on her heavy coat, preening at the praise. She sobers up as you continue "However, you've been rather forward haven't you? I heard the mice that live out of the woods can be rather informal, but aren't you moving a bit too fast?"

"Ah, no no. You-" she sighs "I apologize. I've been on the road so long, and you're the first real gentleman I've met in some time. I'm afraid I have overstepped."

Now it is your turn to be flustered by praise, no one has ever called you a gentleman before. "Ahem, well yes, er, it's just I have to focus on my mission. My family is counting on me."

"I understand." Lisel looks up at you "Perhaps, come the spring, we'll see where we stand." strapping on her bulky acid tank she moves to the tent flap. "For now, lets get to work."
>>
No. 1105165 ID: 6c233e
File 174259793579.jpg - (552.72KB , 800x600 , cadvere2 08 uninvited guests.jpg )
1105165

The two of you are met at the flap of the larger tent by Surrep. "Did one of you go telling about what we're planning?" she hisses. At your confused expressions she shakes her head "We have several uninvited guests. If Afton finds out what we intend, well I don't know what he'll do. Bar us from the shed most like. That can't happen, we need the shrew's forge." She runs a paw over her face irritably. "Come in, everyone else is ready."

Inside the tent it is rather crowded. Every rat is here arranged around the tent wall, seven in total. As if on trial, the center is occupied by a variety of animals. There is the sorrowful bat, who has armed herself with a simple needle spear. Jasper is here, knifes strapped to his waist and a cocky grin on his face. He is accompanied by a pair of equally rough looking mice. Surprisingly the three beetles are also here, along with a strange insect swathed in silks.

Pestuous nods to acknowledge your entrance, then turns back to the assembled. "So we are all here, and then some. Now I know what my family intends. We are going to search the basement for coal, and any material for weapons, that we may vanquish the rot in this house. Do you all intend the same?"
>>
No. 1105176 ID: 6c233e
File 174259801609.jpg - (634.71KB , 800x600 , cadvere2 09 sneaky mice.jpg )
1105176

Jasper steps forward. "Me n' the lads, well we've been mighty curious what might be down there ourselves. It's just, safer in numbers and all that. So iffen ye let us accompany you, all the safer for everyone. We won't slow ye down, we've all survived many a year o' house raidin. Right boys?"

"Aye" says the gruff one. "Hrmm" says the tuff one.
>>
No. 1105177 ID: 6c233e
File 174259805877.jpg - (597.12KB , 800x600 , cadvere2 10 vengeful bat.jpg )
1105177

The bat steps forward next. She looks fiercely around the room "Those monsters took my family. My mother. None of you have put her body to rest. I will." As the words leave her she seems to slump "Yet my sister needs me. My best bet of coming back alive is with you. So I beg you let me accompany. You know a bat's ears are keen. I can help."
>>
No. 1105178 ID: 6c233e
File 174259808687.jpg - (627.84KB , 800x600 , cadvere2 11 tough bugs.jpg )
1105178

A silken robed insect steps forward from between her beetle guards, moth wings flashing as she raises a hand dramatically. "Chi chi" she squeaks "I have seen, chi chi. What you do here today will lead us to lady Icktechi, chi chi. My guard will accompany you. They do not speak, but they will follow, chi chi. Together we will return the lady, and restore this blessed wood, chi chi."
>>
No. 1105179 ID: 6c233e
File 174259811622.jpg - (634.69KB , 800x600 , cadvere2 12 odd fellows.jpg )
1105179

"So we're all on the same page, more or less." Pestuous says "The plan remains the same; form teams of three to scout the underfloor. Find a way into the basement, look around, then return to the library to report. Stealth is our best defense on this mission, only fight if necessary."

"There is an uneven number of folk here, one group will need to be four." Surrep mutters.

<><><><><><><><><><><><><><><><><><><><><>
Who will you bring with you and Lisel, Tem'rty? (up to two)

A) Jasper
A2) one of his associates

B) the bat

C) a beetle

D) Surrep
D2) a rat you don't know very well
<><><><><><><><><><><><><><><><><><><><><>
>>
No. 1105187 ID: 4fdf2e

surrep and the bat!!!
>>
No. 1105202 ID: 462d8c

Bat and a beetle
>>
No. 1105260 ID: d58817

B,C

We haven't seen any bats yet but the thralls. This will be a good opportunity to learn more about them and their position in the house.

And I'm kind of curious about the silk moth, too. The beetle won't be able to tell us anything while we're working, but it could be an in with the moth later.

So far, only Tem'rty, Lisel, and the Shale Ledge mice are part of the conspiracy, right? So the if there's been a leak, one of them would have to be the suspect. People knew we'd be going for coal, right? The shrews need it. It's probably not related to a leak, but we'd best stay frosty.
>>
No. 1105263 ID: b07cdc

Is it possible to have a beetle and another beetle? I just find the idea of Tem'rty trying to have small talk with not one but two silent beetles hilarious.
Wishes aside, the bat and the beetle would be my vote.
We gotta take at least one beetle.
>>
No. 1105287 ID: 756c41

D2 If we don't know them well this mission will be a perfect option to change that. We need to learn what others can do, the bat is most likely a capable fighter and the beetle, honestly I don't know what the fuck is up with that bug. So my suggestion is to go with those you know nothing about so no bat and no beetle.
>>
No. 1106041 ID: 6c233e
File 174424726005.jpg - (646.59KB , 800x600 , cadvere2 13 for family.jpg )
1106041

It would be nice to have someone with good hearing in the dark tunnels. "The bat?" you ask Lisel "She sounds a bit young, but she's got spirit." The chemist nods. "I'll follow your lead." The two of you approach the willowy bat.

"Excuse me, but would you care to join us miss..." "Sorrel" the bat says, her voice hoarse. "Yes I, know I haven't been pulling my weight, but I assure you, I am a hunter. I'll do whatever it takes to help you bring that monster down."

"Can you keep that fire in check?" you ask "We aren't going after him directly, yet." She looks you in the eye, her stare unnerving. "I still have family to protect. That will stay my hand until the time is ripe."

You nod "I have kin depending on me too. We will do this deed and make it back, for them. For family!" you offer your hand. Sorrel grasps it, surprising strength in her thin arms. "For family."
>>
No. 1106042 ID: 6c233e
File 174424732807.jpg - (579.75KB , 800x600 , cadvere2 14 big bug.jpg )
1106042

The other rats are milling about, forming their teams. You are about to go ask Surrep if she would also join you, when that creepy moth intercepts you.

"I have seen you, Temerity of Gravel PIt. Darkness below you and light above, but you will find the way, chi chi." She sweeps a hand behind her to indicate one of the hulking beetles "Kh'khechil will ward your path." Without waiting for a reply she sweeps off to accost some other poor soul.

Left with the silent beetle, you consider him. Though his blank-eyed stare unnerves you, you cannot deny it would be good to have some muscle on this expedition. "So you don't speak?" you ask. Kh'khechil nods. "But you won't get in the way? You'll follow our lead?" Another nod. "Well alright then."
>>
No. 1106043 ID: 6c233e
File 174424735358.jpg - (642.11KB , 800x600 , cadvere2 15 places of interest.jpg )
1106043

Pestuous has everyone gather around, and sets a sketch of the house on the floor. "Now we have much ground to cover, so you'll each investigate different areas."

"The obvious ways down, the stairs in the servant's quarters and the kitchen dumbwaiter, are guarded and exposed. If you look there be sure you avoid notice."

"There might be some holes under the dining room, as that room seems to be abandoned and infested with fungal beasts."

"Lastly, I have heard from one of the mice that there is a large hole somewhere under the entrance hall. Unfortunately they cannot say where exactly, as their friend fell into it, and let out such terrified screams that they fled in blind panic. Said friend was never seen again, so exercise caution."

"As for the rest of the rooms, there could be holes beneath them, we don't know. That is what we will find out. Call out where you intend to search, so that there is no overlap."
>>
No. 1106045 ID: 273c18

>>1106043
Our bat helper can use sonar, right? What about flying? She might be able to get an idea of what's down there without exposing herself to much risk, which will then allow us to plan a full scouting run down there, if it's not suicidal. ...we need some way of getting out again, at the least. Presumably Sorrel can't carry a passenger, so we'll need a rope and some way of anchoring it.
>>
No. 1106098 ID: 99a466

I think this is a good plan. We can look in the grand lobby with Sorrel for the known hole. Maybe we'll be able to identify how to make it useful for raiders in the future.
>>
No. 1106194 ID: 4875d9

Maybe we should try the kitchen now that we have a bat who can see in the dark and use sonar.
>>
No. 1106361 ID: c0f6ed

Search for the known hole in the lobby.
>>
No. 1106363 ID: 273c18

>>1106045
Oh I forgot to say that this was a vote for the entrance hall hole.
>>
No. 1106599 ID: 6c233e
File 174520485686.jpg - (472.33KB , 800x600 , cadvere2 16 heck kate delivers.jpg )
1106599

The hole in the foyer sounds promising, if dangerous. "Sorrel, bats can see in pitch dark right?" you ask.
"Not quite." she replies "We can hear the shapes of things, though roughly. You're thinking we should investigate that hole?" You nod, "If there are no objections?"

"I've heard the other mice talk, they say you can hear moaning coming from below." Lisel interjects "Now none of them will go to that end of the house. I'm eager to see what it could be."

Kh'khechil doesn't say anything, but you suppose he doesn't object.

Some of the other rats and mice are bickering about where to look, so you slip around to Pestuous and tell him where you'll be heading. "Good luck" He says, "Go on ahead while I sort this lot out. Just make sure to meet up in the lounge by noon, we can't send anyone to look for you."

The lower camp is quiet as you make your way to the shrews' cart. As you get close something large shoots out and thunks into the boards at your feet. "Ha ha! Feast yer eyes on this!" A grinning Heck Kate emerges from the cart's flaps. A silvery chain is wrapped around her hand, leading over to the scissor blade stuck in front of you. "See how it flies! Had to shave it down a fair bit but the weighting is just right now. Good human steel that is. Here give it a go!"

You accept the chain and tug out the blade with only a bit of grumbling about how close it is to your toes. Holding it with short chain you whirl it around a few times and launch it at a log by the fire. The blade flies true and bites deep into the wood. With a sharp yank of the chain you pull it free again. "Fine work." you admit.

"Of course tis!" Kate passes you a bundle "We do no less. And here are yer sparkers. They're wrapped so's they won't go off in yer pocket, but don't catch on fire or ye'll blow up. Hee hee hee!" Inside the bundle is one flash bang and two flares, which you stow under your cloak.

Mice are starting to move about camp, and a certain one-eyed hedgehog is headed your way. "Good hunting lads." the shrew titters as she scampers back into the cart, calling in a stage whisper "Find us some good coal already!"
>>
No. 1106600 ID: 6c233e
File 174520489585.jpg - (620.50KB , 800x600 , cadvere2 17 afton butts in.jpg )
1106600

Afton lumbers over, still rubbing sleep from his good eye. "Setting out early eh? Good to see yeh feeling up to it Sorrel. Not so sure we should be hunting today though. Can't be riling up the house ye'know, and yeh had a bit of a scrap just yesterday didn yeh?"
>>
No. 1106601 ID: 273c18

>>1106600
True. We can try to avoid combat a bit more today... not like you weren't before, but you can try harder.
>>
No. 1106603 ID: 802951

But the rewards are huge! HUUUUUUUUGE!
>>
No. 1106605 ID: 7f179d

The stealth approach is the best approach, until you get spotted. Go stealth expecting to be seen.
>>
No. 1106767 ID: d35af5

Can't afford to, can't afford not to. The scrape yesterday cost us a bit of time hunting, and we need to make sure we get a good take, in a season this hard. And with the guards in the mansion constantly shifting, it's important that we stay abreast of the situation and prepared for what it takes to keep the food supply secure.
>>
No. 1107471 ID: 6c233e
File 174631972309.jpg - (514.85KB , 800x600 , cadvere2 18 the cold light of morning.jpg )
1107471

You clap Afton on the shoulder. "I recognize the danger, but we must keep our stores high. If my nest had gathered more last year well, I wouldn't even be here right now. I won't let that happen to us."

Afton seems somewhat mollified "Alright, suppose it can't be helped." He turns to Sorrel "And yer sure yeh want to go considern... what yeh may find?"

She shudders, but tightens her grip on her spear and takes a steadying breath. "It has to be done."

Afton looks away "Aye. Suppose it does." the hedgehog scratches his arm "Well, I'll see yeh when yeh return. Good luck."


Climbing the makeshift ladder to the gap in the shed door, you push through the night's snow to get outside. You sink into the light powder layer, glinting like diamonds in the clear morning light. Wordlessly, Kh'khechil takes the lead, trundling a trench through the snow.

A cry rings out as you make your way around the house. From the roof a pair of crows launch, one carrying a cage. They wing away into the wood, drawing your eye to the sky where a sheet of gray is swift approaching.

By the time your party has climbed up to the library window's sill the sun is guttering out behind another storm. You peer into the wood where the crows went, and though you'd swear you hear a distant scream you see no sign of them. You duck inside as the first heavy flakes begin to fall.
>>
No. 1107472 ID: 6c233e
File 174631976119.jpg - (410.17KB , 800x600 , cadvere2 19 silence of the library.jpg )
1107472

Inside the library is as dark and silent as before. Far across the room you can see the door to the entry hall is slightly ajar. Glowing eyes pick their way across the floor, another rat patrol following the periphery.

Lisel follows your gaze and frowns. "Hm. That door would save us some time if we could reach it unseen. Or we could slip behind the curtain to the underfloors. Your call."
>>
No. 1107480 ID: 273c18

I think we'd better make for the door. The crows spotted us which means the alarm is raised somewhat. Getting away from our current location is a priority.
>>
No. 1107483 ID: 6c233e

clarification: the crows are after something else out in the woods. but if you left the shadow of the house, that something could be you.
>>
No. 1107487 ID: 99a466

I agree we should make for the door. The underfloors are where the dark servants creep, and it would be nice to do without a run-in with them. If other patrols are in the area, then it's probably not too dangerous.

The crows are a bad sign, but a mid-long-term problem. The master is probably sending a missive somewhere; if they're carrying a cage, then it's probably a sample of some kind. If we can gain access to more correspondence, then we might be able to figure out what his aim is. We might be up against something of a timer, if his research proceeds more quickly than we can adapt to it.
>>
No. 1107495 ID: 273c18

>>1107483
Ah, I see.
Well... I'm not sure where to go now. Both routes are pretty dangerous. Main question is, how good is Kh'khechil at stealth and can they fit in the underfloors?
If they're not good at stealth then we can't take the door. Conversely if they have problems fitting in the underfloors we can't take that path. Bat sonar would be pretty good in the darkened underfloors though. We could even go without light!
>>
No. 1107513 ID: 9bf007

Just hope that the crows aren't moving in the direction where your family lives.
>>
No. 1107539 ID: ca56f7

haste is the enemy of good stealth. we took an early start to hunt and if the door is a shortcut we can afford to be patient. hide more out of sight of the eyes and wait a few moments to see if the patrol gets more out of the way. once they seem far enough, slowly make your way to the door while maintaining distance, guiding your party one step at a time. if it looks like they're heading too close, then keep to the wall and escape thru the curtain

could also have sorrel listen in on the rat patrol as an extra warning for their movements if they're getting too close or if there's others nearby that you didn't spot originally. maybe she could tap your shoulder a certain way to indicate this. actually, having agreed upon nonverbal communication would be great for this dark ass stealth hunting.
>>
No. 1107641 ID: 6c233e
File 174659868592.jpg - (468.03KB , 800x600 , cadvere2 20 discretion.jpg )
1107641

"Yes, let's see if we can slip past them." You crouch behind the curtain to watch the patrol's distant progress.

The library is deathly silent while you wait, save for the hiss of snow against the window. Kh'khechil peers through the frosty panes, and Sorrel moves to join him. "You fellows are certainly large. How do you handle the underfloors?" she asks. The beetle responds by hunkering down, seeming to almost shrink. "Oh, I see." the bat's swivels an ear and turns to look out at the forest. A pair of dark shapes wing through the storm, the cage clutched below one shakes with something inside. "Oh dear." Sorrel murmurs.

The patrol follows the wall and has passed you after a few more minutes. Taking the opportunity, you signal the others and climb down the curtain. Scampering to the door, the dusty carpet keeps your steps quiet, until you are able to slip into the entry hall.
>>
No. 1107642 ID: 6c233e
File 174659875995.jpg - (556.16KB , 800x600 , cadvere2 21 enter the labyrinth.jpg )
1107642

The entry hall is oppressively dark, the tall windows barely ghosts in the cavernous space. Lisel lights her lamp, and the squeak of the knob echoes, to which thankfully there is no answer. "I believe there is a hole right about- ah, here it is." Lisel points to where a chunk of floorboard by the wall has fallen, forming a ramp down.

Sorrel motions you all to hang back, and she goes prone by the hole to stick her head in. At the very edge of your hearing you perceive a cry, short and sharp like metal scraping stone. A beat, two more cries, and Sorrel pulls her head out "All clear for this passage."

Bellow the floor your party finds an empty room. Dust and grit coats the floor. Here and there the tips of nails jut from the walls, but otherwise there is nothing. A sweep of the lantern reveals some rough holes in the walls, sizable enough to allow passage. One on the east end, the direction of the library, is linked to another to the west by a path through the dust. A third, smaller hole to the north looks like it has a scrap of fur stuck to it.
>>
No. 1107647 ID: 273c18

>>1107642
So the north passage is where the unfortunate explorer was dragged? I wonder if we can save them. Probably not, we don't even know how long ago that was and I feel like whatever's down here isn't likely to leave its victims alive for long.
...hold on, it goes north? That heads towards the front door. Must be a short passage. Unless the map from earlier doesn't have north pointing up?

Anyway, the library is where we're going last. Check the passage opposite it.
>>
No. 1107700 ID: 6c233e

>>1107647
Oh dear, I got east and west backwards. yes north is the front of the house. west is the library and east is towards the dining hall.
>>
No. 1107803 ID: ca56f7

let's examine the fur to see if it's the explorer if possible. then head for the dusty path
>>
No. 1107822 ID: 6c233e
File 174692222917.jpg - (435.00KB , 800x600 , cadvere2 22 poor martin.jpg )
1107822

Crawling through the north hole is a tight fit. Immediately you are struck by the scent of old, dried blood. When Lisel follows with the lantern you can see why. A muddy red trail leads across the small room, where a mouse slumps in the corner. His face is frozen in a surprisingly peaceful expression, considering the nasty gut wound that clearly killed him.

"Oh, its Martin" Lisel sighs "He didn't come back two weeks ago." You step a little closer, but it doesn't look like the dead mouse had anything with him. "Is there... anything we should do with him?" you ask.

Lisel shakes her head "Even if we had the time, he'll be safer here than if we tried to take him back. Although..." The white mouse pulls a stick of charcoal from her sleeve and steps lightly over to the corpse. On the wall by his head she writes 'Martin - 1856'. "May he get a proper grave someday. We should keep moving." The two of you crawl back through the hole, leaving Martin in his dusty tomb.
>>
No. 1107823 ID: 6c233e
File 174692233127.jpg - (449.97KB , 800x600 , cadvere2 23 the ducts.jpg )
1107823

You climb through the roughly rotten hole in the east wall into a long tunnel. Each step echoes and you scrape your toe claws against the unfamiliar material. It's metal, more metal than you've ever seen in one place. Lisel emerges from the rusted out hole behind you and sweeps her lantern around.

The squared tunnel vanishes into darkness to the north and south. The segment you stand on is crumbling into rust, leaving holes to the east and west. slightly warmer air wafts past you from the south.

The beetle squeezes through the hole to join you in an impressive display of contortion, followed by the bat. Sorrel immediately turns to the south. "Something's moving down there." she whispers.
>>
No. 1107824 ID: 273c18

>>1107823
Let's avoid that movement and head east again.
>>
No. 1107833 ID: 9bf007

Maybe we should check what is moving, we don't want it to be attacked from behind by an unknown enemy.
>>
No. 1108062 ID: 6c233e
File 174729226383.jpg - (527.87KB , 800x600 , cadvere2 24 route so far.jpg )
1108062

"Can you tell if its a threat?" you ask the bat. She swivels her head back and forth, barking out a few barely audible screes and listening. After a beat she stiffens and hurriedly pushes the rest of you towards the east hole.

When you are all safely out she answers you. "Couldn't speak there, the sound was carrying too easily. I only heard a few spiders, but they have a bat too. He echoed my scree, but I don't know if he heard where we were."

"Best keep moving then." you lead on. Dusty chamber leads to dusty chamber, with nothing of note within. "This is the path many take to the dinning room" Lisel explains "So its been picked clean."

Coming to a chamber with several exits, you call for a break to reorient. Lisel sets her lantern down, pulling a sheaf of paper and charcoal from her sleeve. She starts sketching some squares then stops, sighing. "Are any of you good with maps?" Kh'kechil holds out his lower hands and she passes them to him. He rapidly scribbles away, and shows you decent map of your route.

The room you are in has crumbling wood, leaving a number of sizable holes. One to the south that you entered through. One to the north east, which Lisel says leads to the dining room. One to the north west, which Sorrel hears some distant scratching through. There is even one in the ceiling, which someone has scrapped handholds up to.
>>
No. 1108063 ID: 273c18

>>1108062
Let's peek into the ceiling hole.
>>
No. 1108068 ID: ca56f7

could be someone up there... take a peek. if you have to put your head thru, shove the butt of your weapon through the ceiling hole first. if nothing happens, shove your head in.
>>
No. 1108110 ID: 9bf007

>>1108063
I agree with this suggestion.
>>
No. 1108194 ID: fd169b
File 174752650847.jpg - (526.14KB , 800x600 , cadvere2 25 the darkened hall.jpg )
1108194

You climb up and take a look out of the hole. The entry hall is just as empty as before. Shrill wind leaks through cracks in the high windows, bringing flakes that dance to the floor. Far, far above, almost imperceptible in the gloom, the menagerie of puppets emit gentle creaks as they twist in the breeze.

With a rustling Sorrel climbs up your back, surprisingly light for her size. "Hey, we looking to bypass the next bit? I can hear a few moving around, but with how many chambers are down here I can't get a fix on direction. If there's another hole in the floor we might avoid them."
>>
No. 1108195 ID: 273c18

Nah, we're looking for an underground route, not a mixed route. We should fully map the passages and fulfill the mission requirements.

Since we know where the northeast passage goes, let's check out the northwest.
>>
No. 1108436 ID: 9bf007

Let's try to avoid unnecessary confrontations, for now. You can always have the element of surprise and backstabbing when it comes to combat.
>>
No. 1108717 ID: fd169b
File 174831802725.jpg - (494.44KB , 800x600 , cadvere2 26 pincer closing.jpg )
1108717

You shake your head and climb back down, Sorrel clinging to you until you reach the floor. "We're supposed to explore down here. We can't take the chance of missing something." The bat nods, falling in behind as you lead the way through the north west hole.

The hole is wider than the ones you had been through previously, to accommodate a large metal pipe. You can pick up the faint smell of lamp gas seeping from the joins. On through another two rooms you follow it, then it disappears into the north wall. The room you find yourself in has a hole on the west side and another on the north east.

Now you can hear the sound of spiders as well, pointy feet scratching at the wood. It's coming from the north east hole, and it sounds very close, possibly in the next room. Sorrel swivels her head back the way you came. "That ghoul bat is sounding off, I think it left the vent. Could be following us, or just patrolling."
>>
No. 1108719 ID: 273c18

>>1108717
West hole.
>>
No. 1108725 ID: ca56f7

yeah let's not risk the spiders. west hole we go.
>>
No. 1108726 ID: 273c18

...I wonder... can we hide up there on top of the pipe? That would be best.
>>
No. 1108746 ID: aa80d9

Set the course for the west hole!
>>
No. 1108793 ID: 92f7e7

Might as well be West. No sense heading toward danger, as long as you don't wind up in a dead end having to fight your way out.

The gas leak is worth noting on the map. That seems like something that would be good to harvest reliably; I imagine that Lisel could put a steady supply to good use.
>>
No. 1108836 ID: fd169b
File 174856314295.jpg - (453.78KB , 800x600 , cadvere2 27 the gas pipe.jpg )
1108836

You consider hiding on the pipe, but on a closer inspection it is close to flush with the ceiling. You think you could wedge yourself up there, but then you would be helpless if you were spotted. There's no way the bug would fit.
>>
No. 1108837 ID: fd169b
File 174856317179.jpg - (479.37KB , 800x600 , cadvere2 28 trapped like rats.jpg )
1108837

Scurrying through the western hole, you find another dusty empty room. Sorrel troops in behind you and frowns. She raps her needlespear once on the wall and twitches an ear. "Oh no" she mutters and hurries to the next room.

"Ah, fuck" the bat hisses. It's a dead end, and for someone this was clearly literal. A makeshift barrier of mouse-sized furniture lies by the entrance, pushed aside with some force. A nest of blankets and cotton fluff fills the far corner. Some scattered personal effects, a shawl here, a rag doll there, are accompanied by old and faded blood stains.

"Mmm, well, maybe the spiders won't check here?" Lisel muses, surveying her lamp across the scene of violent echoes.
>>
No. 1108838 ID: fd169b
File 174856319774.jpg - (538.89KB , 800x600 , cadvere2 29 a dead end.jpg )
1108838

Kh'kechil has been scribbling away, and presents you a revised map.
>>
No. 1108844 ID: 273c18

Well, we could set up at a chokepoint to ambush the hostiles, or rush back and try to push through on the bat's side... Wish these were thin walls, then we could maybe attempt to break through somewhere.

Well, basically, this route is a bust because there's patrols and spiders blocking all the paths we didn't take. I think our best bet is to set up an ambush to crush the incoming hostile(s), and hope that doesn't attract more.
>>
No. 1109011 ID: 38a2b1

fighting at a dead end is not ideal, even for an ambush. take the ragdoll. if we're going to risk a confrontation, let's at least peek into the north east hole.

if that alerts the spiders, we can run back to the room with the chambers and climb into the ceiling hole or flee for the dining area.
>>
No. 1109018 ID: c45b52

Maybe some can use themself as bait, while the others can get ready to attack when enemies are distracted.
>>
No. 1109200 ID: fd169b
File 174927894614.jpg - (596.89KB , 800x600 , cadvere2 30 an orphan.jpg )
1109200

Struck by sentiment, you pick up the rag doll. It reminds you of your little cousins. Maybe, if you find it a new home, you'll have good fortune in saving yours.
>>
No. 1109202 ID: fd169b
File 174927909444.jpg - (497.29KB , 800x600 , cadvere2 31 ambuscade.jpg )
1109202

You adjourn to the previous room to plot.
"We aren't going to find anything if we don't get past these spiders. Sorrel, can you wager how many?"

"Not," she frowns "not sure. They're still around a corner so the echoes aren't clear. By the steps it might be three. But they're close, we'll only have a minute to set an ambush."

You consider where best to place your companions.
-{you have your long knife and chain knife}-
-{Lisel has her acid thrower and various chemical vials}-
-{Sorrel has a needlespear}-
-{Kh'khechil has four bug arms and a thick shell}-
-{there is one flashbang and a ragdoll}-
>>
No. 1109267 ID: 6b8094

>>1109200
Silksong NEVER
>>1109202
Sorrel in front with the needlespear to jab them from the side of the hole.
Lisel behind Sorrel with the sprayer.
Yourself in the corner across from the hole to distract from Sorrel. Toss the flashbang, with a warning to your companions, once the first one comes through.
Kh'khechil forming the third point of a triangle between you to lock down any spiders that get past you.
>>
No. 1109268 ID: 273c18

Killing them one at a time is optimal, therefore once the first spider comes through you should try to keep the fight close to the door and retreat to the next door if more than one spider gets through.
I think applying acid at the start of the battle is a good idea; especially if the acid spray is applied when the spiders are still in the other room. Like, flashbang them, then hose them down, then plug your door up with beetle bulk and pointy bits so they can't come through to swarm you. If they don't immediately lose morale and run from being sprayed by acid, you can let it do its work while they try to figure out how to get past your killbox.
>>
No. 1109316 ID: 83ecee

>>1109268

Agree with this suggestion
>>
No. 1109435 ID: 92f7e7

I agree that Lisel needs to open the fight with the acid. We want to make sure that everyone else is clear of the spray. Plugging the hole with the bug seems like a good idea, but I can't help but feel like Sorrel's reach with the spear could be advantageous, as well. The spiders' legs might be long enough to cancel that advantage out, though; bug grapple the spiders and Sorrel stab them?

Will the flashbang be super effective because the spiders are used to operating the the darkness, so the bright light will be stunning, or ineffective because they're used to operating in the dark, anyway, so being unable to see isn't anything special?
>>
No. 1109643 ID: fd169b
File 174995542775.jpg - (584.91KB , 800x600 , cadvere2 32 hold the gap.jpg )
1109643

You take position at the wall across from the hole. Rather than spend the flashbang on an enemy with poor eyesight, you take Lisel's lantern and hold it under your cloak. The others take positions on the flanks.

The first spiderfolk picks its way through the ragged hole in the wood and freezes as you whip the lantern out. It's your first good look at one, and you'd much rather you hadn't. The already creepy body of a bugfolk has been shriveled, sinewy and gnarled like it was left out in the sun too long. Its limbs end in sharp metal caps, attached with wire that digs into the flesh.

It regards you with pale glowing eyes for a moment while the spool on its back rapidly clicks. Then those eyes are snuffed out as a high pressure spray of caustic acid catches it full in the face. Lisel leaps back as the thing starts flailing, and Sorrel takes her place. Her spear catches the spider in the neck, but it keeps swinging. Kh'khechil lowers his head and rams it, his thick shell keeping the un-aimed attacks from penetrating. The spider is thrown back into its fellows, its neck torn in half as it is pulled from the needle.

The other two spiders press forward, pushing their spasming companion back towards you.
>>
No. 1109644 ID: 273c18

>attached with wire
Weak point detected! Acid should be good at weakening those wires. This is a good point to use your chain knife to get in a long distance strike against them; taking out the one they're pushing would be good since then they'd be pushing dead weight and the slow advance would give you a bit of breathing room and time for the acid to weaken their limbs.
>>
No. 1109661 ID: 38a2b1

keep em in a bottleneck. acid spray and stab away while maintaining distance from those sharp limbs! its all about stalling until they're too worn down to move
>>
No. 1109702 ID: 92f7e7

Same game plan as before, I think; wait until the spiders are in range of Lisel's acid thrower, then give them a blast, follow up with the bug and Sorrel.

Targeting the mind-control wires is probably a good call. Sorrel has the spear that should be good for slicing those, which would probably go a long way towards disabling the enemy. Call out to her to aim for the reanimation apparatus, and sever the wires. Your chain-knife might be good for taking wires off, as well, and will allow you to keep a safe distance.
>>
No. 1110229 ID: fd169b
File 175080795791.jpg - (647.51KB , 800x600 , cadvere2 33 severing control.jpg )
1110229

The chain knife slams deep into the stricken spider's head, easily cracking through the weakened chitin. It slumps against the others, reduced to dead weight. In their scramble to attack you the other spiders stumble over the body and end up in a heap.

"Strike the Paper!" you call "On their backs!" Your companions circle around, looking for openings among the flailing sharpened limbs. Sorrel catches one right above its spool. The paper with its odd arrangement of holes tears easily as the spool clatters and spins. The mechanism clunks to a halt as the torn half jams inside.
>>
No. 1110230 ID: fd169b
File 175080801024.jpg - (552.94KB , 800x600 , cadvere2 34 a harsh cry.jpg )
1110230

Kh'khechil is having less luck, unable to find an opening. The spider's attacks are ungainly, but with six arms it's still a dangerous flurry of swipes. The beetle manages to stamp one limb into the ground and pulls hard enough to wrench it off.

Even as it continues to thrash, the spider's spool clicks away, feeding the perforated sheet into its head. After a second it scrambles backwards and up the wall, clinging to the ceiling. It lets out a harsh chittering screech, before a jet of acid hits it in the side.

Meanwhile the spider with the torn control sheet tears free of its dead comrade and charges towards you. Sorrel jabs at it but it ignores her, eyes fixed on you.
>>
No. 1110232 ID: 273c18

Breaking the paper doesn't seem to help much. I think the paper makes them follow orders, but without it they attack mindlessly. Maybe it would be useful to do it from stealth, to cause conflict within a group that isn't already fighting you. Although... maybe the one who climbed into the corner didn't want to fight anymore?

Anyway, focus on defense/evasion until someone else can help you out.
>>
No. 1110247 ID: 32afe4

Its command script is broken. Most likely it will be unable to react to stimuli and will simply keep repeating the same action over and over. If this means charging you, that means you just need to play the matador and bait its attacks while the others work on taking it out. Or you could have Sorrel brace her spear and then lure the spider into impaling itself on it.
>>
No. 1110290 ID: 373ac4

Well if the spider is targeting you make yourself a bait, make it chase you, and let the others attack the spider when they get behind it.
>>
No. 1110324 ID: 9f3801

>>1110247
agreed. lets signal to sorrel to brace her spear then bait and impale. headshots are the way to go w/ these things.
>>
No. 1110666 ID: fd169b
File 175160176749.jpg - (673.78KB , 800x600 , cadvere2 35 stand fast.jpg )
1110666

You dodge to the side at the last second as the spider careens into the wall. Its blades scrape splinters from the rough wood as it scrambles to follow you.

"Sorrel, get ready!" with no time to plan you race towards her, hoping she'll understand. The bat watches as you lead the spider in a loop around the room, and readies her spear. Gripping it tight with both hands and one clawed foot she kneels in your path and braces, head leaned away like she's facing a roaring flame.

You dive past her, trying to get the spider to hit it at a low angle. It almost works, as the needle hits it high in the chest, just above the heart. Sizzling ardent fluid spurts from the arachnid's maw as it stumbles past the cringing bat. The spear is torn from her hands as the beast continues to pursue you, but it's limbs don't seem to be quite in step. Two of its arms on the left side hang twitchingly limp as it staggers towards you.

Meanwhile the other spider's second screech is cut short as its own severed arm strikes it in the face. It tries again, but something inside has succumbed to the acid burning its side, and it only manages a hiss. Nevertheless answering screeches echo back from somewhere in the underfloors. Sorrel jolts up from the floor, facing the opening you originally entered from. "It's calling them, they're coming." she moans.
>>
No. 1110672 ID: 9ae84e

Welp. Do your best to retrieve the spear and then start running.
>>
No. 1110694 ID: 32afe4

Time to get going. I think all three of these spiders are dead, even if they might not know it yet. The speared spider is going to keep chasing you until it falls over, and Sorrel can retrieve her spear while you're running.

You need to at least get out of the dead end. I would say to make for the room with the hole in the ceiling, unless that's the direction the ghouls are coming from; so long as the master isn't alerted, the main floor seems marginally safer right now.

Consider readying a flare. If the situation is truly hopeless, you can ignite that gas leak you passed earlier; that should cause enough chaos for you to slip away.
>>
No. 1110710 ID: 38a2b1

tactically, i know we should retreat up to the ceiling hole room, but i want to know what the room the spiders were in looks like... if only a peek
>>
No. 1110711 ID: 8501fd

>>1110672
We need to move it.
>>
No. 1110731 ID: 32afe4

>>1110710
When we get out of the dead end, meaning we're in the northeasternmost room on our map, we'll have Sorrel check where the ghouls are coming from.

If they're coming from the direction of the hole in the ceiling (south), we'll go through the room the spiders were in (north). This is actually the most likely case.

If they're coming through the room the spiders were in, though, we don't want to go that way.

If I'm reading the map right, I don't think there's a third direction they could be coming from. (If they're to the east, they'll probably be coming through the south.)

If we've taken the time to look through the door, we've taken the time to go through the door, and I don't know if we have the time to do that and then double back. Especially if the spiders we just fought haven't collapsed yet.
>>
No. 1111079 ID: fd169b
File 175221168822.jpg - (530.27KB , 800x600 , cadvere2 36 time to leave.jpg )
1111079

The spider's left leg is dragging, and you try to dodge around it. Yet despite how awkward it seems it still manages to catch you in the side. Off balance as it is, only one blade penetrates your thick cloak, giving you a light scratch along your ribs.

Sorrel spins around as you rush past "I hear a lot of steps. South, the way we came. And the bat, he won't have heard our shapes till he has a direct line, but he'll track our steps." She eyes up the spider as it staggers after you and darts behind it to pull her spear free. The thing twitches but doesn't so much as swipe at her as she dashes away.

"We go north then. Lisel, Kh'khechil, lets go!" The two back away from the wheezing spider on the ceiling and follow you to the north hole. The enemy watches you leave from above, its spool clicking away. After a second it drops down, right in front of other spider which heedlessly trips over it. The creatures tangle on the floor, each trying to reach for you as you make your escape.
>>
No. 1111082 ID: fd169b
File 175221195165.jpg - (519.06KB , 800x600 , cadvere2 37 another vent.jpg )
1111082

You still have Lisel's lantern, which you swing around wildly in your flight. The chambers under the floor are long, and you don't have time to see the far ends. Fortunately a series of openings allow you a nearly straight shot north, until at the fifth room you are faced with a solid wall, another ventilation duct. A sweep of the lantern shows a ragged and rusty gash in the metal face, as well as another passage to the west through the wooden wall.

Sorrel steps up to the gash. Taking a moment to catch her breath she sticks her head in. "It ends to the east, only goes west. There might be someone in there, but very distant." She walks towards the western hole then stops. "I hear something, metal?" Lisel cocks her head "I hear it too."

You also hear it. The deep tones of metal on metal. It sounds to you like a large chain clinking, then silence.
>>
No. 1111095 ID: 9ae84e

Let's investigate the metal sound.
>>
No. 1111099 ID: ca56f7

automatic thought is nutcracker or some other automaton... could also be gears of some kind. was the person in the distance that sorrel mentioned the source of the metal sound? or is that separate? proceed with caution.
>>
No. 1111100 ID: ca56f7

oh wait the directions are separate. was sorrel able to make out the shape of the metal sound?
>>
No. 1111119 ID: 32afe4

The ventilation ducts are going to connect to each other, so if we go through the ductwork we'll be able to get back to the hole in the duct we were at earlier. The metal might also mess with the acoustics of our footsteps and screw up the ghoul bat's tracking. If we don't think we're likely to encounter another patrol inside there, we might be able to lose our pursuers that way. If Sorrel agrees with this line of reasoning, that would be my vote.

My first thought regarding the metallic sound is a winch or pulley. Maybe it's one of the mechanisms for raising and lowering the puppets. That would be an interesting and useful find. I would rather investigate while we're not being actively pursued, but that may be difficult to arrange down here. Do we think we have time to check out whatever it is and then get back to this hole before the bat's party catches up with us?
>>
No. 1111209 ID: 52b9de

A metallic undefined sound. Well, gang, let's split up and look for clues.
>>
No. 1111264 ID: 32afe4

>>1111209
Actually splitting up might not be a bad idea, as it would allow us to get a pincer attack on those ghouls. Of course, this depends on if we think we'd be able to take them in combat. I had kind of been making the assumption there were too many of them for that.
>>
No. 1111334 ID: fd169b
File 175297857599.jpg - (409.75KB , 800x600 , cadvere2 38 there is a hole here.jpg )
1111334

The sound of pursuit is faint but getting louder. You lead the way through the hole in the wall.

Another empty room and then you've found it; a huge hole in the floor. The entire next chamber has rotten and collapsed into the basement. Bellow is inky darkness, hints of large blocky shapes suggesting a surface not far down. The silence coming out of the hole is all the more deafening knowing something made a noise not minutes ago.

There might still be time to go back and try the vent.
>>
No. 1111361 ID: 9ae84e

>>1111334
Get some echolocation down there to see what room that is.
>>
No. 1111382 ID: 99a466

This is our goal, right? To find a route to the basement? Have Sorrel scout the distance, but scuttle down if it's not too great. Your chain-knife might make for a piton and rappel, in a pinch.
>>
No. 1111385 ID: ca56f7

into the unknownnn
>>
No. 1111430 ID: 52b9de

>>1111385
This
>>
No. 1111915 ID: fd169b
File 175367687528.jpg - (398.76KB , 800x600 , cadvere2 39 up high.jpg )
1111915

Rather than just jump into the unknown, you opt to have Sorrel take a quick echo peek first. "There's a surface just below us, with large shapes that are probably boxes." she reports after dunking her head in the hole and swiveling around. "There's canyons on either side, past that its a larger room. I can't pick out anything distinct."

With that, you all drop down. Not too far that you couldn't get back up with the chainknife. The high shelf is strewn with dust and crumbled wood. A few lonely coffers are scattered about. The lantern light doesn't carry far into the room, but is enough to show more rows of shelving to either side. Ranks of open boxes line each shelf, the necks of green glass bottles sticking out of the straw inside.

The still air seems to swallow any noise, making it feel like you've stepped into a void. A screech from the pursuing spiders sounds as though it comes from miles away. You can't even tell how far down the floor is.
>>
No. 1111924 ID: 74fd28

Check the boxes!
>>
No. 1111926 ID: ca56f7

ooo shine light onto the bottles and check their contents
>>
No. 1111930 ID: 9ae84e

>>1111915
Should probably get somewhere hidden so that your pursuers don't know you're down here.
>>
No. 1111938 ID: 52b9de

Time for the bat to scout out the room.
>>
No. 1111939 ID: 99a466

I agree, we should check the bottles. It might be just some booze or something, and if so, we can leave that poison to the humans; but given the master's predilections, it might be some rare chemical that Lisel could recognize and make use of.
>>
No. 1111962 ID: 718a18

>>1111930
Agree with this. You'll want to get somewhere you're shielded from echolocation. Burrowing into the straw should accomplish this, if there's enough of it. If not, maybe you could hide in the coffers.
>>
No. 1112191 ID: fd169b
File 175418780047.jpg - (661.39KB , 800x600 , cadvere2 40 experiment 34.jpg )
1112191

"We ought to get hidden." you say. "Sorrel, would you scout the room? Meet us one shelf down."

"Aye" the bat leaps off and swoops away, vanishing into the dark.

The climb down is easy enough, and you find yourselves between the tight packed boxes. Lisel clambers up, eager to get a look at their contents. She tries to push the straw aside, but it is tightly wound together, clutching to its wards. "Kh'khechil would you assist me please?" the chemist asks. Joining her, the hulking beetle grasps a bottle and tugs until it slides free of its nest. At her sharp intake of breath you climb up as well.

The harsh lantern light hides none of the unpleasant details of the bottle's contents. A rat, flensed and missing most of its organs, floats within. Wires spiderweb out from a bulky contraption that has replaced most of its lower abdomen. It rotates slowly from its rise, facing each of you in turn as if in some accusation.

After a moment Lisel finds her voice "That's... that's enough Kh'khechil. Please put it back."
He lowers the bottle, but loses his grip on the slick glass and it thunks against the box.
>>
No. 1112194 ID: fd169b
File 175418789654.jpg - (485.46KB , 800x600 , cadvere2 41 the basement was not empty.jpg )
1112194

From the darkness you hear a snort and the rattle of large chains. That sickly glow you've seen from the eyes of the house's revenants is coming from behind the end of the rows of shelves.

Hoarse breaths waft steam around the corner. A hand many times your size grasps the edge of the rack. Fingers that end in blunt nails scrape the wood. "Theeeeeeeives?" the thing rasps.
>>
No. 1112197 ID: 70f58a

Awwww fuck. Well, time to see how far the chains go. Get away from it, try to stay quiet and out of sight.
>>
No. 1112198 ID: ca56f7

quickly scatter out of sight! quietly!
>>
No. 1112350 ID: 52b9de

>>1112198
this
>>
No. 1112447 ID: f1fbd1

It doesn't know for sure you're there, so it's probably going to scan the shelves looking for anything out of the ordinary. If you haven't moved anything, you just need to stay out of its view and avoid making any more noises. It may move a few boxes around, but probably only the ones close to where the noise came from, so if you can get far enough away you might be able to hide behind them.

Regardless, you're going to need to douse your lamp. That will stand out to it like nothing else.
>>
No. 1112452 ID: fd169b
File 175468816999.jpg - (558.87KB , 800x600 , cadvere2 42 a deer.jpg )
1112452

Lisel twists a knob, turning her lantern down to a barest hint of light. Quickly you slink down between the boxes, keeping an eye on the hand. The others climb down the other side and out of sight.

The towering figure turns the corner. It is, or was, a deer. A singular eye glows like a baleful moon. From that light you can make out that the other side of its head is shorn off, down to the bone. A thicket of wires emerge from the empty eye socket and wind around away down its back.

It stalks down the row of shelves, the chains dangling from its wrists clanking as it gets closer to your hiding spot. Stopping to look around, a large brass cylinder strapped to its back starts rapidly clicking. There is a snapping sound and sparks fly from the creature's ruined face, accompanied by a shriek.

"Krrrr, that's not you, is it Gregor?" the deer mutters, clutching at its head. "You would never come in here without the chains good and taut." It huffs, a cloud of steam rolling from its jaws. "Then it must be one of the scurriers. I've heard you up above you know. You, er, whatwasit? -mice. Yes, mice. Finally come down to see old... old..." another spark and a wince "old me, eh?"
>>
No. 1112453 ID: 70f58a

>>1112452
Sounds like it can make conversation. Do we talk back and risk revealing ourselves? ...it's chained up and it just strongly implied that it is not friends with the master of the house. I wonder if it's possible for us to be allies? That in itself is a path to victory. If we could sabotage its chains, then the next time Gregor comes down, he could be killed.

I guess it's time to be brave. Split from the group and go somewhere a little closer to talk. Ask who they are, what has Gregor done to them?
>>
No. 1112503 ID: 47e1b6

It seems like the master's devices don't have it under complete control, which is probably why it's chained up. It seems like whenever it receives a directive, that causes it pain; or maybe only when it disobeys a directive. Regardless, if you can sabotage the devices it's fitted with, you can probably spare it a great deal of pain. That should be enough to get it on your side. Hopefully it's as simple as cutting another piece of paper tape.

If you can't free it, though, it's likely going to be in constant pain until either it kills you or you leave. I don't think it wants to hurt you, but you need to act quickly.
>>
No. 1112507 ID: 70f58a

Oh, it got a spark when it couldn't remember its name. Or was prevented from remembering...? Might be best not to ask that.
>>
No. 1112679 ID: fd169b
File 175514942473.jpg - (539.66KB , 800x600 , cadvere2 43 parlay.jpg )
1112679

"Tem'rty, Tem'rty we've got to talk to him." Lisel whispers "He must know something of the master of the house. Who else could have done this to him."

Your instincts scream to stay well out of sight of anything so large, but she is right. You have to take this chance. "Alright, I will try. You two stay back. Be ready to flee if he turns mad." You climb back up to perch on the corner of the box.

"You, want to talk?" you call to the deer, who whips around to fix his singular gaze on you. For a moment he just stares, something clicking away on his back. When the mechanism stills there is a pop and flash from his empty socket, then he blinks and breaks into a wide grin. "Talk? Yeees talk is good."

Chains clattering he shuffles over to you, a hand twice your size grasping the shelf above you to steady him. "Only, you aren't a thief, are you? They told me to stop any thieves that come in. But... I think they meant human thieves, they didn't say aught about mice."
>>
No. 1112681 ID: 546545

stay cautious.. we mean no harm. ask what exactly has been done to them.
>>
No. 1112682 ID: 70f58a

>>1112679
That's right. You're not a thief.
Ask about the deer. Why is he in chains? How much can he act outside of orders?
>>
No. 1112683 ID: 14b4ca

Ask if we can ride him.
>>
No. 1112701 ID: 941774

Please tell us all about the master of the house, he is a strange person, and if there is a way to communicate with him. Can he understand you, because you can understand his orders?
>>
No. 1112851 ID: 32afe4

No, you're not a thief, you're just looking for a warm place. You came down here following the warm air from the furnace. Is he the one who puts the coal in the furnace? If not, does he know where it is? The upstairs is so dreadfully cold.

Oh, and what's the thing on his back for? Does it help him think? It looks like it's malfunctioning a little, does it hurt when it does that? Maybe you could take a look at it for him.
>>
No. 1113034 ID: fd169b
File 175575432278.jpg - (490.30KB , 800x600 , cadvere2 44 vague memories.jpg )
1113034

"Oh no, not a thief at all." you say "I don't know what sort of depraved soul would have an interest in these unfortunate dead."

The deer blinks "Nooo, not this room. The other one, the... eh, the vau-" A rapid clicking emits from the contraption and another spark flares. "Hngh, right don't talk about that."

"That can't be good" you watch a wisp of smoke snake out from the giant's socket. "Is there any way I could help you?"

Slowly lowering himself to sit on the dusty floor, the deer shakes his head. "Good of you to ask but... no. These wires see, carry orders from the box, tell you what to think. Now that they've come loose it hurts, yet I can think more freely again. Only... they're taking... something... with them. I worry what will be left when they fully fall out."

"If you can, could you tell me about the one who did this to you" you ask.

"That... is part of what I've lost. Just scraps now. Snow. Wolves. Light. Pain. Then being dragged down here. Although, was there... a spider? Hands. Strings. Mice with knives. A nest on the highest floor. Or perhaps... not. It's like trying to remember the whole tree from the last leaves of autumn."

The deer seems friendly enough, but you are worried about that device. If it's still giving orders then what will happen if you ask about getting some coal? You try to think of a way to bring up the subject tactfully.
>>
No. 1113035 ID: 70f58a

>>1113034
>loose wires mean more freedom but less "mind"
That explains what we've seen happen when we cut the wires. They just go berserk. So, instead, we should try cutting only *some* of the wires on our zombie opponents from now on?

>coal?
You could beg for some. Or offer to trade something, or offer your services in exchange. Or even just for a favor in the future. None of those things are stealing!
>>
No. 1113037 ID: 74fd28

Beg beg beg! Don’t be shy.
>>
No. 1113038 ID: f47601

Maybe we should try to find this box and try to give it our orders. Use the monsters that live in this home against the puppet masterm
>>
No. 1113043 ID: 546545

"surely you must get cold in this drafty area, how do you stay warm? does the master of the house not care to provide you, a guard against thieves, even a fireplace with coal?"
>>
No. 1113112 ID: 92f7e7

Mice with knives; in the Master's employ? Or the same band we've fallen in with?

If the box tells the deer what to think, can the box also tell what the deer's thinking? Is there any risk this conversation could be recorded and revealed to the Master at some point?
>>
No. 1113196 ID: 32afe4

>>1113112

All the mice in that memory are on strings, so those were the Master's puppets. He also seems to be remembering a hand on strings, suggesting the Master rigged up a waldo for remote surgery... which honestly makes it seem like he doesn't get around that well. Maybe that's a weakness we could take advantage of.

>>1113035

Cutting the paper made them go berserk. The one time we tried cutting wires there was no visible effect. I suspect that when we cut the paper, they were still fully under the machine's control, but the machine no longer had any program to execute; whereas the damage to the deer's device is weakening its control over him.

Really, as unsavory as this would be, we need to immobilize a ghoul and start systematically tampering with its control device until we figure out what parts do what.

>>1113034

It doesn't sound like the coal is what he's charged with guarding, so hopefully getting him to part with it won't be that hard. We might just be able to tell him that we found a fireplace upstairs but it has no coal; heating the house is what this stuff is for after all.
>>
No. 1113266 ID: fd169b
File 175643098858.jpg - (479.58KB , 800x600 , cadvere2 45 mind snap.jpg )
1113266

"You remember mice with knives? You mean there are folk working for him?" you ask, appalled at the thought any forest folk could bear to help such a ghoulish enterprise.

"No, no, the puppets. They may look loose and flopsy but when he wields them they are as sure as any hand." the deer kneads at his temple above his good eye. "Too many hands. Too many fingers. Too many hands."

"This box" you interrupt what sounds like the start of a manic chant. "It tells you what to do? It's... not listening to us, is it?"

"Listening? Hrmm, only to me. If my thoughts start down the wrong path it will stop-"
The device begins its clicking once more, but this time the spark is accompanied by a loud snap. The deer's one eye widens and his lips pull back in a feverish grin "Would stop me! Would stop Me! Hahahahahahahaha! But I think it just lost that ability!" He bites down on the manacle on his wrist and freezes. Slowly he lowers his arm. "Still, need to guard. Not... yet. Not yet." He rubs a hard hooved finger over one of the buckles that strap the device to his back. "Soon" He hisses "Soon."

Climbing back up from where you had hid in the box at this outburst, you glimpse a shadow move on the shelf over the deer's head. Sorrel is there, looking from you to the deer in trepidation. You can only give her a shrug for now, returning to the conversation while you can. "
>>
No. 1113267 ID: fd169b
File 175643102209.jpg - (616.05KB , 800x600 , cadvere2 46 solitude makes lonely.jpg )
1113267

"W-well, ah, as pleasant as talking with you is, I did come down here for a reason. See my friends upstairs, well it's getting very cold. We were hoping to ask for some coal. Maybe offer something in exchange? Perhaps, some service?" You're getting unnerved as the giant leans back towards you bringing his eye very close, that grin still splitting his face.

"The furnace room has coal. I hear it going when the human servant comes in. I... don't think you will have luck asking for any though. The other revenants, they almost never speak. I don't think they older ones can, the ones with the exposed parchment. But even the newer ones with just wires won't answer. When they come to force that burning water down my throat they don't say a word. Even Gregor, when he comes to collect from the vault, he used to tell me to stay back, be silent you filthy beast, but now he doesn't even look at me." The deer's smile is slipping, steam curling around the shards of his nasal cavity as he huffs rapidly. "You- you'll talk to me, yes? Stay and talk?" The box shudders under you as he grips the side and pulls it a little closer.
>>
No. 1113268 ID: 70f58a

>>1113267
Yes. For as long as it's safe. Ask where the furnace room is, and gesture to the others to go once they have that information.
>>
No. 1113278 ID: 892aa1

Ask the deer if it has hobbies? Does the box allow you to have hobbies?
>>
No. 1113284 ID: 546545

do you remember anything else about your past before this house?
>>
No. 1113286 ID: 32afe4

>>1113268
This. And in the meantime...

Ask the deer what his name is. If the control box lost its ability to stop prohibited thoughts, maybe he can remember it now.

If he can answer that, ask about this Gregor person, and what he comes down here to do. Also ask why he's not talking anymore.

Ask about the burning water he said they make him drink. It sounds like they're still experimenting on him somehow.

He mentioned two types of revenants, one with paper tape and one without. Ask him if he can elaborate on that.

Ask him what he's planning to do "soon". It seems like he might want revenge on his captors; if so, he might make a useful ally.

And, finally -- if he seems completely free-willed now -- ask him what he's guarding and why.
>>
No. 1113288 ID: 70f58a

If it seems like he's getting unstable, stop asking questions and talk about yourself instead, like what life was like before you came here.
>>
No. 1113768 ID: fd169b
File 175763948620.jpg - (459.02KB , 800x600 , cadvere2 47 scouting ahead.jpg )
1113768

Tentatively, you pat his cheek "I can stay. I would like to hear more about-" you are interrupted by a shuffling coming from between the boxes.

"Tell us about- ngggh, hang on." Lisel squeezes out from the narrow gap "Phew, sorry to interrupt, but I simply must know more about you! May I stand on your shoulder sir?" The bemused deer leans closer and Lisel scampers up. "Oh my, that's quite the contraption! Is it a heavy burden?"

While the chemist peppers the poor deer with questions, you hear a quiet "psst" from above. Looking up you find Sorrel and Kh'khechil clinging to the shelf underside. "Hey, we're going to scout the furnace he mentioned. There's a gap under the door. Just a quick look around and we'll be back." the bat whispers, her voice pitched high to the edge of hearing. You give a slight nod, and the pair creep away.
>>
No. 1113769 ID: fd169b
File 175763955010.jpg - (666.43KB , 800x600 , cadvere2 48 poke and prod.jpg )
1113769

"So you still feel compelled to carry out these orders, even though you know you shouldn't?" Lisel is perched on the brassy shell on the deer's back, examining where the wires are attached. "Yes" he replies "I want to leave but I need to guard the vault. At least until... until... some... thing."

"Fascinating" she raps on the metal and lays her ear against it. "Tell me, do you have any memories preceding the, hem, surgery?" He considers, "Not, well maybe. I remember, the forest, but only a blink of it. Snow and trees, but not where I was, why I was there. Not even who I was." Lisel mutters to herself "Long term memory loss? Degradation of the brain tissue perhaps? How quickly does the process need to be started?"

Lisel climbs back up to his shoulder. "What I would really like to know is just what that glowing liquid is." She pats his cheek "If its not too painful to think about. I can see you've been through a lot."

"Oh its alright, I'm just happy to be talking. To someone who talks back." The deer gently rubs the little mouse's cheek with one large finger while he answers. "It's nasty stuff, that water. Tastes like salt, but too much. I feel like I used to like salt, once. But this stuff is just terrible, and it stings all the way down. Makes my heart hurt. I haven't eaten anything else though, so it must be keeping me alive. Don't know why else Gregor would feed it to me."

"This Gregor, he is a human? Is he dangerous?" you ask. "Yes- well, maybe. He used to be very angry all the time. Now he is just, cold. Like the little servants. He only comes down here once a... week? month? I don't know if its day or night, or whether I sleep or not."
>>
No. 1113770 ID: fd169b
File 175763959911.jpg - (567.07KB , 800x600 , cadvere2 49 pass times.jpg )
1113770

You're doing your best not to think about what that must be like, locked in the still darkness for days on end. "It must be hard, down here. How do you bear it?"

The deer gives a long sigh, steam sifting through his teeth. "It is hard, harder as these wires go. Before I didn't think much at all, so it was not so hard. Now... I have nothing to do but think."

"When the winter dark seems endless, my family tell stories to pass the time. Perhaps you'd like to hear one?" The deer sits up so suddenly Lisel nearly tumbles off. "Oh yes! Tell me, do!"

What would be a good story?
>>
No. 1113775 ID: c12dcc

Oh shit is the puppet master turning humans into his obedient servants, if we managed to let the outside world find out about that he might get into trouble. As for story, tell us the history of this mansion.
>>
No. 1113784 ID: 724d11

Well, let's see, there's the one about Mrs. Frisby and the rats who escaped from the... no, too close to home. There's the one about the pig named Napoleon who rebelled against the... no, that's *also* too close to home.

Maybe you should just tell him something about the Witch.
>>
No. 1113830 ID: 5f28f2

Tell us a story of love and betrayal.
>>
No. 1113854 ID: 546545

"there was a starving town that would do anything for food. their inhabitants were sent on dangerous missions in search of any crumb they could find. slowly, the desperation ate at them..."
>>
No. 1114008 ID: 703118

Tell the deer the story of perseverance, survival, fear and hunger.
>>
No. 1114145 ID: fd169b
File 175850052695.jpg - (722.93KB , 800x600 , cadvere2 50 Subtlety.jpg )
1114145

You tell the tragedy of Subtlety, the deer maiden who fell in love with a wolf. The big fellow listens raptly as you recount how the shy doe sought the help of the Witch to become a wolf herself and capture the heart of her love, only to find after her long journey that he had taken another deer as his lover, despite the ire of their families. Her despair turned to seething resentment, and she stoked the fires of jealousy and distrust between the forest folk to try and tear the couple apart. The fighting became so bad that it drew the attention of human hunters, and worse, witchfinders. After terrible losses the bigger folk of the forest were forced to retreat into the deep woods, where the Witch made such impenetrable snares and tangles that the hunters could pursue no further.

"Subtlety was brought before the Witch to answer for her crimes. Deer and boar, fox and wolf were all baying for her blood. Subtlety bowed her head, and waited for the judgement she knew she deserved." You lean in to deliver the big finale. "The witch raised her long and spindly hand, and the crowd hushed, anticipating some terrible magic. Yet when that hand fell it was not to slay, but instead to gently pat Subtlety on the head. 'There has been enough blood shed.' the Witch said, her voice but a whisper 'Let her repay it now with her life.' So saying, the Witch placed a small seed on Subtlety's head."

"The seed sank into the wolf's flesh and brought a strange transformation. Subtlety became wiry, skin taut over muscle. Then from the top of her head bark sprang forth, flowing over her until her whole body was covered. Her eyes glowed green with the Witch's power. She had become the first bough wight."

"Subtlety felt the power of the forest flow through her. The others murmured, not sure what to make of this change. The Witch reached out her hand and Subtlety took it, joyously, gazing reverently up at her savior. 'Where you sowed division now you will mend. Go and guard the way. Let none enter the deep wood that mean us harm.' She looked out to the crowd, eyes glowing darkly in her craggy face. 'And she will not go alone. Those of you who were quick to heed her words of hate, to turn on your fellows. Those of you who have the guilt gnawing in your heart, step forth and take up this duty. Make right what terrible wrongs you have committed and you will have earned your penance.' Many did step forward, and took the Witch's mercy. And to this day the bough wights keep the deep wood safe, so there will always be safe arbor for those who love their fellows."
>>
No. 1114146 ID: fd169b
File 175850056217.jpg - (531.95KB , 800x600 , cadvere2 51 why do i remain.jpg )
1114146

"That's not how it goes!" Lisel hops off the deer's shoulder and scurries back up the shelf. "When the hunters come Subtlety and the other trouble makers use tricks and traps to lead the humans away while the rest of the big folk escape into the deep woods. After the humans slaughter them the Witch honors their sacrifice by resurrecting them as bough wights. And she makes Subtlety her apprentice! She's a hero!"

You are a bit miffed, you always thought this was an important story. "What about the message about respecting all forest folk?" the chemist waves that off "That's just common sense. The values of cleverness and self-sacrifice are what make the story great."

The deer is staring at his hand, scratching at his wrist where the manacle is wearing the flesh off. "I'm seem like a wight don't I? Do you think the Witch would help me?"

You and Lisel exchange glances "Well, it was a long time ago. I've never met anyone who's seen her." you say. Lisel runs a hand over her ear "She definitely was real. Just, there aren't any stories of her set in living memory." You look up into that big glowing eye "No one is going to save us. We have to help ourselves."

Out of the corner of your eye a shadow is slinking up the shelving. Looks like scouting is done, the story must have taken longer than you thought. Time is running short to make your way back to the meeting point.
>>
No. 1114173 ID: c9dcdf

This one kind of makes me wonder if the master of this house knows something about the Witch and is trying to emulate her in his own twisted way.

Anyway, the patrol that was looking for you has probably lost your trail, so it's probably as safe to go back up as it's going to be. You might look around the room to see if there are any other holes in the ceiling that might be closer to the window you go in and out. Getting here involved a long route under the floor and we've seen multiple times that you *will* be found if you spend long enough down there.

Also, definitely ask the deer for his name if Lisel didn't do that already.
>>
No. 1114479 ID: fd169b
File 175904181950.jpg - (561.87KB , 800x600 , cadvere2 52 dont leave me.jpg )
1114479

You stand up and dust yourself off "Sir, it's been a pleasure, but we really must leave. We didn't bring food for an extended visit you see."

The deer immediately looks distraught. "Leave? No you- you just got here! You can't- " He lets out an odd keening, trembling hands grasping the sides of the shelf. "Its so still down here. So quiet. You can't leave me here!"
>>
No. 1114481 ID: 52827e

Poor creature is all lonely, pet it on the head and tell it that you will visit him the next day.
>>
No. 1114482 ID: 70f58a

>>1114479
Tell him to please calm down, don't topple the shelf. You're not sure what you could do, aside from leave someone here and arrange for supplies to be delivered. You could try to pick the lock on his chains, but if he left this room it would raise an alarm, and he would likely be killed.

Try to arrange for some sort of compromise. You agree, it's bad to just leave him alone now that talking to him has freed more of his mind. Would it be fine if you promised to have someone visit regularly? Even if it's yourself? How often would he want to have company?

...hmm, if you brought a bunch of people here, freed the deer and waited until the master came down... the deer could help you take him down. All the deer would have to do is hold the master still for long enough for your ambush to slash the master's veins and bleed him out. You might even be able to deliver a weapon to the deer!

Thinking about it, the best thing to do is probably for one person to stay behind. Did anyone see anything edible on the shelves? Anything to drink?
>>
No. 1114500 ID: be576c

Tell him that you understand, you don't like seeing him trapped down here, and you'll help him if you can; but you have other people who are depending on you, and you need to help them too. However, you'll tell everyone you can that he's down here, and this isn't going to be the last time your group comes to the basement. You're not just going to leave him.

>>1114482
I don't think the master comes down here. Only Gregor, one of the servants. We do want to break the deer out, but not right now. Not until we're ready to try to beach the top floor.
>>
No. 1114565 ID: 626fa0

Leave one person behind to stay with the deer and the rest can go.
>>
No. 1114745 ID: fd169b
File 175960525086.jpg - (558.77KB , 800x600 , cadvere2 53 long term loss.jpg )
1114745

The box rattles and shakes beneath you. Lisel holds on tight. "Do not lose your faculties friend!" she cries "We shan't abandon you!"

Nimbly scurrying you leap to perch on the deer's hand. His unkempt fur is rough under your palms as you give him reassuring pets. "I promise, as soon as we get some food we'll come back."

The deer stills, the intact side of his face turned away, giving you an unsettling view of his skull. "I can't remember my name." he moans "I can't remember why I'm here. I can't remember what I did yesterday. What good is a promise I won't remember?"
>>
No. 1114749 ID: 70f58a

>>1114745
What about a reminder? We could write it down, or leave something behind...
>>
No. 1114777 ID: 7dc845

>>1114749
ohh i like that idea. perhaps scratch a symbol or message on nearby wood?
>>
No. 1114790 ID: afa7b4

Weill if you can't remember your name I will call you Nerry Derry the dead deer.
>>
No. 1114819 ID: 99a466

If he can't remember any promise, then we're kinda off the hook. If we can just get away safely, we don't have to placate him, and we'll be able to come back later with him none the wiser. If we're able to tell him something that will let us get off of him and away to safety, then we can just bolt, and report the route to the basement and the coal stores.
>>
No. 1114820 ID: b18598

Listen we are living things but you are not, we feel sympathy for what happened to you but we can't risk our life in order to make you feel less lonely.
>>
No. 1114863 ID: e6cc20

Well, you can't stay with him forever. He's going to have to go back to the quiet sometime, and you have places to be. If he would forget your promise then he would forget you too, and be no worse off than when you found him.

I don't like the idea of leaving someone behind; it took all of you to fight the spiders off earlier, and whoever stays behind may well need to return to base on their own.

The best thing to do might be for one of you to stay with him and keep him placated until the others are clear, and then that one person catch up after. Sorrel would have the easiest time with this.
>>
No. 1115146 ID: fd169b
File 176059964841.jpg - (550.11KB , 800x600 , cadvere2 54 a tangible promise.jpg )
1115146

You keep stroking the deer's hand, and it seems to calm him. "Well lets make one you will remember then. Show me where you spend your time."

You are carried across the room, following the slack chains on the floor to where they feed through the wall. The deer seats himself where the dust is thinnest, slumping like a dropped puppet. "This is where I stay. They pull the chains taught before they come in so... no reason to go anywhere else, usually."

You motion to the wall, and he brings you closer. Drawing your long knife, you start carving lines into the wood. A rat's face to start, and after a moments thought you add a mouse with goggles. Thinking on what to write you look up at the deer, who is watching with rapt attention. "This would work so much better if I knew your name." you run through some good words in your head until you find one that might work. "How about we call you Ornery? Nerry for short. A good name to live up to."

He's just staring at you, eye burning into you in a way that makes you shrink back. After a minute he answers, voice cracking. "Y-yes that... that would... Nerry. I am... Nerry." His hand trembles under you as he draws in a shaky breath. Catching himself, he holds you steady again where you carved the wall. "Please, continue." he says.

The scratching of your knife seems to fill the air, as Nerry makes no sound while he watches. You add a few lines:
YOU ARE ORNERY
WE WILL RETURN
STAY STRONG FRIEND

"There, a promise you can't forget. Right?" Nerry sets you down and leans close to your message. He traces his finger over his name, whispering to himself "Ornery" He does it again, and then again, until it becomes a chant. You take this chance to slink away, not wanting to chance another mood swing from the hulking fellow.
>>
No. 1115147 ID: fd169b
File 176059969125.jpg - (515.50KB , 800x600 , cadvere2 55 a lifeline.jpg )
1115147

The others are waiting for you on top of the shelving. Lisel has her lantern banked so low you can barely discern them from dark around. Trying to keep quiet, she turns it higher until you can make out the hole you came in from, several body lengths above. You take out your chain knife and carefully hand it to Sorrel, who nods, then turns and dives off the edge. A few seconds later you see her swoop in and alight by the hole. She stabs the knife into the crumbling wood until it bites hard, then slowly unspools the chain.

The three of you waste no time taking the thin silver lifeline out of this tomb.
>>
No. 1115148 ID: fd169b
File 176059972478.jpg - (511.49KB , 800x600 , cadvere2 56 back under the floor.jpg )
1115148

Back in the underfloor it is dark, silent, and cramped. Yet somehow you feel less enclosed than in that musty air below. You give yourself a shake and move on.

"We saw the furnace." Sorrel says. "Its not going to be easy. We should get to the lounge to tell the others. I'm sick of these tunnels, I say we get above floors and hurry."
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No. 1115149 ID: 70f58a

>>1115148
Agreed. We also need to report Ornery's existence, and how he could be our means of killing the master. We'll need a means of weakening his shackles in a non-obvious way(maybe we already have that- the acid?), such that when the master comes down they will look secure... until we spring the trap and unleash the deer. In the scuffle we can attack and administer a deadly toxin via needle, or enough hallucinogenic spores to drive them mad... or just keep stabbing, though I doubt raw damage will work-- most likely the master would retreat and tend to their wounds.

Regardless, we really do need to make good on that promise. Even if only for a little while every day. We can't leave him alone down there. Though... I wonder how long he'll stay sane? Now that we know how the wires work, next time we have a chance we can try cutting only *some* of the wires on a puppet. See if they gain that middle-of-the-road form of freedom like the deer has. If it works well, we could recruit one for non-invasive testing and examination, see if we can figure out how the music box works. Or alternatively, simply use them as a source of information on the enemy, like patrol times or whatever.
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No. 1115151 ID: b18598

That drawing for the deer was soo sweet, a brilliant idea to keep us in his mind and with that we gained a new ally. Maybe every day one person should check on deer to see if it didn't go mad. Onwards we need to keep moving if we stop we are as good as dead.
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No. 1115175 ID: 32afe4

You know... the basement is probably safer than anywhere else inside the house. No puppets. No patrols. Anyone who's down there will have warning when the master's servants are coming, due to Ornery's chains being pulled tight. So long as you can set up a good hiding place, you easily could station someone down there, or maybe even use the room as a sort of staging area or base camp.

And we definitely do need to find a way to liberate Ornery. Even if he loses his mind completely, letting him rampage through the house will make for a useful distraction when we decide to either attack the master or make a break for it.

For now, agree on getting above the floor. The patrols in the underfloor have been getting increasingly aggressive and it actually seems more dangerous than the main floor at this point.
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No. 1115177 ID: 7dc845

seems like ornery likes his name!

>>1115149
i do agree on trying to use the acid to weaken the length of the chain a bit. not so much they'll break when they pull it taut tho.

time to head upwards and report the findings. retrieving coal is top priority.
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No. 1115607 ID: fd169b
File 176160754390.jpg - (568.08KB , 800x600 , cadvere2 57 findings.jpg )
1115607

The party retraces their steps through the underfloors. Sorrel keeps ahead, listening for any approaching patrols. While you walk you ask Lisel what she makes of the deer's condition.

"You saw how the breaking wires sparked?" Lisel says "That's electricity. I've read of experiments where a shock can cause muscle movement in a cadaver. It would seem the other organs are also affected. I would theorize that the master experimented on Nerry because his brain is larger, so he would be able to apply the wires more precisely. It would explain why he can talk while the rats and spiders we've encountered have not."

"So how does this help us?" you ask "If we break the wires they'll be free?"

Lisel ponders. "I don't think it's that simple. The way those revenants we fought acted, it looked like the one whose control mechanism was cut kept trying to attack you, even when Sorrel was closer. Based on that and what Nerry said I would conclude that the wire carries a compulsion, and when the connection is cut the last order given is still in effect. Nerry might be able to resist that, as he clearly still has functioning higher thought, but the others seem to be operating at a more base level. I confess, my understanding of the thought organ is lacking. From what I've read even the humans have only the barest understanding of how it works. What the master has done is simply astounding, if quite evil."

You tap Lisel's acid tank "Regardless, I am not one to break a promise, even in times like these. How much of this would we need to break his chains?" Lisel shakes her head. "More than my thrower can carry, I'm afraid. I'm using carbolic acid, with a little extra kick, but it's much more effective on flesh than iron. Given enough time we might weaken those chains with a continuous application, but given their size, my estimate would be a week." She perks up "I intend to keep our promise as well, and to that end, there's something in the lounge I think might help."
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No. 1115608 ID: fd169b
File 176160758452.jpg - (428.61KB , 800x600 , cadvere2 58 a lone bug.jpg )
1115608

With Sorrel guiding you are able to avoid anymore encounters. The site of your previous skirmish bears stains and disturbed dust, but the bodies have been taken away. Things seem quiet until you near the chamber with the hole into the foyer. Sorrel raises a hand to halt you. Something is moving up ahead, something with scratchy bug feet.

Sneaking up to the corner, you chance a peek. In the dim noon light that filters down you can make out a beetle, one of Kh'khechil's comrades. He appears to be alone, and has an oozing crack in his carapace.
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No. 1115609 ID: 70f58a

>>1115608
Hm, odd. I doubt the puppets have enough intelligence to use bait, so it's probably not like that. Nevertheless, use caution and stay quiet, peek into the room to see if it's clear before approaching and administering any possible first aid while asking what happened. Uh, damn, we don't have any way to translate do we? Nevertheless, our beetle companion should be able to carry the knowledge forwards.
I suppose we can play 20 questions as well. Did the base get attacked? Is there anyone nearby that needs help? Are there any hostiles nearby?
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No. 1115702 ID: c7f19f

We should have Sorrel sound off here. That will quickly tell us if this is an ambush and what we're up against if so. The only reason we wouldn't do this is if she had y reason to believe there's a ghoul bat somewhere *else* in the underfloor.

If there's nothing chasing the bug or waiting behind him, then have Lisel try to tend his wounds while Kh'khechil talks to him.
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No. 1115704 ID: f9c4b2

>>1115702
agreed. tho maybe the beetles secretly have their own version of sign language going on if we want to avoid making noise?
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No. 1116393 ID: fd169b
File 176235499801.jpg - (484.31KB , 800x600 , cadvere2 59 an injured survivor.jpg )
1116393

It doesn't sound like anything else is around so you hiss a quick squeak to get the beetle's attention. He trundles over to you, leaving a few drops of ichor behind.

"What happened? Where's your party?" you ask. Lisel has already pulled a length of bandage and is using some kind of adhesive goo to cover the beetle's gash. He tries to pantomime a response, hampered a bit by the ministrations.

"This isn't working. Kh'khechil can you help?" You're a bit jealous of how well Sorrel was able to pronounce his name. Your beetle pulls out the map and hands it with the bit of charcoal to the other.
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No. 1116394 ID: fd169b
File 176235504772.jpg - (612.74KB , 800x600 , cadvere2 60 where it happened.jpg )
1116394

The beetle sketches out a scene of himself, one of the mice, and the half-squirrel rat being surrounded by spiders. He then adds a pair of rats holding a net, and crosses off his companions.

"Not dead?" you ask. The beetle shakes his head, a motion that moves his whole body. Considering what's happened to other guests of the house it might be better if they were. Sorrel is clearly thinking the same thing, as she is gripping her spear tight and grinding her teeth.

"How long ago was it?" Lisel inquires. The beetle makes some hand gestures but stops at you're clear incomprehension. He sets the map down on the floor and, dipping a claw into the ichor staining his chest, starts extending the map off the edge of the page. Looks like they were under the dining room when it happened. The beetle starts tapping from one side of a drawn chamber to the other. You don't understand what he means with this, but Lisel pipes up. "Ah! You mean to indicate the time it takes to walk across a room." He nods and executes a series of taps, repeating in one room then moving from one to the next.

"So it was only ten minutes ago?" Lisel rubs her chin "They might not have gone far. Should we go after them?"
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No. 1116406 ID: 70f58a

...we really should, but we also have critical information to deliver. Can the injured beetle make it back? If so, they can deliver the scouting report while we go on the rescue mission.
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No. 1116425 ID: 99a466

>>1116394

We're relatively fighting fit. We've had a brief scrape, but come out from it very well. If this beetle can give us a trail to follow, we're obligated to at least try to liberate our comrades from a fate worse than death, and prevent ourselves from facing them later, when they will be worse than dead.

But be judicious in your adventures, and take no undue risks. If ever you run into unforeseen trouble, or you don't like your odds, abandon the engagement and retreat to safety.
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No. 1116444 ID: f9c4b2

for them to have a net means they were expecting/prepared to ambush them... we should still go for a rescue, but be very cautious of the surroundings.

also as morbid as it is, if we can't rescue them due to lack of ratpower, we can try to find out where they're taken and how they're processed.
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No. 1116485 ID: a2cc2c

>>1116444
This
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No. 1116497 ID: 2a9b13

Someone who knows where the coal is needs to go back to base. They also need to hear about Ornery.

>>1116406

If the injured beetle can make it back to base without an escort, AND if he can memorize the map, this would be the best solution. Otherwise we really have no good choices as to who to send back; we need Sorrel for scouting, Kh'khechil to keep the map updated, Lisel to observe if we end up watching ghouls being created, and of course Temerity to lead. Lisel is probably the best of bad options here.

>>1116444

I also agree with this approach.
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No. 1116986 ID: fd169b
File 176324405958.jpg - (604.37KB , 800x600 , cadvere2 61 splitting up.jpg )
1116986

You are loathe to stand by when there is a chance they could be saved. Still, they have information that needs to be relayed.

"Someone will have to take the map to the meeting point and tell them what we found. Sorrel what did you see?"

The bat sighs "I would have wanted to convey this in more detail in person, but in short there's a hallway, the furnace room to the southeast, and a room to the north east with a pit. I heard people in both rooms, and strange noises."

From where you are you know its just a straight shot down the hall to get to the lounge. One person should able to avoid the patrols and make it there undetected.
"Well no time to waste. Who's going to the meeting?"
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No. 1116988 ID: 70f58a

>>1116986
Hmm. Send Sorrel. She's got the most information, and is the least effective in a straight up fight. We know where we're headed, so we don't really need a scout.
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No. 1117028 ID: 120804

As before, if the injured beetle can make it back on his own, and he can relay the information for us, let him do it. He's in no condition to accompany us anyway.

Otherwise, I will change my vote to Sorrel instead of Lisel, since she seems to want to go. I had assumed she would want to be part of the rescue attempt.
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No. 1117029 ID: a2cc2c

>>1117028
This
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No. 1117081 ID: f9c4b2

agreed w/ sending sorrel.
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No. 1117165 ID: 99a466

Agreed. Fliers are hardest to trap. Lisel's firepower is worth more than her stealth. If the beetle can still be saved, then letting Sorrel shepherd him might be a good idea.
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No. 1117166 ID: 62c8a2

Sending Sorrel is the best outcome
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No. 1117610 ID: fd169b
File 176404211766.jpg - (598.08KB , 800x600 , cadvere2 62 Sorrel is stressed.jpg )
1117610

You hear something patter onto the ground behind you. Looking around you see a few drops of blood on the ground. Sorrel is standing very still, staring ahead. One hand is clutched over her face, her long fingers dragging gouges through her fur. Blood trickles down from the rents.

"Sorrel! Hey stop!" Lisel looks up at your cry and gasps. "Sorrel what are you doing?"
The bat snatches her hand away, blinking at the crimson on her claws. "Ah, no I... sorry I just. The thought of being caught. trapped." she looks from one of you to the other in a panic. "B-but I can't falter here! Can't be useless again. I won't fail you. Like I failed my m-" Sorrel chokes. Tears mix with the blood on her cheeks as she clutches her spear to her like its the only thing holding her up.

You move to steady her, her lanky body surprisingly light. Lisel takes her other side, though she isn't tall enough to do more than let the bat lean on her. "You're no failure, Sorrel." the chemist says "You've been most helpful to us."

Patting her on the back in what you hope will seem comforting you add "Go to the meet Sorrel. You need to tell them what you saw. It's important. And you need to see this injured fellow back to safety."

Sorrel takes a few deep breaths and nods. "Right. I'll... go on ahead." She steps away, stance growing a little more sure with each step. The injured beetle follows her. Just at the edge of the lantern light she turns back. "Come back, you three. I'll be waiting." Then she slips into the dark.
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No. 1117613 ID: fd169b
File 176404229020.jpg - (142.30KB , 800x600 , cadvere2 63 corpse gatherers.jpg )
1117613

With no time to waste you run down the corridor. The trail of yellow ichor is easy enough to follow as you transition into the dining room underfloors. According to the beetle's map they were ambushed not to far in. You don't see any branching paths on the way.

And indeed, at only the third chamber in, you turn a corner and find the site. Several spider corpses are still on the ground, while their more mobile fellows are clustered around them. It looks like the fallen are being dragged away.

In total, five spiders' eyes still shine in the darkness. They don't seem to have noticed you yet.
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No. 1117614 ID: 70f58a

>>1117613
We're outnumbered. Can't fight this. Sneak around!
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No. 1117690 ID: 32afe4

We don't have time for this. If I'm reading the map correctly here we should be able to head further east (?) and try to find a way around. Don't engage the spiders if we can avoid it.

If there truly is no way to go but through, then I would say that this is a good use case for a grenade. Do we think our flashbang would blind them long enough for us to kill at least a few? Or would we be better served by having Lisel wade in and spray acid into their eyes?
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No. 1117948 ID: 62c8a2

Can you all try to climb on the walls in order to avoid getting the attention of the spiders?
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No. 1117964 ID: f9c4b2

avoid engaging as much as possible. it may be tedious to find an alternate route, but stealth must be prioritized. altho.. maybe we should follow from a distance and see if they're going to the same place...
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No. 1118327 ID: fd169b
File 176473918898.jpg - (647.11KB , 800x600 , cadvere2 64 consider sneaking.jpg )
1118327

You take a moment to reorient your mental map. You have entered the dining room underfloor at its north west corner. Based on what you remember of the house map your quarry is likely being taken to the south, where the kitchen and dumbwaiter are. The chamber in front of you runs to the south.

"Think you could sneak over them?" you whisper to Lisel.

"Well, yes, but I would have to move slowly." She waggles her arm so the contents of her hidden pockets clink and slosh. "Wouldn't want a bottle to fall on them. If that's how you want to do this, you two should go ahead and I'll catch up."

You consider if the flash bang might help. Perhaps if it were thrown as they start climbing, it would both disorient and distract the spiders. But there's one other option you want to check. "There was another passage behind us, lets quickly see where that goes."
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No. 1118328 ID: fd169b
File 176473921186.jpg - (544.50KB , 800x600 , cadvere2 65 the dining room.jpg )
1118328

A hole in the east wall behind you leads to a dead end chamber, or so it seems at first. After a moment your a faint light catches your eye. There is a hole up in the corner leading to the dining room. You scrabble up to take a look.

Thick curtains block all but the thinnest rays of sun in the musty room. The scent of rot hangs thick on the air, no doubt emitted by the fungos you can see distantly glowing on the ceiling and walls. Their work is evident by the squared spiderwebbing of cracks above, which leak warm yellowy light and muffled talk. The combined pinpricks of illumination is enough for you to make out the bulk of a clothed table, its high plateau hosting glinting peaks of silver and crystal. Around it chairs are strewn haphazardly.

The floor is a ragged mix of half-chewed carpet, fallen plaster, and crumbling wood. It appears the rot has gone far enough to provide a number of rough holes, one of which might allow you to get the drop on your allies' captors.

Although, you recall, weren't you warned to stay particularly quiet in this room?
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No. 1118338 ID: 70f58a

They're probably being taken to the dumbwaiter. Traveling through the dining room should let us get ahead of the kidnappers, which means we can set an ambush. So yeah, despite the risk, I think we should sneak through the dining room. Make sure Lisel's stuff doesn't clink while she walks and we'll be ok. If necessary, the other members of the group can carry loose bottles during the sneak. Or we can leave behind non-essentials.
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No. 1118354 ID: f22303

>>1118338

Agree. Leave behind anything we can afford to and go through the dining room. They're not expecting us to go that way. That said, if we make noise it sounds like the master may hear us personally, so that is something to avoid at all costs.

Don't leave behind anything useful in combat, though. If that means Lisel has to move more slowly, so be it. We're not going to be able to come through this room with ghouls in hot pursuit, so we're almost assuredly going to have to fight our way out once we free the captives.
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No. 1118355 ID: 62c8a2

This is, you are in the belly of the beast. Be quiet, scout out your area, and not just the floor, look at the ceiling. Proceed onward with caution. The whole situation feels like the calm before the storm, and when that happens, be sure to have an umbrella ready.
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No. 1118420 ID: 92f7e7

Retreat. Cut the losses. There is no sense piling risk upon risk in an attempt to play rescuers. Traveling through the most dangerous room of the house in order to engage in battle is not a part of our mission today. It's worth more to return intact yourselves, with the knowledge you've gained and your abilities still at the disposal of everyone in the shed. This passage to the dining room floor may yet prove useful for transit or eavesdropping, but only if you can report on its availability, and be alive to use it in the future.


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