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File 160727214283.png - (88.75KB , 800x213 , 1-Title.png )
982838 No. 982838 ID: 0fbdcd

A little more than thirty years ago, London was stolen by bats.
The city, once capital of the British Empire, became the Fifth City to come under the ownership of the Bazaar and its Masters, now planted on the south bank of the Stolen River, formerly the Thames. London was transported, deposited atop the resting place of the Fourth- on the western shore of the Neath, a great underground cave beneath the world, filled entirely with the Zee; a great, dark, sunless sea.

It was quite a lot of fuss at the time, given the peculiarities of life in the Neath. But that was a generation ago.

The year is 1894, and you are a citizen of London. However, a tragedy has befallen you: you have been afflicted with an illness, the kind that kills you well enough you cannot come back, the kind beyond the science of modern medicine to cure. There is only one solution:
You must become wealthy enough to purchase immortality from the Bazaar.
This is typically the project of a lifetime, or a favor offered only to those already tremendously rich before the Fall. You do not have that long to waste. There is, they say, only one surefire way to become tremendously rich all at once, if you live to tell the tale; become a Zeecaptain, sail the Zee, find your fortune.

You have sold every last thing you own in order to purchase a ship and her crew. This is your shot. Your final and only shot.
35 posts omitted. Last 50 shown. Expand all images
No. 983541 ID: 0fbdcd
File 160792111050.png - (286.79KB , 800x800 , 13-Snuffers.png )

Snuffers are an insectile creature of the Elder Continent to the south; alike to men in size and shape, but unlike in bearing, given the chitin and the slime.
They are intelligent, though not more so than can be said of man. They are also not universally malignant: there are scraps of evidence of Snuffers living peaceably among men, though nothing listed here names any particular names.
What is known is that they are able to dig their talons under the skin and remove it with surgical precision- often violently, though not necessarily so. This can be done from the living or the dead. They may then take the face and use it as disguise; the exact method of the transformation is unknown, but it is a complete and flawless ruse.
They are able to consume normal food, but gain nothing from it; their only true source of sustenance is wax, most often candles. They have a great hunger for wax.
They also have a great hunger for change. The precise reason is unknown, but Snuffers rarely keep one visage for too long. They trade faces among one another, or discard the used and gain replacements.
They also refer to one another as Cousin without fail. Thus ends your notes.

A candle-trap might be the most efficient way to lure the beast, but to make it useful you would need to confiscate candles from the rest of the ship, plunging it into darkness. However, it is almost a certainty that the Snuffer has already taken another face, and shoved the hapless owner into the black Zee below. One of your crew is not your crew.
No. 983542 ID: 8483cf

We're taking a route close to land. No need for candles right now.

Let's get that sumbitch!
No. 983543 ID: 69e52f

The snuffer's false face can be pulled out perhaps as easily as a wig.
Mayhaps it's time to call all your crew together for a moment and, one by one, do just that.
No. 983544 ID: b1b4f3

Uh, what is a candle trap though? And why would darkness be bad?
If it works to lure a disguised snuffer then do it.
No. 983545 ID: 094652

Leave the candles in the lamp room, and put your three sailors on rotating lamp duty.

Put up an offer to the Snuffer for amnesty; if they reveal themselves to you, you'll consider lessening their sentence to a few weeks of indentured servitude with lessened pay, since you're in need of a snuffer for special matters. If you discover their identity on your own, you reserve the privilege to turn the tables and chop them into armor plating and rations with a side order of tartar sauce.
No. 983553 ID: bcda15

Variation of this is to have the zailors each do guard duty around a candle, secretly observed by you. The snuffer will probably fail the compulsion to consume the wax and out themselves and you can then confront it as an equal and either try diplomacy or introduce it to A Notched Bone Harpoon and the color Peligin.
No. 983746 ID: 0fbdcd
File 160809578768.png - (206.91KB , 800x800 , 14-Bait.png )

A candle-trap is not any defined thing; it is a common practice in traditional hunting as applied to the Snuffer. One commonly baits traps with food an animal favors. Because Snuffers can only be satiated by wax, gathering all the candles on the ship in one place is an effective way to lure it out. It must eat eventually, after all.

Darkness is bad for reasons both practical and metaphysical.
Of the practical: Zailors cannot perform work well in the pitch-black of the Neath; should the false-stars above not be shining upon the boat, one can see no more than inches before their face. Light, often from candles, alleviates this concern.
Of the metaphysical: Zailors are superstitious. Light is civilization- darkness is nothing. A ship running no lights looks, to all the rest of the world, to not exist- many claim to have seen a ship go dark and then vanish completely, as if by ceasing to be in the light one is lost completely. This is usually not the case, but even so, darkness brings fear.

You inform your Zailors of the situation- that there is indeed an imposter among us. You gather candles from the ship and store them securely in the glim-lamp room. The rest of the journey will be in darkness, until the Snuffer is found.

The first day, all proceeds as normal, but for the palpable unease in the air. Friends mistrust friends. All grow silent- for fear of misremembering some small detail and being accused of being a saboteur.

The second day is much the same. Progress is steadily made towards Venderbight in the north. The three crewmen you have personally verified take turns watching the store of candles- the rest busy themselves with work, gazing at the shore to the west during rest, eyes hungering for the rare spark of light from some far-ranging hermit or bioluminescent fungus-tree. The distant light helps greatly to fight the sense of gloom on the darkened ship.
Morale has risen to 1/8.

On the third day, the hairs on the back of your neck stand up. You instruct the guardsman to appear asleep. You steady your breathing until it is undetectable. Until you are barely breathing at all.

Slowly, as the rest of the crew are asleep, you hear creeping footsteps. Catlike. But you have hunted cats.
No. 983747 ID: 0fbdcd
File 160809580852.png - (303.28KB , 800x800 , 15-Pounce.png )

“Good evening, Cousin,” you say.
The figure on the end of your harpoon makes no noise and no excuses. They have stolen the face of one of your junior crewmembers. They are found out.
The Snuffer is at your mercy.
No. 983750 ID: 094652

Tie the snuffer up. Learn their life story and write it down for further research.
Have the snuffer sent to the authorities.
No. 983751 ID: b1b4f3

They killed one of your crew, and previously stole the face of one other. There will be justice. Can there also be profit? Is there a bounty for handing Snuffer corpses over to a guild of some sort?
No. 983753 ID: 6e6f32

I wish I could be more amenable, more hands are always welcome, after all. I cannot however, forgive one such as ye whom has given in to their baser instinct, and murdered one of my crew.
However, there may be hope for you yet. If you can prove that you have held this form for some long while, I may be willing to spare your life.

Bind her, taking special precautions with those claws. Then summon the crew to interrogate her. It is important to know when the switch occurred.
No. 983754 ID: 2aa5f0

if there is a bounty for the thing hog tie it and make sure it can't go anywhere. Might as well give you something for all the trouble it's caused when you get to port. If not then kill the thing here and now before it can cause any more trouble aboard your ship.
No. 983757 ID: bcda15

Tying up an insect like creature that has knife like fingers is bound to end up with loose ends. I would like to give them a chance to explain themselves further, especially to find out what happened to the crew they replaced. This is the kind of thing we need to tread carefully with in relation to crew moral, especially considering their "Gods of the Zee" beliefs. Salt won't pay attention to any action here, and Storm might pay attention if we don't maintain justice/enforce order. Stone is the one you might want to worry about paying attention here.
No. 983860 ID: 0fbdcd
File 160833482363.png - (361.53KB , 800x800 , 16-Interrogation.png )

You have the Snuffer bound with thick rope and iron shackles, and bring it before the crew for interrogation. You rip its false face free- the flap of skin is handed, gingerly, to The Electrifying Minister- for rites and burial upon return to shore. The Snuffer’s disguise melts away rapidly- false-skin melting away into a slurry, revealing the chitinous underplating beneath.
It demands food before it will speak- you oblige, and feed it a single candle. The wax cylinder is messily devoured, sucked up into its maw by the mass of dexterous tentacles and mandibles it has for its genuine face.

It stole the face of The Inexperienced Stoker almost immediately after being found out with the Dandy’s visage; it has maintained that form for the last three days. The young man perished shortly afterwards, and he was rolled into the Zee. He is unrecoverable, now. The news brings great rage among the crew- though the Stoker had only been with the crew a few scant months before your purchase and captainship, he was well-liked, and considered promising.
The length of time the Snuffer held this face is not particularly exceptional. Reports indicate that they hold faces for a week, perhaps two, perhaps even four, before suffering an irresistible urge to transition to another.

You are unable to squeak many further details from the creature. It claims to have lived in London for some time, before taking the Dandy’s face. It claims to have been several key figures in prominent ballets across multiple performances. It claims that its stowing away on your ship was largely by happenstance and merely a way to earn funds.

The crew, naturally, wish to see it destroyed in any number of cheerfully vibrant ways and then summarily fed to the zee-bats. Bringing proof of a murderous Snuffer’s demise would likely earn a summary payment from the Department of Menace Eradication back in London.
...alternatively, you are dimly aware that there is a government office which deals, in some way, with Snuffers. Live ones. You would likely find much greater price from them- if you can find them, and if you can keep the Snuffer contained and alive long enough to get it to them.

You will be in Venderbight shortly, where the Defaced Dandy will seek someone to reattach his face- quite a good place for it. The more prideful dead always need touching up, after all. Should the Snuffer survive the hours between then and now?
No. 983861 ID: bcda15

While the rewards are good for live snuffers if you know where to inquire, keeping it out of trouble that long is unlikely. Crew moral and respect are worth way more.
No. 983863 ID: 094652

Interrogate and Vivisect the Snuffer to satisfy both your curiosity and the crew's hunger for vengeance. If they survive your brutality, have them arrested by the more profitable ventures.
No. 983868 ID: b1b4f3

Yeah it's too late to bring it in alive, especially so without any specific knowledge of where to bring it in.
No. 983882 ID: 6e6f32

Kill it quickly. Let us not become monsters ourselves, even if a simple death is too good for it.

We'll be at port soon. Work with the crew to prepare Rites for our fallen comrade, be they somber or boisterous.
No. 983884 ID: 46a721

I am torn. On one hand, ending the threat now and turning the body in later sounds like the sensible choice.

On the other hand, finding bringing the Snuffer to an organisation that deals with them may be the key that let's us learn new secrets in our quest for immortality.....as well as finding out if this organisation works towards the spread of the Snuffers in a mostrar malicious way.
No. 984068 ID: 0fbdcd
File 160852759520.png - (152.38KB , 800x800 , 17-BurialAtZee.png )

Your crew have many inventive ideas for how the Snuffer should be executed. The Banded Brawler, who has spent far too much time among the tigers in Port Carnelian, has already begun prepping what he claims is a traditional Presbyterate slaying for the Snuffer, which involves creative use of rope, pulleys, and weights.
You are disinclined to make a show of it. You return to your quarters and retrieve a hand-axe. The Snuffer is steadied and sat upright by two zailors. There is no readable emotion in its beady, inky eyes. There is a single swing.

You will preserve the head for presenting to the Department, back in London. A member of the crew proposes broiling the remains, like a great steamed crab. A reasonable extension of rations, he surmises.
You instead kick it over the railing. The body bobs as the ship steams on- before the glass of the zee parts, and something with spines and fins surfaces, draws its extended lips over the carcass, and retreats below the waves.

At the end of the day, you are now down two crewmen, with a complement of eight. This does not significantly impact the running of the ship, but is, perhaps, notable.
No. 984069 ID: 0fbdcd
File 160852762563.png - (239.31KB , 800x800 , 18-Venderbight.png )

You have arrived in Venderbight, the city of the half-dead. The landscape is a crowded, cramped, and ostensibly horrific mishmash of the constructions of perhaps six millenia’s worth of occupants. Most traces of the First City are lost, and little remains of the Second on the surface- though you hear tales of lost sandstone vaults beneath the streets, filled with the embalmed undying. The winners in styling are the Third City and the Fifth; marble columns leaned against squat granite pyramids, fungalwood townhomes and hostels amidst squared terraces with channeled routes. It is cramped, and dark, and quiet but for the shuffling of the half-dead, though occasionally you hear the whoops and hollers of combat, dance, or revels. There is a great scent of lilac in the air.

The Defaced Dandy departs for the dock, after shaking your hand firmly, and passing on banking certifications to transfer your payment. He informs that he will spend his time waiting for the general public to forget his dramatic change of visage, and seeking an expert surgeon; hopefully, by next time you port in Venderbight, he will be ready and waiting to return home. He claims he looks eagerly towards that day, and will hope to ride with you again.

Additionally, given you have stopped in a major port, you assemble a brief report for the Admiralty. Venderbight is landlocked, so it has not changed position, but there is still much data you can assemble for profit. Comings and goings, that sort.
You have gained 300 Echos and 3 Marks of Credit, and one Port Report- worth one free Fuel when submitted back in London.
No. 984070 ID: 0fbdcd
File 160852772114.png - (892.90KB , 1152x1641 , 19-VenderStats.png )

You have no more listed business in Venderbight, but every port in the Zee holds opportunities. You could roll the dice and spend time here, seeking information, commercial opportunities, or anything else. After all, Venderbight is home to the very, very, very, very old. Perhaps the socially undead have information regarding immortality or health?

Every day spent in a foreign port will consume one Ration. Often, seeking in foreign ports is up to chance- but success may be boosted by the expenditure of Supplies, Echos, or by similar narrative force and good sense explanations. Please be specific and thoughtful in the object of your search.
Of course, you could just leave immediately instead- in which case, a new route should be charted.

Your route to Venderbight consumed four Fuel and two Rations. Your stores at present are as follows:
Fuel: 6
Rations: 8
Supplies: 5
Health: 0 - Perfect
Morale: 1/8 - Wary
Funds: 200
Marks: 3

No. 984071 ID: 094652

Buy 4 Fuel and load it onto the ship. Then spend 20 echoes searching for trinkets and jobs. Spend another five on cheap, dental-safe pastries for the crew to lift their spirits slightly.
No. 984073 ID: b1b4f3

Refuel. Let's ask around for commercial opportunities and general information. You could ask about immortality too I guess but don't we already know where to buy it?
No. 984078 ID: 31e1c9

We could investigate Venderbright, since we are here.

Also buy more supplies and fuel, if the price is right.
No. 984487 ID: 0fbdcd
File 160930721841.png - (464.91KB , 800x800 , 20-Excavations.png )

You decide to spend a day in Venderbight. You don’t have much of a specific goal, but a great many people pass through here; the very injured, the very old, and those exciting enough to seek refuge from scandal and controversy back in London. And, of course, you’ll need time to resupply. You purchase four fuel- your Funds lower to 120, while Fuel rises to 10.
It is worth noting that not all markets across the Zee will have access to the same goods, or for the same prices. The Tomb Colonies are so intertwined with London that their markets are similar and stable, but you should not expect to be able to resupply everywhere you go.

Wandering the stalls of the market, you’re attracted to a mild hubbub; a crew of mixed Londoners and Tombers are doing their best to advertise a job search to the passing crowd, occasionally examining those who volunteer- and finding most unsuitable. You wait in que until you have a chance to speak with their spokesman, The Lively Archeologist.
He grins beneath his bandaging as you approach, and an assistant hands off a string and ruler- he’s quickly performing an invasive series of measurements, bustling around you with surprising speed. As he does so, he declares you suitable, extends a hand, and asks if you’ll take the job.

You explain that you don’t know what the job is. His eyes cut to his assistant in the way one who’s been asked an unfortunate question often does, seeking an imagined out to the query before relenting.

He explains that he’s an archeologist, and has decided to use his time in the Tomb Colonies productively. He’s broken ground nearby, and has managed to find his way into what seems to be a long-forgotten Second City tomb; the sandstone, animal motifs, and gilded treasures indicate as much. However, there is a teensy weensy itty bitty reptile problem.
He cannot see your raised brow behind your viewport. You repeat: “Reptile problem?”

That’s how the last one he sent in described it, he explains. Large, ornery, the usual. Just the kind of thing a Monster Hunter like yourself ought to handle, he concludes, cheerily.
In exchange for removing his reptilian issue, he offers either a modest portion of the profits from the excavation- or a line on a cannon for your ship.
Should you accept? And if so, are there any special preparations to undertake before the hunt?
No. 984488 ID: 0ad2ff

Nets, spears, hooks, and the toughest of our crew will do us well for this job!
No. 984512 ID: e3c839

Sounds like zombie crocodiles. Fresh meat as bait, pole axes, rifles or harpoon guns,
block and tackle, some building supplies. Ask if part of the ruin is flooded, if so demand more pay as an advance, as a full bronze pressure suit, pump assembly, and underwater lanterns will be required.
No. 984603 ID: 094652

Ask if you can ferry the cannon into the expedition site. I mean, why leave your artillery behind when you're facing a giant monster?

You'll also need a steady supply of torches and spearguns.
No. 984683 ID: 008e66

ask for detailed description of the beast if they can provide one, then consult ye notes for what best matches it
No. 984721 ID: 8483cf

Bloody hell. Can we outrun this thing if it decides to take a bite out of our ship? Or is it bad news for the crew if things go south?
No. 985188 ID: 0fbdcd
File 161004467206.png - (491.61KB , 800x800 , 21-GoingIn.png )

You spend some time gathering both assurances and specialized equipment: you gather two Supplies from your ship to make sure you’re properly outfitted, as well as your two most able-bodied crewmembers: The Khanate B_____d and the ship’s cook, the Electrifying Minister. Though reedy, he possesses a wild strength and a chilled determination behind his grey eyes: a mark you’ve seen before, and found promising.
You outfit them with spears, ladders, ropes, lanterns, spare lanterns, and many similar implements.
This reduces your Supplies to three.

On your way back, you catch The Lively Archeologist and ask of him your questions.
"Moistened? Yes. Comes from such close proximity to the Zee. Flooded? Aside from some small side passages, no. The majority of the structure is in remarkably good shape. Those sphinxmen knew how to build 'em to last, didn't they?"
"...hypothetically, yes. I can have it set up outside the front door, but-"
"-I'm fairly sure it's too large to leave through the entrance we've made. So should you rile it severely, leaving is just as good as killing it. To you, I mean. I want it dead so we can move on in there."
"Unfortunately, last man we sent in was a bit delirious with the bloodloss, and wasn't able to provide much in the way of definitive information. Larger than five men, bound and wrapped, crocodilian. I'd offer to let you ask him yourself, but he's still dead." You pass by a tent at the dig- there is, indeed, a man lying very still within. Such a vague report doesn't indicate any particular specialized beast; it may just be a very angry otherwise-mundane animal.

You are as prepared as you will be. You are guided to the entrance- a busted-in wall in a townhouse’s sub-cellar, thankfully cleared of rubble to reveal the passage within.
No. 985189 ID: 0fbdcd
File 161004469105.png - (248.35KB , 800x800 , 22-DeepDark.png )

The hall has no branches- only a long, curving sandstone corridor. You quickly lose track of both distance and depth, rising and falling with the steps. Now and again there is a nook in the wall- a gilded coffin, pottery vases full of foul things, pictographic inscriptions your education has not provided for.
Eventually, the pressure in the air deepens as you approach a cavernous space. It seems to consume the light from your lanterns and torches- you cannot see the bottom. Stairs transition to smooth stone ramps.

In the distance, there is a rumble, and a splash of something very large and heavy landing in a shallow pool. Echoing from the darkness is- speech. Guttural and heavy, leaden with bass, quite obviously inhuman. You cannot understand the tongue it speaks in, but its tone is quite clear: you are not invited in this space.
The Khanate merely adjusts her hat, before looking to you. The Minister murmurs a quiet prayer to Storm.
Morale has risen to 2/8- Nervous.
No. 985192 ID: 008e66

well, the words indicate either your quarry is indeed no mere beast, or has some thinking master.

nothing for it but to descend into the dark. As you do though, reminisce to your companions, drawing parallels to a prior hunt for an unknown creature in the dark. Your experience should help keep morale from falling too much.
No. 985193 ID: 0b42a2

Sing an uplifting zee shanty, to raise the spirits and also to mock the ancient crocodile into drawing itself closer and out of hiding.
No. 985194 ID: 094652

>"I'd offer to let you ask him yourself, but he's still dead."
Only where the suns don't shine, ladies and gentlemen and all other configurations of being.

Set up a series of ropes as an escape plan. This is the monster's domain, and they will know how to cut off the usual exit routes.
No. 985208 ID: 6e6f32

The Egyptian god Sobek was depicted as a crocodile, or crocodile headed man. He was said to protect the Pharos from evil.

Pehaps this creature can be reasoned with. From a distance, of course. First though, we need a better vantage point.
No. 985602 ID: 0fbdcd
File 161057525554.png - (352.10KB , 800x800 , 23-Cronk.png )

You will labor under the assumption that you are merely dealing with a beast, rather than a god. Good for morale. Besides, as far as you're aware, only three gods yet live in the darkness of the Neath.
Also good for morale is the idle conversation you carefully curate among your comrades; tales from similar hunts. In fact, this isn’t entirely dissimilar to the one which caused your infestation, descending into the sewers of london- though you leave the details sparse, in that tale.
As you spelunk, when coming to a ramp, you drive an anchor into the sandstone and drape a rope across the side. Better safe than sorry. As you speak, you hear in the distance- the quiet splash of something heavy and quadrupedal moving through brackish water. Approaching, steadily.

You find a small bridge, instruct your companions to quiet, reach for your supplies- and throw a slab of meat over the side, holding torches and lanterns aloft to watch its descent. It lands with a splash in the water- followed immediately by an explosion of movement. A great scaled head rushes from the darkness, and snaps the side of bloody flesh into its mouth. Its neck twists up as it devours, before settling.
The great bandaged tomb-crocodile murmurs a snatch of unknown language to itself, before pushing itself through the water. The beast is old, clearly- scarred and loosely wrapped in bandages composed more of mold and hope than cloth. It’s scales are white, and it’s eyes are bulbous and milky. It trundles through waist-deep muck, disappearing into the darkness again. You now know your foe.
No. 985603 ID: b1b4f3

Is it blind? Perhaps we can lure it somewhere with noise, then ambush it.
No. 985609 ID: 094652

The beast looks like a cross between the god of all crocodiles and a cartoon plush toy.

Attempt to communicate. Their brain might be large enough to facilitate sentience.

If not, make the world's largest carnie prize.
No. 985793 ID: 16d082

yeah, it seems like it’s blind; instead using sound, water vibration, or both to sense food.
dropping down is tempting but we would need to kill it in one plunge or risk getting killed ourselves. I think we should lure it to a more advantageous area as was already suggested, like a tight tunnel entrance.
No. 985797 ID: 46a721

Maybe we might be able to reason with it if we find someone who speaks ancient egyptian among the tomb-colonists.

If that fails, we can attempt to lure it below the bridge and drope something
heavy on its nogging.
No. 986244 ID: 0fbdcd
File 161154963840.png - (351.34KB , 800x800 , 24-Shout.png )

You briefly consider leaving, and seeking someone to communicate with the beast. It has clearly kept its mind after all this time locked down here- or, you presume it has. It might be speaking what passes for loony gibberish to an ancient crocodilian. But you have been hired to kill a beast, and you are a Monster Hunter. It is not in your blood.
You consider your situation briefly. You have an approximate knowledge of the depth of the water in this area- perhaps knee-high. You are perched above a relatively narrow and tight space- not a tunnel, but it seems unlikely you’d find one in this open space. This is your current ideal ambush spot- one you should take advantage of. And so you do.
You toss a slab of flesh into the water and cry out in false pain. There is silence for a moment- then a heavy splash, and then more, a thunder rapidly approaching. The beast rises again from below the bridge, and snaps the meat into its crooked jaws.
No. 986245 ID: 0fbdcd
File 161154965423.png - (208.58KB , 800x800 , 25-Plunge.png )

In the same instant you and your compatriots leap.
You feel a sensation of the world slowing as battle calm rises over you. You are a slayer of beasts and you are unafraid.
The ideal would be to land your spear in one deadly strike- but you are unfamiliar with the biology of this creature, and this cannot be guaranteed. You must assume there will be battle.
You briefly recall the lecture of a nun, who taught you some of what you know of battle; A battle is not won with strength. It is won with the first strike, and the prediction of reaction, and the prediction upon that reaction.
The half-seconds stretch as gravity pulls you towards your prey. Your blood races. You will spear it. But what will the beast do then? And then, and then and then?
No. 986247 ID: 8483cf

That beast is going to ignore the pain and come right at you. Dodge and let it tire itself out while you work the spear.
No. 986250 ID: b1b4f3

Uhm, I guess it's going to try to shake you all off, then bite at whoever landed closest to it, then maybe thrash around once the battle's not going its way and perhaps even turn around to use its tail to swipe everyone and run away.
No. 986268 ID: 5a58c5

If it doesn't die instantly, it will throw it's head up, and then thrash back and forth in an attempt to dislodge you. If it fails in it's thrashing it will roll over and crush you. If it succeeds it will attempt to bite at you.

Upon landing, center yourself over the spear, lower your center of gravity, and hold fast. You decide when you dismount, not it. Any thrashing it does whilst you hold firm will worsen it's internal injuries.
Upon dismount pull the spear out with the whole of your body, and land by its neck, just behind the skull, it won't be able to bite you there. Stab quickly up into the back of the skull to fell the beast, before it starts getting creative.
No. 986272 ID: 3a2400

Presuming the creature will fall back on instinct under duress, it is likely to dive down in response to attack where it usually has the advantage of panicking attackers that can drown. From there,it will probably try to bite and death roll its way to victory.
No. 986273 ID: 031458

'Spose it depends on how deep that canal is.
If it's walking in it that's one thing, if it's swimming, however...
No. 986277 ID: cc0880

We know the muck its in is knee deep to us.
Presuming it doesnt have some ability to make that darkness a deeper one, knee deep the muck shall stay.

I concur.
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