Monster Blood Tattoo Quest: Tales from the Half-Continent

[X]You'll save them for the construction of works, as the Marshal intended.
[X]You begin marking out a series of range markers around the fort: This will vastlyincrease the accuracy of the fort, particularly of its cannon. It may delay your journey though. You won't be able to use a CoP for this as the average worker doesn't have the skill to complete the job.
[X]...OK. You're a little put out by how much she seems to know, but better to have someone at your back for this mess than not. If she's right about that necromancer, it'll be worth it.
 
[X]You'll save them for the construction of works, as the Marshal intended.
[X]You begin marking out a series of range markers around the fort: This will vastlyincrease the accuracy of the fort, particularly of its cannon. It may delay your journey though. You won't be able to use a CoP for this as the average worker doesn't have the skill to complete the job.
[X]...OK. You're a little put out by how much she seems to know, but better to have someone at your back for this mess than not. If she's right about that necromancer, it'll be worth it.
And that'll take it for Rangefinding.

Update tonight.
 
Post 9 - Contraband
QM's Notes: Got a bit of writers block on this one, but I think I managed.

__


It takes you a moment to consider, but not much longer. "I suppose we have an arrangement, Ms. Saphine."

She smiles winsomely - "Excellent. I knew you were a reasonable type."

"I must warn you though, I have to prioritize the defence of the road before any sort of hunting expedition."

"Naturally." She nods, "With the Warden-General in his current state, things are bound to get nasty."

"What exactly is it that you know about the Warden-General?"

"He's gone off his rocker." She replies, "Thinks his dead wife is talking to him in his dreams, telling him to come find her in the swamp. Rumor has it that he's called off all the usual patrols, and is sending his men to search the depths of the Ichormeer instead."

"Has no one tried to stop this madness?" It seems incredible to you that such blatant stupidity could go unchallenged.

"Supposedly he's threatening to shoot anyone who disobeys for treason and desertion. This is secondhand info though, so take it with a grain of salt."

"Still, it's most disturbing. As I was saying though, I have duties to attend to along the road. Speaking of, it's time to put all this fancy equipment I brought with me to use."

It takes two days to take all the measurements you need and set up the markers you've prepared. When it's all finished though, you can't help but feel a bit of pride at the work you've done. The demonstration put on by the cothouse's artillerymen sees them hit their marks with incredible precision. The thanks showered on you by the Major-of-House are so effusive and longwinded that Saphine starts glaring at you from the window of the carriage you've hired - you manage to make your excuses and board just as it prepares to leave.

The ride over is a bit nerve-wracking as the threwd washes over you, but having a companion to make friendly conversation with takes the edge off some. Saphine is apparently quite used to the haunting atmosphere, and proves to have a knack for storytelling. As she launches into another tale about how she acquired one of the many cruorpunxis adorning her arms, you and your fellow passengers can't help but be drawn in. As you draw close to Cripplebolt, the mood in the carriage is - if not jovial - at least somewhat relaxed.

There is a great deal of concern, however, when the carriage slows to a stop outside the walls of the cothouse. Getting out to take a look, you see the reason - A butchers wagon has been stopped at the gates, as the drivers argue with the sentry about some kind of documentation.

"It's all right here - orders signed by your very own Master-of-Clerks! We have every right to take our goods westwards." A nervous looking man exclaims, "Whadda you need to search us for?"

"The Master-of-Clerks may have given you a charter to operate along the road, but that doesn't make you immune from scrutiny." The sentry replies in an exasperated tone. "All conveyance coming to or from Bleaklynche must be searched. Marshal's orders, just came in last night. Search the wagon." He motions to the other guards.

'THIS IS AN OUTRAGE! YOU'LL BE SORRY FOR THIS - I WILL REPORT THIS TO YOUR SUPERIORS!" The butcher and his assistants move to block the sentries from the doors of the wagon. As it happens, you catch a whiff of swine's lard on the wind - probably the butchers cargo. You move quickly forward to support the Lighters, Saphine behind you. Taking advantage of the butcher's distraction to throw open the back of the wagon, you are confronted with a series of crates covered with a tarp. The smell of the lard is almost overpowering here.

"NO! YOU CAN'T - DON'T OPEN THOSE-" You ignore the butcher's protests and remove the tarp.


You're so taken aback by the sight that you take an involuntary step backwards. The crates start rattling dangerously. Swearing, you leap out of the wagon.

"EVERYONE" You shout, "GET BACK! LIGHTERS, READY YOUR WEAPONS!" They scramble to obey. You hear the sound of cracking wood. A dessicated head pokes out of the wagon and fixes its eyes on you.

"yyooouuuuuuu..." The whisper seems to stun everyone watching. "Yyyoooouuuuu mmaakke me hungreeeeeEEE!" The zombie screeches, leaping forward.

[]Make a break for the gates: There can't possibly be enough of those things inside the wagon to overwhelm the cothouse. If you can make it inside, you'll be safe.
[]Try to gather a defence: Between you, Saphine, and the Lighters, there should be enough of you to dispatch these horrors. You just need to bring some sort of order to the battlefield.
[]See if you can set the wagon ablaze: Surely there must be something around here you can use to burn that blasted wagon to a crisp - and any monsters inside with it.
[]Write in

(Vote for one option only please)
 
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You know, i have only read the first book (and even thay just once). I cant seem to be able to find this book series anywhere. Good to see it still has some fans.
 
[x]See if you can set the wagon ablaze: Surely there must be something around here you can use to burn that blasted wagon to a crisp - and any monsters inside with it.
 
[X]Try to gather a defence: Between you, Saphine, and the Lighters, there should be enough of you to dispatch these horrors. You just need to bring some sort of order to the battlefield.

Choosen, cause it is the option, most likly to secure evidence
 
[x]See if you can set the wagon ablaze: Surely there must be something around here you can use to burn that blasted wagon to a crisp - and any monsters inside with it.

Doing so will destroy any evidence of the master of clerks being involved with the necromancer and the illegal fights,
I would highely advice against this choice
 
[X]Try to gather a defence: Between you, Saphine, and the Lighters, there should be enough of you to dispatch these horrors. You just need to bring some sort of order to the battlefield.

Oh Yeah! Let's do this! Ready the Weapons!

 
[X]Try to gather a defence: Between you, Saphine, and the Lighters, there should be enough of you to dispatch these horrors. You just need to bring some sort of order to the battlefield.
 
[X]Try to gather a defence: Between you, Saphine, and the Lighters, there should be enough of you to dispatch these horrors. You just need to bring some sort of order to the battlefield.
 
We can't afford to burn or overly disfigure the evidence.

[X] Try to gather a defence: Between you, Saphine, and the Lighters, there should be enough of you to dispatch these horrors. You just need to bring some sort of order to the battlefield.
 
Voting will close at 8:30 AM EST Saturday December 30th.
Adhoc vote count started by Shebe Zuu on Dec 30, 2017 at 3:46 AM, finished with 14 posts and 10 votes.

  • [X]Try to gather a defence: Between you, Saphine, and the Lighters, there should be enough of you to dispatch these horrors. You just need to bring some sort of order to the battlefield.
    [x]See if you can set the wagon ablaze: Surely there must be something around here you can use to burn that blasted wagon to a crisp - and any monsters inside with it.
 
[X] Try to gather a defence: Between you, Saphine, and the Lighters, there should be enough of you to dispatch these horrors. You just need to bring some sort of order to the battlefield.
 
[x]See if you can set the wagon ablaze: Surely there must besomething around here you can use to burn that blasted wagon to a crisp - and any monsters inside with it.
 
[x]See if you can set the wagon ablaze: Surely there must be something around here you can use to burn that blasted wagon to a crisp - and any monsters inside with it.
 
[X] Try to gather a defence: Between you, Saphine, and the Lighters, there should be enough of you to dispatch these horrors. You just need to bring some sort of order to the battlefield.

We cannot set this wagon ablaze the evidence of enormous wrong doing from the master of clerks is vital to the continued operation of the lamplighters.
 
Vote Closed. Tally shortly.

Edit: We're going to try and rally a defence.

Update tonight at ~6:00 PM EST
Adhoc vote count started by Shebe Zuu on Dec 30, 2017 at 8:30 AM, finished with 15 posts and 10 votes.

  • [X]Try to gather a defence: Between you, Saphine, and the Lighters, there should be enough of you to dispatch these horrors. You just need to bring some sort of order to the battlefield.
    [x]See if you can set the wagon ablaze: Surely there must be something around here you can use to burn that blasted wagon to a crisp - and any monsters inside with it.
 
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Post 10 - Pay unto Evil
QM's Notes: I'll probably be putting the next update out on Monday evening due to New Years. I've also run out of my pre-planned info posts, so if you want to see something specific, let me know.

___


A pair of shots ring out and the charging horror expires mid-lunge. Nodding a quick thanks to Saphine, you shout to the Lighters - "Form a line! There's more where that beast came from! Sound the alarm!" A great commotion occurs as the Lighters cease their struggle with the smugglers and move to join you. A great commotion occurs behind you as a watcher on the battlements recognises the situation and begins to rouse the cothouse. "TO ARMS! TO ARMS! MONSTERS ON THE DOORSTEP!"

You have just enough time to organise a rough firing line from the six gate-guards when another three gudgeons tumble out of the wagon. A few Lighters on the battlements try their luck, but still shaking off the surprise and lacking in weight of fire, their shots go wide. Yours doesn't though. Your long rifle proves it's value as you nail a lurching corpse in the head.

(Your rifle is now unloaded)

The line behind you erupts in smoke, the shots felling one foe and wounding the remaining, quickly finished off by Saphine. It seems as though you'll have an easy time of things - drawing your pistol and shiny new jacksword, you motion Saphine to follow you and move to investigate the wagon. Suddenly, a great metallic snapping is heard - a strange, powerfully built creature barrels out of the wagon, along with several smaller zombies. A number of them fall to the increasingly heavy fire from the battlements, but enough survive that you have to make a quick retreat to the line, covering your escape with pistol fire.

(Your pistol is now unloaded)

"Only got one loaded." Saphine whispers, "Skold shot - I'll save it for the big guy." She doesn't have to wait long - The necromantic beast fixes it's attention on the line of Lighters and charges. Saphine hits it in the leg, bringing it to a howling halt. The Lighters follow up, the musket fire taking the creature to its knees. Still, the beast lives - striving (mercifully) unsuccessfully to join the onrushing zombies. With no firearms left, you and your allies prepare to engage in hand-to-hand. A pair of slobbering corpses are skewered on the Lighter's fodicars but two more make it past - Saphine steps forward to meet one, wielding her pistols like clubs. The second falls to you, and you take the beast's arm off with a swing of your jacksword. That's not enough to kill the beast though - it grabs you with surprising strength with the remaining arm and tries to return the favor, biting into your shoulder. It's painful but your proofing holds fast. You bring the pommel of your sword down on the thing's head and it releases you with a screech - giving you enough space to hack the monster's head off.

Pushing the remains away, you realise the smugglers have gone missing. Casting your eyes about, it becomes apparent why the injured monster remained out of the fight. The smugglers had made a break for it, but the beast had recovered just in time to ruin them. One lies a bloody mess upon the ground and a second is struggling in the monster's claws. A third, injured but not dead, is trying to crawl away from the gruesome scene. A great force of Lighters is now marshaling on the battlements. Mighty as it is, the beast won't be able to withstand their weight of fire for long. A part of you wants to simply wait and allow your fellows to finish the thing - but another rebels at the thought of leaving a human - any human - in the clutches of a monster. Moreover, dead smugglers can't tell you anything.

[]Hang back and let the garrison finish off the beast: You're not risking your life or your allies over the fates of some good-for-nothing smugglers. You doubt they know anything you can't find out from the wagon anyway.
[]Charge forward and try to save the smugglers: It's unlighterly to stand back while humanity is threatened by the ancient enemy! If you wait there may not be anything left of the smugglers. Besides, you have questions for these scoundrels.
[]Write in:
 
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If possible, I'd prefer to kill the beast before it gets to the third smuggler, the one trying to crawl away. I am not doing anything for the first two, though - I am interested in taking a single witness/accomplice, not saving them.
 
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I possible, I'd prefer to kill the beast before it gets to the third smuggler, the one trying to crawl away. I am not doing anything for the first twom though - I am interested in taking a single witness/accomplice, not saving them.
I'll accept a write in to that effect of you want to make one.
 
[X]Charge forward and try to save the smugglers: It's unlighterly to stand back while humanity is threatened by the ancient enemy! If you wait there may not be anything left of the smugglers. Besides, you have questions for these scoundrels.
 
[x]Strike the beast while it's distracted by its prey. You may not do much for those it already sunk its claws in, but you'd rather keep the one trying to distance themselves from the monster alive. You may have a use for them.
 
[X]Strike the beast while it's distracted by its prey. You may not do much for those it already sunk its claws in, but you'd rather keep the one trying to distance themselves from the monster alive. You may have a use for them.
 
personally I think it would be safer just to charge for the crawling smuggler instead of trying to fastkill a super zombie

therefore

[X] Charge forward and try to save the crawling smugglers. After dragging him back to the fireline, look over him for injuries and treat those that might endanger his life or addle his mind, afterwards tie him up and secure him for later interrogation, while the Lighters deal with the beast.
 
As I understand it, Nevill's write in

[x]Strike the beast while it's distracted by its prey. You may not do much for those it already sunk its claws in, but you'd rather keep the one trying to distance themselves from the monster alive. You may have a use for them.

Is more about hanging back and trying to take advantage of the beast while it's distracted while Sidestory's

personally I think it would be safer just to charge for the crawling smuggler instead of trying to fastkill a super zombie

therefore

[X] Charge forward and try to save the crawling smugglers. After dragging him back to the fireline, look over him for injuries and treat those that might endanger his life or addle his mind, afterwards tie him up and secure him for later interrogation, while the Lighters deal with the beast.

Is more about rushing forward to secure the crawling smuggler while leaving the other two to their fate. I'm going to count these as two seperate options unless you want to reconcile them.
 
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