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The Bats challenge a dungeon
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Their last mission was so successful that their Boy has sent them on another one!

The bats swarm over the countryside, searching for the stone arch that he described to them. There!

They regroup on a tree where they can watch the entrance. After a few minutes of observation, they pick a bat to do a fly-by. He carefully peers inside the arch.

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An archway of heavy stones, the word DUNGEONCORE engraved on each stone. The air under the arch shimmers with a red light.

Peering inside, only the red light is seen, though a very mild force pulls, urging the bat to fully fly into the arch. 

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... well, they have a job to do. So into the ominous arch it is.

The bats flock up again and enter through the arch, squeaking to hear their surroundings.

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~wobbling portal noises~

The dungeon is entered.

A stone room with a fragile ceramic pot in the middle. A corridor on the other end of the room leads deeper into the dungeon.

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Hmm.

The bats group up on the ceiling to consider the pot. Is it what they're looking for?

A bat wearing a ring like a tiny crown thinks they should check if there are more shiny things in there. But the others think that it doesn't look like their target. After a moment of debate, they decide to leave the pot alone.

They swoop through the corridor.

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A luxurious room, decorated in red and gold. Basins of hot water, couches with silky blankets and pillows piled on top, shelves of scrolls, a desk with pen and ink for fancy calligraphy. A pair of gemswords hang on the wall. At the end of the room, a closed wooden door. 

Lounging around, a man wearing a robe and sash. 

(The matching color scheme may go unappreciated by critters whose main sense is echolocation.) 

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Bats don't have great color vision, but they do have some. They group up on the ceiling again and select a lead bat to talk to the man.

The lead bat swoops down to hang from a shelf and says "Eeek!", which is Bat for "Hello! We are on a quest. Your room looks very soft."

(Bat is a very compact language; it's the harmonics)

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Yawn. "If your quest involves that Core behind the door there, then eventually I'll cut you in twain with a sword about it. Until then, feel free to relax. Very soft in here, the finest of living quarters."

(He has no Ability for speaking bat, but generally ignores language barriers unless forced to acknowledge them.)

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... well.

The bats do not particularly want to get cut in twain.

The last dungeon that their Boy sent them to, they found the treasure when they reached its core. It might be the same here — but it might be different, instead.

They spread out and search the room to see if they can find any treasure without bothering the man by trying to get through the door.

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The room is full of nice things, but none of them are Treasure. The fancy pens soft cushions and shiny scroll cases aren't removable, just room decoration. 

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With a bemused grin, he watches the bats search his room. In one graceful movement, he gets up from his rest and steps up to the racks where the swords hang. "?"

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The bats confer. They don't particularly want to fight, but the Boy was clear that their Mission was very important.

Eventually, the lead bat swoops over to him.

"Squeak," she informs him, by which she means "We're very sorry, but we need to get through that door."

And then she tries to set him on fire.

[Ignite] (4 Experience) — Once per turn, portable, risky

   On a 4+, the bats can set something on fire. Such as an invader, dealing 2 damage.

And the winds of fate are with her, except ...

It is a rule of the universe, as immutable as the pull of gravity, that

the Challenge has the home field advantage, and acts first.

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"Don't apologize. I wouldn't take this job if I didn't enjoy it. Separately, either you want something enough to fight for it, or you don't. If you do, don't apologize for it."

He picks up a sword from the wall, turning and saying, "Want to cut me down and do it. No half measures."

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"..."

the Challenge has the home field advantage, and acts first.

"Right, this place is turn based. Die trying, then."

Cut: every turn, at will, portable (10 Experience)
The basest principle of sword law. Cut the enemy. 5 damage.

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Well.

Yes.

The bats are the second-strongest things in their dungeon. The only stronger one is their Boy, who can't leave yet. But they are not 5 damage strong.

They are cleanly severed, and fall to the ground like leaves.

In a moment, they will wake up again in their dungeon. In a moment, they will have to tell their Boy they failed.

Right now, Core Attacker Red stands triumphant.

Here Ends This Thread
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