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Could you show me my stats/quirks/perks w/e they are called?
Nice to see that none have perished yet despite the increase in difficulty. Also nice to of comitted genocide against the deep ones. As for what I've seen, I've seen eldritch things no man should ever see. All through an eldritch thing known as the internet. Any that go on there is bound to be afflicted.This is a match for the understudies. Today we lucked out, and a new arrival squeaked in at the perfect time. After literal days of terrible arbalests with even worse perks (and not a single fucking new class when there's like three I haven't used), we lucked out and noble @Varg Did Nothing Wrong joined the party.
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A bit wet behind the ears, this Man-At-Arms proceeded to team up with @Randall Fragg, @Techpriest, and @alex_theman in an effort to take out a brand new threat, which, I'm hoping by coincidence, looks almost too much like Mark Boyd for my liking:
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My lofty position wasn't always accompanied by the fear of office, and there was a time when I could walk the streets or raise a glass in the tavern without concern for molestation. Faithful as the tide, one precocious village waif made it her hobby to shadow my every errand. It was charming then, troublesome later.
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Armed up, @Shuu Iwamine and @c-no's apprentices made a decent match for Randall and Varg, and the team advanced into the fetid depths with dire intent. This is a terrible thing wrought by the Ancestor, and while we do not yet know the full details, it appeared he created a filthy fish-tranny. This can not stand.
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Whereas Shuu is an offensive powerhouse, Alex focuses primarily on support, nothing quite so usable as Invigorating Vapors. This powerful concoction allows Alex to overclock one ally's offense to a hilarious degree, though it only lasts a short time. On a character like Techpriest, it can cause his Daemon's Pull to do some real damage. On a character like Randall or Varg, this mega-strength allows them to punch most dudes into hamburger and tear lesser enemies limb from limb. Good stuff.
Keep an eye on those bloated zombies in the background, by the way. If you ever encounter them, take them down or stun them immediately. After two rounds, they'll self-destruct using the gasses in their body, doing tremendous damage to one character, as well as huge stress. You do not want this - at low level they can push a fragile character to Death's Door in a single go.
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Our young heroes fight some real tough battles here. Randall winds up infected with Creeping Cough, crippling his offensive potential, but the team refuses to back off, fighting their way through illness and pain. Varg barks orders, Randall beats things to death with a fucking chain, and Alex hurls flashbangs as Techpriest debuffs enemies and saps their attack power.
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Even our young heroes meet up with the trio of morons we have met literally every mission now. Though Techpriest is ostensibly a supporter, Weakening Hex is actually quite capable of causing damage, and often a timely use finishes off a weakened (but still alive) enemy.
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Varg manages to shed Dark Temptation via psychedelic healing coral. We seriously need to package this shit and sell it because holy crap the number of psychiatric disorders we could heal in the greater world with this.
During their travels, Techpriest talks about his mentor, and describes how C-No became an Occultist. As it turns out, C-No has been beyond the veil. He has seen places that hide secrets - hidden, forsaken, and forbidden to the outside world, but all simply awaiting one who dares enough. C-No recovered the channeling device he uses - the skull of his old master - through this bleak spirit-journey, and C-No has seen things that we mortal minds were never meant to know. Techpriest has only touched upon the outer circles, and in time, he will walk them as well.
Our heroes soon meet the lair of the sea-witch herself. Chugging all their holy water, the team prepares for a terrifying enemy.
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Looking nothing so much as a merfolk Mark Boyd, this terrifying entity was once human, or so rumors dictate. Simultaneously queen and slave to the fish-men, she is, like many problems caused by the Ancestor, another mistake we have to fucking clean up. I, for one, refuse to believe this and am convinced that that thing is male. Moreover, that the Ancestor was a tranny chaser. It just would make that much sense.
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The Siren is an odd battle. If you prepared by using Holy Water, she is actually remarkably easy, especially if you keep pressure on. If you didn't, she is shockingly difficult and bringing characters like the Man-at-Arms or Houndmaster can fuck you over in the worst possible way. Thankfully this time we brought plenty, so many of her attacks will fail. She gets 2 attacks a turn, and her most well-known is pressure crash, a party-wide stress booster. She also summons backup, and uses a party-wide bleed attack.
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Varg wins at screaming, and boosts the evade rate of his teammates in the process.
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Fed up with this fish's shit, Randall transforms and starts going to work. His demonic form has enormous attack power, even with the illness - especially after Alex pumps him full of combat drugs. He builds stres transforming, both on himself and his party, but fuck that, this bitch needs to die quickly.
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The most terrifying ability of the Siren is her lure. By projecting a glamer of what Merfolk Mark Boyd sees himself as, he can lure the unwitting into a deviant embrace. If this fiend succeeds, the hero it charms will rush to "her" side and fight on the beast's behalf, even if it means attacking his companions! Thankfully, the ability has a flaw - it counts as a debuff, so if you use Holy Water, odds are very good that it won't effect you, at least for the first few turns of the battle. Here, the fiend fails to charm Alex. Note that, like the Hag (if a hero is in the pot) or a later boss (if a hero is trapped), fleeing battle whilst a hero is charmed will cause them to die.
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The team continues to pound away at the beast's scaled form, relying on Randall's demon transformation to do the bulk of the heavy lifting. The team takes turns throwing everything they can at this monster - Alex buffs the party and debuffs the enemy, Randall goes to town with his claws and horns, Techpriest heals, and Varg beats the target with his mace.
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Again, she tries to lure a party member with offers of sexual favors, but Randall has already seen her true form and is not about to get his freak on with something that fugly. The attempt fails.
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Varg proves to have beatdowns to spare and takes his aggression out on the fiend's minions as well.
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Eventually she drops the pretense and starts hammering us with bleed attacks, since we're just not succumbing to attempts to turn us into fish-fucking sexual deviants.
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The team ends the fight soonafter, but not without an enormous amount of stress buildup. Pressure Crash is kind of a bitch. At leas the fish is no longer a threat, and we've rendered things somewhat less-dangerous for the others for a while. Four of the early bosses remain.
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That would have been handy immediately prior to this mission, you fucking pricks.
If fanart was made of it, one can image their kiwi avatars wearing the respective clothing of their class just killing everything in front of them with a pure rage of tism that is masked as virtuous.If ever there was an episode I'd like to see fanart of, it's this one.
As @Shuu Iwamine, @Solzhenitsyn, @Cosmos, and @Burned Man explore the Weald, shit gets dangerous.
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The enemies here just keep coming, and this is a Long-duration Veteran mission; the fucking thing just refuses to fucking end. Shuu and friends unleash everything they have; the Plague doctor is something of a brilliant knife-fighter thanks to her Bleeding Herb, which has made her a shockingly effective melee combatant in emergencies - not quite @Ol'_Slag's equal, but close, and she retains her kit of poisons and medicines for good measure.
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Fortune smiles upon our team when they discover a secret room; Shuu hands out potions and tonics as Cosmos gives tactical advice. Solz's doggie keeps the group safe as they bunker down in this little hiding spot, and enjoy a bit of campfire stew.
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Our team runs into these idiots again, but by now supplies are running down, stress is building, and the characters just keep getting battered by Giants, Cultists, and Brigands. We fight onward, but supplies are dwindling; torches are gone, food is limited and we've used all our shovels. It looks like we may have bitten off more than we can chew.
Finally, a brutal strike from an enemy pushes Shuu over the edge, and it looks like we may lose our first to insanity.
Wait, what's this?
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Anger is power - unleash it!
Shuu becomes virtuous. Virtue happens very rarely, but when it does, the character uses all that pent-up stress to become truly heroic. Rather than snap and go insane, Shuu becomes a beacon of focused, white-hot rage and directs all her anger on the opponent that pissed her off to begin with. She becomes immune to stress for the rest of the mission and she bolsters the party with a +15% damage modifier every few rounds.
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Shuu claims she's given the team special medicine that has made them invulnerable, and their attack power increases. In the pitch darkness of the battlefield, there's some concern as to the credibility of this, but the team fights on, before another blow causes Burned Man's stress to spike.
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A moment of clarity in the eye of the storm...
Burned Man, too, refuses to break. He becomes focused, causing his accuracy to skyrocket. He, too, becomes impervious to stress and gives the entire party accuracy buffs.
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The team refuses to die, and refuses to break. The monsters have to be intimidated by this shit. Convinced that their foes are still somehow mortal, the Ghoul pitches a skull at Cosmos' face.
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A moment of valor shines brightest against a backdrop of despair.
Mother of god.
Cosmos goes Virtuous as well, and proceeds to immediately delete about 20 Stress off everyone.
Three of our team are now immune to stress and getting gigantic buffs every turn, in spite of the darkness and horror. Solz was close to breaking as well, but thanks to Cosmos, that shit just isn't happening now.
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What follows is an ass-kicking the likes of which has been spoken of in legend.
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Even with the team's hair-thin HP, with all of them Virtuous, there's literally nothing to fear. So long as they get off Death's Door if brought there, they essentially can't be stopped. Nothing stands in their way, and this most brutal of maps comes to a sudden, violent end as the team murders absolutely everything in a fit of righteous indignation.
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That's a fucking satisfactory haul, too. Jesus. More than enough to finance their stay in the Sanitarium for the diseases they caught out there in the Weald. Unfortunately they kicked so much ass out there that they gained levels and now I have three level 5s. Oops. As long as I don't get a fourth, we're in no danger of the event I mentioned, but we need to start preparing for it sooner, rather than later, or we're fucked.
If ever there was an episode I'd like to see fanart of, it's this one.
How the fuck did this happen? I have never seen three Virtuous. Bravo.
Alex proves her value...