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STEM Shenanigans - August Player Plot
Where: Pesseria Forest, Lorentia Cave, Ruins of Forlinet
What: KICKING NAMES AND TAKING ASS
Content Warnings: Probably profanity, natural disasters, combat violence including killer animals, snakes, spiders, potential for cannibalism/discussion of cannibalism; any further warnings please include in the subject line of your thread.
Whether your characters have been assigned a teammate or happened upon the STEM scouting parties, the Chosen of Aldrip are agreed - something needs to be done.
For extra zest, consider using dice rolls to determine what you encounter/your success rate.
[OPTIONAL] Click here for dice roll details!
Obstacle rolls use a d20; combat rolls use a d10. You can roll dice in the game Discord via #bot-spam, or simply use an online dice roller if you are not in the Discord. Please include the result of your roll in the subject line of your tag!
PROBLEMS: When rolling to discover a problem, roll a d20. Based on your roll, you will be given a problem from a predetermined list. If you roll the same problem twice, feel free to roll again - or face the challenge once more!
OBSTACLES: Use a d20 to determine your success; 1-6 is poor success, 7-12 is mild success, and 13-20 is great success.
For example, Character A and Character B encounter an obstacle; they roll a 16 and find a chasm they must cross via a rope bridge. Character A rolls a 10; they make it to the midway point of the bridge, which wobbles but stays up. Character B rolls a 3, and the boards fall out from under them. Character A rolls an 18, and catches Character B’s arm before they can fall to their doom. Character B rolls a 12, and they make it to the other side of the bridge. After rolling a 10, an 18, and a 12, the obstacle has been cleared.
Three failed rolls constitutes an impassable obstacle; have characters regroup and try again, or take a new path for a new obstacle! The dungeon-style play will unfold as you create it.
COMBAT: Use a d10 to determine your success; 1-5 is a failed hit, 6-10 is a successful hit. If you fail a hit, you must also roll for whether or not the monster hits you. If you roll a successful hit, the monster does not get the opportunity to hit you.
If you decide to fight one another (we’re a team guys! And yet…) Player v Player, you only roll for your own hits.
Monsters will have a predetermined number of hits you must land in order to defeat the monster. Player characters can each take three hits before they must retreat; decide to regroup and try again, or take a new path!
THE 411:
Additionally, feel free to use the Dark Web prompt for net-style communication between separated partners/teams/what have you!
- 1 | OBSTACLE: Goobbues asleep in your path.
- 2 | OBSTACLE: Plant attack! Wildcard the effect (Poison, hallucinations, fuck or die, etc)
- 3 | OBSTACLE: Troll on the bridge; answer a riddle to pass.
- 4 | COMBAT: R.O.U.S (Rodent Of Unusual Size) - 2 hits to defeat.
- 5 | COMBAT: The trees attack! - 4 hits to defeat
- 6 | OBSTACLE: G̴l̶i̷t̸c̷h̸ - suddenly, everyone’s singing.
- 7 | COMBAT: Spore walker attack! - 4 hits to defeat
- 8 | COMBAT: Evil bird attack - 2 hits to defeat.
- 9 | COMBAT: Wild Chocobo attack - 3 hits to defeat.
- 10 | OBSTACLE: G̴l̶i̷t̸c̷h̸ - forest fire!
- 11 | COMBAT: Forest is Haunted - 3 hits to defeat
- 12 | COMBAT: Killer bunny - 5 hits to defeat
- 13 | OBSTACLE: Ominous fog. Wildcard the effect (Poison, hallucinations, etc)
- 14 | OBSTACLE: G̴l̶i̷t̸c̷h̸ - a fissure opens beneath your feet!
- 15 | OBSTACLE: Rope bridge in your path.
- 16 | OBSTACLE: Blast cone minefield.
- 17 | COMBAT: Morbul attack! - 3 hits to defeat
- 18 | OBSTACLE: G̴l̶i̷t̸c̷h̸ - language filter turns off.
- 19 | OBSTACLE: An eerie bush maze appears in your path.
- 20 | COMBAT: Shia Surprise! Shia LaBeouf the cannibal appears - 3 hits to defeat.
You're walking through the woods...
- 1 | COMBAT: Stone Talus - 4 hits to defeat
- 2 | COMBAT: Cave siren - 2 hits to defeat
- 3 | OBSTACLE: Quicksand!
- 4 | COMBAT: Spider lair - 3 hits to defeat
- 5 | OBSTACLE: Suddenly, a boulder…
- 6 | OBSTACLE: G̴l̶i̷t̸c̷h̸ - sudden darkness.
- 7 | COMBAT: Cave dragon - 3 hits to defeat
- 8 | COMBAT: G̴l̶i̷t̸c̷h̸ - A mysterious cave creature glitches into existence and attacks - 3 hits to defeat
- 9 | OBSTACLE: Crystal cavern mention; crystals replay memories.
- 10 | COMBAT: Sam the Salamancer - 3 hits to defeat
- 11 | OBSTACLE: Sleepy grotto; safe haven tries to lull you to sleep.
- 12 | OBSTACLE: G̴l̶i̷t̸c̷h̸ - Cave begins filling with water.
- 13 | OBSTACLE: Tunnel collapse!
- 14 | COMBAT: Core Hound Attack! - 5 hits to defeat
- 15 | OBSTACLE: G̴l̶i̷t̸c̷h̸ - earthquake!
- 16 | OBSTACLE: G̴l̶i̷t̸c̷h̸ - gravity turns off.
- 17 | OBSTACLE: G̴l̶i̷t̸c̷h̸ - suddenly, everyone’s singing.
- 18 | OBSTACLE: G̴l̶i̷t̸c̷h̸ - language filter turns off.
- 19 | COMBAT: Shia Surprise! Shia LaBeouf the cannibal appears - 3 hits to defeat.
- 20 | COMBAT: Raptor attack! - 2 raptors, 4 total hits to defeat
There's no one around and your phone is dead...
- 1 | OBSTACLE: G̴l̶i̷t̸c̷h̸ - sandstorm! Not by Darude.
- 2 | COMBAT: Nearby rocks come to life, with a taste for blood - 3 hits to defeat.
- 3 | COMBAT: Razorfin frenzy! - 3 hits to defeat
- 4 | COMBAT: Mummy attack! - 3 hits to defeat
- 5 | OBSTACLE: A sucker vine grabs you/your companion.
- 6 | OBSTACLE: Snake pit!
- 7 | COMBAT: Threshadon attack! - 5 hits to defeat
- 8 | OBSTACLE: Catacombs - find the key to escape.
- 9 | OBSTACLE: Ruins collapse!
- 10 | COMBAT: Sand guardian - 4 hits to defeat.
- 11 | OBSTACLE: G̴l̶i̷t̸c̷h̸ - language filter turns off.
- 12 | COMBAT: Shia Surprise! Shia LaBeouf the cannibal appears - 3 hits to defeat.
- 13 | OBSTACLE: Ominous fog. Wildcard the effect (Poison, hallucinations, etc)
- 14 | OBSTACLE: G̴l̶i̷t̸c̷h̸ - suddenly, everyone’s singing.
- 15 | OBSTACLE: Booby-trap!
- 16 | COMBAT: Shitty Sphinx - solve a riddle to pass, but then you get attacked anyway - 2 hits to defeat
- 17 | COMBAT: A bird? A plane? A SEHLAT?! - 4 hits to defeat
- 18 | COMBAT: Haunted suit of armor - 2 hits to defeat
- 19 | OBSTACLE: Hallucinogenic fungi
- 20 | OBSTACLE: Floor collapses beneath your feet.
PESSERIA FOREST
This is Captain James T. Kirk, on behalf of the STEM club. If you are receiving this message, you've been designated the Theta team. Your objective is to systematically explore Pesseria Forest and identify the source of the electromagnetic anomaly picked up on our sensors.
This anomaly was cross-verified with telemeter data and all known maps of Aldrip and the surrounding territories. We're not sure what's out there, but it's definitely something. You're looking for anything that could give off electricity, and loads of it. I'm transmitting the coordinates to you now; it appears to be pretty deep within.
What we do know is that there's a bunker out there somewhere - it's unclear if that's where the anomaly is originating from. We've also heard there are all kinds of creatures, as well as a cave only accessible during low tide. Be careful you aren't caught inside when the tide rises.
You've been assigned a partner; stay close, keep each other safe. I don't know what Aldrip will throw at us, but if we work together, they can't take all of us.
May you have fair winds and following seas. Kirk out.
COMMUNICATION WILL WIPE IN 60 SECONDS
dice roll - 14 - success
it's during one of his scouting sessions that he notices a strange, looming...creature? he might have taken it for a plant, but he can see small sparks of lightning exuding from the...tentacles.]
Hey, hold up! What the hell is this...
[as though sensing their presence, the towering monstrosity moves forward, now coming into view for scott as well. it waves its fronds threateningly.
still perched on a tree branch, kakashi tenses, then as a test, throws a single kunai at the plant-beast. it strikes true and the monster reels back, lightning sparking from it as it does so.]
Watch out, Scott!
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And he's willing to admit, at least to himself, that Kakashi probably has more training, been on more missions than him. Scott's learned how to fight at this point, but only so since he arrived in this world. So, he listens to him, his movements stopping and his body tensing because there's definitely a reason why Kakashi would tell him to do that--
And that's why.
Scott's eyes widen behind his shades as the monster comes into view. As his teammate throws a kunai at the beast, Scott takes a few steps back as well, wanting to place some distance between him and the creature before tugging off his shades to let loose his powers, two bright red beams striking through the air to hit it dead on.]
roll 2 - 20 B)
ultimately, the remains of the beast fall too, leaving kakashi standing at the base of a big pile of oozing plant matter.]
They never mentioned there might be something this big lurking around! What a shameful lack of intel.
[he produces a cloth from one of his many pouch pockets and quickly wipes down his sword as he speaks, so he can sheath it.]
Nice hit, by the way.
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roll 3 - 18 - obstacle passed
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obstacle roll 19, success roll 11
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obstacle roll 4
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success roll 15
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obstacle roll 10, success roll 10
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obstacle roll 1
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obstacle roll 20
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closed to todoroki; obstacle dice roll - 16
As strangers to each other before this mission, there is a small sidebar for introductions before they make their way into the thick of the forest. Miller makes the suggestion of heading for the bunker first. From that point onward, the conversation takes a backseat to concentrating on the surroundings... And it isn't long before something strange becomes visible to them ahead. If it weren't for its color, it would blend in quite well among the thick plants. The only real path they're on is one beaten down by the frequent footsteps of those before them.
Miller stops a healthy distance away. ]
Let me guess. That thing is not supposed to—
[ But he doesn't get all of the words out before a huge explosion goes off in the distance. Shit. There are more of these and, to top it off, they're not alone here. ]
We need to tread carefully.
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When the conversation dies down, Shoto is happy to let it go. Not because he minds talking, but exactly why when they find something that seems that someone attempted to hide. Shoto's eyes tick upward at the explosion sound, not something he isn't used to either with being around Bakugo but that's just definitely something that's had a Monday of a moment. "Are you any good at traversing up?" he points at the forest trees. "We might something in them too, but we'd at least avoid anything on the ground. I can build a bridge between the trees." They seem sturdy. "Alternately to avoid falling, at least provide a light source. Both have their drawbacks." Heat or falling.
LORENTIA CAVE
This is Captain James T. Kirk, on behalf of the STEM club. If you are receiving this message, you've been designated the Zeta team. Your objective is to systematically explore Lorentia Cave and identify the source of the electromagnetic anomaly picked up on our sensors.
This anomaly was cross-verified with telemeter data and all known maps of Aldrip and the surrounding territories. We're not sure what's in there, but it's definitely something. You're looking for anything that could give off electricity, and loads of it. I'm transmitting the last-known coordinates to you now; it appears to be pretty deep within the cave, and our pings were interrupted before we could determine how deep it goes.
What we do know is that there are monsters living in there, which are best left as undisturbed as possible. The cave is deceptively deep, with criss-crossing tunnels and caverns. A person could get lost in there, easily; we recommend taking a can of spray paint to mark your trail. Equipment can be provided at the club if you're in need; flashlights, first aid kits, etc.
You've been assigned a partner; stay close, keep each other safe. I don't know what Aldrip will throw at us, but if we work together, they can't take all of us.
May you have fair winds and following seas. Kirk out.
COMMUNICATION WILL WIPE IN 60 SECONDS
CLOSED // for Ange
[ They're standing at one of the cave entrances, Toph geared up for exploring the inside of a mountain. Her feet are still bare, of course, but she has stiff leather arm and shin guards with metal studs set in them, and she's carrying a pack with water and some light first aid supplies.
She cracks her knuckles, steps up to the cave wall, and sticks her fingers directly in the hard rock like it's putty. She extends her senses out through the mountain, effectively scouting with earthbending. ]
I spent a lot of time here when the glowy stones thing was happening.
[ Maybe it's a bit on the nose to volunteer to do the caves as an earthbender, but why wouldn't she play to her strengths? She's at least certain she can get them both out alive. Surely nobody can mess with her surrounded by this much rock. As long as she keeps her powers. If they go out again then she's really going to join Ange in petulant rebellion. ]
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Still, she's tied her hair back in two low ponytails today, rather than her usual high pigtails - just so her hair isn't flowing freely and won't get in the way of running and climbing around in here. ]
Well, not getting lost would be a great start for us. [ Ange says - a touch dryly, but the dryness isn't a lack of faith in Toph's ability as much as she fully expect this place to start fucking them in some way the moment they get in there. ]
You go ahead then, I'll follow your lead. You can feel it if there's something up ahead I can't see, right? [ She waves her hand, summoning some of her own golden butterflies. Mostly to have light for herself, but also-- ] I can tell if there's something there that isn't touching the ground.
[ Like.. who knows. Bats. Vampires. Ange feels like there could be pretty much anything in here at this point. ]
Obstacle: 6 (really that was the roll)
She moves with the unhesitating confidence of someone walking into their element, literally, and of course she doesn't notice Ange either summoning the butterflies or the fact that they fail to cast any light into the immediate path. ]
I can feel the whole way down this tunnel. There's some weird thing at the end. [ probably a monster encounter we have yet to roll for ]
I need help dealing with anything flying, though, [ she agrees, unflinching about admitting to the weakness. Toph knows how to operate as part of a team and she'd asked Ange to team up with her in full sincerity. They have to look out for one another, and that means being transparent that if it's not touching the ground, she's truly blind to it. ]
GJKDFJKH this is too funny
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obstacle complete?! you want to roll for the next one?
rolled a 20!
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closed to Vi | roll 3 (quicksand) + 18 (great success)
With Vi at her side, she headed into Lorentia Cave. She had been there a few times before, but never gotten very deep into the caves. There was always a sense of foreboding the deeper she had ever gone, but maybe that was exactly the point. It was an attempt to keep them from finding whatever was here. Hopefully they could power through and find whatever it was that was sending off signals that Jim and Spock could pick up.
So far, it wasn't going terribly. It had been pretty quiet, but that honestly made her even more nervous about what was to come. Was it just her, or did the ground look off? She was trying to scan their surroundings constantly, so maybe she was going crazy by now, but the ground looked-- rippled? It was just enough that it gave her pause enough to slow her pace.]
Vi, wait-- something's not right.
RUINS OF FORLINET
This is Captain James T. Kirk, on behalf of the STEM club. If you are receiving this message, you've been designated the Epsilon team. Your objective is to systematically explore the Ruins of Forlinet and identify the source of the electromagnetic anomaly picked up on our sensors.
This anomaly was cross-verified with telemeter data and all known maps of Aldrip and the surrounding territories. We're not sure what's out there, but it's definitely something. You're looking for anything that could give off electricity, and loads of it. I'm transmitting the coordinates to you now; it appears to be pretty deep within the ruins.
What we do know is that this is the furthest location; it takes about two days or so to trek out there. Beyond that, what information we have on the ruins is, admittedly, sparse. We're treating this as the most dangerous course, as it's unknown what you'll face both on the journey there, and at the ruins. Supplies for extended camping can be obtained at STEM; please gear up before you head out.
You've been assigned a partner; stay close, keep each other safe. I don't know what Aldrip will throw at us, but if we work together, they can't take all of us.
May you have fair winds and following seas. Kirk out.
COMMUNICATION WILL WIPE IN 60 SECONDS
Re: RUINS OF FORLINET
with all the adrenaline, it's impossible to not hear someone stepping on debris, loud as a siren, almost as if it were too close to his ear. he startles, but as he looks down, it's not a threat, it's a blessing.
it's a jim. he'll flip so he can get off the pillar, landing in front of him with immediate concern.)
Wait, wait... Did you lose your Vulcan?
(because he def did lose his gwen. :()
Roll 2 - FAILED
It rarely is, but then, that just seems to be Jim's state of affairs these days. They're still able to communicate via the bond, but after everything his place has thrown at them (and everything yet to come, most likely). They'll just have to find another way back to each other - surely the ruins all connect, somewhere up ahead? - so Jim trudges on, keeping an eye out for anything gnarly as he picks his way through, deeper into the ruins.
He hopes Gwen and Peter are doing okay, though he doesn't risk a message on the comm to ask - he has to be confident that they'll look out for each other, that they'll find their way, until given leave to believe otherwise. The adrenaline coursing through his system isn't exactly making that easy, but hell if he ain't trying.
Jim rounds the corner and starts when he sees something on the ceiling, phaser raised defensively. But it's - it's Peter, in his suit, pacing like a maniac.
Gwen, naturally, nowhere to be seen. ]
[ The phaser lowers to point away from him, even as the alien tongue comes out of Jim's mouth. He's speaking Federation Standard - what he would normally sound like, if not for Aldrip's translation filter. ]
[ ooc: "Peter? Are you okay? Where's Gwen? Did you get separated?"
You can also hover over the text for a translation! ]
1/2
2/2
nothing is making sense. not a single word. even if he tried, he couldn't find a earthly equivalent.
so, he's just bewildered, like a deer in headlights for a second.)
... What?
ROLL - 13 - SUCCESS (1/3)
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ROLL - 18 - SUCCESS (2/3)
help him
ROLL - 15 - SUCCESS (3/3) - CLEARED
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ROLL - Obstacle: 13; ROLL - 9 SUCCESS (1/3)
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ROLL - 13 - SUCCESS (2/3)
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ROLL - 2 - FAILURE (2/3)
s'chn t'gai spock >> mixed prompts.
closed >> jim (camping night two).
When they had discussed options, it had seemed prudent for them to select the furthest possible set of coordinates; it was a matter of fairness, certainly, but it was also a matter of experience. Experience, when many of those who signed up for such excursions were so entirely young. And while there was little doubt of their fellows' overall capabilities, there is no replacement for what is tried and hardened and true. There is no replacement for the knowledge of what it took to endure the longer treks, the further walks.
And so, it was the pair of them that opted for the ruins. Among all that could be and might be and will, it seemed the better bet. The better bet, once their phasers were holstered and their supplies were packed, that they two would make it there and through with a higher possibility of overall success. They had endured worse, after all. Whether together or apart or in alternate patterning, they had seen environs more harsh and challenges more demanding.
The first day and evening had passed with relatively little disturbance, the city and fields thinning as they banked toward the sea. The shifting tang of salt upon the tongue had signaled a steady progress, the sand and surf along the border of the distant outcroppings a metaphorical "star" to steer themselves by. The first camp had been in a relatively stable expanse, the sturdy cut of evening an unmoving mark above their heads. The moon had never changed and did not still as they slept beneath it, the small tent and bedrolls they'd brought with them comfortable enough for their purposes.
The second day? Well, it had been curious. Fascinating, perhaps. It had been more of the same, but there too had been a growing sense of purpose. They'd conversed about everything and nothing, taking shorter breaks to hit the outskirts of the ruins just before dusk. As it stands now, the cool sea breeze is a tangible tangle through the curls of his hair. As he hoists his pack across his shoulder with one hand and reads the results of the tricorder with the other, he internally traces the gradual stretch of the bond.
When he lifts his head, it is only a moment before he spots Jim. Slightly ahead though Jim might be, Spock calls out to him. His voice carries as easily as it always did. ]
Captain, [ he starts, the formality natural upon the tongue. Even though it is just the pair of them, the exploration brings about old habits. He places down his pack, lets his tricorder settle against his hip. ] I believe I have found a suitable location to set up camp.
[ And it would seem so, away from any immediate troubles and above any potential risk of flood. There were no tracks that Spock could mark, no disturbances that Spock might have found that suggested prey or predator passed through here with any regularity. There was a stream, about two hundred paces back. ]
Tricorder readings indicate nearby water sources are optimal for drinking with requisite boiling, [ he continues, reporting readily. Against the setting the sun, Jim's silhouette is gold and gilt. ] The area is also clear of any deadfall or debris.
[ A beat. He tips his dark head. ] Preliminary investigations note ground stability is adequate.
[ And indeed, he is thorough as he most often is. Should Jim choose to circle back to preview his work, he'll find precisely as he's said. And more, he'll find that Spock has already begun sorting through his pack to bring up a few rations that they have stored. When? It doesn't much matter. What does is that Spock will crouch specifically for fishing out a thermos to extend to him, its contents still warm. ]
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closed >> gwen (separation) >> roll - 11 - mild success (1/3)
Even so, it is only the reassurances that Spock is able to send up and along to Jim that banks his immediate need to hoist himself out of the (quite literal) pit he'd found himself in. It wasn't a graceful fall by any stretch of the Human (and non-Human, as it were) imagination and Spock is relatively certain he's rolled something (right ankle). But, it was an easy enough fix with a bit of applied pressure and determination. Pain was momentary, of the mind. It was a distraction where there was more to explore, more to shoulder his way back and through.
Keeping it held away from the bright burn of the bond at the back of his mind was his primary priority as he'd taken a moment to wrap it, jaw twinging in both a searing focus and honed persistence. There wasn't much that could separate the two. And for him?
He tests his weight upon his ankle, finds it adequate. It smarts, but it isn't enough to pull away his focus. For now, he picks his way over the newly minted rubble and detritus, the kick up of dust cutting the light from above both hazy and unsure.
But, the more he attempts to see his way through to some exit or passage, the more the air quality diminishes. Squinting into the grey dark, Spock's eyes take on a curious sheen as he resorts to using the nictating membranes he typically hides. It is this that allows him to determine a path up and to the right, a figure in white catching his attention amid the residual ringing in his ears. ]
Gwen? [ His voice is pitched so over the slide and roll of loosed stone. He thinks it must be her, it sounds and appears to be her, but just to be sure - his hand settles upon the phaser still at his hip as he hoists himself (partially, just partially) up and over the lip of one particularly sturdy chunk of stone. ]
roll 7 - mild success (2/3)
roll - 11 - mild success (CLEARED)
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roll - 17 - roll 6 (HIT)
roll 14
roll - 8 - (HIT 3/4)
roll nat 1 | roll 3 (failed hit - gwen) + 5 (failed hit - monster)
roll - 8 - (HIT 4/4)
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closed to peter | roll 3 (razorfins) + 10 (successful hit)
She was glad Jim paired her with Peter without question. Not that she couldn't work without him, but given what happened last time they split up, she wasn't eager to be separated from him if she could help it.
They hadn't been searching for long when she heard something approaching. A few somethings, at that. The scurrying of several large creatures was getting louder and louder by the second. It would be just their luck to run into monsters almost immediately after they started searching the ruins. Seriously, why does this kind of thing always happen to them? But Gwen's ready, and she knows Peter is too.
There isn't a lot to swing from, but Gwen uses the building ruins and her webbing to give her momentum. She sling shots herself the second the first of the creatures comes into view, kicking it hard and fast. It crashes into a wall at her hit, crumbling and collapsing, but there are still two left to deal with.]
ROLL 9 look at them go
with the chill on his spine, there's no doubt that something is coming. both of them should feel it as they approach, and he looks at her, nods, and it's time. the terrain isn't kind for swingers, the lack of high ground making their movements less effective than normal, but they're nothing if not resourceful. from the same ruin, peter's web attaches to the tip and he uses it to spin around it to create some force for when he releases, a kick knocking the one next.
go, girl.)
Woah, these things are UGLY.
roll 6 (3/3 - obstacle cleared)
DARK WEB - ENCRYPTED COMMUNICATION
This is Captain James T. Kirk, on behalf of the STEM club. I'm opening a secure channel for us to communicate - this should hold up across distances, though there may be interference the further out you go. If you run into any trouble, get separated from one another, or need assistance, please feel free to use it for open, secure communication.
Godspeed everyone. Let's nail these assholes. Kirk out.
SECURE CHANNEL OPEN
ENCRYPTED COMMUNICATION >> USER: STS
>> They are, however, quite persistent and prone to using the strategies of ancient Humanoids to weary their quarry.
>> Should you need, I am available for further inquiry about this species.
OOC RESULTS
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Location Explored: Pesseria Forest
Thread Link(s): One
Problems cleared: spore walker, bush maze, ROUS, goobbues, forest fire, SHIA SURPRISE