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Tentacle Souls


CatPaws

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Re: Tentacle Souls

3

Bored lady meets tentacle saint.

Ask her if our 'fate' is to be used as a dildo (again). Actually... We'd enjoy this. Might do to stress our willingness to be such.
 

sturm

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Re: Tentacle Souls

I like 3, but instead of knowledge we offer her a chance to join our harem. It's a way better deal in the long run. I mean, she is currently working for a tentacle without the spirit of the glorious leader, imagine how much better things would be for her if she worked with us instead! I believe someone mentioned a dildo...

Or we could just do 2 and rape her for energy if she doesn't want to join our glorious harem. And I hesitate to give a necromancer more power, I feel like that would similar to unleashing the robot horde (I was surprised they weren't daleks btw).

Okay, 3 best chance to recruit her into harem.
3

Bored lady meets tentacle saint.

Ask her if our 'fate' is to be used as a dildo (again). Actually... We'd enjoy this. Might do to stress our willingness to be such.
This is good too.


Also, I like what you did there with giving the tiebreaker to whichever choice has the best arguments. If they are too close to call, I'd say coin flip. Unless one choice is significantly more harmful than the other or its a crucial decision in which case a short re-vote between the tied choices would probably be in order. That's my thought on it anyway.
 
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GargantuaBlarg

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Re: Tentacle Souls

I like 3, but instead of knowledge we offer her a chance to join our harem. It's a way better deal in the long run. I mean, she is currently working for a tentacle without the spirit of the glorious leader, imagine how much better things would be for her if she worked with us instead! I believe someone mentioned a dildo...

Or we could just do 2 and rape her for energy if she doesn't want to join our glorious harem. And I hesitate to give a necromancer more power, I feel like that would similar to unleashing the robot horde (I was surprised they weren't daleks btw).

Okay, 3 best chance to recruit her into harem.

This is good too.


Also, I like what you did there with giving the tiebreaker to whichever choice has the best arguments. If they are too close to call, I'd say coin flip. Unless one choice is significantly more harmful than the other or its a crucial decision in which case a short re-vote between the tied choices would probably be in order. That's my thought on it anyway.
I am probably okay with this - 'probably' because I only sorta skimmed over it.
 

MrMe

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Re: Tentacle Souls

3. Also ask if by fate she means 'become the supreme tentacle overlord'
 
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Shadow

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Re: Tentacle Souls

A unanimous vote for a change, although I suppose I didn't make the other two options especially great. 3 it is!

----​

You give the Necromancer an appraising look in turn. The aura of power that surrounds her is very impressive, and the boredom in her demeanor suggests she isn't too happy with her current lot in life. Perhaps there's an opportunity here?

"No, I don't want to meet my fate just yet," you reply. "But maybe you can help me improve it. How's your relationship with Blue working out? Is it a cushy job? A good use of your unique abilities? Does he provide life insurance and any other benefits?"

The Necromancer arches an eyebrow at you; you have to admit, she looks a little intrigued. "My relationship with the Blue Tentacle is hardly any of your concern. Even if this was a poorly paid, dead-end job, why would that matter to you?"

You grin mentally - there's cracks and you're oozing right into them. Ohh, you haven't corrupted anyone this easily for a good century or two.

"Because I can offer you something better. Much better. I am -" Here you draw yourself up off the floor, for dramatic effect - "The Tentacle Lord. The one and only. I have lived for aeons, I single-handedly crushed the Arcadian Pyramids in the Zig'rath Rebellion, and I fought in The Endless War in the Sky Dimension. Currently, yes, my form is limited - a gross mishap befell me - but I will rise once more. Do you want to be... on my side?"

Oh, so close. You can tell she's impressed - it's obvious - and one more little push will win her over to you.

"I can offer you magical knowledge beyond your wildest dreams. I can offer protection, security, whole nations to grovel at you feet. At the minute you're stuck in servitude to the moronic Blue Tentacle; all I would require of you is your friendship."

Damn, it's a good speech. Behind her you hear the Spidercrab chittering softly to itself on the tunnel floor, but she ignores it, thinking through all that you've said.

"Deal."

She raises her hand, and you slap your head into it, sealing the agreement... before darting forwards, through the air, and landing with a wet squelch in the delicious curves of her low-cut robes.
She laughs as you squirm sensuously against her breasts, rattling her collar of bones, but pulls you out far too soon.

"Maybe later," she says, winking lasciviously at you. You note that under her black Necromancer's hood she actually has quite a pleasant, round face, if a little pale. Long dark hair is swept back tidily down the back of her head.

"Come, dog!" she calls to the Spidercrab, and it drags itself back onto its feet, claws clicking softly.

Together you and your motley crew descend further along the tunnel, until you eventually come to yet another fork. Good Lord, Blue must've gotten really bored.

"Take the left hand path," suggests the Necromancer. "Trust me, you really don't want to go down the right. Although I assume you are trying to make your way to Blue's lair?"

"Yes." A plan has occured to you during your trip through the tunnels. If you can come into physical contact with Blue, you can overpower him and bind his body and will onto yours - you are the one true Tentacle Lord, after all. It's the coming into physical contact part that might be tricky.

A short while late you stand at the exit of the tunnel. The room it leads into is separated by a magical fog, but you sense that beyond it is Blue's true lair. The auras of the two people you met in the tunnel earlier are still flickering, though a bit more dimly than you might've hoped.

"OK, supreme one," whispers the Necromancer. "What's your brilliant plan?"


----​

Lots of room for suggestions here guys.

Option 1) Quiz the Necromancer on everything she knows of Blue's lair and its defenses. She might know a lot, but on the other hand she might be disappointed one as all-conquering as you has to seek help.

Option 2) Enter the room freely, appraise the situation, and make it up completely as you go along.

Option 3) Enter the room, pretend to have been captured by the Necromancer, and surrender to Blue so you can get close to him. Better hope he falls for it though.

Option 4) Enter the room, use magic to subdue Blue and any latent traps he might have, then bind him onto you.


Status:
Health: 80/80
Energy: 40/80
Morality: 8/100 (Saint-like)

Evolutions:
- Thunder Bolt I (Like Fire Bolt, Thunder element).
- Water Bolt I (...ditto).
- Ovipositor I (Allows you to lay eggs within the orifice of a host. At low levels, these eggs are weak and may not hatch properly. Further upgrades reduces this risk. Each egg costs 10 energy to plant, but the hatched tentacle is autonomous and commanded by you).
- Dread I (Releases pheromones that make organisms more afraid. The higher the level, the stronger the effect it has, and the better it works on people (lower levels are effective mostly against animals).
- Teleport I (allows you transport small, inanimate things back to the Dimensional Nexus, or wherever you set up a lair in the future. Further upgrades allow you to move bigger, and eventually alive things. NOTE: This spell will never be usable on yourself).
- Confusion I (Launch a magical blast that can disrupt the brain-waves of a foe. Useful against well-armored creatures that aren't very vulnerable to normal attacks).

- Firebolt II (Like Magic Sting II, but Fire Element).
- Scale Armor II (tougher scales, reduce damage taken).
- (Lust) Slime Ooze II (your slime induces lust in those that contact it).
- (Sleep) Slime Ooze II (your slime makes those that touch it sleepy. Very... sleepy).
- Perception II (20 Energy. Use body language and other subtle, chemical clues to put together a general hint of what someone is feeling at any given time. Is that a molecule of sweat? They're nervous. Are their fingers tapping? Clearly impatient.)
- Aura Detect 2.55 (20 energy. Your sense of auras is refined, and you can see them from a great distance and judge their power levels more accurately. Also allows you to faintly detect Cursed auras).
- Stealth II (20 energy required. Become even sneakier).
- Swim II (20 energy required. Can you guess what this evolution does?)
- Body Shock II (20 Energy required. A powerful wave of magical energy runs over your skin. Akin to picking up a live electrical wire. Obviously limited to close-range combat, though).
- Tentacle Arts II (20 Energy required. Recover HP through sex).

- Growth III (30 energy required. Grow to a chunky, 6-foot long python, complete with split heads.)
- Magic Shield III (30 energy cost. Lasts longer and tougher to break than Level II).
- Magic Sting III (30 Energy required. Costs 5 energy to use, but a direct hit will send most foes flying off their feet).
 

Nirakei

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Re: Tentacle Souls

I'm going 2 for this one. If the first page description of the Blue tentacle applies to the current one we're facing, it'll have enough cunning to know when it's being tricked. 4 is probably more sensible, but... eh, it'll feel more badass if we can pull 2 off without falling flat on our face :p
 

sturm

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Re: Tentacle Souls

I'm going 2 for this one. If the first page description of the Blue tentacle applies to the current one we're facing, it'll have enough cunning to know when it's being tricked. 4 is probably more sensible, but... eh, it'll feel more badass if we can pull 2 off without falling flat on our face :p
According to yon starting tentacle profiles, Blue's the sneakiest git out of all of 'em, so 3 is probably a terrible idea. If Blue's a sneaky git, winging it is also a bad idea, as he will probably counter with sneaky plans that will be sneakier than we are.


I suggest 1 - being the Overlord means knowing what's up, after all, and that shit doesn't just fall into your lap, nor should we pretend it does. After that, use our (supposedly) superior magic to get over there and eat him, though be wary that we're only at half energy right now.

I agree with blue being too cunning to trick. (Good argument acknowledged, changing vote to 1).
 
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GargantuaBlarg

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Re: Tentacle Souls

According to yon starting tentacle profiles, Blue's the sneakiest git out of all of 'em, so 3 is probably a terrible idea. If Blue's a sneaky git, winging it is also a bad idea, as he will probably counter with sneaky plans that will be sneakier than we are.


I suggest 1 - being the Overlord means knowing what's up, after all, and that shit doesn't just fall into your lap, nor should we pretend it does. After that, use our (supposedly) superior magic to get over there and eat him, though be wary that we're only at half energy right now.
 

MrMe

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Re: Tentacle Souls

1. Knowing the enemy is half the battle after all (the other half is knowing yourself)
 

BlueLight

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Re: Tentacle Souls

1, but at most trust what she says as half truth. if she tells you about 10 traps, then their are 10 more she hasn't told us about, and 100 more blue didn't tell her about. This is how tentacle lords stay alive.
 
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CatPaws

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Re: Tentacle Souls

I'll go with TWO... As personally I like 'winging it'. Most of my plans in life involve no plans!
 
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Re: Tentacle Souls

I suggest 1 - being the Overlord means knowing what's up, after all, and that shit doesn't just fall into your lap, nor should we pretend it does. After that, use our (supposedly) superior magic to get over there and eat him, though be wary that we're only at half energy right now.
Definitely agree. Besides, her being "a little disappointed" in us is better than us catching a bad case of the deads. 1.
 
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Shadow

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Re: Tentacle Souls

Well, Option 1 it is! Dun dun dun...

----​

You pause outside the swirling magical fog, considering your next move. Loathe as you are to admit it, it might be beneficial to get some outside help with understanding Blue.
"Necromancer," you begin, giving an unconvincing cough; "What do you know of Blue's lair? What sort of things is he like to throw at us when we break in? Do you know anything about his strengths and weaknesses?"
The Necromancer frowns, but not at you; she's deep in thought, considering the question.
"I'm afraid I really haven't spent that much time in it; not long after recruiting my services I was assigned tunnel guard duty, so I only passed through the place once. It's essentially a big round room, much brighter than these tunnels, smoky from the thermal vents underneath it. I remember catching a glimpse of some Gargoyle Bats hanging from the ceiling, and there were some weird pentagrams around the room... Blue isn't the most adept at magic, but he's not bad. I'm sorry, I'm afraid I don't know any more than that."

Bobbing your head up and down, you thank her for her help regardless - some information is better than none, at least.
Strengthening your resolve - you will not be beaten by this upstart - you push through the magical fog into the heart of Blue's lair, the Necromancer one step behind you, the Spidercrab shuffling along one step behind her. If you didn't know better you'd say the stupid thing was scared.

The fog fades from your vision, and you find yourself in a large, circular room, just as the Necromancer described. Dotted around the wall are flickering torches hanging in brackets, illuminating the rest of the area. All the surfaces except the ceiling are tiled (a pleasant change from the decaying soil-y tunnels) with a hard brown-gold colour substance, though the floor has multiple large cracks running through it. From these cracks come bursts of steam and even brighter light. A deep rumbling pervades the entire room, mixed with... is that the clanking of metal chains? How odd.
The ceiling is black, and covered in stalactites. Hanging between the rocky points are about five Gargoyle Bats, their glowing red eyes eerily distinct against their smooth stone skin.

In the centre of the room is what looks bizarrely like a bird bath, except it's sculpted from pure black fireglass. In the bowl of the plinth sits the Blue tentacle, all coiled up.

"Greetings, friends!" he calls out, spotting you instantly. "Come to hasten to the rescue of my other... acquaintances?" As he speaks, two stone boards descend on ropes from the ceiling. The man and woman you met in the tunnels earlier are chained to them with invisible magical bonds, and have been stripped of all their clothing. Blue, gelatinous tendrils fill all of their orifices (even the insect woman's - you're surprised to note that she has the same basic body structure, from a purely sexual view, as any human female, except with a raised ridge in the exoskeleton instead of breasts). As you watch the pale blue tentacles squirm, writhing inside the holes they fill, passing eggs along their length and seeding them inside their new hosts. The faces of the two people express nothing but the deepest ecstasy.

"Thought I'd experiment with a bit of breeding," calls Blue nonchalantly. "Got to keep trying new things! But enough about me," he continues, before putting on a faux-betrayed voice. "Oh, Necromancer, how could you betray me so? You've broken my heart. What did I ever do to you?"

"Well, there was that time -" she begins, before the sensation hits you in a flash. "MOVE!" you roar, launching yourself sideways, sending the Necromancer and yourself crashing out of the way.
Less than a second later, a gigantic bolt of purple lightning blasts down from the ceiling, striking the exact spot where the pair of you were stood. The sheer magical pulse of it washes right through you and makes the hair on the Necromancer's arms stand on end, yet it doesn't leave a mark on the golden-brown floor tiles.

The Blue Tentacle bursts out laughing. In between his fits of merriment, he utters some magic word, and a blood-red pentagram appears on the floor beneath you and the Necromancer. You feel a weird draining sensation, before crippling nausea washes through your body.

"Congratulations, Purple!" Blue calls mockingly. "The lightning bolt is for people stupid enough to stand there whilst I monologue about my evil plans. The Anti-Magic Field you just dove straight into is for people clever enough to avoid that. Please feel free to blunder through the rest of my traps, it'd be worth the irritation of resetting them all just to finally see them in action."

Enough of this shit. You raise yourself up and fire a Magic Sting II at Blue's plinth - but nothing happens.

"I did say Anti-Magic Field. Good luck trying to do any magic for the next thirty minutes."

Oh God. That explains your nausea. Completely unable to cast even the simplest spell, Blue has completely and utterly screwed you without even trying. Glancing across at the Necromancer, you see from the sudden retraction of the dark aura around her and the expression of pain on her face that she's been similarly affected by the Anti-Magic Field.

For the first time in centuries, you're completely stumped.

"So whilst I've got you here," continues Blue, insufferably smug, "I thought I'd make you a deal." If Blue had an actual face, you just know he'd be grinning ear-to-ear right now.

"I'll be honest; I'm bored of this lair. I want something bigger, more exciting. Something with more prisoners to fuck. So I'll just give you this crappy old one and walk - well, slither - away. All you have to do is promise not to follow me. To never take up arms against me in future. And kill that treacherous Necromancer for me, of course. Doesn't have to be quick, mind, I'd quite enjoy seeing her suffer."

A golden magical circle materialises in front of your body and Blue's. You've seen these before; passing any part of yourself through the centre constitutes a binding magical contract. Breaking it results in your own death.
Blue presses his front half through his ring instantly. God, he's taking this seriously.

"And if you don't take this offer..." Blue continues, "You'll upset me greatly."



----​

Option A) Accept the offer.

Option B) Decline the offer, speed through the room as fast as possible to try and avoid the traps, and attack Blue physically to bind him to you.

Option C) Decline the offer, progress slowly and meticulously through the room to avoid setting anything off, then attack Blue. If you think about it, Blue relies quite heavily on his traps, and if you avoid them all he's really got is his pet Gargoyle Bats. You can evade them, surely.

Option D) Other - provide your own solution to the conundrum!

Please be careful - there are some subtle but important hints in the first half of the text, and there is a lot riding on this decision.

Status:
Health: 80/80
Energy: 42/80
Morality: 8/100 (Saint-like)

Evolutions:
- Thunder Bolt I (Like Fire Bolt, Thunder element).
- Water Bolt I (...ditto).
- Ovipositor I (Allows you to lay eggs within the orifice of a host. At low levels, these eggs are weak and may not hatch properly. Further upgrades reduces this risk. Each egg costs 10 energy to plant, but the hatched tentacle is autonomous and commanded by you).
- Dread I (Releases pheromones that make organisms more afraid. The higher the level, the stronger the effect it has, and the better it works on people (lower levels are effective mostly against animals).
- Teleport I (allows you transport small, inanimate things back to the Dimensional Nexus, or wherever you set up a lair in the future. Further upgrades allow you to move bigger, and eventually alive things. NOTE: This spell will never be usable on yourself).
- Confusion I (Launch a magical blast that can disrupt the brain-waves of a foe. Useful against well-armored creatures that aren't very vulnerable to normal attacks).

- Firebolt II (Like Magic Sting II, but Fire Element).
- Scale Armor II (tougher scales, reduce damage taken).
- (Lust) Slime Ooze II (your slime induces lust in those that contact it).
- (Sleep) Slime Ooze II (your slime makes those that touch it sleepy. Very... sleepy).
- Perception II (20 Energy. Use body language and other subtle, chemical clues to put together a general hint of what someone is feeling at any given time. Is that a molecule of sweat? They're nervous. Are their fingers tapping? Clearly impatient.)
- Aura Detect 2.55 (20 energy. Your sense of auras is refined, and you can see them from a great distance and judge their power levels more accurately. Also allows you to faintly detect Cursed auras).
- Stealth II (20 energy required. Become even sneakier).
- Swim II (20 energy required. Can you guess what this evolution does?)
- Body Shock II (20 Energy required. A powerful wave of magical energy runs over your skin. Akin to picking up a live electrical wire. Obviously limited to close-range combat, though).
- Tentacle Arts II (20 Energy required. Recover HP through sex).

- Growth III (30 energy required. Grow to a chunky, 6-foot long python, complete with split heads.)
- Magic Shield III (30 energy cost. Lasts longer and tougher to break than Level II).
- Magic Sting III (30 Energy required. Costs 5 energy to use, but a direct hit will send most foes flying off their feet).
 

TentanariX

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Re: Tentacle Souls

D. Accept; But only if we can keep the Necro for our own harem.

Alt: C.
 
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