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Tentacle Souls


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Shadow

Shadow

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Re: Tentacle Souls

Just an FYI for those that haven't noticed

The lust spell in this CYOA is slime based, which means it is contact only (unless we have some way of squirting our slime that I'm not aware of)
There is a slime based lust spell (one of the Slime Oozes) but the ordinary Lust III spell is a bolt of magical energy.
 
OP
Shadow

Shadow

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Re: Tentacle Souls

Yep, 2 is the clear winner! Plus evolving Magic Cannon.

----​

"Oh Gregor..." you whisper. Inside your body, cells split and grow, shifting to allow you another evolution. "Did you not remember? I am the Tentacle Lord. And I am better than you in so many ways."

A flash - one of your heads darting up to face Gregor at head height. A second flash - a magical ball of pinkish-purple energy forms around the head in a second, before striking towards Gregor's head. The man's quick - that second was all he needed to jump to the side. An underling behind him isn't so lucky; the ball of magic strikes him in the chest and scatters him into a large number of pieces over quite some distance.
The rest of the assholes take this as their cue to attack (for some reason), all of them mobbing you at once. It actually works in your favour - they're so eager to slice you into pieces, they end up tripping over each other and getting in their own way.

You feel the time is right for a proper maelstrom of a magic; a real test of your abilities. Front-right tentacle springs forward, sending two men flying with a Magic Sting III at their feet; back-right readies another Magic Cannon and splatters two heads for the price of one, bits of brain and skull showering through the air in a grisly spectacle. Back-left, on the other hand, tries something different - it fires a Lust III spell into the thickest part of the crowd. Erections spring up instantly, the men stopping dead and turning red in the face as their hands reach involuntarily for their throbbing cocks.
Front left waves in the air, using the Entrapment II spell (a kind present from Blue). Blue and purple tentacles sprout from the ground in the thickest parts of the throng, coiling around ankles and legs, jerking men off their feet. Swords swing through the air, chopping wildly, yet they inflict more damage on each other than you.

Screams start to fill the air as the men die, their numbers whittled down by you - and the Necromancer, who hasn't been idle either. Black sparks fly from the end of her staff, each one striking a man's heart and stopping it dead. The smell soon becomes intolerable - blood seeping from wounds, the stench of men soiling themselves as their bodies give up, all mingled with the screams of the dying.

Poor Gregor roars in frustration, shoving two terrified looking robed men aside, and lunges towards you, sword cleaving through the air. It's an indirect strike; your hardened scales deflect the worst of the damage, but it still pierces your flesh. The sword pulls free, and clear liquid oozes from the wound.

You whip the rest of your tentacles at him, trying to grab hold, but the bastard's fast - he slides out of the way and lunges again, cutting another of your tentacles.

Wincing in pain, you duck his next slashing blow and fire a Magic Sting, but it barely skims him before shooting past and hitting a wall. He's grinning again, sure he's got the better of you -

Before toppling forwards, as one of his own brown robed acolytes goes tumbling into the back of him. Cursing, Gregor tries to shove him off - but the curses turn to screams as the man pins him down and bites deep into the flesh of his arm.
Baffled, you whir round and spot the Necromancer; her eyes are black and her staff is planted in the ground. She's chanting some spell, and all around her the bloodied corpses of the brown robed men (god, she got through them quickly) are rising from the ground.
You watch with nothing but faint disgust and disappointment as Gregor is swiftly dispatched and eaten, the moaning of the undead not even drowning out his howls as they devour him.

You suddenly recall that Atta is still here; looking over, you see her cowering in the corner, huddled up as much as her chains will allow. You slither over there, whispering words of comfort telepathically. She might not be able to understand the words, but you hope she recognises the gentle tone. You examine her chains, but the metal is newly forged and very strong; a Magic Cannon might be enough to break them off, but there's no guarantee it wouldn't ricochet off and strike her instead.
At this close proximity you notice something gleaming on the floor behind her; a weighty chunk of Black Archcrystal! It seems Gregor wasn't lying about absolutely everything, then.

"Tentacle Lord!" the Necromancer calls, and you whip your attention round onto her. "They've finished with Gregor! I can't hold control over so many for much longer! We've either got to let them die or give them a fresh target!"


----​

Option 1) Tell Necromancer to lay the zombies down.
1A) Take Atta back to the Dimensional Nexus.
1B) Ask Atta - politely - if she wouldn't mind just staying her and helping the eggs hatch. They deserve life.

Option 2) Tell Necromancer to unleash the zombies upstairs. It's still fairly early morning, but the pair of you, along with the help of the undead, are now so powerful you could probably conquer the town before lunch time.

Option 3) Other.

Pro-tip:
Gosh, if only you had something that could cut through hardened metal chains.


Status:
Health: 107/150
Energy: 100/200
Morality: 8/100

Evolutions:
- Thunder Bolt I (Like Fire Bolt, Thunder element).
- Water Bolt I (...ditto).
- Ice Bolt I.
- 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).

- Levitate II (allows you to hover straight over even wider gaps).
- Firebolt II (Like Magic Sting II, but Fire Element).
- (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).
- (Healing) Slime Ooze II (your slime heals those that touch it. Like with all slime effects, it can be turned on and off at will).
- 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).

- Magic Shield III (30 energy cost. Lasts longer and tougher to break than Level II).
- Entrapment III (30 cost). Small tentacles appear from the ground around your enemy and bind them to it. The tentacles are strong but not unbreakable.
- Re-Skinned Illusion III (30 cost). Use magic to change the outward appearance of a surface. Useful for laying traps, though not much help in the heat of the moment.
- Minor Telepathy (30 Cost). If you're close enough to another sentient being, you can pick of very faint snatches of their thoughts and emotions. Which of course can be very helpful for a variety of reasons...
- Plague I (30 Cost). Fire a wave of sickly green energy that makes people ill. If left untreated, it can kill within a day.


- Illusory Duplicate (40 Energy Cost). Creates a magical duplicate of yourself that can slide around causing all sorts of panic, though unfortunately it isn't truly alive and can't perform any magic of its own.
- Aura Detect IV (40 Energy cost. The pinnacle of Aura Detection - see Cursed and Holy objects from far afield, allows you see even the faintest magical trap clearly, and can allow you to perfectly judge the magical aptitude of your foes).

- Magic Cannon. (40 Energy Cost) Unleashes a huge blast of Magical Energy, costing 10 energy each time, but one use of this spell has been known to strike holes in reinforced castle walls.
 
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Shadow

Shadow

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Re: Tentacle Souls

Edit:
Nicely done with Gregory, Shadow. I thought it was odd with the window and all. If there's one thing that doesn't add up it's that I thought Gregory was annoyed that we'd remembered the town. Was that an act? Or did he mean to lose us somewhere and head there for hiding, i.e. he was annoyed that we remembered his home base.
Oh, at that point he was planning to lead us to the town and kidnap Atta/dispose of us, but hadn't realised he was muttering aloud (not being the brightest fella). Hence his shock when we asked him about the town; he was surprised we knew anything about it and thought we were onto his plan.
 

CatPaws

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Re: Tentacle Souls

Okay... Things to put down quickly before I forget.

I think Magic Cannon needs to do more damage in story. I mean sure... You kill two of them fairly easy but... There was no splash damage. Shoot a cannon into melee fight and you'll hit those in the back as well. Shooting stone (on the ground or a castle wall) should sent a bunch stone shrapnel into the air. Doing that on a person should turn them into fleshy shrapnel (mixed with pieces of bone of course). I am guessing it has the strength of a good sized cannon going by the evolution description.

You still have Magic Cannon listed in the evolutions. I'm guessing that was the pinnacle of Magic Sting and it has no further upgrades?

Is Scale Armor maxed out? Because I don't see it in the list of evolution.

Option 3:

Put the zombies back to your regular dead. Either use Gregory's sword to cut the chains or go back up top and find a metal smith who can destroy them. Locate the town chief. Inform him that we just solved the bandit uprising problem before it even began and that we would like something in return. Mention to him about the guards taking pay from bandits. Head back to the Nexus once done. Don't bother asking Atta if she wants to watch over the eggs. I want her out of hive mind and sticking her into a hive (even if she is the queen) is not helping that.


Nicely done with this story arc... A little disappointed that once again we didn't finish off the boss. >_> Then again, I guess the orc from last time was more of a side boss, wasn't he? The goblin king being the actual boss.
 

TentanariX

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Re: Tentacle Souls

1A with this bit from Cat:

Locate the town chief. Inform him that we just solved the bandit uprising problem before it even began and that we would like something in return. Mention to him about the guards taking pay from bandits.
 

MrMe

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Re: Tentacle Souls

2! 2!

...

Oh go on then, 1B

Do we have the nimble knife or is it back at the nexus?


Does magic shield block only magic or physical attacks as well?
Because haven't used that in forever
 
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maxentius-septimus

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Re: Tentacle Souls

1A or 1B (Will decide after some discussion) With the chains if none of the swords work then the mermaid Has the subtle knife, but I'm not sure how to get that here. However evolving Teleport I should let us remove the chains easily.

Evolution:
-Teleport I
-Tentacle Arts II
-Lust Slime Ooze
-Healing Slime Ooze Mainly if Atta Stays but would help either way.
I vote for Teleport either way but the others would only be if some sex seems likely.

Ok I'm thinking 2 actually sounds like a good idea, and its probably the most attractive evil option so far. Mainly worried that it would kill the people in the public bath. So we should warn them to leave right away and hide until our coup is over, should make the people see us as a merciful ruler. Then direct the zombies towards town hall and any soldiers that get in the way. When its over we can declare today a holiday, to be celebrated through mass orgy.
 
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CatPaws

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Re: Tentacle Souls

Oh snap... I completely forgot about the subtle knife! Nice catch there.
Though honestly... Just finding a metal smith up top should take care of those chains. >_>
 

UjisatoGamo

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Re: Tentacle Souls

Evolve Teleport I, II, III and send Atta back to the Nexus.
No sense going all the way back for the Subtle Knife, who knows what could happen in the time it takes to fetch it.

Oh I want 2 to win...
"Cry havoc and unleash the zombies of war."

...could we move the Archcrystal that we entered in to our soon to be newly built harem...I mean stronghold....strongharem? Yes with a hotspring courtyard for our growing assortment of waifu.
 

TentanariX

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Re: Tentacle Souls

Are the chains Antimagicked? If so teleport wouldnt work and would be a waste of energy to evolve. If not I say go with Uljisato's idea, but Im liking holy tentacle so far, so lets not start veing evil bastards, the townspeople dnt have anythingto do with Gregors actions. '_'

1A
 
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Shadow

Shadow

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Re: Tentacle Souls

Chains are just ordinary chains.
Teleport III would be enough to teleport a humanoid back to the nexus.
Magic Shield only deflects magical attacks (Scale Armour is for the physical ones).

I want 2 to win as well. xD
 

CatPaws

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Re: Tentacle Souls

Bah! The dark side might tempt us with all the cookies it wants but we shall remain on the light side!

LONG LIVE THE TENTACLE SAINT!
 

GargantuaBlarg

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Re: Tentacle Souls

Goddammit, can't we have males that aren't assholes or fated to get ded? :<

Them zombies have served their purpose, they can go back to being regular, not-animated dead. Ask Atta hatch them eggs! We can claim the town, build us a nice new hive with bugwaifu as the queen, and finally set us up a foothold here to get something to lord over. Which, as a tentacle overlord, is slightly important to have.

...The people running the place right now will probably be a little miffed, but a suddenl influx of workers and a poweful critter means It'll be profitable for everyone! Surely they'll see the logic in that. Or alternatively, get eaten by a giant pile of zombies.

Let's see if we can fuck off back to the Nexus and get the subtle knife, to cut ol' buggy offa the wall. Be quick about it, time works fucking weird between these things and she might end up starving or something. Perhaps necrobabe can watch her for a bit while we fuck off to retrieve it?

...Uuhh... them bodies might need a little seeing to. I am unsure what to do with them, however. Perhaps necrobabe has some suggestions.
 
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Zephyrion

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Re: Tentacle Souls

1a use the subtle knife to cut the chains.

Informing the town of the guards treachery is a good idea as well.
 
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Genius700

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Re: Tentacle Souls

Evolve Teleport I, II, III and send Atta back to the Nexus.
No sense going all the way back for the Subtle Knife, who knows what could happen in the time it takes to fetch it.
This has my vote
 

Gargoyle

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Re: Tentacle Souls

Ok I'm thinking 2 actually sounds like a good idea, and its probably the most attractive evil option so far. Mainly worried that it would kill the people in the public bath. So we should warn them to leave right away and hide until our coup is over, should make the people see us as a merciful ruler. Then direct the zombies towards town hall and any soldiers that get in the way. When its over we can declare today a holiday, to be celebrated through mass orgy.
I really really like this idea, please (for the first time) lets be evil guys?
 
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Shadow

Shadow

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Re: Tentacle Souls

Bollocks! Option 2 missed out by one vote! Boring old 1A it is.

Also going to evolve Teleport I, II, III.

----​

"Let them go," you tell the Necromancer. Sorely tempting as it is to conquer the town above, it might create a bit of a bad impression.
The Necromancer sighs in relief at your order, and barks a quick spell - causing the groaning undead to topple to the muddy ground and lie there, motionless.
You turn back to Atta, once again whispering words of comfort to her. Thinking laterally, you undergo another evolution, then extend one of your purple tentacles towards her. She shies away, fear evident in her twinkling compound eyes and twitching antennae, but her chains limit her movement and she's backed right up into a corner anyway.
It takes a lot of concentration - you've not used this spell before - but you slowly use your magic to pull and tease at the very fibers of the world. The Necromancer is visibly taken aback by this display of power, but truth be told it's leaving you exhausted. One final tug on some metaphysical strings... just... there...

A swirling vortex of white energy appears around the end of your extended purple member, and you thrust it towards Atta. The vortex expands, consuming her entirely... and keeps expanding, drawing in soil, dirt, a broken brick on the floor before you clamp the flow of magic shut and seal the portal.

Feeling drained, you rotate wearily back to the Necromancer.
"Nice piece of magic," she concedes, "but what are you going to do now about all these unhatched eggs?"

"Ugh... I'll think of something," you mutter, before remembering the fragment of Black Archcrystal. Sighing, you reach towards that, and send it home to the Dimensional Nexus with a mere Teleport I - that in your weakened state still takes a couple of minutes.

"There's something else we have to do," you tell the Necromancer, coiling feebly on the floor. "We should tell the mayor... or whoever... about the corrupt guards. Might be worth mentioning that we've slain the guy who was paying them off."

"OK," agrees the Necromancer, turning around and climbing back up the ladder to the public baths above. With a fairly titanic effort of will, you follow her.

If the people in baths are surprised by your sudden reappearance (and the fact you're both splattered with mud and blood) they don't really show it. Instead they continue to frolic and play in the pools, warm steam rising around their semi-nude bodies. Again it takes effort to ignore the sweet call of their flesh, and you follow the Necromancer back round to one of the town's cobbled streets.

After asking a random passer-by the way to the guy in charge (he looks moderately terrified of you and gives directions hastily) you make your way there. It doesn't take long, and as you approach you see various signs pointing out the way to the 'Town Leader's Office'. Very considerate.
The 'office' itself is certainly nicer than most of the surrounding buildings; a robust two-story square block, with large glass windows, the whole thing fused on smoothly to a three story stone tower. Three steps lead up to a sturdy looking wooden door. You push it open and step over the threshold without waiting to be invited.

"That's her!" screams a voice you recognise, and in a second you examine the interior - sparse, well-lit, tiled, potted plants around. In the next second you see the man who shouted - the portly purple robed official, monocle swinging wildly. The same man who the Necromancer convinced of her honesty earlier... rather forcefully.
In that same split second there's a faint whistling followed by a sickening thud; a man standing behind the door swinging a cudgel at the back of the Necromancer's head. Taken completely off-guard she drops like a stone, landing in a graceless heap on the ground.
Wait, a man? He's grinning at you, dirty teeth in full evidence, and you recognise him too - the leader of the rogues who tried to claim they defeated the Goblin army.
"Now wait just a -" you begin, before something falls from the ceiling; a weighted net? Its mesh closes around you, flashing blindingly bright with magic where it touches your skin, searing on contact.

In the second before you pass out, there's just time to reflect that you really should wear a Magic Shield more often.

****​

When you wake up it's in stages, slowly, piece by piece. One of the first emotions you feel is surprise you're waking up at all. They must want you alive, then. Good?
As your mental awareness slowly returns, you take notice of your surroundings. The room is circular (god, did the architects of this town have a circle fetish?) and fairly large; you could fit a fairly large crowd of people within the walls. Speaking of the walls, they extend up vertically almost as far as you can see. Narrow wooden walkways ring the place, and there's a surprising amount of... bookshelves? Erm, OK. The whole place feels oddly cold, with faint blue-white light gleaming off the bits of wall that aren't covered by books.
Of course, this is entirely academic; you're stuck on a plinth or pillar (a large one, but a plinth none the less) and surrounding it (and you) is a seamless ball of crackling blue magic. You've seen these before; with one spell the unbreakable field contracts, forcing the occupant into ever tighter positions, until they either a) die or b) give up the secrets that led them to be put in one of these fucking things.

An hour you wait, the time creeping by slowly, as you get more and more bored. You worry briefly about the Necromancer, but as you can't help her anyway, it's moot.
Eventually you hear footfalls - someone descending a ladder. Soon enough they're standing before you - and it's the grimy mercenary leader again. Whoop de fucking doo.

Grinning, he opens his mouth at you - and promptly spews forth a slender, slime-encrusted black tentacle.

Alllllright, then...

"Well, look at this," says the Black Tentacle, speaking directly into your mind. You take a second to recall what you know about the Black; sneaky, masters of stealth and corruption, but not much physically.
"I'll cut to the chase; you're well and truly fucked. If you want to live - and more importantly, if you want your death-fetishist girlfriend to live - you're going to do exactly what I ask you."

"I'm listening..." If you had teeth, they'd definitely be clenched at this point.

"There's a few... errands that need running, and I don't really have the time to deal with all of them. So..." At this point pedestals rise magically from the stone floor behind him. Bloody show-off. On top of each... is an Archcrystal. One dirty yellow, the other the palest of pale blues.

"I'm not totally unreasonable. You get a choice in this this. Some of my favourite allies are imprisoned and suffering in jail in the Cloud Dimension. I would have you free them. Alternatively, there's an uprising going on in the Sand Dimension; one tribe murders another's chief, they retaliate, you know how these things happen. If you could go there and crush the rebellion for me, that'd be really great. Or you could refuse and I'll turn you to dust with the Mournful Orb. And no, you won't respawn at whatever Archcrystal you entered this world by. I'm not an idiot."

----​

Option A) Grudgingly accept the 'Free the Prisoners' errand.

Option B) Grudgingly accept the 'Crush the Rebellion' errand.

Option X) Try and quiz the Black Tentacle further about what's happened.
Option Y) Ask for proof of the Necromancer's safety.
Option Z) Try and barter for some other way out of here. Make generous offers, perhaps involving people in the Dimensional Nexus...
Status:
Health: 75/150
Energy: 40/200
Morality: 6/100

Evolutions:
- Thunder Bolt I (Like Fire Bolt, Thunder element).
- Water Bolt I (...ditto).
- Ice Bolt I.
- 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).
- 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).

- Levitate II (allows you to hover straight over even wider gaps).
- Firebolt II (Like Magic Sting II, but Fire Element).
- (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).
- (Healing) Slime Ooze II (your slime heals those that touch it. Like with all slime effects, it can be turned on and off at will).
- 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).

- Magic Shield III (30 energy cost. Lasts longer and tougher to break than Level II).
- Entrapment III (30 cost). Small tentacles appear from the ground around your enemy and bind them to it. The tentacles are strong but not unbreakable.
- Re-Skinned Illusion III (30 cost). Use magic to change the outward appearance of a surface. Useful for laying traps, though not much help in the heat of the moment.
- Minor Telepathy (30 Cost). If you're close enough to another sentient being, you can pick of very faint snatches of their thoughts and emotions. Which of course can be very helpful for a variety of reasons...
- Plague (30 Cost). Fire a wave of sickly green energy that makes people ill. If left untreated, it can kill within a day.


- Illusory Duplicate (40 Energy Cost). Creates a magical duplicate of yourself that can slide around causing all sorts of panic, though unfortunately it isn't truly alive and can't perform any magic of its own.
- Aura Detect IV (40 Energy cost. The pinnacle of Aura Detection - see Cursed and Holy objects from far afield, allows you see even the faintest magical trap clearly, and can allow you to perfectly judge the magical aptitude of your foes).

EDIT: Magical internet cookie for people who name the two main shout-outs I had in this piece.
One's a piece of literature, the other from a video game.
 
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