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File: demon1.jpg (5.31 MB, 2267x1860)
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The Dark Lord has lost, defeated by the Heroes. Where once there was a mighty empire, now there is only cursed land, waiting to be reclaimed and subjugated by the powers of light, and scattered monsters prowling aimlessly and trying to survive.

You are a demon. The mental shackles subjugating your mind to your superiors have been broken in the chaos following the dark forces' complete defeat, and now you're free to act out of your own will.

And you sure as fuck don't know where to go from here.

You are one of the weakest demons, but even in your current form, you can take on several humans, untrained or with low fighting experience, and win.

You derive your power from the souls you collect by slaying humans, elves and other sapient beings. You can spend them to strengthen yourself. Besides regular souls, beings of great power and heroes possess greater souls, which you'll need once you grow sufficiently powerful.

Besides souls, you have equipment, objects you will need to gather resources and a skilled craftsman to make for you. Currently, you do not know any, but you will meet some as you explore. Generally speaking, looted equipment is made for people of other races and skillsets, so you will need custom-made pieces the vast majority of the time. You can, however, salvage or modify existing equipment to fit yourself. It would still require some resources and a craftsman, however.

Finally, there's your base. Currently, you don't have one, but in the future, creating a place from where to mount expeditions to far lands, house your partners, be they companions or craftsmen, and retreat to and rest in, will be important.

OPPORTUNITY LIST
>Remember / Scout: You've been stationed here, in this province, for some time as part of a garrison to oversee the local humans. You know some local places of interest which you can map now that your "comrades" have scattered.
>Scout / Contact: See if there are any demons or other beings worth knowing in this area.
>>
=====
Hi, welcome to another demon quest.

What to expect:
-Fairly structured sandbox, meaning it will be more of a "going down the list one task at a time" thing than a traditional seamless plot and action.

-Full narrative, no system, meaning no dice rolls. Safe if you're cautious, if not then going down some paths unprepared may result in death.

-A fair amount of grind and gradual upgrades (focus of the quest)

-Some story and interactions with companions and their own paths.

-Maybe haremshit and some comedy during downtime.

-Update times may vary.

-Oneshot probably.

-No QM plans to flake, but if I do, I'll wrap things up with a conclusion post.

-I may have technical difficulties due to censorship, so if I disappear and don't inform you, assume I'm looking for a way to access 4chan.

Hope you enjoy.
>>
>>6395258
>Remember / Scout:
>>
>>6395293
I'll update now to get us going, maybe more anons will arrive later. I think it makes sense that the pace should be a bit quicker than the usual quest, what with the grind I promised. Later updates will most likely be shorter, unless plot-worthy options are picked.
=====

>Remember / Scout: You've been stationed here, in this province, for some time as part of a garrison to oversee the local humans. You know some local places of interest which you can map now that your "comrades" have scattered.

Kastar. A northern province, far from the most important in the Dark Empire, yet making its small contribution nonetheless. That's how it was, at least.

You travel through the lands, marking places of interest. The mines are the first thing you visit. Abandoned by the freed slaves, they stand empty and dark, wounds upon the sides of the hills. Iron ore was mined here to be forged into weaponry and armour for the battle-hungry army of the Empire.

Not far stands the city of Mardon, the robust but dull centre of the province. The areas near its walls are littered with smithies that forged the iron from the mines into tools of war. Their furnaces stand cold now, and where a thunder of hammer strikes upon steel was heard, there is now only stillness and silence.

Mardon won't let you in, now that they have cast down their yoke, but you can still peruse the neighbouring smithies - human grip upon things beyond the city's walls will remain weak for a while, until the demons stop prowling the countryside and the cursed land stops spitting out monsters.

One of the smithies seems to have been used recently. You don't happen upon its owner.

There's the Kastarian Woods as well. Beasts both common and magical dwell between its dark trees and along its thorny trails. A source of hides, wood and essence from whatever inhabits them.

There is a light somewhere deeper, and a vague vision of a building, but you do not pursue it. Not yet.

A camp of hobgoblins is set up in the north, where the hills begin rising to the mountains. Their equipment is remarkable, and should you lay your hands upon it, can be reforged into something useful for yourself.

There's also the usual villages, scattered around the province, scared and ripe for harvest, should you be smart enough not to take the entirety of their denizens on at once.

OPPORTUNITY LIST
>Gather: Mine iron for equipment.
>Gather / Fight: Kill monsters of beasts in the woods for resources (hides, tooth, low possibility of essence)
>Gather / Fight: Kill lone hobgoblins and loot their armour and weapons. Their souls could be useful as well. (leather armour, steel weaponry, knowledge of craft / recipes, low possibility of magic items)
>Contact / Scout: Investigate the light in the woods.
>Contact / Scout: Find the smith.
>Harvest / Fight: Hunt and ambush villagers. Obtain souls.
>>
>>6395412
>Gather / Fight: Kill monsters of beasts in the woods for resources (hides, tooth, low possibility of essence)
Monsters and hobgoblins don't have souls?
>>
>>6395412
>>Gather / Fight: Kill monsters of beasts in the woods for resources (hides, tooth, low possibility of essence)
>>
>>6395483
Hobgoblins have souls. Monsters generally do not, unless they are sapient (like, for example, a fox spirit akin to one in Japanese mythology), and especially powerful ones (classic dragon) have greater souls which I mentioned in the opening post.
>>6395607
There was a typo in my option, "Kill monsters *or* beasts", but the meaning should have been clear.

=====

>Gather / Fight: Kill monsters or beasts in the woods for resources (hides, tooth, low possibility of essence)

You search for tracks in the woods. Coming across a multitude of them criss-crossing the forest floor as you travel, you pick one trail that seems reasonably wide - enough for its maker to yield a good hide, but not too dangerous for you to take on alone.

After tracking the beast for a while, the quiet of the dark woods sometimes being broken by the rustling of bushes and distant animal calls, you come across a particularly big wolf. It seems to have lost its pack for some reason, but fire in its eyes gives away a willingness to fight for its survival.

The fight is over in a minute. You're bruised from its fangs, but your claws end up prevailing over its wild ferocity. You take the carcass, shouldering the mass with your formidable strength, and hide it in a cave after bringing it out of the forest - not much choice with you not having a base. Then, you rest and recover from the trek and combat.

As you think about your little hunt, you remember the light in the woods. You still haven't approached it. Maybe it's worth finding out whom it belongs to, be they friend or foe.

(You have obtained a hide - enough to make a single piece of medium or small equipment, like gloves, bracers, boots or helm. You'll need some more for body armour or pants though.)
(You have some fangs, enough to make a dagger or similar weapon.)
(You do not currently know a craftsman that can work with these materials.)

OPPORTUNITY LIST
>Gather: Mine iron for equipment.
>Gather / Fight: Kill monsters of beasts in the woods for resources (hides, tooth, low possibility of essence)
>Gather / Fight: Kill lone hobgoblins and loot their armour and weapons. Their souls could be useful as well. (leather armour, steel weaponry, knowledge of craft / recipes, low possibility of magic items)
>Contact / Scout: Investigate the light in the woods.
>Contact / Scout: Find the smith.
>Harvest / Fight: Hunt and ambush villagers. Obtain souls.
>Remember / Explore [Expedition]: To the South lay the main body of the late Dark Empire. Maybe there's something interesting in the next province over?
>Remember / Explore [Expedition]: To the West lay the borderlands, midway to the kingdoms of Man. Perhaps there is something interesting there?
>>
>[litrpg]
>>
>>6395662
>>Gather / Fight: Kill lone hobgoblins and loot their armour and weapons. Their souls could be useful as well. (leather armour, steel weaponry, knowledge of craft / recipes, low possibility of magic items)
>>
>>6395955
>Gather / Fight: Kill lone hobgoblins and loot their armour and weapons. Their souls could be useful as well. (leather armour, steel weaponry, knowledge of craft / recipes, low possibility of magic items)

The hobgoblin you find proves to be a troublesome enemy. While your claws are strong enough to inflict deep wounds upon flesh, they are much less powerful against even leather armour. You deal with him by focusing on the exposed parts of his body, but not before he strikes you, leaving a serious gash on your leg.

You strip the corpse of leather armour and use whatever clothes it had on to stop bleeding. It will take some time before you're able to confidently fight the hobgoblins again. And you should probably get some equipment on you if you want to avoid another risky fight.

At least you have a single soul now. You feel like it will take 20 for you to grow in strength in one of your aspects, be it strength of body or the budding magical power within.

Besides that, you have a leather breastpiece and leg armour. There is an old and chipped steel sword, stained with your blood, as well. They will need to be refit or reforged to be of true use.

As time passes, you feel something will change in the near future. An opportunity or a threat, you do not know yet.

OPPORTUNITY LIST
>Gather: Mine iron for equipment.
>Gather / Fight: Kill monsters or beasts in the woods for resources (hides, tooth, low possibility of essence)
>Gather / Fight: Kill lone hobgoblins and loot their armour and weapons. Their souls could be useful as well. (leather armour, steel weaponry, knowledge of craft / recipes, low possibility of magic items)
>Contact / Scout: Investigate the light and house in the woods.
>Contact / Scout: Find the smith.
>Harvest / Fight: Hunt and ambush villagers. Obtain souls.
>Remember / Explore [Expedition]: To the South lay the main body of the late Dark Empire. Maybe there's something interesting in the next province over?
>Remember / Explore [Expedition]: To the West lay the borderlands, midway to the kingdoms of Man. Perhaps there is something interesting there?
>>
>>6396088
>>Contact / Scout: Find the smith.
>>
>>6396088
>Contact / Scout: Find the smith.
>>
>>6396088
>Contact / Scout: Investigate the light and house in the woods.
>>
>>6396104
>>6396329
>>6396334
>Contact / Scout: Find the smith.

You search through the Mardonian outskirts, the smithies, for clues. Occasionally meeting a wandering demon, you do not see any of them working the forge, and thus leave in silent agreement not to disturb each other.

Ultimately, you decide to wait in the smithy that seems most used. This approach yields success, as eventually, another demon shows up, a few tools on the hip and a cart of iron rumbling down the dirty street. He notices you.

"Do you need something from me?" Introductions out of the way, Bar'dagol asks.

"For what purpose do you still work the iron? The Empire has fallen. There is no more need for weaponry for the army."

"Fallen, but it may rise again," he says. "And some demon may still need the equipment. Someone like you," he nods towards you. "I don't see armour on your body, and the sword you carry is chipped and dull. I could help with that."

"What's the price?"

"The materials. Experience in my craft is enough reward besides that."

"I may have some leather armour to refit, a hide to make into a piece, and this sword besides that."

"A hide and leather... I'm no leatherworker. Best I can do is steel armour, if you get me some ore. Heavier, but stronger."

"Fine. Where may I find someone who knows how to work leather, then?"

"Godplanes if I know. Try further to the south, towards the core lands. I heard beastmen live in the forest in the next province, and every single one I saw shunned heavy iron in favour of leather or hides. That's how it was before the fall, at least. Maybe you'll meet someone who can help you there."

"I see. What about bone? I have some wolf fangs. Maybe they can be made into a weapon?"

"I can try that."

With Bar'dagol available, you can now order steel armour and weapons, as well as equipment from other materials like mithril and adaman, once he gains experience.

Also
>Please write-in the name that you introduced yourself with.

Nothing exceptional happened yet.
(cont. with choices)
>>
OPPORTUNITY LIST
>Gather: Mine iron for equipment.
>Gather / Fight: Kill monsters or beasts in the woods for resources (hides, tooth, low possibility of essence)
>Gather / Fight: Kill lone hobgoblins and loot their armour and weapons. Their souls could be useful as well. (leather armour, steel weaponry, knowledge of craft / recipes, low possibility of magic items)
>Contact / Scout: Investigate the light and house in the woods.
>Craft: Reforge the hobgoblin sword to fit your hand and skills.
>Craft: Make a wolf fang dagger.
>Harvest / Fight: Hunt and ambush villagers. Obtain souls.
>Remember / Explore [Expedition]: To the South lay the main body of the late Dark Empire. Maybe there's something interesting in the next province over?
>Remember / Explore [Expedition]: To the West lay the borderlands, midway to the kingdoms of Man. Perhaps there is something interesting there?

PLOT POINT LIST
>Bar'dagol: Like Moths to a Flame

=====

Plot points will appear occasionally as time passes, you explore and your companions interact with each other and the world. They are usually scenes that do not necessarily improve your party's skills or equipment, but show how characters change over time. Usually they do not take up time, so by picking them you do not lose opportunities, but they themselves may be timed to certain events and locations.
>>
>>6396447
Forgot to mention that since Bar'dagol has some stored ore, you may make a single steel piece of equipment right away.
Types include:
Weapon, Arms, Hands, Legs, Feet, Body, Head
Just pick a type and he'll work on something made out of iron for that part, or a weapon you specify.
>>
>>6396447
>Please write-in the name that you introduced yourself with.
Valefar

>Craft: Reforge the hobgoblin sword to fit your hand and skills.

>>6396448
Helmet
>>
>>6396447
>>6396473 +1
>>
>>6396473
support
>>
>>6396473
>>6396517
>>6396533
>Valefar
>Craft: Reforge the hobgoblin sword to fit your hand and skills.
>Helmet

Sorry for the delay, got hooked on a distraction. I'll try to remain more consistent from now on. Glad to see 3 votes since the quest began with 1-2.

=====

You observe Bar'dagol working hard, iron bent into proper shape with every hammer strike. A few hours later, he presents you with the blade and the helmet.

You put the helmet on, clasping on the flaps accommodating the horns - a necessary complexity for demons - and give the sword a few swings. They're good.

"Thanks," you say.

"Come any time," the smith smiles.

As you travel the land to your next destination, you cross paths with some demons that share a tale. It seems a Dark Seer has taken temporary residence in the woods. You heard they serve the Dark Lord with their divination and blessings, but not much else - their magic is shrouded in mystery. Why one of them might travel to this unimportant province - you do not know. The Seer seems to accept some visitors, and the demons come to pay respect and ask for blessings.

You consider making a visit yourself.

OPPORTUNITY LIST
>Gather: Mine iron for equipment.
>Gather / Fight: Kill monsters or beasts in the woods for resources (hides, tooth, low possibility of essence)
>Gather / Fight: Kill lone hobgoblins and loot their armour and weapons. Their souls could be useful as well. (leather armour, steel weaponry, knowledge of craft / recipes, low possibility of magic items)
>Contact / Scout: Investigate the light and house in the woods.
>Craft: Make a wolf fang dagger.
>Harvest / Fight: Hunt and ambush villagers. Obtain souls.
>Remember / Explore [Expedition]: To the South lay the main body of the late Dark Empire. Maybe there's something interesting in the next province over?
>Remember / Explore [Expedition]: To the West lay the borderlands, midway to the kingdoms of Man. Perhaps there is something interesting there?
>Event / Boon: Pay a visit to the Dark Seer. [do you want a blessing, a glimpse into something you don't know, or something else?]

PLOT POINT LIST
>Bar'dagol: Like Moths to a Flame

=====
Mechanic: queue
To speed things up, you may queue up some repetitive actions and Valefar will perform them in order until complete or something happens to interrupt them, like receiving a wound, encountering an obstacle or boon, or an unrelated event.
>>
>>6397827
>Event / Boon: Pay a visit to the Dark Seer. [do you want a blessing, a glimpse into something you don't know, or something else?]
Blessing
>Contact / Scout: Investigate the light and house in the woods.
Not sure if this counts for repetitive actions, if it doesn't the seer take priority
>>
>>6397941
Visiting the Seer is not a repetitive action, this is meant for stuff like "hunt beasts and make leather armour until a full set is made" if you had a leatherworker or "mine iron and make steel weapons until all companions have one", among other things.
>>
>>6398050 >>6397941
In that case just
>Event / Boon: Pay a visit to the Dark Seer. [do you want a blessing, a glimpse into something you don't know, or something else?]
>>
>>6397827
>Event / Boon: Pay a visit to the Dark Seer. [do you want a blessing, a glimpse into something you don't know, or something else?]
Blessing sounds good.
>>
>>6397941
>>6398074
>Event / Boon: Pay a visit to the Dark Seer. [Blessing]
In the middle of a clearing in the woods, there is a tent illuminated from within, smoke escaping from a hole at the top. Demons, men and other beings that drank of the corruption plaguing the land come and go, awaiting their chance to speak to the Dark Seer. Soon, your turn comes.

You enter the tent, finding an arrangement of charms and magical items you do not know the purpose of standing and hanging like a forest within, precariously close to the fire yet untouched by it. Amid this forest, before the flame, sits a figure in black robes. A staff is inclined leisurely between his arms.

Your cannot clearly see the Seer's facial features, not only because of the hood, but because even in front of the bonfire, they are not illuminated. Only purple, glowing eyes watching everything around him, watching you.

He doesn't speak until you do.

"Greetings, wise one," you say, kneeling in respect. "May you live for thousands of years, and your eye witness any danger, and your hand stop it. May the fates bless you with luck, and your hand seize it. May your wisdom never end, and your hand dispense it to us. My name is Valefar. I ask of a blessing, if you would be generous enough to give me one."

"I will." The Seer responds simply, his voice calm and surprisingly human. "Come closer."

You don't hesitate to do so. The Seer grasps his stuff, and touches your forehead with it, charms dangling in front of your face. You brace yourself.

Nothing happens for a few moments.

"You will be the Bane of Man," the Seer says, his voice suddenly no longer human, but like a thousand whispers moulded into one. "The terror bringing about the end of our human enemies. That is my blessing to you, and that is your fate."

The staff glows briefly, and you feel something changing within yourself. A kind of knowledge you can't quite grasp. But before you can understand it, it is over.

The Seer carefully hugs his staff again, returning to his initial position.
(cont.)
>>
"It seems you have a question," he says, his voice normal again. "Ask away."

You're surprised by his willingness to indulge your curiosity, but don't miss the opportunity.

"What brings you to this land, travelling alone? It is far from the most important of provinces."

"Everyone is leaving the cursed land," the Seer says. "I'm going north, where the hand of Ascelian kingdoms won't reach me." The fire crackles in peace for a few moments, but you do not interrupt him. "They will soon be here, too. Their priests are already cleansing the core lands. They haven't reached the beastmen' forests yet, but they will. It'll be years before they purge the corruption, but their dominion is already there, with heavy garrisons patrolling the land, killing demon and monster alike."

He pauses.

"You'll need to find a way to hide and work from the shadows or leave as well, north or east, beyond the mountains. Take that as a suggestion. Go away, now. I have already spent too much time on you... even considering what I've seen in your future."

You bow and dare not object. You exit the tent and head out of the clearing, into the night.

[You will be slightly more powerful when fighting against humans.]

OPPORTUNITY LIST
>Gather: Mine iron for equipment.
>Gather / Fight: Kill monsters or beasts in the woods for resources (hides, tooth, low possibility of essence)
>Gather / Fight: Kill lone hobgoblins and loot their armour and weapons. Their souls could be useful as well. (leather armour, steel weaponry, knowledge of craft / recipes, low possibility of magic items)
>Contact / Scout: Investigate the light and house in the woods.
>Craft: Make a wolf fang dagger.
>Harvest / Fight: Hunt and ambush villagers. Obtain souls.
>Remember / Explore [Expedition]: To the South lay the main body of the late Dark Empire. Maybe there's something interesting in the next province over? You heard the beastmen there may be adept at working leather.
>Remember / Explore [Expedition]: To the West lay the borderlands, midway to the kingdoms of Man. Perhaps there is something interesting there?

PLOT POINT LIST
>Bar'dagol: Like Moths to a Flame

=====
>>6398641
for some reason this post loaded for me only now.
>>
>>6399335
>Contact / Scout: Investigate the light and house in the woods.
Sounds like we'd better wrap up business in this area.
>>
>>6399335
>Contact / Scout: Investigate the light and house in the woods.
>>
>>6399625
>>6399683
Sorry for the absence, schizo reasons - got distracted by another thing into neglecting the quest, like I said earlier, which turned into some anxiety about not updating for a long time stopping me from really sitting down and working on the update and behind the scenes ideas. Pulled myself together and wrote a small update now.
=====
>Contact / Scout: Investigate the light and house in the woods.

You seek out the light illuminating what resembles a house. Indeed, it is a building - not a house, but rather a hut, with more empty ones surrounding it. The windows are stained with dust and powder of dirty colours, and looking within, you see a workshop of vials, flasks, various herbs and liquids.

The door creaks open before you can call out to the owner, and you brace yourself in case they're hostile. Out of the hut, a human woman peeks out. Her face has stains of something akin to chemicals, and out of her deep eyes, trails of dried, charcoal black liquid taint her cheeks.

The mark of a witch.

"What do you seek here, demon?"

"I am looking to find out who inhabits this place - and I've done that now. My name is Valefar."

"Good, then. Will you depart now that your curiosity is sated?"

"I am also seeking an ally, if you're up for working together."

"My work won't be free. I need souls and materials for my projects."

"Then I will provide them."

The witch glares at you for a few moments, then her gaze turns indifferent.

"My name is Rivia. I don't know if you're speaking true, but if you need my help, we can work together."

"Very well. I have another question - what happened to the denizens of the huts near yours?"

"The coven has moved on to other places when the Dark Lord's grasp was no more. I'm the only witch left in these woods."

"I see. What can you do, then? I saw through the windows your work desk is busy with potion-making."

"A few things..."

[Rivia has joined the party. She is a lesser spellcaster and potion maker. If you bring her ingredients for potions, and pay in souls or manuscripts of magic, she may provide you with some. She can also join you on expeditions or in local combat to provide minor spell support. She specialises in hexing the enemies, making it easier to bring them down.]
(cont.)
>>
OPPORTUNITY LIST
>Gather: Mine iron for equipment.
>Gather: Collect local herbs for simple potion-making. [pick: potion of infernal healing, potion of might, potion of dexterity] [LOCKED (no local resources): amplifying potion (+ magic power)]
>Gather / Fight: Kill monsters or beasts in the woods for resources (hides, tooth, low possibility of essence)
>Gather / Fight: Kill lone hobgoblins and loot their armour and weapons. Their souls could be useful as well. (leather armour, steel weaponry, knowledge of craft / recipes, low possibility of magic items)
>Craft: Make a wolf fang dagger.
>Harvest / Fight: Hunt and ambush villagers. Obtain souls.
>Remember / Explore [Expedition]: To the South lay the main body of the late Dark Empire. Maybe there's something interesting in the next province over? You heard the beastmen there may be adept at working leather.
>Remember / Explore [Expedition]: To the West lay the borderlands, midway to the kingdoms of Man. Perhaps there is something interesting there?
>Travel: The Seer has warned against staying here. Perhaps there is reason to his words, and you need to leave. Gather your companions and go somewhere else. [pick: north (into the mountains) or east (swamplands, later other mountains)]

PLOT POINT LIST
>Bar'dagol: Like Moths to a Flame
>Rivia: Nowhere to Go
>>
>>6402914
>Harvest / Fight: Hunt and ambush villagers. Obtain souls.
Multiple uses for souls now, let's see what they're like.
>>
>>6402914
>Harvest / Fight: Hunt and ambush villagers. Obtain souls.
>>
>>6403125
>>6403176
>Harvest / Fight: Hunt and ambush villagers. Obtain souls.

With roving demons in the countryside forming bands and attacking villagers, the humans have been forming militia of their own to protect themselves, going in groups when leaving their homes and travelling either to the city of Mardon or just regional centres, seeking safety in numbers.

It's still not enough.

Over the past half a month, you hunt and kill those left behind or dumb enough to walk alone out of the village militia's sight. You harvest 20 souls in these days, taken with claw and sword.

20 is enough to empower yourself either in strength of body or mastery of magic. You feel like while now, you may be able to take on several untrained humans at once, once you strengthen yourself, you should have no difficulty dealing with several trained warriors - though not masters of battle. Should you want to empower your magic, you will be able to cast simple infernal spells, setting your hands or weapon on fire and gaining fire resistance, or project your command on several lesser demons. Luckily, you haven't yet encountered those that are able to do so to yourself, but with the chaos of the Dark Lord's fall, new powers will soon emerge, surely.

You can also spend souls at a rate of 15 per small potion to pay Rivia for her work, should you also provide the materials. While Bar'dagol has not requested any, you may gift some to him to help make him more powerful. Perhaps with enough, he may be able to imbue magic into his work?

Besides the souls business, you feel like the cursed land getting nourished with the blood of the innocent may spawn something. The air is thick with the malevolence of chaotic murder. This will not go without consequence.

Pick what to do with souls (you have 21).
>Empower yourself (cost: 20 souls). Pick:
>>Strength of body: Very weak (for a demon) -> Weak
OR
>>Strength of mind: Minimal -> Weak

>Gift the souls to Bar'dagol
>Save souls
(cont. with lists)
>>
OPPORTUNITY LIST
>Gather: Mine iron for equipment.
>Gather: Collect local herbs for simple potion-making. [pick: potion of infernal healing, potion of might, potion of dexterity] [LOCKED (no local resources): amplifying potion (+ magic power)]
>Gather / Fight: Kill monsters or beasts in the woods for resources (hides, tooth, low possibility of essence)
>Gather / Fight: Kill lone hobgoblins and loot their armour and weapons. Their souls could be useful as well. (leather armour, steel weaponry, knowledge of craft / recipes, low possibility of magic items)
>Craft: Make a wolf fang dagger.
>Harvest / Fight: Hunt and ambush villagers. Obtain souls.
>Remember / Explore [Expedition]: To the South lay the main body of the late Dark Empire. Maybe there's something interesting in the next province over? You heard the beastmen there may be adept at working leather.
>Remember / Explore [Expedition]: To the West lay the borderlands, midway to the kingdoms of Man. Perhaps there is something interesting there?
>Travel: The Seer has warned against staying here. Perhaps there is reason to his words, and you need to leave. Gather your companions and go somewhere else. [pick: north (into the mountains) or east (swamplands, later other mountains)]

PLOT POINT LIST
>Bar'dagol: Like Moths to a Flame
>Rivia: Nowhere to Go
>>
>>6404855
>Strength of body: Very weak (for a demon) -> Weak
>Travel: The Seer has warned against staying here. Perhaps there is reason to his words, and you need to leave. Gather your companions and go somewhere else. East
>>
>>6404855
>>Save souls
>>
>>6405109
Anon, please note you also should pick a course of action for after you spend or save the souls.
>>
>>6404855
>>6404857
>Empower body.
No one respects/fears a weak demon.

>Travel: The Seer has warned against staying here. Perhaps there is reason to his words, and you need to leave. Gather your companions and go East.
>>
>>6404855
>Strength of mind: Minimal -> Weak
Heck yeah magic

>Travel: The Seer has warned against staying here. Perhaps there is reason to his words, and you need to leave. Gather your companions and go somewhere else.
East is good.
>>
Upd tomorrow, thought I'd post this to get my shit together and deliver on the promise.
I wrote most of it 2-3 days ago, I just need to refine it a bit + rework the opportunity list since you're moving locations.
>>
>Empower body.
>Travel east
You empower your body first. New strength courses through your veins as you grow a head higher, and your muscles fill with demonic strength, burning with power that is not fully betrayed by your looks.

You gather your 2 companions and tell them of your plan to go east, sharing the Seer's words. They seem hesitant to follow you.

"I don't think we'd have greater safety beyond the mountains," Rivia says. "I heard the Empire was at war with the orcs that inhabit those lands as well. I don't know how welcome we'd be there. Or how powerful they are, for that matter. We'd be strangers in those lands."

"Better than waiting while the Heroes and their armies reclaim the lands," you point out.

"Maybe. Maybe not."

"We'll need to grow in strength as we travel to stand up to the trials that await," Bar'dagol muses. "Better yet, gather some allies."

"Won't find many of those in the swamps," Rivia groans.

"Why?" Both the smith and you ask in unison.

"I've been to the swamplands before. The toadmen... they are hostile to outsiders. The only thing that kept them on our side was the Dark Lord's power. That's not the case anymore."

"Well..." You remain resolute. "We can just pass through if there's nothing interesting. It's still better than waiting here until either the Heroes or new demon lords enslave us."

The witch sighs. "Fine. I won't save your ass if you find too much trouble, though. I'm only doing this because it's safer to travel together."

"I will go, too," Bar'dagol says. "I've got some allies here that I forge armour for, but I don't want to go back to being bound to someone's will."

"Then we'll depart tomorrow. Gather your things and meet by the old waystone."

And like that, you move east, setting up camp on the outskirts of the swamplands - Bar'dagol refuses to go deeper with his load of tools, intending to circumvent them from the north. Rivia has few reservations about working on small patches of drylands, and picks a secluded place to lay out her laboratory.

You begin scouting the swamplands, evading the toadmen, but eventually encounter a straggler the day you begin. You decide to seize this opportunity and extract the information you need.

The amphibian croaks in a language you do not understand, but upon hearing your speech, switches to something recognisable to you.

"What horned-thing want? This toad land. Will find you! Will kill! Leave!"

"Tell me about all the useful locations that you know of, if you wish to live."

The toadman croaks, but yields to fear. He shares what he knows.
(cont.)
>>
There are toadmen villages scattered around the swamplands. They are hostile to any outsiders, like Rivia warned. In the eastern part of the swamp, near the mountains, is their greatest encampment, with some kind of Great Totem that they worship and offer sacrifices and offerings to.

There is a tower that was used by the Dark Lord and the shamans for some purpose, but is now occupied by "powerful, magic horned-things". The toadmen tried attacking it several times to reclaim their land, but failed.

The toadman says that at the centre of the swamplands lies the Deep Swamp. All the shamans warn against going there, telling the tribes that deadly monsters and spirits live in the deeps.

You kill him once he tells you everything you need. That's another soul for your inner reserve.

You spend a quarter month in total scouting the swamplands, becoming a bit more adept at navigating it, evading a few toadmen groups as you go. You find all the places that your captive mentioned, in addition to a strange hut on the border of the Deep Swamp.

When you return to share what you know with your companions, you find differing opinions about staying here for a while.

"The swamp is chock-full of potion material plants!" Rivia is excited to share her observations. "If you can protect me against the toadmen, we can gather and prepare a lot of those I know. Although the toads must know that, too. Should be careful not to stumble upon some magic-charged warriors. It'd be great to take one of the shamans prisoner to interrogate for more recipes, but..." The witch hesitates. "I don't know what they can do in combat."

"This place is ill-suited for smithing. Few materials, dangerous enemies," Bar'dagol grumbles. "I'd rather we circumvent it through the north and be done with this part of the journey. With your new strength, the way should be safe."

OPPORTUNITY LIST
>Gather / Craft: Collect plants for potion-making. Rivia said that in exchange for protection on her gathering trips, she will make them for half-price in souls (7). She also promises to make some for free if you get her new recipes. [Pick: potion of infernal healing, potion of might, potion of dexterity, amplifying potion (+magic power)]
>Gather / Fight: Obtain new recipes by capturing a shaman.
>Fight: Kill toadmen. Harvest their souls, take their equipment. [Possible loot: hides, bone weaponry, charms, low possibility of enchanted weaponry]
>Empower / Fight: Break into a toadman village. Get to the totems that they have at the centre, harvest their power. (not Great Totem)
>Contact: Establish contact with the occupant of the hut near the Deep Swamp.
>Explore / Fight: Make a trip into the Deep Swamp.
>Explore / Fight: Get Rivia and skirmish with the tower denizens.
>Travel: Take the northern road and go around the swamp, to the mountains.

PLOT POINTS
>Rivia: Enemies to All
>>
>>6407789
>>Empower / Fight: Break into a toadman village. Get to the totems that they have at the centre, harvest their power. (not Great Totem)
TOTAL TOADMEN DEATH
>>
>>6407789
>Gather / Craft: Collect plants for potion-making. Rivia said that in exchange for protection on her gathering trips, she will make them for half-price in souls (7). She also promises to make some for free if you get her new recipes. [Pick: potion of infernal healing, potion of might, potion of dexterity, amplifying potion (+magic power)]
Potion of dexterity - gotta go fast.
>>
>>6407789
>>6407939 +1
>>
Holy shit, didn't realise a week had passed already. Time flies. Update tomorrow, maybe in 8-10 hours w/ cursed land event and resolution for
>Gather / Craft: Collect plants for potion-making. Rivia said that in exchange for protection on her gathering trips, she will make them for half-price in souls (7). She also promises to make some for free if you get her new recipes. [potion of dexterity]
>>
The herb and berry harvesting is, mostly, a rather boring process. The swamp is big, and even with toadman patrols, you're left alone as you go untrodden routes with the witch. The methodical, careful way through what little dry land there is doesn't go on forever.

With a loud croaking, a group of toadmen hop out of their watch, attacking you while the witch is gathering plants. It surprises you, but with your newly empowered body, you move, dodge and murder your way through their party.

The witch helps. Crying out arcane words, she sends her hexes at the toadmen, weeping black tears. The enemies' movement becomes sluggish, slowed. Slowed enough to fall victim to your blade with little effort on your part.

"We make a good team," you remark to Rivia once all is over.

"I hope my help was enough," she mutters, rearranging something in her bag. "Let's go back. I've got enough for a couple potions and it's getting dark."

She brews the concoctions over the next day, but only gives you one, for now. You don't have enough souls to pay for the second one yet, even with the discount.

You also get some hide armour and bone spears from the toadman watch.

...

The cursed land, drunk with the blood of both the innocent and the cruel, yet with no yoke of the Dark Lord to rein the corruption in, finally erupts the dark energies that it has been gathering, summoning spirits of the dead. Ghosts and wights now stalk the land, eager to prey on whoever they see to exact their mind-numbing vengeance.

This presents an opportunity. The essence of ethereal undead may be used in potions or to imbue weaponry and armour with magical power. However, they are tough enemies, and their ethereality makes them considerably tougher to kill. Rivia may be of help with her hexes. It is, ultimately, your decision whether to attempt harvesting whatever you can from them, or wait the onslaught out.
(cont. with options)
>>
STORAGE
>1 potion of dexterity
>Some toadmen hide armour
>Some toadmen bone spears
>Wolf fangs

EQUIPMENT
>Weapon: Hobgoblin sword
>Head: Steel helmet

OPPORTUNITY LIST
>Gather / Craft: Collect plants for potion-making. Rivia said that in exchange for protection on her gathering trips, she will make them for half-price in souls (7). She also promises to make some for free if you get her new recipes. [Pick: potion of infernal healing, potion of might, potion of dexterity, amplifying potion (+magic power)]
>Gather / Fight: Obtain new recipes by capturing a shaman.
>Fight: Kill toadmen. Harvest their souls, take their equipment. [Possible loot: hides, bone weaponry, charms, low possibility of enchanted weaponry]
>Empower / Fight: Break into a toadman village. Get to the totems that they have at the centre, harvest their power. (not Great Totem)
>Contact: Establish contact with the occupant of the hut near the Deep Swamp.
>Explore / Fight: Make a trip into the Deep Swamp.
>Explore / Fight: Get Rivia and skirmish with the tower denizens.
>Travel: Take the northern road and go around the swamp, to the mountains.

>Event / Fight: Get Rivia and kill some ghosts.

PLOT POINTS
>Rivia: Enemies to All

I'm going to invoke the varying update time promise and try to speed up. Tentatively promising another update the day after tomorrow. Hopefully 2-3 votes will roll in by that time. Thanks for participating patiently so far, I know I'm a fuckup QM with these update times.
>>
>>6411842
>Fight: Kill toadmen. Harvest their souls, take their equipment.
>>
>>6411842
>Event / Fight: Get Rivia and kill some ghosts.
Rare opportunity?
>>
>>6411842
>Event / Fight: Get Rivia and kill some ghosts.
>>
>>6411842
>Fight: Kill toadmen. Harvest their souls, take their equipment. [Possible loot: hides, bone weaponry, charms, low possibility of enchanted weaponry]
Repeat this until we have enough souls to empower ourselves again and/or come across a shaman that we can try to capture.
We should probably strengthen our mind before we encounter the tower denizens or fight the ghosts. I'd also be interested in the plot point(s) but it's hard to decide against progress.



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