[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/qst/ - Quests

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
Draw Size ×
  • Please read the Rules and FAQ before posting.
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: demon1.jpg (5.31 MB, 2267x1860)
5.31 MB
5.31 MB JPG
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)



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.