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The world of Aelia was awestruck with the new discovery of the wizard Proteus, a way to open portals to another dimension and summon creatures to perform small tasks for you. Scrolls, wands and magical items were created imbued with the newly discovered spell and it was common to see the little colorful humanoid creatures roaming the streets of any major cities performing tasks for their masters.
But an unforeseen effect of the overuse of this new spell was the weakening of the fabric of reality itself. Many wizards have theorized about what exactly has happened and the overall consensus seem to be that a tear in our reality allowed beings from another dimension to breach in. But not the harmless servitors that we learned to summon - things far more vile and destructive started to pour out of portals that began appearing out of nowhere all over the world.
By then the wizard Proteus was already long gone. But one of his apprentices, a wizard called Alexia, created a spell that protected a large area of about four miles radius from incursion from extradimensional entities. This spell was performed as a ritual taking twenty four hours to perform, required a large amount of a rare crystal in order to work and lasted for a whole year.
Every major city in the world began using the new Protection From Outsiders ritual, and villages that couldn't afford such a necessity would one after another end up being erased from the map by the ravenous demons as more and more portals appeared all over the land.

Who are you in these trying times?
> A merchant risking his life connecting the mining towns in the desert and the various cities hauling the precious crystal needed for the ritual to keep the demons at bay
> A wizard skilled in the ritual of protection from outsiders going from town to town offering his much needed services of renewing the annual protection
> A skilled demon hunter, carrying a repeating crossbow of your own manufacture and a couple sharp blades, you've made quite a reputation for yourself in securing whatever activities need to be performed outside the safe zones
> other

Also pick gender and name MC.
>>
>>3437110
>A skilled demon hunter, carrying a repeating crossbow of your own manufacture and a couple sharp blades, you've made quite a reputation for yourself in securing whatever activities need to be performed outside the safe zones
Male and the name should be Alfred Rutmenski
>>
>>3437110
>> A skilled demon hunter, carrying a repeating crossbow of your own manufacture and a couple sharp blades, you've made quite a reputation for yourself in securing whatever activities need to be performed outside the safe zones
Male and the name is Alfonzo Robella
>>
Don't let this die this time.
>>
Rolled 2 (1d2)

>>3437125
>>3437191

Rolling to decide name.

Your first experience with these demons was as a child when a portal appeared near your village and a small horde of these demons started killing off everyone; your family was killed in front of your eyes. All you could do was run and hide. You felt so powerless. You never wanted to feel like that ever again.

Eventually the demons around your village were defeated by a man who was roaming the countryside slaying such creatures. His name was Robert Stewart, one of the earliest demon hunters. Seeing the hatred for the demons in your eyes he took pity of you and allowed you to tag along in his travels slaying demons.

You grew up under his protection and patronage; he taught you how to fight and the best ways to kill demons. He taught you which demons you should fight in close quarters combat and which you should stay away from and kill from afar, based on his experience with these creatures - not all demons are the same, they have strengths and weaknesses and sometimes those are readily recognizable based on their appearance.

But appearances may be deceiving! One time when the two of you were rushing a spiked demons that is annoying to deal with from afar but should be trivial from close quarters we learned the hard way that this particular demon had a firebreath. Your mentor was badly hurt by the flames and got out of combat for several weeks as the burns healed.

That was the first time you went in the field on your own. You fought some small groups of demons and killed them to secure the passage for a caravan. After that you begin taking more and more of those small jobs. Eventually you parted ways with your mentor.

Today you find yourself in a tavern at Alderan, a port city in the eastern continent, a safe zone in the books, but a den of thieves if you ever saw any.

You've been looking for work for about a week now, but it seems like the local army been keeping the main road to the east safe enough, and why would anyone want to go anywhere but east. You've almost given up when all of a sudden you find quite a few opportunities.
>>
>>3437338

Your name is Alfonzo Robella.

You hear about a wizard named Gillian who has a shipment of the rare crystal that he is going to take to a small town in the north, a place called Danuvia; the locals been having trouble with demons and managed to get together enough coin to buy protection. You could surely convince him that he will need someone like you to tag along to make sure he'll arrive at his destination safe and sound. The payment would be a cut from what the town would pay him.

You hear about a more mundane concern, a silver mine that was abandoned when a portal appeared right in front of it. The owner of the mine, a noble gentleman named Gary, been looking for someone who would get rid of the demons so that he can resume working his mine profitably again. A hefty sum in silver would be yours after you get the job done.

You hear about an island called Irdosh in a nearby archipelago in which a wizard tower was built so that wizards can conduct their arcane research in peace. But a portal appeared there and the wizards in panic locked themselves in the highest level of the tower. They sent message through carrier pigeon that they need help killing the demons - most of the wizards in there are students who have little proficiency in combat spells, and the couple veteran wizards in there don't feel confident enough in their own abilities to tackle head on all the beasts that poured out of the portal on their own. The wizards would likely pay in magical enhancements or items.

Which job do you wanna take?
> Convince Gillian to take you as body guard on his trip to Danuvia
> Clear out the silver mine for that hefty silver payment
> Rent a boat and go clear out Irdosh for those magical stuff from the wizards
> Don't take any of these jobs, travel east and go look for jobs in another city
> other
>>
>>3437343
>> Convince Gillian to take you as body guard on his trip to Danuvia
>>
>>3437343
>Commit sudoku
>>
Rolled 7, 7, 10, 9, 7, 5, 9, 5, 2, 6, 4, 9, 1, 8 = 89 (14d10)

>>3437358

Alfonzo pledges with Gillian to have him as bodyguard on the trip to Danuvia.

"You never know if a portal have opened somewhere along the way there. These couple weeks travel could be a breeze or could be a trip through hell.", he says.

"Oh well, fine. I've been thinking about hiring someone for the job anyway. I've heard good things about you, mister Alfonzo. That you've taken whole portals on your own. Is that true?"

"Yes, that's true. I've learned that each portal has a fixed amount of demons that it spawns, and once it is done spawning these demons it either closes or remains open until a 'boss' spawn is killed. If it remains open it replenishes the demons if any happens to be killed while the 'boss' spawn is still alive."

"Fascinating. This information mirrors my own research on the subject. But I've found out about portals that spawn demons endlessly."

"No such a thing. They might be a rather large portal and have a very high number of spawns plus its other spawns might be dying out of your sight, but every portal has a limited amount of spawn that it can let out."

"You seem very confident in your knowledge."

"I still haven't been proven wrong."

"That's the spirit. Come, meet the other members of my retinue. This is mister Duran, the merchant. He procured the crystals for me at the mines in the south east."

The middle aged balding man greets you with a smile that surprisingly enough still has all the teeth.
"So Gillian got a bodyguard for the caravan huh? I'm glad, I'm getting too old to be killing demons. I keep a crossbow and a spear ready if I need to kill a demon or three, but if a large group of those things show up, or a really big one appears then I'd be screwed!", he laughs heartily. "It's good to have a professional on the team!"

"Meet my apprentice, Wyna.", says Gillian.
A young woman wearing the brown robes of an apprentice and carrying a heavy book and a wand looks at you and says: "Hello mister Alfonzo! It's good to have you on our team! I learned some offensive spells from master Gillian but I don't know how helpful I would be in a real combat situation. Let's hope for a safe trip!"

After we're done packing our wagon with crystals and supplies for the trip we begin heading north through the less travelled roads that will take us to Danuvia.

Rolling for random encounters, one dice per day of travel: 1 is a mundane encounter, 10 is an encounter with demons.
>>
>>3437571
Wow. We're a pretty lucky guy.
>>
>>3437571

The trip seemed uneventful on the first couple of days - you travelled all day, then by night set up camp and rested.

But on the third day going through a forest you began to see signs of heavy demons activity - animal guts sprawled through the road, weird footprints all over the place, and a growing sense of dread.

It is then that you see the portal.

Glowing with a bright orange hue, occasional sparks come out of it. It's not very large, what is reassuring - there should be no colossal demons nearby.

But you see a bunch of small demons hunched over a large animal carcass eating it - seems like a deer. There are eight of them total. You can't distinguish the 'boss' demon amidst them though.

These demons are usually harmless from afar so it's better to kill them from a distance. Still, sometimes they are able to hurl fireballs - you've seen it before, it's devastating. You look around and see some burnt vegetation around you. Maybe it's just the 'boss' demon who can hurl fireballs? They don't look too fierce, maybe you could take them in close combat if they're fireball hurlers to avoid the flames.

What are you going to do?
> Get down the wagon and snipe the demons with your repeating crossbow
> Ask Gillian if he has some area spell to catch the demons now that they're all close together in one spot
> Rush towards the demons and fight them in close quarters
> Turn the wagon around and find a different route towards Danuvia (adds 5 days to the trip going around the forest instead of through it)
> other
>>
>>3437659
> Get down the wagon and snipe the demons with your repeating crossbow
> Ask Gillian if he has some area spell to catch the demons now that they're all close together in one spot
>>
Rolled 15 (1d20)

>>3437676

"Gillian, if you have any area spells to throw at these demons now is the time!", you say as you jump out of the wagon and position yourself to start sniping the demons.

"Alright!", he says. And then he throws a fireballs at them.

The fireball explodes right in the midst of them!

And it does... nothing! Except for the forest fire that the fireball have started, there seems to have been no effect whatsoever. The demons get up and start running towards us! Looks like they are immune to fire!

And since they are running instead of throwing fireballs looks like they're not fireball hurlers either.

You have time to shoot five times before they close in!

Roll 5d20, DC 10 to hit each.

Meanwhile Duran grabs his crossbow and shoots at one of the demons with it!

What will you do once the demons close in?
> Drop your crossbow and draw your blades to fight them in close quarters
> Continue to shoot at them with your repeating crossbow
> Run away from them
> Yell for everybody to run away from them
> other
>>
Rolled 12, 11, 2, 5, 1 = 31 (5d20)

>>3437720
> Drop your crossbow and draw your blades to fight them in close quarters
>Tell someone to grab the crossbow and start shooting at them.
>>
Rolled 10, 15, 2, 10, 16 = 53 (5d20)

>>3438945

You shoot five crossbow bolts at the demons and two shots connect, bringing down two demons; Duran also brings down one demon with his crossbow. By the fifth shot your crossbow jams! Damn, it would take a couple minutes to unjam the damn thing, and you don't have a couple minutes right now. You drop your crossbow and draw your blades preparing yourself to fight the demons in close quarters!

The five surviving demons get close enough to you to attack! They begin trying to tear at you with their claws! I'll roll 5 dice for their attacks, with DC 15 to hit you.


You can shrug off the first 2 physical attacks in each combat due to your special training and natural good luck. After that you can withstand 2 attacks before you get seriously wounded, 4 before you get crippled, 6 before you get incapacitated and 8 before you die.

Roll 4d20 for your attacks, DC 10 to hit the demons.
>>
>>3440197

Oh yeah, options. Forgot about them. Duran is reloading his crossbow.

> Yell for the mages to cast spells on the demons
> Yell for Duran to grab his spear and come help you tackle the demons
> Yell for everyone to stay put, you got this
> Try to run away from the demons
> other
>>
Is the timezone wrong or is the setting just unappealing?
Waiting several hours for a roll kinda slows down the game to a halt.
>>
>>3440230
>mages cast a spell
>time too kill us some demons

It's a weekday so things tend too be in general. I've just broswed qnd saw it but a phone poster
>>
Rolled 12, 10, 9, 15 = 46 (4d20)

>>3440710

Phoneposters can't roll dice?
I'll roll the dice then.

You yell for the mages to cast spells on the demons!

Gillian goes forth and cast a magic missile, slaying one demon!

Wyne goes forth and casts a magic missile, slaying another demon!

There are now three demons for you to slay!
>>
Rolled 3, 12, 7, 15 = 37 (4d20)

>>3440751
I didn't see you update 11 hours after I posted. I'm still here, but
>>3440710
This guy is correct. You would want to wait until 17:00 to maximize posting. Plus, a lot of people wouldn't participate in the quest seeing as it's generally new and are wary of qms dying, quitting halfway through.
>>
>>3440751

In a flurry of blows you slay the remaining three demons!

You then grab your repeating crossbow and begin to unjam it.

"We didn't get the boss demon. Replacements for these demons we killed will begin to spawn from the portal any time now.", you say.

"Well, should we go after the boss demon?", asks Gillian.

"It could be miles away from here chasing game. Also we would have to leave someone behind to slay the demons one by one as they come out of the portal, or we would need to kill them all all over again on our way back."

"Will they come out of the portal one by one?", asks Wyna.

"Well, most of the time they do. Sometimes they come a whole bunch at once but it is unnusual.", you answer.

"I think we should just get out of here as soon as possible.", says Duran.

"Well, that's also an option."

What should we do?
> Leave Duran to kill the demons as they come out of the portal and go track the boss demon with the mages
> Leave everyone to kill the demons as they come out of the portal and go track the boss demon alone
> Stay to kill the demons as they come out of the portal and have the mages and Duran go track the boss demon
> Resume travelling towards Danuvia, portal be damned
> other
>>
>>3440777

I see. Well, I'll keep that in mind. I'll also warn you guys when I'm signing off for the night so you're not left hanging.
>>
>>3440778
>move out with everybody and leave the portal

Our job is escort isn't it? We might as well get going and come back later.

>>3440806
That's always good to hear from a QM
>>
>>3440778
is there anyway we can set up a trap for when the demons leave the portal?
>>
>>3440778
>> Leave everyone to kill the demons as they come out of the portal and go track the boss demon alone

>>3440806
Thanks.
>>
>>3440890 when they come out of the portal they materialize in a random spot somewhere around the portal, there's no way to tell where exactly they'll show up so it would be difficult to come up with an effective trap for when they leave the portal
>>
Rolled 1 (1d2)

>>3440882
>>3440911

alright so we got a tie

1 - leave the portal behind
2 - go after the boss demon alone
>>
>>3440882
>>3440890
>>3440911
>>3440936
"Well, my job is to escort you guys safely to Danuvia. We might as well get going and if we need to come back here again later we deal with it then.", you say.

"Very well. Let's get going then."

The four of you get into the wagon and continue your trip towards Danuvia. The trip is largely uneventful for the next several days until on the thirteenth day of travel your wagon is forced to stop by a huge hole in the middle of the road.

"Woa, who would dig a hole in the middle of the road like that?", asks Wyna.

"Watch out, we have company!", you say.

Ten thugs, five armed with clubs and five with bows, surround your wagon.

"Gentlemen the deal here is simple," says the bandit leader."your goods or your life. What will it be?"

What do you do?
> Surrender your goods to the bandits
> Grab your crossbow and begin shooting at the bandits
> Unsheath your blades and begin slicing the bandits
> Tell Gillian that now would be a nice time for a spell
> other
>>
>>3440960
>> Tell Gillian that now would be a nice time for a spell
>>
Rolled 3, 3 = 6 (2d4)

>>3440970

"Gillian, now would be a nice time for a spell!"

Gillian then slips down to the ground and grabbing the wagon with his left hand punches the ground with his right hand while muttering some arcane words!

A thunderous shockwave explodes in all directions sending the bandits flying everywhere!

A number of them are knocked unconscious by the explosion!

The remaining bandits flee in panic!

What will you do?
> Capture a bandit and interrogate him to find their hideout, we can't allow this scum to operate freely
> Fill the hole in the road with dirt so that we can pass through with the wagon to continue our travel towards Danuvia
> Kill the unconscious bandits before we fill the hole to continue our travel
> Pursue the bandits who are fleeing in panic
> other
>>
>>3441024
>> Capture a bandit and interrogate him to find their hideout, we can't allow this scum to operate freely
>>
>>3441027

You capture one of the bandits that has been knocked unconscious by the blast from Gillian's spell and slap him a bit until he wakes up.

You then proceed to interrogate him to find out where the bandit's hideout is.

"Where is your hideout?"

"I can't tell you man, the boss would kill me!"

"If you don't tell me, I'll kill you!"

"Nah, if you were going to kill me I'd be dead already!"

"Perhaps I should cut off your ear to show that I'm being serious!"

You unsheath your blade.

"Woa, woa, no need for violence. Okay, I'll tell you. The hideout is in a cave north of the road, about a quarter of an hour walk away, there's a trail leading up to it, there's no missing it."

What will you do next?
> Go check the bandit's hideout
> Kill the bandit you've interrogated and all the five unconscious bandits then go check the bandit's hideout
> Kill the bandit you've interrogated and all the five unconscious bandits then fill the hole with dirt and head to Danuvia
> Fill the hole in the road with dirt so that we can pass through with the wagon to continue our travel towards Danuvia
> other
>>
>>3441071
>Kill all five unconscious bandits then go check the bandit's hideout, tell the last bandit to bury his friends into the hole filling it with dirt
>>
>>3441079
>Kill all five unconscious bandits then go check the bandit's hideout, tell the last bandit to bury his friends into the hole filling it with dirt

Will you tell him to bury the dead bandits then leave to go check the hideout, or will you stay and make him do it before going to check the hideout?

The hole is rather large, might take awhile to fill it.
>>
>>3441122
Watch him put them in there and start filling the hole. Once their bodies are covered with dirt, then we'll leave him alone to finish.
>>
>>3441071
>kill them all and head up
>>
Rolled 2 (1d2)

>>3441129
>>3441143

well we got a tie.

1 - have the bandit bury the others then go check the hideout
2 - kill them all and head up
>>
>>3441079
>>3441122
>>3441129
>>3441143
>>3441159


Not wanting to waste any more time with these bandits you kill all the unconscious bandits and the one you interrogated; hopefully that will be enough of a blow to them to slow down their activities in the region.

You have some trouble pushing heaps of dirt back into the hole to make it passable by the wagon; it takes a couple tense hours of work from you and Duran but you manage to get the road in decent enough conditions for the wagon to pass through it.

You then head to Danuvia. You have another uneventful night then you arrive there.

The people of Danuvia are very glad to learn that Gillian managed to arrive in one piece and with the shipment of crystals for the ritual of protection from outsiders.

He spends the next day preparing to perform the ritual with his apprentice; and the following day executing it in town square, an excruciatingly long 24 hour ritual full of chanting and reading from arcane tomes.

Once this whole ordeal is finished he secludes himself to quarters for a day to recover his strength; then the town pays him a hefty sum for his services. And he pays you your cut.

The amount of cash you got was less than you were expecting though.

> Don't press the issue, you're glad you've been paid at all
> Tell Gillian you deserve more money after saving his ass from those demons
> Go spend some of your pay in the local tavern to celebrate a good job well done
> Pocket the money and go look for another job
> other
>>
>>3441193
>go look for another job

Well we never got an actual set amount before we departed so that's our fault
>>
>>3441193
> Go spend some of your pay in the local tavern to celebrate a good job well done
>>
>>3441196
>>3441199

You never actually set an specific amount of money with Gillian before we departed so that's our fault. And the pay is not so bad that we can't treat ourselves to some drinks to celebrate a job well done - and in any case, what place better than a tavern to go look for another job?

You drink the night away, telling tales of the many demons you've slain and perils you've faced; you're no bard, but nevertheless the locals get impressed with your prowess.

You spend about a week going to the tavern everyday and looking for jobs until some opportunities come to your attention, none of them paying very well:

A colossal demon has been sighted near town a few days ago! It can't enter the protected area but it's been disturbing the farmers and herders activities, eating livestock and causing havoc! Would you help bring this creature down? The mayor would pay a small sum for the destruction of the beast.

A small village further north by the mountains named Pebrook, too small to afford the protection spell, has been suffering with portals that have opened near it. Many of them, knowing that Danuvia now has the protection spell, want to emigrate. Would you help to escort the caravan of refugees from there all the way to here? They can't pay you much though.

A wizard named Triceus wants help to capture some small demons alive so that he can extract their blood to use into potions of fire immunity! He's pretty sure this is the final ingredient he needs for his concoctions. His funds are not very high but besides a small pay he'll also share some potions with you once he gets enough demon blood for at least one full batch.

What will you do?
> Accept the job to kill the colossal demon
> Accept the job to escort the refugees from Pebrook
> Accept the job to capture demons alive for the wizard
> Don't accept any jobs, travel to another city looking for jobs (pick direction)
> other
>>
I'm signing off for tonight.
>>
>>3441248
>> Accept the job to kill the colossal demon

>>3441250
Thanks for running and good night.
>>
>>3441248
>gotta kill the fuck huge demon

Night QM
>>
>>3441248
> Accept the job to capture demons alive for the wizard
>>
>>3441248
>> Accept the job to kill the colossal demon
>>
>>3441248
>Accept the demon capture job

The big one seems a bit too difficult without more magic items and assistance
>>
>>3441275
>>3441282
>>3441373
>>3441741
>>3442546

You decide to accept the job to kill the colossal demon!

You head to the area the scared peasants indicated the demon was in and soon enough you see the heinous beast!

It's huge, easily seventy feet tall, humanoid with horns protruding from its head, with red scaly skin and a thin tail; it is gorging itself in a cow when you begin to approach it!

You notice the creature been seriously hurt in its left leg, perhaps an attempt by someone else to slay it.

The demon is too tall for you to be able to hit it anywhere at will, you can only reach its legs with your sword, you'll have to perform some acrobatics in order to reach other parts of the demon if you wanna hit them.

By your experience with these creatures you know ranged attacks would be less effective at dealing with it - it would be harder to hit due to its scaly skin, and you'd need considerably more hits to bring the creature down than with hand to hand combat. Still the safety of not being within the creature's grasp might make it worth it.

You think you'd be able to sever the creature's legs with about eight good hits on it - four on the left leg that is already in pretty bad shape.

You think you'd be able to sever the creature in half with about four hits on the creature's abdomen.

You think you'd be able to kill the creature with about eight hits to the creature's torso, destroying its vital organs.

You think you'd be able to kill the creature with about four good hits to the creature's head, severing it.

You think you'd be able to sever each of the creature's arms with four hits to it.

It would take at least double that amount of hits with your crossbow to incapacitate each of the creature's limbs.

The creature doesn't look very fast combat wise, it should only be able to attack once or twice per turn, but it is very strong, on a hit it might be able to inflict more than one level of wound. You of course have your skills and good luck to rely on and will be able to shrug off the first two hits of the creature.
>>
>>3442668

When you attack some part of the demon other than the feet I'll ask you to roll two extra dice, one will be the first acrobatic check to see if you can reach it, if you can reach then the next four will be the hits and the last will be ignored; if you can't reach it then the second roll will be to see if you can land on your feet and if you can then the last four will be against the closest body part of the monster (legs, arms if he's crouched and just attacked with arms, or torso if he has none of those left), if you fail the test to land on your feet you take one level of damage from the fall and lose all your attacks this turn.

What are you going to do?
> Attack the colossal demon with your crossbow (aiming where? roll 5d20, DC same as with sword +2, hits count as half damage, remember that a 1 jams your crossbow and you need to spend a turn unjamming it)
> Attack the colossal demon's feet with your swords (left or right feet?), roll 4d20, to hit DC 12
> Attack the colossal demon's abdomen with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 13
> Attack the colossal demon's torso with your swords, roll 6d20, acrobatic check DC 14, failure DC 12, to hit DC 14
> Attack the colossal demon's arms with your swords, roll 6d20, acrobatic check DC 14, failure DC 12, to hit DC 12
> Attack the colossal demon's head with your swords, roll 6d20, acrobatic check DC 15, failure DC 14, to hit DC 15
> Reconsider attacking the colossal demon, you don't like these odds
> other
>>
>>3442671
I don't like these odds

How much crossbow ammo we got?
>>
>>3442675

100 crossbow bolts
>>
Rolled 1, 16, 9, 6 = 32 (4d20)

>>3442671
>Attack the colossal demon's feet with your swords (left or right feet?), roll 4d20, to hit DC 12
Left
>>
Ok so if we use the crossbow and need to hit the head 8 times to kill it, which is the best case scenario:

DC 17 means we hit 1/5 times, so average 8 turns to kill, consuming almost half of our ammo, assuming no critfails. Getting in close and working up from the legs is even longer and riskier given big demon means big damage. I recommend we retreat.
>>
>>3442725
>>3442675

I'll be AFK for a few hours, if we don't get a tiebreaker by then I'll roll dice to decide if we're going to fight the colossal demon or reconsider attacking it.
>>
Rolled 2, 17, 6, 15 = 40 (4d20)

>>3442671
> Attack the colossal demon's feet with your swords (left
>>
>>3442857
Dont be a bitch.
Just cut its leg off
Take it apaert pice by pice
Then when it falls down we can just shot it in the eyeballs
>>
Rolled 4 (1d20)

>>3442675
>>3442725
>>3442938
>>3442955

You slice at the colossal demon's left leg with your blades, gashing it deeply twice; blood sprays out of the wound, you think that a couple more of those hits and his leg will be severed!

The colossal demon screeching in pain then attempts to stomp at you! Rolling against a DC of 15 to hit you.

What are you going to do next?
> Attack the colossal demon with your crossbow (aiming where? roll 5d20, DC same as with sword +2, hits count as half damage, remember that a 1 jams your crossbow and you need to spend a turn unjamming it)
> Attack the colossal demon's leg with your swords (left or right feet?), roll 4d20, to hit DC 12
> Attack the colossal demon's abdomen with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 13
> Attack the colossal demon's torso with your swords, roll 6d20, acrobatic check DC 14, failure DC 12, to hit DC 14
> Attack the colossal demon's arms with your swords, roll 6d20, acrobatic check DC 14, failure DC 12, to hit DC 12
> Attack the colossal demon's head with your swords, roll 6d20, acrobatic check DC 15, failure DC 14, to hit DC 15
> Reconsider attacking the colossal demon, you don't like these odds
> other
>>
I'm out for tonight
>>
Rolled 19, 20, 17, 9 = 65 (4d20)

>>3443419
> Attack the colossal demon's leg with your swords (left
Just hack it off
>>
Rolled 1, 18, 13, 9 = 41 (4d20)

> Attack the colossal demon's leg with your swords (left
>>
Rolled 14, 2, 20, 8 = 44 (4d20)

>>3443419
>>3443675
Thanks for running so far.
> Attack the colossal demon's leg with your swords (left or right feet?), roll 4d20, to hit DC 12
Left
>>
Rolled 11, 12 = 23 (2d20)

>>3443733
>>3443996
>>3444137

You hack off the colossal demon's left leg with a series of blows to it's already weakened member!

The colossal demon crouches down and tries to smash at you with his two hands! Rolling to hit against DC 15.

Since he's crouching down this turn it would be easier to jump on top of him.

What are you going to do next?
> Attack the colossal demon with your crossbow (aiming where? roll 5d20, DC same as with sword +2, hits count as half damage, remember that a 1 jams your crossbow and you need to spend a turn unjamming it)
> Attack the colossal demon's right leg with your swords, roll 4d20, to hit DC 12
> Attack the colossal demon's abdomen with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 13
> Attack the colossal demon's torso with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 14
> Attack the colossal demon's arms with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 12
> Attack the colossal demon's head with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 15
> Reconsider attacking the colossal demon, you don't like these odds
> other
>>
Rolled 12, 6, 4, 16 = 38 (4d20)

>>3444540
>> Attack the colossal demon's right leg with your swords, roll 4d20, to hit DC 12
>>
Rolled 9, 5, 20, 15, 3, 16 = 68 (6d20)

>>3444540
>>
Rolled 16, 4 = 20 (2d20)

>>3444551

You easily dodge the attacks of the colossal demon!

You go for the right leg of the colossal demon and manage to land a couple good hits on it!

The colossal demon continues trying to smash you with his hands! Trying to hit you against DC 15.

What are you going to do next?
> Attack the colossal demon with your crossbow (aiming where? roll 5d20, DC same as with sword +2, hits count as half damage, remember that a 1 jams your crossbow and you need to spend a turn unjamming it)
> Attack the colossal demon's right leg with your swords, roll 4d20, to hit DC 12
> Attack the colossal demon's abdomen with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 13
> Attack the colossal demon's torso with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 14
> Attack the colossal demon's arms with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 12
> Attack the colossal demon's head with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 15
> Reconsider attacking the colossal demon, you don't like these odds
> other
>>
Rolled 9, 18, 7, 16, 2, 1 = 53 (6d20)

>>3444597
Attack the colossal demon's head with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 15
>>
Rolled 14, 9 = 23 (2d20)

>>3444621

You attempt a jump to reach the demon's head but don't quite make it; but you land on your feet and manage to slice the demon's right leg for one more hit.

The demon's clawed hand came dangerously close to landing a hit on you this time, only your trained reflexes allowed you to get out of dodge in the nick of time! (spent first free dodge, you have one more)

The demon attempt to grab you with his hands! Trying to hit you against DC 15!

What are you going to do next?
> Attack the colossal demon with your crossbow (aiming where? roll 5d20, DC same as with sword +2, hits count as half damage, remember that a 1 jams your crossbow and you need to spend a turn unjamming it)
> Attack the colossal demon's right leg with your swords, roll 4d20, to hit DC 12
> Attack the colossal demon's abdomen with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 13
> Attack the colossal demon's torso with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 14
> Attack the colossal demon's arms with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 12
> Attack the colossal demon's head with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 15
> Reconsider attacking the colossal demon, you don't like these odds
> other
>>
Rolled 8, 16, 9, 13 = 46 (4d20)

>>3444648
Hit the right leg again
>>
Rolled 6, 16, 12, 15 = 49 (4d20)

>>3444648
>> Attack the colossal demon's right leg with your swords, roll 4d20, to hit DC 12
>>
Rolled 7, 15 = 22 (2d20)

>>3444672
>>3444679

You hit the colossal demon's right leg again with your swords landing a couple more hits. You think that with three more hits you could bring the creature's leg down!

The colossal demon fails to grab you with its hands; he then attempts to slaps you away with its hands! Trying to hit you against DC 15!

What are you going to do next?
> Attack the colossal demon with your crossbow (aiming where? roll 5d20, DC same as with sword +2, hits count as half damage, remember that a 1 jams your crossbow and you need to spend a turn unjamming it)
> Attack the colossal demon's right leg with your swords, roll 4d20, to hit DC 12
> Attack the colossal demon's abdomen with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 13
> Attack the colossal demon's torso with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 14
> Attack the colossal demon's arms with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 12
> Attack the colossal demon's head with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 15
> Reconsider attacking the colossal demon, you don't like these odds
> other
>>
>>3444701
Ooop there goes free dodge 2

Now can we retreat? I think we should retreat.

Also OP you expressed concerns about the setting before, but the setting is great. Best part of the quest.
>>
Rolled 16, 16, 12, 16, 5, 4 = 69 (6d20)

>>3444701
> Attack the colossal demon's head with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 15
>>
Rolled 11, 7, 3, 4 = 25 (4d20)

>>3444701
>Attack the colossal demon's right leg with your swords, roll 4d20, to hit DC 12
>>
should I roll to resolve the tie?
>>
Rolled 3, 10, 10, 17 = 40 (4d20)

>>3444996
Nah, I'll switch to attacking right leg
>>
Rolled 1 (1d20)

>>3444711
>>3444785
>>3444966
>>3445003

The demon's hand doesn't hit you by mere inches, you moved in the nick of time to avoid his slap. (used up your last free dodge, from now on the demon will hit you for real!)

You attack the right leg of the demon and manage to land one solid hit! The mangled limb stands precariously! You think a couple more hits would sever it completely.

The demon grab the cow remains he was eating before the fight started and throw them at you! Rolling to hit DC 15.

What are you going to do next?
> Attack the colossal demon with your crossbow (aiming where? roll 5d20, DC same as with sword +2, hits count as half damage, remember that a 1 jams your crossbow and you need to spend a turn unjamming it)
> Attack the colossal demon's right leg with your swords, roll 4d20, to hit DC 12
> Attack the colossal demon's abdomen with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 13
> Attack the colossal demon's torso with your swords, roll 6d20, acrobatic check DC 14, failure DC 12, to hit DC 14
> Attack the colossal demon's arms with your swords (right or left?), roll 6d20, acrobatic check DC 14, failure DC 12, to hit DC 12
> Attack the colossal demon's head with your swords, roll 6d20, acrobatic check DC 15, failure DC 14, to hit DC 15
> Reconsider attacking the colossal demon, you don't like these odds
> other
>>
Rolled 18, 13, 13, 3 = 47 (4d20)

>>3445022
> Attack the colossal demon's right leg with your swords, roll 4d20, to hit DC 12
>>
Rolled 14, 6, 12, 9 = 41 (4d20)

>>3445022
>keep up the right leg assault
Rip cow
>>
Rolled 1 (1d20)

>>3445040
>>3445049


The aim of the colossal demon is poor and the cow remains splatter harmlessly several feet away from you; you launch a flurry of blows against the colossal demon's right leg that ends up severing it.

The colossal demon's body without a support falls to the ground with a loud noise. The colossal demon starts dragging itself with one hand and trying to hit you with the other hand! Rolling to hit DC 15.

Now that the colossal demon is dragging itself closer to the ground you can freely attack its abdomen, torso and arms; the head still requires a little acrobatics.

What are you going to do next?
> Attack the colossal demon with your crossbow (aiming where? roll 5d20, DC same as with sword +2, hits count as half damage, remember that a 1 jams your crossbow and you need to spend a turn unjamming it)
> Attack the colossal demon's abdomen with your swords, roll 4d20 to hit DC 13
> Attack the colossal demon's torso with your swords, roll 4d20 to hit DC 14
> Attack the colossal demon's arms with your swords (right or left?), roll 4d20 to hit DC 12
> Attack the colossal demon's head with your swords, roll 6d20, acrobatic check DC 12, failure DC 10, to hit DC 15
> Reconsider attacking the colossal demon, you don't like these odds
> other
>>
Rolled 7, 1, 14, 2, 10 = 34 (5d20)

>>3445063
> Attack the colossal demon with your crossbow (aiming where? roll 5d20, DC same as with sword +2, hits count as half damage, remember that a 1 jams your crossbow and you need to spend a turn unjamming it)
>Head

Now we can retreat back and pick it off at our leisure.
>>
Rolled 11, 17, 14, 18, 7 = 67 (5d20)

>>3445063
Backing the crossbow to the head
>>
>>3445106
>>3445112

With the colossal demon disabled you now decide to retreat back and pick it off at your leisure, shooting at its head with your crossbow.

Right off the bat you get a couple good shots; then you begin running circles around the demon, taking potshots at it whenever you see an opening. The creature, greatly frustrated, keeps dragging itself towards you, but you can run faster than it can drag itself in your direction, making it unable to close in back into melee. Now it's just a matter of attrition.

Roll 25d20 just to see how fast you can take down the colossal demon, DC 17.

What are you going to do after slaying the colossal demon?
> Cut off the demon's head and drag it bag to town
> Check to see if the portal from where it came from disappeared
> Go back to the mayor and demand your payment for slaying the colossal demon
> Go look for another job
> other
>>
Rolled 4, 15, 18, 10, 11, 13, 5, 1, 8, 16, 17, 17, 17, 7, 12, 20, 5, 17, 16, 12, 3, 4, 14, 6, 12 = 280 (25d20)

>>3445256
>Make sure the portal disappears

If that wasn't the boss we'd better start praying
>>
Rolled 12, 12, 16, 7, 18, 18, 7, 20, 20, 15, 7, 7, 5, 8, 11, 12, 2, 14, 7, 4, 7, 3, 12, 7, 10 = 261 (25d20)

>>3445256
> Check to see if the portal from where it came from disappeared
> Cut off the demon's head and drag it bag to town
> Go back to the mayor and demand your payment for slaying the colossal demon
In that order
>>
Rolled 9, 11, 17, 19, 12, 10, 12, 6, 1, 18, 19, 20, 7, 5, 19, 5, 16, 17, 2, 15, 7, 18, 16, 1, 10 = 292 (25d20)

>>3445256
> Check to see if the portal from where it came from disappeared
>>
>>3445264
>>3445389
>>3445415


You spend 23 bolts total dispatching the colossal demon.

Then you turn your attention to the portal from where it came from, to check whether it has disappeared - it would be pretty bad if the thing just respawned before you neglected to kill the portal boss. Although usually the boss is the strongest demon it is not unheard of that the boss demon is a weaker demon with some special powers.

Thankfully that was not the case this time - the portal disappeared once the colossal demon was killed, clearly indicating that it was indeed the boss demon for it.

After you're done checking on it you decide to cut off the demon's head and drag it back to town! It causes a comotion as people come to witness it. The local guard approaches you and you tell them you're coming to collect your reward.

You drag the head all the way to the mayor's office and drop it in front of it. Then you demand payment for slaying the colossal demon. The mayor congratulates you for finishing the job and pays you the meager amount of gold coins agreed upon. This town must really be impoverished after buying those crystals for the ritual.

What do you want to do next?
> Pursue some of the other jobs that were available for you, not much time has passed they should still be available
> Travel south and go look for jobs on the larger city of Alderan
> Travel further north and cross the border into the northern kingdom of Honosea
> Travel southeast and go look for jobs in the mining cities near the desert
> other
>>
I'm out for the night.
>>
>>3445603
>>3445607
Thanks for running. I'll let the next person decide what to do.
>>
>>3445603
Pursue some of the other jobs that were available for you, not much time has passed they should still be available
>>
>>3445603
>Pursue other jobs

Capturing demons for fire potions
>>
> Rescuing the Mages trapped in their Tower.

> Ask Mages if Rescued, if a Magic could be developed to bind a Demon to your control to use against other Demons.

Demonic Pokemon is a Go!
>>
>>3447110
If this is still an option, I'm down to it. I bet we'd get some good knowledge or magic reward for helping.
>>
>>3445615
>>3445665
>>3447042
>>3447110
>>3447991

Alright, so you guys want to travel back to Alderan (a two weeks trip through the forest by wagon, a bit shorter on a fast horse, longer on foot), to then check in the city if anyone already helped those wizards trapped in the tower in the island, and if not rent a boat and travel there to go save them, is that it?

Do you want to buy a fast horse for the trip? You have enough coin, you could afford one.
>>
>>3448093
Sure
>>
>>3448093
Sure. Worst case, we find better jobs around the city.
>>
Rolled 5, 4, 2, 6, 1, 4, 5, 10, 8, 4 = 49 (10d10)

>>3448111
>>3448123


You buy a fast horse and decide to travel back to Alderan, intending to help those wizards trapped in their tower if nobody else already helped them out of their predicament.

Rolling dice for random encounters on the way back, 1 is a mundane encounter, 10 is demons.
>>
>>3448144
>>3448111
>>3448123
The trip goes uneventful, with you riding all day and stopping to rest by night for four days; but on the fifth day you find a group of refugees heading towards Alderan coming from some forsaken village in the north. There are fifty eight people total, most of them women and children. There are only five combat capable men left amongst them, armed with spears, one of them badly hurt from a previous encounter with demons, they don't seem like they've had more than the most basic militia training. They hail you and say they had an encounter with a portal of demons and lost eight people already.

What will you do?
> Wish them good luck and continue on your way to Alderan
> Slow down and escort those people to Alderan, they're as good as dead if they find another group of demons
> Offer your services as demon hunter, demanding some payment for escorting them to Alderan
> Escort them to Alderan but make them do forced marches to get there faster
> other
>>
>>3448164
> Offer your services as demon hunter, demanding some payment for escorting them to Alderan
>>
>>3448164
>>3448172
Same
>>
>>3448164
> Offer your services as demon hunter, demanding some payment for escorting them to Alderan
>>
Rolled 1, 3, 4, 5, 8, 5, 9, 8 = 43 (8d10)

>>3448172
>>3448191
>>3448231


You offer your services as demon hunter to the poor refugees, demanding some payment for escorting them to Alderan.

They muster some silver and jewelry and offer them to you, telling it is everything they have. It is very supbar pay, even worse than all the bad jobs you've been getting lately, but you were going that way anyway, and it will only slow you down what, a week or so. You certainly hope those wizards have some food in that tower of theirs. Or know how to make some with their magic.

You keep travelling with the band of refugees for about three more days until you see smoke ahead in the forest; you tell them to stop and stay put and go ahead to investigate.

You see five spiked demons - quadruped creatures covered in spikes who are able to shoot their spikes to catch enemies from long range. Although that doesn't quite explain the burning trees. These demons usually take a couple hits to bring down each.

You drop to the ground and crawl towards them a bit further to get a better look; it's then that you see the boss demon, a tall humanoid, the type that is strong enough to withstand three solid hits, a fireball hurler with blue-ish skin who's muttering something to himself in some incomprehensible language in front of the portal as it shimmers... it seems to glow in weird patterns... is it ... changing in response to the creature's weird chant?

What will you do?
> Run towards the fireball hurler and attack him with your swords (roll 4d20 DC 14)
> Run towards the spiked demons and attack them with your swords (roll 4d20 DC 12)
> Shoot at the fireball hurler with your crossbow (roll 5d20 DC 14)
> Shoot at the spiked demons with your crossbow (roll 5d20 DC 12)
> Retreat and go back to the refugees, go inside the woods and walk a few hours through it to go widely around these demons
> Keep watching the weird demon to see what is it going to do
> other
>>
Rolled 15, 10, 5, 20, 5 = 55 (5d20)

>>3448237
> Shoot at the fireball hurler with your crossbow (roll 5d20 DC 14)
>>
Rolled 12, 6, 8, 16, 10 = 52 (5d20)

>>3448237
> Shoot at the fireball hurler with your crossbow (roll 5d20 DC 14
>>
Rolled 7, 12, 5, 14, 20 = 58 (5d20)

>>3448264 I'm going to count 20 as double damage

You shoot at the fireball hurler with your crossbow and two shots connect; one goes right through the creature's skull, slaying it. The portal quickly begins to fade as the life leaves the boss demon.

The five spiked demons turn their attention to you and begin shooting their spikes in your direction! Rolling to hit against DC 15.

What will you do?
> Run towards the spiked demons and attack them with your swords (roll 4d20 DC 12)
> Shoot at the spiked demons with your crossbow (roll 5d20 DC 12)
> Retreat and go back to the refugees, go inside the woods and walk a few hours through it to go widely around these demons
> Yell for the five refugee militia men to come help you
> other
>>
Rolled 1, 14, 10, 15, 5 = 45 (5d20)

>>3448282
Shoot at the spiked demons with your crossbow (roll 5d20 DC 12)
>>
Rolled 17, 6, 11, 9, 19 = 62 (5d20)

>>3448282
Aw nice, killed it

Return fire on the lackeys
>>
Rolled 5, 20, 5, 8 = 38 (4d20)

>>3448289
>>3448294


One of the spiked demon's spikes passes at high speed very closely to your face leaving a small scratch; if that thing had been a little bit closer you'd be in a world of hurt. (spent first free dodge)

You return fire at the spiked demons with your repeating crossbow, killing one of them.

They continue attacking you with their spikes. Rolling to hit against DC 15.

What are you going to do?
> Run towards the spiked demons and attack them with your swords (roll 4d20 DC 12)
> Shoot at the spiked demons with your crossbow (roll 5d20 DC 12)
> Run and take cover behind the trees (raises the DC to hit you by +2 temporarily)
> Retreat and go back to the refugees, go inside the woods and walk a few hours through it to go widely around these demons
> Yell for the five refugee militia men to come help you
> other
>>
Rolled 17, 14, 9, 12, 9 = 61 (5d20)

>>3448313
Four left, we can just keep shooting. Unlikely we'll get hurt badly.
>>
Rolled 3, 16, 10 = 29 (3d20)

>>3448345

Another close call on the spikes, this one also was too close for comfort (spent last free dodge)

You keep shooting at the spiked demons and you slay one more, injuring a third one.

The three remaining demons keep returning fire with their spikes! Rolling to hit against DC 15.

What are you going to do?
> Run towards the spiked demons and attack them with your swords (roll 4d20 DC 12)
> Shoot at the spiked demons with your crossbow (roll 5d20 DC 12)
> Run and take cover behind the trees (raises the DC to hit you by +2 temporarily)
> Retreat and go back to the refugees, go inside the woods and walk a few hours through it to go widely around these demons
> Yell for the five refugee militia men to come help you
> other
>>
Rolled 9, 17, 15, 10, 8 = 59 (5d20)

>>3448356
> Shoot at the spiked demons with your crossbow (roll 5d20 DC 12)
>>
Rolled 4, 1 = 5 (2d20)

>>3448358

One of the demon's spikes hits you on your shoulder, you're lightly wounded!

You manage to slay another spiked demon with a couple more well placed shots!

The demons continue to return fire!

What are you going to do?
> Run towards the spiked demons and attack them with your swords (roll 4d20 DC 12)
> Shoot at the spiked demons with your crossbow (roll 5d20 DC 12)
> Run and take cover behind the trees (raises the DC to hit you by +2 temporarily)
> Retreat and go back to the refugees, go inside the woods and walk a few hours through it to go widely around these demons
> Yell for the five refugee militia men to come help you
> other
>>
Rolled 10, 1, 10, 16, 19 = 56 (5d20)

>>3448370
> Shoot at the spiked demons with your crossbow (roll 5d20 DC 12)

There can't be many left right?
How many wounds can we take here?
>>
Rolled 11, 3, 16, 5, 11 = 46 (5d20)

>>3448370
> Shoot at the spiked demons with your crossbow (roll 5d20 DC 12
>>
Rolled 6 (1d20)

>>3448379

You can shrug off the first 2 physical attacks in each combat due to your special training and natural good luck. After that you can withstand 2 attacks before you get seriously wounded, 4 before you get crippled, 6 before you get incapacitated and 8 before you die.

>>3448390

You kill one more demon, the one that was wounded! Now there is only one spiked demon left.

It still shoots at you!

What are you going to do?
> Run towards the spiked demons and attack them with your swords (roll 4d20 DC 12)
> Shoot at the spiked demons with your crossbow (roll 5d20 DC 12)
> Run and take cover behind the trees (raises the DC to hit you by +2 temporarily)
> Retreat and go back to the refugees, go inside the woods and walk a few hours through it to go widely around these demons
> Yell for the five refugee militia men to come help you
> other
>>
Rolled 14, 17, 5, 4, 15 = 55 (5d20)

>>3448392
> Shoot at the spiked demons with your crossbow (roll 5d20 DC 12)
>>
>>3448395

You kill the last spiked demon!

The road is free to travel again! The refugees thank you and congratulate you for your prowess. They find you some cloth to tie around your wound.

Your trip continues uneventful for a couple more days until on the third day you find a regiment of spearmen from the army marching on the opposite way. There are about a hundred of them, plus a couple wagons carrying supplies. They halt when you come to hail them. Their commander talks to you. He says they've been instructed by the high command to secure the road between Alderan and Danuvia, getting rid of demons and thieves so that trade caravans to the north can begin flowing again.

They demand a toll for the safety of the roads.

> "If the roads were actually safe I'd pay your toll!"
> Pay the toll in full for everyone. There goes your payment, and then some.
> Pledge with them that these are poor refugees that abandoned their homes fleeing the demons, they're destitute and lack the means to pay the toll
> Argue that such a toll is unlawful because we're in a state of exception due to the chaotic nature of the demon appearances. You don't know if the argument is sound but what matters is convincing the men with the pointy things
> other
>>
off for the night
>>
>>3448438
> "If the roads were actually safe I'd pay your toll!"
>>
>>3448438
>"If the roads were actually safe I'd pay your toll!"
>>
>>3448438
>Argue that such a toll is unlawful because we're in a state of exception due to the chaotic nature of the demon appearances. You don't know if the argument is sound but what matters is convincing the men with the pointy things
>>
>>3448445
>>3448845
>>3449363

You tell the commander "If the roads were actually safe I'd pay your toll!"

The commander says to you "I don't like your tone, I'll have you know I have the authority to get you imprisoned and all your goods confiscated! I just don't do it right now because from your attire I assume you happen to be a demon hunter and I'm in need of the services of someone of your kind. You see, my company have found a demon trapped in a hole, one of those blue-ish fireball hurlers. We don't know who dug the hole or how the demon got caught in it, all that we know as that when we attempt to get closer the damn thing starts hurling fireballs at us. We currently aren't equipped to deal with this creature so if you can kill that thing and fill the hole in the road with dirt we'll consider that the service you performed for us was enough as a substitute for paying the toll, for you and your ragtag entourage. The hole is about half a day travel further south, if you accept the deal I'll let you go."

> Accept the deal to slay the trapped demon, seems simple enough
> Accept the deal, tell the commander he really should get some crossbowmen in his ranks
> Accept the deal, but then avoid the roadblock and don't kill the demon
> Decline the deal and pay the toll instead
> other
>>
>>3449818
>Accept the deal to slay the trapped demon, seems simple enough
>>
>>3449900

You accept the deal and the commander let you go.

You travel with the refugees for about half a day and then you find the huge hole in the middle of the road. Without thick vegetation around, it would be simple enough to avoid the hole provided you see it in time. You wonder who would have taken the time to dig a hole in the middle of the road like this.

You approach the edge of the hole carefully and you see the blue-ish demon trapped inside; it immediately hurls a fireball at you.

You grab your crossbow and start shooting at him. Like shooting a fish in a barrel.

After you're done killing the demon the refugees help out filling the hole with dirt to make the road passable again. Then you continue on your way to Alderan.

The rest of the trip is uneventful, traveling during the day, stopping to rest during the night.

As you arrive at the city you immediately go around asking about the wizards from Irdosh, whether they've been saved already or not. Apparently the army didn't deem feasible to mount a rescue operation for the wizards, and nobody else volunteered so they're still pretty much trapped; you go to the local pidgeon mail center and learn that the wizards have been in constant communication with the folks of Alderan all this time. They know spells to create food and water so they can stay cooped up there pretty much indefinitely but their island is overrun by demons. Apparently there has been some unusual activity by the demons in their island and their numbers soared - the wizards speak about dozens of demons, organizing themselves in some weird tribal manner.

Glad to know that the wizards are in no immediate danger, but weirded out by the new development of the organization of the demons, you consider what to do next.

> Rent a boat and head to Irdosh to go save the wizards
> Try to find some other people willing to team up with you to go save the wizards
> Contact the wizards to arrange some sort of payment for the rescue operation
> Forget about the wizards and go look for some other job in the city
> other
>>
>>3449923
> Contact the wizards to arrange some sort of payment for the rescue operation

Demon slayers gotta eat
>>
>>3449934

You decide to contact the wizards to arrange some sort of payment for the rescue operation - demon slayers gotta eat after all.

You send a pigeon to the wizard with a message saying "I'm Alfonzo Robella the demon hunter, I can mount a rescue operation to get you free for a price. What do you wizards have to offer?"
A couple days later comes the message "We don't have money, but we could enchant your weapons. We also have a variety of magical potions. Be careful, the demons in this island are behaving weirdly."

Enchanted weapons huh? Doesn't sound half bad. And you might have use for whatever magical potions they have in store. Still the weird behavior of the demons in the island is worrisome.

What will you do?
> The pay is good enough, rent a boat and head to Irdosh to go save the wizards
> Splitting the pay is always bad, but you may need the numbers, try to find some other people willing to team up with you to go save the wizards
> Contact the wizards again, ask for details on the weird behavior of the demons
> The pay is not good enough, forget about the wizards and go look for some other job in the city
> other
>>
>>3450000
> Contact the wizards again, ask for details on the weird behavior of the demons
>>
>>3450015

You send another message to the wizards "I'd like some more details on the weird behavior of the demons on the island."

A couple days later a new message arrives.
"They're gathering resources. Wood, stone, clay. Cultivating some weird fungus. Building structures. Built what we think is some sort of temple by the portal, with lots of statues. We watch them with a spyglass. They've built a small village on the other side of the island. It's really weird."

What will you do?
> The pay is good enough, rent a boat and head to Irdosh to go save the wizards
> Splitting the pay is always bad, but you may need the numbers, try to find some other people willing to team up with you to go save the wizards
> The pay is not good enough, forget about the wizards and go look for some other job in the city
> other
>>
>>3450062
>> Splitting the pay is always bad, but you may need the numbers, try to find some other people willing to team up with you to go save the wizards
>>
>>3450062
> The pay is good enough, rent a boat and head to Irdosh to go save the wizards

I don't want to share our enchanted items
>>
>>3450062
The pay is good enough, rent a boat and head to Irdosh to go save the wizards
>>
>>3450087
>>3450106
>>3450128

You deem the pay adequate and promptly go to the docks to rent a boat, intending to go save the wizards. You find a boatsman willing to take you to Irdosh for a reasonable pay; you don't know how long you'll take to clear out the island of demons nor how long the wizards will take to enchant your weapon afterwards so you tell him to check with the pigeon mail for the day to bring you back to Alderan.

The trip through the sea takes about a whole day, the wind being favourable; you're not sure if portals open on the sea, but if they do the demons probably just drown, you don't think they're capable of breathing underwater, or even swimming for that matter.

You land on the island on a sandy beach, and the boatmen promptly leave; you can see the wizard tower nearby towering above the treeline, and a vast sprawling forest as far as the eye can see. It seems like the island of Irdosh is rather large, it would take all day to cover it all on foot, the wizards really don't seem to be in immediate danger. You can see a hill farther away a few hours walk that is the highest spot in the island besides the wizard's tower. You can see some gore splattered on the hill, perhaps animal entrails of some kind.

> Go check on the wizard's tower
> Delve into the forest and begin tracking for demons
> Climb the hill to get a good view of the island
> Go around the island by the beach
> other
>>
>>3450180
> Climb the hill to get a good view of the island

See what's up there
>>
>>3450182

You decide to climb the hill to get a good view of the island and check what is that gore you saw up there.

As you move through the forest towards the hills you see some boar tracks; the forest in this island must have had plentiful boar game before the demons arrive. You wonder if the demons active hunt the boars.

You arrive at the base of the hill and begin climbing. You don't have much trouble climbing as the hill is not too steep. After awhile you reach the top of the hill where you saw the gore splattered; it is a whole bunch of animal entrails splattered all over the face of the hill, as if to mark this place for some unknown purpose.

You take in the view of the island. On the opposite side of the wizard's tower you can discern a few mud huts and a curious looking stone building near a glowing portal and a whole bunch of demons busily carting piles of some weird purple thing back and forth. There are dozens of the little demons! You can see at least three of the blue-ish demons too. You just noticed that you draw too much attention being on the hill where you are right now, if any of the demons bother to look up they will see you.

What do you do?
> Go check on the wizard's tower
> Delve into the forest and begin tracking for demons
> Move towards the demon's village and try to ambush some lone demon
> Go around the island by the beach
> other
>>
>>3450269
>> Delve into the forest and begin tracking for demons
>>
>>3450328

You get down from the hill and delve into the forest to track for demons.

After looking around for awhile you find some fresh tracks and begin following them; you're soon lead to a group of four small demons giving chase to a wild boar!

What will you do?
> Attack the demons with your swords (roll 4d20 DC 10)
> Attack the demons with your repeating crossbow (roll 5d20 DC 10)
> Draw their attention and begin to run for them to follow you (run where?)
> Ignore them and go somewhere else (where?)
> other
>>
Rolled 4, 10, 19, 19 = 52 (4d20)

>>3450345
>> Attack the demons with your swords (roll 4d20 DC 10)
>>
>>3450350

You jump amidst the demons and attack them with your swords, slaying three of them! The remaining demon run away!

Weird... demons never demonstrated such a sense of self preservation before, attacking mindlessly to the last in every occasion. Maybe this one wants to warn the others about you?

What will you do?
> Shoot at the fleeing demon with your crossbow (roll 5d20 DC 10)
> Run after him to kill him with your swords (roll 5d20 running DC 12, hitting DC 10)
> Keep tracking looking for more demons in the woods
> Move closer to the demon's village
> other
>>
>>3450366
>> Shoot at the fleeing demon with your crossbow (roll 5d20 DC 10)
>>
Rolled 16, 15, 2, 8, 18 = 59 (5d20)

>>3450366
>>3450376
>>
>>3450376
>>3450377

You shoot at the fleeing demon with your crossbow, slaying it with several shots.

You examine the bodies of these demons and they have necklaces made out of sinew with one or two boar tusks dangling from it. Maybe trophies from past hunts?

The demons in this island behave strangely... you wonder what is going on.

What will you do?
> Go check on the wizard's tower
> Go around the island through the beach
> Keep tracking looking for more demons in the woods
> Move closer to the demon's village
> other
>>
>>3450399
> Keep tracking looking for more demons in the woods
>>
>>3450399
>> Go check on the wizard's tower
I think we should try to get pay upfront.
>>
>>3450415

You keep looking for more demons in the woods; you spend a few more hours looking for more tracks but the tracks you find are all old.

Then you catch sight of a large group of demons moving through the woods! Twenty small demons, one blue-ish fireball hurler and two spiked demons. They seem to be headed towards the wizard's tower!

What will you do?
> Intercept them, attack them with your swords (roll 4d20, you can only reach the small demons, DC 10 small demons)
> Intercept them, attack them with your repeating crossbow (pick target, roll 5d20, DC 10 small demons, DC 12 spiked demons, DC 14 fireball hurler)
> Follow them to see what they're going to do
> Ignore them and go somewhere else (where?)
> other
>>
off for the night
>>
>>3450462
Follow them to see what they're going to do
Get ready to jump them befor they start on the wizards
>>
>>3451031

You follow the demon mob to see what they're going to do. They head straight towards the wizard's tower. Once you arrive there you notice that the huge structure, easily a hundred feet tall, is of uniform smooth stone and doesn't seem to have any openings at all save at the very top. The demons are left trying to climb the structure with little success; the spiked demons jump about thirty feet but then slide down the smooth stone. The fireball hurler keeps throwing fireballs against the structure but it doesn't seem to damage it. After a couple hours of this you hear a loud noise coming from the direction of the demon's village, something like a horn being blown; then all the demons stop trying to attack the tower and start to head back to the demon village.

What will you do?
> Intercept them, attack them with your swords (roll 4d20, you can only reach the small demons, DC 10 small demons)
> Intercept them, attack them with your repeating crossbow (pick target, roll 5d20, DC 10 small demons, DC 12 spiked demons, DC 14 fireball hurler)
> Follow them to see what they're going to do
> Wait for the demons to go away and scream for the wizards to let you in into the tower
> Ignore them and go somewhere else (where?)
> other
>>
Rolled 7, 7, 3, 13 = 30 (4d20)

>>3451788
> Intercept them, attack them with your swords (roll 4d20, you can only reach the small demons, DC 10 small demons)
>>
Rolled 20, 15, 3, 3 = 41 (4d20)

>>3452071

As the demons are readying themselves to leave the wizard's tower you emerge from your hiding place in the foliage and jump amidst them, slaying one of the small demons with your sword!

The demons turn their attention to you! The fireball hurler get ready to toss a fireball at you, three of the closest demons lunge forward to rend your flesh with their claws! Rolling to hit against DC 15, first roll is the fireball, then the small demons.

The two spiked demons jump from the middle of the mob of small demons into the top of trees, presumably to get a clear shot on you!

What will you do?
> Attack the small demons with your swords (roll 4d20 DC 10)
> Charge through the small demons to attack the fireball hurler with your swords (roll 4d20 DC 14, you will likely be attacked by lots of small demons)
> Attack the demons with your crossbow (pick target, roll 5d20, DC 10 small demons, DC 12 spiked demons, DC 14 fireball hurler)
> Run away from the demons and into the forest
> other
>>
>>3452178
> Run away from the demons and into the forest get them to follow you and you go and hide and swap to crossbow and pick them off
>>
Rolled 18, 12 = 30 (2d20)

>>3452243

The fireball passes very closely from you and explodes nearby, you feel its shockwave, it's a miracle you're not wounded by it! You also expertly evade the claws of one of the smaller demons who had lunged towards your neck. (spent both your free dodges!)

You decide not to push your luck and run away from the demons and into the forest; the two spiked demons still have time to shoot at you before you leave the demon horde behind. Rolling to hit against DC 15.

Running through the forest at top speed you can hear the footsteps of the demons running after you!

What will you do?
> Stop running and make a stand, wait for them to catch up and attack them with your sword when they do (roll 4d20 DC 10)
> Keep running, hide behind the trees and take potshots at the demons with your crossbow (roll 5d20 DC 10)
> Run until you lose the demons in the forest
> Run in a wide circle until you're back at the wizard's tower
> other
>>
Rolled 2, 4, 8, 11, 4 = 29 (5d20)

>>3452350
> Keep running, hide behind the trees and take potshots at the demons with your crossbow (roll 5d20 DC 10)
>>
>>3452691

One of the spiked demon's spikes hit you in the back as you were running, you're lightly wounded now!

You keep running and hide behind the trees, taking potshots at the demons with your repeating crossbow. You manage to kill one more of the demons pursueing you.

You see the spiked demons running towards your position flanking you; the mass of demons is getting left behind as you can still manage to run faster than they can - they seem to be more worried about keeping tightly packed around the fireball hurler than about running after you. The fireball hurler is also being left behind as he's having trouble running with all the small demons tightly packed around him.

There are about eight demons close to the fireball hurler and about ten demons approaching your position fast. The spiked demons are also getting in position to get clear shots at you.

What will you do?
> Run towards the advancing mob of demons and begin to slay them with your swords (roll 4d20 DC 10)
> Shoot at the approaching small demons with your repeating crossbow (roll 5d20 DC 10)
> Attempt to snipe the special demons (roll 5d20 pick target DC 12 spiked demons, DC 14 fireball hurler)
> Run until you lose the demons in the forest
> Run in a wide circle until you're back at the wizard's tower
> other
>>
Rolled 4, 3, 8, 9, 20 = 44 (5d20)

>>3452718
> Attempt to snipe the special demons (roll 5d20 pick target DC 12 spiked demons, DC 14 fireball hurler)
Shoot spiky
>>
Rolled 9, 10, 5, 3, 7 = 34 (5d20)

>>3452718
> Attempt to snipe the special demons (roll 5d20 pick target DC 12 spiked demons, DC 14 fireball hurler
>>
Rolled 15, 11, 3 = 29 (3d20)

>>3452782
>>3452783

Assessing that those fast spiked demons are the major threat right now since you can't quite outrun these beasts you decide to focus fire on them.
As you miss shot after shot you were losing hope to hit the agile creature until you land an amazing hit right through the creature's eyeball piercing it's skull's content, slaying it instantly.

The remaining spiked demon shoots at you; and two demons manage to get close enough to rend your flesh with their claws, coming from each side of the tree you were hiding behind! Rolling to hit against DC 15, first the spiked demon and then the small demons.

What will you do?
> Attack the advancing mob of small demons with your swords (roll 4d20 DC 10)
> Shoot at the approaching small demons with your repeating crossbow (roll 5d20 DC 10)
> Attempt to snipe the special demons (roll 5d20 pick target, DC 12 spiked demon, DC 14 fireball hurler)
> Run until you lose the demons in the forest
> Run in a wide circle until you're back at the wizard's tower
> other
>>
Rolled 5, 19, 3, 16 = 43 (4d20)

>>3452821
> Attack the advancing mob of small demons with your swords (roll 4d20 DC 10)
>>
Rolled 3, 7, 12 = 22 (3d20)

>>3452830

The spiked demon lands a hit on you, the spike leaving a deep gash on your arm; it's your second light wound. Next hit you're going to get seriously wounded, what will incur penalties in combat.

You unsheathe your swords and begin attacking the advancing mob of small demons, slaying the two of them closest to you. Two more take their place stepping over the corpses of their fallen brethren to get a chance at hurting you. The spiked demon also shoots at you again. Rolling to hit against DC 15, first the spiked demon then the small demons.

By now the fireball hurler is getting into range, soon he'll be raining fire upon your position!

What will you do?
> Attack the advancing mob of small demons with your swords (roll 4d20 DC 10)
> Shoot at the approaching small demons with your repeating crossbow (roll 5d20 DC 10)
> Attempt to snipe the special demons (roll 5d20 pick target, DC 12 spiked demon, DC 14 fireball hurler)
> Run until you lose the demons in the forest
> Run in a wide circle until you're back at the wizard's tower
> other
>>
Rolled 15, 1, 4, 4 = 24 (4d20)

>>3452865
> Attack the advancing mob of small demons with your swords (roll 4d20 DC 10)
>>
Rolled 12, 12, 5, 16, 6 = 51 (5d20)

>>3452876

You kill one more demon with swift movement of your sword, a couple more demons step forth in his stead!

The fireball hurler throws a fireballs your way! You have cover so you got +2 against the fireball hurler roll to hit you with his fireball.

The spiked demon continues to shoot at you!

Rolling to hit DC 15 (17 for the fireball hurler), first the fireball hurler, then the spiked demon, then the small demons.

The small demons are right on top of you by now! You'll soon be surrounded by them.

What will you do?
> Attack the advancing mob of small demons with your swords (roll 4d20 DC 10)
> Shoot at the approaching small demons with your repeating crossbow (roll 5d20 DC 10)
> Attempt to snipe the special demons (roll 5d20 pick target, DC 12 spiked demon, DC 14 fireball hurler)
> Run until you lose the demons in the forest
> Run in a wide circle until you're back at the wizard's tower
> other
>>
Rolled 17, 15, 12, 10 = 54 (4d20)

>>3452910
> Attack the advancing mob of small demons with your swords (roll 4d20 DC 10)
>>
Rolled 20, 13, 16, 3, 6 = 58 (5d20)

>>3452998

One of the small demons manage to rip your arm open with his claw, tearing the muscle! You now have a serious wound! All your DCs are increased by 1, further wounds will worsen the DC increase, to say nothing about getting you that much closer to death!

You furiously hack at the advancing mob of small demons, killing four of them. They keep advancing and soon three more demons are close enough to attack you! The spiked demon shoots at you again, and so does the fireball hurler! Rolling to hit against DC 15 (17 for the hurler), first the hurler, then the spiked demon, then the small demons.

What will you do?
> Attack the advancing mob of small demons with your swords (roll 4d20 DC 11)
> Shoot at the approaching small demons with your repeating crossbow (roll 5d20 DC 11)
> Attempt to snipe the special demons (roll 5d20 pick target, DC 13 spiked demon, DC 15 fireball hurler)
> Run until you lose the demons in the forest
> Run in a wide circle until you're back at the wizard's tower
> other
>>
>>3453018
> Run in a wide circle until you're back at the wizard's tower
We might just die
>>
Rolled 11 (1d20)

>>3453082

The fireball hurler manage to hit you straight in the chest with his fireball! The explosion knocks you out of your feet! Before you can get up one of the small demons claws away at you, leaving a deep gash in your burnt torso.

You're now at the crippled level of wound! You're receiving penalties of +4 for the DC of your attacks and -2 on the DC for being hit. Recovery from this level of wound takes a long time, think weeks.

Overwhelmed by the demons you decide to run in a wide circle until you're back at the wizard's tower. The demons are running after you!

As you approach the wizard's tower you see that the remaining spiked demon is coming right after you, positioned on top of a tree, and he shoots a spike at you! Rolling to hit against DC 13.

What will you do?
> Shoot at the spiked demon with your repeating crossbow (roll 5d20 DC 16)
> Scream for help to try to get the attention of the wizards at the tower
> Run around the tower using it as cover against the spiked demon
> other
>>
>>3453097
> Scream for help to try to get the attention of the wizards at the tower
Let me the fuck in.
>>
>>3453108

You begin screaming for help trying to get the attention of the wizards at the tower.

A tense couple of minutes succeed with you screaming for the wizards to let you in. The mob of demons show up from the overgrowth and come running after you.

Then the stone of the tower itself opens up revealing two old guys in the red robes of the professional wizards by the feet of a imposing staircase and a bunch of young apprentices wearing brown robes. One of the old wizards casts a lightning bolt spell on the approaching mob of demons that slays eight small demons. The apprentices then step forward and quickly cast magic missiles on the remaining demons until all of them are dead.

The oldest looking of the wizards address you "So you're the demon hunter that came to save us from these demons? Come inside, you're in pretty bad shape, the demons will probably send another group looking for the one that went missing and we're all out of spells... well, I saved one for closing the door."

You enter the tower and the wizard casts a spell to seal the tower shut again.

"Whenever something kills one of small demons in the forest the demons seem to assume we did it and send these large patrols to our tower to get revenge. They can't really breach our tower, but we don't actually have enough firepower to go to their village and wipe them out so we're stuck in a stalemate. Oh, but where are my manners! I'm Crileus, and this is Zidel. We run this school of magic. We currently have ten apprentices. We've been spending most of our daily spells getting enough food and water for everybody, but we prepare some for the door and to blast of those pesky demons too, just in case. I guess you're stuck here with us for the time being. We'll get you all bandaged up in the infirmary."

> Do you guys know how many demons are there?
> Can't we formulate some kind of strategy to get rid of these demons?
> I'll just wait in here until these wounds heal if you don't mind...
> Let's contact the folks at Alderan and ask for help!
> Could you work on enchanting my weapons while I heal these nasty wounds?
> You wouldn't happen to have a healing potion or three in that stockpile of magic potions of yours would you?
> other
>>
>>3453150
> Could you work on enchanting my weapons while I heal these nasty wounds?
> Do you guys know how many demons are there?
> other
Any idea which is the boss demon?
>>
>>3453232

"Could you work on enchanting my weapons while I heal these nasty wounds?"
"Well, since you're going to be out of combat awhile and we're not going anywhere anyway, we could start working on it. Our resources are limited however, we can only enchant either your swords or your crossbow, which one do you want enchanted?"
> Enchant swords
> Enchant crossbow

(enchantment consists on a +1 bonus to hit)

"Do you guys know how many demons are there? Any idea which is the boss demon?"

"We've been observing them with a spyglass. We estimate that there are about sixty five demons, being fifty or so small demons, ten spiked ones and five fireball hurlers. The boss seems to be one of the fireball hurlers, he stays near the portal all day, surrounded by small demons and spiked demons. You might be able to take a look at him through the spy glass if you feel well enough to get all the way up to the top of the tower."

"I'll pass for now, when I'm a bit better I'll go take a look.", you say.

"Right now they're doing some weird kind of ceremony receiving the replacements for the demons we killed, they'll be at it all day. The demons seem to get replaced at a rate of one every hour or two."


What do you want to do next?
> Wait for the several weeks it will take for you to heal and the wizards to work on your weapons
> Attempt to formulate some kind of strategy to get rid of these demons (what?)
> Contact the folks at Alderan asking for help
> Ask the wizards to have access to their stockpile of magic potions
> other
>>
off for the night
>>
>>3453311
I think the best course of action is to assassinate the boss demon, and lure the lesser ones back to the tower for the wizards to whittle down.
>>
I'm back, pick which weapon you want the wizards to enchant and what you want to do next.
>>
>>3453311
Contact the folks at Alderan asking for help
Guse we need more help
>>
>>3453805

"There are too many demons, we're going to need more help. Let's contact the folks at Alderan and ask for help.", you tell the wizards.

"Well, we can use the pidgeons. What do you wanna tell them? The army at Alderon doesn't wanna come here, they say it would be a waste of resources specially considering that after they clear up the area another portal could pop up here at any time since there's no protection. As of late the army doesn't seem to show any concern for places not protected by the anti outsiders ritual. And as for private adventurers those seem to be seeking opportunities to profit and we don't have that much to offer, we can only enchant weapons, a process that takes at least a whole month per weapon, or share with them some of our magic potions, that are a limited supply since we can't go out to gather materials nor order stuff to make more."

What will you tell the folks at Alderan?
> "Mission to save the wizards failed, got grievously wounded, there are 65 demons in the island, safe for the time being but stuck in the tower with the wizards, need help to clear the island of demons."
> "Looking for brave men and women to come kill 65 demons at the island of Irdosh, payment in enchanted weapons and magical potions."
> "Weird new development in demon behavior observed in the island of Irdosh, 65 demons organizing themselves in a functional village, powerful heroes to slay the beasts are needed."
> "Wizard school in the island of Irdosh under siege by village of 65 demons, we don't have enough firepower to kill them all on our own, we need reinforcements, all help is welcome."
> other


Also, pick which weapon you want the wizards to enchant, swords or repeating crossbow.
>>
>>3453888
> "Looking for brave men and women to come kill 65 demons at the island of Irdosh, payment in enchanted weapons and magical potions."
>>
>>3453888

You send a message to Alderan through the pidgeons:
"Looking for brave men and women to come kill 65 demons at the island of Irdosh, payment in enchanted weapons and magical potions."

Your advertisement goes unanswered for weeks; seems like nobody is interested in coming to Irdosh to face such overwhelming odds.

By now you're healing from your wounds.

Then one day you get a message "Yo, you still got those demons to slay? Me and my crew could pass by your island and lend you a hand. I'm captain Barrow, and I have 40 armed men in my ship who could make short work of that demon village in your island. I don't have time to wait for you to enchant weapons if you don't have any already enchanted so I wanna know if this stockpile of potions of yours is worth my while though."

You talk to Crileus to learn about what potions the wizards have in their stash.

The wizard's potion stash consists of

- invulnerability potion (2) : for 5 turns you can't be target by any enemies
- haste potion (2) : for 5 turns you can do twice as many attacks (for you it's only melee, crossbow isn't affected because the mechanism can only go so fast)
- berserk potion (11): until the end of combat you get +2 to hit in melee and +2 for crit range (if it were 20 it is now 18-20) and you don't suffer the usual penalties associated with the damage you received, but you can't flee from combat.
- evasion potion (7): until the end of combat you get one free dodge per turn
- regeneration potion (3) : until the end of combat you regain one hit level per turn; after combat ends you regenerate to full health before the potion stops having effect
- fire immunity potion (13): you become immune to fire, the effect lasts for 24 hours
- missile immunity potion (8): until the end of combat you're immune to missile fire (archers, slingers, crossbow bolts, spikes from spiked demons, etc...)
- ironskin potion (9) : until the end of combat the difficulty to hit you increase by 4
- flight potion (6) : for one hour you gain the ability to fly faster than a horse can gallop! When the spell ends you descend slowly to the ground.
- invisibility potion (5) : for one hour or until you attack someone you become invisible! You can still be touched, heard and smelled though so be careful.
- explosive potion (18) : toss the potion at a group of enemies and all of them will take 1-3 damage! The explosion is magical in nature and not a byproduct of fire so it should work even on enemies immune to fire
- minor healing potion (19) : drink the potion to heal up to two hits worth of damage
- minor mana potion (32) : drink the potion to regain two spell slots of 1st or 2nd circle
- medium mana potion (9) : drink the potion to regain four spell slots of 1st up to 4th circle

All these potions are worth quite a fortune!
>>
>>3454156

The wizards were intending to give you your choice of eight of their priciest potions for your help with the demons, with a nice belt pouch that can fit all eight potions. This captain Barrow, with his personal army of 40 men will certainly demand a much higher price.

Since if you accept the help of the captain Barrow your role on the erradication of the demons in the island will be negligible the wizards will only pay you four potions for your help and won't enchant your weapons anymore.

What will you do?
> Offer the captain Barrow his pick of 40 magic potions, he'll likely accept this offer
> Offer the captain Barrow his pick of 30 magic potions, he might or might not accept this offer
> Offer the captain Barrow his pick of 20 magic potions, he likely won't accept this offer
> Don't take captain Barrow's offer of assistance, tell the wizards that if they give you 20 magic potions you'll kill the demons yourself
> other
>>
>>3454159
> Offer the captain Barrow his pick of 30 magic potions, he might or might not accept this offer
>>
>>3454244

You send a message to Captain Barrow detailing the stocks of potions and telling his he'll have a pick of 30 magic potions once the job is finished.

He sends a message a couple days later.

"30 potions huh? A bit on the low side. I'm not doing anything right now though so. Alright, consider it done. We'll be there soon."

The day after his band of buccaneers show up in the island and begin slaying the demons. They swiftly kill off all the demons, then scour the forest to pick off any stragglers. In a few hours the deed is done.

Captain Barrow then comes to the wizard's tower to demand his payment.

The wizards allowed you to have your pick of magic potions before specifying how many potions were available for the Captain Barrow to pick.

Which potions did you pick? Choose four from this list >>3454156

Now that the demons are dead and gone what do you wanna do?
> Grab some of the weird statues the demons carved and take them to Alderan to sell, demon art might fetch a good price
> Ask captain Barrow to join his crew, you're feeling like having some adventures in the open seas
> Travel back to Alderan and go look for work that pays actual money
> Travel to the east to the mining cities in the desert, you wanna leave the sea behind for awhile
> Travel north towards the kingdom of Honosea
> Travel south towards the capital
> other
>>
>>3454260
>Grab some weird statues and go east

Take the haste and invulnerable potions
>>
Rolled 13, 4, 20, 5, 11, 18, 14 = 85 (7d20)

>>3454294

You take a couple haste and a couple invulnerability potions from the wizard's stash - there are fewer of them, they must be more valuable right?

You then head towards the demon's village and grab the statues they've carved. They're of some strange horned humanoid creature with four arms. You never saw a demon like the one depicted in those statues, you wonder if it is some sort of deity of those creatures.

You drag the statues to the beach and send a message for the boatsman; the day after when he arrives you load the statues on his boat and you head back to Alderan.

You intend to head east but first you need to get rid of these statues as you won't be hauling them with you all the way; it takes you a couple weeks to find people willing to buy them, some minor nobles who think they'll look fine in their manor. You make some decent coin.

You then pay the stable where your horse been all this time and take it to head east, towards the mining cities in the desert!

As the eastern road is heavily patrolled and travelled we'll roll 1d20 for each day of travel. 1-4 is a mundane encounter, likely with some merchant or guard but maybe a thief, 20 is a demon encounter. The trip to the nearest mining city takes about a week on a fast horse.
>>
>>3454328

On the second day of travel you meet a merchant coming from the mining cities in the east. He brings a shipment of metal bars to the smiths in Alderan. Since you have no business buying or selling metals you simply exchange news about the road and keep going on your own way.

On the third day however you find a portal that has opened some half mile away from the road, it's faint orange glow giving its position away. You see a rare kind of demon has spawned from the portal this time - crawlers!

Crawler demons are giant dark-orange grubs that spew a small crawling creature from within its maw. This creature then runs towards their foes and upon reaching them it explodes! You call these tiny creatures creepers.

Crawlers take about five hits to kill each. The small creatures they spew take a hit to kill, but they're hard to hit and usually come in too fast to be killed. They sometimes burrow themselves and lie awaiting to explode on an unsuspecting victim, but the crawlers don't seem to be smart enough to use this ability to the fullest extent, only burrowing one or two creepers at a time. The crawlers seem to be able to spew an endless number of these tiny creatures, but they only do so every other turn. Besides the creatures they spew the crawlers are defenseless.

You see three crawlers in the road. There are a bunch of small mounds that seems to indicate that there are at least six small creepers burrowed and ready to explode.

What will you do?
> Run towards the crawlers and hit them with your sword (roll 4d20 DC 10, will likely trigger the creepers)
> Shoot at the crawlers with your repeating crossbow (roll 5d20 DC 10)
> Shoot at the creepers with your repeating crossbow (roll 5d20 DC 15)
> Use a potion (which one? Invulnerability (2), Haste (2))
> Take a wide detour around these demons avoiding the encounter entirely
> other
>>
>>3454260
Grab some of the weird statues the demons carved and take them to Alderan to sell, demon art might fetch a good price
>>
Rolled 19, 5, 17, 20, 7 = 68 (5d20)

>>3454365
Shoot at the creepers with your repeating crossbow (roll 5d20 DC 15
>>
>>3454489

You get down from your horse and take aim at the creepers and manage to shoot two of them with your repeating crossbow.

The four remaining creepers unbury themselves and start running towards you!

The crawlers vomit three more creepers that also start running towards you!

Next turn seven creepers will explode on you if you don't do anything about it!

What will you do?
> Run towards the crawlers and hit them with your sword (roll 4d20 DC 10)
> Shoot at the crawlers with your repeating crossbow (roll 5d20 DC 10)
> Shoot at the creepers with your repeating crossbow (roll 5d20 DC 15)
> Use a potion (which one? Invulnerability (2), Haste (2))
> other
>>
>>3454365
Will back
>>3454489
With one caveat

If there are trees around and crawlers can't climb, we should climb one before picking off the creepers.
>>
>>3454503

dang I misread your roll, you hit three creepers

So it is six creepers going after you next turn.
>>
>>3454503
Oooph my climb a tree vote was too slow. Better quaff an invincibility potion.
>>
>>3454518

You drink an invincibility potion! The six creepers explode spetacularly on you; but you're unharmed by the explosions, a glowing aura around you having absorbed all the hits!

The crawlers move away from each other.

You're invulnerable for 4 more turns.

What will you do?
> Run towards the crawlers and hit them with your sword (roll 4d20 DC 10)
> Shoot at the crawlers with your repeating crossbow (roll 5d20 DC 10)
> Shoot at the creepers with your repeating crossbow (roll 5d20 DC 15)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
>>3454531
> Shoot at the creepers with your repeating crossbow (roll 5d20 DC 15)

ignore this, there are no creepers present right now
>>
Rolled 20, 3, 17, 7 = 47 (4d20)

>>3454531
>Chop up the crawlers
>>
>>3454503
Use a potion haste and run towords the crawlers and try to shot the creepers on top of them for damg
>>
>>3454545

You begin chopping up the first crawler, landing a powerful blow on it and then another solid hit; the hulking grub can probably withstand a couple more hits before being brought down though.

The crawlers spit out three more creepers that come running after you; since you're close to the crawlers they reach you before you have time to react to them.

You're still invulnerable so the explosions do nothing to you.

You're invulnerable for 3 more turns.

What will you do?
> Run towards the crawlers and hit them with your sword (roll 4d20 DC 10)
> Shoot at the crawlers with your repeating crossbow (roll 5d20 DC 10)
> Shoot at the creepers with your repeating crossbow (roll 5d20 DC 15)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
>>3454562
> Shoot at the creepers with your repeating crossbow (roll 5d20 DC 15)

I just copy pasted the text again, my bad, there are no creepers in the field, ignore this
>>
Rolled 6, 3, 4, 16 = 29 (4d20)

>>3454562
Run towards the crawlers and hit them with your sword (roll 4d20 DC 10)
>>
>>3454630

You hit the crawler again with your sword, landing one more hit! The thing is bloodied, almost dying, you think you'd need one more hit to bring down this particular crawler.

The crawlers continue to move away from each other and from you.

You're invulnerable for 2 more turns.

What will you do?
> Run towards the crawlers and hit them with your sword (roll 4d20 DC 10)
> Shoot at the crawlers with your repeating crossbow (roll 5d20 DC 10)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 16, 2, 16, 1 = 35 (4d20)

>>3454658
Damn these things are pretty tough. Kill this one and then look around for trees to climb with our last turn of invincibility.
>>
>>3454723

You kill the crawler with your sword, once you deliver the killing blow, a bunch of half formed creepers try to crawl out of the guts of the dying beast and then explode scattering guts everywhere!

You them look around for a tall tree to climb and find one that looks simple enough to climb. You begin running towards the tree.

The two remaining crawlers spit out creepers! The creepers start running after you and intercept you before you can reach the tree you wanted to climb. They explode on you but cause you no harm.

You're invulnerable for 1 more turn.

What will you do?
> Run towards the crawlers and hit them with your sword (roll 4d20 DC 10)
> Climb the tree and shoot at the crawlers with your repeating crossbow (roll 5d20 DC 10)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 3, 2, 17, 13, 8 = 43 (5d20)

>>3454751
Climb the tree and shoot at the crawlers with your repeating crossbow (roll 5d20 DC 10)
>>
>>3454770

You climb the tree and shoot at the crawlers with your repeating crossbow! You manage to get two good hits on one of the crawlers! The beast is bloodied, but you think it will take at least three more hits to bring it down.

The crawlers move around seemingly at random, preparing to vomit out some more creepers.

Your invulnerability wears off!

What will you do?
> Run towards the crawlers and hit them with your sword (roll 4d20 DC 10)
> Shoot at the crawlers with your repeating crossbow from the top of the tree (roll 5d20 DC 10)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 12, 4, 8, 3, 15 = 42 (5d20)

>>3454776
> Shoot at the crawlers with your repeating crossbow from the top of the tree (roll 5d20 DC 10
Mybe try to shot creepers as they pop out?
>>
>>3454826

You manage to get a couple more hits on the one crawler you've been targeting, it's nearly dead by now, one more hit and it will be a goner.

The crawlers spit out a couple creepers, that promptly come running towards you! Since you're far away they'll reach you next turn. You wonder if the little things can climb trees...


What will you do?
> Run towards the crawlers and hit them with your sword (roll 4d20 DC 10)
> Shoot at the crawlers with your repeating crossbow from the top of the tree (roll 5d20 DC 10)
> Shoot at the creepers with your repeating crossbow from the top of the tree (roll 5d20 DC 15)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 14, 13, 19, 19, 5 = 70 (5d20)

>>3454846
Can we kill the near death crawler and try to hit creepers with the remaining shots?
>>
>>3454858 sure

You kill the nearly dead crawler, like the previous one that you have killed it also bursts as the half-formed creepers inside it try to get free and explode, spraying guts everywhere around it.

You keep shooting and you manage to land solid hits on the creepers that were coming on your direction, they explode prematurely leaving you out of harms way.

The lone remaining crawler moves around preparing to send out another creeper.

What will you do?
> Run towards the lone crawler and hit it with your sword (roll 4d20 DC 10)
> Shoot at the crawler with your repeating crossbow from the top of the tree (roll 5d20 DC 10)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 20, 18, 6, 10, 2 = 56 (5d20)

>>3454883
>Shoot the last crawler until it dies

Even if the creepers can climb we have both free dodges, we can ignore them
>>
>>3454906

You shoot at the last crawler and manage to score three hits, one being a critical hit, rendering the creature nearly dead.

It still sends out a creeper. The creeper comes towards us.


Turns out creepers can't actually climb trees, this one explodes at the base of the tree, bringing the thing down, and you with it.

You then finish the nearly dead crawler.


You continue on your trip towards the east now unimpeded by demons. The rest of the trip is largely uneventful.

You arrive at a town named Grison. You learn from the guards at the entrance that it is protected by the ritual against outsiders. It has a prosperous metal mining industry being close to the mountains and all.

Your first instinct is to hit the taverns, your usual point where you go to get the news and find new jobs. It's a no brainer, but you have options.

It draws attention for it is the tallest structure in town the presence of a wizard's tower. You wonder what magical trinkets these wizards have for sale, and maybe they have need for some fetch quest, wizards are always needing components for some magical thing or another.

There's also the barracks of the royal army. You have always been skeptical about the effectiveness of sending a bunch of barely trained men with pointy sticks against the demons but to each their own. You might find work that they find too difficult or unpleasant with them.

Or you could skip town and keep going towards the east. The crystal mines are in the desert past the mountains, you're sure there should be some opportunities for a man of your caliber in a place like that.

You wonder what to do next.

> Hit the taverns, there's no better place to get the news and find jobs
> Go check the wizard tower, they may have some quest or stuff for sale that you might wanna buy
> Go check the barracks, maybe the army has uses for a demon hunter
> Keep traveling further east, past the mountains and towards the desert
> other
>>
I'd bump but the thread is autosaging.

Should I create a new one already?

We're only on page 5, we'll likely stay on catalog for quite a few days.


Also do you guys think I should introduce micromanagement of how much gold, food and ammo you have on you? I'd have to put a price tag on things from now on, things like hitting the taverns, getting enough food, restocking crossbow bolts or buying potions would have a cost, and you'd be able to negotiate specific values for missions with your employees. Or we could just keep everything vague, been working reasonably well so far.
>>
well it's been awhile and no votes so I'm gonna call it a night
>>
>>3455005
> Keep traveling further east, past the mountains and towards the desert
We can do jobs along the way
>>
>>3455005
>> Hit the taverns, there's no better place to get the news and find jobs
>>
>>3455005
>Hit the taverns

I'd keep things vague
>>
>>3455452
>>3455893
>>3455914

You find a stable for your horse and then you hit the taverns!

Word is that the relations between Eleria, this kingdom, and Honosea to the north are wearing pretty thin. The folks at Honosea refuse to stop using the Protean magical devices for opening portals to summoning servitors despite clear evidence that their use is linked to increased demon activity. Eleria has already outlawed such magic, anyone caught using it within this kingdom's territory will have to pay a fine and will have the device used to summon the servitors confiscated, but Honosea allows its citizens to use it freely, mass producing single use scrolls and having whole wizard towers dedicated to the fabrication of staves of servitor summoning, their favored method of using the spell, that allow up to five portals to be opened and thus five servitors to be used at the same time. Some say we might see a war between the two nations over this issue in the coming years.

You hear about more sightings of those weird village-like organizations of demons. Seems like that when the blue-ish fireball hurlers are left alone long enough they start organizing their brethren into a small village. They seem to be the smartest kind of demon, leaders of sorts. You also hear strange claims that the fireball hurlers are actually capable of increasing the size of the portals by chanting for hours, making extra demons come out of it - there is this one guy who swears by it, he was in a watchtower when a portal opened and he saw the fireball hurler spend six hours chanting by the portal, and six extra demons came out of it. That might explain why there were so many demons in the Irdosh island, an usual portal only spawn a dozen demons or two tops. You wonder if there's a limit on how large the portal can get by the chants of one of these demons.
>>
>>3456061

You then begin looking for jobs. You find the following opportunities:

- A guy named Jeremy tells you about an abandoned village near the mountains that was overrun by demons months ago; the survivors hadn't time to take with them their most valuable possessions that should still be in the village. What Jeremy proposes is for you to escort him to the village with his wagon so he can loot all the precious silverware, jewelry and coins from all the houses in there while you keep the demons away from him. Then when we return to town and sell all the loot, we'd split the profits 50/50.

- A young blue dragon has been sighted by travelers in the mountain last month; dragons are a rare sight these days, but one that fills us with dread anyway. A couple merchants that should have went through a certain pass in the mountains went missing in the mean time, we assume the dragon ate them and stole their gold. The dragon's lair should be somewhere near that pass. Would you be brave enough to kill the blue dragon and claim its hoard?

- A nobleman's property in the countryside has been overrun by demons! He's willing to pay to see his property free from these hellish beasts. By his servant's descriptions, the place seems to have been infested mostly with spiked demons.

What will you do?
> Take Jeremy's offer to go loot the abandoned village
> Go after the blue dragon to seize its hoard
> Go liberate the nobleman's property from the demons
> Keep looking for more jobs, I have no interest in these
> Go check the wizard tower, they may have some quest or stuff for sale that you might wanna buy
> Go check the barracks, maybe the army has uses for a demon hunter
> Travel somewhere (west to Alderan, east past the mountains, south towards the capital, north towards Honosea, other)
> other
>>
>>3456063
Go liberate the nobleman's property from the demons
>>
>>3456063
>Help the nobleman

Good pay to risk ratio on this one
>>
>>3456132
>>3456136

You decide to go liberate the nobleman's property from the demons. The property is a horse ranch and the beasts killed lots of horses already, causing serious losses for the nobleman.

You approach the location cautiously; there's no sign of any portal, perhaps it has closed already. There aren't many tree but there are a few buildings nearby that you could use as cover if you're so inclined. You look around at the vast grassland and you can see seven spiked demons feasting upon the corpses of a few dead horses. You also see five small demons who have noticed you and are running towards your position!

What do you do?
> Run towards the small demons and attack them with your swords (roll 4d20 DC 10)
> Run towards the spiked demons and attack them with your swords (roll 4d20 DC 12)
> Shoot at the small demons with your repeating crossbow (roll 5d20 DC 10)
> Shoot at the spiked demons with your repeating crossbow (roll 5d20 DC 12)
> Run for cover behind one of the buildings in the ranch
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
>>3456179
>Run for cover

12v1 bad odds. Draw the small demons away from the rest and kill them, then eliminate the spikies
>>
Rolled 2, 20, 1, 1, 18, 3 = 45 (6d20)

>>3456198

You run for cover behind one of the buildings in the ranch! The small demons run after you and arrive behind the building about the same time as you do! Three of them get close enough to rip at you with their claws!

Meanwhile three of the spiked demons notice the movimentation and jump around getting closer then start shooting their spikes at you!

Rolling to hit against DC 15 (17 for the spiked demons, since you have cover against them), first three rolls are the spiked demons, then the small demons.

What do you do?
> Attack the small demons with your swords (roll 4d20 DC 10)
> Run towards the spiked demons and attack them with your swords (roll 4d20 DC 12)
> Shoot at the small demons with your repeating crossbow (roll 5d20 DC 10)
> Shoot at the spiked demons with your repeating crossbow (roll 5d20 DC 12)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 6, 10, 12, 11 = 39 (4d20)

>>3456202
>choppy choppy small demons
>>
Rolled 18, 13, 11, 8 = 50 (4d20)

>>3456206

One of the spiked demon's spike pass inches away from your head, what a close call! You also expertly dodge the claws of one of the small demons. (spent both of your free dodges!)


You kill three small demons with your swords!
One of the spikes of the spiked demons hit one of the small demons in the head, slaying it instantly! The last remaining small demon lunges forward to attack you with its claws as the spiked demons continue to shoot spikes at you.

Rolling to hit against DC 15 (17 for the spiked demons, since you have cover against them), first three rolls are the spiked demons, then the small demon.

What do you do?
> Attack the small demon with your swords (roll 4d20 DC 10)
> Run towards the spiked demons and attack them with your swords (roll 4d20 DC 12)
> Shoot at the small demon with your repeating crossbow (roll 5d20 DC 10)
> Shoot at the spiked demons with your repeating crossbow (roll 5d20 DC 12)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 14, 17, 2, 11 = 44 (4d20)

>>3456212
Attack the small demon with your swords (roll 4d20 DC 10)
Can we use its corpse as a shield?
>>
Rolled 2, 17, 15 = 34 (3d20)

>>3456242

One of the spiked demon's spikes hits you in the leg, you're lightly injured now!

You kill the last small demon with your swords!

You prop up the small demon corpses into a pile and crouch behind it using them as a shield! You get a further +1 cover bonus against the spiked demons!

The spiked demons continue to shoot spikes at you! Rolling to hit against DC 18.

What will you do?
> Run towards the spiked demons and attack them with your swords (roll 4d20 DC 12)
> Shoot at the spiked demons with your repeating crossbow (roll 5d20 DC 12)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 16, 7, 6, 15, 20 = 64 (5d20)

>>3456247
Shoot at the spiked demons with your repeating crossbow (roll 5d20 DC 12)
>>
Rolled 16, 14, 9, 12, 16 = 67 (5d20)

>>3456259

You shoot at the spiked demons with your repeating crossbows, managing to kill two of them, one with two shots and another with a single shot through its skull.

The death of the two spiked demons draw attention of the rest of the spiked demons that were feasting upon the dead horses; they jump towards you and begin shooting!

Rolling to hit against DC 18.

What will you do?
> Run towards the spiked demons and attack them with your swords (roll 4d20 DC 12)
> Shoot at the spiked demons with your repeating crossbow (roll 5d20 DC 12)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 2, 16, 19, 14, 6 = 57 (5d20)

>>3456268
Shoot at the spiked demons with your repeating crossbow (roll 5d20 DC 12)
>>
Rolled 8, 7, 20, 10 = 45 (4d20)

>>3456272

The spiked demons miss their shots, with a couple spikes colliding against the building you're taking cover behind.

You kill another spiked demon and wound one!

The four remaining spiked demons keep shooting at you!

Rolling to hit against DC 18.

What will you do?
> Run towards the spiked demons and attack them with your swords (roll 4d20 DC 12)
> Shoot at the spiked demons with your repeating crossbow (roll 5d20 DC 12)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 13, 18, 20, 9, 7 = 67 (5d20)

>>3456274
>Keep shooting
>>
Rolled 1, 1 = 2 (2d20)

>>3456376

You kill a couple more spiked demons and wound a third one.

You're hit in the upper chest by a spike! You yank it off and the blood gushes out! You're now seriously wounded, suffering a penalty of +1 to all DCs.

The two remaining spiked demons shoot at you!

Rolling to hit against DC 18.

What will you do?
> Run towards the spiked demons and attack them with your swords (roll 4d20 DC 13)
> Shoot at the spiked demons with your repeating crossbow (roll 5d20 DC 13)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 16, 6, 8, 20 = 50 (4d20)

>>3456392
>that double critfail

Charge them with the sword
>>
>>3456395

You get up from behind your barricade of corpses and run towards the last two spiked demons!

You slay one of them slicing it in half with your sword then run towards the one that was wounded and finish it piercing its skull!

You killed all the demons at the nobleman's property!

You then head back to town to collect your reward. He pays you a decent bounty in gold - it's nice to be paid properly for a change!

You're currently seriously wounded, you will need a couple weeks of rest to heal from your wounds.
> Take the time to rest
> Soldier on

What do you want to do next?
> Take the job to loot the abandoned village
> Take the job to slay the dragon
> Keep looking for more jobs, you have no interest in those
> Go check the wizard tower, they may have some quest or stuff for sale that you might wanna buy
> Go check the barracks, maybe the army has uses for a demon hunter
> Travel somewhere (west to Alderan, east past the mountains, south towards the capital, north towards Honosea, other)
> other
>>
>>3456407
>Rest up
>Loot the village
>>
Rolled 4, 10, 3, 8, 6, 2, 2 = 35 (7d10)

>>3456459

You take the time to rest and heal your wounds, you don't wanna be out in the field handicapped after all.

Once you're back on your feet you contact Jeremy and tell him you're interested in taking his offer for escorting him on his trip to loot the abandoned village and sharing the profits.

"Great my friend, the people in that village were very prosperous, we're going to make a killing!"

The village is about a week away through the wilderness, there are only little travelled tracks leading to it, no roads proper, we're unlikely to find any living soul wandering through here.

Rolling to check for random encounters, 10 is demons.
>>
>>3456473

On the second day of travel we see the ominous orange glow of a portal in the distance!

You have Jeremy stop his wagon and you get down to go ahead and investigate.

You see one fireball hurler chanting in front of the portal and eight small demons around him, a couple of them digging the ground with their hands and seeming to be sowing tiny fragments of the weird purple fungus you saw before at Irdosh.

What do you do?

> Run towards them and attack the small demons with your swords (roll 4d20 DC10)
> Shoot the small demons with your repeating crossbow (roll 5d20 DC10)
> Shoot the fireball hurler with your repeating crossbow (roll 5d20 DC 14)
> Use a potion (which one? Invulnerability (1), Haste (2))
> Take a wide detour around the area avoiding the encounter
> other
>>
Rolled 17, 5, 16, 1, 5 = 44 (5d20)

>>3456494
>Snipe the fireball hurler
>>
Rolled 15 (1d20)

>>3456535

You shoot at the fireball hurler, managing to hit him twice in the back! He turns towards you in fury and toss a fireball at you!

The mass of small demons starts to run after you!

What do you do?
> Run towards them and attack the small demons with your swords (roll 4d20 DC10)
> Shoot the small demons with your repeating crossbow (roll 5d20 DC10)
> Shoot the fireball hurler with your repeating crossbow (roll 5d20 DC 14)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 7, 14, 15, 16, 18 = 70 (5d20)

>>3456542
Shoot the fireball hurler with your repeating crossbow (roll 5d20 DC 14)
>>
Rolled 9, 12, 19 = 40 (3d20)

>>3456579

The fireball explodes near you but you jump out of its range in time! (spent one free dodge!)

You kill the fireball hurler, and with the remaining shots you kill three more small demons!

The five remaining small demons get close to you! Three of them attack you with their claws! Rolling to hit against DC 15.

What do you do?
>Attack the small demons with your swords (roll 4d20 DC10)
> Run away from the small demons and shoot them with your repeating crossbow (roll 5d20 DC10)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 2, 14, 7, 20 = 43 (4d20)

>>3456585
>Cut them up

For future reference could we outrun them? The boss is dead so they aren't a big priority.
>>
Rolled 18, 9, 15 = 42 (3d20)

>>3456593 yes, you can run faster than small demons, their tiny legs mean they have a hard time running as fast as an adult human can

One of the small demons almost manages to get you with its claw, but you got out of the way in time! (spent last free dodge!)

You kill a couple more small demons with your sword!

The three remaining small demons attack you with their claws!

What do you do?
>Attack the small demons with your swords (roll 4d20 DC10)
> Run away from the small demons and shoot them with your repeating crossbow (roll 5d20 DC10)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 6, 14, 2, 10 = 32 (4d20)

>>3456604
>Keep swording
>>
Rolled 19 (1d20)

>>3456730

Two of the small demons manage to claw your arms! You're lightly injured!

You kill a couple of small demons with your swords!

The last small demon attack you with his claws! Rolling to hit against DC 15.

What do you do?
>Attack the last small demon with your swords (roll 4d20 DC10)
> Run away from the small demon and shoot it with your repeating crossbow (roll 5d20 DC10)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 18, 9, 8, 20 = 55 (4d20)

>>3456736
Attack the last small demon with your swords (roll 4d20 DC10)
>>
>>3456826

The last small demon dives into you and claws your abdomen, making a deep gash! You slice it up with your swords, killing it.

You're seriously wounded! You're now getting penalties of +1 DC for every roll.

It would take a couple weeks or so to heal from those wounds. What would you like to do?

> Bad luck! Abort mission and return to town to heal, we can always come back later anyway
> Soldier on, you came this far you'll keep going now
> other
>>
>>3456834
>Soldier on
>>
>>3456834
> Soldier on, you came this far you'll keep going now
We got potions
>>
>>3456850
>>3456865


You decide to soldier on despite your wounds.

The rest of the trip transcurs uneventfully.

You arrive at the abandoned village; near it there's a hill so you climb it to assess the situation..

You see the town square where the various stores in town are so the most loot should be there with five spiked demons apparently sleeping in there, you don't recall ever having seen demons sleeping before.

You see a section of the village with stone houses with three fireball hurlers, they've dragged some furniture out into the street and are sitting down methodically carving detailed patterns into them, you see a bunch of finished pieces already scattered through the street, the demons are quite the industrious artisans.

You see a section of the village with wooden houses, the poorer part of town, with ten small demons, they're busily revolving the earth and planting the weird fungus you saw a few times already.

You don't see any portal though. Perhaps the boss demon was killed, perhaps there was never one to begin with.

Which section of the village do you wanna clear out first?
> Approach the main square where are the sleeping spiked demons
> Approach the stone houses where are the artisans fireball hurlers
> Approach the wooden houses where are the small demons
> other
>>
calling it a night
>>
>>3456919
>Main square

Maybe we can kill them in their sleep
>>
>>3457459

You decide to go clear out the main square first.

You carefully approach the five spiked demons who are fast asleep!

You could get cover inside one of the buildings if you're so inclined.

What will you do?
> Run towards the spiked demons and attack them with your swords (roll 4d20 DC 12)
> Shoot at the spiked demons with your repeating crossbow (roll 5d20 DC 12)
> Get cover inside one of the buildings before shooting at the spiked demons with your repeating crossbow (roll 5d20 DC 12)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 1, 13, 1, 3 = 18 (4d20)

>>3457560
Sneak up and slit their throats
>>
Rolled 13, 20, 18, 9, 3 = 63 (5d20)

>>3457562

You sneak up upon the spiked demons and attempt to slit their throats. You manage to injure one of them before they all wake up!

They're very close to you so instead of shooting spikes at you they pounce on you attacking you with their claws! Rolling to hit you against DC 15.

What will you?
> Attack the spiked demons with your swords (roll 4d20 DC 12)
> Run away from them and start shooting at them with your repeating crossbow (roll 5d20 DC12)
> Jump inside one of the buildings through a window
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
>>3457560

I just realized that I set the DC to hit the sleeping demons the same as the DC to hit them while they are awake. It should've been DC 4 instead of 12.

But his >>3457562 rolls were so bad it didn't make a difference so let's carry on.
>>
>>3457569

Just checked my notes and you are still seriously wounded from the last encounter.

The DCs to hit are increased by 1.

I'll post the corrected information next turn.
>>
By the way, I got a new combat mechanic I've been tinkering with, do you guys want me to implement it now?

> Implement new combat mechanic now
> Wait until this combat is over
> Leave if for next thread
> other
>>
Unfortunately I only have like three hours right now to run the thread, I might have a bit more time later tonight though.

Lately the pace at which we've been running these combats been rather slow with the whole waiting hours between a roll and another so I'm not sure if we'll be able to finish this combat today. We'll see...
>>
>>3457710
Leave if for next thread
>>
>>3457944

Alright, I'll leave the new combat mechanic for next thread. Maybe I'll even come up with more stuff until then.

Let's keep running this combat then, pick what to do from here >>3457569
>>
Rolled 13, 3, 17, 1 = 34 (4d20)

>>3457569
> Attack the spiked demons with your swords (roll 4d20 DC 12)
>>
Rolled 13, 15, 14, 9 = 51 (4d20)

>>3458065

The spiked demons claws almost manage to slash at you, you dodge their attacks expertly! (spent both free dodges!)

Despite their size spiked demons are not built for hand to hand combat - their claws are not very big nor particularly sharp, and they're kinda clumsy. They only cause half damage from up close. They don't seem to be smart enough to realize they'd be better off getting farther away and attacking with their main weapon their spikes either.

You attack the spiked demons with your swords! You manage to kill one of the spiked demons with a couple swift blows!

The four remaining spiked demons continue to claw at you!

(you're currently seriously wounded, all DCs are increased by 1)

What will you do?
> Attack the spiked demons with your swords (roll 4d20 DC 13)
> Run away from them and start shooting at them with your repeating crossbow (roll 5d20 DC13)
> Jump inside one of the buildings through a window
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 1, 18, 7, 3 = 29 (4d20)

>>3458077
Attack the spiked demons with your swords (roll 4d20 DC 13)
>>
Rolled 12, 18, 17 = 47 (3d20)

>>3458168

One of the spiked demons manages to scratch you with their claws worsening your wounds slightly!

You kill the one spiked demon you had wounded at the beginning of the combat with a well placed slice in its head!

The three remaining spiked demons continue to try to rip you apart with their claws!


(you're currently seriously wounded, all DCs are increased by 1)

What will you do?
> Attack the spiked demons with your swords (roll 4d20 DC 13)
> Run away from them and start shooting at them with your repeating crossbow (roll 5d20 DC13)
> Jump inside one of the buildings through a window
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
I'll be AFK for a few hours, will probably be around for a few hours later.
>>
Rolled 7, 9, 9, 18 = 43 (4d20)

>>3458177
> Attack the spiked demons with your swords (roll 4d20 DC 13)
>>
Rolled 18, 19, 16, 14 = 67 (4d20)

>>3458177
Attack the spiked demons with your swords (roll 4d20 DC 13)
>>
Rolled 14 (1d20)

>>3458262
>>3458299

The spiked demons manage to land a couple hits on you! Their claws deepen the gashes throughout your body and worsen your condition! You're seriously wounded and now you're getting +2 DC on your rolls.

With a precision rarely seem you slash at the spiked demons with your swords, felling two of the beasts with two strikes each.

The last remaining spiked demon attacks you with its claws! Rolling to hit against DC 15.

(You're currently seriously wounded, all DCs are increased by 2)

What will you do?
> Attack the last spiked demon with your swords (roll 4d20 DC 14)
> Run away from it and start shooting at it with your repeating crossbow (roll 5d20 DC14)
> Jump inside one of the buildings through a window
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
I'll be around for about a couple hours if anyone is up to finish this fight
>>
Rolled 8, 7, 11, 5 = 31 (4d20)

>>3458691
> Attack the last spiked demon with your swords (roll 4d20 DC 14)
>>
Rolled 7 (1d20)

>>3458979

The spiked demon is unable to sink its claws on you!

You swing your swords at the spiked demon wildly but miss every hit!


The last remaining spiked demon attacks you with its claws! Rolling to hit against DC 15.

(You're currently seriously wounded, all DCs are increased by 2)

What will you do?
> Attack the last spiked demon with your swords (roll 4d20 DC 14)
> Run away from it and start shooting at it with your repeating crossbow (roll 5d20 DC14)
> Jump inside one of the buildings through a window
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 6, 9, 16, 2 = 33 (4d20)

>>3458997

I'm tired of waiting, I know you guys gonna pick

> Attack the last spiked demon with your swords (roll 4d20 DC 14)

so I'm gonna roll it myself, I wanna finish this combat before I go to sleep.
>>
>>3459015

The evade the attack of the spiked demon.

You swing your swords at the spiked demon! You land one hit at the creature, wounding it! That's not quite enough to kill it though, it keeps fighting!

The last remaining spiked demon attacks you with its claws! Rolling to hit against DC 15

(You're currently seriously wounded, all DCs are increased by 2)

What will you do?
> Attack the last spiked demon with your swords (roll 4d20 DC 14)
> Run away from it and start shooting at it with your repeating crossbow (roll 5d20 DC14)
> Jump inside one of the buildings through a window
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 15 (1d20)

>>3459019

forgot the roll of the spiked demon

doing things in a hurry i
>>
Rolled 11, 8, 15, 14 = 48 (4d20)

>>3459019
>>3459020

> Attack the last spiked demon with your swords (roll 4d20 DC 14)
>>
Rolled 11, 15, 18, 4 = 48 (4d20)

>>3459019
Attack the last spiked demon with your swords (roll 4d20 DC 14)
>>
>>3459022

The spiked demon manages to claw you in the gut, greatly worsening your condition! You're now cripplingly wounded, getting a penalty of DC+3 to all actions and DC-1 to be hit!

You land the killing blow in the last spiked demon!

The main square is clear!

You give in the signal and Jeremy comes in with his wagon! He begins looting all the stores! He loots the blacksmith, the clothing store, the apothecary, the brewery, and some houses! The wagon is nearly full with loot - weapons, clothes, barrels of aged booze, silver cutlery.

Jeremy tells you that we already got about half of the good stuff - the houses from the rich people in the stone houses sector of the village should have some jewelry that could fetch a good price, but considering how bad of a shape you're already in, and the fact that we might encounter more demons on the way back town he ponders we should pack up our stuff and head back now. As for the poor people's part of town where there are the wooden shacks there's likely nothing worth looting around there, Jeremy tells not to bother.

What should we do?
> Pack up and leave, we looted enough
> Go clear the stone houses section
> Go clear the wooden houses section
> other
>>
For the sake of my sanity from now on I'm gonna include the option

> Auto roll combat (pick one: melee, ranged)

and then I'll just roll all the dice until either you or the demons are dead, instead of waiting two hours for each roll
>>
elaborating more on the autoroll mechanic, it would work like that

you're fighting spiked demons, small demons and fireball hurlers

> Auto roll combat ( pick one: melee, ranged; choose priority: spiked demons, small demons, fireball hurlers)

you want to kill fireball hurlers first, then spiked demons, then small demons with your crossbow, then you write

> Auto roll combat (ranged; fireball hurlers, spiked demons, small demons)

and then I would roll the combat automatically targeting the enemies in the order you chose, instead of waiting hours for rolls

if you want to switch from melee to ranged during combat you can specify that on the queue too

> Auto roll combat (ranged; fireball hurlers, melee; spiked demons, ranged; small demons)

and of course if you think the queue is not explicit enough you can detail further your strategy in your post, like saying "I'll snipe the fireball hurlers, then I'll run to the spiked demons to slice them, then I'll run around shooting the small demons"

I think it will work nicely.


Anyway, calling it a night.
>>
>>3459041
>>3459066
>>3459119
Sounds good. Thanks for running.
> Pack up and leave, we looted enough
>>
>>3459041
Pack up and leave, we looted enough
We better get some better armor
And we always come back
>>
Rolled 2, 2, 6, 9, 9, 1, 1 = 30 (7d10)

>>3459122
>>3459202

You figure you you've already looted enough and then you pack up to leave the abandoned village.

Rolling to check for random encounters on the way back town, 10 is demons.
>>
>>3459713

Thankfully the trip back town transcurs uneventfully.

Once the two of you arrive back at Grison Jeremy begins unloading in the market all the goods that were looted. He shares half the profits with you, you make a pretty penny!

You then take a couple months off work to heal from your wounds. In the mean time you hear that attacks from the blue dragon on that specific pass in the mountains became a frequent nuisance, with six merchants dead over the course of two months; savvy merchants are now taking a detour around the mountains that make the trip about a week longer on average in order to avoid the deadly pass.

Once you're back on your feet consider what to do next!

> Go slay the blue dragon that is causing all the trouble in the mountains
> Hit the taverns looking for jobs
> Go check the wizard tower, they may have some quest or stuff for sale that you might wanna buy
> Go check the barracks, maybe the army has uses for a demon hunter
> Travel somewhere (west to Alderan, east past the mountains, south towards the capital, north towards Honosea, other)
> other
>>
>>3459742
>> Go slay the blue dragon that is causing all the trouble in the mountains
>>
Rolled 7, 8, 10, 7, 8, 2, 3 = 45 (7d10)

>>3459826

You decide to go slay the blue dragon that is causing all the trouble in the mountains!

Since you'll be mountain climbing you buy some rope and a hook plus assorted mountain climbing gear and set on your way to look for the blue dragon's lair!

The trip towards the blue dragon's lair takes about seven, rolling to check for random encounters, 10 is demons.
>>
>>3459840

On the third day of travel towards the mountain pass you see ahead of you the orange glow of a portal.

Six small demons and two fireball hurlers are on the road ahead, one of the fireball hurlers busily chanting by the portal, another carving some sort of totem pole out of a trunk tree and the six small demons busily planting fungus.

What do you do?
> Attack the demons with your swords (roll 4d20, pick target DC 10 small demons, DC 14 fireball hurlers)
> Shoot at the demons with your repeating crossbow (roll 5d20, pick target DC 10 small demons, DC 14 fireball hurlers)
> Auto roll combat (pick one: melee, ranged; choose priority: small demons, fireball hurlers)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
Rolled 7, 18, 16, 8, 6 = 55 (5d20)

>>3459855
>> Shoot at the demons with your repeating crossbow (roll 5d20, pick target DC 10 small demons, DC 14 fireball hurlers)
chanting fireball hurler
>>
Rolled 4, 19 = 23 (2d20)

>>3459861

You shoot at the fireball hurler who was chanting by the portal, managing to get two hits on the creature! Angered it turns to you tossing a fireball! The other fireball hurler follows suit, dropping his totem to the ground, getting up from his crouched position and tossing a fireball at you! Rolling to hit against DC 15.

The six small demons notice you and come running towards you!


What do you do?
> Attack the demons with your swords (roll 4d20, pick target DC 10 small demons, DC 14 fireball hurlers)
> Shoot at the demons with your repeating crossbow (roll 5d20, pick target DC 10 small demons, DC 14 fireball hurlers)
> Auto roll combat (pick one: melee, ranged; choose priority: small demons, fireball hurlers)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other
>>
By the way, if you're not going to stick around to run the combat turn by turn please pick the auto roll combat option, thanks in advance.
>>
>>3459865
>> Auto roll combat (ranged;fireball hurlers melee;small demons )
>>
Rolled 12, 12, 4, 11, 9 = 48 (5d20)

>>3459881

rolling crossbow hit against fireball hurlers
>>
Rolled 6, 14, 14 = 34 (3d20)

>>3459887

The fireball hurlers shoot at you and one of the fireballs barely hits you! (spent first free dodge!)

You shoot at the fireball hurlers but you miss every shot!

The fastest of the small demons manage to get close enough to rip you with his claws! The others should soon get near too...

The fireball hurlers continue to shoot fireballs at you!

Rolling to hit against DC 15, first two rolls are fireball hurlers, then the small demon.

What do you do?
> Attack the demons with your swords (roll 4d20, pick target DC 10 small demons, DC 14 fireball hurlers)
> Shoot at the demons with your repeating crossbow (roll 5d20, pick target DC 10 small demons, DC 14 fireball hurlers)
> Auto roll combat (pick one: melee, ranged; choose priority: small demons, fireball hurlers)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other

(currently auto rolling combat, ranged;fireball hurlers melee;small demons)
>>
Rolled 7, 12, 15, 14, 17 = 65 (5d20)

>>3459901

rolling to hit fireball hurlers with crossbow
>>
Rolled 14, 10, 20, 7 = 51 (4d20)

>>3459903

The fireball hurlers miss their marks, the fireballs pass on by near you harmlessly; the small demon is unable to hurt you.

You shoot your crossbow at the fireball hurlers and manage to score a hit at the one that was chanting, killing it; and a couple hits at the other one, severely injuring it!

The last remaining fireball hurler shoots another fireball at you!

Two more small demons manage to get close to you! The three of them attack you with their sharp claws!

Rolling to hit against DC 15, first the fireball hurler them the small demons.

What do you do?
> Attack the demons with your swords (roll 4d20, pick target DC 10 small demons, DC 14 fireball hurlers)
> Shoot at the demons with your repeating crossbow (roll 5d20, pick target DC 10 small demons, DC 14 fireball hurlers)
> Auto roll combat (pick one: melee, ranged; choose priority: small demons, fireball hurlers)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other

(currently auto rolling combat, ranged;fireball hurlers melee;small demons)
>>
Rolled 8, 11, 19, 3, 3 = 44 (5d20)

>>3459909

rolling to hit fireball hurler with crossbow
>>
Rolled 14, 13, 20, 13, 16, 8 = 84 (6d20)

>>3459913

One of the small demons very nearly slices you with its claws, you dodge it in the nick of time! (spent last free dodge!)

You shoot at the last fireball hurler with your crossbow, slaying it!

The small demons surround you completely! They all attack you simultaneously!

Rolling to hit against DC 15.

What do you do?
> Attack the demons with your swords (roll 4d20, DC 10 small demons)
> Shoot at the demons with your repeating crossbow (roll 5d20, DC 10 small demons)
> Auto roll combat (pick one: melee, ranged; choose priority: small demons, fireball hurlers)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other

(currently auto rolling combat, ranged;fireball hurlers melee;small demons)
>>
Rolled 5, 1, 1, 4 = 11 (4d20)

>>3459923

rolling to attack small demons with your swords
>>
Rolled 5, 15, 17, 8, 12, 7 = 64 (6d20)

>>3459925

The small demons attack you with fury, two of them manage to land hit on you, one of them harming you on your arm, another making a deep gash on your torso!

You're now seriously wounded, getting a penalty of +1 to all DCs.

You swing your swords at the demons but fail to connect any hits.

The small demons continue to attack you!

Rolling to hit against DC 15.

What do you do?
> Attack the demons with your swords (roll 4d20, DC 11 small demons)
> Shoot at the demons with your repeating crossbow (roll 5d20, DC 11 small demons)
> Auto roll combat (pick one: melee, ranged; choose priority: small demons, fireball hurlers)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other

(currently auto rolling combat, ranged;fireball hurlers melee;small demons)
>>
Rolled 7, 6, 19, 9 = 41 (4d20)

>>3459934

rolling to hit small demons with your swords
>>
Rolled 9, 15, 18, 15, 18 = 75 (5d20)

>>3459936

The small demons manage to land a couple more hits on you, deeply wounding you on your gut and on your leg! You're now crippled, receiving a penalty of +3 to all DCs and -1 on the DC to be hit!

You swing your swords at the small demons and manage to kill one of them!

The small demons continue to attack you!

Rolling to hit against DC 14.

(you're currently crippled! You're taking a penalty of +3 to all DCs and -1 to the DC to be hit)

What do you do?
> Attack the demons with your swords (roll 4d20, DC 13 small demons)
> Shoot at the demons with your repeating crossbow (roll 5d20, DC 13 small demons)
> Auto roll combat (pick one: melee, ranged; choose priority: small demons, fireball hurlers)
> Use a potion (which one? Invulnerability (1), Haste (2))
> other

(currently auto rolling combat, ranged;fireball hurlers melee;small demons)
>>
Rolled 11, 4, 6, 14 = 35 (4d20)

>>3459946
Attack the demons with your swords (roll 4d20, DC 13 small demons
>>
>>3459946
>>3459969


> these rolls
The group of small demons proved too difficult for Alfonzo Robella to defeat. In a stroke of luck, four demons manage to land their hits in the same turn, slaying our brave champion. His remains were feasted upon by the small demons as the road kept being avoided by merchants for quite some time until some other brave champion managed to rid the land of the blue dragon menacing the mountain pass.


THE END


It is a bit sudden, I wasn't going to end the quest right now, but the dice gods are fickle... Guess instead of continuing the adventures of Alfonzo Robella I'm going to have to start fresh on the next thread... see you guys there!
>>
>>3459994
Sadness
Oh well see you there
>>
>>3459994
Thanks and sorry I wasn't here. I'm not sure why no one thought to use the invulnerability potion.



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