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Previously..
We accepted a quest to kill a sin, acquired murderhobo elf companion, and got some basic armor as well as the promise of payment from the town guard for the death of the sin. You and the elf successfully killed the bird sin, but you quickly found that you couldn't sustain your energy in engagements yet, having never been a combat mage. You passed out, and the session ended.

-

Your dreams are riddled with thoughts of Sin, and one particular person you don't recognize. You only catch glimpses of her at the edges of your vision, but each time they pass they seem a little bit different. Your mouth opens and calls out a name that you immediately forget-- did you ever know it, or did you just say it on a whim? The figure appears in front of you briefly, and you catch a glimpse of her void-riddled body. She wears a small smile and--

You awaken suddenly from your exhaustion-induced slumber, eyes snapping open to take in your surroundings. Your point of view is a bit skewed, looking down at the ground from a few feet up. You realize you're being carried. "Mornin' sunshine," Nissa greets you sarcastically, though a sliver of curiosity slips through in her voice. "You woke up fast. We're almost back to town, I thought you'd be out longer." The elf lets you down gingerly, and you stumble briefly but get your footing and start walking quickly enough. You notice that Nissa got the Sin's skull and has it somehow lashed to her bag. The way she's carrying it looks cumbersome, but she seems able to deal with it well enough. Plus, she went all that way with you on her shoulder as well so she must be more than you originally thought.

Dispelling the thoughts of that strange dream dwelling in your mind, you look ahead to see you're just about at the threshold of Oren town. Waiting for you is a band of three or four town guard, who upon seeing you look surprised. As soon as their gaze moves to Nissa, they notice the skull and are in awe that the two of you managed to kill it. They greet you two and quickly take the cumbersome skull, carrying it as a group to the barracks. You and Nissa pause to watch as they enter, hearing cheers immediately sound from the building. You briefly wonder if you should go in now, or go somewhere else and discuss payment later? Maybe that mage's shop could be a good stop.Whatever your choice, Nissa heads for the barracks. She isn't one to pass up possible free drink and a good time.

You're left with a choice of where to go.
>Barracks
>Mage's Shop
>Explore more of town
>Writein
>>
>>1982288
>Barracks
Time to get paid for murderhoboing
>>
>>1982294
supporting
>>
>>1982294
>>1982314
Writing
>>
Figuring there's nothing better than payment first, you follow after Nissa and enter the barracks. You're met by the sight of a celebration already beginning to get underway- all thanks to you and murder-elf, of course. The captain of the guard recognizes that as he spots you and moves to speak to you. "Mage. Thank you for taking out that Sin," he shakes your hand and goes on to say, "I've spoken to the owner of the inn, and he says he'd give you and your companions a room whenever you're in town, free of charge. It's the least he could do for the killer of that damn beast. You'll find your payment in the room you've been given for the night, just go to the inn and you'll be sorted out right quick. Now, feel free to join the celebration!"

Sin hunt complete. Payment awaiting in the inn. Oren town status: Friends.

You thank him for the invitation and for quickly mentioning where your payment is. Question is, do you go get it immediately or stick around in the barracks? Or, of course, go off and do something else.

>Inn
>Party
>Writein
>>
>>1982348
>Party
>>
>>1982348
>Party
>>
>>1982359
>>1982352
Writan, might be a bit longer since I'll likely go grab breakfast and coffee
>>
You decide to stick around with the soldiers, not turning down the opportunity of free drink and food once the celebration really gets going. For now, it's mostly just singing and generally being merry, as well as drinks from what the soldiers happen to have at the barracks. Without a doubt, though, runners were sent to the inn and bar for food and drink to be prepared. You move around the room and mingle with the guards. Those who lost a friend to the Sin seem extremely grateful, and each gives a small payment in addition to what you're already receiving from the head guard. You pocket 10 echoes in total, and just lose yourself in the celebrations. It quickly became a town-wide affair, for some reason. Maybe that Sin had been terrorizing them for far longer than you originally thought. You eat, drink, and be merry, talking among the inhabitants of the town. In your socializing, you learn of a location of interest-- A strange overgrown structure to the north of the town, in the plains. According to a few different men, it has what sounds like a heartbeat, with strange, deep hums coming from the odd thing. You write that down somewhere in your book so you don't forget by morning, then carry on partying.

Nothing else of interest happens the rest of the night, and you almost fall into the inn, dead on your feet. The innkeeper recognizes you and grins, leading you to your room and handing over the key. You unlock it and enter, collapsing onto the bed and deciding to deal with everything in the morning.

The odd corrupted girl makes another appearance in your dreams, her mouth moving but no words leaving. In her presence, though, you are comfortable rather than disturbed, despite her odd appearance.

You awake once more with a jolt. Your head throbs with a dull ache, but it's easy to ignore for the time being. Nissa sleeps on the bed opposite your own, peacefully bundled under her covers. At the foot of each bed is a chest for belongings. You open yours and are met with the sight of a coinpurse and a roll of paper. You glance into the bag and see what looks like about a hundred echoes, in the form of coins worth ten each. You put them into your own coinpurse and move onto the roll of paper, unrolling it to read. It's a basic contract stating that you have a room to stay in so long as the inn isn't full. Nice.

Total gained: 120 echoes, permanent room in Oren's Inn. Information of odd structure to the north.

Now that you're awake, you wonder what you should do? You could go out and see if there's more info about the odd structure, go check out shops?

>Intel gathering
>Shops
>Writein
>>
>>1982425

>Intel gathering
>>
>>1982425
>>Intel gathering
>>
Quick heads-up, 'net is quite on-and-off right now. Will writeup now and post when my connection allows me to.
>>
This one suggests explore the town more
>>
You set your mind on gathering information about that odd structure that was mentioned last night by some townspeople. Though almost nobody is currently awake- so, you figure it would be a good time to get breakfast. Then go and gather information. You're given a hearty meal for free. Between the celebration and your generous act of removing the Sin, the inhabitants of this town seem to trust you much more. Your hunger satisfied and your mild hangover ebbing away, you glance around to see that people are beginning to mill about the town in their daily activities. Before heading out of the tavern, you ask the keep if he possibly knows anything about the odd structure to the north. He shakes his head and mentions the mage Zekan once more, suggesting he may know something about it. He also recommends you go speak to the hunter's guild. They often venture to the plains and will likely have poked around at the oddity. You thank the dwarf for the meal and information, then head out.

Question is, though, where do you go first? You could go to Zekan's Arcana and speak to him about whether or not he knows anything. Or, you could go the the Hunter's Guild branch here. Hell, you could even go to the barracks to see if Izuka knows anything.

>What do?
>>
>>1982503
>Hunters guild

I'll support this
>>
This one believes hunters guild would be good start then speak to the one who uses magic.
>>
>>1982505
>>1982567
Your interest is piqued by the mention of the hunter's guild, wondering just how you hadn't heard of this place before. They'll probably have information about what you need. You set your course for the building that the dwarf pointed out to you.

What meets you on the outside is not too impressive. A one-story building that looks like no more than a humble home. Boring. Etched above the door is "Hunter's Outpost". You shrug and, figuring it's the right place, enter. What meets you on the inside, though, is entirely unexpected.

You step into an entryway that quickly declines into a steep stairwell that leads into what you think is a much larger cavern below. This... Certainly wasn't what you expected. As you descend you hear chatter of various men and women, as well as the sounds of rattling cages and angry beasts. Interesting. You reach the bottom and step out into the wide open space, and your guesses were correct. Cages line one wall, about half filled with Sin of various sizes and species. The others are all empty. Some are aggravated by your appearance into the cavern, and others remain lying down, almost resigned. The abominations seem much less terrifying when they're forced to submit. You wonder just what these hunters do.

A tall, thin man with a head of messy blond hair approaches you, gazing curiously. His lanky, tall body make him seem almost otherworldly. You wonder briefly what he is, but don't have much time to ponder before his odd monotone voice asks flatly, "Why do you come here?" His eyes seem simultaneously unfocused but also as if they bore straight into you, leaving you unsettled and uncomfortable in his presence.

What questions do you have?
>>
>>1986150
Do you know anything about the strange structure to the north?
>>
Ja'zar wonder on top of anything you know about the structure north. Can you tell this one's party what we may encounter on our way there?
>>
Test12, id might have been fukt up.
>>
Well would you look at that. Haven't hit autosage despite this thread getting zero use in its time. Aight, feeling some insomnia so I'll throw an update up and hope some of the players in later timezones are on.

-

The scrawny man looks at you with thought going slowly behind those unfocused yet oddly sharp eyes. He nods and he seems to become more relaxed, answering in his monotone yet somehow almost nervous voice. "What you'll encounter? Uh, er, probably just plains beasts. Large cats are probably your biggest concerns of the normal animal population, but they won't bother you if you don't bother them. Those things can smell mages from far away, it's strange. You might find a Sin or two, maybe even an infected human if you stray too far off the path. If they're out patrolling, which they shouldn't at this time but you never know, you just might find a detachment of elves too. They come down from the mountains every so often. Weird, huh? Damn things are supposed to be in the forests, not the mountains. As for the structure; we couldn't tell much about it." He pauses to think about it, then nods, "It's about the size of a home. Maybe a little smaller. Couldn't find a way into it, but it seemed to.. Hum, with a weird sort of heartbeat sound. Frankly, it unnerved me. Got my crew away from it fast as possible. One of the men thought it might be on top of one of those leyline things that the magic sort always talk about, but it didn't seem nothin' special to me 'side from the odd noise."

Interesting. Very interesting.

>Leave to go do other things
>Ask question;
Such as
>Race?
>What's with the sin?
>Crew?
>What do you do?
If you pick from above, pick two for now.
>>
>>1997310
>What's with the sin?
>What do you do?
>>
>>1997310
>>What's with the sin?
>>What do you do?
>>
>>1997334
>>1997338
Writing
>>
>>1997340
"What's with those sin caged up?" You ask, glancing over at the wall lined with cages upon cages of Sin locked away, either freshly captured and still angry at the world, or simply resigned to their fate and sulking about, waiting for their next meal. You look closer and see that on each cage hangs a pair of dogtags. He quickly starts explaining, "You haven't heard of us, then? I can answer both of those questions at once, I think. The Hunters are a group of people dedicated to finding and taking down Sin and, if possible, incapacitating or recruiting Infected humans. Those of us you see in here," He motioned to himself then all the other hunters moving about and doing their daily work within the outpost "We're all infected, at various stages of the process." In explaining this, his voice seems much more excited than it previously was. "The cool thing about this Sin virus, in the one year that it takes to take over a human, we gain traits of the animal that got us. Plus, we get some pretty crazy strength or speed or what have you. We were a pretty controversial group when we were made. An all-infected organization dedicated to taking down the very sin that created us? Odd. But, effective, as the public has come to find out. Those Sin caged up are our brothers who have turned. Their one year has expired, and they entered the cage willingly to turn so that they would not hurt their brothers in arms in their transformation and loss of sanity. Those that didn't are put down peacefully and painlessly."

Woah. These guys are all infected? As you peer closer at him, you do notice that his hair is not a natural color, and poking from his shaggy hair are a pair of tiny rounded ears. His nervous nature makes you think of a ferret or a rat. Poor guy. He seems to have come to terms with the situation well enough, however, in his joining of the Hunters. Explains how they are able to venture out so fearlessly and effectively. Plus, they have an almost endless supply of recruits so long as the Sin exist and people continue to fight them. It's really quite smart. You make a note to remember these guys in case you get into a bit of a dicey situation.

>Any more questions?
>>
>>1997353
No.
Nothing else.
Interesting but we should probably move on
>>
>>1997410
backing
>>
>>1997410
>>1997422
Alright. Where d'ya want to go?
>Back to Inn
>Mage's shop
>Barracks
>>
>>1997427
>Mage's shop
>>
>>1997427
>>Mage's shop
>>
Party should go to mage's shop see what it has
>>
>>1997427
Magic!
>>
>>1997353
>>Mage's shop




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