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File: Smolder.jpg (47 KB, 460x345)
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A murmur of reality seeps into the void. The echo of a word: awaken.

You don’t have eyes, but your mind, remembering form, creates the sensation of them snapping open. A tiny hint of being flickers in front of you. Then, a reality storm shakes the nothing. A gate. You pass through it.

As you pass through the gate, your body wraps itself around you. Your eyes - glowing with baleful hellish light - cast about the room. Your crypt. You look down, and are greeted by the hideous face of Carn, your faithful minion. Carn isn’t human, but he isn’t anything else, either.

“Master! You are returned! Oh, glorious day!”

Your left hand flexes instinctively, searching for your power. You find it… diminished, somewhat. You speak, without words.

Carn, where is my armor?

“Here, master, here!”

Carn half-jogs, half-hobbles away, occasionally turning his head to ensure you follow. The stair from your crypt is set with a fine layer of dust, the only light the glow of your eyes and the lantern carried by Carn. What has happened to your fortress? Your servants? Your power? The servant of the Light that struck you must have done so deeper than you realized.

You ascend to your sanctum. Dust and cobwebs coat everything, except for a pristine suit of armor, lovingly maintained to a perfect dark sheen. Beside the armor, your weapon hangs, the…

>Mace of War: STR +10, CON +5, ATK 20 DMG 1d12+5 Blunt
>Reaping Sword: CON +10, STR +5, WIS +5, ATK 15, DMG 1d10+2 Slashing, AC +10
>Hell Talon: STR +5, CON +5, INT + 5, WIS +5, DMG 1d8+2 Slashing, 1d4 Burning

+++

This is not an Overlord (Anime) or Overlord (Vidya) quest, despite any similarities and the OP image.
>>
>>2756625
Mace of War
>>
>Hell Talon
>>
>>2756625
>Mace of War: STR +10, CON +5, ATK 20 DMG 1d12+5 Blunt

To crush your enemies, see them driven before you.
>>
>>2756625
>>Mace of War: STR +10, CON +5, ATK 20 DMG 1d12+5 Blunt
i just hope we end up being a FAMILY MAN
>>
>>2756625
>Mace of War: STR +10, CON +5, ATK 20 DMG 1d12+5 Blunt
AND ANOTHER ONE
>>
File: MACE_OF_WAR.jpg (63 KB, 1000x1000)
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Armor donned, you take up your mace, a great, ornately carved work of brutal art, as heavy as a man in armor, and stride up the stairs after Carn, who continues to steal prideful glances at your gleaming armor. You emerge from the staircase, as you knew you would, into your throne hall.

The staircase you emerged from is set behind your throne, which itself is a dark, expertly carved work of art hewn from obsidian and inlaid with gold. It also has a large chunk blasted out of it. Hmm.

The rubble of the guardian statues that used to defend this place is strewn about the room, the last remnants of the magic within them causing the dust to spiral and sweep about your feet. The braziers lining the hall, once magically fuelled by the Darkheart, lie cold. Wind howls through the holes in the walls, put there by your final, desperate battle, a century ago. Moonlight spills in from above, and ravens call somewhere in the rafters high above.

My domain is in ruins. My power is diminished. I must rebuild… and for that, I need minions. Carn, where are my armies? Where are the demons, the undead, the beasts? Where are my legions of men, my dwarven smiths and engineers? My elven servants? Surely the power of this place has not waned so greatly?

Carn winces, almost imperceptible upon his warped face.

“My master. The Darkheart… when you were struck down, it went dim. In the aftermath of that terrible day, I saw that thrice cursed hero-” he spits the last word - “take up the Darkheart as a trophy. Without it, the orcs returned to their barbarism, the undead to their crypts, and the demons were drawn back to Hell. I know not where the Darkheart resides, but it must be close, or else the Tower would have fallen by now.”

And my Left Hand of Darkness?

“Your symbol of office is similarly lost. Forgive me, master, I am but one.”

Your grip tightens on the mace. There is much to be done. But what first?

“Begging your mercy, master, but I have been anticipating this day for a century. I have some plans you may wish to hear…”

>QUEST: THE DARKHEART
“The Darkheart. The glorious source of your power. With you returned, we might be able to track it through the Echo of its power.”
>QUEST: LEFT HAND OF DARKNESS
“Your Left Hand must be reclaimed if we are to inspire the proper amount of respect and terror in your subjects. A simple divination should be all that is required to locate it.”

>QUEST: UNDER YOUR HEEL
“A village has sprung up not ten miles from here, lord. It would be prudent to remind them of the true power around here.”

+++

15 minute voting limit.
>>
>>2756692
>>QUEST: LEFT HAND OF DARKNESS
It seems easy enough and might prove useful to the other quests.
>>
>>2756707
Forgot to mention: Quests arranged by recommended order of completion.

Do what you wish, though, Overlord.
>>
>>2756717
>>2756692
oh well, then changing the left hand for the
>QUEST: THE DARKHEART
>>
>>2756692
>QUEST: UNDER YOUR HEEL
Can't be an Overlord without some serfs.
>>
>>2756692

>QUEST: THE DARKHEART
“The Darkheart. The glorious source of your power. With you returned, we might be able to track it through the Echo of its power.”
>>
>>2756754
+1
>>
>>2756692
>QUEST: THE DARKHEART
>>
>QUEST: THE DARKHEART

Carn, I shall reclaim the Darkheart.

"Wise choice, my master, not that I doubted your wisdom!"

You purposefully stride to where the Darkheart was set, above your throne. You reach into the air, summoning the Echo of its energy, the magical resonance that cast into the ambient mana here. Its dark signature is thick here, and your eyes flare as you taste the remnants of its power.

>1d100 + 10

DC is 55
>>
Rolled 36 + 10 (1d100 + 10)

>>2756830
>>
>>2756830
Best of three, sorry. Critical failures (1) do not take priority... yet.
>>
Rolled 58 + 10 (1d100 + 10)

>>2756830
This has potential. Color me intrigued. Also... GIB DARKHEART
>>
Rolled 21 + 10 (1d100 + 10)

>>2756830
>>
>>2756850
>68
Ask and you shall receive
>>
>>2756850
68

The Echo leads your mind's eye out of the tower, up over your Domain, and plummets into the foothills of the mountain range that guards your dark lands. You see flashing images - a great barrow-door, a statue, and, pulsing with black energy, the Darkheart.

The vision passes. You now know the location of the Darkheart - within a tomb, in the foothills of the Jaw.

Carn, prepare the Tower. I shall utilize the gate to reclaim the Darkheart.

Bowing, Carn says, "Yes master, immediately master," and hobbles up the stairs to your Tower. He will be some time.

You slouch into your throne, feeling the hard embrace of the slave-wrought obsidian. The jagged hole behind your left shoulder bothers you, but it is easy enough to repair when the Darkheart is returned to you.

You would not say to Carn, but the tomb disquiets you somewhat. It is only natural.

After all, it is the tomb of the hero who killed you.

>Continued
>>
>>2756880
Carn returns soon, hands coated with magical pigment. Sparrow's blood and chalk.

"I have repainted and reinforced the Gate circle, master. It now only needs your command to activate."

Then it is time.

You ascend the Tower, its steps worn from the years when countless minions would ferry materials back and forth to your sorcerers. Days long past.

The entire top of your Tower is exposed to the wind and moon, destroyed in the last battle against the forces of Light. You remember Arratok the Golden, one of the last seven dragons allied with the Light, had spiraled from the air into the tower, struck down by your own magics. You had grasped his horns, driven him to the ground. He had there had his skull crushed by the Mace in your hand. You peer down, into the courtyard below, and see Arratok's bones, imposing and noble even in death.

Carn chants the gate's activation litanies, as you stand stoic in the center. Magic, flickering with crimson taint, swirls around you -

and you are in the foothills of the Jaw.

https://www.youtube.com/watch?v=74CYIdYoQ5w

It is a calm place, beautiful and peaceful for a hundred years of healing and regrowth. The gently rolling hills, the placid mountains in the distance. What the casual passerby does not know, however, is how this was the site of the last battle that truly mattered, the last struggle to break your grasp on the world. Blood had fed these lilies ancestors, and corpses had made this land fertile.

The Echo whispers to you from the tomb, a forgotten place, its great dwarf-craft door a work of art not remembered by any living being. It shows the Hero, with their spear and the forces of Light behind them, leading the charge into your Domain. It shows the Hero plunge that selfsame spear into your chest, even as you lash out with your Mace. It shows the grieving forces of light consign the hero to the grave, the art elven, the inscription human.

"Here lies the hero victorious."

You lash out with the Mace, smashing the door to pieces. You stride in, the dust swirling in your wake. There is a short hall, braziers long dead, statues along each side, one for each race: Elf, Dwarf, Lizardman, and, of course, Human. A statue of the Hero herself stands over the coffin at the hall's end.

As you cross the threshold, the ground rumbles, and the statues begin to move. They heft their weapons, step into the hall, and speak as one:

"DARK ONE, YOU ARE PROSCRIBED OF THIS HOLY PLACE."

I have come to claim what is mine.

"WE SHALL FINISH, THEN, WHAT SHE STARTED."

COMBAT BEGINS

>Guardian statue 1: HP 14
>Guardian statue 2: HP 14
>Guardian statue 3: HP 14
>Guardian statue 4: HP 14
>Statue of the Hero: HP 40
>>
Select your target, Overlords.

Combat rules:

To hit, roll 1d100, adding your weapon's ATK. You must overcome your enemy's AC. If you land a hit, you may then roll your weapon's DMG and add 1/10th of your STR score to the damage, rounding down.
>>
Rolled 20 + 20 (1d100 + 20)

>>2756968
ok, so....
>>Guardian statue 1
>>
Rolled 55 + 20 (1d100 + 20)

>>2757002
Statue of the Hero.
>>
Rolled 40 + 20 (1d100 + 20)

>>2756968
>Statue of the Hero
>>
>>2757020
>>2757026
Statue of the Hero
75 ATK roll, success

Roll 1d12+7 for damage (1d12+5 base, +2 from STR score)
>>
Rolled 2 + 7 (1d12 + 7)

>>2757036
>>
Rolled 12 + 7 (1d12 + 7)

>>2757036
>>
Rolled 7 + 7 (1d12 + 7)

>>2757036
>>
Rolled 1, 53, 92, 39 + 10 = 195 (4d100 + 10)

>>2757053
19

You make the first move. While normally you move with the languid grace expected of a Dark Lord, you can move incredibly quickly, and this is a situation where speed is more important than dignity. You dart through the lesser guardians and slam your mace into the leg of the Statue of the Hero, blowing it off at the knee, forcing it to kneel. Exactly as the Hero did not in life.

>Guardian statue 1: HP 14
>Guardian statue 2: HP 14
>Guardian statue 3: HP 14
>Guardian statue 4: HP 14
>Statue of the Hero: HP 21 + STAGGERED

The guardians turn to face you, and raise their weapons to strike...
>>
Rolled 4, 9, 12, 11 + 1 = 37 (4d12 + 1)

>>2757063
Critical Miss, Hit, Hit, Miss

Damage time
>>
>>2757065
The statues are too compacted in this small space, a tactical error the enchanters obviously did not forsee. As it happens, the Elven statue swings too wide, and strikes the Human statue, causing it to miss you. The Dwarven statue, however, strikes you hard with its hammer (-13 HP), knocking you out of the way of the Lizardman's strike.

>Guardian statue 1: HP 14
>Guardian statue 2: HP 9
>Guardian statue 3: HP 14
>Guardian statue 4: HP 14
>Statue of the Hero: HP 21 + STAGGERED

Pick your target.
>>
Rolled 20 + 20 (1d100 + 20)

>>2757068
>>Statue of the Hero: HP 21 + STAGGERED
>>
Rolled 68 + 20 (1d100 + 20)

>>2757068
>Statue of the Hero: HP 21 + STAGGERED
>>
Rolled 95 + 20 (1d100 + 20)

>>2757068
>Statue of the Hero: HP 21 + STAGGERED
>>
>>2757130
115 (MOD) Hit, modded critical = +7 Damage

Roll DMG, 1d12 + 14
>>
Rolled 7 + 14 (1d12 + 14)

>>2757135
>>
>>2757135
How many rolls?
>>
Rolled 6 + 14 (1d12 + 14)

>>2757135
>>
Rolled 100, 75, 43, 96 + 10 = 324 (4d100 + 10)

>>2757138
21

You recover quickly from the Dwarf statue's blow, having braced yourself. You skid across the stone floor, a century of dust billowing in your wake. You straighten out of your brace, dodge through the other Guardians, and strike the bent head of the Statue of the Hero into dust. The statue goes inert, collapsing with a calamitous crash.

The guardians, apparently linked to the statue, slow and freeze, stone once more.

COMBAT END

You step over the collapsed monument to your one-time nemesis and walk to her tomb. Time has claimed your victory from her, but you can do her this one last disgrace. You haul her wonderfully carved tomb cover aside, allowing it to crack and shatter on the floor.

Within is the Hero, brought low from her radiant holy power to a simple, human skeleton. Clasped in her hands is the Darkheart.

It is an orb of crystallized power the size of a mortal man's head. It seems to eat the light from around it, the faint glow of your eyes disappearing into its mass.

You grasp it in your left hand, reveling in its dark power. It does not have thoughts, but the power emanating from it becomes more... content.

>1d100 + 10

DC 35
>>
Rolled 3 + 10 (1d100 + 10)

>>2757267
>>
>>2757275
Looks like the luck ran dry
>>
Rolled 67 + 10 (1d100 + 10)

>>
>>2757236
3 per request. I take the best of the three.
>>
Rolled 100 (1d100)

>>2757267
>>
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>>2757329
Well fuck, what do we win?
>>
>>2757329
Nice job my dude
>>
File: flat,1000x1000,075,f.u5.jpg (120 KB, 1000x1000)
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>>2757329
>>2757346
>>2757352
>>
>>2757329
110 (NAT)

Nothing escapes your sight, distracted as you are by the Darkheart. There is a small switch embedded above the shoulder of the Hero. Not wanting any way to disgrace and dishonor the Hero to escape your notice, you press it. A low rumbling sounds through the chamber, and the wall behind the usual resting place of the Statue of the Hero slides down and away. The seam was undetectable; undoubtedly of dwarven construction.

You release the Darkheart, allowing it to hover over your crowned helm. You take up the Hero's skull, hanging it from a spine on your shoulder.

Stepping through the aperture, it is clear that the room was intended to be reopened for the next Hero. The former Hero's armor now adorns an ivory mannequin, elf-crafted, her spear clutched in its lovingly-carved hand. Besides this, a bow and a sword are hung from separate mounts along the walls, and you open a chest to confirm it is filled with gold.

No reason not to take any of it, as the Darkheart has more than enough power after a century of leeching the wards on the Hero's Tomb to teleport this, you, and probably a good chunk of the surrounding countryside back to the Tower.

Darkheart, to the Tower.

And you are returned. The magical energy of the Darkheart's Working is pitch-black. Carn awaits you, and his face splits into a grin at the sight of the Darkheart among the crown-spines of your helm.

"Wonderful, master! With the Darkheart, we can begin to rebuild!"

You will it to move to your hand, and look around for the Hero's armor and weapons, but see nothing. Then, it flashes in your mind: the Darkheart returned the treasures directly to your vault. You have the feeling it will do that automatically for any treasure you find.

You bear the Darkheart back to its rightful place, set above your throne. It floats from your hand to the sconce that holds it, and baleful black energy blasts from it, casting the entire Hall in liquid shadow, for the briefest moment. You drink in the darkness, and are empowered.

+5 to all stats.

>QUEST: LEFT HAND OF DARKNESS
“Your Left Hand must be reclaimed if we are to inspire the proper amount of respect and terror in your subjects. A simple divination should be all that is required to locate it.”

>QUEST: UNDER YOUR HEEL
“A village has sprung up not ten miles from here, lord. It would be prudent to remind them of the true power around here.”
>>
>>2757390
>>QUEST: LEFT HAND OF DARKNESS
We gotta be at full strength, no telling what could be in the areas around the village
>>
>>2757390
>QUEST: LEFT HAND OF DARKNESS
>>
>>2757390
>QUEST: LEFT HAND OF DARKNESS
>>
>LEFT HAND OF DARKNESS

A gauntlet wrought from the Nothing of the Abyss, your Left Hand of Darkness is your symbol of office as Overlord of the Domain and the channel for much of your mystical power. The Left Hand of Darkness, over the millennia, has become more than a symbol of your power; it is so intertwined with your being that, while it exists, you are never fully excised from the mortal plane.

And it is indestructible, because you aren't a fool.

You call upon the powers of the Darkheart, and expand your consciousness with its power. There. A beacon of power - your power - high in the Jaw. Along with many smaller flickers of magic, too. A hoard of magical items - a dragon? But no, bringing your mind's eye in closer reveals a manor, protected from the elements by a weather-shield spell, protected from men by a high stone wall.

It is night, and lanterns burn bright along the walls. The flash of your gate in is masked by the flurry of snow whipping about the manor. You trudge heavily through the white, sinking deep with each footfall, but you are not hindered by something so trivial as two feet of snow.

You come to the gate, and are hailed by the guard, straining his voice over the wind:

"OI! Who goes there?!"

I have come for what is mine.

"Oh... OH SHIT! RAISE THE ALA-"

You grow tired of this and scale the wall in a flash of movement, catching the guard around the throat as you crest the crenelated fortification. He chokes, raggedly gasping for air, before you snap his neck. But his damage is done: 10 of his comrades, seven Guardsmen and three Rangers, rush into the courtyard below.

>Drop down and crush them
>See if you can slip by
>Command them to surrender
>>
>>2757475
>Command them to surrender
All will kneel
>>
>>2757475
>Command them to surrender
>>
>>2757475
>Command them to Surrender
ALL SHALL BOW BEFORE US
>>
>Command them to surrender
Kneel or DIE
>>
https://www.youtube.com/watch?v=pEi_2SbteRI

>1d100 + 15

DC 45
>>
Rolled 14 (1d100)

>>2757515
>>
Rolled 67 + 15 (1d100 + 15)

>>
>>2757515
>>
>>2757525
Yeeeees, Overlord?
>>
>>2757525
oops fuck
>>
Rolled 44 + 15 (1d100 + 15)

>>2757515
>>
Rolled 85 + 15 (1d100 + 15)

>>2757515
>>
>>2757520

I say this once. Kneel or die.

"OR WHAT?!" one of the Guardsman - a woman, actually - screams up at you.

In response, you heft the watchman's body through the air. It lands in a crumpled heap at her feet.

Slowly, the guard drops their weapons and kneels in the snow. You leap from the tower, landing with a sound like a minor earthquake. You imperiously stalk through the cowering guardsmen, and move towards the manor doors, which the guard left wide open in their rush to respond to the watchman's cries.

As you move up the steps, you hear something creak behind you...

>1d100 + 15
>>
Rolled 16 + 15 (1d100 + 15)

>>2757573
>>
Rolled 18 + 15 (1d100 + 15)

>>2757573
>>
>>2757573
dice+1d100+15
>>
>>2757580
Put that in "Options."
>>
Rolled 49 + 15 (1d100 + 15)

>>2757580
>>2757582

sorry I'm fucking retarded
>>
Rolled 75 + 10 (1d100 + 10)

>>2757584
It is alright, Overlord. Even your magnificence is allowed a mistake once in a while!
>>
Rolled 7 + 2 (1d8 + 2)

>>2757587
DMG
>>
This is a neat quest.
I hope it lasts, I've seen a lot of "Overlord" quests come and go.
>>
>>2757599
You whirl, putting your hand up to stop the arrow, forgetting, this close to it, that you do not currently wear the Left Hand, and as such do not possess invulnerable armor there. Thus your hand is suddenly impaled by a crude implement of iron and wood (-9 HP). The Ranger who fired the arrow looks as if he regrets every single decision that led up to this moment, which is good. Wouldn't want another Hero yet, would we?

As punishment, you decide to repay his gift. You drop your Mace, and it creates a thunderous noise as it crashes into the stone courtyard below, pulverizing the pavement. You withdraw the arrow from your hand, grasp the Ranger's arm in your now-free left hand, and raise him a good three feet into the air. As he struggles, you coldly announce,

This is the price of resistance.

You impale him through the throat with the arrow, and leave him to gurgle and die and stain the snow red.

The manor's main hall is not used as a reception area, as is standard, but as a collection; magical artifacts - none of them fake, you notice - displayed in an obsessively ordered manner about the room. Flatter pieces - shields, ancient maps, scrolls and the like - line the walls, all up the staircases - two grand, curving things - and across the loft. An exquisitely patterned, crimson Desiah carpet, representing two decades of work, covers the floor. The walls are a more muted mahogany with gilded accent.

You reach out to the Left Hand - it is beyond this room, deeper in the manor. Great double doors of dark wood, emblazoned with the symbol of a caged blade, bar your way.

You blow them down. They might have held a child for a brief moment.

On the other side, the main hall's pattern of storage over original function continues; the entire manor, you assume, serves as little more than an opulent warehouse.

Two golems bar your way, but they were designed for show, not for real combat, and you swat them aside like the toys they are.

Finally, you sight your Left Hand of Darkness. A man, portly, in a nightgown, holds a sword and shield steady.

"Back from whence you came!" he cries. Fool. You simply stalk towards him, Mace hanging from your hand. "Back, I tell you!" He looks between your bare left hand and the gauntlet behind him. A spark flickers somewhere in the pitiful morass he calls a mind. He breaks the glass, throws down his shield, and pulls on your gauntlet.

>Cont.
>>
>>2757675
At first, power flickers and flies around him. Your power. But then his eyes go wide, bulging, and his mouth opens in a silent scream, and he is incinerated by the power of your Left Hand of Darkness.

Foolish mortal. You presume to my power? You are better off as ash.

You hold out your hand. The gauntlet shudders, rattles, and, finally, leaps to your hand. Your armor seals around it, with a flash of power. You raise your hand, and power once more courses through you!

+5 to all stats, excepting Terror and command, to which it grants +10 and +900 respectively.

https://docs.google.com/spreadsheets/d/16d6mJmrMX7AfzguhYxPkrXkPrpqtxW-Q90gdd4VT_sM/edit?usp=sharing

There is a sound like shattering ice as the weather shield spell is broken by the sheer power once more channeled through you. You stride out into the courtyard; now the wards are broken, you can watch the valuable magic items all around you vanish, pulled by the Darkheart back to your vault. The guards cower from the howling storm. You raise the Left Hand, and return to the Fortress.

+++

That's all for now, folks. I gotta sleep. How do y'all feel about my longform posts and general writing style? Anything I can do to improve?

We may continue this around 1pm PST.
>>
>>2757712
I like both. I've always loved long, detailed posts of what's happening with our choices and rolls.
>>
I cant play overlord anymore because my 360 scratches the fuck out of any discs i put in it :(
>>
>>2757739
it's like 3 bucks on gog rn, 5 for it and Overlord II. This isn't a quest in that universe, though, no matter the, ahem, resemblances.
>>
>>2757751
i know i know :((( also i have no money for games lol
>>
It was a nice run, even though I had to leave after the first vote.
>>
>>2757712
I really like your writing style, it easily pulls me into the scene. My only nitpick is the Overlord's way of talking; since his speech is written without quotes (to signify him not really "speaking"), it takes like a second for me to process that it is supposed to be the Overlord doing it. Maybe try some formatting? Something different from normal speech, but also different than a scene description.
>>
>>2757712
Started reading your quest, and I can't wait to see what your going to do with it. I like your way of conveying the story; what do you think about giving us insight of what we (overlord) are thinking in italics?

Would be easier to tell the difference between when he's subconsciously thinking of something vs. when we as the readers are giving information ( To give of info on the story, characters, objects etc...).
>>
>>2757712
basically what this anon is saying
>>2758100
>>
>>2757712
I'm this anon >>2758100 and back home where I have 4chan X installed. Apparently with it, the Overlord's speech in your posts actually shows up in red (like you probably inteded it to be), but it didn't when browsing the board without the addon. It looks pretty good if using the addon, but I still recommend that you put it in italics or something.
>>
>>2758226
you don't really need 4chan x for that to happen. its native from the normal 4chan. >>2758100
>>2758146
they must have some sort of cache/adblock stuff going on that might interfere with the formatting.
>>
Thank you all for your feedback.
>>
>>2758608
I really love this quest, I especially like the 'QUEST'-mechanic which I didn't think I would like.

One thing I'm worried about though, as an old fan of the OVerlord games, it seems that you haven't adopted the same humor and satirical style as them, which is a fine artistic choice - but does that mean that the theme of corrupted good and hypocritical heroes won't be present either?

I don't ask because would necessarily a sign of quality, but because it was my personal favorite part of the games.
>>
>>2760174
I kinda like the darker theme of this Overlord setting.
>>
>>2760298
I find the idea that there are no true good people, just bad ones and worse ones (with you being the worse) darker than the unfortunate end of an age of truly good rule.
>>
So did OP die? Ded quest already?
>>
>>2761253
I hope not, I wanted to see more
>>
>>2758608
If we wanted to, could we end up being really good for our subjects so long as their loyal? Good health care and stuff?
>>
Not dead. Couldn't run quest for a few days - will run again tomorrow.

This quest is being played straight, I.e. not satirical. The purpose of the quest is to make you feel like The Overlord, not some farcical fool of a foil to felonious frauds.
>>
>>2761544
Excite. I much prefer this take on The Overlord desu. Feels much more... meaningful, I guess you could say?
>>
INTERLUDE: Guard Duty is a bum gig

Lilliana Ester is a Guardsman for Baron Hans "The Magpie" Vecktoffen, an expert pastry chef, and, at this moment, losing a game of cards. She curses under her breath as she stares at her terrible hand, realizes what she's done, and attempts to put her poker face back on. Her eyes flicker up to the smug bastard in front of her - Evan Krantz, a Ranger (and her occasional bunkmate).

"I rai-" he starts, before a scream and a terrible, wet crack sounds through the door, muffled by the heavy wood.

All your comrades' heads snap up. Weapons, half-polished, are brought ready. Quivers are hastily filled, and shields are quickly buckled on. The guard rushes out the main door, careful not to bump any of The Magpie's collection. He flogged Mary to the brink of death last time he scuffed one of the cases.

Lilly helps Arthur slam the doors open, taking point with her spear. The others clatter out into the snow-dusted (the weather-shield is deteriorating again) courtyard, boots snapping and crunching against the stone and white. There's a real, true Jaw blizzard howling around the weather-shield, and it spins and plays with the light of the lanterns on the walls, making outside the walls appear to be engulfed in flames. The Lilly looks up, toward the watchtower, trying to see Vance, the night watchman. But instead...

The monster - it can only be a monster, what man would have those eyes - is near nine feet tall, clad in silver and black armor. In its right hand it carries a mace, bladed and cruel, with a head as large as a dwarf and a haft as long as a man. In its left, Vance's body hangs limp.

I say this once. Kneel or die.

Surprising herself with the lack of fear in her voice, Lilly screams back:

"OR WHAT?!"

Without much visible effort, the creature throw's Vance's body through the air like a perverse ragdoll, and it comes crashing to the stone at her feet with a wet thump. Lilliana wants to throw up, but she's too scared, her mouth just flaps open and shut. Almost as one, the guard throw their weapons down and kneel.

The creature, the demon, whatever it is, leaps from the wall to the floor as if it is dismounting a horse. It has a terrible, thudding gait as it walks among them. Lilliana feels as if she is cowering in front of the specter of Death itself. She may as well be.

The steps change pitch - it is walking up the stairs, going into the manor. I need to act, says the part of Lilliana's brain that remembers her training. It is a very small part, right now; most of her is preoccupied with avoiding a brutal death.

She hears the creak of a bowstring, and, against her will, turns to look: it is Evan, the damn fool, notching an arrow. There's a snap and twang as he fires.

The creature spins faster than a mortal man could ever hope to. The arrow embeds itself in its left hand. It looks at the arrow with contempt, and tosses its mace to the ground.
>>
The mace makes a terrible crashing noise as it lands, splitting Lilliana's ears and shaking her bones. The echo almost, but doesn't really, cover the noise, a sort of sucking, rasping pop, as the creature pulls Evan's arrow from its hand. It starts towards him, and Lilliana wants to scream RUN! but she can't get her throat to work, she can barely breathe, she doesn't know how she's even standing. The demon-thing grabs Evan by the arm, lifts him into the air, until he is level with those burning, orange eyes.

This is the price of resistance.

The creature takes the arrow it pulled from its hand and simply slides it through Evan's neck, seemingly suffering no resistance from the muscle or bone there. The demon drops Evan like a sack of meat and turns away, stalking back into the manor.

Evan's blood spreads out from the nape of his neck, running in the channels between the cobblestones. His arrows are scattered in the courtyard. The arrow that killed him is still in his neck, because none of the Magpie's guard can bring themselves to move.

In a few minutes, which feel like an eternity, Lilliana hears a scream from deep inside the house. Seconds later, she feels a wave of power wash over her, and, above, the weather shield shatters. The wind and snow, no longer held back, scream gleefully into the courtyard, beginning to bite at the guards. Her comrades, roused from their stupor by the stinging winds, begin to tug at Lilliana, trying to get her to move, but where are they going to go? Into the house? Towards that... thing? No, she'll stay here, and watch as Evan's blood freezes before she freezes too.

But she won't even get that, because her comrades start yelling in terror at the sight of the demon, and then she is in a Tower.
>>
>>2761647
Ah. So we transported the guards with us.
Awkward.
Oh well, new minions!
I'm curious if we'll enslave them, kill them and bring em back as undead or just break them with fear.
It should really put me off that I'm writing this smiling. Good work OP, feeling the evil

It's nice to see an Evil Overlord Quest played straight, and I like your style

Good idea the interludes. Help putting our action in perspective
>>
>>2761654
That was pretty badass. Hope these interludes are common.
>>
>>2761654
You got a good thing going on here.
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>>2761677
Hmmm...

I personally am liking the undead option. Mind control and fear are just so fickle, so unless we can permanently break their psyches they're likely to turn on us if a bunch of heroes come around and offer freedom.
>>
>>2761892
we can always try to give them stockholm syndrome. Brutally murder anyone that tries to fuck us over and then overcompensate few of the ones that help us.
Personally i don't like undeads because they don't think, nor are capable of developing plans on their own.
>>
>>2761969
>Personally i don't like undeads because they don't think, nor are capable of developing plans on their own.
Well, there are categories and categories of undead. We could have the mindless kind for grunt work who are led by more Elite undead that have been awarded intelligence (or still have traces of their past life), while these in turn are being commanded by Lieutenants who are the most intelligent and proactive of them all.

That being said I don't disagree with nor dislike the brainwash option.
>>
>>2761969
Yes, but think of the horrible crimes against nature we could create as cheap siege units! On the fly, as well! Just have to sew a couple corpses together, and you have something big, tough, and stupid to throw at the heroes!

Besides, undead are spammable and make good use of the corpses of fallen foes. They get weaker, you might even get stronger.

>>2761997
Yeah, this is what I was thinking. Just got to keep a tight leash on the upper echelons.
>>
>>2762085
well, yeah, but we don't really need them right now. we aren't going to storm a castle or some highly defensible position that would really need us to launch corpses at. Right now we need thinking minds in order to rebuild our castle, make plans and whatnot; and although we could do it, we an an overlord, damn it, we won't fall down to such lows when we can have someone else do it for us!
>>
>>2762097
>he actually wants to rely on puny humans to do the THINKING for us
Come on, dude. Nobody's metaphysical brain is as big as ours.
>>
>>2762100
...you got a point there.
>>
>>2762097
Dude, we need to do this ourselves, to make sure there aren't any surprises hidden in the stonework or something. Also, you really want slaves of dubious loyalty interacting with the source of our evil arcane powers in a manner that isn't "being sacrificed to it so that their tortured souls will feed it?" Really?

>>2762100
Also this. We have 4chan behind us, we are... if not unstoppable, then certainly somewhat unpredictable and most definitely evil.
>>
>>2762108
You do have a point in that in the future, once we have vast armies and territories, we will need lesser beings to micromanage our assets. Dominating Kings, Heroes and other important figures could work, but maybe we could go a step further and rip their soul apart and bind them to us, so that they reawaken as thralls with intelligence that unable to break free of our control. That'd be cool, but I don't know if/how the OP wants to handle the undead, so this is just wild speculation.
>>
>>2762130
Hell yes, let's do this! This sounds metal as fuck!
>>
>>2762097
>>2762100
>>2762110
Zombified into cheap labor it is!
>>
They could be useful for knowledge about the lands and something lewd with women guards
>>
>>2763300
Knowledge is a point. That's what torture is for.

"TELL ME ABOUT THIS KINGDOM."
"Why should I? You'll kill me anyway!"
"IF YOU DON'T TELL ME, I'LL KILL YOU SLOWLY AND PAINFULLY."
"...That is a good point. What parts of the kingdom do you want to know about?"

Capslock is us, because I don't know how to colortext.
>>
>>2763492
or, instead of telling them we will kill them either way, we can tell them they can rule over their fellow guards. and then we kill him
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>>2762203
I disagree. What's the point of ruling over the masses with an iron fist if they are basically just roombas?
>>
>>2763696
No, it's our enforcers, the people in our personal fortress, and the disobedient people who are roombas. The slaves are human. More fun.
>>
>>2763696
We don't HAVE anyone to rule over yet. We need tireless workers to renovate our decrepit, falling to pieces empire first.
>>
>>2763719
Good thing there are masses nearby. We can get the slave labor from the village.

Not all of them, though. Need a breeding population for more slaves.
>>
I like seeing this kind of discussion because it means y'all are invested and I'm doing my job right. Anyway, continuing as soon as I can write up the next update. Expect it in 15-20 minutes.
>>
>>2763812
Huzzah!
>>
>>2763812
NOICE.
>>
As the black mana sparks clear from your vision, you are somewhat interested to see the guards from the manor cowering in front of you. There are just nine left of the original eleven. None of them have their weapons. Three of them reacted poorly to the gate and are now vomiting up blood; you should probably put them out of their misery before they stain something valuable. It would make a poor impression, however, and you haven't decided if you're going to leave the rest alive.

Carn, take these down to the dungeons. Isolate the dying. I will be using the corpses later.

"Of course, master," the little creature says, and starts harshly shouting at your captives.

+++

You slouch into your throne, casting your eyes about the Hall. The Darkheart has been busy repairing the Fortress. Many of the holes are sealed - excepting, of course, the balcony overlooking the courtyard - and your throne no longer has a ragged hole behind your left shoulder. The braziers are relit, the plinths of the guardian statues still empty. That can be fixed once you once again have dwarven craftsmen in your thrall, but, for now, you have no need of guardians.

As you see it, you have a few options.

>QUEST: BREAKING THEM IN
9 of the race of men, six of them likely to survive the night. There is no point in holding them in the dungeons forever; perhaps it is time to put my Left Hand back to use.

>QUEST: GRAVE ROBBER
I am about to have three fresh corpses on my hands. Freehand necromancy is easy enough, but it would be prudent to reclaim the Ring of Mortis. I would simply have to cast my sight out for a place of great corruption.

>QUEST: SAVAGES
The Orcs broke and scattered when I was struck down. But there is almost certainly a tribe in the Domain, drawn here by the echoes of war. Locating them should be simple, and bringing them to heel even simpler.

>QUEST: UNDER YOUR HEEL
“A village has sprung up not ten miles from here, lord. It would be prudent to remind them of the true power around here.”

>QUEST: BLOOD CONTRACT
My contract with Hell will have been broken upon my death... temporary as it was. I will need to reopen the portal with a Dark Working, and for that I will require a supply of humans.
>>
Rolled 1 (1d3)

>>2763895
I am not quite sure which quest to go for. We need minions, and I like all three of these.

1: Grave Robber
2: Blood Contract
3: Breaking In
>>
>QUEST: BREAKING THEM IN
>>
>>2763895
>QUEST: BREAKING THEM IN
>>
>>2763895
>>QUEST: BREAKING THEM IN
>>
>>2763895
>QUEST: BREAKING THEM IN
>>
>>2763895
Break them hoes in
>>
>>2763969
>>2763960
>>2763938
>>2763923
>>2763908
I guess we're doing mind control first then. I have no problem with this.
>>
>>2763895
>QUEST: BREAKING THEM IN
>>
>QUEST: BREAKING THEM IN

No reason to keep your guests waiting. By now, Carn will have them in the dungeon.

The path to said dungeon mirrors the one to your crypt, behind and to the right of your throne. The curving staircase leads deep into the bowls of the Fortress, past newly relit braziers and through curtains of heavy chains.

There is muffled sobbing coming from the cells; it is the guard who screamed at you in defiance in the courtyard. She is the closest to the door; the others shy to the back of the cell as you draw near.

That one, Carn.

As Carn drags the unfortunate woman out of the cell, you walk the cells; Carn has put the three dying guards at the end of the hall, as far as they can be from their healthier comrades. One is already dead, on closer inspection; another tries to choke out a plea for help, but is cut off by another deluge of his own blood. The third seems resigned to her fate, simply coughing up the occasional spatter of blood, eyes downcast.

The interrogation room is at the end of the hallway, down a few stairs. Carn has obviously favored it with his maintenance efforts; the room is nearly dust-free. Shining implements of pain line the walls; you know how to use them all, but almost always delegate this duty to Carn.

You have some options for the girl.

>Have Carn soften her up, then Brand her
>Brand her immediately
>Don't Brand her
>>
Overlords? Are you still there?
>>
>>2764078
>Brand her immediately

no reason not to do this
>>
>>2764078
what does the branding do? i doubt its just a seal of ownership
>>
>>2764078
>Brand her immediately
>>
>>2764185
I play too much Shadow of Mordor. It's similar to the brand mechanic there.
>>
>>2764132
Sorry man, was watching a movie.
>>
>>2764132
>>2764228
Oh ok. I wasn't super sure of the options and wanted to see any relevant info.

>Interrogate her
Time to find where her loyalties lie. Whether it's simply coin or if it's less obvious than that.
>>
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>>2764228
I honestly wouldn't have it any other way
>>
>>2764078
>Interrogate
>>
>>2764078
>Interrogate her
We need information about this new world
>>
>>2764078
>Brand her immediately
She already knelt before.
>>
There is no point in wasting your precious time with the crude instruments upon the walls. The Left Hand will allow you passage into her mind.

Carn straps her to the chair. She barely struggles; failing, of course to escape. Your Left Hand glows with your power, and you lay your Hand upon her head.

Her mind is like a winter ocean; placid and featureless on the surface, but, below, an unseen storm boils. You dive deep, unaffected by the riptides of sorrow and terror coursing through her. Down, down, down, into the basest foundations of her mind. Here lie her instincts, her reflexes. She chases gold, but is first and foremost a servant of the Nilssian Empire, an empire restricted to the mammalian humanoids of the world. No changes in the race relations; humans opposed to the lizardmen and dwarves opposed to the elves.

The woman, in her current state, is too traumatized to be of any use besides dumb labor, and even then she'd need to be prodded into it, led by the hand or the chain. No, you need to fix her.

>1d100 + 20

DC 65
>>
Rolled 22 + 20 (1d100 + 20)

>>2764334
lets see what we can do here...
>>
Rolled 39 + 20 (1d100 + 20)

>>2764334
>>
Rolled 90 + 20 (1d100 + 20)

>>2764334
>>
Rolled 65 + 20 (1d100 + 20)

>>2764334
>>
>>2764354
Damn, look at that roll.
>>
>>2764354
YEAH BOI

We got a Crit!
>>
Rolled 20, 10, 59, 74, 45 - 10 = 198 (5d100 - 10)

>>2764354
110 (MOD) = 5 degrees of success

Broken as she is, the girl is laughably easy to bring under your control. At once, you excise and edit memories, alter her motivations, and, at the deepest level, alter her instincts. She is now completely, utterly loyal to you and you alone, with all of her faculties intact; a perfect soldier, individual enough to think for herself, loyal enough to never stray.

An excellent job, but then again, you have millennia of experience.

You exit her mind; mere seconds have passed in the material world, moving as you were at the speed of thought. There is a glowing imprint of your hand covering her face; it fades into imperceptibility over the next few seconds.

"I await your command, Overlord," she speaks, her voice newly invigorated with purpose. She would serve as a manual laborer, to assist Carn, but perhaps she would be better used in your personal guard? You do have a new wealth of magical armor and weapons. Five sets, to be precise; two for Rangers and the like, and three for melee fighters. Or perhaps a less personal role: a sergeant in your infant army?

>Laborer
>Personal guard
>Sergeant

Now that you have more knowledge of the workings of these mortals' minds, it should be easier to Brand them. You were lucky that this one was broken by trauma; a mortal with an intact Will would be able to resist you. Their resistance could be overcome, of course, but it would require them to either be physically broken, which is tedious, or mentally broken, which makes them near-useless as anything but dumb muscle.

>1d100 + 20

DC: Beat my rolls
>>
Rolled 36 + 20 (1d100 + 20)

>>2764449
Let's mind whammy some more prisoners.
>>
Rolled 30 + 20 (1d100 + 20)

>>2764449
>>
Rolled 98 + 20 (1d100 + 20)

>>2764449
>Beat my rolls
Okay
>>
>>2764449
Oh,
>Personal guard
Although if she's going to be our personal guard, she's going to have to be put through a brutal gauntlet of training. Nothing but the best will be our personal guard.
>>
>>2764469
Hell yes.

ALL HAIL THE DICE GODS!
>>
Rolled 18 + 20 (1d100 + 20)

>>2764449
>Sergeant
>>
>>2764469
>>Beat my rolls
>Okay

My career is over, you win
>>
>>2764449
>>2764473
>Personal Guard
Yes, we need to train her heavily. Besides, why put her on slave labor when there's a village nearby that can provide all the slaves we need?
>>
>>2764449
>>Sergeant

We don't really need a personal guard right now, and if the need arises, we can always summon some demon or something way more powerful than a baseline human.
>>
>>2764495
Bah. Fine, take all my fun away. It would've been interesting to see if we could've experimented on her and make her more than human.
>>
>>2764501
we can still do that later. not like she has some important role or anything.
>>
>>2764504
Yeah that's true. I figured it might've been neat to have one of our first broken human minions as a personal guard.
>>
>>2764514
This isn't our first broken human though, just the first one since we reawakened this time. Nothing too special about her, and I'd rather save personal guard spots for powerful dominated foes, demons, or liches really.
>>
>>2764469
One by one, you have Carn drag the guards to the interrogation room. One by one, they break. One by one, they swear allegiance to you, their new Overlord.

You have acquired the following:

1 Dark Ranger (2R)
5 Dark Guardsmen (2C)

While it may not seem much, humans have a strength unmatched in the world - they are supreme in their potential. A demon may, upon summoning, have the strength to slay an army, but a human can go from a foot soldier to a conqueror of nations. They are also inconspicuous, clever, and adaptable in ways demons are not. Especially when magic is factored into the equation. The earlier in their cycle of growth you "adopt" them, the more control over their evolution you will have.

But you do not feel the need to make any of these your personal guard quite yet; you will reserve the magical armaments for more important and potent servants, and simply make this one your Sergeant.

1 Dark Guardsman (2C) promoted to Dark Sergeant (3C, x.5C)

When your armies are at the Fortress, they will contribute to its repairs and industries, and if need be assist in its defense.

With the business of your new servants taken care of, you leave them to assist Carn and return to your throne.

>QUEST: GRAVE ROBBER
I am about to have three fresh corpses on my hands. Freehand necromancy is easy enough, but it would be prudent to reclaim the Ring of Mortis. I would simply have to cast my sight out for a place of great corruption.

>QUEST: SAVAGES
The Orcs broke and scattered when I was struck down. But there is almost certainly a tribe in the Domain, drawn here by the echoes of war. Locating them should be simple, and bringing them to heel even simpler.

>QUEST: UNDER YOUR HEEL
“A village has sprung up not ten miles from here, lord. It would be prudent to remind them of the true power around here.”

>QUEST: BLOOD CONTRACT
My contract with Hell will have been broken upon my death... temporary as it was. I will need to reopen the portal with a Dark Working, and for that I will require a supply of humans.
>>
>>2764523
It WOULD be pretty sweet to have a personal guard consisting of nothing but extremely powerful demons.
>>
Does anyone want an exhaustive description of armies and power scores or should I leave it out?
>>
>>2764532
>>QUEST: GRAVE ROBBER
It's time for zombies and ghouls boyos.
>>
>>2764534
You mean the various armies of the world? Sure, that'd be neat. Would you add it to a pastebin for us to read after the thread?
>>
>>2764539
I mean the way armies work, not the armies in the world at this moment. Collect your own damn intel
>>
>>2764545
Yes please

>>2764532
>QUEST: GRAVE ROBBER
We should probably gather as much power as we can before we begin conquering. Let's take advantage of this 'quiet before the storm' period.
>>
>>2764545
Damn.
I'll still take it though.
>>
>>2764532
>Grave Robber
ZOMBIE CONSCRIPTS HO!
>>
>>2764532
>QUEST: GRAVE ROBBER
>>
Armies first, to give me some breathing room on, ya know, having to be a writer.

There are three types of units within an army. These are as follows:

Close Combat (C)

Ranged (R)

Magic (M)

These are further divided into two subtypes each:

Flank (CF) and Vanguard (CV)

Siege (RS) and Assassin (RA)

Control (MC) and Support (MS)

It works on a somewhat convoluted RPS system: C counters M counters R counters C, with the different subtypes performing different roles, usually pertaining to battlefield modifiers. For example, CF units - cavalry and the like - deal bonus damage when they are set as an ambush or can outmaneuver the enemy. RS units - cannon, trebuchets, etc. - deal much better with fortifications than any other type of unit. MC units can shut down the mobility advantage of CF units, but RA units can target them, etc. All this can be modified with the traits of the army's Leader; these traits run from Mercenary (easily swayed by money) to Fearless (never breaks or suffers psychological damage). Leaders gain traits as they gain experience; traits can be positive or negative. They will also have to do with the stories the leader goes through; a leader you hit with a fireball spell could develop a crippling fear of burning, instantly breaking if fire is used against him.

I'll handle most of the heavy lifting in actually deciding "auto-resolved" battles, later when you have independent armies, but you guys will need to decide how your armies are organized, where they are deployed, and who leads them. Tomorrow, I'll set up a better, more readable system and put it in a pastebin. There will be tables.

Now, back to the show... in like 20 minutes.
>>
>>2764672
Definitely going to want a pastebin for that for future referencing.
>>
>>2764532
>QUEST: UNDER YOUR HEEL
>>
>QUEST: GRAVE ROBBER

has been selected for the next session. I'm afraid I'm too tired to continue, and I'll be unable to post until evening tomorrow. I'll work on perfecting certain systems for the game tomorrow.

Good night, Overlords.
>>
>>2764720
Thanks for running Orange.
>>
>>2764720
Thanks for running!

The army system has potential, hopefully this quest doesn't turn into a math fiesta.
>>
Lets get the ring!
No need to waste corpses!
>>
>>2764532
>QUEST: GRAVE ROBBER
>>
>QUEST: GRAVE ROBBER

It was simple to locate the Ring of Mortis; it created a radius of rot and death quite literally a mile wide, centered on what appears to be the remains of a village to the south of your Fortress, on the coast. The land has a stench to it. It is the stench of rot without renewal, the uncontained power of the Ring preventing the true passing of the dead here. You have taken your new soldiers, newly equipped in armor bearing your sigil. Your Sergeant barks orders, organizing the Guardsmen into a wedge in front of you. The Ranger has been sent ahead, positioning himself for the perfect moment.

This town was too insignificant to have a name. It sits upon the black cliffs above the dark waters to the south of your Domain. The constant roar of waves against the cliffs is the only noise; even the gulls common to your Domain's shores are absent here, driven out by the corruption. Your guard trudges through slick mud, the seaspray constant. The town is tiny - a fishing village of perhaps fifty, only seven structures - one church, a longhouse, and some relatively large huts, meant to sleep extended families. This is not good terrain to fight undead in - the houses are closely spaced, the corners blind, no verticality anywhere, and the slick mud restricts movement and offers the undead a place to burrow, if they had a guiding mind behind them. Unlikely, but it is a possibility.

The Ring of Mortis, unlike your Left Hand, has a propensity to twist the minds of men. If the villagers survived their encounter with it, they will likely have put it in a position of importance. If it was discovered by a lone fisherman, however, it is equally likely it was secreted in one of the huts.

>Check the church
>Check the longhouse
>Sweep the huts
>Fan out, search all of them
>>
>>2767883
>>Check the church
>>
>>2767883
>>Check the church
>>
>>2767883
>check the church
Might as well desecrate any shrines while we're there, too.
>>
>>2767883
>Check the church
>>
>>2767883
>Church!
>>
>>2767883
>Check the church
>>
The church. The obvious location for an object that compels worship.

The church. Be on your guard.

Your Guardsmen approach the double doors, swords drawn, shields raised. Once they are in position, your sergeant nods, and you raise your Left Hand, blasting down the doors with a wave of magic. The guardsmen charge in, looking about the room for any undead - none are here. Nothing is - no corpses, no ritual markings. Nothing.

It is a church of Nefisa, Lady of the Seas. Ornamental fish hooks are hung at the altar, gleaming gold and silver. The bones of small sea monsters are mounted on the walls, piled in nets hung from the ceiling. A great harpoon is mounted behind the pulpit, obviously ancient, obviously magical. The corruption of the ring has not spread here - the ambient mana in this place feels to you like clean water, refreshing and cool.

There are two places not visible from the main church - the priest's quarters and the bell tower.

>Priest's quarters
>Bell tower
>Fan out, search both

Sorry for the delay - I slept in
>>
>>2769083
>Priest's quarters
>>
>>2769083
>Priest's quarters
>>
>>2769083
>>Priest's quarters
>>
>>2769083
>Priest's quarters
>>
The priest's quarters are through a door embossed with a simple carving of Nefisa, arms spread, harpoon spearing a sea-dragon, net cast open. It is too low for your true form, but you are prepared for this sort of thing. Your Left Hand shimmers with power, and you are wrapped in mortal flesh.

"Sergeant, lead the way." The words feel strange in your mouth - you have not truly spoken in over two hundred years. She nods, and pushes open the door.

The priest's quarters are surprisingly small. Your soldiers go over the room - the closet (spare, simple robes), the shrine (simple offerings to Nefisa), and the bed. A small sobbing noise is coming from under it - your sergeant reaches under, and the sobs become screams. Grimacing, your sergeant pulls a small, olive skinned girl from under the bed. Her hair is unkempt and dirty, her clothes are torn and bloody, and her eyes are alight with -

Your sergeant grunts as magical force slams her across the room, knocking into the shrine. A few of the offerings crash off of it, spilling over the sergeants armor. The girl makes for the door, but you catch her, tap her on the head. She goes limp, asleep.

"A mage of considerable potential. Sergeant, secure her."

Besides the girl, the room seems empty.

>Bell tower.
>Another building.
>>
>>2769415
>Bell tower.
>>
>>2769415
>Bell tower.
>>
>>2769415
>Bell tower.
>>
TEST POST

The system is hassling me, apparently it thinks my posts are spam
>>
You leave your soldiers to secure the main church, and climb the bell tower, your true form reasserting itself on the way. You emerge, silent, into the bell chamber. The bell itself is small, like the town. Your Ranger is here, mutely scanning the town. He salutes you when he notices you.

From up here, you can see the town is arranged radially from the central longhouse, paths patterned like a weighted net. The black corruption spreads out from the longhouse - it is likely that the ring is there.

>Continued
>>
>>2769561
You sweep back down the bell tower, bringing your soldiers to your side with a twitch of your hand. The girl is securely tied to a pew.

The corruption in the air becomes stronger as you near the longhouse. The breeze is stiller, the air colder. The doors open onto a scene of nightmares.

The ring is embedded into a growth of flesh in the center of the longhouse, a tree of bone and muscle. Eyes peer from its branches, and teeth gnash along its trunk. Your guards drop into low stances, wary of the simple wrongness of the thing. Hands stretch along its dangling branches, waving in the nonexistent wind.

Burn.

Fire leaps from your Left Hand, setting the thing alight. Branches fall from it - not by virtue of your attack, but in response. The flesh flows like soup, reforming into multilimbed abominations. There are seven in total, but unburned flesh from the central trunk is already flowing to replace the branches. If you do not end this soon, you will be overwhelmed.
>>
>>2769584
COMBAT BEGINS

>Flesh Abomination 1: HP 17
>Flesh Abomination 2: HP 17
>Flesh Abomination 3: HP 17
>Flesh Abomination 4: HP 17
>Flesh Abomination 5: HP 17
>Flesh Abomination 6: HP 17
>Flesh Abomination 7: HP 17
>Deathtree: HP 190 + BURNING 3

Call your and your guard's targets. You have:

>1 Sergeant, 1d6+2 HP 20
>4 Guardsmen, 1d6+1 HP 18

Outside, your Ranger awaits.
>>
>>2769588
KILL THE TREE! EVERYONE, KILL TREE!
>>
>>2769588
Actually, do we have any AOEs?
>>
>>2769415
Nice, scored a powerful mage.
>>
>>2769588
We and the sergeant attack the three and the 4 guards attacks abomination 1 & 2
>>
>>2769742
*tree
>>
>>2769588
Now seems like an excellent time for any AOE attacks we may happen to have.
>>
>>2769750
Yup, too many abominations
>>
>>2769588
We target the tree, our soldiers shield us so we can focus.
Also we should nab that magic harpoon on the way out
>>
>>2769625
Yes.

SPELL LIST:

>Fireball: Tried and true. 6D6 damage in a 30 foot radius within line of sight, sets enemies alight. Mana cost: 50
>Dragontongue: A gout of flame leaps from your hands. 2D8 damage, sets enemies alight. Can be sustained - activation 15, sustain 10 per turn
>Apocalypse: Boom. 2d100 damage in a 400ft radius within line of sight. Do not use indoors. Mana cost: 190

Those are just the flame aligned ones, can't be bothered to write up more right now
>>
>>2770266
How many can we catch with Fireball and Dragontounge, respectively, without catching our troops in the crossfire?

Not that we care about them, but they're too valuable to us as meatshields for the moment for us to just casually set them on fire.
>>
>>2770266
>Apocalypse: Boom. 2d100 damage in a 400ft radius within line of sight. Do not use indoors. Mana cost: 190
We can easily replace these soldiers, even take their bodies back and create some zombies with them. Let's get the ring and move on with conquering those peasants.
>>
>>2770419
IT WILL KILL US TOO!
>>
>>2770284
Your troops are currently arranged in a V formation in front of you. You're tall enough to send a Fireball or Dragontongue over their heads.

Tactical advisory: your soldiers are strong enough to hold off the Abominations for a few turns. The Deathtree is target priority #1, as it will spawn 7 new Abominations every 5 turns.

Formation suggestion: arrange your soldiers in a tight ring and order them to hold back the Abominations.

>>2770441
This is correct.
>>
>>2770419
It could damage us, as well as kill the potential mage asset. It's a definite ace is things go bad, but it should be a last resort so we can consolidate as much/many power/resources as possible.
>>
>>2770562
Yeah, so troops surround us, fight off the Abominations, and we'll hose the tree with Fireballs. If we can catch Abominations in the blast radius without our troops getting caught, then we do that.
>>
Requesting consensus:

>Fireball the tree from range while troops hold off Abominations
>Attack tree in melee while troops hold off Abominations
>Have soldiers attack tree while you hold off the Abominations
>>
>>2770694
>>Fireball the tree from range while troops hold off Abominations
Fire, always fire. Beautiful cleansing fire.
>>
>>2770694
FIREBALL TREE! Die, tree, die!

And any Abominations we can catch in the blast radius without blasting our troops, btw.
>>
OVERLORD casts Fireball on Deathtree - 6D6 + 2

SERGEANT attacks Flesh Abomination 1 - 1d6+2

GUARDSMEN attack Flesh Abomination 2, 2, 3, 3 - 4d6 + 1
>>
Rolled 6, 2, 2, 2, 1, 1 + 2 = 16 (6d6 + 2)

>>2770777
Let's roll all the dice!
>>
Rolled 4 + 2 (1d6 + 2)

>>2770787
Okay so that didn't work.
>>
Rolled 4, 5, 5, 2 + 1 = 17 (4d6 + 1)

>>2770777
Last set.
>>
Rolled 6, 6, 2, 3, 1, 4 + 2 = 24 (6d6 + 2)

>>2770777
>>
Rolled 3, 5, 6, 4, 2, 1 = 21 (6d6)

Burn tree roastie
>>
Forgive me for the delay, my masters. Pressing matters called me away from your glorious presence. Rest assured I remain faithful.

There are two options - I can either pause this here, and run sometime later this week, OR I can autoresolve this encounter right now.

>I'll be back!
>Autoresolve
>>
>>2772959
>I'll be back!
Not enough people right now
>>
>>2772959
>I'll be back!
Not many players, and it's our first encounter with troops, even if it's a small one. Let's see how it plays
>>
>>2772959
>>I'll be back!
Definitely don't want to autoresolve our first real combat.
>>
As you wish, my masters. OVERLORD QUEST I is concluded. I shall make my return on Friday.

Go forth and conquer, Masters.

Discord: https://discord.gg/c3vPRj




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