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A corpse looks into a flickering black glass.
It ponders what could have been, had it not wasted its life.
The illusion prevails until the glass stops flickering.

Your tired muscles are reinvigorated as you spot the Burg on the horizon. Many horses and mules follow you, but you are the only rider. Looking at their saddles stirs melancholic memories of your companions.
At a calm riverside you make camp.
You stare at your reflection in the still water.
What do you see?

>a Knight
>a Hunter
>a Cleric
>a Beast
>>
>>6100752
>a Cleric
>>
>>6100752
>>a Hunter
>>
>>6100752
>a Knight
>>
>>6100752
>a Beast
>>
>>6100752
>>a Knight
>>
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The court life just wasn't enough for you, was it? You were drunk on fairy tales and epic poems when you set out into this world. And the worst thing is, even now, after all this, you can't get yourself to regret anything.
Not surprising, really.
This is after all exactly what you wanted. An adventure.
Your grit has carried you this far. But now you will have to finish this quest alone.

Gift:
Severed Witch Tongue

You approach the Burg long after nightfall, and you manage to sneak up close through undergrowth surrounding it. Yes, it is true, the land around this castle has not been maintained for a while.
You see that you can scale the Burg with some effort. However, guardians patrol the walls.
It would be prudent to make some kind of plan before you act.
You look around but there is noone who could give you any ideas or advice, only the horses stare at you. You will have to come up with something yourself.

>Write-in
>>
>>6100810
Conceal head with hood
Knock on the door off the Burg
It's me, the traveling horse merchant
Need you any horses?
>>
>>6100811
+1
>>
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Strange ideas float through your weary head. You laugh to yourself and imagine what would happen if you just walked up to the gate.
"It's me, the traveling horse merchant
Need you any horses?", you snicker to yourself and imagine their stuporous faces.
You barely catch yourself from the brink of such insanity.
No, this is not a plan worth pursuing with these kinds of guardians.

>Try again
>>
Scale the Burg
Bop the bad guys
>>
>>6100827
>Travel to one side of the castle and make a lot of noise as a distraction, maybe tie some bells to one of our horses and give it a slap, we'll catch it again later. Then move to the opposite side and scale the wall.
>>
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You ponder and decide that the only way that you could get in and fight your way through is with the aid of a distraction. And your gaze falls on the horses.
You look through the saddlebags. It brings you some discomfort to rummage through the belongings of your fallen companions, it feels as if you were vandalizing a memory.
But you know that they would have wanted you to finish the quest, no matter what.
You don't discover a bell or anything similar, but you do find something in the alchemist's satchel; A burning tincture made from spices. Now you just need a little ingenuity.

You keep the two best horses at a safe distance, you will need them again later. The others you bind together so that it is inconvenient for them to move, then you slowly lead them closer to one corner of the Burg. You take the tincture, empty it into a piece of cloth and rub it under the tail of one of the horses. You barely avoid a kick from the animal but the plan succeeds. The horse starts jumping and making noise, causing the other ones bound to it to panic as well.
You disappear back into the bushes to make your way to the opposite end of the castle.
>>
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Rolled 4, 3 = 7 (2d6)

Scaling the wall is easy with the help of a hook, and you avoid the gaze of the guardians that remain on this side.
You sneak into the keep when suddenly you feel the witch tongue vibrate. There is danger nearby.

>Roll 1d6.

Worry not, you are a capable warrior. The first three rolls will be added together to stand against this roll here.
>>
Rolled 5 (1d6)

>>6100932
>>
Rolled 6 (1d6)

>>6100932
>>
Rolled 2 (1d6)

>>6100932
>>
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A few guardians tumble down the hallway and throw themselves at you, fletching their diseased teeth, but failing to pierce your armor. You slaughter them with just one strike each.
A towering ogre reveals itself, the strongest of the guardians tasked with protecting the treasure of the Burg.
It throws its weight against you, but you outmaneuver and finally slay it with a few lucky strikes.

You are relieved. But if your journey has taught you anything so far, it is that luck and skill are not to be conflated. When the ogre's fat body collapses to the ground it shakes the foundations of the keep. The guardians must have heard it. You are still in danger. You must hurry.

You make your way up the keep to its highest peak. The door to the highest room is locked. This must be it. You break the door down.
>>
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A young voice, just awoken, replies with fear:
"What do you want? Don't come in, I will tell the lord!"
You look at the little girl cowering behind her bed sheets. For a moment you can't find any words. Maybe you just have to catch your breath.
She too is stunned for just a second when she realizes that you are not one of the guardians.
"Who are you?", she asks.
But really she knows. She too has read fairy tales after all. And she knows a Knight in Shining Armour when she sees one, even if the armour is covered in dirt and monster blood.
A smile forms on her face.
You come back to your senses. Strange that you are feeling so hesitant. When there is really nothing to hesitate about.
You made it. You reached the goal of this whole quest. The princess. Your target.

>Kill
>Spare
>>
>>6100986
>Spare

Tarnished with dirt on our knees and burdened with dead companions, we're still a knight.
>>
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Why are you hesitating? This should really be a simple matter. You were told to kill the princess that is held here. That is your quest. You can't just break your word now. If you do that, your companions died for nothing! This is your duty...
But duty, you decide, is not the same as honor.

"I'm here to rescue you. No time to explain, come with me, now!", you tell the princess and she falls into your arms.
You look in the direction you came from. Footsteps. Screeching.
They are coming.
"Through the window.", you tell her and get your climbing hook ready.
"We are too high up!", the girl laments.
"Hold onto me.", you respond.
Just as the little beasts rush into the room you get out of the window and slide down the rope back onto the castle walls, while the princess hangs on for dear life.
One of the guardians even jumps after you. It flies past and shatters its skull on the battlements.
>>
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You make it down and run for the two good horses you prepared. You lift the princess up on the best one, grab your lance from the ground and climb on yourself.
"Hold on tight.", you instruct her once more, even though she hasn't really stopped doing that ever since you slid down the rope. You spur your steed onwards, the other horse follows. It is this second one that carries most of your remaining adventuring equipment.

But you haven't fully escaped it just yet. You hear screeches and hooves pursuing you. It seems the guardians won't give up their prisoner so easily.

>Cut the second horse loose. It will distract them long enough so that you can escape.
>Turn to meet whatever is pursuing you in battle.
>>
>>6101240
>Turn to meet whatever is pursuing you in battle.

An engagement on horseback with lance in hand is no challenge! Have at thee, fiend!
>>
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You pull on the reins and stop your horse in its tracks. "Get off. I have to face our pursuers.", you instruct the princess.
She looks into the eerie dark forest around you, silhouettes are dancing, watching from behind the trees. They are more than tricks of the mind, that is true, but you have gotten used to them and are more worried about the pursuers.
"Don't leave me alone here! I don't want to get off!", the girl shouts.
You explain: "It's more dangerous to stay on the horse than..."
From her expression you can tell she won't listen.
"Fine. But at least get behind me.", you concede.
The girl climbs over so she sits behind you, as you turn your horse to face your foes. You hold your lance tight in one hand, your shield in the other. You are a Knight. This is your element. You are ready to face whatever comes your way now.
>>
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Rolled 5, 4, 2 = 11 (3d6)

A single rider approaches.
The last and only Knight of the Burg faces you.
The chimes of the forest outside the castle walls feel as fresh to him as they do to the princess. Yes, he has not left his post for a long time.
So dutiful is he in his service that over many many years he never took off his armour, until he realized that this had caused said armour to melt into his very skin. Now he can't ever take it off, even though at this point he has long forgotten the reasons for his vow and the source of his conviction.

There are no words to exchange between you two.
He spurs his old steed on. May the better Knight prevail.

>Roll 3d6.
>>
Rolled 5, 5, 5 = 15 (3d6)

>>6101830
rolling
>>
Rolled 6, 5, 6 = 17 (3d6)

>>6101830
>>
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You are equally matched.
But the Burg Knight is old, even if he still has some will left in his bones. You see his lance wobble around as you both approach one another in a gallop. You can do this, you feel it...

But then, just when you are about to make contact, the Burg Knight spots the girl sitting behind you, still holding on tight. For just a glimpse of a moment his long forgotten conviction returns. He pulls his lance upwards in the last second, unwilling to risk harm coming to the princess. This leaves him defenseless.
You strike him, unable to even process what just happened yet. Your lance shatters apart.
The Burg Knight falls from his horse and crashes into the ground.

The princess lets out a scream and presses herself against you. Your opponent's horse runs off into the wild.
The reality hits you. This was not how you wanted to win... but there is no way to apologize now.
You sort your thoughts for a few moments until the situation calms down.
Looking around, it seems that noone else is pursuing you.
You jump off from your horse and walk over to the Knight of the Burg. He has stopped moving by now.
There is no way for you to bury him here, sadly.
You raise his helmet to confirm a suspicion.
Just as you thought, he was a human.
>>
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INTERMISSION

Remember: the quest saves automatically.
>>
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You awake in a grassy field, sweating. Not just because the sunlight shines directly onto your armour, but also because during the night the princess threw your cloak over you to use you as a pillow. As she gets up she disturbs your sleep enough that you are fully awake by the time she stands. She looks at you:
"Oh. Good morning, did I wake you up, I'm very sorry..."
You throw off your helmet and sit up, wiping the salt and dirt from your face.
"I forgot to ask, Sir, what's your name?", the princess asks.
"Anon.", you reply, growling slightly.
She grabs her gown, clearly flustered, and makes a proper bow:
"Well met, Sir Anon. My name is Krimhild. I wish to extend my gratitude to you for saving me."
"No problem.", you tell her.
You can't blame her. This must be a dream come true for her, after all. Saved from captivity by a knight in shining armour. If only she knew what the goal of your mission had been originally.

You get up to check on the horses.
The princess follows you closely like a dog.
"Where do we go from here?", she inquires.
That's actually a good question. What are you going to do now? You did not fulfill the quest, you spared your target. You can't just go back the way you came now. Your contractor doesn't want her alive. And you don't want her dead.
The only way is forward now. But how much are you willing to reveal to her?

>"To tell you the truth, this was not part of the plan..."
>"Like I said, I came to rescue you. Now I will take you to safety."
>>
>>6102008
>"Like I said, I came to rescue you. Now I will take you to safety."

We'll find someone who wants her, who will keep her safe. Princesses are in high demand I hear. For now, keep quiet. She wouldn't understand. We'll prove our intentions, in time. Revealing the truth now would only frighten her, make her think we're just keeping her alive to prevent the rot, until we can meet our paymaster and do the deed in front of them.
>>
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"Like I said, I came to rescue you. Now I will deliver you to safety. I will find someone who can take care of you.", you explain. It doesn't feel good to keep the truth from her, but the situation is complicated and you don't want to stress her out even more.
"I see... Thank you, Sir Anon.", Krimhild replies, seeming somewhat crestfallen. Did she not like something about your answer?

There are other things to think about. Like where you will actually take her. You consider your options for a moment. Then you turn back to the princess:
"One more thing... The world out there can be pretty dangerous. It's best if we keep a low profile for now. You understand?"
She looks at you confused.
You elaborate:
"What I mean is... not everyone needs to know you are a Princess, alright? We have to stay low. So you should act accordingly. Ehm..."
You get an idea:
"Think of it like a little game! You pretend to be a low-born girl. So in this game you are not allowed to use fancy language or etiquette, you eat with your hands, like this and-"
"I'm not stupid! I know what I have to do. It's a disguise.", Krimhild interrupts you.
You can't help but grin slightly at that response.
She ruffles her hair and continues:
"I will need a different name if this is a disguise. How about Luna!"
Not the a very inconspicuous name, but you relent, what's the point.
"Alright, 'Luna', let's eat something before we set off.", you tell her.
>>
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You travel along deserted paths. Only overgrown memories serve as a reminder of the olden days here.
On the way you pass along the remains of an old God, potruding from a mountainside, a sacred terrain. The wind blows through its bones, casting a solemn tune of lost grandure.
From this place you fetch crystal clear water that restores your strength.

The princess meanwhile has mounted your second horse herself and she slowly adjusts to riding it. She seems to enjoy herself and you hear a constant stream of giggles and cute noises from behind you. 'Luna' must feel relieved to not have to worry about noble etiquette anymore.
"What's his name?", she asks bluntly, refering to the horse she is on.
"Honestly, I didn't get to name any of them yet. You could give them names though, if you want.", you reply. There were always more important things on your mind so far.
The princess insists: "Aww, come on! You name them!"
Do you really have nothing better to do?
You are riding a gray stallion warhorse, and the princess is on a chestnut colored gelding.

>Write-in horse names
>>
>>6102076
>Mous for the gelding
Meaning 'mush', the ou being pronounced somewhere between 'ow' and 'uuh'.

>Valentin for our stallion
>>
>>6102076
>Sir Clopsalot

Do we know where she's a princess of, or does she? If they weren't the ones who hired us to kill her, why not take her there?
>>
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You find yourself thinking more about this than you had hoped. "Fine... How about Mous. For that one. Good enough?"
She seems to like the name: "I like it! But I don't know what it means. What about yours?"
"I don't know... I guess he looks a little like a Valentin.", you say.
It feels wrong to you somehow to have too much fun doing this. You struggle to understand why.

Along the path winding down the mountain you find a wayside shrine.
In these times, where humans have become a rare sight, it is customary to leave an offering at such a statue, usually in the form of a strand of hair or a strip of cloth. Which allows for travelers to see how many people have come through here before.
This particular shrine doesn't seem very promising.

"We should try another way.", you tell the princess.
"Wait. Do you not know where we are going?", she inquires, a little uneasy.
The frustration mounts.
You think of your companions. The potentional reward, the glory you squandered, and you don't even know why. Just for this child? And now you are having fun naming horses with her while your old comrades rot in the ground, probably cursing you from beyond the grave.
You turn to Krimhild:
"Listen. I don't know what you expected from this. I'm doing what I can. If you want we can just turn around and I can put you back into the bed I found you in. Or maybe you would prefer to go even further in that direction, to the old capital, where everyone want you, yes you specifically, dead. They are even sending assassins after you. But at least I know the way, right! So let's go there! Does that sound like a plan good enough for your excellency, princess?"
The last words echo through the forest a little, making your hairs instinctively stand up.
>>
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You sigh, mentally exhausted. You didn't want to let out your anger on her, but the pressure just kept building for a while now.
"I'm sorry.", Krimhild tells you: "I'm really grateful for everything you did, really. But I... I didn't know that someone wanted me dead."
You sigh and nod your head: "It's something about your bloodline, don't worry about it. Everything will be alright. We just have to keep a low profile, like I said..."
You ponder: "Do you know anyone from your family? Or a friend of them maybe? Someone we can a look out for?"
Krimhild thinks for a moment, then responds:
"Yes, actually. They made me remember a sigil that is used by people I can trust."
She looks around for a moment, gets down from her horse, picks up a stone from the ground and draws with it on the wayside shrine. It's supposed to be a dragonfly-like shape it seems.
"I'll keep it in mind. But wipe that off.", you say.
Not because you are worried about some divine retribution for sullying the statue, but because you feel watched ever since you heard that odd echo from the forest.

As you help Krimhild get back up on her horse you look back behind you at the statue. It feels oddly relatable. The way it's exposed to the elements, slowly but surely being tired and eroded over time. You feel like you share this fate in common with the stone.
>>
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You look around different directions until you find a somewhat proper path that goes through the forest. If there is any route here that might be traveled this seems to be it.
Still, it is an eerie place, and Krimhild always stays close by.
You notice that you can't hear any birds sing.
In fact when the wind is not blowing, you can only hear yourself, Krimhild and the horses.
A moment of off-putting tranquility.
Suddenly screams pierce the air, they make your heart skip a beat. Not just any screams, they are shouts coming from not so far away.
"help me!"
"help me!"
"oh gods please help me!"

>Help
>Don't help
>>
>>6102406
>Don't help

We ought not lose our weary spirit just because we've found some levity. There are dangers lurking in this forest, as there were in many prior.

We played our part as a knight, now we should invoke a different part of the code; our charge before all others.
>>
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"help me!"
"ease help me!"
You ignore the cries coming from the woods. You don't even have a lance with you anymore, it's just not worth the risk.
But Krimhild seems a little distraught:
"What... are we not gonna help?"
"No.", you reply and stir your horse on along the path.
The princess doesn't seem very happy about your choice: "I thought we are looking for other people!"
You stop your horse for a moment and whisper at her:
"If you really want to know: I don't think whatever is making that noise is other people."

After a while the voice from the woods suddenly changes and turns into something oddly familiar:
"ellency, princess!"
"for your excellency princess!"
And then it changes again:
"ooking for other people!"
In the distance to the side of the road you spot a humanoid figure flailing about, as if it is dancing. A long tendril sprouts from its back and disappears into the shrubbery.
"Let's get out of here.", you tell Krimhild as you spur your horse on.
You can hear the figure repeat what you said in the distance:
"lets get out of here!"
"lets get out of here!"
Who knows what horror you managed to avoid with your prudent decision.
>>
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INTERMISSION

Remember: Diseases are not the only afflictions. Watch out for curses, too.
>>
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When you come to a part of the forest where you can hear birds chirping again the tension you feel is relieved a little. You decide to make camp here.

You eat something and relax. Krimhild seems to have been frightened by the close encounter in the forest, however.
"Are you alright?", you ask her.
She looks at you and says:
"You said you are going to find someone who can take care of me."
"Yes, that's the plan.", you reply.
"How do you know you aren't putting me in the hands of another monster?", she asks you in return.

>Write-in
>>
>>6102597
"We shall test them, you and I, until we find someone worthy. From the highest to lowliest."

Not every forest is full of terror, but this one sure as fuck is.
>>
>>6102597
>We'll stay with her and her new caretaker, until we're both sure that her guardian means well and is sufficiently capable. Should we be unable to find anyone (unlikely), we'll raise her ourselves. She should trust us, we've pried her from that monstrous burg, and hence away from the destination of assassins, away from that monster in the forest too.
>>
>>6102604
>+1
>>
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You try to reassure the princess: "Hey, I won't give you away to just anyone. Trust me. I kept you pretty safe so far, right?...
Listen. How about this: you have the last word. If you don't like any of the alternatives you can stay with me for as long as you like."
This helps calm her down. She leans against you and soon falls asleep.

It is a restless night. The horses wake you up countless times as they neigh and move, seemingly terrified of some nightly apparitions that you can't even see. Every time that you manage to fall asleep again, and your hand loses its grip on the sheath of your sword, the horses make noise once more.
Deprived of rest you toy with the thought of just slitting their throats so they would finally shut up.
But Krimhild gave them names.
>>
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The next two days are uneventful. Your rations have become dry and salty, so you don't eat much. Krimhild turns a little sick, as expected of someone who had been sheltered from the outside for so long. But it's nothing serious.
You don't make much progress, as both you and the horses are tired.

Your third night in the forest.
You have found some old ruins that make decent shelter, and the horses wake you up a little less often. Maybe they really are quieter here, but it's more likely that you simply learned to ignore their noise in your sleep.
That night you have a strange dream, where you descend down into the ruins and find treasures beyond counting there. So much you can't even carry it all away with your two horses!
When you wake up, you have a light headache.

>Explore the ruins
>Continue on your way
>>
>>6103083
>Explore the ruins
Surely just a peek won't hurt... Besides, we shan't take all the treasure, if such treasure there is. I trust that the horses' quiet shows the place is relatively safe...
>>
>>6103083
>Continue on your way

Spooky damn forest, begone treasure thot!
>>
>>6103083
>Explore the ruins

The temptation is to great! We may need lucre to ease our journey in less wild climes. Think ahead. Whatever dangers may lurk, more skulk in the shadows of the cities when one lacks coin.
>>
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You turn to the dark entrance leading down into the bowels of these old walls.
"Stay with the horses. I'm gonna take a quick look around before we leave.", you tell Krimhild. She doesn't seem too happy:
"What? Why! Stop! You are clearly overtired. You aren't thinking straight! We have to leave this forest as soon as possible."
You sigh and mumble an explanation together: "Listen. When we do reach town, we are gonna have to resupply. Now what am I gonna barter with? We don't have shit with us. You want me to sell Mous?"
Krimhild hugs you on the verge of tears: "If it means you stay out of there, then you can sell him!"
You stroke her hair: "Krimhild. I promise, I will come back. You have to trust me, alright?"
She needs a few moments but finally lets you go:
"But don't get hurt..."
You nod: "I won't."
You grab a torch from Mous's saddle bag, and light it. Then you descend.
>>
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Rolled 1, 5 = 6 (2d6)

The air is stale. It smells putrid inside. You don't remember that from your dream. This place stretches down far.
You feel your knees go a little weak. You think back to your childhood heroes. The Knights from the stories killed thousands of enemies by the end of their Sagas. You don't compare to them. You are just a man. You realize that you could really die down here right now, if you get unlucky. Any fight could be your last. You start to regret your decision to come here.
It's not that you are a coward. You are not afraid of death. But you are afraid of the image of Krimhild waiting on the surface. Waiting for you to come back out of this crypt. Waiting in vain.
You consider turning back.
But before you can, the Witch Tongue starts to vibrate. Danger is nearby.
You drop the torch on the ground and draw your sword.

>Roll 1d6

Worry not, you are a capable warrior. The first three rolls will be added together to stand against this roll here.
>>
Rolled 6 (1d6)

>>6103357
>>
Rolled 6 (1d6)

>>6103367
Hot damn
>>
I hate to break character but fuck if Sir Anon isnt the luckiest son of a bitch in /qst/ history
>>
Rolled 5 (1d6)

>>6103357
>>
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A nightmare jumps you from the dark. Its great single eye pierces into your mind.
Adrenaline rushes through you, making your weary mind focus as best as it can.
From the shadows figures emerge, ever changing.
But you don't fall for the illusion.
You charge forward. The apparitions around the one-eyed nightmare try to surround you, but you disperse them by kicking your torch and illuminating the area in front of you.
You step forward, avoid the long lanky limbs of the enemy and stab it right in its big fat eye.
It tries to flail at you with one of its arms, but you deflect it with your shield.
"IS THAT ALL YOU GOT?", you shout like a madman as you thrust your blade deeper into the eye. Puss leaks from it.
"YOU BAITED ME HERE, NOW HERE I AM! SO WHAT ARE YOU WAITING FOR?"
You pull your sword back, let the monster flail about a little, and then step forward again to slice across its eye.
The nightmare stumbles backwards and collapses to the ground. You approach and stab into the eye again dozens of times until you tire and you are sure it is dead.
You are Sir Anon, Protector of Princess Krimhild. You will not die so easily.
>>
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You explore the place. There are old offerings scattered about. Some gold and silver and gems. Not nearly as much as in your dream, but it will do. But that's not all. In the hands of an ancient statue rests a golden short sword that has not withered a single bit over the ages.
It shimmers in the light in all colors of the rainbow as if it was oil. A gem is fitted into its hilt, and you can spot a strange symmetrical pattern glowing inside that gem, like a snowflake made from fire.
You pick up the sword and test its balance. You swing through the air, it whistles and suddenly a bright burst of energy shoots out from it, the burst flies forward until it hits a wall where it detonates in a fiery explosion. The shock wave throws you off your feet and even Krimhild can hear it from the surface.

You get up again and inspect the blade. Not bad at all, this thing. You decide to name the sword "Solstice".
As you inspect it again, you notice the pattern in the gem has been reduced noticeably in its complexity, now that you used it.
You guess that this must be some kind of indicator for its magic.
The blade probably does not have many uses left. Better keep it as a back-up for emergencies only.
>>
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INTERMISSION

Remember: The health of your body and your mind are intertwined with each other. Try not to neglect either.
>>
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You return from the grave triumphantly. Krimhild is impressed by your new weapon, but you decide it's best not to show its magic off, you don't want to waste a charge. Actually, you hope that she will never have to see you use it.

Later that day, finally, after all these trials and tribulations, you reach a hopeful sight. Fields. Actual, cultivated, fields. And on the horizon: windmills, houses.
A sign says 'Waldheim'.
Krimhild looks in awe at the sight.
She gives you a wonderful smile.
You can't help but smile back.
You made it.
>>
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Meanwhile...

An huge unshapely beast lies dying on the forest floor, countless arrows and crossbow bolts are buried in its skin. Its tail flails about, at the tip of the tail is a growth somewhat resembling a human figure. The creature is surrounded on all sides by armored men.
One of them kneels in front of its uncanny slug-like visage. The man flicks one of the arrows in its skin.
"for your... excellency... princess", the beast mummurs.
The man nods: "Yes, the princess has come through here. Where did she go?"
"ellency... princess...", it repeats.
In frustration, the man kicks the creature: "It's no use. This thing's a fucking idiot."
"It can only mimic speech. It doesn't actually understand what the words mean.", another man responds.
The first man stands up and paces about: "Yeah... regardless. They came from the Burg, so if they continued from that direction...going into the forest... there is only one place they could be heading to."
"Waldheim.", the second man exclaims.
"Mhm.", the first man nods. He gives a hand signal and the other men empty a final volley of arrows into the dying creature on the ground, ending its misery.
The first man looks around the group:
"Blood Hunters! Get ready, we will ride through the night!"

To be continued...
>>
The quest will continue on Monday. Thank you for playing so far!
>>
>>6103680
Thanks for the run bossman!
>>
>>6103680
Thanks for running! I hope our Sir Anon is quick-footed...
>>
>>6103678
Braces and you will continue today.
>>
>>6103783
rollin
>>
By my count we should be three days ahead of the Blood Hunters, perhaps two considering they intend to ride through the night, mayhaps a day and a half if they keep that up all the way. We don't have long, but we should consider taking off our armour and bathing, lest we end up like the princess's previous guardian, with our armour melding to our skin.

>>6103680
Thanks for running!
>>
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You enter Waldheim.
It feels refreshing to see people moving about, and to hear their chatter and shouting, and even to smell the waste in the fields.
Krimhild watches other children by the side of the road and then looks over to you:
"Can I go play with them?"
You shrug: "Yes, Luna, you can go play with them."
She taps her nose like a spy. She understands. You can trust her to keep a low profile.

Through bartering with the loot from the ruins you can easily afford food and shelter here, and resupply your adventuring equipment.
You also get a new lance.
Of course you want to keep some savings, but you still have a little more gold which you are willing to spend.
You look around the marketplace for interesting trinkets or oddities.
>>
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Scented Oil
Price: 3 Gold
Made from herbs, spices, water and alcohol. It doesn't seem to have any intrinsic powers to it, but it might make it easier for you to get through the stench of some dungeons.

Crooked Fang
Price: 6 Gold
Poisonous barb. If injected into your body, it numbs you to any pain and raises your strength, agility and reflexes to sheer inhuman levels for around 5 minutes. Afterwards it causes you to faint for a good hour. One time use.

Glowstone
Price: 2 Gold
An opaque greenish gemstone. If you shake it, it will start to emit a faint glow. It will also quickly become very hot. It gets hot enough to make water boil if you throw it in a pot, but the water will become undrinkable. The Glowstone's effects last about an hour before gradually subsiding. Only works once.

Phial of Milk
Price: 5 Gold
The milk in this phial comes from a certain holy being of purification. When consumed it heals the following ailments: Disease, Infection, Poison.
It cannot heal: Injury, Curse, Insanity, Possession.

Pendant
Price: 3 Gold
A pendant from the good old times, in decent condition.
No effect, except for nostalgia.
>>
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Ominous Whistle
Price: 2 Gold
A whistle crudely carved from bone, makes a shrill scraping sound. The sound wards off some enemies, while others are attracted by it.

Hiveworms
Price: 1 Gold
A repugnant seller offers you this. It is a squirming organ made from many moving strings. If you are mortally wounded, you may offer your body to the hiveworms. They will save your life, but from that point onwards, you will serve as their host, until they completely consume you.

Blondie
Price: 2 Gold
A stuffed doll in the shape of a dog with fluffy golden fur. Krimhild might like it.

Pilgrim's Compass
Price: 5 Gold
This ornate ancient compass always points to the nearest Wayside Shrine. It was much more useful in the past, before the Shrines were mostly abandoned. This now practically useless relic doesn't seem to be running out of charge anytime soon though.

Poison Flask
Price: 4 Gold
This particular poison, once consumed or injected, ferments the bones of the victim from the inside over the course of about two weeks. It is an extremely painful process and results in certain death, unless an antidote can be found.
>>
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>Vote and discuss which items to buy. Try to reach a consensus.

You may spend 10 Gold at most.
There are several stocks of 'Scented Oil', 'Glowstone', 'Phial of Milk' and 'Poison Flask', so you can buy more than one if you wish.
>>
>>6104972
>Scented Oil
>Phial of Milk
>Blondie

This is my list.

Oil for dungeon diving for more loot to sustain our journey.

Phial's use is self evident.

Doll for mental health, to show our affection too. Remember the intermission tip.

As for thoughts on the other items...

...I could also see us taking a pendant instead of the oil for our own mental health.

The poison flask seems like it would be better for the Hunter, had we chosen to be them instead. As we are a knight, favouring direct melee engagements, the idea of disengaging while the enemy dies over the course of time just doesn't fit our methods. I suppose it could be used as a suicide tool if we used the hiveworms, to ensure we die with dignity, before being fully possessed. But I don't see us as 'ride or die' levels of loyal to the princess yet.

Crooked Fang could be useful if we encounter something extremely dangerous or if we want to prepare for the blood hunters under the assumption they are beyond our capabilities to fight normally.

Not sure of the use of glowstones, just use torches or buy a stack of wood instead.

Whistle or compass sounds useful, but involve unknowns.
>>
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After some deliberation you decide to purchase the phial with the holy milk, some scented oil and the fluffy toy.

You find the princess playing on the street and approach her:
"Hey, Luna.
I got you something."
You kneel down and her the plushy dog:
"I don't know if girls your age still play with dolls but..."
But her bright smile shows you all you need to know.
"It's perfect, I love it! Thank you!", she replies.
For a moment she grabs her gown and begins to bow, but then she remembers her 'disguise', so instead of bowing she gives you a hug and kisses you on the cheek. It warms your heart.
>>
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You enjoy the warm food and comfy straw bed the town offers. For the first time in forever you manage to sleep completely undisturbed in a comfy straw bed. Your mind wanders to strange places that night.

You dream of Krimhild, in her little gown, she is in the middle of her room in the Burg. She looks up at you in awe, her eyes follow yours as you walk towards her. She doesn't say anything, nothing that you can remember afterwards at least.
You come up to her and wrap your hands around her waist. She feels soft and light as you pick her up.
You turn her around and bend her over...
>>
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INTERMISSION

Remember: Item prices are based on the local economy, and not on the item's usefulness to you as an adventurer specifically.
>>
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The next day you decide to bathe alone instead of with Krimhild. Not because you feel bad about the dream, but you try to convince yourself that the princess is just an asset to you, that this affection won't get in the way of your goals.

There is a lake nearby town, but it's far from quiet. The noise and smell of the people around you starts to irritate you a little. The forest was bad, but at least sometimes it was tranquil.
Maybe you have just gotten a little jaded.

You pay some woman to clean your clothes and keep an eye on your stuff while you go for a swim.
As you undress you take a look at something on your right forearm, a few inches below your palm. You don't want others to see it, you don't even want to remember it yourself, so you just hide it as best as you can, to avoid any unwanted attention.
Regardless, it doesn't take long before someone starts approaching you however, some local bumpkin:
"Excuse me. I noticed your apparel on the beach. Are you an adventurer or something?"

>I'm a Knight. So if you are gonna pester me, the least you can do is to address me properly. Now fuck off.
>Yes, something of that sort. Wanna hear some stories?
>Write-in
>>
>>6105652
Yikes, certainly living up to the title.

>>6105655
>"Leave that! The fellow who left that there looked like he could ruin your day."

Best not share freely. We don't want to give away information to the townsfolk that they could then convey to any assassins chasing after the princess. Our party surely wasn't the only one after the girl's head. Any hints of us being an adventurer, or standing out so that pursuers have a description is just wasted breathe.

Though maybe some socializing would do some good for us, chase away those dreams, think about someone else.
>>
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"It seems to me this apparel belongs to someone who could really ruin your day if you keep pestering him.", you tell the man.
"Hey, hey, I was just asking. I'm not looking for trouble.", he assures you and disappears.
It seems like he is talking to his friends about you, but you aren't bothered. They won't pick a fight with you, the way they look.

After you feel that you have cleared your head a little in the water, you reunite with Krimhild and explore the town a little. She holds your hand and keeps her new toy close to her chest. The way she looks up at you reminds you of your dream.
You wonder...
How long are you two gonna travel together? You hope it's a while...

Then suddenly, as if the Gods were playing a joke on you, you spot something familiar on a banner in front of a great hall.
"Isn't that-", you tell Krimhild.
She nods her hand: "That's the symbol. The one I was told to look out for!"
It is by far the biggest building in town.
You cautiously approach.
A pair of guards stop you:
"Hold it, Sir. Please surrender your weapons before you enter the sacred ground in the hall of his majesty."
"I'm afraid that's not gonna happen. We are friends, don't worry.", you tell the guard, but he doesn't seem too happy about your answer. You see him tense up: "I must insist, good Sir."
Suddenly Krimhild grabs your arm:
"Please, Sir Anon. Do what he says. If we can trust anything, it's that symbol. Please, I have to meet whoever lives here."
This is the exact kind of moment you dreaded. The culmination of your development as a person over the last week. Yet all you feel is paranoia. Are you approaching the end of your journey? Why does it feel like there are only bad options left for you?

>Surrender your weapons and enter. In the case that this place isn't as friendly to Krimhild as she insists, you will be left defenseless.
>Leave a message for his majesty. You will remain in town for another few days to await a reply. One night the Blood Hunters will catch up to you and attack you while you sleep.
>Try to convince Krimhild to just come look for another town with you. If she refuses, you continue your journey alone. You don't care. You are done risking danger for her.
>>
>>6105714
Aaah, had only we purchased the crooked fang, so that we had means even without arms to render destruction upon our foes!

>Try to convince Krimhild to just come look for another town with you. If she refuses, you continue your journey alone. You don't care. You are done risking danger for her.

This is a dark fantasy quest. I refuse to believe we will obtain anything approaching a happy ending by acting the idealist. Even our act of mercy for the princess seems not entirely chivalrous.

While I don't mind separating from our fast friend (it seems healthiest that we go our separate ways, with the thoughts we've been having), it seems irresponsible to leave her only a few days journey from where assassins will be seeking her.

Also, doesn't that seem suspicious? Her allies were just loafing around, three days journey from where she was being held in a castle occupied by monsters? That we would arrive to 'rescue' her before her mysterious trusted dragonflies would get word of assassins via horseback and move her? Does this dragonfly symbol not seem slightly different from the one she drew? How does she know that they won't just put her back where we found her, alone in that dark castle? That she wasn't told to trust these caretakers, to take advantage of her naivete, and ensure she always returns to those who manage her pen? Really she should trust us, who else does she actually even know that is more worthy, hell who else does she even know at all?!

/cope
>>
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>>6105714
>>Try to convince Krimhild to just come look for another town with you.
no no NO, SHE MUST COME WITH and if she refuses, declare her mistaken, these are not her allies! Merely enemies of her blood, living in the hall they captured from her true allies! And we will find them princess!
>>6105725
>While I don't mind separating from our fast friend
W-w-we can't separate now! S-she... She needs our...protection.
>>
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"I'm not gonna go in.", you tell Krimhild.

"Fine. Then I'm gonna go in and you can come after me.", she retorts.

You are starting to get agitated: "NO! No... I'm telling you..."

You look at the confused guards and then take the princess aside:
"Come with me for a second."

Out of sight you tell her:
"Listen. I don't trust this place. What, you want to go in there completely defenseless, just because of this stupid oh so secret symbol? It doesn't even look like the thing you drew!"

"I just didn't draw it right! I'm certain this is it!", she replies.

"Alright. If this place is really friendly to you or your family or whatever, then why did they never send anyone to save you from the Burg?", you ask, increasingly irritated.

She is unsure:
"Maybe they didn't know... Why are you suddenly... like this?"

Unhinged. The word she is looking for is unhinged. You have completely lost your nerve by now, even if it's for a good reason.

You try to assure her:
"No. Here's what we will do. I will take you to a different town. A better one."

She replies:
"Why? What's gonna be different there? Everyone in this town is friendly. It's just you. You are like you were back in the ruins. You aren't thinking clearly again..."

You lose it and reprimand her:
"YES AND I WAS RIGHT BACK THEN AND I AM RIGHT AGAIN NOW! So stop disobeying."

You breathe heavily and kneel down to grab her hand:
"I'm sorry, that came out wrong. Listen. I kept you safe so far, right? And I want to keep you safe right now."

Krimhild looks at you terrified, you look scarier than you think:
"You said in the forest that I have the last word on where I want to go. And I'm gonna go in there."

"No, you won't.", you grab her arm tighter.

"If you don't let me, I will just scream really really loud until someone comes."
>>
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You completely lose it:
"You're an ungrateful fucking brat, you know that?"

You stand up again, letting her go, and pace about:
"You know how much I did for you? And you show no gratitude for any of it. You are the most delusional sheltered useless shit I have ever seen."

"I'm not delusional, I can tell which people are trustworthy!", she exclaims, unable to hold back her tears anymore.

You shout at her:
"Oh, shut the fuck up! You couldn't even tell with me!"

Krimhild flinches:
"What do you mean?"

You make ridiculous gestures to imitate her:
"How you were looking at me in the Burg, with wide eyes, like the dumbest bitch seeing a treat."

Then you grin at her like a madman. You rip off your gauntlet and pull up your sleeve to reveal the 'thing' on your right wrist. A tattoo of a skull:
"And you know what was at my mind at the time?Look at this. You know what that thing means?"

"You said it's an old coat of arms...", Krimhild replies unsure, muffled by her crying.

"Ah, the impeccable people skills of the princess once more! Well, this might shock you, but I lied! Yes, people can lie, that's a lesson most children learn when they are this big~", you say and put your hand far below the princess's height.

"You wanna know what this symbol actually means? It's the mark of my guild. Former guild, I should say.
I'm a blood hunter. I don't get hired to save cute little princesses, I get hired to kill them. And I was gonna kill you.", you tell her with a straight face.

"You're lying!", she shouts and thrashes her arms at your belly, but she hurts herself more than you.

"Haha. So you are starting to learn about this 'lying' thing, finally. But this time, I'm sorry to disappoint you, but what I just said is actually the truth. I was gonna murder you. Really. But you know why I didn't go through with it?
Because you are cute.", you mock her and laugh.

You start to giggle in disbelief:
"That's the entire reason.
I don't even get it myself.
I might be even more retarded than you, after all."
>>
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Before you can continue Krimhild runs off back to the guards in front of the hall.
You regret every word almost instantly.
You go after her.
You want to say something. //Wait//, maybe. Or //I'm sorry//. But it would be pointless.

One of the guards approaches you:
"Wait a moment, Sir."

The moments feel like an eternity now. You look at the guard and say:
"It's all good. Just let her go inside."

Krimhild looks back at you, from the entrance to the hall. A new phrase comes into your mind, something that you could shout over:
//I still don't regret sparing your life//. But you don't. It's best now if she doesn't miss you.

News reaches you on the marketplace a few bottles of alcohol later. A princess has been welcomed by his majesty, King Schurik.
"King, heh. What a prick. King of a petty hamlet. No man in this fucked age deserves such a title.", you murmur to yourself.
You leave town the same hour with Valentin and Mous.
>>
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INTERMISSION

Actually, some things are best left not remembered.
>>
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You let Valentin carry you for a while, whatever direction he favors.
Eventually even that becomes too tiresome and let yourself fall into the bushes.
You think about the adventure.
Squandered it all.
A pointless episode of your life finds its conclusion.
And now you are just back in the exact same position you started in.
Deja vu.

Your tired muscles are discouraged as you look back to the town on the horizon. Some horses still seem to follow you, but you are the only rider. Looking at their saddles stirs melancholic memories of your companion.
In the bushes at the side of the road you make camp- well, actually, you are just lying there like a corpse.
You can't motivate yourself to do anything.

>Wait
>>
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>>6106053
W-we can still complete the mission!
>Go back to kill to princess
These feeling will pass! And when we kill her maybe we can even return to the old capital yes! There is no way anyone in this damn hamlet is food enough to fight us anyhow! Yeah YEAH this the only way! Be sure to spend our funds that were for the road on a crooked fang as well... Just in case.
>>
>>6106053
Well, that was certainly dramatic! Well done QM. Nice foreshadowing with the blood hunters and the tattoo.

>Just...move on. Find some tomb to loot or lay down in. The gold will motivate us, like it always did before. If not...well, we can find a new little girl to look after. There's lots of whelps borne of petty kings.
>>
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You consider a few options. You could go back and kill Krimhild, and just return to your old life. Or you could continue alone, become a dungeon delver, proper adventurer.
But somehow you can't even motivate yourself to lift a finger.
You just wait.

You don't even understand what's different now. You have fallen down before, many times, but you always managed to get up. You just spent a week with Krimhild, so why does it feel so different now?

You think of Krimhild.
Her childish antics.
How she cuddled up against you every night, how she giggled while riding, how she made you of all people smile.
And you realize something.
The reason you rescued her was so simple all along.
Really, you knew it from the moment you first laid eyes on her:
Krimhild is the only one who could ever save you from your misery.
And now it's over.

The sun is already setting when you hear a voice call out for you:
"You shouldn't lay down at the side of the road, Sir. Most people would envy you for two such formidable steeds and an armor like that."

You sit up, your hand wanders to the hilt of Solstice:
"Is that a threat? Just shut up and do what you have to."

You see a merchant on a wagon in front of you, he shakes his head:
"No, I would never resort to banditry. It's bad luck. I'm happy with what I have in Waldheim. You visited the town, right? I think I saw you on the street earlier. It's a shame that you missed the other travelers that rode into town today."

"Other travelers?"

"Yes, a whole group. A dozen people, maybe.", he non-chalantly tells you.

You jump up and rush over to the old guy:
"What did they look like?"

"They weren't nomads. Mercenaries, I suppose. Bunch of men, armed to the teeth."

"What did they want in Waldheim?"

He tries to calm you down:
"They didn't raid the place, don't worry."

"I'm not worried about that fucking town. Did they visit the King's hall?"

"Yes, I think they had an audience with his majesty. But nothing out of the ordinary."

Your hairs stand up:
"Yes, they were just scouting the place. They are gonna attack at night."

You rush to your horse with newfound vigor when suddenly you realize what's happening. You are doing it again. Throwing away everything for her. This is a suicide mission. Alone against many.
What will you do?

>Leave the princess to her fate, abandon all hope
>Return to save Krimhild once more
>>
>>6106151
NO we can't abandon hope, we might as well end it here! Death or glory only victory awaits. DEATH and we leave this accursed land where only corpses of gods bless the land. GLORY and maybe just maybe the princess can be the end of our misery one way or another.

>>Return to save Krimhild once more
>>
>>6106151
>Return to save Krimhild once more

It's simply fate.

But man, I did not pick the right items for this path. Solstice, my beloved, deliver us from our trials.
>>
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https://youtu.be/3rKIRnmYBcM?si=WKBL-z8Nww97eESW

You have found your purpose, and you squandered it away nce. But you won't make the same mistake again.
You mount your steed and raise your lance.
Valentin dashes along the road onto the fields.
For just a moment before the sun sets, it shines brightly through a distant valley. You feel drenched in its light. The work of fate or not, it will do.
Even if you fail, even if you never get to see Krimhild again, and even when all of this is forgotten in time, it matters to you, here, right now. What more could you want?
>>
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Rolled 6, 5, 3, 2, 4, 2 = 22 (6d6)

The moon shines over Waldheim. The bells are ringing. The hall is barricaded.
Fighting can be heard outside.
But inside a petty king sits calmly on a wooden throne, surrounded by faded tapestries and golden ornaments from the old times. On his head rests a golden crown with countless gems adorns his head, it was remolded from several treasures of many bygone empires. Now this small man gets to play with all these toys they left behind.
Krimhild sits in his lap, scared for her life.
The king strokes her hair:
"Don't worry. They won't get in here. This is my holy sanctum, nobody gets in here."
Only a handful guards stand around the throne, but the princess doesn't feel save at all. Her face shows regret. There is only one person she wishes was here right now.
Suddenly the door breaks open. Men step forward, holding weapons drenched in blood, and their helmets showing terrible faces.
Their leader advances first.
"If you drop your weapons, we will spare you. We are only after the princess.", he tells the guards. All of them comply. Loaded crossbows and spears drop to the floor, then the guards run off.
"Treason!", the King shouts and gets up.
The leader of the attackers scoffs: "It's a miracle this place wasn't razed to the ground yet. All this stuff in here is even more valuable than the bounty."
Suddenly the King pulls Krimhild forward: "Alright, take her! Take my things, but please don't kill me, I beg you!"
"WHAT? NO!", Krimhild tries to resist and hide behind the King, but he keeps her in front of him.
The men approach.
But suddenly Krimhild's eyes go wide. Behind the attackers another man is approaching, holding a shimmering golden sword.

>Roll 5d6
>Optional: Drop a one-liner before you attack.

You are a capable warrior (3d6), you managed to sneak up on the enemy (1d6) and you carry Solstice (1d6). This evens the playing field but you are still terribly outnumbered.

The best roll counts.
>>
Rolled 4, 1, 4 = 9 (3d6)

>>6106175
I'l leave a roll to the other anon
>>
>>6106184
Everyone is supposed to roll 5d6
>>
>>6106184
You can try again with a new post though. All the rolls have to be in the same posts so we can't just take the best rolls from every post and combine them
>>
Rolled 6, 1, 5, 1, 5 = 18 (5d6)

>>6106189
Makes sense okay.
>>6106175
DEATH OR GLORY END TO OUR MISERY IS IN SIGHT
>>
Rolled 5, 1, 6, 1, 5 = 18 (5d6)

>>6106175
>"Welcome to Anon's dungeon, it'll be your tomb!"
>"Betcha wish you didn't bet that witches tongue against me in cards, comrades! 'Cause tonight I've got a full house!"
>>
>>6106191
>>6106210
What are the chances of that? Getting the same numbers, just in different order?
>>
>>6106215
When you roll many dice you get what's called a normal distribution, the middle numbers are more likely than the extremes. I like it because it simulates chance better than just one d20 for example where you often get the extremes
>>
EVEN THE DICE IS LARPING.
IT WANTS GLORY(6,5,5) AND DEATH(1,1).
>>6106216
Also should someone roll again if it's a bo3? Or is our fate locked in?
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You call out: "A lot of people are gonna die tonight. But not her."

You swing Solstice through the air, it whistles and a burst of energy flies from its blade until it hits the group of men dead center. Three of them are hit dead center by the explosion and collapse on the ground, their bodies broken, one of them is convulsing on the floor. The ones to the side and the leader at the front are hit by the shock wave and thrown off their feet. Priceless ornaments fall and shatter apart. Krimhild runs to hide behind the throne.
You don't waste any time. You strike again through the air aiming at the confused two men on the ground to the left. A second explosion hits the ground just beside them and sends them tumbling numb to the side.
Fragments from the floor fly around, but your armor protects you. You immediately turn around to strike at the two who have fallen to the right of you. But your aim is off. You hit the floor behind them. One of them is hurt by the flames and shockwave, but the other one is already back up and charges you. And at the same time the leader comes back from the middle and grapples you. The two men throw you off your feet and you fall onto the ground, Solstice scraping against the floor. The guy from the right hold your sword arm down as the leader gets on top of you and tries to stab you through the visor.

You are all disoriented by now, but in the last possible moment you manage to get another fast swing out of Solstice. It whistles again and an another bright spark flies out. But because the blade is pushed against the ground the spark doesn't get far, it hits the ground right next to you. The explosion deafens you, you can feel something tear apart in your right ear. Your head turns violently and you feel a few teeth shatter. Your two attackers are thrown off. The blade of Solstice itself is shattered from the impact and a numb pain goes through right hand, you can't feel it anymore. But you don't even have time to check if that hand is even still attached, instead you pull a dagger with your left hand and stab it many times into the neck of the guy who was holding your sword arm down.
As you turn to look back at the leader he too is already back up again and jumps you.
You raise your arms and finally see your broken right hand, the attacker easily pushes it aside.
He is on top of you.
Your helmet is thrown off.
Your heart skips a beat. This is it.
The leader raises his dagger when suddenly...
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Rolled 2, 4, 4 = 10 (3d6)

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He flinches. A bolt has pierced his back (+1d6). He turns around to see Krimhild throwing away one of the dropped crossbows and pick up another one. Before he can even get up a second bolt pierces his chest (+1d6). He struggles and spits blood but gets up. He crawls towards her but then she shoots the third and final bolt (+1d6). It hits his cheek. He cries out in pain and collapses to the side, choking on his own blood.
You crawl towards him and finally end it by stabbing him through the neck, before collapsing to the ground yourself.
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Krimhild rushes towards you. You look up at her breathing heavily. Blood coats your teeth and drips from your right ear but you can't help but smile when you see her.
"I'm alright.", you promise her: "Krimhild, I..."
Suddenly she gives you a tight hug while crying: "I'm never gonna leave you again."
"I..."
"Quiet! You said I get the last word, right?", she interrupts you and smiles while dropping tears on you.

With her help you get up and take a break. You make sure the attackers are all dead, and you pick up the hilt of Solstice, not much of the blade is left.
Suddenly the King, who had been quiet so far, says something:
"Wait a moment. I'm very grateful to you, Sir, but..."
He looks at Krimhild:
"Your excellency. We talked about this. You promised to marry my son. You gave your word."
The princess grows pale. She doesn't know what to say.
You grin and spit blood on the ground, and aim the hilt of Solstice at him:
"Didn't you say something along the lines of 'You can take the princess and all my things if you spare my life'? I like that the sound of that promise much better."
You move over to put some of the most expensive looking ornaments in your bag.
She king shivers and barely gets any words out:
"Well... I..."

You look to Krimhild:
"We are gonna have to leave town after this, you know. I don't think the king will be this timid about you running off with me once he has gathered his men again."
She grabs your hand, the left one this time:
"I don't mind."
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INTERMISSION

Remember: Only in dark nights can the stars shine.
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Some time has passed. The sun is high up. You are back on the road.
With Valentin, Mous... and Krimhild. This is your life now, it seems.
Your right ear still won't hear, you don't think it will ever really heal.
Your broken hand however seems to be recovering fine. It hurts but it can grab onto your sword. It will do.
More importantly, after all this, finally you are happy. Krimhild comes running up to you and gives you a kiss.
You look at the horizon. This is a dangerous world for the people who remain among the ruins of their gods and ancestors. Your suffering surely isn't over. But at least now you feel like you might just make it through.

You look at Krimhild:
"So here is the plan. We are gonna sell that crap from the King's hall and buy some sheep. They are good for travelling."
You see she is holding Blondie, so you suggest:
"We could also get a real shepherd dog, what do you think?"
"Yes! Yes, please!", she smiles brightly.
"Also, we shouldn't travel alone. Maybe we can make some friends with other nomads.", you tell her.
"We could also make children.", Krimhild suddenly suggests.
"Wut? Uhh... Do you even know how to make children?"
"Uhm..."
You tease her: "Hm. I don't know. It's kind of an adult thing, making children."
"Please! Tell me!"
"Fiiiiine. I will show you."

The sun seems to shine so much brighter today. Or maybe you have just learned to appreciate it now.

THE END
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If you liked this quest here are some recommendations for similar stuff. All of them have an english version of some kind:

BOOKS/QUESTS

Vermis - Most of the pictures from this quest are taken from here. There are two books in the series, you can find them on archive org.

Unteralterboot - My previous quest. Content Warning: Anime Cringe. Kind of embarrassing in retrospect, but it was fun. I flaked from it, which I'm not proud of, but in retrospect I think it reached a decent ending scene with the Paris chapter.
https://suptg.thisisnotatrueending.com/qstarchive/2023/5851424/

Árvácska - Old hungarian book about a naked little orphan girl travelling the countryside. She behaves very accurately to real life, something I appreciate in this age of "uwu lolis" that don't act like real children at all. It gets very dark, but I would still consider it a children's book. There is also a movie version (see below).

MOVIES/SHOWS

Made in Abyss - Big recommendation. Dark Fantasy with Children. Excellent setting. But it does have the same problem as all other Animes: There are Traps, Shotas, a Mommy character, and all that crap. The cute Lolis and Furries make up for it.

Árvácska - Old hungarian movie about a naked little orphan girl travelling the countryside. Complete pedo bait all around. Fun fact: The director interviewed over 300 girls to find the perfect one for the role, what a guy. Based on a book (see above).

Něco z Alenky - Old surreal Czech movie based on Alice in Wonderland. Wonderful stop motion animation. The girl is cute.

Чecтнoe вoлшeбнoe - Old russian children's movie. Light hearted fairy tale adventure. My real life best friend actually made english subtitles for this one: https://www.opensubtitles.org/ru/search/sublanguageid-all/idmovie-1013368

GAMES

The Last of Us - Similar story to this quest, but no pedo content. Only play the first game, the second one has a terrible ending.

Demon's Souls - If you don't understand the appeal of Fromsoftware Games (Soulslike) play their old titles. Demon's Souls and Dark Souls 1 don't have much of the "roll at the right time to win" design, and are much more immersive for it. If you like retro games, check out King's Field too.

CONTACT

Since I will leave back to the frontline soon, I don't know when/if I return. If you would like to stay in contant in case I ever continue this quest/start a new one, I can be found here:

Telegram: @biggerfreikorps

Discord: biggerfreikorps

Thank you for playing!
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>>6106240
QM forgot to add this in the prologue but the girl was definitely stolen by witches for insolence of attempting to live in the wilds with a cripple basically.

Also nice little one shot qst qm.
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>>6106239
Aww, how sweet. A happy ending! Even has the requisite dark fantasy sleaze to it.

Thought it'd be longer, what with that item selection choice. What would've happened had we chosen to kill the princess early on, or chosen to abandon her at the end? Would we have continued to play as a blood hunter/hopeless adventurer?

>>6106240
Thanks for running!

>unteralterboot

Ah, I remember this. Nazi lolis in the navy, right? Never actually participated, just skimmed.

>all this other shit

QM...you are a real degenerate. Genuinely. I don't know what to say. Stand proud! (I gu~ess)

>Des/Dks

Brother, I've played both and I don't know what you mean about them not being roll to win.

>War

Break a leg buddy!
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>>6106245
>Thought it'd be longer, what with that item selection choice
Yeah I did have some ideas for more enemies and dungeons and potential story arcs, but since I won't have as much free time now, I decided it's best to deliever a good finale, end on a high note
>What would've happened had we chosen to kill the princess early on, or chosen to abandon her at the end? Would we have continued to play as a blood hunter/hopeless adventurer?
You'd be shocked how little I planned ahead. When I started the quest I only knew that I wanted the reveal at the end of the first day, that you were actually an assassin sent to kill someone.
But I never expected anyone to actually vote for that option.
If it did happen I would have continued anyway, probably, but the quest would have become much more grimdark and pointless instead of this kind of hopeful ending. Just dungeon delving until you roll badly or die or something like that lol
>Ah, I remember this. Nazi lolis in the navy, right? Never actually participated, just skimmed.
Yeah. Actually had a lot more voters, strangely. Maybe anime loli is just more appealing to most people than screenshots from a 40 year old movie (paнee paнee yтpo is the movie's name btw)
>Brother, I've played both and I don't know what you mean about them not being roll to win.
Rolling is still OP in those games, but it's not the only thing you can do. What I don't like about the newer games is that every encounter goes like
>enemy attacks
>roll
>stab
>enemy attacks (but this time with a longer animation)
>roll too early
>get stabbed
Until you train your muscle memory for all the animations
I know most people obviously enjoy this kind of gameplay, but I prefer the games for their little eccentricities and immersion
Though maybe I just have to git gud...
>>
https://suptg.thisisnotatrueending.com/qstarchive/2024/6100752/

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