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Witcher Quest

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You are a man by the name of Vevuk, a witcher and general mercenary by trade. As a witcher, your job as well as your sole purpose in life is to track and kill the monsters that threaten humanity. It is a thankless job, and you are often shunned by the community as a mutant and a freak due to the augmentations you went through as a child to become a witcher. You are resting under a tree on a lone hill surrounded by a seemingly endless sea of grass.

To the north the plains stretch on to lands unknown to you.

To the south you see what might be a river, but at this distance you cannot be sure.

To the east lies the Gildegreen Forest, rife with evergreens and brimming with life. You can smell the bitter scent of pine needles from where you sit.

To the west lies the ocean. You can see several galleons in the distance flying, all of them flying the red flag of Redania.

You carry nothing but two swords(one steel, one silver), a coin purse, some alchemical ingredients, and provisions that might last you a few more days. What do you do, and where do you go?
>>
fucking typo. The galleons aren't flying, people
>>
>>263991
>To the east lies the Gildegreen Forest
>>
>>263991
go northeast where the plains stretch lies the Gildegreen Forest to lands unknown you with evergreens and brimming with life.
>>
>>263991
>south
Go south where people live. They surely attract monsters and we can get rewards from the people we rescue.
>>
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>>263991
You put out the last few coals of last night's campfire, shoulder your pack of supplies, and start the short walk towards the forest.

You reach the treeline in roughly half an hour, and stop. You're a little thirsty, but it's nothing you can't handle. You watch forest intently for signs of life, but find nothing. You tighten the strap holding your swords to your back. Never know when you'll need to draw them.

You start walking, and make note of the silence that envelops you as you step foot into the dense wood. Three uneventful hours pass, and the ubiquitous silence allows you a chance to reflect on yourself.

What kind of person are you?

(ie are you a white knight type, lawful neutral, a thieving asshole, or a regular asshole?)
>>
>>264106
>A noble soul hiding behind a facade of assholery and realism, border lining pessimism.
>>
>>264106
>have you ever seen El Topo?
we're the all-black wearing outlaw, the vicious avatar of self-righteous justice.

>have you ever seen The Holy Mountain?
we're the lonsome thief, desperate -- inside -- to find purpose in this world; yet virulently willing -- on-the-outside -- to right the wrongs we perceive.

>have you ever seen Santa Sangre?
we're the damaged child-genius, still horrified from the images&sounds of our pasts.

(I don't expect anyone to actually answer the questions: they were just a writing-prompt device)
>>
>>264126
>A soul hiding behind a facade of assholery and realism, border lining pessimism.
>>264136
>self-righteous justice
Evil but not more so than anyone else?
We'll take our dues and more.
>>
>>264148
>Evil but not more so than anyone else?
the important thing is, we don't see our actions as 'evil' per se; rather -- in our eyes -- all that we do is justified & necessary; though the common folk will, no doubt, think differently (such is life, tovariche).

>>264148
>We'll take our dues and more.
yeah, when we encounter (what we consider) a truly evil person (e.g. murderous, heartless banditos): we make sure to make sure that they are punished for their wrongdoing -- but not before humiliating and humbling them, especially in-plain-view of their subordinates (should they have any), before leaving the cronies to the brutality of mob-justice.... I really cannot stress the El Topo enough here; like>>264126 said 'realism' if only because we have ventured into the realm esoteric, and thus -- in a sense -- have become disillusioned with morality.
>>
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>>263991
Lost in thought, you stumble into a small clearing. The blanket of silence is lifted a little, allowing you to hear the gentle burble of a lazy stream somewhere out of sight. Roughly 30 yards ahead of you sits a small log cabin, with a small barn roughly the same distance behind it. Both are in the same condition; old and dilapidated. You smile. Despite its neglect, the calm atmosphere reminds you of home.

You approach the cabin with caution, and draw your silver sword. Your heightened senses most likely would've picked up any activity in the area, but past experiences have proven that you can never be too sure. You slowly take the three splintered steps up onto the porch. The old boards betray your presence and squeal loudly. You wince, and then proceed to kick open the door to the shack. If anything was there, it would have heard you by now. You rush in and brandish your blade, your augmented vision adjusting quickly to the darkness.

What do you see?
>>
A girl, not older than 8-13 winters.
>>
>>264209
She is bruised and sleeping (possibly knocked out)

You ponder the possibilities. Could she have been mauled by wild animals?
>>
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>>264198
Your pulse pounding in your ears, you quickly scan the room. Your eyes fall upon a young girl lying on the floor in a tattered, filthy dress that appears to have been white at some point. You lower your sword, but you don't dare sheath it. This could be a trap, after all.

You tiptoe up to her still body and kneel down. You pull off a glove and cautiously hold your hand out in front of her open mouth. Although quite faint, you can feel her hot breath brush your palm. You withdraw your hand, and take note of various large bruises and cuts covering her arms, neck and legs. The wounds themselves don't appear to be life threatening, but without proper care they could get infected. You attempt to observe the cuts more closely, but even with your enhanced vision you cannot quite make out any minuscule details that might betray what had inflicted the injuries.

You call out to her, trying to wake her up. No response. You attempt a few more times with no success. You attempt to shake her awake, but are met with the same degree of success. You pick her up, and can't help but notice that she doesn't appear to be malnourished or unhealthy in any way except for her current injuries. You set her limp body on a dingy straw mattress. Not the most comfortable thing in the world, but perhaps a little better than the cracked floorboards.

Searching your pack, you find little in the way of medical supplies besides a few old shirts. You tear them up into small rags and bandage her wounds. Not much, but it's all you can do.

You sigh. You'd much rather be moving on, but you can't bring yourself to just leave this girl to her fate.

With plenty of daylight left, you decide to explore the rest of the clearing.

What do you check out?

a) The barn

b) nearby stream

c) something else (ie what else do you find in the clearing?)
>>
>>264352
Explore the barn. Find out more about the girl. How was she hurt? As a witcher, we may be on the track of another monster here.
>>
>>264352
>>264366
This.
>>
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>>264352
You decide to take a look at the old barn. After all, there could be some medical supplies, or even a clue as to what had attacked the poor girl. On your way over, you note the position of the sun, which has since fallen past its zenith since the time when you stumbled into the clearing.

How long could I have been in there, you wonder. Certainly couldn't have been that long.

You come upon the rear of the barn, and circle around to the entrance. You note the sorry state of various farming equipment lying forgotten in the unkempt grass.

To your dismay, the door is padlocked. Fortunately, however, the lock is badly rusted, much like everything else. You draw your steel sword and prepare to strike it. Just before you swing your blade, however, the hair on nape of your neck stands on end. Someone's watching you. You hear the soft brushing of grass as something approaches you from behind. With inhuman speed, you sheath your steel sword and trade it for your silver one.

You spin on your heel to face what's behind you.


What is it?
>>
>>264431
A smallish troll bandit
>>
>>264431
A damn necrophage, a ghoul to be exact they often travel in packs so there are likely a few more around here.
>>
>>264431
Most likely be some type of Necrophage like Anon here suggested. Though what would leave a girl with no bite marks or wounds is odd...would be something that drains their essence like a wraith even...
>>
>>264431
Is Op taking a while for this?
>>
>>264454
>troll bandit
>>264460
>ghoul
A troll and a ghoul working together towards mankind's downfall!
>>
Nice thread.
I like witcher universe.
>>
>>264556
Should...should we try to drum up ideas on what this quest is going to do? Or is there something wrong with hijacking a thread if the author is gone?
>>
>>264614
>Or is there something wrong with hijacking a thread if the author is gone?
Go for it. Either you'll drum up enough ideas to make a Witcher quest yourself or for the QM to take inspiration from or you'll give this thread free bumps until he returns.
>>
>>264629
Aight, let's see what a night with no sleep and work coming today will get us...

>>264431
As you turn to face what is no doubt some creature you only find shadowed glades and darkened skylines to your sight.

Focusing your senses you can only catch the faint whiff of rusted farm equipment, the sound of a brook a quarter of a mile from here and see only the faintest twitch in the woods around you.

Judging by the wind that briefly rustles your armor and hair, you can only deduce it might be your mind playing tricks on you, yet something is off...

Keeping blade in hand you slowly walk around the barn itself to see what has your instincts screaming at you...

Need a roll of 1d20, best of three folks.
>>
Rolled 19 (1d20)

>>264643
>>
Rolled 17 (1d20)

>>264643
>>
Rolled 15 (1d20)

>>264643
>>
sorry my dudes, dozed off. Mind if we pick up where i left off, or do you want to see what yellow has in mind?
>>
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>>264460
In front of you lies a ghoul. The beast is lying low to the ground, a fraction of a second away from pouncing. Even with your enhanced witcher's reflexes, you don't have the time to use your sword.

Roll 1d20 for dodge, or alternatively roll 2d20 to use a sign of your choice. (ie Quen, Yrden, Igni, etc.)
>>
Rolled 7 (1d20)

>>265565
>>
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>>265805
You attempt to dive away from the ghoul's attack, but fail in doing so, the repugnant sight of the creature having frozen you in place for half a second too long. The monstrosity pins you to the ground, knocking the wind out of you. You can feel its rancid breath invade your nostrils as its terrible claws begin to rake at your flesh. Frantically, you trace the sign of the Aard into the air in front you, and the ghoul is sent barreling by a powerful gust of wind into the trunk of a nearby oak. The wood splinters, the ghoul lying beneath it, dazed but alive. You dispatch the ghoul with practiced ease, its vile blood spraying onto the wall of the barn.

You take a sip of Swallow, a witchers' potion used to accelerate the healing of wounds. A slight burning sensation flows gradually throughout your entire body as it begins to take affect.

You begin to ponder the ghoul's attack. Such creatures usually travel in packs when hunting live prey, so there's no reason to assume that you were its prime target. Only on battlefields, where neglected carcasses are up for the taking, do ghouls set out alone in search of sustenance. The thing must have smelled rotten flesh nearby.

Careful to listen for other monsters, you approach the barn once more, and with a swift swing of your sword you strike the rusted lock. The old mechanism shatters and falls onto the ground with little protest. You cough and shield yourself from the ensuing cloud of rust. Apprehensively, you hold grip the handles of the barn door and yank them towards yourself, the hinges screeching with resistance.

With effort, however, you are able to get the doors open just wide enough for you to enter. A foul stench emanates from within.

What do you see?

Roll 1d20 for your observation. Top out of 3 wins.
>>
Rolled 8 (1d20)

>>265951
>>
>>265992
name what you want to observe, anon.

EXAMPLE

Rolled 8 (1d20)
I see a ginormous talking spider with a top hat

Depending on who rolls highest, their observation will be inside the barn
>>
>>266005
>i see a ginormous talking spider with a top hat
That would be interesting.
>>
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>>266044
Let's keep this in-universe, please.

If you're unfamiliar with the series, here's a monster reference

http://witcher.wikia.com/wiki/Category:The_Witcher_bestiary
>>
>>265208
>>265325
>>265405
Oh shiz wasn't expecting a reaction...

>19 Success

A screech startles you into taking a step back as you rounded the corner. Drifting lazily upon an unseen wind there is a waifish figure that is the source of the scream!

You rush forward to cut the it down before it can escape only to curse darkly as it phases through the barns walls.

It avoided fighting you for some reason, but why?

Whatever the reason you will need to get into that barn to find out why. Coming towards the barn door itself you draw your steel sword and smash the rusted lock sending the chains rattling to the ground in a heap. Pulling open the door you peer into the gloom your eyes adjusting to the gloom easily.

No sign of the wraith, but there must be clues as to why it's haunting this barn.

Focusing your senses once more you examine the murky interior seeing the abandoned stalls and broken equipment piled up high.

>There looks to be dried blood on the floor, faint but recognizable
>Something is on the pillars holding the barn aloft.
>The rusted plow is dent upon the blade...


If OP doesn't mind me responding that is...
>>
>>267436
its been a long ass time, so lets keep going
>>
>>267735
Cool, in that case choose which clue you want to investigate first!
>>
>>267735
Check the dried blood

>human or no
>>
>>268150
Kneeling down to the blood you move aside stray hay and loose debris to see the blood stain proper.

"Small radius of splattering of the wound, might have been caused by blunt trauma, blood stains start at the plow and is dragged away towards the pillars..."

The wound looks to be caused from head injury at the very least...

Judging by the staining it's most likely human blood, but after a while all blood begins to look the same none the less...

>Investigate the Pillars
>Investigate the Dented Plow.
>>
keep it going anons, going out of town so I can't keep this going myself. Interested to see where it goes when I come back
>>
>>268466
>>268216
Alright cool, well I was just trying it out to see if I couldn't try writing for quest threads as well. That being said am I not giving enough information to go off of or is there something else I'm missing?
>>
>Investigate the Pillars.
>>
>>268741
Looking closer at the support beams in the barn you notice that there are gouges left in the wood. Small thin and bits of dried skin cling to the splintered wood. Fingernails left these marks, someone was dragged towards the back of the barn...

Looking over at the plow itself you kneel down and trace the dented metal noting the brown mixed amongst the orange rust. Recreating the scene in your mind you can easily imagine that someone was injured in the barn by the plow, hard enough to dent it and bleed from the scalp wound. Yet they were aware enough to fight back judging by the gouged wood.

Only way to find out more is to follow the trail towards the back. Keeping a weary eye for the wraith where it maybe you soon find a ramshackled ladder that leads up into the loft.

Climbing atop of the ladder you notice it has become evening now, yet despite the lack of light you make do as you see a hanging corpse from the I beam above you. Grimacing at the torn rags around the skeletal frame you can take a guess why she was killed, none the less you know what you have to do.

Cutting the rope holding the girl aloft you gently and carefully collect the bones in a small collection of cloth. The feeling of being watched is strong still so you move quickly down stairs and outside. Once there you kneel down and quickly cast Igni on the bones while chanting softly, "Let your bones rest within the ground and may your soul find peace in the here after..."

The sense of being watched fades, yet just as you start to relax you feel a sudden blow to your head that sends you forward, moving with the blow you smoothly rise up and draw your silver sword to see the wraith once more. It's tattered shawl shudders and shakes with panted breath before it lunges at you once more!

>Attack Best of 3 d20
>Spell: Quen, Igni, Yrden or Axii
>Dodge best of 3 d20
>Item: Flashbang, Fire bomb, Swallow.
>>
>>268852
>Dodge
dice+3d20
>Spell
Quen
>>
i dont know how that dice thing works :/ sorry
>>
>>268937
you put the dice in the options field man, it's alright.
>>
Rolled 3, 9, 8 = 20 (3d20)

>>268992
>>
Rolled 6 (1d20)

>>268852
Confuse with flashbang, rolling for effictiveness
>>
>>269340
>>270043
As it starts to flail at you wildly you attempt to avoid it's claws while palming for one of your flash bangs to distract it.

Only for the wraith to suddenly jerk forward crashing into your body to knock aside the flash bang, thankfully it's unlit otherwise you'd be having to fight blind.

Fatigue washes over you as the wraith's sheer presence begins to drain you of your vitality. You quickly cast Quen to shield yourself from the drain noting the spell flex under your will as it forms around you, it wont last long against the wraith's draining, but it will do. Holding your blade steady you draw your breath readying for another attempt at the beastie.

Hey if this method of combat isn't as effective we could try something else, just let me know.

>Attack best of 3d20
>Spell: Quen[Active], Igni, Yrden, Axii
>Dodge Best of 3d20
>Item Flash Bang 1/2, Fire Bomb 2/2, Swallow 3/3 doeses.
>>
Rolled 3, 20, 18 = 41 (3d20)

>>270124
Use Yrden to slow down the wraith and you will be able to attack it.
>Attack rolling for effectiveness
>>
>>270124
So this thread died
>>
>>272481
>>278398
Sorry work caught on to me, though I could continue if you want Anon? Seems like there isn't that much interest in Witchers being witchy
>>
>>279454
yes please continue if you have time
>>
>>272481
>>282222

Slapping your hand down on the ground, sigils burst into being around you. Small arcs of lightning fly up containing the beast inside the circle as it shrieks in pain.

"Lets give you a taste of that silver..." You growl as you run forward and strike down at the wraiths now substantial form!

You slash and dice on the creature's ghostly figure leaving behind great gouges in the rotting flesh of the wraith as small particles disintegrate from it's body, you can feel your blade hum as it comes into contact with teh monster driving it mad with pain.

It tries to flee the circle, but you are three steps ahead of it cutting of it's escape, literally in this case as you send it's arm flying out of the circle as the limb disappears. The adrenaline is running hot and heavy in your veins as you continue to slice your way through the wraith until with a final stab upon it's chest does it let out a pitiful shriek and collapses upon the ground, blackening it with it's corpse.

>Wraith Defeated!
>Gained Wraith's Head as a trophy; increased chance of critical blows upon men when displaying this trophy.
>Crafting ingredients found: Wraith Essence, Ruby Dust x2

Around you the Yrden sigils fade away their job completed leaving you to pant over the wraith's corpse, now to see if that girl is awake or not...

After collecting the spoils of war you go inside the farm house to see the young girl waking up rubbing at her eyes, "Oh...Papa? Papa where are you I had the most strangest d-" She catches sight of you and quickly backs up against the wall frightened, "You're not Papa, where is...where is he?!"

>Write In
>Didn't see him
>Saved you from a wraith
>Would be nice to get paid.
>>
>>282266
>Didn't see him.
>>
>>282266
>>Didn't see him
>>Saved you from a wraith
Thread posts: 59
Thread images: 8


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