Name: Imp
Role: Infiltration
Strengths: Quick, small, and nimble
Weaknesses: Not very strong or tough
Name: Quazilot
Role: Skirmisher
Strengths: Invisible in darkness, and much more powerful.
Weaknesses: Slowly dissipate when in the light.
Special: As they lose health, they begin to fade from the material plain, becoming harder to hit, but dealing less damage.
You lay against the wall of the carriage you've found yourself in, nursing a wound on your left forearm. The carriage was a public one, though you were alone in your ride. The wound had come from a fight with a lone wolf. He'd managed to get a scratch on you before he was slain. On your way you had hailed the carriage. Seeing your wound, he'd decided to take you to the nearest town for free. Just as well, given that was your destination. You reminisce about days past, and how you began this journey. You'd decided to take on a life of demon hunting, looking to strike down them and their summoners. You took on a few odd jobs, killing an imp or two. A lemure, at one point. It was at that point that you heard rumors of a "Corsch Mesnell", a powerful warlock. You decided to remove him from this land. In the meanwhile, you'll likely need to become a bit more powerful, as well as find out exactly where he dwells. Suddenly, the cart comes to a stop. Looking through a hole in the planks, you see a hooded figure. Just barely, you can see the sheath of a sword peeking out of the cloak. He hands the carriage driver a couple gold pieces, and begins to climb in.
Name:
Class: (Necromancer, warlock, and other blatantly evil classes are off limits)
Appearance:
((Seeing as this likely won't interrupt any other courses of action, I'll go ahead and update))
You stand up from the table, excusing yourself as you contemplate the demons you know of.
Name: Imp
Role: Infiltration
Strengths: Quick, small, and nimble
Weaknesses: Not very strong or tough
Name: Quazilot
Role: Skirmisher
Strengths: Invisible in darkness, and much more powerful.
Weaknesses: Slowly dissipate when in the light.
Special: As they lose health, they begin to fade from the material plain, becoming harder to hit, but dealing less damage.
Of course, this isn't all of them. There are many more, most of which are much more dangerous.
You begin to leave the inn, when you hear someone yell "Wait!" behind you. Turning around, you see Anne running towards you.
I can't sit here doing nothing. Please, take me with you. I can help you, I know some healing magic.
You step into the well, and grab onto the rope. You climb down, and as you reach the bottom, you find that the "large river" is actually just a knee-deep stream made louder by the echoes. You light your torch, and it flickers unsteadily. The torch becomes more sustained, and you see a corridor ahead. Unlike the rest of the well, which seems to be s natural cavern, it was clearly sculpted, as it's made of stone bricks and the size is uniform.
HP: 10/10
MP:20/20
Electrum-tipped Dagger(x2): 1d6 damage each, 2 attacks.
Status: Healthy
Pirouette: Hits all enemies within range. 3 MP
Lunge: Hit any one target at +1 damage and to-hit. 2 MP
Light's Wrath: Creates a small beam of light, damaging demons, but doesn't harm normal creatures. 5 MP
You begin stepping quitely, and you slowly approach the opening of the corridor. Staring ahead, you try to make out any form you can in the shadows ahead. Suddenly, you feel a stabbing pain in your back, and blood runs from the wound. Spinning around, you see a Quazilot, slowly dissapating from the light of the torch. You retaliate, taking two quick jabs at the shadow beast. [14, 7] You make hit with one thrust, and [4] destroy the rest of its body.
You continue on down the corridor, and it opens into a wide, ornate room. Gold plates the floor, and at the back wall, there's a waterfall which would seem to feed the stream you saw earlier. Small braziers are set in alcoves along the wall, lighting the room. There are two exits, to the left and right. From the left comes moans of pain.
HP: 7/10
MP:20/20
Electrum-tipped Dagger(x2): 1d6 damage each, 2 attacks
Status: Healthy
Pirouette: Hits all targets within range. 3 MP
Lunge: Hit any one target at +1 damage and to-hit. 2 MP
Light's Wrath: Creates a small beam of light, damaging demons. It can't harm normal creatures. 5 MP
((Added bestiary to OP))
You head back into the general store, and ask for a few oil lamps. Rather than call for Crowell, he leaves the front desk and gets them from storage. He returns shortly, and asks for 100 gold, which you pay, leaving you with 146 gold to aid your crusade. You begin heading for the well, when you see Anne walking towards you, with a strange bottle in hand.
"I'm glad I caught you before you went down. I was cleaning out the basement the other day, and I found this: A bottle of Demonsbane. You see, Markus used to be a Demon Hunter like you, though he retired a while back. Anyways, if you put this on a weapon and hit a demon, it'll burn their soul. It's very rare to find more of this, though, so be careful with it.
With this, you climb down the rope, and go to the right, rather than the left. This room would seem to be a dining hall of some sort, though with a decidedly demonic kind of food: Human flesh and bones. You spot a pair of imps in the room, dining on the corpses.
HP: 7/10
MP:20/20
Electrum-tipped Dagger(x2): 1d6 damage each, 2 attacks
Status: Healthy
Pirouette: Hits all targets within range. 3 MP
Lunge: Hit any one target at +1 damage and to-hit. 2 MP
Light's Wrath: Creates a small beam of light, damaging demons. It can't harm normal creatures. 5 MP