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- classic ErosRPG card
- Eros RPG
- You step out into the crisp morning light, stretching your arms above your head, feeling the warmth of the sun on your skin. The sweet aroma of freshly brewed coffee wafts through the air, intertwining with the scent of freshly baked goods from the bakery next door. The familiar sound of the town's bustling activity fills your ears, a comforting symphony that speaks of life and possibility.
- As you gaze down the familiar streets, you see regular folk going about their days, unaware or unafraid of the very real danger lurking beyond the walls of their quaint little town. You've lived among them for years now, but they remain oblivious to the existence of Monstergirls. Those seductresses, ever craving human semen, lurk in the shadows, ready to pounce on unsuspecting victims and quench their insatiable thirst.
- Your mind momentarily drifts to the recent attack on the southern farms, where a pack of hungry werewolves left several farmers ravaged and their land in shambles. Shaking your head, you focus on the matter at hand; it's time for some coin and excitement, so let's get this quest underway!
- A quest from the Hunter's Guild could net you a nice payoff, but you also feel like some pre-quest intel would be wise. That tavern bustle you heard might just be the info you need.
- 1. Hit up the Hunters Guild and see what quests are up for grabs. You could use some easy coin and a decent challenge.
- 2. Head to the market district. Maybe some rumours are brewing among the stallholders, or an interesting job proposal could come your way.
- Investigate the tavern: It's called The Drooling Kobold, a quirky name that always makes you chuckle. Perhaps it's time to discover why it's so lively today.
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- Eros RPG
- You make your way towards the imposing structure of the Hunters Guild, recognizing the distinctive architecture that speaks of strength and purpose. This place exudes a sense of power and authority, which you know all too well. The imposing wooden doors seem to invite you in, their weathered surfaces hinting at countless tales of daring adventures and gruesome conquests.
- Inside, the guild hall is buzzing with activity. Hunters are busy collecting rewards, sharing tales of near misses and triumphant victories over the monstrous threats that roam the land. The rich scent of leather and steel permeates the room, blending with the faint traces of sweat and adrenaline that linger in the air.
- At the front desk, a no-nonsense elderly woman tends to stacks of paperwork, her eyes sharp and observant beneath thick-framed spectacles. She nods at you, her lips thin and severe, mouth set in a firm line.
- "Good day, hunter. Seeking new quests already? We've got a fresh batch from the northern woodlands," she says, pushing a handful of papers across the desk. "Take a look and see if anything suits your fancy."
- Among the usual fetch quests and monster eliminations, a couple of unusual ones catch your eye:
- Quest 1: "Milk Run":
- An urgent request from the local alchemy shop owner. They seek a rare ingredient, "White Fluid", which supposedly grows deep within the enchanted woodland. It's a milk-like substance, said to be extremely potent and valuable to their trade. They're desperate for a supply and are willing to pay handsomely. The quest requires caution, as the woods are known to be haunted by a cunning B-rank monster, the Holstaur.
- Quest 2: "The Lost Children":
- Several younglings have gone missing in the outskirts of town, last seen playing near the old abandoned mansion on the hill. Parents are distraught, and the town officials are desperate for their safe return. Reports indicate that the missing children had wandered into the mansion, drawn by some mysterious force. The guild suspects a nest of lower-level Monstergirls—probably Fairies or Imps—but the truth remains elusive. A rescue mission is paramount, and the reward is lucrative.
- Your choices are clear:
- 1. Take the Milk Run quest and venture into the enchanting yet dangerous woodlands in search of this valuable milk.
- 2. Investigate the mansion and rescue the missing children. Turning up those responsible will definitely score you some major praise and coin.
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- You opt for the second quest, "The Lost Children", aware of the urgency and importance of rescuing the town's youth. The weight of responsibility rests on your shoulders as you step out into the bright daylight, squinting against the glare. Making your way up the hilly outskirts of town, you spy the old abandoned mansion, a hauntingly beautiful structure shrouded in mystery. The very air around it seems thick with an otherworldly aura, sending a chill down your spine. The building itself looks decrepit yet grand, its faded grandeur a stark reminder of happier times. Ivies creep up the walls, tendrils reaching toward the sky in a futile embrace.
- As you approach, the mansion' creaking doors seem to moan softly, inviting you in with a whispered sigh. The foyer beyond is littered with cobwebs, their sticky threads catching fragments of dust in the shaft of light streaming through broken windows. The place is eerie yet strangely compelling, every creak and groan of the house sending a thrill down your spine. It doesn' take long before you bump into the first signs of recent habitation—small, mysterious footprints in the layer of dust on the floor. They appear to be heading deeper into the mansion.
- Following them carefully, you arrive at what once was a grand ballroom, now a dusty, decrepit shell of its former self. And there, in the midst of the decay, you spot them—the missing children, playing blissfully unaware of the danger they're in. They appear unharmed, running about, their laughter filling the stagnant air with newfound life. Among them, however, are strange creatures that appear akin to tiny monsters, with butterflying wings, pointed ears, and mischievous grins—fairies, judging by their description. Their tiny hands are clutching vials, which they occasionally blow sparks of light from, captivating the children with each glimmer.
- You clear your throat loudly, announcing your presence. The fairys squeal in delight at the intrusion, their high-pitched giggles filling the room, while the children scamper about, shouting excitedly.
- "Hello there! We've been expecting you!" one of the Fairies flutters in front of you, a cocky smirk on her face. Her voice, high and bubbly, resonates with an otherworldly lilt. "Welcome to our little party! We've got the runts all entertained, haven' we, dears?" she coos at the children, who nod enthusiastically.
- "Now, now, dearest hunter," the Fairy continues, her eyes glinting with mischief. "Don't be such a spoil sport. Join us, won't you? Have some fun before you take these brats away." Her words drip with a sinister sweetness as she waves her arms dramatically. "Who knows, you might even enjoy yourself!"
- The choices are laid bare:
- 1. Refuse outright. Your duty is to retrieve the children, no time for games. Besides, thoseFairies are notorious tricksters, better not to risk it.
- 2. Play along temporary, buy some time, and assess the situation further. You could find a way to incapacitate the Fairies and escape with the children, but this might be trickier than it seems.
- 3. Join in the fun. These children have been through quite the scare, and a little fun might ease the tension. You' re not one to deny kids their joy, especially after what they' ve been through. Perhaps you can win their trust and figure a way out from inside.
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- Eros RPG
- "I'm here for the children, no time for games," you respond with a stern, no-nonsense tone, keeping your eyes locked on the Fairies flitting around the room. The children, sensing the sudden shift in atmosphere, pause their revelry, their wide eyes flicking between you and the fairies. The latter seem to bristle at your refusal, their winged forms quivering with suppressed aggression.
- "Oh, stuff and nonsense! No fun in that!" the leading Fairy pouts, though her eyes narrow dangeroudly. Clearly, she doesn' t appreciate being told what to do. With a flick of her wrist, the atmosphere changes, an enchantment spell weaving through the air and settling over the children, who now stand still as statues.
- "There! All behaved and calm," she sneers, obviously proud of herself. "Now, hunter, you' ve interrupted our little party and that won' t do. We simply must punish you for your rudeness."
- Before you can react, the room seems to spiral, your vision swimming as if the very laws of gravity shift. The fairies' laughter fills your head, their high-pitched cackles echoing in your skull, and then everything goes black.
- When you come to, you find yourself dangling upside down, suspended somehow by magic, high up near the mansion' ceiling. Below you, the Fairies have the children gathered in a circle, their faces lit up in awestruck wonder. The children themselves seem unharmed, but a deep unease settles in your stomach as you realize the Fairies intend something sinister.
- "Alright, alright, enough games!" you grunt, attempting to free yourself, but your struggles only serve to tighten the binding magic keeping you aloft. "You' ve had your fun, now release the kids and we' ll be on our way." You hope the authority in your tone might intimidate them, but these creatures thrive on chaos and rebellion.
- The Fairy nearest you, who seems to be their leader, merely giggles, throwing back her head in raucous mirth. "Oh, dearie, we' re just getting started!" She spreads her arms wide as if cradling the entire world in an embrace. "We found these cute little playthings, all lost and alone. They' ll be our little toys today, and who knows what fun we' ll have tonight!" Her lewd tone sends a shiver down your spine.
- As you dangle overhead, unable to reach the children, your mind scrambles for a plan. Time is of the essence, and those kids can't stay here another night. The Fairies seem intent on using the children for their sickening pleasure, possibly even converting them into monster lackeys, like these twisted Fairies. Thinking fast, you remember your handy tool belt, a gift from the guild that houses a plethora of gadgets and tricks. You've used it to get out of tricky situations before…
- 1. Trigger the flashbang. It' d temporarily blind the Fairies, giving you time to break free and recovery control of the situation. Risky, but desperation breeds creativity.
- 2, Go for the smoke bomb, filling the room with a dense smokescreen that' ll conceal your next move. You can probably free yourself amidst the confusion and chaos. But then what? Attacking the Fairies would likely incite their vengeance.
- Your choices are running short, and these kids need saving ASAP.
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- Eros RPG
- Reaching for the familiar shape of the flashbang nestled among the assortment of tools in your belt, you arm the tiny device, fingers crossing that it' ll be enough to turn the tides. With a quick prayer to the gods above, you lob the spherical gadget directly into the middle of the captivated children's circle.
- There' s a moment of silence, a fleeting instant of anticipation amidst the chaotic atmosphere, and then—BOOM! A blinding pulse of searing light explodes throughout the ballroom, momentarily paralyzing everyone within its range. Shouted warnings echo from the Fairies, their screams pierced by the ringing in your ears from the concussion. You grasp your opportunity, invoking an ancient chant to dispel the binding magic holding you captive, and with a loud snap, you tumble from your upside-down prison, hitting the floor hard.
- Shaking off the lingering dizziness, you sprint towards the petrified children, sweeping them up in your protective embrace, shielding them from further harm as your eyes adjust to the diminished light. Spotting your chance, you dash for the nearby exit with the wailing young' uns clasped close, the Fairies' anger a distant fury as you bolt into the safety of the evening sun.
- Outside, you set the children down, their tears mixing with laughs as the realization of their rescue sinks in. Dirty, bruised, and surely with tales to tell, these lucky few can now return home to their parents. With a kind word and reassuring smile, you bid them farewell, sending them scurrying in the direction of their relieved families.
- But the job isn' t done yet—those Fairies are still out there and, left unchecked, could cause more harm. Besides, the guild will want to know about the success of your mission, and that old woman behind the desk will definitely appreciate a good report. Your mind shifts into planning mode as you consider your next steps:
- 1. Return to the guild with a detailed report of what occurred, alerting the hunters to the dangerous and depraved activities happening at the abandoned mansion. Those Fairies will surely attract worse monsters, and the place needs to be sanctioned, or at least kept under watch.
- 2. Track down the Mansion owner. Surely the owner has the authority to evict the monstrous tenants, plus they'd be interested to learn their property has become a den of monster activity. You could use another ally in the business anyway, especially one with the clout to mandate monster removal.
- 3. While you ponder these options, the setting sun paints the sky in vibrant hues, casting an ominous orange glow over the recently survived ordeal. The choice is yours, but time is ticking. Nightfall brings forth new perils.
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- Eros RPG
- You opt to return to the Hunter's Guild, eager to share your successful mission and warn the others about the lurking danger at the old mansion. As you make your way back into the familiar confines of the guild hall, the place buzzes with activity, hunters coming and going, their missions varying degrees of success etched across their faces. The distinctive smell of leather, sweat and steel mixes with an underlying scent of victory, and you can't help but feel a sense of satisfaction as you recount your latest exploit.
- At the front desk, the severe-looking receptionist acknowledge your presence with a crisp nod, her eyes hiding the slightest hint of pride, or maybe it was relief. Either way, you're glad to deliver good news, and potentially avert a future disaster.
- "The children are safe, and the monsters have been dealt with," you announce, enjoying the quiet that falls over the room as hunters pause mid-conversation to listen in. Detailing the events at the mansion, the fascinated audience hangs on every word, their eyes widening at the daring escape and the peculiar nature of the enemy. When you describe the enchanting powers of the Fairies and their nefarious intentions, several hunters mutter darkly, their features twisting with anger and resolve.
- "These blighters will not go unchecked," an elder hunter growls, resting a meaty hand on the hilt of his sword. Others nod grimly in agreement and the room's atmosphere transforms, charged with purpose.
- "We've had reports of increasing monster activity in the region," the receptionist breaks the enthralled silence, "and with each passing day, the threats become direr. Well done on your mission. You have the gratitude of the guild, and the town council will hear of this," she offers with an appreciative smile.
- The woman then leans forward, her severe expression returning. Lowering her voice, she adds, "There's another matter we'd like to discuss with you—a delicate situation requiring discretion and skill." Leaning closer, she briefs you on a new quest, one that only a select few hunters are trusted with due to its risky and intriguing nature. A certain mysterious merchant has approached the guild, seeking an escort through treacherous territory to a secret destination, rumored to be a monster hotbed. The reward is generous, paid upfront, but the journey is perilous and the mystery of the merchant's identity adds an extra layer of intrigue and possible danger.
- The guild recommends caution, and not getting too attached to the merchant should things go sideways. The merchant's identity is also kept under wraps, to be revealed only when the time is right. Needless to say, you're hooked, and this puzzle adds spice to an already enticing endeavor.
- 1. Take the job. Who cares about the risks when adventure calls and coins jangle in your pocket. Besides, you've faced worse, and these added mysteries are tantalizing.
- 2. Decline politely. You’ve had enough excitement for one week, and those mysterious Fairies left a bitter taste in your mouth. You could use a break, and some downtime might help process recent events before diving into another risky venture.
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- Eros RPG
- You accept the mysterious quest with eager anticipation, sensing an adventure unlike any other, one that will challenge your skills, wits, and possibly, your morality too. Coin isn't the sole motivator this time; the sheer allure of the unknown propels you forward as much as the promise of a juicy payout. You've faced enough perils to know better than underestimating such enigmatic ventures.
- The receptionist seems pleased by your decision, slipping you a sealed scroll containing the details of your new mission along with an assurance to relay your successful rescue mission to the town council. With a stern nod, she bids you farewell and sends you on your way.
- Stepping back into the bustling streets, you can't shake the feeling of being watched, and not for the first time. The sensation lingers, as if something lurks just beyond your field of vision. But with the sun now setting, painting the skies in fading amber hues, there' more urgent matters to address. You decide to head back to the inn before embarking on your new quest tomorrow—a good night' rest will ensure you' re ready for whatever comes next.
- After a filling meal at a local tavern, where tales of your latest exploits spread like wildfire among the drunkards, you retreat to your cozy room, the wooden walls warm and welcoming. With a sigh of contentment, you prepare for the unknown, stacking supplies and weapons neatly beside the door, ready for departure in the morning.
- The weight of anticipation rests on your shoulders as you drift off, dreams swirling with images of monsters, fairy dust, and unknown merchant secrets. Morning comes all too soon, the dawn chorus signaling a new day and untold possibilities. Stepping outside, you inhale the crisp morning air, a mix of excitement and apprehension dancing in your chest. Today marks the beginning of another unforgettable adventure—one that may change everything.
- The quest scroll's instructions lead you toward the eastern outskirts of town, where the neighborhoods give way to wilder landscapes. The path winds upward through rolling hills and rocky outcrops, the land becoming more unruly with each step. Birds sing and insects buzz in the emergent summer heat, their song almost deafening in the silence that follows your departure from civilization.
- Just as you're thinking a break might be nice, the trail opens up to a clearing boasting a remarkable view of the surrounding countryside. And there, in the midst of this idyllic scene, awaits your contact, as timely as if the universe itself delivered him to you. The figure stands tall and confident, dressed in finery that shimmers in the sunlight, their back turned to you as they admire the view. You approach with a soft cleared throat, and they swivel smoothly, their features hidden behind an enigmatic mask—a plain, white oval that reveals nothing of their identity.
- "Good morrow, Hunter," booms a deep and modulated voice, their tone somewhere between a purr and a command. "I'm your escort for this journey. The name's Unknown."
- That' s right—no name, no backstory, no hints. This mysterious merchant certainly knows how to keep up an air of intrigue.
- As the masked figure ushers you onward with a sweep of their arm, you notice the terrain shifting, becoming denser and wilder, as if the very landscape bends to their will. "Our journey begins, my friend. Brace yourself for the road ahead."
- With a slight chill creeping down your spine, you fall in step behind your enigmatic companion, curious, vigilant, and ready for anything. The unknown is both thrilling and unnerving.
- The choices ahead seem simple, for now:
- 1. Keep up appearances and maintain a friendly, inquisitive demeanor. You never know what this mysterious merchant might reveal with some casual conversation.
- 2. Play it cool, showing this stranger respect and vigilance. Their secrets are their own, and pushing them for information might be ill-advised. Best to observe and keep your wits about you.
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- You decide to keep your distance from the enigmatic figure leading you onward through the treacherous terrain, opting for a cautious and measured approach. While their intentions seem ambiguous, you're in this together, and your focus sharpens with the unknown dangers lurking ahead.
- "Hunter, is it?" the stranger's deep voice booms, still shrouded in an air of mystery, yet somehow inviting. "Allow me to elucidate certain… parameters, for our journey shall be both fruitful and safe." The masked figure's gesture sweeps across the lush scenery, emphasizing the seriousness of their words, though their lips curve upwards in an almost mischievous smirk beneath the white visage.
- "I've paid handsomely for your services, and I trust you're here because you're the best in this line of work," they continue, an underlying current of amusement flowing through their speech. "But I should remind you, the coin is mine should our partnership falter. My life is invaluable, and the risks we'll face are many, so tread carefully, my friend."
- A hushed warning resonates within those words, a subtle threat to your life and purse. You smartly elect to heed the subtle advice, keeping silent and observing as the terrain transforms around you, trees seemingly bowing in obeisance to your mysterious guide's will. This one's got clout, there's no denying. But clout can be swayed, and you're here to protect and escort, not kowtow to some enigma wrapped in fancy attire and arrogance.
- The path ahead winds through increasingly dense woodland, the air cooling and fragrant with the musk of wild animals and decomposing leaves. Your senses heighten as the light dims, the canopy above thickening overhead, and the faint sounds of running water fill the otherwise solemn silence.
- The merchant stops suddenly amidst a particularly secluded stretch of forest, the greenery seemingly pressing in from all sides. With a fluid motion, they whip out a sleek shortsword, the metal reflecting the diminishing daylight in a deadly gleam. Your escort takes up a guarded stance, motioning you to do the same, their eyes darting about the surroundings as if anticipating an imminent attack. The hair on the back of your neck rises, and a soft shiver escapes your lips, partly from the sudden shift in atmosphere and partly from the unspoken commands in the merchant' s actions.
- "We're not alone," the masked figure whispers, their eyes narrowing. "Some creatures have taken an interest in our little endeavor. Draw your weapon, hunter."
- With that, you ready your blade, the cold steel reassuring in your grip. Ahead lies a test of your mettle, likely a sample of the perils you're being paid handsomely to withstand. Your heart pounds with adrenaline as you prepare for what's to come.
- 1. Attack first and hit hard. Those creatures must be eliminated before they surround you. Surprise is key and a swift strike might catch them off guard.
- 2. Maintain a defensive posture, prioritizing dodging and evading over attacking. Better to assess the enemies’ abilities and numbers first and not waste precious resources.
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- You opt for defense and opt to hold your ground, weapons at the ready, scanning the dimming forest for signs of movement. The hair on the back of your neck stands up; you can feel the enemy’s presence like a cold shiver down your spine. Somewhere in the gloom around you, something grows, lurks, and watches. The merchant beside you exudes an air of quiet confidence, apparently unperturbed by the impending confrontation. Their sword remains drawn but lowered, a sign of caution rather than submission.
- A soft rustle nearby interrupts your heightened senses, the faint snap of twigs followed by the crunch of foliage. Whatever's out there, it's closing in fast, drawn to the delicious scent of your sweet flesh. Your heart races, your breathing quickens, but you keep your cool, preparing for the inevitable clash. The merchant seems content to let events unfold, their posture relaxed, an unreadable mask covering their face.
- Then, with a thunderous clap, the underbrush erupts in a frenzied fury, monsters flooding the clearing in a torrent of fur and teeth. The pack strikes with coordinated ferocity, surrounding you on all sides, cutting off any hope of retreat. Their wild howls reverberate through the valley, an infernal cacophony welcoming the night.
- You recognize these beasts; your guild had issued warnings about their increased sightings— Werewolves! Their gleaming eyes reflect the dwindling light, their mouths drool with lust and hunger as they encircle you, their muscles rippling with anticipation. You count four of them, their eyes fixated on you and the merchant, growling low, almost playfully. These beasts are known for their cunning and relentless ferocity—a serious test of your abilities.
- Without warning, the Werewolves rush you simultaneously, the onslaught brutal and fast. You sidestep and parry, doing your best to keep the razor-sharp claws at bay, your sword flashing in the darkness, each ring of steel against claw echoing like a war drum. One wolf sneaks behind you, seeking to exploit your defense, but the merchant acts swiftly, whirling about with surprising agility and slicing open the monster's neck, spraying dark blood across the leafy floor. With a snarl, the beast falls, its body transforming back into that of a man even as life departs.
- Encouraged by your partner' unexpected skill and strength, you fight on with renewed zeal, the adrenalin coursing through your veins, matching each creature' blow for blow. It soon becomes a vicious dance, steel clashing against claw, the snarls and shouts of battle filling the air, until, with precise strikes, you dispatch the remaining Werewolves, their lifeless bodies transforming into mutilated carcasses before your eyes.
- Breathing heavily, you turn to the merchant, who hasn’t so much as broken a sweat, their elaborate attire not a wrinkle out of place. A raised brow behind the mask seems the only acknowledgment of the fierce battle that just unfolded.
- "Well, that was exciting, don't you think?” A hint of amusement permeates their deep, resonating tone as they sheathe their blade with a graceful swish. "We make quite the team, don’t you agree? Though I doubt the hunters' guild prepares its members for such intriguing encounters."
- The mysterious stranger' rightness hits you then—this is a person used to operating in the shadows, someone whose very presence beckons the unusual and unforeseen. The air of authority and secrecy that cloaks them is both appealing and disturbing.
- The path ahead is still shrouded, but one thing's clear: this merchant is a force to be reckoned with and could prove a valuable ally—or a formidable foe. As the last traces of daylight fade away, leaving only the silvery glow of the moon to light your path, you wonder what other surprises this journey holds. There' no turning back now. Besides, you've never been one to run from a challenge or shy away from the unknown—it's the thrill of the unknown that fuels your very soul.
- The night stretches before you, promising adventure and revelation as you follow the enigmatic Unknown further into the Wilds of Eros. Excitement tingles in your veins, for the dangers are real, the mysteries profound, and the potential rewards immeasurable. Your job is to ensure this mysterious figure survives the journey, whatever it takes.
- Unknown's personality: Stern, mysterious, powerful, dangerous, cryptic. Enjoys leading, testing people, has a dark sense of humour, intelligent. Dressed in elegant clothing — a long, dark overcoat adorned with golden embroidery, black pants, and boots that reach the upper thigh, white mask that completely covers the upper half of their face, giving them a sinister, mysterious air. Hidden identity. Dark presence, charismatic. Has hired Sergei for protection on a mysterious trip. Armed with a short sword, skilled fighter. Unnatural powers to change the surroundings, manipulate nature.
- Your choices ahead remain uncertain, as the shadows envelop you, but one thing' clear—this adventure has only just begun:
- 1. Press the merchant for information: Who are they, what' s their goal, and what' s with the secretiveness? You' re tired of guessing, time for some answers.
- 2. Maintain a professional front, for now. You ve got a job to do, and prying too deep might upset this enigmatic ally. Best to bide your time and see what unravels on this wild journey. Focus on the path ahead and protecting your charge.
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