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Chapter 45 by TumblingMice TumblingMice

What awaits you on the first day of the bounty?

Old rivals with new tactics

The three of you find Tlax and Ari waiting with the angels' equipment in the adjacent throne room. While the twins adjust their togas and try channelling their new power into their weapons, you take a moment to survey the changes both recently and thanks to your recent adventuring.

Azazel, Level 18 Nephilim
Monster, Daemon, Miniboss, Explicit
Experience to level up – 540
Attributes
STR 36, DEX 45, END 34, CHA 65 (+6), MAN 80 (+13), APP 49 (+1), PER 42 (+4), INT 60 (+5), WIT 52 (+3)
Skills
Athletics 42 (+2), Awareness 40 (+5), Larceny 25 (+5), Linguistics 42 (+7),
Lore 42 (+10), Occult 48 (+7), Performance 30 (+5)
Feats
Heaven-touched – Your offensive spells are woven with divine magic. Half of all elemental damage you deal is instead dealt as Holy damage unless the target is more resistant to holy damage than that elemental damage type.
Spells
Divine Pyromancy – You have a considerable amount of control over fire. You can set fires and launch small firebolts effortlessly, and can invest more energy into creating large explosive fireballs, long jets, persistent walls, and pillars of flame.
Faerie Fire – Attacks the WIT of targets in an area. Targets hit successfully burst into white flame, dealing minor damage and reducing all defences.

Unfortunately it seems like your continued nonviolent approach has had some drawbacks for your stat development, but your new holy magic works surprisingly well in your favour: it keeps your theme going while giving you a way to work around your terribly predictable skillset thus far, an edge that will no doubt come in handy in the upcoming world bounty.

Next off, your newly fallen angels:

Mariel, Level 18 Fury
Monster, Daemon, Angel, Explicit
STR 42, DEX 81, END 41, CHA 52, MAN 13, APP 52, PER 31, INT 74, WIT 38
Feats
Natural Weapons
Fallen – You were created to be the servant of a god but abandoned your divine purpose. Servants of your old master hate and fear you.
Fury – The fallen angels known as furies are known for their expert control over cruel whips. You can cast touch spells through any equipped whip instead of making contact with the target directly.
Infernal Archer – Your single-target damage spells can be imbued into arrows, combining their damage and allowing critical hits.
Soulbound – This fury's life **** is tied to another daemon, causing the two to share experience.
Spells
Fury's Lament – This sad song appears to be sung by a tormented angel. Attacks nearby enemies' PER. Affected targets are overcome by despair and flee or stand still until the effect ends.
Frostweaving – You have a considerable amount of control over ice. You can freeze small volumes of water and launch bolts of ice effortlessly, and can invest more energy into creating freezing winds, massive icicles, and sheets of rime.

Seramiel, Level 18 Fury
Monster, Daemon, Angel, Explicit
Attributes
STR 70, DEX 56, END 62, CHA 48, MAN 23, APP 52, PER 27, INT 32, WIT 49
Feats
Fallen, Fury, Natural Weapons, Soulbound
Infernal Duelist – Your single-target damage spells can be imbued into swords and natural weapons, providing a lesser version of the effect every time you strike a target.
Spells
Fury's Summons – This protective battle-cry attacks nearby enemies' INT. Affected targets find themselves drawn to the fury, **** to focus their attacks on her until the effect ends.
**** and Decay – A bolt of **** energy which gives the target a cruel affliction. Unless the affliction is dispelled, the target must receive healing equal to the damage this spell deals before they can gain any other benefit to healing.
Vampiric Touch – Attacks the CON of an enemy, draining their life **** to strengthen your own.

You finish your inspection just as a "boooooooooooooooooooooooss!" splits your ears and a smoking imp crashes into you, knocking you to the ground with his great momentum. Bits of acid fly off of him and hiss as they leave smoking holes in the walls. "Boss! We's been holding 'em off, but they's brought the loopy woman and runt! You's needed in the fight!" You cough a few times and stand up, about to discipline the reckless imp when you hear a faint yet familiar war cry echo through the tunnels. There will be time for that later.

Minions in tow, you dash through the training hall and across the rickety bridge to see groups of fallen ones, seductrixes, and imps lying in wait in the massive, multi-layered cavern. A bright explosion rocks the tunnel leading to the mushroom cave, and the next thing you know a blinding light comes into view. The imps let loose a shower of fireballs but they explode against a barrier channelled by Selena, the invoker who's invaded your lair a few times now. The moment she reaches the tunnel's mouth she closes her hand, the barrier vanishing as the gem's light is hidden. Your minions have scarcely begun to line up another barrage when a frenzied riff of strings cuts through the air, and an arrow shaped like a bolt of lightning lances out and strikes one, two, three, four, five imps, bouncing from target to target as it goes. With a bloodthirsty cry, a hulking, muscular woman charges out of the tunnel, swinging her massive maul at inhuman speeds. "Charge! Kill pink guy for red guy cave!" Your loyal lieutenant and her forces join the fight. She's scarcely entered the melee when the maul sends her careening into a wall: her attempt to dodge looking utterly sluggish in comparison to the barbarian's swing. She roars as arrows and fireballs strike her, but a burst of light envelops her, closing her wounds as magic arrows from the tunnel slay your minions one by one.

Sera, Tlax and Ari rush forwards as you lob a fireball at the barbarian, which soon explodes against the far wall after she nimbly leaps out of the way. The two swordswomen and the naga can barely keep up, taking turns blocking Amana's huge weapon as Tlax nips at her legs whenever she's pinned down. After a few firebolts find no purchase, you redirect your attention to the group by the tunnel. A sizzling bolt of lightning singes your ear as you launch another roiling fireball, this time at the cavern. Selena smirks and holds up a red gem in response, a deep red barrier forming in front of her and directly in the fireball's path. The tunnel is engulfed in a roar of flame which is pulled into the gem harmlessly, but the invoker's eyes widen as a smaller ball of yellowish light continues past the shield and explodes into golden flame, sending the adventurers crashing into the tunnel walls. Your minions hoot at this new development, several seductrixes launching into glides with claws bared while firebolts rain down on the prone adventurers. Amana lets out a cry as she's cut by Sera's purplish sword, her arm turning an ugly shade of black. She can't do anything but defend as her now-sluggish movements struggle to keep up with the **** from your three warriors.

The adventurers slowly pick themselves up off the floor, the dwarf beating back daemons with his crossbow while the bard readies his lute again. Suddenly Ari comes flying past you and crumples into the wall: the barbarian grins with renewed vigour and lets out a shout as the fast-paced sound of strings rips through the cacophony of battle once more. "Everyone on the bard!" A streak of snowflakes whizzes over your shoulder as one of Mariel's arrows strikes true, knocking the bard to the ground once more. You begin to chant, tearing a hole in the ceiling of the cavern through which roiling yellow flames start to descend. The invoker and cleric rush to his side, but a wall of ice bursts in front of them and the next thing you hear is a yell of pain followed by relative silence as a massive pillar of yellow fire blasts the musician straight back to the nearest town.

With the bard down for good, Amana takes step after step backwards as Sera and Tlax press forward, more and more necrosis covering her body as stray slashes strike home. The cavern goes silent as a flash of yellow light envelops everything, and although the invoker and dwarf look rejuvenated, the decay covering the barbarian isn't even completely removed. "Amana, let's get the hell out of here! We need to regroup!" With one last yell of rage, the barbarian begins to dash to the tunnel before falling to a knee after a seductrix manages to slash her unprotected back. One last bite from Tlax's fangs and slash from Sera's sword dispatch her for good, and you feel the familiar rush of experience as her body vanishes and is replaced by a loot bag. A barrage of arrows from Ari and Mary bombard the remaining adventurers, and although the invoker deflects one after the other as gem after gem explodes from the strain, you finally slip a lance of fire through and the dwarf falls with a yell. Seeing the battle won, you leave Rishukan and your lesser minions to pursue the invoker and cleric while you and your companions regroup.

"Mariel, Seramiel, what did you think of your first fight?"

"Oh, it was so exciting! Not that it was my first fight. Well, I guess it was my first fight in this world! Well, in a while. And my first fight with my new form!" Mariel pants lightly from the exertion before striking a pose and firing off another ice arrow into the dark tunnel across the room.

"I feel... strong. It's a good feeling," Seramiel looks at her glowing blade curiously, betraying none of her sister's excitement. "Do all adventurers fall so easily?"

"Don't get your hopes up," Ari laughs. "We just caught them off guard. Those players have beaten us a few times already. In fact, they did when we found Sera's name while looking for a sword I could use!"

"And they'll be back. It only took them one time to figure out our fire traps and firebolts in their first invasion. We should expect them to be back in a day or two ready for our new tricks, and I don't fancy reenacting a living treasure chest, so I want everyone at their best. Now, anyone want a bath while we wait for the next party?" With several cheers of agreement, the five of you make your way back to the centre of the dungeon. The rest of the day proves pleasant and relaxing, as no more adventurers arrive who are strong enough to demand your attention, and soon night has fallen, bringing relative safety from adventurers low enough level to be interested in the bounty's reards. You lie back in bed, surrounded by three warm beauties for a change, and ready yourself for the next day's fighting. The next thing you know you jerk awake to a trumpet's blare, and a new popup floats in front of you.

World Bounty: Lady Eleanore's ****
A foul daemon has stolen the Lady Eleanore Highcastle's most precious family heirloom and sacrificed it in a profane ritual to his foul gods. The Lady demands retribution for this blasphemy. Slay Azazel and his minions!
Notable living monsters: 7/7
Day 2 of 3
Monsters killed will grant additional experience.
Azazel will drop unique items suitable for rangers and rogues up to level 25.
Azazel's champions will drop rare equipment.
Bonus (No clears on day 1): Day 1 rewards also apply.
(Rewards will change each day)

What awaits you on day 2?

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