Girl Hero: Revenge on Goblins!-Chapter 17: D8. Don Quixote

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Chapter 17: D8. Don Quixote

The sun rises, another new day begins.

According to fairy tales, it is ignited by the Dancer who feeds her body to the flames.

The holy Fiery Flame pierces through the Icy Chill and darkness, bringing scorching, majestic yet tender light and fire, bestowing life upon everything.

Today, the sun also shines on the various joys and sorrows of the human world, unaffected by them.

The Hero gets up from bed, washes up, finishes her bread, and packs her bag.

To kill Goblins—

The girl's foot is already on the windowsill, up to now everything is the same as yesterday, but before she jumps out the window, she shows hesitation.

Based on the past two days of adventures, the Hero roughly understands what kind of strength a Goblin possesses.

Ordinary Goblins can no longer pose a threat to her, as long as she has enough strength, whether it's ten or a hundred Goblins, she can clear them all, it's just a matter of how much time it would cost.

Goblins are just such weak creatures.

If there are no special mutations, even if they grow to their limit, ordinary Goblins cannot exceed level 10, and any Reincarnated person can defeat them.

However, the reason Goblins are despised and seen as a threat is not because they are strong.

As the lowest level of Magic Creatures, Goblins would affiliate themselves under powerful Magic Creatures, and then their huge numbers cause harm that does not lose to their leader.

Without exterminating the leader Magic Creature, in a dense Magic Element environment, the reproduction speed of Goblins would far exceed that of mushrooms sprouting from the ground after rain.

And about these two adventures, the leader Magic Creatures she faced were the Goblin Shaman and the Mud Crab.

The first time she killed the Goblin Shaman was purely a coincidence.

If it had been a bit more cautious, a trait not typical of Goblins, maintaining enough distance before confirming the status of its prey, then she wouldn't have been able to kill it without even letting it use Magic.

And the second encounter with the Mud Crab, although unrelated to Goblins and her memory of yesterday's battle was somewhat blurry, the urgency and sense of crisis from that time are still vivid in the Hero's mind.

With only two battles, each fraught with danger, should she really continue?

If she dies, there wouldn't be any talk of driving all Goblins out, right?

The Hero falls into deep thought.

[The Hero's next actions—]

1. Go exercise?

2. Go to the forest

3. Go to the Adventurer Guild

4. Go hunt Goblins

5. Go snake hunting

6. Go find parents

7. Go to the market

8. Go find a suitable Reincarnation profession

9. Go to the library

10. Critical Success/Extreme Failure♛

D10=d10(10)=10

D2=d2(2)=2

[Deep thought Extreme Failure!]

1. Might as well go kill Goblins♛

2. Stopped by a best friend's parents

3. Stopped by her own parents

4. The Hero has no money

5. Guard: "I see you often"

6. Bird droppings fall on her head.

7. There's a robbery!

8. Encountered an Intermediate Magic Creature

9. Silly Hero~ Silly Hero~

10. Critical Success/Extreme Failure

D10=d10(1)=1

→☆→☆→☆→✧←★←★←★←

Although hesitating for a moment, after a good while of mental struggle, the Hero still couldn't think of any other actions.

In the end, what else could she do?

To learn... to become stronger... does she really need these things to kill Goblins?

Each repetitive day, each numb day, living each day by inertia.

It seems this could return her to the past times she didn't wish to change.

"...let's go kill Goblins."

Instinctively resisting the change of this new everyday life once again, she jumps to the ground, stepping out the door.

→☆→☆→☆→✧←★←★←★←

[The number of Goblins the Hero has hunted (112) exceeded 100, Hero's Goblin knowledge increased—]

D10+10=d10(9)+10=19

[Hero's action Extreme Failure, dangerous areas increased]

1. The forest where the best friend disappeared (LV10)

2. The Great Forest

3. South of the abandoned mine, the rugged gray mountains

4. Even further places (Map LV increased to D10+10)

5. Ruins of the Arcane War♛

6. Eastwards from the plain, the Withering and Muddy Forest

7. Upstream along the water, Gemstone Lake

8. The unexplored deep cave

9. Abandoned wild path (bandit hideout)

10. Critical Success/Extreme Failure

D10=d10(5)=5

[Ruins of the Arcane War LV15]

In the past when the Arcane Surge approached the city, the military camp and the desolate battlefield were established to counteract it.

The blackened land that was burned is still barren today.

Wandering are ghosts, corpses, skeletons, and low-level Magic Creatures that feed on leftover Magic Elements, along with many Slimes.

As there isn't much hunting value, adventurers generally don't visit the area.

[The number of Goblins in this area]

D100+50=d100(66)+50=116

[Goblin LV3]

Strength: 6

Agility: 6

Constitution: 6

Intelligence: 1

Perception: 6

Charm: 0

[Distribution of special Goblins (when =1 under the command of Regional Boss, 3- three groups, 5- split into two groups♛, 5+ only one group)]

D10=d10(4)=4

[They are—]

1-59: Big Goblin (Attributes of Goblin*3)♛

This chapt𝒆r is updated by frёewebηovel.cѳm.

60-80: Goblin Warrior

81-90: Goblin Shaman (Dead Spirit/Dark)

91-95: Goblin Windmill Knight♛

96-100: ?

D100=d100(39)=39

D100=d100(93)=93

[Big Goblin R2 LV9]

Commanding dozens of Goblins, comparable to a strong man, the strength of one arm can easily knock down several adults.

Strength: 18

Agility: 18

Constitution: 18

Intelligence: 3

Perception: 18

Charm: 0

[Goblin Windmill Knight R2 LV13]

Collected abandoned remnants of Armor, helmet and Longsword from the battlefield, carrying a small round shield on its back, poorly imitating human Knights.

If you mock its clumsiness, it will challenge you to a duel.

Then you will understand whether it deserves the name of a Knight.

Strength: 28

Agility: 18

Constitution: 28

Intelligence: 7

Perception: 18

Charm: 3

Equipment: Rusted Armor (Armor+8), Rusted Longsword (Armor Break+5), Rusted Round Shield (when Block is successful, Armor+12)

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