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You are Jozeph Kabelov, and your duty is to uphold an unwritten law, against those whom the usual scriptures and enforcements cannot contain. You are the sheriff. A last line between peace, and a total war of the underworld.

Last time you have started your first patrol at 11:00. You have paid a visit to the local Gargoyles, and picked up some rumors of the goings of the city. With the Witching Hour closing in, you’ve decided to take a look at the local cemetery, and make some rounds around the wealthier family tombs.

You are trekking among the small windowless granite buildings, the metal doors closed in the almost total darkness. The cold stillness of the air betrays no intruders other than you in the cemetery.

At once, one of the iron gates swing open, a shadowy figure bursts out and starts running for the cemetery’s exit.

>A) Keep patrolling. No laws against running in the cemetery at night, aside from common sense.
>B) The door closed after him. Maybe there is a way to get it open?
>C) Chase after him!
>D) Other
>>
>>892841
>C) Chase after him!
>>
>>892848
You follow after the man. As he skips, he makes a loud and long whistle. A ghastly horse materializes behind him, already galloping. The figure jumps on it, as the animal runs by. The cemetery gates swings wide open by a gust of wind, the guard wrapping his cloak tighter around him.

The horseman doesn’t speed up considerably, just gallops trough the doorway while the sentry is covering his face from the howling wind. You swiftly chase after him, leaving the cursing sentry behind.

He speeds up a bit, and his hood bursts into flames! Revealing nothing but an empty space where his head should be, and flickering flames from his neck. After the weird display, he disappears from sight, turning left at a crossroad.

>A) Keep running!
>B) Get a cab!
>C) Steal a horse!
>D) Other
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>>892880
>C) Steal a horse!
It's perfectly acceptable for a sherriff to "confiscate" a horse.
>>
>>892890
Writing
>>
>>892890
There are very few people on the streets, considering that we are past 1 AM. However there are always a few coaches waiting for drunks who would like to leave the tavern, but already lost their ability to walk in a straight line.

One of these is just around the corner, and run over there, sword brandished, cutting the reigns holding the horse left and right.
“He- hey, what are you doin’?!” Curses the wakening driver
“Requisitioning in the name of the law!”
“Oh like hell you do!” - he says trying to stumble down from the seat with his legs asleep as he was. But by the time he is on the ground, you are already in the saddle, and by the time he would be there to drag you down, you are away. You don’t stay to learn if his screams for help are answered or not.

After making a break for it, you can see that the rider just kept galloping at a good pace, not really spurring the horse. This enables you to catch up to him.

However the instant he is out of the southern gate, he speeds up incredibly, making the pursuit increasingly difficult. You can see that it is taking the western road around the city.

>A) After it! No getting away!
>B) You know a thing or two about the city, let’s try to use a shortcut
>C) Just keep an eye on him for now from save distance
>D) Write in
>>
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>>892937
>A) After it! No getting away!
YOU CANNOT RUN FROM THE LAW!
>>
>>892937
A) GET 'IM
>>
>>892951
>>892958
Writing
>>
>>892951
>>892958
You know what, gimme a d20, best out of two! (or one if now two appears in 10~ mins
>>
File: JUSTICE.gif (1.31 MB, 512x288)
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Rolled 1 (1d20)

>>892992
>>>/wsg/1423694
JUSTICE ROLL!
>>
>>893010
Oh boy.
>>
>>893010
>Every
>Fucking
>Time
>>
Writing
>>
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>>893010
>>892992
>>892951
>>892958
You dig you heel into the side of your acquired means of transportation, and go after him. No wild rides on your watch. The headless horseman breaks into a howling laughter as it rides the countryside, swooshing out lanterns as it goes

You both pass by a lake, and the water rises in waves after the wind following the rider hits them. The winds knock over some buoys, and a traveler on the road dives into the bushes to get out of your way.

Suddenly, the horse stands on his hind legs, and you fall out of your saddle.
[Trait Gained: Bad Rider: -3 to tests involving riding]

While you get up from your backside, your ride promptly leaves you behind, going off into the dark. You dust yourself off as the wailing of the headless rider gets farther and farther.

You however notice that you’ve been chasing the rider in circles.

>A) Cut trough the wilderness to get ahead of him
>B) Call it a day. No one was killed, and you can use the rest of your shift to get back to town
>C) See if there are other crimes here afoot
>D) Other
>>
>>893074
>A) Cut trough the wilderness to get ahead of him
NEVER GIVE UP
NEVER SURRENDER
>>
>>893087
You’ll be damned if you give up on your first patrol! It’s not gonna happen. Dusting yourself off, you make a sharp turn right, and rush trough the underbrush

>Roll 1d20 to see how good you are at this
>>
Rolled 7 (1d20)

>>893141
F
>>
>>893148
okay, don't mind me here! Writing!
>>
Rolled 5 (1d10)

>>893192
I said; don't mind me!
>>
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>>893148
>>893087
>>893074
Thorns cut into your skin, and clothes, your coat gets dragged and torn by branches and you stumble on roots from time to time. But you don’t lose your way, and carry on, and finally make it back into the open.

Then you realize you are on the wrong road, and have to get back into the thick of the forest again. More gashes, and torn clothes, and you are finally where you should be. On a ledge above the road.

The screams are getting louder.

>A) Wait and jump onto the horseman when he passes underneath you
>B) Get down to the road, and block his escape
>C) Try to find a rock or something to crush him when he crosses by
>D) Write-in
>>
>>893215
>A) Wait and jump onto the horseman when he passes underneath you
>D) Requisition his horse
>>
>>893223
You crouch down, and wait for your quarry. He comes, sure as he should, with flaming cloak and neck-hole, laughing madly.

You make a dive forwards, and hop onto the back of the horse. The animal buckles a bit when your weigh suddenly hits it, but it carries on without a hitch. The rider stops his howling and hooting and looks back without turning. As much as one can do that without a head.

Then you utter the magical words that have helped you, your predecessors, and all those with authority whom stood up against speedsters;

“License and Registration please!”

The effect is instantaneous. Without digging his heels into the horse’s side as drivers usually do, the stallion comes to a halt, sliding over a meter after the sudden stop of his hooves, digging marks into the ground.

“Oh boy”

The flames extinguished. And you can see a faint, near-invisible outline of his head, revealing the man as a ghost. You both step down from the ride, and he starts to rummage in his coat. Finally presenting a parchment and ring, handing them over it to you.

The man waits in silence as you read over the document. The gist of it is that the scroll enables the owner to haunt the Outskirts of Pesken, and the Old road in a 2 km radius once every week, in the Witching Hours. No property may be damaged, and no lives to be taken during these hauntings.

The heraldry on the document shows it to be the property of the Franvoen Family, and the ring on the rider’s hand identifies him as a member of the family, with the name graved on it’s back; Maximillan Duceau Frankoven the IIIrd

“I was careful sheriff, I only started to spur after I left the city’s gates.”

>A) Alright, everything seems to be in order. Happy haunting!
>B) Yes, but next time please don’t burst into flames right after leaving the cemetery.
>C) Shake the bastard! There has to be some dirt on him!
>D) Write-in
>>
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>>893269
>A) Alright, everything seems to be in order. Happy haunting!
Just a completely normal law-abiding citizen.
>>
>>893215
>A) Wait and jump onto the horseman when he passes underneath you
>>
>>893304
Nevermind this.
>>893269
>C) Shake the bastard! There has to be some dirt on him!
>>
>>893269
>B) Yes, but next time please don’t burst into flames right after leaving the cemetery.
>>
>>893283
>>893312
>>893354
I'll go with letting him go with a warning. Writing.
>>
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>>893283
>>893312
>>893354
>>893368
You look at the document.
Then back at the slightly worried and ghostly face of the rider, with your scary authoritative look.
Then a glance on the paper again, and with a nod you fold it up and hand it over with the ring.

“Alright, but next time please don’t burst into flames right after the cemetery” you nod
“Oh, that was just some harmless excitement. I’ve had a good cloaking enchantment on, nobody saw me who shouldn’t have.”
“Still you made me chase you all the way here”
“Sorry about that” he scratches the back of his head.
“Well, be safe out there”

“Thank you sheriff” he nods, pocketing the paper, and pulling back the ring on his gloved finger. He is climbing back up to his also ghostly-skeletal mount, and takes another look at you.

“Do you need a ride? I should get back to my tomb now, I can give you a lift to near the cemetery if you want?”

It’s 2:20. Your patrol lasts till 5:00

>A) Well, shift is coming to a close, might as well not spend the most of it on foot
>B) Patrol is patrol, you might find something on your walk back to the city.
>C) Not yet, maybe the Forest Folk need some administering
>D) Write-in
>>
>>893401
>B) Patrol is patrol, you might find something on your walk back to the city.
Never forget our duties, we're a man of JUSTICE!
>>
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>>893439
>>893439
You hold up a hand. “No, thank you. I appreciate it, but my work isn’t done yet.”
“Well, so you around Sheriff.” he says, the flames light again, and the headless horseman rides away in the moonlight.

You take a deep sniff of the fresh night air, and think about what to do next.
>A) Just walk the road peacefully, trekking back to the populated area.
>B) Wander into the Forest
>C) Take a look at the nearby lake
>D) Write-inYou hold up a hand. No
>>
>>893518
>B) Wander into the Forest
Evil necromancer cults are always in the spooky forests.
>>
>>893583
You head off into the forest, trying to get a much safer path than you did during your chase. You would like to patch up your cloak once you get back into civilization, not get a completely new one

The forest is pretty and-...


I'm near dead. Taking a 10 hour break. Thanks you've all (the two and half of you) been a great audience.
>>
>>893708
Thanks for running famalam.
>>
>>893708

Looking forward to it!
>>
Patrol continues in 2 hours
>>
Rolled 2 (1d20)

>>
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>>893719
>>894962
>>896474
The night is calm, aside from the occasional sounds of night wildlife. An owl here, a possum there, nothing extraordinary. The wind stopped, and the cloudless sky stares down at you.

Finally the sun slowly rises from the horizon. Your patrol is over.

By the time you make it back to the town, the folk got up, and got busy. People going left and right, wains taking goods and people alike. You see some of the local constables talking to a coachman who seemed to have a horse brutally cut off from his carriage.

>A) Head to the inn where your stuff is, time to take your luggage to your new home
>B) Your coat isn’t what you’ve put on last evening. See if you can do something about that
>C) Let’s not rush into work enjoy a walk
>>
>>896591
>D) Write-in
>>
>B) Your coat isn’t what you’ve put on last evening. See if you can do something about that
>>
>>896591
>B) Your coat isn’t what you’ve put on last evening. See if you can do something about that
>>
Technical difficulties occurred. We'll be back in 16 hours.
>>
Just gonna leave this link here...
http://archive.is/2016.12.02-222207/http://archived.moe/qst/thread/842139/



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