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Quest rules:
1. 10-30 minute voting periods, the Lorekeeper may take “executive” decisions and make posts sooner or later as he sees fit. (I.E. a very bad or very good roll may cause this to occur. Or if a funny or creative idea is offered. Or if there is an important decision being made)
2. All dice rolled are assumed to be D100 unless otherwise stated
3. In most situations, only the first two dice rolls will be counted, if the threads become more popular this may be changed. This choice ultimately falls to the Lorekeeper, odd circumstances may cause him to overlook this rule (a ton of crits later down the chain for instance)
4. All dice rolls are final
5. Critical fails are considered to be between 1-5, Critical hits are between 95-100. Crits overpower any other roll except another crit. In the rare chance that a crit fail and crit successes happen. The Lorekeeper will do something interesting from a story angle.
6. Near misses may occur, where a rolled number is close to the required threshold, whether over or under. This can have an impact on how the story proceeds. However these are up to the decision of the Lorekeeper.
7. Sometimes there are optional choices one may participate in, these will generally NOT be taken unless there are multiple posters who wish it, assuming there are multiple posters in the thread
8. There are often times choices with multiple parts, each part is counted separately, unless otherwise stated, sometimes rolls will be required before counting the second, third, etc, part
9. There will be “Time Limited” decisions, in which characters may only do a set number of actions, or ask a set number of questions within a conversation, or during combat. These will sometimes be clearly marked, and sometimes not if it adds to the story. If there are three choices allowed, for instance, each poster is expected to pick three choices in descending order. The first choice of the first poster, the first choice of the second, and the first choice of the third poster will be taken. If two first choices match, the second choice will be chosen of the following poster, etc. If there are fewer posters than choices allowed, the first poster will be given preference, and his second choice will be picked (so the first poster, second poster, and then first poster again), etc.
10. Rules may be subject to change between threads, but will not change during the same thread. These rules are what we will follow for the remainder of this thread.
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>>2403261
Rider Quest is a sidequest from the main Necromancer Detective Quest, the story takes place in the same world, around the time of chapters 4 through 6. So I figured now would be a good time to start it. You don't need much prior knowledge to enjoy this one though.

The main quest will take precedence over this in terms of updates. If the main quest becomes very active I will make a note here and cease updating for a bit, the discords will be the same however.

Necromancer Quest Archived Threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Necromancer+Detective+Quest

Discord (Meet the Loremaster himself, and get live updates and all that jazz): https://discord.gg/5sZYkz9 (HIGHLY RECOMMENDED)

Current Sidestory: The Breakneck Ride
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>>2403274
Little Lake, Carubos Province, dawn

The air was cold this morning, unreasonably so for springtime, you figure that it’s a bad omen. But this whole week has been one disaster after another. You try to wait patiently for the Priest to finish putting his letter to pen, but as it stands things are fairly hopeless. The town is in the midst of a plague, something from the deepwoods has spread into the area, infecting all with festering rot. The town’s sole healer has already succumbed to the pox, and if nothing is done the rest of the town could follow, already you hear the coughs and gaging coming from the church itself, turned into a makeshift healer’s abbey. You hope that you can make the ride down to the town of Ranfert, in Bressa Province, a much more populated locale, and hopefully one that can provide help.

You take the time to look outside the window. The land is HEAVILY forested, trees as far as the eye can see, with the exception being the cleared out space the town is located in. The main inhabitants are trappers and hunters, with a few farmers scattered around with fields in the hard won open space, and the rare tradesman. The rune wards feature prominently at the edge of town. The buildings are all timber constructed, or made simply from logs. The church is probably the only stone structure for miles. A small lake sits at the edge of the clear cut zone, providing some fish for the townsfolk, although the church has decreed that fishing is generally disallowed to prevent overfishing, few out here take the Church of the Holy Seee seriously in things outside of the religion itself and holy magic.

You sigh again, time is short. You can go sightseeing later, if you feel particularly suicidal. The area is the frontier for a reason, dangers lurk all over.


Regardless of all that, what is your name? Are you a man or a Woman? And What’s your reason for being in town?

Decision 1:
1. Name (write in)

Decision 2:
1. Male
2. Female

Decision 3
1. Reason for being in town (write in)

Optional
1. Other facts about you? (write in)
>>
>>2403298
Name:
Hannard
Everyone calls you Hanna
Gender:
Male
Reason for being in town:
Work, no one in the guild wants to head this far north. And with the danger about, you don't blame them. But the pay is good.
Other facts:
Like animals, dislike people.
>>
>>2403314
Other facts:
You hate being called Hanna.
>>
>>2403298
initial voting period will be extended, WOO
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>>2403314
+1
>>
>>2403314
>>2403456

if nobody else has anything to say I'll continue
>>
>>2403298
Your name is Hannard. Out here it is rare to see a person with a last name, so nobody really finds it odd. You have been a member of the rider’s guild for a good many years. Eventually venturing out into the frontier provinces to find work, which there is a good deal of. Most members of the guild don’t have nearly as high of a risk tolerance as you do, and besides, you like it out here.

Payment oftentimes comes from supplies and food rather than precious metals out here. Things can be difficult to come by this far north. However, you are being paid extremely well for this little job. The only issue is where it will be taking you. To get out of Carubos Province and into Bressa Province, you will need to take the breakneck ride. Its named such for two very important reasons, the only way to make it before nightfall is to ride fast and ride hard, and because the ride itself is dangerous even before nightfall. Angels are but a collection of stories out this far, and the runic wards lose their charge after an amount of time, the road is far too long to keep them all stable. Thus you will have to deal with all manner of horrible things. Or maybe you will have an uneventful journey. The thought would make you laugh if you weren’t so determined. You pray to the Angels that you don’t slip off your horse and actually break your neck.

The priest has finished up his letter, you’d try to inspect it but you do not know how to read, such things are for city folk you figure.


What do you do?

FREEFORM DECISION
>what do you do?
>>
>>2403533
Lets get our asses going.
>>
>>2403533
>However, you are being paid extremely well for this little job. The only issue is where it will be taking yo
You decide that you have no time to waste, and since you’ve done all your preparations beforehand there isn’t anything left to do. You are a professional after all.


You head out to where your horse is tied, her name is Strawberry, and she’s served you faithfully up until now. You hitch yourself up onto the saddle, and check to make sure that the letter, and a few other packages are safely tied down, last thing you want is to lose them out here.

You begin to set off, through a couple of the dirt paths, then out past the rune wards, and then out into the greater forest, heading south. You need to keep going, but you have a couple options in this region, the breakneck ride can take a couple different paths

Decision:

Waterfall Run: scenic route featuring a large number of waterfalls, high cliffs, and large birds. Shortest route of the three, but the highest danger as well. No need to worry about nightfall hitting you if you take this one though.

Valley of Rocks: Mudslide and boulder prone area, lots of spiders and other bad things hiding in the caves, as long as you don’t stray off the path you’ll be fine…

The Switchback: Heavy forest riding, surprisingly not as dangerous as the others but takes far more time, you also might run into some native creatures but with the lower visibility of the forest you won’t be able to see them coming from far away. However the high tree cover prevents anything from swooping down on you, and the path itself is easy to find.
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>>2404496
>Waterfall Run: scenic route featuring a large number of waterfalls, high cliffs, and large birds. Shortest route of the three, but the highest danger as well. No need to worry about nightfall hitting you if you take this one though.
Fuck the spiders and boulders.
Also fuck forests.
>>
>>2404496
>>2404513
gonna give this some more time to see if anyone else is interested
>>
>>2404496
You decide to risk the waterfall run, while you know that there are quite a few present dangers on that route, you also know that this message is urgently needed, thus you head onto the trail leading down towards the great waterfalls. You begin to see a couple of smaller streams that will eventually lead up to a larger river. Keeping an eye out for trouble, you lean in and continue heading downstream.

As you reach the part of the trail where the streams connect into a river, you begin to notice a large amount of fallen trees ahead. Such things could signify danger, or perhaps a woodsman, or maybe something else entirely like an elemental. However you won’t know for sure until you look. The other option would be to ford the river and reach the relative safety of the opposite bank, but there is the risk you and your horse could get carried away, as well as the time spent making the crossing.

1. Keep going
2. Try to ford the river.
3. Turn back
4. Write in
>>
>>2404683
>2. Try to ford the river.
>>
>>2404683
You decide to attempt to ford the river. Even if it could be slightly hazardous, its better safe than sorry. Regardless it takes a minute to coax Strawberry to cross. Your horse has never liked swimming much. As you begin to cross you take a look at your surroundings, trees, more trees, and a few other streams flowing into this river.

Roll 35 or higher to avoid issue while crossing
>>
Rolled 67 (1d100)

>>2404720
>>
>>2404720
>>2404735

Successfully fording the river, you disembark at the opposite shore and once again resume your journey. As you turn to look across the river, you spot a man chopping wood up and what appears to be a bear carrying logs. You’ve seen far weirder shit out here, so it doesn’t really faze you.

You take the time to look at the forest itself, various colors of leaves twirl in the spring breeze. The forest near the waterfalls sport permanent autumn colors. Nobody really knows why, but many suspect it has something to do with some of the nature spirits that are known to inhabit the area. Things are generally docile if you leave the land well alone, but they can be quick to anger. You’d rather not get on any of their bad sides.

As you continue down the path, you begin to hear the howls of wolves. Things sound far away however, so they probably won’t be an issue. Even if they were near you know that your trusty steed could easily outrun them. As you make your way downstream, you think you hear someone shouting for help, but you can’t be sure. You’re almost at the Waterfall Run itself, the river has just joined up with the central one and you can see it disappearing down past the horizon and off the falls.

1. Check on the person to see if they need help
2. Do not do anything, keep riding, you have a mission to complete
3. Write in?
>>
>>2404750
>1. Check on the person to see if they need help
>>
>>2404755
I will be rolling in a few minutes to determine the encounter if nobody else is interested
>>
Rolled 5 (1d5)

>>2404755

rollin
>>
>>2404750
By the time you reach the clearing you find a mangled corpse being torn at by the pack of wolves you’d heard earlier. You see three wolves at the body itself, and a forth circling around, probably ready to fend off scavengers until they’ve had their fill. Things are nasty, you remember being bitten by one as a child, and while you generally like animals, you know that they are wild things, not able to be tamed.

You think you see something shining in the hand of the deceased, but you’d have to chase the wolves off, and that would be dangerous. Strawberry is already getting nervous. You can’t really blame your horse for that. The fact that the wolves are distracted is a welcome blessing. You grab ahold of your bow just in case, to be at the ready.

1. Try to chase the wolves off (roll 50 or higher for a sneak attack against one of them, will begin combat)
2. Head out, nothing to be done here

(-5 time from the river crossing, -20 time from overall journey so far, -5 time from investigating)
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>>2404827
>2. Head out, nothing to be done here
>>
>>2404827
>2. Head out, nothing to be done here
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>>2404827
You kick Strawberry gently and depart from this grisly scene, sparing a moment to pray for the poor man’s soul. One of the few benefits of living out here is that you don’t have to deal with undead, corpses generally get eaten quickly. You know after the wolves are done that some of the larger scavengers will eat the rest of the remains.

As you head back for the main trail, you turn back for the waterfall itself. A couple dozen different waterfalls are pouring into a central basin, which forms another river leading farther down. Several giant birds lazily glide along the sky. You pray silently to yourself that they are both well fed and don’t notice you, last thing you need is attention from one of them. You also notice several large caves. You’ve never been inside any of them and you’ve always been curious. However going inside unknown caves out here is a sure way to get eaten.

You have a couple of options to get down, first of all is the straight path, which is a very steep incline leading down. It will be the fastest but also the most dangerous for your horse and for you.

Secondly there is the rounded stairs, which are near two of the largest waterfalls. While they are slippery, the rushing water to either side, and the cliff itself will give you some protection from the swooping birds. You watch as one of them, as big as your horse, glides overhead. Luckily it hasn’t noticed you yet.

Finally there is the spin path, by far the safest to travel down, but also the most revealing. There are several parts that will lead you over rope bridges that will leave you open to attack. However the path itself is dry, there is no chance you’d slip like some amateur going down that, all that you’d have to do is avoid the birds.

Decisions:
1. Straight path
2. Rounded Stairs
3. Spin Path
4. Try a cave (maybe get lucky?)

(-10 time from journey to waterfall)
(-40 time overall)
>>
>>2404871
>2. Rounded Stairs
>>
>>2404871
>2. Rounded Stairs
>>
>>2404871
You decide to go down the rounded stairs. A relatively safe route, the crashing water to your sides and occasionally in front of you offer good cover from the birds. As you descend you notice something crawling into one of the caves, sending a shiver down your spine, whatever the thing had been, it was BIGGER than the birds had been. Looking to the sky you notice one of the birds swooping down into the forest below, only to return a few moments later with an elk. Way of nature you suppose.

You begin to encounter a fairly slippery patch of ground. This is where things become dangerous. You have a couple of options here. Dismount and lead your horse onwards, or try to get through it, either way will be fairly dangerous of course, but overall dismounting would be safer, if more time consuming


1. Dismount and walk your horse down to a safer part of the path (roll for agility, 30 or higher needed)(-60 time)
2. Go for it (roll for agility, 60 or higher required)(-15 time)
3. Write in?
>>
Rolled 45 (1d100)

>>2405162
>2. Go for it (roll for agility, 60 or higher required)(-15 time)
Time is of the essence.
>>
>>2405162
from here on I'm disbanding the voting time limits, the board ain't nearly active enough for em
>>
Rolled 94 (1d100)

>>2405162
>2. Go for it (roll for agility, 60 or higher required)(-15 time)
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>>2405211

oh man you saved it and ALMOST got a crit, good work
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>>2405162
After a split second of trepidation, you decide to go for it. You don’t have time to spare, and you want to be down below the tree line and out of sight of the birds as quickly as possible. As you descend down, your horse hits a rough patch. You panic for a moment as Strawberry tries to steady itself. At the last moment before teetering over you throw your weight to the other side of your horse, righting her.

As you begin to descend below some of the taller trees, you begin to plan out your next move. You will have to pick a few different routes to be able to get closer to the province’s border, and hopefully to a town with actual people in it.

You have a couple of options again, first of all is the bowline passage, a passage of trees that some say was carved into the wilds by angels. Nothing grows in the middle, and the trees arc overhead to form a natural tunnel. No need to worry about Nevermores or the odd Forest Drake here.

Secondly there is a ranger compound with a couple of paladins from an order you’ve never heard off, moonsilver or some such. It was recently set up and is a bit out of the way, but it would give you some time to rest, eat, and potentially to gather some information.

Lastly there is the plank walk. An older decaying boardwalk over a swampy marsh. The route is dangerous, and you have to worry about the occasional walking tree, but it would be faster than the other two routes. You do worry about the trees though. You’ve heard that not even a week ago a man was torn in half by one a few miles west of Little Lake.

There might be an older passage… no that was abandoned years back, area is a no man’s land now, but the way should still be there….


1. Bowline Passage (Safest route by far, but the longest)
2. Ranger Compound (+ info)(potentially other routes open up)(-good chunk of time)
3. Plank Walk(quicker path, more danger)
4. Go for the Ash Path (????)
5. Write in
(-15 time from rushing through the Rounded Stairs)
(-55 Time overall)
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>>2405275
>4. Go for the Ash Path (????)
mystery time
>>
>>2405275
>4. Go for the Ash Path (????)
>>
>>2405275
You shudder a bit, the ash path… that’s unholy ground, but it’s the largest area for miles that has clear ground, and it will likely save you quite a bit of time if you play it right. Nothing will grow there now after all. It’s not like you’ll be cutting through it angel’s forbid, just skirting around. Plenty enough for you, you figure.

As you approach and the smell of ash and death grows stronger, your horse begins to whine, she knows what’s ahead and wants no part of it. The area in front of you is DEAD. This alone makes its feel out of place, alien. An unnatural heat hits your face. The pit of hell has opened in this location, and you can make out some red shapes further away, and hear faint cackles from a distance. You curse to yourself, a group of devils. It would’ve been too much to ask for this area to be empty.

All the cruelty of demons, the hunger of ghouls, and all the smarts of sheep. At least you won’t have to deal with a demon, that sort of fight would be hilariously one sided, but even these creatures would be more than a match for little old you. As you creep your way around the exterior, your horse once more begins to buckle under you, she has had enough. Thankfully they haven’t noticed you yet, or they would have already begun to give chase.

You wince. Combating even one devil singlehandedly would be quite a feat, but a group of them? That would be a slaughter.


1. Try to calm her down (roll 50 or higher)
2. Make a run for it (roll 20 or higher, then 40 or higher)
3. Head out of the ash path and try to find your way back to the main path (roll, first digit will determine encounter if any, and second will determine where you end up)
4. Write in
>>
Rolled 9 (1d100)

>>2405336
>1. Try to calm her down (roll 50 or higher)
>>
Rolled 72 (1d100)

>>2405336
>1. Try to calm her down (roll 50 or higher)
>>
>>2405336
You rub the back of Strawberry’s neck for a couple of minutes, while whispering soothing words into her ear.

“There there dear, shush it’s alright, we’re almost there…” You murmur. You’ve had Strawberry for a good many years now, since she was a youngling, and you know exactly what to say to her.

After she calms down, you continue your trek. You watch as a new devil comes back from the forest, dragging a terrified, injured doe back towards its fellows. They begin to systematically torture the poor thing, giggling like madmen all the while. You wish you had the strength to deal with them, even knowing that more would just emerge from the pit much further back in the center of this dead zone.

You sigh to yourself in relief as you reach the southernmost edge of the region. You’ve made it without being spotted. As you link back up to a small path, you smile. You have a lot more options than the Bowline passage would’ve given you, and you’ve saved quite a bit more time as well. It’s been a dangerous little diversion but its paid dividends.

Your first idea would be to try and cut back into the Bowline passage, but the trees there grow supernaturally quickly, and their coverage is near perfect. You won’t be able to simply squeeze yourself, let alone Strawberry, inside. Trying to get in will prove tricky, but at this point it would be by far the safest option

Then there is a region the locals call the “Sea of Grass” miles of fields that stretch close to the border of Bressa itself, with a few patches of trees as cover. The area is generally hunted by Nevermores and drakes, but the grass provides decent cover.

There is also the Sea of Webs, spider territory. There was a wildfire through the area last month, spreading from the Ash Path, that supposedly decimated the local population, but you don’t know anyone who’s been there personally. For all you know there are still plenty of giant spiders.

Lastly there is the Lumberknot’s playground, a massive stretch of forest that is hunted by walking trees, huge gnarled pieces of wood that eat men whole. You don’t really know why they even exist, the church certainly doesn’t, but the things are MENACING.

You look up at the sky, its already getting close to noon, but you’ve made excellent time with all of your shortcuts so far.


1. Try to get into the bowline passage (roll 50 or higher to try and cut through)
2. Continue onto the Grass Sea
3. Continue onto the Sea of Webs
4. Continue onto the Lumberknot’s Playground.
5. Write in (maybe other ideas for routes)
>>
>>2405400
forgot to write time

(-30 for the ash path)
(-85 time overall)
>>
>>2405400
>2. Continue onto the Grass Sea
>>
>>2405400
>2. Continue onto the Grass Sea
>>
>>2405400
Deciding that there is nothing for it, you head towards the Grass Sea. Compared to a lot of regions in the frontier, this area is not so dangerous. At least you won’t have to be dealing with wandering lumberknots.

As you embark down the winding roads and other trails towards the sea of grass, you notice how the forest has become calm again. Not eerily so, just a normal mid-day calm. You can even hear all sorts of birds chirping. It’s a rare peace that you decide to enjoy as you rush through the forest. As you break out into the Sea of Grass, you take a look out into the sky, and notice that there are no large beasties flying overhead.

In front of you is a near endless sea of grass, with what you think is a wall of trees in the far distance. You can’t be sure though, that’s miles and miles away. This area will take a while to cross. You notice a small bunch of trees, an island of them so to speak, a good couple hundred meters away, and then another spot a little farther. If you try and use them to hop you would be able to avoid having to spend too much time out in the open. However you do not know what lurks inside of them

1. Gun it (will mean you rush towards the other “shore” of the sea of grass.
2. Island hop (no idea what you will find inside the islands themselves)
3. Write in
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>>2405487
>2. Island hop (no idea what you will find inside the islands themselves)
>>
>>2405487
>2. Island hop (no idea what you will find inside the islands themselves)
>>
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>>2405487
You decide to island hop. Nudging your trusty steed through them you begin to make progress. As the day begins to go on, and you think you’re getting close to the end of the sea, and close to the border with Brenna. You hit another island when you begin to hear a sort of chanting occurring within it. After chancing a glance… only seems like one person, an older woman by the look of her and by sound of her voice. Regardless you have no idea who she is or what she’s doing out here, and you have no need to start trouble. However perhaps introducing yourself would be for the best, don’t want her to think you’re trespassing….


1. Introduce yourself
2. Try to sneak on through (roll 60 or higher)
3. Bolt out of the island and try to gun the rest of the way without being noticed by anything(roll 40 or higher, than roll 45 or higher)
4. Write in
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>>2405532
>2. Try to sneak on through (roll 60 or higher)
We're busy, we need to get a move on if we want to get paid.
>>
>>2405487
>>2405532
(-20 time for trip to grass sea) (-35 time for island hopping trip)

(135 total)
>>
Rolled 84 (1d100)

>>2405546
Dangnabbit
>>
>>2405532
Taking caution over good manners, you steer Strawberry away from the woman, giving her a wide berth. Her chanting becomes louder and louder, eventually you watch amazed as plant growth takes over the area anew. You have always been curious about the magic pagans practice in these parts, not of the church, not elemental or studied, and not unholy thank the angels. As you begin to head out of the patch, you chance one more look back, and what you see turns your blood to ice.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
After a few minutes of panicked rushing, you managed to hit the end of the sea of grass. You don’t know if you could ever tell anyone about what you had seen. Would anyone even believe you?

Regardless, you’re about to cross into Bressa province, and its barely three o clock if you have the position of the sun correct. If you’d been a bit faster you probably could’ve made it to town AND back. You take a moment to laugh, you’d taken a few chances but they had paid off. As you head through the last patch of forest, and into the open pastures on the outskirts of Bressa Province, you take the time to smell the morning air. You’ve finally hit some semblance of safety. Bressa has occasional patrols of local Milita, a few groups of trained Paladins here and there, and even the rare Angel’s patrol. Close enough to civilization without any of the bad parts, namely undead.

1. Head straight for town
2. You have quite a bit of time saved up, take your time, and maybe try to find someone to talk to.
>>
>>2405582
>>2405582

(-5 time from sneaking) (-15 time from journey into far north of Bressa Province)

(-155 time total, 55 time remaining until nightfall)
>>
>>2405582
>1. Head straight for town
Relax after the package is delivered.
We might have to return a message.
>>
File: Ranfert.png (4.66 MB, 1920x1080)
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>>2405582
You decide that it is better to simply get your message delivered than anything else. You tap your trusty steed a bit with the back of your feet, and with that you’re off.

The region is blanketed by both forests and pastures. Farmland and swamps. You can’t believe it all used to be part of the forested frontier at one point. Although the area is still plagued by werewolves, there are quite a few runic wards spread out at the town’s boundaries and many more along the paths. It feels good to be back in civilization once more….

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

A little while later you get into the Ranfert proper, after passing through the stone gates. Nothing fancy but they would hold off a werewolf attack. You drop off the extra packages you had at the local Rider’s guild hall, collecting some of the total payment for the contracts. The frontier contains a lot of rare ingredients that city folk pay big money for, and you’ve made a good living off that trade. As well as the courier service you provide. You don’t live in destitution by any stretch.

The Church itself is a fairly nice, nothing too special, but perfectly suited for the medium sized settlement you find yourself in. Ranfert is a town of shepherds and leatherworkers, as well as miners and traders. This town services a good chunk of the region, and ties in with the Province’s capital located further west towards the great middle river.

You tie your horse up in the stable, and give her a good bunch of fresh straw, as well as a couple of carrots. She’s been a good girl and has gotten you into town safe and sound. She deserves a treat or two.

As you arrive at the church and deliver your letter, you’re delighted to be paid in full. However the priest has one more job for you, he wants you to head back into the wilds with a passenger, a traveling healer monk who is willing to make the ride. Apparently she has been in town for a couple of months learning at the local abbey. Something you are told is rather common, the region has a few unique tricks when it comes to the healers arts, although such things are far out of your purview. Regardless, the pay is good enough, and you have a bundle of letters to get back into the wilds, to their proper locations, so overall you have a good little bundle of coin to make.

You find that for once you have quite a bit of extra time left. What do you want to do with it?

=== Open Ended Decision ===

You have a couple hours left before nightfall to do what you want to around town, then if you want you can spend an hour or two at the tavern.

(-20 from ride)

(you have 35 time remaining, which translates to about 2-3 hours before nightfall, its approximately 4-5 pm right now)
>>
>>2405681
Go to the tavern and listen to the current news, see if there is any occurrences that you would need to look out for.
>>
>>2405691
Yeah seems like the best idea
>>
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>>2405681
You decide to head into the local tavern, the Balefire, and see what the local word is. It has been a few months since you actually made the breakneck ride, and you always like to catch up on the latest.

Nothing really interesting from the capital, the royal family seems to be in some sort of fight with the High Cathedral though, you figure that it’ll calm down soon. Nothings ever come from that friction before.

There is a bit of news that is interesting though. Some of the local rune wards failed the other night, allowing a small pack of four or so werewolves to run rampant before being put down by the local milita. That strikes you as odd, that shouldn’t have happened, the runes in this area are generally kept up fairly well, you figure someone must have messed up… right?

The only other news is that the local werewolves have been growing bolder as of late, with more activity reported around the Province Capital of Haincrest. You hope that nothing bad will happen on that end.

A few drinks later, you’re making merry with some of the regulars. You haven’t been able to unwind or have beer that wasn’t made out of berries or mushrooms in a long while. It feels good, you feel happy. Sides you can feel fearful tomorrow when you need to make the ride back with your mysterious passenger.

=== Final Chapter Decision ===

You have an hour left before nightfall and sleep, what do you do with it?
(maybe spend time with your horse)
>>
>>2405727
>(maybe spend time with your horse)
I didn't think this was that type of quest.
But we should see to our horse's health and comfort before we head to bed.
>>
>>2405736
Well as long as it's allowed...
>>
>>2405740
>>2405736

its encouraged actually, each time you take the breakneck ride you might not make it. And you're horse is the best friend a rider can have a lot of the time. I'm going to be making a little bit of a special post for this. stay tunned

Ending it here for now, we're basically done and I want that little moment to be perfect, so I want some sleep for it.

Tomorrow we begin our second and final chapter of this sidequest, and we race the sun

after that we return to our regularly scheduled program.
>>
>>2405740
>>2405736
NOT LIKE THAT YOU SICK FUCKS
>>
>>2405727
You decide to spend your extra time with your horse, to make sure the old girl is doing alright. She had been spooked more than usual during this little trip, even if you had taken quite a few risks. You find her down in the guild stables, and after brushing all the dirt and tree leaves off of her, you feed her a couple of apples. Strawberry seems happy enough, although you can never quite tell with that horse.

“We have a huge journey tomorrow.” You tell Strawberry. “We’ll be having a passenger, a traveling monk of sorts.”

You don’t know if the horse understood, but you hope she does, Strawberry never was one for additional passengers.

As you head into your guild hall you take a look up at the rising moon, the thing fills you with dread rather than calm. You know it’s a full moon tomorrow, and you do not want to get caught outside. You can already hear howls from outside of town. You figure the guards at the wall, and the runes further out will be enough, but out here you never know. As you try to get to sleep you have difficulty, you’re worried that the journey back won’t be easy, and will probably not be as uneventful with your passenger. You think her name was Marcy, but you will have to ask her again in the morning. The moon will be full tomorrow, and that will mean trouble.

========================= END OF CHAPTER =======================
>>
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>>2407102
The second you hear cries from the local roosters you bolt up, you don’t want to waste any time when every second will count. It’s going to be a race against the sun today, getting caught out in the wilds when night falls will be an unmitigated disaster and will likely result in your passenger’s death and the destruction of little lake by disease.

You think over the plan you made the previous day, had it been to wait until the sun was properly up or to head out before sunrise and try to bank on some extra time, risking werewolf attacks? The decision will be critical. You hope the woman heeded your warnings about wasting time on the ride.

1. Head out before dawn
2. Head out at dawn
3. Write in
>>
>>2407112
>. Head out before dawn
>>
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>>2407112
Deciding that heading out before dawn will be a better idea then simply burning time in the relative safety of Ranfert. You head out to the Church. The sun hasn’t come up quite yet so you needed to borrow a torch from the guild. Fortunately you and the healer had made plans beforehand, and you find Marcy outside the main doors, holding a torch of her own. Without a word she follows you and silently you head to the town gates on Strawberry. The morning dew is still gathering on the leaves and blades of grass, you hope that this will be a good journey.

Despite the protests of the Cathar manning the gates, you’re allowed passage outside of the town. Worst comes to worst you can probably outrun anything you find since the parts of Bressa you will be journeying through are fairly open and the road, while made of dirt, is fairly straight and clear of debris. This sense of openness and wide spaces is something you feel you will miss in the coming hours. You keep your head down, order Marcy to do the same, and pray you will not run into any trouble

(next section)
>>
Rolled 2 (1d6)

>>2407565
seems the roll malfunctioned, stand by
>>
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>>2407565
>>2407579

You are luckily unimpeded during your ride, making decent time to the outskirts of Carubos province. You had hoped with the trip to Ranfert under your belt you could’ve shaved some time off on the return. But you weren’t so fortunate. Once again you have several options in your little journey back. Looking up, you see the first rays of the sun peaking over the horizon. Any denizens of the night will be beaten back for the time being. Hopefully you can make it to Little Lake before moonrise.

There is the grass sea that you could cross once more, but you don’t like the idea of running into WHATEVER that thing had been. You have the bowline passage, which will be a fairly straight shot out into the middle of the local forest, the main issue being that once you are inside of it your options will be fairly limited. You of course could try to cut through the lumberknots playground, but the idea of dealing with walking trees this early in the day is not appealing to you. There is also the sea of webs, a few miles away you can make out the beginning of it, a row of burnt down trees and other cleared space. You have a couple of paths that hadn’t been available to you earlier. There is a path up the local river, which will put you in the path of anything swimming inside, however the path will be fairly easy to traverse, and fairly straightforward. Lastly, there is Wolf Ridge. It has a fair number of wolves in the vicinity, a few packs and what not. With the sun now fully out you won’t have to worry about werewolves.

Choose Your Path
1. Grass Sea (you know the local lay of the land now, but that… thing may still be there)
2. Bowline Passage (safest path, time consuming)
3. Lumberknots Playground (???)
4. Sea of Webs (faster due to lack of foliage)
5. River Path (Faster route due to lack of foliage, but may be dangerous due to creatures in the river)
6. Wolf Ridge (lots o’ wolves)

(+20 time due to early start)(-20 time from ride to Wild’s Edge)

(200 time until nightfall)
>>
>>2407635
>4. Sea of Webs (faster due to lack of foliage)
>>
>>2407900
>Webs
SPIDERS BE GONE!!
>>
>>2407635
You decide to head into the sea of webs. The whole area has been devastated after devils from the local ground tear decided to torch the place. The spiders and webs the area is known for are nonexistent now, all you can see are burnt trees and piles of ashes. You tread lightly regardless, you do not wish to make a ruckus, you know better than to tempt fate. Regardless your horse is nervous, she is obviously alerted to something but you’re not sure what.

Overhead you see a single nevermore gliding around. Maybe it figures the clear area will allow it to see pray better. You let your traveling companion know and you keep moving, you need to clear the area quickly before you are spotted

1. Stay in the area, calmly try to avoid the Nevermore’s attention
2. Make a run for it, don’t worry about things in your way (roll a 65 or higher)
3. Head back into the forest proper
4. Write in
Optional:
1. Talk to Marcy (write in)

(-5 time for short journey)(195 remaining)
>>
>>2408205
talking to the healer will NOT use up time, feel free to ask anything, might even make the journey go by quicker! (it won't but regardless)
>>
>>2408205
>1. Talk to Marcy (write in)
Hey, do you know anything about Nevermores?
>>
Rolled 67 (1d100)

>>2408205
>2. Make a run for it, don’t worry about things in your way (roll a 65 or higher)
>>2408205
>4. Write in
When it nears, have Marcy throw shit at it.
>>
>>2408284
oof
>>
>>2408205

“You don’t happen to know any fancy spells to deal with that?” You ask

“I’m a healer. I don’t know the first thing about combat.” Marcy replies, becoming worried. “Do you think it will attack us?”

“I’m not going to find out.”

You try to make a run for it, getting Strawberry to speed into a gallop. The Nevermore spots you and begins to dive quickly.

“SHIT!” You yell, whipping the reins to try and get Strawberry to speed up. You won’t clear the open space to the tree line in time!

“THIS IS GONNA BE ROUGH!” You yell, before you feel Marcy hugging you for dear life.

As you begin to speed towards the trees, the Nevermore swoops down, barely missing the two of you. You have a few more moments till you reach the tree line, but the thing is still chasing you. You go to reach for your bow, but trying to make a shot could throw you off balance, especially with your passenger on board.


1. Take the shot (roll 40 or higher)
2. Continue to run for it and hope you make it
3. Write in
>>
Rolled 52 (1d100)

>>2408479
>1. Take the shot (roll 40 or higher)
Have Marcy hold you for balance.
>>
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>>2408479
“Hold onto me!” You shout to Marcy, before grabbing your trusty bow and a single arrow.

You take the shot, hitting the creature in the chest. It screeches and then breaks off pursuit, probably to find pray that won’t fight back nearly as much. You hit the tree line unscathed, thankfully. Marcy looks frightened but otherwise unharmed.

“Thanks back there.” You tell her, smiling a bit. It’s good to have some competent help from the civilized world for once. You pat Strawberry’s head and move on, you have a lot of ground left to cover, the sun is slowly working its way across the sky now. You keep a close eye on it as you move through the forest, you need to beat it home.

You have several options now. You can try to cut back into the bowline passage with its guaranteed safety. You could head back toward the ash path and try to cut your way through once more, trying to avoid its inhabitants. You could try to make your way towards the plank walk, that decaying series of struts and planks crisscrossing over the nearby swamps. There is also the dryad zone, a lush and verdant series of trees and meadows. You know that most people in the area avoid it though, and considering that thing you met in the sea of grass, you fully understand why. Lastly there is the ranger compound those paladins set up earlier last month, although you really don’t understand the area too well, it might be worth it to rest up and get information.

Decision
1. Try to cut into the bowline passage (roll 50 or higher)
2. Go back towards the ash path
3. Hit the plank walk
4. Move towards the ranger compound.
5. Head to the Dryad Zone

Optional:
1. Speak to Marcy
2. Write in

(-30 time for trip)(165 remaining)
>>
>>2408650
>4. Move towards the ranger compound.
Optional:
1. Speak to Marcy
What are your thoughts on paladins?
>>
>>2408708
Supporting
>>
>>2408650
You decide to head towards the ranger compound, it’ll eat up a good deal more time but the area around the thing is unusually safe for the region. You hear a few birds chirping, and sounds of something crashing farther away. You hope whatever it is stays wherever it is.

“What do you think of paladins Marcy?” You ask.

“Brave defenders of the church, all of them are heroes...” She trails off… is that a blush or her cheeks? You wonder what she’s thinking. Her answer doesn’t surprise you. Paladins generally evoke positive feelings in most church controlled places.

“Do you know of a group of paladins with the word Moonsilver in their name?” You ask, unusually extending this conversation. You never did like talking to people for long lengths of time, but you hope to gain some useful insight out of it.

“I think you mean the Order of Moonsilver, they’re a group that specializes in the hunting and killing of werewolves… are we heading to a place with them?” She asks curiously.

“They… uh, have a compound an hour or so from here, I think.” You mutter. “I am thinking the area around it will be safer, since they’ll have patrols or what not.”

“I… makes sense.” She replies, uncertain. “I hope the area around them is safe.”


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

A little while later, a wooden watch tower comes into view. The thing is raised conspicuously above the forest. There is a clear-cut meadow in front of you, ringed with all sorts of runic wards. Anything unholy or pagan influenced will not be able to so much as step foot in this area. You see a bunch of symbols on the flags that are flying from the few buildings inside. You do not recognize a single one. The wall surrounding the compound is a palisade made of logs, stone is very hard to get out here in useable quantities, and thus stone buildings and walls are rare to the point of being nonexistent.

You can stop in to rest and gather information, or continue onwards. Either way you haven’t had to deal with any trouble so far, which is a welcome relief after the ordeal with the Nevermore.


1. Head inside
2. Keep moving on
3. Write in

Optional:
1. Speak to Marcy (write in)
2. Write in


(-45 time for trip)(120 remaining overall)
>>
>>2408814
>3. Write in
>Briefly ask the guard about any recent things that a traveler might need to be aware of, like a group of dire badgers that has moved into the area.
>Then move on, daylight is a burning.
>>
>>2408847
if nobody else votes then we will be doing this
>>
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>>2408814
>>2408814
You decide to just ask the gate guard a couple of questions. As you pull up closer you hail the man. Its more than just a matter of politeness, quite a few things lurk in these woods that can mimic people or groups of people, and it’s better to show you’re human before being shot at with arrows.


“Anything dangerous in the area recently?” You inquire.


“The waterfalls have been taken over by a couple of spiders recently. We haven’t had time to dislodge them!” The guard shouts back. The compound couldn’t house more than 20 people you think, so it’ll probably be a bit longer than the guard thinks. You also count your lucky stars that you didn’t run into any of them on your journey there before. Perhaps that middle route had been safe?


“The only other thing of note is we’ve had some Wurm activity near the Forest of Giants.” The guard finishes. Wurms will mean trouble, but the creatures are fairly slow, you can probably avoid them or outrun them if it came to it.


“We’re heading for Little Lake, name’s Hannard, let em know we made it this far if people come asking around.” You say.


“Will do!” The guard replies.


You don’t think anyone would bother coming to look for you, but the healer is another matter, you’d rather they find out you didn’t completely screw up the job.


There are a few more ways to get back out deeper into the wilds. The waterfalls don’t sound nearly as enticing now that you know exactly what lurk within them. However the supposed spider problems didn’t slow you down yesterday, so you might be lucky again. There is the valley of rocks, which is the boulder and mudslide prone area, you do know there are quite a few things lurking in the caves but it’s the straightest shot to Little Lake. Lastly there is the forest of Giants. Massive trees stretching up hundreds of feet, you’d only be cutting through but it would be quite the sightseeing trip, although you’ve never actually been through the whole thing, and you don’t know what exactly lurks within. The only other nearby route, the switchback, is too far away to be feasible now.


Decision:
1. Waterfall Run
2. Valley of Rocks
3. Forest of Giants
4. Write in

Optional:
1. Talk to Marcy (write in)

(-0 time from conversation)(120 time remaining overall)
>>
>>2410281
>3. Forest of Giants
1. Talk to Marcy (write in)
Are you alright?
Do you need to stop for a second?
>>
>>2410292
Supporting. Also, we should make sure the horse is in good shape to avoid the Wurms.
>>
>>2410281
You stop for a couple of minutes to check on your horse, you need to make sure she’ll be alright. The ride will be fairly short. The area you’ll be riding through, the Forest of Giants, has a fairly gentle slope. So the terrain itself will not prove a challenge. However, any stop at all could prove fatal. Wurms may be fairly slow creatures but they are by no means pathetically so. After finding that everything is in order, you hop back onto your horse and continue.

On the way there you ask Marcy a couple of questions.

“You alright?”

“I’m fine, thank you.” She replies.

“If you need to stop you better let me know now, we aren’t going to be stopping for a few hours at least.”

“I’ll be fine, thanks.” She replies curtly.

You get the feeling that she’s trying to avoid talking to you if possible now. Perhaps that encounter with the Nevermore affected her more than you thought. Regardless you don’t exactly mind the lack of conversation. You’ve always been a lonesome sort, with the exception of a trip to the pub now and again, of course. Anyone would go crazy after being alone for too long.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

As you head into the Forest of Giants, you take the time to get your bearings. It’s not too much longer to Little Lake, you’ve managed to bank your time well enough to allow for an accident or two, but you hope it does not come to that.

As you race ahead, you notice something fairly large crawling in the path, slithering really.

1. Get your horse to leap over it (roll 40 or higher)
2. Wait for it to move out of the way, it seems to be moving off of the path, and away from you (will use up time)
3. Try to find a way around it (will use time, chance of success)

(-30 time from ride and preparations)(90 time remaining)
>>
>>2410591
>2. Wait for it to move out of the way, it seems to be moving off of the path, and away from you (will use up time)
>>
>>2410591
>2. Wait for it to move out of the way, it seems to be moving off of the path, and away from you (will use up time)
>>
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>>2410591
You make a motion to get Marcy to keep quiet. Then you slow down your horse a little ways away from the thing. Coming to a stop, you get a good view into the brush and foliage off the path. You can’t really get a good look into there and the thing is keeping a low profile. That makes you VERY uncomfortable. You won’t be able to see where it is going, meaning it could basically be anywhere.

A few nerve-wracking minutes later, and the thing has finally crossed the path, opening the way up. You were a bit surprised at how lazily the thing seemed to make its way around. Most creatures around here are able to run, or at least move quickly. You suppose that a predator like that can take its time.

Your train of thought is interrupted with a scream from Marcy. You turn around to look at her and see the god damned Wurm.

The thing had doubled back around on you, and was now raised up a good eight feet off the ground, looking at you, Marcy, and your horse, poised to strike. Clever son of a bitch. You don’t waste any time and with a kick your horse breaks into a gallop. The thing gives chase but you can tell it’s having trouble keeping up. It had been relying on the ambush. Without Marcy you’d have been worm chow. Now the main issue will be if it tries to lunge at you. All it will take is for the thing to take a bite out of Strawberry for you and Marcy to be dead meat.

It would be nice if Marcy would stop screaming like a child.

1. Try to avoid it, continue to go forwards (roll)
2. Swerve off the path to try and loose it (roll)
3. Try to shoot it in its eye (roll 75 or higher)

Optional:
1. Tell Marcy to do something (roll for it if necessary, will count as separate action)

(-15 time from wait)(75 time remaining)
>>
>>2410659
>Try to avoid it, continue to go forwards (roll)
>>
>>2410664
forgot the roll my dude
>>
Rolled 54 (1d100)

>>2410659
>2. Swerve off the path to try and loose it (roll)
Go tight around a tree.
>>2410664
Forgot to roll there.
>>
Rolled 70 (1d100)

>>2410664
going to roll for him then continue I guess
>>
Rolled 69 (1d100)

>>2410659
You lean down close to your horse, feeling the path as she travels along it. You try to block out the sounds of screaming from Marcy and just focus on the path ahead, you have this, you’ve always had this. With a roar the best lunges at you, and with one quick motion you and your horse dodge out of the way, leaving the beast in a tangled mess. It won’t be able to keep up now. You hear one last roar behind you, before the beast slips out of your view for the last time. You smile to yourself and lean back up. You feel a ringing in your ears from the screaming.

“You can stop now Marcy, WE’RE SAFE!” You yell, silencing the healer. You hope your ears won’t be damaged, you can’t afford that sorta thing out here.

The healer places a hand on her mouth and looks away embarrassed. The only noise now hooves on dirt, birds in trees, and leaves rustling. You spot a few more birds flying away in the sky, probably startled by the attack.

“I…I’m fine thank you.” She says. As if repeating something she had memorized. Whatever, you were almost home.

You begin the trek back, into the rest of the forest, you still have a bit of a ways to go but you’re out of the woods for now

(next section)
>>
>>2410700
You quickly find your way back to familiar territory, and from there work your way back to Little Lake. The sun has now just begun to really start falling from the sky now. You smile a bit, you have plenty of time to spare, and plenty of time to prepare for the full moon, you could even take some time to relax, although you always find it difficult.

You breathe more easily once you’ve gotten past the rune wards at the edge of the settlement, you were now in relative safety, but you know you won’t be able to stay for too long. You drop yourself and Marcy off at the church, awkwardly shake the priests hand. Then watch as the two hurriedly enter the church, you’ve probably just helped save a lot of lives today. You smile despite yourself. It feels good to be saving lives for once.

You look up at the sky again, you can maybe talk to some people around town, see to your horse, or anything until night fall. Not too much longer now.


Freeform decision

(-35 time)(40 time remaining)
>>
>>2410707
freeform means you get to pick what you want to do with the remaining time, get creative!
>>
>>2410707
Drop off the healer, then COLLECT PAY.
Then
Get some FOOD
>>
>>2410707
The first thing you do is rush back into the Church, the man has forgotten your pay, and you cannot live on good will alone. It takes a moment before he finds the bag of coins and hands them to you. The two of them, the healer and the priest, have already started treating the sick, with the priest explaining to Marcy that there are several more afflicted households under quarantine. For the first time you notice a single Cathar standing watch. He nods to you, respect among warriors?

After that you head to the local tavern, it’s a fairly nice wooden structure that actually serves a few varieties of ale. Albeit they’re all made from local fermented fruit, and the purity is questionable. It isn’t nearly as good as what you had back in Ranfert, but you don’t complain about it, sure beats drinking water from the lake. After you have your meal, some pieces of a hog the owner caught today, some fresh fruit, and a few kinds of nuts, you head back outside.

The next thing you do is tie your horse down, you don’t want the poor thing following you out into the wilds, you wouldn’t be able to live with yourself if that happened. You leave your coin purse in your usual spot, under an old dead tree a good distance from the town center. You’ve done everything you need to, at least you think, at least you hope.

The full moon is coming, it will be up soon. You need to get outside of town before then, or all that hard work you did wouldn’t have been for much. You sigh. You’ve had to live with this for a while now. How long has it been? At least five years now you reckon, where has the time gone?

1. Leave town, you don’t want to hurt anyone
2. Stay, you don’t care and it doesn’t matter anyway.
>>
>>2410782
>1. Leave town, you don’t want to hurt anyone
Welp
Lets head to the forest.
>>
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>>2410782
You take a deep breath, you know how this goes. You always know how it goes. Your trip into the woods is uneventful. Your run lasts about an hour and a half. After which you’re a bit winded but otherwise fine. You hope as always that the distance between yourself and the town will be great enough. You discard your clothes and possessions into a neat little pile under a tree that has a good number of claw marks on it. The last thing you remove is a small silver pendant you’ve had on you for longer than you remember. You think your brother gave it to you at one point.


As you sit down against the tree, and watch the full moon rise into the sky, something occurs to you. As you feel your mind fading, and pain wracking your body, your last clear thought is this.


You can outrun any beast, you can outride any nevermore and outrun any wurm. You can run away from any danger. You can even outrun the sun. But you can’t outrun what you are.
======================== END OF SIDEQUEST ============================
>>
>>2410829
alright boys, thats the end of this sucker, feel free to leave opinions/suggestions for improving the next sidequest and even the main quest. I'm still very new to all of this questing stuff and I'm more than happy to learn new tips and tricks.




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