Adventure: Three Queens in Allaria (DM: BenBrown, Judge: Covaithe)

BenBrown

First Post
The ants break off their chewing on the bridge and swarm at Jarro. None of them manage to hit. The lone ant which can not get to him instead bites at the strange floating thing. It appears to connect, but there's no visible damage and no other effect visible.[sblock=Enemy Actions]Big Mandible Ant 4
Move: Shift to I18
Standard: Bite vs. Spider: 9(1d20) +8 = 17 miss.

Big Mandible Ant 2
Standard: Chew on Bridge
Move: Shift to I16
Standard: Bite vs. Spider: 4(1d20) +8 +2 = 14 miss.

Small Ant 4
Move: to H16 Spirit's Wrath (Ref.) vs. Small Ant 4: 5(1d20) +6 = 11 miss.
Standard: Bite vs. Spider: 9(1d20) +7 = 16 miss.

Small Ant 1
Move: to J16 Spirit's Wrath (Ref.) vs. Small Ant 1: 1(1d20) +6 = 7 miss.
Standard: Bite vs. Spider: 10(1d20) +7 = 17 miss.

Small Ant 2
Move: to H15
Standard: Bite vs. Murmur: 14(1d20) +7 = 21 It's a hit! But the 5 damage is not enough to have any effect.[/sblock][sblock=map]
CapadecolBridgeRound3.gif

Brush (green areas) provide cover and concealment.
Trees (big brown circles) are impassible, and can provide cover.
The river is flowing from south (bottom of map) to north.[/sblock][sblock=status]Pharodeys J25 36/36, surges 9/9, AP unused, second wind unused
Sound of Stone J20 39/39, surges 8/8, AP unused, second wind unused
Spider I17 45/45, surges 10/10, AP unused, second wind unused
Tyris H18 34/34, surges 7/7, AP unused, second wind unused
Zardi H19 36/54, surges 10/11, AP unused, second wind unused, Resist 5 all TENT

Sven J31 36/36

Murmur (spirit) I16

Small Ant 1 J16 No Damage Taken
Small Ant 2 H15 No Damage Taken
Small Ant 3 gone! 0/0
Small Ant 4 H16 No Damage Taken
Small Ant 5 gone! 0/0
Small Ant 6 gone! 0/0
Big Mandible Ant 1 I16 0/38
Big Mandible Ant 2 I16 9 Damage Taken
Big Mandible Ant 4 I18 17 Damage Taken, Snap used

Bridge Status 9/12 +5 to saves in effect.[/sblock][sblock=Controlling Sven]Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Sven to use use his crossbow, you spend a standard action. If you want him to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.

NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.

If Sven has used his crossbow and has any actions left he will, without prompting, use a minor action to reload. If he is out of range of any targets, and has not been given any orders this round, he will move so that he is in range.[/sblock][sblock=Sven]Sven
HP 36/36, Bloodied 18, Surge value 9
Str 10, Con 12, Dex 16, Int 10, Wis 12, Cha 11
AC 15, Fort 15, Ref 16, Will 14
Skills: Nature +7, Perception +7
Speed 6
:branged: crossbow +10 vs. AC; 1d8+6 (range 15/30)
[/sblock][sblock=Bridge Challenge!]The ants are trying to destroy the bridge. It is up to Our Heroes to stop them. If an ant spends two standard actions to attack the bridge, it will do one point of damage to the bridge. Our Heroes, in addition to killing ants, can repair the bridge by using the following skills/actions (One per player per round):

Spot the Weak Points
Nature 14 or Perception 14 (Minor action)
This does not directly help repair the bridge, but will provide a +2 bonus to the next check to repair the bridge.

Tie Off Loose Ends
Nature 14 or Thievery 14 (Minor action)
You must be adjacent to one of the sides of the bridge to perform this action.
Putting a knot in a frayed rope will keep the bridge standing a while longer, repairing 1 point of damage.

Hold it Together
Athletics 14 (Standard action)
You must be adjacent to one of the sides of the bridge to perform this action.
Grasping the broken strands, a feat of strength pulls them back, repairing 2 points of damage.

Instant Knot
Athletics 21 or Nature 21 (Minor action]
You must be adjacent to one of the sides of the bridge to perform this action.
Tie an ugly not, quicker than the eye can see, repairing 2 points of damage.

Get the Gang Involved
Bluff 14 or Intimidate 14 (Minor action)
Direct the cart drivers to help shore up the bridge supports.
This can only be done once for the upstream side of the bridge and once for the downstream side.
NB: the cart drivers are entirely virtual for this purpose, taking up no space and suffering no attacks. The action can not be done if an ant is adjacent to the post on the side where the cart drivers are going to work (G25 or K25).

When the bridge is down to half its damage capacity, it is easier to fall off the bridge.
When the bridge has taken 12 damage points, it collapses into the chasm.[/sblock][sblock=Falling off the Bridge]If forced movement would take you off the bridge, the following happens.

1) Roll to avoid being pushed over the edge as per normal. If the bridge has taken less than half its damage capacity, take a +5 bonus to this saving throw.

2) If you are pushed off the edge, make a DC 14 Athletics or Acrobatics roll to hang on. If you hang on, you are dangling from the bridge in the space into which you were pushed. As a move action, you can move up to 2 squares along the edge of the bridge, or you can climb back on as a move action. You grant Combat Advantage, and are at -5 to attacks while dangling.

If the bridge takes enough damage to break, everybody on the bridge must make a DC 14 Athletics or Acrobatics roll to hang on. Other things will happen then, which I will not go into detail on at the moment.

Anyone who does not hang on in either case, takes 2d10 falling damage from landing in the water, and is swept out of the fight.[/sblock][sblock=Enemy Stats]Please read the appropriate "combat stats" block(s) only when necessary to resolve attacks or OAs. The blocks with the skill names on them are for monster knowledge checks.

Small Ants
[sblock=combat stats]AC: 16 Fort: 14 Ref: 15 Will: 13
HP: 1
:bmelee: Bite +7 vs. AC; 5 damage
Athletics +3[/sblock][sblock=Nature 13]Red Ant Worker
Small Natural Beast
Level 2 Minion[sblock=Nature 20]The Red Ant Worker has no special attacks[/sblock][/sblock]

Bulky Ants
[sblock=combat stats]AC: 15 Fort: 17 Ref: 15 Will: 13
HP: 46
:bmelee: Bite +8 vs. AC; 1d10+8 damage
Athletics +4[/sblock][sblock=Nature 13]Red Ant Forager
Medium Natural Beast
Level 3 Brute[sblock=Nature 21]The Red Ant Forager has two encounter powers. Acid Squirt, which is a ranged area burst attack, and Skitter, which allows the Forager to shift 4 squares as a move action.[/sblock][/sblock]

Big Mandible Ants
[sblock=combat stats]AC: 17 Fort: 15 Ref: 17 Will: 13
HP: 38
:bmelee: Bite +8 vs. AC; 1d8+6 damage, +1d6 damage if the ant has Combat Advantage
Athletics +3[/sblock][sblock=Nature 13]Red Ant Harvester
Medium Natural Beast
Level 3 Skirmisher[sblock=Nature 21]The Red Ant Harvester has an encounter attack power: Snap, which allows it to shift two squares, then make an attack which does damage and pushes the target one square.[/sblock][/sblock][/sblock]
GM: Thanks everybody for getting through the round so quickly. Friday is the next deadline. Same Ant Time. Same Ant Channel.
 
Last edited:

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VanderLegion

First Post
Tyris stabs the ant next to him again, killing it. He gestures to the far side of the bridge, and the cart drivers get to work shoring up that end of the bridge.[sblock="actions"]Standard: MBA vs BMA4 - 1d20+9=20 hit for 14 damage.
No Action: Assassin's Strike on BMA 4 - 1d10=7 damage. Should be just enough to kill him
Minor: Get the gang involved - far end of the bridge. I have +14 bluff so no need to roll.[/b][/sblock][sblock="Stats"]Tyris Male Shade Executioner
Initiative: +5, Passive perception: 18, Passive Insight: 13, Senses: Darkvision

Defenses:
AC: 19, Fort: 14, Reflex: 17, Will: 17

Vitality
HP: 21/29, Bloodied: 14, Surge Value: 7, Surges Left: 5/7
Action Points: 1/1, Second Wind: unused

Languages:
Allarian

Basic Attacks:
Melee Basic Attack: +8 vs AC - Rapier 1d8+4
Ranged Basic Attack: +8 vs AC - Dagger 1d4+4

Powers:
At-Will: Garrote Strangle, Poisoned Dagger, Quick Lunge, One With Shadow, Silent Stalker
Encounter: [-]Assassin's Strike[/-]
Item: Id Moss Powder (/0), Bloodroot Poison (1/1), Skald's Leather Armor

Weapons:
1 Rapier: 1d8 (Main Hand)
6 Daggers: 1d4 (Off hand)
1 Garrote: 1d4

Conditions:

Attack Finesse: 1/turn deal 1d8/2d8/3d8 (by tier) extra dmg with a weapon attack using a one-handed weapon, garrote, blowgun, or shortbow.
Quick Swap: 1/turn draw or stow a weapon as a free action, then draw another weapon
Two-Weapon Defense: +1 bonus to AC and Reflex when holding a weapon in each hand.
Multiclass(Cutthroat): Bluff check to cause diversion to hide is a minor instead of a standard action.[/sblock]
 

bluesfella

Explorer
Zardi runs past Tyris straight for the small ant in front of him. At the last moment he pushes past the ant, then spins around and chops him in two. The ant dies immediately, and as he drops, Zardi kicks him off the side of the bridge with a triumphant yell.[sblock=Actions]Move: To H17
Standard: (Shift 2 to I15 granted by power) Pressing Strike vs. Small Ant 4 (1d20+10=17, 1d12+6=10) Hit for 10 damage (dead), push target 1 square[/sblock][sblock=Zardi's Stats]Zardi Male Goliath Barbarian 4
Initiative: +2, Passive Perception: 12, Passive Insight: 12, Senses: Normal
AC:19, Fort:19, Reflex:12, Will:14
HP:36/54, Bloodied:27, Surge Value:13, Surges left:10/11
Speed:5
Action Points: 1
bm.gif
Fey Strike Greataxe +10 vs. AC; 1d12+6 damage (When charging, add 1d6 damage from Howling Strike)
br.gif
Throwing Hammer: +9 vs AC, 1d6+5 damage
Howling Strike
Pressing Strike
Rageblood Vigor
Rampage

[-]Stone's Endurance[/-]
Great Cleave
Combat Sprint
Swift Charge
Blood Strike

Bloodhunt Rage

Conditions: none

Equipment Specials:
Acrobat Boots (Stand up from Prone as Minor action)
Bold Victory Chainmail +1 (When you or an ally within 5 bloodies an enemy, gain +2 to AC until EONT, Free action)
Fey Strike Greataxe +1 (Make MBA as a ranged 20 attack, Standard action)
Fey Strike Teleport (Free action, hit an enemy with this weapon, can teleport enemy up to 10 squares to an adjacent square)

Full Sheet: Zardi[/sblock]
 

Mewness

First Post
The floating fish zips around wildly, its body inflating like a puffer fish and its feathery "fins" shining with coruscating colors as they flap. This creates such an unusual distraction that both Spider and Zardi get in quick slashes at the large ant. Spider connects, but Zardi does not.

The fish then darts over to Pharodeys. As it touches her, she returns briefly to life, grabbing at the ropes and holding them before the fish darts away again and she freezes in place once more.

[sblock=actions]Standard: sly fox spirit on Spider, granting him a basic attack. Spider melee basic (+2 flanking) vs AC, big ant; damage
8(1d20) +11 +2 = 21; 2(1d12) +12 = 14
hits for 14, and Zardi gets an attack as well.

Zardi melee basic vs AC (+2 flanking), big ant; damage
4(1d20) +10 +2 = 16; 6(1d12) +6 = 12
miss.

Minor: tie off loose ends. Nature DC 14
4(1d20) +10 = 14
success, fixes 1 point.[/sblock]
[sblock=Important: Spirit Effects]A reminder of the effects that the spirit (Murmur) has on combat. The first three are important to players.

• Allies gain a +2 bonus to saves while adjacent to Murmur.
• Murmur occupies 1 square. Allies can move through its space but enemies cannot.
• Any enemy that leaves a square adjacent to Murmur without shifting is subject to an opportunity attack (the Spirit’s Wrath power: +6 vs Reflex, 1d6+5 damage, and the target grants CA until the end of Pharodeys’s next turn).
• Murmur has the same defense values as Pharodeys and can be targeted by melee and ranged attacks.
• If a single melee or ranged attack deals 11 or more damage to Murmur, the spirit disappears and Pharodeys takes 6 damage. Murmur is otherwise unaffected by attacks.
• When Pharodeys takes a move action, she can move Murmur up to 6 squares as well.
• If Murmur is not present at the start of Pharodeys’s turn, she can summon it once during her turn as a free action.
• Murmur is unaffected by terrain and environmental phenomena and can float in the air.
• Murmur is not a creature. It does not count as an ally and does not provoke opportunity attacks.[/sblock]
[sblock=Pharodeys]Pharodeys Female Human Living Statue Shaman 3
Initiative: +0, Passive Perception: 20, Passive Insight: 20, Senses: Normal
AC:18, Fort:14, Reflex:15, Will:16; Resist 5 psychic
HP:36/36, Bloodied:18, Surge Value:9, Surges left:9/9
Action Points: 1
:bmelee: totemic javelin +4 vs. AC; 1d6+1 damage
:branged: totemic javelin +4 vs. AC; 1d6+1 damage
Call Spirit Companion, Spirit’s Wrath, Spirit Infusion, Word of Battle
[o] Scorching Sands
[x] Sly Fox Spirit
[x] Dimensional Scramble
[o] Cast Fortune
[o] Shard Swarm
[o] Speak with Spirits
[x] [o] Healing Spirit
[o] Second Wind

[o] Spirit of the Healing Flood
[o] Spirit of the Great Cat
[o] Skald’s Armor Daily


Conditions:

Full sheet: Pharodeys[/sblock]
 

Tenchuu

First Post
OOC: Didn't have time to write up a full post yet--I got interrupted in the middle of doing it, and I already rolled. So Quickly:

Power: Sweeping Blow
Attack big Ant adjacent: 1d20+13=16 miss
Attack minion ant adjacent: 1d20+13=21 hit
damage: doesn't matter, but: 22
 

rb780nm

First Post
Sound of Stone circles his allies before launching another kick at a large ant. This time the kick lands squarely and the ant is knocked back several paces, it's shell cracked and weeping internal fluids. Landing, Sound of Stone lashes out with his spear and casually skewers the remaining small ant upon the tip of his weapon.

"Little cousins should listen to big cousin. This is our bridge now! Run away!"

OOC:
Move to H17
Crane's Wings on I16 (1d20+8=22, 1d10+6=14)
Hits for 14, push to I15 (Leaves it with 10, If I count right)
Free: Flurry of Blows - Hits the Minion, killing it.
 

BenBrown

First Post
Severely beaten, and having at least some rudimentary sense of self-preservation, the remaining ant high-tails it for the end of the bridge. Murmur is unable to stop it, but it can't last long.[sblock=Enemy Actions]Big Mandible Ant 4
Double Move: to E3. Spirit's Wrath (Ref.) vs. Big Mandible 2: 6(1d20) +6 = 12[/sblock][sblock=map]
CapadecolBridgeRound4.gif

Brush (green areas) provide cover and concealment.
Trees (big brown circles) are impassible, and can provide cover.
The river is flowing from south (bottom of map) to north.[/sblock][sblock=status]Pharodeys J25 36/36, surges 9/9, AP unused, second wind unused
Sound of Stone J20 39/39, surges 8/8, AP unused, second wind unused
Spider I17 45/45, surges 10/10, AP unused, second wind unused
Tyris H18 34/34, surges 7/7, AP unused, second wind unused
Zardi H17 36/54, surges 10/11, AP unused, second wind unused, Resist 5 all TENT

Sven J31 36/36

Murmur (spirit) I16

Small Ant 1 J16 0/1, dead
Small Ant 2 H15 0/1, dead
Small Ant 4 in the drink 0/1, dead
Big Mandible Ant 2 E3 1/38
Big Mandible Ant 4 I18 0/38, dead

Bridge Status 12/12 +5 to saves in effect.[/sblock][sblock=Controlling Sven]Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Sven to use use his crossbow, you spend a standard action. If you want him to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.

NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.

If Sven has used his crossbow and has any actions left he will, without prompting, use a minor action to reload. If he is out of range of any targets, and has not been given any orders this round, he will move so that he is in range.[/sblock][sblock=Sven]Sven
HP 36/36, Bloodied 18, Surge value 9
Str 10, Con 12, Dex 16, Int 10, Wis 12, Cha 11
AC 15, Fort 15, Ref 16, Will 14
Skills: Nature +7, Perception +7
Speed 6
:branged: crossbow +10 vs. AC; 1d8+6 (range 15/30)
[/sblock][sblock=Bridge Challenge!]The ants are trying to destroy the bridge. It is up to Our Heroes to stop them. If an ant spends two standard actions to attack the bridge, it will do one point of damage to the bridge. Our Heroes, in addition to killing ants, can repair the bridge by using the following skills/actions (One per player per round):

Spot the Weak Points
Nature 14 or Perception 14 (Minor action)
This does not directly help repair the bridge, but will provide a +2 bonus to the next check to repair the bridge.

Tie Off Loose Ends
Nature 14 or Thievery 14 (Minor action)
You must be adjacent to one of the sides of the bridge to perform this action.
Putting a knot in a frayed rope will keep the bridge standing a while longer, repairing 1 point of damage.

Hold it Together
Athletics 14 (Standard action)
You must be adjacent to one of the sides of the bridge to perform this action.
Grasping the broken strands, a feat of strength pulls them back, repairing 2 points of damage.

Instant Knot
Athletics 21 or Nature 21 (Minor action]
You must be adjacent to one of the sides of the bridge to perform this action.
Tie an ugly not, quicker than the eye can see, repairing 2 points of damage.

Get the Gang Involved
Bluff 14 or Intimidate 14 (Minor action)
Direct the cart drivers to help shore up the bridge supports.
This can only be done once for the upstream side of the bridge and once for the downstream side.
NB: the cart drivers are entirely virtual for this purpose, taking up no space and suffering no attacks. The action can not be done if an ant is adjacent to the post on the side where the cart drivers are going to work (G25 or K25).

When the bridge is down to half its damage capacity, it is easier to fall off the bridge.
When the bridge has taken 12 damage points, it collapses into the chasm.[/sblock][sblock=Falling off the Bridge]If forced movement would take you off the bridge, the following happens.

1) Roll to avoid being pushed over the edge as per normal. If the bridge has taken less than half its damage capacity, take a +5 bonus to this saving throw.

2) If you are pushed off the edge, make a DC 14 Athletics or Acrobatics roll to hang on. If you hang on, you are dangling from the bridge in the space into which you were pushed. As a move action, you can move up to 2 squares along the edge of the bridge, or you can climb back on as a move action. You grant Combat Advantage, and are at -5 to attacks while dangling.

If the bridge takes enough damage to break, everybody on the bridge must make a DC 14 Athletics or Acrobatics roll to hang on. Other things will happen then, which I will not go into detail on at the moment.

Anyone who does not hang on in either case, takes 2d10 falling damage from landing in the water, and is swept out of the fight.[/sblock][sblock=Enemy Stats]Please read the appropriate "combat stats" block(s) only when necessary to resolve attacks or OAs. The blocks with the skill names on them are for monster knowledge checks.

Small Ants
[sblock=combat stats]AC: 16 Fort: 14 Ref: 15 Will: 13
HP: 1
:bmelee: Bite +7 vs. AC; 5 damage
Athletics +3[/sblock][sblock=Nature 13]Red Ant Worker
Small Natural Beast
Level 2 Minion[sblock=Nature 20]The Red Ant Worker has no special attacks[/sblock][/sblock]

Bulky Ants
[sblock=combat stats]AC: 15 Fort: 17 Ref: 15 Will: 13
HP: 46
:bmelee: Bite +8 vs. AC; 1d10+8 damage
Athletics +4[/sblock][sblock=Nature 13]Red Ant Forager
Medium Natural Beast
Level 3 Brute[sblock=Nature 21]The Red Ant Forager has two encounter powers. Acid Squirt, which is a ranged area burst attack, and Skitter, which allows the Forager to shift 4 squares as a move action.[/sblock][/sblock]

Big Mandible Ants
[sblock=combat stats]AC: 17 Fort: 15 Ref: 17 Will: 13
HP: 38
:bmelee: Bite +8 vs. AC; 1d8+6 damage, +1d6 damage if the ant has Combat Advantage
Athletics +3[/sblock][sblock=Nature 13]Red Ant Harvester
Medium Natural Beast
Level 3 Skirmisher[sblock=Nature 21]The Red Ant Harvester has an encounter attack power: Snap, which allows it to shift two squares, then make an attack which does damage and pushes the target one square.[/sblock][/sblock][/sblock]
GM: So, let it go or finish it off?
 

Tenchuu

First Post
OOC: Another Crit, albeit wasted. Hopefully this luck continues.


"Oh no ya don,"
he said to the last Ant. "Ya tried ta kill us all. I an I aint lettin ya return to da hive!"

Rushing after the last Ant, he swung his sword down with such force that the creature exploded. He turned back to his allies.

"Dis won go squish, jus lika grape!" he shouted.

[sblock=Action Block, Mini-Stats]

[sblock=Action Block]

Move:
to J11
Minor: NA
Standard: Charge MBA

  • End Location: F4
  • Target: Last Ant
  • Attack: 1d20+14=34 Another Crit
  • Damage: 1d12+12+1d8=32 (+1d12 +1d8 pn Crit) (+2 damage if enemy bloodied) = frickin dead
[/sblock][sblock=Spider Stat block]Jarro 'Spider' Sarak - Male Half-Orc Slayer 4
Initiative: +5, Passive Perception: +11, Passive Insight: +11

Defenses:

AC: 21, Fort: 21, Reflex: 18, Will: 14 -- Speed: 6 (+2 Charging, +2 stance)

Properties:
Superior Fortitude Feat: resist 3 to ongoing damage

Vitality:
HP: 45/45, THP: 0/5 Bloodied: 22, Surge Value: 11, Surges left: 10/10
Action Points: 1/1, Second Wind: not used

Basic Attacks:
:bmelee: Basic Melee Attack: +11 vs AC - Vanguard Fullblade +1 1d12+12 (Crit: +1d12 +1d8)
:ranged: Ranged Basic Attack: +11 vs AC - Dagger 1d4+10

Powers:
At-Will:
MBA, Charge MBA, RBA, Berserker's Charge Stance, Poised Assault Stance, Pass Forward (Move)
Encounter: Sweeping Blow, Furious Assault, Power Strike, Half-Orc Resilience
Daily: Vanguard Weapon Daily, Bestial Hide MBA

Weapons:
1 Vanguard Fullblade +1 1d12
1 Dagger 1d4

[/sblock][sblock=Spider's Journal]
[sblock=Adventure: Get Me to The Church on Time]
1. Lord Adelin Mallaby recruits me and some other adventurers from the Tavern. He asked for protection, on a trip to Allaria. He is to be wed to Elena of Terconis, daughter of the Count of Terconis. According to tradition, the wedding must take place at the ancient chapel of the Terconis family, and the chapel in Count's Crovale lies in the high hills of old Allaria. The lady and the Count are already there.
2. The adventurers board Starlight's Veil, Mallaby's brig. The ship is built for speed, not cargo or battle.
3. Intended Path: Land at Ristaren (100 miles south of Fromish), and make our way up the old highway to here. A mile or two off the highway is the village of Achirem, which is still thriving in the midst of rough country, so they say. From there we cross Derianis ridge, and then down to Crovale. The last part through the hills may be dangerous.
4. We land at Ristaren, and it is a small, poor town.
5. We killed a bunch of spiders.
6. We arrived at Achirem, where Kelvan told us to watch out for:
a. Bramble scar: some kind of trap/pit thing we can't avoid.
b. Hzaka Raiders
c. Ismene: Local robin hood bandit type. Lady, with a band of rugged ladies.
7. Get Jumped, or try to Jump, some Hzaka Raiders.
8. Meet up with Ismene's band, but managed to talk our way through it.
9. Encounter: Angry Bear, Angrier bees, and a hungry frog. Graval got eaten by a frog, but Spider saved him.
10. Meet with Ismene and convince her to give us safe passage if we help her take on a local Goblin raider.
11. Launch surprise attack on Goblin tower. Climb to roof and take out archers. Jump in the tower, and find more hobgoblins.
12. Run in to some creepy mushroom field. Attacked by big mushrooms.
13. Stop to rest in an abandoned (?) charcoal burner's hut.
14. Get to Church: wife/father-in-law sent Lord M on a wild goose chase, and don't want to marry him after all.
15. Find out true love Ismene is kidnapped, and we go to her rescue. Fight a bunch of goblins.
16. Rescue Ismene from dirty goblins, give lord mallaby a chance at true love, and collect rewards.

NickNames
Grava
Strangla
Mount'in-mon
Gold'orn
Mista Magi
Lor' Malabee
[/sblock]
1. Returns to the Tavern.
2. Lord Mallaby returns to the tavern and recruits Spider for a mission to return to Allaria. Need to escort a supply convoy of three wagons down the northerly road from Ristaren. Wagonmaster is named Sven. Map:
http://i587.photobucket.com/albums/ss315/randomlinenoise/Three Queens/InitialMap.gif

NickNames
Lor' Malabee
Sven - Wagonmaster
Spirit-Ooman
Sound a Stone - 'alf mantis 'alf amazin
Strangla
Mount'in-mon
[/sblock]
[/sblock]
 

rb780nm

First Post
"I told you... My fleshy friends are very strong," Sound of Stone said as he looked at the corpses. "We must fix this so the carts can get across," he added, looking at the damaged bridge.
 


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