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


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BenBrown

First Post
Nothing seems obviously wrong with the woman except perhaps exahaustion, yet nothing seems to waken her. Sven manages to rig up a place on top of the middle cart to lay her down on. There are no signs of anybody coming through the woods, and it seems likely that wherever she came from, she came by the road. A sound of rushing water can be heard faintly in the distance in the direction the caravan was travelling.
 


BenBrown

First Post
GM: The woman is dressed only in a homespun dress, belted at the waist with a rope. The fabric is frayed in places, and doesn't quite seem to fit, and it's possible that she picked it up second-hand. There are a few little spots where it looks like the fabric is burned away, but there are no scorch marks. She wears no shoes, but it does not appear from her feet that she's been going without shoes for an extended period of time, nor do her hands bear the marks of regular manual labor. She bears no weapons of any sort.
 

Tenchuu

First Post
"Maybe I an I outta make camp 'ere, 'till da Ooman rise up. Dis Queen, I know noting 'bout." Jarro suggested, wanting to understand the warning before they pressed on.

OOC: Back in action.
I would say Spider should not be in front, and I will really argue he's best suited for the middle. He can Charge an insane number of squares, and thus cover (in theory) 16 squares in one turn (More on that in the sblock below).
[sblock=No Peaking Evil GM]
Of course, it we get ambushed from the sides, my charge bonus is out the window. So, maybe I should be the rear guard?
[/sblock][sblock=Action Block, Mini-Stats]

[sblock=Action Block]

Move:
to
Minor: Berserker's Charge Stance
Standard: Charge MBA

  • Target:
  • Attack: 1d20+14=
  • Damage: 1d12+12+1d8= (+1d12 +1d8 on crit) (+2 damage if enemy bloodied)
[/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]
 
Last edited:

bluesfella

Explorer
OOC: Back in action.
I would say Spider should not be in front, and I will really argue he's best suited for the middle. He can Charge an insane number of squares, and thus cover (in theory) 16 squares in one turn (More on that in the sblock below).
OOC: I'm happy to take point. I only have one encounter power that lets me move a bit further than normal.
 

Mewness

First Post
"Maybe I an I outta make camp 'ere, 'till da Ooman rise up. Dis Queen, I know noting 'bout." Jarro suggested, wanting to understand the warning before they pressed on.

"That would be unwise," says Pharodeys. "We shall bring her. She may recover; she may not. If she does, she will no doubt explain herself in due course."

Pharodeys walks stiffly over to the trees that the woman emerged from. She examines the ground and listens to the whispers of the wind in the leaves.

[sblock=Tracking attempt]Perception (tracking; +4 speak with spirits)
20(1d20) +10 +4 = 34


Pharodeys wants to know which direction the woman came from, and how she came--was she running, walking, weaving as though drunk? Did she drop anything?

Also let me know if I can recover Speak With Spirits before the next encounter.[/sblock]
 

BenBrown

First Post
Pharodeys's quick examination reveals that the woman has come from up the road in the direction the caravan is travelling. She has not been moving steadily, but seems to have stopped every so often, for what reasons are not clear. From time to time she looks to have stumbled off into the vegetation beside the road, and not moved into it gracefully, instead trampling ground cover and breaking off bits of shrubbery. There is no evidence of anyone else moving into or through this area recently.

GM: Pharodeys will be able to recover Speak With Spirits before the next encounter
 
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Mewness

First Post
Pharodeys retraces the woman's path, her eyes closed (although it is difficult to tell, as she has no visible irises or pupils).

"This is the way she came," she says softly. "The grass knows her feet. The wind knows her hair. She was stumbling. The twigs know the pain of her passage. Let us continue. We shall see where she came from."
 
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