Egwen Girls School Quest 27

You are Evrumine, Minotaur Soulborn, member of Team Fellstorm, and right now, in charge of your own team.

The Chosen one is walking past your hideout, surrounded by two dozen adventurers from Hongenstone, the Merciful Sisters, The Blackfeathers, Shockdance, Malkals Marauders and one group you don't know but seems to be lightly armoured and favouring spears as their weapons.

You have a bunch of skeletons and zombies, and two undead trolls. When everyone is in place you have your hand, and the attack begins!

Skeletons and zombies flood down two alleyways on the left of the group, crashing into the adventurers on that flank like a wave. As expected they hold their ground against the weak undead but more of the adventurers are pulled from the front, rear and right flank to support them.

The two trolls tearing into the right flank draw attention back to that side, leaving the front and rear defences stretched very thin.

Yelling loudly, you and Kittrane charge from the rear; every available adventurer races to fight you, blocking you from attacking the chosen one.

Every one except the human wizard Jennath at least. Chame hangs back in her disguise just in case....

Nevyn Leaps from a rooftop towards the chosen one, only for an air elemental to appear out of well, air, and throw her back the way she came, spinning through the air and clawing wildly, until she lands in the next street over, sounding pretty angry.

Still, it gives Chame the opening she needs – all alone with the chosen one, she simply swings her staff at head height and knocks the young acolyte out cold, 'winning' the encounter. A loud bell-like noise in Chame's vicinity announces her success.

Of course, that now leaves you all facing two dozen angry adventurers, and for once even Chame looks worried by the amount of attention she's receiving, rather than feeding off it.

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You could run, but Chame has little chance of escape, or maybe going down fighting is more fun – after all you're not here as a team, you're the monsters right now.

>Run, every girl for herself!
>This is the street I choose to die on!
>Try to battle your way to Chame, pull her out of there
>Other (?)

>Try to battle your way to Chame, pull her out of there

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There's an entire damn board for this shit now, you know

>Try to battle your way to Chame, pull her out of there

>Try to battle your way to Chame, pull her out of there

>Try to battle your way to Chame, pull her out of there

>This is the street I choose to die on!

>Try to battle your way to Chame, pull her out of there

Here Evrumine comes to save the day!

Writing

Oh and please roll 4d20 for
Evrumine
Kittrane
Chame
Nevyn

Rolled 13, 9, 1, 8 = 31 (4d20)

Dice!

Rolled 12, 9, 13, 4 = 38 (4d20)

Rolled 1, 15, 6, 17 = 39 (4d20)

Rolled 2, 19, 19, 11 = 51 (4d20)

...

“Chame get out of there!” you yell, as the adventurers turn to face her.

Chame swiftly morphs into a bird and flaps frantically, only to take an arrow through the wing from one of the Blackfeathers.

“Chame!” you yell, rushing forwards against the two dwarf fighters in your way. They're tough little guys and don't go down easy, well, they don't really go down at all, but you slam your axe into the shield of one, knocking him reeling, and then charge at the other one, leaping onto him and using him as a step to leap higher from, coming down next to Chame.

Kittrane's efforts are less acrobatic but no less effective: shrugging off the maces of a pair of the Merciful Sisters she clears a space around her using her huge burning axe and then simply lunges through the gap.

Chame changes back to her natural form and brings up her crossbow, firing a bolt into the shoulder of one of the adventurers rushing towards you.

Nevyn comes racing around a street corner, claws scrabbling on the cobbles as she tries to change direction without losing too much speed. Leaping into the spear-wielders she takes two of them down as she claws and bites her way to your side.

“Can we ride out?” asks Chame, reloading, looking at the hulking form of Nevyn.

Kittrane gives a savage grin “with all these archers, mages and priests, probably not.”

Your foes close in around you, hammering at you all. You escape the worst of it but Nevyn takes a few hits, and one of the Merciful Sisters hits Kittrane with a spell.

[Nevyn HP 69/74]
[Kittrane HP 15/20]

Evrumine (HP 39/39)
>Rage
>Melee attack (axe)
>Charge through them, clear a path
>Other (?)

Kittrane (HP 15/20)
>Melee Attack (axe)
>Spell/Power (?)
>Other (?)

Chame (HP 5/7)
>Transform into something small and escape
>Ranged Attack (crossbow)
>Other (?)

Nevyn (beast-form, HP 69/74)
>Melee attack (claws, bite, tentacles) – target?
>Other (?)

Minions?
>No orders
>Tell them... (what?)

Allies
30 skeletons/zombies
2 undead trolls (lightly injured)

Foes
Hongenstone (4)
Merciful Sisters (4)
The Blackfeathers (4)
Shockdance (4)
Malkals Marauders (4)
Those guys with spears (2)

>Charge through them, clear a path

>Melee Attack (axe)
>Activate Fire Aura

>Transform into something small and escape

>Melee attack
>Assisst Evrumine

>Tell them... (what?)
>Full attack, create as much distraction as possible, focus on the Merciful Sisters

Evrumine
>Charge through them, clear a path

Kittrane
>Melee attack (axe )
> Closest targets, probably the sisters

Chame
>Transform into something small and escape

Nevyn
>Finish those guys with spears

Minions
>Attack not engaging heroes, especially priests

>Charge through them, clear a path

>Melee Attack (axe)
>Activate Fire Aura
>Follow Evrumine and make sure no one cuts you off

>Transform into something small and escape

>Melee attack
>Assisst Evrumine

>Tell them... (what?)
>Full attack, create as much distraction as possible, focus on the Merciful Sisters

clear a path
melee + fire aura
transform
Help clear a path
create chaos and confusion, focus on priests

Please roll 3d20
Evrumine
Kittrane
Nevyn

Rolled 19, 4, 11 = 34 (3d20)

Rolled 5, 14, 7 = 26 (3d20)

Rolled 18, 5, 11 = 34 (3d20)

Rolled 8, 1, 15 = 24 (3d20)

So what was wrong with qst? (Other than not being called qt.) I know it was a bit quieter then normal but it didn't seem too bad.

“Swarm them, get the priests!” you yell to the undead – who do as commanded, the undead trolls battering adventurers out of their way with huge fists and the skeletons and zombies rushing through the gaps created by all of them turning to face your little group in the midst of them.

The Merciful Sisters and the priests in the other parties turn skeletons and zombies to dust and and burn holes in the lumbering trolls, but it diverts their attention at least.

“Go small and go!” you yell at Chame, she nods, turning into a small cat and darting between adventurers feet on her bit to freedom.

With Kittrane at one side of you and Nevyn at another you hack your way out; your toughness, Nevyn's ferocity and Kittrane's burning aura and axe all help you break free of the mob surrounding you long enough to flee – the last of the undead covering your escape.

Several streets over you stop running, all breathing hard, Chame trotting over in cat form and transforming.

“That was fun!” says the mimic girl brightly “can we do it again?”

Kittrane gives a her a rather dark look, and Nevyn an annoyed huff.

“What now?” you say, before remembering that is supposed to be your call.

“I mean um, do we have any other tasks or should we 'ead back?” you ask your compatriots.

“Head back” says Kittrane “I think the final event is this evening – we've finished early so we have some time before the final battle.”

“Ah” you say, as the four of you head back to the nearest staging point for the monsters “so um, what shall we do?”

“I'm going to have a look at the lords keep” says Kittrane “the final event is going to be all of us attacking it, so knowing the layout would be good.”

Nevyn transforms into her human form, stretches and announces “I'm hungry, I'm off to the mess tent.”

You look to Chame, she grins “let's go to the adventurers staging point” she says, a twinkle in her eye “we can say hi” Or annoy people, or play pranks on them, your brain fills in the gaps.

It's mid-afternoon and you have several hours to kill, what do you do?

>Take a look at the keep with Kittrane
>Go say hi to the adventurers
>Actually, I'm hungry too (get fed)
>Other (?)

Note: There will be one final POV change before the final event.

>Take a look at the keep with Kittrane

>Take a look at the keep with Kittrane

>Actually, I'm hungry too (get fed)

>Take a look at the keep with Kittrane

>Go say hi to the adventurers

>Take a look at the keep with Kittrane
Maybe it even got a labyrinth

>Take a look at the keep with Kittrane

a tour it is

“I think we should go and look at the castle” you say to a surprised Chame, adding “if we are going to be attacking it then Kittrane is right – we should know more about it.”

Chame moans and drags her feet, but doesn't abandon you as you spend several hours wandering through the lords keep, talking to the Daves as they prepare for the final event, and trying to figure out the layout.

“So um, what is the plan?” you ask one of the Daves, overlooking the keeps surrounding grounds. Kittrane and Chame are with the other Dave elsewhere in the keep.

“Well Miss” says Dave, rubbing his hands together and giving you a creepy-looking grin “since the adventurers, that is to say, the other adventurers, the ones working against you, didn't accomplish any of their main goals, only some of the side-quests, this means that they don't actually have anyway of defeating the Witch King, making this an end-of-the-world type scenario – for the town at least. Now what that means is that teams will be awarded points based upon how many foes they defeat, how long they hold key locations, stuff like that, but no one is expected to survive until dawn – if they do, mucho points. Now Az-er Professor Sallazar told me that he wants to keep it fair on them so he'll mostly be hanging back, countering any big magics they try. Most of the actual attacking of the keep will be done by you and the other pretty bits, plus of course plenty of undead, including animated townfolk, some undead giants we've managed to get ready, and thanks to one creative young chap, a really big swarm of rats.”

Skin crawling a little at that you ask “'Ow will we be attacking, I mean, this whole place is so big, surely they can't defend all these walls” – you gesture to the large compound surrounding the keep, protected by an eight foot-high wall and metal railings atop that. You're standing on one of the balconies of the main keep – a squat and ugly castle, that nevertheless looks pretty tough to get into - with only two doors and thick high walls, arrowslits all around the walls this appears to be the only obstacle.

Dave nods, cackling “I see you are a young lady of discerning tastes” he says “see that?” he points to a hedge maze below you, doing something with a rod adorned with buttons and stones of all types.

As you watch the ordinary-looking hedge maze transforms – the hedges grow higher and thicker, mist covers the whole thing as the maze starts to expand cover more of the grounds, roots burst from the ground and lash around – ready to grab any unwary invaders. Within the mist you can see vague shapes moving – monsters, guardians of some kind maybe.

“We've taken all of his lordships ornamental features and turned them into horrible traps” Dave confides in you “I am particularly proud of the fountains.”

“The fountains?” you give him a puzzled look “how can a fountain be scary?”

“High pressure water, a few water elementals and pipes bursting from the ground” says Dave with a maniacal gleam in his eye “cleans inside and out – you might need your clothes repaired after though.” Well, now you know to avoid the fountains.

“And some of the new kids had a few ideas for the Aviary” admits Dave grudgingly.

“The Aviary?” you ask, stumbling over that word a little.

“Avoid the Peacocks is all I'm saying” says Dave “seriously.”

“Anything else?” you ask, with mounting horror as Dave lists off a few more everyday things turned into nightmares.

“Hmm” says Dave, thinking “oh yeah, tunnels under the keep, obvious way in right, look, you look like the sort of girl who likes to keep clean-”

“Um, thanks.” you say, you think that was a compliment.

“So you might want to avoid them” he says “slimes, big ones” spreading his arms as wide as they will go.

By the end of the tour you're a mixture of impressed, excited, horrified and a little nauseated.

After dinner you gather with the other girls as the Professor outlines the plan.

“So” he says, pointing out features on an illusion of the keeps and surrounding grounds that hovers above you “getting past the outer wall isn't going to be a problem, the problems star when we're in there. The main road up to the keep will likely be festooned with traps, as well as having guards and maybe some of the adventurers as regular ambushers.”

“Going across the fields means covering a lot of open ground – I'd expect the defenders to put all the archers they can on these rises here and here – anyone going over that will get shot at a lot, then will have a lot of guards to fight through.

“The gardens hah, I'm told there is in Dave's words 'a maze and a few other bits of fun' – I'm sure it'll be interesting.”

“Now the approach from the back is” Sallazar consults his notes “'a nice sedate walk along a narrow walkway surrounded by calming waters' – hahah very funny Dave, get ready to get wet if you go this way girls. You'll be walking on a narrow walkway that cuts through a lake – I'm sure nothing at all can go wrong there”.

“And finally, we'll be sending in one team through the tunnels under the keep. Your approach will be expected, but there are several ways out from the tunnels into keeps cellars and they won't be able to cover them all in any real force.”

He starts handing out the assignments.

Your plan of approach?
>Main road (taps and ambushes)
>Fields (archers)
>Gardens (maze, fountains, aviary)
>Lake walkway (relaxing stroll)
>Tunnels (slimes and monsters)

Note: You'll pick your mission first, then team and POV character

>Lake walkway (relaxing stroll)
Sounds perfect for a team of fliers/levitaters

>Lake walkway (relaxing stroll)
We have an Ice type right?

>Tunnels (slimes and monsters)

>implying we won't take the obligatory sewer level

Does that mean the other girls split up over the remaining approaches?

>Gardens (maze, fountains, aviary)

>Does that mean the other girls split up over the remaining approaches?

yup

also 15 minute voting time, due to long update

>Tunnels (slimes and monsters)

>Tunnels (slimes and monsters)
Either this or
>Lake walkway (relaxing stroll)
Either sewer level, which is FUN all on its own. Or we freeze over the lake, I guess that works too.

Changing to
>Tunnels (slimes and monsters)

>Lake walkway (relaxing stroll)

Levitation can't go horizontally, so it's no good for this.

Tisania can fly, Jan can fly, Phaysis has a magical item to fly and Safire can cast Fly.

deciding for the lake, for tie break.
It favours a different set of girls than the previous mission anyway

I'm more cautious of falling into the water than anything else.
If we go lake, that team just replaing Tisania with Analanesa would probably be good.

>Lake walkway (relaxing stroll)

Ok I'm seeing
Lake 3
Tunnels 3
Garden 1
So tie-breaking for Tunnels, but please do check my count, will post team vote in a few

The last lake is 20s off, so yeah its a tie.

Bit of a shame since tunnels just favours Evrumine and Nevyn again. Lake would have given a chance to a new selection.

I'm trying to think of what girls might be good for the tunnels mission that we haven't seen that much of this field trip.

So pick a non-optimal selection and just have fun maybe

>fun
>not trying your best to win
WHERE YOUR INNER MUNCHKIN PALLY

It's like I don't even know you anymore!

And pick your team (3)

>Anlanesa
>Calluna
>Chame
>Cleya
>Evrumine
>Janrael
>Kittrane
>Lucinda
>Nataline
>Nevyn
>Phaysis
>Safire
>Syphoebeus
>Tisania

And POV character (4th team member)

>As above

>Calluna
>Anlanesa
>Phaysis

>Safire

Can't think of any, Evrumine and Nevyn are perfect for tunnel, as is Chame for scouting out the exit.

Only competition might be, Anlanesa maybe? For the slimes. Calluna, of course, for scouting and ambushes. Maybe Safira could be good, we need the stoneskin.


Calluna
Safire
Syphoebus
Nevyn

Evrumine doesn't have that minotaur racial that would help a lot here yet, to be fair, so she's not too much more favored than another melee character, and it does still favor Safire due to her being an Earth elemental subtype.

>Phaysis
>Anlanesa
>Safire

>Calluna

>Calluna
>Anlanesa
>Phaysis

>Safire

Her Rage DR and added durability would help a lot with the sheer endurance run that tanking the tunnels might become.

>Chame
>Cleya
>Safire
>Phaysis

>Phaysis

Chame and Cleya are perfect for tunnel action. Their scouting should be top notch, with their transforming and the eyestalks. Also magic.

>Calluna
>Anlanesa
>Phaysis

>Safire

>Storm titan
>Underground tunnels
Poor Phoebe. And she doesn't even have her demon girlfriend's presence to comfort her this time.

>Evrumine
>Kittrane
>Nevyn

>Syphoebus

MELEE DREAM

So Safire as leading POV pick huh

>Anlanesa
>Safire
>Phaysis
>Evrunine

>phaysis

It'll be adorable and you know it.

closing and counting

You said to have fun

Not as cute as it might have been with having Kittrane come along, but it still be adorable.

I've got Calluna, Anlanesa, Phaysis and Safire with Safire being the leading PoV.

same, writing
so 3 with earth, cold and fire elements, and one...other.

First I considered Tisania, but I figured even in a "fun" run bringing her into the tunnel of jump scares was probably a bad idea

You are Safire, student, Earth Elemental Soulborn, and really, really nervous!

Oh sure, being picked as part of the team going underground was fine – you like that, nothing makes you feel safer than small spaces where nothing can sneak up on you, but why did the Professor put you in charge? And why did Anlanesa let him?! She's the one who knows how to be a team leader, not you!

Or, or Phaysis maybe or...ok maybe not Calluna, she doesn't think the same as anyone else after all.

Wandering through the tunnels under the keep you try and recall everything the professor said, every bit of advice you ever heard him give any of the other team leaders. No wait, wrong thing, you're supposed to be looking out for like monsters and traps and stuff, someone said something about slimes right, oh and you need to talk to your team, to make sure they know what they're supposed to be doing.

“Keep an eye out for monsters” you say “like slimes, and traps, because I think there might be traps down here, and slimes!”

You have your mask off, you really don't like taking it off, but you need to be able to watch out for stuff, also Phaysis said the extra light helps.

“No slimes yet” says Calluna, peering around into the darkness “if we find one, can I keep it?”

“No!” Anlanesa and Phaysis both say firmly.

Yes, that's why they should be leader – you would have let her keep it and....wait what's that?

Up ahead is a lot of thick white stuff, getting closer you realise its spider webbing. That's got to be one big spider. It's also blocking the tunnel ahead, and the ones nearby that it branches in to. Well, not blocking exactly, you might be able to get through but you'd get all gooped up.

“Yuck” says Anlanesa, looking at it in disgust, turning to you she says “what do you want us to do Safire?”

“I'm not, I don't-” you say nervously, clutching your robe in your hands “can't you decide? Please?”

“The Professor put you in charge” says Anlanesa, smiling at you encouragingly “with Phaysis and her fire wings we could burn it.”

“Or I could go and talk to them!” Calluna volunteers.

“Or a detour around” says Phaysis dubiously, wandering through several side-passageways, could take a while though.”

“But if we burn it, won't we end up fighting the spiders or whatever?” you say. You wish Kittrane were here!

“Probably” admits Anlanesa “but they might flee the fire, or if not they'd be hurt already.”

“Um...Um...” you say, clutching your robe tightly.

>Burn it
>Calluna 'talks' to the spiders
>Detour around
>Sneak through
>Beg Anlanesa to choose for you
>Other (?)

>Detour around

>Calluna 'talks' to the spiders
>Cast Stoneskin on her first

>>Burn it

Every bit as adorable as I thought it would be.

>Calluna 'talks' to the spiders
>Cast Stoneskin on her first
Might still end as Burn it, but this way we at least know where the spider is coming from.

>Calluna 'talks' to the spiders

>Calluna 'talks' to the spiders

Sending Calluna in alone eh? ok....

With Stoneskin of course

She'll do fine I'm sure. This is the weekend of the diplomanced spider.

oh and please roll me 1d20+1

hoping for another pair of 1's?

Rolled 16 + 1 (1d20 + 1)

Rolled 15 + 1 (1d20 + 1)

Rolled 10 + 1 (1d20 + 1)

“Calluna!” you say, well, sort of scream.

“Yes?” she says,the flesh of her face disappearing as she looks at you, revealing what doesn't look like human muscles at all underneath.

“Can you talk to them” you say, almost pleading “Please?”

“Sure” she says, going down on hands and feet and crawling into the mass of webbing, after you've cast a spell to protect her, just in case.

You wait.

After a while Anlanesa says “Safire, I don't want to be second-guessing you-”

“Was that a bad idea?” you blurt out “should I go and get her back?” you take a half-step towards the mass of webbing.

“No, no” says Anlanesa “give Calluna a chance at least.”

Phaysis snorts, sounding amused.

Eventually Calluna emerges, with spiderwebbing clinging to every visible part of her.

“We can pass” she says, climbing to her feet, you give a sigh of relief “if” she adds.

Wait, if?

“we choose one of our own to be eaten by them” she says.

You all stare at her, mouths agape.

“Calluna, are you crazy?” asks Anlanesa.

At the same time Phaysis says “no way, they're going to burn.”

Calluna smirks, then giggles, then doubles over laughing, in between guffaws she says “it's fine, we can go past, no sacrifice, it's fine.”

Oh, that's...good, you think.

“Then what...?” you ask.

Once Calluna's merriment has died down she pulls forth a handful of white spheres the size of marbles, all stuck together.

“I agreed to adopt some” says Calluna, crooning to the spider eggs “my little babies, mommy is here, yes she is, beautiful little thirteen-legged babies aren't you? Yes you are!”

As you wonder whether running away screaming is proper leader behaviour, Phaysis sniffs and says “sure, if the Professor let's you keep them.”

Calluna hugs the eggs to her chest, then hides them inside a pocket, glaring at Phaysis.

“I think, I think we should move on” you say, before they start arguing.

Calluna is right – you all make your way past the webbing without anything bad happening, apart from getting sticky white strands all over you. You can't shake the nagging feeling of eyes watching you all the time either.

Continuing further into the tunnels you keep going higher and higher, until you start to see what must be old disused storerooms from the keep, all mouldy and yucky.

Whilst peering into one of these you hear Phaysis shriek behind you, spinning around you see a huge green gloopy mass drop from the ceiling right atop where she was just standing. Looking up you see more green blobs, each maybe half your size, 12 in all, stuck to the ceiling, they are gathering above each of you, and the one that went splat on the floor is oozing towards a disgusted-looking Phaysis.

You're in a ruined old corridor, with old storerooms on either side, and a dozen green slimes trying to eat you. Phaysis is looking like she's going to be sick, Anlanesa is looking up and getting ready to dodge aside as soon as a slime falls, and Calluna, is looking at the slimes on the ceiling over her and frowning, saying to herself “no, that's not right, wrong colour.”

You don't know what to do!

>Fight (options in follow-up vote)
>Run!
>Barricade yourself in a storeroom, hope they go away
>Other (?)

Calluna with spiderpets; what could go wrong?

>Run!

>Fight (options in follow-up vote)

>Run!
> Let Phaysis lead
Calluna is getting a veritable zoo, good thing mr pogostus won't be alone then.