Egwen Girls School Quest 29

You are Sallazar, a young wizard who has recently left the army. You have taken a teaching job at Egwen Girls Convent.

In addition the Headmaster of the school wants you to run the schools adventurers club, to give some of the schools more unusual girls something fun to do.

The club is really starting to work together – girls encouraging each other and friendly rivalries instead of actual ones starting.

Anlanesa, Cleya and Chame are sticking to their punishment and have accepted it with bad grace, but you'll need to see if it's going to actually get them to work together, or merely tolerate each other.

Before you know it, it's the weekend again, and you're on the lightning rail taking the club to a new dungeon. Fortunately this one is much closer – only a few hours travel. Emerging from the station you realise you're in some tiny town in the mountains, and easily spot a few other adventuring clubs, including Soaring Falcons and the Disciples of St. Angius – Absolem gives you a friendly wave as he herds his charges into the forest.

“What's the schedule?” Thunder Drum asks as you corral the girls to prevent wandering off. You read the instructions the Daves have given you “'from the station head 3 miles west'” you recite, looking up at the sun you nod into the forest “follow the Disciples of St. Angius.”

Lucinda gives you a disbelieving look “walk, through the forest, for miles? We'll get filthy!”

“Yes Lucky” you say, still studying your instructions.

“But there will be all sorts of vermin and animals and slimy horrible stuff!” moans the young succubus soulborn, clearly more at home in an urban environment.

“It'll be character building” you reply, smiling but still not looking at her.

“Lucinda!” admonishes Taynathil. You look up just in time to see Lucinda gives you some very rude hand-gestures questioning your sexual preferences.

Your smile widens into a grin “thank you for volunteering to carry my bag.”

Other urls found in this thread:

pastebin.com/t467eb4q
pastebin.com/wCst2V8B
pastebin.com/RG9EAvPq
pastebin.com/xHFh2iz2
pastebin.com/ej98zdgD
ibin.co/260vHqwvCza9
twitter.com/anAspiringQM
ask.fm/AnAspiringQM
suptg.thisisnotatrueending.com/archive.html?tags=Egwen School Quest
suptg.thisisnotatrueending.com/qstarchive.html?tags=Egwen School Quest
pastebin.com/PmSudaxb
imgur.com/a/rKqQt
imgur.com/a/EnMfz
twitter.com/SFWRedditImages

The walk through the forest is peaceful, well mostly, there are a few grumbles, but before too long you've reached another village, or at least, the ruins of one. And nearby, a camp where the other groups are setting up, as well as the Daves support staff.

You look around for the Daves, only to hear them yelling for all the club leaders – they're ready to give the mission briefing. Leaving your club to find a place to pitch their tents in the clearing, you head towards the yelling, finding the Daves gathered around a large illusionary map of the village, along with the heads of another ten or so club leaders.

“Ok, ok” says Dave “we all here yeah, good? Right, so this village is where we're playing. Scenario is this: village got overrun by orcs and goblins, some villagers got away. But buried under the floor in the temple here” he indicates the largest building “is a sacred icon of Maros. The groups will be told that they need to battle or sneak past the goblins and orcs to get it, but!” he holds up a finger for emphasis “we'll be introducing some other elements, it'll be different for each team: might be a rampaging monster, might be mercenaries or just bad weather or something else. Either way it can seriously hinder a group, or can be used to help them if they turn it to their advantage. Points are awarded based on time taken to retrieve the icon and get it out of the village, and taken away for every team member who get taken down. Some of the hazards are worse than others – some will grant bonus points but by the gods they'll be bad, any questions?”

As the other club heads ask their own questions you ponder which team to use for the event.

>Team Fell Storm
>Unnamed 'Good' Team
>Custom team
>Let the girls choose
>Ask questions (what?)

>Unnamed 'Good' Team

The Adventurers Club pastebin.com/t467eb4q
Classes and Races pastebin.com/wCst2V8B
Quest Rules pastebin.com/RG9EAvPq
Main Character pastebin.com/xHFh2iz2
Setting pastebin.com/ej98zdgD
Continent Map ibin.co/260vHqwvCza9
QM Twitter twitter.com/anAspiringQM
QM Askfm ask.fm/AnAspiringQM
Archive suptg.thisisnotatrueending.com/archive.html?tags=Egwen School Quest
and suptg.thisisnotatrueending.com/qstarchive.html?tags=Egwen School Quest
Diaries pastebin.com/PmSudaxb
Art imgur.com/a/rKqQt
Other Art imgur.com/a/EnMfz

>Let the girls choose

>Unnamed 'Good' Team
What happened to Natalines and Tisanias sideplots? Weren't those time sensitive?

>What happened to Natalines and Tisanias sideplots? Weren't those time sensitive?

deliberately sidelining them to focus on the girls as a whole and the club activities.

I will pick them up again at a later date.

>Unnamed 'Good' Team

>Unnamed 'Good' Team
Team good needs to start getting some notches on their belt to equal Fel Storm one of these days.

Almost forgot - the village you'll be going into

Good Girls it is.

Which giirl will be leading today? (POV character)

>Anlanesa
>Janrael
>Safire
>Phaysis

Also it's assumed that this will be the team, unless you request substitutions of any of the reserve members.

5 minute vote

>Phaysis

>Janrael

>Janrael

>Safire

>Phaysis

>Safire

change to
>Janrael

Going with Janrael

The Good team seems to be the best choice. It will also give them some much needed experience and practise.

Once no one has any more questions, you head off to get your team ready – after picking straws to see which teams go first – your girls will be the third team in.

XXX

You are Janrael, Solar Angel Soulborn, conjurer, and currently team leader of the good team of the Egwen Girls School club – and determined to show Team Fel Storm how it's done!

At the starting point – just across the bridge to the south of the village, you take a moment to scan the village and surroundings.

“Well girls, what do you think?” You ask your team for their input, as any good leader should.

Before you is a once-idyllic village, only now many of the houses are burning – some have burned down entirely. In between the houses you can see groups of orcs and goblins: some going door to door of houses to loot and smash things, some standing guard over a half-dozen captives in the middle of the street – a side-road to the east, next to the pile of loot the creatures have collected. Still more are simply sat in the middle of the road, drinking and singing.

To the east is light woodland – not much cover there, but to the west is heavier forests, in fact you might just be able to...

“I say we go west” says Phaysis “use the forest for cover, get around behind the church, get the idol and be gone before anyone knows we're here.”

“It'll take longer but...the only other options is to cut our way through them, or try to sneak through the town” says Anlanesa “both of those are pretty risky.”

You look to Safire, she starts a little, as if surprised that you want her input.

“Um, shouldn't we rescue the captives?” asks Safire “we were told thjere would be a surprise and stuff – maybe rescuing them will help us?”

You exchange looks with Anlanesa and Phaysis.

“We are a good team” says Phaysis – maybe we get bonus points for rescuing people?” She sounds doubtful though.

Both you and Phaysis can fly – an aerial view of the place would let you see more – but you might be spotted – so far the raiders seem oblivious to your presence.

What to do?

>Sneak through forests to the west
>Cut your way through them – full of righteous fury!
>Sneak through the centre of the village
>Go rescue the prisoners
>Aerial survey first
>Other (?)

>conjurer
????

>Go rescue the prisoners

>Aerial survey first
With
>Arcane Sight

>Aerial survey first
then, presumably
>Go rescue the prisoners

seconding

>????

Oops, read wrong part of club paste, should be paladin + wizard

After aerial survey there will be a follow-up vote on what to do - because what you see might alter your choice

>paladin
She's not a paladin either though...

>Aerial survey first
With
>Arcane Sight

She's heading that way

>Aerial survey first
>Arcane Sight

Sofar not really? Is this a planned thing? because right now she's only investing into Fighter/Priest with no points in paladin.

Are you sure you're not confusing her with Phaysis?
Janrael has zero Paladin points.

my own biases based upon her natural talents?

Not really a planned route as something she might fall naturally into unless she goes down another path

It seems likely she'll go Paladin later, to be fair.
Priest/Fighter is basically a very unnecessarily complicated way of saying Paladin.

flyby + arcane sight
Please roll 2d20 for Perception checks (Janrael & Phaysis)

Rolled 4, 1 = 5 (2d20)

Rolled 6, 7 = 13 (2d20)

Rolled 18, 2 = 20 (2d20)

Rolled 20, 20 = 40 (2d20)

Well, at least Janrael saw stuff, writing

“First lets scout the place out from the air” you say. Anlanesa and Safire wait by the bridge as Phaysis and you take flight – staying high to avoid detection – and you cast a spell to allow you to see magical aura's.

[Janrael AE 22/24]

So high up in the air, making out fine detail is difficult but you see a lot. The captives and their guards offer no surprises, and the bands of looters going from house to house offer few – a couple of them have enchanted bows. With a clear view of the village's layout you can see that trying to sneak through would be near impossible – relying more on luck than skill. The band of orc and goblin raiders doesn't have the place covered completely, but there are only a few places where you would not be easily visible.

You can't see any magic from within the church – but then you wouldn't expect to it it has a thick roof or second floor. You do see goblins occasionally going from the church to the looting bands and back again – carrying messages maybe? If so then maybe their leader is in the church?

“Seems likely” agrees Phaysis, as the two of you soar over the village.

“What's that?” you muse out loud, drifting over the western forest.

“What's what?” asks Phaysis, her eyes searching thr ground below.

“I thought I saw-there!” You point, Phaysis squints.

Lots of small magical aura's are visible through the tree branches, and here and there a horned head. Going lower you can see...what looks like a small warband of satyrs, heading stealthily towards the village.

“Are those allies of the orcs?” asks Phaysis.

“Unlikely” you opine “Satyrs and orcs are not usually allies, plus why are they sneaking?” The two of you exchange looks.

“Allies maybe?” says Phaysis.

“Maybe” you say “they are armed with magical equipment and unlikely to be friendly to orcs but...can they be trusted?”

>Go talk to the Satyrs
>Wait for the satyrs to attack and then cut your way through the orcs and goblins
>Sneak through the centre of the village – using the satyr attack as a diversion
>Go rescue the prisoners
>Other (?)

>Go talk to the Satyrs

>Go rescue the prisoners

>Go rescue the prisoners

>Go rescue the prisoners

>Go rescue the prisoners
Probably shouldn't risk them getting caught in the middle of fighting

>Sneak through the centre of the village – using the satyr attack as a diversion

>Go rescue the prisoners
What would we even ask them to do that they aren't about to do regardless? Better to not risk unnecessary contact, especially with their kind.

Rescuing captives it is.

Please roll 4d20 for stealth.

Janrael
Phaysis
Anlanesa
Safire

you'll find out

Rolled 5, 14, 17, 13 = 49 (4d20)

Rolled 4, 9, 3, 16 = 32 (4d20)

Rolled 2, 10, 20, 15 = 47 (4d20)

5,14,20,16
Janrael blew it booh

“The prisoners are more important than someone else attacking the raiders” you decide, once the two of you have landed and told Anlanesa and Safire what you have seen.

“So what's the plan?” Anlanesa asks.

“There's only four of them guarding the prisoners” you say “if we get lucky we can rescue them without the others even knowing we're here.”

Keeping low, the four of you sneak around the east, making use of what little cover there is – until you're almost within striking distance.

Crouched behind an old stone wall you whisper some last minute instructions as the guards are grunting at one another only a 15ft away from you “one each and if you can't take them down quietly, then just do it fast? Ok, on three-”

One of the orcs gives a louder grunt and you hear footsteps approaching.

“Your wings!” Safire whispers, looking up you see that you didn't have your wings pulled in as tight as you thought – and they are poking up above the wall.

Dammit, you have to move now, and take them all out quickly, before they raise the alarm!

You leap over the wall, accompanied by Phaysis as she quickly turns into her centaur form; Anlanesa and Safire rush around the side of the wall.

Facing you are four orcs wearing armour made from fur and leather, wielding axes and carrying shields.

They look rather surprised to see you. Tied up at their feet are captives from the village – women and children.

Over their heads appears ghostly writing [Their tiny orc scum minds struggle to understand what is going on].

Choking back a laugh at the Daves commentary, you decide on your course of action.

Janrael
>Melee attack
>Spell (?)
>Other (?)

Phaysis
>Melee attack
>Spell (?)
>Other (?)

Anlanesa's
>Melee attack
>Ice Giant Form
>Spell (?)
>Other (?)

Safire
>Melee attack
>Spell (?)
>Other (?)

Foes
Orcs (4)

Janrael
Spell (Righteous Weapon)

Phaysis
>Melee attack

Anlanesa
>Spell (Cone of Cold)

Safire
>Spell (Scorching Ray)

Avoid Friendly Fire as usual for AoE magic.

>Janrael
>>Melee attack
Loop around and flank the orcs, charging in to strike as soon as the cone of cold hits home.

>Phaysis
>>Melee attack
Loop around from the other side and flank the orcs, charging in to strike as soon as the cone of cold hits home.

>Anlanesa's
>>Spell (?)
Cone of cold, make sure to avoid the villagers and the others in her fire.

>Safire
>>Spell (?)
>>Other (?)
Close in while firing off magic missile at the orcs.

Basically Janrael and Phaysis charging in a pincer attack that strikes after anlaesa's spell while moving in a fashion which avoids friendly fire.

seconding

Couple of similar votes within the time limit, going with the 2nd one

Janrael & Phaysis
Flanking attacks

Anlanesa
Cone of Cold - avoiding friendingly fire means she'll only be able to hit a pair of orcs.

Safire
Magic Missile

Please roll 4d20 for actions and vote on extra AE for
Cone of Cold
Magic Missiles

Note that overpowered spells are powerful, but more noticeable from a distance.

Rolled 4, 1, 12, 5 = 22 (4d20)

0
0

Rolled 13, 2, 1, 15 = 31 (4d20)

0

Rolled 15, 2, 7, 13 = 37 (4d20)

0
0

Rolled 9, 9, 6, 6 = 30 (4d10)

0 for both.

15,2,12,15

Phaysis pls

Phaysis, get it together

Rolled 4 (1d20)

Orc rolling for thing

I'm disappointed there were survivors, but at least he failed at whatever he was trying to accomplish.

Both you and Phaysis swing out wide in a pincer movement as Anlanesa and Safire cast their spells.

A wide spray of blue and white cold magic hits two of the orcs head-on – one simply freezes into a statue of ice, the other stumbles back – one arm frozen solid holding an axe and his breath visible in the air.

Safire's bolts of mystical energy leap into the face of another orc – removing most of its skull.

The last unharmed orc is closes to you and you leap forwards and bring your burning sword downwards – it blocks with its shield as you'd expect and it shears through shield and arm both, finally ending up in the chest of a very surprised-looking orc.

Phaysis tackles the other orc, lunging at it with her spear at the orc with the frozen-stiff arm. She should be easily able to defeat it, it only has a shield...which it uses to block her attacks and then punches her in the gut with the edge of its shield – knocking her back, gasping for breath. It takes a deep breath, ready to bellow out the alarm...

And you run up your dying foe, using it as a ramp to launch yourself into the air and bring your sword down upon the head of the other one just before it can start yelling.

You all stop for a moment, breathing heavily and exchanging wordless glances.

Phaysis speaks first, looking distraught “Janrael, I-”

“Could you untie us please” whispers one of the women “before more come to check on us.”

“Anlanesa, Phaysis, untie them” you say, “Safire with me.”

As Anlanesa and Phaysis free the captives and see them safely on their way to the somewhat sparse cover of the eastern forest, you and Safire take cover and watch the revelling orcs and goblins – none of them seem to have noticed you.

As you watch you see the satyrs emerge from the forest in the distance and charge forwards.

“Should we go whilst they're fighting the orcs?” asks Safire.

“Wait” you say, peering at the conflict through the tiny gap in between two buildings “what are they...?”

The satyrs have reached the orcs and are...yelling and shoving them, not killing them – the orcs are yelling back, but its too far to hear any words, but they seem to be angry.

What's going on? You wonder.

Phaysis and Anlanesa soon join you.

“Where to now?” Anlanesa asks.

There's not much cover on this side of the village – just heading straight to the church means crossing a lot of open ground. On the other hand the wandering bands of looters and drunks seem to be drifting towards the shouting match on the west side of the village, maybe that's enough of a distraction?

>Sneak to the church now
>Wait, watch to see what happens with the satyrs and orcs
>Rush to the church – cut down anything in your way, no stealth
>Other (?)

>Sneak to the church now

>Sneak to the church now

>Rush to the church – cut down anything in your way, no stealth
>Stoneskin everyone

>Sneak to the church now

>>Other (?)
Ask the survivors if there is a hidden passage to get to the church.

>Ask the survivors if there is a hidden passage to get to the church.
add to

Please roll 4d20 for sneaking
Janrael
Phaysis
Anlanesa
Safire

Rolled 18, 7, 9, 12 = 46 (4d20)

This is a Sneaking Mission

Rolled 4, 3, 7, 13 = 27 (4d20)

Rolled 16, 13, 12, 14 = 55 (4d20)

18,13,12,14

Not too bad.

Janrael remembered to turn of her wing lights.

Rolled 5, 8, 13, 11 = 37 (4d20)

“Now's our chance” you say to the others, pointing at the church.

“Are you sure?” Anlanesa questions you, giving you a raised eyebrow.

“Yes” You say firmly “whilst they're distracted, we go.”

The four of you move quickly through the burning village. The orcs and goblins keep drifting in the direction of the ongoing argument, and more than once you cross open ground behind their backs.

After a tense few minutes you are at the church. Anlanesa hesitantly heads up the stairs, then you all hear a loud bellowing from within and dive behind cover. Loud footsteps indicate several large individuals are leaving from another entrance. Once its quiet again you head inside.

The church has been ransacked – plainly the orcs were looking for something, maybe the icon? Outside the shouting gets louder.

Still, knowing its under a flagstone behind the alter means you can quickly find it: levering up the stone and grabbing the small statue – it feels warm to the touch.

“That's it” you say to the others – keeping watch at the entrances to the main hall “now we just need to get back to the bridge, and it's finished.”

Suddenly you can make out words in the yelling voices outside, words like “Captives gone” and “find the intruders!”

“Time to go” says Anlanesa “Or else we might end up as part of the spoils of war.”

“Wow, Chame really is rubbing off on you” you reply, smiling when she glares at you.

“Company!” Safire chimes out – you hear running footsteps headed your way.

You need to get the icon back, but you also need your team intact. Fighting through a huge crowd of orcs is going to be a waste of time but just running for it might mean that someone gets left behind. Looking up you realise that the church has a tower – albeit a small one.

Between the two of you, you and Phaysis might be able to carry Safire and Anlanesa out of here – or at least far enough away that you can then run for the bridge.

You did see some enchanted bows though – getting shot whilst carrying someone means one or both of you could take a bad tumble...maybe drawing the orcs into the church and looking for an opening in their lines is the best option?

A quick discussion with your team reveals mixed opinions.

“Fight, then look for a way out” counsels Anlanesa.

“I'll lead them off” suggests Phaysis “to let you all get away.”

“Um, um, I don't know!” Safire wrings her hands uncertainly.

But what to do?

>Fight the orcs and goblins and look for an opening in their lines
>Head up to the tower and fly away, carrying your team
>Just run – every girl for herself!
>Other (?)

>>Other (?)
Dimension door.

Get out of the church. Then sneak away.

>Head up to the tower and fly away, carrying your team
>Safire casts fly spell on herself

>Head up to the tower and fly away, carrying your team
>Safire casts fly spell on herself

>Head up to the tower and fly away
>Safire cast Fly on hereself
>Anlanesa casts Protection from Arrows on herself
>Safire carries Anlanesa while Phaysis gives cover fire with her bow

This

changing to

Fourth.

I wonder. Cantrips of create light create sound.

Could this work like a flashbang.

As they fly, Safire could flashbang archers.

Rolled 18, 17, 2 = 37 (3d20)

Looks like
is the winner, writing

Rolling for orcs doing stuff

Please roll 2d20 for Janrael and Phaysis - though if my rolls are low, theirs will not be needed, but please roll anyway.

Rolled 9, 19 = 28 (2d20)

Rolled 15, 1 = 16 (2d20)

ayyyy

Rolled 19, 4 = 23 (2d20)

>Just run – every girl for herself!

two 19's?

Lucky girls...