Ariea Hale

From Reydala

A year prior Ariea, Erik, Nilhean, and Staravi were on a mission to deal with a corrupt official, known for harboring fugitives and running an international bazaar for black market technology. They had finally deduced that the culprits main base lie close to Sahere, following a tip by some smugglers they apprehended, they had a good idea of their primary target. They stood on the platform at the Sahere train station, the end of the line of the first Reydalan Railway.

"So we just knock on his door and arrest him then?" Nilhean yawned. "Kind of anticlimactic."

"Not quite" Ariea replied, "Lord Farsil has bribed most of the local law enforcement into loyalty and surrounds himself with bodyguards, a direct assault will be a bloody battle at best and would leave us fighting against hundreds of opponents."

"...You seem to always make me regret my words." Nilhean sighed.

"That is why I suggest we adopt a more indirect approach.. I learned from his underlings that on the fifth day of every month, that is today, the client travels on the Reydalan railway toward Todare, where he meets with a resident captain that is responsible for transporting most of his illegal goods. It is likely they'll be arranging the details of the trades for the month."

"When did you find this out?..."

Ariea gleamed with a sinister expression. "I took some time to do some extra research on the last ones we apprehended, with the assistance of Miss Charlotte. It did not take long..."

Nilhean suddenly grimaced. "It usually doesn't..."

"Even on his voyage he will travel with an arranged bodyguard. I estimate from five to ten possible opponents, excluding Farsil himself. Even if things go wrong, it should be a manageable battle."

"...I assume you have another plan?"

"I've already spoken with the train manager and acquired their assistance, there is one activity where even bodyguards are not welcome... we simply capture him alone and distract the rest of his guards."

"That sounds harder than you make it out to be... one activity?"

"I've arranged for the train's bathroom to be equipped with an auto locking mechanism, courtesy of one of the engineers."

Nilhean slapped his palm to his forehead briefly. "Catching him with his pants down? That's kind of low.."

"Our primary concern is apprehending the target and the safety of our team and any civilians riding on the train. To this end, this trap satisfies all mission parameters and ensures the safety of both our crew and our target."

"As long as nothing goes wrong... How do you know he'll even have to go, anyway?"

"From interviews with train staff I have determined that beverages are served to civilian cars exactly fourteen minutes after the train leaves it's station. Sir Farsil has an exact routine of ordering his favorite beverage, an obscure variety of tea popular in Battolia that is very rare outside of that town and this train. I have acquired from the local clerics a certain herb most frequently used to purge certain poisons that should guarantee the desired effect. It will be a trivial matter to target his drink on it's way to the patrons."

"They just hand that kind of stuff out?.."

"There was negotiation and monetary compensation involved, nevertheless it has been acquired."

"What about the bodyguards though? They'll notice somethings wrong after awhile, there are limits to constipation y'know."

"That's where Staravi will come in, once our target is safely imprisoned she will enact her disguise and return in Farsil's place. If all goes according to plan, no one will notice the difference."

"Woah, isn't that dangerous? What if they do notice!? That's putting Star alone in mortal danger!."

"Fear not, she will not be alone. One bodyguard will likely follow Farsil to wait by the soon to be locked door. That is where you will come in, knock the offender out and don his garb returning to the car to sit beside Staravi for the remainder of the journey."

"Are you serious?! Like that would work! They could tell that I'm a different person!"

"They're hired mercenaries, they won't be looking too hard. Besides, from my information it seems that Farsil's most trusted guard wears a distinctive helmet. They won't see your face underneath that. Erik shall also be present disguised as a normal civilian. When the train stops at Todare, You and Staravi will disembark and lead the guards to the meeting place where an ambush by the guard has already been arranged. Arresting all the guards as well as the offending captain. I myself will stay with Farsil on the train until it reaches Freehaven, where he will be brought to justice before the grand court."

Nilhean sighed. "You know, there are many points where this plan can go horribly wrong..."

Ariea seemed confident as ever, adjusting the rims of her glasses. "Sir Nilhean! I trust in you to see that it does not, and if it does... to handle damage control with due haste and utmost care."

"...So now it's my fault if it fails?"

Ariea didn't miss a beat. "Obviously I can't be expected to play every role, I must ensure the target is taken to freehaven personally. It is up to you to ensure the matter back in the target's car is handled successfully."

Nilhean looked at the train tracks ahead of him, hanging his head. "I have a feeling this is going to be a very long day..."

...To his own shock, Ariea's plan worked perfectly. Farsil was arrested in Freehaven and imprisoned for his deeds, as were his bodyguards and his captain. Many thought missing generators were located thanks to ensuing interrogations. The guild team even received a sizable bonus for apprehending a dangerous criminal without bloodshed.

Even Nilhean couldn't find fault in that.

Current Standing

Relationships

Character Sheet

Level: 7 Class: Warlord Paragon Path: N/A Epic Destiny: N/A
Race: Human Size: Medium Age: 29 Gender: Female Height: 5'10" Weight: 163 lbs. Alignment: Unaligned Deity: Human Pantheon Origin: Nuln
Ability Scores
Statistic Score Base Racial Class Modifier Mod+Level
STR 17 14 2 1 3 6
CON 11 11 0 0 0 3
DEX 10 10 0 0 0 3
INT 17 16 0 1 3 6
WIS 12 12 0 0 1 4
CHA 13 13 0 0 1 4
Defenses
Defense Value Level Stat Item Class Enh Misc
AC 22 13 0 7 0 2 0
Fort 21 13 3 2 1 0 2
Reflex 21 13 3 3 0 0 2
Will 19 13 1 2 1 0 2
Conditional Bonuses
Initiative
Initiative Dex 1/2 Level Misc
5 0 3 2
Movement
Score Base Armor Item Misc
5 6 -1 0 0
ACTION POINTS!
Action Points: 1
Skills
Bonus Skill Stat Mod Trained Armor Misc
2 Acrobatics DEX 3 0 -1 0
6 Arcana INT 6 0 0 0
10 Athletics STR 6 5 -1 0
4 Bluff CHA 4 0 0 0
9 Diplomacy CHA 4 5 0 0
4 Dungeoneering WIS 4 0 0 0
7 Endurance CON 3 5 -1 0
9 Heal WIS 4 5 0 0
11 History INT 6 5 0 0
4 Insight WIS 4 0 0 0
4 Intimidate CHA 4 0 0 0
4 Nature WIS 4 0 0 0
9 Perception WIS 4 5 0 2
6 Religion INT 6 0 0 0
2 Stealth DEX 3 0 -1 0
4 Streetwise CHA 4 0 0 0
2 Thievery DEX 3 0 -1 0
Hit Points
Max HP Bloodied Surge Value Surges/Day
53 26 13 7
Racial Features
+2 Strength
Bonus At-Will Power
Bonus Feat
Bonus Skill
Human Defense Bonus
Class Features
Combat Leader
Commanding Prescence (Tactical)
Inspiring Word
Languages Known
Nuln
Common
Senses
Score Passive Sense Base Skill Bonus
14 Passive Insight 10 4
19 Passive Perception 10 9
Feats
1st Alertness
Human Bonus Human Perseverance
2nd Tactical Assault
4th Action Surge
6th Skill Training (Perception)
Exploits
Level Exploit Action Target Bonus Damage Miss/Special
Basic Attacks
Basic Magic Flail +2 Standard One Target +10 vs. AC 1d10+5 N/A
Basic Crossbow Standard One Target +5 vs. AC 1d8 N/A
At-Will Exploits
1 Commander's Strike Standard One Creature N/A Ally of your choice makes a melee basic attack against target
Ally Damage + Your INT Modifier
N/A
1 Viper's Strike Standard One Creature Strength vs. AC 1[W] + STR Modifier If target shifts before start of your next turn, provokes attack of opportunity from ally of your choice.
1 Wolf Pack Tactics Standard One Creature Strength vs. AC 1[W] + STR Modifier Before you attack, one ally adjaced to you or target can shift 1 as a free action.
Encounter Exploits
Class Inspiring Word Minor You or one ally in Close Burst 5 N/A Target can spend a healing surge and regain an additional 2d6 hit points Can be used twice per encounter
1 Warlord's Favor Standard One Creature Strength vs. AC 2[W] + STR Modifier One ally within 5 squares of you gains a +4 power bonus to attack rolls against target until the end of your next turn.
3 Steel Monsoon Standard One Creature Strength vs. AC 2[W] + STR Modifier Damage Three allies within 5 squares can shift one square.
7 Surround Foe Standard One Creature Strength vs. AC 2[W] + STR Modifier. Slide one willing ally who is adjacent to target to any other square adjacent to target.
Daily Exploits
1 Lead The Attack Standard One Creature Strength vs. AC 3[W] + STR Modifier damage
Until end of encounter, allies within 5 squares gain a +4 power bonus to attack rolls against the target.
Miss: Until end of encounter, allies within 5 squares gain +1 power bonus to attack rolls against the target.
5 Villain's Nightmare Standard One Creature Strength vs. Reflex 3[W]+STR Modifier damage Until the end of the encounter, when you are adjacent to target and it walks or runs, you can cancel that movement as an immediate interrupt.
Utility Exploits
2 Knight's Move Move Action One ally N/A Target takes a move action as a free action. N/A
6 Guide the Charge Immediate Interrupt Ranged 10 N/A If an ally hits on a charge, add your intelligence modifier to the damage and push the attack's target 2 squares. The ally can shift 2 squares to remain adjacent to the target.
Item Exploits
8 Dwarven Chain +2 Free Personal N/A REgain hit points as if you had spent a healing surge. N/A
3 Light Shield of Protection Standard Action. Personal N/A You and an adjacent ally gain resist 10 to all damage until the end of your next turn. N/A
Equipment
Worn Items
Slot Item Level
Left Hand Magic Flail +2 6
Right Hand Light Shield of Protection N/A
Neck Amulet of Protection +2 6
Armor Dwarven Chain +2 8
Carried Items
Crossbow 5
Bolts (20) N/A
Standard Adventurer's Kit N/A
Money and Wealth
0 Copper Terremes
0 Silver Terremes
120 Gold Terremes
0 Platinum Terremes
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