Roll To Bard: Turn Two
"Hey! I was listening to that!" Hope complained. "You bozos get out of here right now! Don't you have other ways of oppressing people, like ungodly amounts of taxes or throwing rotten fruit at criminals in the stocks?"
Use Charm Person on whichever flunky appears to be in charge (or failing that, the biggest one since they might listen to him) and try to get him to leave with the rest in tow.
[Hope's Brains: 4+0] [Flunky's Brains: 4-1] The flunky stops for a moment, and turns to his friend. "Hey, she's right. Why
are we doing this? It's not like we're getting paid all that well." He's definitely convinced, but his friend is less weak-willed, and merely glares at him while smashing a drum to pieces.
Acceus simply smiled and covered part of his face with his hat; the young ladies seemed easily flustered and he had been a bit too frisky, but there wasn't any problem with that. The flunkies were certainly a problem, but they didn't seem like the tough type to him - at least he hoped they would listen to reason before they had to use their weapons.
"Greetings, my good gentlemen." Acceus said, taking off his hat and performing a bow before carefully putting his hat back on top of his head. "I do not think there is a need for such violence. We are all civilized people in the end, couldn't you just leave now that your leader has left?"
Attempt diplomacy, but if a fight breaks out or seems about to break out, play Smooth Jazz on the saxophone to calm them down.
If someone tries to come this way, then cast Haste and draw both scimitars instead, striking the flunky if attacked.
[Acceus' Bardliness: 6+0] [Critical?: 6] The unconvinced one stops when Acceus puts forth his incredible speech. He mulls it over, and then approaches Acceus. "You know, I've been doing some thinking recently. And this job isn't rewarding. It's mindless and obnoxious. And I think I'm going to quit." He reaches out and shakes Acceus' hand. "Thank you."
(+1 XP for Acceus!)This touching scene of redemption is marred by the entrance of another group of generic minions, no doubt sent by the
Stop Having Fun Guy to make sure the others get the job done. They seem a bit less inclined to diplomacy. The two guards that you've converted turn, preparing for a fight.
Wait, I have 5/5 HP? Can I adjust my stats to fix that? 1 point off Bard into Bulk, please? Sorry, didn't realize that it would affect me so dang badly...Thanks!
Belphegor will attempt to cast Summon Monster I!
Belphegor, seeing the reinforcements' arrival, gestures at the floor of the tavern. [Belphegor's Brains: 6+1] [Crit?: 6] A portal opens, and out pops a small Fire Elemental - a humanoid creature about the size of a gnome, made entirely of writhing flames. It turns at Belphegor's direction towards the reinforcements, and snarls. [Reinforcements' Brains: 4+0] The guards are not scared by this turn of events, and advance towards the elemental, weapons drawn.
(+1 XP for Belphegor!)cast vanish and leave while everyone is distracted, if i see any coin purses precariously attached to belts or gambling money left unnatended on a table then swiped them on the way out
and thats my cue to leave
[Malkil's Brains: 1+1] [Crit Fail?: 2] The spell sputters and fails. Malkil stil attempts to sneak out anyway, [Bounciness: 6+1] [Crit?: 3] and walks just behind the guards, pressed up against the wall. [Luck: 6] [Crit?: 6] (Note: luck rolls, like for whether Malkil gets some cash on the way out, do not give XP, but can get crits.) Luck is with Malkil as he sneaks through the periphery of the tavern, and he manages to get a loaded coin purse. It wouldn't be prudent to count it now, but it feels like at least 100 gold pieces.
Malkil makes it out the door. He is now standing in the courtyard of the inn. There is a fancy carriage there with the coat of arms of the Grand Duke painted on the door, and a less fancy wagon with the same coat of arms. Both look like they've recently been on a long journey.
(+1 XP for Malkil!)"Well, bye-bye, miss Drakkepian pie..."
((Don't say that IC.
Instead, say this:))
"Looks like it's about time for Plan B..."
Check the notice. Read carefully.
Completely distancing herself from the musicians and other lowlives, Gimblewit makes her way up to the door. The notice is handwritten, in large fancy handwriting, and has the Great Seal of the Dutchy of Drakkeep in one corner. It basically says exactly what the armored man said, but with more legalese and pretentious diction.
"You killed the music! What did it ever do to you, dammit? I want my music! Why, I-hurgh, oh..."
Projectile vomit at the flunkies to distract them. If they advance on me, bash them with the cello.
[Bardliness: 3-2+1=2] The trio of guards are just about to attack the elemental when they are distracted by a dry-heaving dwarf. One of them approaches her to see if she's alright, while the others guard his back from the elemental. [Brawn: 2+0] [Guard's Bounciness: 5-1] Morda's swings he cello at his face, but he moves back in time.
The other guards attack the elemental when they see that their buddy is fine. One stabs at it with his short sword [Bounciness: 1-1] [Crit Fail?: 5] [E's Bounciness: 1+1] [Crit Fail?: 2] and fails so badly that even the clumsy defense put up by the elemental succeeded. His friend comes at it from the other side [Bounciness: 1-1] [Crit Fail?: 5] [E's Bounciness: 2+1] and likewise screws up. The elemental takes a swing at the guard who attacked it last [Bounciness: 5+1] [Guard: 2-1] and hits, dealing [1] damage.
Belphegor: HP 10/10. Dark and Brooding Corner.
Malkil: HP 10/10. Courtyard.
Hope: HP 10/10. Middle of the room.
Gimblewit: HP 10/10. By the door.
Acceus: HP 15/15. Near the wall.
Morda: HP 25/25. Center of the room.