"Alright, hurgh, I'm alright now, stay away, people. Just gotta... play some music, you know."
Beat the everloving crap out of one of the more hostile guards. Sneak attack if possible.
Morda stands up, shaking off the booze. She swings her cello once again [Brawn: 3+0] [Guard's Bounciness: 6-1] [Crit?: 6], but the guard leaps nimbly out of the way, and manages a swing at her with his own sword. [Bounciness: 6-1] [Crit?: 2] [M's Bounciness: 4-1] He hits Morda in the side, dealing [5] damage!
Belphegor will try and burst into a sonata about the frivolities of fighting a fire elemental, and the horrible dangers it holds!
[Bardliness: 5+2] [Guards' Brains: 2-1] Belphegor bursts into song, accompanied by his harp. The guards hear his warnings, and are terrified out of their wits. They back away from the elemental a bit, almost to the walls, trying to get far away from it without losing sight or leaving the inn.. The one who got hit seems to be less afraid; it didn't really harm him much at all.
Hope unsheathed her BFS and swung it at the back of one of the guards preoccupied with the fire elemental.
As the guards back away from the elemental in terror, the unharmed one passes right by Hope. She takes the opening, and slices at his back with her sword. [Brawn: 6+1] [Crit?: 6] [Damage: (1+1)x2= 4] She surprisingly doesn't do much damage, even though she struck almost at the base of his neck; the guard is stunned by the strike, however, and cannot do anything in response.
+1 XP for Hope!Acceus frowned at the new arrivals. They had just successfully conducted diplomacy and furthered the way of peace through their actions, but the flunkies that had just appeared seemed more resolute in their mission to destroy music and arts. That was most certainly disturbing, and a problem to him.
"Recently-arrived gentlemen, I can see you are in no mood to talk." he said, drawing both his swords and entering a combat stance "Let us see if the clash of steel is a better language for all of us."
Cast Haste and draw both scimitars, protecting both converted flunkies by attacking any enemy targetting them.
[Brains: 1+1] [Crit Fail?: 4] Your spell sputters and fails; guess you didn't put enough oomph in it. Your new friends draw their swords at the same time as you, and advance on the enemy guards. The seem to realize that they've been outclassed, and make a break for the door.
sneak back in and hit a hostile flunky over the back of the head with a bottle
lights out buddy
As the flunkies dash for the door, they are surprised by an angry barefoot halfling. He leaps up, and swings an empty bottle of the one in the lead. [Bounciness: 3+1] [Guard's Bounciness: 5-1] The bottle bounces off the side of the guard's head, dealing [4] damage! He is addled, but manages to dash out the door. The other one is still stunned, but is slowly making his way towards the exit. Unfortunately, this takes him past the fire elemental, who swings at him with a flaming fist! [Bounciness: 3+1] [G's Bounciness: 5-2] Because of his addled state, the guard is hit! He takes [3] damage, and falls to the floor, unconscious ad slightly singed.
Sorry about that.
"Plan A may still work...better prepare B, though..."
Compliment Belphegor on the fire elemental and suggest he dismiss it.
Offer to share a plan for keeping fed to any other minstrels in the area that want to hear my plan.
((Could you at least read off, say, the definition for "creative merriment?" It's kinda vital to my plan.))
"Creative Merriment shall be defined as any action which contains an element of creativity (either on the part of the actor or on the part of some other person in the past) and which has as its main purpose entertainment, frivolity, amusement, or any other foolishness (defined in statute 867.53, section 09). This includes music, theater, comedy, dancing, poetry, storytelling, and many other useless artistic pursuits. Exceptions may be made for purely educational works that require a creative element, such as woodcuts in books of science, but if the primary aim is merriment, any creative pursuit is forbidden."
You just beat up some guys who tried to kill the music. Most of the remaining people in the inn are staring at you in amazement. What do you do?
Belphegor: HP 10/10. Dark and Brooding Corner.
Malkil: HP 10/10. Near the door.
Hope: HP 10/10. Middle of the room.
Gimblewit: HP 10/10. By the door.
Acceus: HP 15/15. Near the wall.
Morda: HP 20/25. Center of the room.