Benni the Magnificent |
Benni is obviously smaller than most individuals you will meet, but is relatively tall for a halfling. He rises to about the hip on most humans. He has wavy blond hair and bright blue eyes. The leather armour he wears is ornamented. A careful observer would recognise it as the sort given to the children of noblemen. A miniature longsword hangs from his hip and an equally diminutive bow and quiver rests on his back.
Benni is a cheery character - always whistling or humming a tune when he's not talking twenty-to-the-dozen telling a story, complete with accents and uncanny imitations of public figures. He has a habit of moving, even when standing still; bouncing on his toes or shifting his weight from foot to foot, which at times gives an edge of mania to his enthusiasm. His hands are never empty - always playing with some trinket or gadget he has picked up.
Benni is happy to share the following about his past to anyone who is interested:
Born into the service of a noble house, his father was a musician and his mother a maid-servant. As a child, Benni was a favourite of the noble children, especially the girls who would dress him up like a living doll. Benni just enjoyed the attention. His mother died when he was quite young of a chest infection brought on by long hours in cold quarters provided to the halfling staff of the house.
Benni charmed his way into lessons given to the noble children and picked up some basics of magic. He also watched his father, Romo, perform for nobles at parties and banquets. Romo became renowned for his lyrical tributes to local noble figures and became somewhat celebrated himself. Although he privately despised the ruling class and the servitude his family lived in, Benni's father continued to perform to provide a moderate level of material comfort and security to his son.
As Benni grew up, he was put to work in the kitchens. His silver tongue and winning charm meant he was often sent to the markets to purchase goods. Benni made a great many friends and shady contact through this and was in the habit of smuggling food out of the kitchens to street-children, especially other halflings.
This relatively comfortable life was interrupted when a drunken wedding celebration erupted into a brawl. Benni's father Romo was hit by a flying jug, fell from the stage and died. Benni's expeditions into the markets took on a more sinister purpose as in a blind rage he began to collect weapons and prepared to call in favours from underworld figures. Before he could even form a proper plan for revenge though, his patrons disappeared.
No one has ever explained it to Benni's complete satisfaction but the consensus seems to be that his noble house was on the wrong end of some political scheming and was forced to flee in the middle of the night. This left a house full of servants without masters. Many melted into the streets but Benni and the other halflings stayed. Benni has since taken over providing for them by running errands in the market-place and selling off the few valuables the nobles left behind. He and another twelve halfings live in the abandoned mansion - hiding whenever creditors come to collect debts owed by the house. He knows it is only a matter of time before they are thrown out on the street but for now it's still home.
GM Hewy |
1d6 ⇒ 5
2d3 ⇒ (3, 2) = 5
As soon as Attris speaks to Bark, a guttural growl comes from the darkness ahead of the main group, beyond where Bark is.
Map to come if necessary. For now, it's enough to know that you're in a 5' wide tunnel, the left half of which is taken up by slowly moving sewerage about 6" below the 2'-wide walkway you're on (vigorous movement in such squares requires Acrobatics checks). Bark is 10' ahead of Berrin, who is 20' ahead of Attris and the rest.
GM Hewy |
Benni moves up with the others, an arrow nocked and senses straining.
Perception 1d20
I'm going to assume that everyone's moving up unless people let me know in the next couple of hours before I get the map up. I'll just put everyone up behind Bark.
GM Hewy |
Savage Attris |
Attris moves as quickly as possible to the right hand side of the tunnel. He drops his body weight in to a ready stance and will charge the first opponents that enters his field of view. (Dark Vision 60ft)
I'm done running
Initiative 1d20 + 2 ⇒ (2) + 2 = 4
Oh god kill me now! :(
GM Hewy |
Both Attris and Bark can see the creatures, and they are advancing implacable towards you. They growl again - they may be wounded, but it also seems unlikely that they intend anything but violence!
Roll initiative!
Ok, here's a map of the situation. Sorry it's crappy, but the ipad is the easiest way to do it. As for the initials (wasn't "B" a popular choice!), Bark=Blue, Berrin=Green, Benni=Mustard. The others should be self explanatory.
I would normally put up a spoiler saying "Appropriate Knowledge DC xx", and what the creatures are, but it seems everyone is reading all of the spoilers all of the time, which is unfortunate. I'd like to think we could go without sneaking peeks and metagaming, but we'll just have to wait and see.
If everyone can roll initiative and post their intended action like Attris, we can jump into round 1. Normally I will roll initiative, but seeing as Attris has taken the, er, initiative, we'll do it this way for this battle. If you just post what you'd like to do, I'll put them all together in order and tie it all together. If your intended action loses its target, or is otherwise rendered impossible/not helpful, I'll either tweak it slightly, or ask you what you'd like to do instead.
Go!
Bark: You have no idea what these creatures may be.
GM Hewy |
Benni don't forget you can both move and shoot through allies, although shooting through other creatures confers a +4 to AC for your target,, and if your target is in melee, that's -4 to your attack roll: an effective -40% on your chance to hit. But if you can move and get a shot away before they close for melee (for example moving down the left hand corridor a bit then shooting through Attris), it'll only be +4 to their AC with no -4 to attack.
Get all that? :)
Also, rather than penalise everyone for the cramped conditions, I'm just going to give Benni some bonuses.
Bark Maldork |
Bark after seeing Attris push through him and move right will step forward towards the humanoid creature coming from the north to make sure it cant move in behind Attris.
You can see the disappointment/frustration on Barks face as Attris moves straight through. He lets out a light moan.
why would you run straight in blindly when we could bottle neck them to us and deal with them one at a time? We don't even know what we are dealing with nor how many
You see Bark look left as he steps forward to make sure that tunnel is clear? perception 1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 3 ⇒ (20) + 3 = 23 init
GM Hewy |
Bark: How many squares north are you moving? Are you planning to attack, or ready an attack if a creature comes within range?
Benni: Don't forget your bardic performance ability, to give everyone +1 to stuff with inspire courage. Standard action to start, free action to maintain. Although a) you may be saving your rounds per day, and b) it does make noise.
I'm going to roll Berrin's initiative, so if it's low we can start the round.
Berrin: 1d20 + 4 ⇒ (17) + 4 = 21
lol of course he rolled high...
GM Hewy |
Alright Bark, you're first. From now on I'll get you to make attack/damage, or whatever rolls when you post what you intend to do, but we'll start that next round. Give me attack and damage, as you're first up :)
Also, as it becomes obvious to you as players what these creatures are, remember to keep what you know separate from what your character knows, as tricky as that is sometimes...
Bark Maldork |
1d20 + 4 ⇒ (15) + 4 = 19 power attack, Bark moves forward determinedly whilst slowly raising his sword behind his back to move in and cleave it upon his prey
2d6 + 9 ⇒ (2, 6) + 9 = 17 damage
happy to keep my knowledge separate. tricky indeed sometimes. l;et me know if you believe i am not :)
did i hit it did i hit did i did i?
GM Hewy |
Bark carefully manoeuvres forward to the approaching creature, spinning his greatsword deftly in the confined space, and slicing through the creature's left arm and most of the way through its torso. As he does so, the tunnel is filled with an even greater stench than that of the raw sewage, and the creature tumbles into the disgusting stream of waste with a low moan.
Berrin next.
Bark Maldork |
Bark carefully manoeuvres forward to the approaching creature, spinning his greatsword deftly in the confined space, and slicing through the creature's left arm and most of the way through its torso. As he does so, the tunnel is filled with an even greater stench than that of the raw sewage, and the creature tumbles into the disgusting stream of waste with a low moan.
Berrin next.
** spoiler omitted **
Berrin Earthbreaker |
Berrin will move up to Attris after(i assume) seeing Bark take down the creature in the northern tunnel. Can I see the creature in the right tunnel ?
Perception1d20 + 5 ⇒ (13) + 5 = 18
Im going to move up to it and attack with my greatsword
Attack roll1d20 + 5 ⇒ (3) + 5 = 8
Damage2d6 + 4 ⇒ (6, 4) + 4 = 14
D'oh!
GM Hewy |
Initiative Order
23 - Bark
21 - Berrin
17 - ???
14 - Janiven
7 -Benni
4 - Attris
Bark's action has been completed in grand style :)
Berrin steps past Attris, Acrobatics: 1d20 + 6 ⇒ (12) + 6 = 18, easily manoeuvring on the treacherous surface. He swings fiercely with his blade, but catches the tip on the roof as he swings, giving the creature ample time to dodge.
The lone creature then lunges at Berrin, trying to grab his head, 1d20 + 4 ⇒ (4) + 4 = 8, but Berrin fends off the clutching claws with the pommel of his greatsword.
Janiven steps carefully to the centre of the crossroads, drawing back an arrow, and letting fly 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14. The arrow skims off the roof above the creature, skittering down the tunnel..
Benni skips past Janiven onto the little shelf at the crossroads, looking pastier, Attris and Berrin. Assuming little chance of success, the halfling holds his little bow ready should an opportunity present itself. 1d20 + 2 ⇒ (14) + 2 = 16
Attris, unless you try an Acrobatics checks through the creature's square, you won't be able to attack it. Do you want to just move up behind Berrin, or throw some kind of improvised object over the big brute's shoulder?
Also, I'll update the map when I get the chance - probably fairly late tonight, sorry.
Regardless of what Attris does, I think you can all post your round 2 actions. Make any rolls you expect to have to make. I'll let you know if I have to apply any other modifiers.
Bark Maldork |
Bark after cleaving the creature in two will be heading back to the intersection to make sure the others are safe and provide cover to the rear. provided they are under control he will search hard for the 'sword' symbol at the intersection (take 20?). If they are not under control or there is more than the one other he has initially seen he will change course to attack.
Savage Attris |
Attris peers through the misty tunnels at the shape lurching toward him. His muscles tense as he studies his opponent.
This is no ordinary gait. This one limps. Best if I shoot the legs out from underneath him and cripple his already injured leg..
Attris prepares to charge then over the commotion Attris hears Benni.
An ice cold bolt of fear strikes through the spine of the hulking Half Orc. His heart begins to beat so strongly his body sways.
Undead!!! They have no spirit to break. Their touch is death. I can not fight such an abominations!
Attris enters into a fight or flight state.
RUN!
Attris attempts to flee past the target.
Acrobatics:1d20 - 2 ⇒ (8) - 2 = 6- Adjusted for armor
GM Hewy |
Attris, growling deep in his throat, attempts to charge through the tunnel past Berrin and the rotting creature, but slips on the slick surface, jostling into Berrin's back. Bark moves smoothly around the corner, observing as Attris slips to his knees into the young warrior.
Berrin's swing is lined up to cut the thing in half, but he staggers slightly as Attris tumbles into his back, and though his swing bites deeply into the creature's side, the thing still stands.
With a horrible hiss of pain, the zombie lunges at Berrin: slam: 1d20 + 4 ⇒ (3) + 4 = 7. Fortunately Berrin manages to frantically avoid the creature's lumbering, claw-like hands.
Janiven attempts another bow shot in the cramped confines of the tunnel, 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13, but again the small target over Berrin's shoulder and the wild movement of the hand-to-hand combat renders her shot ineffective.
Benni's voice rings out in support of his comrades, with a few choice insults thrown at the mindless creature you face. Evryone please factor in a +1 to all attack and damage rolls until Benni ends his bardic performance.
We're back to Attris again. I'll get a map up after work, but hopefully everyone's got an idea of where they are.
Bark Maldork |
Bark continues to look for the sword marking on the wall whilst the other are still fighting with the other creature.
Bark looks up after searching for the the battle still going on'
Are you guys ok up there? as he pulls out his bow and his tail slithers his sword away.
What are they doing? slain the creature already!