**WAAARRRHHH!**
With a black marble fireplace at one end and a sweeping red marble staircase at the other, the three heroes are caught in the middle, as four animated, hautned helmed horrors are attacking them!
We're en media res! ROUND ONE, draw for Initiative.
🎴(2)
🎴(7)
🎴(6)
🎴(1)
**Uhnnnnn!**
The Horrors from all sides, with two on Hank, another on Sheila, and another on Bobby. Each lumbers forth, swinging their longswords with deadly intent!
Vs. Hank: East Horror's SWORDS (12), rolls a ⬙(14) = Miss!
vs Hank: North Horror's SWORDS (13), rolls a ⬙(14) = Miss!
vs Sheila: West Horror's SWORDS (12), rolls a ⬙(20) = a demon!
The West Helmed Horror stumbles as it strikes, and Sheila dances back a step. The Horror overextends its movement, dropping prone to one knee.
vs. Bobby: South Horror's SWORDS (12), rolls a ⬙(4) = Hit!
Damage 2D8 (4, 1) = 5 piercing damage
Bobby's PARRY (CLUBS) (14) ⬙(9) = Parry!
The sword connects with Bobby's giant cudgel, making a giant CLANG!
They've got me pinned!
Hank's EVADE (14), rolls a ⬙(6) = Pops free!
Hank weaves between the clunky Horrors and makes for the bannister. Vaulting over, he takes a few steps up, then turns and fires an Arrow of Light at the East Horror, below.
BOWS (14), rolls a ⬙(15) = Miss!
I mean, *of course* there's haunted suits of armor!
(grabbing a nearby vase from a mantle, she crashes it down on the prone Horror's head)
vs. West Horror: IMPROVISED WEAPON via BRAWLING (10), with a boon (prone), rolls a ⬙(14, 17) = Ineffective!
ROUND TWO, draw for Initiative.
🎴(1)
🎴(8)
🎴(2)
🎴(10)
Hey, don't knock it! Or better yet, KNOCK 'EM!
vs. South Horror: CLUBS (14), rolls a ⬙(2) = Hit!
Damage 2D8 (6,2) + Damage Bonus D6 (2) = 10 - plate armor (6) = 4 bludgeoning
**MOAN!**
Oh, come on...
Before the West Helmed Horror can rise, she picks up the vase that bounced of its head and tries to smash it against him one more time.
vs. West Horror: IMPROVISED WEAPON via BRAWLING (10), with a boon (prone), rolls a ⬙(6, 9) = Hit!
Damage D8 (2) + extra D6 for prone (3) = 5 bludgeoning damage - plate armor (6) = Ineffective.
Never mind!
(running away from the Horror, she flips up her hood, making herself invisible)
How's this, instead?
vs. West Horror: BOWS (14), with a bane for FIND A WEAK SPOT, rolls a ⬙(13, 20) = a demon!
Hank's Arrow of Light misses the Horror and flies into the fireplace across the room. FWASH! It causes a magical flash of sudden intensity, and all the heroes are dazed (for one turn each!)
AHH! My eyes! Hank!
**GROAN!**
vs. Bobby: South Horror's SWORDS (12), rolls a ⬙(11) = Hit!
Damage 2D8 (1,3) = 4 piercing damage
The west Horror rises to its feet, and lumbers toward Bobby as well.
vs. Bobby: West Horror's SWORDS (12), rolls a ⬙(12) = Hit!
Damage 2D8 (3,5) = 8 piercing damage
The East Horror pursues Hank up the steps, with the North quickly behind.
vs. Hank: East Horror's SWORDS (12), rolls a ⬙(18) = Miss!
ROUND THREE, draw for Initiative.
🎴(7) -->(8)
🎴(2) --> (9)
🎴(9) -->(2)
🎴(8)-->(7)
**Psst!** Hank! Don't use the stairs!
While invisble, Sheila takes a decorative polearm from the crisscrossed pair on a wall decoration, slipping it through the stair railing as a trip hazard.
**GROAN!**
East Horror's EVADE (6),with a bane from PLATE ARMOR, rolls a ⬙(8, 1) = Toppled!
The East Helmed Horror trips over the awkward pole, crashing down into the stairs! The North Horror remains blocked and moans in anger!
vs. Bobby: South Horror's SWORDS (12), rolls a ⬙(5) = Hit!
Bobby's PARRY (CLUBS) (14), rolls a ⬙(17) = Oh no!
Aaah~~*
BOBBY!
vs. West Horror: BOWS (14), with a bane for FIND A WEAK SPOT, with a boon from KNOCKED DOWN, with a bane for being DAZED, rolls a ⬙(13, 12) = Hit!
Damage D10 (9) + Damage Bonus D6 (6) = 15 piercing damage... OK then!
**OOo~~**
The West Helmed Horror's plate armor bursts apart, in a explosion of Hank's light.
ROUND FOUR, draw for Initiative.
🎴(5)
🎴(4)-->(10)
🎴(10)-->(4)-->(9)
🎴(9)-->(4)
Hang in there, Bobby, we're coming!
**ROAR**
(now with an opening, advances on Hank)
vs. Hank: North Horror's SWORDS (12), rolls a ⬙(2) = Hit!
Hank's EVADE (14), rolls a ⬙(15) = he's hit!
Damage 2d8 (3,6) = 9 piercing damage - leather armor (1) = 8
The South Horror continues up the stairs, behind it's North counterpart. The East Horror advances directly to Sheila!
**GROAN!**
Oh, damn! It can see me!
vs. Sheila: East Horror's SWORDS (12), rolls a ⬙(6) = Hit!
Sheila's EVADE (14), rolls a ⬙(1) = a dragon! Bonus = Free manuever (not action)
Sheila tucks and rolls under the Horror's longsword attack. Her momentum carries her up on her feet, and she dashes to Bobby's side.
Bobby! You're OK, little brother! Come on! Come on!
Mom? uh... leave me alone... not time for school... uh...
Make a Death Roll.
Bobby's CON (16), rolls a ⬙(17) = one failure...
Bobby's RALLY (WIL) (12), with a bane, rolls a ⬙(6, 6) = Success!
Sheila..? Ugh! I'm starting to think this really is a Death House, and we're only in the second room!
Okay, well, then let's get rid of these guys, huh?
(spinning around, she taunts the nearest (south) Horror)
Yo! Squeaky! Ever heard of a oil can?
She spreads out to the other side of the room, closer to the fireplace.
ROUND FIVE, draw for Initiative.
🎴(7)
🎴(5)
🎴(1)-->(2)
🎴(2)-->(1)
**GROAN!**
(pursuing Sheila once again, it slashes with its sword)
vs. Sheila: East Horror's SWORDS (12), rolls a ⬙(13) = Miss!
(retreating down the steps, it follows Sheila as well)
**GROAN!**
vs. Sheila: South Horror's SWORDS (12), rolls a ⬙(6) = Hit!
Sheila's EVADE (14), rolls a ⬙(14) = Barely a dodge!
(pressing onward to Hank)
**ROAR!**
vs. Hank: North Horror's SWORDS (12), rolls a ⬙(13) = Miss!
This guy's getting way too close!
Hank's EVADE (14), rolls a ⬙(11) = Success!
Hank hoofs it over the railing, rolling and tumbling below the stairs, taking a few steps mid-way across the room before sliding, turning and taking aim...
vs. North Horror: BOWS (14), with a bane for FIND A WEAK SPOT, rolls a ⬙(2, 5) = Hit! YES
Damage D10 (7) + Damage Bonus D6 (2) = 9 piercing damage
Coming, sis!
(running up behind the South Horror, pummeling it with his cudgel)
Death Save: Bobby's CON (16), rolls a ⬙(5) = one success...
vs South Horror: CLUBS (14), rolls a ⬙(13) = Hit! with Massive Blow = -3 WP
Damage 2D8 (8,7) + Damage Bonus D6 (5) + Massive Blow D8 (4) = 24 bludgeoning damage WTF
The Cudgel of Might slams HARD into the Helmed Horror, sending it flying over Sheila's head and against the wall, where it shatters into pieces with a thunderous BOOM!
ROUND SIX, draw for Initiative.
🎴(8)
🎴(1)
🎴(4)
🎴(2)
Nice one, Bobby! Let's wrap it up!
vs. North Horror: BOWS (14), rolls a ⬙(14) = Hit!
Damage D10 (2) + Damage Bonus D6 (1) = 3 piercing damage - plate armor (6) = NONE OMG
(pressing onward to Hank, it descends the stairs even with its lumpy gait)
**ROAR!**
vs. Hank: North Horror's SWORDS (12), rolls a ⬙(4) = Hit!
Damage 2d8 (3, 8) = 11 slashing damage - leather armor (1) = 10
What the-- ?! Uhhh~~~!
Hank falls!
**GROAN?**
(turning toward Bobby and away from Sheila)
vs. Bobby: East Horror's SWORDS (12), rolls a ⬙(12) = Hit!
Bobby's PARRY (CLUBS) (14), rolls a ⬙(2) = Success!
Not Hank, too! Go down, you big bully!
(throws the armor at the North Horror)
vs. North Horror: IMPROVISED WEAPON via BRAWLING (10), rolls a ⬙(14) = Ineffective!
PING! against its armor. The Horror turns away from Hank's prone body.
ROUND SEVEN, draw for Initiative.
🎴(2)
🎴(10)
🎴(9)
🎴(3)
Death Save: Bobby's CON (16), rolls a ⬙(7) = two successes...
AAHHHH!
(rearing back like a grand slam batter, lashing out at the East Horror in front of him)
vs South Horror: CLUBS (14), rolls a ⬙(9) = Hit! with Massive Blow = -3 WP
Damage 2D8 (3,4) + Damage Bonus D6 (3) + Massive Blow D8 (6) = 16 bludgeoning damage - plate armor (6) = 10. Exactly.
SMACK! The Helmed Horror's head is sent turning around and around like a top, it unscrews and flies upward suddenly, sending the rest of the armor collapsing to the floor.
(lumbering toward Sheila)
**Nnnnnn!**
vs. Sheila: North Horror's SWORDS (12), rolls a ⬙(10) = Hit!
Sheila's EVADE (14), wiht a boon from CUNNING MANUEVER (-3 WP), rolls a ⬙(18, 17) = PUSH IT!
rolls a ⬙(8, 7) = Success! + Disheartened
Yikes! Hank? Hank!?
**groans**
Make a Death Roll.
Hank's CON (16), rolls a ⬙(16) = one success...
Bobby's RALLY (WIL) (16), with a bane, rolls a ⬙(8, 7) = Success!
Hank gets up, shaking his head, and backs to the edge of the room to give himself some range.
ROUND EIGHT, draw for Initiative.
🎴(5)
🎴(8)
🎴(3)
🎴(2)
(advancing on Sheila, pushing her back more and more)
**GROAN!**
vs. Sheila: North Horror's SWORDS (12), rolls a ⬙(10) = Hit!
Sheila's EVADE (14), wiht a boon from CUNNING MANUEVER (-3 WP), rolls a ⬙(4, 7) = Success!
I got ya, sis!
(running up behind the North Horror, leaping and smashing downward)
First, a Death Save: Bobby's CON (16), rolls a ⬙(18) = two failures...
vs South Horror: CLUBS (14), rolls a ⬙(17) = PUSH IT
rolls a ⬙(14) = Hits exactly! + Angry
Also Massive Blow = -3 WP
Damage 2D8 (6,7) + Damage Bonus D6 (4) + Massive Blow D8 (5) = 22 bludgeoning damage
Bobby's club smashes down so hard on the Horror that it crushes effortlessly, like an aluminium can.
Those.. guys... sucked.
Bobby.
To be fair, Sheila,
(wincing as he leans against the wall, clutching his side)
they *did* kind of suck...
to be continued in 7.5 First Floor . . .
GM FOOTNOTES:
Behind the scenes: this was a random encounter rolled on a table.
I'm going to propose a house rule: For piercing damage, a helmet's protection only counts if the attacker rolls a 1, 2, or 3. This assumes that most attackers are not trying to pierce near the head. For slashing/bludgeoning, the helmets work normally.
Edit to add: I don't know. Bobby sure needed all the help he could get. Talk about a glass cannon...
Wow. Massive Blow adds a LOT as an heroic ability. Bobby clearly was MVP, despite going down almost immediately. For the record, at the end of the battle, Bobby had 0 HP, 2 successful death saves + 2 failed death saves, and 6 out of 12 WP.
I really wish there was some GM advice about encounters. True, I did homebrew these creatures, but I based them off of the Skeleton Warriors. Normally, those have 8 HP, so I made these guys have 10. But having 4 of them, those 2 extra HP each means 8 extra HP total, which is almost one extra creature total. And sometimes it doesn't matter how many creatures you add when just ONE of them can take out a hero in 1 round with one lucky damage roll, and surely can take a hero out in 2 rounds.
Skeletons are also supposed to have damage immunity, but I gave these guys armor instead. If they had BOTH an insane amount of armor (plate at 6) AND half damage from weapons? Impossible.
I liked the 13th Age's battle math for its (relatively) easy way to judge how many monsters I could pit against a particular party. I could easily use a module from D&D and use the same number of monsters but scaled and flavored accordingly. I have not had good success with Dragonbane.