[PFS2] GM Steinkrug's Port Peril Pub Crawl (Quest #4) (Inactive)

Game Master steinkrug

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Venture-Captain Calisro Bennary has arranged for the PC's transport to the pirate haven of Port Peril to make contact with Free Captain Stella Fane and negotiate a contract with her, facilitating Society movements through the pirate blockades in the area. The job seems simple: track down the the pirate captain, secure the agreement, and then return to Absalom. But few things are simple when a den of villainous pirates is involved, and it's unlikely the PCs will be able to leave Port Peril without throwing a few punches in a proper pub brawl!


The group is aboard the retrofitted merchant vessel the Glorious Payoff, under the command of Venture-Captain and leader of the Horizon Hunters faction Calisro Benarry.

As a splash of salt crashes over the bow of the Glorious Payoff, Calisro Benarry deftly steers her ship through a hidden channel, carefully navigating through the barely visible rock and coral that protrude slightly from the water’s surface. Behind the Payoff, a slightly smaller ship—the Sea Sparkle—follows, making every effort to follow Benarry’s course as closely as possible. Off the port hull, thedeep green of the Garundi coast is illuminated by the late afternoon sun.

“See those gulls?” Benarry shouts over the flapping of the sails, “that’s the sandbar we’ll be dropping you off at. Barely sticks up over the waves, but the seabirds flock over it to feast on crab.”

“As I explained earlier, Vidrian—you might have known it as Sargava not that long ago—needs explorers to chart the trade routes to the south that they couldn’t use back when it was ruled by Cheliax. Simple enough bit of adventuring, but the new nation’s been having trouble with the Free Captains of late. Turns out when Vidrian broke free of Cheliax, the locals stopped paying the pirates protection money, and now they’re the number-one plunder target in the Shackles. What’s more, the pirates have set up a blockade preventing our ships from making it down to Vidrian to assist.”

“Thankfully, we’ve got someone on the inside. Stella Fane, a Free Captain with ties to the Firebrands and the Pirate Council, has been in contact with the Society. She and members of the Society’s leadership have put together a fairly clever plan to help the Society’s ships pass through the pirate blockades unharmed. The Wind and the Waves willing, the Payoff and the Sparkle can sail to Vidrian, no problem. While we’re doing that, I’ve arranged transport for you to Port Peril to meet with Fane and get her to sign this contract making the whole thing official—she may be a pirate, but she’s the kind that holds to her word. You’ll need to avoid drawing too much attention until after the deal is done. Once she’s signed the contract her friends in the Pirate Council will ratify it and there won’t be much the lesser captains can do. Be careful. Anyone looking to put a stop to this need only ensure that contract never gets signed.”

Benarry will be dropping you off soon, but it looks like you've a short period of time to ask her questions.

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

Holding tight to the railing and seeming a little green-faced, Milday now knows this is not like a boat ride on the city lake.
Sandbar? Gulls? Crabs? PIRATES?!, she thinks.

"I hope we are not to get our feet wet!"

"Venture-captain, who may the Firebrands be?
And who else must we avoid drawing the attention of?"

Grand Archive

CN Goblin Alchemist (Bomber) 1 | HP 20/20| AC 18 F: +7, R: +8, W: +2Perc: +2, Stealth: +4 | Speed 25ft | Active conditions: None. 1/3 Hero Points

Ortho checks his pack and his items, scans the horizon for any sign of pirate ships following or hunting them. Pirates! he thinks to himself, what a bunch of troublemakers. He stays silent as Prim asks her questions.

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli looks absently over the railing. "Might anyone already know of this upcoming contract? If not, the onus is on us to find Fane without drawing attention to our affairs. If so..."

Vigilant Seal

N Female Elf (Cavern) Rogue 3 | HP 30/30 | AC 20/22 (Nimble Dodge reaction, Deny Advantage), +1 vs. traps | F +5 R +11 W +9 (+1 vs. traps)| Perc(E) +9/+10 vs. traps, Darkvision | Stealth(T) +11, Trap Finder | Spd 30 | Hero Points: 1 | Active Conditions: none

Lusinel takes the contract from the Venture-Captain. "Where in Port Peril will we find Stella Fane?"

Envoy's Alliance

LG (male) human (Taldan) Wizard 1| HP 16/16 | AC 15 (16 with Mage Armor)| F +5 R +5 W +6 | Perc(T) +4 | Stealth(T) +5 | speed 25| Hero Points: 1 |Active Conditions: none

I would also worry about anyone who has an interest in not seeing the contract signed. Feldspar looks quizzically at the Venture Captain. Are you aware of any?

Vigilant Seal

N (female) Half-Orc Barbarian 1| HP 15/23 +4 temp while raging| AC 18 17 while raging| F +8 R +4 W +6 | Perc(E) +6 darkvision, low-light vision | Stealth(U) +1 | speed 25| Hero Points: 1 |Active Conditions: none

"How should we recognize Fane? Are there any agreed-upon signals? I'd hate to be fooled by an imposter."


Milady' wrote:


"Venture-captain, who may the Firebrands be?
And who else must we avoid drawing the attention of?"

The Firebrands are a loose group of folk who generally do good things, they especially dislike slavery, but like to put on a good show and attract a lot of attention while doing it. That's not the way you should be going about your mission. You should avoid the attention of anyone that's not Stella Fane.

Kazikli wrote:
"Might anyone already know of this upcoming contract? If not, the onus is on us to find Fane without drawing attention to our affairs. If so..."
Feldspar of Oppara wrote:
I would also worry about anyone who has an interest in not seeing the contract signed. Are you aware of any?

If we've done our job right, no one knows about the contract but us and Fane. But, sure, if word got out somehow, most pirates would want to keep us Pathfinders away on principle and any slavers would be against it. Our part of the contract is that we'll share any information on slavers with Fane. She hates 'em. In exchange, she approaches us first with any information she receives regarding archaeological sites and historical discoveries. Our obligation requires us to make the information exchange each time one of our ships passes through the Shackles, so attacking a Pathfinder ship is the same as attacking Stella and her allies on the Pirate Council. Smartest deal we’ve made, if you ask me. Careful with that contract, by the way. It’s all magicked shut, so only Fane can read and sign it.”

Lusinel wrote:
"Where in Port Peril will we find Stella Fane?"
Barb Ahalak wrote:
"How should we recognize Fane? Are there any agreed-upon signals? I'd hate to be fooled by an imposter."

“She’s a recent figure on the Shackles scene, as is her ship, the Risen Albatross. Word is, the Chelaxians bought her crew out from under her and tossed her overboard at sea. Some say she died and it’s her ghost sailing the waters and sinking slaver boats and Chelaxian ships left and right. I don’t believe it myself—never heard of a ghost that could put away as much rum as she’s been known to, that’s for sure.” Benarry gives you a basic description of Fane. "Hlar, who will be picking you up from the sandbar will bring you in close to the Albatross. From there, you'll have to suss out which of the watering holes Fane is set up in. If someone's pretending to be Fane, then things have gone very wrong."

Picture of Fane added to handouts.

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

"Well, thank you very much. Very clear information."


GM Screen:

Feldspar: 1d20 + 4 ⇒ (12) + 4 = 16
Lusinel: 1d20 + 8 ⇒ (7) + 8 = 15
Ortho: 1d20 + 2 ⇒ (13) + 2 = 15
Barb: 1d20 + 6 ⇒ (5) + 6 = 11
Milady: 1d20 + 7 ⇒ (1) + 7 = 8
Kazikli: 1d20 + 3 ⇒ (18) + 3 = 21

Benarry drops you off on the sandbar. As you wait, the tide comes in, eventually leaving you standing in a few inches of water in the middle of the ocean.

Kazikli notices a wooden crate barely protruding from the sandbar.

DC 20 Athletics check to pry open the crate. -2 to the check without a crowbar.

About an hour later, a small boat appears, sailed by an elderly female dwarf.

C'mon in. Sorry I'm late, came across a great spot for fishin'. She shifts around sacks full of shellfish and crap traps to make room for the party. Even so, there's just barely enough room for everyone to squeeze in. I'm Hlar. Be taking you into Peril.

Over the next few hours, Hlar sails her boat in a meandering path to shore along the submerged rock formations, every now and then jumping overboard and freediving for several minutes before reemerging with an oyster, sea urchin, or squid.

When the wind dies down along the way, she rows the boat instead, passing Barb an oar and saying, You look strong. Since Benarry made me come out of my way, least you can do is help me get you to shore.

Hlar’s boat arrives in Port Peril around sunset. As you drift into Crescent Harbor, sailors disembarking for shore leave remain clearly visible, singing rowdily as they work. Hlar soon lands at a smaller dock to unload her catch and gestures at Fane’s ship in one of the
docks—the Risen Albatross.

Fane's known for her riotous nights on the town, but I don't know where the kids go these days. Tsojmin, the harbormaster, probably have a better idea. She gestures at a bald dwarf nearby on the docks, checking off tasks in a ledger.

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

Milady pulls her dress up around her ankles and pouts.

"Greetings, Hlar.
I would prefer any peril over keeping on getting my feet wet.
That was very unpleasant."

Milady is quite upset for the long journey in the crowded skiff that stinks of fish.

"It would have been more convenient to have been dropped off directly by the big ship."

Grand Archive

CN Goblin Alchemist (Bomber) 1 | HP 20/20| AC 18 F: +7, R: +8, W: +2Perc: +2, Stealth: +4 | Speed 25ft | Active conditions: None. 1/3 Hero Points

Ortho stays silent during the trip. His eyes do light up when they arrive on the dock. Glad to be out of the water he thinks to himself. He never really had much taste for the rolling of the open waters. Never made him seasick per se, but usually pretty nauseous.

Vigilant Seal

N (female) Half-Orc Barbarian 1| HP 15/23 +4 temp while raging| AC 18 17 while raging| F +8 R +4 W +6 | Perc(E) +6 darkvision, low-light vision | Stealth(U) +1 | speed 25| Hero Points: 1 |Active Conditions: none

Barb offers Milady what assistance she can, trying to keep the fastidious Taldan from distress, sad that the wait is long enough that her efforts prove in vain.

"Well spotted," she says when Kazikli points out the crate. Pulling out her handy crowbar, Barb sets to work to attempt to gently pry it open. It proves recalcitrant.

Athletics: 1d20 + 7 ⇒ (2) + 7 = 9

Given the hour-long wait, is it possible to try again?

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

If there is time to keep trying at the crate, Kazikli gives Barb guidance in the endeavor.

He grumbles vaguely at having to crew a boat again, but is used to the basics and relieved no storms deter them this time. "I would hope Fane had the sense to lay low for the time being," he says before approaching Tsojmin. "Greetings, Sir. Have you any idea of Stella Fane's whereabouts?"

Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

Milady is very touched by Barb’s assistance and consideration.
 »Why, thank you so much! You are so civilized.»

Envoy's Alliance

LG (male) human (Taldan) Wizard 1| HP 16/16 | AC 15 (16 with Mage Armor)| F +5 R +5 W +6 | Perc(T) +4 | Stealth(T) +5 | speed 25| Hero Points: 1 |Active Conditions: none

Feldspar spends his time in the boat trying to be useful when he can, and when he can't reassuring Nugget that they aren't actually going to have to swim. Hopefully.

Vigilant Seal

N Female Elf (Cavern) Rogue 3 | HP 30/30 | AC 20/22 (Nimble Dodge reaction, Deny Advantage), +1 vs. traps | F +5 R +11 W +9 (+1 vs. traps)| Perc(E) +9/+10 vs. traps, Darkvision | Stealth(T) +11, Trap Finder | Spd 30 | Hero Points: 1 | Active Conditions: none

Lusinel accompanies Kazikli to talk to the harbormaster. "What a well-run port this is. Efficiency depends on knowledge, and I have no doubt that you, sir, know everything that goes on around here."

Diplomacy(T): 1d20 + 4 ⇒ (14) + 4 = 18


Unfortunately, the DC to open the crate is fairly high so that's a critical failure. You smash the contents, breaking several bottles of what looks and smells to have been alcohol of some kind.

The harbormaster eyes Kazikli. His face remains hard, but when Lusinel chimes in, it softens ever so slightly. Well, I do try to remain aware of what's going on. Looking for Fane, ye say? Try the Crow's Nest in Beggarbriar. He points south. Across the bay. Keep an eye on your purses. Now, get outta my port. I got work to do.

If you want to take any actions before heading into Beggarbriar, feel free.

It's clear Beggarbriar is the slums of Port Peril. At several points you see individual lurking in alleyways appraising your group and seemingly deciding that you're not worth the trouble to try to rob. Eventually, you come across what must be the Crow's Nest, a shack in a clearing from which rowdy drinking songs and squawks spew forth.

Do you head inside? Anything you'd like to do before doing so?

Grand Archive

CN Goblin Alchemist (Bomber) 1 | HP 20/20| AC 18 F: +7, R: +8, W: +2Perc: +2, Stealth: +4 | Speed 25ft | Active conditions: None. 1/3 Hero Points

Ortho has no obvious reason to go anywhere but inside.

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

Milady looks for the mat, to wipe her feet before going in.

Vigilant Seal

N Female Elf (Cavern) Rogue 3 | HP 30/30 | AC 20/22 (Nimble Dodge reaction, Deny Advantage), +1 vs. traps | F +5 R +11 W +9 (+1 vs. traps)| Perc(E) +9/+10 vs. traps, Darkvision | Stealth(T) +11, Trap Finder | Spd 30 | Hero Points: 1 | Active Conditions: none

Lusinel grins at the sounds coming from the bar and saunters through the door.

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli tries to stow his axe away in his backpack or robe before entering.

Envoy's Alliance

LG (male) human (Taldan) Wizard 1| HP 16/16 | AC 15 (16 with Mage Armor)| F +5 R +5 W +6 | Perc(T) +4 | Stealth(T) +5 | speed 25| Hero Points: 1 |Active Conditions: none

Feldspar takes the precaution of bringing up his mage armor before joining the rest in the bar.

Vigilant Seal

N (female) Half-Orc Barbarian 1| HP 15/23 +4 temp while raging| AC 18 17 while raging| F +8 R +4 W +6 | Perc(E) +6 darkvision, low-light vision | Stealth(U) +1 | speed 25| Hero Points: 1 |Active Conditions: none

Barb makes sure to stow her greataxe before heading into the establishment. She also ensures that it and her other weapons are ready to release and use if needed, though her fists deal almost as much damage as her club and are certainly handier.

As soon as she enters Barb looks around, first to establish exits and potential hazards. Next in an attempt to find their quarry. Her third priority is looking for likely trouble makers.

Spoiler:
Perception(E) +6


The Pathfinders make a few minor preparations before heading into the bar. The harbormaster called it the Crow's Nest, but you notice that the sign over the door says Rivanti's Bar. Crow's Nest is probably a nickname, and maybe not a kind one, as the establishment is almost entirely filled with tengus. You've probably met or heard of the race. While they lack wings, they nonetheless resemble birds, particularly crows or ravens given most have black feathers. Here and there, you notice one with brown or blue-black instead.

Some Optional Recall Knowledge I'm throwing in for flavor:

Religion/Society DC 15:

You recognize some of the tengu as priests of Hei Fang. The Tian Xia god Hei Feng's domain is the sea and the sky, whether it brings good fortune or ill. His holy symbol is a lightning bolt arcing out of a dark storm cloud. He is the patron deity of tengu and is worshiped in many lands. He often appears as a powerful tengu swordsman with a nine-ring broadsword and is accompanied by divine servants known as the counts of wind, rain, thunder, and lightning.

You also spot follers of Besmara, also known as the Pirate Queen, is a goddess most commonly worshiped by the sailor-folk of the Shackles or Ilizmagorti. She is said to captain her legendary ship Seawraith throughout the seas and waterways of the Great Beyond (especially the Maelstrom), making raids on places such as Hell, Elysium, Axis, and Heaven. Pirates don't tend to be a very religious lot, and generally only call on her on their death bed or if in extreme danger. Those few priests who do devote themselves to her generally also are captains of their own raiding ships and have a fierce reputation. Her symbol is the jolly roger, a universal emblem of piracy, normally a white skull and crossbones on a black field.

Most, if not all of the tengu appear very drunk.

Stella Fane is rather easy to spot as the only human in the bar. She sits surrounded by several empty mugs and spots you as you enter. “Ah, you’re just in time! Like little baby cleaner fish, not knowing that the shark might decide it wants a meal more than sparkling teeth. Let’s see what we’re dealing with. But first, a toast!”

She orders a round of drinks for herself and the party. Tossing back hers, she toasts to "calmer seas."

You may: 1) drink the toast, which is powerful, pungent, and has an aftertaste not unlike very old tar. 2) express reluctance to drink alcohol, in which case Fane will drink the toast meant for you and then offer you some Besmara's brine, a potent combination of ghost pepper, ginger, and bitter herbs, all steeped for days in seawater which is not an intoxicant, but, obviously, also a challenge to imbibe. Or 3) refuse to toast.

If you drink 1 or 2 make a DC 15 Fortitude Save or sputter embarrassingly afterwards.

Envoy's Alliance

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Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

Religion, trained: 1d20 + 6 ⇒ (16) + 6 = 22
Milady sees the priests and discreetly tells her comrades about this.
 »If you Religion lessons you would know that... »
All can read spoiler

Milady politely refuses the liquor, explaining that she does not partake, and takes the nice tea.
She nearly chokes—
1d20 + 7 ⇒ (3) + 7 = 10
—but her education kicks in and she drinks it all with a smile!
Hero Point: 1d20 + 7 ⇒ (9) + 7 = 16
 »Very nice! Thank you. »

Grand Archive

CN Goblin Alchemist (Bomber) 1 | HP 20/20| AC 18 F: +7, R: +8, W: +2Perc: +2, Stealth: +4 | Speed 25ft | Active conditions: None. 1/3 Hero Points

Ortho, smart Alchemist that he is, is smart enough to know better to imbibe an offered drink he isn't sure of, so he politely declines the offer drink. Most especially after seeing Milady' nearly choke to death on hers.

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli quickly sips down the toast through an inefficient-looking hole in the bottom of his mask...

Fortitude: 1d20 + 5 ⇒ (4) + 5 = 9

...and chokes soon after, dirtying the inside of the mask and doubling over for a few seconds. "An interesting concoction," he wheezes. "You Captains are a hardy lot."

Vigilant Seal

N Female Elf (Cavern) Rogue 3 | HP 30/30 | AC 20/22 (Nimble Dodge reaction, Deny Advantage), +1 vs. traps | F +5 R +11 W +9 (+1 vs. traps)| Perc(E) +9/+10 vs. traps, Darkvision | Stealth(T) +11, Trap Finder | Spd 30 | Hero Points: 1 | Active Conditions: none

Lusinel follows Kazikli's example, with distressingly similar results.

Fortitude: 1d20 + 4 ⇒ (3) + 4 = 7

"Alas. I knew I wasn't cut out to be a pirate. Don't suppose they serve Kyonin wine here?"

Vigilant Seal

N (female) Half-Orc Barbarian 1| HP 15/23 +4 temp while raging| AC 18 17 while raging| F +8 R +4 W +6 | Perc(E) +6 darkvision, low-light vision | Stealth(U) +1 | speed 25| Hero Points: 1 |Active Conditions: none

"Mighty kind of you to offer." Barb takes the proffered drink as she says this and tosses it straight down.

Fortitude: 1d20 + 8 ⇒ (10) + 8 = 18

"Good enough when the need hits." She looks around at her companions, "Though I guess it's not for some."

Envoy's Alliance

LG (male) human (Taldan) Wizard 1| HP 16/16 | AC 15 (16 with Mage Armor)| F +5 R +5 W +6 | Perc(T) +4 | Stealth(T) +5 | speed 25| Hero Points: 1 |Active Conditions: none

Feldspar eyes the drink with some caution. "I never could drink like the rest of the students, but thank you for the offer. And 'Calmer Seas' is a toast I can get behind these days."

He picks up the drink, echos the toast, and downs the glass.

fortitude: 1d20 + 5 ⇒ (20) + 5 = 25

"Stout. Definitely something I'd like to introduce to the first year students."


Fane laughs at Lusinel and Kazikli's reactions. She nods with respect at those who are able to handle their beverages, seeming particularly impressed with Milady. When Ortho refuses, she frowns and says, I see... perhaps your reputation is exaggerated.

After the toast, Fane says, Let's have a little game now before we talk business. Fane jerks her head over to a table where a large number of tengus make gestures as if passing something between each other. Jinx-eating contest, she explains. Trying to pass bad luck off on each other. I'll bet you can't guess which tengu will lose and take all the jinxes.

The contest last three rounds. A different PC must attempt the check to predict the winner each round. The DC increases by 1 each round. The check is Occultism (or Fortune Telling Lore, but I don't think anyone has that).

Looks like Ortho (+6), Lusinel and Feldspar (both +7) have the highest Occultism, if that's the route you want to go. Since we're PbP, you can roll the rounds out of order, for example if Ortho wants to do the first round but isn't the first to post.

Grand Archive

CN Goblin Alchemist (Bomber) 1 | HP 20/20| AC 18 F: +7, R: +8, W: +2Perc: +2, Stealth: +4 | Speed 25ft | Active conditions: None. 1/3 Hero Points

Occultism: 1d20 + 6 ⇒ (14) + 6 = 20

"I think that one will win." Ortho points to one of the Tengu.

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

Milady nods to Feldspar: "Now, that's a man who knows how to savour his drink!"

She will see if she can cast Guidance upon him when comes his turn to guess.

Vigilant Seal

N Female Elf (Cavern) Rogue 3 | HP 30/30 | AC 20/22 (Nimble Dodge reaction, Deny Advantage), +1 vs. traps | F +5 R +11 W +9 (+1 vs. traps)| Perc(E) +9/+10 vs. traps, Darkvision | Stealth(T) +11, Trap Finder | Spd 30 | Hero Points: 1 | Active Conditions: none

Second round Lusinel peers at the Tengu and nods. "There's mysterious forces hanging over that table, clear enough."

Occultism(T): 1d20 + 7 ⇒ (18) + 7 = 25

Envoy's Alliance

LG (male) human (Taldan) Wizard 1| HP 16/16 | AC 15 (16 with Mage Armor)| F +5 R +5 W +6 | Perc(T) +4 | Stealth(T) +5 | speed 25| Hero Points: 1 |Active Conditions: none

Feldspar examines the Tengu and finally decides

Occultism(T): 1d20 + 7 ⇒ (3) + 7 = 10

"I think it's that one," he says, guessing wildly.


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Ortho and Lusinel correctly predict the winner. Feldspar is not as successful, but Fane seems nonetheless impressed overall.

Very good. Well, I suppose that's enough fun and games. As if there was such a thing. I suppose we should get down to business.

She beckons the party to follow and heads to a table in the corner.

Will have an additional post up a little later today.


@Milady, Barb, Feldspar. Your reward for passing the Fortitude test earlier: Once during the adventure, you can use a reaction when you are targeted by an attack roll from an enemy you can see. If you do so, you stumble just as the attack is made, gaining a +2 status bonus to your AC against the attack.

Fane leads you back to her table. Map added to slides. Table marked with an S. I like you Pathfinders and I'll honor the terms of the deal. She takes the contract, removes one of her gloves and pricks her finger with a knife. She signs her name with blood and then rolls it back up and hands it over.

Fane looks around. “Never can tell who’s watching—the Free Captains have eyes and ears everywhere. Best to be sure that if these lot remember anything about this night, it’s not that they saw us here together.”

Fane sweeps her hat off her head in an exaggerated bow and bids you good night. She drops something at her feet and there's a deafening sound like a clap of thunder. You see her grab a large flagon of beer off the table nearby and fling the liquid out into the bar area before there's a huge puff of smoke and she disappears.

Immediately, the tengus in the bar start yelling at each other. Besmaran and Hei Fangan each blaming the other for what just occurred. Before you know it, a fight breaks out in the bar.

Bar Fight!!!:

Feldspar: 1d20 + 4 ⇒ (9) + 4 = 13
Lusinel: 1d20 + 8 ⇒ (9) + 8 = 17
Ortho: 1d20 + 2 ⇒ (12) + 2 = 14
Barb: 1d20 + 6 ⇒ (19) + 6 = 25
Milady: 1d20 + 7 ⇒ (16) + 7 = 23
Kazikli: 1d20 + 3 ⇒ (8) + 3 = 11
Bar Fight: 1d20 - 10 ⇒ (19) - 10 = 9
Storm Acolyte Red: 1d20 + 6 ⇒ (15) + 6 = 21
Storm Acolyte Blue: 1d20 + 6 ⇒ (15) + 6 = 21
Storm Acolyte Green: 1d20 + 6 ⇒ (4) + 6 = 10
Storm Acolyte Yellow: 1d20 + 6 ⇒ (9) + 6 = 15

Initiative
Barb
Milady

Storm Acolyte Red
Storm Acolyte Blue
Lusinel
Storm Acolyte Yellow
Ortho
Feldspar
Kazikli
Storm Acolyte Green
Bar Fight

I've placed your token on the map near Fane's table. Feel free to make a free adjustment of your token of up to two squares before your turn.

As this is a bar fight, enemies will be knocked out upon reaching 0 HP and only die if you keep doing damage to them.

In addition to four storm acolytes, the bar fight is represented by six zones on the map. Numbered 1 through 6. Each zone has it's own HP and can be targeted with attacks. The zones are represented in the initiative by "Bar Fight."

Barb and Milady are up.

Envoy's Alliance

Prim Taldan Lady
Stats:
HP 41/41| 2/2 Focus Points | Spells slots: 3/3@lvl 1 ; 2/2@lvl 2 | 1/1 +1 Hero Point | Perc’ [Ex.] +10 ; Stealth [Un.] +0 ; Speed 25 ft. | AC 18 | Fort' [Ex.] +9 ; Ref' [Ex.] +8 ; Will [Ex.] +10
Active conditions: recovery check DC 9 + dying value |Godless Healing

Milady sees the lady disappear in a puff of smoke: "How rude!"

And then the bar fight erupts.

Milady stomps her foot, and calls out to her comrades: "Do NOT get your clothes dirty! Remember your manners! No foul play, just hit them in the jaw!"
She inspires courage in her friends.
@ALL have a +1 status bonus to attack rolls, damage rolls, & saves vs. fear effects.
She then bows deep at the end--
Spending 1 Focus point to attempt Lingering Performance ; DC = to highest level in our group
Performance, trained: 1d20 + 7 ⇒ (18) + 7 = 25
Bonus lasts 3 rounds or 4 rounds if Critical Success

Moving Milady 2 squares to be beside Barb (probably on the stairs?)

Milady then casts a spell and reaches out to touch Barb: "Do you wish your fist, or your weapon to be more powerful?"
(will touch the weapon Barb chooses ; giving it +1 Striking for 10 rounds)
_______________
@GM: thanks for the AC bonus - noted.


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You should be able to move your tokens on the map now. I moved Milady next to Barb.

To be clear, your goal is probably to escape the bar with the contract. The exit from the bar is the stairs in Zone 5, but you'll have to actually make it out of Zone 5 as the fight has spilled out into the street.

Vigilant Seal

N (female) Half-Orc Barbarian 1| HP 15/23 +4 temp while raging| AC 18 17 while raging| F +8 R +4 W +6 | Perc(E) +6 darkvision, low-light vision | Stealth(U) +1 | speed 25| Hero Points: 1 |Active Conditions: none

We need to just get out of here with as little fuss as possible, Barb thinks to herself. She can then be heard muttering, at least by those closest, "No, this is not a good time, Shri. Yes, I do think fists are the most appropriate, Shakkah." Her voice has a slight edge of frustration.

In response to Milady, Barb holds up her fists. "I want to keep this as least bloody as I can. Stick behind me and I'll try not to make too much of a mess."

She leads off down the stairs, swinging her fists as needed to clear a path and keeping a wary eye out for attacks coming her way.

Barb is most likely to use her reaction in response to an incoming blow that looks like it will be severe (such as a crit).

Fist(T) attack+IC+Striking: 1d20 + 7 + 1 + 1 ⇒ (18) + 7 + 1 + 1 = 27 potential nonlethal bludgeoning damage: 2d4 + 4 + 1 ⇒ (1, 3) + 4 + 1 = 9
Fist(T) (2nd)attack+IC+Striking: 1d20 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13 potential nonlethal bludgeoning damage: 2d4 + 4 + 1 ⇒ (1, 3) + 4 + 1 = 9

Still not entirely clear about the zones and the need to fight them. If it would make more sense to apply these hits to our initial zone (1) or stop before entering zone 2 and apply them there, then that is what she would do. Otherwise, happy to try to subdue red to clear a path.

Actions: Stride; Strike; Strike

Vigilant Seal

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N Female Elf (Cavern) Rogue 3 | HP 30/30 | AC 20/22 (Nimble Dodge reaction, Deny Advantage), +1 vs. traps | F +5 R +11 W +9 (+1 vs. traps)| Perc(E) +9/+10 vs. traps, Darkvision | Stealth(T) +11, Trap Finder | Spd 30 | Hero Points: 1 | Active Conditions: none

Zones of the bar fight will try to do things to us - we don't know what they are yet or if they are better or worse than the individual enemies. Subduing the zones the party passes through would reduce the damage they potentially cause, but since we don't know what any of their effects/attacks are, we don't know if it's worth trying to subdue the zones compared to going after the individuals or simply getting the hell out.


Yeah, it’s kind of your call Barb. From your character’s perspective, there’s chaos all around you representing the bar fight. It’s more like an ongoing hazard that might do something to anyone in the zone unless the zone is “disabled” by reducing its HP. Meanwhile the Storm Acolytes seem somewhat focused on your group. Whatever seems most advantageous to you.

Vigilant Seal

N (female) Half-Orc Barbarian 1| HP 15/23 +4 temp while raging| AC 18 17 while raging| F +8 R +4 W +6 | Perc(E) +6 darkvision, low-light vision | Stealth(U) +1 | speed 25| Hero Points: 1 |Active Conditions: none

Focus on red. If that first hit is actually a crit and does sufficient damage to take red down then apply the second to the general zone. Otherwise, both to red.


Initiative
Barb (-1)
Milady
Storm Acolyte Red
Storm Acolyte Blue
Lusinel
Storm Acolyte Yellow
Ortho
Feldspar
Kazikli
Storm Acolyte Green
Bar Fight

Barb strides forward and knocks out one of the acolytes with one punch. She follows this up with enough damage to other fighting tengu that those wanting to keep fighting retreat into other areas of the bar.

Zone 2 is disabled.

Another acolyte squawks loudly seeing his colleague knocked out and takes a step forward toward the barbarian and swipes at her with his scimitar, managing to just nick her.

Attack 1: 1d20 + 8 ⇒ (15) + 8 = 23 Slashing: 1d6 ⇒ 1
Attack 2: 1d20 + 3 ⇒ (6) + 3 = 9 Slashing, Forceful: 1d6 + 1 ⇒ (3) + 1 = 4

Lusinel is up.

Vigilant Seal

N Female Elf (Cavern) Rogue 3 | HP 30/30 | AC 20/22 (Nimble Dodge reaction, Deny Advantage), +1 vs. traps | F +5 R +11 W +9 (+1 vs. traps)| Perc(E) +9/+10 vs. traps, Darkvision | Stealth(T) +11, Trap Finder | Spd 30 | Hero Points: 1 | Active Conditions: none

Lusinel glares meaningfully at the drunken mob surrounding the majority of the party.

Intimidate(T) to disable Zone 1, Intimidating Glare: 1d20 + 4 ⇒ (16) + 4 = 20

She then moves to flank Blue and jabs at her opponent with an immaculately-gloved fist.

Unarmed attack(T), IC, finesse: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 vs. flat-footed
Unarmed attack damage, IC, sneak attack: 1d4 + 4 + 1 + 1d6 ⇒ (2) + 4 + 1 + (6) = 13 nonlethal

Intimidate, Stride, Strike

Reminder: Lusinel uses her Nimble Dodge reaction on the first attack against her in each round. The trigger is an attack, not a hit.


The crowd around the table gets a good look at Lusinel and most of them decide to wander off. The elf then gets in a good punch on the acolyte bothering Barb and knocks him out.

One of the other acolytes scampers up the stairs toward the rest of the party and swings his scimitar at Ortho. The first strike hits hard, smacking the goblin right in the nose with the flat of the blade. Critical Hit, 8 damage. When this hit, a blast of electricity burst out around the goblin, catching Feldspar as well. His second attack misses.

Attack 1: 1d20 + 8 ⇒ (20) + 8 = 28 Slashing: 1d6 ⇒ 4
Attack 2: 1d20 + 3 ⇒ (7) + 3 = 10 Slashing, Forceful: 1d6 + 1 ⇒ (3) + 1 = 4

Lighting: 1d6 ⇒ 1

Zone 1 disabled.

Initiative
Barb (-1)
Milady
Storm Acolyte Blue
Lusinel
Storm Acolyte Yellow
Ortho (-8)
Feldspar
Kazikli

Storm Acolyte Green
Bar Fight

Ortho, Feldspar and Kazikli are up.
Ortho, Feldspar make a DC 13 Reflex Save. It's only 1 damage, so you're shooting for a crit. success to avoid it. Critical failure is 2 damage and you're deafened for 1 round.

Envoy's Alliance

LG (male) human (Taldan) Wizard 1| HP 16/16 | AC 15 (16 with Mage Armor)| F +5 R +5 W +6 | Perc(T) +4 | Stealth(T) +5 | speed 25| Hero Points: 1 |Active Conditions: none

reflex: 1d20 + 5 ⇒ (4) + 5 = 9

Feldspar mutters something rude in Shoanti as the shock hits him, then gestures at the mug sitting on the table beside him, sending it flying toward the green acolyte.

Telekinetic projectile, nonleathal: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24

[dice= Potential damage (b)]1d6+4]

I put in the non-leathal -4 from memory - I’m at work without my books. Adjust as needed please.

He then gestures to bring up his magic shield.


Correcting Feldspar's damage roll
Potential damage(b): 1d6 + 4 ⇒ (1) + 4 = 5

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