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Will: 1d20 + 6 ⇒ (13) + 6 = 19
It seems that I still have my battlefield voice from my army days
Striding confidently though the dispersing fighters nearby, contining towards door, Gabros once more commands the crowd.
"Your fellow patrons have taken my hint and are letting us past. See that you do the same! Or you will come to regret it"
Intimidate: 1d20 + 5 ⇒ (19) + 5 = 24
Stride, Stride, Intimidate
I am loving these rolls

GM Deneve |

Unbeknownst to him, the hex shadow tests Gabros' will and finds it will not bend to no one. There is strength in the older man. Not finding purchase it moves on, finding a weeping servitor in the corner. Gabros, meanwhile, has the air of someone in command round him. The tengus seeing him as some old pirate captain and his faithful dwarven first mate setting things right. Even the newly arrived badly bruised half-orc gets out of his way.
Only two small pockets of fighting remain inside Rivanti's as the group of tengu are oblivious to the calm setting in. The growing silence in the bar highlights even more the pain filled voice of the black tricorn wearing tengu as his comrade fell to the floor. The purple tengu lies there in a pool of blood.
(Medicine or Perception DC 15 to know the status of the downed tengu)
Furious, it steps forward and attacks Hammick in silence; tears in its eyes.
Scimitar Strike: 1d20 + 8 ⇒ (10) + 8 = 18
Scimitar Strike: 1d20 + 8 - 4 + 1 ⇒ (15) + 8 - 4 + 1 = 20
Scimitar Dmg (S): 1d6 ⇒ 3
Scimitar Dmg (S): 1d6 + 1 ⇒ (3) + 1 = 4
(Stride, Strike, Strike)
Even parrying, the strength, the fury behind them is too much for Hammick, and he receives deep, vicious cuts that not even his armor can mitigate. (-7 hp)
Initiative Order - If you're tagged you may act.
Red, Green & Fuschia pacified, all other areas are still brawling
Round 3
Bert |
Gabros |
Black tricorn tengu |
Norbert (Purple)
@Hammick -12hp | Immune: Demoralize
@Inzo |
@Orla -6hp | Immune: Demoralize
@Kutu -5hp | Will bot him when his turn comes up.
White thundercloud tengu -6hp |
Yellow thundercloud tengu -6hp|
Brawling bar patrons|

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Medicine Check: 1d20 + 4 ⇒ (16) + 4 = 20
Orla looks in alarm at her nearby dwarven colleague's wounds. She notes the distressed tengu along with the still one lying in a pool of its own blood. The halfling sighs resolvedly.
"Desna, take me. I hope my merciful soul isn't the death of me."
All three actions: full healing burst, affecting everyone within 30 feet.
Healing Burst: 1d8 ⇒ 1 HA!
The halfling smirks, then raises her voice above the din, addressing the tengu combatants (not using her ventriloquism).
"Y'all, we're not here for blood. Mercy and forgiveness are two languages that we speak. We just want to leave. Let us do so."

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Diplomacy Check: 1d20 + 3 ⇒ (5) + 3 = 8
Orla will enact her Halfling Luck here for a reroll.
Reroll: 1d20 + 3 ⇒ (14) + 3 = 17

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Spotting a gap in the crowd, the inebriated goblin leaps into action. Thud! Inzo's head smashes into the floor, following an attempt at a vault over the bar. Throwing stars go in all directions.
In a flash, he's up and running for the door.
"I'm not going in the clink for this! Let's go." Inzo blasts with gusto.
Action 1: Vault bar
Action 2: Hunted Shot on Yellow Tengu (ignore first range increment)
Action 3: Stride towards the exit
Shuriken (nonlethal): 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15 | damage (S): 1d4 + 1 ⇒ (4) + 1 = 5
Shuriken (nonlethal): 1d20 + 7 - 2 - 2 ⇒ (20) + 7 - 2 - 2 = 23 | damage (S): 1d4 + 1 ⇒ (2) + 1 = 3
crit: 1d4 + 1 ⇒ (4) + 1 = 5

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Hearing Orla call out about that mercy and forgiveness, Hammick laughs at the joke, since the last blade almost gutted him.
He glances down at the tengu that he just chopped down.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Keeping his wall of moving ax blade swinging he tries to keep Orla from harm. As he lashes out at black tricorn wearing tengu.
Dwarven Waraxe attack: 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 10
Dice+base-Frightened
Slashing Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Hatchet Attack: 1d20 + 6 - 2 - 1 ⇒ (15) + 6 - 2 - 1 = 18
Dice+base-2nd Attack - Frightened
Slashing Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Hatchet Attack: 1d20 + 6 - 4 - 1 ⇒ (17) + 6 - 4 - 1 = 18
Dice+base-3rd Attack - Frightened
Slashing Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Strike,Strike,Strike

GM Deneve |

The black tricorn wearing tengu heaves with sadness and that hesitation was what Hammick needed. The waraxe swing misses but creates the opening he needed to cut the tengu down. As it falls it receives another deadly strike until it crumples next to the floor with Norbert.
Inzo runs past the barroom, dodging punches, and jumping over several groaning knocked down patrons and stands next to Gabros before sending his shuriken flying. The first one manages to fall less than a foot from his target, but the second one hits the yellow-robed tengu squarely on the shoulder, releasing a pained squawk.
Both Hammick and Orla can tell that both tengus are grievously wounded by Hammick's axes and are at death's door.
"Are they dead?", both can hear the nervous mutter of the cowed patrons of that area. Somewhere a tengu stiffles a sob.
Orla:"Desna, take me. I hope my merciful soul isn't the death of me."
Calling on Desna, a shimmering wave expands outwards from Orla, stabilizing both fallen tengus and healing surface wounds from allies and foes alike.
Orla:"Y'all, we're not here for blood. Mercy and forgiveness are two languages that we speak. We just want to leave. Let us do so."
The remaining Hei Fengan tengus eye the fallen Besmaran tengus and the yellow-robed tengu speaks, each word painfully pulled from his beak as he leans dizzily against his partner for support.
"You... made us lose, you little... cheat. This contest... is not worth my life. Don't want to see you again... you minx-jinx!" Weapons lowered, they walk away, melting into the crowd.
"Orla, we need to go", Kutu says softly, but urgently before rushing next to Bert.
1 Orla
2 Inzo
3 Bert
4 Hammick
5 Gabros
6 Kutu
Bar fight Selection: 1d6 ⇒ 6
(Kutu, does a Will saving throw)
Will Save: 1d20 + 5 ⇒ (3) + 5 = 8
From the blue room someone picks up the skull that was left on the floor is throws at another patron. The assaulted party ducks, as the skull goes straight towards Kutu! He blocks it with his scythe, but as the skull hits his blade, a dark mist rises and enters his body through his eyes and nostrils! Kutu doubles over and crashes against Bert.
"Sorry", he mumbles weakly. (Kutu is Clumsy 1)
@Everyone Battle against the tengus is over, but people are still brawling in the bar. Combat is not over.
Initiative Order - If you're tagged you may act.
Red, Green & Fuchsia pacified, all other areas are still brawling
Round 4
Bert |
Gabros |
Hammick -11hp | Immune: Demoralize
Inzo |
Orla -5hp | Immune: Demoralize
Kutu -4hp | Clumsy 1
White thundercloud tengu -6hp
Yellow thundercloud tengu -9hp
Brawling bar patrons|

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"WHO THREW THAT!" Bert roars at the brawling mob in the corner. His eyes flash with sudden anger and he pounds the stool against his shield in a heavy banging beat. "DOWN ON THE FLOOR NOW 'FORE I SIT YOU ALL DOWN FOR GOOD."
Intimidate: 1d20 - 1 ⇒ (18) - 1 = 17
Unsure if his words had their intended effect - or furious enough to not care - he wades into the group beating about with his improvised weapon.
Improvised Weapon: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23 | damage (B): 1d6 + 4 ⇒ (1) + 4 = 5
"TAKE. A. SEAT!" he yells, punctuating each word with a strike from the splintering stool.
Still one action left, so if that intimidate was enough to cow them he'll move to another group for the attack action. Otherwise he'll moved towards the door after finishing dealing with the blue area.

GM Deneve |

(That was more than enough, trust me)
Patrons stop punching and biting each other in mid action as Bert's voice booms in the small room. Tengu servitors and patrons rush in to help the fallen, although anyone with a moment to spare could see how the fallen are being looted on the floor. One of injured begins to complain as he receives a blow on the head from one of his "saviours".
There is a small pocket of fighting still going on at the bar, but the proprietor and his band of tengu servitors are already "pacifying" the area. However, a quick glance into the dark pit that is the street, shows that the inhabitants of Beggerbriar are looting and fighting each other in the shadows of Rivanti's, with the moon and the stars baring witness to the flash of steel and screams.
"That's all I've got, please!"
"Call the guard!"
"What guard, you fool!?"
(Bar interior is pacified. Street is still "unruly". Encounter mode continues. Don't forget you all have hero points)

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I hope I’m not stepping on toes, but I feel inspired.
”Hold on, y’all,” Orla says to her comrades. ”The moon and the stars are my specialty.”
Orla pulls a potion from her vest and downs it.
Action #1: interact with silver-tongued mutation potion. Action #2: Use Deception to Impersonate. Ventriloquism is still active.
Pitching her voice to come bellowing out from the door of the tavern towards the streets, Orla calls out: ”There’s no guard here, but we Chelish Naval officers don’t take kindly to any Port Peril pilferers! For Queen Abrogail and House Thrune!“
Deception Check: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Orla giggles to herself and looks at her comrades.
”Well, they’ve either run off with soiled britches or they’re fired up and looking down the alleyway my voice came from. Either way, we should get amongst before they see through the ruse, eh?”
Orla will stride towards the door if she has an action left.

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Gabros grins at the halfling's tactic and decides to join in.
Striding out the door he stands tall and calls out the crowd drawing his sword.
"With the backing of Infernal legalities you will be struck down where you stand should you dare oppose us in our duties. Leave now!"
Deception: 1d20 + 5 ⇒ (15) + 5 = 20
Intimidate: 1d20 + 5 ⇒ (14) + 5 = 19

GM Deneve |

"The Chelaxians, the Chelaxians are here!"
The streets erupt into utter chaos as the inhabitants stampede, leaving the looting and trying to get the Hell out of there. From inside the bar, weapons are drawn as the voice of the yellow-robed tengu screeches:
"LET'S GO GET 'EM, BOYS!"
The bar erupts in a loud cheer and you find yourselves riding a tide of bloodthirsty tengu pirates as they storm the streets, looking for the Chelaxians.
As you're pushed, shoved and nearly trampled on, you manage to hear a civilian yell in horror, "Call the Hurricane King!", before getting brained by some brass knuckles. "He's no more, old man!", a wicked voice replies.
As you're going with the flow, you notice the young servitor you saved by Rivanti's entrance, waving the deformed skull around.
"AHOY! YOU DROPPED THIS, CAPTAIN!", he screams at Gabros. The skull almost seems to be floating in his claw, an ivory isle in a sea of black feathers before sinking in that sea, the skull disappearing with a cackle.
Thankfully, you all find a side alley and take cover as the street is a full on abattoir of fists, swords and ale. Outlined against the long street, and running uphill is the shape of Hlar. The elderly dwarven woman shoving and pushing aside rioters until she makes her way towards you.
"I THOUGHT I TOLD YOU TO STAY OUT OF TROUBLE!", she screams above the crowd to be heard. She bashes a nearby pirate who sought refuge in the same alley as you with a heavy oak club. "TIME TO GO!"
For the better part of an hour, Hlar navigates you through the uproarious streets of Beggerbriar, her dinghy still in one piece. She tosses an oar to Gabros and the other to Bert. "Row, damn you!" She then proceeds to unfurl the sail, her small boat sailing out of the harbour as larger ships come sailing towards the Beggerbriar, including the Risen Albatross. "Free Captains about to set order", Hlar mumbles.
Your expeditious retreat allows you to get back to the sandbar in record time. "Tell Benarry she owes me", she says curtly before sailing off, leaving you with some dried squid and a jar of fresh water.
A day later, and after being badly sunburnt and parched, another commissioned ship picks you up, no questions asked and transports you back to Absalom. After an hour's rest, you are summoned to Venture-Captain Ambrus Valsin's office to present Stella Fane’s contract.
"Excellent. The Viridian is open to the Society at last. I heard there was some trouble, and I did worry that Benarry was going to send newer members on such an important, diplomatic mission. Yet I see my fears were unfounded."
He opens his cabinet and produces several older looking wayfinders. "It's not much, but please allow me to thank you for your performance in such a delicate mission. I'll be sure to keep you in mind if we have another diplomatic mission that requires envoys of your calibre."
So ends this chapter pertaining to the negotiation of the Port Peril Accord in the Pathfinder Chronicles, recorded on 13 Pharast 4720 at the Grand Lodge in Absolom.