Old Dog Ravant |
Old Dog looks regretfully at the fallen acolyte, before gesturing over to section 5.
"Some of those... people look like they haven't seen sense yet. What do you say we walk over there as a group and see if we can make them see reason? Or stars?"
When next he gets to act, Ravant will move up to join the rest of the party. My view is that we should congregate in the south end of section 3 before moving to section 5, which still needs to be pacified before we can get to the door.
This presumes Serane either pacifies Section 6 or exits; if she's still in a punch-up there, Ravant will move to her aid.
Lyric Earthsong |
Hmm suggested we could jump the rail in Section 2 to get into Section 1 and get out. It would seem to me, if we pacify all the sections, we'll be remembered far easier than if we don't... So, leaving at least one or two brawling would be best, in my view. Since 2 is already pacified, it's a clear shot to the door and out.
GM Hmm |
Serane is still in an unpacified section of the bar, but fortunately she raised her shield!
The pub fights back!
General Mayhem: 1d20 + 9 ⇒ (19) + 9 = 28
She blocks the damage with her shield!
Then the Jinx Hex strikes!
Serane's Fort Save: 1d20 + 7 ⇒ (12) + 7 = 19
Serane shakes it off!
★ --- ★ --- ★ --- ★
Round 3
Active conditions: Inspire Courage!
Serane (-7)
Tihun (-2)
Old Dog (-4)
================================
Pink Storm Acolyte (DOWN)
Blue Storm Acolyte (DOWN)
Yellow Storm Acolyte (DOWN)
================================
Lyric
Sir Brian
================================
Port Peril Bar Fight
Section 1
Section 2 (location of Lyric, Sir Brian, Tihun, PACIFIED)
Section 3 (PACIFIED)
Section 4 (location of Old Dog, PACIFIED)
Section 5
Section 6 (location of Serane, -6)
★ --- ★ --- ★ --- ★
Everyone's up! Do you keep fighting, or do you try to exit? Remember that Section 1 is pretty large and still unpacified!
Sir Brian |
Sir Brian will see what Lyric does.
Old Dog Ravant |
"Right. Hasty exit. But we still have friends getting punched."
Ravant charges forward to the corner of section 6 to aid Serane.
Actions1 & 2, move across the bar to the corner of section 6.
Action 3, punch out some brawlers.
fist: 1d20 + 9 ⇒ (16) + 9 = 25 bludgeon, non-lethal: 1d4 + 4 ⇒ (4) + 4 = 8
GM Hmm |
Ravant pacifies Section 6!
Are you now all leaving?
Serane |
Sorry about last night - very long day
Serane blocks the various bottles and chairs being thrown or broken over her.
After Old Dog comes over and joins in and beats some sense into the rowdy crowd, Serane lowers her weapons and shield a bit and says, "Thank you Old Dog, I appreciate the help."
She turns to the others, "I think we have what we came for and it looks like we can leave, ready everyone?"
GM Hmm |
You all take off at a run. Finally, you make your way back to Hlar's boat, contract in hand. The old diver is upset at having to row you back out so soon after just arriving in town. "I was hoping to take a few days off, I was." Then she sighs. "It's probably best to leave after being involved in a brawl of that size." She navigates you back to the sandbar she originally picked you up at, leaving them with some dried squid and a jar of fresh water. A day later, another commissioned ship travels by and offers to transport you to Absalom. There, you present Stella Fane's contract to Venture-Captain Ambrus Valsin, notifying him that she's agreed to aid the Society with passage through the blockade, and that the way to Vidrian is open. In gratitude for their service, Valsin presents the PCs with an archaic wayfinder.*
"Well done!"
THE END
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*AKA, a discount should you choose to purchase a Wayfinder with cash.