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"Not Dragon" to Rawiri "Better Briney!"
The customary alto pitch of his scratchy and grating voice replaced with a brassy baritone.

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Jaune felt it was time like this that his skills as a performer was needed now more than ever as he pulled out his guitar and strummed it with a winding windmill movement of his arm. The chord would ring, somewhat muffled by the commotion and fighting of the rowdy crowd. Naturally fighting the crowd like some his compatriots were doing was a possibility for him, he doubted that doing so would be rather nice a thing to do to folk, save for the more rowdy that seemed to want to gut.
"Sailors, gamblers, and pirates of all stripes, it is time to be amazed by the musical talents of Jaune the Astounding, Stupefying, Terrific Bolten, he'd speak before going straight into the chords in a quick manner. His song was a Varasian one that emphasized a quick tempo, a favorite of some from the region.
Performance: 1d20 + 7 ⇒ (2) + 7 = 9
Yet it appeared like his music for the time being was on deaf ear. A shame, as he rather liked the song Red Plum. He would quickly change it to a Moderato tempo, a new key. Soon Rawiri would feel a guiding hand of music direct his path. The Song being Friends All Around.
1st Action Pull out guitar
2nd Action Perform
3rd Cast Guidance on Rawiri

GM Watery Soup |

The crowd jeers Jaune. "Go back to Riddleport!" one of them shouts. "Hey, I'm from Riddleport!" another responds, punching the other in the face.
The Carnelian Signet and Rawiri, caught amongst the crowd, are targeted by a few random punches.
General Mayhem: 1d20 + 9 ⇒ (11) + 9 = 20
Nonlethal: 1d6 + 3 ⇒ (4) + 3 = 7
They both take jabs to the face. Rawiri, I included Nimble Dodge in your AC.
As the crowd sees Briney dropping chips all over the place, someone within yells "GET THE GOODS!"
Everyone within the yellow burst, which includes all the PCs and none of the enemies, must make a DC 15 Will save or be fascinated for 1 round.
Red throws his drink at Rawiri, and moves into melee range. Orange moves up and throws his drink at Briney. Green moves up and throws his drink at Endra. DC 15 Fortitude saves from everyone who had drinks thrown at them!
The Violet gambler runs up to Apollo, rapier in hand. But at the last second he slaps Apollo on the face, twice, rapidly.
Flurry of Slaps (actual name of the attack): 1d20 + 6 ⇒ (15) + 6 = 21
Bludgeoning: 1d4 + 1 ⇒ (3) + 1 = 4
Flurry of Slaps, agile: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18
Bludgeoning: 1d4 + 1 ⇒ (3) + 1 = 4
It is a devastating attack, both physically and emotionally.
Blue continues to burn.
Flat Check, Stabilize: 1d20 ⇒ 3
Flat Check, Fire: 1d20 ⇒ 16
Just in case anyone is curious, the order of operations is as follows: the recovery check is made at the beginning of a turn, and the flat check to end persistent at the end of the turn. So Blue does not stabilize, slips to Dying 2, takes damage from the fire, Dying 3, and then the fire goes out on the flat check.
Round 2: Bolded may act
Red Gambler (-2 hp)
Orange Gambler
Green Gambler
Blue Gambler (-16 hp, prone, unconscious, Dying 3)
Violet Gambler
Apollo (-8 hp, Will Save vs fascinated)
Jaune (Will Save vs fascinated)
Signet (-7 hp, Will Save vs fascinated, Fort save vs drink)
Briney (AC 22) (Will Save vs fascinated)
Endra (Will Save vs fascinated, Fort save vs drink)
Rawiri (-7 hp, Will Save vs fascinated, Fort save vs drink)
Red Crowd
Orange Crowd
Green Crowd
Blue Crowd
Purple Crowd
Black Crowd (-5 hp)

The Carnelian Signet |

I casted Shield last turn. Was I able to Shield Block the incoming attacks from the crowd? Probably not, since it's multiple attacks I guess.
Will Save vs Fascination: 1d20 + 5 ⇒ (7) + 5 = 12
Fort Save vs Drink: 1d20 + 5 ⇒ (20) + 5 = 25
"Oh, chips." The Signet ducks down to look at the chips just as one of the mugs of... something flies overhead.
"Calm down, everyone." The Signet's warmth radiates until it spreads through her party (and the nearby patrons.) "Juane, maybe you could try something a bit more energetic? Something that will turn the crowd's frenzy into a celebration?"
Heal: 1d8 ⇒ 3
◆◆◆ Casting Heal, the 30 foot burst version.

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Will Save Against Fascinate: 1d20 + 6 ⇒ (14) + 6 = 20
Ignoring outright the probable large sum of coin that was now driving a mob of folk to go mad, Jaune decided that the best way to handle a rowdy crowd of music hating pirates was to add a bit more oomph into his performance. With another changing of the key into a song that was still lively but more of a country folk tune, clearing his throat to bellow out his song as he pushed somewhat forward towards one of the larger crowds. He'd aim his magic attack straight towards the rather nasty fellow that had struck his Halfling friend.
"Oooo' Sheyln's old canvas was a beautiful sight to see. All the splendid colors, such a jubilee for we..." and suddenly a blast of colors would strike out towards the drunken revel rouser attacker.
Using Color Spray towards RED thug. 15' Cone from bottom right corner of my square.
DC 17 Will save or...
Success The creature is dazzled for 1 round.
Failure The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.
Critical Failure The creature is stunned for 1 round and blinded for 1 minute.

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Will Save vs. Fascination DC 15: 1d20 + 8 ⇒ (17) + 8 = 25
Apollo avoids getting fascinated, just in time to see a new attacker slapping him in the face. Still rubbing his cheek, he feels noticeably better with the Carnelian Signet's healing.
Since the unruly mob listened to him last time, Apollo tries yelling at the Orange crowd to his north. Again, he booms out, "You're an embarrassing lot! Can NONE of you hold your liquor, or does a halfling need to demonstrate? I see fire and flames in your future if you don't cease and desist now!" He glares menacingly.
Intimidation vs. Orange Crowd: 1d20 + 8 ⇒ (16) + 8 = 24
Then, as before, the Flames Oracle chants and aims a ball of fire at the nearest Violet gambler who just slapped him. "How dare you, Sir."
Produce Flame vs. Violet gambler: 1d20 + 8 ⇒ (19) + 8 = 27
Fire Damage: 1d4 + 4 ⇒ (4) + 4 = 8
On a crit, target takes double damage + 1d4 persistent fire damage.
Actions: ◆ Intimidate, ◆◆ Cast Produce Flame

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Will w/ Drakeheart (-1) vs Fascinated DC 15: 1d20 + 6 ⇒ (7) + 6 = 13
Fortitude vs Unknown DC 15: 1d20 + 7 ⇒ (13) + 7 = 20
Momentarily Fascinated, Briney still manages to dodge the flying mug...
GM - Who or What is the subject of Briney's Fascination?

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There's something interesting about the swarm of crowd converging on the dropped pile of chips. Endra almost lets herself be taken in by it...
DC15 Will vs. fascination: 1d20 + 4 ⇒ (17) + 4 = 21
After only a few moments she remembers the situation and shakes it off, just in time to see drinks flying at her.
Arg! What is this nonsense?!
DC15 Fortitude vs. thrown drinks: 1d20 + 5 ⇒ (1) + 5 = 6
She quickly takes a moment to brush off the moisture and restore her full visibility.
◆ Interact: end dazzled
Okay, that DOES IT!
◆ Point-Blank Shot (Stance)
◆ Attack YELLOW
longbow attack YELLOW, P damage: 1d20 + 9 ⇒ (16) + 9 = 251d8 ⇒ 6
IF a crit, deadly damage: 1d10 ⇒ 1
For a moment after she can't believe the crowd instigated her to shoot into it.

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Will save, DC15: 1d20 + 6 ⇒ (9) + 6 = 15
Fort save, DC15: 1d20 + 5 ⇒ (4) + 5 = 9
Rawiri is not fascinated by money but he does get a solid splash of drink in his eyes.
"Damn it!" he rubs his face to regain his sight and escapes his foe. He runs past his allies, Endra and Jaune, and stops behind the enemy near Apollo. He cuts him with his knife
Stab@pink: 1d20 + 6 ⇒ (5) + 6 = 11 vs flat-footed
Damage, sneak attack: 1d6 + 1d4 + 1 ⇒ (6) + (3) + 1 = 10
Interact to remove dazzled, move, attack

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Briney's fascination draws out his wild imagination as he stares into the pile of dropped Chips.
What even are Chips?
A substitution for a substitution!
Longshanks uses Chips at casino to dissociate patrons from the risks they take, tempting them into foolish and reckless plays with pretty colors and the pleasing heft and textures of stylized alloys or wooden makes. One might surmise that if actual gold and silver coins were instead used in this medium of exchange, these same gamblers would practice a greater conservatism in their financial maneuvering, give or take the liquid courage served at discount to doubledown on the brazen chicannery being used exploitatively against emotional actors! Thus, the first order of substitution makes sense here, as the House can Always Win under such conditions for unstoppered behavior.
But what even is Money! Surely both metal or wooden Chips have no actual practical usage beyond their function as a medium of exchange here (and likely all across this locality), but couldn't the same thing be said for Money (if in a larger context)?
For the first time in his life, Briney realizes that Money is little more than an illusion - a longshanks trick! Look at how they leap over eachother to grasp greedily!! How fragile the moment before such behavior was suddenly contagious, when Briney was plying his small-headed but big-brained intelligence to longshanks silly card game, and beating them at it fair and square! How is it now that, before his very eyes, after he had supposedly won, the rules of the "games" in this establishment have suddenly changed, and instead of using wit and cunning, brawn and fist come to be the dominant skills in this sloppy and spontaneous free for all!
His whole world turned upside down, Briney's mind comes back into the fore of his body, and he remembers in his bones that special feeling of fight or flight, and so, stepping back into himself, but unable to access the higher orders of his cognitive functioning, he resorts to his most base instinct, his attention too stretched to expend so much mental energy calculating attack vectors or remembering the exact timing and catalyst combinations of the trace ingredients he carries in his many many pockets...
◆) Draw Dogslicer
◆) Step
◆) Strike
"Briney protect Pink Fire Lady!" Forgetting earlier that she had thrown nasty kisses at him...
Dogslicing Orange Dandy: 1d20 + 7 ⇒ (6) + 7 = 131d6 ⇒ 2

GM Watery Soup |

I casted Shield last turn. Was I able to Shield Block the incoming attacks from the crowd?
Yes, so you should have had -2 hp, and you won't be able to cast shield again this combat.
---
GM - Who or What is the subject of Briney's Fascination?
Casino chips (although I gather you've already figured that out).
---
The Carnelian Signet blasts a heal spell, which heals Apollo, Rawiri, and herself ... but also the Red, Blue, and Violet gamblers as well as the Black crowd.
Jaune casts a spell.
Will: 1d20 + 2 ⇒ (17) + 2 = 19
It dazzles Red.
Apollo yells some epithets at the crowd in the Orange section, and they scare and run off. He sends a jet of flame at Violet, knocking it to the ground.
Briney swings at the Orange gambler, but at the last second, a 10 sp casino chip catches his eye and he whiffs.
Endra gets a drink in her face, but she wipes it off, and immediately puts an arrow into the shoulder of Yellow, dropping him.
Rawiri stabs at Pink, but can't quite connect.
The Black crowd continues pummeling Signet and Briney.
General Mayhem: 1d20 + 9 ⇒ (19) + 9 = 28
Nonlethal: 1d6 + 3 ⇒ (1) + 3 = 4
The Red Gambler moves and Strikes at Jaune!
Flurry of Slaps: 1d20 + 6 ⇒ (7) + 6 = 13
Nonlethal: 1d4 + 1 ⇒ (4) + 1 = 5
Flurry of Slaps, agile: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7
Nonlethal: 1d4 + 1 ⇒ (4) + 1 = 5
Slap, agile: 1d20 + 6 - 8 ⇒ (1) + 6 - 8 = -1
Nonlethal: 1d4 + 1 ⇒ (2) + 1 = 3
The Green Gambler moves and Strikes at Endra!
Flurry of Slaps: 1d20 + 6 ⇒ (3) + 6 = 9
Nonlethal: 1d4 + 1 ⇒ (3) + 1 = 4
Flurry of Slaps, agile: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
Nonlethal: 1d4 + 1 ⇒ (4) + 1 = 5
Slap, agile: 1d20 + 6 - 8 ⇒ (18) + 6 - 8 = 16
Nonlethal: 1d4 + 1 ⇒ (2) + 1 = 3
---
Orange Recovery: 1d20 ⇒ 14
Violet Recovery: 1d20 ⇒ 16
Violet Persistent: 1d20 ⇒ 19
Blue gets up and staggers away. Removing Orange, Blue, and Violet from the map, just so it's clear they're no longer a threat, even if they recover.
Round 3: Bolded may act
Red Gambler (-0 hp, dazzled)
Orange Gambler (-13 hp, prone, unconscious, Wounded 1)
Green Gambler
Blue Gambler (3 hp, prone, Wounded 1)
Violet Gambler (-16 hp, prone, Dying 2, Wounded 1)
Apollo (-5 hp)
Jaune
Signet (-8 hp)
Briney (AC 22, -4 hp)
Endra
Rawiri (-4 hp)
Red Crowd
Orange Crowd
Green Crowd
Blue Crowd
Purple Crowd
Black Crowd (-2 hp)

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Plink!
The silver piece bounces into the single eye not covered by his makeshift mask - and Briney goes blind!
Working from his sensory memory now - as well as expanding his second and third senses wider into the room - he imagines all the ways he can dispatch the (Red) Scoundrel slapping his new friend.
"Don't worry Fancy Dandy Man!"
Devise a Strategy vs Red Scoundrel Slinking: 1d20 ⇒ 6
Sensing a near miss, it quickly dawns on our goblin philosopher-hero that specific positioning may be the difference between victory and defeat, and moves to snatch the former from the latter "Cover me!" he yells at The Carnelian Signet before quickly dashing away deeper into the Dangerous (Black) Crowd directly opposite the man harassing Jaune Bolten III!
◆) Devise a Strategy
◆) Stride into Flanking Red Scoundrel w/ Jaune Bolten III
◆) Strike w/ Strategic Strike
(6)+9 = 15 vs Flanked w/ Dogslicer w/ Strategic Strike w/ Backstabber: 2d6 + 1 ⇒ (2, 4) + 1 = 7

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Amid the mayhem, Apollo glances over at the two gamblers who were recently aflame, and he breathes a sigh of relief as the flames die out.
But his relief is short-lived as he watches the black mob to the east causing trouble for Briney and the Carnelian Signet. Apollo addresses the crowd. "You there ... yes, all of you by the staircases! Do you think you'll be invited back with all your destruction? Have you seen your fellow patrons on fire? Run along, or that could be you." He stares them down.
Intimidation vs. Black Crowd: 1d20 + 8 ⇒ (19) + 8 = 27
Then, focusing on the nearest green gambler still standing, Apollo gestures and flings another ball of fire to keep him at bay.
Produce Flame vs. Green Gambler: 1d20 + 8 ⇒ (18) + 8 = 26
Fire Damage: 1d4 + 4 ⇒ (2) + 4 = 6
(If it aint broke, don't fix it. I've found this game is a lot easier when the dice gods are so benevolent.)
Actions: ◆ Intimidate, ◆◆ Cast Produce Flame

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Endra's face exudes an extremely disgusted expression as the green gambler approaches. She backs up a step, steadies her form and fires on him.
I said everybody stop! Nobody needs to die if everyone can just calm down!
◆ Step NE
◆ Point-Blank Shot (Stance)
◆ Attack GREEN
longbow attack GREEN, P damage: 1d20 + 9 ⇒ (20) + 9 = 291d8 ⇒ 3
crit, deadly damage: 1d10 ⇒ 5

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Rawiri turn around at the big commotion happening. He points his hand at the closest foe and lightning explodes from his hand smacking the green gambler and the red one
Electric arc@green and red: 1d4 + 2 ⇒ (4) + 2 = 6 Reflex save DC15
He then moves towards the exit
"Leave those chips! We don't need to win this brawl, just get out of here."
Electric arc & move

The Carnelian Signet |

The kiss-shaped kiss bursts as the crowd pummels it. "Not a fan? Too bad, I'll take my business elsewhere." She strides west towards the crowd who loves Purple.
She looks at the gambler in Green and cracks her whip twice. "Why don't you cut your losses and run before you get spanked silly?"
Whip has 10 foot reach.
Whip vs Green: 1d20 + 5 ⇒ (19) + 5 = 24
Nonlethal Slashing: 1d4 ⇒ 1 Tickle, tickle!
Whip: 1d20 + 5 - 5 ⇒ (12) + 5 - 5 = 12
Nonlethal Slashing: 1d4 ⇒ 3
◆ Stride
◆ Strike
◆ Strike

GM Watery Soup |

Briney Hidden Check, DC 11: 1d20 ⇒ 8
Briney moves into what he believes is the correct position, but his swing misses.
With a roar, Apollo scatters the Black crowd. He sends another jet of flame, bringing down yet another gambler with one hit!
Revising Endra's target. Endra fires an arrow at Red, felling him.
Rawiri and The Carnelian Signet begin clearing a path to the exit. The crowd, driven by electric shocks, a cracking whip, and the occasional arrow, disperses.
As the remaining foes can only damage the team if they enter the colored area, and you clearly have ranged options, I'm going to call the fight here.
End of Combat!
---
Once the Pathfinders fight their way clear of the massive brawl, they make their way back to Hlar’s boat, contract in hand. The old diver is upset at having to row them back out so soon after just arriving in town, but agrees with the Pathfinders that’s it’s probably best to leave after being involved in a scuffle of that size.
She navigates the Pathfinders back to the sandbar she originally picked them up at, leaving them with some dried squid and a jar of fresh water.
A day later, another commissioned ship travels by and transports the PCs to Absalom. There, they present Stella Fane’s contract to Venture-Captain Ambrus Valsin.
"Any problems?" he asks, holding the contract gingerly to avoid touching the blood-soaked document.

The Carnelian Signet |

"Away with you! You're not worth my time." The Signet cracks her whip until the crowd parts, and she waltzes her way through the crowd, keeping them at bay. "My calling card!" She puts her fingers to her lips and burns her sigil into the wooden door - a flaming pair of lips they'll never forget. At least for the week.
"Well, the fresh water should wash off that Besmara's Brine. The bottle would have been better though." She shrugs. "Apollo, your aim is impeccable. I simply must learn your secrets." She juggles a fireball with her free hand.
The day is spent learning from Apollo, dancing to Juane's music, and Endra's archery. She tries to keep up with Rawiri and Briney's card games.
The boat finally arrives and delivers them back to Absalom. She's relieved to finally remove the ash makeup. It gets too sticky sometimes.

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Issil lounges in the largest chair she can find in the briefing room. She's tempted to raise her feet but that may be too casual.
"Any problems? I've heard there was a wild brawl, but otherwise it was smooth sailing." She rubs her arm where one of the patrons punched through her magical shield. "It was a pleasure, though. My associate eagerly awaits the next mission."

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Apollo follows the Carnelian Signet and Rawiri out of the gambling hall. On the boat, when Hlar mentions a scuffle, Apollo shrugs, "We wouldn't know anything about that. We're Pathfinders."
Deception: 1d20 + 4 ⇒ (2) + 4 = 6
Apollo quickly changes the subject and remembers how much he hates boats. While on the sandbar, he is eager to show the Carnelian Signet his techniques with fire. He pulls out his crystal ball and explains, "It helps if you have an orb, like this one, so you can envision the flames beforehand." He shoots off a small flame.
Produce Flame: 1d20 + 8 ⇒ (12) + 8 = 20
When they're done flinging balls of fire into the ocean, Apollo realizes he and a few others are still injured from the brawl. "Gather 'round for some healing."
Heal (3-action): 1d8 ⇒ 8
That should be enough to get everyone to full.
Back in Absalom, when Ambrus Valsin asks if there were problems, Apollo grumbles. "Of course there weren't problems. What stories was Hlar regaling you with? She wasn't even there."
Deception: 1d20 + 4 ⇒ (15) + 4 = 19
He tries to smooth out his beard to look more trustworthy.

GM Watery Soup |

On the boat, when Hlar mentions a scuffle, Apollo shrugs, "We wouldn't know anything about that. We're Pathfinders."
Deception: 1d20 + 4 ⇒ (2) + 4 = 6
Hlar laughs a deep belly laugh. "I like you, Pathfinder. You're a terrible liar, but at least you know when something is none of anyone else's business."
I've heard there was a wild brawl, but otherwise it was smooth sailing.
What stories was Hlar regaling you with? She wasn't even there.
Ambrus Valsin sighs. "Sounds like a pretty routine mission to the Shackles, then."
You're free to continue roleplaying if you'd like, but this is officially the end of the scenario.

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"Well, nothing that the Society couldn't handle. The former colony will most likely find itself breathing a lot easier now that this contract is signed off on," spoke the bard as he stretched out, yawning. It was a job well done... sort of.

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Endra laughs sheepishly at the question, rubbing the back of her head.
Yeeeeah, definitely smooth sailing. There's definitely naught but civility and high society in the place that we found Stella Fane...
She absent-mindedly thumbs the strap of her quiver that's down two arrows.

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Rawiri sits calmly glad that they left that bar fight and reaches to his pocket. He finds a whole bunch of chips and smiles to himself.
"I was able to find some wealth during this mission. Finally, the luck smiled at me." It takes few more moments for him to realize that there is no place to cash those chips...
"We spent some nice time playing cards with pirates, what could have gone wrong..."

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She tries to keep up with Rawiri and Briney's card games...
Briney's new perspective on Chips doesn't change the fact that he tries to win them back from Rawiri!
He studies longshanks silly card game some more...
Briney's Keen Recollection (Games Lore) vs Rawiri's Games Lore (DC 15): 1d20 + 7 ⇒ (11) + 7 = 18
Rawiri's Sleight of Hand (Thievery) vs Briney's Gullability (Perception DC 16): 1d20 + 6 ⇒ (18) + 6 = 24
...but unable to notice his fast fingers, the cunning rogue is able to outwit his comrade with an inferior hand, and Briney decides that card games are no longer for him.
While all the longshanks stand around giving their reports, our goblin hero fades into the background, ignored for his height, even if, according to him, the role he played was instrumental. But he never needed anyone's approval but his closest kin. He barely listens.
When time comes to part ways, he walks up to Rawiri "You Smart - beat Briney" conceding his defeat, then to Jaune "Fancy Man music not good but Is Nice!" a compliment of sorts, then to Endra "Bye Fast Elf Lady" short and sweet, then to The Carnelian Signet - whom he just hugs! - then to Issil Telfae "Who you?" then to Apollo "Wise Red Fire Man - Briney read your fortune now!:"
He draws three cards from a deck: 3d52 ⇒ (5, 49, 30) = 84 > 5 Clubs, 10 Spades, 4 Hearts
Holding the Ten of Spades "Very Not Nice Man" then interpreting it into the Four of Hearts "With Not Nice Control Magic" now into the Five of Clubs "Ambush Wise Red Man when he Not Looking!" pulling it together now into advice "Ok Silly Cards says you need Watch Out for Secret Not Nice Magic Man with Nasty Controls Magicks who Find You in Alleyway try and Be Mean and Hurt You!"
Pulling out his crayons and formula book he rips out a page and continues the divination, drawing a picture of the character he depicted in his fortune. (See Slides!)
Smiling now, he takes his leave, leaving the lucky "prophet" to contemplate his fate...

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"Good bye, Briney." Issil watches the goblin say good bye. The Venture-Captain grabs her attention, and by then he's gone.
Wait, I wasn't supposed to recognize him? Ugh, I need to get better at this.

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Apollo is amused by the goblin's desire to pick up fortune-telling. As Briney is shuffling the cards, Apollo smiles and says, "Glad if I've introduced you to a new hobby." He watches as the goblin draws the cards.
When Briney explains the cards and shows him the picture, Apollo can't help but notice the other picture in his notebook of the Pirate Rum Lady. "Just so I understand ... the pirate lady is gonna meet me in an alleyway?" He mutters to himself, "Stella Fane and me in a dark alley...I can think of worse encounters." The halfling shakes hands with the goblin, takes the drawing and puts it near his crystal ball for safe-keeping.
Apollo then gazes into his orb, sees a disembodied goblin hand pointing 1:N, 2:E, 3:S, 4:W: 1d4 ⇒ 2, and heads off to the East.