Tinsley Tyler The Tamperer
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”Behave yourselves, people! There is no need to panic. Or do more trouble. Or hurt each other. Just leave the place quietly.” Tinsley pleads to the mob but immediately moves back from the heat of disorient.
Diplomacy: 1d20 ⇒ 18
Betel Capella
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No no no no ..... Betel exclaims with a touch of anxiety and panic. You're NOT supposed to burn the inn down while we're still in it.
She casts Create Water to put out the remains of Flikk's fire then, using tables for cover, darts to behind Tinsley.
To save flipping back to the previous page, HERE is the Tactical Map.
Flikk
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"Maybe we need to go then. Flames have minds of their own. They make beautiful things!" Flikk is obviously a bit saddened once they're all put out.
Are we stuck in a corner here or? All these dotted lines are confusing on the map.
GM Tiger
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Tinsley tries to get the crowd to leave but her pleas fall on deaf ears. Betel moves up behind Tinsley to support her but both are suddenly struck by flying cutlery.
General Mayhem vs Betel AC 15: 1d20 + 9 ⇒ (15) + 9 = 24
General Mayhem vs Tinsley AC 17: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
1-Slashing, 2-Piercing, 3-Bludgeoning: 1d3 ⇒ 2
Gaming chips, a money purse, or jewels from a broken necklace suddenly scatter across the ground. All creatures within a 15-foot burst must make a Will save or be fascinated for 1 round or until a creature has used an Interact action to scoop up the valuables.
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COMBAT TRACKER
Round: 2
Battlemap
Intimidate to cow the crowd (2 actions)
Diplomacy to convince them to leave (2 actions)
Sections with the Peace symbol are pacified
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BOLD may go
Noravia AC 18 (20 w/shield), 26/26 (AC 20, Bless 5')
Octagon (-1)
Red (-1; Delaying until after Octagon)
Virihane AC 18 (19 in Rain of Embers Stance), 19/19 (AC 21)
Blue
Cassimon AC 16, 20/20
Pink (-1)
Flikk AC 18, 24/24
Betel Capella AC 15, 6/12
Tinsley Tyler The Tamperer AC 17, 11/17
Port Peril Bar Fight
GM Tiger
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"Maybe we need to go then. Flames have minds of their own. They make beautiful things!" Flikk is obviously a bit saddened once they're all put out.
Are we stuck in a corner here or? All these dotted lines are confusing on the map.
The dotted lines represent the zones you're in. Each zone must be pacified (either using intimidate/diplomacy or the old fashioned way) or you will get attacked by the mob. The area you're in is pacified (peace symbol). Your job is basically to escape the bar -- either by pacifying each section or simply making a run for it.
Noravia Rugatonn
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Noravia will step forward into the next section, raise shield, and try to calm everyone down.
”Please! The man who threw the first punch is long gone! Calm down! Your fight accomplishes nothing!”
Diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12
on my phone, can someone move my token to the next area?
GM Tiger
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Noravia tries to help Betel and Tinsley calm the crowd down, to no avail.
Octagon runs up, hops up onto a table and tries to skewer Virihane with his rapier.
Rapier vs Virihane AC 21: 1d20 + 6 ⇒ (15) + 6 = 21
Rapier Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Red runs up to Cassimon and tries to stab him with his rapier as well.
Rapier vs Cassimon AC 16: 1d20 + 6 ⇒ (12) + 6 = 18
Rapier Damage: 1d6 + 1 ⇒ (5) + 1 = 6
He then launches a pair of open hand slaps at Cassimon's face.
Slap 1 vs Cassimon AC 16, MAP: 1d20 + 2 ⇒ (5) + 2 = 7
Slap 2 vs Cassimon AC 16, MAP 2: 1d20 - 2 ⇒ (18) - 2 = 16
Bludgeoning Damage: 1d4 + 1 ⇒ (4) + 1 = 5
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COMBAT TRACKER
Round: 2
Battlemap
Intimidate to cow the crowd (2 actions)
Diplomacy to convince them to leave (2 actions)
Sections with the Peace symbol are pacified
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BOLD may go
Noravia AC 18 (20 w/shield), 26/26 (AC 20, Bless 5'; DC 15 Will Save Pending)
Octagon (-1)
Red (-1)
Virihane AC 18 (19 in Rain of Embers Stance), 12/19 (AC 21, DC 15 Will Save Pending)
Blue
Cassimon AC 16, 9/20 (DC 15 Will Save Pending)
Pink (-1)
Flikk AC 18, 24/24
Betel Capella AC 15, 6/12 (DC 15 Will Save Pending)
Tinsley Tyler The Tamperer AC 17, 11/17 (DC 15 Will Save Pending)
Port Peril Bar Fight
GM Tiger
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Blue aims two open-hand slaps at Flikk's face.
Slap 1 vs Flikk AC 18: 1d20 + 6 ⇒ (2) + 6 = 8
Slap 2 vs Flikk AC 18, MAP: 1d20 + 2 ⇒ (4) + 2 = 6
Frustrated at Flikk's dodging, he grabs another mug of ale and hurls the contents into the goblin's face.
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COMBAT TRACKER
Round: 2
Battlemap
Intimidate to cow the crowd (2 actions)
Diplomacy to convince them to leave (2 actions)
Sections with the Peace symbol are pacified
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BOLD may go
Noravia AC 18 (20 w/shield), 26/26 (AC 20, Bless 5'; DC 15 Will Save Pending)
Octagon (-1)
Red (-1)
Virihane AC 18 (19 in Rain of Embers Stance), 12/19 (AC 21)
Blue
Cassimon AC 16, 9/20 (DC 15 Will Save Pending)
Pink (-1)
Flikk AC 18, 24/24 (DC 15 Fort Save Pending)
Betel Capella AC 15, 6/12 (DC 15 Will Save Pending)
Tinsley Tyler The Tamperer AC 17, 11/17 (DC 15 Will Save Pending)
Port Peril Bar Fight
GM Tiger
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Cassimon, you can spend one action to pick up the treasures and remove your fascinated condition.
Cassimon Dohl
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Having satisfied his urge, the champion rises to his feet, and tries to uses the length of his glaive to push back his attackers without harming them
Attack: 1d20 + 5 ⇒ (17) + 5 = 22
GM: basically, Cass wants to use his weapon as a staff to push either both his foes 5 feet (Red and Octogonal) or if not possible, one foe (Red) over the guardrail. Not sure how that would work in PF2
GM Tiger
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You can either hold the glaive horizontally and use it to push one of them or drop the glaive and use both hands. You need to make an Athletics check though, not an attack roll
GM Tiger
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If it's the same mod, I'll take the attack roll then :)
Cassimon appears to be fascinated by the wealth lying on the floor. Unable to resist, he scoops up the cash. Coming to his senses, he shoves Red away.
Pink moves into a flank with blue and unleashes a rapier strike at Flikk.
Rapier vs Flikk AC 18, FF: 1d20 + 6 ⇒ (20) + 6 = 26
Rapier Damage, Piercing: 1d6 + 1 ⇒ (6) + 1 = 7 Crit doubled to 14
Deadly: 1d8 ⇒ 4
Pink strikes again, this time with 2 open hand slaps.
Slap vs Flikk AC 18, FF, MAP: 1d20 + 2 ⇒ (20) + 2 = 22
Slap vs Flikk AC 18, FF, MAP 2: 1d20 - 2 ⇒ (14) - 2 = 12
Bludgeoning Damage: 1d4 + 1 ⇒ (2) + 1 = 3 Crit doubled to 6
GM Tiger
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COMBAT TRACKER
Round: 2
Battlemap
Intimidate to cow the crowd (2 actions)
Diplomacy to convince them to leave (2 actions)
Sections with the Peace symbol are pacified
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BOLD may go
Noravia AC 18 (20 w/shield), 26/26 (AC 20)
Octagon (-1)
Red (-1)
Virihane AC 18 (19 in Rain of Embers Stance), 12/19 (AC 21)
Blue
Cassimon AC 16, 9/20
Pink (-1)
Flikk AC 18, 0/24 (Unconscious)
Betel Capella AC 15, 6/12
Tinsley Tyler The Tamperer AC 17, 11/17
Port Peril Bar Fight
Flikk
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"Save the red ones for Flikk..." Pointing to the gems on the floor as he falls over dying.
Probably shouldn't just ignore the attackers any longer. It was only a matter of time before their rolls didn't stink.
Betel Capella
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Betel is still feeling a bit panicky because of all the mayhem around her. She wants out. So she spends all her actions heading for the door while using tables for cover, even ducking under them as refuge if possible.
She ends up crouched under a table near the entrance.
Tinsley Tyler The Tamperer
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Seeing Flikk falls unconcious, Tinsley moves towards Pink and tampers the weapon it is holding with quick hand movements. She then retreats away from the angry mob.
Crafting vs Pink Reflex DC: 1d20 + 7 ⇒ (8) + 7 = 15
◆ Stride
◆ Tamper
◆ Stride
GM Tiger
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Tinsley tries to tamper with Pink's rapier but fails. She manages to move away before Pink can retaliate.
General Mayhem vs Noravia, AC 18/20: 1d20 + 9 ⇒ (13) + 9 = 22
General Mayhem vs Virihane AC 18/19: 1d20 + 9 ⇒ (9) + 9 = 18
General Mayhem vs Betel AC 15: 1d20 + 9 ⇒ (13) + 9 = 22
General Mayhem vs Tinsley AC 17: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
1-Slashing, 2-Piercing, 3-Bludgeoning: 1d3 ⇒ 2
The fight continues to rage around you. Except for Betel, hiding under a table, everyone else not in a pacified area take 7 piercing damage as you are struck either by flying cutlery or crockery. Another bundle of coins spill out and land between Tinsley, Virihane and Noravia (DC 15 Will Save).
GM Tiger
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COMBAT TRACKER
Round: 3
Battlemap
Intimidate to cow the crowd (2 actions)
Diplomacy to convince them to leave (2 actions)
Sections with the Peace symbol are pacified
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BOLD may go
Noravia AC 18 (20 w/shield), 19/26 (AC 20, DC 15 Will Save Pending)
Octagon (-1)
Red (-1)
Virihane AC 18 (19 in Rain of Embers Stance), 5/19 (AC 21, DC 15 Will Save Pending)
Blue
Cassimon AC 16, 9/20
Pink (-1)
Flikk AC 18, 0/24 (Unconscious)
Betel Capella AC 15, 6/12
Tinsley Tyler The Tamperer AC 17, 4/17 (DC 15 Will Save Pending)
Port Peril Bar Fight
Noravia Rugatonn
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will save: 1d20 + 8 ⇒ (5) + 8 = 13
Novaria will pick up some of the coins to help pay for healing services later and
Is Flikk DYING or merely 'knocked unconcious' from nonlethal damage? That'll influence my next action.
GM Tiger
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Unconscious. Text of the scenario says that these brawls rarely get fatal, so I assume it's nonlethal combat
GM Tiger
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Noravia tries to reason with the crowd again but to no avail.
Octagon moves and strikes:
1-Noravia 2-Cassimon: 1d2 ⇒ 1
Rapier vs Noravia AC 18: 1d20 + 6 ⇒ (14) + 6 = 20
Rapier Damage: 1d6 + 1 ⇒ (4) + 1 = 5
He then turns back to Cassimon and unleashes two open hand slaps at his face.
Slap 1 vs Cassimon AC 16, MAP: 1d20 + 2 ⇒ (12) + 2 = 14
Slap 2 vs Cassimon AC 16, MAP 2: 1d20 - 2 ⇒ (7) - 2 = 5
Both miss as Cassimon dodges.
Red steps up and strikes at Cassimon with his rapier.
Rapier vs Cassimon, AC 16, FF: 1d20 + 6 ⇒ (13) + 6 = 19
Rapier Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Seeing the rapier hit, he also tries to slap Cassimon twice.
Slap 1 vs Cassimon AC 16, MAP, FF: 1d20 + 2 ⇒ (16) + 2 = 18
Slap 2 vs Cassimon AC 16, MAP 2, FF: 1d20 - 2 ⇒ (6) - 2 = 4
Slap Damage: 1d4 + 1 ⇒ (2) + 1 = 3
GM Tiger
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COMBAT TRACKER
Round: 3
Battlemap
Intimidate to cow the crowd (2 actions)
Diplomacy to convince them to leave (2 actions)
Sections with the Peace symbol are pacified
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BOLD may go
Noravia AC 18 (20 w/shield), 14/26
Octagon (-1)
Red (-1)
Virihane AC 18 (19 in Rain of Embers Stance), 5/19 (AC 21, DC 15 Will Save Pending)
Blue
Cassimon AC 16, 0/20 (Unconscious)
Pink (-1)
Flikk AC 18, 0/24 (Unconscious)
Betel Capella AC 15, 6/12
Tinsley Tyler The Tamperer AC 17, 4/17 (DC 15 Will Save Pending)
Port Peril Bar Fight
GM Tiger
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Blue strides and tries to stab Noravia with his rapier...
Rapier vs Noravia AC 18: 1d20 + 6 ⇒ (8) + 6 = 14
...but only manages to stab the air.
Pink strides twice as well and flanks Noravia, stabbing at her with his rapier...
Rapier vs Noravia AC 18, FF: 1d20 + 6 ⇒ (17) + 6 = 23
Rapier Damage: 1d6 + 1 ⇒ (3) + 1 = 4
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COMBAT TRACKER
Round: 3
Battlemap
Intimidate to cow the crowd (2 actions)
Diplomacy to convince them to leave (2 actions)
Sections with the Peace symbol are pacified
------------------
BOLD may go
Noravia AC 18 (20 w/shield), 14/26
Octagon (-1)
Red (-1)
Virihane AC 18 (19 in Rain of Embers Stance), 5/19 (AC 21)
Blue
Cassimon AC 16, 0/20 (Unconscious)
Pink (-1)
Flikk AC 18, 0/24 (Unconscious)
Betel Capella AC 15, 6/12
Tinsley Tyler The Tamperer AC 17, 4/17
Port Peril Bar Fight
Betel Capella
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Betel isn't sure what to do. Sure, she could make a run for it and be out the entrance, but none of her companions were nearby and she didn't want to abandon them.
So she moved to the top of the stirs and tried to pacify the fighting below so her companions could get a clear run.
diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15
Oh what the heck - hero point
diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10
Figures :)
Tinsley Tyler The Tamperer
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Tinsley gets her dagger sheathed on her side and goes into Overdrive. Her subterfuge suit starts to mechanically whir, its cogs and simple machineries act together around her arm, giving her attacks more power. She then throws the dagger she is holding to Pink.
Overdrive: Crafting check vs DC 15: 1d20 + 7 ⇒ (15) + 7 = 22 (Success, +2 additional damage to attack)
Dagger Attack: 1d20 + 6 ⇒ (19) + 6 = 25, Dagger Damage, Thrown: 1d4 + 2 ⇒ (1) + 2 = 3 piercing damage, double if crit
◆ Interact to get dagger
◆ Overdrive
◆ Strike
GM Tiger
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General Mayhem vs Noravia, AC 18/20: 1d20 + 9 ⇒ (20) + 9 = 29
General Mayhem vs Octagon: 1d20 + 9 ⇒ (5) + 9 = 14
General Mayhem vs Virihane AC 18/19: 1d20 + 9 ⇒ (20) + 9 = 29
General Mayhem vs Blue: 1d20 + 9 ⇒ (9) + 9 = 18
General Mayhem vs Pink: 1d20 + 9 ⇒ (20) + 9 = 29
General Mayhem vs Betel AC 15: 1d20 + 9 ⇒ (15) + 9 = 24
General Mayhem vs Tinsley AC 17: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
1-Slashing, 2-Piercing, 3-Bludgeoning: 1d3 ⇒ 1
Tinsley ducks as a large tankard flies overhead. Unfortunately, Noravia and Betel both happen to look up just as several pots of ale slam squarely into their heads, sending them to the floor. Virihane is almost at the door when she's also downed by a thrown earthenware mug.
Octagon runs after Tinsley and tries to stab her twice.
Rapier vs Tinsley AC 17: 1d20 + 6 ⇒ (7) + 6 = 13
Rapier vs Tinsley AC 17, MAP: 1d20 + 1 ⇒ (15) + 1 = 16
Blue also chases after Tinsley and stabs at her with his rapier.
Rapier vs Tinsley AC 17, FF: 1d20 + 6 ⇒ (10) + 6 = 16
Piercing Damage: 1d6 + 1 ⇒ (6) + 1 = 7
If you want to see the carnage, go ahead and open the spoiler.
GM Tiger
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It's mid-morning when you all wake up in the alley behind the Watchtower. You awaken with probably the biggest headache you've had, along with several cuts and bruises from the bar fight. The scroll case is nowhere to be seen and from the position of the sun in the sky, you've probably missed your ride back to Absalom. As you approach the harbor area, Stella Fane's ship is no longer in port. Hlar's craft is also nowhere in sight.
End of Quest
Feel free to RP how you'll get back to Absalom.
Betel Capella
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Betel looks around. Upon realising the situation, she groans, contemplating a very long swim back to Absalom.
We so royally messed up she groans.
She settles down to wait for Hlar to come in.
Flikk
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"Man, Flikk feel like too many drums all playing inside all at once." He gently rubs his face and wipes away half dried snot. "Flikk not swimming back to Absalom. Maybe we find work on pirate boat to get ride back? What pirate boat not want a Flikk and his friends?"
Flikk gathers the others and starts to ask around for a ship heading that way that needs crew. Diplomacy, Gather Info: 1d20 + 6 ⇒ (17) + 6 = 23
Flikk
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"I bet pirates be very happy for you to dive for them. Rescue all that lost treasure due to.. accidental explosions?" Hehe, always accident.. Flikk can be careless!
Tinsley Tyler The Tamperer
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Tinsley wakes up with a hang over.
"Ugh! My head hurts!" she says as she holds her head like it is heavy or something.
"We need to get back to Absalom. This place is crazy! Let's find a ride that can bring us back." she says with desperation.