Zero's Q4: Port Peril Pub Crawl (Inactive)

Game Master Super Zero

RPG Chronicles
Slides

Low Tier - 13 CP


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Pathfinder Provisions ◆◇↺

Stella whips a dart at the board without looking up from the contract. She's clearly pretty experienced here and it's still a decent shot, but quite obviously not as good as Morthos's dead-center bullseye. "Oh, you beat me." She sounds mildly surprised.

For her second shot, Stella actually looks at what she's doing. Her dart deflects off of Zisiro's. "Oh, whoops. Well, seems you win that one too!"

For her third dart, Stella stands properly at the line and aims. She gets a bullseye, which Tirx doesn't quite manage. "One for me, though!"

Beckoning for the Pathfinders to come with her, Captain Fane returns to the table and lays out the contract. "Valsin assured me that the Pathfinder agents who were bringing this to me would be impressive. When you were late for the meeting I was a little unsure, but at least I know you can handle yourselves in a fight since you're good at throwing knives at people." After removing one of her gloves, she pricks her finger with a knife and writes her name in blood. "I'm impressed; I'll honor this contract as it is, assisting the Pathfinder Society with the pirate blockade in exchange for nothing more than information on slaver movements."

After Fane rolls the contract back up and hands it to the field agents, she looks around suspiciously. “Maybe I have had too much to drink. This meeting as supposed to be somewhat clandestine until we reveal that the deal is done and dusted, but I've gone and drawn attention to myself. 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.”

With that, Stella Fane sweeps her hat off her head in an exaggerated bow and bids the party good night. She extends a leg behind her, tripping a nearby server. The server drops a plate of exquisitely prepared crab and raw fish, which lands across the faces of a nearby table of fishers. Enraged at the waste of food and livid with hunger, they lunge from their seats. One of them attacks the server, drawing ire from nearby patrons. Another attacks a diner at the next table, blaming him for causing the mess. A third leaps at someone else entirely unconnected to the commotion for reasons that are unclear.
Stella then activates her cape of the mountebank and disappears in a puff of smoke, as the entire bar erupts into chaos. It's as though the place was a powder keg, perpetually one moment from exploding into violence. Which... well, is probably accurate.

An assorted crowd throws punches, flings bottles, and otherwise flies into chaos as a bar fight breaks out. Four elves armed with fishing knives seem to have it out for the Pathfinders in particular. "Them!" one of the shouts, "It's those guys, they threw that!"

The Port Peril Bar Fight is a hazard that represents the general chaos of the brawl. They're everywhere, but don't fill any particular squares. Disabling or defeating the hazard will clear it from one section (that's what the dotted lines on the map are for). Remember that attempting to Disable a hazard is a two-action activity. For this hazard, you can use Intimidation or Diplomacy to Disable.
The S mark is where Stella Fane was sitting, you can ignore that

>MAP<
Herkemer's turn
Initiative:
Herkemer (AC 18; 16/16)
Blue Seaborn Fisher
Tirx (AC 18/20; 20/20)
Hezrioux (AC 18/19; 17/17)
Yellow Seaborn Fisher
Morthos (AC 15; 34/34)
> Lidya (AC 19)
Riddle of Nowhere (AC 19; 19/19)
Red Seaborn Fisher
Green Seaborn Fisher
Zisiro (AC 19/20; 20/20)

GM Dice: Initiative:
Port Peril Bar Fight: 1d20 - 10 ⇒ (8) - 10 = -2
Red Seaborn Fisher: 1d20 + 6 ⇒ (5) + 6 = 11
Green Seaborn Fisher: 1d20 + 6 ⇒ (5) + 6 = 11
Blue Seaborn Fisher: 1d20 + 6 ⇒ (12) + 6 = 18
Yellow Seaborn Fisher: 1d20 + 6 ⇒ (11) + 6 = 17
Riddle: 1d20 + 7 ⇒ (6) + 7 = 13
Tirx: 1d20 + 7 ⇒ (11) + 7 = 18
Hezrioux: 1d20 + 3 ⇒ (15) + 3 = 18
Morthos: 1d20 + 5 ⇒ (11) + 5 = 16
Herkemer: 1d20 + 7 ⇒ (20) + 7 = 27
Zisiro: 1d20 + 3 ⇒ (2) + 3 = 5

Grand Archive

Male Halfling Rogue 2 / HP 26/26, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Seeing the bar erupt into chaos, Herkemer moves into action. He draws his rapier, then starts grabbing bar patrons, shouting and shoving at them to clear the area. He sees the elf fishermen looking fearsome, but figures his team can have a better chance in fight, if the space is clear. Plus he doesn't want to make the first strike in case he misreads their intent.

◆Interact to draw rapier
◆ ◆ Attempt to disable the hazard in this sector of the bar

Let me know if I misunderstand the intent of disabling the hazard

Herkemer Intimidate: 1d20 + 5 ⇒ (13) + 5 = 18


Pathfinder Provisions ◆◇↺

I added tokens representing the bar fight hazard to show where it's still active. Feel free to move them if they get in your way. Or would it be easier to show where it's not active?

Herkemer cows some of the brawlers, who shift further away from him. There's no guarantee the brawling won't spill over a little, but at least there's less furniture flying overhead.

It doesn't work on the fishers glaring at the party. The quickest of the fishers draws her dagger, but doesn't approach the assembled Pathfinders. Instead, she cast a spell. A spark of lightning arcs from Herkemos to Morthos.
◆ Interact to raw dagger, ◆◆ Cast electric arc; Herkemer and Morthos can make DC 15 basic Reflex saves against electricity damage: 2d4 ⇒ (4, 1) = 5

Tirx and Hezrioux's turns.
Initiative:
Herkemer (AC 18; 16/16, DC 15 Reflex vs 5 electricity)
Blue Seaborn Fisher
Tirx (AC 18/20; 20/20)
Hezrioux (AC 18/19; 17/17)
Yellow Seaborn Fisher
Morthos (AC 15; 34/34, DC 15 Reflex vs 5 electricity)
> Lidya (AC 19)
Riddle of Nowhere (AC 19; 19/19)
Red Seaborn Fisher
Green Seaborn Fisher
Zisiro (AC 19/20; 20/20)
Port Peril Bar Fight (1 area disabled)

Grand Archive

Male Halfling Rogue 2 / HP 26/26, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer is able to just dip out of the way of most of the electrial blast, but still gets somewhat singed, grunting with the pain.

Herkemer DC15 Reflex: 1d20 + 9 ⇒ (14) + 9 = 23

Grand Archive

Nephilim (Human) Scholar of the Ancients Runesmith 3 | ◆◇↺

Hezrioux narrows her eyes as Fane disappears and the bar patrons begin to advance upon the party. Unwilling as yet to draw her weapon, she assumes a defensive posture.

◆) Raise Buckler (to AC 19)
◆◆) Trace Rune w/ Ranshu vs Green Seaborn Fisher
↺) Shield Block (3 hardness, 6 hit points)

With a few graceful gestures of calligraphy, she traces her fingers with the likeness quillstrokes, zig-zagging a pattern that appears with a violet coloration between her and the nearest knife-wielding fisherman: a bolt of lightning! The symbol brands on the would-be assailant, threatening menace should he continue his intended path.

Trace Rune (◆◆ or ◆):

Requirements: You have a hand free or are holding an artisan’s toolkit.
Your fingers dance, glowing light leaving behind the image of a rune. You apply one rune to an adjacent target matching the rune’s Usage description. The rune remains until the end of your next turn. If you spend 2 actions to Trace a Rune, you draw the rune in the air and it appears on a target within 30 feet. You can have any number of runes applied in this way.

Ranshu, Rune of Thunder:

[primal]
Usage: drawn on a creature or object
This vertical rune is often carved on tall towers to draw lightning and shield the buildings below it. If the bearer does not take a move action at least once on its turn, lightning finds it at the end of its turn, dealing 1d4 electricity damage.
Invocation: The preliminary streaks of lightning braid together into a powerful bolt. The rune-bearer takes 2d6 electricity damage, with a basic Fortitude save.
Level (+2): The damage increases by 1, and the damage of the invocation increases by 2d6

If Green fails to Move on his turn:

Electricity Damage (automatic, no save): 1d4 ⇒ 4

Grand Archive

male human nephilim summoner 3 | eidolon: Lidya Irsiya | ♥️47| ⛨16 | F+10 R+6 W+8 | Perception+8; low-light vision | speed 25ft | focus☑☐ | spells 2nd☐ 1st☑☐ | Exploration: Search | ⚕none

Morthos expression is of deep concern as the open-air tavern descends into chaos. He looks to see where his sister is, to ensure she's out of harm's reach.

Just as he's distracted with this, the electricity arcs towards him...

DC15 Reflex: 1d20 + 5 ⇒ (10) + 5 = 15

Horizon Hunters

Goblin Rogue 2 / HP 30/30, Perc +7, AC 19 (30), Fort +6 Ref +10 Will +7 / Active conditions: Darkvision, Twitchy, Nimble dodge

The goblin draws his weapon, moves and strikes on the green.

Rapier, surprised attack:1d20 + 7 ⇒ (10) + 7 = 17

Damage, sneak:1d6 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12


Pathfinder Provisions ◆◇↺

Tirx moves up and viciously stabs one of the fishers. He doesn't collapse, but he's already breathing heavy and looking a little unfocused. That might be the booze, though.
Surprise Attack wouldn't apply, since you weren't able to use Deception or Stealth for Initiative here. That still hits and bloodies (short for "half HP or less") him.

"They're violent types, huh?" says one of the fishers, drawing a knife of his own and throwing more lightning at the Pathfinders.
◆ Interact to draw knife, ◆◆ Case electric arc targeting Her/Hez/M/L/R/Z: 1d6 ⇒ 3 and Her/Hez/L/R/Z: 1d5 ⇒ 4 Morthos and Riddle; DC 15 basic Reflex vs electricity damage: 2d4 ⇒ (2, 3) = 5

Morthos and Riddle's turns.
Initiative:
Herkemer (AC 18; 14/16)
Blue Seaborn Fisher
Tirx (AC 18/20; 20/20)
Hezrioux (AC 18/19; 17/17)
Yellow Seaborn Fisher
Morthos (AC 15; 32/34, DC 15 Ref vs 5 electricity)
> Lidya (AC 19)
Riddle of Nowhere (AC 19; 19/19, DC 15 Ref vs 5 electricity)
Red Seaborn Fisher
Green Seaborn Fisher (-8, bloodied; Ranshu, rune of thunder)
Zisiro (AC 19/20; 20/20)
Port Peril Bar Fight (1 area disabled)

Radiant Oath

Fighter 2 / HP 30/30, Perc +8, AC 20, Fort +7 Ref +7 Will +6 / Active conditions: Low-light vision

Reflex :1d20 + 6 ⇒ (7) + 6 = 13

The Vishkanya draws quickly his machete once the chaos begins in the bar. But he's not quick enough to react immediately. Once he can he moves to the red one to strike them down.

Machete: 1d20 + 9 ⇒ (10) + 9 = 19

Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Grand Archive

male human nephilim summoner 3 | eidolon: Lidya Irsiya | ♥️47| ⛨16 | F+10 R+6 W+8 | Perception+8; low-light vision | speed 25ft | focus☑☐ | spells 2nd☐ 1st☑☐ | Exploration: Search | ⚕none

We're the violent type?! Morthos responds incredulously as he attempts to dodge more lightning.

DC15 Reflex: 1d20 + 5 ⇒ (4) + 5 = 9
HERO POINT DC15 Reflex: 1d20 + 5 ⇒ (8) + 5 = 13 -_-

Grand Archive

male human nephilim summoner 3 | eidolon: Lidya Irsiya | ♥️47| ⛨16 | F+10 R+6 W+8 | Perception+8; low-light vision | speed 25ft | focus☑☐ | spells 2nd☐ 1st☑☐ | Exploration: Search | ⚕none

Morthos turns to his sister and nods, seemingly communicating some unspoken course of action between them.

◇ Cast Extend Boost DC16 Occultism: 1d20 + 4 ⇒ (9) + 4 = 13 ⇒ No focus point spent, but boost only lasts one round.
◆Act together: Morthos casts boost eidolon, Lidya strides

Lidya will use the remaining two actions.


female devotion phantom eidolon (swift protector) | summoner: Morthos Talandro | ♥️47 | ⛨21; Resistances fire 1 | F+11 R+10 W+8 | Perception+8; darkvision | speed 25ft | ↻Dutiful Retaliation | Exploration: Avoid Notice | ⚕none

Lidya slinks away from her brother as some amount of his occult energy comes to rest in her being. Traversing the nearby steps she arrives opposite riddle, closing in on the nearest fisher-person.

Her twin blades slash down at them in her signature "X" pattern. One is wrapped in flame, and the other is a simpler, spectral dagger.

Both vs flanked
◆ Strike RED: protector firebrand attack (finesse), fire damage (boosted), deadly damage: 1d20 + 8 ⇒ (18) + 8 = 261d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
◆ Strike RED: protector dagger attack (agile, finesse), piercing damage (boosted): 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 71d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6


Pathfinder Provisions ◆◇↺

Riddle cuts into the elf, but it's not quite enough to take her down. Close, by the look of it. She has no time to respond to Morthos's incredulity before Lidya sends her to the floor.
Riddle hits and bloodies Red. Lidya crits, which is more than enough.

The fisher in green, compelled to move the sparking rune, circles around Tirx as he draws the dagger. "What is this??" he asks as he swipes at the goblin.
◆ Step, ◆ Interact to draw dagger, ◆ Strike dagger: 1d20 + 6 ⇒ (17) + 6 = 23 for slashing damage: 1d4 + 1 ⇒ (2) + 1 = 3

Zisiro's turn. Herkemer can go too, I'll just resolve the hazard after if you get to it before me.
Initiative:
Herkemer (AC 18; 14/16)
Blue Seaborn Fisher
Tirx (AC 18/20; 20/20)
Hezrioux (AC 18/19; 17/17)
Yellow Seaborn Fisher
Morthos (AC 15; 27/34)
> Lidya (AC 19)
Riddle of Nowhere (AC 19; 14/19)
Green Seaborn Fisher (-8, bloodied; Ranshu, rune of thunder)
Zisiro (AC 19/20; 20/20)
Port Peril Bar Fight (1 area disabled)

Verdant Wheel

Vudrani (he/him) Monk 2 | HP 30/30 | AC 20 (21) | F +8 (+9) R +10 W +6 (+7) | (Resist Fire 1) | Perc +4 | Stealth +8 | 25 ft | Hero 2/3 | FP: 0/1 | ◆ | ◇ | ↺ | Active Conditions: diehard

"He looks about ready to pass out; you've got this!" Zisiro says to Tirx with an encouraging smile before he dives into the chaos of the bar. His hands take on a claw-like shape when he lashes out at the two elfish fishermen.

◆ Enter Tiger Stance
◆ Stride
◆ Flurry of Blows

Strike vs. Blue: Handwraps of Mighty Blows +1, Claws (T): 1d20 + 8 ⇒ (10) + 8 = 18
Magic, Non-lethal, Slashing: 1d8 + 3 ⇒ (1) + 3 = 4

Strike vs. Yellow: Handwraps of Mighty Blows +1, Claws (T): 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
Magic, Non-lethal, Slashing: 1d8 + 3 ⇒ (7) + 3 = 10


Pathfinder Provisions ◆◇↺

The fisher in the blue hat laughs as Zisiro tries to scratch her, but the other sees the red gash he draws across her shoulder and gets out of the way.
Hits Blue, misses Yellow.

Most of the Pathfinders and their foes are in the area Herkemer's cleared of other brawlers, but a few are still in some danger. A heavy tankard whizzes by, narrowly missing the fisher with the yellow scarf. A tankard does bonk Zisiro on the head. Someone shoves a chair, which misses its intended target but hits Lidya as it tumbles down the stairs next to her.
A barrel of fish also smashes against the stairs, though on the other side way from Lidya. It bursts open, spraying fish and sauce everywhere.
General Mayhem vs Yellow: 1d20 + 9 ⇒ (5) + 9 = 14, General Mayhem vs Blue: 1d20 + 9 ⇒ (3) + 9 = 12, General Mayhem vs Zisiro: 1d20 + 9 ⇒ (12) + 9 = 21, General Mayhem vs Lidya: 1d20 + 9 ⇒ (18) + 9 = 27. Wow, misses both fishers but hits both PCs for bludgeoning damage: 1d6 + 3 ⇒ (4) + 3 = 7
The blue square has the effects of grease, DC 15.

Even in Port Peril, lethal bar brawls are considered a little too much. Yet that's hardly the Pathfinders' fault--it was the fishers who first drew knives and started slinging dangerous spells, after all. However, the fallen fisher's would be lethal wounds suddenly close with a blaze of magical light.
A fish-like humanoid sits off to the side, the others avoiding them even among the drunken chaos. A healer. They aren't getting people back into the fight, but they're magically stabilizing anyone who goes down. No need to worry then!

Herkemer's turn. The blue square is grease, DC 15.
Initiative:
Herkemer (AC 18; 14/16)
Blue Seaborn Fisher (-4)
Tirx (AC 18/20; 20/20)
Hezrioux (AC 18/19; 17/17)
Yellow Seaborn Fisher
Morthos (AC 15; 27/34)
> Lidya (AC 19)
Riddle of Nowhere (AC 19; 14/19)
Green Seaborn Fisher (-8, bloodied; Ranshu, rune of thunder)
Zisiro (AC 19/20; 20/20)
Port Peril Bar Fight (1 area disabled)

Grand Archive

male human nephilim summoner 3 | eidolon: Lidya Irsiya | ♥️47| ⛨16 | F+10 R+6 W+8 | Perception+8; low-light vision | speed 25ft | focus☑☐ | spells 2nd☐ 1st☑☐ | Exploration: Search | ⚕none

Very good. A healer is nearby. The lessons taught today will not be final, or fatal as it were.

Grand Archive

Male Halfling Rogue 2 / HP 26/26, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

A bit fried by the electrical spells, Herkemer moves to stop the cause, dodging a rolling barrel of fish along the way. He circles around behind Blue Fisher and attacks the elf from behind with rapier while flanking with Zisiro.

Herkemer rapier vs Blue, flanking: 1d20 + 7 ⇒ (10) + 7 = 17 hit?
Herkemer rapier vs Blue, flanking, MAP: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13 Miss?
Piercing Dmg + Sneak attack, if hit: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9
Piercing Dmg, + sneak attack, 2nd strike, if hit: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (6) = 12

◆Stride 25' to opposite Zisiro (could make a Retributive Strike, if able
◆◆Strike with flanking, off guard -2 to AC (x2)

Maybe that is a hit with the AC penalty, and maybe the second one is also? I can't for the life of my recall if you get Sneak Attack dmg on multiple strikes, so disregard if not.


Pathfinder Provisions ◆◇↺

The first one is a hit and takes her down, so you have an action remaining.

The fisher never sees Herkemer coming.

Tirx and Hezrioux's turns.
Initiative:
Herkemer (AC 18; 14/16, one action)
Tirx (AC 18/20; 20/20)
[b]Hezrioux[b] (AC 18/19; 17/17)
Yellow Seaborn Fisher
Morthos (AC 15; 27/34)
> Lidya (AC 19)
Riddle of Nowhere (AC 19; 14/19)
Green Seaborn Fisher (-8, bloodied; Ranshu, rune of thunder)
Zisiro (AC 19/20; 20/20)
Port Peril Bar Fight (1 area disabled)

Grand Archive

Nephilim (Human) Scholar of the Ancients Runesmith 3 | ◆◇↺

Hezrioux opens her hands wide, and duplicates the symbol on the (green) fisherman onto another (yellow) across the room.

◆◆) Trace Rune w/ Ranshu vs Yellow Seaborn Fisher
◆) Invoke (2) Runes

With a final punctuation, she presses with a special hand motion, and the runes arc together in a clap of thunder!

Ranshu vs Green (Electricity vs Basic Fortitude 17): 2d6 ⇒ (1, 4) = 5
Ranshu vs Yellow (Electricity vs Basic Fortitude 17): 2d6 ⇒ (1, 6) = 7

And all traces of what they were disappear...

Ranshu, Rune of Thunder:

[primal]
Usage: drawn on a creature or object
This vertical rune is often carved on tall towers to draw lightning and shield the buildings below it. If the bearer does not take a move action at least once on its turn, lightning finds it at the end of its turn, dealing 1d4 electricity damage.
Invocation: The preliminary streaks of lightning braid together into a powerful bolt. The rune-bearer takes 2d6 electricity damage, with a basic Fortitude save.
Level (+2): The damage increases by 1, and the damage of the invocation increases by 2d6

Invoke Rune:

(◆)
You utter the name of one or more of your runes within 30 feet. The rune blazes with power, applying the effect in its Invocation entry. The rune then fades away, its task completed. You can invoke any number of runes with a single Invoke Rune action, but creatures that would be affected by multiple copies of the same specific rune are affected only once, as normal for duplicate effects.


Pathfinder Provisions ◆◇↺

Green Fort: 1d20 + 5 ⇒ (7) + 5 = 12
Yellow Fort: 1d20 + 5 ⇒ (9) + 5 = 14

The fisher in green, already injured, collapses into a smoking heap as the lightning strikes him. The other hands on for the moment.

Hezrioux's turn.
Initiative:
Herkemer (AC 18; 14/16, one action)
Tirx (AC 18/20; 20/20)
Hezrioux (AC 18/19; 17/17)
Yellow Seaborn Fisher (-7, bloodied)
Morthos (AC 15; 27/34)
> Lidya (AC 19)
Riddle of Nowhere (AC 19; 14/19)
Zisiro (AC 19/20; 20/20)
Port Peril Bar Fight (1 area disabled)

Grand Archive

Male Halfling Rogue 2 / HP 26/26, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer will use his last action to move back into the cleared zone, just in case...

Horizon Hunters

Goblin Rogue 2 / HP 30/30, Perc +7, AC 19 (30), Fort +6 Ref +10 Will +7 / Active conditions: Darkvision, Twitchy, Nimble dodge

The goblin moves and strikes on the yellow.

Rapier:1d20 + 7 ⇒ (20) + 7 = 27

Damage:1d6 + 4 ⇒ (4) + 4 = 8

Deadly:1d8 ⇒ 4

Then he moves.


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Pathfinder Provisions ◆◇↺

Tirx... gives the healer a lot of work to do.

Without anyone (directly) opposing them, the Pathfinders are able to get out of the bar with no trouble. They find Hlar’s boat near the docks. The old diver is upset at having to row them back out so soon after just arriving in town, but agrees with the that’s it’s probably best to leave after being involved in a brawl of that size. She navigates the party 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 picks them up for the transport back to Absalom. There, they 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 Pathfinders with an archaic wayfinder.

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