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HT concentrates and opens his mind.
"It's not funny what you're doing to Vinny!" he shouts, again calling his friend 'Vinny' in the heat of battle. He spits a fireball at the drunk.
Ignition, Ranged: 1d20 + 7 ⇒ (16) + 7 = 23 for Fire Damage: 2d4 ⇒ (4, 3) = 7 Crit: Double Damage, 1d4 Persistent Fire
He then focuses and eases Vermithor's pain.
Restore the mind - +6 hp back to Vermithor
◇ Unleash Psyche
◆◆ Ignition vs Yellow
◆ Restore the Mind at Vermithor (+6 hp)

GM Valen |

As the human's hand handily hobbles the hubris of Vermithor, "Vinny" is vindicated when the villain violating Vermithor viciously and violently falls victim to the flames. The drunkard (yellow) drops.
"Die, Dog!" One patron (black) alliterates as he rushes to run his rapier through the Radiant rover.
Step
Strike, Melee, rapier (deadly d8, disarm, finesse) v Artemios: 1d20 + 6 ⇒ (11) + 6 = 17
Damage, piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Strike, Melee, rapier (deadly d8, disarm, finesse) v Artemoios: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Damage, piercing: 1d6 + 1 ⇒ (6) + 1 = 7
All around, the bar fight continues.
Hazard makes one Strike against each enemy in the area and roll the damage only once for all targets.
Melee, general mayhem: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Damage Type? 1 bludgeoning, 2 slashing, or 3 piercing damage: 1d3 ⇒ 3
The chaos scatters gaming chips across the ground, posing a tempting target even to Pathfinders!
Centered on who? Pathfinder from west (top of slide) to east (bottom): 1d5 ⇒ 1
Enticed by the prospect of material wealth, Shalosar and Artemois must each succeed at a DC 15 Will saving throw or be fascinated for 1 round or until a creature has used an Interact action to scoop up the valuables within the yellow-dotted area on map on Slides.
Another patron (red) moves up the steps, moves over the smoldering form of another patron, and tries to slap Vermithor.
Stride x2
Melee, slap (agile, nonlethal) v Vermithor: 1d20 + 9 ⇒ (20) + 9 = 29
Damage, bludgeoning: 1d4 + 1 ⇒ (4) + 1 = 5
CHAOS! or PORT PERIL BAR FIGHT! - Round Two Cont'd
PCs in bold may act
Erred -5 HP (Delay)
Artemios -17 HP (Will save)
Shalosar -5 HP (Will save)
Patron (blue-ish) -9 HP (Red-Gold)
Vermithor -4 TP | -15 HP
Huang Tong -5 HP
Patron (black)
Patron (yellow) -18 HP
Barfight (hazard) -2 HP
Patron (red) -2 HP

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Will: 1d20 + 8 ⇒ (3) + 8 = 11
Artemios isn't greedy, not really. But that is a lot of gold. He shakes himself, focusing his power out of his eyes and back into his sword. "Fine, if that's how you want it to go!" he snarls, swiping the blade towards his injured assailant... poorly.
Ouch. Not all Transcend actions have Concentrate, but the one Artemios currently has available is.
◆ Shift Immanence. Move Divine Spark back to Gleaming Blade
◆ Strike Blue Gleaming Greatsword: 1d20 + 10 ⇒ (1) + 10 = 11 for slashing damage: 1d12 + 4 ⇒ (3) + 4 = 7 and spirit (holy) damage: 2 = 2
◆ Strike Blue, or Hazard if Blue is down. Gleaming Greatsword: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 12 for slashing damage: 1d12 + 4 ⇒ (5) + 4 = 9 and spirit (holy) damage: 2 = 2

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One of Shalosar’s chains extends up the stairs, snapping at the brawlers on Artemios. He cracks the other, sending the last link flying toward the nearer one.
Shard Strike (30’ line) vs Blue, Black and Hazard, Elemental Blast vs Blue (Weapon Infusion: thrown)
Ref save vs DC 18: 1d6 ⇒ 3P
Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d8 + 1 ⇒ (4) + 1 = 5P

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Impulse Junction: Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or non- reach melee weapon, it takes damage of the chosen type equal to half your level (2 piercing)

GM Valen |

Preoccupied, Artemios' swings fail to find purchase.
Unaffected, Shalosar strikes a series of patrons.
Patron (blue-ish), Reflex: 1d20 + 8 ⇒ (4) + 8 = 12
Patron (black), Reflex: 1d20 + 8 ⇒ (4) + 8 = 12
Bar Fight, Reflex: 1d20 + 4 ⇒ (16) + 4 = 20
The strikes down one patron (blue-ish).
Retargeting opponent since blue-ish is down.
Shalosar's follow-up manages to further injure another one (black).
CHAOS! or PORT PERIL BAR FIGHT! - Round Two Cont'd
PCs in bold may act
Erred -5 HP (Delay)
Artemios -17 HP (fascinated)
Shalosar -5 HP
Patron (blue-ish) -12 HP
Vermithor -4 TP | -15 HP
Huang Tong -5 HP
Patron (black) -8 HP
Barfight (hazard)
-Section 1 -1 HP
-Section 2 -2 HP

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HT glares at the patron that just struck Vermithor. He focuses and spits three globes of force straight at the miscreant.
◆◆◆ Force Barrage: 3d4 + 3 ⇒ (4, 2, 4) + 3 = 13
His eyes glaze and he looks out of it. Stupefied 1 for 2 rds
Red doesn't appear to be in the tracker. If it's been eliminated, HT will just force barrage the section in general

GM Valen |

The kobold's barrage drops another patron (red).
CHAOS! or PORT PERIL BAR FIGHT! - Round Two Cont'd
PCs in bold may act
Erred -5 HP (Delay)
Artemios -17 HP (fascinated)
Shalosar -5 HP
Vermithor -4 TP | -15 HP
Huang Tong -5 HP
Patron (black) -8 HP
Barfight (hazard)
-Section 1 -1 HP
-Section 2 -2 HP
Patron (red) -15 HP

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Vermithor turns his attention to the ongoing bar fight and he wades in to stop the fighting by showing them who is more furious.
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Attack: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
Damage: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Not sure if I have to be near the cloud or not.

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Could have moved south without tumble through before but the other patron is no longer there.
"Fight chaos with chaos!" hisses Mousedeer. "He won't see us coming!"
Erred ◆Strides north to assail the patron in black. "Or going!" shouts Erred. He ◆swings a punch at the patron.
Punch: 1d20 + 3 ⇒ (12) + 3 = 15 for bludgeon damage: 1d4 ⇒ 2
Mousedeer then swirls in wide circles around Erred. "Fight confusion with confusion!" Mousedeer's ◆Nymph's Grace is cast, causing confusion amongst Erred's enemies. Will DC is 17.
Your apparition manifests as a mask of unearthly beauty that bewilders your enemies. The first time an enemy enters the [10' emanation] aura each round, or if they start their turn within the aura, they must succeed at a Will saving throw or become confused for 1 round. While confused by this effect, the creature's confused actions never include harming you.

GM Valen |

When those nearby see Vermithor drop a gambler with a single punch, they quietly drop their broken bottles and raised fists and disperse.
Section 3 of Barfight (hazard) disabled
Erred's punch finds its target (black). The patron reels a bit, then tries to fight back.
Patron (black), Will save: 1d20 + 2 ⇒ (20) + 2 = 22
Unaffected by Erred's spirits, he jabs at the Pathfinder.
Strike, Melee, rapier (deadly d8, disarm, finesse) v Erred: 1d20 + 6 ⇒ (16) + 6 = 22
Damage, piercing: 1d6 + 1 ⇒ (4) + 1 = 5
Strike, Melee, rapier (deadly d8, disarm, finesse) v Erred: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Damage, piercing: 1d6 + 1 ⇒ (6) + 1 = 7
Strike, Melee, rapier (deadly d8, disarm, finesse) v Erred: 1d20 + 6 - 8 ⇒ (18) + 6 - 8 = 16
Damage, piercing: 1d6 + 1 ⇒ (1) + 1 = 2
The bar fight continues to rage around Erred, Artemois, and Shalosar.
Hazard makes one Strike against each enemy in the area and roll the damage only once for all targets (except where disabled).
Melee, general mayhem: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Damage Type? 1 bludgeoning, 2 slashing, or 3 piercing damage: 1d3 ⇒ 1
In the ensuing scuffle, a set of jewels from a broken necklace scatter across the ground. Their value is evident and they pose quite the temptation.
Section for Port Peril Speciality?: 1d6 ⇒ 1
Enticed by the prospect of material wealth, Erred and Artemois must each succeed at a DC 15 Will saving throw or be fascinated for 1 round or until a creature has used an Interact action to scoop up the valuables within the yellow-dotted areas on map on Slides.
CHAOS! or PORT PERIL BAR FIGHT! - Round Three Begins!
PCs in bold may act
Erred -10 HP (Will save required)
Artemios -17 HP (Will save required)
Shalosar -5 HP
Vermithor -4 TP | -15 HP
Huang Tong -5 HP
Patron (black) -10 HP
Barfight (hazard)
-Section 1 -1 HP
-Section 2 -2 HP
-Section 3 -9 HP

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”You guys mop up, I’ll start clearing a path!”, Shalosar rasps.
He starts heading toward the exit, and lets out a scream of agony at the stragglers.
Stride, Cast haunting hymn (15’ cone in sections 2, 4, 5)
Fort save DC 17: 1d8 ⇒ 2Sonic

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HT tries to focus.
Stupefied, DC 6: 1d20 ⇒ 14
His mind clearing for the moment, he hurls a loose goblet into the adjoining section.
Telekinetic Projectile vs Section 2: 1d20 + 8 ⇒ (7) + 8 = 15 for Bludgeoning: 2d6 ⇒ (4, 3) = 7 Crit: Double Damage
He then moves to Vermithor to stand shoulder to shoulder with his fellow Dragon.
"Nice punch, Vermithor. I'm afraid I called you Vinny again in the heat of battle"
Dragons are just so proper! :)
If he has no LoS to Section 3 then the TKP just goes into Section 1
◆◆ TKP vs Section 3 (or 1)
◆ Stride

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"This area is quelled, Huang Tong! Let's subdue the next!" Vermithor heads into section #2 and grabs a drunk patron and hurls him to the ground.
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9

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”Ooh, shiny!”
iron will of a bower bird: 1d20 + 9 ⇒ (7) + 9 = 16
Erred quickly tries to ◆scoop up some beads, before returning his focus to the brigand at hand. ◆Sustaining his aura of confusion Wis save DC 17, he throws another ◆punch.
punch: 1d20 + 3 ⇒ (4) + 3 = 7
”Call that a punch?” mocked Scold.
”Um… not punching, waving my beads!”

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Will: 1d20 + 8 ⇒ (4) + 8 = 12 Failure
Artemios is distracted again, this time by shiny gems. Thankfully, he doesn't need to focus as much for this. Shifting to a more advantageous position, his sword again gleams as the blade becomes pure light. He whirls around, sweeping the blade in a circle in an attempt to catch the last assailant twice.
The light settles on Vermithor, healing him, and on the brass bangles around his forelimbs. They shine like gold, at least as attractive as the gems. Who wouldn't want to be near him?
◆ Step to flank
◆◆ Flowing Spirit Strike vs Black Gleaming Greatsword (nonlethal): 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24 for spirit (holy) damage: 1d12 + 4 + 2 ⇒ (4) + 4 + 2 = 10 and Gleaming Greatsword (nonlethal): 1d20 + 10 - 2 - 2 ⇒ (6) + 10 - 2 - 2 = 12 for spirit (holy) damage: 1d12 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Moving spark to Fetching Bangles (mostly because it doesn't have concentrate); if any enemy within 10 feet tries to move away from Artemios, they must make a DC 19 Will save or the move is disrupted
Vermithor heals 8 HP

GM Valen |

”You guys mop up, I’ll start clearing a path!”, Shalosar rasps.
He starts heading toward the exit, and lets out a scream of agony at the stragglers.
Barfight, Will: 1d20 + 4 ⇒ (14) + 4 = 18
Much of the scream is drowned out by the surrounding ruckus.
That is until a flying goblet causes one group of brawlers [ooc[(section 2)[/ooc] to give up the fight and look for an exit.
With no nearby targets (due to section 2 being disabled), Vermithor moves closer to the exit.
Replaced Vermithor's Strike with a Stride action and moved token 25 feet (Feel free to retcon if you wish).
”Um… not punching, waving my beads!”
"No you weren't!" The unassaulted patron (black) replies. "You were trying to punch me! And you failed!"
He raises his rapier and smirks, "The fight between you and me is over and I---"
The patron (black) falls over dead, having been struck by a gleaming blade.
Though less intense than when it began, the bar fight continues to rage around Erred and Artemois.
Hazard makes one Strike against each enemy in the area and roll the damage only once for all targets (except where disabled).
Melee, general mayhem: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Damage Type? 1 bludgeoning, 2 slashing, or 3 piercing damage: 1d3 ⇒ 3
Erred is dropped to the ground.
The commotion jostles loose a money purse, spilling coins onto the floor of the bar. Temptation rears its head.
Section for Port Peril Speciality?: 1d6 ⇒ 2
Enticed by the prospect of material wealth, Huang Tong must scceed at a DC 15 Will saving throw or be fascinated for 1 round or until a creature has used an Interact action to scoop up the valuables within the yellow-dotted areas on map on Slides.
CHAOS! or PORT PERIL BAR FIGHT! - Round Four Begins!
PCs in bold may act
Artemios -25 HP
Shalosar -5 HP
Vermithor -4 TP | -7HP
Huang Tong -5 HP (Will save required)
Patron (black) -20 HP
Erred -21 HP (dying 2, unconscious, prone)
Barfight (hazard)
-Section 1 -1 HP
-Section 2 -10 HP disabled
-Section 3 disabled
-Section 4 -1 HP
-Section 5 -1 HP
-Section 6

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Will: 1d20 + 7 ⇒ (19) + 7 = 26
HT resists the cheap brass, knowing a Dragon's horde is much larger and shinier.
Seeing Erred drop, HT moves up and tries to focus.
Stupefied DC 6: 1d20 ⇒ 19
He manages to focus and sends some much needed healing to his comrade.
Soothe: 1d10 + 4 ⇒ (4) + 4 = 8 and +2 vs mental for 1 minute
HT is down to Cantrips
◆ Stride
◆◆ Soothe at Erred

GM Valen |

Seeing Erred drop, HT moves up and tries to focus.
He manages to focus and sends some much needed healing to his comrade
CHAOS! or PORT PERIL BAR FIGHT! - Round Four Cont'd!
PCs in bold may act
Artemios -25 HP
Shalosar -5 HP
Vermithor -4 TP | -7HP
Huang Tong -5 HP
Erred -13 HP (wounded 1, prone)
Barfight (hazard)
-Section 1 -1 HP
-Section 2 -10 HP disabled
-Section 3 disabled
-Section 4 -1 HP
-Section 5 -1 HP
-Section 6

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Vermithor stalks through the building tossing aside brawling patrons and roaring at them.
Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Attack: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
Damage: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Subdue area #4. I doubt you can attack into an area to subdue it, but if so, then #5.

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HT can only look on in awe...

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Erred almost cried, "Ha!" as the black brigand goes down. But before the foe even hits the ground Erred cops a stray fork to the head that no aura of beatific confusion could seemingly undo.
Erred came to, to find Huang Tong Dragonkin soothing his pierced head. "Oh, what? Thank you!!" Erred ◆leaps to his feet and gives the kobold a ◆hug while the kobold looks on in awe... at the other fleeing kobold.
"Get a room!" spat Scold.
◆Erred runs off towards Shalosar and perhaps less flying cutlery. "Is he actually going to get a room?" inquires Mousedeer.
"I'm not getting a room! I'm getting out of here!"

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"Meeek!" squeaks HT as Erred squeezes him breathless. "We can socialize later, " he gasps, "There's a battle to win! But fear not! You are under a Dragon's protection!"

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Shalosar lays down cover fire for Vermithor, sending barbed links over his head into the crowd before them.
Stride, Elemental Blast [two-action] vs 6, Weapon Infusion: thrown
Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 1 ⇒ (4) + 1 = 5P
Impulse Junction: Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or non- reach melee weapon, it takes damage of the chosen type equal to half your level (2 piercing)

GM Valen |

Vermithor roughs up the patrons in one section so much, they back away.
Section 4 disabled
Shalosar's links fly over the heads of any remaining patrons.
CHAOS! or PORT PERIL BAR FIGHT! - Round Four Cont'd!
PCs in bold may act
Artemios -25 HP
Shalosar -5 HP
Vermithor -4 TP | -7HP
Huang Tong -5 HP
Erred -13 HP (wounded 1)
Barfight (hazard)
-Section 1 -1 HP
-Section 2 disabled
-Section 3 disabled
-Section 4 disabled
-Section 5 -1 HP
-Section 6

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"We have what we came for," growls Artemios, "and nobody else is directly attacking us. We could just go!"
At first the attacks had seemed inconsequential, but he was starting to feel it. His sword lights up again as he whirls around (a technique akin to a dog chasing its tail) to drive back the brawlers around him and hopefully disperse them.
The light settles in his eyes--and heals Erred.
◆ Shift Immanence to Gleaming Blade
◆◆ Flowing Spirit Strike vs hazard section 1 Gleaming Greatsword (nonlethal): 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22 for spirit (holy) damage: 1d12 + 4 + 2 ⇒ (6) + 4 + 2 = 12 and Gleaming Greatsword (nonlethal): 1d20 + 10 - 2 - 2 ⇒ (10) + 10 - 2 - 2 = 16 for spirit (holy) damage: 1d12 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Divine Spark moves to Gaze Sharp as Steel (granting Artemios +2 to AC vs ranged attacks)
Erred heals 8 HP

GM Valen |

With a flash of his blade, Artemios manages to discourage the patrons in this section of the pub from engaging in further fighting.
Indeed, there is only fighting ongoing in the sections near the pub's exit.
Section for Port Peril Speciality?: 1d6 ⇒ 1
However, in their efforts to get away from the blade-wielding do, a patron trips, spilling the contents of his coin purse onto the floor of the bar.
Enticed by the prospect of material wealth, Artemios and Erred must succeed at a DC 15 Will saving throw or be fascinated for 1 round or until a creature has used an Interact action to scoop up the valuables within the yellow-dotted areas on map on Slides.
CHAOS! or PORT PERIL BAR FIGHT! - Round Five Begins!
PCs in bold may act
Artemios -25 HP (Will save required)
Shalosar -5 HP
Vermithor -4 TP | -7HP
Huang Tong -5 HP
Erred -5 HP (wounded 1; Will save required)
Barfight (hazard)
-Section 1 disabled
-Section 2 disabled
-Section 3 disabled
-Section 4 disabled
-Section 5 -1 HP
-Section 6

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HT moves up. Trying to do his part, he hurls metal needles at a random patron in Section 5.
Needle Darts: 1d20 + 8 ⇒ (10) + 8 = 18 for Piercing: 3d4 ⇒ (3, 1, 2) = 6 Crit: Double Damage, 1 persistent bleed
◆ Stride
◆◆ Needle Darts vs Section 5

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Shalosar presses on, using his chain like a scythe to clear a path through a wheat field.
”Move it or lose it!”, he shouts.
Stride, Elemental Blast [two-action] vs 6
Attack: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d8 + 5 ⇒ (7) + 5 = 12S

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Vermithor grabs two brawlers in section 5 by the back of their shirts and throws them into opposite corners.
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Attack: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11
Damage: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7
◆ Stride
◆ Strike
◆ Strike

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Erred counts coins.
Will: 1d20 + 9 ⇒ (15) + 9 = 24
”This is quite a generous establishment, forks notwithstanding.” Erred ◆gathers coins to add to his bar beads collection. Scold comes forth from his ◆Circle of Spirits and exudes a 5’ aura of misfortune with the ◆Discomfiting Whisper vessel spell.

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Artemios is a little distracted by the coin--he's only really understood what it is for a fairly short while, but now that he does...
Shaking himself, he bounds down the stairs and into the remaining crowd, swinging his blade to drive them back. Mostly with the less-dangerous side.
Will: 1d20 + 8 ⇒ (4) + 8 = 12 Dang, these Will saves are not working out for me. Though moot since Erred gathered the coins, right? Although I don't have the spare action to Transcend anyway.
◆ Stride
◆ Stride
◆ Strike area 5 Greatsword (nonlethal): 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20 for slashing damage: 1d12 + 4 ⇒ (1) + 4 = 5

GM Valen |

The Pathfinders subdue the rest of the fight by means of violence and soon the place begins to fall quiet.
COMBAT OVER
As the air settles, the party is able to make its way to the door.
Having fought your way clear of the bar fight Fane started, you can all make their way back to Hlar’s boat, contract in hand.
Upon spying you all, the old diver looks upset. "Ach! What be this now!?" Hlar cries out. "Ye couldn'a left me boat more than an hour ago. We've hardly been in town! Don't be tellin' me ye wish to head back out to sea already!"
We are fast approaching the end of this adventure. Please double check your chronicle information to make sure it is correct.
I expect to finish us up and send out chronicle sheets by sometime Monday.

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As they get clear of the bar, Shalosar takes a last look around. He winces as the chains retract into his wrists.
When they see Hlar, he’s nonplussed for a moment. ”Back out to sea”, he mutters. ”Is that the plan, drop us back on that sand bar? Do we know when the ship’ll be back? Because I’d rather grab a drink if we have the time”

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With the whole bar subdued, Vermithor roars and shakes his fists of fury. Even without his flail and axe, he feels the dragon's fury!
Getting back to the boat, he beams at Hlar. "Yes, we took care of everything quite easily. It was fun being able to beat up so many people!" He gives a toothy dragon grin.

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HT can only look in awe of his friend's abilities. "Wow! Can you teach me how to do that Vermithor?! You are a great Dragon!"

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"Fane didn't want anyone to recognize us, so she drew more attention to us," Artemios explains, "So yeah, we're done."

GM Valen |

”Is that the plan, drop us back on that sand bar? Do we know when the ship’ll be back? Because I’d rather grab a drink if we have the time”
"Aye, back to the sand bar wit' ye lot," Hlar replies. "Though I've some dried squid and water to keep you 'til the ship returns."
Getting back to the boat, he beams at Hlar. "Yes, we took care of everything quite easily. It was fun being able to beat up so many people!" He gives a toothy dragon grin.
"Beat many people up, did ye?" Hlar parots with a grin of her own. "Well, then I agree 'tis probably best to leave port quickly."
"Fane didn't want anyone to recognize us, so she drew more attention to us," Artemios explains, "So yeah, we're done."
"Well don't stand there gawkin', me boy! Get aboard already!" The dwarf cries out to the party.
Once you are all aboard, Hlar navigates the party back to the sandbar where she originally picked you up. As promised, she leaves you with some dried squid and a jar of fresh water.
A day later, another commissioned ship travels by and offers to transport the party back to Absalom.
Shortly after you arrive in the City at the Center of the World, you are summoned to the Grand Lodge by Venture-Captain Ambrus Valsin.
"I trust you have an executed contract? One signed by the infamous Stella Fane?" The old man asks gruffly. "She didn't make any addendums, did she?"

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HT can only look in awe of his friend's abilities. "Wow! Can you teach me how to do that Vermithor?! You are a great Dragon!"
"You just need to get really, really angry!" The little kobold gives a short, primal scream. "Being a tax collector will do that to you! Now I have the fury of a Dragon!"

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"Fane added something about right of refusal. She called it 'a bit of assurance.' I didn't feel like she plans ahead a lot, but maybe that was for show."

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Erred perks up at Artemios’ excellent memory. ”That’s right! She did mention that she can refuse to keep everything that Pathfinders find in somewhere called North Gerund. I guess that would be ‘Northing’?” Erred is scratching his head, gerundly. ”So she might not want to keep all of it! That sounds like an opportunity for us.”
Scold and Mousedeer roll their eyes audibly.

GM Valen |
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Ambrus Valsin listens intently. Then, he concludes, "I suppose we can live with that."
From behind his desk, he produces a box. When he opens it, inside are five archaic wayfinders. "In gratitude for your service." The Venture-Captain declares.
FIN
Reporting Notes As Fane was not very impressed with the PC's gaming skills and helped only on condition that the Pathfinder Society tithe a portion of its treasure to her, box B was checked for reporting and the PCs gain the Stella’s Acquaintance boon on their Chronicle sheet.
Primary Objectives The PCs fulfilled their primary objective as they get Stella Fane to sign the contract with the Pathfinder Society (regardless of the terms of the contract) and then successfully make their way out of Port Peril, gaining 1 Fame for any faction associated with their currently slotted faction boon.
Thanks all for a great game! This is a very fun group and I look forward to sharing tables with each of you in the future.