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Chronicles can be found here! Thanks for playing - this quest is dangerous in the higher tier!
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Characters can continue to interact and I won't close the thread for a while. The following is what will happen overall. Hlar navigates you back to the sandbar she originally picked you up at, leaving you with some dried squid and a large jar of fresh water. A day later, another commissioned ship travels by and offers to transport you all 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 offers an archaic wayfinder.
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Combat over In the end, it is Elixia who convinces the crowd to let them through and the trouble-causers move to the small pockets of continued fighting. The group (contract in hand!) get out of the Watchtower with just a few minor injuries. You make your way back to Hlar's boat. "What in Besmara's name have you been doing?" She says as you climb in.
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The patrons don't seem to listen to BakBat this time! The fight rumbles on, with Khagra and Standarii caught in a still-raging section. General mayhem, Khagra: 1d20 + 14 ⇒ (13) + 14 = 272d8 + 5 ⇒ (6, 7) + 5 = 18
Both get pumelled by a thrown table. Initiative: Quickblade Trueshot, (-7)
Bold are up!
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The combined blows of Khagra and Standarii take down the last gambler, removing all the individual foes. The fight still rages in much of the bar, including around Khagra and Standarii. Elixia pushes out a wave of positive energy, healing our heroes and bar patrons alike, ensuring most will have nothing but a sore head later. Luciola starts to leave with the contract. Initiative: Quickblade Trueshot, (-7)
Bold are up!
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)
Red stabs at BakBat, fearing for his outfit and possibly his life after all that fire... Rapier: 1d20 + 9 ⇒ (15) + 9 = 241d6 + 4 ⇒ (3) + 4 = 7
In his haste, he only strikes once! Initiative:
Bold are up!
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)
I agree about the temp HP. Green goes down in pointy flames after Khagra stabs him back. Initiative:
Bold are up!
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)
Just spotted it was a nat 20 on Khagra. Deadly: 1d8 ⇒ 5 Initiative:
Bold are up!
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The bright faerie lights up the area with her plea, causing the patrons around her to stop and consider her words (area pacified). Medicine, Wounds restored to Elixia: 4d8 ⇒ (3, 7, 2, 8) = 20 Blue is an adept combatant and despite taking two blows from Standarii, it is the first strike from Quickblade that takes him down, falling in a heap off the table. Quickblade then repositions through the calmer area. Green steps into Khagra, stabbing at him once, then stepping back. Rapier: 1d20 + 9 ⇒ (20) + 9 = 291d6 + 4 ⇒ (5) + 4 = 9 The rapier goes into Khagra's leg. BakBat unleashes burning rays at the remaining three opponents. Attack vs Red: 1d20 + 9 ⇒ (16) + 9 = 25
It burns into all three, especially green. Damage, red: 4d6 ⇒ (4, 5, 3, 2) = 14
Yellow goes down in flames. Initiative:
Bold are up!
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)
Standarii keeps Quickblade standing through the storm of violence and almost pacifies the area around them. Red charges towards BakBat, stabbing at him twice with his rapier.
rapier: 1d20 + 9 ⇒ (5) + 9 = 141d6 + 4 ⇒ (1) + 4 = 5
Blue recognises Khagra as a serious threat and stabs at him twice before stepping onto the table next to Quickblade.
Yellow steps to his attacker, Standarii, stabbing the conrasu then moving back out of his reach. rapier: 1d20 + 9 ⇒ (6) + 9 = 151d6 + 4 ⇒ (5) + 4 = 9 Khagra and BakBat are both hurt, but not severely. Initiative:
Bold are up!
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)
Standarii may wish to react Khagra is miraculously unharmed by the excessive violence around him. Initiative:
Bold are up!
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Around the rest of the bar, punches are thrown, shirts pulled, ears twisted and bottles finished and hurled. General Mayhem, NL, Quickblade: 1d20 + 14 ⇒ (20) + 14 = 34
General Mayhem, NL, (B): 2d8 + 5 ⇒ (1, 4) + 5 = 10
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Khagra skewers Blue, wounding him badly but not taking him down. BakBat pacifies the area he is in. The seemingly angry goblin cows the crowd! Initiative:
Bold are up!
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Standarii fails to make a real impression on the crowd. Elixia infuses herself with energy and reverses all the damage BakBat has taken. BakBat comes round amidst the fighting feeling very healthy. Green cannot resist the gems and scoops some as he repositions, drawing his rapier. Initiative:
Bold are up!
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)
General mayhem is described as a Strike, so yes, the Retributive Strike is applicable. Elixia is on 2/33 HP and it is her turn! Standarii can also make its Retributive Strike! I am making the call that the Hazard is an enemy. Quickblade is healed and lashes out, hurting Blue a little, but without much effect. Standarii cuts into Yellow twice, vey deeply with the first hit. Initiative:
Bold are up!
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)
The violence is so intense, Elixia and BakBat are knocked out by flying whisky bottles. Quckblade gets hit by a chair to the back but somehow everyone else avoids harm. Green is skewered by Khagra's trident before it rips itself out and returns to him! Red attempts to ◆ stab Quickblade before ◆ slapping him twice and ◆ stepping back.
He draws blood with his rapier! Blue ◆ draws his rapier, ◆ steps forwards and ◆ stabs at Luciola, giggling the whole time.
Yellow ◆ stabs at Standarii ◆ twice before ◆ stepping back.
Initiative:
Bold are up!
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The bar fight flows all around the group, bottles, fists and chairs flying! Each of the six dotted areas is a section that needs to be pacified (through words, looks or violence) or it will keep attacking every round. ◆
General Mayhem, NL, damage (B): 2d8 + 5 ⇒ (8, 5) + 5 = 18 Suddenly, jewels from a broken necklace scatter around Quickblade! ◆ Get the Goods! All creatures within a 15-foot burst that could be enticed
I will leave it up to you whether your character is affected by this!
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Due to the strange angle, Green gently slaps BakBat on the top of the head, like a patronising pat. Initiative:
Bold are up!
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Blue starts to laugh at his own joke Standard success "Tooth fairy...he..he..Beer fairy now!..he..he.." Red is pummelled by the spell but Yellow seems totally unaffected. Green ◆ strides across to BakBat and gives him a ◆ Flurry of Slaps Slap 1, NL: 1d20 + 9 ⇒ (12) + 9 = 211d4 + 1 ⇒ (1) + 1 = 2 Slap 2, NL, MAP: 1d20 + 5 ⇒ (8) + 5 = 131d4 + 1 ⇒ (1) + 1 = 2 "Magic is cheating in a bar fight! Stop it immediately!" ◆ he then draws his rapier.
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Quickblade gets a slap each way across his face as Luciola becomes beer-coated. Quickblade manages to lay about himself and starts to pacify this section of the bar. Initiative:
Bold are up!
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)
The gamblers react quickly! Red ◆ strides through the flying beer and wine glasses to Quickblade, giving him a ◆Flurry of Slaps, NL: 1d20 + 9 ⇒ (19) + 9 = 281d4 + 1 ⇒ (3) + 1 = 4
he shouts "Draw your blade, cad!" and
Blue ◆ strides towards the party and ◆◆ Throw his Drink at Luciola. The offended high roller grabs a nearby drink and throws it in the face of a creature within 10 feet. The creature must attempt a DC 18 Fortitude save or be dazzled for one round (blinded on a critical failure). On its turn, it can spend an Interact action to end the dazzled or blinded condition. He laughs "I think I drowned the tooth fairy!" Yellow ◆ strides towards Standarii "What even are you? Animate furniture?" ◆ Draws his rapier and ◆ tries to trip the conrasu Athletics: 1d20 + 7 ⇒ (11) + 7 = 18
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)
Initiative:
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Four of the high rollers seem to take exception to your presence, shouting something incomprehensible amidst the chaos. You are in danger from them as well as the general barfight. Quickblade Trueshot, Scout: 1d20 + 9 ⇒ (12) + 9 = 21
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The Pathfinders play a good game, winning up until Luciola’s cheeky smile lets Fane know what cards she really has. Fane is more than happy to sign the contract. She brings the party back to her table. After removing one of her gloves, she pricks her finger with a knife and writes her name in blood. ”I’m impressed with you, quite frankly. You put up a good fight in that game. I’ll sign the deal with our original terms.” After Fane rolls the contract back up and hands it to you, she looks around suspiciously. “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.”
A flung glove flies out from the smoke left by Fane, striking a nearby gambler in the back of the head. Turning around, the gambler believes he was just challenged to a duel by another guest, who has beat him at numerous games all night. As friends and allies come to each other’s aid over wounded pride, the bar’s patrons start a chaotic brawl. Please place your tokens near the S token.
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)
"Now that it is good quality booze! Maybe your group is serious after all!” she says to Khagra. You toast, “To calmer seas!” Fane declares ”You need to entertain me while we talk business.” Pulling out a deck of cards, Fane invites you to play a game of High Tide, a pirate gambling game where cards are passed face-down while players try to lie about what cards they’ve “added to the tide.” A PC can attempt a Games Lore check (to win fairly), a Thievery check (to surreptitiously hide cards up their sleeve), or a Deception check (to bluff Fane into thinking they have better cards). The game is played in three rounds, and a different PC must attempt the check for each round. Once during the adventure, a PC can use a reaction when they are targeted by an attack roll from an enemy they can see. If they do so, they stumble just as the attack is made, gaining a +2 status bonus to their AC against the attack.
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)
You return to Hlar, cross the bay in her boat and head up the bluffs to the expensive and exclusive district of High Eastwind. Several clusters of large, elegant dwellings come into view. A long series of stairs with intermittent landings lead up the side of a small cliff towards a fortified stone structure. The structure, once a lookout and armoury, has since been refitted into an upscale gambling hall. The sound of falling chips, shuffling cards, and pleasant music becomes audible to you before you reach the entrance and see a wash of well-dressed merchants gambling their money away. Stella Fane is clearly visible at the back of the building near a card table, wearing an extremely elegant dress that is slightly too large for her, suggesting it was probably stolen. When she spots you, Stella says, “Ah, you’re just in time! Like little baby cleaner fish, not knowing that the shark might decide it wants a meal more than sparkling teeth. Let’s see what we’re dealing with. But first, a toast!” ”You drink?” she asks. I am going on holiday from Sunday to Wednesday, so I will be slower in posting.
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The harbourmaster seems utterly transfixed by the light of the sprite. He even seems to smile as he says "Oh! You'll find her in The Watchtower Gaming Hall and Purveyor of Fine Spirits." and he watches her as she moves away, with wistful expression and a deep sigh.
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Hlar’s boat arrives in Port Peril around sunset. As you drift into Crescent Harbour, sailors disembarking for shore leave remain clearly visible, singing rowdily as they work. Hlar soon lands at a smaller dock to unload her catch and gestures at Fane’s ship in one of the docks—the Risen Albatross. ”Fane loves partying hard when she returns to port. Could be any number of places. I don’t know where the kids go these days. The harbourmaster would probably have a better idea of where he saw Fane head after her ship docked and unloaded. He’s called. Tsojmin Kreidoros. He’s quite miserable, so you’d better bribe him unless you’re good at sweet-talking. He’s the bald dwarf over there.” she points to a dwarf with a ledger and pen not too far away.
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You open the crate to find a bottle of rum stamped with a stylized dragon turtle. (Alcohol Lore to ID) The tide comes in as you wait on the sandbar, eventually leaving you standing in a few inches of water in the middle of the ocean. About an hour later, a small boat appears, sailed by an elderly dwarf. The woman beckons the you aboard, shifting around sacks of shellfish and crab traps to make room in the cramped vessel. Over the next few hours, Hlar sails her boat in a meandering path to shore along the submerged rock formations, every now and then jumping overboard and freediving for several minutes before reemerging with an oyster, sea urchin, or squid. ”If you want to get into port quicker, two of you can row.” she says gruffly.
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