Port Peril Bar Fight (Last Catch) (1-2)

Level 1Hazard (Complex)
HazardMediumLegacy
AC
13
HP
8 (BT 4)
Speed
0 ft.
Perception
+0
Fort
+10
Ref
+4
Will
+4
Stealth DC
-10
Immunities critical-hits, precision, swarm-mind
Recall Knowledge DC 15 (arcana)

Attacks

Melee General Mayhem +9 (nonlethal), Damage 1d6+3 bludgeoning

Abilities

Port Peril Specialty

The bar fight creates an effect unique to the bar, located at any point within the hazard (even within sections that have been disabled) as long as the entire hazard has not been disabled. The DC for each effect is 15.

Slippery When Wet

The sea splashes, a cask ruptures, or a patron from an aquatic ancestry uses a water-based ability, coating 4 contiguous 5-foot squares with the effects of Grease. This effect is a Last Catch specialty.

Disable DC 17 intimidation to cow a section of crowd or DC 20 diplomacy to attempt to disperse it

An assorted crowd throws punches, flings bottles, and otherwise flies into chaos as a bar fight breaks out, clustering in six sections of one of Port Peril's drinking houses.