Port Peril Bar Fight (The Watchtower) (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.
Get the Goods!◆
Gaming chips, a money purse, or jewels from a broken necklace scatter across the ground. All creatures within a 15-foot area that could be enticed by material wealth must attempt 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. This effect is a Watchtower 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.