Port Peril Bar Fight (The Watchtower) (3-4)

Level 4Hazard (Complex)
HazardMediumLegacy
AC 18
HP 15 (BT 7)
Speed 0 ft.
Fort +19
Ref +13
Will +13
Perc +0
Size Medium
Common
Complex Hazard
Disable DC 22 intimidation to cow a section of crowd or DC 25 diplomacy to attempt to disperse it
Immunities critical hits, precision, swarm mind
Recall Knowledge arcana DC 19

Attacks

Melee General Mayhem +9/+4/-1(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 21.

Get the Goods!

Gaming chips, a money purse, or jewels from a broken necklace scatter across the ground. All creatures within a 15-foot burst that could be enticed by material wealth must attempt a DC 21 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.

Description

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.