TEXT: By James Case
  Port Peril Pub Crawl
  Port Peril Pub Crawl
  PATHFINDER SOCIETY QUEST #4 
  TIER 1–4
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Scenario Tags
  Scenario tags provide additional information about an adventure’s contents. For more 
  information on scenario tags, see the Pathfinder Society Guide to Play at http://www.
  organizedplayfoundation.org/paizo/guides.
  Repeatable
  Pathfinder Society Quest #4: Port Peril Pub Crawl is a Pathfinder Society Quest designed for 
  1st- through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). As a quest, this adventure is 
  designed to take about 1 hour to play. It is designed for play in the Pathfinder Society Organized 
  Play campaign, but can easily be adapted for use with any world. For more information on 
  the Pathfinder Society campaign, how to read the attached Chronicle sheets, and how to find 
  games in your area, check out the campaign’s home page at PathfinderSociety.club.
  How To Play
  GM Resources
  Port Peril Pub Crawl makes use of the Pathfinder Core Rulebook and Pathfinder Bestiary, 
  as well as the maps from Pathfinder Flip Mat: Tavern Multipack. All rules referenced in this 
  adventure are available in the free online Pathfinder Reference Document at paizo.com/prd, 
  and the creature stat blocks from the Bestiaries are reprinted at the back of the adventure 
  for the GM’s convenience.
  Table of Contents
  Port Peril Pub Crawl.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Appendix 1: Subtier 1–2 Encounters . . . . . . . . . . . . . . 13
  Appendix 2: Subtier 3–4 Encounters . . . . . . . . . . . . . 16
  Appendix 3: Art.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  GM Reference and Reporting Sheet . . . . . . . . . . . . . . 21
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  AUTHOR
  James Case
  DEVELOPMENT LEAD
  Michael Sayre
  EDITING LEAD
  Adrian Ng
  EDITOR
  Leo Glass
  COVER ARTIST
  Leonardo Santanna
  CONTRIBUTING ARTISTS
  Michele Esposito, Fabio Rodrigues, and Leonardo 
  Santanna
  CARTOGRAPHER
  Jason Engle
  ART DIRECTION AND GRAPHIC DESIGN
  Sonja Morris and Tony Barnett
  ORGANIZED PLAY LEAD DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  MANAGING DEVELOPER
  Adam Daigle
  PUBLISHER
  Erik Mona
  
  3
  Pathfinder Society Quest
  Port Peril Pub Crawl
  •Port Peril
  •Port Peril
  THE SHACKLES
  THE SHACKLES
  Port Peril Pub Crawl begins with the PCs traveling 
  through the Shackles, a lawless archipelago to the west 
  of Garund. Shortly after, they ferry to the harbor city 
  of Port Peril, located in a sheltered bay on the Garundi 
  mainland. More information about the Shackles can be 
  found on pages 67–68 of the Lost Omens World Guide.
  WHERE ON GOLARION?
  By James Case
  GM Synopsis
  This repeatable quest features a short investigation 
  followed by a rowdy bar fight at one of three taverns.
  Adventure Background
  When explorers from Cheliax first reached the Shackles 
  in 4111 AR, they found the island chain rife with ruins 
  from the ancient cyclops empire of Ghol-Gan. The 
  remaining walls of these colossal buildings were so 
  densely illustrated with murals of blood-soaked rites and 
  unholy sacrifices that no Chelaxian dared consider these 
  haunted shores suitable for colonization. Yet that same 
  fearsome reputation made it an immediate destination 
  for northern pirates. They flocked to the supposedly 
  cursed islands in droves, settling there in relative safety 
  while launching lucrative raids against merchant ships in 
  the Abendego Gulf.
  With the appearance of the Eye of Abendego, however, 
  trade along the western coast of Garund greatly decreased, 
  and the pirates were forced to band together to survive. 
  United under the first Hurricane King, the newly named 
  Free Captains of the Shackles became a single fleet, 
  their actions guided by the Pirate Council—pirate lords 
  powerful enough to each control one of the archipelago’s 
  major ports. In addition to its usual raiding, the new 
  fleet sold its services to Sargava, promising to secure 
  the colony’s independence from Cheliax in exchange 
  for tribute. Though the overthrow of Sargava’s colonial 
  government eventually ended the agreement, it lasted 
  long enough for the pirate government to fully establish 
  itself, and the buccaneer federation has to date managed 
  to weather several invasions by fleets from Cheliax and 
  Rahadoum. Today, under the rule of Hurricane Queen 
  Tessa Fairwind, the pirates of the Shackles are bolder 
  than ever before, raiding all along the western coasts of 
  Avistan and Garund.
  The Shackles themselves are as chaotic as one might 
  expect, with each port having its own laws and customs 
  enforced absolutely by its pirate lord. By far the largest 
  is Port Peril, situated on the mainland and guarded by 
  the cannons of Fort Hazard on the cliffs overlooking 
  Jeopardy Bay. In its narrow streets, fugitives cut deals 
  with addicts and unscrupulous merchants, happily 
  ignored by the pirates who run the town.
  Of late, the Free Captains of Port Peril have made the 
  burgeoning nation of Vidrian their priority for looting 
  and plundering, seeking to punish the young country 
  for refusing to pay tithes as had been the custom of the 
  rulers of the now defunct colony of Sargava. The Vidrian 
  navy, comprised of ships liberated from the Chelaxian 
  fleet, is currently engaged in a back and forth battle with 
  the pirate forces, but neither side has yet to establish a 
  decisive advantage.
  Adventure Summary
  The adventure begins with the PCs inside the retrofitted 
  merchant vessel the Glorious Payoff, under the command 
  of Venture-Captain Calisro Benarry. The venture-captain 
  has arranged for the PC’s transport to the pirate haven 
  of Port Peril to make contact with Free Captain Stella 
  Fane and negotiate a contract with her facilitating 
  Society movements through the pirate blockades in the 
  area. Upon arriving in Port Peril, the PCs can speak with 
  harbor staff to find that Fane has recently returned to 
  port and is indulging in a bit of shore leave at one of 
  three drinking establishments in the city. Arriving at 
  Fane’s establishment of choice, the PCs can attempt to 
  negotiate the contract with her over drinks and games. 
  Once Fane signs the contract, she realizes that to ensure 
  the other Free Captains don’t connect her to the Society, a 
  distraction will be required, at which point she instigates 
  a massive bar fight and escapes, leaving the PCs to fight 
  their way clear of rowdy sailors and pirates.
  Getting Started
  Venture-Captain Calisro Benarry invites the PCs to 
  meet her at the helm of the Glorious Payoff, where she 
  
  4
  Pathfinder Society Quest
  Port Peril Pub Crawl
  Calisro Benarry
  navigates the vessel down the Garundi coast. This quest 
  assumes the PCs have been traveling together for several 
  days and have had ample time to get acquainted.
  Once the PCs reach the helm, read or paraphrase 
  the following to begin the adventure.
  As a splash of salt crashes over the bow of 
  the Glorious Payoff, Calisro Benarry deftly 
  steers her ship through a hidden channel, 
  carefully navigating through the barely 
  visible rock and coral that protrude 
  slightly from the water’s surface. Behind 
  the Payoff, a slightly smaller ship—the 
  Sea Sparkle—follows, making every effort 
  to follow Benarry’s course as closely 
  as possible. Off the port hull, the 
  deep green of the Garundi coast is 
  illuminated by the late afternoon sun.
  “See those gulls?” Benarry shouts 
  over the flapping of the sails, “that’s the 
  sandbar we’ll be dropping you off at. Barely sticks up over the 
  waves, but the seabirds flock over it to feast on crab.”
  “As I explained earlier, Vidrian—you might have known it as 
  Sargava not that long ago—needs explorers to chart the trade 
  routes to the south that they couldn’t use back when it was 
  ruled by Cheliax. Simple enough bit of adventuring, but the 
  new nation’s been having trouble with the Free Captains of 
  late. Turns out when Vidrian broke free of Cheliax, the locals 
  stopped paying the pirates protection money, and now they’re 
  the number-one plunder target in the Shackles. What’s more, 
  the pirates have set up a blockade preventing our ships from 
  making it down to Vidrian to assist.”
  “Thankfully, we’ve got someone on the inside. Stella 
  Fane, a Free Captain with ties to the Firebrands and the 
  Pirate Council, has been in contact with the Society. She and 
  members of the Society’s leadership have put together a fairly 
  clever plan to help the Society’s ships pass through the pirate 
  blockades unharmed. The Wind and the Waves willing, the 
  Payoff and the Sparkle can sail to Vidrian, no problem. While 
  we’re doing that, I’ve arranged transport for you to Port Peril 
  to meet with Fane and get her to sign this contract making 
  the whole thing official—she may be a pirate, but she’s the kind 
  that holds to her word. You’ll need to avoid drawing too much 
  attention until after the deal is done. Once she’s signed the 
  contract her friends in the Pirate Council will ratify it and there 
  won’t be much the lesser captains can do. Be careful. Anyone 
  looking to put a stop to this need only ensure that contract 
  never gets signed.”
  Benarry is happy to answer questions the PCs might 
  have, as long as they can spit them out before the 
  Glorious Payoff starts to leave the sandbar behind.
  What can you tell us about Stella Fane? “She’s 
  a recent figure on the Shackles scene, as is 
  her ship, the Risen Albatross. Word is, the 
  Chelaxians bought her crew out from under 
  her and tossed her overboard at sea. Some say 
  she died and it’s her ghost sailing the waters 
  and sinking slaver boats and Chelaxian 
  ships left and right. I don’t believe it 
  myself—never heard of a ghost that could 
  put away as much rum as she’s been known 
  to, that’s for sure.”
  Known to? Do you know Stella personally? 
  “We’ve crossed the same seas and shared the 
  same ports a time or two, that’s all.”
  What’s in the contract? “It’s 
  a 
  long-term trade agreement; we tell 
  her where we’ve had reports of 
  slavers—she hates them and it’s no 
  skin off Society members’ backs to 
  let her know—and she approaches 
  us first with any information she receives regarding 
  archaeological sites and historical discoveries. Our 
  obligation requires us to make the information exchange 
  each time one of our ships passes through the Shackles, 
  so attacking a Pathfinder ship is the same as attacking 
  Stella and her allies on the Pirate Council. Smartest deal 
  we’ve made, if you ask me. 
  Careful with that contract, by the way. It’s all 
  magicked shut, so only Fane can read and sign it.”
  Once the PCs are ready, Benarry instructs them to 
  jump overboard and swim to the sandbar—the water’s 
  too shallow for the Payoff to get closer, but it’s calm 
  enough in the lee of the sandbar that the PCs have no 
  trouble swimming to shore.
  A Ride in to Port
  The tide comes in as the PCs wait on the sandbar, 
  eventually leaving them 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 diver, Hlar 
  (CN female dwarf). The woman beckons the PCs 
  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 a PC offers to assist her 
  magically with a spell such as air bubble, she gruffly 
  declines, finding the advantage “takes the sport out of 
  it.” When the wind dies down along the way, she rows 
  the boat instead, passing one of the other PCs a spare 
  
  5
  Pathfinder Society Quest
  Port Peril Pub Crawl
  oar and mentioning that since Benarry made her come 
  out of her way to get the PCs, the least they can do is 
  help get everyone to shore. 
  Rewards: A PC who succeeds at a DC 18 Perception 
  check (DC 21 in Subtier 3–4) notices a wooden crate 
  barely protruding from the sandbar. Opening the crate 
  with a DC 20 Athletics check to Force Open (DC 23 
  in Subtier 3–4) reveals a rare bottle of rum stamped 
  with a stylized dragon turtle—which a successful DC 
  15 Alcohol Lore check reveals as Southern Squall, a 
  rather high-end liquor. The crate also holds a flask of 
  lesser bravo’s brew and several dirty, cracked bottles. 
  Critically failing on the Athletics check to open the 
  crate destroys all of the its contents.
  Where’s the Party?
  Hlar’s boat arrives in Port Peril around sunset. As the 
  PCs drift into Crescent Harbor, 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. The diver notes that Stella 
  Fane’s penchant for riotous nights on the town once 
  she’s returned to port are well known, but confesses 
  that she doesn’t know “where the kids go these days” 
  and that the harbormaster, Tsojmin Kreidoros (LE male 
  dwarf), would probably have a better idea of where 
  he saw Fane head after her ship docked and unloaded. 
  Thankfully, the bald bureaucrat is close by, checking 
  off tasks written in a ledger. Though he doesn’t offer 
  information freely, a bribe of 5 gp, a gift of the Southern 
  Squall rum, or a successful DC 18 Diplomacy check 
  (DC 21 in Subtier 3–4) is enough to get him to gruffly 
  spit out the name of the drinking establishment where 
  Stella spends her hard-liberated gold. 
  Select one of the following establishments, either by 
  choosing one or rolling 1d6.
  The Watchtower Gaming Hall and Purveyor of 
  Fine Spirits (1–2): This former lookout tower in the 
  Eastwind district was purchased by a well-to-do 
  merchant and converted into a chic area to gamble and 
  enjoy overpriced drinks.
  Last Catch (3–4): A homey tavern on an islet in 
  Crescent Harbor, frequented by local fishers, sailors, 
  divers, and others who spend their days on the sea and 
  are looking for a stop on the way in to shore.
  Rivanti’s Bar (5–6): A rough and tumble bar in 
  Beggarbriar slums. Its tengu proprietor—as well as its 
  popularity with jinx eaters and Hei Fengan priests—has 
  led to its nickname: the Crow’s Nest, though this is a 
  name best not used within earshot of the bar.
  Once the PCs know where Stella is, they can easily head 
  to the location to meet her. If the PCs are unable to bribe 
  or talk the information out of Tsojmin, they arrive late to 
  their meeting with Stella Fane (character art on page 20) 
  and the captain is less forgiving during her competition 
  with the PCs (see A Night on the Town on page 6), and 
  the DC of all checks attempted during the games played 
  while socializing with Fane increases by 1.
  The Watchtower (Encounter A)
  As the PCs cross the bay in Hlar’s 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 armory, has since been refitted into an 
  upscale gambling hall. The sound of falling chips, 
  shuffling cards, and pleasant music becomes audible to 
  the PCs before they 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.
  Last Catch (Encounter B)
  Turning around toward the harbor, the PCs can clearly 
  see that one of the docks leads out to a small islet. Walking 
  down the dock, they find themselves at an open-air tavern 
  with a large open space facing the sea. Several fishing 
  boats have docked directly at the restaurant, unloading 
  both ingredients and customers. Many of the patrons 
  appear to be amphibious or otherwise from aquatic 
  ancestries, and a few enjoy their drinks while bobbing 
  up and down in the water off the pier. In a corner, Stella 
  polishes off an absolutely massive plate of what looks to 
  be fried octopus.
  Rivanti’s Bar (Encounter C)
  Heading across the bay to the south on Hlar’s boat, the 
  PCs make their way to the slums of Beggarbriar, where 
  pickpockets linger in shady alleys, shooting the PCs 
  appraising looks in an effort to determine if the party 
  is worth the trouble of trying to rob. Eventually, the 
  PCs arrive at a shack in a clearing, from which rowdy 
  drinking songs and squawks spew forth. Entering 
  the bar, the PCs see a crowd of tengus, split between 
  merely drunk worshippers of Besmara and extremely 
  inebriated priests of Hei Feng. The proprietor is passed 
  out behind the bar next to Stella and a pile of recently 
  emptied mugs.
  
  6
  Pathfinder Society Quest
  Port Peril Pub Crawl
  Stella Fane
  A Night on the Town
  When she spots the PCs, 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!”
  To begin the night, Stella Fane orders a round of drinks 
  and raises her cup in a toast “to calmer seas” before 
  throwing it back. PCs who partake in the toast must succeed 
  at a DC 15 Fortitude save (DC 18 in Subtier 3–4) or sputter 
  embarrassingly after knocking back the drink, which is 
  powerful, pungent, and has an aftertaste not unlike very 
  old tar. If the PCs present Fane with the Southern Squall 
  rum from the sandbar, she pours a toast with it, and the PCs 
  automatically succeed at this check, as the drink is actually 
  potable. If a PC does not wish to consume alcohol, Fane 
  knocks back the cup meant for that PC before immediately 
  calling for a mug of Besmara’s brine to toast with instead. 
  This drink—a potent combination of ghost pepper, ginger, 
  and bitter herbs, all steeped for days in seawater—is a Port 
  Peril “specialty” often imbibed as a dare or for losing a bet. 
  Though not an intoxicant, its overpowering taste forces 
  the PC to attempt the same Fortitude save as the alcoholic 
  drink, and succeeding at the check leaves Fane just as 
  impressed. If a PC refuses to toast with Fane altogether, she’s 
  disappointed, increasing the DCs of all checks attempted 
  during the games played while socializing with Fane by 1. 
  (This increase is cumulative with the one imposed if the PCs 
  are late to the meeting with Stella). 
  Reward: Once during the adventure, a PC who 
  succeeds at the check to drink with Fane (regardless of 
  what drink they toasted with) 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.
  Once they’ve toasted, Fane declares she wants the PCs 
  to entertain her while they talk business, and invites them 
  to one of three games.
  The Watchtower (Encounter A)
  Pulling out a deck of cards, Fane invites the PCs 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. The DCs of these checks are 15, 
  16, and 17 (18, 19, and 20 in Subtier 3–4), respectively.
  Last Catch (Encounter B)
  Stella takes her place at a line on the floor in front of a 
  dart board and challenges the PCs to beat her at darts. 
  PCs can attempt ranged attack rolls using their best 
  proficiency with a weapon in the dart or knife group, 
  or using a spell attack roll with a spell such as telekinetic 
  projectile that could propel the darts. The game is played in 
  three rounds, and a different PC must attempt the check for 
  each round. The DCs of these checks are 15, 16, and 17 
  (18, 19, and 20 in Subtier 3–4), respectively.
  
  7
  Pathfinder Society Quest
  Port Peril Pub Crawl
  Rivanti’s Bar (Encounter C)
  Fane jerks her head over to a table where a large number 
  of tengus make gestures as if passing something between 
  each other. Notifying the PCs that they are engaged in a 
  “jinx-eating contest,” where each tries to pass off bad luck 
  onto the other, she bets the PCs that they can’t guess which 
  jinx eater will end up the loser and have to eat the table’s 
  jinxes. A PC can attempt a Fortune-Telling Lore check or 
  Occultism check to follow the ritual’s ebb and flow and 
  predict the winner. The contest runs for three rounds, and 
  a different PC must attempt the check for each round to 
  predict the round’s winner. The DCs of these checks are 15, 
  16, and 17 (18, 19, and 20 in Subtier 3–4), respectively.
  Chaos!
  After the PCs have toasted and socialized with Fane, 
  she’s more than happy to sign the contract. She brings 
  the party back to her table (her location is marked with 
  an “S” on each map). After removing one of her gloves, 
  she pricks her finger with a knife and writes her name in 
  blood. If the PCs succeeded at a minimum of 2 checks 
  during their games while socializing with Stella, she’s 
  impressed by their abilities and decides to honor the 
  original terms of the deal, assisting the Pathfinder 
  Society with the pirate blockade in exchange for 
  information on slaver movements. If the PCs did 
  not succeed on at least 2 checks, Fane is less than 
  enthused about the quality of the Society’s 
  latest recruits, and decides that the PCs 
  need to make it worth her while, quickly 
  adding a clause to the contract that 
  requires the Society to give her 
  right of shipping and refusal on all 
  their finds in the region of northern 
  Garund—if pressed on this, she 
  simply states “it’s less than you’d 
  pay the pirates, and it’s going to 
  a better cause. Valsin can sign it 
  or not.” 
  After Fane rolls the contract 
  back up and hands it to 
  the 
  PCs, 
  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.” 
  With that, Stella Fane sweeps her hat off her head in an 
  exaggerated bow and bids the PCs good night, just before 
  performing one final act that whips the patrons inside 
  the bar into a frenzy. She then activates her cape of the 
  mountebank and disappears in a puff of smoke.
  Even in a place as rough and tumble as Port Peril, bar 
  fights are rarely to the death, with most combatants 
  just looking to get a few good licks in or knock out their 
  opponents rather than drive up a body count. Rather 
  than having nonplayer creatures die immediately when 
  reduced to 0 Hit Points, apply the PC knocked out and 
  dying rules (Core Rulebook 459) to all the bar patrons 
  in each fight to have them become unconscious and 
  dying 1 instead of instantly slain. These unconscious 
  patrons automatically stabilize on their next turn, 
  meaning that unless the PCs continue to deal damage 
  to them, the bar combatants will eventually come to 
  with perhaps just a few (more) scars or debts owed to 
  a back-alley doctor.
  LETHAL BAR FIGHTS
  Barfight Halfling
  
  8
  Pathfinder Society Quest
  Port Peril Pub Crawl
  A. The Watchtower 
   Moderate or Severe
  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.
  Subtier 1–2
  PORT PERIL BAR FIGHT 
  HAZARD 1
  Page 13
  Initiative Stealth –10
  OFFENDED GAMBLERS (2) 
  CREATURE –1
  Page 13
  Initiative Perception +6
  Subtier 3–4
  PORT PERIL BAR FIGHT 
  HAZARD 4
  Page 16
  Initiative Stealth –10
  OFFENDED HIGH ROLLERS (2) 
  CREATURE 2
  Page 16
  Initiative Perception +8
  B. Last Catch 
   Moderate or Severe
  As Fane bows, she extends a leg behind her, tripping a nearby 
  server. The server drops a plate of exquisitely prepared crab 
  and raw fish, which lands across the faces of a nearby table 
  of fishers—the same ones, in fact, who supplied the bounty 
  used to prepare the dish. Enraged at the waste of food and 
  livid with hunger, they lunge from their seats, inciting the 
  rest of the tavern’s patrons into a raucous fight.
  Subtier 1–2
  PORT PERIL BAR FIGHT 
  HAZARD 1
  Page 14
  Initiative Stealth –10
  SEABORN FISHERS (2) 
  CREATURE –1
  Page 14
  Initiative Perception +6
  Subtier 3–4
  PORT PERIL BAR FIGHT 
  HAZARD 4
  Page 17
  Initiative Stealth –10
  SEABORN CAPTAINS (2) 
  CREATURE 2
  Page 17
  Initiative Perception +8
  C. Rivanti’s Bar 
   Moderate or Severe
  Fane drops a thunderstone at her feet, releasing a 
  deafening clap, and then splashes a nearby drink 
  around for good measure. Combined with the smoke 
  left from her cape, the effect looks and sounds enough 
  like a storm surge and thundercloud that the groups of 
  Besmaran tengus and Hei Fengan tengus each think it is 
  a conjuration created by the other party as a mockery 
  of their god’s majesty. After snapping at each other all 
  night, this is the final straw needed to provoke the two 
  groups into attacking each other.
  Subtier 1–2
  PORT PERIL BAR FIGHT 
  HAZARD 1
  Page 15
  Initiative Stealth –10
  STORM ACOLYTES (2) 
  CREATURE –1
  Page 15
  Initiative Perception +6
  Subtier 3–4
  PORT PERIL BAR FIGHT 
  HAZARD 4
  Page 18
  Initiative Stealth –10
  STORM WARRIOR-PRIESTS (2) 
  CREATURE 2
  Page 18
  Initiative Perception +6
  Conclusion
  Once the PCs fight their way clear of the bar fight Fane 
  started, they can make their way back to Hlar’s boat, 
  contract in hand. The old diver is upset at having to row 
  them back out so soon after just arriving in town, but 
  agrees with the PCs that’s it’s probably best to leave after 
  being involved in a brawl of that size. She navigates the 
  PCs back to the sandbar she originally picked them up 
  at, leaving them with some dried squid and a jar of fresh 
  water. A day later, another commissioned ship travels 
  by and offers to transport the PCs to Absalom. There, 
  they 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 presents the PCs with an archaic wayfinder.
  
  9
  Pathfinder Society Quest
  Port Peril Pub Crawl
  A. The Watchtower
  A. The Watchtower
  1 square = 5 feet
  1 square = 5 feet
  S = Stella
  S = Stella
  S
  Pathfinder Flip-Mat: Tavern Multi-Pack
  Pathfinder Flip-Mat: Tavern Multi-Pack
  
  10
  Pathfinder Society Quest
  Port Peril Pub Crawl
  B. Last Catch
  B. Last Catch
  1 square = 5 feet
  1 square = 5 feet
  Pathfinder Flip-Mat: Tavern Multi-Pack
  Pathfinder Flip-Mat: Tavern Multi-Pack
  S = Stella
  S = Stella
  S
  
  11
  Pathfinder Society Quest
  Port Peril Pub Crawl
  C. Rivanti’s Bar
  C. Rivanti’s Bar
  1 square = 5 feet
  1 square = 5 feet
  Pathfinder Flip-Mat: Tavern Multi-Pack
  Pathfinder Flip-Mat: Tavern Multi-Pack
  S = Stella
  S = Stella
  S
  
  12
  Pathfinder Society Quest
  Port Peril Pub Crawl
  Reporting Notes
  If the PCs managed to strike a good deal with Stella Fane, 
  exchanging information for information, check box A and 
  the PCs gain the Fane’s Friend boon on their Chronicle 
  sheet. If they did not manage to and Fane helped only on 
  condition that the Pathfinder Society tithe a portion of its 
  treasure to her, check box B and the PCs gain the Stella’s 
  Acquaintance boon on their Chronicle sheet instead.
  Primary Objectives
  The PCs fulfill their primary objective if 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 and 1 Reputation for any faction associated with 
  their currently slotted faction boon.
  
  13
  Pathfinder Society Quest
  Port Peril Pub Crawl
  Appendix 1: Subtier 1–2 
  Encounters
  A. The Watchtower 
  Moderate
  The bar fight spreads across the entire building. The 
  offended gamblers are bar patrons who specifically target 
  their attacks at the PCs. Place each of the offended gamblers 
  on the map about 15 feet away from the PCs. The gamblers 
  attack the PCs until they are knocked unconscious or 
  until the PCs exit the edge of the map. The hazard below 
  represents the collective effects of the rest of the brawl. 
  Instead of representing the bar fight as a single swarm that 
  fights at its full strength until it is defeated, this encounter 
  divides the bar fight into 6 sections, marked by dotted lines 
  on this encounter’s map (page 9). Each of these sections has 
  8 Hit Points. If a section’s Hit Points are reduced to 0, that 
  section is disabled. Once a section is disabled, the hazard 
  can no longer make its general mayhem Strike in that area, 
  though the hazard can still use its Port Peril specialty on 
  creatures within that area. If the PCs defeat all 6 sections of 
  the hazard, the bar fight disperses entirely. The hazard does 
  not move or expand beyond its starting locations. 
  PORT PERIL BAR FIGHT 
  HAZARD 1
  UNIQUE
  COMPLEX
  Stealth –10 and no minimum proficiency to notice
  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.
  Disable DC 17 Intimidation to cow a section of crowd or DC 20 
  Diplomacy to attempt to disperse it
  AC 13; Fort +10, Ref +4, Will +4
  HP 8 per section of crowd; Immunities critical hits, precision 
  damage, swarm mind
  Routine (two actions) The bar fight uses its first action to make a 
  general mayhem Strike against all creatures in any area that has 
  not been disabled. Make one Strike against each enemy in the 
  area and roll the damage only once for all targets. The bar fight 
  then uses its second action to use Port Peril specialty.
  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! � (visual) 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 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.
  Melee � general mayhem +9 (nonlethal), Damage 1d6+3 
  bludgeoning, slashing, or piercing damage
  OFFENDED GAMBLERS (2) 
  CREATURE –1
  CN
  MEDIUM
  HUMAN
  HUMANOID
  Perception +6
  Languages Common
  Skills Athletics +4, Diplomacy +4, Games Lore +1
  Str +1, Dex +2, Con +2, Int –1, Wis +0, Cha +1
  Items rapier
  AC 15; Fort +5, Ref +8, Will +2
  HP 11
  Speed 25 feet
  Melee � rapier +6 (deadly d8, disarm, finesse), Damage 
  1d6+1 piercing
  Melee � slap +6 (agile, nonlethal), Damage 1d4+1 bludgeoning
  Flurry of Slaps � (flourish) The offended gambler makes two 
  slap Strikes. If both hit the same creature, they combine their 
  damage for the purpose of resistances and weaknesses. The 
  gamblers apply their multiple attack penalty to the Strikes 
  normally.
  Throw Drink � (visual) The offended gambler grabs a 
  nearby drink and throws it in the face of a creature within 
  10 feet. The creature must attempt a DC 15 Fortitude save or 
  be dazzled for one round (blinded on a critical failure). On its 
  turn, the affected creature can spend an Interact action to end 
  the dazzled or blinded condition.
  To adjust for the PCs’ overall strength, use the 
  following challenge point adjustment. 
  Challenge Points: For every 2 challenge points 
  beyond 8, add one offended gambler to the encounter.
  SCALING ENCOUNTER A
  
  14
  Pathfinder Society Quest
  Port Peril Pub Crawl
  To adjust for the PCs’ overall strength, use the 
  following challenge point adjustment. 
  Challenge Points: For every 2 challenge points 
  beyond 8, add one seaborn fisher to the encounter.
  SCALING ENCOUNTER B
  B. Last Catch 
  Moderate
  The bar fight spreads across the entire building. The seaborn 
  fishers are bar patrons who specifically target their attacks 
  at the PCs. Place each of the seaborn fishers on the map 
  about 15 feet away from the PCs. The fishers attack the PCs 
  until they are knocked unconscious or until the PCs exit the 
  edge of the map. The hazard below represents the collective 
  effects of the rest of the brawl. Instead of representing the 
  bar fight as a single swarm that fights at its full strength 
  until it is defeated, this encounter divides the bar fight 
  into 6 sections, marked by dotted lines on this encounter’s 
  map (page 10). Each of these sections has 8 Hit Points. If a 
  section’s Hit Points are reduced to 0, that section is disabled. 
  Once a section is disabled, the hazard can no longer make 
  its general mayhem Strike in that area, though the hazard 
  can still use its Port Peril specialty on creatures within that 
  area. If the PCs defeat all 6 sections of the hazard, the 
  bar fight disperses entirely. The hazard does not move or 
  expand beyond its starting locations. 
  PORT PERIL BAR FIGHT 
  HAZARD 1
  UNIQUE
  COMPLEX
  Stealth –10 and no minimum proficiency to notice
  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.
  Disable DC 17 Intimidation to cow a section of crowd or DC 20 
  Diplomacy to attempt to disperse it
  AC 13; Fort +10, Ref +4, Will +4
  HP 8 per section of crowd; Immunities critical hits, precision 
  damage, swarm mind
  Routine (two actions) The bar fight uses its first action to 
  make a general mayhem Strike against all creatures in any 
  area that has not been disabled. Make one Strike against each 
  enemy in the area and roll the damage only once for all targets. 
  The bar fight then uses its second action to use its Port Peril 
  specialty.
  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.
  Melee � general mayhem +9 (nonlethal), Damage 1d6+3 
  bludgeoning, slashing, or piercing damage
  SEABORN FISHERS (2) 
  CREATURE –1
  CN
  MEDIUM
  AQUATIC
  ELF
  HUMANOID
  Perception +6; low-light vision
  Languages Aquan, Common
  Skills Athletics +4 (+6 to Swim), Deception +3, Nature +5, 
  Ocean Lore +5
  Str +1, Dex +1, Con +0, Int +0, Wis +2, Cha +1
  Items fishing knife (4) 
  AC 15; Fort +5, Ref +2, Will +8
  HP 9
  Speed 25 feet, swim 25 feet
  Melee � knife +6 (agile, versatile S), Damage 1d4+1 piercing
  Ranged � knife +6 (agile, thrown 10 feet, versatile S), Damage 
  1d4+1 piercing
  Primal Innate Spells DC 15, attack +7; 1st hydraulic push; 
  Cantrips (1st) dancing lights, electric arc, ray of frost
  
  15
  Pathfinder Society Quest
  Port Peril Pub Crawl
  To adjust for the PCs’ overall strength, use the 
  following challenge point adjustment. 
  Challenge Points: For every 2 challenge points 
  beyond 8, add one storm acolyte to the encounter.
  SCALING ENCOUNTER C
  C. Rivanti’s Bar 
  Moderate
  The bar fight spreads across the entire building. The storm 
  acolytes are bar patrons who specifically target their attacks 
  at the PCs. Place each of the storm acolytes on the map 
  about 15 feet away from the PCs. The acolytes attack the 
  PCs until they are knocked unconscious or until the PCs 
  exit the edge of the map. The hazard below represents 
  the collective effects of the rest of the brawl. Instead of 
  representing the bar fight as a single swarm that fights at 
  its full strength until it is defeated, this encounter divides 
  the bar fight into 6 sections, marked by dotted lines on this 
  encounter’s map (page 11). Each of these sections has 8 
  Hit Points. If a section’s Hit Points are reduced to 0, that 
  section is disabled. Once a section is disabled, the hazard 
  can no longer make its general mayhem Strike in that area, 
  though the hazard can still use its Port Peril specialty on 
  creatures within that area. If the PCs defeat all 6 sections of 
  the hazard, the bar fight disperses entirely. The hazard does 
  not move or expand beyond its starting locations. 
  PORT PERIL BAR FIGHT 
  HAZARD 1
  UNIQUE
  COMPLEX
  Stealth –10 and no minimum proficiency to notice
  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.
  Disable DC 17 Intimidation to cow a section of crowd or DC 20 
  Diplomacy to attempt to disperse it
  AC 13; Fort +10, Ref +4, Will +4
  HP 8 per section of crowd; Immunities critical hits, precision 
  damage, swarm mind
  Routine (two actions) The bar fight uses its first action to 
  make a general mayhem Strike against all creatures in any 
  area that has not been disabled. Make one Strike against each 
  enemy in the area and roll the damage only once for all targets. 
  The bar fight then uses its second action to use its Port Peril 
  specialty.
  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. The DC for 
  each effect is 15.
  Jinx Gone Wrong � (curse) Something about the bar fight 
  has attracted a storm of bad luck, causing a character 
  to bang their shin on a pushed-out bench or get hit on 
  the head by a falling painting. The hazard casts jealous 
  hex (Core Rulebook 405) on a creature. This effect is a 
  Rivanti’s Bar specialty.
  Melee � general mayhem +9 (nonlethal), Damage 1d6+3 
  bludgeoning, slashing, or piercing damage
  STORM ACOLYTES (2) 
  CREATURE –1
  CN
  MEDIUM
  HUMANOID
  TENGU
  Perception +6; low-light vision
  Languages Common, Tengu
  Skills Acrobatics +2, Athletics +3, Diplomacy +3, Religion +4, 
  Society +2
  Str +0, Dex +0, Con +1, Int +0, Wis +3, Cha +0
  Items scimitar, studded leather armor
  AC 16; Fort +5, Ref +2, Will +8
  HP 10
  Speed 25 feet
  Melee � scimitar +8 (forceful, sweep), Damage 1d6 slashing
  Melee � beak +6 (finesse), Damage 1d4 piercing
  Storm Smite � (divine, electricity, evocation) Trigger The 
  storm acolyte critically hits with a scimitar Strike; Effect The 
  storm acolyte releases a blast of lighting in a 10-foot burst 
  centered on the target. A creature in the area other than the 
  storm acolyte takes 1d6 electricity damage (DC 13 basic Reflex 
  save). On a critical failure, such a creature is also deafened for 
  1 round.
  
  16
  Pathfinder Society Quest
  Port Peril Pub Crawl
  To adjust for the PCs’ overall strength, use the 
  following challenge point adjustment. 
  Challenge Points: For every 4 challenge points beyond 
  16, add one offended high roller to the encounter.
  SCALING ENCOUNTER A
  Appendix 2: Subtier 3–4 
  Encounters
  A. The Watchtower 
  Severe 
  The bar fight spreads across the entire building. The offended 
  high rollers are bar patrons who specifically target their 
  attacks at the PCs. Place each of the offended high rollers 
  on the map about 15 feet away from the PCs. The high 
  rollers attack the PCs until they are knocked unconscious 
  or until the PCs exit the edge of the map. The hazard below 
  represents the collective effects of the rest of the brawl. 
  Instead of representing the bar fight as a single swarm that 
  fights at its full strength until it is defeated, this encounter 
  divides the bar fight into 6 sections, marked by dotted lines 
  on this encounter’s map (page 9). Each of these sections has 
  15 Hit Points. If a section’s Hit Points are reduced to 0, that 
  section is disabled. Once a section is disabled, the hazard 
  can no longer make its general mayhem Strike in that area, 
  though the hazard can still use its Port Peril specialty on 
  creatures within that area. If the PCs defeat all 6 sections of 
  the hazard, the bar fight disperses entirely. The hazard does 
  not move or expand beyond its starting locations. 
  PORT PERIL BAR FIGHT 
  HAZARD 4
  UNIQUE
  COMPLEX
  Stealth –10 and no minimum proficiency to notice
  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.
  Disable DC 22 Intimidation to cow a section of crowd or 
  DC 25 Diplomacy to attempt to disperse it
  AC 18; Fort +19, Ref +13, Will +13
  HP 15 per section of crowd; Immunities critical hits, precision 
  damage, swarm mind
  Routine (two actions) The bar fight uses its first action to make a 
  general mayhem Strike against all creatures in any area that has 
  not been disabled. Make one Strike against each enemy in the 
  area and roll the damage only once for all targets. The bar fight 
  then uses its second action to use its Port Peril specialty.
  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! � (visual) 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 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.
  Melee � general mayhem +14 (nonlethal), Damage 2d8+5 
  bludgeoning, slashing, or piercing damage
  OFFENDED HIGH ROLLERS (2) 
  CREATURE 2
  CN
  MEDIUM
  HUMAN
  HUMANOID
  Perception +8
  Languages Common
  Skills Athletics +7, Diplomacy +8, Games Lore +3
  Str +2, Dex +3, Con +4, Int –1, Wis +0, Cha +2
  Items rapier
  AC 17; Fort +8, Ref +10, Will +6
  HP 40
  Speed 25 feet
  Melee � rapier +9 (deadly d8, disarm, finesse), Damage 
  1d6+4 piercing
  Melee � slap +9 (agile, nonlethal), Damage 1d4+1 bludgeoning
  Flurry of Slaps � (flourish) The offended high roller makes 
  two slap Strikes. If both hit the same creature, they combine 
  their damage for the purpose of resistances and weaknesses. 
  They high rollers apply their multiple attack penalty to the 
  Strikes normally.
  Throw Drink � (visual) 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.
  
  17
  Pathfinder Society Quest
  Port Peril Pub Crawl
  B. Last Catch 
  Severe
  The bar fight spreads across the entire building. The seaborn 
  captains are bar patrons who specifically target their attacks 
  at the PCs. Place each of the seaborn captains on the map 
  about 15 feet away from the PCs. The captains attack the 
  PCs until they are knocked unconscious or until the PCs 
  exit the edge of the map. The hazard below represents 
  the collective effects of the rest of the brawl. Instead of 
  representing the bar fight as a single swarm that fights at 
  its full strength until it is defeated, this encounter divides 
  the bar fight into 6 sections, marked by dotted lines on this 
  encounter’s map (page 10). Each of these sections has 15 
  Hit Points. If a section’s Hit Points are reduced to 0, that 
  section is disabled. Once a section is disabled, the hazard 
  can no longer make its general mayhem Strike in that area, 
  though the hazard can still use its Port Peril specialty on 
  creatures within that area. If the PCs defeat all 6 sections of 
  the hazard, the bar fight disperses entirely. The hazard does 
  not move or expand beyond its starting locations. 
  PORT PERIL BAR FIGHT 
  HAZARD 4
  UNIQUE
  COMPLEX
  Stealth –10 and no minimum proficiency to notice
  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.
  Disable DC 22 Intimidation to cow a section of crowd or 
  DC 25 Diplomacy to attempt to disperse it
  AC 18; Fort +19, Ref +13, Will +13
  HP 15 per section of crowd; Immunities critical hits, precision 
  damage, swarm mind
  Routine (two actions) The bar fight uses its first action to 
  make a general mayhem Strike against all creatures in any 
  area that has not been disabled. Make one Strike against 
  each enemy in the area and roll the damage only once for all 
  targets. The bar fight then uses its second action to use its 
  Port Peril specialty.
  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.
  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.
  Melee � general mayhem +14 (nonlethal), Damage 2d8+5 
  bludgeoning, slashing, or piercing damage
  To adjust for the PCs’ overall strength, use the 
  following challenge point adjustment. 
  Challenge Points: For every 4 challenge points 
  beyond 16, add one seaborn captain to the encounter.
  SCALING ENCOUNTER B
  SEABORN CAPTAINS (2) 
  CREATURE 2
  CN
  MEDIUM
  AQUATIC
  ELF
  HUMANOID
  Perception +8; low-light vision
  Languages Aquan, Common
  Skills Athletics +7 (+9 to Swim), Deception +6, Nature +8, 
  Ocean Lore +8
  Str +3, Dex +2, Con +1, Int +0, Wis +4, Cha +2
  Items fishing knife (4)
  AC 17; Fort +7, Ref +6, Will +10
  HP 30
  Speed 25 feet, swim 25 feet
  Melee � knife +9 (agile, versatile S), Damage 1d4+3 piercing
  Ranged � knife +9 (agile, thrown 10 feet, versatile S), Damage 
  1d4+3 piercing
  Primal Innate Spells DC 18, attack +10; 1st hydraulic push 
  (×2); Cantrips (1st) dancing lights, electric arc, ray of frost
  
  18
  Pathfinder Society Quest
  Port Peril Pub Crawl
  To adjust for the PCs’ overall strength, use the 
  following challenge point adjustment. 
  Challenge Points: For every 4 challenge points beyond 
  16, add one storm warrior-priest to the encounter.
  SCALING ENCOUNTER C
  C. Rivanti’s Bar 
  Severe
  The bar fight spreads across the entire building. The storm 
  warrior-priests are bar patrons who specifically target their 
  attacks at the PCs. Place each of the storm warrior-priests 
  on the map about 15 feet away from the PCs. The warrior-
  priests attack the PCs until they are knocked unconscious 
  or until the PCs exit the edge of the map. The hazard below 
  represents the collective effects of the rest of the brawl. 
  Instead of representing the bar fight as a single swarm that 
  fights at its full strength until it is defeated, this encounter 
  divides the bar fight into 6 sections, marked by dotted lines 
  on this encounter’s map (page 11). Each of these sections has 
  15 Hit Points. If a section’s Hit Points are reduced to 0, that 
  section is disabled. Once a section is disabled, the hazard 
  can no longer make its general mayhem Strike in that area, 
  though the hazard can still use its Port Peril specialty on 
  creatures within that area. If the PCs defeat all 6 sections of 
  the hazard, the bar fight disperses entirely. The hazard does 
  not move or expand beyond its starting locations. 
  PORT PERIL BAR FIGHT 
  HAZARD 4
  UNIQUE
  COMPLEX
  Stealth –10 and no minimum proficiency to notice
  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.
  Disable DC 22 Intimidation to cow a section of crowd or 
  DC 25 Diplomacy to attempt to disperse it
  AC 18; Fort +19, Ref +13, Will +13
  HP 15 per section of crowd; Immunities critical hits, precision 
  damage, swarm mind
  Routine (two actions) The bar fight uses its first action to make a 
  general mayhem Strike against all creatures in any area that has 
  not been disabled. Make one Strike against each enemy in the 
  area and roll the damage only once for all targets. The bar fight 
  then uses its second action to use its Port Peril specialty.
  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.
  Jinx Gone Wrong � (curse) Something about the bar fight 
  has attracted a storm of bad luck, causing a character to 
  bang their shin on a pushed-out bench or get hit on the 
  head by a falling painting. The hazard casts jealous hex 
  (Core Rulebook 405) on a creature. This effect is a Rivanti’s 
  Bar specialty.
  Melee � general mayhem +14 (nonlethal), Damage 2d8+5 
  bludgeoning, slashing, or piercing damage
  STORM WARRIOR-PRIESTS (2) 
  CREATURE 2
  CN
  MEDIUM
  HUMANOID
  TENGU
  Perception +6; low-light vision
  Languages Common, Tengu
  Skills Acrobatics +5, Athletics +7, Diplomacy +5, Religion +7, 
  Society +5
  Str +2, Dex +0, Con +1, Int +1, Wis +4, Cha +1
  Items scimitar, studded leather armor
  AC 17; Fort +7, Ref +6, Will +10
  HP 30
  Speed 25 feet
  Melee � scimitar +10 (forceful, sweep), Damage 1d6+2 slashing
  Melee � beak +8 (finesse), Damage 1d4+2 piercing
  Storm Smite � (divine, electricity, evocation) Trigger The 
  storm warrior-priest critically hits with a scimitar Strike; 
  Effect The storm warrior-priest releases a blast of lighting 
  in a 10-foot burst centered on the target. A creature in the 
  area other than the storm warrior-priest takes 2d6 electricity 
  damage (DC 15 basic Reflex save). On a critical failure, such a 
  creature is also deafened for 1 round.
  
  19
  Pathfinder Society Quest
  Port Peril Pub Crawl
  Appendix 3: Art
  Barfight Halfling
  
  20
  Pathfinder Society Quest
  Port Peril Pub Crawl
  Stella Fane
  
  Port Peril Pub Crawl
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  GM Reference
  Treasure Table
  Level
  Gold Earned
  1
  3.5 gp
  2
  5.5 gp
  3
  9.5 gp
  4
  16 gp
  Chronicle Sheet
  PCs who successfully complete this quest gain the Fane’s Friend boon on their Chronicle sheet if they managed to 
  impress Stella; otherwise, cross Fane’s Friend off the Chronicle sheet and the PCs gain Stella’s Associate instead. 
  
  22
  Pathfinder Society Quest
  Port Peril Pub Crawl
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any ad-
  ditional content clearly identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means product and 
  product line names, logos and identifying marks including trade dress; artifacts, creatures, 
  characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatu-
  ral abilities or effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself 
  or its products or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your accep-
  tance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/
  or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent Agree-
  ment with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunc-
  tion with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contribu-
  tor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provi-
  sion shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Jason 
  Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  Pathfinder Society Quest #4: Port Peril Pub Crawl © 2019, Paizo Inc.; Author: James Case.
  PAIZO INC.
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • Linda Zayas-Palmer
  Developers • James Case, Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Patrick Renie, Michael Sayre, and Jason Tondro
  Starfinder Lead Designer • Joe Pasini
  Starfinder Senior Developer • John Compton
  Starfinder Society Developer • Thurston Hillman
  Designers • Logan Bonner, Lyz Liddell, and Mark Seifter
  Managing Editor • Judy Bauer
  Editors • Leo Glass, Patrick Hurley, Avi Kool, Adrian Ng, and Lu Pellazar 
  Art Directors • Kent Hamilton and Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Paizo CEO • Lisa Stevens
  Chief Creative Officer • Erik Mona
  Chief Financial Officer • John Parrish
  Chief Operations Officer • Jeffrey Alvarez
  Chief Technical Officer • Vic Wertz
  Program Manager • Glenn Elliott
  Project Coordinator • Michael Nzazi
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Social Media Producer • Payton Smith
  Customer Service & Community Manager • Sara Marie
  Operations Manager • Will Chase
  Organized Play Manager • Tonya Woldridge
  Accountant • William Jorenby
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Raimi Kong
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Katina Davis
  Customer Service Team • Joan Hong, Virginia Jordan, Samantha Phelan, 
  and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Mika Hawkins, 
   
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, 
  Whitney Chatterjee, Erik Keith, Josh Thornton, and Andrew White
  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
  Pathfinder Roleplaying Game (Second Edition).
  Product Identity: The following items are hereby identified as Product Identity, as defined in the 
  Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, 
  registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, 
  names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, 
  locations, organizations, plots, storylines, and trade dress. (Elements that have previously been 
  designated as Open Game Content, or are exclusively derived from previous Open Game Content, 
  or that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity, the game mechanics 
  of this Paizo game product are Open Game Content, as defined in the Open Game License 
  version 1.0a, Section 1(d). No portion of this work other than the material designated as Open 
  Game Content may be reproduced in any form without written permission.
  Pathfinder Society Quest #4: Port Peril Pub Crawl © 2019, Paizo Inc. All rights reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
  and the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder 
  Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder 
  Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Combat Pad, Pathfinder 
  Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns, 
  Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat 
  Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society 
  are trademarks of Paizo Inc. 
  
  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 1–2
  2
  SUBTIER 3–4
  C9F8
  Herolab Code
  Character Chronicle #
  Pathfinder Society Quest #4: 
  Port Peril Pub Crawl
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  archaic wayfinderU (level 2; discounted 
  price 25 gp; Lost Omens World 
  Guide 17, limit 1)
  archaic wayfinderU (level 2; discounted 
  price 25 gp; Lost Omens World 
  Guide 17, limit 1)
  Traveling to Port Peril and making a deal with a pirate captain is the kind of adventure that should end with an epic bar fight, and 
  this one did.
  Fane’s Friend (General): You managed to impress the enigmatic pirate captain Stella Fane and she 
  considers you a friend. This boon has special benefits when slotted during scenarios and quests that 
  feature Stella Fane.
  Stella’s Associate (General): Stella Fane knows you, though she’s not particularly impressed by you. Maybe 
  you can improve her opinion of you next time around. This boon has special benefits when slotted during 
  scenarios and quests that feature Stella Fane.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/Quest #04 - Port Peril Pub Crawl.pdf