Ahrian doesn't take action towards the competitors, simply remaining aware of them in case they try to approach her.
(12) Wisdom
(Gnwbimbar set his advanced gnome bonus to jokes and storytelling when he first entered the east shore.)
If the competitors are sitting on chairs, Gnwbimbar sneaks over to them and sabotages the chairs so that they break after he sneaks away.
(Also would this combine his mischief and tinkering/crafting bonuses or just use one?)
(Mischief alone. Tinkering would apply if they weren't already seated in the chairs, for instance, if you were sabotaging a chair to break under the next person who sits in it.)
(6+3, mischief, 5+4 stealth)
Terinas stands close to the group of shady individuals. She listens intently to determine their intent.
(12) Wisdom
Don't overtly pay attention to the newcomers. Just hold the dagger subtly, waiting for them to make the first move. As soon as they attack, or are clearly distracted, charge them and stab the leader. Then draw the greatsword and shout for them to leave.
(2+0) Intimidation
Noodles, the purple squid-thing, wriggles right up and starts poking them with tentacles to see how they respond.
(1+1) Combat
The competitors continue to chatter. Terinas, the bear, and Ahrian, the fox, hear well the threats in their words. They're looking at the five of you and deciding how they're going to carve you up. They're being quite aggressive, and quite drunk. They're going to start a fight, unless stopped first.
Noodles slides over, carried by tentacles. It's time to poke the metaphorical bear. Not the literal one. They're going to fight, may as well get the fight started. Poke. Poke.
A boar-faced humanoid strikes first, pulling a concealed dagger and cutting off a purple tentacle. Noodles feels the pain, and pulls back, having lost the last foot or so. (4 vs 10+7). There isn't much pain yet, there are many more spare tentacles to go.
The fight then breaks out. Some of the room runs for cover, others pull their weapons, still more fight with stools and drinks, in an old fashioned classical brawl. Of the five attackers, they all leap to their feet and charge into battle.
Save for the two who suffered from Spontaneous Chair Failure, and fell on their hindquarters, making the fight three-on-five, at least until they get back up. (3vs6)(8+4 vs 3),(5 vs 10+5)
Terinas and Ahrian are both ready. The fox-person is slow, though, being more used to ranged combat than melee. Still, although there was no opening for an easy strike, her opponent hasn't reached her yet.
Terinas the bear is a different story. The spear has a long reach, and he smashes it into the knight's side, making a serious bruise under the boar-knight's chainmail, and perhaps damaging his ribs. One blow scored before the fight even properly starts.
There are five opponents, and a rowdy bar brawl breaking out around you. Standing up are a boar knight with bruised ribs and chainmail, a frowning human with the Chin of Heroism, and a giant lizardman with a massive two-handed axe. Two more are still on the floor, some kinda bird person and another human.Description: A small, white-haired girl with amber eyes and nine white fox tails and a pair of fox ears on her head. She wears a simple tan shirt and a brown skirt, a leather sword-belt across her waist with a simple shortsword in a plain brown scabbard in it. She's wearing a mid-size backpack on her back, stuffed with a collection of first aid equipment, and on her feet are a pair of simple leather boots.
Talents: Flame magic, (+2 to attempts to create and manipulate fire), Healing, (+2 to party recovery rolls, +2 to diagnostics, +2 to pharmacology, and +2 to healing magic. Note that using healing magic in combat is very much not safe. Space/Gravity magic. +2 to attempts to manipulate mass, +2 to short-distance translocation. Can be used defensively.)
Bonuses:
Magic manipulator, (+3 to resist consequences from miscasting, +1 when applied to others), Magical font, (May apply magical power to external objects, +2 to attempts to resist magic suppression or draining), Pathfinding Boots, (+2 to saves against traps)
Wounds: 0/3
Defenses: 7/7, +2 to dodge
Weapons: Shortsword.
Desc: A large humanoid grizzly bear with paws that can function similarily to a human one.
Talents: Dodging, (+3 to dodge attacks), Stabbing, (+3 to stabbing), Writing, (+3 to writing.)
Bonuses: Arthal Arts, (Further +1 to combat and dodging. Wounds hinder combat performance more than normal), Huge (+3 to defenses, -1 to dodging, -1 to stealth), Shaggy Fur (+2 to swimming, +2 to resistance to heat and cold.)
Wounds: 0/3
Defenses: 10/10, +3 to dodge
Weapons: Spear, +4 combat
Description: a 2 foot tall gnome wearing a brown tunic and tan pants
Talents: Stealth. (+3 to stealth). Mischief. (+2 to deception and pranks. Increases to +3 when the victim does not know about Gnwbimbir. Cannot be used to directly cause injury.) Gnoming. (+1 to jokes and storytelling. +1 to tinkering and crafting. +1 to foraging. +1 to any action which furthers revenge. +1 to digging and mining.)
Bonuses: Advanced Gnome (One aspect of gnoming will operate at +3. This selection may change each land. Currently jokes and storytelling.) Little. (Further +1 to stealth). Magic Pants. (+1 to defenses, +2 to resistance against earth and water-based attacks or hazards.)
Wounds: 0/3
Defenses: 8/8
Weapons: Envenomed Conical Gnome Hat.
Description: A tall but thin male human, clad in a mixture of light plating, chain, and leather, all dyed a dull dark gray. While servicable and decently effective, the armor is clearly ancient, with innumerable dents, scratches, and frayed edges. An old ribbon of bright blue cloth once hung from the tip of the pointed helmet, but is now little more than short rags; a once-magnificent cape is in a similar state, whatever heraldry it held now forgotten and unrecognizable.
Talents: Berzerker, (+1 to combat, increases each round Xin fails to harm a target.) Mobility/Dodging. (+2 to mobility and dodge rolls.) Psychometery. May make magical rolls to get histories of items and locations. (-1 normally, +2 per retry, +3 if an area/item is related to Death.)
Bonuses: Greatsword Backstab. (First hit in any combat will deal double damage). Unnatural Vigor, (+2 to defenses), Sign of Darkness. (Can be used to escape any trap or bond, at the cost of an automatic wound.)
Wounds: 0/3
Defenses: 9/9, +2 to dodge
Weapons: Farron greatsword and dagger.
Description A fancy purple horse-sized kraken, wearing many sets of bangles and necklaces.
Talents: Grappling. (+1 to grappling. Applies a penalty to opposing mobility and combat rolls, if successful.) Climbing. (+3 to mobility rolls involving climbing.) Jewelling (+3 to making jewelery or cutting gems.)
Bonuses:
Constriction. (+1 to damage applied to grappled targets) Aquatic (Fully capable underwater as above), Bangle of Health. (+1 maximum wounds.)
Wounds 0/4
Defenses 5/7
Weapons: Trident, +1 to combat.