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@Kitoro - While not impressive you did manage a roll of 1 on a d20. This added to your concentration score of +16 equals 17 as your final result. I thought I was being clear but obviously not. :)

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@Kitoro - While not impressive you did manage a roll of 1 on a d20. This added to your concentration score of +16 equals 17 as your final result. I thought I was being clear but obviously not. :)
I had thought by score you meant the bonus to the roll. but you meant the final result which makes more sense. 1In any case, thanks for pointing out that the Circlet gave a bonus.

GM Jhaeman |

Tears streaming down his face, the barman rolls on the ground in hysterical, helpless laughter--only to be stabbed in the belly by the angry halfling looking for payback!
Botting Calabaza as doing two melee attacks on the prone barman. Result: One confirmed crit and one regular hit. The barman is still conscious, but clearly pretty woozy from his wounds (and his earlier nonlethal damage).
Wakizashi (prone) vs Barman # 1: 1d20 + 15 + 4 ⇒ (18) + 15 + 4 = 37
damage: 1d4 + 7 ⇒ (2) + 7 = 9
Wakizashi (prone) vs Barman # 2: 1d20 + 10 + 4 ⇒ (8) + 10 + 4 = 22
damage: 1d4 + 7 ⇒ (2) + 7 = 9
Wakizashi (prone) vs Barman # 1 Threat Confirmation: 1d20 + 15 + 4 ⇒ (14) + 15 + 4 = 33
Extra Crit damage: 1d4 + 7 ⇒ (3) + 7 = 10

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Malachi glares down at the laughing barkeep.
"SEE IF YOU FIND THIS FUNNY, YES!"
brawler strike, rage, flank, bard, power: 1d20 + 11 + 2 + 2 + 2 + 2 - 2 ⇒ (8) + 11 + 2 + 2 + 2 + 2 - 2 = 25damage: 1d6 + 6 + 2 + 2 + 4 ⇒ (2) + 6 + 2 + 2 + 4 = 16precision damage: 2d6 ⇒ (6, 3) = 9
brawler strike, rage, flank, power, bard, iterative: 1d20 + 6 + 2 + 2 + 2 + 2 - 2 ⇒ (8) + 6 + 2 + 2 + 2 + 2 - 2 = 20damage: 1d6 + 6 + 2 + 2 + 4 ⇒ (2) + 6 + 2 + 2 + 4 = 16precision damage: 2d6 ⇒ (6, 5) = 11
gore, rage, flank, power, bard, secondary: 1d20 + 6 + 2 + 2 + 2 + 2 - 2 ⇒ (5) + 6 + 2 + 2 + 2 + 2 - 2 = 17damage: 1d8 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8precision damage: 2d6 ⇒ (3, 4) = 7
peck, rage, flank, power, bard, secondary: 1d20 + 6 + 2 + 2 + 2 + 2 - 2 ⇒ (12) + 6 + 2 + 2 + 2 + 2 - 2 = 24damage: 1d3 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8precision damage: 2d6 ⇒ (3, 3) = 6
And if the barkeep is still somehow conscious, Mal drops his hammer and finishes his attacks with two claws...
claw, rage, flank, power, bard, secondary: 1d20 + 6 + 2 + 2 + 2 + 2 - 2 ⇒ (3) + 6 + 2 + 2 + 2 + 2 - 2 = 15damage: 1d3 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10precision damage: 2d6 ⇒ (5, 3) = 8
claw, rage, flank, power, bard, secondary: 1d20 + 6 + 2 + 2 + 2 + 2 - 2 ⇒ (2) + 6 + 2 + 2 + 2 + 2 - 2 = 14damage: 1d3 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 = 9precision damage: 2d6 ⇒ (2, 4) = 6
In any event, Mal stops his attacks when the barkeep stops moving.

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Kit crawls to safety to the south.
"That's how I would like to go, buddy. With a belly full of laughter. I could do without the steel though."

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Kit rises to her feet and pulls out her wand. First things first, after all, and Kit is used to putting herself first.
CLW: 6d8 + 6 ⇒ (7, 8, 6, 6, 5, 1) + 6 = 39
"Anyone have any medical skills? Bandages are a lot cheaper than these wand charges."

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"Eh..eh... I don't care about these fools, Besmara can take the damned lot of 'em, yes. But we have to find our man! Healing can wait!"
Malachi disarms the barkeep and searches him. Not killing him.

GM Jhaeman |

Kitoro heals herself as Malachi searches the bleeding barman.
The barman naturally stablises.
Dying Check(DC 15): 1d20 + 3 ⇒ (6) + 3 = 9
Dying Check (DC 16): 1d20 + 3 ⇒ (20) + 3 = 23

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"Eh, this place has bedchambers right? We should search for Airk and Dargo Mar, before the routed sailors come back with friends yes."
"Go wake the fool by Polly, safer than the barkeep" the captain suggests to Kit and Cal. "Get him to tell what he knows, yes."
Mal looks for the bedchambers, and Polly brings him the golden bauble.

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Kit goes to investigate the fellow with the amulet that took off running accompanied by an invisible Harris.

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Kitoro heals herself as Malachi searches the bleeding barman.
The barman naturally stablises.
** spoiler omitted **
** spoiler omitted **
Some of the damage I did was non-lethal, so he wouldn't have needed to stabilize.
With a shrug of 'sorry' to Malachi, Cal takes off after Kitoro.

GM Jhaeman |

Malachi starts a search of the rooms, while Kitoro and Calabaza head toward the unconscious fisherman.
@Kitoro: I kept track of the accumulated nonlethal (16), but Malachi's last hit sent him from 21 hp and barely conscious to -4 hp and dying in one blow. (in other words, there was never a time where the accumulated nonlethal damage equaled or exceeded his current hit points until the one single blow dropped him into negatives anyway)

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Good thing he stabilized then :)
Kit snags the amulet and looks at Calabaza.
"We should probably drag him back into the bar for questioning, but I'm not big on hauling bodies around and from the looks of you, neither are you. I'm thinking we are going to need Big Bird to supply the muscle."

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I suppose I could force a Reduce Person potion down his throat...

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Malachi emerges from the bedrooms with the notes and the locked box. I'm assuming it's small enough to carry.
"Eh, no sign of our people, but I found notes on the Sniper and this box with them. It's locked yes. I could smash it open, but better to finesse it if one of you is able."
"Let's leave these idiots behind yes! No sense staying here, either more thugs or the port authorities will be investigating soon enough, yes. I think we have what we need."
Malachi gathers the booty won from the murderous barkeep, and makes ready to go.

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"I'd really like to question one of them. Perhaps after a charm person spell?"

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"Eh, be my guest yes. Anyone got smelling salts? Cheaper than using a wand to bring them round, yes."

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I'll work on that box.
Calabaza checks the box carefully.
Perception: 1d20 + 12 ⇒ (6) + 12 = 18
If it's safe, Calabaza will take 20 for a 37 opening the lock.
Oh yeah, I'm covered in my own blood here. Did we leave our healers behind?

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"Yea, I got smelling salts. Let's tie him up first. You know, I should get some manacles for situations like this" and a few other situations I can think of.
Kit proceeds to truss the fellow so he won't go anywhere and then waves her smelling salts under his nose and, when he revives, pops him with a DC 18 charm person spell.

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"Eh, I can work some wands Cal yes. But I want to get out of this place before it gets overrun. You saw how many sailors we routed, yes? And I can't say for sure I didn't kill two of them in the melee.
Work quickly, Kit, yes."
I'm sure there's time for Mal to pop off a couple of Cure Light Wounds wand charges for Calabaza, but the longer the questioning takes the more antsy Mal becomes.

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Well taking 20 on opening the lock would be 2d4 minutes. If we're in that big a hurry, I'll just roll instead.

GM Jhaeman |

Kitoro hurries to tie up and awaken one of the downed foes for questioning while Calabaza goes to work on the locked box!
@Kitoro: Which one are you tying up/waking up--the barman, the two rapier-wielding thugs, or the fleeing fisherman with the amulet?
@Calabaza: You don't believe the box is trapped. Once you decide if you're going to roll or Take 20, let me know the total and I'll tell you if it works/how long it takes/what's inside.

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The fleeing fisherman.

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Did the charm person take hold of him?
If so she starts asking him questions like "How did you get the amulet? What happened to the original owner? Who do you work for?"

GM Jhaeman |

The fisherman instantly falls under the sway of Kitoro's enchantment! His eyes go a bit glassy and he answers immediately. "My name's Garren. I'm a fisherman. I got the pendant from the barman, Larro, as partial payment for a debt. I don't know where he got it from . . ."
Meanwhile, Calabaza has no trouble at all with the lock on the box! It opens to reveal seven vials full of a cloudy liquid.
@Malachi/Calabaza: You can use a wand for healing during this exchange--just the usual reminder to track charges.
Will Save: 1d20 + 2 ⇒ (1) + 2 = 3

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"What was the debt for? Why the heck did you run?"

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UMD CLW Wand: 1d20 + 16 ⇒ (19) + 16 = 35 for 1d8 + 1 ⇒ (7) + 1 = 8 1 charge
UMD CLW Wand: 1d20 + 16 ⇒ (8) + 16 = 24 for 1d8 + 1 ⇒ (4) + 1 = 5 1 charge
UMD CLW Wand: 1d20 + 16 ⇒ (3) + 16 = 19 for 1d8 + 1 ⇒ (1) + 1 = 2 FAIL
UMD CLW Wand: 1d20 + 16 ⇒ (10) + 16 = 26 for 1d8 + 1 ⇒ (3) + 1 = 4 1 charge
UMD CLW Wand: 1d20 + 16 ⇒ (11) + 16 = 27 for 1d8 + 1 ⇒ (2) + 1 = 3 1 charge
UMD CLW Wand: 1d20 + 16 ⇒ (5) + 16 = 21 for 1d8 + 1 ⇒ (8) + 1 = 9 1 charge
UMD CLW Wand: 1d20 + 16 ⇒ (9) + 16 = 25 for 1d8 + 1 ⇒ (7) + 1 = 8 1 charge
UMD CLW Wand: 1d20 + 16 ⇒ (17) + 16 = 33 for 1d8 + 1 ⇒ (2) + 1 = 3 1 charge
UMD CLW Wand: 1d20 + 16 ⇒ (8) + 16 = 24 for 1d8 + 1 ⇒ (2) + 1 = 3 1 charge
UMD CLW Wand: 1d20 + 16 ⇒ (12) + 16 = 28 for 1d8 + 1 ⇒ (7) + 1 = 8 1 charge
9 charges, 51 healing
What are these liquids? Can anyone tell? Or should I try and sniff it out?
Taking 10 on Perception to identify them, total is 22.

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Malachi checks Larro is still breathing and not bleeding to death, then unceremoniously hefts the barkeep over his shoulder.
"Let's go, yes. We can talk to this one somewhere safer. Heal. Wake rest of party, yes."
If Cal fails to identify the potions, Mal can Take 10 for 26 on Perception with Polly's Guidance.
"Eh, if anyone asks, you tell them this guy is drunk yes. Let's go by the back alleys."

GM Jhaeman |

The fisherman's dreamy gaze rests on Kitoro as he answers. "For fish. Larro was behind on paying me. We ran because your friend said they were going to call the guards, and guards always mean trouble and lost work."
Meanwhile, Calabaza quickly uses magic to heal her wounds while sampling the vials, and Malachi hefts the barkeep over his shoulder.

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"Mmmm. Don't worry, no need to call the guards now, though I would not be surprised to see them show up."
Kit removes the bindings and says "Skedaddle."
"Guys, we are going to have to question the Barkeep if we want any decent information. Mmmn. I see Mr. M has that well in hand. Well, I agree. Let's go find a nice quiet place and see if we can get him to open up. Perhaps in the room our ally was supposed to be staying in? It would be embarrassing to leave this place just to find out he was all trussed up in his room the entire time."
"Besides, it will give our meditative allies a chance to catch up with us as they know we are here."

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"Really? Now that does sound handy. May I?," she asks as she stretches out a hand to take one of the potions into her possession.

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"I checked the rooms already yes. Let's take laughing boy here outside and out of sight yes. If he sings, and our man is hidden in this tavern, we won't be far away."

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"Oh come on! What's in it for you to keep silent? Surely you weren't paid that much. In fact I suspect he didn't tell you anything and you are just a no nothing grunt."

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diplomacy: 1d20 + 21 ⇒ (17) + 21 = 38
"Look, we are reasonable and very rich. Certainly you have fulfilled the contract?"

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"Eh, Dargo? Airk's so-called protégé, yes. Where is he? And who's Garen, yes?"

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"I don't understand. What exactly were you hired to do then? Kill him? Why? Is the old man dead?"