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Regardless of how Mutar does, Ahn goes for the rope … If he's not up, maybe they can pull him up.
Climb: 1d20 + 3 ⇒ (4) + 3 = 7

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Zephri loads a normal bullet and puts another shot into the blinded man calling,
"Surrender or I am going to start aiming for the more essential bits of your anatomy!"
Stuff: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17 Damage: 1d12 ⇒ 6

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Again Helgoron tries to navigate through the crowd, wearing his most fearsome look, as he shouts for them to move back - "Avast ladies and gentlemen, I am in pursuit of a villain that needs to be brought to terms with justice!"
Intimidate: 1d20 + 4 ⇒ (5) + 4 = 9
His insistence does not meet with any success however, as probably the people are too panicked from the shots, or possibly understand that Helgoron would truly never har an innocent bystander.

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Zephri's shot catches Barnel in the arm and his flesh is melted away by the blast. With a scream the burglar tries to get as far away from the Paladin as he can.
Climb: 1d20 + 7 ⇒ (11) + 7 = 18
Sleight of Hand: 1d20 + 9 ⇒ (1) + 9 = 10
But in his panic he can't make it up the side of the building and hangs there struggling.
PC's go. Map not updated. Stullun can take two turns

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Ahn leaps again ...
climb with guidance: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Actually, with the rope, what did Ahn need to get over? That is either Ahn's climb DC 18 with rope if he didn't make the climb last round, OR if he did, Diplomacy on the next obstacle (with an extra +1 ...)

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Mutar charges into the crowded market, pushing and shoving folks out of the way. Move aside! Coming through! he bellows.
But the dwarf is so short no one seems to know who is yelling....
1d20 - 2 ⇒ (8) - 2 = 6 for DC13 intimidate check.

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Frustrated, Stullun tries to finally talk his way out of the party, knowing that trying to burst through the crowd isn't working.
Diplomacy: 1d20 - 2 ⇒ (13) - 2 = 11
With diplomacy failing he tries to shove his way through, but to no avail...
CMB: 1d20 + 4 ⇒ (4) + 4 = 8
That was two separate turns of failure.

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With Ahn safely on the proper side of the gate, Meri again apologizes to the hostess, "I do hope you can forgive myself and my allies. That brute who slipped through is a slippery mark. Please accept my deepest apologies." Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27

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"me too ... ", to the hostess ...
diplomcy: 1d20 + 5 ⇒ (15) + 5 = 20

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Looking to finish things Zephri concentrates applying all his grit to snipe at his foe. Bethany barks and the bullet slams home with an explosion of gore!
Spending a point of grit to make the second range increment a touch attack to.
Ranged Touch: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15 Damage: 1d12 ⇒ 12

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As the Pathfinders try to navigate the crowds of the city, they mainly struggle to catch up with the wily petty thief.
Zephri takes his time and aims another shot at Barnel, this time the bullet tears through his gut and the their collapses to the ground.
It takes a few minutes for the group to reach Barnel's body. By the time everyone arrives, they find a dead thief.
A search of the body shows nothing more than a fancy pen on the man.
You can hear the whistles of the Greycloaks in the distance again. This time there is a throng of people hovering around you and the dead man.
Chase is finally over

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Blah, curse you max damage roll. God the chase rules are awful.
Zephri rushes over, his smile vanishing for once as he realizes his shot has been all too effective,
"Nobody steals pens from the Aspsis Consortium he shouts as he snatches up the pen and legs it."
As he passes Helgoron he whispers meet you at Cayden's Hall.
The first witness location was just across the road from Cayden's Hall so Zephri is booking it and hoping he can meet the party there shortly. Given that some members are slower and behind, etc.

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"It feels like we've been chasing this guy for days … I don't even remember why we were chasing him!", Says Ahn, his hands on his knees trying to catch his breath.

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Arriving at the Pleasure Salon, a burly half-orc guard stands near the entrance to the bathhouse. Grandmaster Torch reclines in one of the numerous small pools that make up the sauna, and steam fills the air. An attendant is rubbing a salve on Torch’s burn-ravaged face, but quickly gets up and leaves when Grandmaster Torch gives a silent gesture. I have news from the Decemvirate and perhaps some assistance for you, but first I would like to hear what your progress is.
I assume you fill him in on your progress...
Kreighton has discovered another relic, and he claims this could be the most important one yet. Supposedly, this keg was scavenged from the ashes of the original Cayden’s Hall and is the last keg Cayden Cailean drank from before he took the Test of the Starstone. After selling it to our relic dealer, the tavern keeper threw a huge celebration and bragged openly about how the Pathfinders were funding her retirement. By now, we can assume that we have piqued the interest of every would-be relic thief in Absalom. While I am loathe to put you in harm’s way, this does present a unique opportunity. Should you accept responsibility for moving the keg from the pick-up location to the Grand Lodge, you will undoubtedly be the target of the relic thief we’re looking for. If you properly prepare yourselves, you might be able to reverse the ambush and catch the bandit before he makes off with the relic, or follow the thief afterward to find out where he’s been hiding. Either way, you’ll want to make sure not to kill the suspect, since whoever is behind this won’t be much use to you dead. Tracking down the culprit’s main site of operations is the most important thing right now—after that, you should search for as much incriminating evidence as possible.
It’s a huge gamble—which somehow seems appropriate when a relic of Cayden Cailean is on the line. This isn’t the sort of thing I would normally ask a Pathfinder to do, but we’ve already lost one courier and another was badly injured. I’d like this ordeal to finally be over with, and with your help, we can make that happen.
Torch hands you a Scroll of Locate Object.

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"Let's do this then ... We could try to stop the ambush without killing everyone and then interrogate the information out of them. Or do we want to just let it be taken and then track it? Other ideas?"

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Managing to loose the pursuit quickly enough Zephri doubles back and rejoins the group looking sheepish, "Sorry, never meant to kill him, just stop him... Winded up being a bit more permanent than I had imagined."
"So what are we wanting to do, let them steal it and track the Keg? We sure the spell is good for that?"
I'm a bit worried about the low duration of the spell though only out of character as Zephri would have no idea. 3 minutes does not seem awfully long to track something down - assuming it is a min caster level scroll.

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Back to active service!
Leaving the Grandmaster, you quickly head to the Grand Lodge to pick up the relic. Cayden’s Last Keg is 3 feet in diameter and 4 feet tall, and weighs 75 pounds. The relic merchant has thoughtfully provided a small wagon pulled by a donkey to transport it. A character can carry the keg instead, but it is an awkward burden, requiring both arms to hold, and the character is flat-footed so long as he carries it. The keg has old char marks on it as if it had been in a fire, and it still sloshes with the remnants of hops and ale. The innkeeper kept it in active service (as Cayden would prefer), and it has been refilled innumerable times since it was first put into use.
He even offers you a mug of the brew!
Moving around with the keg on a wagon (or carrying it) is a slow process.
Any orders?

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Ahn will gladly accept the drink ... and will ensure the mule has a harness or rope for restraining it if necessary.
I think the strongest arguments were toward not letting the ambushers take it ... that true?

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Ezra keeps a hand on the donkey, ready to attempt to control it should things go awry.
"Stullun, would you stand next to the cart, or anyone else with a blade, and be ready to cut the keg free should the donkey decide to run off?"

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With the cart and keg safely in hand you start to head through the city. After passing the Ascendent court, you turn a corner and run into a small crowd of intoxicated revelers singing about the improbable accomplishments of a famed Taldan prostitute. Spying the keg, one of them shouts, Ale! and the drunkards rush forward to claim their share.

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Sense Motive: 1d20 - 1 ⇒ (4) - 1 = 3
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
"if I were to attempt an ambush, a mob would be a great cover... Eyes up.
Meri scans the crowd looking for any evil intent, or more likely drawn weapons. As she does so she signals her companion to defend the party, just in case.

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"That's right Uncle Zephri's nonalchoholic mushroom ale, made with real fermented pigs eyes for that extra zing!" Zephri calls, "Come one come all, only 5gp a mug. Thieves get a free musket ball to the vital part of their anatomy of my choice! Great for pregnant women may cause certain parts of the male anatomy to be slightly floppier than usual, but only for a week or two - three tops!" Zephri calls, grinning his best salesmans grin.
Bluff: 1d20 ⇒ 20

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"Let's keep it moving as long as possible. Perhaps our would be ambushers will be disua..." as she speaks, Fijit's speech switches from common to a more lilting tongue, "" धेरै साक्षी र"

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Zephri loads Bethany pointedly and glowers at the nearby crowd members, singling out one man, "You aren't pretty enough to pull off a hole in the forehead mate, back the hells off!"
Intimidate: 1d20 ⇒ 15

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Ahn clambers onto of the keg swinging his great sword in an arc around his head … "You heard the man!!"
Assist Intimidate: 1d20 + 4 ⇒ (2) + 4 = 6
Must be that squeaky gnome voice …

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While several members of the Pathfinder team glare and shout at the party goers, its Helgoron and Meridyth that draw the most attention. The crowd suddenly ceases its surge forward. Suddnely someone in the crowd shouts that this is a case of mistaken identity. They have the wrong wagon! Within moments the crowd disperes and the way is clear.
As the wagon and the keg become mobile again, you can make your way through a series of twisting turns. As you turn the corner one random street a crate of chickens falls to the ground. The road forward is now blocked. Two farmers come out of their stalls with quizzical looks on their faces.