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After enjoying several hands of cards, as well as the sights of the fair establishment, Amennekht moves in unison with the group to the door.
"Ah yes, the alley seems like a most excellent of locals to begin our search for the elusive bandits."

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Chasik will flirt a little but doesn't pursue anything seriously, he is happy to be out if the Dunes.
I would like to think the leader will be hospitable, but I wouldn't put coin on it

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"Thanks for the games, Amennekht," Ignatius chirps as he gathers his cards and returns them to his pack. As the party leaves the Dancing Dunes, Iggy laments having to deal with a group of common street thugs. "Such a disgrace..." he mutters.

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Beggar's Alley is worthy of its name. Two rows of decrepit wooden shacks are separated by an alley that serves more as a filthy runnel than a pathway. Broken wooden doors do little to keep the elements or vermin out, but there is little within to steal. Few of the shacks boast more than a chair or two and several threadbare bedrolls.
As you arrive, you see a traveling saleswoman carrying a basket filled with potions of many kinds. She is ambling up and down the street selling herbal remedies. When she passes next to you, she addresses you with her regular sales pitch. "Ah, adventurers without a doubt! Come and see my wares, good sirs. I have many potions, one for every ailment. Do you need salves that can restore flesh as readily as the legendary sun orchid elixir restores youth?"

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Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Ignatius replies to the woman, "You may want to keep an eye on your wares. I imagine there are some desperate souls around this place." The inquisitor can't help but notice the amber talisman hanging from the woman's neck.
Knowledge (Religion): 1d20 + 6 ⇒ (19) + 6 = 25

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-Posted with Wayfinder

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Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Knowledge (Religion): 1d20 + 5 ⇒ (1) + 5 = 6
Quarr sees the amber pendant but does not recognize any form of significance to it.

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Ignatius's eyes meet the saleswoman's. "Well, it seems you have a fine assortment of potions and salves indeed. However," Ignatius waves his arm to indicate the party, "my associates and I are in search of a band of ruffians known as the Hundred Fingers."
"Madame, we understand that this nefarious group operates in this proximity. I imagine a saleswoman such as yourself would have her ear to the ground on such matters, if you don't mind me saying so. Tell me, have you any knowledge of such a group - and where we may seek them out?"
Diplomacy: 1d20 ⇒ 20
Sense Motive Take 10: 10 + 12 = 22

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The saleswoman seems a bit intimidated at first, then she lets out a shy "Why, yes I've heard about them, but-"
At the same moment, two burly men show up, bashing people who are just passing by with their saps, knocking down and breaking street stalls and walk towards you with a sadistical grin. When they get near, you can smell their heavy breath, thanks to the alcohol they must have recently consumed. They threaten you with their weapons.
"You haven't paid the tax. Pay now, or else..."
Initiative (Quarr): 1d20 + 6 ⇒ (20) + 6 = 26
Initiative (Chasik): 1d20 + 1 ⇒ (6) + 1 = 7
Initiative (Ignatius): 1d20 + 6 ⇒ (5) + 6 = 11
Initiative (Amennekht): 1d20 + 1 ⇒ (3) + 1 = 4
Initiative (Buri): 1d20 + 6 ⇒ (1) + 6 = 7
Initiative (merchant): 1d20 + 3 ⇒ (3) + 3 = 6
Initiative (thugs): 1d20 + 7 ⇒ (7) + 7 = 14
Initiative - round 1
>>> Quarr
Thugs
Ignatius
Buri
Chasik
Merchant
Ardisen
Amennekht
Quarr reactes quickly and acts before the thugs do!

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Quarr quickly grasps a vial as he sees the two men approaching and slams it into the man currently in front of him.
DON'T BREATH!
Stink Bomb Ranged Touch: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
damage: 3d6 + 7 ⇒ (5, 4, 1) + 7 = 17
Nauseated rounds: 1d4 + 1 ⇒ (4) + 1 = 5
Swift action 1 round of Fox's Cunning
Precise Bomb to not target 7 friendlies
Point Blank Shot
DC 18 Fort save or nauseated

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1d100 ⇒ 77
Fort: 1d20 + 2 ⇒ (11) + 2 = 13
As he's hit unawares, the thug starts to suffocate from the noxious fumes of Quarr's concoction. He retreats to safety, escaping with his life.
The other thug lunges at Chasik, eager to get his revenge.
Sap, vs FF: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 2 + 2d6 + 4 ⇒ (1) + 2 + (3, 2) + 4 = 12 nonlethal damage
Initiative - round 1
Quarr
Thugs
>>>Ignatius
>>>Buri
>>>Chasik
Merchant
Ardisen
Amennekht
Ignatius, Buri and Chasik can act!
All those who attack the thugs please roll a percentile die since they're under the effects of a blur spell.

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so the gas didn't hit the 2nd thug with a 10 foot burst?

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Ignatius draws his sword, points it at the merchant and cries out, "She's with Red Mantis Assassins! I pronounce a judgement of destruction upon you!" He then swings his sword as mightily as he can.
Swift action for the judgement. Destruction adds +1 to weapon damage.
Power Attack: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6
Ummm....Have I used my character folio re-roll yet? Might as well use it now.
Re-Roll: 1d20 + 6 - 1 ⇒ (6) + 6 - 1 = 11 Not much better, but maybe she has a terrible flat-footed AC?
Damage: 1d8 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11

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Okay. I will add the 10 foot burst to the list

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Chasik, slow to the events unfolding, he barely get his shield up in time to block the sap coming towards his ribs. He retaliates with a strike of his own, hoping to make him think twice about fighting.
PA hammer, % low good: 1d20 + 7 ⇒ (4) + 7 = 111d8 + 4 ⇒ (4) + 4 = 81d100 ⇒ 90

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Can I move this round or that would put Buri in the clouds area? If he can move Buri will attack otherwise just delay.
Buri moves and attacks the thug.
Attk: 1d20 + 4 ⇒ (4) + 4 = 8
Dmg: 1d8 + 2 ⇒ (1) + 2 = 3
1d100 ⇒ 8

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You can attack just fine, Buri.
The dwarf misses the thug!
The merchant woman takes a step back, draws an object from her basket, and throws it in the midst of the fight.
Ranged Touch Attack: 1d20 + 7 ⇒ (14) + 7 = 21
*hit* Everyone except Ardisen can attempt a Fort DC 15 save. Failure gives you the deafened condition.
Fort (thug): 1d20 - 1 ⇒ (18) - 1 = 17
The thug just has time to put his hands on his ears, and resists the alchemical weapon!
Initiative - round 1
>>>Quarr
Thugs
Ignatius
Buri
Chasik
Merchant
>>>Ardisen
>>>Amennekht
Ardisen, Amennekht and Quarr can act!

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Fort Save: 1d20 + 5 ⇒ (8) + 5 = 13
Ignatius is deafened. What was that? Why can't I hear anything?

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Fort DC 15: 1d20 + 5 ⇒ (15) + 5 = 20
Amennekht flinches at the sound of the Thunderstone, turning away from the thugs he turns is attention to the Red Mantis behind them.
He whips his curved blade down at the woman's feet.
Trip: 1d20 + 10 ⇒ (16) + 10 = 26 I do have improved trip.

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Ardisen takes a step back from the gas cloud and melee, redirecting his attention to the woman. Unsure of her motives, the enchanter quickly recites a tried and tested spell and a vivid cone of clashing colors springs forth from his hand, engulfing the 'trader'.
Color spray, with just her in the cone. DC 15 Will save to negate. For ease here's the link to the spell for checking effects if she fails.

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Fort Save: 1d20 + 6 ⇒ (17) + 6 = 23
Quarr slams another vial at the womanas the thunderous roars makes his ears ring momentarily. The other thug if color spray knocks her out as fire erupts all around
Fire Bomb Ranged Touch: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
damage: 3d6 + 7 ⇒ (3, 1, 5) + 7 = 16
Swift action 1 round of Fox's Cunning
Precise Bomb to not target 7 friendlies
Point Blank Shot

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fort: 1d20 + 7 ⇒ (11) + 7 = 18
Chasik, sees the object hurtling towards the ground and gets his hands up in time to relieve the sound on his eardrums. He than looks towards the woman and glares at her.

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Will vs Color Spray: 1d20 + 2 ⇒ (14) + 2 = 16
The merchant turns her gaze away from the bubbles of light and resists Ardisen's spell. However she's unable to dodge Amennekht's sweeping blade and falls on the ground. Quarr's bomb explodes, burning her severely.
The remaining thug swings at Buri.
Sap, nonlethal: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 2 ⇒ (3) + 2 = 5
Initiative - round 1
Quarr
Thugs
>>>Ignatius
>>>Buri
>>>Chasik
Merchant
Ardisen
Amennekht
Ignatius, Buri and Chasik can act!

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Ignatius runs around the prone woman (drawing an AoO). He puts himself into a flanking position with Amennekht, using the flank to make his strike more deadly.
Destruction judgment still active.
Power Attack, Flank: 1d20 + 6 - 1 + 2 ⇒ (13) + 6 - 1 + 2 = 20
Damage, PA, Judgment, Precise Strike: 1d8 + 3 + 2 + 1 + 1d6 ⇒ (5) + 3 + 2 + 1 + (2) = 13
Ignatius has the Solo Tactics class ability as an inquisitor. His chosen Teamwork Feat is Precise Strike feat, which provides 1d6 of precision damage when flanking.

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Chasik, seeing as the merchant is handled, he moves towards the remaining thug and takes a swing at him.
PA hammer: 1d20 + 7 ⇒ (8) + 7 = 151d8 + 4 ⇒ (3) + 4 = 7

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Chasik swings but misses his mark.
The merchant stands up (Amennekht and Iggy can take an AoO), then moves away, disappearing behind a wooden shack.
Initiative - round 3
>>>Quarr
Thugs
Ignatius
Buri
Chasik
Merchant
>>>Ardisen
>>>Amennekht
Ardisen, Amennekht and Quarr can act!

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She is getting away! Unless those AoO get her of course.
Quarr fumbles around for a second as he grabs a small bottle and begins to drink all of it's contents.
Drink Expeditious Retreat extract increasing speed by 30 feet and lasts 5 minutes.
Quarr short legs move a lot quicker than they should as he darts after the woman.
Move 45 feet towards where the woman last disappeared.

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Amennekht will let her stand but will take the AoO when she tries to move away.
AoO Trip: 1d20 + 10 ⇒ (20) + 10 = 30
"Not so fast my little dear, I think we have a few more questions for you."

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AoO: 1d20 + 6 - 1 + 2 ⇒ (11) + 6 - 1 + 2 = 18
Damage: 1d8 + 3 + 2 + 1 + 1d6 ⇒ (1) + 3 + 2 + 1 + (6) = 13

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Ardisen remains where he is, catching the womans eye and issuing a few words of warning.
"I suggest you take stock of your situation and stay down, unless you wish to see what we can really do."
The enchanters typical smile has faded into a stern glare, his usually honeyed words taking on a much darker intonation.
Going to take a standard action and use Intimidate to make a Demoralize attempt, the DC for me to hit is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If the check is successful the target is Shaken for a round. (Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.)
Intimidate: 1d20 + 6 ⇒ (12) + 6 = 18

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Quarr will hold a noxious stinkbomb over the woman. Stop this madness now or I will finish this. Answer our questions and you may yet survive to see another day.
diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12
If that doesn't work or she makes a threatening move then he will slam the bomb on her
Stink Bomb Ranged Touch: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
damage: 3d6 + 4 ⇒ (2, 5, 4) + 4 = 15
Nauseated rounds: 1d4 + 1 ⇒ (3) + 1 = 4
Precise Bomb to not target 4 friendlies
Point Blank Shot
DC 16 Fort save or nauseated
10 Foot Cloud radius for 1 round only

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As the smoke clears Quarr stares at the aftermath of the bomb. I...I...I never meant to kill her The gnomes hands visibly shaking.
Looking back at Amennekht he says My intent was to talk her down so that we may speak to her. Not to end the poor woman's life. Quarr continues to stare at the woman's corpse in bewilderment and shock. Small clean lines streak his face where slight tears run down his face.

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Rallying to his comrade Ammennekht will charge the thug, using the flat of his blade to attempt to leave at least this one capable of answering questions.
PA w/ Charge: 1d20 + 8 + 2 - 4 ⇒ (16) + 8 + 2 - 4 = 22 Damage NL: 1d8 + 10 ⇒ (8) + 10 = 18

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The thug is knocked unconscious thanks to Amennekht's blow.
End combat.
As you are about to revive the thug, a halfling dressed in rags comes out of hiding and yells with a rugged desert accent.
"Stop, what are ye doing? Are ye mad? He's one of tha thugs on tha' lass's payroll. Are ye perchance friends of the scarred man?"

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Remaining somewhat on guard and alittle surprised at the brutal death of the woman, Ardisen nods at the halfling.
"Friends is a stretch, but we're currently assisting him."