Totally Not GG
Tymon South – The Arena of Aroden and Wondrous Item Shopping
This enormous gladiatorial arena is nearly a mile wide, and fills an entire quarter of the city. The circumference of the circular arena is wreathed in the four colors of the teams, and merchants can be seen peddling commemorative baubles as far as the eye can see.
The PCs may, at any time, seek refuge in the arena. They will be fully healed, but locked in a series of waiting rooms until the arrival of another team.
The merchants here are licensed to sell and buy Wondrous Items to the PCs. If the PCs spend a phase shopping here, they may consult the full list of available items here: Tymon South Quarter – Wondrous Items
GMs should update this sheet as players sell and buy wondrous items.
There is a 25% chance that the team is marked by a trio of Halfling cutpurses (Rogue 5, Rogue 5, and Cleric 5 with Luck and Trickery domains) that attempt to steal either the party’s most powerful magical item (as determined by the Wizard’s Detect Magic spell) or the party’s Bag of Holding/Handy Haversack/Portable Hole. If the party has already encountered the cutpurses, then they do not reappear. If the PCs kill the cutpurses, another (identical) group is still capable of menacing other teams.
The first rogue will approach the players disguised as a human child begger (DC 31 Perception to spot the disguise) asking for change. He makes a Bluff check at +14 to Feint against the bag carrier’s 10 + base attack + WIS or 10 + Sense Motive. (5 ranks + 3 CHA + 3 Trained + 3 Skill Focus)
Either way, the similarly disguised next rogue makes a Sleight of Hand check of +19 (Touch of Luck = roll twice take higher) opposed by the carrier’s Perception check. (5 ranks + 4 DEX + 3 Trained + 3 Skill Focus + 4 Team Pickpocketing.)
Both Rogues have an Escape Artist check of +12, assisted by their Cleric friend with Liberating Command. The Cleric waits on the sidelines and helps assist his friends with Touch of Luck, and if necessary, illusions to help cover their escape. The rogues attempt to flee rather than fight if a confrontation is forced. As soon as possible, the Cleric casts Nondetection on the item in question.
Halfling Rogue 5
Initiative +8, Perception +9
AC 19 10 + 3 + 4 + 1 + 1 buckler
Attack: Feint, then Dagger +8 1d3 + 3d6 Sneak Attack
Traits: Fleet Footed
Halfling Cleric 5 of Calistria
Initiative +3, Perception +12
Domain Ability: Copycat (move action create an illusory double)
Spell: Sanctuary (before potential battle)
Spell: Invisibility (on self, then on bag holder)
Spell: Nondetection (on bag holder)