
Professor Diggans Q. Finnegan |

The Professor looks at the construction K. Engineering1d20 + 8 ⇒ (6) + 8 = 14 and says Oh it's a pelican warehouse! They are very popular with smugglers from what I know. They have an entrance to the water where a boat can slip right into the building and unload in privacy.
He continues up the walk with the others talking quietly about the benefits of pelican type warehouses to the more traditional. Delta walks beside him, eyes swiveling back and forth looking for danger.

DM Iron-Dice |

As you traverse the creaking old dock, Aryllan is more focused on watching her step than in looking for the unusual, and Robertus engineering skills are seem focused on the loose boards of the pier as well. However, out of the corner of his eye, Robertus thinks he sees a wisp of red hair retreating 'round a corner several blocks away. Turning to get a better look, he see nothing. Hmmmm. It's well gone now in any case. If it was there at all.
Diggans seem to be well versed in this type of structure and is informing everyone of it's history, use, design, origins, newer designs, materials . . . .
As everyone gets closer, the main door is clearly visible on the north wall. The larger double cargo doors were seen on approach along the southern sea wall. There is no walk-way or proper ledge to get around the sides of the building. The closest to that is a foundation beam that varied from four to six inches in width. Where it's not rotted.
How do you proceed . . .

Volta Delbove |

K:local1d20 + 2 ⇒ (9) + 2 = 11 untrained
Volta looks over the area around the warehouse trying to find if anyone else is interested in it.
He listens to the Prof. talk about the warehouse's type with one ear, thinking about where traps would be put in such a structure.
Perception 1d20 + 7 ⇒ (4) + 7 = 11
"Hm, yes but many were abandoned after the taxes were raised and this seems like one of those. Which is both better and worse for smugglers. Easier in but harder to explain anything coming out."
He approaches cautiously with the others. After checking the area for interested parties he looks to see how close any other docks, boats (besides the dingy), or ships are to this warehouse.
Examine the door, if we get that close.
"Well, everything looks normal but creepy. Shall I see if the door will open or does someone else wish the honor?
Sorry guys, busy morning.

Aryllan Lanliss |

Aryllan nodes for Volta to attempt to open the door.
You might want to check it before just trying to open it up. Don't want to spring any traps that might have been placed since the last known owner was here.
Aryllan slowly and cautiously takes her longbow off her shoulder and one arrow out of the quiver on her back. Always better to be careful than to just rush in. Aryllan thinks to herself.
She nodes to Robertus that she is ready to go in once the door is open.

Baladur Farwander |

Readying his longspear, Baladur steps up beside Aryllan, diagonally behind Robertus.
"I dont like this damned mission, I dont think we know all that's worth knowin', lets get this over with."
Baladur survey's the ground, doorway and general area.
Survival Check & Perception to Survey the dock's for any recent tracks, drag marks, sings of scuffles, signs of forced entry, etc.
Survival 1d20 + 9 ⇒ (13) + 9 = 22
Perception 1d20 + 3 ⇒ (6) + 3 = 9
If Robertus moves forward I will stay right behind him (diaganoly).

Volta Delbove |

Volta nods to the others and approaches the door carefully examining it for traps and the type of lock it has. There's something more going on, I just feel it but ... just put it out of your mind, remember what Mom says, focus on here and now.
Perception 1d20 + 7 ⇒ (1) + 7 = 8 +1 for traps.
He disarms any trap that he finds present, if none, he moves on to the next step.
Disable device 1d20 + 11 ⇒ (6) + 11 = 17
Then opens the door, if locked he attempts to open anyway.
Disable device 1d20 + 11 ⇒ (5) + 11 = 16
If the door swings open he will shade his eyes and try to peer in.
Perception 1d20 + 7 ⇒ (17) + 7 = 24 if you need a different Perception roll, if not use above.
Volta shuts down all awareness of what's around him but the door, its frame, the wall and floor near it, and maybe what's inside.
Sorry for all the rolls, take what you need. Just trying to cover all the ground so as not to drag this out too much.
Worse trapsmith ever!!!

DM Iron-Dice |

The group cautiously gathers towards the door. Scanning, looking and scrutinizing every aspect. The heavy wooden door is banded with rusting iron, and held fast using a heavy pad lock. Baladur notices the signs of infrequent use, but nothing recent. Volta's trap finding skills, while excellent in practice, don't help with real world old style locks. The luck of Desna smiles on him, as the lock and door spring no traps. With a klunk. crack. and scree the lock pops and door opens inwards.
Light pours in from the opening, although overall darkness fills the warehouse, the ambient light from outside blocked by a filthy, oily film on the structure’s few windows. Darting illumination comes from light reflecting off the water through a splintered hole in the floor. Throughout the warehouse, crates, boxes, and barrels lean against each other in vaguely sorted stacks. A lingering smell indicates some of the contents are certainly spoiled.

Uraisa Ellsworth |

"Does anyone have a torch or a sunrod with them? It would be really helpful for most of us if one of those could be sparked up," Uraisa says, as she squints into the darkness of the warehouse, to no avail.

Robertus Toreador |

Robertus smiles and sets aside his polearm. "No torches or sunrods, but I do happen to have..." Robertus pauses as he digs through his pack. "I do happen to have a Bullseye Lantern." Robertus lights the lantern, and holds it up to Uraisa. "Care to hold it?" Robertus holds up the lantern as he picks up the Polearm with one hand.

Professor Diggans Q. Finnegan |

The Professor looks at Delta and says Delta can see in the dark. Let him take a quick look and that way we do not announce our presence more than necessary. I will send him with a bit of backup as well.
With that the Professor gets a look of concentration on his face and begins pulling wisps of purple and red vapor from the air and molding them into component pieces of some sort of animal. You see him fashion a leg and then pop it apart into three more. He pulls a cube shaped object and hits a few places and it pops out into a vaguely canine head before he elongates a sphere into the body of what looks to be a large dog made of similar material to Delta. Summon Monster I spell like ability: Riding Dog
He looks for a second and says That should do it. before sending them both through the door.

Uraisa Ellsworth |

Uraisa takes the lantern. "Thank you, Robertus. Looks like you might need both hands to wield that huge weapon." Turning to acknowledge the Professor, Uraisa is enthralled by the casting ability. "Truly amazing, the way you use magic to create creatures, differently than I do. We have to compare notes some day."

Aryllan Lanliss |

Breathing a sigh of relief that there are no traps on the lock or the door. Aryllan moves to the left of the doorway - right beside Volta. She hopes to look in before things get disturbed by anyone. Preparing an action - notching the arrow into the crossbow.
Perception Check (low light vision): 1d20 + 7 ⇒ (20) + 7 = 27
Wow I am sure I see everything as if it is bright as day! Wahhooooo
OK DM - What do I see?

DM Iron-Dice |

The light pouring into the room creates a curtain of darkness at its edges. Robertus and Uriaisa work to ignite a lantern that the young wizard holds, as the warrior readies his weapon.
The mechanical construct known as Delta, along with a canine of similar make enter the room.
The cat approaches the darkness threshold immersing his head to peer in. The dog extends it's neck into the air sniffing vigorously. atchoo! There seems to be many strong smells that confound the dogs senses, but nothing to put it on alert. Delta steps back fully into the light making a low mwrrrrrrr sound indicating he detects no danger as he knows it.
Aryllan's excellent elf vision does not transcend such a strong contrast in light, however, vision is not her only sense. She detects the scent of beer, foodstuffs both fresh and spoiled, rot, mildew, lumber and various others she can assume are created sundries.

Robertus Toreador |

With the lantern handed off, Robertus grips his Guisarme with both hands, holding it in a neutral position, ready to put the weapon at rest or to take on any danger that may present itself. Walking carefully and keeping an eye out for rotten wood, he waits for the door to clear before moving forward to catch up with Delta and the summoned dog.
Once the door clears, I want to try and position myself between the party and the animals, in case anything tries to leap out of the darkness at us

Volta Delbove |

Since Volta is the one blocking the doorway, he'll go in.
Very quietly, Volta whispers, "I'll check around that corner there."
To be clear he moves to the square to his right then climbs on whatever one square forward in the second square south of the cat-gadget.
Volta watches the creatures wander into the dark confines of the warehouse. He quietly pads to just within the walls of the warehouse to his right, then climbs on the pile of barrels there to peer into the inky darkness, stopping only if he notices something wrong.
Stealth 1d20 + 7 ⇒ (19) + 7 = 26
Climb 1d20 + 5 ⇒ (17) + 5 = 22
Perception 1d20 + 7 ⇒ (16) + 7 = 23
Looking, listening, feeling the area around him, Volta takes in the warehouse trying to find anything wrong or different or threatening.
Boxes and boxes, just what would be expected, but I still think there is more... What's that on the ceiling?
Player question: does Volta notice a glow on the ceiling from what appears to me as player an opening in the floor of the warehouse? Even a little light let in there would be noticeable in the gloom.

Uraisa Ellsworth |

Giving Volta time to get off on his own, Uraisa follows the others into the warehouse to n5, keeping the lantern held high, so everyone could see as well as possible in the creepy storage area.

Baladur Farwander |

I'll continue to stay in the space behind Robertus as he moves.
Staring into the darkness ahead Baladur tries to make out whether anything dangerous is lurking or if the crate they are after is visible.
"Let's find tha' crate, anyone see it?"
Perception 1d20 + 3 ⇒ (10) + 3 = 13

DM Iron-Dice |

The group advances into the neglected warehouse, Diggans beast and Uraisa's light breaking thought the still darkness. Throughout the warehouse, crates, boxes, and barrels lean against each other in vaguely sorted stacks. A lingering smell indicates some of the contents are certainly spoiled. Just inside the door sits a handful of crates and kegs of beer. Stacks of simple coffins sit against the east wall.
The dog seem occupied with energetic sniffing and scratching at the area between the coffins in his area.
Baladur's perception abilities seemed to stop at the beer kegs, Volta however, keenly focused on the "animals" reactions, detected a slight scurry sound when the dog lunged it's nose between the dusty coffins.
Aryllan's keenly attuned elf senses notices a disturbance in the dust as something(s?) moves through the space between the coffins. (area u3 ish)

Volta Delbove |

The dog is hunting something in that corner, moving over there should allow me to hear everything more easily.
In a thin whisper, "There is something the dog is hunting in the corner of the warehouse ahead."
Volta moves to Q8 carefully and silently, climbing into the boxes there.
Stealth 1d20 + 7 ⇒ (4) + 7 = 11
Climb 1d20 + 5 ⇒ (7) + 5 = 12
Perception 1d20 + 7 ⇒ (19) + 7 = 26
He looks/listens toward the corner where the scurrying took place, then check any boxes he can see for the mark, then sweeps the rest of the warehouse for any other signs of anything of note.
His movement is poor in the darkness but his senses are as keen as ever.

DM Iron-Dice |

Aryllan cautiously moves in to investigate the coffins, while Volta takes a high position on top of a crate near Delta.
As everyones eyes slowly adjust to the darkness, Voltas keen perception notices a splintered hole in the floor. Perched in the middle of the hole, teetering on split planks, sits a large crate. Other barrels, boxes, and crates sit stacked along the walls of the warehouse. A crane, used for loading and unloading boats, clings to a rail running the length of the warehouse celling.
wreet wreet hsssssssssss Volta's exploration is cut short by a disturbed creatures cry.
Aryllan sees a glowing pair of eyes above a vicious set of pointed teeth among the coffins. Fast as thought a two foot long, twenty five pound feral dire rat leaps up, poises to attack! Two more of it's den mates reveal themselves as well!
*Rat Image*
Baladur 1d20 ⇒ 9
Diggans 1d20 + 1 ⇒ (18) + 1 = 19
Robertus 1d20 + 3 ⇒ (18) + 3 = 21
Uraisa 1d20 + 2 ⇒ (2) + 2 = 4
Volta 1d20 + 3 ⇒ (14) + 3 = 17
Average 16
Baladur & Volta, I used your Dex only. Did not see an Init score on your sheet. LMK if it's dirrerent
Rats
1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (3) + 3 = 6
1d20 + 3 ⇒ (17) + 3 = 20
Average 15
The Pathfinders quick reflexes get the drop on the dire rats!

Volta Delbove |

It was under Combat and yes +3 it is.
AC:-15----/-13----/-12
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
Initiative:---+3
BAB:----------+0 ...
Volta peers through the gloom to see the crate teetering on the edge as well as the dire rats, in the corner.
"I see three dog sized rats at my left in the corner at about 20' from me. To my right, in the opposite corner from the rats, is a large hole in the floor and a large crate about to fall in. Two to one odds that's the crate we need. I'll go for the crate, if you guys think you can handle the fat rats." Volta tries to get to the place where the crane can be operated. He balances carefully to not make things worse.
Acrobatics 1d20 + 7 ⇒ (20) + 7 = 27 for balance and not stepping on any rotted boards.
Perception 1d20 + 7 ⇒ (6) + 7 = 13 Is it the crate we want and where are those crane controls?
Intelligence check 1d20 + 2 ⇒ (3) + 2 = 5 Does he think he knows how to use the crane?
I don't know where the crane can be moved or work from so just move me where it seems reasonable, if near the rats, he will draw blade and not move closer to them.
Paying attention to the boards and rats Volta has trouble figuring out what to do next.

DM Iron-Dice |

Duh. Your init is right were you left it. As they say "If it were a snake, it would have bit me".

Professor Diggans Q. Finnegan |

The Professor looks up and says Rats?!? I'll handle this. Pulling up his breeches he walks with purpose to where he can see the rats and casts a spell Speak with Animals spell like ability before looking at the rats and chittering and squeaking.

DM Iron-Dice |

Very creative professor!
The lead rat tilts it's head listening to the squeaky sounds emanating form the Gnome.
Rat two meeeeeat
Rat three MEAT!
The further tension their bodies ready to spring into an attack!

Aryllan Lanliss |

Funny! RATS SRAW. Of course I looked!
After seeing the Rats tension after speaking with the Professor, Aryllan decides to forego the "try to be nice to the rats" and pulls the arrow back in the bow.
Quick knowledge check of Dire Rats / Nature Check: 1d20 + 5 ⇒ (6) + 5 = 11 What do I know about the weakness of dire rats?
Aryllan Moves next to Delta T8 and aims for the Rat closest to her U4
Attack Rat: 1d20 + 4 ⇒ (9) + 4 = 13

Robertus Toreador |

Robertus steps forward, bringing his Guisarme into a 'readied' position even as he steps next to Aryllan. He keeps his spear ready, waiting for a rat to step within reach.
Moving to Q5, adjacent to Aryllan, and readying for one of the rats to get within reach of my Guisarme. Not sure if I should roll the attack roll now or wait to see if one does get within reach.

DM Iron-Dice |

Robertus readys himself for the immanent attack.
Baladur and Uraisa stay put guarding the entrance for any surprise guests that may have been alerted to the groups activities.
Rats attack!
Being primal animals, the rats attack the nearest prey.
The eastern rat springs at Delta, and the western rat charges Aryllan and the dog, swearving at the last second to attack (1=Dog, 2=Elf)1d2 ⇒ 1
Bite at Delta 1d20 + 1 ⇒ (13) + 1 = 14
Bite at dog 1d20 + 1 ⇒ (5) + 1 = 6
Damage on Delta 1d4 ⇒ 1 Fort save DC11 vs disease
*MAP* Round 2.

Uraisa Ellsworth |

Round 1
Uraisa moves to 0 3, to get a better shot at the closest rat at s 4. She fires off a freezing bolt of ice at the creature.
Ray of Frost Touch Attack while firing in melee: 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11
Damage 1d3 ⇒ 1

Aryllan Lanliss |

Seeing the Dire Rat attack the "Dog" Aryllan draws her short sword and attacks the rat S4
Attack 1d20 + 2 ⇒ (4) + 2 = 6
Damage 1d6 + 1 ⇒ (1) + 1 = 2
Wow, I can't seem to hit the big rat today at all!
Aryllan moves to S7 to try to get some distance so she can use her arrows.

Professor Diggans Q. Finnegan |

Dog attacks dire rat in front of it. 1d20 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (3) + 3 = 6
Delta Bite Claw Claw on next rat 1d20 + 2 ⇒ (19) + 2 = 211d4 + 4 ⇒ (1) + 4 = 51d20 + 2 ⇒ (6) + 2 = 81d4 + 4 ⇒ (2) + 4 = 61d20 + 2 ⇒ (1) + 2 = 31d6 + 4 ⇒ (1) + 4 = 5
Delta Fort Save DC 11 1d20 + 3 ⇒ (18) + 3 = 21
Delta snarls in rage at the bite and attacks the other rat while the dog bites at the rat in front of it.
Professor Diggans yells encouragement to his cat and dog. Get them! Bite their rude little heads! Show them to turn their back on my overtures of mutual cooperation!

DM Iron-Dice |

Delta chomps down on the rat snapping it like a twig.
Robertus Guisarme cleanly slices through the rat threatening his friends, saving them from further harm.
The warehouse is again quite except for the steady sound of the waves below and the creaking of old boards within.

Robertus Toreador |

Robertus takes a moment to take out a small cloth, wiping the blood of the rats off the blade of his Guisarme. "Now that we have had our bit of excitement, lets look for that crate." With that, Robertus marches off to look for the large crate with the symbol of three crows in a triangle.
Perception Check:1d20 + 1 ⇒ (20) + 1 = 21

Baladur Farwander |

Rising from his stooped over position as he closely examined the ale kegs, Baladur says "Did ye say something? What are ye doing with those dead rats? Lets find the crate." Pointing at the ale kegs Baladur says "This is some prize ale here!"
Baladur moves farther into the room, oblivious to the combat which just occurred.

Volta Delbove |

Oh, the character sheet is a bit of a wall of text, finding things can be a bit much, I 'd like something better, that's free, but so far have come up empty.
Volta watches the warriors and the Prof's creature take care of the rats, when he is sure they can take care of themselves, he goes to the crane and sees if it can be moved to over where the endangered crate is. If so he moves it over.
Now for everyone to ignore me again.
Volta calls out, "Please shine a light on that crate we are about to lose, it might be what we want, the others are not going anywhere soon. If anyone can swim well, I could use the help on tying the crate to the crane."
Perception 1d20 + 7 ⇒ (16) + 7 = 23 If Volta gets a light, can he see the crate's markings if any?
Acrobatics 1d20 + 7 ⇒ (19) + 7 = 26 To manage getting to the crate without snapping the boards, dumping the crate, and most of all, not dunking himself. If it is not possible to approach without doing any of the three and he knows it, then he will stop to figure something else out.
Profession{Longshoreman)(Untrained)1d20 ⇒ 8 To see about tying the crate to the crane.
Note by now Volta will be somewhere between rows 11-15 columns R or S depending on the crane track and quality of the footing. If (depending on amount of time needed) he has done the above he will be moving cautiously near the crate in square S-14 to rope, or sling it depending on the exact type of block and tackle he is trying to work with.
Note my actions have been non-specific because I don't have exact knowledge of the location of everything; it's to go to where the crane can be moved, move it near the crate and work from there. Put me in any reasonable spot.

Uraisa Ellsworth |

Uraisa piped up. "I am a pretty good swimmer, Volta, but I am fairly clumsy on land. I'm afraid to knock that crate right into the water. Let me get the light closer first, so we can see if that is our crate or not."

DM Iron-Dice |

Jury duty today. arrg.
Volta is amazingly perceptive and acrobatic today.
He eaisly notices the symbol you seek painted on the crate suspend 15 feet above the water.
The area around the hole is splintered and rickety. Anyone going near the edge (any adjacent square) is at risk of collapsing it. Volta's heightned dexterity allows him to move to the eged with no problem. In fact, he's so acrobatic today, he is able to carefully shimmy across the planks all the way to the crate. Anyone else, even the tinest bit less acrobatic, would have snaped the planks and fell to the icy water 15 feet below.
The crate is roughly 4x3 feet, and looks to weigh 10,000gp (200 pounds) ish. It is nailed shut. Two ends have ropoe loop handholds.
With Volta in the amazing position of standing on the planks, how does the rest of the group act to assist in this retrieval?