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Molos raises an eyebrow at Raharjo.
"I think,..." he pauses thoughtfully, as if choosing his words carefully. "Valsin not allow her to be Pathfinder if she not have power to hurt someone on trip around city. But I think she not hurt self."
He looks down at Raharjo. "You magic type. You know more about that than Molos."
"Speak of which, I have wand." The tiefling pulls out a magic wand. "I cannot use. You use wand for heal if we in fight?"
I already played Molos in The Confirmation, and spent his 2 prestige on a wand of Cure Light Wounds. It's still full at 50 charges. Whoever grabs it, feel free to use it on the whole party, if necessary.

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Dravil gave a chuckle at the girl as they walked on, still minding around for a suspicious fellow. The girl was a small one, but definitely all that was presented, especially to be a member of the Society. More suspicious was her affiliation with the Cheliaxian countess.
Molos offered a wand of healing, but Dravil kindly refused, "No thank you."

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Cara takes the wand from Molos, squints at it, nods, and then begins a pantomime of conducting an orchestra.
She stops the performance several times to shake her finger and scowl at several imaginary members of the group.
"You're out of tune! Tune up! Tune up or find a new job!"

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Shortly after your new arrival catches up, you arrive at the warehouse.
Perched on the end of a long pier fifteen feet above the water, the warehouse appears to struggle against its own roof, threatening to sag into the bay below. No light shines from the building’s windows and only the movement of gulls and pelicans stirs the scene.
The pier this pelican warehouse sits on stretches 100 feet from the boardwalk and the docks proper, and stands 15 feet above the water. The planks on the pier are sturdy but weathered. A few local fishermen and some kids sit scattered along the pier casting nets or bobbing lines into the waters below. The building looks abandoned and in disrepair. The windows are dark and dirty and provide no view into the structure’s interior. A small boat bobs in the water below, tethered to the pier by a stout, salt-crusted rope.
Link is at the top of the page. You should be able to move yourselves around.

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Dravil walks forward towards the boat tethered to the pier. He looks around at the warehouse for a moment before looking down at the bot bobbing up and down in the water.
"What a damned dump, pardon my language," He bends down on one knee to in spect the boat.

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OOC: I've played and GMed this adventure a few times before, so I'll stay out of making decisions on how to approach things, and leave that for the folks who are new to this scenario.
"What wrong with your language? Molos understand you", Molos says, striding up the pier and stopping near Dravil. He glances down at the little rowboat, shrugs, and looks towards the warehouse door, mentally calculating how sturdy it looks, in case his companions can't "unlock" it.

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Wailan looks uncomfortable as he picks his way down the pier.
"Calcifer and I don't care for so much water about."

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on tablet, can't move token. Will do so soon
"Let us see if the key works"
Shallya takes out the key and heads to the warehouse door. With his body masking what he is doing he attempts to pick the lock.
I take 10 for 20. If that isn't sufficient, will complain loudly about how the lock is stuck disable device: 1d20 + 10 ⇒ (8) + 10 = 18

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Molos looks down at the boat (remember, from the description, it's 15 feet down from the pier to the water).
"Something in there?", he asks Dravil.
Turning his attention back to the door, he asks Shallya, "Key work? Is door unlock?"
If the door is unlocked, Molos will ask "Want me go in first, in case someone inside not want us here? Molos have new armor, ready for trouble."

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Cara sniffs the air, covers her pale eyes with her hand and squints.
Perception: 1d20 + 2 ⇒ (13) + 2 = 15

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Dravil notices nothing suspicious about the boat.
The door unlocks easily, thanks to Shallya's steady hand, opening into a warehouse filled with darkness, the ambient light from outside blocked by a filthy, oily film on the structure’s few windows. 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. Most of these smaller crates and barrels contain foodstuffs in various states of freshness. Stacks of simple coffins sit against the east wall. A crane clings to a rail running the length of the warehouse, hanging 5 feet below the high ceiling.
When you round the corner, darting illumination comes from light reflecting off the
water through a splintered hole in the floor. Perched in the middle of the hole, teetering on split planks, sits a large crate stamped with three crows arranged in a triangle. Handholds cut into the stout wooden crate ring the rim.

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Molos goes in first.
"No vagrant or anybody here. All clear for you to come in", he tells the others.
"That lot of coffin. Hope nobody home in them", Molos grins back at his teammates.
"That big crate seem be one we look for. I wonder if any good food in any of other."
Molos starts looking (and sniffing) around the other crates, but doesn't go too far until the others follow him in.
Remember that Molos has darkvision. The rest of you probably want to pull out torches or something, since it sounds like it's kinda dim in here.

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Shallya pulls out a wand.
"Can any of you activate this wand of mage armour? I can usually convince it to work but I'll take the easy route if its available. If anybody else needs a charge just let me know"
Assuming nobody else can activate it, he will try to UMD it
umd assumes +2 from masterworks tool (rabbits foot that works when held. GM : are you ok with that
UMD: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
UMD: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
He then heads into the warehouse

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"I can use the wand if you'd like, but I am wearing armor already."
Wailan stays back, away from any more rotting floorboards.

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I'm cool with that masterwork tool. And yes, it is dark in here. What are those of you without darkvision doing?
Sniffing around the crates yields an interesting mix of results. Cinnamon from Jalmeray mixes with Qadiran lamb that is clearly in an advanced state of decay. There also appear to be large amounts of more mundane supplies. Based on the labels, you see clay, coffee, coils of rope, dried fish, lead ingots, nails, nets, raw cotton, rough wool, spare sails, timber planks, various pulleys and tools, and cheap weapons, among other things.
Molos: 1d20 + 1 ⇒ (9) + 1 = 10
Wailan: 1d20 + 1 ⇒ (10) + 1 = 11
Shallya: 1d20 + 3 ⇒ (17) + 3 = 20
Dravil: 1d20 + 3 ⇒ (13) + 3 = 16
Cara: 1d20 + 2 ⇒ (20) + 2 = 22
Raharjo: 1d20 + 3 ⇒ (16) + 3 = 19
Once you all enter
The crate you're looking for is teetering precariously, with little separating it from the murky harbor waters below. What would you like to do?
Cara hears the pitter-patter of small feet from within the piles of crates.

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Lari, when you put spoilers like that, could you put a comment so we know if we're supposed to click the spoiler or not. If I'd known it was die rolls, I would have just clicked it and not worried. But in this case, I wasn't sure if it was something I was supposed to click or not until after I did.
Molos looks at the crate teetering over the hole.
"Any ideas how to get to that thing without sending it swimming?"
While waiting for suggestions from the rest of the team, he continues looking through the food stuff, trying to find a convenient way to carry some of the coffee and cinnamon out for later use, while waiting for Cara to mention what Molos didn't hear and doesn't know about.

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Cataree cracks a sunrod and sticks it in his belt.
If Cara mentions the pattering then he'll draw his rapier.
"Let's get a little closer and see if we can just grab it"
about how big is the chest? Small enough for somebody with a strength of 10 to carry?

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I'll try to be more clear about my spoilers in the future. Generally speaking, though, if I don't label something, it's probably just die rolls, and a way for me to avoid clutter. I'll label spoilers if there's a situation that's only for a limited number audience, and even then only when I feel it's strictly necessary. For example:
Not knowing the crate's contents, it's hard for Shallya I assume that's just a mis-post on your part to guess how much it weighs. In any case, you suspect maneuvering on the narrow beams while carrying such a bulky object would be challenging. You also aren't entirely confident in the ability of the well-worn beams to support the additional weight of a person.

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Recall that Cara has Darkvision
Almost absentmindedly, Cara says,"Hey, who's there?"
She seems strangely fascinated by the contents of the warehouse, and begins rummaging in one of the coffins...

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"Keep your eyes peeled," he turned towards the coffins, "Watch yourself Cara."
He pulls his Great Axe out, but only in a restful stance. It was hard to see anything around the warehouse without a proper light.
"Maybe that boat would come in handy?"

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Wailan moves up beside Cara looking disinterested in in the stores of mundane items and apprehensive about the hole in the floor.

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As Cara moves some things around, an unusually large rat pokes its head up from a small gap between the caskets. It hisses fiercely.
Raharjo, I've moved you into the room. If you're having trouble using the map, let me know. We're going to say no surprise round here, as Cara's given you at least enough notice to be on your toes.
R1: 1d20 + 3 ⇒ (10) + 3 = 13
R2: 1d20 + 3 ⇒ (10) + 3 = 13
R3: 1d20 + 3 ⇒ (20) + 3 = 23
Molos: 1d20 + 2 ⇒ (19) + 2 = 21
Wailan: 1d20 + 4 ⇒ (7) + 4 = 11
Dravil: 1d20 + 3 ⇒ (13) + 3 = 16
Cara: 1d20 + 4 ⇒ (7) + 4 = 11
Shallya: 1d20 + 6 ⇒ (20) + 6 = 26
Raharjo: 1d20 + 2 ⇒ (1) + 2 = 3
INITIATIVE
- Shallya-We are here
- R3
- Molos and Dravil
- R1, R2
- Wailan, Cara, Raharjo

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I don't see the rats. Not sure if that is intentional
Rats eh? Stupid little things. Not even very tasty
If Shallya can see a rat in the open he'll step up and try and skewer it.
If not, he'll delay. After a rat comes within reach he'll act.
In either case, if the geography is such that he can move to flank it he'll do so (making an acrobatics roll if necessary).
acrobatics: 1d20 + 10 ⇒ (15) + 10 = 25
To hit: 1d20 + 4 ⇒ (8) + 4 = 12 +2 if flanking
damage: 1d6 ⇒ 3 If flanking, does sneak attack: 1d6 ⇒ 6
Is this level of conditional acts what you want? Or is it making life more difficult as opposed to easier?

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I'm having trouble seeing where the third rat is, exactly. Is it diagonally adjacent to me, or is there a square full of crates between us?
"Try bite me? I bite back!"
I use my bite attack against the same one that tried to bite me.
to hit: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d6 + 6 ⇒ (3) + 6 = 9
I didn't say I had my sword out earlier, so I'll draw it now.

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Relevant thread I started after that last post, for GM reference. I thought of it before I did it. I just decided that Molos wouldn't know, or worry about it even if he did.

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The placement could have been more clear. I've given that one a border now to make it more clear.
The bite question you asked is yet another in the long series of things that could logically work, but don't according to the rules. But yes, you're safe from the disease.
Molos bites the dire rat, and it goes limp, though the gourmand's palate may be offended by the taste.

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"Shoo! Shoo! You get out of here!"
Cara squints and waves her hands forcefully at the rat South of her, causing a Telekinetic Projectile
Ranged Attack Roll: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d6 ⇒ 2 bludgeoning.

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Wailan steps into the room, and points at the rat as a small dog appears among the crates.
"Sic 'em, boy!"
AC 13
hp 6
rd 1/10
bite: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 with flanking
damage: 1d4 + 1 ⇒ (3) + 1 = 4

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Hmm, combat ended before I did anything xD Ah well, wouldn't have had anything particularly useful for this
"Seems like this place has rather bad rat problem." he then takes one of the rats for later use. Dire rat skulls makes a good "amulet" to sell later.
"You people sure are efficient.. So back to the matter of how to retrieve the chest, yes? Anyone wants to row the boat?"

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If Raharjo or Shallya don't finish off that last rat before my turn (and adding +2 to hit because I'm still flanking with the terrier):
greatsword to hit: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
greatsword damage: 2d6 + 6 ⇒ (1, 1) + 6 = 8
bite to hit: 1d20 + 0 + 2 ⇒ (6) + 0 + 2 = 8
bite damage: 1d6 + 2 ⇒ (5) + 2 = 7

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Shallya moves up to strike the last rat
Hope I hit it this time. It would be embarassing if the damned dog was better than I am
to hit: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d6 ⇒ 2
"Hah. I've distracted it, so you should be able to finish it off"
bluff: 1d20 + 12 ⇒ (16) + 12 = 28
You're not quite sure that a rat required this level of strategy but you're pretty sure that Shallya had a good plan and MEANT to miss a second time :-) :-)

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Dravil looked down at the foul little creature, picking up a small cloth from a nearby crate and using it to clean the blood off his axe. Ugly creatures these rats, disgusting and riddled with disease. He watched with a smile at the pathetic distraction that Shallya attempted.
He looked at the girl, Cara, "Magical prowess. Now that is why the Chelaxian mistress has interest in you."
He turns toward the door, "Wait for me Raharjo."

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Ah, its still around? Well, dang it :'D I can't hit it without a crit since cover and melee penalties xD I guess I'll do what Dravil says
Raharjo takes out his "just in case" light crossbow "I'm sure it won't be needed, but I'll go for bit of target practice if that rat still lives after Shallya's 'brilliant' tactical move."
He moves to position where he can see the rat and readies to shoot it if it lives at end of the turn.

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Cara meanders over to more crates towards the center of the warehouse.
move action; Perception check as a move action
Perception: 1d20 + 2 ⇒ (2) + 2 = 4
"You guys act like you've never seen a rat before. My friend Wyka says they're smart and that they tell her things and bring her things, but Aunti says they're filthy little beasts and aren't worth even keeping as pets..."