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FYI, Ygdnur is a negative on the acrobatics... so if anyone's waiting for him to make some sort of flying leap at an attempt don't hold your breath:)
Ygdnur looks out at the crate and then looks at Gwion. "Well, you're a nimble little man, aren't ya? Why don't you take a walk out there, someone mentioned having rope, lash it around the crate, and guide it as we pull the rope? This way no one has to get on the damn boat!"

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"Tie the rope and secure the crate. Got it." Gwion grabs his rope and attempts to do just that.
I'll give you a few Acrobatics rolls...not sure how many I'll need.
Acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13
Acrobatics: 1d20 + 6 ⇒ (13) + 6 = 19
Acrobatics: 1d20 + 6 ⇒ (16) + 6 = 22
Acrobatics: 1d20 + 6 ⇒ (13) + 6 = 19
Acrobatics: 1d20 + 6 ⇒ (14) + 6 = 20

GM Tektite |

R: 1d20 + 2 ⇒ (15) + 2 = 17
Y: 1d20 + 4 ⇒ (12) + 4 = 16
C: 1d20 ⇒ 3
Gw: 1d20 + 10 ⇒ (1) + 10 = 11
H: 1d20 + 1 ⇒ (8) + 1 = 9
R: 1d20 + 3 ⇒ (8) + 3 = 11
As Runar examines the hole in the warehouse floor, the boards crumble away in a shower of debris, dropping down to be swallowed up by the surf. Runar quickly dives away from the hole and just barely keeps from slipping into the hole, probably helped by his lower center of gravity. While Runar counts his blessings, Gwion tests his luck, shimmying out along one of the two remaining solid planks. His luck holds out, as he is able to reach the crate and throw a rope around it, before carefully navigating back to more solid footing. Gabriel slowly makes his way outside to see about commandeering the boat. Looking down, he realizes that it is a 15 ft. drop down to the boat, only accessible by climbing down one of the wharf pilings. As Crondor and Ygdnur study the workings of the crane, the party begins to hear high pitched, angry squeaks coming from the crates along the west wall. (North being up). As the party looks around Runar and Gwion spot some rat-like animals, though they are the size of small dogs.
Initiative:
Gabriel
Runar
Ygdnur
Gwion
Rat-things
Horvon
Crondor

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"Look out! Rats! ...or something."
Rúnar hones in on the pair of creatures to the south and brings his hands together, chanting as a cone of arcane light paints their corner of the warehouse in garish color.
Cast color spray, Will DC 15 to negate

GM Tektite |

Rat 2: 1d20 + 1 ⇒ (16) + 1 = 17
Rat 3: 1d20 + 1 ⇒ (14) + 1 = 15
Gabriel rushes back into the warehouse at the sound of trouble. Runar casts a spell, blinding color erupting from his hands, but the targeted rats don't seem to affected! Ygdnur steps up to swing on the nearest rat, but alas in the dim light his swing go wide!
Gwion, Rats, Crondor, Horvon, turns coming up!

GM Tektite |

Gwion's arrow flies true and impales the rat-thing, almost pinning it to the floor, yet it still hangs on, gnashing it's teeth.
Rat 1: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d4 ⇒ 3
The uppermost rat (Rat 1)strikes out at Ygdnur and manages to bite through his leather leggings.
Rat 2: 1d20 + 1 ⇒ (2) + 1 = 3
Damage: 1d4 ⇒ 2
The middle rat (Rat 2) gnashes it teeth at Runar, but to no avail.
Rat 3: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d4 ⇒ 4
The southermost rat (Rat 3), drags itself, arrow dragging on the floor towards Gwion and pounces, managing to bite him in the ankle.
Ygdnur and Gwion, please roll Fort. checks.
Horvon and Crondor are up.
MAP

GM Tektite |

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Rúnar moves behind Crondor, then takes a step back so that he can better see the two rat-like creatures that are attacking Gwion. He releases a blast of arcane force at the one directly in front of him.
magic missile: 1d4 + 1 ⇒ (1) + 1 = 2
I think at this point, Crondor releases his ready action.

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Ygdnur, filled with white hot rage from the bite that he still feels throbbing in his leg, cries out "AAARRGG! You arse! I shall not take this from a rat!" Then he swings down with all his might at the vermin sitting in front of him. Ygdnur will use Power Attack.
Attack: 1d20 + 4 - 1 ⇒ (20) + 4 - 1 = 23
Damage: 1d10 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Not that it's absolutely necessary, but let's see if i can send this guy to another dimension! Confirming Crit...
Crit Confirmation: 1d20 + 4 - 1 ⇒ (1) + 4 - 1 = 4
Damage: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8Damage: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8
So, definitely no crit...

GM Tektite |

The remaining rat scurries toward Gwion, a look of death in it's beady eyes. It lunges at the halfling, but Gwion dodges out of the way of it's sharp teeth at the last moment.
Attack Rat 2: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 1d4 ⇒ 4
Sorry Gabriel, missed posting your attack, alas it was miss. No word from Horvon yet, Crondor is up!
Initiative:
Gabriel
Runar
Ygdnur
Gwion
Rat-things
Horvon
Crondor
Note: Any of the squares around the hole are considered difficult terrain and require a Reflex check to avoid falling in, I would consider the square below Crondor to be normal. Also any squares with crates are difficult.

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1d20 + 4 ⇒ (10) + 4 = 14
1d20 + 4 ⇒ (18) + 4 = 22
Also, as a side note, I wouldn't expect Horvon to come back, or do much if he does. I'm actually in another pbp that he's supposed to be dming and he hasn't posted more than five times since we started almost a month ago, and the last time he posted was the tenth. I'm not judging, it may be rl stuff, but he's checked out or something.

GM Tektite |


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Rúnar edges around the crates at his back to get a better view of the last remaining rat-like creature. He fires a ray of icy cold at the thing, attempting to avoid his companions on either side of it.
Ray of frost, plus Point Blank Shot, minus penalty for shooting into melee
ranged touch attack: 1d20 + 2 + 1 - 4 ⇒ (18) + 2 + 1 - 4 = 17
damage: 1d3 + 1 ⇒ (3) + 1 = 4

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On my ipad so I can't move my guy
Ygdnur cries out, "Lets finish the beast!!" Going over the crate next to him, (Ygdnur should now be diagonal from the rat) he delivers yet another blow with his axe.
Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d10 + 3 ⇒ (4) + 3 = 7

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Rúnar looks around at the others to see what kind of state they are in. "Well, that was fun." It's hard to tell if he's being facetious.
Regarding the crate sitting on the planks, he adds, "It's likely to plunge through the hole once we move it, depending on how heavy it is." He asks Ygdnur and Crondor, "What about that crane? Any use to us here?"
Rúnar will cast detect magic on the crate, just in case there's something of interest.

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Ygdnur looks out at the crate, "Why don't we just send our most able to balance person out there and they can guide it while us, well, less balanced people just tug the rope and bring it in?"

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"If anyone but the halfling goes out on those planks, everything's going to tumble into the sea, I wager."
Does it look like the crane could be moved closer to the hole? And is there a hook or pulley at the end of the crane that we could use to throw the rope around so we could hoist the crate up above the hole?
1d20 + 4 ⇒ (12) + 4 = 16
If the answers to the above are yes...
"Let's bring the crane over, throw the rope over it, and pull the end of the rope to hoist the crate off the planks. Then we could move the crane until the crate is over more solid wood. Having the boat or a net underneath the hole isn't a bad idea just in case." Finally, he adds, in case someone was wondering, "...I'm no expert climber."

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"Well, whatever we're going to do let's get on with it!" Ygdnur goes over to the crane, looks around at the stuff to see if he can figure it out. Int Check: 1d20 ⇒ 7

GM Tektite |

After much discussion and untangling of criss-crossed ropes, the party manages to operate the crane and move the crate onto solid footing. The party discovers upon opening, that the crate holds a smaller mahogany box inside, which contains five books and a few loose sheets of paper in a leather folder. The titles and subjects seem completely unrelated to each other: Practical Thaumaturgy In Accordance with Creation, Geographic Anomalies of the Inner Sea, Under Kaer Maga: A Trial and Travel, Physiology of Dragons: An Illustrated Reference, Lost Sarusan. The leather folder contains cargo manifestos, warehouse inventories, and other financial logs from a dozen different merchant houses and trade guilds. The crate also contains 10 sets of masterwork thieves’ tools, three flasks of alchemist’s fire, a flask of acid, a dozen jars of various inks, a footprint book, adamantine weapon blanch, three bags of powder*, a deck of marked cards, and two sets of average loaded dice.