
Standard Pregen |

"I hope that not *all* the rats of Absalom are quite that large," Hans quips, before moving to engage the over-sized vermin.
Greatsword: 1d20 + 5 ⇒ (15) + 5 = 20, for 2d6 + 10 ⇒ (4, 5) + 10 = 19 Slashing damage.

![]() |

Tabitha draws her bow and sucks in a deep breath, beginning a jolly old sea shanty, which she felt appropriate given their dockside location.
Inspire Courage is now active. +1 to all weapon and damage rolls, as well as saves versus charm and fear effects.

![]() |

Jenya will go after the music if that's alright :)
Stay away from the edge of the hole guys, it's unstable. With the warning given Jenya aims at the rat in her line of sight and fires
Point Blank Shot on Touch with Up close and deadly: 1d20 + 8 ⇒ (19) + 8 = 271d8 + 2 + 1d6 ⇒ (7) + 2 + (5) = 14
Don't know if the +1 will affect the Up close and deadly roll as well... if it does then that is 15 damage :)

![]() |

I'm guessing that I was somewhere center-ish in the room.
One still left to kill? Maybe I not just watch this fight!
Oster happily moves to the remaining rat and attempts to be of use.
longsword, PA, music: 1d20 + 5 - 1 + 1 ⇒ (11) + 5 - 1 + 1 = 16
slashing, PA, music: 1d8 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8
Is good song! Keep singing!

![]() |

Jenya whoops as the last rat falls. Hah, those rats won't bother anyone anymore
Studying the crane she says This thing is pretty strong. It can hold someone who could lift the entire crate and then we can swing the whole thing to safety. Crate looks like it's.. what 200 pounds? So who's volunteering?

Standard Pregen |

Hans grins.
"I could certainly help with that! Just put me in the right position with the crane, and I will pick the crate up..."
Hans can pick up 400lbs as a heavy load, so a 200lb crate should not be a problem ;-)

![]() |

I would say you just do it. The crate has handles around the rim, so it's easy to grab. Keep in mind that the floor around the hole is weak:
The edges of the hole are dangerous and anyone stepping into one of the squares around the hole must make a DC 10 Acrobatics check or risk collapsing the floor further — and spilling the crate into the water. In addition, these squares count as difficult Terrain due to their precarious nature. PCs succeeding at a DC 15 Acrobatics check can ignore the difficult terrain and move through the squares normally. Any result of this check that fails by 10 or more forces the character to succeed at a DC 12 Reflex saving throw or fall into the bay below.
Small characters receive an additional +1 bonus on the Acrobatics check and any resulting Reflex save due to their lighter weight. The drop into the water along with the falling debris deals 1d6 points of nonlethal bludgeoning damage. If the crate falls into the water, the books and papers are damaged unless the PCs can pull the crate from the water within 3 rounds. The water here is 15 feet deep.

![]() |

Can't see the map from where I am at the moment, do we need to go near the hole for Pregen to get into the crane or to operate the crane? If not then it seems like we're safe to just proceed

![]() |

As far as I can see you on the map, you are not near the weak floor. It's not written in the text, so I say the crane can be slid on the black line (I put a drawing on the map), the read border marks the weak floor. So if you attach the pulley to the crane and swing the crane to a square with solid floor (mage Hand to the left side?) you should be able to lift Hans up. With the pulley no strength check required.

![]() |

Jenya, as the local Engineering expert, shows everyone the dangerous parts of the floor to avoid and asks Tabitha to swing the crane to a safe spot where Hans can get on and attaches a pulley. Once he's there the rest of the team can pull him up easily while Tabitha slides and swings the crane back slowly to where the box is. After Hans lifts it up Tabitha can bring Hans back to safety with the crate.
If I get anything in there wrong please forgive me. Jenya might be an engineer. I'm not :p

![]() |

Reginald sees if he can clear a safe path to the crane by moving aside boxes.
Is there anything else that needs to be done? Seems like we have a plan, and we just need to find out if it works!

![]() |

Amending Jenya's plan in the middle to stack the stronger crates in the safe spot so the person on the team with the best climb score can climb up and attach a pulley sounds good to me. Take 10 on perception to find sturdy crates. Jenya has +8 to acrobatics so taking 10 to climb crates can be done hopefully and then use engineering knowledge to attach pulley correctly

![]() |

With the rats killed while he was inspecting the crate, Garret looks some what how to act.
"Anything I can do to help?"
Garret waits for instructions from those dealing with the pulleys to help.

![]() |

I will summarize how I got the situation
Reginald, Hans and Oster start stacking the crates. After finishing that Jenya climbs up and after some time she is able to attach the pulley to the crane correctly. Then she climbs down again.
So you now have the pulley at the crane with a rope hanging down.

![]() |

Jenya will use her engineering knowledge to tie a secure knot around Hans waist then the idea is that everyone will pull Hans up and Tabitha will push him out to the crate, Hans will pick it up and Tabitha will bring him back to safety.

![]() |

You successfully secure the crate to stable ground. The crate is heavy, about 200lbs. You can open it with one of the tools you found before in the warehouse.
The rescued crate holds a smaller mahagony 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.

![]() |

Is it nondescript powder, or something that could be identified?
Tabitha smirks at the items laid out before them. "Would anyone object to me taking these illicit gambling materials? And perhaps a flask." Seeing an excess in Thieves' Tools, she definitely takes one of them. "There's absolutely no fun in breaking the law if you don't do something for yourself while you're there."

![]() |

Garret reviews the items, pocketing an alchemists fire if nobody objects. Satisfied they have what they need he moves to the entrance.
"We should head out, but stay on your guard. We may have been followed."
As if to emphasise his point, the halfling draws his shortbow and looks out the door.

![]() |

Jenya grins and follows Tabitha's example by picking up a flask of alchemical fire and masterwork thieves tools. She also follows Garrets example by reloading her pistol with powder and shot. She also takes a few minutes to search the warehouse more thoroughly before she is ready to leave. Take 20 on perception

![]() |

You leave the shop and head back to the Grand Lodge headquarter.
A throng of people blocks the street ahead. A performance art group commandeers the street, drawing graffiti to create a jolly hellscape complete with illusory devils comically dancing around in circles. A few citizens avoiding the crowd slip off-street through a nearby alley, the only egress past the gathering.
Since leaving the Grand Lodge this morning, four unscrupulous, fledgling adventurers followed you throughout the day, shadowing them on their tasks. The adventurers are simply looking for an easy payout, knowing Pathfinders often have excellent gear, good coin, and frequently carry important items and documents from place to place in town. Weaving through back allies and busy streets, the gang members place themselves in front of you, hoping to herd you into an advantageous position.
Everybody of you, except Hans, recognizes the gang members. It's the same faces you saw several times today. Before Hans knows whats going on the others attack to protect the stuff you have to take back to the Society and get a surprise round.
Surprise Round
Jenya
Garrett
Oster
Reginald
Tabitha
Map updated, floor is only within the blue borders, everywhere else is roof or walls.

![]() |

Honestly this day just won't end. Assuming nobody is able to diplomatically talk the ambushers down (As talking is a free action they can go ahead of Jenya's action) Jenya will move east fifteen feet to just before the grate and fire at the pirate looking guy at the back using up close and deadly
Point blank shot on touch: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8