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2 questions:
1) is there enough clearance to get the dingy under the floor of the warehouse? Specifically under the precariously placed crate in question?
2) does the crane seem to be in good working order and complete with all the required block and tackle to lift the crate to firmer ground?
Dunbar studies the task at hand and develops options...
Perception: 1d20 + 2 ⇒ (14) + 2 = 16

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question 1 yes.
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"I'm not sure of the best way to get that crate over here without dropping it in the water, but I'm sure we can figure it out together."

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"Maybe a two pronged approach, a classic pincer maneuver!"
Dunbar continues, "Our two best swimmers might borrow the dingy tied up just outside and position themselves underneath the target crate, while the other four work the crane and try to snatch it from the top. Do we have any swimmers or mariners?

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"I'm a passable swimmer, if I remove my gear, of course. That plan sounds fine to me."
+4 swim, untrained
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"Swimming with the fishes, no, I think I will try my hand at the crane."
Will a disable device work here, or is there another skill to use?

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There is space fr the Dinghy to be rowed under.
The crane is in reasonable condition but without any block or tackle. Materials can be scrounged from around the warehouse though.
I alalow creative use of skills so if you wish to use disable device, do describe how you'd use it though in operating the crane you'll need knowlege (Enginneering) or a Int Check.
The sharp eyes of Geo spots eyes glittering with menance and malice wthin the crates and he's able to shout out a warning alerting the rest of his companions as 3 shapes explode out of the crates, sending rotten food stuff spilling.
The dark shapes chitter as their ambush foiled spreads out and proceeds to Attack!!!!
Each going after a seperate target closest to them.
This filthy rat is the size of a small dog. It has a coat of coarse fur,
a long and scabby tail, and two glittering eyes.
These are Dire Rats and are known for having infectious bites. Common in sewers and abandoned City Dwellings.
Dunbar: 1d20 + 4 ⇒ (19) + 4 = 23
Geoclunicus: 1d20 + 4 ⇒ (19) + 4 = 23
Maximos: 1d20 + 1 ⇒ (6) + 1 = 7
Maximos Jax : 1d20 + 3 ⇒ (19) + 3 = 22
Ēoswulf Gērmwynson : 1d20 + 2 ⇒ (8) + 2 = 10
All Rats: 1d20 ⇒ 16
Geoclunicus
Dunbar
Maximos Jax
Hinkle
Rats
Ēoswulf Gērmwynson

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I'm last on the count, so you should have plenty of time to correct this. I had never moved myself, on the map, into the warehouse. I did so now, placing Ēoswulf near the hole since I said he was standing there and considering it. He is currently holding a torch and has no weapons drawn.

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It's good, this combat should be quick and why -4 Geo?
I have found even torches make good weapons in a pinch.

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Kn (nature untrained): 1d20 + 1 ⇒ (11) + 1 = 12
Dunbar, with the military ease of countless repetitions, unhinged his axe from his back and swings on the filthy rat.
Great Axe melee vs rat: 1d20 + 1 + 3 + 1 ⇒ (14) + 1 + 3 + 1 = 19
Damage?: 1d12 + 4 ⇒ (7) + 4 = 11
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The swish of weapons sing in the air but between Geoclunicus and Dunbar, only Dunbar's axe finds its mark as the Rat is cleaved in twain from that mighty blow, its features twisted in an expression of puzzlement.
Round 1
Geoclunicus - done
Dunbar - Done
Maximos Jax
Hinkle
Rats
Ēoswulf Gērmwynson

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Where is Neit in initiative order?

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Hinkle moves over next to Maximos and takes a swing at the rat with his warhammer, which still glows with the light spell.
Melee: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
"Filthy stinking rats! This place seems to be infested."

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Maximos 5' steps behind Hinkle and activates his gnomish ability speak with animals.
"you really should flee, we have great skill at killing rats as you can see by what we did to your fellow vermin there."
intmidate: 1d20 ⇒ 6

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Neit Gawain Fahl: 1d20 + 0 ⇒ (1) + 0 = 1
Round 1
Geoclunicus - done
Dunbar - Done
Maximos Jax - Done
Hinkle - Done
Rats - Done
Ēoswulf Gērmwynson
Neit Gawain Fahl
Init added in Neit, Sorry Neit.
Hinkles Twinkling hammer sprinkles the air with lights but fails to hit its mark as the rat deftly dodges though its eyes widen as Maximos in a series of Squeaks conveys a sense of menance with all the terror of an ant.........
The rat squeaks back in annoyance......"My mamam threatens better than you." Loose Translation....I don't speak mouse or rat very well.
It then swiftly retaliates with a bite towards Maximos to make its point.
Bite against Maximos 1d20 + 1 ⇒ (14) + 1 = 151d4 ⇒ 1 Fort Save DC 13 vs Disease on hit
The other rat reacts in kind towards Dunbar, whose axe still drips with rat blood.
Bite against Dunbar 1d20 + 1 ⇒ (20) + 1 = 211d4 ⇒ 1 Fort Save DC 13 vs Disease on hit
Confirm Bite against Dunbar 1d20 + 1 ⇒ (20) + 1 = 211d4 ⇒ 1 <----Wow

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Ēoswulf double moves through the warehouse to the rats, drawing his shield and longsword as he goes.

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Round 2
Geoclunicus
Dunbar
Maximos Jax
Hinklene
Rats
Ēoswulf Gērmwynson
Neit Gawain Fahl
Swiftly drawing their owne weapons, Both Neit and Ēoswulf rushed into see the fight favoring their companions though Dunbar takes a bite through his armor and Maximos receiving his own after an exchange of Squeaks.

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"Not sure what all that squeaking was about Maximos, but I think you made it mad." Hinkle says before taking another swing with his glowing warhammer.
Melee: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

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Geoclunicus steps back, and then draws a dagger and throws it at the rat.
Attack: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

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Fort: 1d20 + 4 ⇒ (5) + 4 = 9
Dunbar gets nicked by the cagy rat, but luckily it did not inflect much physical damage. However the disgusting filth of the rat's mouth plunges its disease into the dwarf's blood...
Enraged, the warrior strikes again.
Great Axe melee vs Rat 2: 1d20 + 1 + 3 + 1 ⇒ (15) + 1 + 3 + 1 = 20
Damage?: 1d12 + 4 ⇒ (11) + 4 = 15

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Round 2
Geoclunicus -Done
Dunbar -Done
Maximos Jax
Hinkle -Done
A Rat
Ēoswulf Gērmwynson
Neit Gawain Fahl
Hinkle swings and succeeds in creating a new hole in the flooring as the rat shifts ever so slightly......
Geo's dagger flies through the air, startling the rat into evading the thrown dagger but unfortunately into the path of Dunbar's decending axe as red mists sprays into the air.
The sole remaining rat attempts to bite the closest target, Hinkle!
Bite against Hinkle 1d20 + 1 ⇒ (16) + 1 = 171d4 ⇒ 1 Fort Save DC 13 vs Disease on hit

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Ēoswulf waits for Neit to make room for him near the rat. delaying until after Neit's turn
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Neit attacks furiously, and in a very showing off manner. And misses.
Power attack: 1d20 + 5 ⇒ (2) + 5 = 7
"I'll just spook the guy, he's too easy for me to really fight."
His false bravado doesn't quite cover his frustration at missing.

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I think Neit may have meant to 5' step. Regardless, in the interest of keeping things moving I won't wait for him to say so. GM, just move me wherever is appropriate.
Ēoswulf gets into a position near the rat and swings his sword at it. "Hold tight Hinkle, we'll make sure you're alright."
Longsword, attack: 1d20 + 5 ⇒ (12) + 5 = 17 for slashing: 1d8 + 4 ⇒ (7) + 4 = 11
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If necessary...
"Ya filthy rat bastards!" the Dwarf roars with a touch of bloodlust in his voice... Then he moves towards the last rat and swings.
Great Axe melee vs ??: 1d20 + 1 + 3 + 1 ⇒ (7) + 1 + 3 + 1 = 12
Damage?: 1d12 + 4 ⇒ (4) + 4 = 8
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Maximos's Insults falls short as both Ēoswulf and Dunbar transforms the remaining rat in entree. The warehouse remains silent as you all wait with bated breaths but nothing else appears.
The warehouse seems safe.......for now.
Combat over
The lonely cranes maintains it eternal virgil as the day grows longer.

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Ēoswulf stands near the hole, ready to assist in any way necessary.
Please place me by the hole, and assume I aid or perform any necessary tasks.
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Geo realises the controls are fairly simple.........to one trained in its use but anyone could take some time to figure the controls given time and multiple mistakes.
However, the crane at this moment has fallen into disuse and its not up to working condition as yet. What is more pressing is that the rope and tackle attached to it currently is fraying and in dire need of either repair or replacement.

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"Wonder if we should charge for our extermination expertise... But seriously, if anyone possess the ability to cure diseases, I would be grateful!"
The fighter then takes a dedicated moment to search through the crates and sundry items looking for anything that may aid with the crane portion of the recovery mission.
Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Dunbar then asks for assistance in unbuckling his armor and heads out to abscond the dingy for a moment as the group gets back to the task at hand. "Anchors aweigh, my friends! If anyone would care to assist, I wouldn't be opposed to that idea. I will leave my crossbow here, loaded, if some more vermin appear, and my armor by the door. Give me five minutes and I should have the boat positioned underneath our target 'crow crate'."

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Ēoswulf aids in looking for any pieces that might be used to repair the crane.
Perception, aid: 1d20 + 3 ⇒ (8) + 3 = 11
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"The boat is only a safety measure incase the crate falls as we try and rig it... And as a set of extra hands below to help the rigging. Nothing more"
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The group searches an manages to scavenge quite a surprising number of items needed to replace the tacking of the whole crane. The replacement is done in a matter of minutes and soon Dunbar has managed to move the boat under the gap waiting to catch the chest.
Only one problem remains.........The operating of the crane.

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"I can try, but maybe someone with some equipment or engineering would be better? However, I think I can give it a try if no one suits the task better."
If no one steps up, Geo will take his time and carefully give it a go.

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"Well, I am no engineer."
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"I am no engineer ... But I have studied the area in great detail. Geo, you try and I will talk you through it. Why is it that small forces can move great weights by means of a lever ... For the fulcrum acts as the attached cord : for both these remain stationary, and act as a centre. For since under the impulse of the same weight the greater radius from the centre moves the more rapidly ... now the ratio of the weight moved to the weight moving it is the inverse ratio of the distances from the centre ... Now the greater the distance from the fulcrum, the more easily it will move. The reason has been given before that the point further from the centre describes the greater circle ..."
Most of the party quit listening at, "I am no engineer ..."
int aid: 1d20 + 4 ⇒ (10) + 4 = 14