
DM Stylz |

ref: 1d20 + 5 ⇒ (10) + 5 = 15
INIT TRACKER: round 4-5
WR: move/atk (26 damage) to act after kale
Bubo: bomb (1 damage)
Bartleby: cast spell
Leena: cast spell 11 damage
Jack: atk
Rats: atk
Kale: (4 damage)
Bubo, tosses another bomb, this time the wererat was ready for it and easily dodges the flames, suffering no ill effects of the flame. Bartleby casts a spell then advances on the enemy while Leena steps back and fires a bolt of frost, barely catching him above in the shoulder, but the wererat refuses to give up. Jack's attack just barely misses as the wererat ducks out of the way at the last second. Jack manages to only cut a few hairs off the top if its head.
The rats, relentless continue their assault on Kale.
rat 5 moves north 1, while rat 7 moves south 1
rat 5,7: 1d20 + 6 ⇒ (3) + 6 = 91d20 + 6 ⇒ (14) + 6 = 20
rat 6: 1d20 + 4 ⇒ (7) + 4 = 11
Again one rat provides a distraction so the other can continue to feast on the mans ankle.

Kale "Seascum" |

Sorry, the only thing that showed up on my RSS feed was the reflex save. I thought the rats hadn't acted yet. I guess you edited the rest in? That's the main way I know when to come post, since the RSS feed is the only thing that goes to my phone.
Going after rat #5 again.
Cutlass +7(1d6+6/18-20) (Bull's Strength): 1d20 + 7 ⇒ (8) + 7 = 151d6 + 6 ⇒ (3) + 6 = 9

DM Stylz |

no worries, I do a lot of rolling, editing, description, etc lol
Kale, doesn't let the rat get away, and kills it rather painfully. It lies motionless on the ground.
The leader, tired and quite annoyed at Leena evading all of her attacks, changes her target to Jack, hoping he will be an easier target. Unfortunately the human is just as hard to hit, and he misses badly.
sword: 1d20 + 5 ⇒ (3) + 5 = 81d6 + 1 ⇒ (5) + 1 = 6 vs AC 16
bat: 1d20 - 1 ⇒ (15) - 1 = 141d4 + 1 ⇒ (1) + 1 = 2 + disease vs AC 16
INIT TRACKER: round 4-5
WR: atk jack(26 damage)
Bubo: to act (1 damage)
Bartleby: to act
Leena: to act 11 damage
Jack: to act
Rat # 7:
Kale: (4 damage)

Bartleby Nutmeg |

Bartleby attempts to discern if there is anything else noticeable about the rat leader that could give them any advantage.
Perception roll: 1d20 + 5 ⇒ (9) + 5 = 14
He steps in 5' and using his lightning trident, tries to hit the leader.
Trident (touch attack): 1d20 ⇒ 1
Leena technically has not gone yet, so Bartleby should not get a flank bonus, but Leena will get +2 for her attack once Bartleby is opposite the ratman. May that will help her hit

Bubo Sraga |

5-foot-step west, aiming at the empty square south of Rat #6 to hit it with splash, then extending splash to Rat #7 with Splash Weapon Mastery. 6 fire damage. Using Meticulous Concoction to increase DC by 2 so reflex DC 17 halves.
Bubo creates yet another bomb, this one taking more time than usual as he aims precisely to avoid hitting his ally. He hurls it straight behind the rat in front of the passage south of him, but the cramped room and his sight being blocked proves too much.
Bomb {empty space}: 1d20 + 4 ⇒ (4) + 4 = 8
That is a miss. Adjusting for misdirection.
Misdirection: 1d8 ⇒ 4 That's southeast of the square.
Range increment is 1, so it lands 1 square away from there, still hitting Rat #6. I can't use Splash Weapon Mastery on a miss, so that's all I hit.

Leena Almadill |

Magus has spell combat abilitity that allows them to cast and attack as full round action but all attacks including those as part of spells take a - 2 penalty and current attack +2 BAB, +3 str, + 3 enhancement(1 from arcane pool, 1 from weapon itself, +1 from magic weapon spell) +1 from freebooter bonus, +1 from weapon focus then - 2 from spell combat to a total bonus of 8.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

DM Stylz |

Bubo's bomb goes wide right, but the splash damage manages to fell the poor little rat. Meanwhile Leena and Bartleby flank the rat, but neither can connect. Jack, is the hero of the day. His attack strikes true, and the force behind it is just enough to kill the leader. With the leader gone, the tiny rats disperse, but only one as Kale kills one out of frustration.

Bartleby Nutmeg |

Making sure, the leader is actually dead, and not unconscious..
"Gather around and I will channel healing energy a few times."
Assuming we are non combat, I will channel healing energy for the group
Channel Healing Energy #1: 2d6 ⇒ (4, 1) = 5
Channel Healing Energy #2: 2d6 ⇒ (4, 5) = 9
total healed = 14 should max everyone.
"Let us search for valuables on the leader, and for a lair/nest."
Detect magic is still active. I will beam that around for a bit when given a chance.

Kale "Seascum" |

The rats took a few bites of me but I'm fine. What about you guys? Sounded rough back there. He pauses to clean his sword. Should we hunt down those other rats? Do you think there's anything else down here?
EDIT: d'oh, I'm a Ranger.
Kale starts looking around for signs of a nest or more rats.
I don't know if that's Survival or Perception or both. I'll take 20. My Perception is +5 and my Survival is +4.

DM Stylz |

Everyone does their part to scour the leader and the room they found him in. On the wererat leader, you find MWK shortsword, dagger, light crossbow, 8 bolts, MWK studded leather armor, a copper key, and a vial of blue whinnies poison.
After some very, very, through searching of the room, Kake find a small nook in the wall, with a lockbox inside. Using the key, it opens, and you find 100 gp in loose coin (no silver), a handful of various gems worth about 200gp total and oil of bless weapon.
One odd thing of note, there is no evidence of food or drink from the cellar you can from.

Bartleby Nutmeg |

Bartleby ponders out loud, "Hmm odd that we did not find the stolen food and drink. Do you think that was fenced or moved elsewhere? I mean the could have hidden it anywhere really, it could be hidden in a secret location in these tunnels or anywhere in the aqueducts tunnels that could take us weeks to find."

Kale "Seascum" |

I don't think it would take us that long to find it. Retconned my original statement since Bartleby beat me to it
I guess we divide the gold / treasure evenly. But what about the other EQ? I could be interested in the Shortsword--can't decide if I want to do sword/board TWF or regular TWF.
Is it possible for me to take 20 on a Survival check to track the rats? I would add my ranger level (1) in addition to my Survival skill, I think.

Bartleby Nutmeg |

Did it appear as if the wererat lived in this room? I mean he was just standing in the corner when we arrived. Was he doing anything? Is there evidence of any living quarters or anything, or is the room bare? Also were they missing whole crates, or just the contents? It might be easy to track if they had to slide crates as small splinters of wood would grind off on the floor as they were dragged, unless they carried them. Although it seems odd there was only one person. The rats would have not been very helpful.
Bartleby starts looking for other clues, and will fan out to other rooms/tunnels.
Perception check: 1d20 + 5 ⇒ (6) + 5 = 11
"I am a stranger to this area, do we know if there is a local black market or underground? The goods would have to be moved somewhere and somehow, perhaps on a cart or wagon?"
As far as the loot, we can split the cash/gems easily 5 ways. The rest be split up by need/desire, and we can pawn whatever is left over.

Kale "Seascum" |

Wait up Bartleby, we should stick together.
What I would like to do is go back through each room we've been and look for any secret passages or passages we missed, taking 20 on perception the whole time.
Speaking of which, if we came from the East passage, have we been down the South passage yet?

DM Stylz |

Your group goes search down the various tunnels, alcoves and rooms. The first room directly south of you turns up nothing. You then proceed to search the western offshoot of the room, and your combined efforts find paydirt. After pulling a very well hidden lever, a cache opens up, and within the 10 by 10 hidden room, you find two open crates, with partially eaten food, jugs of various hazard drink consumed. On the side of the box, you see the mark of the tavern you came from, even though it is partially scratched off. The box is about 3/4 full, and weighs in at about 300 pounds (crate included in the weight).
From behind you, 3 wererats emerge from the shadows, no weapons drawn and not trying to hide.
Please, don't take our food. You don't understand what it is like to be...like this. We have tried to be civil with those above ground, but they attack us and try to harm us. We just want to have food, and live. Our brother, while he did steal, his intention was good. You must leave the food, besides, it has been picked through and the guy cannot salvage it anyways. He would just throw it away.
diplomacy or intimidate or initiative. Let me know what you want to do :)

Bartleby Nutmeg |

I will sense motive also. I am inclined to leave the food.
Sense Motive: 1d20 + 3 ⇒ (13) + 3 = 16
"We can discuss the food, but also know that you cannot continue this lifestyle. We should speak to the town and incorporate you into society."

Bubo Sraga |

"Our client's only firm requirement is the drink, so I'm not inclined to overstep my contract. Whatever other arrangement you come to are none of my business."
Appraise: 1d20 + 9 ⇒ (13) + 9 = 22
Appraising the food and stuff. Specifically whether it's worth it to get it or just leave it, regardless of wererats.
I'd like the poison myself. Let's just split the loot in the Discussion with a full breakdown of everything we found later.

Bartleby Nutmeg |

Bartleby ponders.
"I would offer even further, I will take you away from this place, and put you up myself, giving you a home, daily meals, and even jobs in any vocation you may have. You would have a safe place to live without harassment. I could use someone to look after my cottage and garden. What say you..I didn't catch your names."

Bartleby Nutmeg |

My offer is true, I would be willing to take on the wererats and provide them food and lodging and new start in life, I would make sure they were trained in something they wanted, even if it was some sort of artistic vocation. This will help the town by removing the wererat problem, and also will help potentially rehabilitate the wererats, assuming they aren't completely evil and corrupt. I assume over a period of time I would be able to discern some level of deception if it exists, either through sense motive, or using spells like detect evil, and zone of truth, so I am not too worried. Also, since everything is encounter based, I have no real impact from this since there is no cohesive campaign. Its just something Bartleby would do though.

DM Stylz |

The wererats, ponder for a few brief moments, and accept Bartleby's proposition for a new life. The crates of food, and couple casks of liquor/mead stay down below, as they are either too eaten through or spoiled to be of any use to the bar owner.
Upon explaining what has happened to his food and drink, he is saddened and relieved to hear what has become of his product. The food he says he can get back, but the liquor and mead is irreplaceable, but a contract fulfilled, is fulfilled. He sends his first barkeep down into the cellar to patch up the tunnel you found, and to ensure nothing like this was going to happen again.
Bartleby is able to get the dozen or so wererats out of the aqueduct tunnels, and "smuggle" them out of the city, for they will only travel at night and when there are no "day walkers" to see them, for they fear potential retaliation, no matter how much talking is done by Bartleby or the others.
Some take up gardening, while others take up crafting or arts. The small hamlet is able to enjoy the rest of their festival without incident and you are all treated to a free nights stay at the inn, and a hot meal and a shot of liquor on the house for all your help.
END OF SCENARIO :) Thanks for playing, will work on another mission and let the board know when it is up. I will leave the thread open for a little bit, to divide loot and whatnot. You each get the 500gp as promised from the barkeep

Bartleby Nutmeg |

Bartleby opens up his healing kit and makes sure Leena's poison and disease are taken care of.
Heal Check vs disease: 1d20 + 5 ⇒ (20) + 5 = 25
Heal Check vs poison: 1d20 + 5 ⇒ (12) + 5 = 17