
Klor Kragsson |

Klor a bit dismayed at the sgility of the blasted rat.
Alright ya pissy dog-faced plook. dodge this...
he swings his axe at the rat in front of him.
attack: 1d20 + 5 ⇒ (5) + 5 = 10
apparently he did dodge it...again....
Klor will also verbally try and stop anyone that gets in the way of him killing this coo-faced haggis-heided bastard of a rat

Grommund Geargrip |

Grommund raises one eyebrow as Klor misses again, throwing up a cloud of curses. He steps forward and swings at the vermin that has so frustrated his friend.
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

GMMichael |

Meepo sets to skinning the rats like hes done hundreds of times. When he see's one of you look at him while he's doing it he grins and says through his dragon-like mouth They make good bedding and jackets.
The group slowly advances past therooms with the various rats nests and into a room that looks strongly like the last room with the dried fountain, except this room has two pits, where the floor has been jammed into a somewhat open position, that would allow a Kobold to drop down below, or out of.... They are locked in position by primitive spikes.
The dry fountain once again has a statue of a dragon from where the water would pour, if it wasn't dry.
One door leads out. It is marked on Meepo's map, buy beyond is left blank...obviously he hasn't been in that room.

Grommund Geargrip |

"Tae an' anyoone else wit' a ranged weapon get yerselves ready bahined Klor. Klor go an' hold the doorway. Make the rat-b%~*~ come ter us."
WDW
GKA
W=wall, d=door, G=me, K=klor, A=Alric.

GMMichael |

ok Ill advance it. Hope everyone is ok with Grommunds Plan.
Stealth for Dire Rats: 1d20 + 7 ⇒ (9) + 7 = 16 Stealth for Guthash: 1d20 + 6 ⇒ (11) + 6 = 17
As Klor grabs the door handle and clicks it open and releases it, the smell of rotten meat washes over you. The odor apparently rising from the much chewed caracass' of various vermin and a few suspiciously humanoid bodies as well.
The cadavers combine with a variety of filth, old bones, fur and hair to make a rather large and vile nest. There are small holes running out of the wall to the right, going into the rubble strewn cavern beyond.
You can make out Karakas' body laying atop the nest, though he is quite dead and somewhat worse for wear., partial limbs missing and his face chewed off; though his clothing is well known.
The nest seems to move of its own as if it is alive, undulating.
Perception checks everyone

Tae |

perception: 1d20 + 1 ⇒ (1) + 1 = 2
Tae stays near the rear as the door is opened, and grimaces as she spots Karakas' remains as she peers between and around the others. Obviously, she notices nothing else in the area.

GMMichael |

perception Klor: 1d20 + 1 ⇒ (19) + 1 = 20
perception Grommund: 1d20 + 4 ⇒ (16) + 4 = 20
Perception Meepo: 1d20 + 7 ⇒ (18) + 7 = 25
Zarrick & Tae can see none of the Rats, they can detect movement within the rat nest. All of the Rats have Total Concealment vs any attacks you make. 50% miss chance. Ekan, Alrick, Grommund, and Klor can see bits of fur here and there as well as the occasional glint of eye and tooth. The Rats have Partial Concealment from attacks until they emerge from the nest. 20% miss chance.
initiative Klor: 1d20 + 1 ⇒ (20) + 1 = 21, initiative Grommund: 1d20 + 5 ⇒ (6) + 5 = 11, initiative Zarrick: 1d20 + 1 ⇒ (15) + 1 = 16, initiative Tae: 1d20 + 2 ⇒ (5) + 2 = 7, initiative Alrick: 1d20 + 1 ⇒ (11) + 1 = 12, initiative Ekan: 1d20 + 1 ⇒ (2) + 1 = 3, initiative Meepo: 1d20 + 2 ⇒ (4) + 2 = 6, initiative Dire Rats: 1d20 + 3 ⇒ (3) + 3 = 6, initiative Guthash: 1d20 + 2 ⇒ (15) + 2 = 17
Combat will go 1. Party. 2 Rats
Please look at the map carefully before combat begins and at the start of each round. Klor is blocking the doorway right now and anyone using ranged weapons has to -4 from roll for shooting through allies sqaure (the easy way is to just raise the AC of the enemy by 4

Klor Kragsson |

thanks for the reminder...
Klor examines the room his keen (or not so keen) darkvision looking for signs of rats.
taking a step into the room Klor readies his axe.
Alrighty ya great stinkin heid-the-baw show yerself to be squished.
5' step forward and ready action to chop the first rat that appears in Klor's reach.
ready attack: 1d20 + 5 ⇒ (2) + 5 = 7
ok... Klor will block everyone from entering till he hits and kills a damn rat.

GMMichael |

The issue with the miss chance is they are hiding in a pile of refuse... and do not plan to come out ;) well until people enter their room.
The light appears in the room, familiar to all. and it is easy to make out the pile of bits of fur and skin and bones and garbage shifting above the rats hidden within.
The occasiuonal glimpse of not only teeth and eyes, but metallic glints tell that there is probably more than just rat hidden within the nest.

Tae |

Tae smiles as she sees the pile of flammable materials that make up the nest, and starts sending sparks in to light the nest on fire and draw out the rats.
"Maybe we can draw them out if I can start fires among the nest."
casting Spark which starts fires among anything flammable, over and over again until hopefully the nest is on fire.

GMMichael |

that'll do it Tae ;) Ill post a change to the combat map tonight. Note for Grommund, the floor right behind Klor, Grommund and Alrick (the darkened area) is a slightly open pit trap, staked so its partially open. Theres a chance with two much weight on it the stakes could be dislodged and you could fall inside. fyi...so its more of an obstacle than a trap. which is why on the map I placed everyone how they are.

GMMichael |

As the party discuss' the best way to handle this since the rats do not seem to be cooperating, Tae ignites the nest with a well placed spark of magical fire. In short time the fire is spreading, and the rats pour forth in a frenzy. 4 Large rats similar to what they have encountered exit the nest as well as a rat the size of a man lumbers from beneath the relative shelter of refuse.
As the first rat charges toward Klor, he swings axe and misses. It snaps out at Klor in turn
rat bite: 1d20 + 1 ⇒ (12) + 1 = 13 vs AC 20
coming nowhere close.
with Klor there and the rat where he is, until one is dead, or moves no one may enter or exit. The party can use ranged actions taking into account distance and firing through allies and into Melee...-4 through allies and another -4 firing into melee (+8 to the mellee'ing rats AC). Unless you target the non-engaged rats. Please take into account line of sight from the map.
Combat will go 1. Party. 2 Rats Party is up
AC: 14 Touch: 14 Flat-Footed: 11 HP: C5-5/5, B5-5/5, D5-5/5, D4-5/5 FO +3, RE +5, WL +1 CMD: 12/16 vs Trip
AC: 15 Touch: 12 Flat-Fotted: 13 HP: 19/19 FO +6, RE +5, WL +1 CMD: 15/19 vs Trip
Please look at the map carefully before combat begins and at the start of each round.
The fire right now is Tiny sized. Next round it becomes Small. then Medium. then it will begin to spread to adjacent squares. Any flammable treasures will go up in flames when the fire reaches that square.

Tae |

With the rats out of reach for now except with an extremely lucky shot, Tae instead opts to send a gush of water spraying onto the fire now that the rats are flushed out and the fire is no longer needed. casting Create Water - a close range spell - over the fire

GMMichael |

Tae the way we will do putting out the fire. Make a Ranged Touch vs AC 10 success means you pushed it down a size category. when there are no more size categories to go down one more will put the fire out. missing and it goes up a size. Fair? Fires are hard to put out after all. So right now 3 rounds of fire fighting with success and its out. fail and it goes up and takes longer.

Tae |

ranged touch vs ac10 to reduce fire with create water: 1d20 + 2 ⇒ (11) + 2 = 13
round 1 of what will hopefully only be 3 rounds of firefighting

Grommund Geargrip |

"Oi, Klor! Step back, stick ter the plan mate! Draw 'em oot!" Grommund says to the other dwarf, holding his axe overhead ready to bring it down on any rats who come into reach.
Readied attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (6) = 15 If no flanking with Alric, drop 6 damage.

Klor Kragsson |

I made a joke about my crappy rolls never intended to screw over the party at all
The rat snaps at Klor, he just glnces as it and laughs then introduces it to his axe
attack roll: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d10 + 3 ⇒ (5) + 3 = 8
Klor then will attempt to back out of the doorway
Come on ya lttle bastards

GMMichael |

Tae now that she had started a fire attempted to contain it....and successfully dropped some water on a portion of the blaze.
Klor chopped the rat in front of him in twain and listened to his allies and stepped backwards onto the pit trap of old. He felt the floor give a little under his weight and it groaned. 05% pit to open: 1d100 ⇒ 52 but it held...for the moment. 5% cumulative each round to open
Meepo cries out Careful Friend Klor That floor is unsteady
As the next Rat came running out, Grommund cut it in half as well..
The third Rat crawled quickly over the remains of the others, panic'ed by the fire behind it and Alrick swung his mace, slamming it into the floor barely missing even with the +2 for flanking and snapped at who to attack. 1-Alrick,2-Zarrick,3-Klor,4-Grommund: 1d4 ⇒ 3 and snapped at the Fighters legs bite: 1d20 + 1 ⇒ (11) + 1 = 12 vs AC 20 unable to penetrate his armor.
Zarrick put his crossbow away.
Ekan and Meepo both waited for an opportunity.
Guthash and the other rat moved away from the fire and closer to freedom...
Combat will go 1. Party. 2 Rats Party is up
AC: 14 Touch: 14 Flat-Footed: 11 HP: Dead, Dead, C5-5/5, C6-5/5 FO +3, RE +5, WL +1 CMD: 12/16 vs Trip
AC: 15 Touch: 12 Flat-Footed: 13 HP: 19/19 FO +6, RE +5, WL +1 CMD: 15/19 vs Trip
Please look at the map carefully before combat begins and at the start of each round.
The fire right now is Diminutive sized. Next round it becomes Tiny. then small. then medium. then it will begin to spread to adjacent squares. Any flammable treasures will go up in flames when the fire reaches that square. If a ranged attack vs AC 10 is successful it will drop to fine size...then 1 more successful attack will put it out.

Tae |

Tae again tries to put out the fire and creates water over the flames.
ranged to hit ac 10: 1d20 + 2 ⇒ (20) + 2 = 22
ranged to confirm 'crit' placement of water, lol? ac10: 1d20 + 2 ⇒ (15) + 2 = 17

GMMichael |

Grommund cuts through The next Rats hide, leaving yet another corpse of the vermin in the doorway.
Tae successfully extinguishes the fire she started with a well placed shower of water.
Ekan points a finger saying a quick incantaction and a ray of frost darted forward catching the next Rat on the left leg.. It glanced down at the numness that spread and gave a squeak.
Klor stood his ground on the unsteady floor despite Meepo's warnings 10% for the floor to give way: 1d100 ⇒ 35
Alrick and Zarrick both waited for the next rat to advance Zarrick- since there would have been no rat hit, Ill hold his roll and let it be used on the next one to come out.
Meepo fired off an arrow at the Rat Ekan had frosted. attack: 1d20 + 4 ⇒ (9) + 4 = 13 vs AC 18. Firing through his allies was tricky and the arrow hit the lintel of the doorway and stuck there.
Still panicked another rat darted out of the room who to bite. 1-Alrick 2-Zarrick. 3-Klor 4-Grommund: 1d4 ⇒ 4. This rat turned and bit at Grommund attack: 1d20 + 1 ⇒ (12) + 1 = 13 vs AC 17 and Grommund easily evaded it.
Guthash moved to the doorway and eyed the pile of bodies.
beginning of round 4
Zarrick brought his mace down hard on the rat that had just come out and smashed it flat.
%15 chance floor gives way beneath Klor: 1d100 ⇒ 31
Meepo fires off another arrow this aimed at Guthash attack: 1d20 + 4 ⇒ (10) + 4 = 14 vs AC 19 The arrow falls short and stick into the body of a dead rat.
Because there is effectively no rat that can attack without someone stepping forward, only ranged attacks until Guthash moves out.
Combat will go 1. Party. 2 Rats Party is up
AC: 14 Touch: 14 Flat-Footed: 11 HP: Dead, Dead, Dead, Dead FO +3, RE +5, WL +1 CMD: 12/16 vs Trip
AC: 15 Touch: 12 Flat-Footed: 13 HP: 19/19 FO +6, RE +5, WL +1 CMD: 15/19 vs Trip
Please look at the map carefully before combat begins and at the start of each round.