
Ireariina Torviir |

Perception 1d20 ⇒ 1... I peer into the hold, the darkness little protection against my vision, the shifting shadows and strange, dangling shapes troubling me more... I see something move, at the corner of my vision, and jump, rapier outstretched at...
Either some embarrassing mistake, or an actual enemy, I guess, depending on the roll...

GM Xen'Dragon |

stealth1d20 + 11 ⇒ (9) + 11 = 20
Suddenly six dire rats emerge from hiding and assault you!
Everyone is considered surprised except for Kree who just barely caught a glimpse of them before they attacked...
The dire rats move to surround you as they press you against the wall (your basically back to back, stand against the dire rat menace!).
rat 1 Init1d20 + 3 ⇒ (8) + 3 = 11
rat 2 Init1d20 + 3 ⇒ (12) + 3 = 15
rat 3 Init1d20 + 3 ⇒ (14) + 3 = 17
rat 4 Init1d20 + 3 ⇒ (17) + 3 = 20
rat 5 Init1d20 + 3 ⇒ (20) + 3 = 23
rat 6 Init1d20 + 3 ⇒ (3) + 3 = 6

Kree-qui Kaa |

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
@GM - Second sight says it applies to saving throws, skill rolls or attacks - would you stretch it to initiative?
Kree sees the vermin, but is still slow to react...

GM Xen'Dragon |

the dire rats decide to attack the fleshiest targets in reach
rat 1, Drahzar attack1d20 + 1 ⇒ (12) + 1 = 13, damage1d4 ⇒ 3
rat 2, Drahzar attack1d20 + 1 ⇒ (3) + 1 = 4, damage1d4 ⇒ 3
rat 3, Torviir attack1d20 + 1 ⇒ (11) + 1 = 12, damage1d4 ⇒ 4
rat 4, Torviir attack1d20 + 1 ⇒ (6) + 1 = 7, damage1d4 ⇒ 4
rat 5, Kree attack1d20 + 1 ⇒ (5) + 1 = 6, damage1d4 ⇒ 1
rat 6, Calloran attack1d20 + 1 ⇒ (18) + 1 = 19, damage1d4 ⇒ 1

Kree-qui Kaa |

Kree wails on a bilge rat but manages only to splinter the club and the shipboard, jarring her hand painfully.
Standard Action: Attack dire rat.
Chonk!: 1d20 + 1 ⇒ (3) + 1 = 4 [+1 Str]
@GM - Second sight is an immediate action - how would I apply this to any of my allies' rolls? Just mention who I am applying it to after all of them have declared actions and rolled dice?

Barnacle |

Barnacle's club begins to glow a bluish green, as he rears it back to smash a rat. A look of disgust and hatred contorts his otherwise passive countenance.
"The infestation must be stopped."
attack with charged club: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d6 + 4 ⇒ (5) + 4 = 9
swift action charge club (10 rounds), move to wherever he can to target a rat, attack
He stumbles as he over compensates and cleanly misses.

Kree-qui Kaa |

@Drahzar - a Club is a one-handed melee weapon so you do gain extra Strength damage for wielding it in two hands. Only light weapons cannot be wielded in two hands for extra damage from Strength...

Calloran |

construct capable of distracting the enemy and protecting a small
area.
Level Requirement: none
Type: 1-handed
Action: standard (draw)
Uses Per Day: 3 + Intelligence modifier
Duration: 10 minutes or until retrieved
Weight: 5 lbs.
Description: This compact sphere can be hurled into an
unoccupied square up to thirty feet away. Upon landing in
the chosen square, it immediately unfolds into an immobile
construct covered with whirling blades. While not particularly
adept at combat, this construct occupies its square and threatens
surrounding enemies.
The decoy module functions as a Small allied construct. It
has an AC equal to 10 + 5 (armor bonus) + 1 (size bonus) + the
Steamwright’s Intelligence modifier (deflection bonus). It has
hit points equal to the steamwright’s level. Its saving throws
are equal to the steamwright’s base saves. If the steamwright
has enhanced vision, such as low-light or darkvision, the decoy
module also has these abilities. If the decoy module is destroyed,
it may not be used again that day.
The module may not attack normally, but it can perform
attacks of opportunity and counts as an ally for the purposes of
determining flanking. It attacks using the steamwright’s base
attack bonus + Intelligence modifier + 1 (size bonus), and inflicts
1d6 slashing damage. The decoy’s attacks threaten a critical
hit on a natural attack roll of 19-20 and inflict X2 damage on a
successful critical.
The decoy module remains active for its duration after
deployed, at which time it deactivates. If the steamwright is
adjacent to the decoy module, she can deactivate it and stow it in
her inventory as a standard action.
Mods:
Armored: The decoy module gains an additional +4 armor
bonus to its AC.
Calloran pulls out a shere from his belt pouch and drops it on the ground next to him. A whirling mass of wildly swinging blades and weights unfolds chaotically from the device, which has anchored itself to the deck. basically creating a 3x3 square area where moving rats are subject to opportunity attacks, also our rogues can flank with it to clear out the nearest rats sooner

Ireariina Torviir |

If I'm flat-footed I'm hit once, if not, not hit at all. I have either 2/6 or 6/6 HP remaining.
"Filthy bilge-rat," I snarl, skewering the squeaking thing with my rapier.
attack 1d20 + 4 ⇒ (6) + 4 = 10 damage 1d6 - 1 ⇒ (2) - 1 = 1

Kree-qui Kaa |

@GM - just curious - what effect did this:
Everyone is considered surprised except for Kree who just barely caught a glimpse of them before they attacked…
have on the combat?
@Calloran - nice trick!

GM Xen'Dragon |

Basically the rats got to take an additional action, in effect they got to surround you before you could even react.
@Kree you may indeed apply the bonus to ally rolls.
Torviir dodges the rat but her counter attack is fruitless.
Drahzar's attempt to club a rat fails as the unbalanced weapon makes him inaccurate...
Decoy attack of opportunity against rat six, attack1d20 + 5 ⇒ (5) + 5 = 10, damage1d6 ⇒ 3
And the dire rat bites into calloran's leg with it's foaming mouth...
Calloran roll a fortitude save...
Rat attack 1 attack (Drahzar)1d20 + 1 ⇒ (9) + 1 = 10, damage1d4 ⇒ 3
Rat attack 2 (Drahzar) attack1d20 + 1 ⇒ (4) + 1 = 5, damage1d4 ⇒ 3
Rat attack 3 attack (Torviir)1d20 + 1 ⇒ (8) + 1 = 9, damage1d4 ⇒ 2
Rat attack 4 (Torviir) attack1d20 + 1 ⇒ (1) + 1 = 2, damage1d4 ⇒ 3
Rat attack 5 (Kree) attack1d20 + 1 ⇒ (15) + 1 = 16, damage1d4 ⇒ 1
Rat attack 6 (Calloran) attack1d20 + 1 ⇒ (11) + 1 = 12, damage1d4 ⇒ 1
opportunity attack rat 1, attack1d20 + 5 ⇒ (5) + 5 = 10, damage1d6 ⇒ 6
opportunity attack rat 2, attack1d20 + 5 ⇒ (6) + 5 = 11, damage1d6 ⇒ 5
opportunity attack rat 3, attack1d20 + 5 ⇒ (16) + 5 = 21, damage1d6 ⇒ 5
opportunity attack rat 4, attack1d20 + 5 ⇒ (16) + 5 = 21, damage1d6 ⇒ 5
opportunity attack rat 5, attack1d20 + 5 ⇒ (5) + 5 = 10, damage1d6 ⇒ 5
opportunity attack rat 6, attack1d20 + 5 ⇒ (5) + 5 = 10, damage1d6 ⇒ 6

Ireariina Torviir |

Surrounded by squeaking rats, foaming at the mouth and desperate to bite, it seems there's little chance to utilise my arcane powers, instead resorting again to stabbing with my trusty rapier...
attack 1d20 + 4 ⇒ (5) + 4 = 9, damage 1d6 - 1 ⇒ (3) - 1 = 2
Man...

Calloran |

Quote:rat 6, Calloran attack1d20 + 1 ⇒ (18) + 1 = 19, damage1d4 ⇒ 1I think that attack hits you Calloran...
right, and i applied the damage. any sort of effects should have been included in that post. putting them in a later post, after i take my action, seems awfully retributive. Some potential ill feeling might have changed the course of his actions.
fort: 1d20 + 1 ⇒ (12) + 1 = 13

Kree-qui Kaa |

"Ow!" screams Kree, trying to whack the rat again...with limited accuracy again...
Standard Action: Attack dire rat.
Jokk!: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9 [+1 Str, +2 with flank]
Kree was hit with a 16 on the rat's second round. Do I need to roll a Fort save? Also, what were the opportunity attacks - AoO's against us, or the decoy module or what?

GM Xen'Dragon |

Sorry about that, should have mentioned previously that all dire rats possess a form of disease...For the sake of not informing players previously any and all attack rolls which succeeded against their AC in this round and the preceding ones will not considered to be "diseased".
From this round forward however roll fortitude saves if you get bitten.
Two rats die as both blades and clubs strike against them.
Rats 3 and 4 have bitten the dust.
The rats attack once again.
rat 1 (Drahzar) attack1d20 + 1 ⇒ (5) + 1 = 6, damage1d6 ⇒ 2
rat 2 (Drahzar) attack1d20 + 1 ⇒ (19) + 1 = 20, damage1d6 ⇒ 1
rat 5 (Calloran) attack1d20 + 1 ⇒ (9) + 1 = 10, damage1d6 ⇒ 6
rat 6 attack (Kree)1d20 + 1 ⇒ (4) + 1 = 5, damage1d6 ⇒ 5
Opportunity attack rat 1, attack1d20 + 5 ⇒ (19) + 5 = 24, damage1d6 ⇒ 2
Opportunity attack rat 2, attack1d20 + 5 ⇒ (9) + 5 = 14, damage1d6 ⇒ 4
Opportunity attack rat 5, attack1d20 + 5 ⇒ (11) + 5 = 16, damage1d6 ⇒ 4
Opportunity attack rat 6, attack1d20 + 5 ⇒ (2) + 5 = 7, damage1d6 ⇒ 3

Kree-qui Kaa |

"Missed me you…dirty rat! hisses Kree in gleeful anticipation that it will soon die by her hand. She swings again, and like Drahzar and Ireariina, connects solidly, compounding the damage it has already suffered from Calloran's decoy module.
Standard Action: Attack dire rat 5.
Chott!: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17 [+1 Str, +2 with flank]
Splotch!!!: 1d6 + 1 ⇒ (2) + 1 = 3

Kree-qui Kaa |

Kree breathes heavily, looking around the dark surroundings for any more rats...
Perception: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28 +1 Second sight
Second sight uses left - 4/7

GM Xen'Dragon |

only Kree sees the items scattered across the bilges...
You see a bunch of creates hidden behind some cobwebs (once inspected they will be found to contain a suit of leather armor, three heavy maces and 12 sp).
You also find a masterwork handaxe and 21 gp scattered across the bilges.

Kree-qui Kaa |

Sorry for the delay...
Kree points out her discoveries you can all read the Kree spoiler now, apart from Ire who *gasp* *shock* *horror* [i]already did[/]!?! ;p and suggests pooling the gold and silver.
"Not sure how we will hide this other stuff. We came down here near naked with clubs and a rapier - not sure they'll let us keep "booty"..."
Kree would be interested in any of the stuff (obviously the leather armor and mwk handaxe), but mostly wants her own gear back.

Kree-qui Kaa |

"Is there somewhere we can place these items out of sight for use when the time comes?"
Edit: also I say we use the money to buy some of our stuff back, Drazhar has enough weapons in there to equip a small army...
Kree wonders at this, and contemplates selling the items.
"If we can get at all good price, then yes. I doubt this happen though - more likely shafted for coppers. Let us rather keep this for mutiny?"
GM - see Kree's post on this subject in Discussion thread...

Barnacle |

"I say leave them as we found them. Being that nobody likes bilge work, they may remain undisturbed. However, it occurs to me that this may be a test of some kind. A trap if you will." He stands, pondering for a moment.
"Of course that could be giving or....'friends' too much credit."

GM Xen'Dragon |

You all report back to Grok who takes your clubs and Torviir's rapier, before you proceeded to the quartermaster "ratline" dropped in and spirited away the gear for you muttering about a "rosie".
Pluggs as always meanly jabs at you like the fat pig he is and you all go about your daily tasks...