
Kerruk Gahar |

Kerruk grimaces and makes his way down the ladder, dropping to join Jack who he favours with a toothy grin. Then he looks this way and that, holding his hands about six inches apart, as if holding an invisible orb.
actually, getting ready to unleash an offensive spell

TapTap |

[ooc]oh. i didnt understand. ixnay on the magehand. I follol them down, but stay midway up on the rope...for perspective.

xeyed-jack |

Jack glances at his companions, grateful for their company. My plan has come to nought, so now we are in the thick of it. What shall we do? Arden! Will thou not come down?
Jack examines the chewed on crates for signs of what was in the crates, and for what sort of creature might have chewed on them.
perceptin: 1d20 + 5 ⇒ (5) + 5 = 10

GM Nayr |

Arden nods quickly and swiftly skims down the ladder and drops into the water with a quiet splash.
Let's take stock of our arsenal as its changed; what is everyone carrying for weapons? Crates are in the furthest portion of the bilges from you on the other side of the mast. Behind Kerruk and Taptap is the bilge pump. Note that some of the squares are cut off due to the curvature of the ship. Only two could advance around the mast at a time.

TapTap |

Tap is carrying a sling staff. treat as club. Jack, if he was smart, now has his cutlass.....also tge map is still private on google drive. im getting a permissions error

TapTap |

Well this place it too small to hide much...Ready yourselves. I will try to flush it out with an illusion
Tap softly sings a strange little tune. The sound of 4 screaming men is heard from the darkness in front of Arden and Jack .
Tap casts Ghost Sound targeted as far back west side of the map as possible
Duration 1 round/level (D)
Saving Throw Will disbelief; Spell Resistance no
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.

TapTap |

Ready yourself Arden for whatever creature xomes our way, but do not mind the sounds of my illusion Tap whispers to Arden

GM Nayr |

Sorry Jack, by your estimation that would take too long. No penalties from holding the candle, unless you try and attack with it.
Now that everyone is gathered in the filthy bilgewater, you notice that is incredibly hot. Sweat immediately begins to roll down your skin and the air seems intolerably
At the sound of the men in the bilges, the crates and debris at the far side stir slightly, then remain perfectly still, save for the slight sloshing of the water from your own movement. The space is utterly silent now, as whatever may have been there has now been frightened into stillness, or readiness to pounce.

TapTap |

Might I try a sleep spell on whatever it was that moved over there? Tap says in a low voice. Or shall we advance behind Arden and Jack?

TapTap |

Maybe, but now we know where it is. Perhaps though we can ensure that someone doesnt close yhe hatch behind us. Its a little.warm down here.

xeyed-jack |

I do not see many options at this point except to advance. Arden, let us move forward and see what we see, one one either side of the mast. Kerruk and Tap can keep close behind, and ready whatever magics and weapons they will.
Jack advances, and now stands near the mask.
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
I think I was able to edit the map.

GM Nayr |

Arden moves forward as well, to stand between Jack and Kerruk. Providing a united front against the crates, you advance. When the ripples of your movement in the water further stir the crates, three small creatures leap out! Brown fur wet and torn in many places, the hideous red-eyed rats are nearly the size of small dogs. The three perch on crates, hissing and spitting. Below, more ripples appear in the water - ripples made by more creatures.
Rats: 1d20 + 2 ⇒ (16) + 2 = 18
Jack: 1d20 + 6 ⇒ (15) + 6 = 21
Kerruk: 1d20 + 1 ⇒ (20) + 1 = 21
Tap: 1d20 + 5 ⇒ (7) + 5 = 12
Arden: 1d20 + 5 ⇒ (11) + 5 = 16

xeyed-jack |

If I'm not doing this right, let me know.
attack: 1d20 + 6 ⇒ (8) + 6 = 14
dmg: 1d4 ⇒ 3
Impatient to put an end to these creatures and to escape the heat and stench of the bilger, Jack lets out a feral growl. Suddenly, he springs forward and stabs at the nearest creature with his knife.
I should have asked Grok to lend me my cutlass!

TapTap |

Yeesh. I didn't even get to start singing yet FlapJack.

Kerruk Gahar |

In that case...SHAZAM!
Kerruk raises his cupped hands high and gives an ululating cry: O stars, lend me your might!. he flings a handful of coloured sand high in the air, and a great iridescent cone of light arcs from his hands, momentarily bathing the bilges in varicoloured radiance.
Colour Spray: DC 14 (10 + 1 (spell level) + 3 (wisdom bonus))

GM Nayr |

Even as the injured rat scurries backward from Jack, light lances out from Kerruk's hands at the creature and its fellows.
Will save: 1d20 + 1 ⇒ (2) + 1 = 3
Will save: 1d20 + 1 ⇒ (16) + 1 = 17
Will save: 1d20 + 1 ⇒ (2) + 1 = 3
Will save: 1d20 + 1 ⇒ (16) + 1 = 17
Will save: 1d20 + 1 ⇒ (17) + 1 = 18
Will save: 1d20 + 1 ⇒ (13) + 1 = 14

GM Nayr |

Two rats instantly fall asleep, spinning away from the blast only to fall limply among the crates. A splash indicates that at least one may have fallen into the water.
The injured one leaps at Jack, its teeth gnashing. Another leaps at Kerruk, and two slither through the water to bite at Arden's legs
Most of the rats, disoriented by the light, miss their mark by feet, not inches. One, however, latches onto Arden's leg, drawing blood.
2 damage to Arden; please roll a Fort save DC11 or filth fever! Tap and Arden are up, then a new round. Map updated and posted at the top of the campaign info tab

TapTap |

If am within range of an awake rat, I'd like to take a 5ft step back. I'll cast sleep targeted just beyond the burst range of my companions and to target max number of rats. Casting Time 1 round Components V, S, M (fine sand, rose petals, or a live cricket) Range medium (100 ft. + 10 ft./level) Area one or more living creatures within a 10-ft.-radius burst Duration 1 min./level Saving Throw Will negates; Spell Resistance yes A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

TapTap |

Got one sucker! Let's get the rest and Jack can cook them for the capn's supper!
Forgot to say that the spell DC was 14.
Three rats ready for a Coup de grace

xeyed-jack |

attack: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d4 ⇒ 4
The injured rat hisses, and dives under the water, coming up at Jack's feet. Jack dodges the bite, and lashes out at it with his knife, stumbling on something hidden in the brackish water. Suddenly, the room is lit up by a rainbow shower. What was that?.