Regrouped, you make your way further down the eastern passage, eventually, you reach what seems to be
a large collection bassin with a huge drain. The water is lazily draining down the drain, indicating that whatever is located beneath this room must be reaching capacity. The source of the splashing become soon apparent as you notice another 6 giant rats in the brackish water. As soon as they notice you, they hiss and make their way towards you, just like the last ones did...
Combat is about to begin.
Current Initiative:
Cassi 16
Liroc 13 (roll 6 tie-breaker)
Malingad 13 (roll 1 for tie-breaker)
Coring (pet) 13 (roll 10 for tie-breaker)
Giant Rats 13 (roll 4 tie-breaker)
Novyn 12 (INT 15 for spells) (temporarily unavailable).
Herradine 8
Nunri 8
kalajel sent a note to kalajel
Once again, we have quadruple equality for initiative, so I'll ask those at 13 to please roll a d10 to break ties. While I wait for your rolls, I'll prepare the combat map.
To speed things up, I think I'll also try the following house rule: If a tie-breaker roll still result in a tie, I'll give priority to PCs over NPCs/monsters.
Edit: Oh, I almost forgot, after last fight, I noticed some combat modifiers listed on p.31, including combat penalties for partial darkness and darkness which were not listed on p.56 (total darkness combat penalties are still listed on that page) for some odd reason... I'll try to remember those modifiers, and also remember that if you're attacking an enemy which isn't in an illuminated/brightly illuminated area, you'll suffer a -25% penalty (for partial darkness), or a -50% penalty (for dark).