High God of Krynn |
shroud pouch grab: 1d20 + 6 ⇒ (20) + 6 = 26
As he rolled a natural 20 he got a total of 31 which is an Amazing Item!
shroud initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Shroud says, "My pouch might have something for this."
He looks at the creatures digs into his pouches and pulls out....
1d100 ⇒ 26
Bottle of Gust of Wind
A bottle which seems to have air swirling in it. He says, "I don't know what this thingie does but I'll try it."
He points the bottle at the swarm and opens the cap.
A line of wind blasts out from the bottle sending both swarms flying back into the storage room. Swarm 1 takes 2d6 ⇒ (1, 6) = 7 damage and swarm 2 takes 22d6 ⇒ (6, 2) = 8 damage and knocked "Prone" from the force of the blast.
Jor Majere |
Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Seeing both of the swarms Jor prepares himself for the combat and rushes forward after seeing both of them knocked prone, deciding to take out the first swarm
Attack Greatsword PA: 1d20 + 11 ⇒ (18) + 11 = 29
Damage Greatsword PA: 2d6 + 16 ⇒ (1, 5) + 16 = 22
Alathea of Solace |
I think Burning Hands if you have it would be effective or something to that effect.
Round 1 - Initiative 8
Not wanting to leave Jor despite her desire to simply run away from a fight with what are really just creatures of the cycle of like she drops her crossbow and rushes fort wielding her new Warhammer.
Flanking Melee Attack 1d20 + 6 ⇒ (19) + 6 = 25
Damage 1d8 + 1 ⇒ (1) + 1 = 2
High God of Krynn |
I don't want to make a map for a minor encounter such as this one. Suffice to say think a 20 by 30 room, door then a 30 by 30 section with a pillar. And yes Burning Hands would be effective as AOE effects do 50% more damage on swarms
Round 1
So what is Terevalis doing?
Jor wacks a swarm with his sword in a chopping motion, cutting down numerous bugs but as they are a large swarm of creatures it is less effective (The swarm takes 11 damage).
The swarms on their turn spend it reforming as they are disrupted for a turn after getting blasted by a gust of air.
Alathea crushes some bugs with her new hammer but makes a minimal impact on the swarm.
Terevalis Unctio of House Mysti |
I want to cast burning hands but I know that necromancy spells are boosted here with my black robe moon magic and my favored of the moons feat but what is the actual position of Nuitari for non necromantic spells?
Terevalis Unctio of House Mysti |
Calling upon the arcane might that dances within his soul and his very being the Black Robe will concentrate and cast a burning hands spell.
Ast there torsnr tresr/tser there
damage 5d4 ⇒ (3, 1, 1, 1, 1) = 7
Gabriel, The Just |
Uh yeah it does, Here If the swarm is made up of Diminutive creatures they are immune to weapon damage. Larger swarms take have damage from slashing or piercing attacks. Unless you are looking at the swarm in the Dragon lance book witch was 3.5 and I don't remember how swarms worked in it. :)
Terevalis Unctio of House Mysti |
That is the only non metamagiced burning hands spell I have. The rest are meant to help with incorporeal undead.
Jor Majere |
Jor happens to have both Alchemical fire and Breath Fire potion :)
Seeing as his greatsword did not do any damage, Jor calmly retreated a bit back to grap a potion from his pouch, glanced at his vial to determine its content before throwing it towards the swarm.
Throw Vial of Alchemist Fire: 1d20 + 4 ⇒ (8) + 4 = 12
Damage Vial of A-F: 1d6 ⇒ 6
High God of Krynn |
The Alchemist fire lands on the swarm and sets the area on fire burning a good deal of the little buggers.
Shroud says, "Lets see what I got here" digs into his [kender pouches 1d20 + 6 ⇒ (17) + 6 = 23
And pulls out an Extraordinary item.
1d100 ⇒ 48
1d2 ⇒ 2 Luck roll to adjust the table. 1 bad, 2 good
In this case he gets a Tanglefoot bag.
"Hey this might be useful"
As its a DC 5 to hit the square he can't fail
Swarm Reflex Save: 1d20 + 7 ⇒ (2) + 7 = 9
Tanglefoot Bag Attack: 1d20 + 7 ⇒ (19) + 7 = 26
The bag hits the swarm and explodes out entangling one of the swarms in a sticky substance, pinning them to the floor like fly paper.
High God of Krynn |
The Fire Belly potion does give you a breath weapon attack that would be effective on the swarm although only 1d4 fire. You also have 2 bottles of Liquid Fire from the Azer. They do 1d6+1d4 fire damage, 1d4 splash damage as well as set targets on fire for 1d6 damage a round.
Shroud is definitely a regular Kender abid somewhat crazy cause he talks to dead people. Athola is an afflicted Kender.
The party backs away from the swarms. One swarm scuttles over the floor but fails to reach anyone this turn. However it now is wandering the main hall near the stairs. The other swarm is held fast (Strength 1 VS a dc 17 strength check means they're stuck for a pretty long time).
Round 3
What do you do?
Alathea of Solace |
Alathea Round 3
Alathea backs into the hallway and pulls a torch and flint and steel out of her backpack.
"It looks lie only fire or magic will injure these. Unfortunately, my magic is protective and healing not offensive".
Cypher Master |
With one swarm glued and the other one burning from alchemist fire the group retreats down the hall and the remainder Centipedes too distracted by being on fire do not pursue you. Heading down to the east hall you come to a room that was once a lay priest's chamber at one time perhaps but it looks like it was put to the touch and anything valuable has been looted or long burned away. The room next to it to the north and south are servant's quarters likewise looted and burned long ago. To the west is a hallway that seems to lead to a more open area and then off to another room to the far east.
High God of Krynn |
Heading to the open area you enter the main hall of this floor. Bones litter the floor and signs of past battle linger from long ago. Blue ghostly flames burn from old torches casting an unpleasant light. There is a room to the right and the left of the stairway, one of them looking like a brewery long covered over with mold, the other was likely a buttery used to churn butter but much like the other room it has descended into rot and disrepair. The hall to the east continues on likely leading to more rooms on the eastern side.
Jor Majere |
Survival: 1d20 + 5 ⇒ (1) + 5 = 6
Jor attemps to read the signs in the room and determine if something happened here, but his skills seems to be not quite there as he cant make head or tails
"Well, I dont know if someone was here recently but at least it seems to the case. I dont find any recent tracks"
High God of Krynn |
Heading down the stairs to the next floor you see off to the right and left more rooms. Looking into one of the you suddenly witness a flicker of the past in a room that looks infirmary.
You see an image of a young priestess in the garb of Mishakal tending to an ill looking man thrashing on one of the cots. Her hands glow as she utters some soothing magics over the man. Suddenly the door splinters and the woman looks frightened as she grabs her quarter staff and unceasingly holds guard against the approaching danger. She utters a prayer to the Goddess and her staff begins to glow.
Soon enough the door shatters as an Ogre's axe shatters the door and an Ogre enter the room with murder in his eyes. The woman showing unusual courage rushes forward and slams her staff into Ogre sending him flying backward out of the room. This is but a brief respite however as another Ogre breaks in from the south with an axe coated with blood. She turns to face her new attacker and begins to utter a spell but the Ogre she knocked back stands up in anger and rushes forward cleaving the cleric in twain with his axe.
The sick young man in better feebly tries to pull himself to his feet and utter a spell but is overcome with a wracking cough. The Ogres chuckle and approach the cot as the man looks in abject terror. The last thing you hear is a scream filled with pain and rage.
The flicker fades but the room is not empty, inside there remains a hazy image of the ill young priest covered wounds that bleed endoplasmic fluid. Madness is in his eyes as he screams in rage and begins to float toward the party. What do you do? You get one action before we roll initiative.
Terevalis Unctio of House Mysti |
I haven't played a cleric in a Pathfinder game in a long time and never one that could control undead. He could try to control this spirit couldnt he?