It's different per swarm. Some are not affected by torchs at all.
Yeah, I'm not sure of the specifics, but depending on the size of the creature that makes up the swarm (Tiny, Diminutive etc) determines what they may be immune or susceptible to.
Know(Nature) 1d20 + 6 ⇒ (10) + 6 = 16
Filios, it's up to you. If s%~+ hits the fan, just run back and we close the door. No more bats problem.
If Filios decides to stealth in, I'll cast Guidance on him before he leaves for a +1 bonus on one of his checks.
Well, it is worth a try, all. Just be ready to slam that door when I get back, eh?
Filios smiles broadly, salutes the group and tiptoes into the room after guidance from Jareth. Upon any disturbance of the bats, he will make a beeline for the door, with or without the item.
Nevermind. Their bonus is higher than your total. :P
As Filios slowly makes his way across the room, he makes it about halfway to his destination. To most listeners, his footsteps would barely make a sound. But to a bat, with its near-supernatural sense of hearing, it's more like a series of thundering pounding. The 'fabric' coating the ceiling springs to life in a burst of movement... tiny, leathery wings carrying small furry bodies coalesce into one mass of bats, unhappy at whomever intrudes on their home!
Everyone except Filios can move themselves to wherever they were before he tried sneaking into the room... it sounds like most/all of you went back to the temple room. It's a move action to shut the secret door.
Swarms don't make normal attacks. If they end their turn sharing your space, you automatically take whatever damage they do. That's probably all that's reasonable to share...
Quartes silently curses their luck as the living black canopy descends towards Filios. He looks on in futility, knowing that none of his preparations would help them against so many little creatures. Filios! Come back so that we can shut them in!
He steps forward to make ready to shut the secret door, then waits for Filios to retreat.
Unfortunately, Quartes would have been back in the room with the altar, near Noran. Sorry - posting on my phone, so I can't move him right now. He'll ready his action to slam the door shut, though he'll only do so with Filios on the proper side of it. Stupid burning hands...would've helped about now.
I'll assume everyone else was back in the temple to move things along.
As Filios dives through the doorway, bats hot on his tail, Quartes manages to slam the door shut just before the swarm of bats reaches the group! Everything is silent once more, except for the elf's heavy breathing.
You can't quite make out any noises coming from the other side of the door. Now that you think about it, the swarm was extremely quiet to begin with. Even when they were right next to the open doorway, you could barely hear the sound of their tiny wings.
Weird... thought I had posted this. Maybe I just hit preview.
Jareth:
From your knowledge check earlier... You're pretty sure the bat's just followed their animal instict to respond to a potential threat to their lair. Now that the threat is gone, you don't think the bats are smart enough to wait outside... they've probably fled for now. You don't know how long it will be before they return though... it could be minutes or hours.
Quartes nods and follows Noran, after an almost wistful look back at the secret door. A hidden portal and a canopy of bats. Why would one place such safeguards if not to guard something important? Yes, we will definitely be back.
perception for the trip up 1d20 + 7 ⇒ (17) + 7 = 24
Quartes leads the way up the spiral stairs to the fourth floor. They lead to yet another 15' square room with a single wooden door leading to the west. The magus keeps his eye out for anything out of the ordinary, but everything seems as it should be... at least for a half-ruined, centuries-old siege castle. The door appears to have no locking mechanism, and you hear nothing from the other side.
Crude bunks line the walls of this room, which is filled with the nauseating stench of troglodytes. Three of the creatures are resting in the room, but they jump up as you open the door, hissing strange words as they reach for their javelins!
I need Fort saves from Beckett, Filios, and Noran since you guys failed them in the last troglodyte fight. DC 11 or be sickened for 10 rounds.
Troglodyte 1 - HP 9/9; AC 16/12T/15FF; +5F/+1R/+0W
Troglodyte 2 - HP 9/9; AC 16/12T/15FF; +5F/+1R/+0W
Troglodyte 3 - HP 9/9; AC 16/12T/15FF; +5F/+1R/+0W
I'm actually going to try something a little different, and try to talk to these Trogs, rather than leap into combat. Opening the door, I'll hold my hand up, showing a sign of peace, or "hold on"
Diplomacy:1d20 + 7 ⇒ (1) + 7 = 8
"Whoa, whoa, we are not here to fight. We didn't expect you guys here. We are not here to fight."
Are you Fing kidding me. How many "1's" is this already. I hate these dice rollers
Just to make sure you saw this in the Diplomacy description...
"Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. [...] Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction."
You can still try to talk to them, but they definitely appear to intend to harm you and your allies in the immediate future.
Quartes glances aside at Beckett, as if unsure of his intention here. Perhaps just to buy time to get us all into the room? He follows suit, however, hoping to force them to delay their attack or at least cause some confusion. While he speaks, he steps into the room and casually to the side, his back still to the wall, to allow the others to get in.
Draconic:
Fools! Tasskar is the reason we are here! We are allies - allies who will flay the skin from your bones should you take another step!
Bluff or intimidate...could be either 1d20 + 1 ⇒ (12) + 1 = 13
Sense Motive 1d20 ⇒ 12 Bluff 1d20 ⇒ 18 Sense Motive 1d20 ⇒ 7
As Quartes speaks, the troglodytes look at each other in shock but continue to reach for their javelins. The one in the middle looks at the magus and speaks in Draconic.
Draconic:
"Forgive us... we heard nothing from Tasskar about surface-dwellers entering our new home. He will want to know you are here, yes. Come, we will take you to him." From what you can tell, the troglodyte has fallen for your bluff.
I'll advise my companions so they do not feel threatened. The attack, when they do.
He leaves the ominous threat hanging in the air, then turns to his companions to whisper in a low tone. Well...for better or worse, they want to take us to their leader, some individual named Tasskar. They called us surface dwellers, and called this their new home. Should we follow? I'm not sure if I have him fooled, but I doubt they're intelligent enough to pull a double-cross.
Said not too loudly and not while staring at the trogs, "do we really want to fight these guards at the same time as their boss? or are we just trying to get them off guard here?"
Quartes nods, then turns an apologetic look Beckett's way. They'd do the same to us the second they get the chance. I'd rather be cold than dead. Let's act the part of following them; make it quick when they turn their backs. And, we can't let any escape.
He turns back to the troglodytes.
draconic:
They will follow, but know that Tasskar will be displeased if you prove untrustworthy. We will follow you.
Quartes moves into the room and waits for the troglodytes to turn and then lead the way.
Not sure how to tackle the movement here. The plan is to get close to them and at their backs, then attack before we leave the room. Quartes will strike at one's back when everyone (especially Filios) gets into position.
The two troglodytes on the sides hold their javelins ready as Quartes enters the room, watching you carefully for any sign of treachery. They remain where they are, however, and watch you as the middle troglodyte moves to the southern door.
When Noran attempts to cross the room, the two troglodytes hold up their javelins and yell in Draconic, their eyes shifting between the dwarf and Quartes.
Draconic:
"Where is short-man going? Follow Skarviss! He'll take you to Tasskar!"
The third troglodyte turns from the door and glares at you, ready to throw his javelin as well.
Since only one troglodyte walked away I can hold off on Filios's attack. Also, since both sides are technically aware of each other, I'd reroll initiative and start a new combat instead of having a surprise round. (Surprise round rules)
As Quartes gives the shout to attack, the troglodytes snarl at you with toothy grins.
Draconic:
"Sneaky warm-bloods! You think you fooled us but we fooled you! We don't need help to kill you anyway!"
Troglodyte 1 - HP 9/9; AC 16/12T/15FF; +5F/+1R/+0W
Troglodyte 2 - HP 9/9; AC 16/12T/15FF; +5F/+1R/+0W
Troglodyte 3 - HP 9/9; AC 16/12T/15FF; +5F/+1R/+0W
Filios still needs to make a DC 11 Fort save or be sickened.
Those of you still in the stairwell, you can move yourself to any of the 6 squares to the west of the door (or stay where you are) prior to your turn.
My point was that our mission was to just explore this place. Not slaughter or clear it out. I was assuming that we could talk to whoever is here rather than fight them all. The burt corpses indicate that it is likely they are new here as well, and as Trogs are typically either underground or more marine, I would assume they are not wanting to be here, per se.