
Truk'tosh |

Round Two
Truk continues gripping his holy symbol and snaps his fingers
A clap of thunder erupts in the room buffeting both swarms.
Sound Burst Damage: 1d8 ⇒ 4
There shouldn't be any problem positioning it to hit both swarms without clipping any party members.
If they're still alive they need a DC 14 Fort save vs stunned.

baldwin the merciful |

Initiative Order;
Grimm - moves to D20, uses judgment to resist fire
Truk - extended magic cicle for evil
John - moved to G24 and tried to stop bleed, failed check
Faleyn moved up to D25, cast color spray. effect Swarm 2. Swarm 1 attacked for 6HP.
Lucrenzia - fumbled a fireball bead but still managed to impact swarms for 12 HP of damage each. Grimm and Fealyn each ahve save to make for half damage.
Andrea - magic circle on Orsin
bat swarm 1 - took 12 Hp of damage from fireball, attacked Faelyn for 6 Hp of damage.
Fluer - backs up 30 feet.
bat swarm 2 - stunned
Orsin - inspire courage.
---
Rd 2
Initiative Order;
Grimm -
Truk -
John -
Faleyn
Lucrenzia -
Andrea -
bat swarm 1 -
Fluer -
bat swarm 2 -
Orsin -
Those effected with the bleed damage get to make another DC 10 heal check.
I'm still waiting on reflex save from Grimm for the 12 HP of fire damage. He, also, has 5 resistance. Grimm needs fort save or he is distracted/nauseated from the bites.

Truk'tosh |

Channel #1: 3d6 ⇒ (5, 1, 6) = 12
After the swarms are destroyed, Truk channels Shelyn's light to mend the injured folks.
"Let's get into that summoning room."

Truk'tosh |

"Don't mention it Champ."
"Where do you suppose those things came from?"

baldwin the merciful |

baldwin the merciful |

Orsin: 1d20 + 1 ⇒ (7) + 1 = 8
Truk: 1d20 + 1 ⇒ (2) + 1 = 3
Fluer: 1d20 + 3 ⇒ (9) + 3 = 12
Lucrezia: 1d20 + 3 ⇒ (6) + 3 = 9
John: 1d20 + 5 ⇒ (12) + 5 = 17
Grimm: 1d20 + 5 ⇒ (1) + 5 = 6
Faelyn: 1d20 + 9 ⇒ (15) + 9 = 24
Faelyn: 1d20 + 9 ⇒ (10) + 9 = 19
swarm: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative:
Faelyn
Swarm
John
Fluer
Andrea
Lucrezia
Orsin
Grimm
Truk
Edit:
forgot Andrea
Andrea: 1d20 + 0 ⇒ (11) + 0 = 11

Truk'tosh |

Nobody in the party has anything that can hurt the swarms on an AoO.

Andrea1 |

HP 52/52
Saves: F8R3W10
AC: 19/T12/FF19
In hands: Wooden shield
Spells in Effect; Magic Circle against Evil on Orsin(+2 AC/Saves,Protect against mental effects 70 minutes)
Inspire Courage: +2 Bab/Damage/Saves vs. fear
Pardon me Lucrezia, Fluer and I need your alchemist fires Andrea will get Lucrezia's Alchemist Fire vial if allowed and splash the swarm with it, 5' stepping to E-22
Touch attack: 1d20 + 7 ⇒ (17) + 7 = 241d6 ⇒ 3 +50% is 4 points,

baldwin the merciful |

Andrea - Lucrezia is surrounded by bats, to try to fish out her alchemist fire from her backpack, is move action. If you don't know where its kept it will take a full round to retrieve.
A swarm of bats consists of 5000 since they are flying and diminutive. it is basically a wall of flying creatures, I don't really think you can throw the alchemist fire through them, in order to try to avoid splashing your companions.

Truk'tosh |

Since Truk knows Lucrezia quite biblically, I think it's safe to say he knows where she stashes the alchemist fire.
Truk helps himself to one of Lucrezia's alchemist fires and lets it fly at the bats swarming around him.
"Watch out Beautiful, this is going to sting."
This will splash Lucrezia and Truk for 1 damage.
Attack vs Stunned Touch: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 ⇒ 3 - 4 total

Faelyn Sindrel |

Andrea - Lucrezia is surrounded by bats, to try to fish out her alchemist fire from her backpack, is move action. If you don't know where its kept it will take a full round to retrieve.
A swarm of bats consists of 5000 since they are flying and diminutive. it is basically a wall of flying creatures, I don't really think you can throw the alchemist fire through them, in order to try to avoid splashing your companions.
I would think it would be a pile of bats passed out on the floor. The can't fly can they?

baldwin the merciful |

Bats fly stunned, theya re just flapping in place instead of biting
Being stunned they can't take an action, so they aren't biting although you would think they would be nipping at everything.
As far as Faelyn thinking they would be flopping on the ground, if they were under 2 HD they would be as color spray would have that penalty. But the stunned condition doesn't say that. Besides Truk and Lucrezia would basically be buried by 5000 bats, and we have to get into the suffocation rules then.

Truk'tosh |

I believe it's because stunned creatures can't take actions and a flying creature has to make fly check to hover in place.

Faelyn Sindrel |

Sorry. Since they have a fly speed and ranks in fly, I figured they had to "take an action" to fly or hover (since they have no magical way to fly). The also have a land speed. Thank you for clarifying.

Truk'tosh |

Suffocation?! That's a lot of bats.
I wasn't nitpicking. I was just answering a question. It didn't make a difference to me either way.

Faelyn Sindrel |

And that people, is why we shouldn't nitpick with the DM.
I asked a question. That is not nit picking. I thought we all had the ability to communicate with each other to understand what is happening. I am sorry I asked. It won't happen again.

Truk'tosh |

The crushing damage is understandable but suffocation? Since the swarm is large and we're only in one corner wouldn't it be ~1250 bats? Also, John and Grimm were in a swarms that were killed last time. Wouldn't they be buried under dead bats?
Is it a strength check or something to unbury ourselves?

baldwin the merciful |

Only one swarm was stunned last time. The swarm not being able to fly was not brought up. By the time both swarms died neither John nor Grimm were in the swarm, they each moved.
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.
When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.
I need to see if there is burying rules.
I found this:
A buried character can attempt to free himself with a DC 25 Strength check. That under rock, so let the check be DC18

Truk'tosh |

It's not going to matter because the swarms are going to come to before either Truk or Lucrezia run out of breath.
Can we just keep moving?

Truk'tosh |

Truk rages at the silliness of being buried under bats and pulls himself out.
Rage #1
Strength Check: 1d20 + 7 ⇒ (11) + 7 = 18
The bats continue to burn.
Followup Damage: 1d6 ⇒ 6

Truk'tosh |

Okay, that'll be round 2 than.

Lucrezia Villanova |

Round 2
str check? 1d20 + 2 ⇒ (5) + 2 = 7
Lucrezia will also attempt to free herself from the mound of bats that she currently finds herself under.
Well, I suppose this is better than spiders...

baldwin the merciful |

RD 1 update
Initiative:
Faelyn - cast color spray
Swarm - stunned
John - opened one door and moved in to make room.
Fluer - yells open door
Andrea - moves up 5ft and fishes out alchemist fire from Lucrezia's pack
Lucrezia - tries to free herself from the bats
Orsin - moves forward and begins to dig out Lucrezia
Grimm - follows john into the room to secure it.
Truk - pulls out an alchemist fire from Lucrezia back throws it down.
DMPC Grimm - he follows John into the room to secure it.
Lucrezia - I'll take your action as Rd 1
Orsin will move forward and start to try to un-bury lucrezia

Lucrezia Villanova |

Ok, then I will go ahead and give another roll for my second round action then.
str check 1d20 + 2 ⇒ (19) + 2 = 21 + whatever aid another I get from the help?