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How do you feel about a stop, drop, and roll as an effective melee weapon against a swarm? I would still take damage for being in the swarm, but I'm assuming a body in armor would count as a blunt damage?

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Kryspi cries out in celestial and attempts to flee from the swarm. When she gets out of the bugs, she lets out a burst of positive energy to her companions.
Channel Positive: Healing Allies: 1d6 ⇒ 4

DM Rah |

I'll assume Culsar and Thomas are holding back?
Kryspi, you needed a Fort save vs the swarm's distraction ability. I'll roll it keep things moving.
Kryspi Fort: 1d20 + 3 ⇒ (3) + 3 = 6
Kryspi tries to retreat and call upon her divine powers, but gets bugs in her mouth and ends up spitting and coughing.
Skip throws his alchemsit fire, and though he does not land a direct hit, he still splashes some of the creatures.
Cade moves forward with his torch and burns away a few from the edge, but does not disperse them.
The swarm crawls and flies up to surround him.
Damage to Cade: 1d6 ⇒ 3 *and a DC 14 Fort save vs Distraction
PARTY UP!

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Yep, can't do much with the swarm I"m afraid. Culsar will keep an eye and ear out for any additional trouble.

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Thomas is holding back, sorry.
Thomas keeps watch for their loud voices attracting attention from the hallway.

DM Rah |

Ref: 1d20 + 3 ⇒ (13) + 3 = 16
Again, the swarm pulls back from Skip's spell, leaving only a few charred husks behind.
Turning away from the fire-throwing wizard, the swarm billows up the hallway, pursuing Cade.
Damage: 1d6 ⇒ 6 *and a DC 14 Fort save vs Distraction.
Since Culsar and the eidolon are basically on delay, I had them move further away when it turned that direction.
PARTY UP!

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Kryspi can only speak and understand Celestial while in combat, Cade.
Fort: 1d20 + 3 ⇒ (15) + 3 = 18
Kryspi calls on the Empyreal Lords for help and blasts positive energy at her friends.
Channel Positive (selective: allies): 1d6 ⇒ 3

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Down to 7. Does anyone have any ideas? Culsar, any chance of passing meat shield responsibilities to the Eidolon?
Cade will move back towards Skip, hoping that he can get his spell off.

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Sure, I might be able to keep him up for a bit.
Culsar will ask his eidolon to relieve Cade of tanking duties and will be ready to heal him when possible.

DM Rah |

Culsar orders his eidolon into the swarm as Cade retreats. The eidolon suffers for a round as Skip runs up, preparing his last scroll.
Swarm damage to Eidolon: 1d6 ⇒ 1 *And DC 14 Fort save vs Distraction.
Meanwhile, Culsar notices a creature flapping up the hallway behind him, apparently having been attracted to all the shouts and cries of pain. A rotting head with flapping wings flies up and attempts to bite at him!
Flapping head bite on Culsar: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
PARTY UP!

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"Stop running! Bring them back this way! I can't keep up!"
Skip waits until the swarm gets closer and then blasts them with the spell on his scroll.
burning hands: 1d4 ⇒ 1
DC 11 Ref for half

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Fort Eidolon: 1d20 + 4 ⇒ (9) + 4 = 13 He is distracted. If he can he'll five foot step so he doesn't get burned. If he can't, well, then he won't.
Meanwhile, Culsar gets bitten! Ow! Hey! What's that thing? He then tries to bat it out of the air with his quarterstaff!
Attack: 1d20 + 1 ⇒ (13) + 1 = 14 for Damage: 1d4 - 1 ⇒ (3) - 1 = 2

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Thomas, standing his ground as a sentry for possible incursions, is oblivious to this new threat that comes from a completely opposite direction as the group has meandered around two corners.
"Do you think they are winning Kryspi?" Thomas asks offhandedly.

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"Does anyone have a waterskin bag or a container of water? Skip may be able to use some lightning spells to shock the water and the swarm" Cade yells loudly.
Can I run through the swarm to get to the bat-thing or does that cause damage? Perhaps an acrobatics jump?"

DM Rah |

I imagined the DC as 10 + CR, which means Cade missed it. However, after rereading the swarm attack, I noticed this:
Swarm Attack: Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. (Cade doesn't take damage from running through it, but will after it moves over him, Culsar, and the flapping head.)
Regarding the eidolon: distraction causes the nauseated condition, which limits the character to a single move action, so the eidolon can move, which it does, retreating back near Culsar.
Culsar bonks the flapping head with his staff, causing it to screech in rage.
Cade leaps through the swarm to aid Culsar as the eidolon withdraws, spitting out cockroaches and scratching at a hundred tiny bites.
Skip moves forward and casts his last burning hands spell, but only manages to roast a handful of the little vermin.
Shying away from the blast of fire, the cockroaches swarm over Cade, Culsar, and the flapping head (which, by the way, does not seem immune to the flesh-eating insects).
Damage: 1d6 ⇒ 2 *DC 14 Fort save vs Distraction.
PARTY UP!

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Ack! Bugs!: 1d20 + 3 ⇒ (19) + 3 = 22
Culsar Attacks the flying thing: 1d20 + 1 ⇒ (15) + 1 = 16 for Damage: 1d4 - 1 ⇒ (2) - 1 = 1 and then steps away! The eidolon tries to attack the winged thing around the corner! I assume a -2 cover penalty applies.
Bite: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8 for Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16 for Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22 for Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Confirm?: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21 for Damage: 1d4 + 2 ⇒ (1) + 2 = 3
The eidolon holds his ground.

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"Anyone got anything else to help out here?" Skip calls out.
I have a scroll of gust of wind that could blow these guys away and do a bit of damage (1d4 to 4d4 nonlethal, depending on rolls) but that's kind of an expensive option. I'm willing to do it if it's our only way out though.

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"Everyone run out of site. Maybe that swarm will busy itself with bat thing long enough to not notice that we're gone."
I forget if the doors to this hallway close. If yes, Cade will yell for Skip and Culsar to follow so that we can close the doors."

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This whole scene just has Yakety Sax going through my head.
Kryspi follows the follies.

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Since no one else gave any indications that they can help:
Skip pulls out his scroll of gust of wind and tries to blow the bugs away!
They are blown 1d4 ⇒ 4*10 = 40 feet away and take 4d4 ⇒ (3, 3, 4, 3) = 13 nonlethal damage along the way.

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As Kryspi leaves his side wordlessly, he decides to follow. "Hope nothing decides to pop out from where we were watching... Failing at looking down a hallway is pretty sad."
Double Move

DM Rah |

Skip's spell sends both the swarm and the flapping head tumbling away down the hall. The bugs are scattered and dispersed, and the head tumbles and rolls. For a second it seems like you've killed two birds with one spell, but the head flips over and after an awkward flailing of its wings, manages to rise back into the air.
PARTY UP!

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The eidolon continues after its prey and attacks the flying head!
Bite: 1d20 + 4 ⇒ (18) + 4 = 22 for Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Culsar will follow in case he needs support.

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Thomas barrels around the corner in his scale mail as he sees the swarm dispersed and a weird floating head flapping about. "Ugh! What have you guys found now?"
Double Move

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It found us, I assure you!

DM Rah |

Culsar's eidolon bites into the wing of the flapping head and shakes it around.
Though torn and battered, the flapping head slams itself against forward and bites back.
Slam at Eidolon: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Bite at Eidolon: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
PARTY UP!