Vinnick Varzel |
If no one else did, Vinnick would take the last alchemist fire.
Vinnick jerks back in disgust at the sight. This is absolutely appalling, I'd leave to if I had to deal with this type of disgust on a daily basis. Of course we burn them. The building too just be to safe I say.
I think I still have a magic missile prepared, not sure if it counts as half damage though. other than that, I don't think I have any AoE atm sadly.
Diomedes Wayfair |
"So someone runs in, with the suit on, toss a rock to scare them or something, see if they come out. A few of us wait outside the door and burn them as soon as they pop out. The roaches of course, not the person." He looks to the group. "Volunteers for the suit?"
DireMerc |
Bastien walks into the storehouse and angers the swarm of insect causing them to attack.
The suit protects him from the swarm of angry insects.
He runs out of the storehouse and they come out after him.
lets give the swarm and init of 0 and proceed with round 1.
Keep in mind that trowing flask of alchemist fire in the swarm while bastien is inside will damage bastien
Deranthil |
So after stating my belief that we cannot kill the swarm with the resources we have we go ahead and try? lol. ok... Lets at least light some torches a as I believe that can damage swarms too.
Init: 1d20 + 4 ⇒ (13) + 4 = 17
Unsure of the likelihood of success Deranthil stands with burning torch in one hand and the alchemist's fire in the other. He also delays, waiting for Bastien to clear.
Throw: 1d20 + 4 ⇒ (20) + 4 = 241d6 ⇒ 1
Confirm: 1d20 + 4 ⇒ (16) + 4 = 201d6 ⇒ 2
Crap damage but at least a hit. Lets hope next round's damage is better. Anyone have oil?
Jordy Vashnarstill |
Init: 1d20 + 3 ⇒ (20) + 3 = 23
Jordy readies the third vial of alchemist's fire to throw once Bastien gets out of the swarm.
Throw: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d6 ⇒ 6
DireMerc |
Bastien runs out of the swarm and the flask of fire explode right behind him damaging the swarm but not enough to disperse it.
Unable to harm bastien the swarm goes after someone with more exposed flesh (chosen at random) Jordy is the lucky winner.
The swarms goes after him (I assume you all spaced out enough they can only get one person)
dealing swarm damage: 1d6 ⇒ 1 and he needs make a dc 13 fort save or be nauseated.
Your go again.
Deranthil |
The alchemist fire that burned the swarm last round continues to burn this round but just does not ever get going well.
Fire: 1d6 ⇒ 1
Deranthil darts in with his torch, throwing it and trying to burn some of the swarm.
Range touch?: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 151d3 ⇒ 2
Jordy Vashnarstill |
Fort save, DC 13: 1d20 + 1 ⇒ (15) + 1 = 16
Cursing up a storm, Jordy runs from the swarm, pulling a torch out of his backpack as he goes.
That's 2 move actions. He'll run back in and attack with the torch next round.
Deranthil |
"Torches it is," Diomedes says. He grabs a torch and lights it from the conveniently placed flame glob of an alchemist's fire.
Your alchemist's fire, if it hit, should burn for another 1d6 this round Diomedes.
DireMerc |
The way I work alchemist fire for swarms is they deal normal damage +50% but they don't burn them again the next round. All the critters that are going to be fried are gotten the first round. The torches also only deal 1d3 damage strength is not applied. By my count you've done 19 damage so far and the swarm has 26 hp so your doing ok. @vinnick magic missile cannot target a swam unfortunately.
Deranthil |
Hmm. Half + 50% is what all splash weapons do. That makes Acid, at half the cost, do the exact same amount of damage as alchemist fire. The whole point of Alchemist's fire is that it does damage over two rounds setting things on fire. Of course I rolled poorly anyway.
DireMerc |
there is quite a bit of debate what the damage should be I just went with what seemed the most logical
Vinnick Varzel |
oh! I forgot, but I did purchase two vials of acid, I had probably intended to use them as spell components, grease in particular. however, it seems more pertinent to use them now.
Vinnick looks on in disgust, however recall's something he purchased before leaving for this dreaded place.
I had hoped to test these reagents with my spellcasting, but I suppose this would work just fine. He pulls out one of his two vials of neon green liquid before throwing it at the swarm.
acid damage: 1d6 ⇒ 4 so, 6 acid damage?
Vinnick Varzel |
I completely thought I put in an attack roll apologies. And yeah, all lot of alchemical items and stuff can be used as additional spell components for added effects.
attsck: 1d20 + 2 ⇒ (12) + 2 = 14
DireMerc |
actually I found this handy list while looking it up
Also bastien and vinnick you can both act again as well.
Deranthil |
Fort: 1d20 + 1 ⇒ (5) + 1 = 6
Ahhh! They're everywhere. Gods they are in my nose! In my ears! Ahhh! The rogue, who no longer has a torch since he threw his, goes running directly away from the swarm.
Diomedes Wayfair |
Diomedes thrusts his torch at the swarm, trying to burn them without damaging Derantil
torch: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8 damage: 1d3 ⇒ 3
But he can't quite get close enough to do any damage.
Jordy Vashnarstill |
Jordy turns once he escapes the swarm and pulls out a torch to light, then he charges back toward the bugs.
Pulling out a torch and moving back into melee range- 2 move actions.
Diomedes Wayfair |
"Well that was thoroughly disgusting. Bastien, is there anything left worth saving in the storage unit there?" After that rigamarole, Diomedes is happy letting the guy with the suit take a peek all by himself.
if Bastien gives the all clear, I'll poke my head in long enough to cast detect magic
DireMerc |
You've cleared all the buildings inside the palisade all that remains is the tents and some outlying farms houses and the fields.
The next closest thing to checks is the tents
You go have a look.
Seven canvas pavilion tents were set up here, all of which are large enough to shelter two to three people each. All but two tents have collapsed due to wind, rain, and lack of maintenance. The two that remain standing lean haphazardly and do not appear to have been entered for a long time. Grass has begun to grow around them.
Searching the tents you find a stash of healing potions (4 clw potions)
and a magical shirt.
Shirt, Quick Runner’s
Aura faint transmutation; CL 5th; Slot chest; Price 1,000 gp; Weight —
DESCRIPTION
This shirt is made of light, white gossamer fabric.
Once per day as a swift action, the wearer can take an additional move action (only to move)
A character must wear this shirt continuously for 24 hours before he can activate this ability.
Diomedes Wayfair |
Diomedes hands one of the potions to Jordy. "If you need one of these, go right ahead. Does anyone know how to use that wand we found?"
Spellcraft isn't really his bag. He leaves the identification of the shirt to Vinnick or whoever.
Vinnick Varzel |
spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17
Vinnick looks over the shirt with detect magic.
I believe, the shirt can boost the speed of the user once in a day. It's a minor enchantment, but possibly useful. Also, I can prepare a spell to give two people's weapons the ability to harm ghosts and other incorpreal beings if we wanted to clear out that building with the Haunt tomorrow. I wonder how long the residents here have been gone?
Diomedes Wayfair |
pretty sure it was a poltergeist rather than a haunt. even if we can hurt it, it can turn invisible at will so it's not easy to hit. like a haunt, it will come back even if destroyed. we need to fix whatever has bound it to the church in order to actually get rid of it
DireMerc |
Diomedes is correct even if you kill it it will return after 24 hours unless you find the correct action to pacify it
The expedition commander Ramona returns to the group. "Whatever happened here happened almost a month ago, I didn't find anything else to really explain what happened but I noticed something strange. Among the things left behind for the colonist was a small ship (1 masted sailing boats big enough for 6-8 people) and I read in the notes that they built a canoe but they are not here now are they?" she says pointing to the dock were only your ship is docked.
"I also found that the northern fields had been overrun by ankhegs and had to be abandoned so stay away from there for now."
Jordy Vashnarstill |
Spellcraft to ID wand: 1d20 + 1 ⇒ (4) + 1 = 5 Um, wow. OK.
UMD to activate wand blind: 1d20 + 6 ⇒ (19) + 6 = 25 Woohoo!
Berries?: 2d4 ⇒ (2, 3) = 5
Jordy looks over the wand. "Give me a little time, I might be able to get this to work." He waves it around a little, mutters a few things, and a handful of berries appear in his other hand. "Huh," he says. Figuring magic berries probably weren't poisonous, he pops one in his mouth.
"Oh! These are goodberries! Each one is a meal in itself and can heal small injuries! They're good, too!" Jordy offers the other 4 to the rest of the group. "Here, take one!"
Deranthil |
Deranthil eats a berry and some of his wounds close. Hey these things heal! Save the potions and eat these. Can you make more?
UMD +7 yere so I might can use the want even if you roll a 1 and fail jordy. Or does a 1 lock it for everyone for the day?