
|  Pontia Imperea | 
 
	
 
                
                
              
            
            Sorry, tried to have the result multiplied by 1.5 straight away and I think it didn't work. However I don't think I hit, so no need to change it

|  Burick | 
 
	
 
                
                
              
            
            Burick throws an alchemist's fire vial at the part of the swarm not currently swarming JP. The immediate East Square next to JP.
Alchemist Fire Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 ⇒ 2

| GM Crash | 
 
	
 
                
                
              
            
            Round 1 (complete) 
Dexter throws his vial of alchemist's fire into the swarm. 
Grimor backs away and draws a torch. 
Pontia throws her vial of alchemist's fire into the swarm. 
Burick delays. 
Marsk throws his vial of alchemist's fire at the wall behind the swarm. 
The multitude of cockroaches descends upon Jean-Pierre and surrounds him but they can't seem to get a good footing on his swarmsuit. 
Jean-Pierre moves to the side.
Round 2 (complete)
Dexter moves and prepares a torch.
Grimor moves and gets ready to light his torch.
Pontia throws another vial, but misses the majority of the swarm, only killing a few with the splashback.
Burick throws his vial at some of the cockroaches, but only ends up burning a few with the splashback.
Marsk delays.
The swarm now moves to overcome Pontia and Marsk.
Swarm Jean-Pierre: 1d20 ⇒ 111d6 ⇒ 3
Swarm Marsk: 1d20 ⇒ 91d6 ⇒ 1
Swarm Pontia: 1d20 ⇒ 61d6 ⇒ 4 I need fort saves from Jean-Pierre, Marsk and Pontia or be distracted.
Jean-Pierre roots on the group.
Round 3 (partial)
Dexter and Grimor light their torches.
Dexter, Grimor, Pontia, Burick, Marsk, Swarm(25 damage), Jean-Pierre

| Jean-Pierre de Suis | 
 
	
 
                
                
              
            
            *Sigh* I did recommend that people backup to avoid being swarmed ;-)
Fort: 1d20 + 4 ⇒ (7) + 4 = 11.
This time, the swarm proves to be too distracting, causing Jean-Pierre to dance around on the spot...
I still recommend that people back-up ;-)

|  Dexter Gladstone | 
 
	
 
                
                
              
            
            Scrambling to get a second torch out of his backpack, Dustin uses his now-lit torch to light another torch!
Who wants to burn some of these f*^%$ing cockroaches!

|  Grimor Hazd | 
 
	
 
                
                
              
            
            Now with a lit up torch, Grimor charges forward to help burn off some of the roaches swarming their aasimar companion.
Improvised Club: 1d20 + 4 + 2 - 4 ⇒ (5) + 4 + 2 - 4 = 7
Fire Damage: 1 = 1
"Pests like you must..." *swing* "burn!!!"

|  Pontia Imperea | 
 
	
 
                
                
              
            
            Fortitude: 1d20 + 1 ⇒ (4) + 1 = 5
Pontia manages to keep in the bile she feels crawling up her throat. Almost by instinc, her shape blurs and disappears for a second, reappearing 5 feet behind Shift, then she tries to move away from the swarm.
I tried to look for the map, but couldn't find it

|  Pontia Imperea | 
 
	
 
                
                
              
            
            Sorry, don't know how come I didn't see it. After my shift (it's a swift action), can I move away down to the end of the corridor?

| GM Crash | 
 
	
 
                
                
              
            
            Due to the distraction, you can only make a move action. It is the same thing as being nauseated, apparently. I moved your avatar away from the swarm.
Round 3 (partial) 
Dexter and Grimor light their torches.
Pontia moves away.
Burick moves away.
Marsk moves away.
The swarm tries splitting up to follow the majority of the party while some swarms over Jean-Pierre. Swarm JP: 1d20 ⇒ 101d6 ⇒ 4
Dexter, Grimor, Pontia, Burick, Marsk, Swarm(25 damage), Jean-Pierre
I will save the actions of Dexter and Grimor for Round 4.  The rest of the party acts now.

|  Pontia Imperea | 
 
	
 
                
                
              
            
            Pontia brings her hands to her bandolier, just to notice she´s not carrying any more Alchemist Fire. She then grabs one of her Acid Flasks and throws it.
Ranged Touch Attack Acid Flask: 1d20 + 2 ⇒ (16) + 2 = 181d6 ⇒ 1

| Jean-Pierre de Suis | 
 
	
 
                
                
              
            
            Shaking cockroaches from his clothes, Jean-Pierre nods his thanks to Pontia.
"Well done! That was some excellent throwing."
He then sets about to searching the chamber.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29.

| GM Crash | 
 
	
 
                
                
              
            
            Seeming to know where everything is, Jean-Pierre finds a masterwork bastard sword and two curved daggers over by the lacquered armor, which Jean-Pierre realizes is masterwork banded mail.
That is everything here. Where to know? Back where you came or continue on?

|  Dexter Gladstone | 
 
	
 
                
                
              
            
            Dexter proundly holds up two lit torches as Pontia disperses the swarm. Then, realiing his effort was in vain, he despondently chucks one of the torches aside and continues on with the other.
He then appraises the armor and sword found by Jean-Pierre...
Not my style, but I bet we can fetch a good price for beauties.
He then nods as Jean-Pierre suggests south and starts softly-treading in that direction.

|  Pontia Imperea | 
 
	
 
                
                
              
            
            I would have preferred if we dispatched these disgusting cockroaches before they got all over me - she says while swats a still living pest climbing up her right arm - But you're right, let's continue, south sounds as good as any other place at the moment.

|  Pontia Imperea | 
 
	
 
                
                
              
            
            Doors should have remained open, Grimor, unless someone else have been closing them behind us - Pontia adds while following the rest of the party.

| GM Crash | 
 
	
 
                
                
              
            
            As the party continues down the corridor they came upon another intersection.  Straight ahead they see dirt and rubble surrounding a hole in the wall of this alcove. Within, a rough-hewn tunnel leads off into darkness. Two picks and a shovel lie on the floor in front of the hole.
If the tunnel is explored, you find that in many places the tunnel is less than 4 feet in diameter, requiring Medium creatures to travel at half speed through it. It leads several hundred feet to the open mouth of one of the other titanic faces on the cliff face below Kaer Maga, though no way exists of exiting the mouth except by scaling the sheer cliffs above or below.  To the left however, they see a short corridor that has a door on the right side, another corridor to the left, and ends at a door.  Options galore here, what shall you do?

| GM Crash | 
 
	
 
                
                
              
            
            As Jean-Pierre opens the door, everyone sees a statue to their right inside the room.  It is a strange statue of a half-snake, half-human creature, standing in a wide alcove. Comprising the lower body of a coiling serpent and the upper torso of a human woman, the statue has six wings and a disk containing a seven-pointed star in place of its head. Its crossed arms hold a quill and whip, and the entire statue is covered in verdigris. The faint outline of strange runes can be made out beneath the patina coating the statue.

| Jean-Pierre de Suis | 
 
	
 
                
                
              
            
            Jean-Pierre gives the statue an appraising stare, then shrugs.
"Does anyone recognise what that statue represents?"
He then sets about searching the room.
Perception 'take 10' = 19.
As always, assists would be appreciated :-)

|  Pontia Imperea | 
 
	
 
                
                
              
            
            Pontia closes her eyes and concentrates for some seconds before opening them again, her eyes now observing the magical auras in the room.
Cast Detect Magic

|  Grimor Hazd | 
 
	
 
                
                
              
            
            Knowledge, Religion: 1d20 + 4 ⇒ (14) + 4 = 18
Grimor shrugs at the statue. "Weird flying snake lady of the stars maybe?"
Another empty room... at least this one has no roaches innit.
Quickly losing interest, Grimor wanders back the hallway alone and notices the tunnel with mining equipment. ?? Someone might be in there... Grimor pokes his head into the tunnel opening as shouts "Hello? Anyone down there?"
Perception check: 1d20 + 2 ⇒ (9) + 2 = 11

|  Burick | 
 
	
 
                
                
              
            
            Knowledge: Religion: 1d20 + 4 ⇒ (17) + 4 = 21
"Hey, I recognize this..." Burick slowly inches forward toward the statue, analyzing its shape. "This is Lissala. She's the goddess of runes, fate, and reward for services. Hmmm...I think she was tied to the legend of the Rune Lords, wasn't she?" Burick asked no one in particular.
Sorry for the lack of posting. I just started my job, so it's been difficult to keep up. But I won't quit on you guys!

| Jean-Pierre de Suis | 
 
	
 
                
                
              
            
            "I will have to take your word for that. Comparative theology was not on the syllabus at business school..."
Jean-Pierre steps forward, and attempts to pluck the quill from the statue's hand.

| GM Crash | 
 
	
 
                
                
              
            
            1d6 ⇒ 4
With a flash of magic, Jean-Pierre pulls the quill out of the statue's hand.
Pontia also notices with her detect magic that the quill glows with magic as well.

| Jean-Pierre de Suis | 
 
	
 
                
                
              
            
            Jean-Pierre blinks a few times, and then shrugs.
"Well, that was unexpected..."
He then turns to the others.
"Where to next? The single door to the South, or the corridor to the North?"
 
	
 
     
     
    