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"Agreed, please lead on Sir Boswin." says the lorekeeper as he uses his wand of longstrider on himself and puts the wand back in his haversack.
UMD DC 20 is an automatic success for me.

G.M.E.W. |

Sorry for the delay.
Georger moves ahead to scout and notices movement within the rocks. Suddenly thousands of incects start to pour out of the rubble, forming a huge wave of vermin surging towards the party.
Kynrac 2: 1d20 + 5 ⇒ (4) + 5 = 9
Kynrac 3: 1d20 + 5 ⇒ (19) + 5 = 24
Bos: 1d20 + 2 ⇒ (7) + 2 = 9
Ignatious: 1d20 + 2 ⇒ (18) + 2 = 20
Birgit: 1d20 + 5 ⇒ (2) + 5 = 7
George: 1d20 + 6 ⇒ (17) + 6 = 23
Voros: 1d20 + 5 ⇒ (5) + 5 = 10
Swarm: 1d20 + 4 ⇒ (20) + 4 = 24
Round 1
Bold is up:
Kynrac: 24
Swarm: 24
George: 23
Ignatious: 20
Voros: 10
Bos: 9
Birgit: 7
Keep in mind the warning about area of effect damage. You think anything with a larger radius that 5ft or a splash of more than 5ft would be dangerous. Bombs, since they have a higher splash damage, have about a 50/50 chance.

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What's the Knowledge roll to identify? I'll assume Nature for now.
Knowledge (nature): 1d20 + 3 ⇒ (16) + 3 = 19
After a quick check it appears no one has a Swarmbane Clasp, which means we'll have to rely on area of effect damage anyway. However, I'm wondering if flaming sphere might work in that case. It doesn't affect a creature, it affects creatures that are on a given square where it ends it move. I'll let you decide whether it works or not. Kynrac will act accordingly:
If flaming sphere works, he will cast that spell on the swarm. It deals Fire damage: 3d6 ⇒ (5, 5, 1) = 11, Ref DC 19 negates.
If you think it won't work, Kynrac will bless his companions with blessing of fervor to aid with the inevitable Ref saves, and will pick the +2 to AC/Ref/attack rolls.

G.M.E.W. |

1d20 + 7 ⇒ (3) + 7 = 10
1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 22
Kynrac identifies this as a centipede swarm and quickly summons a sphere of rolling fire in the vermin's mists. Unfortunately the majority of the bugs are able to hide under and behind the rubble and the sphere seems to have minimal effect. and the move away from the fire and over George.
Damage: 2d6 ⇒ (2, 5) = 7 and make two fort saves
Both DC 13: first vs poison, second Distraction
Round 1
Bold is up:
Kynrac: 24
Swarm: 24
George: 23
Ignatious: 20
Voros: 10
Bos: 9
Birgit: 7
Round 2
Bold is up:
Kynrac: 24

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Boswick moves forward intending to become the swarms target.
He calls out to the others.
George fall back behind me. Everyone let's kite this swarm away from the rubble pile, so we can unload on it. I'll try to keep the swarm on me and go ahead and give it what you got.

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Kynrac moves his flaming sphere with a mental order, and conjures a second ball of fire on the swarm!
Fire damage (Ref 19 negates): 3d6 ⇒ (1, 4, 2) = 7
Fire damage (Ref 19 negates): 3d6 ⇒ (5, 6, 1) = 12
Then he takes a step backwards, silently agreeing with the paladin's plan.

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Did they even know I was there? Pretty perceptive bugs...
2d20 ⇒ (9, 16) = 25
George grumbles something about it always being bugs before retreating 45'.

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So no bombs? Or I can try to throw it on the intersection in the swarm and deal only splash damage... I really don't know x|

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Vermin are notoriously immune to mind affecting effects. I don't know about this one. How many pieces of information can I ask about with my knowledge roll? I'll ask (by order of preference) immunities, resistances, special defenses, please.
-Posted with Wayfinder

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Confused by what happens and the indications given by his fellows, Voros delays his actions.

G.M.E.W. |

@ Ignatious,
I'm moving ahead but feel free to post two rounds worth of actions.
@Kynrac,
Vermin traits (Mindless, and swarm traits (Immune to weapon damage)
No other immunities or resistances
Reflex 1: 1d20 + 7 ⇒ (15) + 7 = 22 Save
Reflex 2: 1d20 + 7 ⇒ (5) + 7 = 12 12 x 1.5 = 18 damage
Thousands of centipedes sizzle and pop as the flames roll over them. The damage isn't enough though and the continue to surge forward this time engulfing the Paladin.
daamge: 2d6 ⇒ (5, 4) = 9 plus 2 fort saves DC 13
Round 2
Bold is up:
Kynrac: 24
Swarm: 24 (18 damage)
George: 23
Ignatious: 20
Voros: 10
Bos: 9
Birgit: 7
Round 3
Bold is up:
Kynrac: 24

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Fort Save v. Poison: 1d20 + 10 ⇒ (17) + 10 = 27
Fort Save v. Distraction: 1d20 + 10 ⇒ (13) + 10 = 23
Boswick stays clam despite the swarm covering his body, his breaths are low and slow. He cautiously walks backward to put more distance between he and the cave-in, but trying not to disturb the swarm. Fully confident in Iomedae and his fellow Pathfinders. As goes he draws out his Wand of Cure Light Wounds, stops, and taps himself with it.
Move half speed - 10 feet.
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Go ahead and let loose the bombs and alchemical weapons. I can withstand it. Be sure to keep your distance too. He says in an encouraging tone.

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Calmed by the paladin's assurance, Voros throws an alchemist's fire in the swarm.
Ranged Touch Attack: 1d20 + 11 ⇒ (5) + 11 = 16 for Fire: 1d6 + 6 ⇒ (4) + 6 = 10
Round 2:
Voros throws a second alchemist's fire.
Ranged Touch Attack: 1d20 + 11 ⇒ (18) + 11 = 29 for Fire: 1d6 + 6 ⇒ (1) + 6 = 7

G.M.E.W. |

Voros, since you delayed you only get to throw a alchemist fire this round. You basically gave up your round 1 action.
More of the tiny insects hiss and burn filling the air with a noxious smell.
Round 2
Bold is up:
Kynrac: 24
Swarm: 24 (28 damage)
Bos: 9
Voros: 9
George: 9
Ignatious: 9
Birgit: 7
Round 3
Bold is up:
Kynrac: 24
I'm going to have everyone, except Kynrac, delay until after Bos so he can move away before you through your bombs and spells.

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That's mighty kind of ya!

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Kynrac takes another step back, and directs the two balls of fire to incinerate the swarm further.
Fire damage, Ref DC 19 negates: 3d6 ⇒ (3, 3, 1) = 7
Fire damage, Ref DC 19 negates: 3d6 ⇒ (4, 1, 6) = 11

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George shrugs, hoping that Boswick knows what he is doing. He pulls out a round glass orb from inside his cloak. He presses him thumb down on a rubber stopper that releases a green powder into the red liquid. It begins to sizzle and pop.
George rolls the orb into the crowd of centipedes.
Bomb: 1d20 + 12 ⇒ (7) + 12 = 19
Fire: 4d6 + 6 ⇒ (3, 1, 6, 6) + 6 = 22

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Nope. Do I need it? Doesn't look like anyone is adjacent to the swarm and I can throw the bomb to their rear square.

G.M.E.W. |

No, You don't need it. The scenario is kind of vague on how to run the encounter so I had to make some "on the fly" rulings. Plus I miss remembered the exact wording, so I was thinking you guys were still in range of the trap. Anyway swarm is dead and combat is over!
The remains bugs are roasted by the ensuing conflagration, Once the smoke and rancid smell fade you are left in the cavern with the rubble still blocking you progression deeper into the Round Mountain. Your search of the area yields very little. There are no secret doors or hidden passages in the area. It would seem your only option is to dig, carefully, though the rubble.
Anyone who is digging please make:
Strength check
Fortitude save
Perception check
For the first hour of digging.

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Boswick glad for the end of centipedes taps himself with his wand.
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Also remembering that the swarm had first attacked George he taps him with the wand as well.
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
and again
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Unless you healed otherwise, that I missed.
Looking to his porter Tholl. Remind me the next time we are in civilization to pick up some Alchemist's Fire. I hate feeling unprepared.
Are we able to climb over the top?
Voros, George can you see a way to use some of your bombs to blow through this rubble more quickly? This digging will take sometime. Something that can be done while we are at a safe distance.
If digging is the only option.
Seeing no other choice but to dig through Boswick begins to dig.
Strength: 1d20 + 3 ⇒ (1) + 3 = 4
Will use crowbar for +2 if that works; or if there is a way to utilized block and tackle to move larger rocks and we can figure a way to rig it up that provides a +5
Fort Save: 1d20 + 10 ⇒ (5) + 10 = 15
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
Tholl, Carrick join in the digging!
They can't actually help but with that role this might take awhile.

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Kynrac smiles faintly as he witnesses the swarm being consumed by his conjured flames.
"Let's all help in this endeavor." proposes the elf, even though he realizes that he won't be of much help to his companions in this task.
Strength: 1d20 ⇒ 6
Fort: 1d20 + 7 ⇒ (20) + 7 = 27
Perception: 1d20 + 15 ⇒ (6) + 15 = 21

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Everyone dig in!

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Voros gets to work, because he has to. He begins to sing joyfully "We gotta dig a little deeper!"
Strength: 1d20 ⇒ 18
Save fort: 1d20 + 7 ⇒ (19) + 7 = 26
Perception: 1d20 + 10 ⇒ (20) + 10 = 30 Oh my, dice are with Voros this time :D

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George scoffs at the task as he commands Mr. Chips to go aid in the digging efforts.
The monkey lets out a shrill ook before grabbing a rock and bonking the witch on the head.
George tuts at him, but watches the stronger Pathfinders take the lead as he keeps his eyes peeled.
Strength check: 1d20 - 1 ⇒ (3) - 1 = 2 Looks like the monkey is doing the lifting...
Fortitude save: 1d20 + 8 ⇒ (11) + 8 = 19
Perception check: 1d20 + 11 ⇒ (20) + 11 = 31

G.M.E.W. |

Now sure when Ignatious will be back so I'll roll for him.
Str: 1d20 + 2 ⇒ (5) + 2 = 7
Fort: 1d20 + 9 ⇒ (8) + 9 = 17
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
The digging takes quite a bit longer than you had hoped but eventually you are clear of the rubble. While all of you are a little tired a short break is all that is need for you to catch your breath. The most exciting thing though is that while digging Voros and George were able to uncover the remains of what looks to be a Aspis Agent. This young female has a distinctive scare on her face any you recognize her as once being a pathfinder. Among her gear you find a copper badge emblazoned with the Aspis Consortium insignia, a +1 frost heavy flail, and a spell book with the following spells: bear’s endurance, bull’s strength, cone of cold, darkvision, daylight, enlarge person, false life, feather fall, fire shield, fly, identify, mage armor, magic missile, protection from energy, protection from evil, ray of enfeeblement, reduce person, shield, spider climb, stone shape, and true strike.

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Thank you. I am back, and I plan on jumping back in and reading up on games today. I apologize for the delay. It was sort of last minute that I was going and turned out that internet was not really accessible.
Anyone mind if I grab the flail and the badge? I've collected (for RP) about 10 of them as trophies. As for the flail, not a huge deal.
"Even a betrayer must be put to rest. Give me a moment brothers and sister, and I will prepare her soul for it's journey."
Building a small makeshift pier on the ground, Ignatious lays a hand upon her shell, and offers up a small prayer, and in Celestial, "May the sacred inferno join with you and lead your way. Be strong, so that it burns not your shade as it does your mortal remains, but rather removes the impurities, tempering you to righteousness in what lays beyond."
Burning Hands

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"Agreed, whichever side of the battlefield you are on shouldn't matter when it comes to giving bodies the rest they deserve."
Kynrac performs a short prayer to Irori before he resumes his journey.
-Posted with Wayfinder

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"A body is a body. The soul is gone, thus the mere flesh of the man is just food to be consume by the maggots." George states.
"That being said, this spellbook could come in handy..." He whistles and Mr. Chips runs over and grabs the book, returning it to his master.
He puts the book inside of his cloak. "Let us continue..."
George takes the lead, stealthily leading the advance party.
Stealth: 1d20 + 19 ⇒ (17) + 19 = 36
Perception: 1d20 + 11 ⇒ (9) + 11 = 20

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Voros says nothing. He has nothing to say about death. Though he is really interested by the spellbook. If you don't mind, colleague, I'd be glad to have a look at that spellbook. says Voros with a grin.

G.M.E.W. |

The smell of burning flesh seems to have drawn some unwanted attention. You can all hear the heavy thuds of large footsteps approaching. Coming around the corner, 20 yards, comes one of the most disturbing looking creature you've ever seen. This towering menace has a horrible, vertically aligned mouth and arms that split at the elbows into twin clawed hands. It makes an terrible roar that shakes the cavernous path and charges!
Kynrac 1: 1d20 + 5 ⇒ (12) + 5 = 17
Kynrac 2: 1d20 + 5 ⇒ (15) + 5 = 20
Kynrac 3: 1d20 + 5 ⇒ (17) + 5 = 22
Bos: 1d20 + 2 ⇒ (20) + 2 = 22
Ignatious: 1d20 + 2 ⇒ (15) + 2 = 17
Birgit: 1d20 + 5 ⇒ (6) + 5 = 11
George: 1d20 + 6 ⇒ (13) + 6 = 19
Voros: 1d20 + 5 ⇒ (15) + 5 = 20
Gug: 1d20 + 1 ⇒ (9) + 1 = 10
Round 1
Bold is up:
Kynrac: 22
Bos: : 22
Voros: 20
George: 19
Ignatious: 17
Birgit: 11
Gug: 10
You are now far enough away from the cave in to not have to worry about area effects, so blast away.
MAP
This large aberation is a Gug. While intelligent they are bestial in nature and are driven mainly by an unending hunger.
They have lots of hit points and are immune to Poison and Disease.
If closes enough they can attack with all 4 claws and then a massive bite. If 2 of the claws hit they can then rend their victims.

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Knowledge (dungeoneering): 1d20 + 3 ⇒ (10) + 3 = 13
"It's a... Well, I can't put my finger on it. Nor do I want that, for that matter."
Kynrac immediately conjures Irori's blessing upon his companions.
Blessing of Fervor: Don't forget to pick one of the following bonuses each turn!
- Increase its speed by 30 feet.
- Stand up as a swift action without provoking an attack of opportunity.
- Make one extra attack as part of a full attack action, using its highest base attack bonus.
- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
It doesn't stack with haste! Pick a different or better bonus than those provided with haste.
Kynrac picks +2 AC/Ref/attack rolls.

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George moves to stay out of sight of the beast, hiding against the wall, hoping to flank the beast when it moves to attack Boswick. "Draw him in, Bos."
Stealth: 1d20 + 19 ⇒ (14) + 19 = 33
He dips his claws into the poison vials attached to his waist. Swift Action to poison a claw. Standard action to poison the other claw.
Adjusted Birgit so she doesn't take soft cover penalties.
EDIT: Taking +2 bonus from spell.
AC is 24 atm.

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Choose +2s from FoB
Boswick taps his armor, it begins to glow with a faint yellow light.
Swift action - Expend 1 use of lay on hands to activate crusading +2 sacred bonus to AC. AC at 27.
Boswick then moves forward 20 feet and having learned his lesson rushing at Giants. Boswick readies a throwing axe and waits for the beast to charge.
Will throw when it's at 10 feet.
Wait for it, wait for it.
Readied Attack (Throwing Axe): 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Once the creature engages, Boswick plans to shift to his right to allow for the flank with George.

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Not knowing what that creature is, but knowing without knowing that the Light wants it gone from this and other worlds, Ignatious moves forward, and casts a Fireball at the creature.
Normally I'd draw a little area on the map, but I'm aiming to target it at the creature and that leave plenty of room between us and the area.
Taking the +2 Att/AC/Refl unless otherwise noted (if that's ok).
Refl dc 17 for Half: 10d6 + 1 ⇒ (2, 5, 4, 5, 4, 2, 4, 6, 6, 6) + 1 = 45 or 22
AC 25/T:13/FF:24

G.M.E.W. |

Ok its been 24 hrs - Voros delays
Perception: 1d20 + 27 ⇒ (16) + 27 = 43 yeah they are that good
As the party moves in to position and assault it with spells the beast thunders forward and spots the alchemist hiding in the shadows. and vears tot he side ducking his massive head in to snap at George.
Attack: 1d20 + 17 - 3 + 2 ⇒ (10) + 17 - 3 + 2 = 26
Damage: 1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19
Round 2
Bold is up:
Kynrac: 22
Bos: : 22
Voros: 20
George: 19
Ignatious: 17
Birgit: 11
Gug: 10 (47 hp)
I can't get to the map at the moment but the creature charged up and attacked George from 15ft away. I'm pretty sure this means Bos's readied action doesn't go off.
Also Birgit your frost seemed to deal normal damage it just wasn't enough for it to notice.

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Sorry, I forgot to warn you that I could connect only once a day this week.
Voros picks +2 AC/Ref/attack rolls.
Voros throws an acid bomb.
Ranged Touch Attack: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 for Bomb (Acid): 4d6 + 8 ⇒ (6, 2, 6, 2) + 8 = 24

G.M.E.W. |

No worries, I move you up so you don't have cover or range penalties.
The Acid hisses as it eats its way though the creature's thick hide exposing the raw muscles underneath.
[edit] Didn't see that was a 1 always miss so it hits the ground at the foot of the monster and the acid eats away at the matted fur on its feet.

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Choose +2s from FoB
Dismayed by the creature's long reach, Boswick drops his throwing axe. Pushing forward toward the creature, realizing he will probably get walloped for his trouble. He attempts to draw the creatures attention by moving towards it's flank, and drawling his +1 Shocking Adamantine Longsword as he goes.
Boswick attempts to make a powerful vital strike on the creature.
Vital Strike w Power Attack: 1d20 + 12 ⇒ (19) + 12 = 31
damage: 2d8 + 1d6 + 8 ⇒ (3, 5) + (6) + 8 = 22
Threaten a Crit: 1d20 + 12 ⇒ (14) + 12 = 26
Crit damage: 1d8 + 8 ⇒ (6) + 8 = 14

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Kynrac takes a couple steps closer, then casts a spell. As a result, the gug starts glowing with an ill-fated green light.
Casting debilitating portent (no save, but do I need to roll SR?). Every time the gug tries to attack or cast a spell, it must succeed on a DC 22 Will save or be forced to deal half damage with the attack or the spell.

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Probably taking an AoO, and still using the +2 Att/AC/Ref, I'll advance, drawing my blade, and taking a single elaborate slicing swing.
+1 Adamantine Keen Scimitar: 1d20 + 10 ⇒ (2) + 10 = 12
Wow, I chose Keen just because I thought maybe, just maybe, I might actually start to crit once in a while. Ha ha ha