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Dimira lets out an horrified shout as thousands of bats began swarming against her companions. Oh Shelyn, what I'm supposed to do now? She had studied a lot of subjects in her training, but never knew anything about how to actually fight a swarm of creatures.
=======================
COURSE OF ACTION 1
=======================
Hearing the information provided by Rendala*, Dimira draws a flask of acid from her backpack and throws it at the swarm. "Be careful Bryzaglo!" she shouts before actually throwing the flask***.
Ranged touch attack: 1d20 + 2 ⇒ (10) + 2 = 12
Direct hit damage** : 1d6 ⇒ 1
=======================
COURSE OF ACTION 2
=======================
Without knowing how to fight a so many creatures at once, Dimira steps back and pronounce some mystical words in Draconic****. Suddenly, a booming comes from the center of the swarm.
______________________________________
* Assuming Rendala shares her information with us, this is the course of action Dimira would take.
** There's some debating on how splash weapons works against swarms (see here). I've assumed the standard reading in my post, allowing my flask of acid to deal direct hit damage to the swarm. Since I rolled a 1, however, it shouldn't make a difference.
*** Swift action: Dimira steps 5 feet back. Move action: Dimira draws her flask of acid. Standard action: Dimira throws the flask at the swarm.
**** Swift action: Dimira steps 5 feet back. Standard action: Dimira casts ghost sound (DC 14) to both check if the creatures are immune to mind-affecting effects and to scare them off. Dimira places the origin of the spell in the first square occupied by the swarm. The sound is that of an explosion, comparable in volume to the noise caused by four shouting humans.

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Rendala shares all of her information she knows about bat swarms, but then reiterates, But they are so cute!

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A torch! That's what my friend at the bar recommended...
Zarina looks around for a lit torch.
bats.
Ranged Touch Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Acid Damage: 1d6 ⇒ 1

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miss square, 1 is noon and then goes clockwise: 1d8 ⇒ 2
Dimira lobs her vial of acid at the batswarm, but misses her mark, hitting the swarm with notihing but the splash damage after it smashes into the wall near the door.
The swarm then continues to fly out of the room, feasting on the partially orcish flesh of Rendala and Bryzalgo.
swarm damage Rendala: 1d6 ⇒ 3
swarm damage Bryzalgo: 1d6 ⇒ 3
and both will need to make DC 11 Fortitude saves or be nauseated (take no actions aside from one move action each turn)
Zarina looks for a torch briefly and then remembers that the room was dark before someone cast a light spell, perhaps giving the old Qadirans advice to always have a lit torch new meaning and then lobs a vial acid at the bats with deadly accuracy.
I will allow you to undo your action with the knowledge that youll be dealing damage to Rendala and Bryzaglo, otherwise I'll add your damage to the stack
Bryzalgo - 3, needs to make a DC 11 Fortitude Save
Dimira
---
Swarm of bats - 3 damage
---
Ulena
Zarina
Rendala - 3, needs to make a DC 11 Fortitude Save

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Fort Save: 1d20 + 2 ⇒ (19) + 2 = 21
Bryzaglo drops his ax since it does nothing and pulls off his backpack and begins to dig into it and pulls out two vials. "Someone get a torch ready I got the oil." He slides backward to the secret door. ... if this does not work I am jumping into the secret room and closing the door ... Desna's Luck don't fail me now ...

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Cursing her own terrible aim to herself, Dimira darts in the chamber beyond the door, in the hope of finding something useful to defeat the bats and help her companions. This is not heroic...It's not like in the tales. I need something more mundane.... Once she's in the chamber, Dimira searches for something that could come in handy.
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Move action: Move to reach the chamber (without passing in the area currently occupied by the swarm); 2nd Move action Make a Perception check to search the chamber (see below).
Perception: 1d20 + 4 ⇒ (5) + 4 = 9

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"Ug, swarms! I had to fight a swarm of bugs during my confirmation! If anyone needs a torch I have a few in my backpack!"
As she speaks Ulena retrieves a torch from her pack and moves closer to the back of the room.
1 Move to retrieve item, 1 move action, end of turn.

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Fort: 1d20 + 1 ⇒ (7) + 1 = 8
Uck, they aren't so cute. Rendala moves away from the swarm of bats.
How long nauseated?

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1 round, Rendala
Dimira spots a bunch of papers on a desk, and a small lamp. Perhaps there is oil in the lamp?
Rendala backs away and has an unpleasant moment.
Ulena produces torches and Bryzalgo produces oil as they both try to get away from the swarm
Zarina rethinks throwing acid into the batswarm and makes for Ulena to grab a torch.
The swarm moves towards the nearest people, which in this case would be Ulena and Zarina.
swarm damage Ulena: 1d6 ⇒ 1
swarm damage Zarina: 1d6 ⇒ 6
both need to make DC 11 Fortitude Saves
Bryzalgo - 3
Dimira
---
Swarm of bats - 1 damage (with Zarina's move away from her previous act)
---
Ulena - 1 needs make DC 11 Fortitude Save
Zarina - 6 needs to make DC 11 Fortitude Save
Rendala - 3

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Rendala, feeling her prepared spells are completely useless against a swarm, cheers on the rest of the group. Come on, you can do it, kill the wretched beasts.

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Seeing Ulena get a torch out Bryzaglo yells above the bussing sound of the swarm. "Ok Ulena get it lit and tell me when your ready!!"
Bryzaglo will ready his oil flask. As soon as Ulena is ready he will throw the oil at the ceiling above the bat swarm
Oil: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d3 ⇒ 2 to every creature in the area.

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Though Rendala did just remember she's a Bard, and therefore will Inspire her allies to Courage +1 on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls by telling a joke.
So, an orc walks into a bar with a parrot on his shoulder. The bartender says 'Hey, where'd you get that?' The parrot says, 'Belzken. They've got them all over the place!'

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Fort: 1d20 + 4 ⇒ (19) + 4 = 23
"I should be ready in just a second, hold on!"
Ulena strikes a flame and gets her torch lit as soon as she is able, holding it out in front of her to ward off the bats.
"Um, now, I guess?"
Full round action to light a torch with flint and tinder

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Ulena lights her torch and Bryzalgo douses the bats in oil, the combination lighting the oil and causing damage to the swarm, Rendala's joke mysteriously adding to the effectiveness of this strategy.
Bryzalgo - 3
Dimira
---
Swarm of bats - 5 damage (with Zarina's move away from her previous act)
---
Ulena - 1
Zarina - 6 needs to make DC 11 Fortitude Save
Rendala - 3

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Dimira grabs the lamp and steps outside of the room. "Hey! I've some oil here! We need fire!", she shouts trying to catch her companions attention. We need to do something, and soon, otherwise those bats will suck the life out of our veins.
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Move action: Grab the lamp; 2nd Move action: Get out of the room (see map).

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As the group begins to pull out torches and oil the swam keeps on swarming
The swarm of bats moves onto Ulena's square
Swarm: 1d6 ⇒ 4
and needs to make a DC 11 fort save.
Ulena and Zarina continue to bleed
Bryzalgo - 3
Dimira
---
Swarm of bats - 5 damage (with Zarina's move away from her previous act)
---
Ulena - 2
Zarina - 7
Rendala - 3

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Ulena takes a step back from the bats wincing at the paid of their bites. She tries to ward them off with her torch but it does no good.
Fort: 1d20 + 4 ⇒ (5) + 4 = 9
Attack: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 11d3 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Glad I wasted two turns preparing this torch for rolls like that!

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The oil I used last round burns for 2 rounds 1d3 damage each round to each creature in the area.
Bryzaglo throws another oil flask at floor right below the swarm. "Burn you foul critters."
Ranged Touch Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d3 ⇒ 2

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Rendala will tell another joke, continuing to inspire courage in her mates.
Two gnolls are sitting in the woods eating lunch. One says "Man, I hate my wife" and the other one says "Then just eat the salad"
Beyond that, she stays out of the way of the fire.

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Dimira frantically rummages her backpack, looking for her tindertwing. I swear I've brought along one of them...It's just so difficult to find into this messy backpack. I should avoid to keep shoving things in here!.
As soon as her fingers touch the porous end of her tindetwing, Dimira pulls it out from her backpack with a triumphant expression and lights the tindetwig by striking it against the rough wall of the chamber.
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Move action: Draw the tindertwig; Standard action: Light the tindertwig.

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oil Round 2: 1d3 ⇒ 2
Ulena tries in vain to light the bats on fire.
Bryzalgo throws more oil on the fire.
Dimira lights a twig and Rendala tells more jokes
The situation gets tense and harry for a moment but then the fires continue to burn
And as the oil fires burn away many ofthe bats, the rest dissipate and are destroyed
Combat Over

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Wiping his brow. "Fire usually fixes most problems ..... along with a little luck." He give the group a wink as he puts his third flask of oil back in his pack then raises his head to the heaven as he places his hand over a small butterfly patch on his cloak.
"Well since the excitement is over lets get that wine shall we." Bryzaglo moves into the hidden room to search.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22

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After a thorough search of the secret chamber, you find only the desk, the lamp that Dimira had taken and a set of papers in the desk.
The papers chronicle the personal exploits of Selmius Foster, a famous Pathfinder whose name you recognize from their training as Pathfinder agents or from speaking with the historian upstairs. Most of Foster's infamous adventures appear here in varying amounts of detail, but it is evident there is another investigation he had been pursuing before he died: the lost records of a Society agent named Eylysia.
And you can read the two relevant bits of the papers in the handouts on the map!

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Ulena says a quick prayer to Shelyn, an apology for being unable to save the bats, then quickly turns her attention to the matter at hand.
"Oh, I should have know we weren't just being sent to get some wine!" She exclaims as she looks through the papers, her wounds momentarily forgotten. "This is quite exciting really! An old mystery to solve! Should we go tell the Venture-Captain what we found?"
Handing over the notes she begins rustling through her pack and pulls out a wand. "Also, does anyone need healing? Those bats had awfully sharp teeth."
Wand of CLW: Feel free to roll however many charges you need.

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"Yes an old mystery or a very well planned out one to test the skills of new recruits." An amused grin comes to the Half-Orc's face. "I think we should try to speak to this Fimbrik from the Arcanamirium. Do any of you know where the Wizard Guild is at?" ... if this is a test then I will play along ... just as long as it's fun ...

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Of course we should tell the venture captain. Let me think... do I know where the wizard guild is?
Knowledge Local: 1d20 + 3 ⇒ (13) + 3 = 16

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Dimira reads the papers found on the table with a perplexed expression: her mind is so much absorbed into the reading to make her forehead frown. Hmm, this doesn’t look good. Not sharing one’s findings is something that runs completely counter to the Pathfinder Society’s ideals. Explore, Report, Cooperate. This Eylysia here seems not to have any regard for the second tenet, “report”. Perhaps Mr. Dreng sent us here so that we could discover these papers and continue Foster’s and Adolphus’ investigation. Moreover, the Society has always been my only family, and what kind of person would I be if I didn’t work to defend it?
Dimira lays the papers on the table and breathes heavily. A moment after, she turns her eyes to her companions: “Fellow Pathfinders, I don’t know if Venture-Captain Dreng had this in mind when he sent us here, but point is, we, as members of the Pathfinder Society, cannot just ignore this discovery. If Selmius Foster’s suspicions were true, Eylysia would have infringed one of the three key principles of the Society, and her violation should be reported to the Grand Lodge”. That said, Dimira rolls the papers on the table up, once everyone has had the chance to read them, and put them into her scroll case.
“Well”, she then says with a resolute voice, “If you agree I would suggest we take care of this matter. I think we should start off by informing Venture Captain Dreng about the documents we have found here, and if he’ll allow us to continue our investigation, we could start with speaking with that contact mentioned in the papers, Fimbrik. Does someone know how to reach the Arcanamirium?”.
After giving her companions a chance to answer, Dimira’s face lightens up, thanks to the idea suddenly coming up to her mind: “I say while we go and search Venture-Captain Dreng and then head towards the Arcanamirium, it would be appropriate for us to ask a few questions around. Maybe someone knew those people whose names Eylysia wrote on the Wall of Names!”
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On the way, Dimira frequently stops by to talk to people who she thinks could know something more about Doulgonlir Caskmail, Hollis "Evil Grin" Thorne and Karina Clamp, starting with the Wounded Wisp patrons. She’s trying to use Diplomacy to gather information. Dimira encourages her companions to aid her using the aid another action of course.
Diplomacy to gather information: 1d20 + 8 ⇒ (8) + 8 = 16

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Rendala knows where the Arcanium is - everyone does its a pretty popular place. They also have the address to Fimbrik's home.
As for those names, it occurs to you that the letter says they were written on the Wall of Names and since they were likely from some time ago, no one you speak to has heard of them.
Also everyone who took damage and hasn't healed yet loses another hit point.

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Oh!
If no one has any healing spells
Rendala will pull out her wand of cure light wounds, Anyone need this? and hit herself with it to heal 1d8 + 1 ⇒ (1) + 1 = 2 points of damage. Step right up and get whacked with the stick if you need it.

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Ulena looks down at the wand she had offered to the group and shrugs.
"Oh, you have your own. Well it looks like we have plenty of healing options at least!" She then uses it on herself.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
"Let's go to the Arcanamirium since that seems to have the most votes."

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The group heads for the Arcanarium and quickly finds that Fimbrik has not been in recently but that he keeps a home in the Wide quarter which is he is more than happy to point out on a map for you.
He has a large estate right off the main drag in the Wise corner. A brick step leads to Fimbrik's manor which leads to a door which has large lock on it.
Numerous stacks of newspapers and monthly magazines are crammed into a thin slot at its base and all around the porch.
Each rounded corner of the building has a large window, allowing you to peek in should you choose.

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A CLW before we go... thanks fro that wand loan!
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
"So the one we seek is not home? Let's try the front door anyway."
Zarina steps up and knocks on the front door.

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"Look at all these newspapers! Is it possible Fimbrik is on vacation?" Ulena scrunches up her face but does not say outloud the next thought that comes to mind. Is it possible he's dead?
If Zarina's knock goes unanswered Ulena will look through the nearest window on the right hand side.
Perception: 1d20 + 2 ⇒ (2) + 2 = 4

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"One thing is sure, Ulena: Fimbrik hasn't visited his manor in a long time", says Dimira while analyzing the newspapers and monthly magazines around the porch.
Too curious to just hold back, Dimira peeks through one of the windows.
_______________________________
Perception: 1d20 + 4 ⇒ (20) + 4 = 24

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Bryzaglo nonchalantly digs into his pack as the other peek thru the windows. After a moment he pulls out a new set of small tools and bends down to look at the door. "Why knock when you have the key." The Half-Orc gives a toothy grin as he begins his work.
Perception take a 20 +6 = 26 to find traps. If a trap is found Disable Device: 1d20 + 8 ⇒ (15) + 8 = 23 if the door is locked Disable Device: 1d20 + 8 ⇒ (16) + 8 = 24 if 24 is not enough to unlock it I'll take a 20 +8 = 28 to unlock.

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Rendala will see what appears to be an elderly gnome getting ready to sit down and read a newspaper in his overstuffed chair in the study.
Simultaneously, Dimira will see that same elderly gnome perusing books in the library.
Meanwhile, Bryzaglo will jimmy open the door's rusty lock and swing it open after he is certain it is not trapped in anyway.
Inside he can see a large sofa sits awkwardly near the entrance, facing toward the center of the room. Sets of chairs and tables are arranged throughout, and statues of grandiose gnomes occupy the corners of the room. A set of stairs at the northern edge of the chamber leads to an unused basement filled with stacked newspapers. A second set of stairs leads up to an unfinished second floor.

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Hey, lets go talk to the gnome that's sitting there about to read the paper. Oh! I wonder if it is an issue of the Daily Prophet. Have you ever heard of that one? That is a special newspaper, and has some good stories in it.

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As Rendala crosses the room to go towards the door she inadvertently steps into an area that causes the carpet nearby to begin glowing.
A moment later, a trio of large horned insects with a fiendish aura sprout up on the carpet.
Rendala: 1d20 + 2 ⇒ (19) + 2 = 21
Bryzaglo: 1d20 + 3 ⇒ (15) + 3 = 18
Dimira: 1d20 + 6 ⇒ (1) + 6 = 7
Ulena: 1d20 + 2 ⇒ (17) + 2 = 19
Zarina: 1d20 + 6 ⇒ (15) + 6 = 21
Fire Beetle 1 : 1d20 ⇒ 14
Fire Beetle 2 : 1d20 ⇒ 1
Fire Beetle 3 : 1d20 ⇒ 19
Rendala
Zarina
Ulena
---
Beetle 3
---
Bryzaglo
---
Beetle 1
---
Dimira
---
Beetle 2

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Damn, did I do that?
Rendala lowers her head in shame.
Oops. Well, now's a good time for a joke? How about this one. "How many Clerics does it take to fix a broken lamp? Just the one to cast cure light".
Inspire Courage started.

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Without a word Ulena rushes into the room and attacks the nearest beetle with her sword.
Shelyn protect us.
Greatsword: 1d20 + 5 ⇒ (12) + 5 = 172d6 + 6 ⇒ (3, 2) + 6 = 11

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Ulena impaled the beetle who was about to act.
Bryzaglo is up

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Bryzaglo draws a dagger a with a flick of the wrist sends it at the beetle in the rear.
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Crit Confirm: 1d20 + 3 ⇒ (4) + 3 = 7
Crit damge: 1d4 ⇒ 3

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Ok Bryzaglo Flicks a dagger directly into a seem in the beetle's natural armor and splits it in twain, killing it.
The rat that drops is the next one in the order, which means its Dimira's go.

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Dimira comes in the house and quickly slips behind Ulena. Then, pronouncing some mystical words, a ray of freezing air and ice projects from her pointing finger, aiming for the closer beetle. Die, slimy creature!
_______________________________
Dimira is entering the house as a move action and casting ray of frost, aiming for the closer beetle, as a standard action.
Ranged touch attack (ray of frost): 1d20 + 2 ⇒ (14) + 2 = 16
Frost damage: 1d3 + 1 ⇒ (1) + 1 = 2

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The remaining bettle, though hurt by the frost ray trundles up to Rendala and tries to bite her.
Smite Good: 1d20 + 4 ⇒ (19) + 4 = 231d4 + 2 ⇒ (1) + 2 = 3