| Foxy Quickpaw |
(F10) The eastern wall and ceiling of this room have collapsed, and the grand table in the center has been smashed beneath the weight of a ruined lead and glass chandelier that fell atop it long ago. Once a fine dining room, this room holds nothing of value or interest, as you have seen from the outside when moving around the house.
(F9) Also in the room where you killed the two followers of Dagon holds no surprises. Whatever furnishings were once in this room have been used as fuel in the old fireplace, which contains a fairly fresh collection of ash. Only a plain wooden bench now remains beneath the western window. A single lit lantern, hooded so that its light does not shine beyond this chamber, has been set upon the hearth.
(F12) The most southern room has a surprise, and it is no nice one. Though the walls of this room are still intact, it is clear that the roof above has sustained damage. The floor of the chamber bears a sizable puddle in which the rotten remnants of a settee still sit.
Out of this setee crawls just as you set foot into the room, a swarm of ticks that longs for blood.
Spugnoir: 1d20 + 6 ⇒ (15) + 6 = 21
Grergof: 1d20 + 3 ⇒ (1) + 3 = 4
Darius: 1d20 + 4 ⇒ (2) + 4 = 6
Stam: 1d20 + 6 ⇒ (1) + 6 = 7
[spoiler=Know(Dungeoneering) DC19]This swarm is really dangerous. It spreads disease, distracts it's victims, and drains their blood. Immune to weapon damage. And even if you leave the swarm, the ticks don't leave you.
Spugnoir <--
Swarm
Stam, Darius, Grergof
| Spugnoir2 |
HP 68/68
AC 17/12/15 (21/14/17 with mutagen)
Saves F10/R10/W796 fear) (+6 vs. Poison)
Weapon in hand:Mace+1
Special effects:
Bombs:13/14
Nononononono! No swarms. Spugnoir chucks an ice bomb at the ticks
Ice Bomb,PBS,PS,Touch: 1d20 + 12 ⇒ (19) + 12 = 315d6 + 6 ⇒ (5, 4, 4, 5, 2) + 6 = 26 Plus bonus vs. swarms
| Foxy Quickpaw |
Fort Save DC19: 1d20 + 13 ⇒ (14) + 13 = 27
The swarm is hit and quite some of the vermin are staying behind dead as the swarm moves on, but there is a frightening amount of them left. They come over Grergof and Darius like the water over a river bed.
Dmg;Blood Drain(Con): 4d6 ⇒ (3, 1, 2, 3) = 91d4 ⇒ 4
Fort Save DC21 vs. Disease; Fort Save DC21 vs. distraction
To get rid of the ticks you take along when you leave the swarm, you need to shake them off as full round action with reflex DC20
| Brother Grergof Varsk |
Fort vs distraction: 1d20 + 12 ⇒ (3) + 12 = 15
I assume I am immune to the disease, what does distraction do?
So we take 9 HP damage and 4 Con damage?
Assuming he can move: Grergof moves back as far as he can from the swarm.
Ouch!!!! I can do nothing against that!
| Stam Truthfinder |
Arcanist Spells Prepared (CL 9th; concentration +14)
4th (4/day)— black tentacles , ice storm
3rd (4/5)— displacement, lightning bolt (DC 18), slow (DC 18)
2nd (2/5)— glitterdust (DC 17), hideous laughter (DC 17), summon monster II , web (DC 17)
1st (4/6)— detect charm , hypnotism (DC 16), mage armor , magic missile , protection from evil
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , prestidigitation, read magic
Reservoir points 9/12
"I can do something but we all need to be clear of the swarm first"
Once they are clear Stam will summon an ice storm on the swarm.
Cold Arctic wind blows through the building coming to centre around Stam, drawing in the cold energy Stam unleashes it upon the swarm.
Bludgeoning dmg: 3d6 ⇒ (2, 6, 3) = 11
Cold Dmg: 2d6 ⇒ (1, 5) = 6
| Brother Grergof Varsk |
Grergof continues to move away as he settles his stomach.
Mr. Spugnoir, would you be able to make me a vial of liquid fire for situations like this in the future?
Grergof asks as he tries to figure out how to help.
| Darius Redgrave |
Fort vs Disease: 1d20 + 7 ⇒ (13) + 7 = 20
Fort Dave vs Distraction: 1d20 + 7 ⇒ (5) + 7 = 12
Geez I failed both cos of the con Damage. ugh. And distraction means I can't cast unless I make a concentration check right?
"What the, these are disgusting!!" Darius says as he also tries to get away from the swarm.
"I'd also like some of that thanks!" Darius says referring to what Grergof said.
Holding action till after Spugs goes.
| Foxy Quickpaw |
Distraction means you can't cast until you stop vomiting. You only get a move action and that you better use to get out, or you prevent the ice storm.
If you don't tell otherwise, I assume, Grergof and Darius move strategic, to be away from their companions and far enough apart to not both get caught in the swarm again.
Spugnoir <--
Swarm(55)
Stam
Darius, Grergof
| Foxy Quickpaw |
The swarm splits and the bomb falls on the ground. They even take very little damage from the splash. But now the swarm goes for Spugnoir.
11 points splash I assume
Ref: 1d20 + 7 ⇒ (12) + 7 = 19
Who: 1d4 ⇒ 1
Swarm HP dmg;con dmg: 4d6 ⇒ (3, 1, 1, 2) = 71d4 ⇒ 2
Darius and Grergof also still take this damage. But only spugs needs to save for distraction and disease.
Dmg to swarm: 2d6 ⇒ (2, 1) = 3
Spugnoir
Swarm(63)
Stam, Darius, Grergof <--
| Darius Redgrave |
Darius backs away and tries to get the remaining ticks off him.
Full round action
Reflex: 1d20 + 4 ⇒ (14) + 4 = 18
Sorry didn't know you guys were waiting for me.
| Foxy Quickpaw |
Reflex: 1d20 + 8 ⇒ (15) + 8 = 23
Grergof also manages to shake off the ticks.
Spugnoir is unfazed by standing in the midst of the ticks so far. He bombs them again, to good effect, but they are still not done with.
Fort Save Swarm: 1d20 + 13 ⇒ (11) + 13 = 24
Swarm Spugnoir: 4d6 ⇒ (3, 3, 3, 1) = 101d4 ⇒ 1
Fort Save DC21 vs. Disease; Fort Save DC21 vs. distraction
Spugnoir
Swarm(87)
Stam, Darius, Grergof <--
| Darius Redgrave |
"I'm SO not prepared for this today." And backs away.
I've got nothing to help right now so I'll avoid the ticks and let the area effect guys take them out.
| Brother Grergof Varsk |
Grergof backs away and reaches into his pack.
Ohh, boy...I forgot to restock my Oil..
He growls in frustration as his companions have to take care of this foe.
| Foxy Quickpaw |
Damage to Swarm: 1d6 ⇒ 1
Spugnoir, Grergof, Darius, Stam: 1d4 ⇒ 4
The swarm goes after Stam.
Swarm Dmg/Con: 4d6 ⇒ (3, 4, 5, 5) = 171d4 ⇒ 4
DC21 for Disease and Distraction -> Stam; Damage also for Spugnoir until he got rid of the ones sticking with him.
Stam, Grergof, Spugnoir, Darius <--
Swarm
- Leave the room through the ice storm via the southern door. It hurts the swarm more than it does you.
- Go bathing in the pond. The swarm can't swim.
- Put a fly on Spugs when you approach again.
- Summon a horde of ponies to keep the swarm occupied.
- Heal the ability damage
- Don't just stand there and get eaten.
| Darius Redgrave |
"To hells with this." Darius says and moves up to Stam and slams his hand on the ground as light erupts around them in a 20ft radius.
"Sorry Stam this will hurt them more than us."
Concentration: 1d20 + 14 ⇒ (19) + 14 = 33
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration instantaneous (1 round); see text
Saving Throw Will partial; see text; Spell Resistance yes
DESCRIPTION
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.
The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.
Holy Smite: 4d8 ⇒ (7, 7, 5, 2) = 21
Half damage for Neutral.
| Brother Grergof Varsk |
Grergof looks around to see if there are any big stones or beams he could try to toss into the swarm to try to kill some of them from a distance.
Think Caber Tossing.
| Foxy Quickpaw |
Will Save Stam: 1d20 + 9 ⇒ (1) + 9 = 10
Stam is hurt by the holy energy too. 11 Dmg Stam also follows his own advice and runs into the ice storm to get rid of the ticks.
Spugnoir shows signs of getting sucked dry. He misses. Doing the agile swarm only a little damage in the splash.
Ref: 1d20 + 7 ⇒ (16) + 7 = 23
Grergof goes through the rooms in his mind, butthe only stone large enough to splat a number of ticks that would make a difference is that altar like stone in the room with the giant. And Gregof doesn't feel like lifting that.
With Stam gone it is Darius' turn again to get swarmed.
Swarm: 4d6 ⇒ (1, 6, 3, 3) = 131d4 ⇒ 1
Save as always
Darius, Stam, Grergof, Spugnoir <--
Swarm(115)
| Darius Redgrave |
Fort vs Disease: 1d20 + 7 ⇒ (13) + 7 = 20
Fort vs Distraction: 1d20 + 7 ⇒ (5) + 7 = 12
"Ugh geez. That was ridiculous. Definitely need to change some of my spells tomorrow." Darius says swiping the last of the ticks from him.
"Gather close let me heal everyone up a bit."
Channel Heal: 3d6 + 2 ⇒ (1, 5, 5) + 2 = 13
Channel Heal: 3d6 + 2 ⇒ (6, 6, 3) + 2 = 17
"How's everyone after that?"
| Stam Truthfinder |
I just assumed stam was hurt and didn't roll since I wasn't sure if I even got a save
"I am not to bad, that spell I used worked pretty well in a small room." Stam helps to see to the others. "That couch needs to be burned!" Stam stays clear of it
| Brother Grergof Varsk |
Thank you Mr. Redgrave. But I seem to still be out of breath from the blood loss.
You wouldn't happen to have a way to fix that would you?
Darius I assume you have the wand of lesser restoration right? I know we kept it but I dont see it on your sheet. I could use the -4 Con healed... it makes a pretty big impact on my HP.
| Darius Redgrave |
"Let me have a look. I too feel weak from the blood loss." Darius digs in his backpack.
I don't remember taking the wand but if so then cool. How many charges would it have?
| Brother Grergof Varsk |
10 charges
While the others dig around for the wand Grergof searches to ensure there is nothing left in the room that they care about.
| Darius Redgrave |
"Ah here it is!"
Darius uses the wand on those who need.
Grergof: 1d4 ⇒ 1
Spugnoir: 1d4 ⇒ 1
Stam: 1d4 ⇒ 2
Darius: 1d4 ⇒ 2
"Anyone need another hit?"
Grergof: 1d4 ⇒ 4
Spugnoir: 1d4 ⇒ 1
Stam: 1d4 ⇒ 1
Darius: 1d4 ⇒ 4
| Brother Grergof Varsk |
I am much better. Thank you Sir. That wand is very useful, we may want to consider picking up another one of those.
Then he submits the Spugnoir's examination.
I am pretty resistant to diseases so I wouldn't expect to have any issues, but if you are worried...
Once the examination is done he says:
I can proceed, but maybe we want to look upstairs before we go through the gate?
I needed two charges of the wand.
| Brother Grergof Varsk |
Grergof leads the group upstairs.
| Foxy Quickpaw |
Map updated with 2nd floor now
You move up the stairs, and open the only door at the upper level. (F14) This room has weathered the years better than the rest of the house, as wooden shutters remain closed over the windows, keeping most of the elements out. A low hearth stands in one wall, over which hangs an elegantly rendered painting of a tall ship in the midst of a storm. Spaced about the room are three cushioned armchairs, and a wooden pipe rack hangs upon the south wall.
Also there is a man in clerics robes, similar to the ones you found already. From the looks of it a higher ranking member. Wielding a golden trident, with some seashell ornaments in his armor and a golden crown that looks like a golden gannet was landing on his head from behind.
Ini Darius: 1d20 + 4 ⇒ (2) + 4 = 6
Ini Stam: 1d20 + 6 ⇒ (20) + 6 = 26
Ini Spugnoir: 1d20 + 6 ⇒ (18) + 6 = 24
Ini Voltiaro: 1d20 + 4 ⇒ (5) + 4 = 9
Stam, Spugnoir <--
Voltario
Darius Grergof