
| GM Niles Iron Gods | 
 
	
 
                
                
              
            
            Jarreck notices a rune scribed upon the top of the massive stone. He's pretty sure that the rune is magical in nature and probably a trap. He's also pretty sure that it would take someone with massive strength or the combined effort of several people to move the stone.
-Posted with Wayfinder

|  Jarreck Lightfoot | 
 
	
 
                
                
              
            
            "Seven, Mort, I believe this has been magically trapped, see this rune here? Can either of you tell me what type of rune this is? I think I can disable it but it's helpful to know what I'm getting into, should things go sideways."

| Seven.teen | 
 
	
 
                
                
              
            
            Seventeen replies tonelessly, "Let me see, nobody touch it."
She utters an arcane phrase to attune her sight to the magical currents and auras that might be in the area. She casts detect magic.
Kn:Arcarna: 1d20 + 15 ⇒ (9) + 15 = 24I think we want an arcarna check for magic runes.

|  Jarreck Lightfoot | 
 
	
 
                
                
              
            
            Sorry Omo, didn't mean to leave you out of the list

| Mortimer 'Mort' Burrwaddle | 
 
	
 
                
                
              
            
            Guaire has Knowledge Arcana? Wow
"That looks like a rune alright." Mort adds dryly. He then looks up at Jarreck with a questioning look.
"What? My knowledge lies with the natural world, not the magical one."

| GM Niles Iron Gods | 
 
	
 
                
                
              
            
            Seven and Omo identify the Rune as a Glyph of Warding. Jarreck could attempt to disable the magical trap, or someone could dispel it. Or maybe Guaire volunteers to set it off on purpose and take one for the team?

| Seven.teen | 
 
	
 
                
                
              
            
            After conferring with Omo, Seventeen abruptly announces, "I will attempt to dispel it. That is unless Guaire plans to set it off while we retire to a safe distance. No? OK then."
She gets out her spellbook and reads several lines full of what appears to be gibberish.
Use quick study to swap fly out for dispel magic.  6/10 arcane reservoir points used.
Seemingly satisfied, she gets up, points at the rune and snarls, "Apstergeo!"
Dispel Magic: 1d20 + 7 ⇒ (10) + 7 = 172/4 lvl 3 spells used.

| GM Niles Iron Gods | 
 
	
 
                
                
              
            
            Seven dispels the magical trap, and the stone can now be moved without something nasty happening.

| Omo Nijj | 
 
	
 
                
                
              
            
            After the swole members of the team remove the lid, Omo drinks his Monkey Fish Infusion and scouts the well climbing down with magical assistance.
At the bottom he drinks another infusion, one of Heightened Awareness and begins to scout.
Perception: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30

|  Jarreck Lightfoot | 
 
	
 
                
                
              
            
            strength chk(DC17): 1d20 + 2 ⇒ (14) + 2 = 16
Close but not quite able to move the rock completely, Jarreck looks to Guaire for help, before laughing to himself as Omo scrambles down the well ahead of him. "Appears I'm being replaced." he says to no one in particular With a nod to the youngling he watches as he goes.
Noticing the Glaucite below he remarks "That's most likely the cause of the foul water"

| GM Niles Iron Gods | 
 
	
 
                
                
              
            
            Omo climbs swiftly down the well and hears nothing. A hole in the Glaucite wall at the bottom of the well leads to what looks now familiar to the Ratfolk, its another Numerian Ruin. Which Omo now knows are the remains of ancient spaceships that crashed to Golarion millennia ago.
Omo can see that the room is small, only 10x10 there is the faint hum of electronics but nothing else stirs, I'm assuming that Omo hasn't entered the room yet so that's why I haven't described it.

| Omo Nijj | 
 
	
 
                
                
              
            
            Omo climbs back up a ways and motions for Jarreck to climb down. "I think it's another ship. There maybe traps -- either defenses from the ship or from its more recent visitor. Help me look around?"
The alchemist then returns to the base of the well and cautiously examines the entrance. If everything looks safe he will enter the room.

| GM Niles Iron Gods | 
 
	
 
                
                
              
            
            Omo climbs down the well walls easily thanks to his infusions, when he gets to the bottom he listens a moment and hears nothing amiss so he heads into the room.
The eastern side of this otherwise metal-walled room is collapsed, revealing a wet, earthen shaft leading upward. The floor is covered to a depth of three inches with stagnant water that's seeped in from the exposed earth. The west wall contains a bank of strange machinery and cracked or partially shattered glass panels. To the north, an open doorway beckons into another, larger room, but the door's frame sparks periodically with tiny bolts of electricity.
As Omo is observing the room...he notices tiny motes of silver moving against the western wall...suddenly there are so many little motes he cannot see them all!
Guaire: 1d20 + 3 ⇒ (18) + 3 = 21
Omo: 1d20 + 3 ⇒ (7) + 3 = 10
Seven.Teen: 1d20 + 3 ⇒ (15) + 3 = 18
Mort: 1d20 + 2 ⇒ (5) + 2 = 7
Jarreck: 1d20 + 4 ⇒ (16) + 4 = 20
Nanite Swarm: 1d20 + 8 ⇒ (8) + 8 = 16
Round 1 
Guaire
Jarreck
Seven
Nanite Swarm
Omo
Mort
To get down the well its a Climb DC15. Remember you climb at half your base speed, so a DC15 check and 2 move actions gets you to the bottom of the well. Currently only Omo is at the bottom...and I'll say Jarreck is 1/2 way down (so another check and 1 move action gets him to the bottom) Guaire, Jarreck and Seven are up

|  Jarreck Lightfoot | 
 
	
 
                
                
              
            
            Jarreck nods when Omo return and grabs the rope out of his pack, securing it and then lowering himself into the well
climb(DC15): 1d20 + 6 ⇒ (20) + 6 = 26 hmm after the video perhaps I should use that roll to ascend and pull Omo out!
"So what have we found Omo" looking inside the room " How do we fight that?"
kn:Engineering: 1d20 + 8 ⇒ (4) + 8 = 12
kn:Dungeoneering: 1d20 + 8 ⇒ (1) + 8 = 9 Not sure if either are appropriate but why not try.....NVM should have ran when we had the chance :)
Jarreck has no clue what is swarming through the room right now but drawing his knife is still comforting.

| Omo Nijj | 
 
	
 
                
                
              
            
            "It's a swarm, so things that would hit an area will be very effective. Weapons are bad. Grenades, bombs, explosive spells are much more useful. . . as for its specifics. . ." Omo trails off thinking of the approaching swarm.
Knowledge: Engineering (Heightened Awareness): 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34
"I think I know something!"

| Seven.teen | 
 
	
 
                
                
              
            
            Omo you'll have to handle this I think. In theory Seventeen could swap out yet another spell for lightning bolt, but then she wouldn't be able to summon anything more today. Unfortunately she has only alchemist's fire to offer vs swarms. Assuming it's actually damaged by fire of course...

| GM Niles Iron Gods | 
 
	
 
                
                
              
            
            
| Omo Nijj | 
 
	
 
                
                
              
            
            "Use anything but fire!'
Omo shouts as he throws a electrical bomb at the encroaching swarm.
Bombs Away (RT)!!: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Electrical Damage: 4d6 + 6 + 1 ⇒ (4, 5, 2, 6) + 6 + 1 = 24 or 36 due to the increased damage to swarms
If that misses: 1d8 ⇒ 1 It lands in front of the swarm. Must make a 19 Reflex save to avoid 15 damage.

| GM Niles Iron Gods | 
 
	
 
                
                
              
            
            Guaire, do me a favor and reread Jarrecks post and then make another post before tomorrow morning.
-Posted with Wayfinder

| Guaire | 
 
	
 
                
                
              
            
            Call me blind for overlooking, but Omo says he sees a swarm. Jarreck's secured the rope to lower himself, and is halfway down.
What am i clearly overlooking that i can't help him by pulling on the rope? Provided, he wants to climb back up.

|  Jarreck Lightfoot | 
 
	
 
                
                
              
            
            Jarreck will position himself between Omo and the swarm to give the alchemist time to throw his next bomb if able.
attack if needed
frosty dagger: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8 6 normal, 2 cold

| Mortimer 'Mort' Burrwaddle | 
 
	
 
                
                
              
            
            Mort shakes his head and transforms into an small air elemental and flies down the 'well' to assist Omo, muttering " If it's not one thing... luckily swarms can be easily dealt with."

| Seven.teen | 
 
	
 
                
                
              
            
            Seventeen decends part way and finding herself blocked by Guaire she calls out to Omo, "See how it shifts about? You'll need to lead your shots Omo so they hit the center of mass."
Aid another on Omo: 1d20 + 6 ⇒ (16) + 6 = 22

| GM Niles Iron Gods | 
 
	
 
                
                
              
            
            Round 1 
Guaire begins climbing down the rope
Jarreck climbs all the way down and he and Guaire are at the bottom of the well. 
Seven climbs down the rope.  I just used your roll as a climb roll instead 
Nanite Swarm surges at Jarreck and Omo who take 3d6 ⇒ (4, 6, 4) = 14 damage as the swarm begins destroying their biologic cells. Curiously, it does nothing to inanimate objects. 
Omo Fort: 1d20 + 8 ⇒ (15) + 8 = 23 Omo resists the swarms distraction
Jarreck Fort: 1d20 + 6 ⇒ (5) + 6 = 11 does not and is staggered (nauseated really but that's such a stupid name for a condition)
Omo Fort2: 1d20 + 8 ⇒ (12) + 8 = 20 resists the secondary and very annoying damage that the swarm can deal
Jarreck Fort2: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17 resists the secondary and very annoying damage that the swarm can deal
Omo tosses a bomb into the swarm REf: 1d20 + 9 ⇒ (16) + 9 = 25 but it seems unfazed
Mort turns into an elemental and flies down 
Round 2
Guaire 
Jarreck [staggered]
Seven 
Nanite Swarm 
Omo 
Mort
Guaire, Jarreck and Seven are up...everyone is down in the well in a crowded spot. A 10x10 area crowded spot...with a swarm.

| GM Niles Iron Gods | 
 
	
 
                
                
              
            
            Sorry...but no. Mort is still enough flesh that he will be suffering from the Swarm if it covers him. I'll quote text from the PRD to back my decision
The Wild shape ability doesn't change your type or subtype so while you look like and act like an elemental...you don't have all of their benefits, including
An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features.
Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
Elementals do not breathe, eat, or sleep. 

| Mortimer 'Mort' Burrwaddle | 
 
	
 
                
                
              
            
            Fair enough, Niles.
On his turn, Mort will change into a Whirlwind and fly into the swarm and away from the others.
Swarm needs to make a Reflex Save DC 12 or take 1d4 - 1 ⇒ (4) - 1 = 3 bludgeoning damage and another DC 12 Reflex Save or be trapped inside the Whirlwind. Don't think I get a bonus because of their size though.
I'll try to carry them to the top-left corner of A2 if possible, else I'll travel there myself.

|  Jarreck Lightfoot | 
 
	
 
                
                
              
            
            Niles would the swarm's attack be considered disease or poison? If so, fort save(reroll): 1d20 + 6 ⇒ (16) + 6 = 22, and the attack roll above should still be valid, Jarreck will also draw his other dagger if no longer staggered

| Guaire | 
 
	
 
                
                
              
            
            I presume these are diminitive or fine creatures? If tiny bots they would take damage from weapon attacks. Full from blunt, from what i read.
Can we attack a square to deal damage if so?
Flail: 1d20 + 10 ⇒ (10) + 10 = 20Dmg: 1d10 + 2 ⇒ (7) + 2 = 9

|  Jarreck Lightfoot | 
 
	
 
                
                
              
            
            Jarreck's attack failing completely he calls out.
"Omo need something that goes boom!"
Omo has the grenades last I checked

| Seven.teen | 
 
	
 
                
                
              
            
            Two things: 1. Grenades do damage in a 20' spread. Unless you climb back up there's no way you can set one off safely! 2. It looks like only Mort is adjacent to Omo so only he could retrieve a grenade, is that so?

| GM Niles Iron Gods | 
 
	
 
                
                
              
            
            Round 2 
Guaire stays put and does nothing
Jarreck [staggered] stays in the swarm and does nothing
Seven does nothing
Nanite Swarm swarms over Omo, Mort, Jarreck and Guaire dealing 3d6 ⇒ (4, 3, 3) = 10 damage and FortO: 1d20 + 8 ⇒ (18) + 8 = 26FortM: 1d20 + 7 ⇒ (18) + 7 = 25FortJ: 1d20 + 6 ⇒ (2) + 6 = 8FortG: 1d20 + 6 ⇒ (15) + 6 = 21 Jarreck is distracted once more (staggered condition) and FortO: 1d20 + 8 ⇒ (15) + 8 = 23FortM: 1d20 + 7 ⇒ (13) + 7 = 20FortJ: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7FortG: 1d20 + 6 ⇒ (14) + 6 = 20 Jarreck takes 1d4 ⇒ 1 STR damage.
Omo 
Mort tries to sweep up the nanoswarm with his winds Ref: 1d20 + 9 ⇒ (3) + 9 = 12 Ref: 1d20 + 9 ⇒ (3) + 9 = 12  Wow.  Mort unselfishly brings the entire swarm with him into the next room! The Swarm takes full damage from the whirlwind. As Mort passes through the sparking door REFMORT: 1d20 + 3 ⇒ (16) + 3 = 19 REFSWARM: 1d20 + 9 ⇒ (15) + 9 = 24 Arcs of electricity lance out to shock both the swarm and the Druid for Electricity: 9d6 ⇒ (1, 6, 3, 5, 2, 5, 2, 6, 2) = 32 Mort takes 16, the Swarm takes 24. 
Round 3
Guaire 
Jarreck [staggered] 
Seven 
Nanite Swarm 
Omo 
Mort
Omo, Guaire, Jarreck and Seven are up.
Guaire, go ahead and Ignore that damage..Just realized the swarm couldn't get you and the others too. @Mort the DC for the Whirlwind is 10+1/2HD+STRmod so for you that would be 10+4-1 or 13.

| Guaire | 
 
	
 
                
                
              
            
            Rgr chief.
I noticed Mort's been successful in carrying the swarm away.
Guaire looks at Omo.
"Could you spare one of those grenades? I'd hate to not be able to do anything against that carpet of swarming things."

| Omo Nijj | 
 
	
 
                
                
              
            
            Omo hands Guaire the bag. Take as many as you like. Don't use the fire ones.
Kn. Engineering: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23 Will that door keep doing that?
Bombs Away: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Bombs Away: 4d6 + 6 + 1 ⇒ (5, 4, 1, 3) + 6 + 1 = 20
Miss: 1d8 ⇒ 6 To the side
 
	
 
     
    