
Husarq |

Fort save: 1d20 + 6 ⇒ (7) + 6 = 13
Fort save: 1d20 + 6 ⇒ (11) + 6 = 17
Husarq feels the alchemists fire splash upon him and then, burning, drip off of his fire-loving skin. Fire Resist 5
He then moves away from the swarm.

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Fort save (poison): 1d20 + 5 ⇒ (17) + 5 = 22
Fort save (distraction): 1d20 + 5 ⇒ (11) + 5 = 16
Berosius flees the swarm, his high-pitched voice squeaking "Get 'em off! Get 'em off! Ahhhhhh!"

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Auntie saves from the poison. Now she needs to save vs distraction:
Fort save: 1d20 + 5 ⇒ (3) + 5 = 8
Unfortunately, the witch is distracted and may only make a single move action.
Mareck, yes, this is a different day from the snake encounter. I'll go ahead and roll your damage.
Damage: 4d4 ⇒ (2, 4, 2, 3) = 11
Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Reflex: 1d20 + 7 ⇒ (18) + 7 = 25
Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Reflex: 1d20 + 7 ⇒ (10) + 7 = 17
Again, the swarms prove their extreme agility.
Berosius saves vs poison and distraction and may take a standard action, if he wishes.
Combat Recap:
Round 1:
Party readies attacks attacks and casts defensive buffs
Swarms come in and damage everyone
Round 2:
Quartz moves and is distracted.
Auntie is also distracted.
Mareck casts burning hands.
Husarq moves
Harrow moves and yells.
Berosius makes both of his saves and may take his action
Tan'ia needs to make two fort saves and declare an action

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Fort 1: 1d20 + 6 ⇒ (3) + 6 = 9
Fort 2: 1d20 + 6 ⇒ (10) + 6 = 16
Tan'ia will five foot back and cast Burst of Radiance inside the swarms DC 15 Reflex, and hopefully not hitting Auntie.
T-shirt Reroll the 9: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

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Reflex: 1d20 + 7 ⇒ (12) + 7 = 19
Reflex: 1d20 + 7 ⇒ (5) + 7 = 12, Duration: 1d4 ⇒ 4
Reflex: 1d20 + 7 ⇒ (14) + 7 = 21
Reflex: 1d20 + 7 ⇒ (2) + 7 = 9, Duration: 1d4 ⇒ 4
Two of the swarms are blinded. Two are not.
__________
The magenta swarm liked the way that Auntie tasted. So it moves up and takes another bite out of her. Auntie Damage: 2d6 ⇒ (6, 4) = 10
The green swarm moves towards its closest prey, Mareck. Mareck Damage: 2d6 ⇒ (4, 5) = 9
The blue swarm is blind and moves in a random direction. (South is 1: 1d8 ⇒ 7) It moves to the east, missing Husarq and Berosius.
The yellow swarm is blind and moves in a random direction. (South is 1: 1d8 ⇒ 8) It moves to the southeast, missing Husarq and Harrow.
__________
Quartz might have fallen in quicksand.
Survival: 1d20 + 6 ⇒ (18) + 6 = 24
Nope. He's fine. But he is in difficult terrain.
__________
The party is up, again.
Auntie and Mareck, don't forget to make two fort saves (poison and distraction) at the start of your turn.

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Berosius is not designed to be wholly efficient in combat. I knew I had a full round of actions I could have expended there, but freaking out over the caterpillars was much more in character for our diminutive friend.
GM, what Berosius does next depends on whether Selective Channeling can exclude a swarm or only individual members of the swarm (and thus do nothing in this instance.
____________________________________________________________
If I can exclude the swarms:
Recovering from his fright and revulsion, Berosius considers his alternatives. He holds aloft his silver rose and moves to the center of the combat. "Hear me, you spirits of earth and sky! Call now to the Everbloom that she may fill us with strength!"
Channel Energy, with selective channel: 2d6 ⇒ (2, 4) = 6
____________________________________________________________
If I cannot exclude the swarms:
Berosius moves to Auntie's side (Please move him on the map) and touching her arm, says "The blessings of the Everbloom follow you always,"
Cure moderate wounds: 2d8 + 4 ⇒ (8, 4) + 4 = 16

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Auntie moves out of the swarm.
Fort save: 1d20 + 5 ⇒ (17) + 5 = 22
Fort save: 1d20 + 5 ⇒ (7) + 5 = 12
Turning to Berosius
"Thank you for healing me. Me give you two necklaces reward"

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Round 3
Quartz eliminates one of the swarms. Don't you need to be 7th level before you do 4d6 damage with a bomb?
Berosius brings some healing to everyone with a channel.
Auntie resists the poison, but is distracted.
Mareck:
Fort vs POISON: 1d20 + 3 ⇒ (18) + 3 = 21
Fort vs DISTRACTION: 1d20 + 3 ⇒ (3) + 3 = 6
The summoner fails his save against distraction and is unable to heal himself. He's down to 7/28 HP.
Tan'ia is up!
Harrow is up!

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Harrow moves back toward the group, then throws the acid flask he had retrieved.
ranged touch, acid flask: 1d20 + 4 ⇒ (15) + 4 = 191d6 ⇒ 6 Targeting non-blind swarm to the south.

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Tan'ia and Harrow finish off their respective swarms.
(Though these actions obviate the question of Quartz's bomb damage for this combat, I'd still like to understand how the alchemist gets 4d6 at level 6. To be clear: I don't doubt you at all! :-) I merely want to have my i's dotted and t's crossed--metaphorically speaking. Feel free to either post in the Discussion thread or PM me, if you prefer.)
Since the other swarm is blind for three more rounds, I'm going to hand-wave the rest of this encounter and say that the party can simply walk around it and leave! :-D
Combat over! Please feel free to roll up your healing.

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Mareq wands himself:
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (8) + 1 = 9
And the wands Husarq:
Rejuvenate Eidolon, Lesser: 1d10 + 1 ⇒ (3) + 1 = 4
Rejuvenate Eidolon, Lesser: 1d10 + 1 ⇒ (9) + 1 = 10

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Nope. Quartz has the alt race trait of pyromancer so he gets the extra damage dice a level early for all fire spells and bombs. His other bombs are 3d6
Ah. You mean Pyromaniac. Advanced Race Guide, page 33. OK. Update your character sheet. It's nowhere there.
For everyone: Please take this opportunity to review your character sheets now. Going forward, if it's not on your character sheet, you don't have it.

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The party continues on in the swamp. Soon, it's obvious that they'll have to make camp for the night.
1d100 ⇒ 48
1d100 ⇒ 57
1d100 ⇒ 24
1d100 ⇒ 53
1d4 ⇒ 1
Unfortunately, before you can strike camp, the party is caught in a windstorm! Hurricane-force gales that whip up suddenly from the Three Furies (the mountains at the heart of the island) and swiftly crash across the land, knocking over trees, kicking up water and debris, and causing floods. Some of you are knocked prone. (But, frankly, there's no other negative effect.)
How do you wish to set up camp for the night?

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While that is true, there is also the fact that if we have a fire we might see it before it is on us. That being said, I will agree with the majority of the party.

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Harrow agrees to take last watch, and tries to shield a small fire from view.
survival: 1d20 + 3 ⇒ (14) + 3 = 17

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Anything else before you turn in for the night?
Other than a regular watch schedule, nothing.
Schedule:
Harrow
somebody
Mareq/Husarq
Anybody disagree?

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Aha! Momentary website stability! :-D
Just as everyone is getting ready for bed (so, before you remove armor, etc) you hear something large approaching. It's a troll! But... It looks weird. (Kind of like it has a unique template for this module applied to it!)
Since it's heading towards the party from a distance, the party can go first. For the sake of convenience, I'm also happy to say that you can ready/hold till it's within some number of feet away before you act.
Round 1
The party is up!

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Quartz draws his crossbow (move), combinds it with an alchemist fire (swift), then tosses in an explosive missle and fires.
Attack: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Damage: 1d6 + 1 + 4d6 + 1d6 ⇒ (6) + 1 + (2, 3, 4, 4) + (2) = 22

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Tan'ia will shoot at it with her crossbow.
1d20 + 4 ⇒ (19) + 4 = 23 and if she hits will deal 1d8 ⇒ 1 points of damage.
Crit?: 1d20 + 4 ⇒ (14) + 4 = 18 if so, another 1d8 ⇒ 5
knowledge: 1d20 ⇒ 6 to see if she can determine what's odd about the troll.
If it is nature, it is at a + 3. For planes or religion it is + 6. Alternately, she could use her profession librarian for a + 10 instead.

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"Harrow warn fellow green guy not to come any closer!" he yells in the troll's direction. "Only room for one green guy over here!"
He peers into the night to see if he can determine what the creature is, and readies an attack against it should it still approach.
knowledge (arcana, dungeoneering, planes, religion): 1d20 + 5 ⇒ (12) + 5 = 17
+1 nodachi (adamantine, power attack, furious focus): 1d20 + 9 ⇒ (2) + 9 = 111d10 + 10 ⇒ (9) + 10 = 19

Husarq |

Husarq will ready his flaming efreeti great blade and attack the troll if it comes within 10 feet.
Power Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Slashing dmg: 2d6 + 10 ⇒ (3, 2) + 10 = 15
Fire dmg: 1d6 ⇒ 6
Bleed: 1d6 ⇒ 1

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Mareq wands Husarq with Shield. If there's another turn before the troll arrives, Mareq re-wands Husarq with Mage Armor (assuming it was expired).