| DM - ARC |
As Shadow rushes back into the well bottom to rejoin you countless numbers of insects of all shapes and types pour out of small cracks and crevices all around you. Above your heads descend clouds of hornets and wasps while below beetles, worms, roaches and large red ants swarm towards your ankles.
initiative swarm cockroach x2: 1d20 + 2 ⇒ (16) + 2 = 18
initiative swarm wasp x2: 1d20 + 1 ⇒ (2) + 1 = 3
initiative swarm centipede: 1d20 + 4 ⇒ (20) + 4 = 24
initiative swarm army ant: 1d20 + 2 ⇒ (5) + 2 = 7
initiative swarm spider x2: 1d20 + 3 ⇒ (17) + 3 = 20
initiative giant rot grub: 1d20 + 2 ⇒ (14) + 2 = 16
| Ezra Savet |
Initiative: 1d20 + 13 ⇒ (14) + 13 = 27
Ezra focuses and begins a summoning.
Cast Defensively DC 21: 1d20 + 7 ⇒ (20) + 7 = 27 Small Eleamentals: 1d3 ⇒ 2
Knowledge Nature (Determining which elemental and swarm info): 1d20 + 13 ⇒ (13) + 13 = 26
| DM - ARC |
Initiative order:
Ezra 27
centipede swarm 24
spider swarms 20
cockroach swarms 18
Grim 17
Giant Rot grub 16
Shadow 15
Krovax 13
Dreadmaul 13
Bigzy 11
Army ant swarm 7
Mordecai 6
Wasp swarms 3
Leon 3
Ezra, floating a few feet above the ground begins casting summon monster II. The centipede swarm undulates towards Aluria and begins to slowly bite and gnaw, climbing up her boots and into her armour. The spiders split apart and envelop Dreadmaul (3 damage and DC11 FORT save) and Bigzy (6 damage). The cockroaches move and attack Mordecai (1 damage) and Shadow (3 damage). Reacting quickly Grim grabs a flask from his belt and tosses at the ants, the bottle smashes and the liquid ignites as soon as it touches the air burning away some of the swarm. The giant grub slithers over to Leon but can't bypass his metal armour.
Bigzy init: 1d20 + 3 ⇒ (8) + 3 = 11
Grim init: 1d20 + 2 ⇒ (15) + 2 = 17
centipede damage plus poison DC 13: 2d6 ⇒ (6, 3) = 9
spider damage plus poison DC 11: 1d6 ⇒ 3
spider damage plus poison DC 11: 1d6 ⇒ 6
cockroach damage: 1d6 ⇒ 1
cockroach damage: 1d6 ⇒ 3
rot grub attack: 1d20 + 6 ⇒ (14) + 6 = 20damage: 1d6 + 3 ⇒ (2) + 3 = 5
army ant damage: 3d6 ⇒ (2, 6, 3) = 11
wasp damage plus poison DC 13: 2d6 ⇒ (6, 5) = 11
wasp damage plus poison DC 13: 2d6 ⇒ (6, 3) = 9
Bigzy fort: 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11
Bomb: 3d6 + 4 ⇒ (6, 5, 4) + 4 = 19x1.5
grim: 1d20 + 7 ⇒ (12) + 7 = 19damage: 1d4 ⇒ 1x1.5
| Ezra Savet |
Just for clarification, Summon Monster III
Speaking in a strange lilting language, Ezra mutters to the elementals, and points in the general direction of her air elementals. The elementals move together to through the various piles of vermin.
Since there are potentially way too many rolls (one per swarm/creature) I will leave it to you if you don't mind. . .
Ezra focuses her mind, and repeats the same incantation as last time.
I am assuming my wind based whirlwinds should disperse the wasps, if they fail I will alter slightly.
Whirlwind (Su)" Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks.
| Ezra Savet |
Sorry, I really should have put this with the above post
Small Air Elemental <-- Link to SRD
CR 1
XP 400
N Small outsider (air, elemental, extraplanar
Init +7; Senses darkvision 60 ft.; Perception +4
---------------
DEFENSE
---------------
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +0
Defensive Abilities: air mastery; Immune elemental traits
---------------
OFFENSE
---------------
Speed: fly 100 ft. (perfect)
Melee: slam +6 (1d4+1)
Special Attacks: whirlwind (DC 12, 10-20 ft.)
---------------
STATISTICS
---------------
Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Languages Auran
---------------
SPECIAL ABILITIES
---------------
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
| Shadow Mantis |
Round 1 - HP: 63/66
The fetchling draws his sabers and attacks the cockroaches that have swarmed him.
Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
| Sir Leon Blackmane |
Not sure if it's a surprise round or not.
Leon brings his hammer down on the giant vermin in front of him.
Power Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 2d6 + 11 ⇒ (1, 4) + 11 = 16
If I can Full Attack
Power Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 2d6 + 11 ⇒ (3, 4) + 11 = 18
| DM - ARC |
Initiative order:
Ezra 27
centipede swarm 24
spider swarms 20
cockroach swarms 18
Grim 17
Giant Rot grub 16
Shadow 15
Krovax 13
Dreadmaul 13
Bigzy 11
Army ant swarm 7
Mordecai 6
Wasp swarms 3
Leon 3
Shadow, Krovax and Dreadmaul swing at the swarms in a futile attempt to disperse them but manage to do no more than squish a few. Bigzy pulls away from the spiders and rolls a bottle into the midst of both groups of spiders, the bottle erupts and destroys them in a fiery inferno that catches Dreadmaul (10 damage Reflex DC 16 for half). The ants move and begin to devour Aluria alive. (Mordecai delays) One of the wasp swarms attack Ezra (11 damage plus Fort DC13) while the other descends on Leon(9 damage plus Fort save DC13). With two swings Leon turns the giant grub into paste.
Ezra please make a second fortitude save DC 13 to avoid 'distraction' and losing your spell
| Ezra Savet |
As she realizes the cyclonic force of the air elementals has failed to consume the swarms, Ezra focus on casting her spell defensively. Concentration, DC 21: 1d20 + 7 ⇒ (15) + 7 = 22
Fort: 1d20 + 6 ⇒ (14) + 6 = 20
Fort to avoid losing spell: 1d20 + 6 ⇒ (16) + 6 = 22
Again speaking in her lilting language, Ezra orders one of the elementals to stay on her, to prevent further swarms from advancing, and the rest of the the 1d3 ⇒ 3 new small elementals to also whirlwind and devour the swarms.
The Air Elementals can turn to Whirlwinds, then move 100' in their attempt to gather up the swarms. For each swarm they encounter, they deal 1d4+1 damage, and swallow up any swarm that fails a DC 12 reflex. The previous 2 elementals are no longer in whirlwind form. They can only hold it for 1 round.
Ezra again begins casting a spell If the Elementals do their job, Ezra casts normally, otherwise defensively Concentration DC 19: 1d20 + 7 ⇒ (18) + 7 = 25. Completing the spell, Ezra vanishes, and flies straight up another ten feet.
Once she has left the area, Ezra orders her guardian elemental to also move through the swarms.
| Sir Leon Blackmane |
Fort: 1d20 + 11 ⇒ (8) + 11 = 19
Leon strides forward until he is clear of his companions and slams his hammer on the ground, releasing a burst of entropic energy.
Channel Negative Energy, 20' burst. Usually swarms take double damage from AoE.
Negative Energy: 3d6 ⇒ (3, 3, 4) = 10 Will dc17 halves
| Shadow Mantis |
Round 2 - HP: 63/66
The fetchling realizes his sabres are of little use to him with these pests.
He attempts to smash as bugs as he can by violently stomping on them.
Full Round Action - Two Weapon Fighting Unarmed Strike
Right Boot (Primary) to Hit: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10
Right Boot (Primary) Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Left Boot (Off) to Hit: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
Left Boot (Off) Damage: 1d3 ⇒ 1
Not sure if this will work but I thought it'd be worth a shot.
EDIT: Now he knows... :)
| DM - ARC |
Initiative order:
Ezra 27
elementals 27
centipede swarm 24
spider swarms 20 (destroyed)
cockroach swarms 18
Grim 17
Giant Rot grub 16 (dead)
Shadow 15
Krovax 13
Dreadmaul 13
Bigzy 11
Army ant swarm 7
Mordecai 6
Wasp swarms 3
Leon 3
End of last round Mordecai moves and channels negative energy damaging many of the swarms. Ezra manages to keep her spell and summons the air elementals.
Round two. Ezra's elementals fly through the swarms picking up thousands of bugs in their wake, holding many of them helpless while the ant swarm moves and overwhelms Leon and Shadow (8 damage). ONe group of wasps continue to attack Ezra (9 damage plus DC13 vs poison plus DC20+spell level to keep summoning {misread distraction yesterday})Leon Channels negative energy, but in his haste he catches everyone in his burst (Ezra 5, Mordecai 5, Shadow 10, Krovax and Dreadmaul flew out of the well to avoid the swarms). The ant swarm is still intact as well as one wasp swarm
centipede will save: 1d20 + 3 ⇒ (4) + 3 = 7 fail 15/31 damage
roach will save: 1d20 + 1 ⇒ (20) + 1 = 21 succeed 7/26 damage
roach will save: 1d20 + 1 ⇒ (7) + 1 = 8 fail 15/26 damage
army ant will save: 1d20 + 3 ⇒ (4) + 3 = 7 fail 15/49 damage
wasp will save: 1d20 + 3 ⇒ (20) + 3 = 23 succeed 7/31 damage
wasp will save: 1d20 + 3 ⇒ (4) + 3 = 7 fail 15/31 damage
centipede will save: 1d20 + 3 ⇒ (14) + 3 = 17 fail 19 damage +15/31 damage = dispersed
roach will save: 1d20 + 1 ⇒ (12) + 1 = 13 fail 19 +7/26 damage = dispersed
roach will save: 1d20 + 1 ⇒ (2) + 1 = 3 fail 19 +15/26 damage = dispersed
army ant will save: 1d20 + 3 ⇒ (13) + 3 = 16 fail 19 +15/49 damage= 34/49
wasp will save: 1d20 + 3 ⇒ (13) + 3 = 16 fail 19+7/31 damage = 26/31
wasp will save: 1d20 + 3 ⇒ (13) + 3 = 16 fail 19+15/31 damage = dispersed
Grim will save: 1d20 + 3 ⇒ (11) + 3 = 14 fail 10 damage
Bigzy will save: 1d20 + 3 ⇒ (18) + 3 = 21 succeed 5 damage
Ezra will save: 1d20 + 8 ⇒ (17) + 8 = 25 succeed 5 damage
Mordecai will save: 1d20 + 11 ⇒ (6) + 11 = 17 succeed 5 damage
Shadow will save: 1d20 + 3 ⇒ (1) + 3 = 4 fail 10 damage
wasp reflex save: 1d20 + 3 ⇒ (18) + 3 = 21whirlwind: 1d4 + 1 ⇒ (3) + 1 = 4 succeed 29/31
wasp reflex save: 1d20 + 3 ⇒ (8) + 3 = 11whirlwind: 1d4 + 1 ⇒ (4) + 1 = 5 X
ant reflex save: 1d20 + 5 ⇒ (8) + 5 = 13whirlwind: 1d4 + 1 ⇒ (1) + 1 = 2 succeed
centipede reflex save: 1d20 + 7 ⇒ (4) + 7 = 11whirlwind: 1d4 + 1 ⇒ (1) + 1 = 2 X
roach reflex save: 1d20 + 3 ⇒ (1) + 3 = 4whirlwind: 1d4 + 1 ⇒ (3) + 1 = 4 X
roach reflex save: 1d20 + 3 ⇒ (20) + 3 = 23whirlwind: 1d4 + 1 ⇒ (3) + 1 = 4 X succeed
ant damage: 3d6 ⇒ (5, 1, 2) = 8 Leon and Shadow
wasp damage plus poison DC 13: 2d6 ⇒ (3, 6) = 9
| Shadow Mantis |
Round 3 - HP: 55/66
The fetchling realizing the futility of his efforts shrugs in frustration.
"I'm no use to use against these pests. It is best I move out of their damage so I can remain some use against whatever else we face within."
The fetchling stows his blades and moves to the rope to begin climbing out of the hole.
Climb Check: 1d20 + 5 ⇒ (9) + 5 = 14
| DM - ARC |
Initiative order:
Ezra 27
elementals 27
Grim 17
Shadow 15
Krovax 13
Dreadmaul 13
Bigzy 11
Army ant swarm 7
Mordecai 6
Wasp swarm 3
Leon 3
As the poison floods into her veins (1 dex damage) the constant buzzing and stinging causes her to lose her second summon spell.
At the beginning of round three Ezra's elementals destroy the last remaining wasps, leaving only a swarm of ants biting at Leon. (Bigzy)"I can get em off ya but it'll hurt."
| DM - ARC |
Not getting a reply the goblin waits. The ants continue to crawl around and bite at Leon damage: 3d6 ⇒ (1, 3, 6) = 10. Mordecai unwilling to harm Leon at this point does nothing. Leon then moves away but many ants continue to cling to him damage: 3d6 ⇒ (5, 2, 3) = 10 he then cries "Do it now goblin!" and another small vial flies out and smashes into the swarm, the liquids rapidly ignite on fire as soon as the air touches it, burning the remaining ants to cinder.
Leon please make a DC 17 reflex save to dislodge the remaining ants
At your feet are the countless crushed, burned, desiccated or smashed bodies of the insects. No wonder there were so many bodies picked clean to the point that the marrow was consumed. Unfortunately one of your number was not quick enough to escape the insects. Aluria's partially devoured body lies huddled against the wall where she died screaming, being eaten alive.
Do you dare the passages again?
| Ezra Savet |
Ezra picks over Aluria's corpse, searching for anything of use, and packing the rest into her haversack. Once the bard is stripped naked, as Aluria would have liked, Ezra steps to Leon, and aims her wand at him.
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
"There, shall we carry on?"
| Mordecai Shrykeson |
Mordecai surveys the devoured corpse calmly and shakes his head. "Tsk. I thought her stronger than this. How sad it is when one encounters something beyond ones ability to control. And then fails utterly." His piece spoken, he turns and joins the rest of the party.
| Shadow Mantis |
After returning to the well the fetchling says, "Well, I got about 60 feet in to the tunnel before my nostrils started to burn from some odor and the tunnel dropped off sharply."
Glancing at the dead swarms he says, "These pests showed up before I could investigate any further. How do you suggest we proceed?"
| Ezra Savet |
"All I have to deal with swarms is whatever was on Aluria's corpse, and a couple more elementals." Though if I were moved with kindness, I would summon a fire elemntal to consume her corpse. Then again, I like bugs, and they are hungry. Perhaps a snack is just the thing they need to calm down again.
| DM - ARC |
Okay which one of you ate my weekend post?
(Bigzy)"Well I can help with that. But you're the clients. The choice on what to do lies with you. Are we going back up or do you want to keep searching?"
Bigzy is an alchemist and can make most of the alchemical items in the books given time. Just lemme know what you want and I'll tell you wether he can make it out here. Prices he charges are base price in books (isn't that nice no markup despite being the only source in the area and high demand?)
| DM - ARC |
You all slowly climb back up the well, looking out upon the ruined city you notice something odd. The districts below look different from when you went down, almost like your looking out a different entrance despite there being only one entrance.
Are you heading out into the ruined city to look for a camp site or camping out at the top? Is there anything else you plan on doing over the course of the afternoon/evening?
| Sir Leon Blackmane |
Sorry for the absence. Wasn't receiving updates.
Reflex: 1d20 + 7 ⇒ (4) + 7 = 11
"Dammit!" Leon curses, swatting at this armor, obviously having trouble dislodging the biting insects that had gotten inside.
Down to 44/72. Still have bugs inside my pants.
| Ezra Savet |
Ezra flies up to the top of the well. "Well, that is a little . . . Odd." Casting Detect Magic, she flies back up and down the well, taking a the remainder of her minute of flight time, scanning for auras. Should she find one, she immediately alerts the group. Else, she just observes whether or not the second trip also yields a change of scenery.
Once back with the group, assuming she ends up back with the group, Ezra lies out all of Aluria's belongings so hastily striped from the bard's corpse.
Nine Section Whip +1 "Zephyrrat", Elven Chain, Heavy Steel Shield +2 , Belt of Giant Strength +2.
"Looks like a heap of junk to me. Shields, chain, whips. . . belt of strength. . . Meh. do what you will with it. I personally would just as soon hand it all over to our liaison and get a decent ring."
| DM - ARC |
There's no difference of views between trips and there are no auras.
But if you want to take the time and make the checks, Knowledge Engineering or Knowledge Geography may give you some info.
Yes i think that would be hilarious Mordecai but didn't you 'leave' your minion in the 'safehouse' with the armour pilfered from the guards in the temple? If you wanna switch or fluff it as using her body as a reagent to give your minion a form that would be fun too
| Mordecai Shrykeson |
:)
Before the ascent back up the well, an idea occurs to Mordecai and he returns to the wretched remains of Aluria. Calmly gathering her up in a bag, he joins the group and ascends to the surface.
"Ezra- I believe I have the solution to what to do with this... junk. Might I take possession of it until daybreak?"