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Before he enters into the room, the paladin will cast detect magic and then try to detect evil.

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Regnum follows suit, keeping Barm out of trouble as normal. "I hope the water doesn't get to high, I don't want to get my powder wet. I would hate to have nothing but a club here."

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Saint Gudule felt paralyzed by the events happening before his very eyes. Seeing the result, he shrugs and grins.
"Well, that was at least quick! I really didn't expect that from this... person!"
He follows the others in the water.

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The silty water in this flooded room reeks of shellfish. Bones and other refuse are piled up in the southwest corner. Hundreds of toad-sized crabs clamber about the heap, skittering over top of each other.
Saint Gudule: 1d20 + 1 ⇒ (7) + 1 = 8
Barm: 1d20 + 2 ⇒ (8) + 2 = 10
Trutzburg: 1d20 + 2 ⇒ (17) + 2 = 19
Baied: 1d20 + 1 ⇒ (7) + 1 = 8
Regnum: 1d20 + 11 ⇒ (15) + 11 = 26
Talondreal: 1d20 + 2 ⇒ (1) + 2 = 3
enemies: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Order, Bold May Go!
Map Slide
Regnum
Trutzburg
Barm
Saint Gudule
Baied
Crab Swarm
Talondreal

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"Wow! Let's move away!" shouts Saint Gudule as he moves away and takes a flask of acid of his own in hands.

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Oh swarms. Pain in the butts at level 1, pain in the butts at level 10.
Trutzburg misses the swarm of crabs as the all scuttle towards the party.
swarm damage to baied: 2d6 ⇒ (4, 5) = 9
swarm damage to barm: 2d6 ⇒ (2, 4) = 6
swarm damage to trutzburg: 2d6 ⇒ (5, 4) = 9
All three of you need a DC 14 fort save or you are distracted (nauseated).
Initiative Order, Bold May Go!
Map Slide
Regnum
Trutzburg -9hp
Barm -6hp
Saint Gudule
Baied -9hp
Crab Swarm
Talondreal

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The half elf will begin to concentrate and extend his power as a wave of sand erupts in fire underneath the sward
1d4 + 1 ⇒ (1) + 1 = 2
You cause sheets of hot sand to spread over the ground in the area of effect. This layer of sand is 1 foot deep and constantly shifts and churns, transforming the ground in the area into difficult terrain. The sand itself burns, and periodic flames rise from the grit. While these flames cannot ignite objects, they deal 1d4 points of fire damage to any creature that ends its turn in contact with the ground within the area of effect. At the end of the duration, the sand vanishes, leaving no aftereffects (other than damage dealt).

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Talondreal tries to cast a fire spell in the aquatic terrain.
caster level check, DC 21: 1d20 + 1 ⇒ (15) + 1 = 16
But the spell fizzles under the water and causes nothing to really happen.
Fire: Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.

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After this fight we need to go and buy some acid flasks or something
Regnum backs up, unable to aid the group in any meaningful way.

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Maybe we should start running right away to upper level
Barm remembered that he has one flask of acid so he moves out of swarm and take his flask.

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A Swarmbane clasp is always a nice item to have in your pocket without breaking the bank.

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Saint Gudule gulps as he sees his companions engulfed in crabs.
"Acid in the hole!" he shouts as he throws the flask he has in hand.
Throw: 1d20 + 4 ⇒ (19) + 4 = 23 for Acid: 1d6 ⇒ 2

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Saint gudule hits the swarm with a vial of acid. A handful of crabs melt, but the swarm does not look smaller in the slightest.
Unless you guys have about 15 more vials, you might want to leave and come back with some swarm killing gear.
Options before we continue rounds:
Continue fighting (got any swarm killing tricks?)
Leave and come back (swarm won't follow you out of this level)

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You leave, pickup some swarm gear (and maybe something to help with the water?) before returning to the spire.

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I'm at work, but yah, that pendant that allows my musket to harm swarms for a start with me. 2-3 Acid/Alchemical flasks each. What can we get to help with water? Do I need to buy a wand or trinket or something? I'm at work and don't have my books and such with me to come up with a solution.
6157 gold - 1500g (Clasp) - ?? flasks - ?? water gear

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Saint Gudule will buy the wand of air bubble and share happily :)

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Perhaps a wand of air bubble for 750g or 2pp?
2 of them for me (and my firearm) for 4pp

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Barm has 420GP, so he will buy 20 flasks of acid for 200GP. He can buy something else for 220GP just tell him what.

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Saint Gudule will buy the wand of air bubble and share happily :)
Always good practice to share what one has, so Regnum will use his own charges (give you his wand to cast). Especially with a musket..... But, will only buy 10 flasks as an emergency for 100g. When I get home I'll update my profile to reflect the purchases.

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I really think we only need one wand for the party. :)

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It's 1min/level and I need 2 hits each time its needed, for myself and my musket. Besides, what else am I going to buy with my PP?

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Besides, what else am I going to buy with my PP?
Raise dead, Restoration and Corpse recovery if needed. :)
I always spend first 2 PP on wand of CLW and rest I save for Raise dead,....

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Saint Gudule is good to go.
About healing: please heal yourselves. If you are not in combat, you can consider that Gudule heals you with your wands.

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You come back and the swarm begins moving towards you again!
Saint Gudule: 1d20 + 1 ⇒ (16) + 1 = 17
Barm: 1d20 + 2 ⇒ (6) + 2 = 8
Trutzburg: 1d20 + 2 ⇒ (3) + 2 = 5
Baied: 1d20 + 1 ⇒ (4) + 1 = 5
Regnum: 1d20 + 11 ⇒ (19) + 11 = 30
Talondreal: 1d20 + 2 ⇒ (17) + 2 = 19
enemies: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Order, Bold May Go!
Map Slide
Regnum
Crab Swarm
Talondreal
Saint Gudule
Trutzburg
Barm
Baied

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Sighing with relief that he now has someway to defeat the dreaded swarm after fleeing like a scared child, Regnum moves up to the door, taking cover beside it and fires with his musket.
Musket: 1d20 + 12 + 1 - 4 ⇒ (17) + 12 + 1 - 4 = 26PBS, Precise, -4 cover, vs touch
Damage: 1d12 + 6 + 1 ⇒ (10) + 6 + 1 = 17

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He could also lay on hands if need be, and depending on how much time we are using to get there and back

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Regnum fires a bullet that magically splits into thousands of other bullets, each killing a crab, but some of the swarm remains!
damage to trutzburg: 2d6 ⇒ (2, 1) = 3 DC 14 fort save distraction
damage to Regnum: 2d6 ⇒ (6, 3) = 9 DC 14 fort save distraction
Initiative Order, Bold May Go!
Map Slide
Regnum
Crab Swarm
Talondreal
Saint Gudule
Trutzburg
Barm
Baied

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Autosave vs Distraction via the clasp.
Chuckling with glee, Regnum holds his fire as the swarm engulfs him, hoping that those not in the swarm can down it so he takes no more damage.

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He will hold until those who can impact the swarm have acted to see if he needs to do anything