| DM Carbide |
For future reference, you still have two acid flasks and two flasks of alchemist's fire looted from the body thief.
The party leaves the cathedral via the east door and heads north around the perimeter of the level, crossing the perimeter of the pit without incident and heading south.
The numbers below reference locations now marked on the map.
1: Azrail hears nothing at the door, and opens it. The smooth floor and ceiling of this circular room have been polished to a glossy shine, and the curving walls appear to be made of a faintly reflective silver material as smooth and flawless as the finest glass. Desynthia and Vulf check for magical auras and find one of overwhelming intensity. Unwilling to risk further investigation, the party retreats.
2: This room is identical to the previous one.
3: This long chamber is decorated with large carvings of religious ceremonies and priests handing down judgments to the common people. Stone benches are lined up before a podium at the southern end of the room. A single door stands in the northeastern wall. There is what looks like a floating head with bat wings battering itself against the door. When it turns to attack, Bobbie, Nala, and Vulf easily cut it down.
4: The first room contains a stone pedestal with a bowl-shaped depression on its top in the northwest corner. Wooden cabinets and chests of drawers line the walls, and religious carvings apparently depicting the judgment of souls decorate the ceiling. The cabinets and chests contain ancient Pharasmin religious vestments, hangings, altar cloths, and texts, all extraordinarily well-preserved.
The second room is themed similarly to the first, with wall carvings depicting the judgment of souls in further detail. A wide table stands along the north wall, draped with a heavy black cloth. A single candle remains in a tall, iron candlestick in the southwest corner. There is a musky, almost reptilian scent lingering in the air, and when Bobbie examines the candle more closely it seems to have been lit not long before.
The door in the south of the second room opens to reveal a stairway leading down. The heavy dust on the stairs is marred only by a single sinuous track and a set of roughly human-scale footprints leading down.
What's down the stairs is undefined and out of scope.
5: Returning from 3 & 4, the party heads south to the double doors. They open onto the bridge across the cathedral, which you saw from below. There are a matching set of double doors on the other side of the bridge; the chamber on the other side is another crypt. Bodies wrapped in age-yellowed linens lie in alcoves lining both sides of this wide corridor. Thick cobwebs hang from the ceiling and drape the walls; everything is coated in a deep layer of dust. There are four small spiderlike creatures using the skulls of the deceased as protection (like a hermit crab), but they are fragile and easily dispatched.
Once you're past the last combat, you open Room 6 using the chime of opening. It turns out to be completely empty.
The party is shown in their current location on the map. From there, they see:
A suit of elaborate lacquered armor stands sentinel against the far eastern wall of this octagonal chamber. Silver chains attached to the armor’s neck and chest run across the floor of the room, their ends clutched in the bony hand of a skeleton sprawled on the floor ten feet away.
What do you do?
Keynala Smith
|
Nala eyes the skeleton and armor suspicously, "Well, what are the bets here. Skeleton attacks or armor attacks or something jumps out at us from somewhere else?"
She takes her bag of bones and tosses one at the armor, then one at the skeleton. With a larger opening into the room she has her shield equipped and is ready to grab a weapon and move in.
| DM Carbide |
When the bone fragment hits the armor, a veritable cloud of buzzing insects swarms out of the openings at the neck, wrists, and ankles.
Round 1:
Initiative order
Desynthia
Bugs!
Azrail
Bobbie
Vulf
Nala
Desynthia is up!
Azrail Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Desynthia Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Erica Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Keynala Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Enemy Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Enemy: AC ? T ? FF ? HP taken: 0
Desynthia Medzen
|
So many insects... too much insects! My spells cant do anyting against them! Try to burn them! Put some oil on the floor, and let's do a protective ring of fire!
In desperation, Desynthia gets her torch out, and light it, hoping it will keep the insects at bay
| DM Carbide |
Desynthia, I think you can use your wand to summon a small fire elemental. Its attacks can't affect the swarm, but the swarm would take burn damage (and might ignite) if the swarm attacked the elemental.
| DM Carbide |
Well, bummer. Good thing you have the acid and alchemist's fire from the BBEG, eh?
Round 1 (ongoing):
Initiative order
Desynthia-acted
Bugs!-acted
Azrail
Bobbie
Vulf
Nala
The swarm, well, swarms over Azrial, Bobbie, Vulf, and Nala, biting at the hapless humanoids.
Everyone but Desynthia, take 5 HP, and DC 14 Fort save or nauseated this round.
Keynala Smith
|
DC 14 Fort: 1d20 + 4 ⇒ (16) + 4 = 20
Nala yells, "SPREAD OUT!"
She moves away while drawing a flask of acid off her belt, waiting to lob it at the swarm once her allies have moved.
| DM Carbide |
Round 1 (ongoing):
Initiative order
Desynthia-acted
Bugs!-acted
Azrail-acted
Bobbie
Vulf
Nala-acted
Botting Azrail:
DC 14 Fort save: 1d20 + 2 ⇒ (11) + 2 = 13
Retching and coughing, the rogue nevertheless has the presence of mind to get away from the bugs.
Bobbie and Vulf to go!
Erica 'Bobbie' Zufan
|
Fortitude (DC 14): 1d20 + 5 ⇒ (4) + 5 = 9
Swatting uselessly at the swarm that covers her, Erica stumbles inside the room, stopping once she reaches Nala.
"Do you have more of these little flasks?" she asks, fighting back the urge to vomit.
Moved my token on the map
| DM Carbide |
I will assume that you distributed the loot appropriately.
Erica 'Bobbie' Zufan
|
Then I will ready an Alchemist Fire! Can't attack for this round, unfortunately...
Erica weakly reaches for a flask, but is still clutching her stomach, and is unable to throw it anywhere. Much less keep her eyes open for very long.
Vulf Sorgrim
|
Fortitude save: 1d20 + 4 ⇒ (19) + 4 = 23
Vulf Sorgrim
|
I will assume that since Vulf can create acid, that he would have taken a flask of alchemist's fire.
Vulf steps back and tosses a vial
Ranged (touch) (alchemist's fire): 1d20 + 2 ⇒ (2) + 2 = 4
Damage (F): 1d6 ⇒ 3
| DM Carbide |
Everyone retreats out of the swarm, some with greater composure than others. Nala and Vulf hurl their respective alchemical weapons at the cloud of insects, only to discover that the verminous attack left the vials a bit slicker than anticipated.
Nala miss direction: 1d8 ⇒ 7
Vulf miss direction: 1d8 ⇒ 6
Nala's vial lands just north of the swarm, close enough to splash it. Vulf's hits the wall practically next to him, and while the flaming liquid splashes the enemy some also gets on him. Take 1 HP fire damage, Vulf.
Round 2:
Initiative order
Desynthia
Bugs!
Azrail
Bobbie
Vulf
Nala
[ooc]Desynthia is up!
Swarm: AC 16 T 16 FF 14 HP taken: 2
Desynthia Medzen
|
Desynthia is so used to cast the same spells again and again and again in that gloomy labyrinth-none of which that could be useful agaisnt the swarm- that she has an hard time trying anything else different
Out of the blue, she casts a simple cantrip, hoping it will be able to damage the insects
Cast Acid splash
To hit: 1d20 + 3 ⇒ (8) + 3 = 11
Acid dmg: 1d3 ⇒ 2
| DM Carbide |
Desynthia's cantrip misses, splashing harmlessly against the stone floor. The swarm goes for the nearest fresh meat, overrunning/overflying Vulf and Desynthia. Take 2 HP, plus a DC 14 Fort save or distracted/nauseated.
Alchemist's fire from Azrail: 1d20 + 4 ⇒ (14) + 4 = 18
Fire damage: 1d6 ⇒ 4
Azrail neatly drops a flask of alchemist's fire on the swarm, incinerating hundreds of the insects.
Everyone else can act! That was the last of the looted alchemist's fire.
Swarm: AC 16 T 16 FF 14 HP taken: 8
Desynthia Medzen
|
Fort save DC 14[/dice: 1d20 + 1 ⇒ (15) + 1 = 16
That hurts! They climb on me! they climb on me! I don't want beasties in my hair!
Desynthia panicks, and her hair changes hues constantly, mirroring her mental turmoil
Keynala Smith
|
Nala steps up, pulls a flask and yells at Desynthia and Vulf, "GET THE HECK OUT OF THERE AND FOR YLIMANCHA'S SAKE SPLIT UP!"
She waits to see if they follow her very calm request and then throws the flask.
| DM Carbide |
Nala, assuming that Desynthia and Vulf get out of the way, which square are you targeting? It'll make a difference when I roll for miss direction.
Keynala Smith
|
Southeast
Vulf Sorgrim
|
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Following Nala's sound advice, Vulf flees exits the area presently containing the swarm. Asking for Torag's blessing, he summons a sudden downpour of four gallons of water over the area containing the insects.
Casting create water in the hope that dropping sixteen pounds of water on the area may squash or wash away a number of the bugs.
| DM Carbide |
| 1 person marked this as a favorite. |
Excellent thinking! Just make the save vs. distraction first.
I also figure that Azrail will be nice and wait until Vulf and Desynthia have moved before his attack is resolved.
Vulf Sorgrim
|
Fort v. distraction: 1d20 + 4 ⇒ (18) + 4 = 22
Made of hardy, Ulfen stock, Vulf remains focused on dousing this threat.
And my math was off. 4 gallons of water = 32 pounds of mass
| DM Carbide |
Vulf pours water onto the swarm, but they hunker down and cling to the floor. The priest thinks that if they hadn't gotten lucky he definitely would have washed some away. Which is to say that they made their save.
Bobbie can act, and then Desynthia can act at the top of the next round.
| DM Carbide |
Good point...Azrail threw an acid flask instead.
Erica 'Bobbie' Zufan
|
"Desynthia, get out of the way!" Erica cries out, not daring to throw the flask with the sorcerer still engulfed by the swarm.
The fighter takes a few unsteady steps forward, readying her aim.
Holding my action until Desynthia makes a Move action, will throw right after
Readied: Throw Alchemist's Fire
Damage: 1d6 ⇒ 4
| DM Carbide |
Erica, I'll also need to know what square you're targeting.
Round 3:
Initiative order
Desynthia
Bugs!
Azrail
Bobbie-holding attack
Vulf
Nala-holding attack
Desynthia is up!
Desynthia Medzen
|
Desynthia remembers the tales and song about the great Sir Robin, and scampers away, toward Vulf.
she sends a wayward magical ray of acid, for good measure, probably more to keep face than expecting a successful result
Burn them with fire, Bobbie!
Acid splash cantrip: 1d20 + 3 ⇒ (4) + 3 = 7
dmg: 1d3 ⇒ 1
| DM Carbide |
Round 3 (ongoing):
Initiative order
Desynthia-acted
Erica-acted
Azrail-acted
Nala-acted
Bugs!-acted
Vulf
Desynthia's cantrip goes nowhere near any of the insects, splashing harmlessly against the ceiling.
Miss direction Erica: 1d8 ⇒ 6
Nala drops the acid flask at her feet, splashing her and Erica for 1 HP each. Erica hits the wall next to the swarm with her alchemist's fire, doing it a bit more damage. With Desynthia out of the way, Azrail lands his acid flask on the swarm.
The swarm again overruns Desynthia, hundreds of insects biting at the sorceress. Take another 5 HP, Desynthia, and DC 14 Fort save or distracted.
Vulf is up!
Swarm damage: 1d6 ⇒ 5
Swarm: AC 16 T 16 FF 14 HP taken: 9
Vulf Sorgrim
|
Vulf puts more distance between himself and the swarm before again calling upon Torag to produce a concentration of water to douse the insects.
Casting create water over area of swarm.
| DM Carbide |
1d4 ⇒ 3
Vulf conjures a mass of water over the swarm, scattering insects all over the floor. They're all still alive, but a bunch of them are looking sort of disoriented.
Everyone else can act!
Swarm: AC 16 T 16 FF 14 HP taken: 9 + 4 NL
Desynthia Medzen
|
Fort DC 14: 1d20 + 1 ⇒ (2) + 1 = 3
Suffering the full effect of the insects, Desynthia can just move away, flailing the air helplessly with her arms
Keynala Smith
|
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Nala moves up while picking her second acid flask from her belt. She steadies her breathing and aims at the swarm, "JUST DIE ALREADY!"
Moved Des out of the swarm as she posted she did. Aiming at the corner of the swarm as shown on the explosion on the map.
2nd of 3 Personally Owned Acid Flasks vs. Touch: 1d20 + 3 ⇒ (4) + 3 = 7 for Acid: 1d6 ⇒ 4 + 50% more vs. swarms if hits
I honestly have no freaking clue why this entire module seems to have horrid rolling across the board for us. Maybe I'm missing all the good rolls somewhere, but I don't think I've hit anything in two months. Three rolls vs. Touch with a +3 mod should be about a 50/50 deal to hit. /rantover
| DM Carbide |
I figure Desynthia would take a full move away from the swarm; it looks like she only moved a few squares.
Azrail draws an acid flask and follows the party, holding the flask out for Erica to take.
Erica 'Bobbie' Zufan
|
Erica gladly takes the flask, and launches it at the swarm.
"Acid incoming!"
The targeted square is marked by an X on the map
Range Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 ⇒ 6
| DM Carbide |
Round 4 (ongoing):
Initiative order
Desynthia-acted
Erica-acted
Azrail-acted
Nala-acted
Bugs!-acted
Vulf
Nala miss direction: 1d8 ⇒ 5
Erica miss direction: 1d8 ⇒ 2
Nala overshoots and shatters her flask against the far wall, splashing the insects with some of the acid. Erica slices with her attack, hitting the wall between Nala and the swarm. Nala, take a point of acid damage.
The swarm goes after the closer targets, overrunning Erica and Nala again. Take 2 HP each, plus saves vs. distraction.
Vulf is up, and then everyone can act again!
Swarm: AC 16 T 16 FF 14 HP taken: 11 + 4 NL
Keynala Smith
|
Fort vs. Distraction: 1d20 + 4 ⇒ (17) + 4 = 21
Nala also moves out of the swarm. She pulls out her last flask and hefts it a few times, trying to actually aim it to splatter onto the bugs, "Uh... we still got this, right? Ya know, it ain't shame to run away."
Acid Flask vs. Touch: 1d20 + 3 ⇒ (2) + 3 = 5 for Acid: 1d6 ⇒ 5
All up to you Vulf unless 1 pt of splash finishes it off. I think we might be out of Flasks. I'm going to assume Bobbie either moves out or accepts the risk of 1 splash damage.
| DM Carbide |
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Azrail has one more acid flask left. I am in awe of this string of bad rolls, btw.
Botting Vulf:
The gruff priest casts his creation orison again, sending a mass of water down onto the swarm. Once again, it knocks around a lot of insects, further disrupting the swarm's integrity.
Azrail takes a short step back, drawing his last flask. He murmurs a brief prayer under his breath and--once Erica is out of the way--lobs it at the waterlogged swarm.
It hits. Only a few dozen insects are left mobile, but the swarm is still barely active.
Nala miss direction: 1d8 ⇒ 7
The ranger's final attack misses, but the flask breaks against the wall next to the remaining enemy. When the drops settle, nothing remains moving but a few twitching insects.
Out of combat!
1d4 ⇒ 4
Azrail attack: 1d20 + 4 ⇒ (16) + 4 = 20
Acid damage: 1d6 ⇒ 3
Keynala Smith
|
Nala collapses to the ground, breathing hard.
She points up at Azrail, "Good shot. Those buggers were quick."
The half-elf keeps lying there for a bit, "Just uh, give me a moment. Go check out that room if you want. I think we should be close to done down here. I'm ready to go home and feel the salt spray again."
Vulf Sorgrim
|
Botting Vulf:The gruff priest casts his creation orison again, sending a mass of water down onto the swarm.
That is what I would have done.
"Well, glad that is over with," says Vulf as he takes a seat and looks through his pack for a snack. "Should we carry on? Or go get some proper supplies for dealing with swarming insects?"
| DM Carbide |
There should be nothing more to do.
| DM Carbide |
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With the defeat of the swarm, the party returns to the surface laden with loot and useful information for the Society. The clerics of Pharasma are pleased with your efforts cleaning out the monsters (and flagging those you weren't able to). Not long afterward, your replacements arrive from Absalom, and you're able to return to the Grand Lodge. There your reports are greeted with great interest from the Master of Scrolls, who informs you that the crypts were clearly built by the priests of Pharasma millenia ago, in the time of the Runelords of ancient Thassilon. Seven of the statues in the great cathedral depict the last Runelords, while the eighth is an unusual and archaic depiction of the goddess Pharasma. Even though you didn't necessarily understand what you were seeing, the records kept by Nala in particular were critical in understanding the nature of the ossuary.
And we're done! Thank you all for playing, and for your patience--that took longer than I thought it would. I hope you all enjoyed it.
Erica 'Bobbie' Zufan
|
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"I'm ready to go home and feel the salt spray again.
"Can't wait to breathe fresh air again," Erica sighs. Even if it means playing a potted plant for a halfling couple. A well-armed, very intimidating potted plant.
At least she can take a long bath first.