
GM JaceDK |

Make sure to update your current hp and handle any healing you do before you move on.

Seben-en-Ra |

Dang! Indus taking names! Nicely done!!
Seben gives a slight frozen shudders when Indus makes a crack about worms. Though secretly, it's more at the use of this 'bone burn' thing. She wonders what would happen if she came into contact with it, and steps carefully around any drops or puddles on the floor.
Make sure to update your current hp and handle any healing you do before you move on.
.
Well that was ominous!I wonder if this is a reference to Indus still being at risk for disease or poison.
"Right, that demon dog bite," she says to Indus, "How are you doing? Still feels okay?"
Can Seben make a follow-up Heal check and see how he's doing? Ignore this roll if she can't. Maybe Lueck or someone else with Heal can give a second opinion?
Heal: 1d20 + 1 + 3 + 3 ⇒ (7) + 1 + 3 + 3 = 14

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With the additional damage Indus took from the skeletons, Sobekhotep realises that the man is now reasonably injured, and casts Infernal Healing on him, again.
I believe he was exactly 10 hp down, after the skeleton strike and his own splash damage, so he should now be at full.

Diorio |

"I hope the rags weren't valuable..." Indus mutters while trying to clean away the splash of acid that hit his arm.
Diorio lets out a low whistle in amazement at the utter destruction of these skeletal horrors.
"Wow, Indus! You will have to show me where you got that stuff.

GM JaceDK |

All done? Don't forget that Sobekhotep and Lueck took some damage too. What's your next step?

Lueck |

Lueck gathers the others around him. "Lady of the Battle, these warriors have been wounded in righteous battle. Mend their wounds so that they may press forward and continue the crusade to restore your glory, and the glory of your peers."
Channel positive energy 1d6 ⇒ 3
Channel positive energy 1d6 ⇒ 2
One channel remaining. Does anyone have any injuries beyond that?

GM JaceDK |

I think everyone are at full health now. Do you check the granary or move on to another area?

GM JaceDK |

Indus Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Diorio Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Sobekhotep Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Seben-en-Ra Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Lueck Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Taking the lead, Lueck carefully approaches the small granary. His movements are far from as silent as he had hoped, but both he and several other group members are highly alert and pay close attention to potential signs of trouble.
First, faint marks in the sand-covered ground before the the granary seem to indicate that the door has been opened multiple times fairly recently.
Secondly, Seben and Lueck both pick up the almost imperceptible sound of chittering, as if numerous tiny creatures are moving within the building.
Double Nat 20's on the perception checks - that should warrant a bit of bonus info

Seben-en-Ra |

"Wait!" calls Seben, before realizing that Lueck hears it too. "Don't open that just yet..."
Seben quietly shares what she hears with the others.
I'm gonna guess that "chittering" is the universal callsign for swarms. I feel like the Bask is overdue. But on the other hand, I wouldn't think swarms would be the type to use doors.
Anybody got any more flasks? The treasure sheet Luke put together suggests Diorio and Luek may each have a flask of alchemist fire.
Seben will put her bow away and light her one singular torch. She'll ready that in front of her, ready to deliver its one point of fire damage.

Indus Ionaeus |

"I've got a single flask of that cocktail you had a demonstration of earlier as well as alchemist's fire, but I'm all for regrouping if you aren't fully prepared," Indus chimes in from the rear.
4 x alchemist's fire, 1 x bone burn. Happy to share if anyone is short, though the bone burn should be saved for undead enemies.

Seben-en-Ra |

Nervously changing her mind, Seben plants her burning torch in the sand, so that it is easily on hand. She then pulls her bow out once more, knocking an arrow aiming towards the door.
Watch it not be a swarm at all... but I would think a rat swarm in a granary makes sense.
How about Seben borrows an alchemist fire off of Indus? She'll pay him for it, if she doesn't hand it back after this encounter.

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"Well then, shall we head inside the main building for the moment?"
Sobekhotep moves over to the closest double doors, and after listening at them...
Perception: 1d20 + 10 ⇒ (1) + 10 = 11.
...tries opening the door, if he does not hear obvious movement.

GM JaceDK |

Looks like there’s a bit of confusion about what to do. I’m going to hold off on resolving Sobekhotep’s last action until you reach a consensus.

The Sacred Ibis |

I'm good either way, but while we're deciding, maybe I'll follow-up on Diorio's smart suggestion.
"Oooh, that sound sets my nerves jangling. Sobek, can you tell if your fox friend, Neith, smells something specific?"
.
Seben will call down the Sacred Ibis and, after he has taken a look with his +11 Perception via Animal Focus (Falcon), Seben swaps it to Animal Focus (Wolf), which will temporarily grant the scent ability to a range of 20 feet. If a check is required, Seven will cast guidance to add a further +1 to it.Seben will then ask the Sacred Ibis to identify what is coming in and out of that door. There will be some semi-comical pantomiming and charades-like-guessing involved as, while the Sacred Ibis is intelligent, he cannot speak, per say.
Maybe that will yield some information and help the decision.

GM JaceDK |

I'm good either way, but while we're deciding, maybe I'll follow-up on Diorio's smart suggestion.
Diorio wrote:"Oooh, that sound sets my nerves jangling. Sobek, can you tell if your fox friend, Neith, smells something specific?".
Seben will call down the Sacred Ibis and, after he has taken a look with his +11 Perception via Animal Focus (Falcon), Seben swaps it to Animal Focus (Wolf), which will temporarily grant the scent ability to a range of 20 feet. If a check is required, Seven will cast guidance to add a further +1 to it.Seben will then ask the Sacred Ibis to identify what is coming in and out of that door. There will be some semi-comical pantomiming and charades-like-guessing involved as, while the Sacred Ibis is intelligent, he cannot speak, per say.
Maybe that will yield some information and help the decision.
This one's a bit of a curveball. After a bit of consideration, I'm going to rule that the Ibis can't convey the kind of complex information this would require (or more likely won't demean itself to hopping around playing charades). You're just going to have to go on the info you already have, which is more than the adventure specifies. Go do some heroic stuff, people.

GM JaceDK |

The Ibis looks a bit puzzled, but not overly alarmed.

GM JaceDK |

Granary of Biting Bugs
Initiative:
Indus Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Diorio Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Sobekhotep Initiative: 1d20 + 0 ⇒ (16) + 0 = 16
Seben-en-Ra Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Lueck Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
GM 1 Initiative: 1d20 + 0 ⇒ (6) + 0 = 6
The door to the granary begins to slide open without much difficulty. Immediately, a foul stench that has nothing to do with grain assault your senses along with a chorus of thousands of tiny clicking and clacking jaws.
Inside the circular interior of the granary, a host of iridescent blue-black beetles take flight and quickly fill the entire space. Drawn to the open door, the swarm surges forward, but the well-prepared Smokin' Bask Brigade reacts faster.
Initiative
Smokin' Bask Brigade
Swarm
Everyone are up. Normal round, map updated.

Seben-en-Ra |

Bombs away!
Seben drops her bow, in favor of hurling the small glass vial Indus provided her with.
By my count Seben can just barely hurl the flask without a range increment penalty, but if not, let me know.
Also, I don't know if you will permit me to include +1 for guidance. I had a post that it be a standing order to cast it before the party opens a door. I did not specifically say it in my post on preparation in this case, though. My roll below currently includes it.
Attempted hurl of lesser alchemist fire from Indus: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Possible damage from lesser alchemist fire: 1d8 ⇒ 4 fire damage, plus 1 point of persistent fire damage and 1 point of fire splash damage. (Edit: I think that's 6 points of fire damage with the extra 50%)
"Quick! Spread out!" Seben calls as she dashes across the sand.
After her throw, Seben takes a move action to move south west - she gets to the edge of the stairs, next to the pillar. Unfortunately, she's separated herself from her lit torch. If she had to use her move action to ready the flask, she instead stays put and doesn't follow her own advice.

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Sobkehotep stands firm, unwilling to retreat, and thereby dishonor Sekhemet.
Incidentally, providing a focus for the swarm to feast on whilst the rest of you pepper it with flasks.

GM JaceDK |

Seben stated that she readied her bow before the door was opened, so she has to spend a move action to grab a flask of alchemist fire.
Both Seben and Lueck hurl their alchemical weapons with great accuracy, causing the interior of the granary to explode in flame.
The bursts incinerate hundreds of the bugs, but there are still enough to pose a threat.
Two hits. Total damage to swarm (incl. 50% dmg bonus from splash weapons): 16

Indus Ionaeus |

Indus throws his flask just after his two companions, praying to his luck that he will hit as well.
Throw alchemist fire: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
"Good thing that granary wasn't choke full of flour, or we'd be blown to straight over the Barrier Wall by the blast," Indus says when his flask bursts open raining fiery death on the beetles.