
Petvar Tarmikos |

Petvar jots down a few quick notes on his map as the rest of the group puzzles over which direction to go. Petvar rolls up his map, puts it back in his map case, seals it, and slings it back over his shoulder. He then draws his bow back out and notches an arrow, readying for whatever may lay ahead. "Alright then, let's go."
Petvar will stand 15 feet behind the doors, ready to loose an arrow if need be. OH, and I know I set down my hooded lantern earlier. I assumed I picked it back up, but if I didn't, I will excuse myself from the group momentarily and run back and get it.

Filios |

Filios examines the double doores, searching for any traps.
Perception (traps): 1d20 + 8 ⇒ (15) + 8 = 23
I agree with Darren and Solomon...let's finish the upper level before heading down.

Petvar Tarmikos |

"From what I can discern from these maps, it appears that the main Cathedral is behind those doors. Perhaps we should leave that for later? We should at least leave something to mark whether or not something comes through those doors between now and when we get back. Anybody got anything to mark the door so that we can tell if they are opened?" Petvar starts to rummage through his belongings, looking for something that might work.

Darren Roy |

"If we had some rope, we could tie the handles together. Loosely enough that someone could get a blade through the opening and cut the rope if they want to get out, just in case we find our way in through another entrance and need this exit. But we'd definitely know if someone else cut through it, too."
Darren thinks a while longer. "Or, if nothing else, we can get some rocks from the rubble back there and place them against the doors. If someone opens them then, they'll move the rocks, and hopefully, they won't notice or care to reposition them. When we come back, we can check if the rocks are still where we put them against the door to know if someone's used the doors."

Darren Roy |

sunshadow, I think the idea was to set up a way to tell if the doors have been opened when we come back. Like the hair taped between the door and the door frame in detective movies. Then, the detective checks to see if the hair is broken when he comes back to know if someone's used the door. But Darren hasn't seen those movies, and I don't think we have any adhesive.

Solomon Wise-axe |

"The idea with the rocks sounds much better than the rope, to me. We may need the rope for somethin else, yet it would be here, and if someone were to try to exit the door, they would then know someone else is down here with them. If the rocks can go unnoticed, I think that is the plan we ought to use."
The hair taped to the door was the first thing that crossed my mind when Petvar suggested this idea, lol. Couldnt think of anything else that could work like that though.

Filios |

sunshadow: I assume it is untrapped?
Filios assists in piling some small rocks at the door's base so that any disturbance will be noticed.
That ought to do it. Shall we proceed?

sunshadow21 |

As you turn the corner you see that this hallway ends in an alcove about 30 - 40 feet down. Off to your left, another hallway opens up to the north about half way to the alcove. A suit of elaborate lacquered armor stands sentinel against the far eastern wall of the octagonal alcove. 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.

Filios |

Let me get a look at this. We do not want to end up like this guy...
Filios gestures to the skeleton and carefully examines the armor, chains and surrounding area for traps.
Perception (traps):1d20 + 8 ⇒ (20) + 8 = 28

Petvar Tarmikos |

Petvar, seeing the scene in front of him, puts away his bow and draws two of his light hammers. Call me paranoid, but if we are going to have to fight either a suit of armor or a skeleton, I don't think an arrow is going to do too much damage. :) You don't stay alive in Kaer Maga's Undercity without being a little paranoid.

Filios |

I am specifically examining the armor itself to see if attempts to take the chains result in triggering some sort of animation of a construct or stepping on pressure plates nearby would cause the same.

sunshadow21 |

This armor actually looks to be very unusual, if you have knowledge (local), you can try it. As for Filios, as soon as you get within 10 feet of the armor, you see a lot of nasty looking starting to crawl out of it that start forming into a swarm.
will do initiative and battle order when I get home since I am currently at work and busy.

sunshadow21 |

Filios 1d20 + 6 ⇒ (18) + 6 = 24
Morthos 1d20 + 3 ⇒ (5) + 3 = 8
Solomon 1d20 + 0 ⇒ (10) + 0 = 10
Petvar 1d20 + 3 ⇒ (10) + 3 = 13
Swarm 1 1d20 + 2 ⇒ (18) + 2 = 20
Swarm 2 1d20 + 2 ⇒ (8) + 2 = 10
Order of Actions
Filios
Swarm 1
Petvar
Swarm 2
Solomon
Morthos
Darren
When you post, please put round number, hp information, and any active status effects you might have.

Petvar Tarmikos |

That's what I was gonna do. I know one of the swarms goes before me, but I thought I would get my action out of the way.
Round 1, HP 10/10, No Effects
Petvar finally finds a flask of oil and his flint and steel. He pulls them out, and shoves a piece of fabric into the oil flask, leaving a little bit hanging out. Petvar then attempts to light the fabric in hopes of creating a molotov co*ktail to throw at the swarm.
I believe it is a full round action to light something on fire.

sunshadow21 |

Darren and Solomon both have swarms of crawling cockroaches ooze forward into their squares, and each takes damage from the nasty creatures crawling all over them. Solomon is able to shake off the nausea, but Darren finds himself overwhelmed by the nastiness and is nauseated for one round. Both find it harder to concentrate. Spells cast while surrounded by these things require a caster level check of 20 + spell level, and anything that requires patience and concentration requires a DC 20 Will Save.
Darren damage 1d6 ⇒ 5
Solomon damage 1d6 ⇒ 1
Darren Fort save 1d20 + 4 ⇒ (3) + 4 = 7
Solomon damage 1d20 + 5 ⇒ (10) + 5 = 15

Morthos von Janderhoff |

Round 1:
14/14 hp, no buffs
Morthos' face blanches slightly as he sees two swarms boil out of the suit of armor and assault his colleagues, but retains the presence of mind to delay until after Solomon and Darren have moved out of the way of the two swarms, takes a 5' step backwards (drawing a vial of Alchemist's Fire as he does so), and throws it at the S2 swarm.
Alchemist's Fire (Ranged Touch): 1d20 + 3 ⇒ (17) + 3 = 20, for 1d6 ⇒ 4*1.5 = 6 Fire damage (to S2), 1 splash damage (to S1).
He smirks in approval as at least one of the nauseating piles of insects starts to burn!
For the next round at least, throwing unlit flasks of oil should be fine :-)
Round 2 Automatic damage (to S2): 1d6 ⇒ 5*1.5 = 7 Fire damage.

sunshadow21 |

going off chance 1d100 ⇒ 41
Filios, your flask of oil smashes into the wall beside the swarm, doing some splash damage, but not nearly enough to slow the swarm down as it moves forward to the closest meal, which would be Petvar at this point. Petvar is able to stave off nausea as thousands of little teeth bite into him at once, but still finds concentrating a challenge.
damage 1d6 ⇒ 6
Fort save 1d20 + 2 ⇒ (19) + 2 = 21

sunshadow21 |

does it light (low = yes) 1d100 ⇒ 69
The improvised bomb fails to ignite as the wick flies off in one direction and the flask flies off in another, breaking harmlessly on the floor near the skeleton.
random roll1d50 ⇒ 11
The swarm that is currently on fire will stop and its surviving members will start to consume the dead ones before enough of them die at the beginning of Morthos's turn to cause the remainder to scatter into the stonework.

Morthos von Janderhoff |

Round 2:
14/14hp, no buffs
Morthos gives a sigh of relief when one of the swarms disperses, but the second one is still far too active, and hungry, for his taste...
...Drawing a flask of acid from his belt pouch, he carefully backs away from the swarm (moving to D4), and prepares to throw the flask on his next turn...

Solomon Wise-axe |

Solomon steps forward a bit, to get in proper range and says to quick prayer to Torag to guide his throw. The flask of acid leaves his hand...
If there is some way of hitting the swarm with the Acid, but not anyone who is adjacent to it, then thats where Im targetting. if not, then my apologies, and I'll heal you, later, lol.
Throw 1d20 + 1 ⇒ (12) + 1 = 13
Damage 1d6 ⇒ 5 x 1.5= 7
...flies through the air, and shatters on the ground, eating away at swarm of tiny creatures.
Pleased with the results of his throw, Solomon draws another flask.