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[pfrpg] follow me into shadows


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fireinthedust

Explorer
Ragnor: as you are nauseated due to the swarm, you can't cast your Scorching Ray (sorry). All you can do is jump to the ledge and hobble past our ranger and Kain (can't remember names right now).

Julius: you get past the jumping easily, and can run to the stairs this round. You fight off the nausea. You have left Ragnor behind, along with the others there.

Angus: you'll have to move to the lip of the tunnel to douse the webs. Just saying, as that means you finish your action right there. So Ragnor and Julius just make it, you throw your rag onto the webs, things light up.

THE WEBS are now aflame.

There, in the tunnel mouth, are:
Ranger
Kain
Ragnor
Angus

Near the stairs are:
Julius
and now Jack, who arrives to help the others.

Climbing the stairs are:
Keepiru
Sindri


In the room above is:
The Scholar


THE CREATURE: wailing its ominous chant, the creature is met with the flaming webs. The webs catch flame relatively easily, thanks both to the oil and the possibly oily nature of the webs. Light fills the area of the flames, and with as much speed as it can muster the swarm disperses to the walls of the room.

The flaming webs fall into the room below, and the party members there are privy to a sight unseen by any (save Sindri) in over four thousand years. Horrific statues line the walls, depraved forms of monsters worshiped by savages and sorcerers long before the Azlanti moved in from the seas. It is a sight that will haunt the party for the rest of their lives...

THE CREATURE LIVES! The meaning of the holes in the walls becomes abundantly clear, as (at the end of its movement) the swarm begins to (well) swarm out of them and cover the walls. In another moment they will reach down and attack!

Update: Ragnor is nauseated, and can only take a move action each round. Angus is in heavy armor, and can only move, what, 20 ft? He can take a double-move, but that's 40 ft total (ie: he will be taking damage next round of some sort; figure something out to deal with this, I suggest!)

Julius and Jack can see what's happening, as the Swarm is emerging all along the corridor. That means in the spaces next to them are about to be this horrible swarm-creature!

NEXT ROUND!
 


fireinthedust

Explorer
[sblock=haste spell] Posting from work. I recall that, but I didn't have it on the "Advanced" post recap of the thread. Was it on you and Ragnor? Or on Sindri and Keepiru?

I want to correctly count the rounds here. As I understand it, since grabbing the Gem started combat, I count two rounds worth of actions. I can go back and switch it up, but I want to make sure the "action economy" is paid attention to.

The reason being that, spoiler alert: this is the last monster of the adventure. This guy could very well kill everyone. I left several aides around the dungeon when I designed it, to help out; only one of them has been found. Still, it is possible to escape (maybe even easy) or even slay the beast.

HOWEVER: I don't want to fudge. I want to count everything and make sure the party beats the beast fair and square (or flees). I'm not aiming for a TpK, however, but this is a situation where I'll let the actions of the party determine what happens; in theory a TPK could happen, and I'll let it happen for this fight (though I won't encourage it from my end).

And yes, the reward is commensurate with the risk; that's all the spoiler you'll get on that part ;)

So: if I made a mistake, please do remind me. I'll edit posts. I think I'll even go back over this stuff on paper. I'm learning a lot, so in advance I want to thank you all for sticking around through the module. It's been a heck of a five-room dungeon![/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
ooc: hi. the stalking lurker here. Just wanted to give you what you asked for. I quoteth:

Trying to catch as many of his companions as possible Sindri will cast haste. He's terrified of the light-eating swarm but he can't just let his friends get devoured. Maybe this will give them a chance to get out, he thinks. "Jack!" commands Sindri in a quivering tone. "Go back and help them get out." He gazes briefly as the shaggy creature starts to head back. "And try not to get eaten..." Sindri then turns away and continues to make his way out.

Jack returns some way down the corridor towards the last of the party to leave. "Get out!" he growls. "You cannot fight these things!"
[sblock=OOC]
Sindri:
Standard: Cast Haste. Targets: Sindri, Keepiru, as many of his other companions as are within range. Jack only if he can't get everyone else.
Move: Continue out of the complex

Jack:
Move: Go back a little down the hallway towards the last of the group
Standard: ?[/sblock]
 

fireinthedust

Explorer
Thanks Scott! (and I asked if you wanted to play... yeesh!) And that was before Sindri ran up the steps, so... (looking up the spell)

Okay looks like it would affect Sindri, Keepiru, Angus (explains how he got the fire ready for the webs so fast), Kain, Ranger-girl, Jack. Ragnor and Julius are too far from him to affect.

So really it doesn't make a huge difference for most folks. Angus can now move 40ft per round in his armor, everyone else can go 60, except Ragnor (30) and Julius (30).

Sindri and Keepiru can make it up the steps in one round if they do nothing else, then.
 

ghostcat

First Post
[sblock=Movement]According to this (PFSRD), Angus can move 120' (=3*40'), Ragnor & Julius can move 120' (=4*30') and the others can move 240' (=4*60'). Unless the swarm is effecting movement.[/sblock]
As soon as Ragnor and Julius arrives at the entrance, Angus shoos the others up the tunnel and runs after them as fast as he can. He attempts to scoop his backpack up as he passes but fails to grab it. However, he doesn't stop as he realises that possessions can always be replaced but only if he is still alive.
 
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fireinthedust

Explorer
[sblock=movement] If you're doing nothing but Run, right? It's a full-round action. If you pick up your Backpack, that's a move action. Do you want to keep your backpack or run?

But yeah, full-round action to Run. And I believe you can move through an ally's square, too, so if someone's slower than you are.

I'll... need to double check on the swarm vs. movement. I don't think it is, though.

Come to think of it, unless a Swarm can take a run movement, you may be able to escape the range of the swarm. hah! Joke's on me. I have to go to work, but I'll double-check my notes on this homebrew-baddy when I'm done.
[/sblock]
 

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