- Swarms 1 & 2
S1:
Standard: Fangs and Stingers @ Thurgon: Roll(1d20)+13: 6,+13. Total:19 vs Ref 24 (miss)
Passed Save vs Immobilized: Roll(1d20)+0: 13,+0. Total:13
5 cold (+ 10 for AoE vuln) = 15 cold damage from Swarm of Shadows (save ends)
S2:
Standard: Fangs and Stingers @ Thurgon: Roll(1d20)+13: 10,+13. Total:23 vs Ref 24 (miss)
Failed Save vs Immobilized: Roll(1d20)+0: 9,+0. Total:9
The venomous spiders and centipedes of the swarms are of a singular mind; consume. Thurgon is much more than just a tasty meal and is up to the task. The knight's courage and determination steal him against enemies on all sides.
@
LostSoul Quinn is up and, as you mentioned, you are outside of Swarm of Shadows. You can easily enough behold all that is happening here (including Theron's skirmish in the foliage). @
pemerton Thurgon is up after that. For every Swarm you are adjacent to at the start of your turn, you take 8 poison damage (currently that is both.). This is a holy place and these waters specifically are so enchanted. Pemerton and @
Campbell , you are both priests. While in or adjacent to the waters, as a standard action, you can use the pool's holy waters as a
limited use attack on your enemies within the pool, requiring a successful Religion check at the Medium DC; L + 3 vs Fort; 15 mean Radiant damage (2d10 + 4; miss half) and you and any allies within the pool regain hit points equal to your level (25 % budget each on AoE and heal rider).
I'll check back in at the beginning of next round.