HM's Age of Worms - IC

airwalkrr

Adventurer
"And one more thing," Alterius adds with his finger pointing up, "everyone should bring a light. Be it a sunrod or enchanted object, the last thing you want is for us to get separated and be left flailing around in the dark, no pun intended, Torgak."
 

log in or register to remove this ad


airwalkrr

Adventurer
OOC: Since there appear to be no objections, I'll speak for the group. It looks like we are going to head down walking along the bottom into area 1. I think it is safe to assume any of our characters who possess piercing melee weapons are carrying them and anyone who has a sunrod or light spell is using it. I think everyone here has at least a 10 Constitution so after a minute underwater, we will move back to the the surface as quickly as possible to take a breath.
 

HolyMan

Thy wounds are healed!
The group enters the dark water together. With the extra sunrods giving off almost enough light to show the entire room, had the odd walls not be situated to block the light.

The walls only add to make shadows move and to add to the eeriness of the odd exploration.

Haakon notices the room off the main area and he points to show he'll stay and watch while some of the others search it.

As Torgak starts to move pass he notices Haakons eyes widened behind his puffed out cheeks. The warrior points and everyone turns to see an odd humanoid shape that quickly moves away from back deeper into the shadows and around the corner out of Torgak's darkvision.

Everyone now knows they are not alone in the drowned rooms of the dungeon.

OOC: Roll INIT so we can do things in order. If you beat the INIT below post an action. Special Note; Add your holding breath rounds (double your CON Stat) and then you'll need to subtract the 5 rounds it took to get to your current postions.
 

Attachments

  • AoW RD 1.jpg
    AoW RD 1.jpg
    97.9 KB · Views: 82

airwalkrr

Adventurer
Alterius holds his dagger at the ready and prepares to parry or dodge whatever is oncoming as he moves closer. Dash it all, I wish I could inspire them with a merry tune right about now.
OOC: Alterius is flat-footed for the moment since he lost initiative, but not off-balance for this round. He is also carrying at least 16 pounds so he should count as having firm footing on the ground.
19 rounds of breath.
[sblock=Alterius Bowsinger]
[sblock=Game Info]
Race: Elf
Class: Bard
Level: 1
Experience: 0
Hero Points: 1
Alignment: Neutral Good
Languages: Common, Elven, Flan, Orc, Sylvan
Deity: Beory
Favored Class: Druid[/sblock]
[sblock=Abilities]
STR: 11 (+0) - 1 p
DEX: 16 (+3) - 5 p
CON: 12 (+1) - 5 p
INT: 14 (+2) - 2 p
WIS: 15 (+2) - 7 p
CHA: 14 (+2) - 5 p[/sblock]
[sblock=Combat]
HP: 9 = [1d8 + 1] + 0 (favored class bonus)
AC: 15 = 10 + 2 (leather) + 0 (shield) + 3 (DEX),
AC Touch: 13 = 10 + 3 (DEX)
AC Flatfooted: 12 = 10 + 2 (leather) + 0 (shield)
INIT: +3 = +3 (DEX)
BAB: +0 = +0 (Brd1)
CMB: +0 = +0 (STR) + 0 (BAB)
CMD: 13 = 10 + 0 (STR) + 3 (DEX) + 0 (BAB)
Fort: +1 = +0 (base) + 1 (stat)
Reflex: +5 = +2 (base) + 3 (stat)
Will: +4 = +2 (base) + 2 (stat)
Speed: 30
Damage Reduction: -
Spell Resistance: -[/sblock]
[sblock=Weapon Stats]Dagger (melee): +0 = +0 (BAB) + 0 (STR) + 0 (feat) / DMG = 1d4 (S/P), CRIT 19-20/x2

Shortbow (ranged): +3 = + 0 (BAB) + 3 (DEX) / DMG = 1d6 (P), CRIT 20/x3, Range: 60
Ammunition: 20 arrows, Special: Point Blank Shot +1 to hit and damage within 30 ft.[/sblock]
[sblock=Racial Traits] Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.[/sblock]
[sblock=Class Features] Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Cantrips (Sp): Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.[/sblock]
[sblock=Feats & Traits]
Feats:
1st lvl- Point Blank Shot: +1 on ranged attacks within 30'.

Traits:
A) Devotee of the Green (Faith): You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (Knowledge (geography)) is always a class skill for you.
B) Dilettante Artist (Elf): You gain a +1 trait bonus to one category of Perform checks (Sing) and a +1 trait bonus to Diplomacy checks. One of these skills (Diplomacy) is always a class skill for you.[/sblock]
[sblock=Skills]Skill Ranks: 8 = [6 (Brd) + 2 (INT)] x 1 (LvL) + 0 (Favored Class)
Max Ranks: 1
ACP: -0

Skill List:
* = class skill
Code:
Total                       Stat Rank CS Misc   ACP
+3  = Acrobatics*            +3   +0  +0  +0    -0 DEX
+2  = Appraise*              +2   +0  +0  +0       INT
+2  = Bluff*                 +2   +0  +0  +0       CHA
+0  = Climb*                 +0   +0  +0  +0    -0 STR
+2  = Craft:_____*           +2   +0  +0  +0       INT
+7  = Diplomacy*             +2   +1  +3  +1$      CHA
+2  = Disguise*              +2   +0  +0  +0       CHA
+3  = Escape Artist*         +3   +0  +0  +0    -0 DEX
+3  = Fly                    +3   +0  +0  +0    -0 DEX
+2  = Heal                   +2   +0  +0  +0       WIS
+2  = Intimidate*            +2   +0  +0  +0       CHA
+3  = Know:Arcana*           +2   +0  +0  +1@      INT
+3  = Know:Dungeoneering*    +2   +0  +0  +1@      INT
+3  = Know:Engineering*      +2   +0  +0  +1@      INT
+4  = Know:Geography*        +2   +0  +0  +1@+1#   INT
+3  = Know:History*          +2   +0  +0  +1@      INT
+3  = Know:Local*            +2   +0  +0  +1@      INT
+8  = Know:Nature*           +2   +1  +3  +1@+1#   INT
+3  = Know:Nobility*         +2   +0  +0  +1@      INT
+3  = Know:Planes*           +2   +0  +0  +1@      INT
+3  = Know:Religion*         +2   +0  +0  +1@      INT
+6  = Linguistics*           +2   +1  +3  +0       INT
+8  = Perception*            +2   +1  +3  +2!      WIS
+3  = Perform: Sing*         +2   +0  +0  +1$      CHA
+6  = Perform: String Inst.* +2   +1  +3  +0       CHA
+2  = Profession:_____*      +2   +0  +0  +0       WIS
+3  = Ride                   +3   +0  +0  +0    -0 DEX
+2  = Sense Motive*          +2   +0  +0  +0       WIS
+7  = Sleight of Hand*       +3   +1  +3  +0    -0 DEX
+6  = Spellcraft*            +2   +1  +3  +0       INT
+8  = Spellcraft:Identify*   +2   +1  +3  +2!      INT
+3  = Stealth*               +3   +0  +0  +0    -0 DEX
+2  = Survival               +2   +0  +0  +0       WIS
+0  = Swim                   +0   +0  +0  +0    -0 STR
+6  = Use Magic Device*      +2   +1  +3  +0       CHA
! Elf
@ Bard
# Devotee of the Green
$ Dilettante Artist
[/sblock]
[sblock=Spellcasting]
Code:
0 Level             1st Level 1/per day
* Detect Magic      * Unseen Servant
* Light             * Silent Image
* Summon Instrument
* Read Magic
[/sblock]
[sblock=Equipment]
Code:
[B]Equipment                  Cost        Weight[/B]
Leather Armor           10     gp     15   lbs.
Shortbow                30     gp      2   lbs.
-Ammunition              1     gp      3   lbs.
Dagger                   2     gp      1   lbs.
Backpack                 2     gp      2   lbs.
-Bedroll                  .5   gp      5   lbs.
-Waterskin               1     gp      4   lbs.
-Rations (1/1)            .5   gp      1   lbs.
-Flint and Steel         1     gp      -   lbs.
-Flasks (3/empty)          .09 gp
Spell Component Pouch    5     gp      2   lbs.
Lute, Common             5     gp      3   lbs.
Belt Pouch               1     gp       .5 lbs.

                 Totals: 58.09 gp     38 lbs.
Treasure: 1 gp, 9 sp, 1 cp Gems:
Carrying Capacity:
Light: 38 or less
Medium: 39 - 76
Heavy: 77 - 115[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 124
Height: 5' 11"
Weight: 187
Hair Color: Blonde
Eye Color: Green
Skin Color: Tawny
Appearance: Comely, handsome, and just a bit rugged
Demeanor: Polite, thoughtful, and spiritual[/sblock]
[sblock=Background]Alterius was born in the elven kingdom of Celene where he spent most of his formative years. At the youthful age of 90 he began making regular trips to the City of Greyhawk with his father, who was an accomplished magician, when he went to purchase various magical crafting supplies. His father was a master craftsman of magical blades in the court of Celene and fashioned many a magical sword for the bladesingers of the Queen. On his trips to Greyhawk, Alterius would often poke about, visiting the Green Dragon Inn and listening to stories well into the night. He also became interested in archery and began to compete in amateur archery tournaments. In 576, he heard a majestic performance by a harp player named Thalon in the Green Dragon Inn. This player was a remarkable performer who belonged to an order known as the Fochlucan Lyrists. Alterius decided to follow the player as he traveled about the Flanaess for several years, apprenticing himself to the skilled bard and learning many stories and tales along the way. When war broke out in 583, he bade farewell to Thalon and made a very difficult journey back to Celene. There he remained for several years in the relative solitude of the elven kingdom, practicing upon his lute and learning about nature from the elven druids. Following the Treaty of Greyhawk, he decided to visit the Free City once again and eventually began traveling about on his own. He eventually settled down in the village of Diamond Lake where he earned his living as a singer and player of songs.[/sblock] [/sblock]
 
Last edited:

Deuce Traveler

Adventurer
Zeke readies his dagger, and holds up the sunrod that brings him such reassurance. Pelor protect us.

Zeke plants his feet and waits for the creature's onrush.

OOC: 28-5 is 23 rounds of breath left. Zeke is fine where he is and so is holding action.
 
Last edited:


ghostcat

First Post
Gaylne is not sure that the humanoid is hostile, so maintains his position. Although he does tighten his grip on his sword.

OOC: Holding breath: 2*12-5 = 19
 

Shayuri

First Post
Focused as she is on holding her breath, moving her limbs with some degree of coordination, and just plain not panicking, Aria barely even registers something is amiss before the battle is joined!
 

HolyMan

Thy wounds are healed!
Haakon points at himself and then to the area where the stone door is. Then pointing at Torgak he moves his hand in a circle and points back the way the group came from.

Not waiting he swims off dagger in hand. (swims to J-10)

[sblock=Combat]
Zeke - delay(may post action at anytime)
Haakon - move(swims) ready action vs approach
monster - unknown (to party) actions
Gaylne - is up
Alterius
Aria -
Torgak - [/sblock]

OOC: Rest of group is up.
 

Remove ads

Top