Heralding the Coming of the Age of Worms (Inactive)

Game Master Fanguar

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Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Hells but I hate Doppelgangers. Lucid barks as he uses his bonded item to cast Pierce Disguise.


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Sverrir eyes his own double with disdain;

"Feh. An am bettin' ye cannot handle yer liquor... "


Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

Issac begins to look at the other replica of themselves hoping to find a flaw.
Perception: 1d20 + 13 ⇒ (14) + 13 = 27


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HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

You'd know I'm the real me, right, Nyx? Dopplegangers couldn't fake you out. You'd know who you were bonded to? Aerin thought to his familiar.


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HP 33/33, Fast Heal 1, SR 17, Fort +7, Ref +8, Will +7,

As much fun as it would be to watch you have an identity crisis, yes. I can tell, and yes, it's definitely you.

The little dragon eyed the face Aerin with bemused distain.


HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

"Hey Lucid, are Dopplegangers resistant or immune to anything?"


That spell ruins all the fun.

@Lucid: Yes they are doppelgangers.


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Never ruin the fun!

Certainly this is some trick... But, it's difficult not to want to help a friend, moreso yourself.

It tugs at the mind.

Markus walks in the direction of the pseudo-heroes, seemingly about to release them.


Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

"Well done again Lucid."

Issac approaches the doppelgangers and says to them, "Now tell me.....why did you mimic us?"

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Lucid announces his discovery. All are dopplegangers. You lot can surrender and explain yourselves or you can die right now.


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Sverrir sips at his flask, then eyes the Dopplegang threateningly;

"You heard the hobniz. Spill it or we spill you..."

Intimidate: 1d20 + 10 ⇒ (18) + 10 = 28


When Lucid's magic reveals their ruse, your doppelgangers, easily slide their hands from their manacles.

Initiative rolls:

Sverrir: 1d20 + 1 ⇒ (3) + 1 = 4
Lucid: 1d20 + 7 ⇒ (13) + 7 = 20
Markus: 1d20 + 3 ⇒ (12) + 3 = 15
Issac: 1d20 + 2 ⇒ (18) + 2 = 20
Aerin: 1d20 + 2 ⇒ (18) + 2 = 20
Baddies: 1d20 + 1 ⇒ (17) + 1 = 18

Combat
20 Lucid
20 Issac
20 Aerin
18 Dopples
15 Markus
4 Sverrir

Map updated. Lucid, Aerin and Issac are up

DOPPELGANGER x5:

XP 800
N Medium monstrous humanoid (shapechanger)
Init +1; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural)
hp 26 x5
Fort +4, Ref +5, Will +6
Immune charm, sleep
OFFENSE
Speed 30 ft.
Melee 2 claws +8 (1d8+4)

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

The more of you we kill the better I like it. Lucid intones quite uncharacteristically. He seems to really dislike these things. He casts a spell catching all 5 of the enemy in a cloud of glittering particles before moving back out of the room.

Glitterdust, DC 18 will save or be blind. Lasts for 7 rounds but can attempt to resave at the end of every round.


HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

Aerin rifled through his bag and came out with a small metal pot with a stubby, round cactus in it. He handed it to his invisible familiar.

Into the other hallway. You know the drill.

Full round action, retrieve a stowed object.


HP 33/33, Fast Heal 1, SR 17, Fort +7, Ref +8, Will +7,

Oh, I love this trick...

The little invisible dragon flew to the hallway, scouting and dropping the pot about ten feet outside the room the dopplegangers were in.

Not sure if my directions are clear. Can I get a Nyx icon on the map?


Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

Issac will attack, using his flurry of blows, on the closest doppelganger; the diagonal to him as shown on the map.
Flurry of Blows #1, BAB, str mod, amulet: 1d20 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12 --> MISS
Flurry of Blows #2, BAB, str mod, amulet: 1d20 + 8 + 2 + 1 ⇒ (11) + 8 + 2 + 1 = 22
Flurry of Blows #3, BAB, str mod, amulet: 1d20 + 3 + 2 + 1 ⇒ (12) + 3 + 2 + 1 = 18

Unarmed Damage #2, str mod: 1d8 + 2 ⇒ (7) + 2 = 9
Unarmed Damage #3, str mod: 1d8 + 2 ⇒ (5) + 2 = 7

Damage total: 16


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Markus drops his fauchard and enters the room and stays to the wall on his left. advancing as far around here can, wishing to place the enemy between his comrades and himself.

Once positioned, he effortlessly draws and takes a single swing with his mace.

AoO's as appropriate. Mobility for +4 AC.

atk1, mace: 1d20 + 12 ⇒ (13) + 12 = 25
dmg1: 1d6 + 4 ⇒ (4) + 4 = 8
If flanking, +2 to hit and: 2d6 ⇒ (1, 3) = 4


Nyx added to map

Will saves: 1d20 + 6 ⇒ (20) + 6 = 26
Will saves: 1d20 + 6 ⇒ (19) + 6 = 25
Will saves: 1d20 + 6 ⇒ (10) + 6 = 16
Will saves: 1d20 + 6 ⇒ (12) + 6 = 18
Will saves: 1d20 + 6 ⇒ (14) + 6 = 20
One blind

The non-blinded creatures rush in to attack.

Attack vs Sverrir: 1d20 + 8 ⇒ (1) + 8 = 9

Attack vs Sverrir: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Attack vs Issac: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Attack vs Issac: 1d20 + 8 ⇒ (5) + 8 = 13

Issac and Markus manage to drop one of them almost immediately.

Sverrir, Lucid, Aerin and Issac are up.

DOPPELGANGER x4:

XP 800
N Medium monstrous humanoid (shapechanger)
Init +1; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural)
hp 26 x4
Fort +4, Ref +5, Will +6
Immune charm, sleep
OFFENSE
Speed 30 ft.
Melee 2 claws +8 (1d8+4)


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Surrounded by the dopplegang, Sverrir viciously lashes out at the one southernmost to him:

Melee Full Power Attack: Stonesplitter; +1 Adamantine Mattock:1d20 + 7 ⇒ (14) + 7 = 21

Mattock PA Damage: 2d4 + 12 ⇒ (3, 3) + 12 = 18

Melee Full Power Attack: Stonesplitter; +1 Adamantine Mattock:1d20 + 4 ⇒ (8) + 4 = 12

Mattock PA Damage: 2d4 + 12 ⇒ (2, 1) + 12 = 15

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Unwilling to commit too many resources to this fight Lucid pulls a wand of Magic Missile and fires at a wounded enemy.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5


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Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

Issac moves over to attack another doppelganger, unleashing another flurry of blows. All of his blows make contact as his hard fists pummels the creatures soft ribs.
Flurry of Blows #1, BAB, str mod, amulet: 1d20 + 8 + 2 + 1 ⇒ (9) + 8 + 2 + 1 = 20
Flurry of Blows #2, BAB, str mod, amulet: 1d20 + 8 + 2 + 1 ⇒ (5) + 8 + 2 + 1 = 16
Flurry of Blows #3, BAB, str mod, amulet: 1d20 + 3 + 2 + 1 ⇒ (20) + 3 + 2 + 1 = 26

Unarmed Damage #1, str mod: 1d8 + 2 ⇒ (8) + 2 = 10
Unarmed Damage #2, str mod: 1d8 + 2 ⇒ (7) + 2 = 9
Unarmed Damage #3, str mod: 1d8 + 2 ⇒ (4) + 2 = 6

Total Damage = 25

Current Stats:

HP: 55/64, AC : 22


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HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

Aerin grins, glad none of them made a break for it, and casts Entangle, centered on the little cactus Nyx had dropped in the hall.


@Aerin: since Entangle has a 40 foot radius it will fill the whole room, catching the melees in it as well.

Between the three of you, another doppelganger falls to the ground.

Will: 1d20 + 6 ⇒ (7) + 6 = 13
Ref: 1d20 + 5 ⇒ (11) + 5 = 16
Ref: 1d20 + 5 ⇒ (14) + 5 = 19
Ref: 1d20 + 5 ⇒ (9) + 5 = 14

The blind enemy is now also entangled.
The remaining 2 enemies full attack Sverrir and Issac:

Attack Sverrir: 1d20 + 8 ⇒ (13) + 8 = 21
Attack Sverrir: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

Attack Issac: 1d20 + 8 ⇒ (19) + 8 = 27
Attack Issac: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Everyone is up

DOPPELGANGER x3:

XP 800
N Medium monstrous humanoid (shapechanger)
Init +1; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural)
hp 26 x4
Fort +4, Ref +5, Will +6
Immune charm, sleep
OFFENSE
Speed 30 ft.
Melee 2 claws +8 (1d8+4)

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Lucid targets the one that looks the most hurt.

Plink: 1d4 + 1 ⇒ (1) + 1 = 2


HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

Yep. I'm ok with a few of our own being caught in the vines.

Also, my apologies, I haven't been paying attention to whether people have been wounded because all that's been posted are the numbers, not whether they indicate a hit or miss. It would help me a lot if when a party member is hit, they could include that they've taken damage in their next post.

Everyone who gets wounded has been gaining back 5 HP on my action every round. I just need to know when that happens so I can keep track of my own HP.

The fight looked like it was well in hand, so Aerin assessed himself, checking the bruises that were appearing on his body as his allies were hit.

Who's hurt?


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HP 33/33, Fast Heal 1, SR 17, Fort +7, Ref +8, Will +7,

Will you tell them to stop getting hit? When they get hurt, you get hurt, and right now that means I get hurt too. I'm adorable! No one wants me to get hurt!!

The little dragon flew back to her master and landed, watching the fight.

As a reminder, Nyx still has Shield Other up, so when Aerin takes damage from his healing link, Nyx takes some of it too.


HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

"Nyx says to stop getting hit because she's adorable." Aerin said, sounding a little bored.


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Markus charges across the room, swinging his mace.

AoO's as appropriate. Scout's Charge.

atk1, mace: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
dmg1, charge: 1d6 + 4 + 2d6 ⇒ (1) + 4 + (5, 6) = 16


HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

Entangle?


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Oops, right... Let's go with it for fun!

Reflex Save: 1d20 + 9 ⇒ (18) + 9 = 27


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Reflex Save: 1d20 + 4 ⇒ (8) + 4 = 12

Not sure what the DC is? Presuming Sver is well brambled??


Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

Reflex Save: 1d20 + 7 ⇒ (13) + 7 = 20

@Aerin - Issac has taken a total of 17 damage so far.


Entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

DC16, I think. Being entangled isn't a really big deal for you as everyone that needs to be in melee range already is.


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Cool. Ever has taken 13 damage - his DR 3 is softening the blows somewhat.

Tangled in the sudden briar patch, Sverrir bellows in anger as he lashes out at his nearby foes:

Entangled Melee Full Power Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13

Mattock PA Damage: 2d4 + 12 ⇒ (4, 4) + 12 = 20

Entangled Melee Full Power Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19

Mattock PA Damage: 2d4 + 12 ⇒ (4, 2) + 12 = 18


Markus' attack misses due to no charge, with entangle

Issac flurry: 1d20 + 3 + 2 + 1 - 2 ⇒ (2) + 3 + 2 + 1 - 2 = 6
Issac flurry: 1d20 + 3 + 2 + 1 - 2 ⇒ (13) + 3 + 2 + 1 - 2 = 17
Issac flurry: 1d20 + 3 + 2 + 1 - 2 ⇒ (8) + 3 + 2 + 1 - 2 = 12
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Will: 1d20 + 6 ⇒ (2) + 6 = 8 Still blind

Attack vs Sverrir 1: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Attack vs Sverrir 2: 1d20 + 8 ⇒ (1) + 8 = 9

Everyone is up

DOPPELGANGER x3:

XP 800
N Medium monstrous humanoid (shapechanger)
Init +1; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural)
hp 26 x2
Fort +4, Ref +5, Will +6
Immune charm, sleep
OFFENSE
Speed 30 ft.
Melee 2 claws +8 (1d8+4)

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

The wizard, surprised that its taking so long to put these things down continues to plink at the most wounded looking with his wand.

plink: 1d4 + 1 ⇒ (2) + 1 = 3


Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

Issac, again, unleashes a series of hand attacks on a doppelganger hitting the creature with its first two blows.

Flurry of Blows #1, BAB, str mod, amulet, entangled: 1d20 + 8 + 2 + 1 - 2 ⇒ (7) + 8 + 2 + 1 - 2 = 16
Flurry of Blows #2, BAB, str mod, amulet, entangled: 1d20 + 8 + 2 + 1 - 2 ⇒ (10) + 8 + 2 + 1 - 2 = 19
Flurry of Blows #3, BAB, str mod, amulet, entangled: 1d20 + 3 + 2 + 1 - 2 ⇒ (8) + 3 + 2 + 1 - 2 = 12

Unarmed Damage #1, str mod: 1d8 + 2 ⇒ (5) + 2 = 7
Unarmed Damage #2, str mod: 1d8 + 2 ⇒ (5) + 2 = 7

Total Damage: 14


Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

Entangled, DC 16: 1d20 + 7 ⇒ (13) + 7 = 20


HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

Considering that their last foe here was entangled and blind, Aerin felt the fight was well in hand. He was even far enough away that he could heal his allies without the Doppleganger getting in the way.

Nyx, come back.

As soon as the little dragon's weight was back on his shoulders he whispered the name of an ancient spirit and called it's power for aid.

Wounds knitted all around him.

Everyone who is injured, regain 5 HP.

In addition, everyone heal- Channel Energy: 4d6 ⇒ (4, 4, 2, 3) = 13

Aerin gains an additional 8 HP from Fae Foundling and is back to full.


HP 33/33, Fast Heal 1, SR 17, Fort +7, Ref +8, Will +7,

Nyx only moves this round


Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

Issac begins to feel the warmth healing energy wash over him as he continues the battle. He offers a smirk at the pour creature that is battling him and says, "You guys picked the wrong people to mess with."

Issac was down 17 hp. Issac is now back up to maximum hp. Thx Aerin


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

DR and Aerin's healing offset the 8HP damage this round

Sverrir spits and flashes a mad grin at Issac's challenge to the dopplegang;

"Heh. Wise words not heeded!"

The dwur swings wildly...

Entangled Melee Full Power Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9

Mattock PA Damage: 2d4 + 12 ⇒ (4, 2) + 12 = 18

Entangled Melee Full Power Attack: Stonesplitter; +1 Adamantine Mattock: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16

Mattock PA Damage: 2d4 + 12 ⇒ (1, 3) + 12 = 16

... but the grasping vines stymie his attacks...


Markus and Sverrir are still up

Issac and Lucid badly wound the doppelganger, but it does not fall.


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

GM-Fang: Just checking not sure why Sver is up after his failed attack?


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Markus tries to finish the alien creature off...

atk1, mace: 1d20 + 12 ⇒ (6) + 12 = 18
dmg1: 1d6 + 4 ⇒ (2) + 4 = 6
If flanking, +2 to hit and: 2d6 ⇒ (6, 1) = 7


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@Severr: Brain fart on my part, sorry.

Markus dispatches the wounded Doppelganger. The remaining blinded and entangled creature flails about, but proves little challenge for you to put it down.

Continuing onwards, you turn a corner to find another door. After checking it for locks and traps, you ease it open. Beyond the door is a dizzying array of light and reflections. Polished metal mirrors stretch from floor to ceiling, forming a maze of endless corridors and reflected images. A quick survey of the entrance reveals that some of these mirrors are have mechanisms that allow them to rotate and slide, though they are all currently locked in place.

This is a mirror maze. Mazes never work well in PbP, so we will just sort of RP our way though it. One thing of import is that you need to move through it single file, so I will need a marching order for this next room.


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Male Assimar Unchained Monk/8 HP: 76, AC:23 (25 w Mage Amr)
Current Stats:
HP: 76/76, Fort +8, Ref +8, Will +6, Perc +14

This scene reminds me of when Bruce Lee is entering the maze of mirrors in Enter the Dragon.

I suggest Markus as #1 to check for traps and Issac/Sver as 2nd spot to back up Markus. We will need Issac/Sver in last spot to cover the rear. The others can be in the middle. This is just a suggestion and not an actual lineup. Waiting on input from everyone else.


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Put Sver at the back - Markus and Issac make a formidable tandem at point. Sver can deal with anything that is stupid enough to jump him lol. Plus he can have a sneaky snifter or three as we meander along :)

Silver Crusade

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Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

I sorta like the idea of putting Sverrir up front and offing to buy him a drink at the next bar we find for each mirror he breaks. >:)


HP 33/33, Fast Heal 1, SR 17, Fort +7, Ref +8, Will +7,

I love that idea. :)

You still have those paint bombs? Nyx asked Aerin.

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Hey all,

I've been itching to run this AP for years, but haven't been able to get my RL group to bite, so I've decided to run it as a PBP. I'll be running it in the Greyhawk setting (because A. I'm too lazy to convert it and B. Greyhawk is awesome)

Looking for 5 players.

Couple of things:
1) This is, historically at least, a very lethal AP. Using the pathfinder ruleset, having 5 characters and a high stat buy should help mitigate that somewhat, but be prepared to have your character die.

2) I like my PBP posts short and to the point. Think 'tweet' length. Also, I can't stand inner monologues, don't know why, but I do. Don't use them. If I need an ooc clarification for your actions I'll ask.

3) I'm in PST(GMT-8), so just be aware that my posting times will reflect that.

4) Speaking of posting, daily would be nice, but I'm flexible. In combat, if you haven't posted in 2 days, I'll just GMPC you. If you disappear for a week without warning, I'm re-recruiting.

5) I'll be using google docs(or drive, whatever it's calling itself these days) for battle maps.

If you're still interested, see the character creation guidelines below. Recruitment will be open until Friday at whatever time I close it, or until new submissions peter out.

Character Creation:

30pt Buy: No score above 18 or below 8 after racial adjustment.

Starting Level:1st. Campaign will end at 20-21st.

Classes:Core + Oracle only.
Note: This is a fairly undead and dungeon crawl heavy AP. Also, unarmed strike builds are suicidal. You have been warned.

For clerics, a list of Greyhawk deities can be found with a quick googling, but the most prevalent in the starting town are St. Cuthbert and Heironeous. Feel free to pick any 2 domains that you feel are appropriate.

Races:Core only, though alternative racial traits from ARG or APG are fine.

Spells and Feats: Core and APG books only.

Traits: 1 Trait from any official (non third party) source.

Starting Wealth: Average per class.

Alignment: Any non-evil.

House rules:
1. All PCs get a free skill point for a profession. As long as they use the profession each level, they continue to get that free skill point at level up.

2. Paladins can be of any alignment, but it much match that of their patron deity exactly. They must not knowingly brake any tenants of their faith.

Character Background:

All PCs will be from the stating town, Diamond Lake. It's a rough and tumble mining town, full of avarice and corruption. I'll work with the selected players to integrate their characters into the city, so don't worry about details for now, but,

1: Tell me the defining characteristics of your character.
2: Do they have any family?
3: Why do they want to get out of Diamond lake, i.e. why give up what they have to become an adventurer.

Also, tell me why you want to play this particular AP


Paladin sounds like the route for me. Shining knight in Greyhawk sounds like a good time.;) Have something up in a bit.


I'm interested, but it sucks UC and UM aren't allowed. There's some great Paladin stuff in there...

I'll think about it.


I have always wanted to play Age of Worms, got to play the first couple of encounters about five years ago before the game petered out - don't think I recall much of significance.

I might go Cleric of St. Cuthbert, need to refresh my memory a little.


I'll roll up a human fighter.

Basic Build:

Human Fighter 1 CG

Str: 18 Dex: 14 Con: 14 Int: 13 Wis: 15 Cha: 10
Hp: 13 Bab: +1 Cmb: +5 Cmd: 17
AC: 17 Touch: 12 Flat footed: 15
Speed: 20 ft Init: +2
Fort: +4 Reflex: +2 Will: +2

Falchion
+5, 2d4+6 18-20/x2
Scale Mail
+5 Ac, +3 Max Dex, -4 Armor Check

Skills:

Acrobatics: +3
Knowledge Dungeoneering: +5
Perception: +3
Survival: +5

Feats:

Power Attack
Combat Reflexes
Combat Expertise

Are archetypes from APG ok to use?


Classes are Core + Oracle. So where do archetypes fit into the picture? Are they allowed at all? And if so, from what sources?


I have been dying to play in this AP. I have an idea for a human rogue that I will get posted as soon as possible.


Would you allow an Ifrit?


This game sounds interesting.
I'm thinking of playing a straight human ranger with the sword and shield combat style. As the sword and shield path is in the APG and not core, do you authorize it? If not, I'll go down the archery path.


I knew I'd forgotten something...

Archetypes from any paizo source should be fine. Similarly, I'm ok with the additional barbarian rage powers, rogue abilities and such outlined in UC and UM

Alternative favoured class bonuses from the ARG are also ok.

@Tanner Nielsen: Sorry core races only for this one.


Oh, if the UC archetypes are allowed I am switching to a Fighter (Dragoon) want to submit a knight-errant type.


GM Fanguar wrote:

I knew I'd forgotten something...

Archetypes from any paizo source should be fine. Similarly, I'm ok with the additional barbarian rage powers, rogue abilities and such outlined in UC and UM

Alternative favoured class bonuses from the ARG are also ok.

@Tanner Nielsen: Sorry core races only for this one.

Thanks for your reply. I'll work on a background and submit a character tomorrow.


Hey,

Crafting friendly (time/money), Craft Construct OK?

Inquiring minds.

Hassan/Tarek


Lol, Craft Construct, nothing like planning ahead a few years ;)


Human Wizard Level 5, not so bad. Wondrous, Arms-Armor, Construct... 2 feats to spare (human & wizard lvl 5).

Alternatively, a Half-Orc commando type.

Although, as soon as I heard Greyhawk, I thought Fighter/Magic-User/Thief!


Core only, this is going to be tough. :)

I plan to go with 1 level of rogue, and then go with another class, that is undecided at this time.

I told myself I was not going anymore pbp's, but since you like short post I think this will work out fine.

Can we submit two characters. I ask because I might make a cleric as the 2nd character. I really don't want to go into this adventure without one. Then again rogue/cleric might work.

Well anyway I will get back to you with a background. Mine do tend to be fairly long, even if my post are short.


Can I submit a Bard? The Dervish Dancer archetype he is an Elf.

If that one dies then I will submit a Human Monk of Many Styles (that is an UC archetype).

I have never played this campaign (nor know what the setting or Grayhawk is, I have just started playing Pathfinder a few months ago).

I will make back stories for the both of them and submit the bard for your consideration (if I'm even playing in this campaign).

So what is the setting of this campaign, how long do you want the back story, and for point buy is it off of D&D or Pathfinder?


If he allows archetypes then that opens things up for me, but if not I still have ideas I can use.


Dotting for interst. will answer questions shortly


I just remembered that I had a Dervish Dancer Bard as a back up for one of my previous campaigns all I have to do is tweak the stat buy, make a new back story and re-roll for equipment (or can we go off of the avg.?)


I answered your question sin his profile along with the beginning of his stats. Will flush out this week.


This is the Dervish Dancer that I wish to present for your consideration.


Here is a sorcerer for your consideration. Questions in profile.
I'll get to the crunch tomorrow.


One Haunted Oracle of Battle coming up.

I will warn you that I can get very into a character and go off on tangents and keep a back and forth going for a bit. If it gets to be too much let me know.

Anyway, I'll have something up in a bit.


@Bilbo: Dragoon is fine, but there are a number of mount unfriendly dungeons if you are not playing a small race.

@Hassan: The campaign isn't super crafter friendly. There are a few breaks, but it's mostly rushing around trying to stop the end of the world. I would be fine with craft construct, but there definitely wouldn't be the time to craft anything substantial.

@Mr. Swagger: Archetypes are fine. Just submit one character for the moment. Preferably one you really want to play :)

Character submissions look good so far, keep them coming.


Dotting for intrest


Submitting a switch-hitter Ranger for your perusal

Spoiler:

Varial
Human Ranger 1
CN Medium Humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (1d10+2)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Greatsword +5 (2d6+6/19-20/x2)
Ranger Spells Prepared (CL 1, 5 melee touch, 4 ranged touch):
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +5; CMD 18
Feats Cleave, Power Attack -1/+2
Traits Magical Knack (Ranger)
Skills Acrobatics +1, Climb +6, Escape Artist +1, Fly +1, Handle Animal +3, Intimidate +3, Perception +6, Ride +5, Stealth +5, Survival +6, Swim +6
Languages Common, Elven
SQ Enemies: Undead (+2 bonus), Track +1, Wild Empathy +0
Combat Gear Chain Shirt, Greatsword; Other Gear Pathfinder's Kit
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 +1 to survival checks to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.


I know it's kinda random, but would you consider the Swordsage from ToB? The old setting made me think of an old class.


Questions:
1: Tell me the defining characteristics of your character.

Outside of a fight, she's shy, meek, and pretty much everybody's kid sister. The little girl that you toss an extra copper to just to make her feel a little better, at least whenever the tavern patrons aren't drunk.

In a fight, she's a demon. Something changes, or rather takes over. She spins and twirls like dancer, but it's only so she can get under the bigger guys swings and deliver a quick jab to a weak spot.

2: Do they have any family?

Not as far as she's aware. If she does, hey either don't care to claim here, or are a long way away.

3: Why do they want to get out of Diamond lake, i.e. why give up what they have to become an adventurer.

Mainly to get away from the tavern owner who "raised" her. There's also the nightwalkers who constantly belittle her for her, ahem, maturity. Really, the only person she'd miss is the craftsman that taught her how to make bows, armor, and her weapons.

Background:
Kiley was born on a cold winter's night in the mining town of Diamond Lake. Her mother, already weak from not eating enough and a vicious cold, died in childbirth. No one know who her father was, and if her mother did, she took that secret to the grave. Not sure what to do with the orphan, the midwife asked around town for people who would take in the little girl. The first to say they would was the local tavern owner.

Many thought that was strange. The man was a penny-pincher, and notoriously greedy, but he took care of the infant. No one was surprised when he put her to work whe she was barely six. What was surprising was how likable, and unlike her adoptive father, she was. She would sneak an extra drink or roll for those who treated her with kindness, or just looked like they wanted it.

What many did not know, was that the man who had taken her in had hoped to train her as a prostitute when she became of age. As she got older, and refused to fill out her slight frame, he began to get more and more agitated and berated poor Kiley for not being a "proper woman" almost every chance he got. The whores that frequented the tavern began to whisper, loudly, about how unfortunate she was for being given the figure of a stick.

No one was surprised when she finally had enough and gave one of them a black eye. One man in particular had been considering doing the same and managed to prevent a reprisal with a well timed threat and smile. Seeing potential in the young girl's strength he took her under his wing and taught her his trades. She took to it like a fish to water. She made a few weapons and a suit of armor for herself under his watchful eye. She soon found herself wanting to work the forge instead of spending night after night waiting on drunk patrons.

Unfortunately, the tavern owner would have none of that. After she finished her latest work, a suit of studded leather, he threatened to burn or sell everything she had made, forbade her from ever going back to studying under the craftsman, and struck her when she tried to protest. Some say he hit her too hard, because ever since that day, queer things have been happening around the girl. Strange sounds and voice would be heard around her. A breeze would happen indoors. Things she dropped would inexplicably land several feet away. Strangest of all was the change that overcomes her when one of the semi-regular brawls would happen in the tavern. She went from being a quiet, shy, young woman, to a loud, boisterous Valkyrie who gave as good as she got. Some of the regulars even swear they heard her start a few of those fights, but who can believe the word of a drunk, right?

It's late and I need to get up early, so I'll finish this tomorrow morning.

Basically, I'm going after an oracle that doesn't quite have control of her powers yet. The spirits that haunt her cause all sorts of trouble, not in combat, but more in general. In combat they draw things to her (Compel Hostility). Out of combat they just cause her alot of embarrassments (blowing a blanket out of her hands while she's using it to cover up, insulting others in her voice using ghost sound, mage handing her cloak over her head.)


Good evening. I saw your application. I am currently in 5 pbp's but since you want short posts, I can absloutly meet your requirements. It's late here but in the morning / afternoon I am going to be updating Ramos to a Cleric of Ralishaz. His Profession will be (gambler) and his domains will be madness and chaos (protean) subdomin. Ramos was first made as a cleric of Groetus and I think that the change is easily doable. I understand that you said unarmed strikes builds will not be a good idea, and to be clear Ramos is a bad touch cleric. I'll go into details in my follow up post, but he is meant to get in close lay down debuffs on the target, and provide flanking support. He will have high AC, low damage but debilitating debuffs and moderate healing and support.


I have been looking to play a little fella for a while now. I am going to be on a field exercise till Thursday afternoon. I will have my guy ready for review by thursday evening when we get back in. Thanks, Bilbo.


I'm interested, but a quick question how do feel about prestige classes namely Eldritch knight?


Okay settled upon a battle cleric of Pholtus, what domains do I have access to? Is there anything we can use to reference Greyhawk deities Pathfinder domain choices?

Wikipedia lists Good, Knowledge, Inquisition, Law, and Sun for Pholtus, which seem to largely translate to Pathfinder pretty directly.

I will likely go with Sun, and Inevitable - a sub domain of law that seems to fit given Pholtus dwells in Mechanus - if that is acceptable. Plus being able to use command is just cool.

"I said get down on your belly and pray you pagan wretch!"


@DM Fanguar - So long as we don't multi-level in a single day (as the norm), we've got at least 3 weeks? Who needs substantial when you've got creative...

Thanks!


Crunch done. Made a short back story if there is anything that I missed please pm me what I did.


@Kybryn: No Swordsage, sorry.

@Ramos: Those domains are fine. As for the touch based play, it should work most of the time. There will be a few occasions where you wont want to touch the enemy, but a cleric has other options.

@Tim Woodhams: an eldritch knight would be fine.

@Bynden: Sun and Inevitable domains are fine.

@Hassan: There are points within the AP where you could devote 3 weeks to crafting. Also, you can craft things while out adventuring, it just takes 4x as long.


I would like to submit.

Background is written, working on crunch.

Are the wizard elemental schools permitted?


@GM Fanguar: Glad your ok with that. The only other god I though of off the cuff that fit thoes domains was Tharzidun and I though that would be a no-no. *Grins*


Dotting for interest - Greyhawk's an old stomping ground so would be interested in this one for pure halcyon reasons;

Will submit a Dwarf Barbarian (Drunken Brute) archtype if possible. He'll be a down at heel miner, one whose family owned an affluent operation which he and his brother inherited.

Fast forward a few years and the operation is dust having been run into the ground and squandered by the irresponsible brothers after their parents passed. My character has little left, and seeks solace in a stein of ale, while his brother may have taken his own life? Haunts the old mine?? Dunno could flesh out possibilities with GM Fangaur...

Diamond Lake holds nothing but bitter memories and guilt for my character, but the drink makes him inert; so he'll need a push - something or someone to make him leave and live again...

My dwarf is less a trained warrior and more a scrapper by circumstance (wields a pick axe). May well take improvised weapon type feats etc.

Will have something up in a day or so

Dark Archive

I'd Like to Put in for a Fighter Character comming Shortly!


Character is complete save for gear and language selection.


Here is my Submission! (Josh Shrader)

Pravos Baradin, Son to be a member of the towns guard, if his father has his way..

Background, personality, and Stats in Profile.

Short Points:

1. He is Loyal, Good-Natured, and willing to standup and speak out against those who would harm the defenseless. He takes the "Guardian" role very seriously, but is still willing to laugh at a good joke. He is a Quick learner with keen senses, and can react quickly to Danger.

2. Pravos has 2 Family members, His Father, Thamos, and his Brother, Dratros. Thamos is a Member of the Towns Guard, while his Brother, Dratos, fell in with the wrong crowd, and is serving a sentence in the Mines.

3. He grew up on stories of Goblins, and ogres by his father, so he has trained to join the guard since he was a boy. However, in the last few years, he's realized that these stories have bene long past, and the only goblins and ogres are the Miner thugs at the local Tavern. This has him Itching to put his feet to the dirt, and seek adventure.

4. I would Love to Play Age of Worms, I've always been interested in the Adventure path, but have never had a chance to play it. I've read some of the "Worm-Food Articles" in Dragon, and it seems very exciting!


@Istvan: Elemental schools are OK.

@Black Dow: Pickaxes exist as a martial weapon (TH 1d8/x4), so no need for improvised weapon feats.

I will try to have a more thorough look at people submissions soon and give any feedback if necessary.


Pathfinder Adventure Subscriber

Here is my submission for my Dragon Shaman (Druid)

My real life group went through this AP when I was on sabbatical, and I keep hearing stories about how much fun they had. Besides who can resist a return to Greyhawk...where it all begin (With all due respect to Blackmoor).

Parnell Grunt

Spoiler:

Parnell Grunt
Male Human Druid (Dragon Shaman) 1
NG Medium Humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+3 armor, +2 shield, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -3 (1d4+1/x2) and
. . Quarterstaff +1 (1d6+1/x2) and
. . Scimitar +1 (1d6+1/18-20/x2) and
. . Shortspear +1 (1d6+1/x2)
Ranged Sling +2 (1d4+1/x2)
Druid (Dragon Shaman) Spells Prepared (CL 1, 1 melee touch, 2 ranged touch):
1 (2/day) Produce Flame, Magic Stone (DC 15)
0 (at will) Know Direction, Detect Poison, Enhanced Diplomacy
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 14, Int 12, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 13
Feats Druid Weapon Proficiencies, Point Blank Shot, Precise Shot
Traits Mathematical Prodigy (Knowledge [arcana])
Skills Acrobatics -1, Climb -2, Escape Artist -1, Fly -1, Handle Animal +6, Knowledge (arcana) +6, Knowledge (geography) +5, Knowledge (nature) +7, Perception +8, Profession (merchant) +8, Ride -1, Spellcraft +5, Stealth -1, Survival +10, Swim -1
Languages Common, Draconic, Druidic
SQ Animal Companion Link, Scale, merchant's, Share Spells with Companion, Spontaneous Casting, Wild Empathy +3
Combat Gear Bullets, Sharpstone (7), Bullets, Sharpstone (3), Bullets, Sling (15), Bullets, Sling (5), Quarterstaff, Scimitar, Shield, Heavy Wooden, Shortspear, Sling, Wooden Armor; Other Gear Flint and steel, Hammock, Holly and mistletoe, Pouch, belt (13 @ 5.38 lbs), Rope, silk (50 ft.), Sack (10 @ 10.5 lbs), Sack (17 @ 15.5 lbs), Scale, merchant's, Spell component pouch, Waterskin, Whetstone
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Scale, merchant's +2 Appraise for things valued by weight, including anything made of precious metals.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Parnell has always had a fascintaion with dragons and everything about them. He had little hope of ever seeing one himself however. When he was 16 he came accross a dead Monitor Lizard in the forest. It had a youngling with it which he adopted to be his own....his Dragon. Parnell is wise for his age, and tries his best to stay out of the corrupt politics of Diamond Lake, instead spending his time in the wilderness with his pet dragon.

Parnell's mother died giving birth to his youngest sister. His father sells mining equipment to the miners of the area, and has a reputation for accurate appraisales of items coming out of the mines. His two older brothers...twins Jesse, and Monty work with his father in the business. His older sister Hillary is married to the town's blacksmith, and his youngest sister Monique still lives at home, and worships Parnell.

There is no future for Parnell in Diamond Lake. His brothers will inherit the business, and Parnell really doesn't like the bustle of town anyway. Besides...he'll never see a Dragon in Diamond Lake.

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I've come up with a background and a character. As I do not know more about Diamond Lake NPCs I've kept it general but you'll see it can be adapted easily. I've stayed with a human archery style ranger

Talia Background:

Talia was the sixth child and third daughter of a family of farmers living about a day from Diamond Lake on a small farm. Born just after her a twin brother, her arrival should have been a good omen as it was a symbol of fertility and the gods’ blessing. However, within weeks of their birth, her brother died from a wasting fever that seemed to consummate him from within while she grew stronger by the day. Worse, within her 10 first years, her three older brother died, one killed by a falling tree stuck by lighting, one gored by a bull suddenly turned mad and the last one killed by another fever. All the while, Talia grew, largely untouched by diseases, turning into a strong willed girl. First eyed with suspicion by the neighbors, due the death of her twin brother, she was all the more blamed for the family bad luck. When angry neighbors started to curse her and try to drive her from the neighborhood, her parents persuaded she had nothing to do with these events, had a priest come from Diamond Lake to examine Talia.
Finding nothing unnatural within her, the priest still proposed the family to have their daughter fostered, as he knew the rumors would never cease and that she would take the blame for everything and even risk her life or her family’s.
She had no choice but to follow the man to town and, upon learning she had good hand/eye coordination and a talent for working with wood, he found her a place as an apprentice Fletcher/bower with the best bow-maker of the town and kept his surveillance for any strange event surrounding the girl.
After nearly seven years where she managed to get forgotten and since her parents’ farm have prospered since she left, with her older sister finding a husband and giving birth to two sons, Talia was sure she had weathered the storm. However, half a year ago, a son of one of her former neighbors came to her master’s shop to purchase a bow as a present for his brother’s wedding. On the way back, he fell from his horse and broke his leg. While it was healed within a month, the rumors have started again, this time relayed to Diamond Lake and Talia, having now finished her apprenticeship, only wishes to escape. But before that, she wants to settle her debts and repay the cleric who helped her and her master who taught her everything.
Talia is an average looking girl with dark grey eyes and short red hair. Growing up on a farm, she has a sturdy constitution and an open character. However, the animosity of her neighbors has put a shadow on her behavior and she is not very trusting of others at first glance but she has learnt to evaluate other people’s character and rely on that. Often threatened when she was younger, she can’t stand bullies and will try to talk them down before using her strength if necessary. Her main wish is to earn enough money or fame to be above the people that plagued her most of her life and to thus prove that she had nothing to do with her brother’s death.

Why do I want to play this AP:

Having come back to D&D with Paizo Beta (I used to play AD&D when I was young, then moved to other systems, mainly French ones, as I am French), I would love to play that mythic AP. Since coming to pathfinder, I’ve run RotRL as a GM with my group and am currently playing a Kingmaker campaign since a year and a half on the boards. I’ve also just started to GM a Slumbering Tsar PbP here as well. For me, one of the additional benefits of PbPs is that it’s a good way to practice my English.
What I like in this AP is the undead theme with character battling evil in lots of different forms. There’s also quite a lot of exploration and investigation going on.

Character sheet summary:

TALIA
Female human Ranger 1
CG Medium humanoid (human)
Init +4 ; Senses Perception +6
==DEFENSE==
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2
==OFFENSE==
Spd 30 ft/x4
Melee Earth Breaker +3 2d6+3 20/x3
Ranged Longbow +5 1d8 20/x3
==STATISTICS==
Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 10
Base Atk +1, Cmb +3Cmd +17
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Point-Blank Shot (PFCR 131), Precise Shot (PFCR 131), Shield Proficiency (PFCR 133)
Skills Climb +5, Craft (bows) +6, Intimidate +4, Knowledge (nature) +6, Knowledge (dungeonering) +6, Perception +6, Ride +7, Sense Motive +7, Stealth +7, Survival +6, Swim +5
Languages Common, Elven, Other.
SQ Favored Enemy (Bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, attack and damage: Human +2), Ranger Wild Empathy (+1).


Okay I'm reworking Kiley a bit. I was having trouble not writing a Mary-Sue.

Questions:
1: Tell me the defining characteristics of your character.

The two biggest characteristics Kiley shows are tenacity and inexperience. She's tough, and pursues her goals with a single-mindedness that might show mules a thing or two about stubbornness. She's aware that she's different, but how, why, and what to do are not things she has a handle on yet. She can hear the spirits haunting her, but no one else can, so fhe can come off as crazy.

2: Do they have any family?

Not as far as she's aware. If she does, hey either don't care to claim here, or are a long way away.

3: Why do they want to get out of Diamond lake, i.e. why give up what they have to become an adventurer.

Mainly to get away from the tavern owner who "raised" her. There's also the nightwalkers who constantly belittle her for her, ahem, maturity. Really, the only person she'd miss is the craftsman that taught her how to make bows, armor, and her weapons.

Background:
For the thousandth time that day, Kiley cursed the father she never knew for leaving her with the sorry excuse of a guardian that was the owner of the local watering hole. This one was particularly creative, involving spiders, fiery pants and diseased vampric hookers.

"But I was jus' learnin'! I wasn't doin' nuttin' that'd lose ya coin!"

"I don't need ye gettin' skinnier, ye idjit. Yer gonna need ta start earnin' yer keep."

"And I could if ya'd le--"

"And I ain't havin' no more o' yer lip! Get ta work!"

Kiley sulked off to do her chores, sticking her tongue out at her "caretaker's" back.

You shoulda decked him.

Aaaaan' right on time, the crazy voices start.

It'd been like that for several days now. She'd leave early in the morning to learn under the local weapon and armor smith, come in about noon, be harassed by the tavern owner, then be harassed by the voices in her head.

And she wasn't she if the voices or the fat, greedy tavern owner was worse. The scary part was she was starting to find herself agreeing with the voices in her head.

"I'm sorry laddy, but you're- Oh wait it's just Kiley. Still having trouble filling out? I'm startin' ta wonder if you're really a lass as you claim."

Oh. Right. She'd forgotten about them, and their stupid tittering.

"Jus' move outta tha way so I can work."

The "ladies" of the tavern always did this, always! Same joke, same stupid laugh, same damn expression. Kiley was fast making up her mind that she was going to have to leave or go crazy.

Shoulda decked 'em, too! C'mon I'll even teach ya how ta throw tha punch juuuuuuuuust right!.

Okay, crazier.

Not all of the townsfolk were like that. Most treated her like a little sister, giving her a little better tip when she got them their ale and ruffling her brown hair. It got annoying sometimes, but they weren't the problem, especially the smith, who was the closet she felt she had to family.

No, the problem was the six other people in the tavern. The owner had made no secret his disappointment that she didn't turn out to be a "proper woman." The other whores jumped at the chance to pick on the younger woman, and they were vicious about it. She'd been saving and stocking to leave town, secretly. She'd never made much coin as a barmaid, or "small-tittied barwench" as the owner had taken to calling her lately, but she had saved a little. The money she made helping the smith was what had really helped her get the things she needed.

Just a few more weeks. She just needed a few more weeks, and then she'd get out of this gods-forsaken hole.


Personality:
Kiley is convinced she's going crazy. The voices in her head are the spirits of warriors who had fallen in battle. There's going to be a couple of more, but that's it.

When not under fire from the other inhabitants of the tavern, she's a cheery, helpful person. She believes that if everyone tries to make everyone else's day just a little bit better, then the world becomes a better place. She has her own brand of charm, which hasn't helped her persuade her caretaker to let her learn another trade, unfortunately.

It hasn't stopped her though. She's tough and tenacious, to the point of almost stupidity sometimes. She'll pursue her goals with a single-mindedness that surprises those that don't know her.


Appearance:
Kiley stands at 5' 2" and weighs in at a little over 100 lbs. She wears simple clothing that's a little big on her, and only emphasizes her small size and hides what little curvature she does have. Her brown hair is kept in a simple ponytail that ends a quarter of the way down her back. She has dark brown eyes and a freckled face that finds smiling easy and frowning hard. Needless to say, her lack of filling out and her boyish face have many in town wondering if she doesn't have a little elf in her somewhere.


crunch all done!!


Also, tell me why you want to play this particular AP

Almost missed this part. Main reason I want to play in this one is I've never played any of the Dungeon APs, and I'm curious about this one because I have seen a couple of games of this AP going on the boards. Beyond that, I started playing April 2011, so never got into Greyhawk and the other DnD settings.

EDIT: Just wanted to add two things. Everything is in her profile, and could someone more familiar with Diamond Lake tell me if it's big enough to have a tavern and an inn?


Istvan Masterson is completed and ready for review.

GM Fanguar wrote:

1: Tell me the defining characteristics of your character.

Let's just say Ralishaz and I have a long standing feud. Why? heck if I know, but ill fortune has ever been my constant companion in life. I've never let it stop me though. Quite the opposite, having fought against ill fortune every day of my life has only taught me to make the best out of a miserable situation.

Quote:
2: Do they have any family?

Nope, none. I've never known a true family and none who have ever been close to me have managed to survive my ill fortune. Even my drunkard of a master drowned in his own swill on the tavern floor a month ago.

Quote:
3: Why do they want to get out of Diamond lake, i.e. why give up what they have to become an adventurer.

Give up? I have nothing to lose. No friends, no family, no past, no future. The road has been my constant companion for the last ten years. Before that, it was the high seas. Sometimes, in my nightmares, I can even hear the waves calling me back to their cold embrace.

Needless to say, I've been working hard on keeping my feet on solid ground. Working at it harder than most can begin to comprehend, forging bonds to Tera Firma with my very soul.

Quote:
Also, tell me why you want to play this particular AP

I've hear the AP is one of the more interesting ones available from Paizo, but I've never had the opportunity to play through it.

Shadow Lodge

Hi, I would love to play this AP. Will have a character for your consideration in a couple of hours.

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