"In a sullen mining town called Diamond Lake, cultists beholden to the Way of the Ebon Triad walk widdershins around an ancient pool, chanting time-lost rituals to summon a tripartite god. Three days to the south, where the hills meet the fetid shores of a great swamp, a tribe of lizardfolk gathers to raid a human fortress, whipped into frenzy by a zealous black dragon. The hills crawl with undead creatures infested with wriggling green worms. Hulking abominations in the distant Rift Canyon undulate with paroxysms of near-forgotten obedience to a long-absent lord. They sense with excitement the impending return of their wicked sovereign. Kyuss stirs in his prison outside reality. The Age of Worms is at hand!"
The Age of Worms Adventure Path is a complete Dungeons & Dragons campaign that will take your adventurers from the down-and-dirty days of 1st level to the heights of power at 20th.
OK then. Let's get this show on the road. Remember, you are all (save Arianna the wizard) currently swimming underwater and as such, susceptible to its effects and limitations. Feel free to check out your Pathfinder rulebooks for any further details and information. You have spent the past 7 rounds swimming to your current positions and at the beginning of the 1st round of combat, it will be considered 8 rounds time expired.
Marak is the first to paddle his way into the room. The dwarf's movements are awkward and erratic. Nevertheless, he manages to scuttle his way amidst the stagnant waters of the room and soon finds himself inching every closer towards the red-clad corpse floating nearby. As Marak paddles, he is soon accompanied by Kalen and the others. Ever nimble and agile, the halfling moves with a much more subdued and relaxed manner that reflects his skill at swimming underwater. Likewise, Alyanna similarly manages to sulk her way into the lozenged-shaped room behind the pair and grips her spear tightly. I don't like this... the heroes ponder as they then begin to carefully examine one of the nearby lockers. I don't like this one bit!
Meanwhile, unbeknownst to the party, the floating corpse bobs and turns ever slightly towards the group's presence. The skeletal grin and grimace upon the corpse's face gazes on silently as the heroes continue to search about their surroundings. Several bubbles of long trapped air eerily begin to trickle out from beneath the corpse's nostrils.
As the group successfully manages to open one of the lockers, Kalen and Marak are quickly taken back in surprise as several of the cubbyhole's contents are immediately spilled upon the cluttered floor below. As they do so, Brother Jonus duly notices that the red-robed corpse is no longer where it should be! *GLUB!* the cleric tries desperately to shout aloud as he spots the grimacing corpse immediately trying to launch itself in an attack against the band of overly-inquisitive heroes.
*GLUBPT!*
Damned shame it didn't win initiative! Would have been interesting to see how you'd handle being paralyzed underwater /evil wink. Combat has begun!
Swim checks are required for Combat Underwater. Take 10's can apply if skilled. Initial DC is 10 for it being considered to be relatively Calm Waters. The more frantic the combat however, the more difficult it is to swim about, the adjusted DC's being dependent on how much actual physical activity you manage to muster up and as such, the surrounding water's current. Most likely something along the lines of +1 DC every three rounds or so.
Special rules may, of course, apply here. But in general, there is no Swim check required to fight underwater. A Swim check is required to move underwater. And if you fail a Swim check you may be unbalanced if you fail a Swim check (losing your Dex bonus and giving opponents a +2 to hit you). The effectiveness of your weapon also varies depending upon it's type (S/P/B). But according to the basic rules, there's no requirement to make a Swim check just to attack.
Reacting quickly, Kalen tries to rush forward and take this thing out before it has a chance to threaten any of them and more.
Move Action: Try and swim W Standard Action: Attack Ghoul (FF + SA)
In a desperate attempt to intercept the newly animated corpse, Kalen hurriedly swims his way westward, unsheathing the steely rapier at his side in the process. With a thrusting move not unlike that of a charging narwhal, the nimble halfling then thrusts his trusty weapon headlong into the dead man's chest as he continues to kick and paddle his way ever forwards. Sadly however, the creature's movement underwater is even greater than Kalen's own and the feral beast merely dodges the incoming attack rather easily as it sneers viciously at its opponent and presses on with its own attack. A barely audible *glublpt* is soon heard as Alwyn begins to tug fearfully at his sister's cape, debating his own course of action during the fray. I... the half elf quickly ponders as he tugs childishly at his sister's clothes. I could try to channel my energies underwater. Though, I have no idea if it would even work...Oh my!
No sign of Wayloss. Shall e-mail him in a few. Until then, he delays until the end of the round.
Its attentions diverted momentarily, the snarling corpse soon recovers its senses and proceeds to gnash and claw wildly at the plump dwarven morsel presented before it. Though utterly vigilant with his defense, Marak soon finds himself overwhelmed by the sheer savagery of his hungry assailant and quickly begins to grunt with horror as the creature proceeds to take a nice sized chunk of flesh away from the right side of his face with its teeth! As if adding insult to injury, the wild thing even manages to bury the jagged nails of one of its taloned hands deeply into the underside of Marak's armor (right in the armpit) as a parting shot!
No sooner than Marak's face begins to bleed and muddle the surrounding waters, then an overwhelming sensation of fear and numbness immediately wracks his body. Paralyzed with the thoughts of an impending doom and sheer helplessness, the dour dwarf soon finds himself floating utterly motionless within the underwater chamber...
[Bite Damage, d6 + 1 =6 points!]
[Marak's Fort save, DC 12, d20 + 7 = 26, Success!]
[Marak's Fort save, DC 13, d20 + 7 = 8, Failure!]
[Ghoul's Claw Attack, DC 19, d20 + 3 = 18, Miss!]
[Ghoul's Claw Attack, DC 19, d20 + 3 =22, Hit!]
[Claw Damage, d6 + 1 = 5 points!]
[Marak's Fort save, DC 13, d20 + 7 = 26, Success!]
Marak is now Seriously Wounded [15/26] as well as Paralyzed for 4 rounds!
Nice job on those two 19's buddy! Damned shame about the third roll however
Aware of his dire predicament, Marak instantly turns his focus to those allies he can still see in front of him. Dammit! the dwarf then thinks desperately, assuming his thoughts can be heard by those around him Kill the fucking thing already! Barely aware of his companion's ordeal, Brother Jonus...
Alyanna stares down her brother he rlook urging him to do something. She then stabs forward swiftly with her spear in the hopes of hurting the vile creature.