Scotley's Carrion Crown IC Part 1 The Haunting of Harrowstone

Maidhc O Casain

Na Bith Mo Riocht Tá!
Vadim eases his way along with the others, keeping a careful eye out.

(OOC: Taking 10 on Perception, for a 20 Total)

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[sblock=Stat Block]
Vadim Nazdravan
Male Half-Elf Bard (Archaeologist) 3
CG Medium Humanoid (elf, human)
Hero Points 2
Init +5; Senses Low-Light Vision; Perception +10
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Defense
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AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +3 Dex)
hp 20 (3d8)
Fort +1, Ref +6, Will +3
Defensive Abilities Trap Sense, Uncanny Dodge; Immune sleep; Resist Elven Immunities
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Offense
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Speed 30 ft.
Melee Cestus +4 (1d4+1/19-20/x2) and
. . Dagger +4 (1d4+1/19-20/x2) and
. . Masterwork Whip, Scorpion +5 (1d4+1/x2) and
. . Silversheen Rapier +5 (1d6+1/18-20/x2)
Ranged Darkwood Shortbow, Composite (Str +1) +6 (1d6+1/x3)
Bard (Archaeologist) Spells Known (CL 3, +4 melee touch, +5 ranged touch):
1 (4/day) Cure Light Wounds (DC 14), Dazzling Blade (DC 14), Touch of Gracelessness (DC 14), Vanish
0 (at will) Resistance (DC 13), Read Magic, Detect Magic, Prestidigitation (DC 13), Light, Unwitting Ally (DC 13)
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Statistics
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Str 12, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +2; CMB +3; CMD 16
Feats Bard Weapon Proficiencies, Combat Expertise +/-1, Skill Focus (Perception) (Adaptability), Weapon Finesse
Traits Chance Savior, Dangerously Curious, Prehensile Whip
Skills Acrobatics +6, Appraise +6, Bluff +7, Climb +4, Diplomacy +7, Disable Device +6, Escape Artist +6, Fly +2, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +10, Profession (Archeologist) +4, Profession (Professor) +4, Ride +2, Sleight of Hand +6, Spellcraft +6, Stealth +6, Swim +0, Use Magic Device +8
Languages Common, Elven, Shoanti, Varisian
SQ Arcane Training, Archaeologist's Luck +1 (10 rounds/day), Bardic Knowledge +1, Clever Explorer +1, Elf Blood, Hero Points (2)
Combat Gear Buckler, Cestus, Dagger, Darkwood Shortbow, Composite (Str +1), Masterwork Whip, Scorpion, Mithral Chain Shirt, Silversheen Rapier; Other Gear Adventurer's Sash (3 @ 3.5 lbs), Backpack, Masterwork (4 @ 11.5 lbs), Bag, Waterproof (20 @ 1 lbs), Charcoal Stick (9), Charcoal Stick, Hammock, Journal, Masterwork Felt Hat, Paper (sheet) (10), Rope, Spider Silk (50'), Thieves' tools, masterwork, Twine (50'), Waterskin
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TRACKED RESOURCES
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Archaeologist's Luck +1 (10 rounds/day) (Ex) - 1/10
Dagger - 0/1
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Special Abilities
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Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Archaeologist's Luck +1 (10 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Clever Explorer +1 (Ex) Half time to use disable device.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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Vadim was born in Varisia, the result of a brief union between a wandering bard and the charming Szarni elf who took his fancy . . . or perhaps the minstrel took the gypsy’s fancy, who can tell? In any case, their child proved to be beautiful, intelligent and precocious; it was plain to all who encountered young Vadim that he inherited the best of both of his parents.

As he grew to manhood, Vadim’s natural curiosity dovetailed with his interest in the history of Varisia and it’s neighbor, Ustalav. He began a lifelong study of the two cultures, of their conflict and influence on each other. Eventually, his studies brought him into contact with the famed scholar, Petros Lorrimor. He made contact with the Professor, and over the course of the next several years Vadim and Professor Lorrimor struck up a longstanding friendship. Correspondence by letter and occasional personal visits formed a bond between the two; the Professor’s knowledge enhanced Vadim’s, and his reputation earned the young half-elf a few guest lecturing posts at institutes of learning in Cheliax, Taldor and even Absalom.

During one of their personal visits – actually a joint venture to explore the ruins of a crypt in Ustalav – Vadim became the instrument of the aging Professor’s continued existence. Lorrimor, no longer as spry as he once was, had insisted that the two of them push on in spite of the fact that they’d been going without significant rest for two days. His exhaustion caused him to miss the trigger of a deadly poison dart trap; however, the now seasoned Vadim was quicker to react. His diving tackle broke Lorrimor’s arm and put an end to that particular foray – after a harrowing escape through the rugged Hungry Mountains – but also saved the man’s life. The end of that adventure was also the last time young Vadim saw the Professor alive . . .

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Scotley

Hero
The fungi in the room is not particularly unusual. You'll seen similar mold in damp dark forests. No threats emerge. There are a few creaks from the building as you move over the floors, but it seems reasonably solid.
 

mleibrock

First Post
As the group enters the kinda creepy fungi filled room, Falco will take a few mins and detect magic on the room, doors and anything else of interest. If nothing is found he will approach the first door on the east wall - the single door. Not really wanting to be the one to open a door and get slammed by a foe, he removes his hand from the handle. "Uh...does someone else want to go first?"
 


Leif

Adventurer
Besharrn Blacktusk Half-Orc Ranger3

"Uh...does someone else want to go first?"

Besharrn seems to sense Falco's unease and is doubly wary because of it.

"Hmm, not really, no, you do good, is ok."

[sblock=stats - Besharrn Blacktusk]
Besharrn Blacktusk Half-Orc Ranger3

S15,D16,C14,I12,W12,C11

AC:21[10+7(+1 Breastplate)+3(Dex)+1(Dodge Feat)] [25 w/Shield of Swings]
FF:17
T:14 [18 w/Shield of Swings]

HP:33/35 -2 =31/35

Skills: (Ranks 7+7+7 = 21) [CS=Class Skill]
Climb 3 ranks +2 str +3 CS = +8
Intimidate 3 ranks +2 rac'l +3 CS +0cha = +8 [Std act'n-if sucsfl give opp the Shaken condition, -2 att]
[DC to demoralize=10+target's HD+target's Wis mod] [lasts 1rnd + 1rnd for every 5 check exceeds DC]
Knowledge (Dungeoneering) 3 ranks, +1 Int +2 Favored Terrain +3 CS = +9
Perception 3 ranks +1 wis +3 CS = +7 [+2 underground]
PASSIVE PERCEPTION: 17 [19 underground]
Stealth 3 ranks +3 dex +3 CS = +9 [+2 underground]
Survival 3 ranks +1 wis +3 CS = +7 [+2 underground] [+1 (half Ranger Level) to follow tracks]
Swim 3 ranks +2 str +3 CS = +8 [-3 ACP if wearing +1 Magic Breastplate]



Saves: Fort: +6 Ref: +7 Will: +3

Init +3, BAB +3, CMB +5, CMD 18 [22 w/ Shield of Swings]

Halberd +7, 1d10+3 dam, Short Sword +6, 1d6+2 dam, Heavy Crossbow +7, 1d10 dam

Feat: Shield of Swings - gain +4 AC and CMD but only do half damage. FULL ATTACK ONLY [APG]
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Leif

Adventurer
Besharrn Blacktusk Half-Orc Ranger3

Impressed by B'rri's boldness, Besharrn moves right beind him. "Me call you 'Breedabold!' You good dude!" Besharrn makes sure his murderous halberd is all ready to slice and dice.

[sblock=stats - Besharrn Blacktusk]
Besharrn Blacktusk Half-Orc Ranger3

S15,D16,C14,I12,W12,C11

AC:21[10+7(+1 Breastplate)+3(Dex)+1(Dodge Feat)] [25 w/Shield of Swings]
FF:17
T:14 [18 w/Shield of Swings]

HP:33/35 -2 =31/35

Skills: (Ranks 7+7+7 = 21) [CS=Class Skill]
Climb 3 ranks +2 str +3 CS = +8
Intimidate 3 ranks +2 rac'l +3 CS +0cha = +8 [Std act'n-if sucsfl give opp the Shaken condition, -2 att]
[DC to demoralize=10+target's HD+target's Wis mod] [lasts 1rnd + 1rnd for every 5 check exceeds DC]
Knowledge (Dungeoneering) 3 ranks, +1 Int +2 Favored Terrain +3 CS = +9
Perception 3 ranks +1 wis +3 CS = +7 [+2 underground]
PASSIVE PERCEPTION: 17 [19 underground]
Stealth 3 ranks +3 dex +3 CS = +9 [+2 underground]
Survival 3 ranks +1 wis +3 CS = +7 [+2 underground] [+1 (half Ranger Level) to follow tracks]
Swim 3 ranks +2 str +3 CS = +8 [-3 ACP if wearing +1 Magic Breastplate]



Saves: Fort: +6 Ref: +7 Will: +3

Init +3, BAB +3, CMB +5, CMD 18 [22 w/ Shield of Swings]

Halberd +7, 1d10+3 dam, Short Sword +6, 1d6+2 dam, Heavy Crossbow +7, 1d10 dam

Feat: Shield of Swings - gain +4 AC and CMD but only do half damage. FULL ATTACK ONLY [APG]
[/sblock]
 

Scotley

Hero
The door opens easily and reveals a thirty foot long hallway about 10' wide with a narrow window that looks out on the grounds in the front of the building. There is a simple desk and stool in the hallway near the window. At the far end is a formidable looking metal door with a small sign saying 'property room'.
 

Scotley

Hero
After you get a look through the door you are all suddenly startled by all the doors in the room opening at once. There is a rush of badly burned and shrieking faces that fly though the room from all doors and exit the building. Only with great effort of will can you resist dropping whatever is in your hands and covering your ears from the horrible shrieks of pain and terror. The rush stops as quickly as it started with all the doors slamming shut at once. They are stuck fast and will not open. The chaos of the terrible burned faces prevented you from seeing anything beyond this room.
 

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