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<blockquote data-quote="Mystery Man" data-source="post: 2484498" data-attributes="member: 13273"><p>Chapter I, A Hard Winter</p><p></p><p><strong>Once Bitten, Twice Shy</strong></p><p>EL 16</p><p></p><p>What's going on: </p><p> Gather info DC 20</p><p> -Brother Aldric has been acting strange lately</p><p> -Aldric refuses to see anyone during the day, always at night</p><p>-Attacks are alway in the vicinity of the Abbey (although this should become apparent after repeated "Horror in the Night" encounters)</p><p> </p><p> If PC's investigate at night repeat "Horror in the Night" encounter.</p><p> </p><p> Abbey </p><p> -Strong wooden Door - Thickness 4 in, Hardness 5, 20 hp, Break DC 23, Open Lock 25</p><p>-Secret trap door behing altar Search DC 25 Iron door, Thickness 2 in., Hardness 10, Hitpoint 60, Break DC 28, Open locks DC 28</p><p>-Chest under altar trapped- Chest hardness 5, hitpoints 15, Break DC 23, Open lock DC 25 Trapped, CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 5th-level cleric, 2d8 acid, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28. Cost: 350 gp to hire NPC spellcaster.</p><p> Contains:</p><p> Eversmoking Bottle, ring of featherfalling, (1) Scroll of resurrection. </p><p> </p><p>If PC's attempt to search during the day, Aldric will not be about but they will find a coffin in the cellar. Any attempts to open it will result is rousing Aldric and will fight to the death.</p><p>If at night Aldric summons 1d10+3 worgs and 2d10 dire rats and attempts to escape using gaseous form, if escape fails he will fight until either captured or killed.</p><p></p><p><strong>Aldric the Vampire</strong> <strong>CR 13</strong> </p><p>Augmented humaniod Cleric 11</p><p> CE Medium Undead</p><p> <strong>Init </strong>+1<strong> Senses </strong>Listen +4, Spot +7</p><p> <strong>Languages</strong> Common</p><p> ---------------------------</p><p> <strong>AC </strong>26, touch 11, flat-footed 25, dodge</p><p> <strong>hp </strong>88 (11 HD)</p><p> <strong>DR </strong>10/Silver and Magic, Turn Resistance +4, Fast Healing 5, Resistance to cold and electricity 10</p><p> <strong>Fort</strong> +7 <strong>Ref </strong>+6 <strong>Will </strong>+11</p><p> <strong>Weakness </strong>garlic, holy symbol, running water, daylight</p><p> -----------------------------</p><p> <strong>Speed</strong> 20 ft.</p><p> <strong>Melee </strong>slam +12/+7 (1d6+4 plus energy drain)</p><p> <strong>Base Atk Grp </strong>+12/+12</p><p> <strong>Attack Options </strong>Blood Drain, Children of the Night, Create Spawn, Dominate, Energy Drain</p><p> <strong>Special Actions </strong>rebuke undead 7/day, spontanious casting, spells, domain access (2), Death domain power, Evil domain power<strong>, </strong>alternate form, gaseous form</p><p> <strong>Combat Gear </strong>Ring of Force Shield</p><p> <strong>Cleric Spells Prepared (CL 11th)</strong></p><p> <strong>6,6+1/5+1/5+1/4+1/2+1/1+1</strong></p><p> 6th - Create Undead <em>(d)</em>, Quicken Bull's Strength</p><p> 5th - Slay Living <em>(d)</em>, Quickened Divine Favor</p><p> 4th - Divine Power, Poison, Spell Immunity, Unholy Blight <em>(d)</em></p><p> <em>3rd - Animate Dead <em>(d)</em>, Deeper Darkness, Dispel Magic, Protection from Entergy, Water Walk</em></p><p> <em>2nd - Darkness, Death Knell (2), Desecrate <em>(d)</em>, Owl's Wisdom, Undetectable Alignment</em></p><p> <em>1st - Cause Fear (2), Doom, Entropic Shield, Protection from Good <em>(d)</em>, Protection from Law </em></p><p> <em>------------------------------</em></p><p> <em><strong>Abilities </strong>STR 19, DEX 12, CON --, INT 12, WIS 18, CHA 19</em></p><p> <em><strong>SQ +</strong>2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits</em></p><p> <em><strong>Feats </strong>Alertness, Combat Reflexes, Divine Might (CW), Divine Vigor (CW), Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Quicken Spell</em></p><p> <em><strong>Skills </strong>Balance +0, Bluff +7, Climb +3, Concentration +12, Diplomacy +14, Disguise +7, Escape Artist +0, Gather Information +7, Heal +11, Hide +0, Intimidate +7, Jump +3, Knowledge +4 (Arcana, Religion, Planes), Move Silently +0, Spellcraft +10, Swim +3</em></p><p> <em><strong>Possessions </strong>+2 Breastplate, Caster's Shield, Amulet of Natural Armor +2, Bracers of Armor +4, Circlet of Persuasion, Cloak of Charisma +2, Ring of Force Shield, Periapt of Wisdom +4</em></p></blockquote><p></p>
[QUOTE="Mystery Man, post: 2484498, member: 13273"] Chapter I, A Hard Winter [b]Once Bitten, Twice Shy[/b] EL 16 What's going on: Gather info DC 20 -Brother Aldric has been acting strange lately -Aldric refuses to see anyone during the day, always at night -Attacks are alway in the vicinity of the Abbey (although this should become apparent after repeated "Horror in the Night" encounters) If PC's investigate at night repeat "Horror in the Night" encounter. Abbey -Strong wooden Door - Thickness 4 in, Hardness 5, 20 hp, Break DC 23, Open Lock 25 -Secret trap door behing altar Search DC 25 Iron door, Thickness 2 in., Hardness 10, Hitpoint 60, Break DC 28, Open locks DC 28 -Chest under altar trapped- Chest hardness 5, hitpoints 15, Break DC 23, Open lock DC 25 Trapped, CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 5th-level cleric, 2d8 acid, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28. Cost: 350 gp to hire NPC spellcaster. Contains: Eversmoking Bottle, ring of featherfalling, (1) Scroll of resurrection. If PC's attempt to search during the day, Aldric will not be about but they will find a coffin in the cellar. Any attempts to open it will result is rousing Aldric and will fight to the death. If at night Aldric summons 1d10+3 worgs and 2d10 dire rats and attempts to escape using gaseous form, if escape fails he will fight until either captured or killed. [b]Aldric the Vampire[/b] [b]CR 13[/b] Augmented humaniod Cleric 11 CE Medium Undead [b]Init [/b]+1[b] Senses [/b]Listen +4, Spot +7 [b]Languages[/b] Common --------------------------- [b]AC [/b]26, touch 11, flat-footed 25, dodge [b]hp [/b]88 (11 HD) [b]DR [/b]10/Silver and Magic, Turn Resistance +4, Fast Healing 5, Resistance to cold and electricity 10 [b]Fort[/b] +7 [b]Ref [/b]+6 [b]Will [/b]+11 [b]Weakness [/b]garlic, holy symbol, running water, daylight ----------------------------- [b]Speed[/b] 20 ft. [b]Melee [/b]slam +12/+7 (1d6+4 plus energy drain) [b]Base Atk Grp [/b]+12/+12 [b]Attack Options [/b]Blood Drain, Children of the Night, Create Spawn, Dominate, Energy Drain [b]Special Actions [/b]rebuke undead 7/day, spontanious casting, spells, domain access (2), Death domain power, Evil domain power[b], [/b]alternate form, gaseous form [b]Combat Gear [/b]Ring of Force Shield [b]Cleric Spells Prepared (CL 11th)[/b] [b]6,6+1/5+1/5+1/4+1/2+1/1+1[/b] 6th - Create Undead [i](d)[/i], Quicken Bull's Strength 5th - Slay Living [i](d)[/i], Quickened Divine Favor 4th - Divine Power, Poison, Spell Immunity, Unholy Blight [i](d)[/i] [i]3rd - Animate Dead [i](d)[/i], Deeper Darkness, Dispel Magic, Protection from Entergy, Water Walk[/i] [i]2nd - Darkness, Death Knell (2), Desecrate [i](d)[/i], Owl's Wisdom, Undetectable Alignment[/i] [i]1st - Cause Fear (2), Doom, Entropic Shield, Protection from Good [i](d)[/i], Protection from Law [/i] [i]------------------------------[/i] [i][b]Abilities [/b]STR 19, DEX 12, CON --, INT 12, WIS 18, CHA 19[/i] [i][b]SQ +[/b]2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits[/i] [i][b]Feats [/b]Alertness, Combat Reflexes, Divine Might (CW), Divine Vigor (CW), Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Quicken Spell[/i] [i][b]Skills [/b]Balance +0, Bluff +7, Climb +3, Concentration +12, Diplomacy +14, Disguise +7, Escape Artist +0, Gather Information +7, Heal +11, Hide +0, Intimidate +7, Jump +3, Knowledge +4 (Arcana, Religion, Planes), Move Silently +0, Spellcraft +10, Swim +3[/i] [i][b]Possessions [/b]+2 Breastplate, Caster's Shield, Amulet of Natural Armor +2, Bracers of Armor +4, Circlet of Persuasion, Cloak of Charisma +2, Ring of Force Shield, Periapt of Wisdom +4[/i] [/QUOTE]
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