dm night-shade and friends' Carrion Crown (Inactive)

Game Master MayDay

Harrowstone Inside
Town of Ravengro
Harrowstone


[dice=init; Toni]1d20+7[/dice]
[dice=init; Talon]1d20+4[/dice] (+2 in urban terrain)
[dice=init; Gabi]1d20+1[/dice]
[dice=init; Ras]1d20+2[/dice]
[dice=init; Gur]1d20+0[/dice]
[dice=init; Gild]1d20+2[/dice]

[dice=perc; Toni]1d20+0[/dice]
[dice=perc; Talon]1d20+8[/dice]
[dice=perc; Gabi]1d20+3[/dice]
[dice=perc; Thran]1d20+5[/dice] +1 trap finding
[dice=perc; Gur]1d20-1[/dice]
[dice=perc; Gild]1d20+4[/dice]

[dice=stealth; Toni]1d20+1[/dice]
[dice=stealth; Talon]1d20+4[/dice]
[dice=stealth; Gabi]1d20+1[/dice]
[dice=stealth; Ras]1d20+1[/dice]
[dice=stealth; Gur]1d20+0[/dice]
[dice=stealth; Gild]1d20+2[/dice]

[dice=will; Toni]1d20+1[/dice]
[dice=will; Talon]1d20+2[/dice]
[dice=will; Gabi]1d20+3[/dice]
[dice=will; Thran]1d20+3[/dice]
[dice=will; Gur]1d20+1[/dice]
[dice=will; Gild]1d20+3[/dice]

[dice=spellcraft; Gild]1d20+6[/dice]
[dice=spellcraft; Gabi]1d20+11[/dice]

[-ooc][-b][-bigger]ROUND 1[/bigger][/b][/ooc]
Gur
Gild
Talon
Gabi
Thran
Monster

TREASURE:

(Unclaimed)

-four sun rods,
-six flasks of holy water,
-five potions of cure light wounds,
-two potions of lesser restoration,
-a scroll of detect undead,
-two scrolls of hide from undead,
-a scroll of protection from evil, and

a thin darkwood case decorated with an image of a scarab with a single eye glaring from its back — the same design that appears on the cover of the Manual of the Order of the Palatine Eye among the books in the professor’s collection. The darkwood case is worth 50 gp, and contains three objects of interest—a spirit board with a brass spirit planchette, and four iron and glass vials containing tiny, churning clouds of vapor. The vials sit in velvet-lined indentations to the left of the spirit board and planchette, along with six empty indentions—the profes or made off with most of the vials but left these four behind. The six vials are all valuable magic items called haunt siphons.

SELL
NOTHING RIGHT NOW

(Claimed)
PARTY
-3 scrolls of protection from chaos, ARCANE
-silver holy symbol on Pharasma
-healer's kit

GILDEROY
-Gosler, non-combat trained Clydsdale horse
-lesser metamagic rod (silent),
-scroll of black tentacles

GABI
-scrolls of expeditious retreat, obscuring mist, see invisibility,
-headband of vast intellect +2

TONI
-alchemical silver dagger
-cold iron dagger

GUR
-cloak of resistance +1,
-Headsman's Scythe, +1 ghost touch, 2000gp

Talon
-scale mail,
-10 +1 arrows,
-five +1 ghost touch arrows,
-two +1 undead bane arrows

quests and hooks:

-Gabi knows the professor's notes indicated he hid tools for fighting ghosts in the graveyard...in 'the false crypt'. See map.
-A fey presence is haunting a wishing well
-The ghosts of Harrowstone are trying to break free and must be stopped
-There is a MWK suit of plate armor not-for-sale at the General Store
-The Archbishop of Lipedstadt is an A-hole.

Dm notes, no peeking:

https://sites.google.com/site/carrionzzzcrown/piper

XP 600
Advanced stirge (Pathfinder RPG Bestiary 260)
N Small magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +1
Defense
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 22 (4d10)
Fort +4, Ref +7, Will +2
Offense
Speed 10 ft., fly 40 ft. (average)
Melee bite +8 (2d4–1 plus grab)
Special Attacks blood drain
Tactics
During Combat The giant stirge quickly crawls out of its
nest to buzz hungrily at intruders, attacking anyone who
enters this room or whom it hears on the outer balcony.
If the stirge hears any form of music (such as that created
by certain bardic performances or a Perform skill check),
it ceases its attacks and swoops down to land next to the
musician. As long as the bardic performance continues,
or as long as the musician can continue to make DC 15
Perform checks (or as long as no one else attacks it), the
giant stirge remains docile.
Morale The giant stirge fights to the death.
Statistics
Str 8, Dex 17, Con 10, Int 1, Wis 12, Cha 6
Base Atk +4; CMB +2 (+6 grapple); CMD 15 (23 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Fly +10, Stealth +12
SQ diseased
Special Abilities
Blood Drain (Ex) A giant stirge drains blood at the end of its
turn if it grapples a foe, dealing 1 point of Constitution
damage. A giant stirge continues to drain blood until it has
dealt 8 points of Constitution damage, then drops its prey
to return to its lair to digest its meal.

animated object

The Piper of Illmarsh CR 4
XP 1,200
CE persistent haunt (area T4)
Caster Level 4th
Notice Perception DC 15 (to notice the faint sound of
mournful flute music and the eerie flapping of tiny
leathery wings)
hp 18; Trigger proximity; Reset none (see below)
Effect Once active, the Piper of Illmarsh manifests
as a disembodied, mournful dirge played upon
a flute. The dirge can be heard throughout this
floor of Harrowstone, but can only physically affect
those within the western cellblock itself—the halls
facing one of the cells in the western portion of
this floor. Each round, all living creatures (except for
stirges) within this area must make a DC 14 Will save
at the start of their turn to avoid being shaken by the
effect. Once per round on the Piper’s turn, one randomly
chosen humanoid in the area is also targeted by a hold
person effect (DC 14 Will negates)—those who fail this
save not only stand motionless, entranced by the music,
but also experience a vision of the ghostly Piper himself
as he approaches, attended by a flock of stirges. Once
a victim escapes this hold person effect, the cumulative
effect of the fear caused by the Piper’s slow, inexorable
approach forces the victim to immediately make a DC 14
Will save to avoid taking 1d6 points of damage as blood
momentarily flows from a dozen tiny punctures that
spontaneously open along his arms and neck. The Piper’s
haunt may only target a specific creature once per day
with this hold person effect.
Destruction Once the Piper’s haunt has been reduced
to 0 hit points, Vesorianna’s ghost prevents it from
manifesting again.

Spoiler:

PYROMANCERS

Leveling Checklist

This is a list of steps to take when your character levels up to make sure he or she is properly updated when the party level increases.

Hit Points: Check your class entry to see how many hit points you gain when you go up a level. Remember to add your Constitution modifier, and any other bonuses you might have, such as from the Toughness feat.
Example: A fighter with a Constitution of 16 (that’s a +3 modifier) would roll 1d10 plus 3 to see how much his maximum HP increases when he levels up.

Base Attack Bonus: Check your class entry to see if your base attack bonus increases when you level up. Some classes, such as barbarian, fighter, paladin, and ranger, have a base attack bonus that increases at every level. Others advance slower.
Example: A rogue who goes from level 4 to level 5 wouldn’t increase his base attack bonus according to his class entry, but his barbarian pal would increase his by 1.

Saving Throws: Make sure you update your saving throws to match your class entry, and don’t forget any bonuses from feats (Great Fortitude / Iron Will / Lightning Reflexes) or from special class features (like the paladin’s Divine Grace).
Example: At level 6, all three of a monk’s saving throws (Fortitude, Reflex, and Will) increase from +4 to +5. A sorcerer who reaches level 6 would only increase his Will save to +5, while his other two saves are only at +2.

Class Features: Check your class entry to see what cool new class features you get at a particular level. These are very important, so make sure you read and understand what your new class features do, as they give you more options and make you better at what you already do!
Example: At level 4, a druid gains the ability to use Wild Shape, and a barbarian gains a new Rage Power.

Skill Ranks: Your class entry tells you how many skill points you gain at each level up. Remember to add your Intelligence modifier and whatever other bonus skill points you gain, such as the bonus skill for being human or from his favoured class bonus. Remember that your number of ranks in a given skill cannot exceed your character level, and that you gain a +3 bonus on class skills you put ranks in.
Example: A rogue with an Intelligence of 16 (that’s a +3 modifier) gains 11 (8 +3) skill points at each level. If he was human, he’d gain a bonus skill point.

Feats: Some classes gain bonus feats from class-specific lists as they level up, and all characters gain bonus feats at levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19. Make sure you meet a feat’s prerequisite before you add it to your sheet!
Example: A fighter gains a bonus feat at almost every level, but the ones listed in his class entry have to be designated as Combat Feats. Similarly, a ranger gains bonus feats based on a chosen combat style, and has a much smaller list to choose from.

Favoured Class Bonus: Your favoured class was chosen by you when you first made your character, and this selection doesn’t change. If you gained a level in your favoured class, you get to choose between +1 bonus HP or +1 skill rank. You can change this decision each time you gain a level in your favoured class. Half-elves are able to select two favoured classes (but prestige classes can never be favoured classes).

Spells: Your class entry will tell you how many spells per day your character has, and if you’re a bard or sorcerer, how many spells you know. Remember to keep track of bonus spells due to having a high casting ability score, as well as domain and bloodline spells.
Example: A wizard with an Intelligence of 18 (+4 bonus) who reaches level 5 gains access to 3rd-level spells. His class entry says he can now memorize and cast a single 3rd-level spell, but due to his high Intelligence score, he can prepare a bonus spell of his choosing.

Ability Score Increases: At levels 4, 8, 12, 16, and 20, characters choose two ability scores to permanently increase by 1 each. You cannot raise a single score by two points; you must choose two scores.
Example: At level 4, a rogue decides to increase his Intelligence and his Constitution by 1 point each. His Intelligence increases from 15 to 16, which changes the modifier from +2 to +3, giving him a number of bonus skill points equal to his level; in his case, 4, which he can spend as he chooses. Meanwhile, his Constitution increased from 13 to 14, which changes the modifier from +1 to +2, giving him bonus HP equal to his level. He increases his max HP by 4.

Treasure and Items: Remember to keep careful track of any treasure or items your character took possession of, and to discuss with the rest of the party about who gets what. If the game is between adventures and the party is in a town, city, or other place with a vendor, speak with the GM about buying and selling.

Hero Points: You gain 1 hero point per level, to a maximum of 3. Any unspent hero points are wasted.

Derived Statistics: Make sure to go over your sheet and check that your attack and damage totals for your various weapons, the saving throw DCs for your various spells and special abilities, and your AC are all up-to-date.