Rannik's Carrion Crown

Game Master Patrick Levasseur


Maps


Tales are told throughout Golarion of shadowy figures that lurk in dark corners—stories recounted at children’s bedsides feature bestial creatures that come out only when the moon is right, and fireside legends speak of otherworldly beings beyond reckoning, whose very existence is more than the human mind can bear to know. These are the legends that explain where the blood of the family cow went, and why clerics spend so much time ensuring the proper Pharasmin rites are observed at gravesites throughout the Inner Sea. One can write them off as simple, scary stories in Absalom or Westcrown, but in Ustalav, everyone knows the truth of the things that go bump in the night. In the Carrion Crown Adventure Path, the horrors of the night become undeniably real as you undertake a journey that will decide the future of a nation.

Feldgrau:

F1 - Old Farm: Cleared
F2 - Forge: Cleared
F3 - Candle Shop: Powerfull Haunt
F4 - Grenver house: Mr.Teddy was here!
F5 - Colours & Dyes: Occupied - Prince's Werewolves
F6 - Glassblower shop: Unknown
F7 - Butcher shop: Cleared
F8 - Haunted Inn: Cleared - Allied w/ ghost
F9 - Mill: Cleared - Adimarus & boys
F10 - Tavern: Cleared
F11 - Apothecary: Cleared
F12 - Shed: Cleared
F13 - Town Square: Occupied - WW Patrols, Mass Grave
F14 - Armory: Unknown
G - Tower: Occupied - WW Headquarters, Auren Vrood (Necromancer)

GM Policy:

Dice Rolling (stolen from GM Damo)

The following PC rolls will always be made by me to keep things moving:
1. Initiative
2. Perception
3. Sense motive
4. Saving throws
5. Group diplomacy*
Player dice rolls of these types will be ignored, unless specifically requested by me.

I may make the following where appropriate, but you may request to make these yourself (let me know if you prefer to roll these yourself):
1. Knowledge checks
2. Survival checks
3. Individual diplomacy*
Further, I may make a roll of any kind on your behalf if there's a long and unexpected break in posting (see below on "Moving Along").

* Where the group is involved in a diplomatic action and a diplomacy roll is required, I will roll using the PC with the highest modifier for the group as the primary roll and the next highest modifier for an assist. Depending upon roleplaying and other circumstances, I may allow multiple assists also, or require someone other than the PC with the highest modifier make the primary roll. Otherwise, the players roll these individually.

Spoilers

Sometimes I'll post text in spoilers - these will sometimes be pointed at specific characters (e.g. "For Illya"); sometimes it might be a translation of a language you may or may not know; and sometimes it might be relevant to specific rolls (e.g. "DC 15"). Please don't look if it doesn't apply to you. For my part I'll assume if it doesn't apply to you then you haven't read it. For example, if it's a translation of a language you don't understand, for your character to see the translation, someone who does understand it needs to tell you about it.

The corollary - if it did apply to you, you also need to assume nobody else read it and should explain it (if you choose to do so).

Moving Along

I'm assuming people are posting on weekdays about once a day, maybe less so over a weekend or a public holiday. If you're going to be away a while, let me know and we'll work something out.

Let me and the rest of the party know if/when you're ready to move along. I don't want to smother RP and conversations, equally I want to make sure we don't get bogged down (dungeons are notorious for this in PbP). I may ask for a vote to move things on, or to pick a particular direction - generally the first x votes will win, where x is the majority or else is half of the number of current players (if even). It's also fine to say "I don't want to move on yet".

My general assumption is that, outdoors and en route to somewhere, you talk while you walk, so you're still moving.

Having Fun

And let me know by PM if you're not enjoying yourself, and why. I'll do my best to do something about it. It's the point of all this, after all.