Carrion Crown Blues: Broken Moon

Game Master Kartari


"The Esoteric Order of the Palatine Eye are the true masters of the old world and the powers behind thrones. In secret they meet to judge the fate of Ustalav in strange whispered tongues. In ritual are they reborn, and in mystery they forever remain. Engraved in keystones of buildings old and new, the Order’s blazing eye sees all. We do not understand their bizarre contemplations, but we know without them all would be lost, as they are the saviors of our lands."

- Professor Breverius Trusdale, On Secret Societies

Maps:

Schloss Caromarc (local map)

Lepidstadt (local map)

Ustalav (overland map)

Campaign Notes:

Harrow Points:
As specified in the House Rules, we are using the Harrow Points rules outlined in the Carrion Crown Player's Guide (pages 13-14). You have chosen the following cards. Each card has a Suit and an Alignment. You may play a card at any time to gain the benefits of either its Suit or its Alignment (your choice), which expends the card.

Aliseya (Harrow Points: 2)
- The Owl (book 1) -- choice of (a) Stars or (b) Neutral.
- The Unicorn (book 2) -- choice of (a) Crowns or (b) Chaotic Good.

Brias (Harrow Points: 0)

Christoph (Harrow Points: 0)

Fulk (Harrow Points: 0)

Istivan (Harrow Points: 0)

Naught (Harrow Points: 2)
- The Carnival (book 1) -- choice of (a) Stars or (b) Chaotic Neutral.
- The Tangled Briar (book 2) -- choice of (a) Shields or (b) Lawful Evil.

Rhia (Harrow Points: 0)

Sookie (Harrow Points: 0)

Sunny (Harrow Points: 0)

Zelda (Harrow Points: 2)
- The Desert (book 1) -- choice of (a) Shields or (b) Chaotic Good.
- The Mountain Man (book 2) -- choice of (a) Shields or (b) Chaotic Neutral.

-- Benefits of the Suits --

Hammers (Str): If used before a roll is made, a hammers card grants you a +8 luck bonus on any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can also use this card to grant a bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as by distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Cards of the suit of hammers spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Keys (Dex): You can spend a keys card to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Shields (Con): You can spend a shields card on your turn to gain an additional standard or move action this turn.

Books (Int): You can spend a books card to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Stars (Wis): If you feel stuck at some point in the adventure, you can spend a card of this suit and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the stars card is not spent.

Crowns (Cha): You may spend a crown card to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

-- Benefits of the Alignments --

Lawful Good: You may smite evil, as the paladin ability, gaining the benef its until the start of your next turn. If you have levels in paladin greater than half your total Hit Dice, use your paladin level to determine bonus damage; otherwise, your bonus damage equals half your character level, rounded down (minimum 1).

Neutral Good: You channel positive energy that cures a creature touched of an amount of damage equal to 1d6 × your character level. This effect damages undead creatures as spells like cure light wounds.

Chaotic Good: You receive a +4 circumstance bonus on one CMB check to avoid or escape a grapple or on one Escape Artist check.

Lawful Neutral: You gain a +10 bonus on any single Sense Motive check.

True Neutral: You may gain a one-time insight into the future as the spell augury, using your character level as your caster level. Meditating on the particular action in question requires 10 minutes and does not expend material components.

Chaotic Neutral: You gain the effects of rage, as the spell, lasting a duration of 1 round + an additional round for every 3 Hit Dice you possess above the first.

Lawful Evil: You can give another creature a command as per the spell command. This command can affect undead that are normally immune to mind-affecting effects, but not other creatures that are immune to mindaffecting effects. The DC of this command is equal to 10 + your character level.

Neutral Evil: You channel negative energy that deals an amount of damage equal to 1d6 × your character level to a creature touched. This effect heals undead creatures as spells like inf lict light wounds.

Chaotic Evil: You may instantly force any creature to reroll a saving throw it has just made, taking the result of the second roll, even if doing so means the check will fail.

House Rules:
The first edition of the Pathfinder Roleplaying Game serves as the core rules system for this campaign. The house rules which follow serve to amend the core rules, overriding them where applicable.

HR-1. Allowed Sources. Except as otherwise stated in these rules, content published by Paizo is generally allowed for character creation and play, while third-party content is not allowed. Minimally, you will need the Core Rulebook and the Carrion Crown Player's Guide in order to properly create your character and play in this game.

HR-2. Background Skills. These variant skill rules are in effect as written (Pathfinder Unchained, 46-53; PRD).

HR-3. Block Initiative. These custom combat rules are in effect as follows. Each player rolls initiative for their own PC on the first combat turn; the GM rolls initiative for all non-PC combatants. Each PC whose roll equals or beats the GM's target number may act on the first combat round by posting their actions along with their initiative roll. You post as a block, meaning you simply post your actions when it’s your block’s turn to act; the order you happen to post in becomes your turn order for that round. The GM then posts actions for the non-PC combatants as another block. On each combat round after the first, all combatants continue to act in block initiative order, counting down from the highest to the lowest. Every PC posts their actions as a block for rounds two and henceforth, until combat is over.

Special circumstances may warrant a more complex block initiative arrangement, such as when two independent groups of non-PC combatants engage the PCs in combat. The GM will provide guidance on your block assignments and when you can post when this occurs.

HR-4. Character Creation. These rules apply as follows.

Ability Scores. Use the Purchase method of ability score generation, 25 points for Epic Fantasy campaign types (Core Rulebook, 15-16; PRD). You're heroes, you're supposed to be epic.

Race. The core races are allowed, plus changelings, dhampirs, and orcs. Alternate race traits are allowed. Additional races might be allowed on a case-by-case basis; in general, nothing built with more than 15 race points (RP) will be accepted (d20PFSRD shows the RP cost for many races), and your back story should account for the fact that your race is generally not found in Ustalav.

Class. All classes, archetypes, and prestige classes from the allowed sources are allowed, except for the ninja and samurai since they don’t reflect the flavor of Carrion Crown.

Hit Points. Take the maximum hit points at 1st-level, and the average (rounded-up) on later levels.

Traits. You may choose two traits, or three traits and a drawback. One trait was originally required to be a campaign trait from the Carrion Crown Player’s Guide, but this is now optional. No two traits may be of the same type, and you may not choose a campaign trait from another source (Ultimate Campaign, 51-65; PRD).

Alignment. Any non-evil alignment is allowed. Special exceptions are possible, provided an extraordinary back story and GM-imposed limitations to be made on a case-by-case basis.

Wealth. At 1st-level, use the maximum starting gold for your class. At later levels, use the Character Wealth by Level table (Core Rulebook, 399; PRD).

Back Story. A nice, fully-done background story will go a long way towards getting you into this game. We don't need pages, but we need vividness. Make me feel your character. They should feel like, if not Ustalav natives, that they have a very, very good reason to be there.

HR-5. Harrow Points. These optional rules are in effect as written (Carrion Crown Player’s Guide, 13-14). In addition, the GM reserves the right to award an extra harrow point on rare occasions, based on an extraordinarily heroic deed or an exceptional roleplaying experience.

HR-6. Piecemeal Armor. These variant rules are in effect as written (Ultimate Combat, 198-205; PRD). Both standard armor and piecemeal armor parts are allowed.

HR-7. Posting Requirements. These are the general posting expectations for all players and the GM alike.

Post Organization. Post out-of-character (OOC) discussions in the Discussion thread. Post in-character narration, dialogue, and dice rolls in the Gameplay thread. Brief OOC text is encouraged to describe combat actions in the Gameplay thread, but please keep it properly tagged (i.e. in either OOC or spoiler tags).

Posting Rate. Please try to submit one or two in-game posts per week in the Gameplay thread. Try not to post either less or more than this: we want to progress the game along, but we also don’t want to leave those of us with busy real lives in the dust.

Absence. You should provide advance notice when you intend to be absent for any length of time that would prevent you from keeping to this posting rate. This is not only a courtesy to others, but ensures that the GM will endeavor to hold your place in this game. During combat, an absence of three days without notice may result in losing your turn. An extended absence of four weeks without notice may result in your expulsion from the campaign and your replacement. In the case of an emergency, rest assured the GM will be sympathetic; we’ll try to work you back into the game somehow, if and when you request to return.

HR-8. Simplified Advancement. This custom rule is in effect as follows. XP is neither tracked nor awarded. In lieu of this, the GM will simply inform you when to level up. This will generally be based on story milestones achieved.

HR-9. Stat Block. You are required to include a stat block in your character profile’s Race or Class field so it shows up in your Gameplay posts under your character’s name. Stats that should be included are: your race, class, and level, followed by your current HP, AC (including flat-footed and touch AC), CMD (including flat-footed CMD), saving throws, initiative modifier, and frequently used skill modifiers such as Perception. Please indicate conditional modifiers by appending an asterisk to any affected stats, such as “Will: +3*” to remind the GM that your elf character has +2 vs enchantments and immunity to sleep effects. Please also indicate sensory qualities like darkvision or low-light vision by appending a “D” or “L” to your Perception modifier, such as “Perc: +5L”. You are free to add other useful stats as you wish, such as to help you track your current spells per day, your class abilities’ usage, attack information, abilities you want to remind the GM that you have (i.e. the rogue’s trap spotter talent), or whatever else you would like.

Archives:
GM Kartari says: "Not sure we'll continue with Roll20 for maps at present (March 2019). Frankly, I'm too lazy, LOL. But I'll minimally post maps to Google, though. But here's the old link that previous GMs used; should I get the motivation at some point, I may resurrect this."
Roll20.net (original)

GM Kartari says: "We started a new Roll20 campaign for a short time (Sept. 2020), but stopped again on account of most of us not being able to access it at work. Here's the newer campaign link for posterity though."
Roll20.net (newer)

GM Kartari says: "We stopped tracking XP when I took over with book 3. Here's the old link for posterity, though."
XP Tracker

GM Kartari says: "The original rule for Traits (HR-4) was amended (June 2023). The original text read as follows, 'You may choose two traits, one of which must be a campaign trait from the Carrion Crown Player’s Guide. A drawback is allowed, provided your third trait choice is of different type than the others'".