
leinathan |

Welcome to one of my tables of Carrion Crown. Please take some time to dot the threads and to consider character creation. Please start by downloading the Carrion Crown Players' Guide. It provides some information about the country of Ustalav and some valuable insight into character-creation. However, don't bother with the campaign traits. Because I am adjusting the beginning zone, the traits relating to Professor Lorrimor's funeral just don't work anymore.
The campaign will begin in the city of Lepidstadt. Lepidstadt is in the county of Vieland, ruled by a council that is based in the city. Until recently, Lepidstadt was ruled by a count called Caromarc (like most of the country was ruled by various members of old aristocracy), but he voluntarily deposed himself during the country's turn towards democracy. Lepidstadt is also known for its university, an internationally-renowned center of learning, for its large chapel dedicated to Pharasma (Gravecharge), and for an old, mysterious circle of standing stones called the Spiral Cromlech.
The campaign will begin as a young woman - Jeminda Anikee - contacts the PCs or their friends, looking for a small competent group of people to go looking for her brother-in-law. One of the Ustalavic townships around Lepidstadt is late on taxes, and Jeminda's brother-in-law Kyle recently traveled there to collect. He's been missing for a couple of weeks along with the payment, and someone needs to go see what happened to him...
This is a horror campaign. I will endeavor to increase the desperation and tragedy and to make it more realistic, although I'm not aiming for edgelord cringe. Let me know if you have concerns about tone, or if you have any subjects you would not like broached.
- - - - -
Level: 3, plus Gestalt
Races: Core plus dhampir, goblin, hobgoblin, orc, tiefling, changeling, and skinwalker. Human ethnicities are most commonly Kellid and Varisian.
Traits You can take two, and you may take a drawback to gain a third.
Classes: Paizo material is allowed by default. However:
- The unchained monk may be treated as an archetype, but the unchained barbarian/summoner/rogue are mandatory.
- The primalist (bloodrager), inspired blade (swashbuckler), sanctified slayer (inquisitor), the gunslinger, and all gun-related archetypes are banned.
- Rogue Genius Games' Witch Hunter and Death Mage are allowed. Kobold Press' White Necromancer is allowed. The psionics material from Dreamscarred Press is allowed.
Alignment: Alignment will be removed for this game, Except in the case of outsiders. Outsiders with an alignment subtype still have alignment.
Point-Buy: 20!
Wealth: Half WBL (which is 1,500gp). Plus, we will be using Automatic Bonus Progression, which at your level grants a +1 resistance bonus to all your saves.
- - - - -
To increase the grittiness and because I want to, we'll be using the Wounds and Vigor subsystem, which increases your total amount of HP available to you but makes it more difficult to heal.
As I mention above, we'll be using Automatic Bonus Progression, which replaces all magic items that give practically-required static bonuses.
We will also be using the Elephant in the Room feat tax elimination rules. There is one rule not discussed in that thread: Improved Unarmed Strike and Improved Grapple are merged into a single feat called Unarmed Combatant.
Lemme know if you've got Qs, for which I have As. I will be posting up a character questionnaire when I have more time (probably tomorrow after work) to help guide character creation.

gyrfalcon |

Hey, while I'm noodling about ideas, a question: gestalt is great because it opens up so many new options. It can also take things in very different ways, e.g. building for greater power, or flexibility, or flavor.
Can you say why you made this a gestalt game, and what you do (and don't) like in gestalt builds?

leinathan |

Sure!
I opened up gestalt for a couple reasons. First, I wanted 4-person parties, but I wanted them to be able to handle some variety of encounters. Second, I wanted to give my players more options for versatility (thus the feat tax elimination rules and automatic bonus progression as well). Third, I wanted to use rules that appear desirable but don't always get a lot of play!

leinathan |

NOTE: The gameplay thread is available for dot.
This questionnaire is optional, and meant to help guide character-writing.
Character Questionnaire:
1. What's your characters economic situation, and the economic situation of their family? A desperately poor character with a rich family tells a very different story than a desperately poor character with a poor family.
2. What does your character look like? Describe their fashion sense, their hair, their eyes and skin. Is there a reason they dress or act the way they do? How do they carry themselves when they don’t think anyone is looking?
3. Where was your character born? In Ustalav? Somewhere else? Why did they move to Ustalav, if they were born elsewhere?
4. How did your character become whatever class they are or learn the skills they have?
5. What does your character do for a living? How did they get into doing that?
6. What is their personality like?
7. If your character is religious, explain why and how. If not, there may be a reason for that as well.
8. Much of the campaign will involve traveling all over Ustalav and foiling the plots of various horrifying monsters. Why does your character care about doing this? Is he an Ustalav patriot, a Pharasman undeath hunter, a monster slayer for sport, or something else?
9. What are your character's moral lines? What would they never do? What can they not stand by and watch? What will they always take advantage of?
10. If you have a character who has sworn a code (such as a Paladin or Cavalier, for example) be explicit in what that code entails.

gyrfalcon |

Cool. This seems like the perfect game to play someone wrestling with a beast of some sort within her, that manifests in powerful and scary ways.
Gestalt + some 3p options means lots of possible builds, but I'll most likely be reasonable in melee, hopefully with a good bit of utility/flexibility as well. Details to come!
(BTW, I did the old dot-and-delete in gameplay.)

'Khar the Hunter |

So settled on monster-hunter Vudrani-origin Skinwalker (Fanglord) Rogue(Bandit)/Bloodrager(Rageshaper) who came to Ustalav to kill werewolves (and other interesting monsters) for fun and profit.
Will write up a back story and questionnaire when I get some time today or tomorrow.
Edit: Gyrfalcon - having a character who struggles against and doesn't openly display their beastly nature would be an awesome contrast to K'ra who embraces it and wears it openly :o
Also, if anyone wants to be partners with K'ra for backstory purposes, he totally wouldn't have issues with a partner to compete against/kill stuff with.

leinathan |

I'll write up some more about the setting later today, after my school's recruiting event. Hopefully I can give you some stuff to work with.
Also, please feel free to collaborate. Your characters should probably be acquainted so that it's plausible to send you guys on an adventure together. I can write up a few NPCs that can put you in contact with the first couple quests too if that helps.

gyrfalcon |

I'm happy to collaborate. So far I'm all rough notes:
My character will be young woman with a horror inside her that, that she reluctantly harnesses to defeat other horrors. Mechanics still TBD but she's definitely a frontliner.
Backstory / personality
- I have a terrible horror inside me
- I didn’t choose this but I must harness it, to deal with the horrors that surround us
- Whatever’s inside me is hungry. It's trying to control me, to take over. I need to be stronger than it.
- On my darker days--or are they my clearer days?--I know that one day it will win, but I must hold out as long as I'm able...and in the meantime make the horrors around me pay.
Questions:
- Who did this to me? (Maybe a parent, trying to create a weapon to fight back some Ustalavian (sp?) dangers)
- Might have been raised in a cult, as a weapon against something. (Open to suggestions on what?)
- How much do I know about the horror within me? (A tie to a Daemon? An aberration of some sort? One of the Elder Gods? Lamashtu?) As far as this goes, I'm flexible if it fits in well with the the campaign, or with someone else's backstory.
It might be interesting roleplay to have at least some of yall now know about her ability to transform until it happens for the first time.
More to come!

leinathan |

There are two more players that I have invited, but neither have definitely confirmed.
Worst case, I think we can go on with three gestalt characters, but if both turn me down I may go looking for more players.
I'll start working on a thematic setting-thing in a bit.
Hey, also - at player request, I will be opening up the usage of Path of War.

gyrfalcon |

Thanks! Allowing PoW opens up Fiendbound Marauder, which is a perfect archetype for what I'm looking for.
Second class might be Occultist, Investigator (psychic archetype), or maybe even Vigilante. Still tinkering.
In terms of connecting back stories, It's possible my character is or was a student at the University, trying to understand what is going on with her. Also possible she's entirely trained by some cult that made her what she is. Could go either way.

Mahorfeus |

I was thinking of combing the bolt ace gunslinger (with leinathan's permission) with either inquisitor or slayer. The former for a religious zealot bent, or the latter for more of a straight monster hunter. Not sure which direction to take it in.
Also torn on whether to use a heavy repeating crossbow or to dual wield two repeating hand crossbows. All of the above is theoretically possible, but only at higher levels. :P
We're looking a bit light on magic one way or the other... not sure whether that'll be a big deal or not.

leinathan |

FirebirdGNOME won't be joining us, and Motteditor is looking doubtful. If I hear back from Motteditor that they won't be joining us either, then I'll move the 3 of you guys over to the first table and disable this game. One 6-person game seems more fine than two 3-person games.
That said... it looks like all three of your characters are warrior types who like to fight monsters... so, why not have you guys b e a little monster-hunting group? It works well as a game intro (hey, adventuring party, can you go find my missing brother?) and it seems you've all had the same goal. Of course, that doesn't preclude university attendance either.
- - - - -
As for ideas from me about where gyrfalcon's monster came from, I suppose that depends on a few things. What kind of monster are you envisioning, and how does it inhabit them? Is your character possessed, or physically corrupted (like a disease)? Maybe they're a hybrid race, sorta?
What kind of monster are you seeing? Lovecraftian monster? Fiendish outsider? Undead? Whatever agreed that happened to be the most powerful?
- - - - -
Does anyone have any setting questions?

'Khar the Hunter |

Character Questionnaire:
K’ra’s was raised in extreme poverty in a remote corner of the island of Jalmeray. His father kept them mostly hidden, and scavenged or stole what he could to help make ends meet. As a child K’ra also resorted to stealing from time to time, to help fill his own belly. By contrast, his grandmother is the head of one of the wealthiest noble houses on the island.
K’ra wears a ragged, blood-stained leather armor he ‘acquired’ from an elf he ambushed after his escape from Arena in the Shackles. Beneath the armor he is bare-chested, and he bears various tattoos and scars from his time as a slave and gladiator. The scars extend all over his body, and he makes a point to display them as evidence of all the fights he has survived. Three slashes cross his right eye, which has glazed over white from the wound, leaving it useless. His tanned skin and black hair give away his Vudrani heritage when he is in human form. When he changes shape, his scars remain, but his fur is the ruddy orange with the dark stripes of a weretiger-kin, with white fur lining his chest. The scars he has suffered are clearly visible, the skin there no longer capable of producing fur.
K’ra is forever scanning the area around him. He has the bearing of a predator, derived naturally from his blood and honed through years in the gladiatorial arena in Arena and in the Mwangi Jungles after escaping the Shackles. He looks down on anyone who is not a warrior, and he usually does little to hide the sneer on his face when dealing with such weaklings. Around other warriors, however, he is competitive bordering on jovial, seeing fighting and hunting as a sport to be relished. Those who fight well earn his respect, and those he considers his equals he can even develop camaraderie with.
K’ra was born on the island of Jalmeray. He was exiled from the island after failing to kill his grandmother, one of the rajas of the island who is secretly also a Rakshasa. Amused by his attempt to reclaim his place as scion of her house, she briefly taught him to fight before selling him to slavers looking for gladiators for the matches in Arena in the Shackles. There he fought for many years, clawing his way up the ranks one fight at a time, taking advantage of his weretiger abilities and his innate rage to help him. In time he even began to harness the abyssal taint he had inherited from his grandmother alongside the weretiger blood of his grandfather.
Though he learned much during his time there, including how to instill fear in even the mightiest foes, he eventually grew bored of the arena, desiring a chance to set out in the world to fight bigger foes. He managed to escape during one of the matches, using his innate prowess to jump into the stands, and fled the Shackles into the Mwangi Expanse. During his time living in the Jungles there, he ran into a group of adventurers who told tales of the horrors present in Ustalav. A true opportunity for a monster hunter. Of especial interest to him were the tales of tribes of werewolves present in the region, as they were often described as fearsome, something he seriously doubted. Given his lack of attachments and his desire to best ever greater foes in preparation for returning to defeat his grandmother, he set off for Ustalav.
His childhood taught him how to steal and take from those when he needed. Ambushing travelers and roughing up the weak for food was more his style than outright stealing, but he was quite adept at skulking about as well. In the arena he developed those skills further towards killing, developing a fighting style based on intimidation and the brute strength that flowed through his veins.
In addition, the magic and hatred he had inherited from his grandmother were ever-present, manifesting in his bloodrage, which he used quite aggressively.
K’ra doesn’t do things for a living. While he will use money when needed, he is perfectly capable of hunting to live, and enjoys living in the wilderness. Nevertheless, in order to hunt monsters it helps to interact with people, as rumors and the like are an excellent means of guiding him to his next challenge.
His personality varies from jovial to cold, and almost always arrogant. Much of how he interacts with others is dependent on how capable he sees them as. Fighters command respect, most others receive his derision, unless they are obsequious towards him. He responds well to flattery and will boast about his battles if given any chance to do so.
His father was an Iroran, though he himself is not religious, seeing those who depend upon the gods for power as weak. Despite this, his behavior is actually rather Iroran, as he believes strongly in self-perfection, and much of his disdain for the weak comes from seeing it as a personal failure. The strong are strong because they strive for it, the weak are weak because they do not. It is a cruel and unfeeling interpretation of Iroran beliefs.
K’ra is a hunter for sport, without a doubt. His goal isn’t to gain fame or wealth. It is to prove himself in battle after battle, until he is capable of returning to Jalmeray to claim his noble heritage and kill his grandmother. Even with that goal, he cares more about the fact he is owed it than the wealth or prestige that goes with it. Nor does he resent or harbor hatred for his grandmother. he is merely the ultimate challenge he has before him, the mount he wishes to summit in his search for perfection.
K’ra has little in the way of morality, though he sees little point in slaughtering the weak. He has no taste for human flesh--though he enjoys the taste of blood when fighting—so the weak are not food to him. Ideally, they should just shut up and stay out of his way, allowing him to take what he desires. Still, laws and society exist and can be useful to him, so he sees little point in breaking laws just to spite them.
Foes who slaughter the weak or helpless anger him, and he will intervene to slay the such foes, though he draws the line at that. Once he has slain them he moves on, for his objection was not to the slaying of the weak or innocent, but merely to the fact that someone would waste time on them when they could be fighting someone capable.

leinathan |

Alright, motteditor is passing. Go ahead and migrate to this thread. We are merging the groups. I'll deactivate this after you move.

gyrfalcon |

I think leinathan renamed the campaign we're moving to right after posting that link.
Here's a link to the renamed campaign