Sove Presents - Carrion Crown

Game Master Sove

My presentation of the Carrion Crown adventure path, made for close friends.



Hey everyone, this is the thread we'll be using for general discussion and out of character content. Ask any questions here, discuss what's happened and plans for your character.

Also, could I ask that you post your characters here? For example:

Halsinger
Male Half-Orc Paladin (Sarenrae) 3
Lawful Good
Init +2; Speed 20; Senses Low-light vision, Darkvision ; Perception +2

Defense

AC 20 ; Touch 11 ; Flat-Footed 19; (Full Plate Armor)
HP 38
Fort +9; Ref +7; Will +9
Immune to fear, disease grants allies a +4 to all fear-related saving throws

Statistics

Str 18 (+4), Dex 14 (+2), Con 14 (+2) , Int 12 (+1) , Wis 10 (0) , Cha 18 (+4)
Base Atk +3; CMB 7; CMD 19
Feats: Toughness, Iron Will
Languages Common, Orc

---

This is a rather complex example, and you don't have to go into nearly the much detail, but it's a way for other players to easily access your information, especially if we're going to be playing for a long time.

This is entirely optional, but I would like you to post your character's background here.


Lythra
Female Half Elf- Aasimar Druid 3
Alignment: CG
Init +1; Speed 30; Perception +11
Defense
AC 15 ; Touch 13 ; Flat-Footed 11;
HP 30
Fort +4; Ref +2; Will +9
Statistics
Str 16 (+3), Dex 13 (+1), Con 13 (+1) , Int 13 (+1) , Wis 17 (+3) , Cha 16 (+3)
Base Atk +2; CMB 5; CMD 16
Feats: Celestial Servant; Quick Draw
Languages
Common, Druid
Weapons
Chain Spear, Throwing Shield, Quarter Staff

Background:
Lythra is the unwanted daughter of an Elvin noble man and an Angelic woman. After the birth of their daughter they abandoned her in a dense foggy forest in Ustalave. Shortly after being abandoned a pack of wolves happened across Lythra, her body and hair was glowing like silver in the moonlight still full of celestial energy. The pack surrounded Lythra, investigating her. A young runt like pup leapt forward he paw landing on Lythra’s arm, the glow started moving from Lythra to the pup and back and forth before diming down and vanishing. The pups once brown fur became silver matching the girls hair (they both have silver hair/fur in the moonlight and a light medium brown in the daylight).After the bond was formed between the pup, Magnus, and Lythra the pack decided to take her in as one of their own, the pack taught Lythra to run, hunt, survive, everything. Lythra grew up with the pack forming a special bond with Magnus, they were almost inseparable. When Lythra was 6 there was an extremely harsh winter that resulted in Lythra and Magnus being separated from the rest of the pack, as they wandered around the found refuge in an old shed behind a mansion. The next morning after the unforgiving storm had passed the Professor of the house found Lythra and Magnus, after lots of time and convincing they decided that the trusted the professor enough to stay inside his house during the winter. For the duration of her stay with the professor he took to trying to teach her Common and a few other things. After winter had passed Lythra and Magnus returned to the forest only after promising to come back and stay next winter and every winter after. During her next 12 winters in the mansion Lythra met only two people the Professors daughter and the town doctor on the few occasions she was sick or came to the mansion with a broken bone, but most of the short months she was at the mansion she spent them hidden away from visitors or with the professor or his daughter sharing stories and learning new things.


Caibel
Male Infernal Tiefling Rouge (3)
Alignment: LN
Init: 6; Speed 30; Senses: Darkvision

Defense

AC 15; Touch 13; Flat-footed 13
HP 30
Fort +3; Ref +5; Will +1

Statistics

Str 13 (+1); Dex 15 (+2); Con 14 (+2); Int 14 (+2); Wis 11 (+0); Cha 12 (+1)
Base Attack +2; CMB 3; CMD 15
Feats: Improved Initiative, Persuasive
Languages: Infernal, Common
Weapons:
Shortsword, Dagger

Background
Caibel was the offspring of criminal and farmer's daughter who fell in love and sought to earn favor with the northern Isger city. So the preformed a ritual with some of the local cultists and allowed for their unborn child to be corrupted by the creature they summoned. Being done, Caibel had a rough time growing up due to people avoiding him due to his draconic horns on his head, his eyes intimidated people since they were amber irises and black instead of the white. His reddish skin with unintelligible infernal runes marked onto it was enough to have him cover them up all the time. Yet that could not cover his infernal glow or the fact that he had no shadow. As he grew older he discovered he could communicate with birds. This worked in his father's favor since Caibel would use his new friends to get info on potential heist areas as well as on people. Caibel's talent's of listening allowed him to be employed by high ranking individuals of the Isger government or anyone who had use of his services. That led to Caibel selling information to criminals and the ones who would fight the criminals, he gave enough that they would come back but not too much that they could overpower him. His fee would always be in coin as well as information that could give him an edge. Through his actions of being an information broker, was Caibel able to meet the Professor. His birds informed him of the professor's fascination with demons and devils. Caibel only met with people in person if he deemed them worthy of it and he decided to hunt the professor down and learn from him. The professor was fascinated by the extent of Caibel's features. This led to the two of them discussing the different roles that tieflings had in societies to the effects that devils and demons have on governments and religions. They met many times after this initial meeting, Caibel would use his resources to ensure that the Professor would be able to travel in relatively safety throughout Isger. Due to their friendship, Caibel would have his birds keep an ear open to any information about his friend.


Cairath
Female Human Fighter (Sarenrae) 3
Alignment: NG
Init +3; Speed 30; Perception +5

Defense

AC 17; Touch 13; Flat-Footed 14
HP 35
Fort +5; Reflex +4; Will +5
Braver +1 against fear

Statistics:

Str 19 (+4); Dex 16 (+3); Con 15 (+2); Int 10 (0); Wis 14 (+2); Cha 13 (+1)
Base Atk +3; CMB 7; CMD 20
Feats: Combat Reflexes, Dodge, Iron Will, Quick Draw, Toughness
Languages: Common

Background:
Cairath was raised in Absalom in a broken home. Her mother died when Cairath was just a child, her father a town guard who was never home, her two brothers (Hamon and Riffin) almost never acknowledging her existence. Her early years were usually spent in solitude, playing with an old sword of her father's. When she was 15, she decided to leave her home and live in Absalom on her own. Her first months were full of struggle as she attempted to find somewhere to sleep every night. She had a few friends throughout the town, who were willing to give her bits of food but were never ones to open their doors to her all the time. After a while, she stumbled upon a group of Asmodeus worshipers who took her in and taught her further how to fight. There were four in this group besides herself: Symus, Tharlan, Vyncis, and Iriel, the leader of the group. Her involvement with this group was sealed when she took her father's longsword and drug it across the palm of her right hand, drawing blood and essentially selling her soul to Asmodeus, creating a jagged scar as a reminder of her choice.
Over the next six years, Cairath's involvement with this group was overwhelmingly loyal. She would help capture children in Absalom and sell them into slavery throughout the Inner Sea, killing when she needed to. She got better with her longsword, and after a few years of involvement, Iriel, the strong daughter of an elvish noblewoman, presented Cairath with a reward for everything she's done: a longsword of a beautiful quality Cairath has never been so close to before. Cairath keeps this sword on her person to this day, the most elaborate and precious of her physical possessions.
And then everything changed when she met the Professor. They first met at a tavern, where Professor Lorrimer was staying and eating dinner at the time. He stuck out like a sore thumb with his elaborate robes next to the dark, musty, slowly rotting wood of the tavern. Cairath was by herself that night, and stopped by the tavern for a drink of ale. Upon seeing Professor Lorrimer, she walked over to him with a cold, devious smile and said "Best not be in this tavern by yourself, you're going to get those pretty robes taken off your back." The Professor promptly responded with a kind smile and an invitation to join him then and share a drink. Amazed by the kindness shown by Professor Lorrimer, Cairath sat down and began to talk with him, and was surprised to find that she enjoyed his company. Throughout his stay in Absalom, Cairath would meet him in the tavern, share a drink, and talk to each other about what they knew of the world, including Cairath's involvement in the group and with Asmodeus. Upon hearing this, the Professor began speaking to Cairath about how she has the option of a better life, a good life, than what she has if only she chose to reach for it. He showed Cairath what it was like to work for the benefit of the people rather than for their downfall, and after a while, Cairath realized that she wanted this life but simply didn't know how to achieve it on her own. She voiced this concern to Professor Lorrimer, who told her "When we are at our darkest moment, we look out for each other. That's the beauty of mankind." He spoke of how Cairath could get out of this life should she choose to find people who help her up when she falls, and leave Iriel and the rest of the group behind. The Professor left a week later.
Through her sheer will, Cairath managed to get away from the life that she spent six years in, the people who took her in and taught her everything she knew about the world and her fighting. She managed to find Sarenrae and used her purposes to fuel her own compassion and fight in a code of redemption rather than one of constant death. Anyone can be redeemed if given the chance to want to change. Of course, this way of thinking doesn't come without its repercussions. Asmodeus sits in the back of her mind, taunting her with the evils that she was/is so familiar with, tempting her to come back to the life that she knew. The only reason that she hasn't was from her grip on her compassion, and on Sarenrae. At the age of 27, Cairath fights with honor with her sword, but is constantly fighting a battle she may never win: a battle inside her own mind.


How old are your characters?

Halsinger is 33, by the way, since I seemed to exclude that.


Lythra and Magnus are both 18 years old.


That's pretty old for a wolf--a sign of its celestial blood?


Yes, he ages way slower and is also bigger than the average wolf.


Caibel is 28 years old. Side note: who all has been greeted or is known by the NPCs in the manor?


All are acknowledged. Feel free to interact with each other, not just me.

Kendra knows OF everyone, but only Lythra has met her prior.


I handed my little rock to the wrong person, I was going to give it to Kendra. I got the names mixed up.


I was laughing at that. XD


How do you type out the dice roll expressions to roll? I cannot get the hang of it.


skillname: 1d20 ⇒ 6

Replace "skillname" with whatever skill, like perception, and replace "x" with your modifier.


Woops, forgot to put a space.

(dice=skillname)1d20 + x(/dice)

Replace skillname with the skill you want to roll, like perception or knowledge arcana. Replace x with your skill modifier, and replace the parentheses with brackets.


Seranel is an Elf Sorcerer (3)
CN Agnostic Age: 124
Height: 6'3"
Weight: 150 lbs Speed 30
Initiative +4. Low-Light Vision
Racial +2 to Perception, +2 to Spellcraft

AC 14, Flat-Footed 11, Touch 13.
HP 24
Fort +3, Ref +4, Will +5
Immune to magic sleep effects and +2 racial saving throw bonus against enchantment spells and effects.

Str 09 (-1), Dex 17 (+3), Con 15 (+2)
Int 13 (+1), Wis 11 (+0), Cha 17 (+3)
Base Atk Bonus +1, CMB 0, CMD 13
Feats: Eschew Materials, Spell Focus, Iron Will
Languages: Common, Elven


Alright, all characters are present and Kendra's having them meet in the library/den. It'll be a chance for you to each interact with each other and figure out more about them. Set up friendships, romance, rivalries, whatever, it'll be a good time to lay the foundation. It'll also be a good chance to roleplay your character and stretch their legs, so to speak.

In the game, tomorrow morning the funeral will take place and we'll start progressing with the plot. For now, explore your characters!

If you have any questions about characters or what we're doing, just let me know here.


I just laughed for like two minutes about necromancy.


Necromancy! Where’s Barrand? Is he reaching for his one dagger?


Yeah, his one dagger is tingling at the mere mention of that heinous word.


I picture Barrand across the world fighting with the queen and he suddenly meerkats towards the direction of the word necromancy.


Hey, perception checks: roll after you make the thing or will my previous one work?


After--and for clarification, you all can still make checks whenever you want, but passive things like perception and sense motive I'll prompt, like I just did.


So, I'm guessing Seranel has a dark sense of humor, joking about necromancers? I like it.


Yeah, he has a much darker sense of humor and just darker personality.


Here are the stats for Magnus, celestial blood included.

Magnus
Male Wolf 3
Alignment: N
Init +6; Speed 50; Perception +1, Low-light Vision, Darkvision 60ft (celestial), Scent (can track targets based on scent)

Defense
AC 17; Touch 13; Flat-Footed 14;
HP 30, Resist Cold, Acid, Electricity 5 (celestial), Spell Resistance 5 (celestial)
Fort +5; Ref +6; Will +2

Statistics
Str 14 (+2), Dex 16 (+3), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +2; CMB 4; CMD 14
Feats: Improved Initiative, Dodge

To attack, Magnus uses a bite. When attacking, these are the stats for the bite:

(Attack Roll) BAB (2) + Strength Mod (2) = +4

(Damage Roll) 1d6 + 3 damage, the target is tripped.

Magnus can also Smite Evil once per day as a swift action, which will add 3 to all damage against an evil enemy until it dies or Magnus rests.

If you want Magnus to follow an order, you can command him as a free action (so, you command him on your turn then on his turn he does what you say), but you have to roll a Handle Animal check to do so. You get an additional +4 to these checks for Magnus.

Attack (DC: 20)
Defend (DC: 20)
Down (Back off, cease attacking DC: 15)
Come (DC: 15)
Fetch (DC: 15)
Track (DC: 20)


Seranel doesn't feel a need to say anything during the service, he thinks his actions on the way said enough for him.

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