Aldizog's Carrion Crown (PF1)

Game Master Aldizog

Slides


Perception:
[dice=Ismene]1d20+6[/dice]
[dice=Quinn]1d20+2[/dice]
[dice=Theodore]1d20+6[/dice]
[dice=Tiff]1d20-2[/dice]

Initiative:
[dice=Ismene]1d20+2[/dice]
[dice=Quinn]1d20+1[/dice]
[dice=Theodore]1d20+2[/dice]
[dice=Tiff]1d20+4[/dice]

Will Saves vs Fear:
[dice=Ismene]1d20+4[/dice]
[dice=Theodore]1d20+11[/dice]
[dice=Tiff]1d20+3[/dice]

Knowledge (Religion):
[dice=Ismene]1d20+18[/dice]
[dice=Quinn]1d20+5[/dice]
[dice=Theodore]1d20+9[/dice]
[dice=Tiff]1d20+10[/dice]

Harrow Cards:
Each card can be used once. You can use either the power of the suit or of the alignment. There are no alignment implications for using Evil cards in and of themselves, although to what use you put the ability could be an infraction. Cards may not be traded between PCs.

Hammers (Str): +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. This grants half the bonus (+4 before the roll, +2 after).

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 and recharges 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.

Lawful Good: You may smite evil, as the paladin ability, gaining the benefits 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 mind-affecting 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 inflict 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.

Special Cards
The Uprising: This card can be called upon once, and the whole party must agree. It will grant all of the PCs an untyped +1 bonus on attack and damage rolls for the duration of one battle. If the PCs are outnumbered, the card instead grants a +2 bonus on attack and damage rolls for one battle.

The Professor's Journal:
Several entries are circled in red ink. The most recent is circled 17 days ago, the day the Professor died.
17 Gozran, 4701 AR 10 years ago
The Whispering Way is more than just a cabal of necromancers. I see that now. Undeath is their fountain of youth. Uncovering their motivation does not place me at ease as I thought it might. Their desire to be eternal simply makes them more dangerous.

19 Kuthona, 4710 AR 2 months ago
It is as I had feared. The Way is interested in something here in Ravengro. But what could it be?

18 Abadus, 4711 AR 1 month ago
Whatever the Way seeks, I am now convinced their goal is connected to Harrowstone. In retrospect, I suppose it all makes sense—the stories they tell about the ruins in town are certainly chilling enough. It may be time to investigate the ruins, but with everyone in town already being so worked up about them, I’d rather not let the others know about my curiosity—there’s plenty of folks hereabouts who already think I’m a demonologist or a witch or something. Ignorant fools.

29 Abadus, 4711 AR 20 days ago
It is confirmed. The Way seems quite interested in something—no, strike that—someone who was held in Harrowstone. But who, specifically, is the Way after? I need a list of everyone who died the night of the fire. Everyone. The Temple of Pharasma must have such a list.

31 Abadus, 4711 AR 18 days ago
I see now just how ill prepared I was when I last set out for the Harrowstone. I am lucky to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent to investigate further) prevented me from transcribing the strange symbols I found etched along the foundation—hopefully on my next visit I will be more prepared. Thankfully, the necessary tools to defend against spirits are already here in Ravengro. I know that the church of Pharasma used to store them in a false crypt in the Restlands at the intersection between Eversleep and the Black Path. I am not certain if the current clergy even know of what their predecessors have hidden down below. If my luck holds, I should be able to slip in and out with a few borrowed items.

1 Calistril, 4711 AR 17 days ago
Tomorrow evening I return to the prison. It is imperative the Way does not finish. My caution has already cost me too much time. I am not sure what will happen if I am too late, but if my theory is right, the entire town could be at risk. I don’t have time to update my will, so I’ll leave this in the chest where it’ll be sure to be found, should the worst come to pass.

Spell Durations:
Spell and effects duration become
24 hours: all day
1/hour level: 1 full dungeon
10 min/level: 3 encounters
1 min/level: 2 encounters
1 rd/level: 1 encounter (needs 2 bumps to get to 2 encounters)
Extend spell metamagic (and similar abilities) bumps you up one level, e.g. 1 min/lvl (2 encounters) -> 10 min/lvl (3 encounters). Once you reach 10th level you bump up one level; split duration spells (water breathing) bump you down one level. You can stack bumps in duration but it caps out at two bumps.