Carrion Crown AP - Table 2

Game Master Big Joe

The False Crypt

Harrowstone Grounds

Ravengro Map

Ravengro Map Key:

A. Town Square
A simple wooden gazebo at the center of a grassy circular plaza serves as the hub for Ravengro’s major festivals and
gatherings. The town council also uses the gazebo as a platform for major announcements. When their labor allows it, farmers who have musical talent often converge here, forming impromptu bands. The town square is also where the local farmer’s market gathers every Wealday.
The town square is the most likely place to encounter Old River, the town dog. Old River has been ownerless for more than a decade, but the citizens of Ravengro have taken to looking after it—the dog has become something of a beloved town mascot. The dog almost always spends its
evenings sleeping under the gazebo steps.

B. The Posting Poles
The best sources for local news in Ravengro are the posting poles located throughout the town. Here one can find dozens of messages tacked to one of the five huge posts jutting out of the ground—generally, all five posting poles have identical notices, but periodically one or two messages might be missing from one of the poles. Pevrin Elkarid, the oldest son of the owner of the Laughing Demon, has taken the role of Post Boy for the last 3 years, charging 1 cp to transcribe five copies of a post and then ensuring that the copies are posted for at least a week. It is at the Posting Poles that the locals leave news of nuptials, job postings for farmhands, or notices of missing pets. The most popular regular item at the Posting Poles, however, is the “Wealday Parchment”—a weekly posting written by elderly councilman Gharen Muricar that summarizes Ravengro’s current politics. Occasionally, it even carries news of events beyond Ravengro’s borders. The “Wealday Parchment” is the closest thing Ravengro has to a weekly paper.

C. The Laughing Demon
Zokar Elkarid holds the philosophy that the best way to meet the horrors
of the world is with a jest, for if one can laugh at the worst life has to offer, there remains little to fear. His warm and friendly tavern does its best to live up to this admirable philosophy, down to the menu.
Zokar takes pains to come up with humorous names for his drinks and meals, with offerings like vampire steaks (cuts of beef skewered on thick wooden spikes), wolfballs (lamb meatballs served on plates painted to look like the face of the full moon), corpse chowder (a thick stew with red broth and chunks of meat), and liquid ghosts (a sweet pale ale that glows faintly with a greenish tint). Zokar and his regulars enjoy telling visitors tall tales about what’s really in the food served here.

D. Ravengro Town Hall
In classic small-town style, the people of Ravengro use this all-purpose facility for virtually everything, including council meetings, wedding receptions, and, when it rains, even the annual cook-off. Town council
meetings are generally scheduled on the first Oathday of the month, and often last well into the night.

E. Temple of Pharasma
This temple is devoted to Pharasma, the Lady of Graves. Ravengro’s only religious structure, the temple is also the town’s most elaborate building. Its eastern facade displays an intricate stained-glass mural depicting a stern Pharasma judging Count Andachi, one of Tamrivena’s most infamous previous rulers. Vauran Grimburrow is officially in charge
of the temple, but the day-to-day tending of the flock and maintenance of the temple and the Restlands are largely seen to by a dozen acolytes. The sale of minor magic items (particularly potions of cure light wounds, potions of lesser restoration, and holy water) is also the acolytes’ responsibility.

F. Ravengro General Store
Goods of all kinds can be procured here, especially tools and everyday items such as pots and pans. Luthko and Marta Avanaki run the store with their five girls. While the store caters to local needs, the Avanakis keep in stock most of the adventuring gear, tools, and skill kits listed in the Core Rulebook. While they do not normally carry weapons, armor, or magic items, the Avanakis might agree to sell a display suit of
masterwork full plate (an inheritance from Marta’s mother) that stands guard in the back of the store if you can talk them into it or they come to trust you enough to part with it.

F. Ravengro Forge
Jorfa is one of Ravengro’s most jealously guarded assets, for her skill at the forge is out of keeping with what one would expect to find in such a small town. Jorfa never speaks to her neighbors about her past—she’s lived in Ravengro for so long that locals see her as more of an institution than a neighbor. She heard a call for skilled crafters to aid in the foundation of a new town — Ravengro. Jorfa arrived only a month after Harrowstone was finished, and has lived in Ravengro ever since. Now approaching old age, she’s taken on a few promising apprentices but remains tight-lipped about her life.

Jorfa isn’t the oldest person in town, but she’s certainly lived in Ravengro longer than anyone else. She’s kept to herself for the past century or so, though, and despite her long life has relatively little insight into the inner workings of Harrowstone. While the majority of her work for Ravengro consists of tools for farmers and fisherfolk,
she often forges weapons and armor as well. Most of these works she sells to visiting collectors, but she keeps a good selection of weapons and armor on hand.

H. Jominda's Apothecary
Jominda Fallenbridge keeps a well-stocked supply of pharmacological
provisions, both herbal and alchemical. Here you can find all of the special substances and items listed in Table 6–9 of the Core Rulebook as well as most common material components for spells and a good selection
of magic potions—although she won’t agree to sell these to anyone but
those whom she trusts.

I. Ravengro Jail
Ravengro itself has never been a crime-ridden town (despite—or perhaps because of—the presence of Harrowstone), and its relatively small jail has always been more than enough to handle the town’s criminals (mostly public drunkards, vandals, or other minor thugs who rarely spend more than a few days in a cell). Indeed, the cells are typically empty, which is fine with the town’s sheriff, Benjan Caeller. Yet despite the town’s dearth of criminal activity, the sheriff likes to keep a tight lid on
things by employing four part-time deputies: Leromar, Riff, Trestleblade, and Vrodish. Each of these deputies spends a few days per week working as farmhands on one or more of the outlying homesteads. Most of the policework involves keeping order at the town taverns and making sure everyone stays calm and honest when the tax collectors from Caliphas ride through town.

J. The Silk Purse
Farming is a tough business. Drought, pests, and floods can make a year’s hard work vanish in an instant. To keep one’s farm afloat, those lucky enough to own land will often pledge it to a moneylender for credit. Others must pledge a percentage of the gross income from their next season of labor. Fortunately for Ravengro’s farmers, the Silk Purse is always ready to provide loans. Two moneylenders work out of this building, Luramin Taigh and Quess Yearburn — security is provided by a small group of eight loyal mercenaries who live in barracks on-site. The Silk Purse also sells old collateral (mostly gems and jewelry) that farmers were unable to buy back after the terms of their loans expired. One of these pieces of jewelry is a ring of feather falling and one of the gems is a "smokey quartz" priced at 500 gp. The moneylenders know full well what the ring is and what it’s worth.

K. The Outward Inn
The board and breakfast provided by Sarianna Vai come highly recommended. The inn has 10 rooms, though it is rare for more than four to be occupied at any one time. Local musicians and storytellers often visit the main floor and basement tavern in the evenings, performing for coppers at the smaller, more intimate gatherings. Only if the place is really jumping can Sarianna be cajoled into performing herself. Although now retired, she was once a singer of some repute in Caliphas, and her voice remains strong and beautiful to hear.

L. The Unfurling Scroll
When their parents can afford to spare them from the farms, a few “lucky” children are sent to study under Alendru Ghoroven, retired wizard-turned-teacher. Alendru teaches reading, history, and math, as well as beginning magical theory. He seeks to elevate “the commoners,” though few of his pupils enjoy the strictness of his classes.

In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created. He offers many 1st- through 3rd-level scrolls for sale, along with a fair number of low-priced magic items. A wand of cat’s grace (13 charges) and a wand of slow (6 charges) are two of his current highest-priced offerings.

M. Council Member's Home
There are four members of the Ravengro town council. Most live in generously-sized houses on the outskirts of town.

M1: Vashian Hearthmount and his family dwell here. Hearthmount
is a retired military commander who settled in Ravengro and took up the mantle of leadership largely so he could retain a sense of self-importance in his old age. He is the most experienced councilman—the other three look to him for guidance more often than not.

M2: Councilwoman Mirta Straelock was born and raised in Ravengro. She was the original owner of the town’s tavern, but sold it many years ago just before she took up public office. Popular and earthy, she is the most public face on the council.

M3: Councilwoman Shanda Faravan is a native-born local who served abroad as a royal accuser. She returned home after a scandal involving a prisoner she thought was innocent but who instead played her for a fool. She doesn’t speak much about her time as a royal accuser as a result.

M4: Councilman Gharen Muricar is just a few years junior to his lifelong friend Vashian Hearthmount, but acts like a man half his age. He’s the most up to date on matters outside of Ravengro, keeping the council abreast of national events, and also serves as the city’s unofficial historian. His reputation as something of a rake has not diminished much in his old age—but he’s such an institution in the town that most of the citizens take his lechery in stride, regarding it as “mostly harmless.”

N. The Lorrimor Place
This modest home was, until recently, the home of Professor Petros Lorrimor and his daughter Kendra. With the professor’s recent death, Kendra has been left the house as her inheritance—whether or not she chooses to stay in Ravengro is an unanswered question, though, for she yearns to see more of the world.

O. The Harrowstone Memorial
Other than the looming ruins of Harrowstone on a nearby hill, Ravengro’s most distinctive landmark is a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human
man dressed in leathers and wielding a truncheon—a depiction of Warden
Hawkran. A total of 25 names—the guards who died in the fire of 4661, as
well as the warden’s wife, Vesorianna—are chiseled into the statue’s stone base. The memorial is a popular meeting spot for late-night trysts among Ravengro’s young lovers, for it has just the right mix of tragic romance and spooky ambience without actually being on Harrowstone’s supposedly haunted grounds.

P. The Restlands
Behind the Funebrial is a large stretch of moorland reserved for interring Ravengro’s dead. Thanks to the Pharasmin church’s influence in town, Ravengro’s graveyard is large and well tended. Tradition dictates that whenever one passes by (or through) the Restlands, one must always first draw a spiral on her heart as a sign of respect. The sign wards against the risk that the traveler’s passage will disturb the sleep of the departed.

Q. Gib's Hephenus's Shack
This ramshackle building is home to one of Ravengro’s most foul-tempered retired farmers—Gibs Hephenus.

R. Harrowstone
This reminder of Ravengro’s original purpose looms over the town from atop its bleak hilltop, a constant inspiration for tall tales and bad dreams.

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 Harrow Cards:

Spell Durations:

Spell and effects durations
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

Treasure Tracker



Hello and welcome one and all. If anyone has questions about anything character or campaign related, this is the place to ask.

As an aside, if anyone would like Pathfinder Society 1st edition credit as we play through this adventure path, please let me know. I provide chronicle sheets to anyone interested.


Female Changeling Oracle of Life 1
Character Information:
[HP: 9/9]; [Armor Class: 15; Touch: 12; Flat Footed: 13]; [BAB: +0; CMB: +0; CMD: 12]; [Saves: Fortitude: +2; Reflex: +2; Will: +3]; [Initiative: +2]; [Darkvision 60', Perception: +1]

Josef, I'm playing it that Cassandra just happens to board the same coach you're riding in on the way to Ravengro.


Prismatic Ray 1 | HP 12/12 Nonlethal 00/12 | AC 17 T 11 FF 16 | CMB +4, CMD 16 | F: +4, R: +2, W: +2| Init: +3 | Perc: -1 | Glaive: +4 (1d10+4/×3) | Speed 20**/30ft | Active Conditions: *None*| Special Abilities Smite 1/Day |
Spells Per Day:
Level 1: TBD | Level 2: TBD
Cassandra Blackpoole wrote:
Josef, I'm playing it that Cassandra just happens to board the same coach you're riding in on the way to Ravengro.

HEY YOU LOOK FAMILIAR


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

Hello all


Human

I have changed the photo for Preston to avoid a horrific amount of confusion.


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

Are you using Romanian weather as a benchmark? Being mid-february, when you say cold we're talking mid-40s with night time lows of mid-20s?


Prismatic Ray 1 | HP 12/12 Nonlethal 00/12 | AC 17 T 11 FF 16 | CMB +4, CMD 16 | F: +4, R: +2, W: +2| Init: +3 | Perc: -1 | Glaive: +4 (1d10+4/×3) | Speed 20**/30ft | Active Conditions: *None*| Special Abilities Smite 1/Day |
Spells Per Day:
Level 1: TBD | Level 2: TBD

There's been quite a few revisions to Briar Rose's story I've been through as she's been accepted into probably 10 CC games that never went anywhere. So a couple corrections of things I've already gotten wrong about her lol. I realize I didn't submit her most up to date backstory, I'll get that fixed whenever I can get to my computer.

1: originally she was short but I decided to make her tall when I got her into a 5e CC game where she was a paladin/warlock and wanted to make her mother her patron. So the description of her isn't updated

2: Instead of Briar Rose being called out here by death, she was researching some cultist activity in the country and had been corresponding with the professor with plans to meet him. It doesn't really effect anything, but the timing is interesting...


Cabinet of Calamities: Throughout Ustalav, many wealthy families subscribe to the tradition of assembling cabinets of curiosities, repositories of exotic treasures, unusual specimens, and natural oddities. While most hold little more than fakeries and folk art, the most exceptional might contain objects of hidden value, relics possessing mysterious properties, or clues hinting toward greater mysteries. Some inheritors have gained fortunes by selling off parts of such collections, while others rightly fear what’s been locked away in the family cellar.


Female Changeling Oracle of Life 1
Character Information:
[HP: 9/9]; [Armor Class: 15; Touch: 12; Flat Footed: 13]; [BAB: +0; CMB: +0; CMD: 12]; [Saves: Fortitude: +2; Reflex: +2; Will: +3]; [Initiative: +2]; [Darkvision 60', Perception: +1]

Sorry everyone. I've been a little behind in posting for the past week or so.

I got married at the end of July and my wife and I have spent this month getting her stuff together to move out of her townhouse and into ours. Her lease is up today and we still have a few things to get out of there.

Thankfully after today that will be off our plate.


Congrtulations on your new marriage.


Prismatic Ray 1 | HP 12/12 Nonlethal 00/12 | AC 17 T 11 FF 16 | CMB +4, CMD 16 | F: +4, R: +2, W: +2| Init: +3 | Perc: -1 | Glaive: +4 (1d10+4/×3) | Speed 20**/30ft | Active Conditions: *None*| Special Abilities Smite 1/Day |
Spells Per Day:
Level 1: TBD | Level 2: TBD

Sorry! Got distracted with work, I'll get a post up this morning


Male Human Alchemist (Crypt breaker) 1, HP10. AC15, T13, FF12 . CMB +1; CMD 13, Fort +3, Ref +4, Will +1 . Init +2, Perception +5

Sorry for going quiet, I had to change housing and lost my internet for several days.

I'll be back to regular posting tomorrow.


Hi everyone. The PC Cassandra Blackpoole has been removed from this campaign due to inactivity and no response to private message. Are you okay proceeding with just the four of you or do you want me to find you a fifth PC?


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

I'm fine with proceeding with just 4. Between a paladin, alchemist, and bard we can hopefully heal most anything.


Prismatic Ray 1 | HP 12/12 Nonlethal 00/12 | AC 17 T 11 FF 16 | CMB +4, CMD 16 | F: +4, R: +2, W: +2| Init: +3 | Perc: -1 | Glaive: +4 (1d10+4/×3) | Speed 20**/30ft | Active Conditions: *None*| Special Abilities Smite 1/Day |
Spells Per Day:
Level 1: TBD | Level 2: TBD

=)


Male Human Alchemist (Crypt breaker) 1, HP10. AC15, T13, FF12 . CMB +1; CMD 13, Fort +3, Ref +4, Will +1 . Init +2, Perception +5

Good to keep going as we are. If we need another player I know a few who are good posters.


Male Human Alchemist (Crypt breaker) 1, HP10. AC15, T13, FF12 . CMB +1; CMD 13, Fort +3, Ref +4, Will +1 . Init +2, Perception +5

Who is still with us? It seem to be Mihai and Josef doing all the posting at the moment.


Human

Still here, sick as a dog with a brain fog so posting wasn't up my alley.


I am still here. Just got busy dealing with elder family issues.


Hi everyone, It's your friendly GM, just checking in to see if anyone is seeing posts for this game.


Male Human Alchemist (Crypt breaker) 1, HP10. AC15, T13, FF12 . CMB +1; CMD 13, Fort +3, Ref +4, Will +1 . Init +2, Perception +5

Still here and seeing the posts, I just don't have the social or Knowledge skills to be able to do the research. I'm waiting to see if anyone else can get us the information?


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

Yep, not much for research. If we no longer have researchers I'll probably suggest we go check out the graveyard and see what weapons have been left by the pharasmans. Then onto the prison to see what we can find out about what the Whispering Way wanted with the place.


Male Human Alchemist (Crypt breaker) 1, HP10. AC15, T13, FF12 . CMB +1; CMD 13, Fort +3, Ref +4, Will +1 . Init +2, Perception +5

Perhaps we should recruit another player? A divine or arcane caster seems to be our biggest gap.


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

Preston was just sick, maybe he's better now. Bard, paladin, fighter, alchemist. Not a bad group. three of you can heal in one fashion or another, two of you can deal with traps, I'm the basic meathead. Having one more divine/arcane caster would not be bad or even an archer but I think we still have a decent team if Preston is still on board.


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

Do we have a treasure tracker?


I'll get a loot tracker up for you all on Wednesday of this week.

Just checking on whether or not you all want a 5th player again? I saw some talk about possibly adding an divine or arcane caster or ranged character. Let me know what type of character you want to have join the party and I'll start recruiting.


Male Human Alchemist (Crypt breaker) 1, HP10. AC15, T13, FF12 . CMB +1; CMD 13, Fort +3, Ref +4, Will +1 . Init +2, Perception +5

I'm more than happy to have a fifth.

As has been said we have fighting and traps covered. So I'd be happy with either a full divine or a full arcane caster. More the arcane as we do have some healing in the the group.


1 person marked this as a favorite.

Recruitment for an arcane caster is up per request.


Prismatic Ray 1 | HP 12/12 Nonlethal 00/12 | AC 17 T 11 FF 16 | CMB +4, CMD 16 | F: +4, R: +2, W: +2| Init: +3 | Perc: -1 | Glaive: +4 (1d10+4/×3) | Speed 20**/30ft | Active Conditions: *None*| Special Abilities Smite 1/Day |
Spells Per Day:
Level 1: TBD | Level 2: TBD

Briar Rose has the Pride drawback she's touchy


Lady Briar Rose Applestar wrote:
Briar Rose has the Pride drawback she's touchy

I noticed and am enjoying the roleplay.


Hi all. Take a look at this thread. It contains the submissions for the requested full arcane caster that will be joining the party. Let us know what you think and who you believe would fit best with the party.


Skills2:
Acrobatics 2 Handle Animal 4 K: Engineering 4 Ride 6 Survival 5
Human male NG Fighter 1 | HP 14/14 | AC18 T12 FF16 | F+5 R+2 W+3 | CMD17 | Init+4 Percep+1 | Current effects:

Top pick. I like Damien Blackthorne by Vanulf Wulfson. Damien is a Hallowed Necromancer which will come in handy against undead. Plus, being a wizard he has high INT and Knowledge skills out the yin-yang. Not only are we low on arcane magic but we can't study a book to save our lives. He fills both voids.

2nd. Matthias Keddren by Critzible: same arcane magic and knowledge stud. The Wood elementalist abilities are neat and useful but I suspect with a name like Carrion Crown there is going to be a lot of undead, edge to the Hallowed Necromancer.

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