Zon-Kuthon

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Having read the description of this deity in the ISG, she sounds perfect for the Ustalav setting, especially with its various rival vampire factuions. Does anyone know of any material expounding on this? I have an idea regardng the aforementioned but don't want to conflict with any canon I'm unaware of.


After many years of being the lone DM, I'm finally getting to run a PC again in an upcoming campaign. I've decided to build a necromancer cleric, but here is the rub: The campaign is set in Ustalav (not Carrion Crown AP however, which I DM'd for this group previously) and we have a haunt happy DM. Given the propensity for haunts in Ustalav, especially with such a DM, would it be worth it to take Versatile Channeler to mitigate them as needed via positive energy, or should I just rely on using cure wands and spells instead and focus solely on necromancer oriented feats? The flexibility of VC sounds nice, but I'm afraid the -2 may end up making it irrelevant in many situations.


I've been contemplating adapting the Westeros setting of Game of Thrones for Pathfinder, and was wondering if anyone else had done any work on this? The only issues I see are scaling magic and revamping leadership to suit the flavor of the setting. I know Green Ronin has a system for the game, and a S&S d20 version, but it would be nice to stay with the Pathfinder system. If anyone has any thoughts, experiences, or feedback with this I'd appreciate it going forward.


Just finished reading it, and I must say I'm of the opinion it is the best werewolf-themed module that I've ever read. In fact, the entirety of Carrion Crown thus far places it among the best ever horror-themed RPG content. Kudos to Mr. Hitchcock for an outstanding job and to Paizo for continuing to put out AAA content.


Looking over the antipaladin abilities, I like most of what I see but Touch of Corruption could be thematically improved imho. Instead of an inflict or heal to undead, I think a vampiric touch would be more flavorful and more appropiately antithetical to lay on hands. This version would not heal undead, but would rather drain health from the target to heal the antipaladin. I haven't had an antipaladin in any campaigns as of yet, but I'm considering house ruling this change now, simply because it fits the antithetical theme of the class better. Anyway, I'd like some feedback and thoughts on this before I finalize any changes, especially if anyone else has tried a similiar change.


I was wondering if there are any other GM's out there of a mind to extend an Ustalav campaign, provided the pc's survive it of course, beyond the scope and story of the Carrion Crown AP. Our group really loves horror campaigns and I'm thinking of extending this campaign should they survive the AP. As I mull over ideas for such I'll add them in this thread with a spoiler tag and anyone else who wishes to share some ideas please do the same.

I'm currently working on adaptations of the Grand Conjunction/Grim Harvest/Time of Unparalleled Darkness storylines from Ravenloft in addition to a few original ideas, and I'll post here when they're ready to be shared. I look forward to some interesting discussions.


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Purely hypothetical but a fun exercise in theorycraft nonetheless, what would you consider the ideal Carrion Crown party?

I'll give it a whirl:

1. Fighter- sword and board TWF tank to hold the line
2. Cleric of Gorum - high dpr battle cleric with channeling and buffs
3. TWF Rogue - Striker with scout and utility
4. Archer Paladin - Striker with channeling and undead scourge
5. Summoner Wizard - Battlefield control


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Okay, I'm still working on fleshing these out but here's the basis for a few side plots I'm developing to flesh out Ravengro a little, as well as resolve issues with the trust point deficit.

Spoiler:

A local Ravengro citizen is the descendant of someone who was convicted of a series of murders he didn't commit. This ancestor was sent to Harrowstone for his alleged crimes and perished in the Harrowstone fire of 4661. With the actions of the Whispering Way bolstering the spirits and haunts within Harrowstone, this ancestor has taken to haunting and even possessing his descendant. The descendant is possessed and forced to commit acts of murder against the township and its leaders in an act of vengeance for the ancestor who yet seethes over his own injustice.

Another idea is that the alchemist in town is more than she appears to be. She is actually a witch in service to the Whispering Way. She has concocted a special toxin which can turn transform those who imbibe it into Lebendtods. Lebendtods are a unique form of intelligent undead(first appeared in Ravenloft Ship of Horrors module from the Grand Conjunction storyline) far more subtle and harder to detect yet easily tailored to a low level party. Furthermore, they have some especially creepy abilities that can be used to great affect to instill fear, shock, or just plain old creepiness. Another note here, is since the AP makes it clear that the Sheriff is smitten with the alchemist, he could either be manipulated as an unwilling pawn to spread the plague, one of the first she infects or both. Rather than hitting them with this from the start, these events might start to take affect while the pc's are in Harrowstone, and when they return they begin to suspect all is not right in Ravengro despite their success and you can let the story evolve from there however best suits your campaign style. For ideas on how to play this out, I recommend John W. Campbell’s novella “Who Goes There?”, "Invasion of the Body Snatchers", and "The Thing" as suitable inspirations for how to play out this type of horror.

Here's some information on the Lebendtod excerpted from the Ravenloft Ship of Horrors Module:

“The lebendtod are a greatly feared form of undead, once believed to exist only in rare and isolated instances. Reports of them have increased suddenly, however, and many experts now fear that the lebendtod are more common and wide-spread than previously
believed. The ability of the lebendtod to mask their true nature has apparently kept their existence secret for decades, perhaps centuries.

Lebendtod exist as they did in life. They maintain family units, occupations and skilled trades. They continue their lifestyles as they did before, except that they are at the beck and call of the necromancer who created them (or their “ancestor”). If the necromancer is killed and becomes a form of undead, they continue to serve him.

Entire villages of lebendtod have been reported, since the lebendtod can continue to exist for years and decades. Lebendtod have the ability to hide their undead nature. Twice per day, they can will themselves to resemble their former selves before their death. This change lasts until the lebendtod chooses to cancel it or until the lebendtod is struck
by a magical weapon or spell. When this occurs, the lebendtod is transformed to his or her undead appearance (similar to that of a ghast), to the shock and horror of all who witness the change.

The first lebendtod were created by a powerful necromancer. Thrilled with his new servants, he gave his creations the ability to turn their victims into lebendtod in order to propagate the “species”. Any lebendtod can create another lebendtod by killing a victim and breathing into its mouth as the victim breathes its last breath. The victim must then by isolated and left undisturbed for 72 hours. If these conditions are met, the victim awakens as a lebendtod. If the body is disturbed before 72 hours have elapsed, the victim awakens as a ghast. If the victim breathes its last breath before the lebendtod can breathe
into the victim, the victim dies normally. Only a wish spell can restore a lebendtod to normal life.

Combat: Lebendtod can attack with claw/claw/bite or with a weapon they wielded in life. Damage is normal for the type of weapon used.

Lebendtod also have the ability to detach and reattach their limbs and head at will. They sometimes do this to frighten their enemies, sometimes to use the severed part as a weapon, and sometimes to remove a severely damaged limb. Rumors exist of evil wizards disassembling lebendtod, packing them in crates and shipping them into a city or castle, where the lebendtod reassemble themselves and attack the inhabitants. Lebendtod are immune to sleep, hold, and charm spells. Cold-based attacks slow lebendtod for 2d4 rounds. Lebendtod suffer half damage from normal weapons and full damage from magical weapons.

Habitat/Society: Lebendtod maintain the lifestyles they followed in life. They age extremely slowly, appearing to age only one year per decade. A lebendtod gains 1 Hit Die per 10 years of actual age. Thus, a person who dies at age 30 then lives 50 years as a
lebendtod will appear to be 35 years old. Lebendtod do not gain Hit Dice beyond 100 years of age. Lebendtod retain the skills and abilities they had in life.

Ecology: Lebendtod can be created by magic-users or by the lebendtod themselves.They do not reproduce in the manner of living demihumans.”

Lastly, with regards to gaining trust point, I think it’s appropiate to formulate one side plot for each character, tailored to their own strengths and weaknesses, each of which will earn the party 1-3 trust points based on how they perform. (Converesely if they totally make a mess of it, they could feasibly lose 1-3 trust points).

Here are some examples of simple side plots tailored to each class, I did one for the 4 main archetypes below as most of these can be adjusted or tweaked to fit hybrids. In addition to allowing the party to accrue more trust points on their own merits, these also allow you to segue into other side plots to flesh out the town using these tasks for the hook.

Fighter: Strength is combat and tactics, and most likely weak in everything else. Perhaps the moneylenders need a guard for a courier, or perhaps they would like him to give their guardsmen some combat training, or maybe just a guard has fallen ill or had too much ale at the laughing demon the night before and they need someone to cover a watch.

Cleric: Probably best for a priestly type to be given a task by the local church. Perhaps there is an outbreak of illness and they need help tending to the sick, or perhaps they have uncovered some ancient religious text or prophecy in the vaults or archives which need help translating. Or maybe a villager has become possessed and they seek his or her help to perform an exorcism. Lots of opportunities for spinoff plots here.

Rogue: Rogues excel as scouts, and as such I would probably have the sheriff come to them to assist with an investigation of some sort. This could be used to segue into the murder mystery sideplot I outlined earlier quite easily.

Wizard: Probably best for Kendra Lorrimor to come to the wizard for aid or perhaps the hedge wizard at the unfurling scroll, perhaps Kendra has located a hidden cache of dark prophecies (one idea would be an ancient prophecy tying the haunting of harrowstone to the Whispering Tyrant breaking free from imprisonment), she is afraid to investigate alone and seeks his or her aid. Other possibilities include the hedge wizard at the unfurling scroll seeking aid identifying an item (alternatively this would be a great opportunity to introduce the flesh golem manaul he has obtained and figured out is stolen and belongs to an npc the party will meet in the next adventure). Also perhaps he is sensing something is not quite right in the town with regards to the impending alchemical plague and seeks help in figuring it out and putting a stop to it.

Additionally, I've included one more potential side plot. One of the councilmembers was a royal accuser who the module notes thought a defendant was innocent but was played for a fool and thus lost her position. What if there is more to this than meets the eye? What if she was in fact blackmailed and seeks the help of the pc's to clear her name and restore her position. Alternatively, what if she was bribed and harbors either guilt over allowing a murderer to go free for profit or paranoia that the truth will be found out. Perhaps most insidiously, what if it was a conspiracy, and she is an agent of a larger nefarious plot? Tons of opportunities to flesh out this character in a multitude of ways, or if you really want a layered gothic storyline, some combination of several or all of the above.

I hope this sparks some ideas. Feel free to add in any commentary as I'm basically just brainstorming in preparation to run this.


I know positive energy via channeling and cure spells damages haunts, but what about holy water? Nothing has been specified but given the aforementioned I'm inclined to say yes.

Organized Play Character


Azmur Kell
Grand Lodge Hal Quickshot

Male Human Fighter (Lore Warden) 1 | HP 11 | AC 18 Touch 15 FF 13 | Fort +3 Ref +5 Will +3 | Init +7 Perc +5 Fighter (Lore Warden) 1 (62 posts)

Aliases


Sleepless Detective
"Lucky" Siodhachan Mac Tiernan

Male Human Gunslinger 1 | AC 19, Touch 14, FF 15 | Fort +4, Ref +6. Will +2 | Init +6 Perc +6 (36 posts)
Abra Lopati
Anariel

Male Man (Dunedain) | Fellowship Focus- Galadhon | Endurance 28 Fatigue 15 Hope 13 Parry 7 (+2 Shield) | Valour 3 Wisdom 2 | Lore of Arnor, Storytelling, Leadership, Keen-eyed, Hardy | Long Swords 3 Bows 2
Common Skills:
Athletics 2 Awareness 3 Battle 2 Courtesy 2 Explore 2 Healing 1 Hunting 3 Insight 2 Inspire 2 Lore 2 Persuade 2 Search 1 Song 1 Stealth 2 Travel 2
Character Image | Dagmor Image (173 posts)
Alain
Anariel Tarrant

Male Human Slayer 1 (1 post)
Thog Grogsplit
Asher the Quiet

Male Half-Orc Bard 1 (0 posts)
Sir Holton
Berethor of Gondor

Man of Minas Tirith | Endurance 19/26 Hope 11/12 Fatigue 13 Parry 4 (+3 Shield) | Valour 2 Wisdom 2 | Lore of Gondor, Story-telling, Fair, Keen-eyed, Shadow-lore | Long Sword 3 Bow 1
Common Skills:
Athletics 1 Awareness 2 Awe 2 Battle 2 Courtesy 2 Explore 1 Healing 1 Insight 2 Inspire 3 Lore 1 Persuade 1 Riddle 1 Song 1 Travel 2
Character Image (35 posts)
Half-Orc
Czolgosz Man-Breaker

Male Half-Orc Fighter (Mutation Warrior) 6 (8 posts)
Camper
Damien Tarrant

Male Human Inspired Blade Swashbuckler 1/Empiricist Investigator 1 HP 22 | AC 17 Touch 13 FF 14 | Fort +1 Ref +7 Will +2 | Init +9 Perception +5 | Rapier +5 (1d6+3/18-20x2)
Prepared Extracts:
Heightened Awareness, Shield
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Alain
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Mesmalatu
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Holy Guide
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Male Aasimar Bard 1 (3 posts)
Seltyiel
Lothenlieth Farstrider

Male Elf Inspired Blade Swashbuckler 1/Bladebound Magus 1 | HP 11/21 | AC 18 Touch 14 FF 14 | Fort +4 Ref +7 Will +2 | Initiative +7 Perception +4
Prepared Spells:
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Uskwood Druid
Maeglin Starcaller

Male Elf Wizard 3, HP 18/18, AC 13 Touch 12 FF 11, Fort +2 Ref +3 Will +4, CMB +2 CMD 12, Init +11, Perception +9 |
Prepared Spells:
Detect Magic, Read Magic, Daze, Color Spray x2, Gravity Bow, Web Bolt, Invisibility, Summon Monster II
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Piero de Luca

Human (44 posts)
Ezren
Pregen Ezren

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Seltyiel
Sagacious Tien of the Even Flow

Male Human Unchained Monk 10 | (20 posts)
Lieutentant Pavo Voc
Serin Vae'lien

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Rainkin
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Thorn's End Guard
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Artemis Entreri
Vorian Lostek

Male Human Jedi 7/Jedi Knight 1 | Image | HP 98 | Ref 22 Fort 21 Will 24 | Init +11 | Perception +13 | UtF +18
Force Powers (28 Total):
Battle Strike, Farseeing, Force Stun, Move Object, Force Grip, Surge, Mind Trike, Negate Energy, Rebuke, Vital Transfer, Force Slam, Drain Energy
Force Powers (28 Total):
Force Track, Inertia, Intercept, Levitate, Phase, Energy Resistance, Force Shield, Ionize, Repulse, Force Blast, Sever Force, Force Light, Mind Shard, Inspire, Cloak, Shatterpoint
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Ageless Master
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Chung Po
Zhu the Lotus

Male Human Unchained Monk 1 | HP 12/12 | AC 16, Touch 15, FF 13 | Fort + 3 Ref +4 Will +3 | Init +4 Perc +8 (53 posts)