Gold Dragon

Rubber Ducky guy's page

298 posts. Alias of Auron.




Adventure paths, as their nature, are brief inspirations and a set of encounters to play a campaign from, with plenty of room to flesh out for your game. After 18months of running Harrowstone and Legendary Adventures two gothic interludes, I have some ideas.

Some background. The cultists responsible for Lorrimor’s death wouldn’t have appeared from thin air. So an unknown noble from Caliphas has sent his agents, led by Auren Vrood, to Ravengro.

When Harrowstone was built they mined the stone from a quarry to the south. With the prison built and the town turning to farming, this quarry has been long abandoned. Seeking to reopen the quarry as an investment opportunity is an excuse for the cultists to be in town and also an investigative hook for players that want to pursue that.

Now, about Auren Vrood. His character is a bit weak, so lets turn it up a notch. He was left among the dead at a young age and went a little mad until Nine-Eyes found him. So we’ll turn it into an obsession. He needs everything and everyone around him to be dead. It’s what drives him in this adventure and what leads him to do the sadistic things he does at Carmoc Crossing.

He see’s the abduction of Warden Hargrave’s spirit as underming the dam preventing the spirits flooding and destroying Ravengro, but he wants to be sure. They must all die. He needs them to be dead. Their living is a personal affront to him. But he has an important task to achieve and can’t get involve, at least not directly.

Enter Legendary Game’s Gothic Compilation and Fiddler’s Lament. Before arriving in Ravengro he commissioned the construction of the fiddle which would become Rebec Malevolenti. Upon leaving, he delivered the fiddle to the dark stranger and pointed him to the direction of Alhindri with the intent that they would revisit Ravengro. Unfortunately for Auren and the stranger, the Players are now on the scene.

Speaking of the players, they have arrived for the funeral. But having them sit in the town for 30 days without any solid goals is a big ask for some groups. It certainly was for mine. That all changed when the fire nation attacked I adapted the research rules from ultimate intrigue. Instead of asking the players to sit with his adult daughter, he asks them to help sort through his notes and letters so as not to leave the burden to Kendra alone. Once the players have reduced the households knowledge points to 0, they are free to go.

With luck this will eat a few days while you slowly slip in the events from the book. Bad dreams, stirges, Lamenting Fiddles, ect…
For my own contribution some point before the players head into Harrowstone Sarianna Vai holds a party for the Outward Inn. This should cover a 4hr session and let the players make some friends in town if it goes well, or divide the town if it doesn’t.

And now the final hook for later books, involve the Palatine Eye. Kendra takes after her father, so it’s natural to assume should would make a good candidate for the order. In the professor’s notes they’ll find the draft of a letter addressed to Adivion Adrissant, identifying him as a high ranking member of the Palatine Eye and putting forth Kendra as a candidate for membership.

The players should encounter Adivion Adrissant at the end of the month as he arrives in person to collect the professor’s body. As a high member of the order, the Professor is to be mummified and interred in the Order’s vault with other former members.

Ramblings aside, I have some resources for GMs running this adventure.

Ravengro NPCs in character sheet and stat block formats, powered by HeroLab. I've got everyone with a listed class, from the Council Members to example clerics

Research and Libraries I made a library out of the professor's home based on Ultimate Intrigues rules and converted the Town Hall, Temple and Magic shop for good measure

Last for now are a series of maps I made with DungeonDraft of the town locations. These work great with Roll20

I hope this can be of assistance to someone, and when next I post I'll have details on how to throw a party at the Outward Inn, an opportunity for low stakes roll playing for your players to see what the town has to offer


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For anyone running the first book I've Carrion Crown, I've created a few maps for use on Roll20.

Some of them are specific for my home game like the Lorrimor's basement (with a 60sq/300ft secret tunnel) and an abandoned mining shack used by the cultists.

But I've also created a Temple of Pharasma and both the Outward Inn and Laughing Demon

My Map folder on google drive is here

I'll be working on The main Lorrimor house and the complete Town Hall with records room and private meeting room for the Councillors.

If there's a building you'd like let me know and I'll try to get it done but I can't promise to have anything ready in time for your game.

Lastly, all these were built with DungeonDraft


So, earlier this year I started a monthly Carrion Crown game. Things have been going well. We've had 4 sessions have reached the end of the second day.

Unfortunately, i thought it would be cool to use Legendary Game's Gothic compilation (which I would highly recommend to anyone running CC).

I opened the second day with the fiddlers lament, and the party saved the day. And in the process earned enough trust points (11) to make them trusted by the townsfolks.

As solutions go I'm just going to play things as they lie. The party proved themselves to be big damn heroes. I'll let the glow slowly fade as the corruption from Harrowstone slowly turns the townsfolks insular again and maybe that will provide another clue to the players

BUT i want to put this cautionary tale incase any other GMs want to use this content AND want their players to fight for trust points


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After 4 1/2 years my group wrapped up Legacy of Fire with an 8 hour encounter.

I was exhausted at the end of it but our group finally got a sense of closure for an Adventure Path.

I started with two groups that merged into one as players dropped off and came back.

I made an epic mistake 4 1/2 years ago by giving my players an overly generous ability array and one group used it well to crush every encounter I lined up in front of them.

I started modify and building encounters to challenge them, and by the End of Eternity I learned how to build encounters properly.

Halfway through I dropped their Ability Scores to a 20 point buy and adjusted all future encounters accordingly.

I lost 4 PCs during the campaign.

The most memorable was the Rogue who decided to investigate a noise with the Paladin while on watch. He spotted one pair of Hyenas greaping into camp but not the ones behind him.

The other was another rogue who, on 1 hit point made a dash for the paladin for healing. An invisible Efreet cut her down 5 ft from the safety.

In the end everyone had fun and a Huge thanks to the team who put this together.

Now to decide which Adventure to do next.


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Four heroes travel to the river kingdoms on a quest to save their home. A cryptic clue leads them to the root of the emerald spire, but the clock is ticking...

26th Erastal
45 Days until destruction.

The four elemental heroes arrive in the town of Fort Inevitable.
Zetaya, the Ifirit Alchemist.
Rocky Krakoa Oread Brawler.
Aselia Undine Warpriest.
Jarael Killian "The Wind Wraith" Sylph Rogue.

They wasted little time gathering information about the spire.
Within an hour they learned about the Sage who had ventured into the spire and the Wizard who had lost two of her companions.

Rocky and Zetaya met with Illaria Starcloak, Elven wizard of the Starfire Order at the Juliver Arms. She told them about the two missing members of her order and filled them in on the unstable elemental portals in the region.

They gained the Missing Wizards and Portal Research quests.

Meanwhile Jarael and Aselia made contact with the retired Wizard Abernard Royst. He told them of his brief foray into the Emerald Spire and the Noqual Relic he found.
They managed to gain the Sage's Expedition and Noqual Relic quests.

The search for some divine insight led Jarael, Aselia and Rocky first to the Temple of Silence, and then to the Temple of the Golden Key where they learned of the undead plaguing the city an gained the Crowned Skull quest.

Meanwhile a bored Zetaya sought out anything of interest in the painfully lawful town and came across an abandoned house.
A few rocks through the windows attracted the attention of a few Hellknights and Zetaya made a quick retreat into the nearest building, The Helmed Lady taphouse.
There she became a captive audience of Kagnin Alemaster as she recalled the histories of the various trophies mounted on the wall.

Aselia left the others at the church to catch up with Zetaya, worried that the Alchemist might get into trouble with the Hellknights.
She found the Hellknights investigating an abandoned house and thought the worst.
A quick lie had the Hellknights chasing after some kids down the street while Aselia slipped into the house looking for Zetaya.

Zetaya couldn't be found, but Aselia did found signs of habitation. Something the Hellknights were most interested in when she reported it.

Later that afternoon the four heroes retired to Prancing Pony (Formally Red Shield Tavern) to plan for tomorrows expedition.

GM Notes:

This is the first day and first half of the inaugural session.
Disaster was averted when we convinced the bored alchemist out of game that burning down a house (even an abandoned one) would lead to trouble in the Hellknight dominated town.
It all worked out in the end because the player/character really took a liking to the owner of the Helmed Lady.

The warpriest made initial contact with the Hellknights, and this develops further. And his disruption of thieves guild safe house could lead to something interesting.


Last night I saw the movie The Forgotten.
It's about a woman who looses her son in a plane crash 14 months prior. She's still grieving until people start telling her that she never had a son and that she's delusional.

Cue the conspiracy.

Partway through the movie a thought accord.

DC Animated should do a Question movie. It would be the bomb.


Yesterday I came across an article on Spritz and was instantly intrigued.

Spritz forces you to speed read by quickly showing you a text one word at a time.

It isn't available yet, but I did find Rapid Read on the android store.
It's doesn't have the helpful red letter that spritz has and it only works off websties and text files.
Still I managed to convert Prince of Wolves into a text so I can try it out tonight during my run.

Does anyone else have experience with these speed reading apps?


Loggers are the ultimate conservationists now, according to Our Prime Minster.

sigh.


Not content with abusing people seeking asylum, Australia is now helping to prevent people from fleeing persecution


DM aka Dudemeister wrote this while playing in my LoF game.
I've gone too far in the game to use this, but here it is for everyone else.

The City of Summoners, of Dreamers and Genies.

The Secret City of Glim


Do you live in or around the penrith area (NSW, Australia)

Are you looking for something to fill your Tuesday night's.

Have you thought about playing ice hockey but afraid you can't skate?

Then give Broomball a go.

Brommball is a non contact, mixed team sport played on Tuesday night's at the penrith ice rink.

Players put on special ice shoes (as seen on the hit movie Cool Runnings)and run on the ice.

The Journeymen are looking for 2 girls and a guy to play out the rest of the season with them.

You can play with a captain who also plays pathfinder, and along side another guy who used too.

Learn to run on ice with the grace of a drunken eagle.

Find out firsthand what this crazy sport is all about.


If a wizard picks an arcane bonded item and chooses the ability to cast additional spells per day instead of the magic item, then can he still add magical abilities to it later?

Does he need the required feats to do this or can he modify it as long as he meets the level requirement?