Skeleton

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Necro, I know,
But for anyone else curious and or looking, the only other picture reference I've seen for Schloss Caromarc was done by a player, and I really liked being able to see a different angle.

[utl=https://carrion-crown-26.obsidianportal.com/adventure-log/totb-recap-of-day-007-pt-2]here[/rul


In terms of rewards, I'd personally choose anything that seemed like an Ustalavian Artifact/Item of history (With the stipulation that the item must be returned back to the Esoteric Vaults in the same condition it left),
Or anything that is Osirian in nature. So, time to crack open that Mummy's Mask book, or anything the Pathfinder Wiki says is a source book for Mummy's Mask.
I'd suggest looking at the Faction Guide for more concepts as to how they could get more sway and how they could spend said sway, or at Lost Treasures for ideas for powerful items the Esoteric Order could have.


I ran Father Charlatan as is, and in both cases it worked really well for me. I made sure to focus on the religious characters and make it more of a tug of war for her soul. But, I was trying to make it more enjoyable on the RP side of things than the game side.

but DO NOT FORGET, there is an Encounter Table for Harrowstone.

If you're not feeling like the fights are spicy enough, run something in. Play with Haunts.

I will say, you may wanna sprinkle a bit more of the spicy skeletons on the bottom floor, AND also run in the HG during the battle.
I almost made a TPK of that situation because I was able to draw in a player too close.


As far as I can see right now in terms of difference and story,
it could effect a good bit of the skum's relationship with the town, the visitors, and the relationship with the cultists.

The Deep One statblock says
"...this proximity allows deep ones to pursue one of their favorite goals — commingling with and corrupting surface-dwelling humanoids. Unlike skum, a similar aquatic race that reproduces with surface dwellers, deep ones do so not out of a biological need but as a way to spread their blasphemous religion above the ocean waves.

Spoiler:
— If the Skum were taking people for a biological need; and the deep ones won't need to, then there's a chance there's significantly less people taken for fostering, and more deep one hybrids and deep ones being created by hybrids already born.
This would, at least effect the lore of Below the House

And ofc, the religion wouldn't be Dagon

"The hybrid children of deep ones and humans form a race of their own. These offspring typically live near others of their kind, assuming positions of leadership in their small towns."

Spoiler:
— You could very easily dabble some deep one hybrids across the town, the clerics of the Recondite Order would be great examples. Them and anyone in power in town with any power, or who worships.

"Deep ones usually worship the alien entities known as the Outer Gods or the Great Old Ones, with Cthulhu the foremost among them. Deep one settlements that contain a deep one elder instead typically venerate that powerful deep one, who in turn serves one of the eldritch gods."

Spoiler:

I'd imagine that would probably mean the hidden cult of Dagon would instead be a cult of an old one, and maybe even be some deep one hybrids themselves, as I've said before

However, I wonder; would there be an issue with the concept of Migo still using them as guinea pigs? Would Migo still want to use them as test subjects? Would the Deep Ones want to use something to stop the Migo's progress?

— Looking at the books, I suppose as long as the Migo and the Deep Ones don't have a mutual... agreement, it would still work about the same; and making the normal clerics into deep ones would be flavorful.

(But if you switch it to Deep Ones, it opens up a chance to switch out the Scion of the Sea for something more lovecraftian

I think I'll give this a try in one of the campaigns I run, one of the players has a Deep One Corruption


Well, from one Necromancer to another,
I've also been using this, I'm blessed enough to be running Carrion Crown twice with two different groups. One of them is just about to finish Carrion Hill.

The breakout stars of this module for me were the Dark Creepers; The witch in the party bought items that allowed him to be able to understand, so I honestly thought it would be a simple info dump.
— The only issue is that with a small number of well placed sneak attacks, the cleric was in a really bad place. Which meant the party was set to kill to protect the cleric. I still tried to dabble in the 'they're terrified of something' but then some more sneak attacks happened and the cleric went down. Like down down. So, the cleric is now an elf.

In the rare case any of my party sees this:

The party is about to find the Chaos Beast; and like Troy in Glass Cannon, I think I'll try to draw them into the room rather than 'warn them away' which is what the book seems to want the GM to do. Thankfully, since they both freed a lunatic and made it panicked, I had it flee down that way — The chaos beast for the time will be abated.
And with the new way the Chaos beast is built, there's a very small chance it can break out of the door. I can just roll a bunch or have the creature take twenty.

They've decided to not deal with Grot, which is fine as a possibility for Crove to free.

We play tomorrow — Technically today


I would say it does ignore the cover bonus,
if its a fortitude save, having cover doesn't help their health.

For example, a poison breath attack is just going to go over the cover they have like a fog.
A fire breath attack stops when it hits a barrier.

But also you can dodge a beam of fire. You can't really dodge a cloud.