Pathfinder Module: Carrion Hill (PFRPG)

4.70/5 (based on 19 ratings)
Pathfinder Module: Carrion Hill (PFRPG)
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A dark urban horror adventure for 5th-level Pathfinder Roleplaying Game characters.

The strange city of Carrion Hill has long loomed over the surrounding swamps in eastern Ustalav, yet its rulers have shifted many times through the centuries. Often enough that only a few sinister scholars and curious minds know the true nature of the hill’s original inhabitants—vile and depraved cultists of the Old Gods. Yet this morning, a dreadful recrudescence rises from the depths of buried nightmare in the vaults below Carrion Hill. A monster stalks the twisted alleys of the city, spreading panic before it and leaving destruction in its wake. Can the Carrion Hill Horror be stopped?

Carrion Hill is an adventure for 5th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. The adventure features a mix of urban and dungeon sites, and draws its inspiration from the popular writings of H. P. Lovecraft.

This adventure is set in the sinister country of Ustalav in the Pathfinder Chronicles campaign setting, but can easily be adapted for any game world.

Written by Richard Pett

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

ISBN 13: 978-1-60125-206-7

Carrion Hill is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (217 KB zip/PDF).

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Subscription.

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Solid Writing & Good Atmosphere

4/5

NO SPOILERS

I ran this for a group of PFS players running Level 4 pregens, and things . . . didn't go well. They TPK'd in the first encounter, which I think can be partially blamed on bad luck, partially on bad tactics, and partially on having PCs just a tad under the APL that the module expects. This review is based on running the module up to that point and on having read and prepared the rest of it. Despite how things went for my particular group, I genuinely like Carrion Hill. It's a very atmospheric module, the setting is interesting, and the antagonists are memorable. It's a fairly straightforward adventure to run, and won't overly tax GMs--but it's also not a simple dungeon crawl either. As for its Lovecraftian-inspiration, I would say: don't expect an RP- and investigation-heavy game like a true Call of Cthulhu RPG scenario. This is still Pathfinder, and while there is clear inspiration from the Cthulhu Mythos, the combat in this one comes fast and furious.

SPOILERS!:
Carrion Hill is set in the eponymous town, a location rich with history in the gothic nation of Ustalav. The plot is sparked by your classic "cultists summoning an eldritch horror from beyond", and, as these things are wont to happen, the horror breaks free and starts terrorising the town. In order to have any realistic chance of defeating the creature (a "Spawn of Yog-Sothoth"), the PCs must first weaken it by tracking down and killing the three surviving cultists who summoned it in the first place. In terms of structure, the scenario can be divided into six parts: the hook, the investigation, the three cultist hideouts (which can be done in any order), and the big battle at the end against the Spawn. There are a lot of references and inspiration drawn from the Cthulhu Mythos throughout the entire module, but I hope people who play this don't think true Call of Cthulhu RPG games are anything like it!

There's very little lead-up to the adventure hook; as written, the PCs are walking through the streets of Carrion Hill (for a reason determined by the GM; I liked the suggested one of seeing if Carrion Hill would be a good site for a Pathfinder Lodge) when they hear a town crier saying that the mayor needs heroes and is offering a reward. Once they arrive at the mayor's mansion, they're escorted in for some boxed text explaining that a series of attacks have occurred over the past few hours in Carrion Hill, all coming from below and destroying small buildings in the process. With his guards trying to contain the growing panic in the streets, the mayor offers financial incentive for the PCs to figure out what's going on and prevent further attacks. It's a pretty standard briefing, but it gets the job done and gets the PCs into the action quickly.

Investigating the mystery starts with the PCs being escorted to the site of the first attack, a shattered home covered in a strange black sludge and featuring signs of an enormous creature bursting its way free. The devastation and clues are described well (as is the omnipresent, gloomy rain), and the PCs will have no difficulty realizing that the creature emerged from a not-so-secret door leading into ancient crypts under the city. Following the stairs down, they'll soon reach the so-called Sunless Grove, an immense cavern of suitably Lovecraftian description, which is where the cultists originally summoned the Spawn. Right now, however, a ghoul is feasting on the corpses of a couple of cultists (who didn't survive the Spawn's appearance) while simultaneously reading a book (the famous Pnakotic Manuscripts) used in the ritual. The ghoul doesn't attack right away, and with a very high Diplomacy check and some bribery, the PCs can get the book without a fight. Combat is likely, however, and this was the encounter that unfortunately ended my run-through of Carrion Hill after just a couple of hours. Ghouls are always nastier than their CR would indicate because their ability to paralyze foes with any of their three attacks (on a full attack) means that one bad save can take a PC out of the fight. The ghoul here also has six levels in Rogue, so even if a GM doesn't go coup de grace crazy, sneak attack damage on paralyzed foes can add up quickly. I don't think it's an unfair fight for four PCs of levels 4-6 (especially because the players have time to prepare and talk over tactics and positioning), but it is certainly a challenging one for parties with low Fort saves or lacking elves. Anyway, assuming the PCs survive the encounter, they'll learn from the clues in the Sunless Grove that three cultists fled the scene of the summoning, and that the beast will be weakened if they're slain.

One of the cultists the PCs can track down is a necromancer named Rupman Myre, who runs a brick-making factory using zombie slave labor! The encounter takes place above and around vats of molten chemicals and contains a lot of different options for movement. At just four rooms, this is the shortest of the three "kill the cultists" section of the module. I like the little touches, such as how panicked Myre is about the Spawn as demonstrated by his actions and the dialogue he shouts.

A second cultist, Arlend Hyve, is a historian and alchemist (with seven levels of Rogue) who operates out of an abandoned temple to Aroden. Hyve keeps violet fungi in order to make poison, but I don't imagine he'd be too hard to beat. The violet fungi, on the other hand, could prove a surprise to over-confident PCs. Again, the setting descriptions here are really done well. This section is also fairly short.

By far the longest section about tracking down cultists is the one with Waldur Crove. Crove runs an asylum which is extensively detailed in the module: two floors and 39 labelled rooms! Even drawing it on flip-mats would be time-consuming. There's a lot for PCs to wade through in the asylum: dangerous lunatics, even more dangerous orderlies, morlocks, a pit with a monster that was original to this module (the Chaos Beast), and then the final battle against Crove (who has levels in Cleric and Wizard, with a focus on conjuring).

The Spawn of Yog-Sothoth attacks the PCs wherever they are when the third cultist is killed, meaning that the final encounter location could be in one of three places. This is certainly exciting and cinematic, and doubtless the players will be surprised and unprepared. The Spawn is a CR 10 creature and would run roughshod over most groups, but, if they've killed the cultists, it can have up to six negative levels and should be far more manageable. The module does a good job addressing various permutations of what the PCs could do during the adventure, and giving the GM advice accordingly.

I should mention that the artwork throughout this module is really good. The picture of the ghoul in the Sunless Grove (on p. 9) is perfect, and the various cultists and monsters have an appropriately creepy feel. The inside front- and back-covers are filled with maps, and they're clear and functional. The module comes with a two-page appendix describing Carrion Hill, and I was happy that there was enough to keep it from being a generic backdrop. The town has an extensive history, and I would like to see it used again for further adventures.

Despite my group's premature demise, I'd encourage you to give Carrion Hill a chance. It's a strong, self-contained, atmospheric scenario that has excellent descriptive writing and solid encounters.


H.P. Lovecraft would be proud

5/5

I decided to run this module as part of the Halloween festivities. Over the course of two sessions spanning a total of 7 hours, I guided 5 players through what is probably one of the better modules Paizo has released. While it’s an old one, this module does a great job at creating a Lovecraftian atmosphere, filled with horror and impending doom. It makes me long for more Pathfinder content concerning the old gods, but I can understand copyright issues might throw a spanner in the works. It’s a pity though because this module shows why that mythos is so delightfully dreadful.

The storyline is simple: stop a monster by stopping some other people first. The fact that you can stop those three cultists in any order you like is a nice bonus, but even better is the fact that it also influences the final encounter. Depending on the group this can make a significant difference. I will say though that the three cultists are of varying difficulties. Two of them can really cause issues, while the third one is relatively harmless. Speaking of harmless: some of the encounters simply do not pose a threat either in terms of fighting capabilities.

The fact they do not pose a threat for our heroes doesn’t make their presence pointless however. They are flavourful additions to a scenario that keeps getting more eerie and sinister. They’re small building blocks that can be used to really create an atmosphere you hardly ever encounter in pathfinder. I hindsight I think I could have utilised their presence even better by adding some more descriptions in order to create an even better sense of immersion.

And I think that’s what best about this module: flavour. A group of players that really enjoys roleplaying and horror will enjoy this adventure a lot. The final encounter, and some of the things leading up to it, can make it a really scary fight as well. The players at my table all had scared when they saw what they had to deal with. The only downside to this scenario, I think, is one that others mentioned below as well: a bit more proper investigation would have made really put this module as the best out there. But even without that, I’d say the module is definitely up there and is well worth playing, preferably on a dark and rainy evening.




Carrion Hill Review

5/5

Warning: Review contains spoilers
Written from a GM's perspective
I ran this for 6 PCs

Carrion Hill is a module with a clear goal. It draws heavy inspiration from the works of H.P. Lovecraft in order to create a sinister mystery and an inevitable fight with an ancient horror. I would highly recommend it to any table looking for that type of game.

One of the strongest aspects of Carrion Hill is the mystery itself. Investigations can be difficult to pull off in RPGs, since you have to tread the line between revealing too much, too soon and frustrating your players with a lack of information. Carrion Hill did a great job of keeping the PCs constantly moving in the right direction, while not undermining the overall suspense of the final encounter. One of the main reasons this works so well is because of the monster itself. The descriptions of the carnage it leaves behind makes it genuinely frightening for a group of fourth level PCs and details like the noxious sludge it leaves behind and the blood drained corpses just add even more texture to the initial crime scene investigation. Most importantly, the creature does manage to be an appropriately difficult encounter, without becoming so powerful that it is unfair.

Overall, my game was able to run without an significant issues. However, I have heard some minor complaints about the module, that we didn't encounter, but I can understand. First is the difficulty level. A lot of the fights are on the weaker side as. The zombies are not much of a threat if you have them trip into the vats. Most of the asylum residents do not pose a threat to the PCs. Keeper Hyve is fairly weak as a mini-boss. For my table, this was not an issue for a few reasons. First, with a table size of six, I was already putting in the effort to beef up the encounter strength. But more importantly, I see Carrion Hill more as a role playing adventure than a combat one. The zombies and the asylum patients might not have been difficult encounters, but they certainly were memorable. On the flip side of the difficulty scale, I have heard a lot of people point to the the chaos beast as a potentially deadly encounter. My PCs ended up not fighting it, as they found a pretty direct route to the final area. However, I can definitely see why the Corporeal Instability power would be cause for concern. GM's who run this should definitely be careful with it.

Another complaint I have seen about Carrion Hill is that it doesn't inherently capture that Lovecraftian feel. However, I really think this one comes down to the GM. The module provides the brushes and the paint, but like with any other adventure, the GM has to use them to paint a picture. Before running the module, I listened to an audio book of the Dunwich Horror, the H.P. Lovecraft story that the author cites as a huge inspiration. From that, I got a feel for the type of descriptions that were expected. Generally, I am a big fan of quickly getting PCs to a point where they can participate, instead of bogging things down with descriptions. However, for this game, I really took the time to prepare a fairly long introduction that would make the setting feel inherently sinister, while not overtly evil. So, while it takes a bit of work on the GM's part to create the right feel, I personally believe that the module provides a strong framework to build upon.

Overall, I give this module full marks. Even if it takes a little work to get it right, the foundations that it is built upon are strong.


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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
thenorthman wrote:

Ummmm those teeth look a lot like plant eaters teeth...so that means it well be VERY painful when eaten by it....

I love the cover!

Sean

They look so ... human


Vic Wertz wrote:
Mairkurion {tm} wrote:
I'm hoping they just haven't been assigned yet.

Nope... they're gone. We think we confused people with them.

Now, when modules are designed as part of a series, they'll have some graphical info to tell you that, but it won't be in the title.

Yes, I know the identifer code is missing on the new modules,

but do you think you could post what-would-have-been the code
designation for a particular module on the Message Boards.

It would certainly help those of us with 6th grade educations
who are not confused by a letter followed by a number to inventory
your wonderful product offerings in a orderly manner.

Thanks !

Paizo Employee Creative Director

Bollo wrote:

Yes, I know the identifer code is missing on the new modules,

but do you think you could post what-would-have-been the code
designation for a particular module on the Message Boards.

It would certainly help those of us with 6th grade educations
who are not confused by a letter followed by a number to inventory
your wonderful product offerings in a orderly manner.

Carrion Hill would have probably gotten a "U" code for Urban. Before we tossed out those codes, we also considered giving it a "H" code for a new series of "Horror" adventures, or an "L" code for (what I hope will be) a series of Lovecraftian themed adventures.


James Jacobs wrote:
Bollo wrote:

Yes, I know the identifer code is missing on the new modules,

but do you think you could post what-would-have-been the code
designation for a particular module on the Message Boards.

It would certainly help those of us with 6th grade educations
who are not confused by a letter followed by a number to inventory
your wonderful product offerings in a orderly manner.

Carrion Hill would have probably gotten a "U" code for Urban. Before we tossed out those codes, we also considered giving it a "H" code for a new series of "Horror" adventures, or an "L" code for (what I hope will be) a series of Lovecraftian themed adventures.

Cool.

Just in time for Halloween :-)

More L's please !

B.


James Jacobs wrote:
Carrion Hill would have probably gotten a "U" code for Urban. Before we tossed out those codes, we also considered giving it a "H" code for a new series of "Horror" adventures, or an "L" code for (what I hope will be) a series of Lovecraftian themed adventures.

I sure do miss the codes. They made it infinitely easier to sort the modules on the shelf and access them in a database. Because -- let's face it -- most of the titles are interchangeable after a while. If I'm looking for "that adventure where they go and fight the wererat crime lord" or something, it's easier to scan through the U's than it is to say, "Okay, was that 'Villains of Vonzibar?' Or maybe 'Secret of Sikkadim?' Or 'The Evil Secret?' Or maybe 'The Lord's Mask?'" And then have to pull ALL those off the shelf and flip through them all.

Dark Archive

Not only is the cover itself truly gorgeous... I just noticed that the font used for the title is appropriately "pulp-y", too! :)

Contributor

I would have given it the following codes:

L for Lovecraft
Y for Yog-Sothoth
U for Ustalav and Urban
F for level Five PCs


How about T for tentacles?

-The Gneech ("gibber")


Sean K Reynolds wrote:

I would have given it the following codes:

L for Lovecraft
Y for Yog-Sothoth
U for Ustalav and Urban
F for level Five PCs

THIS is the answer! Not taking away the code, but making it more complicated!

So, this would be LYUFT-1, correct?

Liberty's Edge

Mouthy Upstart wrote:
Sean K Reynolds wrote:

I would have given it the following codes:

L for Lovecraft
Y for Yog-Sothoth
U for Ustalav and Urban
F for level Five PCs

THIS is the answer! Not taking away the code, but making it more complicated!

So, this would be LYUFT-1, correct?

we approve of such notions... they make a quick intake of what os this about a lot easier!

Contributor

John Robey wrote:

How about T for tentacles?

-The Gneech ("gibber")

T could also for for Tekeli-li John my dear fellow:)

Rich

Contributor

Pulptastic cover, by the way:)

Love it.

Mnarr

Dark Archive

Mouthy Upstart wrote:
Sean K Reynolds wrote:

I would have given it the following codes:

L for Lovecraft
Y for Yog-Sothoth
U for Ustalav and Urban
F for level Five PCs

THIS is the answer! Not taking away the code, but making it more complicated!

So, this would be LYUFT-1, correct?

Don't forget H for Horror (BTW, what does 'T' stand for?); I'd personally classify it according to the following formula:

[Genre][Subgenre(s)][Location][Other Keywords/Subjects][Level]-[Module Number]

Which would be: HULUY5-1 (Horror, Urban, Lovecraftian, Ustalav, Yog-Sothoth, 5th level characters - Module #1). :)

Scarab Sages

So, Dunwich Horror done fantasy style?

are we going to see others too, like Shadows over Insmouth? The Kingsport one?

Contributor

Mactaka wrote:

So, Dunwich Horror done fantasy style?

are we going to see others too, like Shadows over Insmouth? The Kingsport one?

Tentacle held up high for Shadow!

I'm presuming if it sells well and is popular, they may return, rather like (ahem) the Styes - I'd certainly be game for a revisit, although it would also be interesting to see what others would make of the Hill.


James Jacobs wrote:
Bollo wrote:

Yes, I know the identifer code is missing on the new modules,

but do you think you could post what-would-have-been the code
designation for a particular module on the Message Boards.

It would certainly help those of us with 6th grade educations
who are not confused by a letter followed by a number to inventory
your wonderful product offerings in a orderly manner.

Carrion Hill would have probably gotten a "U" code for Urban. Before we tossed out those codes, we also considered giving it a "H" code for a new series of "Horror" adventures, or an "L" code for (what I hope will be) a series of Lovecraftian themed adventures.

A series of Lovecraftian themed adventures...

The stars must be right!


Richard Pett wrote:
Mactaka wrote:

So, Dunwich Horror done fantasy style?

are we going to see others too, like Shadows over Insmouth? The Kingsport one?

Tentacle held up high for Shadow!

I'm presuming if it sells well and is popular, they may return, rather like (ahem) the Styes - I'd certainly be game for a revisit, although it would also be interesting to see what others would make of the Hill.

I have already incorpulated, I mean incorporated Mi-Go and a whole bunch of other HPL inspired stuff in my AoW campaign. It was screaming out for it.

Paizo Employee Chief Technical Officer

I've updated the description to match the finished product. (That's right, we used the word "recrudescence.")

I also updated the cover image, but nothing really changed—the new image has maybe a little teeny bit more contrast.

The Exchange

That critter on the cover has really nice grill work....I wonder who it's dentist is?

Dark Archive

Odd question but who are the iconic's for this one?

Paizo Employee Creative Director

Kevin Mack wrote:

Odd question but who are the iconic's for this one?

I can't be sure, but I think it's Merisiel, Harsk, Kyra, and Seltyiel.

Dark Archive

*Sigh* Still no Lini then. Goes off to sulk.

Paizo Employee Creative Director

Kevin Mack wrote:
*Sigh* Still no Lini then. Goes off to sulk.

Lini will be one of the iconics in Kingmaker, and she'll also probably be in "Realm of the Fellnight Queen."

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

James Jacobs wrote:
Lini will...also probably be in "Realm of the Fellnight Queen."

My developer told me, "It Is Decidedly So." But he could have been consulting a Magic 8-Ball. ;-)

--Neil

Contributor

Never trust an elf! I mean, a developer.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Especially so for one with the initials S...K...R... ;-P

Dark Archive

NSpicer wrote:
Especially so for one with the initials S...K...R... ;-P

Come to think of it, that sounds suspiciously like a wrestling "gimmick"... just compare SKR to HHH and HBK! ;P

(and Sean wears those ultra-cool glasses, too, which reminds me a bit of The Rock...)


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Awww.. This would have been a great one for Halloween.. To bad its a November release..

~Nitehood

Paizo Employee Creative Director

Nitehood wrote:

Awww.. This would have been a great one for Halloween.. To bad its a November release..

~Nitehood

The funny part is, of course, that Carrion Hill was original scheduled as a September release but it slipped due to interference from RPG creation factors.


That cover is freakin' awesome. Love the pulp look! I also appreciate Paizo setting modules & PFS scenarios in areas/countries where there have been no adventure paths to date. Every little bit helps flesh out the world. Awesome.

And as a huge fan of both "The Styes" and its sequel, "The Weavers", I do hope you let Richard Pett come back for more.

Liberty's Edge

Andrew Turner wrote:
Big Tex wrote:
Alaska's a state?!...

I heard that! In fact, Alaska is twice the size of measly Texas, and equivalent in land mass to the entire Eastern Seaboard, from Maine to Florida and west of Tennessee. Yes, I am proud of my big honkin' country, er, state, I mean...

Alaska is sooo big, that when I drive from Fairbanks (my home) to the next biggest city, Anchorage, it's like a Seattelite driving to Eureka, CA, or a New Yorker driving to Raleigh, NC. That's right, think BIG.

However, if you cut Alaska in half then Texas would be....the THIRD largest state in the Union!

Paizo Employee Chief Technical Officer

BenS wrote:
And as a huge fan of both "The Styes" and its sequel, "The Weavers", I do hope you let Richard Pett come back for more.

I'm not sure we can stop him!


Heathansson wrote:
They're too high level for it. I'll just get new ones.

There is no such thing as "too high level" my friend. <eg>


Another temptation, I will have to see what's in the budget next paycheck but anything inspired by Lovecraft gets my immediate attention.


The main game I'm running right now is 3.5e FR but frequently a number of my five players don't show up. This past session I only got the two most guaranteed players so we rolled up level 6 Pathfinder characters, a cleric of Sarenrae and a paladin of ... well, the player is indecisive but probably Abadar.

I told them they were in Ustalav and I planned to put them in Expedition to Castle Ravenloft (in Ustalav in Golarion but EtCR is pretty setting neutral anyway and Ustalav seemed an ideal choice). I'd prefer to run Carrion Hill as my fall-back module though, for a number of reasons.

My question is this: I see Carrion Hill is for a party of level 5 characters. How do you think it would run for a level 6 cleric and a level 6 paladin by themselves? The cleric is Channel-focused.

I've got Carrion Hill coming in the mail right now but even once I get it, I'm not a very good judge of how much is too much.


David Wickham wrote:
Yeah, Texas is a big state right? :)

Yes, but the population's not large in the way you'd expect. Instead of there being more people, it's just that everyone there is around ten feet tall. On the positive side, a tourist can feed his entire family for three days off of just a single appetizer at most Texan burger joints.


Texas: It's like a whole other country.®


Awwwww yeah! Giving the HPL some love! I'm feelin' it! You can bet this is showing up in my campaign.


An excellent module Sir Pett.

^_^ As usual, I intend at some point to sicc this on a group of players.

Preferably at higher levels to take advantage of the fun stuff!

grins evilly

Dark Archive

Turin the Mad wrote:

An excellent module Sir Pett.

^_^ As usual, I intend at some point to sicc this on a group of players.

Preferably at higher levels to take advantage of the fun stuff!

grins evilly

Oh, you just made me envious (never a good thing with a Chelaxian dwarf) because my copy hasn't arrived yet...


Asgetrion wrote:
Turin the Mad wrote:

An excellent module Sir Pett.

^_^ As usual, I intend at some point to sicc this on a group of players.

Preferably at higher levels to take advantage of the fun stuff!

grins evilly

Oh, you just made me envious (never a good thing with a Chelaxian dwarf) because my copy hasn't arrived yet...

Are you in service to the Runelord of Envy by any chance? If not, now's a good time to start racking up those Sin points. :P

Dark Archive

Turin the Mad wrote:
Asgetrion wrote:
Turin the Mad wrote:

An excellent module Sir Pett.

^_^ As usual, I intend at some point to sicc this on a group of players.

Preferably at higher levels to take advantage of the fun stuff!

grins evilly

Oh, you just made me envious (never a good thing with a Chelaxian dwarf) because my copy hasn't arrived yet...
Are you in service to the Runelord of Envy by any chance? If not, now's a good time to start racking up those Sin points. :P

Who? Oh, you mean that Thassilonian upstart... which makes your question utterly ridiculous! Why would a true inheritor to the glory of Azlant stoop so low?!? I'm *CHELAXIAN*, man! I serve the Divine Asmodeus and the Blessed Majestrix, and through them our Glorious Empire! Why would I even *spit* in the direction of these so-called 'Rude Lords' or whatever? ;)


Asgetrion wrote:
Turin the Mad wrote:
Asgetrion wrote:
Turin the Mad wrote:

An excellent module Sir Pett.

^_^ As usual, I intend at some point to sicc this on a group of players.

Preferably at higher levels to take advantage of the fun stuff!

grins evilly

Oh, you just made me envious (never a good thing with a Chelaxian dwarf) because my copy hasn't arrived yet...
Are you in service to the Runelord of Envy by any chance? If not, now's a good time to start racking up those Sin points. :P

Who? Oh, you mean that Thassilonian upstart... which makes your question utterly ridiculous! Why would a true inheritor to the glory of Azlant stoop so low?!? I'm *CHELAXIAN*, man! I serve the Divine Asmodeus and the Blessed Majestrix, and through them our Glorious Empire! Why would I even *spit* in the direction of these so-called 'Rude Lords' or whatever? ;)

Upstarts eh, oh descendant of colonists/refugees? ;)


Wolf Munroe wrote:

The main game I'm running right now is 3.5e FR but frequently a number of my five players don't show up. This past session I only got the two most guaranteed players so we rolled up level 6 Pathfinder characters, a cleric of Sarenrae and a paladin of ... well, the player is indecisive but probably Abadar.

I told them they were in Ustalav and I planned to put them in Expedition to Castle Ravenloft (in Ustalav in Golarion but EtCR is pretty setting neutral anyway and Ustalav seemed an ideal choice). I'd prefer to run Carrion Hill as my fall-back module though, for a number of reasons.

My question is this: I see Carrion Hill is for a party of level 5 characters. How do you think it would run for a level 6 cleric and a level 6 paladin by themselves? The cleric is Channel-focused.

I've got Carrion Hill coming in the mail right now but even once I get it, I'm not a very good judge of how much is too much.

It looks pretty good for 6th level characters (my players will probably be that level when they hit it.) I think that most of the encounters are less challenges and more of a role playing opportunity.

That being said, adding a level to each of the Named NPCs and including a few more flunkies to each group and maybe letting the Carrion Hill Monster gain another HD or so would easily make it playable. Nothing you could't adapt on the fly or in 5 or so minutes.

(Before each module, I make 3x5 cards for all of the combat enemies in an adventure. That way, I can make quick changes if one of the players doesn;t show up or if they add an NPC on the fly.)

Dark Archive

Turin the Mad wrote:

Upstarts eh, oh descendant of colonists/refugees? ;)

Oh, but haven't we embraced our True Destiny since our humble beginning? Are we not THE most glorious, powerful empire that has *EVER* existed on Golarion? Are we not the rightful inheritors of Azlanti greatness? Why, I even have irrefutable proof of my own clan's roots in that fabled realm -- I just choose not to show it to you (I *could* show you some paintings my imp servants did on my naked dwarven dance, if you want to see them?). ;)

So, don't talk about 'upstarts' or 'refugees' to me, for have we not achieved what no other nation ever has?


Asgetrion wrote:
Turin the Mad wrote:

Upstarts eh, oh descendant of colonists/refugees? ;)

Oh, but haven't we embraced our True Destiny since our humble beginning? Are we not THE most glorious, powerful empire that has *EVER* existed on Golarion? Are we not the rightful inheritors of Azlanti greatness? Why, I even have irrefutable proof of my own clan's roots in that fabled realm -- I just choose not to show it to you (I *could* show you some paintings my imp servants did on my naked dwarven dance, if you want to see them?). ;)

So, don't talk about 'upstarts' or 'refugees' to me, for have we not achieved what no other nation ever has?

;)

Reclaim the ancient realm of Taldor at its height, then we can compare with older realms. ^_^

Of course, about then the infernal contracts will come due ...


Turin the Mad wrote:
Of course, about then the infernal contracts will come due ...

And I'm still looking for a 500 lb. non-magically enhanced chicken to satisfy that portion of the contract.

Liberty's Edge

It's mine! Hahahahahahahahaaa! Mine all mine!!!!!
Mwahahahahahaaaa......

Contributor

I love you heathy, have a horrible mad xmas.

Tekeli-li

Liberty's Edge

Justa hanging some ornaments

Spoiler:
on the trees in the sunless grove.

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