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After my last campaign, my players have become enamored with the idea of Hero Points (from the APG) and Factions (from the Faction Guide). I have just purchased a Harrow Deck, and am enamored with the idea of Harrow readings and Harrow Points.
Item A: H. Points
Is there room for both Hero Points and Harrow Points? I don't know if I can switch their favor from Hero to Harrow, but it seems like there are not that many Harrow Points to go around (one per adventure, so six total, right?). The main reason they want Hero Points is to avoid things like spending cash to Raise Dead (it brings them right out of the game, and turns a heroic sacrifice into an expense report).
On the other hand, it does seem like Yet-Another-Stat to keep track of, in addition to the Faction Prestige Awards (see below).
Item B: Factions
I really like the Faction Guide, and I was glad that my player's took to it. They're mostly a hack-n-slash type group, but they like some roleplay, and factions give them a chance to indulge one with the other.
What are good choices for Factions in the Carrion Crown? Pathfinder Society works anywhere (and can tie into the Professor, I figure), while other options are a little trickier to shoe in (I already shot down a player who wanted to be in the Old Cults. I can't wait 'til he finds out). Green Faith, various Religious Factions, maybe the Bloodstone Swords or Mendev Crusaders?
Thoughts?

Fraust |

I wish I had some experience to share on hero points, but the one campaign I've had a chance to use them in no one showed the sleightest interest in them (no one read through the rules, and only one or two of the players even knew we were using some form of hero point, even after I spelled it all out in the primer before we started) until one character nearly died. Harrow points look very cool, but haven't had a chance to play sense they came out.
You'll probably be fine using both, especialy as it's my understanding harrow points aren't a guarentied resource.
As for factions, there is an organization called the Esotric Order of the Palatine Eye (or something like that) that you could write up faction rules for. Other than that...there is the Whispering Way...

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As for factions, there is an organization called the Esotric Order of the Palatine Eye (or something like that) that you could write up faction rules for. Other than that...there is the Whispering Way...
I had to shoot down the same player on Whispering Way too...although, in his defense, he had been playing a necromancer striving to be a lich in our last game.

Fraust |

I can't really blame you for nixing the idea...though I think it could make for something interesting, depending on how much you trust the player in question. Something along the lines of an offshoot of the faction, or maybe the group of Whispering Way members mentioned in the AP are lead by someone who has enemies within the organization...so one of those enemies sends his own agent (the PC) to infiltrate a group of adventurers and play havoc with the other group's plans...
hmmm...*off to go scrible this stuff down in the notes for the fan fic I'm writing for CC*

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The Esoteric Order of the Palatine Eye would be the best group to turn into a faction, as they play a pretty significant role throughout the AP. As they don't have a write up in the Faction Guide, however, you'd need to create your own prestige awards. Alternatively, you could pretty easily use the Pathfinder Society as presented in the Faction Guide as the Esoteric Order just by changing its name—the two share a lot of the same goals.

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The Esoteric Order of the Palatine Eye would be the best group to turn into a faction, as they play a pretty significant role throughout the AP.
The Esoteric Order of the Palatine Eye is really cool, and if I manage to do a Faction write-up, I'll be sure to post it on the boards. I don't think I'll use them for my game, as I like the idea of keeping them a little distant from the PCs, as opposed to reliable allies.