Quick transition question, AP to Module...


Carrion Crown

Liberty's Edge

Well, basically, I'm going to be running the Carrion Crown AP in the near future. Upon its completion, I'd like to continue on with the rest of the story, but I must admit, I'm stricken with a Strong desire to try to run through the Carrion Hill Module in between part 1 and 2 of Carrion Crown...

Problems being, obviously first of all, the level is a little off.. Players SHOULD be around level 4 or so as they leave Ravengro for their new destination, but Carrion Hill suggests a starting level of 5, with a rather scary end encounter to boot! Honestly, not a blaring problem, and probably the least of my worries...

But of course, the most blaring problem of all, is the simple fact that Lepidstadt AND Ravengro are on opposite sides of the map from Carrion Hill! The journey from Ravengro to Lepidstadt alone is about 100 miles, a decent amount of travel for the level of the party. The journey from Ravengro to Carrion Hill however, would be a bit over twice that, IF you could travel straight through the country! The dangers and stories involved in such a journey could be fun, but overall, would detract and eventually heavily outweigh the problems that would take place in CC (Carrion Crown) part 2..

If you decide to simply fast travel between the two, you take out a huge element of the fact that you are in a place of true, Gothic horror and that you are going through the very center of this cursed place. The land is filled with the things of your nightmares, and ... you travel for 1-2 month, and you reach your destination... Yeah... *yawn*

But, another one of the things I'd have the hardest time with, is... Why would the characters have any reason to take a side trip to the other side of the country? Not only are they setting out to fulfill the last wishes of a man they held dear in life, but they are also going to be paid a fair sum for the act as well. I kinda come up with a blank here...

Had a crappy idea of some form of divine intervention to attempt to place the characters in a place of great need, but I wanna try to keep with the theme of the game, and not get into something too silly :P An atmosphere for a series like this is difficult enough to build up, and put into place. Destroying or damaging this atmosphere once made, is going to be must easier than it was to make it to begin with.


I see two easy options here:

1) Make it some kind of extended dream sequence or other metaphysical experience or...

2) Just wait to use it later. Just after the end of Wake of the Watcher they should much closer to Carrion Hill and in a much better position to detour there. In fact, page 75 of WotW speaks on the subject.

Liberty's Edge

Luther wrote:

I see two easy options here:

1) Make it some kind of extended dream sequence or other metaphysical experience or...

2) Just wait to use it later. Just after the end of Wake of the Watcher they should much closer to Carrion Hill and in a much better position to detour there. In fact, page 75 of WotW speaks on the subject.

Really? hmm... hehe, I only have the first and second Carrion Crown APs so far.. Haven't went out and invested in ALL of them yet >.< And that could work, and be a lot less stressful... But wouldn't they out lvl it pretty badly by that time? And what all exactly is gone over in WotW, if you don't mind my asking? You've peeked my curiosity...


Luther wrote:

I see two easy options here:

1) Make it some kind of extended dream sequence or other metaphysical experience or...

2) Just wait to use it later. Just after the end of Wake of the Watcher they should much closer to Carrion Hill and in a much better position to detour there. In fact, page 75 of WotW speaks on the subject.

Actually best is between 2nd and 3rd. The Charaters have to go from Feldengrau to Thrashmoor, going PAST CarrionHill. However they are a bit of in a rush, but it can be inserted. Look ar the other posts.


You mean between third and fourth?

Minor plot spoiler:
Number three -ends- in Feldgrau. Trying to divert them to Carrion Hill before the end of three... I don't see that working very well with the extreme time crunch that comes near the end of the third one.

I misspoke earlier I had meant to say to try it before Wake of the Watcher, not after. So immediately after Broken Moon would be the best for proximity, though a few things would need to be changed because there is no logical reason for them to go to Carrion Hill. Perhaps the PCs hear stories of a horrible invisible beast terrorizing Carrion Hill? Offered rewards and possible connection to a certain whisper-like organization may prod them in that direction.

Minor spoiler:
Perhaps the mysterious rider that went to Thrushmoor at the end of the Broken Moon detoured to Carrion Hill himself? Mayhaps to meet with possible cultist allies that summoned the Spawn of Yog-Sothoth? Surely the rider will be disappointed with that unfortunate outcome and move on to Thrushmoor, not seeing it worth the danger to his mission. This would leave the city (and the PCs) to deal with the beast.

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