Need Help with Carrion Crown Roleplay


Carrion Crown

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Hello everyone,

I am going to be running Carrion Crown in about a week and a half. I've read through the first two books, and they seem fantastic so far. Now my dilemma: My players are into the feel of old school horror, etc. However, I am looking for ways to spice up the roleplay a bit in the game. I know this may seem like a very basic question, and maybe some groups arent cut out for roleplay as much as they are "hack n' slash", but I see a lot of roleplay potential in this AP. What tips or tricks, or maybe scenarios that youve added would be helpful for me to get them to fully embrace the roleplay aspect of this AP? Or maybe certain characters have intricacies that I should keep in mind when I introduce them to the group? Any and all of your experience, tips or stories from your own game would help me greatly!

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Moved thread.

Scarab Sages

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The players will be going to the Unfurling Scroll, Townhall, and the temple for the research. They are also likely to go to the General Store. There is also the forge - and they may go to the moneylenders if they need to convert a bunch of small coins into higher currency. (I'm giving them silver pieces whenever there is money, so they have to go to moneylender eventually)

Each of these places is a great opportunity for roleplaying.

Additionally, because you need to add more opportunities to gain trust points, using the posting poles is also a great way to add role play opportunities.
Here is a place to get started with those:
http://paizo.com/forums/dmtz43ps?Carrion-Crown-and-Trust-Points

I'm going to have them notice Pevrin hammering the latest post, and give them that handout, along with some of the older ones:

Ravengro Posts:

1) Mr. and Mrs. Czery of Ravengro are pleased to announce the engagement of their eldest daughter, Miss. Dana Czerny to Mr. Kapel Gospod of Tamrivena. The couple will be joined in Holy Matrimony on the (a month and a half after the posting of this)

Mr. Dragomir Burgrin passed away at 10 in the evening on the (two days prior to this posting) He is survived by his widow and two children. His children live in Calilphas. May Pharasma have mercy on his soul.

2) Grozdan Asenov's mare Starfire finally gave birth to a healthy filly. He is requesting suggestions for names.
Little Viktor has fully recovered from the pox. If you have any symptoms, see Father Grimburrow.

3) Mrs. Burgrin is selling the following farming equipment: 1 wheelbarrow, 2 spades, 1 pitchfork, 1 plow with harness, 2 scythe, misc. handtools. She is also selling 1 milk cow, 8 chickens and 2 goats.

4) -- this is posted the day the PCs see it -- Ms. Vai needs two laborers to help repair the leaky roof of the Outward Inn as soon as possible. 2 sp each.
Jaelle Avanki's puppy "Bear" is missing. 6 months old, dark brown. Last seen outside Avanki's General Store. (dog with young template)
Seljak Baron is offereing a 25 gp reward for the death of the wolf or wolves killing his goats. (they are actually badgers - 1 regular, 1 dire)

Dreams are also a great way to get in some flavor. Look through the archives for some ideas. I posted a long flashback to the Harrowstone fire in one of them recently.

BASICALLY,
You want to make the people of Ravengro very weary of strangers, but have them warm up individually, so the players have a reason to want to save Ravengro. You should also really get a feel for Kendra, as she is the hook for the players this book.

Also make sure to have an idea of when the events and optional events are supposed to occur.

RPG Superstar 2014 Top 32

1. Talk to the players before hand and get the background for their characters. Most players will be happy to wax lyrical about their PCs. Weave some of their backstory into the module in some way.

2. Tell your players that their character must begin play with a "secret" and they must not reveal this until at least the 2nd module. The secret does not have to be criminal, but it should be dramatic in some fashion.

3. Turn down the lights and use candles for lighting.

4. Use the music suggestions in the module.

5. Read the rest of the boards for suggestions on ways weave more plot into the campaign. Things to look for starters are:

Spoiler:

  • Ways to use the Prof and Kendra past module one.
  • Ways to link the modules together past the string-of-pearls approach
  • Anything and everything about Adivion Adrissant and how to bring him in earlier
  • The trust mechanic and more things to do in Ravengro

6. Play in longer slots, if possible. Six or eight hour slots (with a short break) will allow a more relaxed leisurely play-style which will naturally encourage more RP.

7. As a DM, try and get into character. You don't have to have a voice for every character or be involved in ameuteur-dramatics, but try to speak in the 1st person "Hello, my name is Bob" rather than 3rd person "He tells you his name is Bob", and encourage players to stay in the 1st person and stay in character also.

Scarab Sages

I had all of my players come up with a secret that the rest of the group doesn't know about. Some of them have several secrets, cause they couldn't pick just one. :)

Definitely get them to write back-stories. If they are really into their characters, they will want to role play more and not just do whatever the normal adventurer reaction is. My players' characters are actually very superstitious and wouldn't even pick up the professor's evil books at first.

I'm also using music (99 darkest pieces of classical music - I removed a couple of the ones that weren't "dark," and I start every game with Danse Macabre - it's the campaign theme song)

I use house rules to promote starting on time, people finishing conversations when the music starts, no non-gaming conversations except during the break. (I have 6 players and a 4 hour maximum time slot, so strict rules keeps everyone focused)


I always talk in the first person for every NPC I play out I know their primary motivations, what scares them, what they think of strangers, etc. I'm good with voices and accents so in most cases I change the voxalization from my own. I sometims go so far as to change facial expressions, posture, etc. A lot of motivation stuff is often written into the modules, sometimes not, in which case I determine it before game play. Sometimes I am inspired to play them like someone I know or a famous personality this can give them some depth.

My players like role playing up to a point, I always watch closely for the Party losing interest at which point I move the adventure along.


I can't agree more with communicating with your players and doing prep work ahead of time. If you do not get player buy-in the atmosphere you're aiming for will not reach its potential and setting the groundwork & establishing expectations is vital in this regard.


Have the NPC's in the town have interesting character quirks. If you can't think of any (I hate to plug) but you can use Game Mastery. Also keep notes on names and said quirks to help you stay in character. I had a deputy who wouldn't do anything in the party without the Sheriff's say so, he didn't help out in an unscheduled fight. Had an acolyte who was flagellant (not flatulent.) Add some interesting npc's to make the town feel like a character. I also liked how trust points made the characters earn the good will of the town.
Haven't finished the first Mod so can't speak for the rest.


As Doug Obrien suggested, I would discuss this with your players first. Without their buy-in, any effort you make is likely doomed to fail. We all game for our own reasons. I believe an important point for you to communicate is that in order for your enjoyment, you want them to roleplay more. If they choose to ignore your desires they risk the campaign collapsing and/or loosing a GM.

This should not be used as a strong-arm tactic ("Do it my way or else."). Simply as a means of everyone agreeing to find some common ground.


I started out with a few really subtle hints at strange things afoot, and then as the first book started to build up on its own, i inserted a WW spy to surveil on them. I went with a highly specialized halfling ninja, who set up in the Lorrimor attic and ended up causing more than a few strange occurances. The only time they got a good look at him was when he rode past one of the PCs hellbent for speed, with a couple saddlebags full of all the WW related books from the Professor's collection.

This served to set a little bit of a theme of paranoia, which is close to the atmosphere of the classic horror stories from my perspective, as well as to inject a tangible relationship to the Whispering Way as early as possible. One of the things i think helps is to build the horror of it is to subtly unseat a sense of safety. They had all moved into the Lorrimor house, and really built up the relationship with Kendra. So when I first started with the unexplained occurances started, they were just left to wonder. Until i revealed the attic with the remnants of the spy... So they realized all their conversations could have been listened in on. Sinking stomachs all around.

Now they go about eyeballin all the little folk they see, even so far as having anti-gnome sentiments :D

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