Carrion Hill Updated for CC and SPOILED


Carrion Crown

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I am also considering including a device similar that which is described by Lovecraft in is weird stories collection "From Beyond" that will allow one to be able to see the naturally invisible spawn of Yog-Sothoth.

Lovecraft describes it as;

Quote:

"It would he too much... I would not dare," he continued to mutter. I especially noted his new habit of muttering, for it was not like him to talk to himself. We entered the laboratory in the attic, and I observed that detestable electrical machine, glowing with a sickly, sinister violet luminosity. It was connected with a powerful chemical battery, but seemed to be receiving no current; for I recalled that in its experimental stage it had sputtered and purred when in action. In reply to my question Tillinghast mumbled that this permanent glow was not electrical in any sense that I could understand.

He now seated me near the machine, so that it was on my right, and turned a switch somewhere below the crowning cluster of glass bulbs. The usual sputtering began, turned to a whine, and terminated in a drone so soft as to suggest a return to silence. Meanwhile the luminosity increased, waned again, then assumed a pale, outrè colour or blend of colours which I could neither place nor describe. Tillinghast had been watching me, and noted my puzzled expression.

"Do you know what that is?" he whispered, "That is ultra-violet." He chuckled oddly at my surprise. "You thought ultra-violet was invisible, and so it is - but you can see that and many other invisible things now. "Listen to me! The waves from that thing are waking a thousand sleeping senses in us; senses which we inherit from aeons of evolution from the state of detached electrons to the state of organic humanity. I have seen the truth, and I intend to show it to you. Do you wonder how it will seem? I will tell you." Here Trninghast seated himself directly opposite me, blowing out his candle and staring hideously into my eyes.

"Your existing sense-organs - ears first, I think - will pick up many of the impressions, for they are closely connected with the dormant organs. Then there will be others. You have heard of the pineal gland? I laugh at the shallow endocrinologist, fellow-dupe and fellow-parvenu of the Freudian. That gland is the great sense organ of organs - I have found out. It is like sight in the end, and transmits visual pictures to the brain. If you are normal, that is the way you ought to get most of it... I mean get most of the evidence from beyond."

It is obvious that using such a device will essentially provide those whom use it with see invisibility while near it. What should be the drawback however? Ideas? Obviously Tillinghast in the story has gone a little insane due to the repeated use of the device. I am thinking of putting an alchemist in Carrion Hill that can help the PCs by letting them essentially plug in and use it giving them temporarily the ability to see things once unseen. Or maybe the PCs can lure the spawn to it. Suggestions as to the properties of the device?


In the "Heroes of Horror" (3.5 edition) there is the monster on p. 153-154 called the Tainted Raver. I am thinking of using the template from to add to the lunatics to toughen them up a little.

From Heroes of Horror

Tainted Raver:
CREATING A TAINTED RAVER
“Tainted raver” is an acquired template that can be added to any humanoid or monstrous humanoid creature with at least mild levels of both corruption and depravity (referred to hereafter as the base creature). It is most often applied to a creature that goes insane because its depravity score exceeds the maximum for severe depravity for a creature with its Wisdom score; see Table 4–1: Taint Thresholds on page 63.

A tainted raver uses all the base creature’s statistics and special abilities except as noted here. Armor Class: A tainted raver’s state of perpetual rage gives it a –2 penalty to Armor Class.

Special Attacks: A tainted raver retains all the special attacks of the base creature and gains a perpetual rage ability.

Perpetual Rage (Ex): A tainted raver is constantly in a state of insane fury similar to a barbarian’s rage. In this state, the raver gains a +4 bonus on its Strength and Constitution scores, a +2 bonus on Will saves, and a –2 penalty to Armor Class. An effect that counters rage, such as the calm emotions spell, temporarily suppresses this ability and negates these bonuses and penalties. Unlike a barbarian’s rage, a tainted raver’s perpetual fury does not prevent it from taking actions that require reasoned thought or concentration. A tainted raver can cast spells, use skills, activate magic items, and even act calmly and rationally. It retains at least some modicum of tactical and rational thought, although its madness can cause it to act on those thoughts in an unpredictable manner. While some tainted ravers become screaming maniacs, others manifest their lunacy in more subtle and sinister ways. A rare few can suppress the outward signs of their innate wrath and even pass, for a time, as normal. Eventually, however, even the most iron-willed raver must give vent to its rage, resulting in fi ts of homicidal temper.

Special Qualities: A tainted minion retains all the special qualities of the base creature and gains those described below.

Fast Healing (Ex): A tainted raver heals 3 points of damage each round.

Madness (Ex): A tainted raver is irretrievably mad. It uses its Charisma modifi er on Will saves instead of its Wisdom modifi er and has immunity to confusion and insanity effects. Anyone targeting a tainted raver with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d3 points of taint (depravity) from that contact. A tainted raver cannot be restored to sanity by any means short of a miracle or wish spell. If restored to sanity, a tainted raver loses this template and all the modifi ers it applies.

Saves: A tainted raver’s state of perpetual rage gives it a +2 bonus on Will saves.

Abilities: Increase from the base creature as follows: Str +4 (for raging), Con +4 (for raging), Wis –6, Cha +6.

Taint: A tainted raver no longer acquires taint. For purposes of special abilities, its corruption and depravity scores are both considered to be half its Charisma score +1.

I will change the tainted depravity to the loss of insanity points.

Is there anything else that needs to be changed?

Dark Archive

How about making Keeper Hyve an alchemist?


woaaa this is great stuff
Txs for all the job dude, i hope i can do something than huge like this for you some time


Jadeite wrote:
How about making Keeper Hyve an alchemist?

why not? i love the idea

Dark Archive

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I tried giving the Spawn of Yog-Sothoth some class levels to bring it to CR 14.
It might have become a bit to strong, though. Even with 6 negative levels, the characters are facing an invisible flying opponent with the ability to remove glitterdust.
WiP, some things like skills are still missing.

As for the other encounters, I'm thinking about increasing the number of opponents instead of just the level of the NPCs. Nearly every combat in the module consists of the PCs ganging up on single opponents. Knowing my group, those encounters would neither be very long nor very interesting.

Spawn of Yog-Sothoth Void Oracle 9
XP 38,400
CE Large Aberration
Init +7; Senses blindsight 30 ft., darkvision 60 ft.; Perception +28
Aura stench (DC 22, 10 rounds)

DEFENSE
AC 31, touch 12, flat-footed 22 (+6 armor, +3 Dex, +13 natural, -1 size)
hp 277 (23d8+170)
Fort +13, Ref +12, Will +16
Defensive Abilities natural invisibility, DR 10/magic; Immune cold, fire; Resist sonic 10; SR 20
Weakness 6 negative levels (or fewer), not included in these totals

OFFENSE
Speed 30 ft., climb 30 ft.
Melee 1 bite +25 (1d8+10,19-20), 4 tentacles +24 (1d6+5 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain, devestation
Oracle Spells Known (CL 9th; concentration +17)
4th (6/day) - black tentacles, divine power, inflict critical wounds (DC 22), fleshworm infestation (DC 22)
3rd (8/day) - bestow curse, dispel magic, inflict serious wounds (DC 21), tongues, wind wall
2nd (8/day) - bull's strength, dust of twilight, inflict moderate wound (DC 20), oracle's burden (DC 20), resist energy, silence (DC 20)
1st (8 day) - divine favor, entropic shield, inflict light wounds (DC 19), murderous command (DC 19), protection

from good, protection from law, shield of faith
0 (at will) - bleed (DC 18), detect magic, guidance, light, read magic, resistance, stabilize, virtue

STATISTICS
Str 30, Dex 17, Con 23, Int 17, Wis 15, Cha 26
Base Atk +16; CMB +27, CMD 40
Feats Combat Reflexes, Extra Revelation (4x), Improved Critical (bite), Improved Initiative, Lightning Reflexes,

Multiattack, Power Attack, ToughnessVital Strike, Weapon Focus (tentacles)
Languages Aklo
SQ oracle's curse (wrecker), revelations (brain drain [9d4, DC 22, 2/day], cloak of darkness [+6/+4, 9 hours/day], gift of madness [9 rounds, DC 22, 11/day], interstellar void [9d6, DC 22, 1/day], read the tapestry, wings of darkness [9 min/day])


So this looks great thanks for the work
is it worth adding to the ap it's on sale this month


Totally worth it. But I am biased having done all this work to include it.....


I'm in the middle of running it now, using a combination of Brodyz conversions and my own. They have one section left to clear (they chose Keeper Hyve's church last), so I should be posting some stuff about it once its done. (about one session)

We're having a blast with it, and I feel like its helping tie in Wake of the Watcher further in with the rest of the campaign arc.


So how did you guys tie this in? Did the rider pass through carrion crown or what

Dark Archive

Great work on updating these monsters and NPCs. As Jadeite suggested, Keeper Hyve might work even better as an alchemist.

I noticed you gave Yarresh iterative attacks with claws and bite, but I thought you didn't get those with natural weapons?


-Joey: I'm changing the Moit of SN to be a meteorite that the Dark Rider trades for a copy of the Pnakotic Manuscript, making the WW more of the catalyst for the events in Illmarsh.

-Asgerion: I rewrote him as A Vivisectionist Alchemist with the Alchemical Simalacrum discovery, since nothing's worse than a solo opponent with sneak attack and no way to use it. The class also gives him Poison Immunity, which is important for his background and tactics. As soon as I have time, I'm going to write up how our module went.


Rakshaka wrote:
-Joey: I'm changing the Moit of SN to be a meteorite that the Dark Rider trades for a copy of the Pnakotic Manuscript, making the WW more of the catalyst for the events in Illmarsh.

So moit SN I'm confused what is that


:
Moit of Shub Niggurath, the thing that gets found by the Dagon worshippers that hatches Slugspawn.


Oh that's cool but with timing will that really work?

I really like both carrion hill and wake the watcher nice twist to all the undead and other types of horror


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This Thread ) shows a script my players found that details how the events in Carrion Hill and Illmarsh affect the overall meta-plot of the Whispering Tyrant. In short...

Spoilers for both adventures:
The Way is seeking to disrupt the ley-line nexus in those two sights and Feldgrau, allowing the mind of the Whispering Tyrant (encountering in the 'Dreams of the Tyrant' haunt in Part 6) to expand further from his prison. This would allow him to gather allies normally beyond his reach for his coming re-awakening.
As far as the timing of it all, I don't see much of an issue. The inception of the slug-spawn happens in the late-game of in the scheme of events in Illmarsh, otherwise the things would be widespread when the PCs first arrive in town. Given that they are delayed in Carrion Hill for 4 days, have yet to face the assassination attempt in Thrushmoor, and will certainly face something on the road there, its completely feasible for events to play out as they do, or at least to a lesser degree.
Since they're basically a week behind the Dark Rider, its more than enough time for the first human disappearances to just be occuring. I'm going to make it so that the Moit didn't 'hatch' until brought within the standing stones in Undiomede House's Central Hall (F3). I'll also have signs of a struggle showing when the Mi-Go controlled scum tried to disrupt the hatching, forcing Lucas to run back to town with intact parasites. Despite the secrecy surrounding him, I'm going to have a townsfolk come forawrd after that point and describe wow Lucas was spouting jibberish about 'getting the sound out of my head' to foreshadow the Slugspawn further.From there, I just lessen the number of headless corpses in the Hall's Fostering Room (E9) to 3 instead of 7.


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Just ran Carrion Hill and had a blast doing so. I'm incorporating it into my Carrion Crown campaign, using the theory that the geocentric line of Illmarsh, Feldgrau, and Carrion Hill relates to the spiritual prison that contains the Whispering Tyrant (which I discuss in This Thread ) I utilized a few of Brodyz's conversions and substituted a few of my own. Here's how it went:

From Feldgrau to Carrion Hill: Up to this point, something had happened everytime the PCs had ventured onto to the roads of Ustalav. Instead, I made pains to describe the strange storm system that surrounded Carrion Hill while amplifying the fact that nothing was on the road. For the first time in the campaign, no "random" encounters took place as I emphasized that even the monsters were taking refuge. The fact that the horrors of Ustalav were hiding from something, especially in a cursed area like the Furrow emphasized that something was very wrong. However, since it was the closest civilized area and there was no way the PCs were goin back through the Furrows, they decided (ahem, were 'railroaded) to make towards Carrion Hill.
Additionally, I added the above Linked letter as a note recovered from Vrood's possessions as well as altering the final vision that Vrood imparts to the ghost, where he tells the Dark Riders to go to Carrion Hill and trade the Star Moit for the Pnakotic Manuscript instead of going to Thrushmoor. In this way, I am slightly altering the plot and timetable of "Wake of the Wacther' to better tie it into the campaign as an overall arc..

Arriving in Carrion Hill Again, I made sure to describe the lack of people on the streets and the constant driving rain. This was strange, because in my campaign it is winter and Ustalav is certainly geographically North enough to be seasonably cold. Besides this, I periodically described strange gaps in the rain that would periodically appear, usually resembling unknowable shapes. I also had all of the markets closed so the PCs couldn't buy or sell anything until the menace at hand had been dealt with. Finally I upped the reward to a Type II Bag of Holding with the same GP reward placed within it. The party sorely needed a better extra-dimensional space than a Haversack and it also lets me up the GP value of completing the module to a more appropriate level.

The Sunless Grove To add some more alien horror flavor to the area, I made the following changes:
A6 Added 6 Cythnigoth Qlippoths that arose out of the slime that the thing had left. While not especially dangerous on their own, their use of Soften Earth and Stone let me create a tunnel collapse that forced them to continue onward.

A8 Used Brodyz's conversion here, worked fairly well, and created a brief moment of diplomatic interaction when the last one alive surrendered.

A10 I noted that the columns were not round but angled, then added two 2 Hounds of Tindalos to the area.

A11Since I have The Shattered Star AP, I have access to more monsters from Leng to supplement those in this adventure and the next one. In this case, I substituted Yaresh's statistics for those of a Leng Ghoul ( PF#65: Into the Nightmare Rift, p.45) and gave him 6 ghoul companions with the Warren Burrower Feat from Undead Revisited (gives them Burrow 10) to help. It started diplomatically enough but predictably broke into combat. A tough fight, but a good capstone to the four encounters of the this section. They exited through the sewers, where I got to periodically describe the distant inhuman roars of the Spawn (which occasionally got nearer or echoed from the wrong direction) as well as the utter lack of random encounters. Finally, I had the Pnakotic Manuscript note that the item was given to them by a 'Dark Rider' from some organization in exchange for an tiny meteorite known as a Star Moit formerly held by Keeper Crove. In this way, I made it an error of haste on the Keepers part in their attempt to summon the Spawn; upon Crove's insistence, they enacted the ritual the day they learned of it, resulting in a creature far beyond any of their control.
I'm of the opinion that a lot the monsters in Wake of the Watcher and the Spawn from this module shouldn't necessarily be identifiable with monster lore checks. I know I'm arguing semantics, but Knowledge:Dungeoneering should be just that and not cover things from Outer Space. Likewise, identifying an aspect of an Outer God like the Spawn in this module and the Dark Young in the next should be exceedingly difficult to identify, even if you have lots of ranks in Knowledge: Planes. Heck, if 'm going to follow horror tropes, having knowledge of what such things are should be like flirting with insanity. In this regard, I'm going to allow any PC who actually reads the entirity of the Pnakotic Manuscript knowledge of such things (which I'm going to say requires 32 hours of reading, no session of which can be less than an hour. Every hour spent reading past 5 hours requires a Will Save (DC 20+hour beyond 5) or the PC loses a point of Sanity using rules in Wake of the Watcher). Completely reading the manuscript requires a Sanity Check (DC 15) or that PC loses 2 points of sanity. However, this will allow some PCs a chance to identify the horrors from beyond, albeit at a risk. Now, onto the Keepers...!

For Rupman's Vat, I knew I wanted to take advantage of the terrain present within the complex, making it less of a liability for the zombies and giving Myre time to use his ranged attacks. To this degree, I upgraded all of the zombies working the vats into Juju zombies with 2 levels of Alchemist (substituted for the 2 levels of Rogue in their entry). This gave them significant firepower and made it so the PCs had to deal with the zombies before closing with the Keeper. I also gave him the corpse of an Adult Black Dragon to cast animate dead on, giving him a powerful zombie minion to again give him more time so the fight doesn't end in 3 turns. Out of all the fights, this was everyone's favorite. It should be noted from the stats that some of his spell choices are sub-optimal, chosen more to reflect his flavor than out of power. I should note that with all of the Keepers, I gave them a 20-pt stat build to reflect the power of my own PCs.

Keeper Myre
Male human oracle 12
CE Medium Humanoid
Init + 4 Senses Darkvision 60 ft.; Perception +1
DEFENSE
AC 25, touch 14 , flat-footed 25 (+8 armor, +4 deflection, +1 natural, +2 shield)
HP 92 (12d8+48)
Fort +9, Ref +6, Will +13
Immune Fatigue
OFFENSE
Speed 20 ft, fly 60 ft. (good)
Melee +1 Dagger +13/+8 (1d4+4 19/20)
Special Attacks Interstellar Void 3/day (DC 22)
Oracle Spells Known (CL 12th; concentration +22; ranged +9)
6th (4/day) - create undead, planar binding
5th (6/day) - lesser astral projection, feeblemind (DC 21), slay living (DC 21)
4th (7/day) - black tentacles, chaos hammer (DC 20), dimensonal anchor, divination, lesser planar ally
3rd (7/day) - animate dead, deeper darkness, dispel magic, magic circle against chaos, , tongues, vision of leng* (DC 19) (as Vision of Hell but CE instead of LE, with landscape resembling Leng.
2nd (8/day) - cure moderate wounds (DC 18), dust of twilight (DC 18), lesser restoration, resist energy,shard of chaos (DC 18), sound burst (DC 18)
1st (8/day)- command (DC 17), entropic shield, know the enemy, murderous command (DC 17), protection from chaos, shield of faith
0 (at will) create water, detect magic, detect poison light, mending, purify food and drink, read magic, resistance, spark
Mystery dark tapestry
STATISTICS
Str 14 Dex 10 Con 16 Int 12 Wis[/b ]13 [b]Cha 22
Base Attack +9; CMB +11; CMD 25
Feats Abundant Revelation (Intersetellar Void), Combat casting, Expanded Arcana, Improved Initiative, Iron Will, Quicken Spell, Toughness
Skills Diplomacy +12, Heal +6, Knowledge (Arcana) +10, Knowledge (History) +11, Knowledge (Planes) +16, Knowledge (Religion) +12, Sense Motive +5, Spellcraft +13, Stealth +21
Languages Abyssal, Aklo, Common
SQ oracle's curse (lame), revelations (cloak of darkness, interstellar void, pierce the veil, wings of darkness)
Combat Gear lesser metamagic rod of persistent spell; Other Gear +1 dagger, cloak of resistance +2, headband of charisma +2, incense of transcendence, incense worth 2,000 gp, silver holy symbol (yog-sothoth) worth 50 gp, 1250 gp in onyx gems

For the church and Keeper Hyve, I knew I needed to make signifcant changes for the fight to be interesting. A lone rogue is never going to have a chance against a group of PCs; even if they get that one sneak attack off, basic action economy says that the damage of that attack is quickly mitigated by the other three PCs. Instead, I re-tooled him as a vivesectionist alchemist, keeping his basic flavor intact while giving him a host of new abilities that directly tie in with his concept, most important of which is Poison Immunity. Also, his plan to poison the spawn is expanded by the use of alchemical simalacrum that have ingested a concoction of poisons that in theory should affect the creature if it bites any of them. I kept Brodyz's updated Violet Fungus for the second part of the encounter, which took place when Hyve ducked into the sluice tunnel after the PCs dispatced the clones. It should be noted that my PCs did this part last, meanining that the Spawn fought them here (arguably the least PC friendly of the the three areas in terms of terrrain).

Keeper Hyve
Male human alchemist (vivsectionist) 11
NE Medium Humanoid
Init + 2 Senses Darkvision 60 ft.; Perception +15
DEFENSE
AC 25, touch 11, flat-footed 24 (+4 armor, +2 Dex, +6 natural, -1 size, +2 shield)
HP 107 (11d8+47)
Fort +11, Ref +10, Will +5
Immune Poison
OFFENSE
Speed 40 ft,
Melee 2 Claws +16 (1d8+10), Bite +16 (2d6+10 and poison)
Ranged Poison Vial (Sassone Leaf Residue) +9 (1d3 and poison)
Special Attacks sneak attack +6d6,
Alchemist Extracts Prepared (CL 11h; concentration +22;)
4th - dragon's breath (DC 16), greater invisibility
3rd - cure-serious wounds, fly, haste, non-detection, water breathing
2nd - barkskin*, bull's strength*, false life*, see invisibility
1st - cure light wounds, enlarge person, expeditious retreat*, negate aroma, jump, shield*
STATISTICS
Str 18 (28)Dex 14 Con 14 Int 16 (14)Wis12 Cha 10
Base Attack +8; CMB +12 (*+21); CMD 24 (35)
Feats Brew Potion, Combat Expertise Defiant Luck, Extra Traits (Fast Talker/Highlander), Greater Feint, Improved Feint, Improved Unarmed Strike, Shadow Strike, Throw Anything
SkillsBluff +15, Craft (Alchemy) +12, Craft (Poison) +17 Disable Device +17 Knowledge (Arcana) +10, Knowledge (Nature) +12, Knowledge (Planes) +16, Knowledge (Religion) Percepion +15, Stealth +22
Languages Abyssal, Aklo, Common, Undercommon
SQ alchemy(alchemy crafting +11, , identify potions) mutagen* (+6 str,-2 int), discoveries (alchemical simalacrum, bottled ooze, concentrate poison, feral mutagen, sticking poison), poison use, swift alchemy
Combat Gear [i, potion of cure serious wounds, potion of resist energy (fire)[/i], 1 dose Purple Worm Poison, 1 dose of Deathblade Poison, 2 doses of Concentrated (+2 DC, +50% duration) Large Scorpion Poison, 3 doses of Concentrated Spider Venom, 4 doses of Sassone Leaf Residie Other Gear amulet of mighty fists +1, belt of mighty constitution +2, cloak of reistance +1, +2 Shadow leather armor, ring of force shield.

Keeper Hyve's Silmalacum
Male human alchemist simalacrum(vivsectionist) 5
NE Medium Construct
Init + 2 Senses Darkvision 60 ft.; Perception +15
DEFENSE
AC 15, touch 12, flat-footed 24 (+3 armor, +2 Dex)
HP 33 (5d8+10)
Fort +6, Ref +7, Will +1, Resist Poison +4
OFFENSE
Speed 30 ft,
Melee Unarmed Strike +7 (1d6+4)
Ranged Ranged +5 (Acid Flask or Alchemist Fire)
Special Attacks sneak attack +3d6
STATISTICS
Str 18, Dex 14, Con 14, Int 16, Wis12, Cha 10,
Base Attack +3; CMB +7; CMD 19
Feats Brew Potion, Combat Expertise, Extra Traits (Fast Talker/Highlander), Improved Unarmed Strike, Shadow Strike, Throw Anything
SkillsBluff +9, Craft (Alchemy) +9, Craft (Poison) +11 Disable Device +11 Knowledge (Arcana) +10, Knowledge (Nature) +11, Knowledge (Planes) +10, Percepion +9, Stealth +11
Languages Abyssal, Aklo, Common, Undercommon
SQ poison use, swift alchemy, poison blooded.
Combat Gear 2 doses of medium spider venom, 2 flasks of acid, 1 flasks of alchemist fire. Other Gear leather armor
Poison Blooded (Ex): These simalacrum have ingested and injected numerous poisons into themselves that are designed to debilitate any non-human that ingests their blood from a natural attack. Alchemical Blood Poison - ingested; save Fort DC 18; frequency 1/round for 4 rounds; effect 1d4 str and naturally invisble targets become visble as if under the effects of a glitterdust spell (CL 5); cure 1 save.

For the Crove's Asylum, I kept the module's desriptions pretty much intact, having the bread-crumb trail of prisoners leading towards the basement. I used Brodyz conversions for both the maniacs and the orderlies, and they both worked very well. In the basement prison, I had the insane, locked-up prisoners attempt to grab at any PCs who were adjacent to their cells (+5 CMB) while the fights were taking place. A couple minor changes:

D24 Changed Zhezek into a Shoggti Qlippoth that Crove had bound to work on his patients. This let me help emphasize some of the alienist views of Crove due to his alliance with the horrid thing.

D27-D30 I eliminated the Moorlock and added a couple of Color-Blighted prisoners that had been taken in. This let me foreshadow the Colour out of Space in the next module.

D33-39 I changed all of this into three large adjoining rooms to give the Keeper more room to fight and utilize his summoning abilities.
For Crove himself, I wanted to give him a class with more push than Mystic Theurge, which IMO isn't a good class for a singular foe to have. The lack of focus on the DCs of the spells and the limiting of spell power by cross-classing combined with action economy of most encounters makes for an easy fight, way too easy for a horror themed campaign. Instead, I retooled him as a Summoner, giving him all the action economy he needs, at least enough to go and free the Chaos Beast in D32. His eidilon is a tentacled, mutli-eyed horror that silently floats through the halls.

Keeper Crove
Male human summoner 11
CE Medium Humanoid
Init + 3 Senses Perception +0
DEFENSE
AC 28, touch 14, flat-footed 25 (+6 armor, +1 deflect, +3 Dex, +4 natural, +4 shield)
HP 71 (11d8+22)
Fort +6, Ref +7, Will +11
OFFENSE
Speed 30 ft.
Melee +1 inubrix sickle +9/+4 (1d3+2 19/20)
Ranged
Spell-Like Abilities (CL 11, Concentration +20)
8/day- summon monster IV
Summoner Spells Prepared (CL 11h; concentration +20)
4th (3/day) - contact other plane, dismissal (DC 19), hold monster (DC 19)
3rd (5/day) - black tentacles, dimensional anchor, dispel magic, wall of fire
2nd (5/day) - barkskin*, bull's strength*, haste, invisibility, resist energ*y
1st (7/day) - expeditious retreat*, protection from chaos, protection from good*, rejuvenate eidolon, shield*, unseen servant*
STATISTICS
Str 8 (12*) )Dex 16 Con 14 Int 13 (14)Wis[/b ]10 [b]Cha 21
Base Attack +8; CMB +7 (+9*); CMD 21 (23*)
Feats Augmented Summonigng, Combat Casting, Extra Evolution (2),Iron Will, Spell Focus: Conjuration, Superior Summon
Skills Heal +3, Knowledge (Arcana) +8, Knowledge (History) +7, Knowledge (Planes) +10, Knowledge (Religion) +7, Profession (Doctor) +10 Spellcraft +12, Use Magic Device +8
Languages Abyssal, Aklo, Common,
SQ aspect, bond senses, eidolon, life link, maker's call, shield ally, transpositition
Combat Gear potion of cure serious wounds, scroll of binding, scroll of dismissal,scroll of glitterdust, scroll of nondetection (2), scroll of sending Other Gear {i]+1 inubrix scythe, +2 chain shirt, ring of protection +1, cloak of resistance +1,[/i] masterwork surgeon's tools, silver tentacled belt buckle (500 gp), 33 gp.

Ooglith
Eidolon (Serpentine base form)
CE Large Outsider
Init +8 Senses blindsense 30 ft., darkvision 60 ft.;Perception +12
DEFENSE
AC 30, touch 12, flat 27 (+3 Dex, +14 natural, +4 shield, -1 size)
HP 85 (9d10+36)
Fort +7, Ref +11, Will +8; +4 morale bonus on Will saves against enchantment spells and effects
Defensive Abilities evasion
OFFENSE
Speed 20 ft., climb 20 ft., fly 20 ft. (perfect)
Melee bite +15 (1d8+7), 3 tentacles +14 (1d6+3 and grab), tail slap+13 (1d8+3)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 24, Dex 18, Con 18, Int 8, Wis 10, Cha 11
Base Attack +9; CMB +17; (+21 grab) CMD 31
Feats Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus: Tentacle
Skills Knowledge (planes) +5, Perception +12, Spellcraft +10, Stealth +12
Languages Aklo
SQ devotion, evasion, evolutions (bite, blindsense, climb, flight (2), grab, large, reach (bite), tail slap), tentacle (3), link, share spells (currently sharing shield and barkskin.)

Big thanks to Brodyz for his conversions, they helped to inspire my own. This module was fun to run and I feel is going to help tie Wake of the Watcher into the AP a little better.


I love what you did with Keeper Hyve. And really, all of the changes you made to bring the module more in line Wake of the Watcher is brilliant.


Great job I'll be stealing lots of this for sure


So what did people do with the extra EXP from Carrion Hill will everything be a level higher (which im kinda leaning to) or did you just not give them the level or cheated them EXP?

BTW I just give levels so EXP doesn't really bother me but im checking.

What level did you run the PCs into Carrion Hill at did you give them the level from VRood or waited?


Unbelievably good work Brody! Is it possible to get the updates in a convenient PDF (or am I being too greedy?)?

Kudos to Rakshaka too, love the ideas.


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As far as XP

Wake of the Watcher Spoilers:

I plan on having them reach 10th a little early (immediately after the Recondite Order of the Indomitable Sea). With that, they'll probably reach 11th level a few encounters before the encounter with the Dark Young, but that shouldn't change too much. From there, I ran on running Ashes at Dawn a little off the rails with some of the fan created content that exists on the boards here. Wake of the Watcher is one of the few modules that I'm actually going to run 'as is' to see what happens


Im thinking of just adding a level to everything since I put everything on Hero Labs anyhow

So what stuff are you running for Ashes?


:
Radvir Giovanni's build (going with the Tetori/Panther Style/Body Shield build in that thread) That aside, I'm going to have a "inner war" between the vampires become more prevalent, where I can involve our Dhampir PC's backstory with the vamps there. He's already met Arkiminos in part 2, so I also plan on involving the player's human mother and vampire father as well. I might require the blood elixer to be made from Dhampir's blood(not the blood knight) to further tie him in. These are all loose ideas, except for the rebuild of Radvir; I still have a couple months before we get there, so I have some time to plan it out and make it cool. More to come eventually in the 'Ashes at Dawn' thread..


For the Spawn I was thinking of making it Mythic Agile to give it an additional action every turn to deal with the five players

So right now its just an Advanced Mythic Spawn with no changes is that enough to be challenging for 5 9th level characters?


So with
Keeper Hyve's Silmalacum
Male human alchemist simalacrum(vivsectionist) 5
NE Medium Construct
Init + 2 Senses Darkvision 60 ft.; Perception +15
DEFENSE
AC 15, touch 12, flat-footed 24 (+3 armor, +2 Dex)
HP 33 (5d8+10)
Fort +6, Ref +7, Will +1, Resist Poison +4
OFFENSE
Speed 30 ft,
Melee Unarmed Strike +7 (1d6+4)
Ranged Ranged +5 (Acid Flask or Alchemist Fire)
Special Attacks sneak attack +3d6
STATISTICS
Str 18, Dex 14, Con 14, Int 16, Wis12, Cha 10,
Base Attack +3; CMB +7; CMD 19
Feats Brew Potion, Combat Expertise, Extra Traits (Fast Talker/Highlander), Improved Unarmed Strike, Shadow Strike, Throw Anything
SkillsBluff +9, Craft (Alchemy) +9, Craft (Poison) +11 Disable Device +11 Knowledge (Arcana) +10, Knowledge (Nature) +11, Knowledge (Planes) +10, Percepion +9, Stealth +11
Languages Abyssal, Aklo, Common, Undercommon
SQ poison use, swift alchemy, poison blooded.
Combat Gear 2 doses of medium spider venom, 2 flasks of acid, 1 flasks of alchemist fire. Other Gear leather armor
Poison Blooded (Ex): These simalacrum have ingested and injected numerous poisons into themselves that are designed to debilitate any non-human that ingests their blood from a natural attack. Alchemical Blood Poison - ingested; save Fort DC 18; frequency 1/round for 4 rounds; effect 1d4 str and naturally invisble targets become visble as if under the effects of a glitterdust spell (CL 5); cure 1 save.

How Did you come about these stats and how many of there were there?


They're roughly statistical to a CR 4-5 a piece, so I used 4 of them against my group. They were pretty much speedbumps against my group, but still served as a great delaying tactic for Hyve so he could buff before he dived into the sluice shoot to the big cavern with the Violet fungus.
They made the spellcasters expend some spells against them, but they were there mainly for flavor.

As far as statistics, I basically reversed engineered the stats I used for Hyve to 5th level, with no supernatural abilities (again, I used a slightly higher point build for the 3 keepers to account for my group's 20 point build.) The body poison was sort of my own idea. When the encountered the church, they found a massive table in its main chapel area, bedecked with the sight of an eaten dinner. Had my PCs investigated (which they didn't) they would have discovered traces of poison. I figured each of the Keepers had a good plan to enslave the spawn expanded upon what was written in the module. In this case, Hyve's plan might actually work if the Spawn were to roll horribly.


Thanks man

I wish I had all your notes on one thing for the entire AP in one spot

Grand Lodge

Great job, Brodyz, Jadite, Rakshaka, you guys rock. I am running a party of five through the Carrion Crown now. We just finished Chapter 3. I was going to skip Carrion Crown due to one player moving at the end of the year, but it turns out he is not moving, so I am trying to upgrade the CR 5 to challenge a party of strong 9th levels. Thanks for the hard work. I could not have done it.

You guys rock. We start in one month (some vacations, etc.) I will let you know how it goes.


This is great stuff. I am looking forward to using it in my upcoming campaign. You guys rock!

Grand Lodge

Good job! I am enjoying it. Found a question you posted that I did ot see an answer for. Here is the backup you requested.

Brodyz wrote:

@aatea: Thanks for building him. It will be a great basis to compare him to my work in progress...

I find it interesting that Hero Lab does not allow Protection from Evil for him. Is there backup in the rules somewhere? That does not sound familiar to me at all.

Protection from Evil is a good spell. Clerics of a evil god may not cast it. I snipped the bit from the PRD below.

PRD wrote:
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions."


Hey I'm new to making my own stat blocks and I'm trying to convert this eidolon and summoner to an unchained world. I need to know if i did it right. I also took a couple creative liberties assuming it would be a protean and giving improved damage and toughness

Ooglith
Protean Eidolon
CN Large Outsider
Init +8 Senses darkvision 60 ft.;Perception +12
DEFENSE
AC 34, touch 13, flat 30 (+4 Dex, +16 natural, +4 shield, -1 size)
HP (9d10+27)
Fort +5, Ref +10, Will +8; +12 against enchantment spells and effects.
Defensive Abilities evasion, resistance acid 15, resistance electricity 10, and resistance sonic 10
OFFENSE
Speed 20 ft., climb 20 ft., fly 20 ft.(average)
Melee bite +14 (2d6+6), 3 tentacles +14 (1d6+3 grab and constrict), tail slap +12 (1d8+3)
Space 10 ft.; Reach 10 ft (bite 15 ft).
STATISTICS
Str 22, Dex 18, Con 15, Int 7, Wis 10, Cha 11
Base Attack +9; CMB +16; (+20 grab) CMD 31
Feats Improved Initiative, Iron Will, Multiattack, Power Attack, Toughness, Weapon Focus: Tentacle
Skills Knowledge (planes) +4, Perception +12, Spellcraft +9, Stealth +12
Languages Aklo
SQ devotion, evasion, evolutions (bite, flight (2), grab, improved damage (bite), large, resistance 15 (Acid), reach (bite), tail slap, tentacle (3)), link, share spells (currently sharing shield and barkskin.)


As it's creator, I can say unfortunately that I do not have Unchained and have no basis to make the comparisons (its on my 'To-get' list). Until then I will have to trust in the math and wisdom of others. (Dare I ask how the Unchained summoners differ from the normal ones?)


Rakshaka wrote:

As it's creator, I can say unfortunately that I do not have Unchained and have no basis to make the comparisons (its on my 'To-get' list). Until then I will have to trust in the math and wisdom of others. (Dare I ask how the Unchained summoners differ from the normal ones?)

it's available on d20pfsrd. I need you to know I'm sure huge fan of your enhancements to the adventure. I can't wait to run them myself.


Noted! Give me 24-36 hours to look over it and do the math and such on your version. I'm glad you are finding my stuff helpful!


That was suppose to say "super huge fan"

And thank you for being so willing know share and update your ideas with the rest of the community.


Okay, a few things:

1) Should gain Blindsense due to Protean form and 12th level. Flight should also be changed to perfect for same reason. This will alter its fly skill slightly
2) Should gain DR 5/Lawful under defensive abilities
3) I believe that its reach is limited more than is listed. Unfortunately all of its attacks except its bite should have a 5' reach.

Large evolution wrote: If the eidolon has the biped base form, it also gains a reach of 10 feet. Any reach evolutions the eidolon possesses are added to this total.

So while its bite benefits from the reach increase, none of its other attacks will.

Hope that helps!


Spoiler:
Rakshaka wrote:

Okay, a few things:

1) Should gain Blindsense due to Protean form and 12th level. Flight should also be changed to perfect for same reason. This will alter its fly skill slightly
2) Should gain DR 5/Lawful under defensive abilities
3) I believe that its reach is limited more than is listed. Unfortunately all of its attacks except its bite should have a 5' reach.

Large evolution wrote: If the eidolon has the biped base form, it also gains a reach of 10 feet. Any reach evolutions the eidolon possesses are added to this total.

So while its bite benefits from the reach increase, none of its other attacks will.

Hope that helps!

I probably shoulda noted i kept the encounter at level eleven

So, does the large serpentine form have a handicap to its reach, not actually granting a large reach because he's not a biped?


I know this is an old thread, but I wanted to thank Brodyz and Rakshaka for their excellent work. Saved me a lot of time.


Could anyone send me the document with the update? if that that would be great. trying to get everything lined up to run Carrion Crown. walfuls8britt@yahoo.com

Grand Lodge

Marking this for later


Marking as well. Getting the info Rdy to try and run CC soon

Silver Crusade

This thread is quite awesome and I'm definitely implementing several of the alteration in my game, when the time comes.


it id awesome indeed... but, since too many classes have popped since this amazing update, how it would be with the actual material?

perhaps this is an invitation for us to try updating it how to update with hybrid, occults, and the more classes


Pathfinder Rulebook Subscriber

Question. How long does this AP take to run?


The AP? It took my group about two years.
The Carrion Hill module? about 3-4 sessions, depending on DM pacing.


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3.5 year Necro. Just want to echo the thank you for this! My party is just about to finish Broken Moon; this saves me a TON of work to convert things. Woo hoo and huzzah - Mad Appreciations!


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

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