Carrion Crown Party


Carrion Crown


So I'm about to start playing CC and I've been wondering how easy/difficult of a time our party is likely to have. I know the first adventure has a lot of ghosts, haunts, etc. Are we going to run into trouble without someone who can channel?

At present the group looks like this.
Barbarian
Rogue
Monk
Witch(Hedge Witch)
Magus - Who will only be there about half the time.

I know the other adventures feature less undead, but we have to live long enough to get there. Are we going to run into trouble, or even survive, an undead heavy adventure without anyone who specializes in killing undead?

Thanks in advance.

-Kcinlive

Sovereign Court

Depends on play style. If you are the smart tactical types you should be fine. If you are the never run and never scout but kill/destroy anything you encounter types you may be in trouble.


Good to know, thanks.

I'll be the "voice of reason" if I have to!

-Kcinlive


My two character gestalt group had three deaths so far (currently in the latter half of book 3), all due to varying degrees of carelessness.

So if your group is a bit careful they should be fine.


You can get by in CC without undead specialists. But I notice a lack of healing in your party. Unless your witch takes a lot of cure spells, or your rogue carries a couple of cure wands, your party is going to be exclusively reliant on potions, which could be trouble.


Gonturan wrote:
You can get by in CC without undead specialists. But I notice a lack of healing in your party. Unless your witch takes a lot of cure spells, or your rogue carries a couple of cure wands, your party is going to be exclusively reliant on potions, which could be trouble.

I'll keep this in mind. No one was interested in playing a healer, so I stepped up with the Witch. Because of Real Life, the game isn't likely to start for a couple weeks. I'll mull over the possible Healer problem.

-Kcinlive


Kcinlive wrote:
Gonturan wrote:
You can get by in CC without undead specialists. But I notice a lack of healing in your party. Unless your witch takes a lot of cure spells, or your rogue carries a couple of cure wands, your party is going to be exclusively reliant on potions, which could be trouble.

I'll keep this in mind. No one was interested in playing a healer, so I stepped up with the Witch. Because of Real Life, the game isn't likely to start for a couple weeks. I'll mull over the possible Healer problem.

-Kcinlive

Without spoiling anything I can tell you that you should be fine in terms of healing in the first module of the AP (but you should take the healing hex with your Witch as soon as you can).

We were a 3-men party (15 point buy) without a dedicated healer (no paladin and no cleric) and we almost all died in the first module (two of us fled, one was left behind), but this was mostly due to bad rolls on our side and good rolls on the GM's side. A 4-men party like yours should be fine.

The Rogue and the Monk should use acrobatics to flank opponents and the aid another action to provide bonus to the barbarian's attack rolls against BBEGs if they have a hard time hitting them on their own (some of them have a good AC). The Witch should focus on healing and AoE spells. The AP will provide you with some tools to help you in your quest, don't be afraid to use those tools.

EDIT: Also, don't be too bold. Pick your battles wisely. Flee when it's time to flee. A single smokestick can help you with that.

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