Fan-made changes to Carrion Crown?


Carrion Crown


So did anyone make extensive changes to their own Carrion Crown game? I sorta did (aka from fighting Malyas in haunted Castle Kronquist to assaulting Gallowspire to stop a greatly bolstered Socorro from freeing the Whispering Tyrant)!

So, this thread is for anyone who wants to list anything they've changed from the base material of the Carrion Crown Adventure Path. I'll start:

Haunting of Harrowstone: Designed to take six 2nd Level PC's of 25 Point Build all the way to 5th Level. The final enemy in this chapter is Calgra, a female human (chelaxian) cleric of Orcus (CR 8).

Trial of the Beast: Designed to take six 5th Level PC's all the way to 8th Level. The final enemy in this chapter is Doctor Ivan Von Forgstein, a male half-golem (iron)/half-human (taldane) alchemist (vivisectionist) (CR 11).

Broken Moon: Designed to take six 8th Level PC's all the way to 11th Level. The final enemy in this chapter is Jamerson Howlet, a male human werewolf lord (CR 14).

Wake of the Watcher: Designed to take six 11th Level PC's all the way to 14th Level. The final enemy in this chapter is Gillian Hookhandle, a female human (ulfen) cleric of Cthulhu (CR 17).

Ashes at Dawn: Designed to take six 14th Level PC's all the way to 17th Level. The final enemy in this chapter is Malyas, a male human vampire general of the Whispering Tyrant (boosted up to CR 20).

Shadows of Gallowspire: Designed to take six 17th Level PC's all the way to 20th Level. The final enemy in this chapter and the whole adventure path is Socorro, the Butcher of Carrion Hill (boosted up to CR 23).

Grand Lodge

Just started running it as an E7 game but I'm only day 5 or so in.

I'm running it as a very low powered game setting.

Sovereign Court

I re-wrote book 5 completely as a yojimbo inspired story. Vamps were one faction and the esoteric order of the palatine eye was the other faction. The PCs had to find out how the WW was playing both sides against one another. Worked out splendedly. I didnt do anything near as close to what the OP has done tho.

helaman wrote:

Just started running it as an E7 game but I'm only day 5 or so in.

I'm running it as a very low powered game setting.

I wish I had done soemthing like that. It wasnt bad books 1-5 but when we got to book 6 we couldnt wait to end the campaign and start soemthing else. High level play is a bummer and we were only level 14.

Grand Lodge

The beast? Works fine as an intelligent flesh golem at level 4-6.

My thoughts are you can run most of the packs as standard werewolves with the advanced template (the weak are routinely culled) in BM. Leaders can have class levels. Carrion Hill makes a good chapter 4 with a few plot re-write points. The vamps are perfectly fine run as the spawn template in the AoD book for the most part and use full Vamps for the bosses.

Gallowspire is going to be problematic for me but I'll cross that bridge when I come to it.


I replaced WoW with The Harrowing. There is also a post for that.


I ran the Beast as intelligent as well, though he was fatalistic, depressed, and had given up. He knew he could break out, he knew he was innocent, but what's the point and the humans have already decided he was guilty so why fight it? It let the players create more empathy with the character, let me give more useful information, and gave me more control over the story than an 'idiot child' version of the Beast.

Grand Lodge

I've had Father Grimburrow be quite a bit older than normally may be thought. He and the teen Lorrimor were part of the Palentine uprisings and later worked with a certain shadowy organisation on some monster hunting.

He alludes to the uprising a few times in his ramblings.

I had Jorminda have the hots for Kendra (simply put they were the same age roughly and both were educated in a town of relative yokels) and so the sheriff was in a love triangle he didnt know about - Kendra is clueless and ambivilent.

One of the town did have dealings (minor) with the WW and used their money to get things out of hock. The money is ANCIENT gold coins. This will become the calling card of the WW agents later in the AP.


Not quite a change, but I have asked my players to write down 30 d20 rolls in order and give them to me. While they are in Harrowstone, these are their Skill checks and Saves.

They have an idea of what they rolled, but they are not sure where in the list they are. It adds to the tension in the prison because I simply ask for their modifiers, rather than rolls. When they walked through a cold spot, one of them couldn't figure out why everyone else was getting chilly, then they got hit with the damage! *evil grin*


So far, the only changes I made was that I am using a standard 4d6 stat rolling method, but the minimum result is 11 (I want my PC group to be above average), and I am granting them extra money to start out with (900gp) because the adventure is cash shy.

I gave them each a Travel Cloak from Magic of Faerun. For those of you that might be interested, the cloak weighs 1 lb, costs 1,200gp. It grants 5 cold resistance, sheds precipitation down to the knees, turns into a 1 man tent, provides trail rations for one each day and 2 gallons of either sugared hot tea or cool spring water. This just means they don't have to haul or manage food stores in game, though they still have to eat regular food when given a chance (I've been on trail rations, and they SUCK).

I also allowed them to buy each a magic item and go into debt (negative gold value). The cleric bought a circlet of wisdom +4, the fighter a +1 ghost touch greataxe, and the wizard a +6 circlet of intelligence. This doesn't grant them extra wealth, but it does grant some extra potency in a game where almost all of the moolah is tied up in consumables for the first two adventures at least.

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